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2025-04-01 04:05:38
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491043326
EctoEnum macro should implement embed_as/1 and equal?/2 After updating Ecto to 3.2.0, I get the following warnings for each use of EctoEnum: warning: function embed_as/1 required by behaviour Ecto.Type is not implemented (in module Module.Enum) lib/namespace/module.ex:9: Module.Enum (module) warning: function equal?/2 required by behaviour Ecto.Type is not implemented (in module Module.Enum) lib/namespace/module.ex:9: Module.Enum (module) I guess to prevent this warnings from showing up changing the macro would be sufficient. Any update on this? I see that there already is a PR.
gharchive/issue
2019-09-09T11:38:43
2025-04-01T06:38:48.101360
{ "authors": [ "Sgoettschkes", "sheharyarn" ], "repo": "gjaldon/ecto_enum", "url": "https://github.com/gjaldon/ecto_enum/issues/91", "license": "mit", "license_type": "permissive", "license_source": "bigquery" }
1480331072
db_download error: 0it [00:00, ?it/s] Hi! I love the functionality to download a list of taxa from NCBI! I'm trying it now, and for most species in my list, it works as expected. For some species in the same list, I get the "No such file or directory: 'esearch_output.txt'" error mentioned earlier (which I will try to narrow down and see if that fixes it) and for other species in my list, I get the following error: downloading sequences from NCBI looking up the number of sequences that match the query found 394 number of sequences matching the query starting the download formatting the downloaded sequencing file to CRABS format 0it [00:00, ?it/s] found 0 sequences with incorrect accession format written 0 sequences to Stenella frontalis_ncbi.fasta what could be the problem here? Thanks for a great tool! ~Eldridge I think I fixed that error by changing the --keep_original flag to yes. Thanks for the input, Eldridge. And thanks for cross-posting on the other issue. We will have a look at the code and see where the issue is. with the --keep_originals flag set to yes, it no longer throws the errors... however, it does append the fasta records for the previous species to the beginning of the file for the current species, such that the file for the final species in the list contains the fasta records for the whole list. I hope this helps with the debugging! I'm going to rename the last one from the list to reflect that it's from the whole list and delete the rest of the files. It's not as elegant as the original way is designed, but it appears to get the job done! Hello @EWisely, Thanks for posting the error message. The first "No such file or directory: 'esearch_output.txt'" is pointing towards a failure to connect to the NCBI servers. Similarly, the second error message is also pointing towards a failure to connect to the NCBI servers, but at a different point in the process. It might have been that there was unusual high traffic on their servers, making it unstable. The --keep_originals parameter should not have an impact on the server connection, as it is just an IF statement to remove a file. Glad you managed to download the files though and please let me know if you keep encountering this issue. For the second part, could you please provide a bit more info on what is going on? I might be misunderstanding something, but it seems that you're running the db_download function multiple times (using different output filenames?), but CRABS still appends the sequences to the first output file? Could you please share the code you used and I'll look into this in the coming days. Best, Gert-Jan
gharchive/issue
2022-12-06T22:22:16
2025-04-01T06:38:48.121942
{ "authors": [ "EWisely", "gjeunen", "hughcross" ], "repo": "gjeunen/reference_database_creator", "url": "https://github.com/gjeunen/reference_database_creator/issues/11", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
387145392
Support for quote-styled comment When parsing content with quote-styled comment such as """The ID of user""" , it throws an error Parse error on "id" (IDENTIFIER) at [9, 3] (GraphQL::ParseError) It is possible to support that? Wild -- out of curiosity, is this coming from the IDL file? Could you post that snippet? Hi @gjtorikian , The following snippet is generated by https://github.com/graphql-cli/graphql-cli type Query { profile: User } """ A user """ type User { """ The id of the user """ id: String! """ The email of user """ email: String } Any news on this getting implemented?
gharchive/issue
2018-12-04T06:55:24
2025-04-01T06:38:48.124713
{ "authors": [ "gjtorikian", "jregistr", "thrieu" ], "repo": "gjtorikian/graphql-docs", "url": "https://github.com/gjtorikian/graphql-docs/issues/64", "license": "mit", "license_type": "permissive", "license_source": "bigquery" }
261198235
Use drawImage instead of toDataURL This jsfiddle shows that using the toDataURL function takes significantly longer than drawImage function, which typically will take less than 0.1ms. With so many images and shaders to draw, rendering takes a significant amount of time, but that seems to be primarily because of the use of toDataURL, which takes ~3-5ms per draw (and it's called once for positive shaders and once for negated). Rendering only takes < 1ms, so switching to use canvases and drawImage could significantly improve the performance. ToDataURL may still be needed for the zoomed images, though, but that's only required for one of the rendered shaders. when drawing from a gl to a 2d context, this can apparently be a bit slower. In chrome it's still pretty fast, but firefox takes ~10ms... This is more complicated than I initially thought because we ultimately need to be producing those data URLs anyway for sampling at the moment. We could just keep around extra canvases instead, though, to sample from. This will also mean extending the zoombable-image element to support a canvas. With commit https://github.com/gkjohnson/webgl-shader-editor/commit/cf816158d1db37d66b5afb2b9fc830645a13c940 and the ones after, toDataURL is no longer being used
gharchive/issue
2017-09-28T05:34:14
2025-04-01T06:38:48.141181
{ "authors": [ "gkjohnson" ], "repo": "gkjohnson/webgl-shader-editor", "url": "https://github.com/gkjohnson/webgl-shader-editor/issues/3", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
133928408
Windows shutdown error Now i get this error on shutdown. Calling RFC functions before works fine. This error also comes with the simple command php -m Which version did you use? Can you tell what was the last version where you did not experience this error? On 02/16/2016 10:28 AM, Martin Keckeis wrote: Now i get this error on shutdown. Calling RFC functions before works fine. This error also comes with the simple command |php -m| image https://cloud.githubusercontent.com/assets/533017/13072147/e6609ac0-d497-11e5-8f3c-717cd2cc010e.png — Reply to this email directly or view it on GitHub https://github.com/gkralik/php7-sapnwrfc/issues/6. Latest. Need to go through the commits, will inform you when i found the last working commit. Needed to build a lot of times to get the commit :+1: With this commit fd56ff26c12ef099e4c6a21aa39494432cba58af it stopped to work https://github.com/gkralik/php7-sapnwrfc/commit/fd56ff26c12ef099e4c6a21aa39494432cba58af ;extension=php_sapnwrfc-c4ecab0276d2e8159e8138680c8571a3b50da935.dll ; nope ;extension=php_sapnwrfc-20f4f437a2d0f5fd7074afbcf5df883882bc18ff.dll ; WORK ;extension=php_sapnwrfc-afd90b6e667f89ad586caa193bda842c914aca98.dll ; nope ;extension=php_sapnwrfc-58251b123861eddf76406120a8a909dc7c20e19c.dll ; nope ;extension=php_sapnwrfc-8d1f9276b84842ec7d53ece3fd1d0e75c12d2d8c.dll ; WORK ;extension=php_sapnwrfc-88b3ba2319a94417f2cbf6184de427c1aa6a6a5d.dll ; WORK extension=php_sapnwrfc-fd56ff26c12ef099e4c6a21aa39494432cba58af.dll ; nope Ok, thanks. I'll have a look in the evening.. seems strange. Can you show me a stripped down version of the PHP script you use that I can use to try to reproduce the issue? @ThaDafinser can you try the fix-shutdown-error-on-windows branch and check if it makes a difference? Just a wild guess, but maybe it helps me narrow down the problem... On 02/16/2016 12:21 PM, Martin Keckeis wrote: Needed to build a lot of times to get the commit :+1: With this commit |fd56ff26c12ef099e4c6a21aa39494432cba58af| it stopped to work fd56ff2 https://github.com/gkralik/php7-sapnwrfc/commit/fd56ff26c12ef099e4c6a21aa39494432cba58af |;extension=php_sapnwrfc-c4ecab0276d2e8159e8138680c8571a3b50da935.dll ; nope ;extension=php_sapnwrfc-20f4f437a2d0f5fd7074afbcf5df883882bc18ff.dll ; WORK ;extension=php_sapnwrfc-afd90b6e667f89ad586caa193bda842c914aca98.dll ; nope ;extension=php_sapnwrfc-58251b123861eddf76406120a8a909dc7c20e19c.dll ; nope ;extension=php_sapnwrfc-8d1f9276b84842ec7d53ece3fd1d0e75c12d2d8c.dll ; WORK ;extension=php_sapnwrfc-88b3ba2319a94417f2cbf6184de427c1aa6a6a5d.dll ; WORK extension=php_sapnwrfc-fd56ff26c12ef099e4c6a21aa39494432cba58af.dll ; nope | — Reply to this email directly or view it on GitHub https://github.com/gkralik/php7-sapnwrfc/issues/6#issuecomment-184637482. @gkralik that branch works. Compiler shows me two warnings now Very well. The please update the fixed branch and try again... I changed the handling of the errorInfo member. Curious if that works now. On 02/16/2016 01:12 PM, Martin Keckeis wrote: @gkralik https://github.com/gkralik that branch works. Compiler shows me two warnings now image https://cloud.githubusercontent.com/assets/533017/13075912/e90404ee-d4ae-11e5-8e17-a2281a935c9d.png — Reply to this email directly or view it on GitHub https://github.com/gkralik/php7-sapnwrfc/issues/6#issuecomment-184659617. @gkralik still work with the 2nd commit in that branch. Two warnings still exist OK, I'll fix the unused error_info error, but the signed/unsigned mismatch should already have been resolved in master... On 02/16/2016 01:20 PM, Martin Keckeis wrote: @gkralik https://github.com/gkralik still work with the 2nd commit in that branch. Two warnings still exist — Reply to this email directly or view it on GitHub https://github.com/gkralik/php7-sapnwrfc/issues/6#issuecomment-184661476. Merged and fixed on current master. Thanks for your help.
gharchive/issue
2016-02-16T09:28:23
2025-04-01T06:38:48.156180
{ "authors": [ "ThaDafinser", "gkralik" ], "repo": "gkralik/php7-sapnwrfc", "url": "https://github.com/gkralik/php7-sapnwrfc/issues/6", "license": "mit", "license_type": "permissive", "license_source": "bigquery" }
956514521
After changing claims, user's claims are not updated Describe the bug After changing claims, user's claims are not updated Version v0.13.1-alpha.3 To Reproduce Create a server-side function to update claims. Call the prepared function and call the following on the frontend const { claims } = uesAuthUser(); Claims will not be updated. Expected behavior I want the frontend useAuthUser claims to be updated after calling setCustomUserClaims on the server side (like firebase functions). Additional context Add any other context about the problem here. Maybe there is a problem here. https://github.com/gladly-team/next-firebase-auth/blob/main/src/withAuthUser.js#L58-L61 You need to call AuthUser.getIdToken(true) This will refresh the instance and fetch latest claims. @shreyas-jadhav What I want to do is to change the claims of all members except myself. AuthUser.getIdToken(true) ``` If I put the above in, won't I have to do it every time when rendering?
gharchive/issue
2021-07-30T08:11:55
2025-04-01T06:38:48.167745
{ "authors": [ "locona", "shreyas-jadhav" ], "repo": "gladly-team/next-firebase-auth", "url": "https://github.com/gladly-team/next-firebase-auth/issues/244", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1691608654
Add earthcube summarize https://github.com/earthcube/earthcube_utilities/blob/eeabc6c5d7a7c532011de70824e76a914b607d43/summarize/pyproject.toml#L40 summarize_from_repo We are working on some changes for this, so let's wait til these tools are moved into the main package Think this is best done with parsing a release.nq, rather than querying a full graph
gharchive/issue
2023-05-02T00:28:56
2025-04-01T06:38:48.219794
{ "authors": [ "valentinedwv" ], "repo": "gleanerio/scheduler", "url": "https://github.com/gleanerio/scheduler/issues/15", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1773262176
🛑 Comite Martiniquais du tourisme is down In 646329a, Comite Martiniquais du tourisme (https://www.martinique.org) was down: HTTP code: 0 Response time: 0 ms Resolved: Comite Martiniquais du tourisme is back up in 43918af.
gharchive/issue
2023-06-25T12:49:33
2025-04-01T06:38:48.228032
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/10215", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1784312314
🛑 Schoelcher is down In 219a867, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in c5b5b07.
gharchive/issue
2023-07-01T23:22:25
2025-04-01T06:38:48.230552
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/10415", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1368876954
🛑 Schoelcher is down In 6fbcc0d, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in 1fd1d87.
gharchive/issue
2022-09-11T08:45:28
2025-04-01T06:38:48.232964
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/1233", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1916255616
🛑 Institut Martiniquais du Sport is down In 489c58c, Institut Martiniquais du Sport (https://www.ims.mq) was down: HTTP code: 0 Response time: 0 ms Resolved: Institut Martiniquais du Sport is back up in 5aa3519 after 5 minutes.
gharchive/issue
2023-09-27T20:20:49
2025-04-01T06:38:48.235321
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/13310", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1382675727
🛑 Schoelcher is down In 656803c, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in 3fd7711.
gharchive/issue
2022-09-22T15:55:32
2025-04-01T06:38:48.237731
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/1388", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1944508924
🛑 Schoelcher is down In 7e12d19, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in 43a1994 after 38 minutes.
gharchive/issue
2023-10-16T06:57:20
2025-04-01T06:38:48.240159
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/14013", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2143484793
🛑 Saint-Pierre is down In a4753f8, Saint-Pierre (https://saintpierre-mq.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Saint-Pierre is back up in 208a4f4 after 49 minutes.
gharchive/issue
2024-02-20T03:45:02
2025-04-01T06:38:48.242750
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/16255", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2160597909
🛑 Saint-Pierre is down In e6339a4, Saint-Pierre (https://saintpierre-mq.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Saint-Pierre is back up in 3729c0d after 10 minutes.
gharchive/issue
2024-02-29T07:33:34
2025-04-01T06:38:48.245144
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/16727", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1423674708
🛑 Schoelcher is down In 22f43dd, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in 9424a39.
gharchive/issue
2022-10-26T08:58:42
2025-04-01T06:38:48.247504
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/1715", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2205314837
🛑 Martinique Developpement is down In 72e77d9, Martinique Developpement (https://www.martiniquedev.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Martinique Developpement is back up in 961d640 after 14 minutes.
gharchive/issue
2024-03-25T09:43:35
2025-04-01T06:38:48.249916
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/17549", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1514166704
🛑 Schoelcher is down In 342fb00, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in 6af3a5e.
gharchive/issue
2022-12-30T01:14:04
2025-04-01T06:38:48.252414
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/3163", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1536920581
🛑 Schoelcher is down In 655311d, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in 51f7b39.
gharchive/issue
2023-01-17T19:24:53
2025-04-01T06:38:48.254971
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/4007", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1612892685
🛑 Schoelcher is down In e308a13, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in 99f0f5b.
gharchive/issue
2023-03-07T07:33:22
2025-04-01T06:38:48.257356
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/5941", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1635398957
🛑 Schoelcher is down In 1133571, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in 4cf74fd.
gharchive/issue
2023-03-22T09:41:35
2025-04-01T06:38:48.259732
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/6498", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1688627059
🛑 Schoelcher is down In b423135, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in d4acc3e.
gharchive/issue
2023-04-28T14:07:23
2025-04-01T06:38:48.262115
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/8083", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1337920228
🛑 Schoelcher is down In 61b1e2a, Schoelcher (https://www.mairie-schoelcher.fr) was down: HTTP code: 0 Response time: 0 ms Resolved: Schoelcher is back up in 2974c36.
gharchive/issue
2022-08-13T10:03:34
2025-04-01T06:38:48.264768
{ "authors": [ "glefait" ], "repo": "glefait/martinique-public-websites", "url": "https://github.com/glefait/martinique-public-websites/issues/851", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1888102940
add an option to also detect applications running in the menubar (close #3) Description Added an optional option to also list menubar application for macOS. Steps [X] My change requires a change to the documentation [X] I have updated the accessible documentation according [X] I have read the CONTRIBUTING.md file [X] There is no duplicate open or closed pull request for this fix/addition/issue resolution. Original Issue This PR resolves #3 @gleich friendly ping :)
gharchive/pull-request
2023-09-08T17:57:01
2025-04-01T06:38:48.267488
{ "authors": [ "fharper" ], "repo": "gleich/desktop", "url": "https://github.com/gleich/desktop/pull/4", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
113171176
EventSource vs Websockets? Just wondering the reason for using EventSource over Websockets? I have found that chrome and firefox have differing implementations of EventSource. The spec seems to have been abandoned as well. I've generally found them to be simple & stable, work on modern browsers, and be a very lightweight dependency. If it's causing issues I'm not averse to switching to websockets. I'm trying to implement this middleware without the need for a node server. Specifically in Go, which doesn't have an adequate implementation of EventSource. Presumably because it's hardly used and the docs are nonexistent. It would be nice if it used websockets. This lib has its own hand rolled event-stream implementation - it's very straightforward. Slim over the source - feel free to ask any questions. The spec itself I found quite clear - the main reason I think libs aren't very good is that it's very simple to do without. Are you re-implementing webpack in go? That's true, infact it's not so much of a problem with Go itself and lack of libraries, as I've managed to get it working for the most part. The weird thing for me has been chrome acting differently than firefox. For example Chrome will detect onopen on connection/headers, however firefox does not, until I send a "building" event. It may be a problem with my implementation but I have been able to recreate the problem sporadically with the default node implementation. And no, not webpack itself but I would like to serve reloads from my backend rather than through a middleware/webpack. Ie. Push compile events from webpack to my backend and to the client, thus not needing CORS or any fancy middleware stacks. Going to close this, as there isn't really an action for me to take. Feel free to ask more questions if you're still having trouble with the port. Fwiw I ended up not implementing it in the way I initially planned. It's definitely better having the HMR decoupled from the backend. I was just being silly. Though I still think websockets would be a better choice :) I'm having issues with SSE behind a proxy. I run my node app in a local VM behind a proxy, and for some reason it doesn't proxy the SSE requests. Are you still not averse to switching to websockets? I realize that the issues are related to my use case and really likely to be encountered by others. I'm still open to the idea, but if SSE is getting chewed up by the proxy, I'm not sure why websockets wouldn't. I'm not 100% that it wouldn't as well. This issue seems tangentially related to the issue that I've been having: https://github.com/nodejitsu/node-http-proxy/issues/921 I'll spend this weekend playing with a fork to see if websockets also get killed.
gharchive/issue
2015-10-24T16:44:42
2025-04-01T06:38:48.273132
{ "authors": [ "glenjamin", "huoy", "kesne" ], "repo": "glenjamin/webpack-hot-middleware", "url": "https://github.com/glenjamin/webpack-hot-middleware/issues/39", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
100881567
x11_window.c: select may return EINTR, needs to be retried When using glfw in Haskell in Linux via the Haskell bindings, the Haskell runtime system uses plenty of signals. These signals cause glfwWaitForEvents to return immediately, because "select" in x11_window.c returns with EINTR. Then, XPending is called, finds nothing on the X file descriptor, returns 0, and glfw returns to the user without actually waiting for any event. The fix is simply to loop while select returns EINTR. Thank you!
gharchive/pull-request
2015-08-13T22:13:34
2025-04-01T06:38:48.275008
{ "authors": [ "Peaker", "elmindreda" ], "repo": "glfw/glfw", "url": "https://github.com/glfw/glfw/pull/580", "license": "Zlib", "license_type": "permissive", "license_source": "github-api" }
258477028
[WIP] Provide custom tests/index.html. Currently, the test supported added to Glimmer.js apps uses QUnit 1.20. The reason for this is that we are relying on the default testem test page for QUnit from here (which uses //code.jquery.com/qunit/qunit-1.20.0.js). This commit does the following: creates support for a tests tree, that at the moment only includes tests/index.html Ensures that when tests are built, we still build the "normal" app assets (and tests/index.js / tests/index.html are generated) There are still a number of things that should probably done here: [ ] Ensure QUnit itself is included into the tests/index.js (QUnit does not have a module entry point so it can't just automatically be rolled up...) [ ] Update existing tests for the asset location changes [ ] Add more tests to ensure the new functionality works properly [ ] Update to ensure that tests folder is not required (so that we are backwards compatible) I'm not likely going to have time to finish this off anytime soon, but I'd happily help someone through the TODO items if they want to pick it up...
gharchive/pull-request
2017-09-18T13:21:10
2025-04-01T06:38:48.299462
{ "authors": [ "rwjblue" ], "repo": "glimmerjs/glimmer-application-pipeline", "url": "https://github.com/glimmerjs/glimmer-application-pipeline/pull/128", "license": "mit", "license_type": "permissive", "license_source": "bigquery" }
105868060
Keep intermediate built modules around Rather than putting them in tmp/ and .gitignore-ing them, keep the individually compiled ES6 modules (each of which implicitly supports CommonJS and therefore Node and Webpack and friends due to UMD) committed to the repo. /cc @growlsworth, @thientran1707 can you verify that this fixes your Webpack problem? Fixes #167 I got the React is not defined in React.Component line 51 in filterer.js @glittershark I get the error React not defined in filterer.js @thientran1707 how about this? (obviously this breaks browsers, but I just want to make sure that it does work in CommonJS before trying to fix it) Packaged successfully for me in my project. I pulled this branch to my machine and I experienced the same test failure as travis. :+1: Nice! I'll get on making the big-ol'-concatenated-blob working, then interesting, the next button works but previous does not...haha @glittershark but it's working now :+1:
gharchive/pull-request
2015-09-10T18:20:59
2025-04-01T06:38:48.325939
{ "authors": [ "glittershark", "growlsworth", "thientran1707" ], "repo": "glittershark/reactable", "url": "https://github.com/glittershark/reactable/pull/179", "license": "mit", "license_type": "permissive", "license_source": "bigquery" }
2572901525
Prevent zeros coercing to nulls Prevent zeros coercing to nulls. This was caused when number types were passed directly into the coercion function. This works for me - Not relevant for this PR but note that when the returned validation error is 'is not valid under any of the given schemas' block highlighting doesn't show the 2 age cells as being the issue (although the row correctly highlights in red shading). I suspect that might be a bit more work to implement though as the error message isn't all that helpful. @pipliggins - yes, the validator can only tell us that the row isn't valid for a given schema, but determining which fields could be changed feels like an underdefined probem, especially if the schema were to become any more complex! Maybe the error reporting could be improved, but as you say, we'll deal with that separately (perhaps based on further user feedback).
gharchive/pull-request
2024-10-08T11:21:24
2025-04-01T06:38:48.342563
{ "authors": [ "jsbrittain" ], "repo": "globaldothealth/InsightBoard", "url": "https://github.com/globaldothealth/InsightBoard/pull/29", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1231846104
Adding MountDataVolume to DetachVolume function undo to fix rollback … …of host_migrate Codecov Report Merging #728 (d908be3) into master (2459c7b) will decrease coverage by 0.00%. The diff coverage is 0.00%. @@ Coverage Diff @@ ## master #728 +/- ## ========================================== - Coverage 41.41% 41.41% -0.01% ========================================== Files 341 341 Lines 25330 25331 +1 ========================================== Hits 10491 10491 - Misses 14839 14840 +1 Flag Coverage Δ unittests 41.41% <0.00%> (-0.01%) :arrow_down: Flags with carried forward coverage won't be shown. Click here to find out more. Impacted Files Coverage Δ dbaas/workflow/steps/util/volume_provider.py 41.43% <0.00%> (-0.03%) :arrow_down: Continue to review full report at Codecov. Legend - Click here to learn more Δ = absolute <relative> (impact), ø = not affected, ? = missing data Powered by Codecov. Last update 2459c7b...d908be3. Read the comment docs.
gharchive/pull-request
2022-05-11T00:29:31
2025-04-01T06:38:48.363369
{ "authors": [ "codecov-commenter", "ricardosdias" ], "repo": "globocom/database-as-a-service", "url": "https://github.com/globocom/database-as-a-service/pull/728", "license": "bsd-3-clause", "license_type": "permissive", "license_source": "bigquery" }
902472654
cache does not track dependencies on other files Example: Cache is enabled by passing a Map to the cache option entry.scss imports bar.scss After the initial build, bar.scss is changed An incremental build is started transform is called for entry.scss entry.scss is in the cache and that file itself has not been changed, so the cached transform result with the old contents of bar.scss is returned The cache is never queried for bar.scss The old contents of bar.scss end up in the bundle It seems like this case is described in the esbuild docs: Cache invalidation only works if slowTransform() is a pure function (meaning that the output of the function only depends on the inputs to the function) and if all of the inputs to the function are somehow captured in the lookup to the cache map. For example if the transform function automatically reads the contents of some other files and the output depends on the contents of those files too, then the cache would fail to be invalidated when those files are changed because they are not included in the cache key. Hi Bart, thank you for pointing this out... sass gives me the files that I should track and as of now I pass those on to esbuild. I was expecting it to magically deal with dependencies but thinking it twice it's not its task! I could check not just the main file but also the dependencies using fs.stat but I would like to find a way to make the cache better than it is right now rather than worse off in terms of performance. So I'd rather asynchronously clear the entries when a change is detected in the fs. It would be amazing if, given esbuild does the polling, I could hook into it to get the notification I want because otherwise I might end up with asynchronous issues... I am looking into this and I hope I can come up with a fix soon! Hi Bart version v1.4.1 should have (I hope) fixed the cache issue with sass imports let me know how it goes At the end the fix I applied is to check for all the imported file mtimes so it should work regardless of watch mode Seems to work with your fix, thanks for the quick update!
gharchive/issue
2021-05-26T14:24:22
2025-04-01T06:38:48.451604
{ "authors": [ "Minnozz", "glromeo" ], "repo": "glromeo/esbuild-sass-plugin", "url": "https://github.com/glromeo/esbuild-sass-plugin/issues/11", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
145010745
Linking Pixel Axis From 1D Array to Pixel Axis of 2D Array I am trying to link the Y axis of a 2 dimensional array (attached file: col100_sci.txt) to the index of a 1 dimensional array (attached file f100.txt). I was hoping that when I select something in the 1 dimensional file I could get the corresponding rows highlighted. f100.txt col100_sci.txt @dborncamp Could you tell us which data_loading method should be chose when opening these two datasets? Thanks! (Just for some background this was an issue that happened at the tutorial today, will post more details to this issue) (this issue really applies to glue core, not the 3d plugin repo) @PennyQ This was read in using the qglue interface from ipython. The data originated from an open HDF5 file but it was casted to numpy arrays before opening. @astrofrog Oops. Should I open another issue there?
gharchive/issue
2016-03-31T20:36:24
2025-04-01T06:38:48.458490
{ "authors": [ "PennyQ", "astrofrog", "dborncamp" ], "repo": "glue-viz/glue-3d-viewer", "url": "https://github.com/glue-viz/glue-3d-viewer/issues/101", "license": "bsd-2-clause", "license_type": "permissive", "license_source": "bigquery" }
731691489
Support Plus(+) and Minus(-) signs in WHERE This pull request resolves issue #101 by supporting unary operations of Value. Specific modifications are the following. value.rs & evaluated.rs: Functions to evaluate unary operations of the expression were added. mod.rs: Expressions now handle unary operations. test.rs: Two test cases to check if WHERE supports plus(+) and minus(-) signs were added. @panarch Sure, I will merge all commits into one by this afternoon. If I finish combining all commits, should I make a new pull request? @yejihan-dev It's just all up to you, making a new pr or using this thread, both are ok :) @panarch Oh, then I will close this one and make up new request!
gharchive/pull-request
2020-10-28T18:31:08
2025-04-01T06:38:48.465867
{ "authors": [ "panarch", "yejihan-dev" ], "repo": "gluesql/gluesql", "url": "https://github.com/gluesql/gluesql/pull/110", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1319692292
Debug benchmark ci job Description of proposed changes: Practical tips for PR review & merge: [ ] All GitHub Actions report PASS [ ] Newly added code/functions have unit tests [ ] Coverage tools report all newly added lines as covered [ ] The positive scenario is exercised [ ] Negative scenarios are exercised, e.g. assert on all possible errors [ ] Assert on events triggered if applicable [ ] Assert on changes made to storage if applicable [ ] Modified behavior/functions - try to make sure above test items are covered [ ] Integration tests are added if applicable/needed Codecov Report Merging #472 (a8f2203) into dev (c5418cb) will not change coverage. The diff coverage is n/a. @@ Coverage Diff @@ ## dev #472 +/- ## ======================================= Coverage 75.43% 75.43% ======================================= Files 44 44 Lines 8378 8378 ======================================= Hits 6320 6320 Misses 2058 2058 :mega: Codecov can now indicate which changes are the most critical in Pull Requests. Learn more
gharchive/pull-request
2022-07-27T14:58:02
2025-04-01T06:38:48.530368
{ "authors": [ "atodorov", "codecov-commenter" ], "repo": "gluwa/creditcoin", "url": "https://github.com/gluwa/creditcoin/pull/472", "license": "Unlicense", "license_type": "permissive", "license_source": "github-api" }
2280285211
Fix typo in README.md Fix small typo in README.md Thanks.
gharchive/pull-request
2024-05-06T08:00:21
2025-04-01T06:38:48.543239
{ "authors": [ "gm-vm", "oscaralbareda" ], "repo": "gm-vm/openfortivpn-webview", "url": "https://github.com/gm-vm/openfortivpn-webview/pull/30", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
754196372
NTP.getTime not public Good morning, using your Lib as replacement for NTPClientLib. Everything is running fine till now. Using NTP.getTime() results in C:\Users\raffi\Documents\Arduino\libraries\ESPNtpClient-main\src/ESPNtpClient.h:153:10: error: 'void NTPClient::getTime()' is protected void getTime (); Looking in ESPNtpLib.h you commented: /** * Starts a NTP time request to server. Returns a time in UNIX time format. Normally only called from library. * Kept in public section to allow direct NTP request. */ void getTime (); Is there another function to manually fire a request or what i am doing wrong? Regards, Ralf Just fixed in last release. Why do you need that? I'd like to know the use case. Hi, thanks for your fast reply. The picture shows a part of a web-interface. If the user clicks the Button, time sync should happen manually. Von: Germán Martín [mailto:notifications@github.com] Gesendet: Dienstag, 1. Dezember 2020 22:26 An: gmag11/ESPNtpClient Cc: RaffiCologne; Author Betreff: Re: [gmag11/ESPNtpClient] NTP.getTime not public (#4) Just fixed in last release. Why do you need that? I'd like to know the use case. — You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/gmag11/ESPNtpClient/issues/4#issuecomment-736830411 , or unsubscribe https://github.com/notifications/unsubscribe-auth/AR5PUBLXMSFCJFC3EPSSZK3SSVNOPANCNFSM4UIXF3PA .Das Bild wurde vom Absender entfernt. Thanks, then I close this issue
gharchive/issue
2020-12-01T09:05:26
2025-04-01T06:38:48.548811
{ "authors": [ "RaffiCologne", "gmag11" ], "repo": "gmag11/ESPNtpClient", "url": "https://github.com/gmag11/ESPNtpClient/issues/4", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
745661
Conditionally load bundles Add a mechanism for loading bundles based on conditions, such as filetype detection? For example, if I'm editing a Python file, I don't necessarily need to load all the Ruby plugins. Feel free to close this issue if there's already a workaround I'm not aware of. Load bundles based on filetype is an interesting idea. Before read this issue, I already implemented a on demand mechanism that use tags and the new command BundleBind! manually. I'll try to figure out if it possible to implement this.
gharchive/issue
2011-04-08T15:36:10
2025-04-01T06:38:48.550636
{ "authors": [ "kevinjqiu", "rainux" ], "repo": "gmarik/vundle", "url": "https://github.com/gmarik/vundle/issues/12", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1585999494
When the model makes predictions, what is the relationship between the number of images in the query dataset and the number of database images? When the model makes predictions, what is the relationship between the number of images in the query dataset and the number of database images?For example, when I use this model to predict, there is only one image in the query dataset, so the image in the database dataset should be the image of the region where the query dataset image is located,to ensure the correctness, how many database images should be at least? You only need one database image near your query to find the query's position. If your first prediction is correct and the others are wrong, your recall is still 100%. From the paper: As a metric, we use the recall@N with a 25 meters threshold, i.e., the percentage of queries for which at least one of the first N predictions is within a 25 meters distance from the query, following standard procedure Think you for your help
gharchive/issue
2023-02-15T14:54:07
2025-04-01T06:38:48.552457
{ "authors": [ "gmberton", "wpumain" ], "repo": "gmberton/CosPlace", "url": "https://github.com/gmberton/CosPlace/issues/22", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1234833318
m73 cluster not supported Dear Sir! NewBeetle cluster not supported, readed it but security area empty (00) :-( Can umake support for it ? I can read the cpu if it helps. regards kerekt KW1281Test: Yesterday's diagnostics...Today. Version 0.74-beta (https://github.com/gmenounos/kw1281test/releases) Args: COM1 9600 17 ReadIdent OSVersion: Microsoft Windows NT 10.0.19044.0 .NET Version: 6.0.2 Culture: en-US Opening serial port COM1 Sending wakeup message Wakeup duration: 2 seconds Reading sync byte Keyword Lsb $01 Keyword Msb $8A Protocol is KW 1281 (8N1) ECU: 1C0920840C KOMBI+WEGFAHRS. M73 V05 Software Coding 01112, Workshop Code: 00000 Sending ReadIdent block Ident: WVWZZZ1YZ4M323266 VWZ5Z0C7261289 Sending EndCommunication block eeprom.zip I don't have access to test a cluster running that software so I don't know what went wrong. Is this a diesel car? Can you try the DumpEdc15Eeprom with baud rate 9600? If you have an EDC15 and if it's Immobilier version 3 then you can get the SKC from the EDC15. Its immo3 cluster with petrol engine 2.0i, maybe motronic me7. I can dump internal D and P flash from hc12 cpu if it help. Sure, it might help, so if it's not a lot of trouble, please do. May I ask what method you're using to dump the flash? I ask because I haven't managed to dump the flash from these myself (or maybe I've only dumped the region that contains the SKC). I readed the internal flash and eeprom from the mc912dg128a cpu. SKC i found. Can u add obd support for this type of dashboard? i can test it today NB_1C0920840C_Dumps.zip Thanks for the dumps! How did you get them (hardware device or software program via OBD connector)? I've uploaded a test version. It's not ready for general use, but could please download it and run a command for me? It will help me figure out how the memory areas are arranged in your cluster. Here is the release: https://github.com/gmenounos/kw1281test/releases/tag/v0.75-alpha The command is: .\kw1281test COM1 9600 17 DumpMarelliMem 8208 3 Then please upload the dump file that is created (marelli_mem_$2010.bin). Thanks! Its readed with hardware device Xprog-m (mine is original but china copy around 60$ do the same) , 4 wires soldered to internal BDM connector. Unfortunatly car gone yesterday, i cannot test it, but soon as i have same car, test will follow and will report here. Check pictures pic.zip That's the same memory layout as my 1C0920921G Immo3 cluster. You should be able to dump the entire EEPROM with this command: .\kw1281test.exe COM1 9600 17 DumpMarelliMem 14336 2048 thank you! which version should i use ? v0.75 or v0.74 ? https://github.com/gmenounos/kw1281test/releases/tag/v0.75-alpha You were able to dump the EEPROM and the SKC was there this time? i dont think so, car's owner move to next country, not come back anymore.
gharchive/issue
2022-05-13T07:14:14
2025-04-01T06:38:48.562618
{ "authors": [ "gmenounos", "kerekt" ], "repo": "gmenounos/kw1281test", "url": "https://github.com/gmenounos/kw1281test/issues/17", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1659505729
🛑 i 學園 is down In 7ca99c7, i 學園 (https://istudy.ntut.edu.tw/mooc/index.php) was down: HTTP code: 0 Response time: 0 ms Resolved: i 學園 is back up in 5ea008c.
gharchive/issue
2023-04-08T12:16:14
2025-04-01T06:38:48.595134
{ "authors": [ "gnehs" ], "repo": "gnehs/ntut-uptime", "url": "https://github.com/gnehs/ntut-uptime/issues/666", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1655288765
fix: fixed DHCPv6 lease table host names incorrectly displayed Automated changes by create-pull-request GitHub action
gharchive/pull-request
2023-04-05T09:47:10
2025-04-01T06:38:48.598828
{ "authors": [ "gngpp" ], "repo": "gngpp/luci-theme-design", "url": "https://github.com/gngpp/luci-theme-design/pull/54", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
320233205
Optim/dx 256 getSellerOngoingAuctions func Simplified logic in getSellerOngoingAuctions nice, tried: add token pair 1a. post sell order move time to 2 min after auction start buy out all sell balance run claim funds = Pair shown in ongoing Auctions, pair shows claim button after sell balance bought out, claiming disappears row Looks good, approving
gharchive/pull-request
2018-05-04T10:58:44
2025-04-01T06:38:48.642714
{ "authors": [ "Velenir", "W3stside" ], "repo": "gnosis/dx-react", "url": "https://github.com/gnosis/dx-react/pull/243", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1128703079
Fix Balancer SOR settlement prices for buy orders This PR fixes an issue I discovered when investigating Balancer SOR solver performance in staging. Specifically, the SOR API uses swap_amount for the amount of tokens for computing the route (so in sell_token for sell orders or buy_token for buy orders) and return_amount for the computed counter amount (so in buy_token for sell orders and in sell_token for buy orders). However, the prices map was always being computed as if swap_amount was in sell_token and return_amount was in buy_token, making it only valid for sell orders. Test Plan Added check for prices in unit test. Also, you can run the manual test and see: % cargo test -p solver -- --nocapture --ignored balancer_sor_solver Compiling solver v0.1.0 (/Users/nlordell/Developer/gp-v2-services/crates/solver) Finished test [unoptimized + debuginfo] target(s) in 5.23s Running unittests (target/debug/deps/solver-a7ee0ecc05ab3005) running 1 test Found settlement for sell order: Settlement { encoder: SettlementEncoder { tokens: [ 0x6b175474e89094c44da98b954eedeac495271d0f, 0xba100000625a3754423978a60c9317c58a424e3d, ], clearing_prices: { 0xba100000625a3754423978a60c9317c58a424e3d: 14987080625394634375, 0x6b175474e89094c44da98b954eedeac495271d0f: 1000000000000000000, }, ... } Found settlement for buy order: Settlement { encoder: SettlementEncoder { tokens: [ 0x6b175474e89094c44da98b954eedeac495271d0f, 0xba100000625a3754423978a60c9317c58a424e3d, ], clearing_prices: { 0xba100000625a3754423978a60c9317c58a424e3d: 100000000000000000000, 0x6b175474e89094c44da98b954eedeac495271d0f: 6672445296379216961, }, Which makes sense given that 0x6b175474e89094c44da98b954eedeac495271d0f is DAI (so 1$) and 0xba100000625a3754423978a60c9317c58a424e3d is BAL which is roughly worth 15$ ATM: For the sell order, the price of BAL is 14.98... and the price of DAI is 1.0 (so BAL is roughly worth 15$) For the buy order, the price of BAL is 1.0 and the price of DAI is 0.0667.. (so 1 DAI roughly buys you 0.667 BAL - noting that 1/15 = 0.06666...) Codecov Report Merging #1636 (16ffa5c) into main (5269328) will increase coverage by 0.02%. The diff coverage is 100.00%. :exclamation: Current head 16ffa5c differs from pull request most recent head b36f478. Consider uploading reports for the commit b36f478 to get more accurate results @@ Coverage Diff @@ ## main #1636 +/- ## ========================================== + Coverage 66.47% 66.50% +0.02% ========================================== Files 173 173 Lines 34039 34053 +14 ========================================== + Hits 22629 22646 +17 + Misses 11410 11407 -3
gharchive/pull-request
2022-02-09T15:40:26
2025-04-01T06:38:48.648792
{ "authors": [ "codecov-commenter", "nlordell" ], "repo": "gnosis/gp-v2-services", "url": "https://github.com/gnosis/gp-v2-services/pull/1636", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1056180471
Add Juicebox Name/Description Juicebox Type New addition Compatible Networks - Mainnet - Rinkeby Code for review Web Interface Contracts You can find contract ABIs and Addresses under ./deployments. The only Rinkeby ABIs that should be needed are the ones that have corresponding ABIs in the Mainnet folder. IPFS hash/App URL https://juicebox.money Desired date ASAP. We are getting tons of activity from the ConstitutionDAO project. I apologize that we have chosen not to add the project to the default apps list because it is not audited, and our users trust us when we list apps by default. You can ask your users to add the app as a custom app in the meantime.
gharchive/issue
2021-11-17T14:13:16
2025-04-01T06:38:48.661118
{ "authors": [ "mikheevm", "odd-amphora" ], "repo": "gnosis/safe-apps-list", "url": "https://github.com/gnosis/safe-apps-list/issues/88", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2322768218
OpenAPI: Add surplusCapturingJitOrderOwners to the aucction payload Add surplusCapturingJitOrderOwners to the aucction payload This requires solvers-dto to be also updated, right? This requires solvers-dto to be also updated, right? @squadgazzz it is updated in solvers-dto here: https://github.com/cowprotocol/services/pull/2759 I will bump this repository once we release this with its corresponding tag. Since I removed the deny_unknown_fields it won't crash. I will bump this repository once we release this with its corresponding tag. To ensure this is not forgotten, it might be better to merge the corresponding services' PR and push a new image that can be used here until the next release.
gharchive/pull-request
2024-05-29T09:00:16
2025-04-01T06:38:48.666573
{ "authors": [ "Mateo-mro", "squadgazzz" ], "repo": "gnosis/solvers", "url": "https://github.com/gnosis/solvers/pull/28", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
677314584
dashboard keep-alive 失效 偶然发现框架 keep-alive 失效,经过了解后发现 路由 name 必须跟组件 name 一模一样。 希望在文档或代码中提及。 以及 dashboard 路由 name 应当与组件 name 一致。 { path: '/', component: Layout, redirect: '/dashboard', children: [ { path: 'dashboard', component: () => import('@/views/dashboard/index'), - name: '首页', + name: 'Dashboard', meta: { title: '首页', icon: 'dashboard', affix: true } } ] }, 我还发现菜单的 noCache 是写死的不缓存,我认为可以在创建菜单时提供 cache 选项自定义是否缓存。 非常感谢您提交的问题,我们将会在下一个版本做修正,谢谢! 针对这个问题,noCache即使设置为false还是不能够被缓存,https://github.com/PanJiaChen/vue-element-admin/issues/406 并没有比较好的方案,如果有好的方案可以提交pr,谢谢支持和关注
gharchive/issue
2020-08-12T01:47:55
2025-04-01T06:38:48.742219
{ "authors": [ "MoonBegonia", "wenjianzhang" ], "repo": "go-admin-team/go-admin-ui", "url": "https://github.com/go-admin-team/go-admin-ui/issues/55", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
958089841
请教菜单关联问题 在研究代码时遇到问题: sys_menu_api_rule和sys_menu在go里面哪里做关联的,研究代码一直没搞懂这块,麻烦告知一下,谢谢 看sys_menu相关代码 就是因为看了没有看到任何关联信息才来这里请教的,麻烦告知一下,谢谢
gharchive/issue
2021-08-02T12:23:33
2025-04-01T06:38:48.743490
{ "authors": [ "songning4", "wenjianzhang" ], "repo": "go-admin-team/go-admin", "url": "https://github.com/go-admin-team/go-admin/issues/518", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
495682080
Fix typo which causes incorrect value when converting kibibyte File value.go line 152 there is a typo Current text: return (&big.Int{}).Mul(bigInt, _Byte) It should be return (&big.Int{}).Mul(bigInt, _KiByte) Cheers, Thanh Nguyen Thanks for your PR.
gharchive/pull-request
2019-09-19T09:30:16
2025-04-01T06:38:48.745303
{ "authors": [ "btnguyen2k", "xujinzheng" ], "repo": "go-akka/configuration", "url": "https://github.com/go-akka/configuration/pull/14", "license": "apache-2.0", "license_type": "permissive", "license_source": "bigquery" }
1232092361
运行 npm run dev时报错 报错如下: > dev > cross-env NODE_ENV=development nodemon index.js [nodemon] 2.0.16 [nodemon] to restart at any time, enter `rs` [nodemon] watching path(s): *.* [nodemon] watching extensions: js,mjs,json [nodemon] starting `node index.js` /root/node/node_modules/@pipcook/boa/lib/index.js:83 const pyo = wrap(pyInst.import(name)); ^ TypeError: ModuleNotFoundError: No module named 'wordcloud' at Object.import (/root/node/node_modules/@pipcook/boa/lib/index.js:83:35) at Object.<anonymous> (/root/node/plugin/hot/word-cloud.js:6:33) at Module._compile (node:internal/modules/cjs/loader:1105:14) at Object.Module._extensions..js (node:internal/modules/cjs/loader:1159:10) at Module.load (node:internal/modules/cjs/loader:981:32) at Function.Module._load (node:internal/modules/cjs/loader:822:12) at Module.require (node:internal/modules/cjs/loader:1005:19) at require (node:internal/modules/cjs/helpers:102:18) at Object.<anonymous> (/root/node/plugin/hot/service.js:3:19) at Module._compile (node:internal/modules/cjs/loader:1105:14) [nodemon] app crashed - waiting for file changes before starting... 看这个 https://github.com/go-cqhttp/node/tree/master/plugin/hot 安装 wordcloud. 需要python环境 我重新拉取了项目,配置的账号。在运行npm run dev 时遇到这个错误: > dev > cross-env NODE_ENV=development nodemon index.js [nodemon] 2.0.16 [nodemon] to restart at any time, enter `rs` [nodemon] watching path(s): *.* [nodemon] watching extensions: js,mjs,json [nodemon] starting `node index.js` node:events:505 throw er; // Unhandled 'error' event ^ Error: connect ECONNREFUSED 0.0.0.0:6700 at TCPConnectWrap.afterConnect [as oncomplete] (node:net:1187:16) Emitted 'error' event on WebSocket instance at: at emitErrorAndClose (/root/node/node_modules/ws/lib/websocket.js:874:13) at ClientRequest.<anonymous> (/root/node/node_modules/ws/lib/websocket.js:736:5) at ClientRequest.emit (node:events:527:28) at Socket.socketErrorListener (node:_http_client:454:9) at Socket.emit (node:events:527:28) at emitErrorNT (node:internal/streams/destroy:157:8) at emitErrorCloseNT (node:internal/streams/destroy:122:3) at processTicksAndRejections (node:internal/process/task_queues:83:21) { errno: -111, code: 'ECONNREFUSED', syscall: 'connect', address: '0.0.0.0', port: 6700 } 看主页的 README.md, 要先跑起来 go-cqhttp 去这个项目 https://github.com/Mrs4s/go-cqhttp 的 issues 下搜相关的方案. 感谢,我使用代理后,重新扫码可以登录了。 看主页的 README.md, 要先跑起来 go-cqhttp 使用代理扫码可以,登录qq了。现在我把这个go-cqhttp跑起来了,在到项目根目录下执行 npm run dev 命令时,还是会报错。 > dev > cross-env NODE_ENV=development nodemon index.js [nodemon] 2.0.16 [nodemon] to restart at any time, enter `rs` [nodemon] watching path(s): *.* [nodemon] watching extensions: js,mjs,json [nodemon] starting `node index.js` node:events:505 throw er; // Unhandled 'error' event ^ Error: connect ECONNREFUSED 0.0.0.0:6700 at TCPConnectWrap.afterConnect [as oncomplete] (node:net:1187:16) Emitted 'error' event on WebSocket instance at: at emitErrorAndClose (/root/node/node_modules/ws/lib/websocket.js:874:13) at ClientRequest.<anonymous> (/root/node/node_modules/ws/lib/websocket.js:736:5) at ClientRequest.emit (node:events:527:28) at Socket.socketErrorListener (node:_http_client:454:9) at Socket.emit (node:events:527:28) at emitErrorNT (node:internal/streams/destroy:157:8) at emitErrorCloseNT (node:internal/streams/destroy:122:3) at processTicksAndRejections (node:internal/process/task_queues:83:21) { errno: -111, code: 'ECONNREFUSED', syscall: 'connect', address: '0.0.0.0', port: 6700 } https://docs.go-cqhttp.org/guide/config.html#配置信息 6700是ws的端口, 查一下 go-cqhttp 的 device.json 配置文件里 是否正确配置了 - ws: 对,忘了配置这里了。现在可以正常运行了。谢谢!! 舔狗日记的插件,需要添加什么token呀? 好的。再次感谢你的回复。
gharchive/issue
2022-05-11T06:46:14
2025-04-01T06:38:48.754301
{ "authors": [ "Learntotolearn", "zhuweiyou" ], "repo": "go-cqhttp/node", "url": "https://github.com/go-cqhttp/node/issues/20", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
739365700
API calls returning 401 Unauthorized Gitea version (or commit ref): 1.12.5 built with GNU Make 4.1, go1.14.9 : bindata, sqlite, sqlite_unlock_notify Git version: 2.25.1 Operating system: Ubuntu 20.04.1 LTS Gitea is as downloaded from the Releases page. Database (use [x]): [ ] PostgreSQL [ ] MySQL [X] MSSQL [ ] SQLite Can you reproduce the bug at https://try.gitea.io: [X] Yes (provide example URL) [ ] No Log gist: https://gist.github.com/AllTaken/e15cf3c7333d011340dfbc81e18b10c4 Description Many different API calls result in 401 unauthorized, for no reason I can discern. Setting up a blank repo in try.gitea.io with a single commit and trying to POST the following results in 401 unauthorized: curl -X POST "https://try.gitea.io/api/v1/repos/test6661/Test/statuses/0b97b9b4de6c75125f635ee1f045f148ebd9b7b9" -H "accept: application/json" -H "Authorization: ba0969a9d789630ffa5321164315a27954221832" -H "Content-Type: application/json" -d "{ \"context\": \"Build\", \"description\": \"asdasdad\", \"state\": \"success\", \"target_url\": \"\"}" Note that this happens when trying to use basic auth as well. This used to work, probably as recently as 1.11.6 afaik now -H "Authorization: token ba0969a9d789630ffa5321164315a27954221832" should work ! Yes, it really should, but it just returns 401: Same thing happens with various API calls, here is another: Other API calls do work like /repos/search f.ex. this should not be the case ... this works just fine: curl -X GET "https://try.gitea.io/api/v1/repos/test6661/Test/statuses/0b97b9b4de6c75125f635ee1f045f148ebd9b7b9" -H "accept: application/json" -H "Authorization: token ba0969a9d789630ffa5321164315a27954221832" or curl -X GET "https://try.gitea.io/api/v1/repos/test6661/Test/statuses/0b97b9b4de6c75125f635ee1f045f148ebd9b7b9?token=ba0969a9d789630ffa5321164315a27954221832" -H "accept: application/json" I'm fairly convinced this is a bug... @AllTaken I would label it as souch as soon as I can reproduce it ... my problem is, I cant :/ can you execute the curl statement on a bash shell? @AllTaken your authorization header is missing the "token " I see, maybe the issue is only with basic authentication then. Let me se ... basic auth do not work on some endpoints !!! I think the authorization header has to be Authorization: basic curl -vvv -X POST "https://try.gitea.io/api/v1/repos/test6661/Test/statuses/0b97b9b4de6c75125f635ee1f045f148ebd9b7b9" -H "Accept: application/json" -H "Authorization: basic dGVzdDY2NjE6eUAx0XdqBXd6dGthb15E" -H "Content-Type: application/json" -d '{"context":"string","description":"string","state":"success","target_url":"string"}' works for me. Ok so looking at api.go, this endpoint is controlled by: https://github.com/go-gitea/gitea/blob/3fd060eb37085df9b075baf23f3c315b92c1073e/routers/api/v1/api.go#L837-L840 with reqToken() defined by: https://github.com/go-gitea/gitea/blob/3fd060eb37085df9b075baf23f3c315b92c1073e/routers/api/v1/api.go#L180-L196 So let's assume that IsBasicAuth is being set correctly... Does this account have 2FA set? No. If you are trying to use the API logged in from the browser you need to send the CSRF token as a header. The header name is X-Csrf-Token and the value should be in a meta tag in the HTML, default name is _csrf. @kevinzg I'm not sure I understand? I'm trying to call the REST API using basic auth, there is no HTML and no browser? @AllTaken What I meant was that when you login and visit yourgitea.com/api/swagger and try to use execute the requests some of them will give you a 401 because they need the CSRF token. From the code, it looks like basic auth still needs a CSRF token (if you don't have the OTP thingy). Since you are not using the browser, you can just add any token in your request, for example in curl add this -H 'Cookie: _csrf=whatever' -H 'X-Csrf-Token: whatever', that should let you pass the validation. OK I just tried: curl -vvv -X POST "https://try.gitea.io/api/v1/repos/arandomer/Adebar/statuses/c6175db588e3de7f51579c3e942dbf841083c169" --basic -H "Accept: application/json" -u 'arandomer:arandomer@mailinator.com' -H "Content-Type: application/json" -d '{"context":"string","description":"string","state":"success","target_url":"string"}' and this worked. Also: curl -vvv -X POST "https://try.gitea.io/api/v1/repos/arandomer/Adebar/statuses/c6175db588e3de7f51579c3e942dbf841083c169" -H "Accept: application/json" -H "Authorization: Basic YXJhbmRvbWVyOmFyYW5kb21lckBtYWlsaW5hdG9yLmNvbQ==" -H "Content-Type: application/json" -d '{"context":"string","description":"string","state":"success","target_url":"string"}' this works. I think the suggested header is incorrect. @zeripath Yes, you are right, the CSRF token is not needed for basic auth, my bad. I think the problem is that if you are logged-in (in the browser), Gitea authenticates the user with the session cookie and ignores the basic auth header, so ctx.Context.IsBasicAuth is false and the code goes by the ctx.RequireCSRF() path. That's why the Swagger interface gets a 401, but the curl command works fine. ah so if went to the swagger page directly using a private tab without logging I guess it would then work But interestingly the curl command in https://github.com/go-gitea/gitea/issues/13484#issuecomment-725448274 doesn't work - presumably because the basic authentication header here is incorrect - (I'll admit I haven't tried / bothered to decode it to check so it's potentially invalid) Yeah there is a transcription error in #13484 (comment). The auth value should be: Basic dGVzdDY2NjE6eUAxOXdqVXd6dGthb15E instead of basic dGVzdDY2NjE6eUAx0XdqBXd6dGthb15E Using these values it works now. I'm not sure if you're saying that it is "by design" that 401 is returned, even though the client is presenting valid credentials, merely because a CSRF cookie is present? I can't really see any chance of CSRF being an issue when valid credentials are present? And why only for basic credentials? In addition this sort of renders the auto generated swagger page useless for trying/testing the API with basic credentials. This should at least be documented in the interface, if it is by design. CSRF is only needed for POST with cookie session. Basic authentication without a cookie, or token authentication don't require CSRF. A get to https://try.gitea.io/api/v1/user asks for the token. OK. So Authorization: Basic work but Authorization: basic not. Is this still considered as a bug? OK. So Authorization: Basic work but Authorization: basic not. Is this still considered as a bug? OK. So Authorization: Basic work but Authorization: basic not. Is this still considered as a bug? Fixed in master OK. So Authorization: Basic work but Authorization: basic not. Is this still considered as a bug? Fixed in master Well.. you get 401 if you have a CSRF cookie and use Basic auth but not if you use other auth options... Is this not considered a bug? Well.. you get 401 if you have a CSRF cookie and use Basic auth but not if you use other auth options... Is this not considered a bug? inconsistency ... @AllTaken I open a new issue since this here now described different issues (solved) etc ... inconsistency ... @AllTaken I open a new issue since this here now described different issues (solved) etc ...
gharchive/issue
2020-11-09T21:11:20
2025-04-01T06:38:48.787332
{ "authors": [ "6543", "AllTaken", "dubiouscript", "kevinzg", "lunny", "zeripath" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/issues/13484", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
741471453
Feature request: time tracking analytics/report I personally think it would be awesome if there is a way on the web GUI side to see time spent in the last 24 hours (for either the current user or in a repository). A graph showing that with custom start/end date/time would be even better. Seems to be a wanted feature on the GitLab side, see https://gitlab.com/gitlab-org/gitlab-foss/-/issues/25532 and https://gitlab.com/gitlab-org/gitlab/-/issues/25266, related: #8684 closing as duplicate / related to #4870
gharchive/issue
2020-11-12T10:20:40
2025-04-01T06:38:48.790128
{ "authors": [ "DuckDuckWhale", "noerw" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/issues/13531", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
920459660
net::ERR_INCOMPLETE_CHUNKED_ENCODING 200 (OK) When review a big pull request files, it returned the error on browser console. GET https://gitea.com/xorm/reverse/pulls/28/files net::ERR_INCOMPLETE_CHUNKED_ENCODING 200 (OK) I believe it's a network (nginx cache, proxy, etc) problem, not Gitea's problem.
gharchive/issue
2021-06-14T14:16:33
2025-04-01T06:38:48.791592
{ "authors": [ "lunny", "wxiaoguang" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/issues/16149", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1345511505
Render failed: template: home:22:44: executing "home" at : invalid value; expected string when use home template. Description Render failed: template: home:22:44: executing "home" at : invalid value; expected string when use home template. Gitea Version 1.17.1 Can you reproduce the bug on the Gitea demo site? No Log Gist No response Screenshots {{template "base/head" .}} <div class="page-content home"> <div class="ui stackable middle very relaxed page grid"> <div class="sixteen wide center aligned centered column"> <div> <img class="logo" width="220" height="220" src="{{AssetUrlPrefix}}/img/logo.svg"/> </div> <div class="hero"> <h1 class="ui icon header title"> {{AppName}} </h1> <h2>{{.locale.Tr "startpage.app_desc"}}</h2> </div> </div> </div> <div class="ui stackable middle very relaxed page grid"> <div class="eight wide center column"> <h1 class="hero ui icon header"> {{svg "octicon-flame"}} {{.locale.Tr "startpage.install"}} </h1> <p class="large"> {{.locale.Tr "startpage.install_desc" | Str2html}} </p> </div> <div class="eight wide center column"> <h1 class="hero ui icon header"> {{svg "octicon-device-desktop"}} {{.locale.Tr "startpage.platform"}} </h1> <p class="large"> {{.locale.Tr "startpage.platform_desc" | Str2html}} </p> </div> </div> <div class="ui stackable middle very relaxed page grid"> <div class="eight wide center column"> <h1 class="hero ui icon header"> {{svg "octicon-rocket"}} {{.locale.Tr "startpage.lightweight"}} </h1> <p class="large"> {{.locale.Tr "startpage.lightweight_desc" | Str2html}} </p> </div> <div class="eight wide center column"> <h1 class="hero ui icon header"> {{svg "octicon-code"}} {{.locale.Tr "startpage.license"}} </h1> <p class="large"> {{.locale.Tr "startpage.license_desc" | Str2html}} </p> </div> </div> </div> {{template "base/footer" .}} Git Version No response Operating System windows 10 How are you running Gitea? command-line Database SQLite You appear to have pasted the contents of home.tmpl for the main branch instead of the contents of the home.tmpl for the release/v1.17 branch. You have not explained what this is in reference to. If you have tried to run 1.17 with that template then that would explain your problem. Use the correct template for your version of Gitea.
gharchive/issue
2022-08-21T15:01:23
2025-04-01T06:38:48.796643
{ "authors": [ "jiehanlin", "zeripath" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/issues/20895", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2751942186
Compressed Actions logs are not uploaded to object store Description Gitea.com is configured to use zstd compression, as well as minio storage. While other assets that are configured to use minio, are uploaded to the object store, it seems that when the compression type is modified that it isn't uploaded. I see the compressed logs on disk still. # ... [actions] ENABLED = true STORAGE_TYPE=gitea_com_prod LOG_COMPRESSION=zstd [repo-archive] STORAGE_TYPE=gitea_com_prod [storage.actions_artifact] STORAGE_TYPE=gitea_com_prod [storage.gitea_com_prod] STORAGE_TYPE = minio # ... Creating an issue for this so it doesn't get lost to the sands of time. Gitea Version dc8f59baa54d4f47edab6feb76a6903947584326 (although it's been happening for longer than this commit) Can you reproduce the bug on the Gitea demo site? Yes Log Gist No response Screenshots No response Git Version 2.43.5 Operating System Rocky Linux 9 How are you running Gitea? The binary from dl.gitea.com/gitea/nightly is downloaded on a periodic basis, and it's run using the systemd config copied from the docs. Database MySQL/MariaDB Maybe the configuration should be # ... [actions] ENABLED = true LOG_COMPRESSION=zstd [storage.actions_log] STORAGE_TYPE=gitea_com_prod https://github.com/go-gitea/gitea/blob/f44712f22bc7bfce049c64c27f60453ff1e41a5c/modules/setting/actions.go#L92-L96
gharchive/issue
2024-12-20T05:00:22
2025-04-01T06:38:48.801455
{ "authors": [ "Zettat123", "techknowlogick" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/issues/32926", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
771177774
Fix integrations test error with space in CURDIR path Closes #14055 Put all instances of ${CURDIR} in makefile within quotes to allow running integration tests in a directory with space in the path. Thanks. Can you make it "$(CURDIR)". Those braces behave exactly the same but we generally use round ones throughout the Makefile so these curly ones just seem inconsistent to me. @kdumontnu you're on a roll, thanks for another PR :) Could you press the "update branch" button on this page (right above where comment box is)? When contributing from a fork from an org Github doesn't provide permissions to maintainers to update that branch on our side. 🚀
gharchive/pull-request
2020-12-18T21:24:06
2025-04-01T06:38:48.803727
{ "authors": [ "kdumontnu", "silverwind", "techknowlogick" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/pull/14056", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1062923312
Use correct user on releases Use the provided doer instead of rel.Publisher. The code will also run on edited releases and deleted ones, which isn't necessary done by rel.Publisher. @lunny @wxiaoguang Should this be a backport? I think this could do with a backport yes.
gharchive/pull-request
2021-11-24T21:26:49
2025-04-01T06:38:48.805313
{ "authors": [ "Gusted", "zeripath" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/pull/17806", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1284906563
Add username check to doctor Add a new breaking change detector to Gitea's doctor, which checks if all users still have a valid username according to Gitea. Given from time-to-time we need to make changes, either due to new routes or due to security, it's for a instance's admin to check if all users still have a valid username. User with invalid username: All users have a valid username: This command is mentioned in our 1.17 release notes, but is only in 1.18 currently. Does this need a backport?
gharchive/pull-request
2022-06-26T12:58:13
2025-04-01T06:38:48.807457
{ "authors": [ "Gusted", "jolheiser" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/pull/20140", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1726335475
Show outdated comments in files changed tab Show a clickable label in the comment. A click on the label opens the Conversation tab with the comment focussed - there you're able to view the old diff (or original diff the comment was created on). Screenshots When resolved and outdated: fixes #24913 Thanks @silverwind i've changed the label and applied your suggestions. I've updated the screenshots to show the latest version. I will restyle this a bit and then push those changes here. After latest fixes: Questions Do these comments auto-resolve or is it always a user action? I would use octicon-check for this as well, do you agree? I don't like this "warning" style icon when there's nothing really wrong. Thanks - looks very good. One thing: A resolved and outdated comment looks "wrong" as those two texts are just concatenated. Regarding icon - octicon-check is fine for me. These comments don't resolve, as an outdated comment is not automatically resolved (when adding lines at the beginning of a file it's quite possible that multiple comments in the same file will be outdated as the commit sha of the line is different) These comments don't resolve, as an outdated comment is not automatically resolved (when adding lines at the beginning of a file it's quite possible that multiple comments in the same file will be outdated as the commit sha of the line is different) Okay, if it's always an concious action, we can restore the "Outdated" label again. Can you make it so the only difference between active and outdated comment is this label on the left side of that box? And yes, please change to checkmark, as that checkmark is there to indicate the resolved state only. Do you mean like this: I think a unresolved but outdated comment should not have this full width header. Can we remove it and instead put the label onto the first comment's header? This looses the ability to toggle, but I think it's more consistent to not have these toggleable. Sounds good. But where should we put the Show original link in this case? You could make the label itself an <a> tag and then maybe add a "Click to show original." sentence to this label only. I've now added the Outdated label and made it a link. The description is a new translation. Screenshots in first PR comment updated. Thanks. One question: What is the purpose of "Show original"? Isn't the comment that is being viewed always the same as the one being linked to? Thanks. One question: What is the purpose of "Show original"? Isn't the comment that is being viewed always the same as the one being linked to? The comment is the same but on conversations tab you're able to view the "original content" the comment was created on - as we display the original diff in conversations tab. The comment can not change, but the code that the comment refers to can. I think the use case is similar to octicon-versions in blame view where you view prior code. So maybe we could add a link with octicon-versions left side of the emoji instead with a tooltip like "View the original content related to this comment". I still don't quite understand why it links to the issues tab, and not to the files tab. The link points to conversations because you're already on Files tab. The files tab displays the latest diff and thus if a comment is on a line that changed (so the comment gets outdated) you don't know on which line of code this comment was created on. If you go to Conversation tab you can see the original line this comment was created on. For example: Line 4: the button is yellow Line 5: the button is blue You create a comment on line 5 of the file and add sth regarding blue. Now in a new commit i add one line at the beginning of the file, so every other line moves +1. The comment in Files tab will now show line 5 (which was line 4) and the comment has no context. Now you can go to conversations tab where the old diff is displayed. Yeah I understand what you mean, but the conversation tab view is a limited view, it only shows 3-4 lines of context, not the full context like the files tab does. But I guess this is a compromise we must accept because the original diff context could have been force-pushed over so it may no longer exist on the branch to view it in the files tab. I'll have to think about whether the change with octicon-versions makes sense, so keep it as-is for now. Maybe others have also feedback on our "label link". I removed the "Click to show" text, let's keep it simple. When testing this again, I did find a bug. The link on the outdated button is invalid: href content encoded and decoded: %25!s%28%3cnil%3e%29#issuecomment-607 %!s(<nil>)#issuecomment-607 ``` I removed the "Click to show" text, let's keep it simple. When testing this again, I did find a bug. The link on the outdated button is invalid. href content encoded and decoded: %25!s%28%3cnil%3e%29#issuecomment-607 %!s(<nil>)#issuecomment-607 Thanks again. Looks like the referenceurl is calculated wrong (probably a copy paste error). I'll try to fix this (probably tomorrow evening). Pushed a few fixes for the review box header. Looks like this now: LGTM now after link is fixed. I just tested this again, but I currently can not reproduce a comment going outdated: I comment on a line, push a change to the same line via git, but after push the comment completely disappears from the file tab, still visible on the conversations tab. Is it a regression recently introduced here? The same worked earlier. I just tested this again, but I currently can not reproduce a comment going outdated: I comment on a line, push a change to the same line via git, but after push the comment completely disappears from the file tab, still visible on the conversations tab. Is it a regression recently introduced here? The same worked earlier. Just did the same. Comment on Line 13, edit line 13 -> comment is outdated and marked as outdated. Is your working copy on a different branch? Hmm I'll try with a fresh branch. Worked with a fresh branch. The new branch only had 1 changed file, the other had more. I guess there must be some other bug around, unrelated to this PR that makes comments dissapear as it did reproduce without this PR applied as well. I'm thinking about a user setting to show or hide outdated comments (toggle via diff options dropdown). This would allow users to view these new comments only if they want. The options maybe should be in the pull request top bar and will be remembered until next change. It's unnecessary to have a config item in users' setting page. The options maybe should be in the pull request top bar and will be remembered until next change. It's unnecessary to have a config item in users' setting page. Hm - I think a top level option is too much and would use screen space. Toggling this option every time is (at least in my opinion and the opinion of others I talked too) not a good way. Some workflows need those outdated comments to be visible always (until resolved). So i think having a user setting is a good way to enable this feature for a user and have it remembered for every PR. @lunny is it ok for you to have the user setting or is this currently blocking your approval? @lunny is it ok for you to have the user setting or is this currently blocking your approval? I will review it again ASAP. Functionality wise this is LGTM. Before I approve, would like to hear whether the URL issue in https://github.com/go-gitea/gitea/pull/24936#discussion_r1235564472 can be improved. Is there any chance to get this into 1.20? I guess we could backport this, it does seem a small risk. @sebastian-sauer please fix the merge conflicts. :tea: I was unable to create a backport for 1.20. @sebastian-sauer, please send one manually. :tea: go run ./contrib/backport 24936 ... // fix git conflicts if any go run ./contrib/backport --continue I was unable to create a backport for 1.20. @sebastian-sauer, please send one manually. 🍵 go run ./contrib/backport 24936 ... // fix git conflicts if any go run ./contrib/backport --continue Backport in https://github.com/go-gitea/gitea/pull/25428 Please tell me is this feature ("show outdated comments") available? Because I still don't see this option Only for 1.21 which is not released yet. Thanks for fast reply !
gharchive/pull-request
2023-05-25T18:58:01
2025-04-01T06:38:48.832071
{ "authors": [ "GiteaBot", "lunny", "nikola-suljagic", "sebastian-sauer", "silverwind" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/pull/24936", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1885257442
Replace util.SliceXxx with slices.Xxx https://github.com/go-gitea/gitea/blob/d1dca38a2a92f59c7fd071f1f348caa264f18c62/modules/util/slice.go#L4-L6 And please remove the comment "Most of the functions in this file can have better implementations with "golang.org/x/exp/slices". "
gharchive/pull-request
2023-09-07T07:12:40
2025-04-01T06:38:48.834563
{ "authors": [ "CaiCandong", "wxiaoguang" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/pull/26958", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2011456404
Fix issue will be detected as pull request when checking First-time contributor Fix #28224 Should this be backported to v1.21? This was added in v1.21, so I think this should be backport to v1.21.
gharchive/pull-request
2023-11-27T04:20:41
2025-04-01T06:38:48.835802
{ "authors": [ "lunny", "yp05327" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/pull/28237", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2317257943
Slightly change repo scope format of action task versions to fix version handling of repo scope runnners Fix for #31074 This updates how versions for repo scope tasks are stored by IncreaseTaskVersion. It used to be (0, repoID) i.e. the ownerID set to 0. But GetTasksVersionByScope querys with both IDs and would never find the old format. This new format of IncreaseTaskVersion matches what GetTasksVersionByScope expects and global, org and repo scope formats will work. However, two situations may still need attention: If a transfer own ownership occurs for a repository, the data in action_tasks_version should be updated The contents of actions_tasks_version in existing gitea installations should be updated. Both are not critical since records in the new format will silently be created and the system will still work. It would just result in a few dead records in the database. I did some more testing and repo runners still don't behave correctly. I'll do more debugging and report back. The fix i put in the PR does not seem sufficient. Can you add some tests with this PR? I can try. However since I have never programmed in go before, I'm not sure how good they'll be. I'm mostly a C coder :-} I'm closing this pull request since I cannot say that this fix is actually correct. Further comments in issue #31074
gharchive/pull-request
2024-05-25T21:33:02
2025-04-01T06:38:48.839218
{ "authors": [ "honx", "lunny" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/pull/31080", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
516798231
Move pull webhook to notification As title. Codecov Report Merging #8805 into master will increase coverage by <.01%. The diff coverage is 1.51%. @@ Coverage Diff @@ ## master #8805 +/- ## ========================================== + Coverage 41.25% 41.25% +<.01% ========================================== Files 542 542 Lines 69704 69716 +12 ========================================== + Hits 28758 28764 +6 - Misses 37265 37271 +6 Partials 3681 3681 Impacted Files Coverage Δ services/pull/pull.go 44.31% <0%> (+4.52%) :arrow_up: modules/notification/webhook/webhook.go 38.61% <0%> (-2.67%) :arrow_down: modules/notification/base/null.go 62.5% <0%> (-2.72%) :arrow_down: modules/notification/notification.go 72.54% <0%> (-2.97%) :arrow_down: services/pull/review.go 0% <0%> (ø) :arrow_up: services/pull/merge.go 40.46% <100%> (-0.57%) :arrow_down: modules/sync/unique_queue.go 78.57% <0%> (-10.72%) :arrow_down: models/unit.go 62.16% <0%> (-5.41%) :arrow_down: models/repo_list.go 73.3% <0%> (-0.98%) :arrow_down: routers/repo/view.go 37.71% <0%> (-0.88%) :arrow_down: ... and 5 more Continue to review full report at Codecov. Legend - Click here to learn more Δ = absolute <relative> (impact), ø = not affected, ? = missing data Powered by Codecov. Last update 022d2d8...8ba594f. Read the comment docs.
gharchive/pull-request
2019-11-03T09:48:19
2025-04-01T06:38:48.852893
{ "authors": [ "codecov-io", "lunny" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/pull/8805", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
530446575
Graceful: Ensure that git and other processes finish at HammerTime This PR is a breakout from the #8874. It adds a few callbacks to the graceful manager, a default context to Git and Process processes and the ability to cancel processes from the monitor page. Codecov Report Merging #9213 into master will decrease coverage by 0.02%. The diff coverage is 33.89%. @@ Coverage Diff @@ ## master #9213 +/- ## ========================================== - Coverage 41.05% 41.03% -0.03% ========================================== Files 553 554 +1 Lines 72042 72187 +145 ========================================== + Hits 29578 29621 +43 - Misses 38737 38837 +100 - Partials 3727 3729 +2 Impacted Files Coverage Δ modules/git/git.go 35.22% <ø> (ø) :arrow_up: cmd/web.go 0% <0%> (ø) :arrow_up: routers/admin/admin.go 16.52% <0%> (-0.45%) :arrow_down: services/release/release.go 27.04% <0%> (ø) :arrow_up: modules/graceful/manager.go 25% <10%> (-6.32%) :arrow_down: modules/process/manager.go 76.82% <100%> (-1.55%) :arrow_down: routers/routes/routes.go 82.65% <100%> (+0.02%) :arrow_up: routers/repo/http.go 36.47% <100%> (+1.09%) :arrow_up: modules/graceful/manager_unix.go 41.66% <17.14%> (-4.08%) :arrow_down: services/gitdiff/gitdiff.go 66.36% <23.52%> (-0.5%) :arrow_down: ... and 13 more Continue to review full report at Codecov. Legend - Click here to learn more Δ = absolute <relative> (impact), ø = not affected, ? = missing data Powered by Codecov. Last update d7c1310...65fc34e. Read the comment docs.
gharchive/pull-request
2019-11-29T17:43:57
2025-04-01T06:38:48.867398
{ "authors": [ "codecov-io", "zeripath" ], "repo": "go-gitea/gitea", "url": "https://github.com/go-gitea/gitea/pull/9213", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1054836665
after upgrading to 8.11.4, there was a crash happened in some cases. after upgrading to 8.11.4, there was a crash happened in some cases. here is the call stack. panic: runtime error: invalid memory address or nil pointer dereference [signal SIGSEGV: segmentation violation code=0x1 addr=0x20 pc=0x1362a37] goroutine 147 [running]: github.com/go-redis/redis/v8/internal/pool.(*ConnPool).waitTurn(0xc000132280, 0x0, 0x0, 0xc0002c99d0, 0x19eb844) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/internal/pool/pool.go:292 +0x37 github.com/go-redis/redis/v8/internal/pool.(*ConnPool).Get(0xc000132280, 0x0, 0x0, 0x6, 0x37569e0, 0xc0002c97f0) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/internal/pool/pool.go:249 +0x58 github.com/go-redis/redis/v8.(*baseClient)._getConn(0xc00007c7a0, 0x0, 0x0, 0x203000, 0x15, 0xc0002c9840) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/redis.go:194 +0x4c github.com/go-redis/redis/v8.(*baseClient).getConn(0xc00007c7a0, 0x0, 0x0, 0x361ffff, 0xc0002c98c8, 0x100f53b) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/redis.go:182 +0x66 github.com/go-redis/redis/v8.(*baseClient).withConn(0xc00007c7a0, 0x0, 0x0, 0xc0000dc600, 0x0, 0x0) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/redis.go:274 +0x8a github.com/go-redis/redis/v8.(*baseClient)._generalProcessPipeline(0xc00007c7a0, 0x0, 0x0, 0xc000bf8880, 0x4, 0x4, 0xc00081f180, 0x10, 0x1b55760) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/redis.go:424 +0x113 github.com/go-redis/redis/v8.(*baseClient).generalProcessPipeline(0xc00007c7a0, 0x0, 0x0, 0xc000bf8880, 0x4, 0x4, 0xc00081f180, 0x0, 0x0) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/redis.go:404 +0x77 github.com/go-redis/redis/v8.(*baseClient).processTxPipeline(...) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/redis.go:396 github.com/go-redis/redis/v8.hooks.processPipeline(0xc000730d90, 0x1, 0x1, 0x0, 0x0, 0xc000bf8880, 0x4, 0x4, 0xc0002c9bd0, 0x70, ...) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/redis.go:103 +0x32a github.com/go-redis/redis/v8.hooks.processTxPipeline(0xc000730d90, 0x1, 0x1, 0x0, 0x0, 0xc0002b02a0, 0x2, 0x2, 0xc0002c9bd0, 0x1a2d2f4, ...) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/redis.go:120 +0x2b7 github.com/go-redis/redis/v8.(*Client).processTxPipeline(...) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/redis.go:604 github.com/go-redis/redis/v8.(*Pipeline).Exec(0xc000ac2550, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0) /Users/lilien/pkg/mod/github.com/go-redis/redis/v8@v8.11.4/pipeline.go:115 +0x102 github.com/vmihailenco/taskq/v3/redisq.(*Queue).Release(0xc00061ccf0, 0xc00018a410, 0x0, 0x0) the code is like ..... pipe := q.redis.TxPipeline() err := pipe.XDel(msg.Ctx, q.stream, msg.ID).Err() if err != nil { return err } pipe.ZAdd(msg.Ctx, q.zset, &redis.Z{ Score: float64(unixMs(tm)), Member: body, }).Err() _, err = pipe.Exec(msg.Ctx) return err related to https://github.com/vmihailenco/taskq/issues/150 not sure it's on taskq or go-redis pool.go:292 is wait <-ctx.Done(). Are you using nil context? but if ctx is nil, I think .waitTurn(0xc000132280, should be .waitTurn(0xc00000000, reason is here
gharchive/issue
2021-11-16T12:42:05
2025-04-01T06:38:48.892538
{ "authors": [ "lilien1010", "vmihailenco" ], "repo": "go-redis/redis", "url": "https://github.com/go-redis/redis/issues/1949", "license": "bsd-2-clause", "license_type": "permissive", "license_source": "bigquery" }
857172680
update dockerfile and appveyor.yml Issues: # Provide test code: Description ... Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.
gharchive/pull-request
2021-04-13T17:26:17
2025-04-01T06:38:48.910957
{ "authors": [ "CLAassistant", "vcaesar" ], "repo": "go-vgo/robotgo", "url": "https://github.com/go-vgo/robotgo/pull/325", "license": "apache-2.0", "license_type": "permissive", "license_source": "bigquery" }
1630498496
it doesn't seem to see submodules I use submodules a lot, and by that I mean nested go.mod in the same git repository following what some people calls a MonoRepo. unfortunately if I run golds -allow-network-connection -port 6060 -v . at a checkout of https://github.com/darvaza-proxy/slog for example, handlers/*/go.mod are ignored. suggestions? and passing all the directories with a go.mod as argument leads to server.go:314: no packages matched (with or without trailing /...) @amery It looks the submodules app require the root module. This means there are more than one starting/seed modules. Golds is unable to handle such situation: https://github.com/go101/golds/issues/25#issuecomment-1043772765 Thanks for submitting this issue, which let me find a bug in Golds. This bug makes Golds fail to parse any single one of the submodules in the https://github.com/darvaza-proxy/slog project. The bug will be fixed in the next release. After the bug is fixed, Golds is able to parse any single one of the submodules, but still unable to parse them all at the same time. @go101 the pattern there is that the root defines an interface, and submodules implement it (moved from https://github.com/golang/go/issues/59056): Yes, as Golds provides some richer features, such as showing be-direction relations between deping and deped packages (such as type implementation relation), there are some difficulties to parse multiple versions of a package at the same time, which is often caused by parsing multiple seed modules. I believe the limitation originates from the golang.org/x/tools/go/packages package, though it is possible to make (some heavy) efforts to let Golds work through the limitation. wouldn't the dependency graph sort that instead of assuming the first package is the leaf? @amery I don't get what you mean. What is a leaf? The problem is two leaf/seed modules might require two different (minor) versions of a module. Neither parsing both nor parsing either is guaranteed to be without problems. The problem is two leaf/seed modules might require two different (minor) versions of a module. Neither parsing both nor parsing either of the two versions is guaranteed to be without problems. I understand now what you meant, thanks
gharchive/issue
2023-03-18T18:30:03
2025-04-01T06:38:48.931123
{ "authors": [ "amery", "go101" ], "repo": "go101/golds", "url": "https://github.com/go101/golds/issues/39", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
419446796
buffalo_0.14.0_linux_amd64.tar.gz doesn't have buffalo-no-sqlite about https://github.com/gobuffalo/gobuffalo/issues/447 Thanks! 🎉
gharchive/pull-request
2019-03-11T12:35:46
2025-04-01T06:38:48.979956
{ "authors": [ "stanislas-m", "yokkora" ], "repo": "gobuffalo/gobuffalo", "url": "https://github.com/gobuffalo/gobuffalo/pull/448", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2457355571
How to run a load job in bq emulator with auth service account json? I am trying to load a file in bigquery emulator using a load job LoadJobConfiguration loadConfig = LoadJobConfiguration.newBuilder(tableIdObj, csvFilePath) .setFormatOptions(FormatOptions.csv()) .setCreateDisposition(JobInfo.CreateDisposition.CREATE_IF_NEEDED) .setWriteDisposition(JobInfo.WriteDisposition.WRITE_APPEND) .setAutodetect(true) // Automatically detect schema .build(); bigquery.create(JobInfo.of(loadConfig)); fails with com.google.api.client.googleapis.json.GoogleJsonResponseException: 400 Bad Request POST http://localhost:57058/bigquery/v2/projects/test-project/jobs?prettyPrint=false { "code": 400, "errors": [ { "location": "", "message": "failed to import from gcs: dialing: google: could not find default credentials. See https://cloud.google.com/docs/authentication/external/set-up-adc for more information", "reason": "jobInternalError", "debugInfo": "" } ], "message": "failed to import from gcs: dialing: google: could not find default credentials. See https://cloud.google.com/docs/authentication/external/set-up-adc for more information" } But when running normal queries like bigquery.query(conf) works with auth. How to pass the auth? bigquery client is init with NoCredentials() public BigQuery getBqService(BigQueryEmulatorContainer bigQueryEmulatorContainer) { String url = bigQueryEmulatorContainer.getEmulatorHttpEndpoint(); BigQueryOptions options = BigQueryOptions .newBuilder() .setProjectId(bigQueryEmulatorContainer.getProjectId()) .setHost(url) .setLocation(url) .setCredentials(NoCredentials.getInstance()) .build(); return options.getService(); } Any update here? Same problem here
gharchive/issue
2024-08-09T08:03:10
2025-04-01T06:38:48.984325
{ "authors": [ "Bitsy-Chuck", "Ojasv-Singh-Zeotap", "Wojciech-Stanczak" ], "repo": "goccy/bigquery-emulator", "url": "https://github.com/goccy/bigquery-emulator/issues/347", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1517084069
how to use this plugin create gitlab pipline? I finish Installation and use gitlab login, when i create git pipline(gtlab project url), materials show error message:Modification check failed for material: URL: http://xxxxx.git, Branch: develop Affected pipelines are ai_auto_assignment. Failed to run git clone command STDERR: Cloning into '/go-working-dir/pipelines/flyweight/ba848755-bd99-4401-a2a3-986515862a7a'... STDERR: fatal: unable to access 'http://xxxxx.git/': Could not resolve host: code.xxx.com Im not sure I understand your question but this plugin allows you to login with your gilab credentials. You dont need any special plugin to point to use a gitlab repository in a pipeline and it doesn't affect how the pipelines work, only your initial login. For your pipeline configuration, the error above seema to tell you the problem - it could not resolve the hostname you have entered. Im not sure I understand your question but this plugin allows you to login with your gilab credentials. You dont need any special plugin to point to use a gitlab repository in a pipeline and it doesn't affect how the pipelines work, only your initial login. For your pipeline configuration, the error above seema to tell you the problem - it could not resolve the hostname you have entered. thx,i got it. i just change the host (code.xxx.com) to ip address, then solve it!
gharchive/issue
2023-01-03T08:43:36
2025-04-01T06:38:48.988487
{ "authors": [ "chadlwilson", "try1995" ], "repo": "gocd-contrib/gitlab-oauth-authorization-plugin", "url": "https://github.com/gocd-contrib/gitlab-oauth-authorization-plugin/issues/166", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2329455669
Godot (4.3 beta 1): multi-threaded rendering; debug menu (1.2) reports different fps than godots inbuilt monitor. Hey Calinou, I'm testing out the multi-threading rendering in Godot 4.3 beta 1. (I know its not considered ready to be a default yet) debug menu shows around double the fps of Godots built-in monitor. With v-sync on multi-thread I get 165fps (165hz monitor) in Godot's monitor and (debug menu reports) 320-350 with multi-threaded. Without v-sync Godot reports ~500-700fps and debug-menu reports 1200-2000fps with multi. Steps to reproduce: Rendering -> Driver -> Threads -> select multi-threading. Is this an issue with godot-debug-menu?, or with how Godot monitors fps? (or issues with both). What I would expect: v-sync on should match the monitors refresh rate when on. When v-sync is off, I would assume multi-rendering is giving the performance boost of double the fps (I'm guessing/hoping debug menu is correcter than godot in this instance?, but wrong when v-sync is on)? Note: I haven't opened any issue in Godot for this. Specs: I also notice the game crashes (with no error) if you look at the editors Video Ram tab with multi-threaded on. (I assume they are already aware of this :thinking: ) This is likely because when using multi-threaded rendering, _process() time can no longer be assumed to match rendering time. I'd need a way to query the exact time a frame took to render to be able to give out accurate results when multi-threaded rendering is enabled.
gharchive/issue
2024-06-02T03:45:14
2025-04-01T06:38:49.024017
{ "authors": [ "Calinou", "LeeWannacott" ], "repo": "godot-extended-libraries/godot-debug-menu", "url": "https://github.com/godot-extended-libraries/godot-debug-menu/issues/26", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
646068440
Unable to export _input with the master version of the repo Hi, I'm using the master branch of this repo by specifying the github URL as a dependency in my Cargo.toml. With this, I'm unable to export an _input method. Compilation fails with an error saying that InputEvent does not satisfy the trait variant::FromVariant: error[E0277]: the trait bound `gdnative_bindings::InputEvent: gdnative_core::core_types::variant::FromVariant` is not satisfied --> src\camera_controller.rs:34:15 | 34 | unsafe fn _input(&mut self, mut owner: &ClippedCamera, input_event: Option<InputEvent>) { | ^^^^^^ the trait `gdnative_core::core_types::variant::FromVariant` is not implemented for `gdnative_bindings::InputEvent` | = note: required because of the requirements on the impl of `gdnative_core::core_types::variant::FromVariant` for `std::option::Option<gdnative_bindings::InputEvent>` = note: required by `gdnative_core::core_types::variant::FromVariant::from_variant` = note: this error originates in a macro (in Nightly builds, run with -Z macro-backtrace for more info) Here's my class: use gdnative::api::*; use gdnative::*; /// The Editor "class" #[derive(NativeClass)] #[inherit(Node)] #[user_data(user_data::RwLockData<Editor>)] pub struct Editor { } #[methods] impl Editor { /// The "constructor" of the class. fn _init(_owner: &Node) -> Self { Editor { } } #[export] fn _input(&mut self, owner: &Node, event: Option<InputEvent>) { } } Hi! Apologizes for the lack of updated documentation, but the object reference system is going through some pretty big changes for 0.9, and things are still in a state of flux on master. Users are recommended to stay on 0.8.1 unless they're sure they want a bleeding-edge experience with frequent breaking changes. As for your specific question, you can no longer used bare GodotObject types as arguments. Instead, you must use Ref<T>, which implements FromVariant. We'll put detailed information about this in the user guide ("book") once the API settles down a bit more, but right now you can read the type-level documentation on the Ref type for a technical explanation. Gotcha, thank you. I was on 0.8.1 for a while but was lured over by some of the new nicer APIs for casting objects to the desired types. I'll look over Ref's type-level documentation and try to figure it out.
gharchive/issue
2020-06-26T07:29:28
2025-04-01T06:38:49.031542
{ "authors": [ "ameyp", "toasteater" ], "repo": "godot-rust/godot-rust", "url": "https://github.com/godot-rust/godot-rust/issues/466", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
825083139
#[property] causes crash on exit, with latest Godot version This is possibly a problem with GDNative or the engine and not the Rust binding. I thought I'd ask here first, but gladly report the issue elsewhere if someone can confirm it. I'm using the following versions: https://github.com/godotengine/godot/commit/0ddba5b712190adc1b23c1e1155ec5640ba6d9f9 (latest 3.2 branch) godot-rust@ https://github.com/godot-rust/godot-rust/commit/6d694bbd231a3eaa3e9f77f5ae566c6701e50350 (latest master) I built Godot as follows, and copied the api.json to gdnative-bindings directory of my local godot-rust copy (note that godot is a Windows .bat file invoking the just built executable): scons p=windows -j4 target=debug bits=64 godot --gdnative-generate-json-api "G:/path/to/godot-rust/gdnative-bindings/api.json" Starting from the godot-rust Hello World example, I performed a tiny modification, namely added a new field with a #[property] attribute. The changes can be seen on the crash branch of my fork. The program starts fine, but on exit it crashes: hello, world. CrashHandlerException: Program crashed Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues [0] <couldn't map PC to fn name> [1] <couldn't map PC to fn name> [2] NativeScriptLanguage::_unload_stuff (D:\godot\modules\gdnative\nativescript\nativescript.cpp:955) [3] NativeScriptLanguage::finish (D:\godot\modules\gdnative\nativescript\nativescript.cpp:1077) [4] ScriptServer::finish_languages (D:\godot\core\script_language.cpp:185) [5] Main::cleanup (D:\godot\main\main.cpp:2247) [6] widechar_main (D:\godot\platform\windows\godot_windows.cpp:164) [7] _main (D:\godot\platform\windows\godot_windows.cpp:184) [8] main (D:\godot\platform\windows\godot_windows.cpp:196) [9] __scrt_common_main_seh (D:\agent\_work\9\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288) [10] BaseThreadInitThunk -- END OF BACKTRACE -- The problem does not appear for Godot 3.2.3, so likely the issue was introduced later or some UB lay dormant. It appeared on an earlier Godot version from February, too. I saw there was recently a commit https://github.com/godotengine/godot/commit/8be3995efaa78a89db28994af620ae8b92fcf9ff, but that doesn't seem to fix it. Is there anything I could have missed? Can somebody else reproduce the problem? Closing now that the upstream issue is fixed :tada:
gharchive/issue
2021-03-09T00:04:16
2025-04-01T06:38:49.037043
{ "authors": [ "Bromeon", "toasteater" ], "repo": "godot-rust/godot-rust", "url": "https://github.com/godot-rust/godot-rust/issues/706", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2640504288
Remove unneeded godot-cpp build step from the GitHub action. Briefly discussed on Rocket Chat, it seems this is wholly just not needed for the runner, as godot-cpp is built as part of the GDExtension build step. I know some repositories suggest building the deps first and the project later, using separate caches for each such that a rebuild can go faster. But as far as I've seen, in this project it doesn't work because the later build step just re-builds godot-cpp from scratch anyhow (at least for me). If anybody's seen evidence to the contrary, please share them. Paging @Ughuuu because this PR would remove the option d100b72a3a1017ce2bebbe2d23b4c0fab6158a92 just added. Looks good to me. However will wait for others to approve as well before merging. Yes, we should definitely have someone else test the builds on this branch before merging. Looks good, will remove then in my build again, np. Thanks for the quick PR @Ivorforce
gharchive/pull-request
2024-11-07T10:04:33
2025-04-01T06:38:49.039713
{ "authors": [ "Ivorforce", "Ughuuu", "paddy-exe" ], "repo": "godotengine/godot-cpp-template", "url": "https://github.com/godotengine/godot-cpp-template/pull/63", "license": "Unlicense", "license_type": "permissive", "license_source": "github-api" }
362843851
TouchScreenButton Rotation behavior Godot version: 3.0.5 OS/device including version: Linux Mint 19 x64 Issue description: Why TouchScreenButton rotates around Position instead of own center (in that time Sprite rotates around center)? Is it possible to rotate TouchScreenButton around center of it's current selected texture? Thanks. _would be cool to get feature like a rotation offset and unify rotation behavior for all objects, who supports rotation and _ Closing in favor of https://github.com/godotengine/godot-proposals/issues/3976
gharchive/issue
2018-09-22T10:07:06
2025-04-01T06:38:49.119610
{ "authors": [ "KoBeWi", "R3D9477", "r3d9u11" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/22341", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
382589729
Delete file - Case sensitive - Godot version: OS/device including version: Win7-64 Issue description: I save a "Ground.tscn" scene as "ground.tscn". Godot alert the old file will be overwritten. Then in FileSstem dock I see 2 files : Ground.rscn and ground.tscn. I delete Ground.tscn and I cannot access anymore to ground.tsnc. Steps to reproduce: See before. Minimal reproduction project: NA Still valid in 3.2.2
gharchive/issue
2018-11-20T10:12:34
2025-04-01T06:38:49.122865
{ "authors": [ "KoBeWi", "git2013vb" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/23841", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
402977758
Can't make Tilemap as root node Godot Version 3.1 beta 2 OS Version Windows 10 version 1803 Issue description: Instanced a tilemap scene into another scene and the tilemap was completely distorted. It appears this happens when the tilemap is the root node of the scene. I made a Node2D as the root node and it fixed it. Tilemap scene Scene with tilemap scene instanced Corrected tilemap scene Scene with corrected tilemap scene instanced Steps to reproduce: Make tilemap as root node Instance the tilemap into another scene Closing as I could not reproduce the bug and no sample project were provided.
gharchive/issue
2019-01-25T02:22:11
2025-04-01T06:38:49.127322
{ "authors": [ "Duroxxigar", "groud" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/25310", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
581401742
Middle click on scene tab when editor is unfocused creates new scene Godot version: 3.2.1 OS/device including version: Windows 10 Steps to reproduce: Open a scene Unfocus editor (click on task bar etc.) Middle click on the scene tab Instead of closing the scene, new scene gets created can't reproduce it with 3.2.1 on Linux mint 19.3 Can't reproduce either on Fedora and Ubuntu :/ Here's a GIF Unfocused editor treats scene tab like empty space. Maybe it's system specific for some reason 🤔 Can replicate it with 3.2.1 from steam on windows 10 as well. Un-focus the window and middle click on the tab it creates a new [empty] tab. Un-focus click on the tab again; another [empty] tab. Oddly though if I am focused and middle click on the [empty] tab, it closes it; that might actually be a feature though that I've never used before. :) I can also replicate it on OSX Catalina with 3.2.1 stable installed via brew. Had to connect my logitech mouse to it via bluetooth though. The behaviour is a little different though. For windows if I click on any of the [empty] tabs with the window unfocused, it spawns a new tab. On the mac, if I click on an [empty] tab, then click on the newly focused [empty] tab it closes it, then clicking on the single remaining [empty] tab it opens it again, and it continues to work while I keep clicking on the [empty] tag. If I click on the [empty] tab, then click on the unfocused [empty] tab, it removes the [empty] tab, but if I click again it doesn't create a new one until I forcibly focus on the godot window, then unfocus. So... yeah, bit random and weird. Using Windows 10. Godot 3.2.3 Normally, when the main Godot window is active: middle clicking on an empty area of the projects tab bar will spawn an empty project tab. However, when the Godot's window is unfocused, this same behavior is happening no matter where you click on the projects tab bar. Same with context menus. When Godot's window is unfocused, right clicking anywhere on the scene tabs (whether on a tab itself or on an empty area of the tab control) results in the same behavior as when a control is not found hovered under the mouse. The bug seems to exhibit this behavior because of the code in Godot_Source/editor/editor_node.cpp::EditorNode::_scene_tab_input(). void EditorNode::_scene_tab_input(const Ref<InputEvent> &p_input) { Ref<InputEventMouseButton> mb = p_input; if (mb.is_valid()) { if (scene_tabs->get_hovered_tab() >= 0) { if (mb->get_button_index() == BUTTON_MIDDLE && mb->is_pressed()) { _scene_tab_closed(scene_tabs->get_hovered_tab()); } } else { if ((mb->get_button_index() == BUTTON_LEFT && mb->is_doubleclick()) || (mb->get_button_index() == BUTTON_MIDDLE && mb->is_pressed())) { _menu_option_confirm(FILE_NEW_SCENE, true); } } ... When Godot's window is unfocused, then the code in _scene_tab_input() here is trying to get the hovered control through a pointer to a Tabs object called scene_tabs. It seems like the call scene_tabs->get_hovered_tab() is probably getting a negative value. Conclusion : Godot engine is probably not correctly calculating the variable scene_tabs->hover when the Window is inactive. Haven't found the rest of the aspects of this bug yet. Just what I've found so far. Going to read up on the process of compiling Godot + submitting pull requests sometime this month. Until then, if anyone else wants to go ahead and patch this, please do.
gharchive/issue
2020-03-14T22:38:03
2025-04-01T06:38:49.136775
{ "authors": [ "KoBeWi", "denormative", "dreamsComeTrue", "gamepad-coder", "volzhs" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/37055", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
611404583
Pin Joints throw errors when freed. Godot version: 8426ed2650ac740796a19d4a28a453db539c0fff OS/device including version: Win10 64-bit Issue description: When freeing joints with attachments that are freed after the bodies they connect, they will throw errors. It seems that it doesn't check if their collision exceptions are freed or not, before removing them. I don't know the history of this prior issue, but it may mean this is a regression: https://github.com/godotengine/godot/issues/2383 Also, it may mean anything else that cleans up collision exceptions may do this also if freed in a particular order. The trace. godot.windows.tools.64.exe!RID_Owner<Body2DSW>::get(const RID & p_rid) Line 150 C++ godot.windows.tools.64.exe!Physics2DServerSW::body_remove_collision_exception(RID p_body, RID p_body_b) Line 965 C++ godot.windows.tools.64.exe!Physics2DServerSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) Line 1131 C++ godot.windows.tools.64.exe!Physics2DServerWrapMT::joint_disable_collisions_between_bodies(RID p1, const bool p2) Line 282 C++ godot.windows.tools.64.exe!Joint2D::_update_joint(bool p_only_free) Line 43 C++ godot.windows.tools.64.exe!Joint2D::_notification(int p_what) Line 116 C++ godot.windows.tools.64.exe!Joint2D::_notificationv(int p_notification, bool p_reversed) Line 40 C++ godot.windows.tools.64.exe!PinJoint2D::_notificationv(int p_notification, bool p_reversed) Line 78 C++ godot.windows.tools.64.exe!Object::notification(int p_notification, bool p_reversed) Line 934 C++ godot.windows.tools.64.exe!Node::_propagate_exit_tree() Line 306 C++ godot.windows.tools.64.exe!Node::_set_tree(SceneTree * p_tree) Line 2553 C++ godot.windows.tools.64.exe!Node::remove_child(Node * p_child) Line 1264 C++ godot.windows.tools.64.exe!Node::_notification(int p_notification) Line 171 C++ godot.windows.tools.64.exe!Node::_notificationv(int p_notification, bool p_reversed) Line 46 C++ godot.windows.tools.64.exe!CanvasItem::_notificationv(int p_notification, bool p_reversed) Line 166 C++ godot.windows.tools.64.exe!Node2D::_notificationv(int p_notification, bool p_reversed) Line 38 C++ godot.windows.tools.64.exe!Joint2D::_notificationv(int p_notification, bool p_reversed) Line 40 C++ godot.windows.tools.64.exe!PinJoint2D::_notificationv(int p_notification, bool p_reversed) Line 78 C++ godot.windows.tools.64.exe!Object::notification(int p_notification, bool p_reversed) Line 934 C++ godot.windows.tools.64.exe!Object::_predelete() Line 388 C++ godot.windows.tools.64.exe!predelete_handler(Object * p_object) Line 2054 C++ godot.windows.tools.64.exe!memdelete<Object>(Object * p_class) Line 114 C++ godot.windows.tools.64.exe!SceneTree::_flush_delete_queue() Line 1112 C++ godot.windows.tools.64.exe!SceneTree::iteration(float p_time) Line 489 C++ godot.windows.tools.64.exe!Main::iteration() Line 2015 C++ godot.windows.tools.64.exe!OS_Windows::run() Line 3159 C++ godot.windows.tools.64.exe!widechar_main(int argc, wchar_t * * argv) Line 162 C++ godot.windows.tools.64.exe!_main() Line 184 C++ godot.windows.tools.64.exe!main(int _argc, char * * _argv) Line 196 C++ [External Code] Steps to reproduce: Have a pin joint where it's connections are freed just before it is freed. Minimal project demonstrates this with a button press. Minimal reproduction project: Pin Joint Errors.zip @pouleyKetchoupp Probably a super minor thing, I recall it just being and ordering issue in the source code. This issue was fixed somewhere between 3.2.4-beta5 and 3.2.4-beta6, and it is still fixed in both 3.x and master, so this issue can be closed.
gharchive/issue
2020-05-03T12:35:53
2025-04-01T06:38:49.143337
{ "authors": [ "avencherus", "ghost", "rburing" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/38434", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
646963898
MinGW Linking Issues Godot version: Branch master, commit tag 3.2.2-stable OS/device including version: Windows 10 1909, Intel HD 520 graphics, Vulkan runtime installed manually (native OpenGL), Intel i3 6100U, 8GB DDR3, MinGW 10.1.0 through MSYS2 Issue description: I was trying to build Godot with the following scons command- scons -j4 bits=64 platform=windows use_mingw=yes use_lto=yes After about an hour of 100% CPU, in the end, it failed during the linking. I don't know why. I need to build from source to use C++ modules. Never mind, using no link-time optimization solved it.
gharchive/issue
2020-06-28T16:54:01
2025-04-01T06:38:49.146228
{ "authors": [ "free-vbucks" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/39920", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
655302289
problem with path2d node Godot version: 3.2 oficial stable is a bug or glitch OS/device including version: Issue description: the saved path from a scene (A) and when you want to implement it in a scene (B). When drawing a path in the scene (B) this path automatically appears in the saved scene (A) and if I drag from the file system again the same saved scene (A) it will leave with the path that was drawn and if it then draws more paths, you will see how this is added to the other scene (A) and the duplicate object. Steps to reproduce: 1_create a scene (A) with a path2d 2_save this scene (A) 3_valla to a scene (B) 4_set scene (A) and create a path 5_valla to the scene where the path (A) was saved 6_after creating a path you will see how the path I think appears in the scene (A) 7_ if you duplicate the scene (A) it will exit with the created path 8_if you add an extension to the created path you will see how the second object appears the same as it added. Minimal reproduction project: The Path2D node uses a resource to store the path, so when you duplicate the scene both curves have the same resource attached and thus any change in the resource will affect both nodes. This behavior may seem to be a bit counter-intuitive but I don't think it is unintended. If you want a node to use a unique resource you can right-click the resource in the inspector and select make unique if i remember the action name correctly El Path2Dnodo utiliza un recurso para almacenar la ruta, por lo que cuando duplica la escena, ambas curvas tienen el mismo recurso adjunto y, por lo tanto, cualquier cambio en el recurso afectará a ambos nodos. Este comportamiento puede parecer un poco contra-intuitivo, pero no creo que sea involuntario. Si desea que un nodo use un recurso único, puede hacer clic con el botón derecho en el recurso en el inspector y seleccionar make uniquesi recuerdo el nombre de la acción correctamente Thanks, it worked for me
gharchive/issue
2020-07-12T00:12:13
2025-04-01T06:38:49.152515
{ "authors": [ "MasTho0128", "arrowinaknee" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/40304", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
743710911
Editor crashes when "Particles Animation" is enabled Godot version: v3.2.4.beta1.official OS/device including version: Nvidia, GLES3 Issue description: Editor crashes without any error message when "Particles2D/Material/CanvasItemMaterial/Particles Animation" option is enabled. The Editor also crashes when an existing "CanvasItemMaterial" with the option "Particles Animation" enabled is assigned to a "Particles2D" node "CPUParticles2D" on the other hand seems to work fine. Steps to reproduce: Create a new project. Create a "Particles2D" Scene Create a "CanvasItemMaterial" for the Particles2D Scene Enable "Particles Animation" Editor crashes Duplicate of #42994, this is fixed in the latest 3.2 branch (will be fixed in 3.2.4 beta 2).
gharchive/issue
2020-11-16T10:20:00
2025-04-01T06:38:49.155996
{ "authors": [ "akien-mga", "th1z" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/43589", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
929311043
GDNative String/PoolByteArray is barely usable for binary work Godot version 3.3.stable System information Does not matter Issue description Currently, there is no way to properly work with String/PoolByteArray in GDNative on a binary level. You need to know how much String takes in bytes to memcpy it to PoolByteArray through raw read/write pointers? You are out of luck. Need to construct a string from a pointer and a length of data, stored at that pointer? You are out of luck. I believe the proper conversion of PoolByteArray to String and backward should be implemented in GDNative as well. I don't think this falls into a proposition repo since this is a bare necessity for low-level binary uses. Steps to reproduce Try feeding PoolByteArray filled with UTF8 string to String for example, or try getting raw UTF32 data from String to be converted to UTF8 and then passed to PoolByteArray. Minimal reproduction project No response Also relevant to this is #49745
gharchive/issue
2021-06-24T14:51:30
2025-04-01T06:38:49.158686
{ "authors": [ "IlyaStuurFedorov" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/49888", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
950349639
Display visible alert and abort early when loading a PCK with mismatched version (DisplayServer regression) Godot version 4.0.dev (8747f2565) System information Fedora 34, GeForce GTX 1080 (NVIDIA 465.31) Issue description Currently, this happens when running a 3.x PCK using the master branch (quoting from https://github.com/godotengine/godot/issues/50708): ERROR: Pack version unsupported: 1. at: try_open_pack (core/io/file_access_pack.cpp:176) ERROR: Pack version unsupported: 1. at: try_open_pack (core/io/file_access_pack.cpp:176) Error: Couldn't load project data at path ".". Is the .pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension) handle_crash: Program crashed with signal 11 Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues [1] /lib/x86_64-linux-gnu/libc.so.6(+0x41950) [0x7f8271ef5950] (??:0) [2] ./VoxelDemo.x86_64() [0x71b3b7] (/home/chibbi/Downloads/godot/main/main.cpp:1083) [3] ./VoxelDemo.x86_64() [0x6e25e1] (/home/chibbi/Downloads/godot/platform/linuxbsd/godot_linuxbsd.cpp:52) [4] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf2) [0x7f8271edccb2] (??:0) [5] ./VoxelDemo.x86_64() [0x6e9b6e] (??:?) -- END OF BACKTRACE -- Aborted (core dumped) We should this kind of crash and display an user-visible dialog using OS::alert(), so that the user is informed even if they run the project without going through a terminal. The alert message should display in particular that the PCK version doesn't match the engine version (either newer or older). Steps to reproduce Export a project using 3.3.2 and try to run it with a master editor or export template using the --main-pack /path/to/file.pck command line argument. Minimal reproduction project N/A The alert message should display in particular that the PCK version doesn't match the engine version (either newer or older). That's exactly what Godot is trying to do, the crash is caused by DisplayServer::get_singleton()->alert(error_msg); call, since DisplayServer is not initialized at this moment. Might be worth moving alert back to the OS, on Linux it's using an external app (zenity, xmessage, etc.) and on macOS / Windows it's not interacting with the rest of DisplayServer in any meaningful way and do not require anything to be initialized.
gharchive/issue
2021-07-22T06:41:42
2025-04-01T06:38:49.164041
{ "authors": [ "Calinou", "bruvzg" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/50727", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
957457910
Error returns when adding a number to an axis of a Vector3 Godot version v4.0.dev.calinou [48857194b] System information Windows 10, Vulkan, Nvidia GTX 750 Ti Issue description The issue occurs when adding a number to one of the vector3's axis. From testing, this sees like it comes from a Vector3 variable being defined in the global scope of a script. The error that it reports is that Nil is being added to a Vector3 which it isn't at all. Steps to reproduce Place the script down below on any Node and run the project. extends Node @export var gravity : float = 9.8 @export var delta : float = 0.0001 var velocity : Vector3 = Vector3(0, 0, 0) func _ready(): velocity.y += (gravity * delta) print(velocity.y) This should cause the axis y to increase but instead it returns an error. Minimal reproduction project VectorIssue.zip Duplicate of https://github.com/godotengine/godot/issues/50283.
gharchive/issue
2021-08-01T10:49:36
2025-04-01T06:38:49.167295
{ "authors": [ "Calinou", "Nuciloco" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/51141", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
976238242
Mipmap creation is not threaded (for ImageTexture::create_from_image()) Godot version 3.3.3 stable.mono (and 3.1.1 stable -> 3.4beta4) System information Windows 10, GLES3 Issue description not sure on title The mipmap creation in ImageTexture::create_from_image() (flags=1 or 7) runs on the main thread, even if the create_from_image() call itself is in a thread. This results in the application freezing for large resolution images (or presumably for weaker computers). I am not certain if this is an issue, but I think it should be documented at least. Steps to reproduce a.jpg is a 12000x12000 image var p:String = "res://a.jpg" var t:Thread func test() -> void: t = Thread.new() t.start(self, "_test", 0) func _test(_u:int) -> void: var i:Image = Image.new() var it1:ImageTexture = ImageTexture.new() var it2:ImageTexture = ImageTexture.new() var e:int = i.load(p) if e == OK: it1.create_from_image(i, 1) # causes lag it2.create_from_image(i, 0) # does not cause lag (much less at least) t.call_deferred("wait_to_finish") Minimal reproduction project mipmap lag.zip Does it actually run on the main thread? Or does it just block somehow? Also, if the lag is caused by generating the mipmaps, I expected i.generate_mipmaps() to improve performance, but it does not seem so. I have a feeling the lag has more to do with the fact that you call wait_to_funish immediately after generating the mipmaps. This tells the main thread to stall until your thread has finished running. I have a feeling the lag has more to do with the fact that you call wait_to_funish immediately after generating the mipmaps. This tells the main thread to stall until your thread has finished running. The actual implementation in my program (where I noticed the issue) has threads that only exit when the application closes, so wait_to_finish() is not the issue. I think https://github.com/godotengine/godot/pull/51969 is wrong, because I see no code enforceing Image.generate_mipmaps to run on the main thread, and I see no reason it would be a problem to run on a different thread. I think #51969 is wrong, because I see no code enforcing Image.generate_mipmaps to run on the main thread, and I see no reason it would be a problem to run on a different thread. I also see no good reason for it to be enforced in any way. As far as Image is concerned, there is no exotic threading issue there. Indeed Image.generate_mipmaps() should run on the calling thread. Nothing about it enforces running on the main thread. As discussed in this issue, the issue OP is facing is that ImageTexture.create_from_image() calls rendering server functions that have to run on the main thread in Godot 3.x. So it doesn't return until those functions are run. As for ImageTexture, I havent fully followed nor use Godot 3 GLES3 renderer anymore, but I believe it isn't good at multithreading graphics resource creation. It is better with the Vulkan renderer though. It is still relevant for the OpenGL3 renderer, for the Vulkan renderer everything should be fine running on the calling thread. That being said, this issue is not about 4.0 documentation it is about a lag a user experiences in 3.x. Accordingly the 4.0 documentation issue should be tracked elsewhere
gharchive/issue
2021-08-21T22:57:04
2025-04-01T06:38:49.174922
{ "authors": [ "Goblinth", "Zylann", "clayjohn", "mortarroad" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/51966", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1077038581
Godot Visual Script - 3.4 and 4.0 - Call Group Issue Godot version 3.4 stable System information Ubuntu 20.04 LTS, Ryzen 2700, Gtx 1060 Issue description The call group node gives errors and has no ports to input arguments. Occurs in both 3.4 and 4.0 There is also a problem with the fields disappearing when you reopen the project . Steps to reproduce Put a node in a group, add a function to a script on that node, attempt to call it with the call group vs node from another script. Minimal reproduction project 34_Call_Group_Issue.zip You will have to drag out a fresh call group vs node and hook up the fields. (See above ScreenShot.) https://github.com/godotengine/godot-proposals/issues/3036
gharchive/issue
2021-12-10T16:47:43
2025-04-01T06:38:49.178914
{ "authors": [ "Anaxan", "Gallilus" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/55795", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1329248880
Export value shown twice. Godot version 4.0.alpha13 System information MacOS 12.5 Issue description I am exporting a NoiseTexture using @export. It shows up twice in the inspector and removing the @export makes both disappear. extends Node2D @export var noise: NoiseTexture = null; func _ready(): pass # Replace with function body. func _process(delta): pass Steps to reproduce Create a new node with a script. Add a @exported NoiseTexture Two values appear in the inspector. Change the type to a String Only one input changes type. Minimal reproduction project My Project: Archive.zip Duplicate of #63668.
gharchive/issue
2022-08-04T22:53:23
2025-04-01T06:38:49.182445
{ "authors": [ "kleonc", "mageowl" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/63928", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1345535367
Leaving dock area releases mouse button Godot version 0c5f254 System information Windows 10 x64 Issue description Seems like some recent regression. Tested only with tile editor. Steps to reproduce Open tile editor (add tilemap with tileset etc) Drag to select tiles Leave tile area while dragging The drag is cancelled Minimal reproduction project No response Might be related to a similar behavior I found with sliders in the inspector: if I grab one and dare moving the mouse outside of the slider's rectangle, I loose grab of it. @Zylann That is tracked in #63544 and allegedly fixed in #63598. To be honest, the root cause might be the same as the one for the slider (the dragged widget will be set invisible, because the cursor went out of the view-port), but the slider fix will probably not fix this.
gharchive/issue
2022-08-21T16:36:26
2025-04-01T06:38:49.186427
{ "authors": [ "DNKpp", "KoBeWi", "Zylann", "tinmanjuggernaut" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/64695", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1577015286
Godot Mono External editor setting is broken Godot version 4.0 System information Windows 11 Issue description (4.0 rc1) I opened godot 4 rc1 and when selecting external editor I get a text box with the number 4. Changing the numbers has no impact and putting text reverts to numbers. (I opened a beta 17 project, not sure if it is important) Steps to reproduce -Open godot mono rc1 -Select external editor Minimal reproduction project None The editor settings were renamed in https://github.com/godotengine/godot/pull/72061. The setting is still showing up because it is set in editor_settings-4.tres (see https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html#editor-data-paths for the path to that file). There's a proposal about removing obsolete/undefined settings: https://github.com/godotengine/godot-proposals/issues/3526. Duplicate of https://github.com/godotengine/godot-proposals/issues/3526.
gharchive/issue
2023-02-09T00:37:18
2025-04-01T06:38:49.190438
{ "authors": [ "Calinou", "MagnetBoi", "raulsntos" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/72933", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1786062697
Output doesn't scroll with new print messages and hides them sometimes Godot version v4.1.rc2.official System information Win10 Issue description The output stops scrolling to new messages resulting in it being useless: See video below as well. This was confirmed by someone on discord too. Steps to reproduce Print a lot, in my case 1 - 2 times per _process() call. https://github.com/godotengine/godot/assets/102416174/39391f0f-c300-4c3b-bb27-afa7df69c776 Minimal reproduction project Any Thanks for your report, this seems to be a duplicate of https://github.com/godotengine/godot/issues/78899 (which covers two problems, one of which is yours).
gharchive/issue
2023-07-03T12:17:12
2025-04-01T06:38:49.193785
{ "authors": [ "Swarkin", "YuriSizov" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/78979", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
221210762
[3.0] viewport screen capture doesn't work Operating system or device - Godot version: Linux, Godot 3.0 (master) Issue description: Getting a screen capture from any viewport results in empty data. Steps to reproduce: get_viewport().queue_screen_capture() yield(get_tree(),"idle_frame") yield(get_tree(),"idle_frame") var i = get_viewport().get_screen_capture() i.save_png("user://cap.png") Now queue_screen_capture() and get_screen_capture() don't even exist. Haven't tryed from gdscript, but you should be able to call 'viewport.get_texture().get_data()' to get a reference to Image wich you can save. Also calling 'image.lock()' and image.unlock()' should let you get (and maybe set?) pixels. This is how it works for color picker when picking a color from the screen: https://github.com/godotengine/godot/blob/master/scene/gui/color_picker.cpp#L428 @MarianoGnu you are correct, the issue is only that ViewportTexture::get_data() is not bound to GDScript, but that should be easy to solve.
gharchive/issue
2017-04-12T09:57:47
2025-04-01T06:38:49.197684
{ "authors": [ "MarianoGnu", "germanalen", "nunodonato", "vnen" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/8371", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2038046104
--dump-extension-api-with-docs produces incorrect documentation for some data types Tested versions 4.3-dev, d76c1d0e516fedc535a2e394ab780cac79203477 the first commit after 4.2 System information MacOS Sonoma 14.0 Issue description MacOS Steps to reproduce Run the Godot editor with the option --dump-extension-api-with-docs And it seems to be filling some stubs for Vector operations with the stock documentation for it Consider Vector4i, the operator '/' instead of producing this: Divides each component of the [Vector4i] by the given [float]. Gets this node: Divides each component of the [Vector4i] by the given [int]. Judging from my tool, this only happens for the Vector types: generated-builtin/Vector2.swift | 18 - generated-builtin/Vector2i.swift | 15 - generated-builtin/Vector3.swift | 30 -- generated-builtin/Vector3i.swift | 15 - generated-builtin/Vector4.swift | 18 - generated-builtin/Vector4i.swift | 19 - Minimal reproduction project (MRP) No need for a project. CC @rburing Consider Vector4i, the operator '/' instead of producing this: the operator? There are two divide operators? Are you sure you are generating your output correctly? It does indeed use the same description for each operator, will look at the generation code and see if there's some issue there Sorry, I overlooked this. I can fix it, but if you're already on it then go ahead. You go ahead, I was just looking into it 🙂 Gave up on my tweaking with this, but one observation for fixing this: The extension generates operators that isn't in the documentation, for example String operator% generates for each type, but the documentation only contains one, for Variant (so the check needs to do some check for this)
gharchive/issue
2023-12-12T15:42:25
2025-04-01T06:38:49.202789
{ "authors": [ "AThousandShips", "akien-mga", "migueldeicaza", "rburing" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/issues/86080", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
252123482
Fix the order of transformations for selection bounding box in spatial editor. This was broken in #7438 where the ordering of scaling in Basis::scale() was fixed, but this line of code (which relied on the incorrect behavior) wasn't updated correctly. Fixes #9894. I hope I haven't missed any other similar piece of code which relied on the old incorrect behavior of Basis:scale and Basis:rotate... (which is not unlikely, I'm afraid)
gharchive/pull-request
2017-08-23T00:09:27
2025-04-01T06:38:49.204179
{ "authors": [ "tagcup" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/pull/10573", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
361976405
Fix EditorSettings saving on draw calls Closes #22097. This, combined with #22234 should ensure that everything in the CreateDialog is working fine regardless of whether it is receiving the signal. I am a little confused though as to why EditorFileSystem::update_script_classes is being called every draw call though. Someone who's more familiar with how the file caching system works will need to determine whether that's really necessary (since presumably it should only need to be called any time a script file has actually been modified). I do question how this fixes EditorSettings being saved every draw call, like the title claims. More or less it's just removing a signal from update_script_classes that's no longer needed. I haven't looked at the code in-depth like you have, but isn't update_script_classes (which is still being called every draw) what's causing the settings to be saved? Personally, I don't see a reason why updating script classes needs to happen every draw, and I get the feeling it was more a hack for the sake of caching, if it's for caching reasons. Maybe we could remove the call to update_script_classes from the draw code? @LikeLakers2 I'm not opposed to doing that as well (cause it doesn't make sense to me for it to be happening every draw call), but in the particular Issue that this closes, the call stack supplied in the OP shows that the save is occurring from the _update_create_root_dialog() call, triggered by the "favorites_updated" signal emission that is only happening every draw call in the first place because of the "update_script_classes" signal emission. I'm not even sure if it's happening every draw call anyway. In editor_file_system.cpp, the _queue_update_script_classes() method gets called in several places, pretty much any time it's NOT actively scanning changed files (so basically, if we are not scanning and updating script files, then immediately re-scan and update script files, or something like that). This may have been confused with draw calls, but I also don't know exactly how to make it only trigger when it's really necessary. That's... very confusing. I don't think there's any reason to always be re-scanning, not even for the sake of caching (the whole point of caching is to avoid re-scanning every time you need a piece of information). That being said, I would personally leave fixing that for another PR, to avoid causing any sort of regression with this PR. Unless, of course, someone else says you should try to fix that in this PR too. @LikeLakers2 ikr. I'll just leave that to someone who better understands how the heck that system works. XD Thanks!
gharchive/pull-request
2018-09-20T00:39:17
2025-04-01T06:38:49.209967
{ "authors": [ "LikeLakers2", "akien-mga", "willnationsdev" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/pull/22269", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
483007472
Enable ProGuard for Android release builds to decrease APK size This reduces the size of release APKs by about 300 KB on average. I'm marking this as a draft since this will likely conflict with third-party modules in its current state. How could this be integrated so modules can supply their own ProGuard exclusions? (cc @megasoft78) Also, this should be tested when Mono support is enabled to check for bugs that could appear when using ProGuard alongside. (cc @neikeq) Other than that, I can confirm it works when exporting the Platformer 2D demo. If this is merged, we should also update the documentation to mention that release export templates use ProGuard. Since stack traces will be obfuscated, this will require developers to deobfuscate them using the appropriate mapping tools. See ProGuard and obfuscated stack traces in this article. Related to #18253. Old `proguard-rules.pro` file from initial PR version (July 2019) -dontwarn org.godotengine.godot.** -keep class org.godotengine.godot.** {*;} -keep class * extends java.util.ListResourceBundle { protected java.lang.Object[][] getContents(); } -keepnames class * implements android.os.Parcelable { public static final ** CREATOR; } -keepattributes *Annotation* -optimizations !code/allocation/variable Does this only touch the Godot java code? I don't see how this would cause any problem only with mono enabled builds. @Calinou one area to be careful, there are several java methods that are only used by the native layer, which ProGuard is usually not able to detect. As such, it may often be overly aggressive and remove these methods, causing hard to diagnose runtime crashes. @Calinou Is this still desired? If so, it needs to be rebased on the latest master branch. @aaronfranke Yes, but it needs more testing, especially with the new Android build system. We'll probably have to wait until people have started porting "real world" applications to Godot 4. Rebased with @mbrlabs' proguard-rules.pro file included. Note that I haven't compiled APKs with and without ProGuard to compare binary size or check if the ProGuard'd APK still works. How could this be integrated so modules can supply their own ProGuard exclusions? @Calinou This page has the instructions for how library modules can define their own proguard files and include it as part of the build (search for A library module may include its own ProGuard configuration file). So to complete this PR, it looks like there are a couple remaining tasks: Update the Android plugin documentation to specify that plugin developers should define and include their module proguard files. Create an annotation (e.g: @UsedByNative) to specify to proguard that certain methods/fields should be left untouched as they're being used by the native code. If this is merged, we should also update the documentation to mention that release export templates use ProGuard. I don't think this should be applied to the generated templates. Given the way they're used for Android builds, it's likely to create issues. We should make this an option for the custom Gradle based build (off by default) instead. @Calinou and @m4gr3d is this still desired for 4.4? I don't think it's needed at this point in time, but I'll defer to @Calinou as the author. Closing per the above comments.
gharchive/pull-request
2019-08-20T18:13:20
2025-04-01T06:38:49.218404
{ "authors": [ "Calinou", "aaronfranke", "fire", "m4gr3d", "neikeq" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/pull/31509", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
484938346
Improve GradientTexture to allow more advanced types of fills Pull Request sponsored by IMVU This PR allows to create different linear and radial 2D textures with repeat and mirror options, while keeping the previous property values as default (2048px width, 1px height and left to right linear fill). Some examples bellow: Bugsquad edit: This closes #18387. clang format is wrong, i forgot to install the hooks force-pushed to fix formatting You should also bind the enums in _bind_methods. If @reduz agrees with the feature, I'd ask you to add the matching documentation too (run godot --doctool . to generate the template). bound the constants and ran doctool, but i didn't get any diff related to documentation, and the new properties was already visible in app bound the constants and ran doctool, but i didn't get any diff related to documentation, and the new properties was already visible in app You probably ran doctool wrong, since you bind new methods, there should be new documentation to fill. You should: Compile the PR Then run bin/your.godot.bin --doctool . (the dot at the end is relevant) At the very least, making GradientTextures taller and rotatable would be helpful for prototyping (as you can use them instead of texture files or good old icon.png). See #29748. With the height option it would be nice as well for making Light2D masks without having to leave the editor. Gradient textures are very useful for TextureProgress, but I was always bothered by them not having height (and it was pretty much the only case when I used rect_scale). Gradient Texture are also very useful as shader input. It eliminates the need to painstakingly create them in an external tool, which are not always equipped for the task. I was seeking an easy way to create sky-like horizon gradients in 2D (which can be repeated with ParallaxLayer/Background), and this would fit nicely. I want this. @MarianoGnu Is this still desired? If so, it needs to be rebased on the latest master branch. Since this PR is a feature proposal, you should consider opening a proposal which explains example use cases and how this approach will solve the problem better than other approaches. Otherwise, abandoned pull requests will be closed in the future as announced here. If this gets closed, I'm willing to pick it up. I don't see much of an use case for this at all, and it makes using the class more complex for its intended usage, which is particle systems, visual shaders, color correction, etc. @reduz, the current class is more like HorizontalGradientTexture, while the proposed class would be a GradientTexture indeed, so perhaps we just need two separate implementations at this point, or blame wrongly picked name for the class, because it just asks for those features, but currently the purpose of this class is certainly misleading for most users. Do you know that GradientTexture used to be called ColorRamp in Godot <2.1 (while not being a texture)? Perhaps we just ended up with a bad rename... So perhaps lets rename it back to ColorRampTexture and implement an actual GradientTexture with this PR? Linking #16863. 😃 By the way, there's a similar class called CurveTexture, which is also one-dimensional and I suspect exists for similar described usage above (yet poorly documented as well). Well, I just made finished another project, so I'll pick this up. I'll probably just make a completely new class and rename the old one to ColorRamp like @Xrayez suggested. Well, I just made finished another project, so I'll pick this up. I'll probably just make a completely new class and rename the old one to ColorRamp like @Xrayez suggested. Well it was renamed for a reason. Please make sure to have the approval of core developers before spending time on such changes which might be rejected. In that case pinging @reduz who did the intial rename, and @akien-mga who merged karroffels PR for finishing the rename. https://github.com/godotengine/godot/commit/c5dcbeb160b37d8ffd70061d76eb980756fe36b4 Suggests to me that ColorRamp ended up being renamed cuz the header was Gradient. Not because of deep semantic/functional reasoning. Personally I'd be fine with a ColorGradient1D and Gradient2D. It also allows a Gradient3D to be added if someone would ever want that. We shouldnt really touch CurveTexture with this discussion, its use case isnt graphics but maths. (it is necessary for it to be a "texture" only for use as a shader parameter) @akien-mga yes, of course, sorry. c5dcbeb Suggests to me that ColorRamp ended up being renamed cuz the header was Gradient. Not because of deep semantic/functional reasoning. That's the other way around, ColorRamp was renamed to Gradient, but @reduz didn't bother renaming the file. I did it. Personally I'd be fine with a ColorGradient1D and Gradient2D. It also allows a Gradient3D to be added if someone would ever want that. Reminds me of animation nodes/resources (see AnimationNodeBlendSpace1D for instance), so yeah makes sense to go for that route. Just ran into this issue. Thank you for the work! Note that I've also been working on this in #42855 (adds a separate class for this), based on this comment: https://github.com/godotengine/godot/pull/31655#issuecomment-525472775. close this because it implement in goost? @CsloudX as has been recommended by reduz, pull requests for new features should not be created. However, both this and #42855 have a common proposal at GIP, see godotengine/godot-proposals#1677. If you'd really like to see this feature directly in Godot, people must provide their own real-life use cases, and any limitations you stumble upon "must not be a speculation", as reduz says. By "real-life" I mean that you must have a project you're working on where you cannot proceed effectively without this feature. I hope this clarifies Godot's current development approach somewhat. close this because it implement in goost ???!!! This PR is like two years old, so I totally understand the decision to outright close the PR at its state by the author. If there's no decision making process going on, a person does not have to wait forever in the seek of feedback, it makes perfect sense to move on, don't you think? So, it's not necessarily because this feature is available somewhere else, it's because of lack of decision-making process regarding this feature.
gharchive/pull-request
2019-08-25T14:34:19
2025-04-01T06:38:49.236728
{ "authors": [ "Byteron", "Calinou", "CsloudX", "KoBeWi", "MarianoGnu", "SekoiaTree", "TheDuriel", "Xrayez", "aaronfranke", "akien-mga", "avencherus", "tavurth" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/pull/31655", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
566325569
Fix typo/spelling: "exisiting" -> "existing" Specifically: "exisiting_script_removable" -> "existing_script_removable" Note: I haven't tested this change. Not sure why this was missed by codespell? Not sure why this was missed by codespell? Not sure, it's actually included in codespell's dictionary since Jan 2018: https://github.com/codespell-project/codespell/tree/master/codespell_lib/data#L10069 Thanks!
gharchive/pull-request
2020-02-17T14:12:41
2025-04-01T06:38:49.240202
{ "authors": [ "akien-mga", "follower" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/pull/36303", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
586802373
Fixed IK rotation issue Fixes #37095 Thanks! Cherry-picked for 3.2.2.
gharchive/pull-request
2020-03-24T09:02:02
2025-04-01T06:38:49.241311
{ "authors": [ "AndreaCatania", "akien-mga" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/pull/37272", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
733601955
Exposed setters for sensors set_accelerometer, set_gravity, set_magnetometer and set_gyroscope exposed to use it in scripts. For example I want to port my module to GDNative but without this PR sensors data will not be available. 🐢 I'm not sure to understand what's the use case for having those methods exposed. Aren't those methods supposed to give information that comes from the OS itself? If I understand correctly, you'd want to have a proxy between a mobile device and your running instance on desktop with https://github.com/DmitriySalnikov/GodotRemote, so you need to pass the mobile OS sensor data to the Windows version? I guess that could make sense. For the PR itself, there are a few changes needed: PRs should be made against the master branch in priority. This change would also be valid in master for 4.0 and future releases, so if it's only done in 3.2 you won't have the feature anymore in future Godot versions, which would be a regression. The commit log should be amended to be clearer and in plain English, see https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#format-your-commit-messages-with-readability-in-mind You should add documentation for the newly exposed methods (generate the template with godot --doctool .). I'm not entirely sure I understand the use case as well as the need for this change in Input class. This methods are also already exposed, aren't they? master https://github.com/godotengine/godot/blob/2abe996414b8b551e69e29461de3ff1bcaf5a28f/core/input/input.h#L296-L300 3.2 https://github.com/godotengine/godot/blob/3dd57a22df1fe431b71f2f4229cbff1107744658/main/input_default.h#L255-L259 Casting Input to InputDefault wouldn't cover it? @akien-mga I got it. But I do it later. @naithar these methods are only available in c++, but it cannot be used in GDScript or GDNative. I want to use it for debugging in the editor via the GDNative library. It's currently only available via a regular module. (right bottom screen is a smartphone with my module) https://youtu.be/LbFcQnS3z3E?t=76
gharchive/pull-request
2020-10-31T01:36:14
2025-04-01T06:38:49.248342
{ "authors": [ "DmitriySalnikov", "akien-mga", "naithar" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/pull/43227", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
930905285
Fix _shape_shape typos in TileData collision shape API According to existing add_collision_shape() and remove_collision_shape(), the renamed methods should be set/get_collision_shape(), and not set/get_collision_shape_shape(). This PR is generously donated by Goost. This is superseded by https://github.com/godotengine/godot/pull/49859 where I got rid of those functions. Shapes are getting replaced by a polygon instead, so those functions were removed. But no, this was not a typo anyway, add_collision_shape and remove_collision_shape removes also the data associated with the shape (one_way and one_way_margin), while set/get_collision_shape_shape() only affect the Shape2D resource. I would have liked to find a better name but well, I did not. The issue with method naming in #49859 still persists: _polygon_polygon(). If you really want to be explicit with this kind of API, most of the time, there are better alternatives, like: _polygon_points(), or _polygon_vertices(), or even with shape it would be _shape_resource(). The issue with method naming in #49859 still persists: _polygon_polygon(). If you really want to be explicit with this kind of API, most of the time, there are better alternatives, like: _polygon_points(), or _polygon_vertices(), or even with shape it would be _shape_resource(). Ah my bad you are right, I can change that then. Though I'm not sure there's a real problem with it TBH. Though I'm not sure there's a real problem with it TBH. To be honest, I submitted this PR immediately because I really thought there was an obvious copy-paste mistake regardless. Even Chaosus assigned the "bug" label to this PR. We should give good example for anyone reading the Godot's codebase, especially for new contributors, and especially when people tend to take existing Godot code as a reference for their own code. Superseded by #49589.
gharchive/pull-request
2021-06-27T11:08:34
2025-04-01T06:38:49.254170
{ "authors": [ "Xrayez", "akien-mga", "groud" ], "repo": "godotengine/godot", "url": "https://github.com/godotengine/godot/pull/49940", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }