sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Not saving generated images to the target folder after switch branches
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

This issue happened after I start working on a new branch, the webui stops saving generated images to the output folders (but manual save works). No matter what branches I switch to (switching back to the origin/master didn't help), webUI just won't save images to the output folder.

I can't reproduce the bug because I don't know how it triggered, it just happened after a while (with multiple times branch changes), and my repo has nothing to do with functions related to image saving. 

And it happened to two webui instances (one with nothing installed and another is my working instance with a lot of stuff in it). The only common part is they both checked out several different branches.

A fresh re-install (both my repo and the origin master) will solve the problem. Therefore I assume that is something with the Gradio or some cache bug?

Meanwhile, I think this bug will not affect general users and is not a crucial one that needs to be fixed or something because general users do not need to check out different branches.

My question is... is there a way that lets webui discard all cache files and temp logs... etc. or even restore all settings to the default?

### Steps to reproduce the problem

I can't reproduce the bug because I don't know how it triggered, it just happened after a while (with multiple times branch changes), and my repo has nothing to do with functions related to image saving. 

### What should have happened?

It should save images to the output folder


### Commit where the problem happens

22bcc7b

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
no argument / --xformers --port 7890
```


### List of extensions

no extension

### Console logs

```Shell
Running on local URL:  http://127.0.0.1:7980

To create a public link, set `share=True` in `launch()`.
Startup time: 14.7s (import torch: 3.8s, import gradio: 0.9s, import ldm: 0.5s, other imports: 1.0s, load scripts: 2.6s, load SD checkpoint: 3.1s, create ui: 2.5s, gradio launch: 0.2s).
100%|██████████████████████████████████| 9/9 [00:06<00:00,  1.39it/s]
```


### Additional information

As I said, I think this bug will not affect general users and is not a crucial one that needs to be fixed or something because general users do not need to check out different branches

But I assume that we might want a button that one-clicks to clean all caches and restores all configs?
Repository: TypeScript
Issue: infra: hereby watch-min does not watch generate-diagnostics
Labels: Suggestion,Infrastructure,Experience Enhancement

## 🔍 Search Terms

generate-diagnostics
Repository: godot
Issue: Animationplayer does not update its graphics.
Labels: bug,topic:editor,usability,topic:animation

### Godot version

v3.6.beta1.official [632a544c6]

### System information

w10 64

### Issue description

Animation player does not update its graphics until the mouse clicks on the time bar.

https://user-images.githubusercontent.com/19652075/235342781-fdd1a689-8b8c-45c9-a3c7-ccec3a3483af.mp4



### Steps to reproduce

See the video

### Minimal reproduction project

...
Repository: godot
Issue: Camera3D and Viewport functions for mask culling use layers 1-20 and 0-19
Labels: discussion,topic:core,topic:3d

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Linux Manjaro, kernel 6.1.25, X11, KDE Plasma 5.27.4

### Issue description

Layers are numbered 1-20 everywhere in the editor. However, there is a discrepancy in the functions used to edit the visibility of those layers in Camera3D and Viewport functions:
* `Camera3D.set_cull_mask_value()` expects a layer number in the 1-20 range
* `Viewport.set_canvas_cull_mask_bit()` expects a number in the 0-19 range

3D and canvas layers may not be directly related, but I think it is strange that both do not use the same numbering.

### Steps to reproduce

* Create a scene containing both a SubViewport and a Camera3D.
* Disable a layer in the camera using `Camera3D.set_cull_mask_value(layer, false)`
* Do the same in the subviewport with `Viewport.set_canvas_cull_mask_bit(layer, false)`
* Print `Camera3D.cull_mask` and `Viewport.canvas_cull_mask`, the values will be different.


### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/11361019/MRP.zip)

In this example, I pass 5 as the argument for both the viewport and camera, but the viewport actually disables layer 6.
```gdscript
set_canvas_cull_mask_bit(5, false)
camera.set_cull_mask_value(5, false)
print("Viewport cull mask: %d" % [canvas_cull_mask])
print("Camera3D cull mask: %d" % [camera.cull_mask])
```
The output is the following:
```
Viewport cull mask: 4294967263
Camera3D cull mask: 1048559
```
Repository: flutter
Issue: Input disappears when using iphone to input Japanese into TextField in flutter web
Labels: a: text input,framework,a: internationalization,platform-web,has reproducible steps,P2,c: parity,browser: safari-ios,found in release: 3.7,found in release: 3.10,team-web,triaged-web

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

1. Create a project.

2.  Add the following code sample in main.dart.

3. Upload the app with firebaseHosting.

4. Access the uploaded page on your iphone. (Error confirmed with safari and chrome)

5. Type something in Japanese in the textField.

6. Break line in textField. Immediately after that, delete one character.

7. After that, type something and press the "confirm" button on the keyboard, and the text you typed will disappear.

### Expected results

After erasing the line break, the entered text will be entered as usual.

### Actual results

The entered text disappears.

### Code sample

<details><summary>Code sample</summary>

```dart
TextField(
  controller: TextEditingController(),
  maxLines: 5,
  minLines: 5,
  textInputAction: TextInputAction.newline,
  keyboardType: TextInputType.multiline,
),
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

https://user-images.githubusercontent.com/78903221/235348783-7452a274-8e4a-42bf-93f1-940826499948.mp4

</details>




### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.7.12, on Microsoft Windows [Version 10.0.22000.1817], locale ja-JP)
[X] Windows Version (Unable to confirm if installed Windows version is 10 or greater)
[√] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[√] Chrome - develop for the web
[√] Visual Studio - develop for Windows (Visual Studio Community 2022 17.1.3)
[√] Android Studio (version 4.2)
[√] VS Code (version 1.77.3)
[√] Connected device (3 available)
[√] HTTP Host Availability
```

</details>
Repository: deno
Issue: Feature request: detects whether the terminal supports color
Labels: suggestion

Currently, if I want to know whether the terminal supports color or not, I need to judge it by env, and I need to request permission when reading env. So, I would like to have an API that can tell me if the terminal supports color without having to determine it via env.
Repository: godot
Issue: RigidBody2D inconsistent bounces near the junction between two squared tiles
Labels: bug,confirmed,topic:physics


___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

4.0-stable

### System information

Ubuntu 20.04.6

### Issue description

A round RigidBody2D colliding near the junction of two squared tiles can result in wrong and inconsistent bounces. Typically, a RigidBody2D going strictly vertical can result in a bounce with some horizontal velocity.

**Possible Related issues:**
- The issue appear with the different possible `continuous_cd` values, but setting it to `cast_ray` also induces a weird damping behavior (see also [#76621](https://github.com/godotengine/godot/issues/76621)).
- The same configuration often induces tunneling.
- RigidBody2D continuous collision detection non-functional under Cast Shape setting: [#72674](https://github.com/godotengine/godot/issues/72674).
- RigidBody2D gets stuck while moving parallel in contact with multiple floors/walls: [#47148](https://github.com/godotengine/godot/issues/47148) 

**Workaround ideas**
- Use instead a CharacterBody2D and recode bounce behaviour.
- Use a [Tilemap Collision Baker](https://github.com/popcar2/GodotTilemapBaker) to avoid junctions.



https://user-images.githubusercontent.com/51318484/235353411-87f2a443-1dcc-40c4-b582-f6c0f87a984a.mp4




### Steps to reproduce

Create a Tilemap with squared tiles whose collision shapes are full squares. Create balls (RigidBody2D with round collision shape and a high enough bounce value) and place them above a tile junction, with a small horizontal offset. Run and watch the balls bouncing.
The issue itself is inconsistent: it happens with specific physics parameters at specific positions. To reproduce it correctly, one has to play with those parameters.

### Minimal reproduction project

[ball-weird-bounce.zip](https://github.com/godotengine/godot/files/11361312/ball-weird-bounce.zip)
Repository: excalidraw
Issue: [Feature] Can we have a small icon attach to the box?
Labels: More information needed / cannot reproduce

Can we have a small icon attached to the box? When we click the small colorful icon, we can add or see further explanations to the box. Keep the connected boxes clean and simple at the default high level, but have the option to click and add to enrich its associated information.  
Each colored icon can mean different things. Like further explanations, box labels, etc. Maybe the icon can be in different shapes to further help to distinguish the usage between them.
Repository: godot
Issue: Make Bezier curves import from .blend files into Godot, maintaining locations of curve points and handles.
Labels: enhancement,discussion,topic:import,topic:3d

### Godot version

v4.0.2.stable.mono.official [7a0977ce2]

### System information

Windows 11

### Issue description

According to earlier bug reports, it seems like Godot 3 was able to directly import Bezier curves from Blender as Curve3D's. Now, in Godot 4.0.2, this seems to be no longer possible. Bezier curves are just imported as meshes. This screenshots shows a BezierCurve, BezierCircle and NurbsPath being imported as just a plain mesh.

![image](https://user-images.githubusercontent.com/9065229/235359191-5dc641cd-c0b2-4c21-b169-76913e2e4e1c.png)

In my workflow, I am trying to define an object to follow a given path, but ideally, I'd like to design the path in Blender and be able to adjust the path in Blender.

### Steps to reproduce

1. Create blender file
2. Create BezierPath, add a few points in Blender file
3. Save and import to Godot
4. Observe paths imported as Node and not recognised as a Curve3D

### Minimal reproduction project

[repro.zip](https://github.com/godotengine/godot/files/11361545/repro.zip)
Repository: pytorch
Issue: MPS device inference all same value
Labels: triaged,module: correctness (silent),module: mps

### 🐛 Describe the bug

Hi all,

I have the problem where inference in my model gives different results if I use `mps` device. The inference result are all the same, just for instance. I will share 2 images, they are using **cpu** and  **mps** respectively. (The code is exactly the same, except the device ofc)

<img width="619" alt="torch-cpu" src="https://user-images.githubusercontent.com/3484029/235360481-ee0982b7-75f1-42c1-95b2-7416baa04b3e.png">
<img width="617" alt="torch-mps" src="https://user-images.githubusercontent.com/3484029/235360488-f58e4b97-a1ef-4289-9304-78f1085a3dcb.png">


### Versions

ollecting environment information...
PyTorch version: 2.0.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.3.1 (arm64)
GCC version: Could not collect
Clang version: 14.0.3 (clang-1403.0.22.14.1)
CMake version: Could not collect
Libc version: N/A

Python version: 3.11.0 | packaged by conda-forge | (main, Oct 25 2022, 06:21:25) [Clang 14.0.4 ] (64-bit runtime)
Python platform: macOS-13.3.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Pro

Versions of relevant libraries:
[pip3] numpy==1.24.3
[pip3] torch==2.0.0
[pip3] torchaudio==2.0.1
[pip3] torchvision==0.15.1
[conda] numpy                     1.24   py311hb8f3215_0      conda-forge
[conda] torch                       2.0.0                    pypi_0                    pypi
[conda] torchaudio              2.0.1                    pypi_0                    pypi
[conda] torchvision             0.15.1                   pypi_0                    pypi

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen @razarmehr @abhudev
Repository: PowerToys
Issue: [FancyZones] Custom Keyboard Shortcut to Place Window at a specific Zone (like Moom)
Labels: Needs-Triage

### Description of the new feature / enhancement

#### Problem
Currently, FancyZones allows users to create custom layouts and snap windows into those zones using the mouse. However, there is no option to specify custom keyboard shortcuts for specific zones.

#### Solution
This feature would allow users to create custom keyboard shortcuts for specific zones in FancyZones, making it easier and faster to snap windows into those zones.
For E.g.: I am using a 32" super ultrawide monitor (32:9). I usually have a zone in the middle of the screen that has the same aspect ratio as a normal monitor (16:9).
It would be super handy to create a shortcut (e.g.: ctrl+shift+m) for this zone to snap the currently active window right into it. 




### Scenario when this would be used?

Power users mostly use the keyboard. One could work faster and more precisely.

### Supporting information

Similar apps that have that kind of Feature:
- [Moom](https://manytricks.com/moom/)
- [Rectangle](https://rectangleapp.com/)
Repository: godot
Issue: Spinboxes in the inspector have various visual and usability issues.
Labels: bug,topic:editor,usability

### Godot version

Last tested on 4.2.1

### System information

Ubuntu 22.04.1 LTS

### Issue description

There are many small issues I've noticed; I could have made separate issues for them, but I think they are closely related enough that it would be spammy opening 10 separate bug reports.

- Small boxes overextend when being edited.

![image](https://user-images.githubusercontent.com/85438892/235358701-c138c6df-58de-45ab-8be8-121c6c5a10ec.png)

- When _hovering_ a slider, I can't scroll up/down with a gesture on my laptop's trackpad (probably the same with a mouse).

![image](https://user-images.githubusercontent.com/85438892/235358785-39e0c5c1-30e5-462d-9c6a-f3f333fa9b2b.png)

- The small arrow buttons no longer work when held (regression from 3.x I believe)
- The arrows highlight when hovered stays if you move the mouse cursor outside of the spinbox.

![image](https://user-images.githubusercontent.com/85438892/235358871-23d0edc0-9de5-4646-beca-76d76768504c.png)

- When an integer property is at its min/max value, I still get "Set [property_name]" messages when using arrow keys or the spinner arrows.

![image](https://user-images.githubusercontent.com/85438892/235359186-090e81f5-0e00-4c3b-98c5-3403f1f4fa94.png)

- After using the slider twice consecutively, Undo will jump two steps back.
- Holding the spinbox and scrolling way out of range (i.e. way below the minimum value) results in having to scroll far in the other direction to even get back (above the minimum value).
- The slider itself can go further than the line hint suggests on the right side.
- They seem to be one pixel taller than buttons, which makes things jump around when they are unhidden.

https://user-images.githubusercontent.com/85438892/235362805-1dbab511-4daa-42a2-b697-aec859580ca0.mp4

- Exponential spinboxes are bugged out when they include 0.

### Steps to reproduce

If you've got a script you can quickly test most of the above with:

```gdscript
@export var A: Plane
@export_range(0.01, 20.0) var B = 10.0
@export_range(1, 50) var C = 10
@export_range(0, 0.5, 0.001, "exp") var D
```

### Minimal reproduction project

N/A
Repository: godot
Issue: Cast Ray CCD drastically affects bounce (vs Cast Shape or disabled CCD)
Labels: topic:physics

### Godot version

4.0.2

### System information

Windows 10 - Godot compatible mode

### Issue description

I tuned the ball scene (RigidBody2D) and its parameters to have the exact bounce I like.

After experiencing issues with the ball moving through StaticBody2D object, I updated the CCD to Cast Shape. This improved the behavior but didn't fix it entirely (another bug?). However the bouncing behavior remained unaffected.

Then I updated the CCD to Cast Ray. This improved the behavior and seemed to fix the issue. However the bouncing behavior started acting unexpected. As if dampening suddenly is very high, but then at the end the ball keeps the same bounce forever (no damp).


### Steps to reproduce

Open the attached project and see the difference in bounce between the left ball (Cast Ray) and the others (Cast Shape or disabled)

### Minimal reproduction project


[RaycastBounce.zip](https://github.com/godotengine/godot/files/11361710/RaycastBounce.zip)
Repository: godot
Issue: Movie Maker not recording audio (Procedural)
Labels: bug,topic:core,topic:audio

### Godot version

4.0.2

### System information

W10

### Issue description

Movie Maker, AVI or PNG/WAV does not record procedural audio.

Using the simple example of the audio generator that was exposed on 3.2. And a modified version of it that runs the code on a thread too.

None of then record the audio. (and does not sound it either, but that expected)

I believe that using a audio file there should be no problems, because there is no reports on that, and that not my case, so did not even bother to test.

But a generated audio using AudioStreamGenerator having the frames pushed via process of via a while true inside a thred, does not work.

Shoud i note that both aprouches sound when not recording.



### Steps to reproduce

Try to record sound from an AudioStreamGenerator using MovieMaker

### Minimal reproduction project

not yet
Repository: godot
Issue: When choosing VSCode as external editor: can_instantiate: Cannot instance script because the associated class could not be found
Labels: bug,topic:editor,needs testing,topic:dotnet

### Godot version

4.0.2

### System information

MacOS M1

### Issue description

Godot Editor seems to not recognize any script anymore when having selected VSCode as external editor

### Steps to reproduce

1. Set VSCode as external editor
2. Run project

### Minimal reproduction project

N/A
Repository: pytorch
Issue: nn.MultiheadAttention doesn't use efficient scaled_dot_product_attention
Labels: module: docs,module: nn,triaged

### 📚 The doc issue

The default `forward()` of `nn.MultiheadAttention` has `need_weights==True`. But in this case `scaled_dot_product_attention` does not use one of the efficient fused kernels and silently uses the native implementation. It would be good if this was documented since it took me a while to figure out why I was not seeing the expected performance.

### Suggest a potential alternative/fix

_No response_

cc @svekars @brycebortree @sekyondaMeta @AlannaBurke @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @carljparker @bhosmer @cpuhrsch @erichan1 @drisspg
Repository: stable-diffusion-webui
Issue: [Bug]: No module named pip
Labels: not-an-issue

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

commit hash: XXXX

### Steps to reproduce the problem

![image](https://user-images.githubusercontent.com/132231773/235376904-b102dc2b-9870-426f-98c5-0ff95fc7207e.png)

### What should have happened?

I can't use it

### Commit where the problem happens

...

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
...
```


### List of extensions

...

### Console logs

```Shell
...
```


### Additional information

...
Repository: go
Issue: build: wasip1 is broken on wasmer runtime
Labels: NeedsInvestigation,arch-wasm

This is a tracking issue for issues surrounding the use of the new wasip1 GOOS target on the [wasmer](https://wasmer.io/) Wasm runtime. We currently do not have a wasmer runner, but manual testing against the wasmer runtime has already yielded some results, namely, it is known that it exhibits a problem similar to wasmtime when it comes to opening directories (see https://github.com/golang/go/issues/59583#issuecomment-1529157141).

This issue should not be considered done until we have a working wasmer runner and all tests are either passing or we have documented the failures which we cannot reasonably fix.

Currently known failing tests:

| Package | Test name | Error | Test log | Fixed |
|--------|--------|--------|--------|--------|
| archive/tar | TestReader | open testdata/gnu.tar: Bad file number | [Full log](https://storage.googleapis.com/go-build-log/bb3fcca6/wasip1-wasm-wasmer_2d3d63ea.log) | |
Repository: godot
Issue: Godot crashes on WSL2 when creating a new project
Labels: bug,platform:windows,platform:linuxbsd,topic:core,crash

### Godot version

v4.0.2.stable.official.7a0977ce2

### System information

Windows 11, WSL version: 1.2.5.0, Vulkan API 1.1.182

### Issue description

On WSL2, using the Linux binary for Godot crashes with a segmentation fault when creating a new project. Here is the complete error log.
```
[20:40:03] song@my-desktop:~/installations$ ./Godot_v4.0.2-stable_linux.x86_64
Godot Engine v4.0.2.stable.official.7a0977ce2 - https://godotengine.org
/lib/x86_64-linux-gnu/libxkbcommon.so.0: undefined symbol: xkb_utf32_to_keysym
/lib/x86_64-linux-gnu/libxkbcommon.so.0: undefined symbol: xkb_keymap_key_get_mods_for_level
libspeechd.so.2: cannot open shared object file: No such file or directory
OpenGL API 3.3 (Core Profile) Mesa 21.2.6 - Compatibility - Using Device: Microsoft Corporation - D3D12 (NVIDIA GeForce RTX 3070 Laptop GPU)

Editing project: /home/song/projects/gamedev
Godot Engine v4.0.2.stable.official.7a0977ce2 - https://godotengine.org
/lib/x86_64-linux-gnu/libxkbcommon.so.0: undefined symbol: xkb_utf32_to_keysym
/lib/x86_64-linux-gnu/libxkbcommon.so.0: undefined symbol: xkb_keymap_key_get_mods_for_level
libspeechd.so.2: cannot open shared object file: No such file or directory
Vulkan API 1.1.182 - Forward+ - Using Vulkan Device #0: Unknown - llvmpipe (LLVM 12.0.0, 256 bits)
WARNING: lavapipe is not a conformant vulkan implementation, testing use only.
Segmentation fault
```

### Steps to reproduce

1. Download the Godot Linux binary.
2. Unzip and run the binary from the command line.
3. Select a location to create a new project.
4. Wait for Godot to run.
5. Crash.

### Minimal reproduction project

N/A