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karths/binary_classification_train_usab

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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 OFF10![image](https://user-images.githubusercontent.com/25006749/30428197-507d54a4-9970-11e7-9c5c-ea53575fd72f.png)115. POrt layer is not running12![image](https://user-images.githubusercontent.com/25006749/30428836-b47a7aa2-9972-11e7-8401-bbe59ec03137.png)13Logs 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 OFF22![image](https://user-images.githubusercontent.com/25006749/30428197-507d54a4-9970-11e7-9c5c-ea53575fd72f.png)235. POrt layer is not running24![image](https://user-images.githubusercontent.com/25006749/30428836-b47a7aa2-9972-11e7-8401-bbe59ec03137.png)25Logs 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 13:40![image](https://user-images.githubusercontent.com/67974470/182003617-1c27df66-11bb-4e00-b957-341936bff74e.png)41 42Alpha 12:43![image](https://user-images.githubusercontent.com/67974470/182003792-c02bc5f4-9306-4049-9e12-007efd3d3538.png)44 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 13:69![image](https://user-images.githubusercontent.com/67974470/182003617-1c27df66-11bb-4e00-b957-341936bff74e.png)70 71Alpha 12:72![image](https://user-images.githubusercontent.com/67974470/182003792-c02bc5f4-9306-4049-9e12-007efd3d3538.png)73 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**149![image](https://user-images.githubusercontent.com/5860505/197736577-4b657c99-dc08-491e-a7df-b211f16830c7.png)150 151**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**175![image](https://user-images.githubusercontent.com/5860505/197736577-4b657c99-dc08-491e-a7df-b211f16830c7.png)176 177**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**565![image](https://user-images.githubusercontent.com/44923253/48301663-f0b7e600-e523-11e8-9c43-0598706c1f08.png)566 567**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**583![image](https://user-images.githubusercontent.com/44923253/48301663-f0b7e600-e523-11e8-9c43-0598706c1f08.png)584 585**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,"[![Screenshot_2022-10-28_20-53-03.png](https://mrkr.io/s/635c412f358f583487f656e9/2)](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:** [๐Ÿ“ƒ  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>@&#8203;2x</td></tr></table>",1.0,"adslfalsdjkf - [![Screenshot_2022-10-28_20-53-03.png](https://mrkr.io/s/635c412f358f583487f656e9/2)](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:** [๐Ÿ“ƒ  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>@&#8203;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:619 620![](https://user-images.githubusercontent.com/25907897/35966228-7d14e0a2-0cbd-11e8-9ad6-b782330e0d0c.jpg)621should show actual zoom level.622 623But with any zoom it ever shows ""1"".624![](https://user-images.githubusercontent.com/25907897/35966301-ba794cd0-0cbd-11e8-9427-773f4bbc92d2.jpg)625![](https://user-images.githubusercontent.com/25907897/35966306-be173c94-0cbd-11e8-92bc-60931373be3b.jpg)626![](https://user-images.githubusercontent.com/25907897/35966307-c04687fe-0cbd-11e8-8f36-9fd6a46704e2.jpg)627 628**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:639 640![](https://user-images.githubusercontent.com/25907897/35966228-7d14e0a2-0cbd-11e8-9ad6-b782330e0d0c.jpg)641should show actual zoom level.642 643But with any zoom it ever shows ""1"".644![](https://user-images.githubusercontent.com/25907897/35966301-ba794cd0-0cbd-11e8-9427-773f4bbc92d2.jpg)645![](https://user-images.githubusercontent.com/25907897/35966306-be173c94-0cbd-11e8-92bc-60931373be3b.jpg)646![](https://user-images.githubusercontent.com/25907897/35966307-c04687fe-0cbd-11e8-8f36-9fd6a46704e2.jpg)647 648**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:666 667![https://i.imgur.com/qTPzaBN.gif](https://i.imgur.com/qTPzaBN.gif)668 669 670**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:678 679![https://i.imgur.com/qTPzaBN.gif](https://i.imgur.com/qTPzaBN.gif)680 681 682**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 ๐Ÿšซ 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:701![image](https://user-images.githubusercontent.com/2223172/112637377-6182a300-8e3e-11eb-95cf-decd93fa0e10.png)702Here's in 3.x:703![image](https://user-images.githubusercontent.com/2223172/112637651-ac041f80-8e3e-11eb-8c36-649e71e1cfcc.png)704(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:722![image](https://user-images.githubusercontent.com/2223172/112637377-6182a300-8e3e-11eb-95cf-decd93fa0e10.png)723Here's in 3.x:724![image](https://user-images.githubusercontent.com/2223172/112637651-ac041f80-8e3e-11eb-8c36-649e71e1cfcc.png)725(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 740![image](https://user-images.githubusercontent.com/663460/38740325-94f370b0-3f37-11e8-8c98-e73dd3027f25.png)741  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 752![image](https://user-images.githubusercontent.com/663460/38740325-94f370b0-3f37-11e8-8c98-e73dd3027f25.png)753  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,[ะกั‚ะฒะพั€ะธั‚ะธ 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 'ะ“ะพะฑะตะปะตะฝะธ' menu item.894Click on 'ะ”ะพะดะฐั‚ะธ' button.895Check the UI of the page 'ะกั‚ะฒะพั€ะธั‚ะธ ะณะพะฑะตะปะตะฝ'.896 897**Actual result:**898 899<img width=""858"" alt=""UI errors ะกั‚ะฒะพั€ะธั‚ะธ ะณะพะฑะตะปะตะฝ"" src=""https://user-images.githubusercontent.com/75261055/103196377-c8022e80-48ec-11eb-8642-e9af62cc883c.png"">900 901**Expected result:**902 903![photo_2020-12-21_12-19-24](https://user-images.githubusercontent.com/75261055/103195347-c5063e80-48ea-11eb-9c2b-66b7668920c0.jpg)904 905**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,"[ะกั‚ะฒะพั€ะธั‚ะธ 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 'ะ“ะพะฑะตะปะตะฝะธ' menu item.919Click on 'ะ”ะพะดะฐั‚ะธ' button.920Check the UI of the page 'ะกั‚ะฒะพั€ะธั‚ะธ ะณะพะฑะตะปะตะฝ'.921 922**Actual result:**923 924<img width=""858"" alt=""UI errors ะกั‚ะฒะพั€ะธั‚ะธ ะณะพะฑะตะปะตะฝ"" src=""https://user-images.githubusercontent.com/75261055/103196377-c8022e80-48ec-11eb-8642-e9af62cc883c.png"">925 926**Expected result:**927 928![photo_2020-12-21_12-19-24](https://user-images.githubusercontent.com/75261055/103195347-c5063e80-48ea-11eb-9c2b-66b7668920c0.jpg)929 930**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  ะดะพะดะฐั‚ะธ  button   check the ui of the page  ัั‚ะฒะพั€ะธั‚ะธ ะณะพะฑะตะปะตะฝ        actual result        img width     alt  ui errors ัั‚ะฒะพั€ะธั‚ะธ 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![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:**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![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         ,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:997 998![image](https://user-images.githubusercontent.com/4918549/182157281-efd928d9-eaf0-49f6-b172-b0b78cff294a.png)999 1000While in Godot, 90 degree hue is straight down:1001 1002![image](https://user-images.githubusercontent.com/4918549/182157695-d3c8bb88-e966-4a02-b2b6-cd7124c3beb8.png)1003 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 1025![image](https://user-images.githubusercontent.com/4918549/182157281-efd928d9-eaf0-49f6-b172-b0b78cff294a.png)1026 1027While in Godot, 90 degree hue is straight down:1028 1029![image](https://user-images.githubusercontent.com/4918549/182157695-d3c8bb88-e966-4a02-b2b6-cd7124c3beb8.png)1030 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 1157![toosmallgradientgodot](https://user-images.githubusercontent.com/15687516/35727127-5cd50f0c-0807-11e8-9ad7-aded92b7e89c.png)1158 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 1181![toosmallgradientgodot](https://user-images.githubusercontent.com/15687516/35727127-5cd50f0c-0807-11e8-9ad7-aded92b7e89c.png)1182 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

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