karths/binary_classification_train_usab
0135
1Unnamed: 0,id,type,created_at,repo,repo_url,action,title,labels,body,index,text_combine,label,text,binary_label2198470,6973378723.0,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.3 4Build: v1.2.0-rc55Steps:61. VC with HA,DRS cluster, added few ESX hosts and created 50 VCHs and 2500 containers72. Rebooted ESX host where I have few VCHs and containers running83. As HA was enabled, all VCHs and containers got restarted on other hosts94. Admiral shows these VCHs as OFF10115. POrt layer is not running1213Logs from VCH are attached:14",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.15 16Build: v1.2.0-rc517Steps:181. VC with HA,DRS cluster, added few ESX hosts and created 50 VCHs and 2500 containers192. Rebooted ESX host where I have few VCHs and containers running203. As HA was enabled, all VCHs and containers got restarted on other hosts214. Admiral shows these VCHs as OFF22235. POrt layer is not running2425Logs from VCH are attached:26",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 ,02724372,23681328261.0,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 version28 29v4.0.alpha13.official [59dcddc45]30 31### System information32 33Windows 1034 35### Issue description36 37Inspector resource previews are small. Previously they were 64px tall, but now they are much shorter.38 39Alpha 13:4041 42Alpha 12:4344 45 46### Steps to reproduce47 48* Create a MeshInstance3D49* Add a BoxMesh to it50* The resource preview is short51 52This also applies to other resources with previews, including Texture.53 54### Minimal reproduction project55 56_No response_",True,"Inspector resource previews are very small - ### Godot version57 58v4.0.alpha13.official [59dcddc45]59 60### System information61 62Windows 1063 64### Issue description65 66Inspector resource previews are small. Previously they were 64px tall, but now they are much shorter.67 68Alpha 13:6970 71Alpha 12:7273 74 75### Steps to reproduce76 77* Create a MeshInstance3D78* Add a BoxMesh to it79* The resource preview is short80 81This also applies to other resources with previews, including Texture.82 83### Minimal reproduction project84 85_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 ,18617192,11779722468.0,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:**873.1.1-stable-windows88 89**OS/device including version:**90Windows 10 and Excel 201391 92 93**Issue description:**94When 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.95",True,"translation csv files don't support ANSI format on Windows - **Godot version:**963.1.1-stable-windows97 98**OS/device including version:**99Windows 10 and Excel 2013100 101 102**Issue description:**103When 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.104",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 ,11053203,3369044084.0,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 ,11069921,6517151322.0,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:**107Fedora 26 - Godot 3 master.108 109**Issue description:**110<!-- What happened, and what was expected. -->111I am unable to edit the gridmap tiles. 112When 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.113 114**Steps to reproduce:**115Try to edit the grid cells.116 117**Link to minimal example project:**118<!-- Optional but very welcome. You can drag and drop a zip archive to upload it. -->119The platformer 3D demo.",True,"[GridMap] Cannot edit grids in the 3D viewport - **Operating system or device - Godot version:**120Fedora 26 - Godot 3 master.121 122**Issue description:**123<!-- What happened, and what was expected. -->124I am unable to edit the gridmap tiles. 125When 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.126 127**Steps to reproduce:**128Try to edit the grid cells.129 130**Link to minimal example project:**131<!-- Optional but very welcome. You can drag and drop a zip archive to upload it. -->132The 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 ,1133727313,25031105755.0,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**134Tags autocomplete is not shown135 136**To Reproduce**137Steps to reproduce the behavior:138Given I have tests with tag ex. tag like @org:test139when create/edit a test140And start typing tag name ex. @org141Actual - I see no tags automatic suggestions142 143**Expected behavior**144expect to see all tags that start with @org145see feature in action on the demo146https://www.youtube.com/watch?v=2-gMXd9i-cc147 148**Screenshots**149150 151**Desktop (please complete the following information):**152 - OS: macos153 - Browser chrome154 - Browser Version 106.0.5249.119 155 - Application: production156 157**Additional context**158I reported this issue in the support chat earlier but it seems to be not been fixed yet159",1.0," Tags autocomplete stopped working - **Describe the bug**160Tags autocomplete is not shown161 162**To Reproduce**163Steps to reproduce the behavior:164Given I have tests with tag ex. tag like @org:test165when create/edit a test166And start typing tag name ex. @org167Actual - I see no tags automatic suggestions168 169**Expected behavior**170expect to see all tags that start with @org171see feature in action on the demo172https://www.youtube.com/watch?v=2-gMXd9i-cc173 174**Screenshots**175176 177**Desktop (please complete the following information):**178 - OS: macos179 - Browser chrome180 - Browser Version 106.0.5249.119 181 - Application: production182 183**Additional context**184I reported this issue in the support chat earlier but it seems to be not been fixed yet185",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 ,018651618,13635149070.0,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 Vulnerability187<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/vulnerability_details.png' width=19 height=20> Vulnerable Library - <b>connect-1.9.2.tgz</b></p></summary>188 189<p>High performance middleware framework</p>190<p>Library home page: <a href=""https://registry.npmjs.org/connect/-/connect-1.9.2.tgz"">https://registry.npmjs.org/connect/-/connect-1.9.2.tgz</a></p>191<p>Path to dependency file: openmrs-module-metadatamapping-1.3.4/owa/package.json</p>192<p>Path to vulnerable library: openmrs-module-metadatamapping-1.3.4/owa/node_modules/express/node_modules/connect/package.json</p>193<p>194 195Dependency Hierarchy:196 - browser-sync-2.11.1.tgz (Root Library)197 - browser-sync-ui-0.5.19.tgz198 - weinre-2.0.0-pre-I0Z7U9OV.tgz199 - express-2.5.11.tgz200 - :x: **connect-1.9.2.tgz** (Vulnerable Library)201<p>Found in HEAD commit: <a href=""https://github.com/nasifimtiazohi/openmrs-module-metadatamapping-1.3.4/commit/dbf14247c8c0a7b64ae301a8ab42df19cc87107e"">dbf14247c8c0a7b64ae301a8ab42df19cc87107e</a></p>202<p>Found in base branch: <b>master</b></p>203</p>204</details>205<p></p>206<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/medium_vul.png' width=19 height=20> Vulnerability Details</summary>207<p> 208 209The ""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.210 211<p>Publish Date: 2013-06-27212<p>URL: <a href=https://github.com/senchalabs/connect/commit/126187c4e12162e231b87350740045e5bb06e93a>WS-2013-0004</a></p>213</p>214</details>215<p></p>216<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/cvss3.png' width=19 height=20> CVSS 3 Score Details (<b>6.1</b>)</summary>217<p>218 219Base Score Metrics:220- Exploitability Metrics:221 - Attack Vector: Network222 - Attack Complexity: Low223 - Privileges Required: None224 - User Interaction: Required225 - Scope: Changed226- Impact Metrics:227 - Confidentiality Impact: Low228 - Integrity Impact: Low229 - Availability Impact: None230</p>231For more information on CVSS3 Scores, click <a href=""https://www.first.org/cvss/calculator/3.0"">here</a>.232</p>233</details>234<p></p>235<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/suggested_fix.png' width=19 height=20> Suggested Fix</summary>236<p>237 238<p>Type: Upgrade version</p>239<p>Origin: <a href=""https://nodesecurity.io/advisories/methodOverride_Middleware_Reflected_Cross-Site_Scripting"">https://nodesecurity.io/advisories/methodOverride_Middleware_Reflected_Cross-Site_Scripting</a></p>240<p>Release Date: 2013-07-01</p>241<p>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.</p>242 243</p>244</details>245<p></p>246 247***248Step 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 Vulnerability249<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/vulnerability_details.png' width=19 height=20> Vulnerable Library - <b>connect-1.9.2.tgz</b></p></summary>250 251<p>High performance middleware framework</p>252<p>Library home page: <a href=""https://registry.npmjs.org/connect/-/connect-1.9.2.tgz"">https://registry.npmjs.org/connect/-/connect-1.9.2.tgz</a></p>253<p>Path to dependency file: openmrs-module-metadatamapping-1.3.4/owa/package.json</p>254<p>Path to vulnerable library: openmrs-module-metadatamapping-1.3.4/owa/node_modules/express/node_modules/connect/package.json</p>255<p>256 257Dependency Hierarchy:258 - browser-sync-2.11.1.tgz (Root Library)259 - browser-sync-ui-0.5.19.tgz260 - weinre-2.0.0-pre-I0Z7U9OV.tgz261 - express-2.5.11.tgz262 - :x: **connect-1.9.2.tgz** (Vulnerable Library)263<p>Found in HEAD commit: <a href=""https://github.com/nasifimtiazohi/openmrs-module-metadatamapping-1.3.4/commit/dbf14247c8c0a7b64ae301a8ab42df19cc87107e"">dbf14247c8c0a7b64ae301a8ab42df19cc87107e</a></p>264<p>Found in base branch: <b>master</b></p>265</p>266</details>267<p></p>268<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/medium_vul.png' width=19 height=20> Vulnerability Details</summary>269<p> 270 271The ""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.272 273<p>Publish Date: 2013-06-27274<p>URL: <a href=https://github.com/senchalabs/connect/commit/126187c4e12162e231b87350740045e5bb06e93a>WS-2013-0004</a></p>275</p>276</details>277<p></p>278<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/cvss3.png' width=19 height=20> CVSS 3 Score Details (<b>6.1</b>)</summary>279<p>280 281Base Score Metrics:282- Exploitability Metrics:283 - Attack Vector: Network284 - Attack Complexity: Low285 - Privileges Required: None286 - User Interaction: Required287 - Scope: Changed288- Impact Metrics:289 - Confidentiality Impact: Low290 - Integrity Impact: Low291 - Availability Impact: None292</p>293For more information on CVSS3 Scores, click <a href=""https://www.first.org/cvss/calculator/3.0"">here</a>.294</p>295</details>296<p></p>297<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/suggested_fix.png' width=19 height=20> Suggested Fix</summary>298<p>299 300<p>Type: Upgrade version</p>301<p>Origin: <a href=""https://nodesecurity.io/advisories/methodOverride_Middleware_Reflected_Cross-Site_Scripting"">https://nodesecurity.io/advisories/methodOverride_Middleware_Reflected_Cross-Site_Scripting</a></p>302<p>Release Date: 2013-07-01</p>303<p>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.</p>304 305</p>306</details>307<p></p>308 309***310Step 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 ,031117958,12440387202.0,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. 312 313While 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.314 315While 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. 316You 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.317 318For 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:319 320**Collision Layers | Masks**3211 - Static Objects (immovable objects, floor, roof, etc.) <-> 2, 3, 43222 - Friendly Rigid Bodies (crates, player, etc.) <-> 1, 2, 3, 53233 - Enemy Rigid Bodies <-> 1, 2, 43244 - Player Bullets <-> 1, 33255 - Enemy Bullets <-> 1, 2326 327I realize that keeping this consistent can be incredibly awkward. Having to go back to my list every time I create new objects. 328After all, for **every**, **single**, **object** I make; I would have to go into the inspector and manually set individual layers and masks.329 330So this idea hit me; Why not create a ""Collision Group"" system, that allows us to setup individual collision groups for those masks and layers? 331 332Imagine 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. 333When creating a new group, you set a name for it and select which layer it is on and what it with collide with (masks). 334**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.335 336Group name: ""Static Objects"" <---- This is what you set on new objects that are static337Layer: 1338Mask: 2,3,4339 340Group name: ""Friendly Rigid Bodies"" <---- Easy setup of friendly rigidbodies such as player, crates, etc.341Layer: 2342Mask: 1,2,3,5343 344_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.345 346Thoughts? 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. 347 348While 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.349 350While 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. 351You 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.352 353For 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:354 355**Collision Layers | Masks**3561 - Static Objects (immovable objects, floor, roof, etc.) <-> 2, 3, 43572 - Friendly Rigid Bodies (crates, player, etc.) <-> 1, 2, 3, 53583 - Enemy Rigid Bodies <-> 1, 2, 43594 - Player Bullets <-> 1, 33605 - Enemy Bullets <-> 1, 2361 362I realize that keeping this consistent can be incredibly awkward. Having to go back to my list every time I create new objects. 363After all, for **every**, **single**, **object** I make; I would have to go into the inspector and manually set individual layers and masks.364 365So this idea hit me; Why not create a ""Collision Group"" system, that allows us to setup individual collision groups for those masks and layers? 366 367Imagine 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. 368When creating a new group, you set a name for it and select which layer it is on and what it with collide with (masks). 369**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.370 371Group name: ""Static Objects"" <---- This is what you set on new objects that are static372Layer: 1373Mask: 2,3,4374 375Group name: ""Friendly Rigid Bodies"" <---- Easy setup of friendly rigidbodies such as player, crates, etc.376Layer: 2377Mask: 1,2,3,5378 379_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.380 381Thoughts? 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 ,138218183,12626368564.0,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.383 384Now, I've seen an issue where this behavior was labeled as a bug: #14862385There's also #33704, which is related386 387The 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.388 389I opened this issue to discuss this problem. We could either:3901) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly)3912) remove this behavior (would close both of these issues, and probably some others)3923) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method)393 394Any 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.395 396Now, I've seen an issue where this behavior was labeled as a bug: #14862397There's also #33704, which is related398 399The 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.400 401I opened this issue to discuss this problem. We could either:4021) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly)4032) remove this behavior (would close both of these issues, and probably some others)4043) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method)405 406Any 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 ,1407658509,21895512980.0,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.408 409----410 411commit: fb961a560b6fb0807259aede2c9e382810092e09412buildURL: [Build Status](https://source.cloud.google.com/results/invocations/0fc959f1-c062-41e2-8769-bea84e235a3c), [Sponge](http://sponge2/0fc959f1-c062-41e2-8769-bea84e235a3c)413status: failed414<details><summary>Test output</summary><br><pre>java.lang.AssertionError: 415 416Expected: a string containing ""Cluster created successfully""417 but: was """"418 at org.hamcrest.MatcherAssert.assertThat(MatcherAssert.java:20)419 at org.hamcrest.MatcherAssert.assertThat(MatcherAssert.java:8)420 at QuickstartTest.quickstartTest(QuickstartTest.java:91)421 at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)422 at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)423 at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)424 at java.lang.reflect.Method.invoke(Method.java:498)425 at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59)426 at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12)427 at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56)428 at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17)429 at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)430 at org.junit.internal.runners.statements.RunAfters.evaluate(RunAfters.java:27)431 at com.google.cloud.testing.junit4.StdXCaptureRule$1.evaluate(StdXCaptureRule.java:78)432 at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)433 at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100)434 at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366)435 at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103)436 at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63)437 at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331)438 at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79)439 at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329)440 at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66)441 at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293)442 at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)443 at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)444 at org.junit.runners.ParentRunner.run(ParentRunner.java:413)445 at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:364)446 at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:272)447 at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:237)448 at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:158)449 at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:428)450 at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:162)451 at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:562)452 at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:548)453</pre></details>",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.454 455----456 457commit: fb961a560b6fb0807259aede2c9e382810092e09458buildURL: [Build Status](https://source.cloud.google.com/results/invocations/0fc959f1-c062-41e2-8769-bea84e235a3c), [Sponge](http://sponge2/0fc959f1-c062-41e2-8769-bea84e235a3c)459status: failed460<details><summary>Test output</summary><br><pre>java.lang.AssertionError: 461 462Expected: a string containing ""Cluster created successfully""463 but: was """"464 at org.hamcrest.MatcherAssert.assertThat(MatcherAssert.java:20)465 at org.hamcrest.MatcherAssert.assertThat(MatcherAssert.java:8)466 at QuickstartTest.quickstartTest(QuickstartTest.java:91)467 at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)468 at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)469 at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)470 at java.lang.reflect.Method.invoke(Method.java:498)471 at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:59)472 at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:12)473 at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:56)474 at org.junit.internal.runners.statements.InvokeMethod.evaluate(InvokeMethod.java:17)475 at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)476 at org.junit.internal.runners.statements.RunAfters.evaluate(RunAfters.java:27)477 at com.google.cloud.testing.junit4.StdXCaptureRule$1.evaluate(StdXCaptureRule.java:78)478 at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)479 at org.junit.runners.BlockJUnit4ClassRunner$1.evaluate(BlockJUnit4ClassRunner.java:100)480 at org.junit.runners.ParentRunner.runLeaf(ParentRunner.java:366)481 at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:103)482 at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:63)483 at org.junit.runners.ParentRunner$4.run(ParentRunner.java:331)484 at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:79)485 at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:329)486 at org.junit.runners.ParentRunner.access$100(ParentRunner.java:66)487 at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:293)488 at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:26)489 at org.junit.runners.ParentRunner$3.evaluate(ParentRunner.java:306)490 at org.junit.runners.ParentRunner.run(ParentRunner.java:413)491 at org.apache.maven.surefire.junit4.JUnit4Provider.execute(JUnit4Provider.java:364)492 at org.apache.maven.surefire.junit4.JUnit4Provider.executeWithRerun(JUnit4Provider.java:272)493 at org.apache.maven.surefire.junit4.JUnit4Provider.executeTestSet(JUnit4Provider.java:237)494 at org.apache.maven.surefire.junit4.JUnit4Provider.invoke(JUnit4Provider.java:158)495 at org.apache.maven.surefire.booter.ForkedBooter.runSuitesInProcess(ForkedBooter.java:428)496 at org.apache.maven.surefire.booter.ForkedBooter.execute(ForkedBooter.java:162)497 at org.apache.maven.surefire.booter.ForkedBooter.run(ForkedBooter.java:562)498 at org.apache.maven.surefire.booter.ForkedBooter.main(ForkedBooter.java:548)499</pre></details>",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 ,05003765,2787875365.0,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).501 502I 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 --503http://scikit-learn.org/stable/auto_examples/ensemble/plot_adaboost_hastie_10_2.html~~504http://statweb.stanford.edu/~jtaylo/courses/stats202/_images/ensemble_fig_00.png505 506Related: 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.507 508Thanks.",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).509 510I 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 --511http://scikit-learn.org/stable/auto_examples/ensemble/plot_adaboost_hastie_10_2.html~~512http://statweb.stanford.edu/~jtaylo/courses/stats202/_images/ensemble_fig_00.png513 514Related: 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.515 516Thanks.",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 ,0517108794,23664428850.0,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:518 519Support for [XAML Trimming](https://platform.uno/docs/articles/features/resources-trimming.html?) for `net6.0-[ios|android|macos|maccatalyst]` and GTK targets.520 521## Why is this needed:522 523Reduce the size of applications.524 525## Anything else we need to know?526WPF is explicitly excluded from this list as trimming is forcibly disabled by the SDK.527 528Work branch: https://github.com/unoplatform/uno/tree/dev/eb/xaml-trimming-net6529 530## Related issues531- https://github.com/dotnet/sdk/issues/27492532- https://github.com/xamarin/xamarin-android/issues/7301533 534",1.0,"Enable XAML Trimming for `net6.0-[ios|android|macos|maccatalyst]` and GTK targets - ## What would you like to be added:535 536Support for [XAML Trimming](https://platform.uno/docs/articles/features/resources-trimming.html?) for `net6.0-[ios|android|macos|maccatalyst]` and GTK targets.537 538## Why is this needed:539 540Reduce the size of applications.541 542## Anything else we need to know?543WPF is explicitly excluded from this list as trimming is forcibly disabled by the SDK.544 545Work branch: https://github.com/unoplatform/uno/tree/dev/eb/xaml-trimming-net6546 547## Related issues548- https://github.com/dotnet/sdk/issues/27492549- https://github.com/xamarin/xamarin-android/issues/7301550 551",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 ,055295821,8579105297.0,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: 4.2.0 553**Describe the bug**554When I type in Vietnamese, some words get stuck together even though I type the space.555 556**To Reproduce**557Steps to reproduce the behavior:5581. Go to post editor5592. I type ""bแบกn thiแบฟt""5604. See error: The word immediately turns into ""bแบกnthiแบฟt"", it auto delete my space.561 562**Expected behavior**563Fix Vietnamese input and more language...564**Screenshots**565566 567**Desktop (please complete the following information):**568 - OS: Windows569 - Browser: Chrome570 - Version 70.x.x",1.0,"Bug when entering Vietnamese - Version Gutenberg: 4.2.0 571**Describe the bug**572When I type in Vietnamese, some words get stuck together even though I type the space.573 574**To Reproduce**575Steps to reproduce the behavior:5761. Go to post editor5772. I type ""bแบกn thiแบฟt""5784. See error: The word immediately turns into ""bแบกnthiแบฟt"", it auto delete my space.579 580**Expected behavior**581Fix Vietnamese input and more language...582**Screenshots**583584 585**Desktop (please complete the following information):**586 - OS: Windows587 - Browser: Chrome588 - 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 bแบกn thiแบฟt see error the word immediately turns into bแบกnthiแบฟt 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,058974005,24900998125.0,IssuesEvent,2022-10-28 20:53:04,damen-dotcms/issue-test,https://api.github.com/repos/damen-dotcms/issue-test,opened,adslfalsdjkf,Type - Defect,"[](https://mrkr.io/s/635c412f358f583487f656e9/0)590 591 592---593 594**Reported by:** Marker Test (damen.gilland+markertest@dotcms.com) - [Contact via Marker.io](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1&comments=1)595 596**Source URL:** [https://github.com/users/damen-dotcms/projects/1/views/1](https://github.com/users/damen-dotcms/projects/1/views/1)597 598**Issue details:** [Open in Marker.io](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1)599 600**Console:** [๐ 0 logs](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1&activePane=console)601 602 603<table><tr><td><strong>Device type</strong></td><td>desktop</td></tr><tr><td><strong>Browser</strong></td><td>Firefox 106.0</td></tr><tr><td><strong>Screen Size</strong></td><td>2056 x 1329</td></tr><tr><td><strong>OS</strong></td><td>OS X 10.15</td></tr><tr><td><strong>Viewport Size</strong></td><td>2056 x 1172</td></tr><tr><td><strong>Zoom Level</strong></td><td>100%</td></tr><tr><td><strong>Pixel Ratio</strong></td><td>@​2x</td></tr></table>",1.0,"adslfalsdjkf - [](https://mrkr.io/s/635c412f358f583487f656e9/0)604 605 606---607 608**Reported by:** Marker Test (damen.gilland+markertest@dotcms.com) - [Contact via Marker.io](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1&comments=1)609 610**Source URL:** [https://github.com/users/damen-dotcms/projects/1/views/1](https://github.com/users/damen-dotcms/projects/1/views/1)611 612**Issue details:** [Open in Marker.io](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1)613 614**Console:** [๐ 0 logs](https://app.marker.io/i/635c412f358f583487f656ec_0748406a30cece39?advanced=1&activePane=console)615 616 617<table><tr><td><strong>Device type</strong></td><td>desktop</td></tr><tr><td><strong>Browser</strong></td><td>Firefox 106.0</td></tr><tr><td><strong>Screen Size</strong></td><td>2056 x 1329</td></tr><tr><td><strong>OS</strong></td><td>OS X 10.15</td></tr><tr><td><strong>Viewport Size</strong></td><td>2056 x 1172</td></tr><tr><td><strong>Zoom Level</strong></td><td>100%</td></tr><tr><td><strong>Pixel Ratio</strong></td><td>@​2x</td></tr></table>",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 ,061816139,10577937302.0,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:619 620621should show actual zoom level.622 623But with any zoom it ever shows ""1"".624625626627 628**Steps to reproduce:**629Create any visual script and try to zoom.630 631 632**Godot version:**633v3.0.stable.official.mono634 635 636**OS:**637Windows 10 ver. 1709 64-bit638",True,"Improve the zoom buttons on graph editors - I'm supposed that this:639 640641should show actual zoom level.642 643But with any zoom it ever shows ""1"".644645646647 648**Steps to reproduce:**649Create any visual script and try to zoom.650 651 652**Godot version:**653v3.0.stable.official.mono654 655 656**OS:**657Windows 10 ver. 1709 64-bit658",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 ,1659827900,31801985797.0,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 ,066010142,6588979599.0,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):**661Windows 10. Godot 3.0 29db531fc8360b1e6d5e23008b208517b6d8c627662 663**Issue description:**664<!-- What happened, and what was expected. -->665The selection rectangle isn't being updated when the sprite is moved/scaled or when undoing the transformation:666 667668 669 670**Steps to reproduce:**671Add a sprite to a scene and do stuff with it672",True,"The selection rectangle doesn't update - **Operating system or device, Godot version, GPU Model and driver (if graphics related):**673Windows 10. Godot 3.0 29db531fc8360b1e6d5e23008b208517b6d8c627674 675**Issue description:**676<!-- What happened, and what was expected. -->677The selection rectangle isn't being updated when the sprite is moved/scaled or when undoing the transformation:678 679680 681 682**Steps to reproduce:**683Add a sprite to a scene and do stuff with it684",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 ,1685285882,8780539581.0,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,โฌ๏ธ low priority ๐ซ wontfix,"Somewhere out there in the wilderness is a young, scarred displacer beast686 687It 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 beast688 689It 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 ,069020578,15711536557.0,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,"<!-- Please search existing issues for potential duplicates before filing yours:691https://github.com/godotengine/godot/issues?q=is%3Aissue692-->693 694**Godot version:**695<!-- Specify commit hash if using non-official build. -->696166a6d0697 698**Issue description:**699<!-- What happened, and what was expected. -->700This seems to apply only in 4.0, but the recent editor scale change for 4ks made the Project Manager really cramped:701702Here's in 3.x:703704(the window is bigger by default)705 706Some dialogs have this problem too.707 708**Steps to reproduce:**7091. Buy 4k display7102. Open Godot711",True,"The Project Manager window is no longer resized to follow the editor scale - <!-- Please search existing issues for potential duplicates before filing yours:712https://github.com/godotengine/godot/issues?q=is%3Aissue713-->714 715**Godot version:**716<!-- Specify commit hash if using non-official build. -->717166a6d0718 719**Issue description:**720<!-- What happened, and what was expected. -->721This seems to apply only in 4.0, but the recent editor scale change for 4ks made the Project Manager really cramped:722723Here's in 3.x:724725(the window is bigger by default)726 727Some dialogs have this problem too.728 729**Steps to reproduce:**7301. Buy 4k display7312. Open Godot732",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 ,173324567,7526599311.0,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.734 735I already translated and reviewed all strings in the Transifex (Portuguese, French, Spanish).736Could you take a look what happen with the build?737 738### Observed Results739 740741 742### Expected behavior:743 744 745",1.0,"Build for translations - Hi, guys.746 747I already translated and reviewed all strings in the Transifex (Portuguese, French, Spanish).748Could you take a look what happen with the build?749 750### Observed Results751 752753 754### Expected behavior:755 756 757",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 ,0758220365,24564953703.0,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 Vulnerability759<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/vulnerability_details.png' width=19 height=20> Vulnerable Library - <b>css-what-3.4.2.tgz</b></p></summary>760 761<p>a CSS selector parser</p>762<p>Library home page: <a href=""https://registry.npmjs.org/css-what/-/css-what-3.4.2.tgz"">https://registry.npmjs.org/css-what/-/css-what-3.4.2.tgz</a></p>763<p>764 765Dependency Hierarchy:766 - react-scripts-4.0.3.tgz (Root Library)767 - webpack-5.5.0.tgz768 - plugin-svgo-5.5.0.tgz769 - svgo-1.3.2.tgz770 - css-select-2.1.0.tgz771 - :x: **css-what-3.4.2.tgz** (Vulnerable Library)772<p>Found in HEAD commit: <a href=""https://github.com/danyr59/drum-machine/commit/aab8c5dc1b4755f2444cb2b9ee5468c28e6077fc"">aab8c5dc1b4755f2444cb2b9ee5468c28e6077fc</a></p>773<p>Found in base branch: <b>main</b></p>774</p>775</details>776<p></p>777<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/high_vul.png' width=19 height=20> Vulnerability Details</summary>778<p> 779 780The 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.781 782<p>Publish Date: 2021-05-28783<p>URL: <a href=https://vuln.whitesourcesoftware.com/vulnerability/CVE-2021-33587>CVE-2021-33587</a></p>784</p>785</details>786<p></p>787<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/cvss3.png' width=19 height=20> CVSS 3 Score Details (<b>7.5</b>)</summary>788<p>789 790Base Score Metrics:791- Exploitability Metrics:792 - Attack Vector: Network793 - Attack Complexity: Low794 - Privileges Required: None795 - User Interaction: None796 - Scope: Unchanged797- Impact Metrics:798 - Confidentiality Impact: None799 - Integrity Impact: None800 - Availability Impact: High801</p>802For more information on CVSS3 Scores, click <a href=""https://www.first.org/cvss/calculator/3.0"">here</a>.803</p>804</details>805<p></p>806<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/suggested_fix.png' width=19 height=20> Suggested Fix</summary>807<p>808 809<p>Type: Upgrade version</p>810<p>Origin: <a href=""https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-33587"">https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-33587</a></p>811<p>Release Date: 2021-05-28</p>812<p>Fix Resolution (css-what): 5.0.1</p>813<p>Direct dependency fix Resolution (react-scripts): 5.0.1</p>814 815</p>816</details>817<p></p>818 819***820Step 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 Vulnerability821<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/vulnerability_details.png' width=19 height=20> Vulnerable Library - <b>css-what-3.4.2.tgz</b></p></summary>822 823<p>a CSS selector parser</p>824<p>Library home page: <a href=""https://registry.npmjs.org/css-what/-/css-what-3.4.2.tgz"">https://registry.npmjs.org/css-what/-/css-what-3.4.2.tgz</a></p>825<p>826 827Dependency Hierarchy:828 - react-scripts-4.0.3.tgz (Root Library)829 - webpack-5.5.0.tgz830 - plugin-svgo-5.5.0.tgz831 - svgo-1.3.2.tgz832 - css-select-2.1.0.tgz833 - :x: **css-what-3.4.2.tgz** (Vulnerable Library)834<p>Found in HEAD commit: <a href=""https://github.com/danyr59/drum-machine/commit/aab8c5dc1b4755f2444cb2b9ee5468c28e6077fc"">aab8c5dc1b4755f2444cb2b9ee5468c28e6077fc</a></p>835<p>Found in base branch: <b>main</b></p>836</p>837</details>838<p></p>839<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/high_vul.png' width=19 height=20> Vulnerability Details</summary>840<p> 841 842The 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.843 844<p>Publish Date: 2021-05-28845<p>URL: <a href=https://vuln.whitesourcesoftware.com/vulnerability/CVE-2021-33587>CVE-2021-33587</a></p>846</p>847</details>848<p></p>849<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/cvss3.png' width=19 height=20> CVSS 3 Score Details (<b>7.5</b>)</summary>850<p>851 852Base Score Metrics:853- Exploitability Metrics:854 - Attack Vector: Network855 - Attack Complexity: Low856 - Privileges Required: None857 - User Interaction: None858 - Scope: Unchanged859- Impact Metrics:860 - Confidentiality Impact: None861 - Integrity Impact: None862 - Availability Impact: High863</p>864For more information on CVSS3 Scores, click <a href=""https://www.first.org/cvss/calculator/3.0"">here</a>.865</p>866</details>867<p></p>868<details><summary><img src='https://whitesource-resources.whitesourcesoftware.com/suggested_fix.png' width=19 height=20> Suggested Fix</summary>869<p>870 871<p>Type: Upgrade version</p>872<p>Origin: <a href=""https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-33587"">https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-33587</a></p>873<p>Release Date: 2021-05-28</p>874<p>Fix Resolution (css-what): 5.0.1</p>875<p>Direct dependency fix Resolution (react-scripts): 5.0.1</p>876 877</p>878</details>879<p></p>880 881***882Step 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 ,0883631284,20150081081.0,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,[ะกัะฒะพัะธัะธ ะณะพะฑะตะปะตะฝ 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 86.0.4240.183.884**Reproducible:** always.885**Build found:** commit https://github.com/ita-social-projects/horondi_client_fe/commit/79f564512280c35f406ccc4d53afe7d694394dd7886 887**Preconditions:**888Go to https://horondi-admin-staging.azurewebsites.net889Log into Administrator page as Administrator890 891**Steps to reproduce:**892 893Go to 'ะะพะฑะตะปะตะฝะธ' menu item.894Click on 'ะะพะดะฐัะธ' button.895Check the UI of the page 'ะกัะฒะพัะธัะธ ะณะพะฑะตะปะตะฝ'.896 897**Actual result:**898 899<img width=""858"" alt=""UI errors ะกัะฒะพัะธัะธ ะณะพะฑะตะปะตะฝ"" src=""https://user-images.githubusercontent.com/75261055/103196377-c8022e80-48ec-11eb-8642-e9af62cc883c.png"">900 901**Expected result:**902 903904 905**User story and test case links:**906 907E.g.: ""User story [#7](https://jira.softserve.academy/browse/LVHRB-7)908Test case [LVHRB-35](https://jira.softserve.academy/browse/LVHRB-35)",1.0,"[ะกัะฒะพัะธัะธ ะณะพะฑะตะปะตะฝ page] UI doesn't correspond to the mockup in the light theme - **Environment:** Windows 10 Pro, Google Chrome, version 86.0.4240.183.909**Reproducible:** always.910**Build found:** commit https://github.com/ita-social-projects/horondi_client_fe/commit/79f564512280c35f406ccc4d53afe7d694394dd7911 912**Preconditions:**913Go to https://horondi-admin-staging.azurewebsites.net914Log into Administrator page as Administrator915 916**Steps to reproduce:**917 918Go to 'ะะพะฑะตะปะตะฝะธ' menu item.919Click on 'ะะพะดะฐัะธ' button.920Check the UI of the page 'ะกัะฒะพัะธัะธ ะณะพะฑะตะปะตะฝ'.921 922**Actual result:**923 924<img width=""858"" alt=""UI errors ะกัะฒะพัะธัะธ ะณะพะฑะตะปะตะฝ"" src=""https://user-images.githubusercontent.com/75261055/103196377-c8022e80-48ec-11eb-8642-e9af62cc883c.png"">925 926**Expected result:**927 928929 930**User story and test case links:**931 932E.g.: ""User story [#7](https://jira.softserve.academy/browse/LVHRB-7)933Test 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 ะณะพะฑะตะปะตะฝะธ menu item click on ะดะพะดะฐัะธ button check the ui of the page ััะฒะพัะธัะธ ะณะพะฑะตะปะตะฝ actual result img width alt ui errors ััะฒะพัะธัะธ ะณะพะฑะตะปะตะฝ src expected result user story and test case links e g user story test case ,093426829,27215727949.0,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 version935 9364.0.dev937 938### System information939 940Macbook Air 2021941 942### Issue description943 944I am unable to type @ to the editor because command + 2 is bound to switching tabs (2d, 3d, script...)945 946### Steps to reproduce947 948Try to type @ on a mac949 950### Minimal reproduction project951 952_No response_",True,"Cannot type @ in the editor on macOS - ### Godot version953 9544.0.dev955 956### System information957 958Macbook Air 2021959 960### Issue description961 962I am unable to type @ to the editor because command + 2 is bound to switching tabs (2d, 3d, script...)963 964### Steps to reproduce965 966Try to type @ on a mac967 968### Minimal reproduction project969 970_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 ,19719367,6265740812.0,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:**972`master` (4366b7c)973 974**Issue description:**975The subscene icon tooltip says ""Subscene options"", but this icon now opens the subscene in editor.976 977",True,"Subscene icon tooltip is outdated - **Operating system or device - Godot version:**978`master` (4366b7c)979 980**Issue description:**981The subscene icon tooltip says ""Subscene options"", but this icon now opens the subscene in editor.982 983",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 ,198423994,23193888795.0,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 version985 986v4.0.alpha.custom_build [9ec6de176]987 988### System information989 990Xubuntu 22.04991 992### Issue description993 994So this is a very minor ""issue"" but I thought I'd log it anyway in case someone wants to do something about it.995 996ColorPicker 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:997 998999 1000While in Godot, 90 degree hue is straight down:1001 10021003 1004 1005### Steps to reproduce1006 1007Set the inspector to use one of the circle modes and open the color picker1008 1009### Minimal reproduction project1010 1011_No response_",True,"HSV and OKHSL circles are mirrored compared to other programs - ### Godot version1012 1013v4.0.alpha.custom_build [9ec6de176]1014 1015### System information1016 1017Xubuntu 22.041018 1019### Issue description1020 1021So this is a very minor ""issue"" but I thought I'd log it anyway in case someone wants to do something about it.1022 1023ColorPicker 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:1024 10251026 1027While in Godot, 90 degree hue is straight down:1028 10291030 1031 1032### Steps to reproduce1033 1034Set the inspector to use one of the circle modes and open the color picker1035 1036### Minimal reproduction project1037 1038_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 ,110395472,8337916090.0,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.1040This 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.1041This 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 ,0104227327,28116874400.0,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)1043**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. 1044 1045i.e. if I have this:1046 1047```1048namespace Foo.Bar {1049 public class MainScene extends Godot.Node2D {1050 override public function _Ready() { } 1051 // ...1052 }1053}1054```1055 1056Adding a signal `NewGameClicked` on a button gives me this:1057 1058```1059namespace Foo.Bar {1060 public class MainScene extends Godot.Node2D {1061 override public function _Ready() { } 1062 // ...1063 }1064}1065 1066public void NewGameClicked() { }1067```1068 1069It should give me this:1070 1071```1072namespace Foo.Bar {1073 public class MainScene extends Godot.Node2D {1074 override public function _Ready() { } 1075 // ...1076 1077 public void NewGameClicked() { }1078 }1079}1080```1081 1082**Steps to reproduce:**1083- Create a new Mono project1084- Create a scene1085- Create a `.cs` file script for the scene1086- Edit the `.cs` file to put a namspace in it1087- Add any control in the scene `.tscn` and bind to any signal1088 1089Expected: the newly-created function is in the namespace/class1090Actual: the newly-created function is outside the namespace/class1091",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)1092**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. 1093 1094i.e. if I have this:1095 1096```1097namespace Foo.Bar {1098 public class MainScene extends Godot.Node2D {1099 override public function _Ready() { } 1100 // ...1101 }1102}1103```1104 1105Adding a signal `NewGameClicked` on a button gives me this:1106 1107```1108namespace Foo.Bar {1109 public class MainScene extends Godot.Node2D {1110 override public function _Ready() { } 1111 // ...1112 }1113}1114 1115public void NewGameClicked() { }1116```1117 1118It should give me this:1119 1120```1121namespace Foo.Bar {1122 public class MainScene extends Godot.Node2D {1123 override public function _Ready() { } 1124 // ...1125 1126 public void NewGameClicked() { }1127 }1128}1129```1130 1131**Steps to reproduce:**1132- Create a new Mono project1133- Create a scene1134- Create a `.cs` file script for the scene1135- Edit the `.cs` file to put a namspace in it1136- Add any control in the scene `.tscn` and bind to any signal1137 1138Expected: the newly-created function is in the namespace/class1139Actual: the newly-created function is outside the namespace/class1140",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 ,1114111386,7192891508.0,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,"<!-- Please search existing issues for potential duplicates before filing yours:1142https://github.com/godotengine/godot/issues?q=is%3Aissue1143-->1144 1145**Godot version:**1146<!-- Specify commit hash if non-official. -->11473.01148 1149**OS/device including version:**1150<!-- Specify GPU model and drivers if graphics-related. -->1151 1152 1153**Issue description:**1154<!-- What happened, and what was expected. -->1155In 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.1156 11571158 1159 1160**Steps to reproduce:**1161 1162 1163**Minimal reproduction project:**1164<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->1165",True,"Color Ramp properties shows the gradient way too small - <!-- Please search existing issues for potential duplicates before filing yours:1166https://github.com/godotengine/godot/issues?q=is%3Aissue1167-->1168 1169**Godot version:**1170<!-- Specify commit hash if non-official. -->11713.01172 1173**OS/device including version:**1174<!-- Specify GPU model and drivers if graphics-related. -->1175 1176 1177**Issue description:**1178<!-- What happened, and what was expected. -->1179In 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.1180 11811182 1183 1184**Steps to reproduce:**1185 1186 1187**Minimal reproduction project:**1188<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->1189",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 ,1119017946,12439817503.0,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.1191 1192I 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.1193",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.1194 1195I 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.1196",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 ,11197228580,7558912850.0,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 Details1198- [ ] Create UI so uniform lieutenants can enter information about new uniforms1199 1200Access from Add new uniform choice on flyout menu from logged in user.",1.0,"New uniform registration screen UI - ## Story/Task Details