sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Changing Camera Exposure in updating SubViewport causes Flickering
Labels: bug,topic:rendering,topic:3d

### Godot version

v4.1.2.stable.openSUSE [399c9dc39]

### System information

Godot v4.1.2.stable (399c9dc39) - openSUSE Tumbleweed 20231108 (Kernel 6.5.9) - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 580 Series (RADV POLARIS10) (Mesa 23.2.1) - Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz (8 Threads)

### Issue description

When changing the `exposure_multiplier` of a Camera3D that is in a SubViewport, which is currently updating it's render target, the active Camera3D (not in the SubViewport) flickers for 1 frame.  

If there is a 2nd SubViewport, which is currently updating it's render target, with a Camera3D that does not have it's `exposure_multiplier` changed, the image will flicker constantly between the 2 exposure multipliers. 


https://github.com/godotengine/godot/assets/3923406/3c068e3c-fc27-4390-a648-674f8250e7dc



### Steps to reproduce

1. Create a Scene
2. Create an active Camera3D
3. Create SubViewport > Camera3D (camera1)
4. Create another SubViewport > Camera3D (camera2)
5. Set BOTH SubViewports render target update mode to ALWAYS
6. add CameraAttributesPractical to BOTH cameras
7. camera1.attributes.exposure_multiplier = 8
8. image flickers

### Minimal reproduction project

[CameraExposureBugMRE.zip](https://github.com/godotengine/godot/files/13382705/CameraExposureBugMRE.zip)
Repository: godot
Issue: BackBufferCopy in rect mode behaves erroneously on mobile renderer
Labels: bug,topic:rendering

### Godot version

4.1.3 stable

### System information

Godot v4.1.3.stable - Ubuntu 23.04 23.04 - Wayland - Vulkan (Mobile) - integrated Intel(R) UHD Graphics 620 (WHL GT2) () - Intel(R) Core(TM) i7-8565U CPU @ 1.80GHz (8 Threads)

### Issue description

BackBufferCopy in Rect mode on Mobile renderer appears to copy the entire screen into a region defined, instead of correctly copying a region defined into a region defined, like on other backends.
![Screenshot from 2023-11-16 23-47-48](https://github.com/godotengine/godot/assets/376669/fa6866e8-3e0f-45fc-acb4-b9c33de05e34)


### Steps to reproduce

1. Create a new Mobile Rendering project
2. Make a 2D scene, add some content (I chose icon.svg Sprite2D)
3. Add a BackBufferCopy that only covers part of the screen (I chose half of the screen)
4. Add a CanvasItem (I chose Polygon2D) that has the following shader:
  ```
  shader_type canvas_item;
  
  uniform sampler2D screen_texture: hint_screen_texture;
  
  void fragment() {
	  COLOR.rgb = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
  }
  ```
5. Run and enjoy the item displaying a scaled-down version of the screen.

### Minimal reproduction project

https://github.com/ElectronicRU/godot-40-mobile-backbuffercopy-repro
Repository: godot
Issue: "Godot quit unexpectedly" crash on macos when C# thread references uninitialised variable
Labels: bug,platform:macos,topic:editor,topic:dotnet

### Godot version

v4.1.3.stable.mono.official [f06b6836a]

### System information

Godot v4.1.3.stable.mono - macOS 14.1.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

When referencing an uninitialised variable from eg. the _Ready() method from C# on MacOS the following error message is printed to the console (as expected):

```
E 0:00:00:0447   Main.cs:14 @ void Main._Ready(): System.NullReferenceException: Object reference not set to an instance of an object.
  <C# Error>     System.NullReferenceException
  <C# Source>    Main.cs:14 @ void Main._Ready()
  <Stack Trace>  Main.cs:14 @ void Main._Ready()
...
```


When the same call is done from inside a Thread() the app crashes and MacOS shows the "Godot quit unexpectedly" dialog for a report to be sent to Apple.

Running the same project on Windows prints an error message similar to the one above to the console, which is what I would have expected:

```
E 0:00:01:0006   Main.cs:15 @ void Main.<_Ready>b__1_0(): System.NullReferenceException: Object reference not set to an instance of an object.
<C# Error>     System.NullReferenceException
<C# Source>    Main.cs:15 @ void Main.<_Ready>b__1_0()
<Stack Trace>  Main.cs:15 @ void Main.<_Ready>b__1_0()
                 :0 @ void System.Threading.Thread.StartCallback()
...
```

### Steps to reproduce

Here's a small example to reproduce (example project attached):

```csharp
using Godot;
using System;
using System.Threading;

public partial class Main : Node3D
{
    // Node foo = new();
    Node foo;
    
    public override void _Ready()
    {
        // should generate:
        // Main.cs:<line> @ void Main._Ready(): System.NullReferenceException: Object reference not set to an instance of an object.
        // GD.Print("outside thread" + foo.GetChildren());
        Thread t = new Thread(() => GD.Print("within thread: " + foo.GetChildren()));
        t.Start();
    }

}
```


### Minimal reproduction project

[thread-crash.zip](https://github.com/godotengine/godot/files/13382980/thread-crash.zip)
Repository: PowerToys
Issue: Open path in console options
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

I would like to see the open the path in console button to be customizable, e.g., open in path in powershell. 

### Scenario when this would be used?

I would use this to open working-folders quicker in powershell.

### Supporting information

_No response_
Repository: flutter
Issue: I wish skipped targets were marked as "skipped" on the GitHub UI instead of omitted/missing
Labels: team-infra,P3,triaged-infra

### Is there an existing issue for this?

- [X] I have searched the [existing infra issues](https://github.com/flutter/flutter/issues?q=is%3Aopen+is%3Aissue+label%3Ateam-infra)

### Type of Request

feature request

### Infrastructure Environment

Cocoon

### What is happening?

## Background

My PR, https://github.com/flutter/engine/pull/47994, broke the Flutter engine build.

The root cause is even though I used the new `test: all` label, the Fuschia targets were guarded by a [(faulty) `runIfNot` clause](https://github.com/flutter/flutter/issues/138559). It would have helped the engine roller (and me) if skipped targets were marked as skipped instead of missing from the "checks" UI.

## Proposal

If possible, it would be nice to use the same UI as the "Third Party Deps Scan" check, i.e. mark the checks as skipped.

<img width="537" alt="Screenshot 2023-11-16 at 1 13 39 PM" src="https://github.com/flutter/flutter/assets/168174/7f22fc2f-e6de-4dea-bc04-1f7507583a36">

### Steps to reproduce

_No response_

### Expected results

_No response_
Repository: angular
Issue: Dark mode icon needed for dev tools in Firefox
Labels: area: devtools

### Is this a bug report or a feature request?

- [X] Bug Report
- [ ] Feature Request

### Please provide the steps to reproduce the issue [Bug Report only]

Open Angular Dev Tools in Firefox. Press F1 to open Settings. Set "Themes" to "Dark".

### Please provide the expected behavior vs the actual behavior you encountered [Bug Report only]

Angular icon should be clearly visible.

### Please provide a screenshot if possible [Bug Report only]

![image](https://github.com/angular/angular/assets/127752973/89c17ce5-10b1-4df1-be02-495170a15b15)


### Please provide the exception or error you saw [Bug Report only]

```true
Angular icon is black on a dark grey background.
```


### Is this a browser-specific issue? If so, please specify the device, browser, and version. [Bug Report only]

```true
As far as I can tell, it's specific to Firefox.
```
Repository: neovim
Issue: diagnostic signs disappear when entering insert mode
Labels: enhancement,needs:repro,diagnostic

### Problem

LSP diagnostic signs disappear one second after entering insert mode, only to reappear after leaving insert mode.

This leads thel code "jumping" when insert mode  is entered due to the sign column disappearing. 

This is the closest thing I could find in the help (the default seems to be what I want, but the behavior is unwanted since diagnostics *are* updated):

    :helpgrep update_in_insert
    update_in_insert: (default false) Update diagnostics in
    Insert mode (if false, diagnostics are updated on
    InsertLeave)

Similar issues:

1. [https://www.reddit.com/r/neovim/comments/10z4q16/lsp\_diagnostics\_disappear\_completely\_in\_insert/](https://www.reddit.com/r/neovim/comments/10z4q16/lsp_diagnostics_disappear_completely_in_insert/)
2. [https://vi.stackexchange.com/questions/42126/neovim-how-to-keep-the-diagnostic-message-in-insert-mode](https://vi.stackexchange.com/questions/42126/neovim-how-to-keep-the-diagnostic-message-in-insert-mode)

### Expected behavior

- No diagnostics should disappear when entering insert mode.
  - (All diagnostics that were shown before entering insert mode should stay visible until insert mode is leaved)
- No new diagnostics should appear while in insert mode.
Repository: flutter
Issue: [web] Remove `delegatesFocus` from our Shadow DOM
Labels: engine,platform-web,P2,c: tech-debt,team-web,triaged-web

Now that our text inputs are rendered outside of the shadow DOM, do we still need to set [`delegatesFocus: false`](https://github.com/flutter/engine/blob/aae07e989b0a031c1b1fd2739cd10757e7cbd67f/lib/web_ui/lib/src/engine/embedder.dart#L152)?
Repository: pytorch
Issue: Tensor.requires_grad_() does not trace with make_fx
Labels: triaged,oncall: pt2,module: ProxyTensor,pre_dispatch tracing,module: pt2-dispatcher

## Code example
```py
import torch
from functorch import make_fx
def f(x):
   y = x.clone()
   y.requires_grad_()
   return y

x = torch.randn([])
gm = make_fx(f, pre_dispatch=True)(x)
print(gm.code)
```
produces:
```py
def forward(self, x_1):
    clone = torch.ops.aten.clone.default(x_1);  x_1 = None
    return clone
```

The graph should probably have the `requires_grad_()` call in it (but it doesn't!)


cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305
Repository: flutter
Issue: [codesign] Create docs on how to rotate Apple keys
Labels: P2,from: postmortem,team-release,triaged-release

* Where to go to generate new Apple keys
* How to create calendar events to remind the team to rotate the keys ahead of time
* How to upload new keys to GCS and KMS
Repository: flutter
Issue: [codesign] Add README.md to include deployment info and links to various docs
Labels: P2,from: postmortem,team-release,triaged-release

* Cover deployment process
* Architecture overview of the tool
Repository: flutter
Issue: [codesign] Move prod builders off of latest version and use live
Labels: P2,from: postmortem,team-release,triaged-release

latest will pull the latest built artifact from CIPD. Instead, release engineers should gate the codesign.dart release by explicitly promoting good versions to "live"

If there's ever a breakage, this gives us the ability to rollback bad changes.
Repository: node
Issue: High memory consumption when piping between streams
Labels: stream,memory

### Version

Both v18.17.0 and v20.9.0

### Platform

Linux (hostname-ommitted) 6.2.0-36-generic #37~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Mon Oct  9 15:34:04 UTC 2 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

_No response_

### What steps will reproduce the bug?

```javascript
import { createReadStream, createWriteStream } from 'fs';

const srcPath = 'paht/to/some-100mb-file'
const dstPath = '/tmp/test-destination-stream'

const srcStream = createReadStream(srcPath)
const dstStream = createWriteStream(dstPath)

dstStream.on('drain', () => {
  // Simulates a slow WriteStream
  setTimeout(() => {
    srcStream.resume()
  }, 20)
})

srcStream.on('end', () => {
  console.log("srcStream.on('end')");
  dstStream.end()
})

let i = 0
srcStream.on('data', (chunk) => {
  dstStream.write(chunk, (error) => {
    // No errors occur, even if destination file is removed
    if (error) console.error(error);
  })
  srcStream.pause()
  console.log('on(data)', i++)
})

let j = 0
setInterval(() => {
  console.log('Keeping process alive', j++)
}, 3000);
```

### How often does it reproduce? Is there a required condition?

No. It always happens. By the way, I tried the ReadStream.pipe method, pipeline function and the manual piping above with readStream.on('data') and writeStream.on('drain'). All presented the same results.

### What is the expected behavior? Why is that the expected behavior?

Memory consumption should remain constant, approximately the size of a buffer, or little more than that.

This is because there's no reason to store old, consumed buffers in memory once they have already been written to the output.

### What do you see instead?

Memory consumption is ever-increasing until the end of the pipe operation. After it ends, no memory is released. So, there are two problems here: 1) high memory consumption during the pipe operation; 2) memory leak after the operation finishes.

### Additional information

I found this while working with the `aplay` program on Linux to play sounds. However, I changed the example program to simply copy a file from input to output path, and it still happens.
Repository: deno
Issue: Deno should block access to local network unless explicitly permitted
Labels: permissions,suggestion

Connecting to a local private IP without the user realizing it is quite straightforward in Deno: simply prompt the user for permission to a public domain that looks innocuous but that the attacker controls, and who has set the DNS records of that domain to point to the desired IP.

This isn't great for the attacker because they must know the IP beforehand. However there are some well known internal IPs that can serve juicy data for an attacker, like 169.254.169.254 (see [here](https://serverfault.com/questions/427018/what-is-this-ip-address-169-254-169-254)). So just for that reason it should not be so easy to do that in Deno.

However, what happens when wildcard subdomains https://github.com/denoland/deno/issues/6532 or URLPatterns https://github.com/denoland/deno/issues/17378 are usable in `--allow-net`?

Combine these with a cute DNS server controlled by the attacker that returns any desired IP for the A record, and the attacker can probe the entire network. Consider how this Plex DNS server works: 

```
$ dig 10-10-10-10.aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.plex.direct +short
10.10.10.10
```

source: https://words.filippo.io/how-plex-is-doing-https-for-all-its-users/

There are a number of factors combining to make a rather dangerous cocktail:

- wildcards in `--allow-net` (not implemented but indications are a [PR would be merged](https://github.com/denoland/deno/issues/6532#issuecomment-1111055431))
- if you don't specify a port in `--allow-net`, Deno assumes you mean "any port you want". That's great for probing. the network! 
- Deno doesn't check the resolved IP to see if it's a reserved or private IP.

I think the user should be prompted again, or should explicitly allow access to an internal IP if a permitted public domain resolves to a private IP.

Furthermore, I think not specifying a port should imply it's 80 or 443. If you want something else, specify it. If you really want to allow any port it should be possible too, but has to be made explicit.

Thanks!

✌️
Repository: excalidraw
Issue: window.ExcalidrawLib.Excalidraw is no longer exported in 0.17.0?
Labels: package:excalidraw

In 0.16.2 and earlier, `window.ExcalidrawLib.Excalidraw` was provided, but with 0.17.0 it doesn't seem to be provided anymore?

I haven't found a mention of this in the [changelog](https://github.com/excalidraw/excalidraw/releases/tag/v0.17.0) and the [documentation](https://docs.excalidraw.com/docs/@excalidraw/excalidraw/integration#browser) still mentions this as a supported integration.
Repository: godot
Issue: Control methods has_theme_font*() always returns true
Labels: discussion,confirmed,documentation,topic:gui

### Godot version

4.1.2 stable

### System information

Arch Linux

### Issue description

When making a call in a control script to the methods...
`has_theme_font(&"asid", &"fasdf")`
or
`has_theme_font_size(&"dasfd", &"asda")`
methods always return true even with absolutely no custom theme in use at all in project.
_(NOTE: Variable **name** and **theme_type** values, in examples above, are arbitrary)_

The above is not the case for the methods `has_theme_color`, `has_theme_constant`, `has_theme_stylebox`

### Steps to reproduce

1. Create new project
2. Add a Control node
3. Add script to Control node

Add the following code to the script...
```
func _ready() -> void:
	print("Color Type Exists: ", has_theme_color(&"aisujghfd", &"asdlkujfb"))
	print("Constant Type Exists: ", has_theme_constant(&"aisujghfd", &"asdlkujfb"))
	print("Font Size Type Exists: ", has_theme_font_size(&"aisujghfd", &"asdlkujfb"))
	print("Font Type Exists: ", has_theme_font(&"aisujghfd", &"asdlkujfb"))
	print("Stylebox Size Type Exists: ", has_theme_stylebox(&"aisujghfd", &"asdlkujfb"))
```

Run the scene.
Output should look like...
```
Color Type Exists: false
Constant Type Exists: false
Font Size Type Exists: true
Font Type Exists: true
Stylebox Size Type Exists: false
```


### Minimal reproduction project

Follow "Steps to Reproduce"
Repository: pytorch
Issue: Sympy reasoning with true division is broken
Labels: module: dependency bug,triaged

### 🐛 Describe the bug

Put this test in `test/test_dynamic_shapes.py`

```
    def test_sym_div_mul(self):
        shape_env = ShapeEnv()
        s0 = create_symint(shape_env, 10)
        r = (s0 ** 2) / 2 * 2
        self.assertTrue(bool(r == 100.0))
```

It fails

```
======================================================================
FAIL: test_sym_div_mul (__main__.TestPySymInt)
----------------------------------------------------------------------
Traceback (most recent call last):
  File "/data/users/ezyang/a/pytorch/torch/testing/_internal/common_utils.py", line 2536, in wrapper
    method(*args, **kwargs)
  File "/data/users/ezyang/a/pytorch/test/test_dynamic_shapes.py", line 409, in test_sym_div_mul
    self.assertTrue(bool(r == 100.0))
  File "/data/users/ezyang/a/pytorch/torch/__init__.py", line 361, in __bool__
    return self.node.bool_()
  File "/data/users/ezyang/a/pytorch/torch/fx/experimental/sym_node.py", line 384, in bool_
    return self.guard_bool("", 0)
  File "/data/users/ezyang/a/pytorch/torch/fx/experimental/sym_node.py", line 340, in guard_bool
    r = self.shape_env.evaluate_expr(self.expr, self.hint, fx_node=self.fx_node)
  File "/data/users/ezyang/a/pytorch/torch/fx/experimental/recording.py", line 226, in wrapper
    return fn(*args, **kwargs)
  File "/data/users/ezyang/a/pytorch/torch/fx/experimental/symbolic_shapes.py", line 3350, in evaluate_expr
    assert static_expr == hint, f"{static_expr} != {hint}"
AssertionError: False != True
```

The proximal cause of the problem is 

```
>>> x = sympy.Symbol('x', positive=True, integer=True)
>>> sympy.Eq(((x ** 2) / 2) * 2, 100.0)
False
```

Probably fixed by https://github.com/sympy/sympy/pull/25875

### Versions

main
Repository: godot
Issue: Why HTML export loads in a cascade of copies of dependencies?
Labels: platform:web,topic:porting,documentation

### Godot version

4.1

### System information

web

### Issue description

When loading a godot project on the web, there is the endpoint, the html file, that calls the main javascript file, that coordinates all the wasm bootstrap.

That bootstrap loads several instances of the same file, in a cascade, and that is proved on the http server because the files are re-requested indeed.

What i argue is that if, it is really needed to have all that instances, to do that locally as copies of the already first instance downloaded, or, to download then concurrently, to improve the loading flow.

Because of the cascade nature, it only finishes loading when all load after linear sucessive serie. 

If i am correct and there is a way to improve in that direction, we can for sure have at least a 50% load speedup.

![image](https://github.com/godotengine/godot/assets/32851924/f7340acb-b012-425f-80ee-3efab8aa5263)

Well?

### Steps to reproduce

Load a html export and inspect the network

### Minimal reproduction project

Any
Repository: yt-dlp
Issue: Use domain names for generic sites in the archive to ensure uniqueness
Labels: enhancement,triage,core:extractor

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

The id used in the archive file is sometimes just a 6-digit string. That creates overlap potential where yt-dlp thinks a new video was downloaded in the past.

I've just checked my archive file, and some entries are almost bound to overlap:

> `generic index`

> `generic hls`

I've seen the workaround with overriding the id in https://github.com/yt-dlp/yt-dlp/issues/3259#issuecomment-1085709939, but why not simply use the domain name instead of "generic" in the archive to avoid the uniqueness problem?

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_