sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Odd Rigidbody collisions against static body trimesh used in gridmap
Labels: bug,topic:physics,needs testing

### Tested versions

Reproducible in v4.1.2.stable.official [399c9dc39]


### System information

Windows 10 - Godot v4.1.2.stable.official [399c9dc39]

### Issue description

While moving across a flat plane created using gridmap filled with simple boxshape tilesets, the rigidbody collides with the border of the tiles, causing the rigidbody to jump up, get moved to the side, or in the worst cases seems to be unable to crossover the edge along several tiles in a specific axis unless the rigidbody pushes past it with sufficient force or just hops over it.

### Steps to reproduce

create a boxshape mesh and then use the 'Mesh' button at the top of the viewport to create a trimesh static body. Turn that into a Tileset and then use it to make a flat floor in a Gridmap. Create a rigidbody player, have the camera and rigidbody rotate based on mouse movement and control it to move on the flat plane. 

In the MRP I've provided, I've essentially setup 2 rows of tiles that the rigidbody can walk on and the ability to direct the rigidbody towards the direction where the camera is pointing. Just moving forward with 'w', the rigidbody will slowly get pushed off the tiles. 
To recreate the third case where the rigidbody can't move past the edge along a specific axis, you need to move forward on one row and slightly tilt the camera towards the other row, the camera will rotate correctly but the rigidbody won't be able to cross the boundary to the other row and just rides against it until it hits a bump which forces the rigidbody to hop over the edge, or the camera is rotated further towards the other row. I'm assuming that the rigidbody created does not have enough force to move against the edge between the two rows until the camera is turned to a certain point.

### Minimal reproduction project (MRP)

[3DPlatformer - Copy.zip](https://github.com/godotengine/godot/files/13935205/3DPlatformer.-.Copy.zip)
Repository: angular
Issue: Hydration resets state of reactive forms
Labels: area: core,area: forms,P3,feature: under consideration,core: hydration

### Which @angular/* package(s) are the source of the bug?

forms, platform-server

### Is this a regression?

Yes

### Description

Ran into this when upgrading my Angular app to 16 and replacing [Angular Preboot](https://github.com/angular/preboot) with hydration.

When an SSR'd application renders and the user interacts with some reactive form elements, these form elements are reset to their initial state when the app fully bootstraps. This makes sense since the Angular reactive forms aren't active while the app is bootstrapping.

Angular Preboot used to fix this by replaying (? - not sure exactly how it worked) the DOM events, so the form state would be re-entered when the page was transitioned from the SSR view to the client-rendered view.

This functionality doesn't seem to be available in Angular 16 or 17 with client hydration. This makes the UX for SSRed pages with forms (eg. a login page) pretty bad, as the form can empty itself in the middle of a user typing.

### Please provide a link to a minimal reproduction of the bug

https://github.com/henry-alakazhang/hydration-form-repro

### Please provide the exception or error you saw

```true
- Run `yarn start` to serve the application with SSR and hydration
- Throttle network in browser to make sure there's a delay between initial load and client hydration
- Modify the form controls while the app is bootstrapping

Expected:
- Both inputs retain their values after hydration

Actual:
- The input with a `FormControl` is reset to the default `FormControl` value.
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.0.10
Node: 18.19.0
Package Manager: yarn 1.22.19
OS: darwin arm64

Angular: 17.0.9
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, platform-server
... router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1700.10
@angular-devkit/build-angular   17.0.10
@angular-devkit/core            17.0.10
@angular-devkit/schematics      17.0.10
@angular/cli                    17.0.10
@angular/ssr                    17.0.10
@schematics/angular             17.0.10
rxjs                            7.8.1
typescript                      5.2.2
zone.js                         0.14.3
```


### Anything else?

_No response_
Repository: ant-design
Issue: Table 组件开启虚拟滚动后卡顿
Labels: Inactive,unconfirmed

### Reproduction link

[https://ant.design/components/table-cn#components-table-demo-virtual-list](https://ant.design/components/table-cn#components-table-demo-virtual-list)

### Steps to reproduce

在 Chrome 下限制性能为 4× slowdown 时出现严重卡顿，滑动过程中 FPS 低于 30

### What is expected?

同样测试了 rc-table 在同样的条件下 FPS 稳定 50 无跳帧情况

### What is actually happening?

Table 组件开启虚拟滚动后 滑动时出现严重卡顿

| Environment | Info |
| --- | --- |
| antd | 5.13.0 |
| React | 18.2.0 |
| System | macOS Ventura 13.4 |
| Browser | Chrome 120.0.6099.129 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Code actions menu changes scroll position
Labels: debt,editor-code-actions

(see recording)

* select code towards the top of the screen
* open code actions menu via `cmd+.`
* :bug: the scroll position changes


https://github.com/microsoft/vscode/assets/1794099/7cd26f51-a9f6-4d1c-a563-febbf254cb98
Repository: go
Issue: x/tools/gopls: completions favour imports over local variables once a second letter is typed
Labels: gopls,Tools,gopls/completion

### gopls version

v0.14.2

### go env

```shell
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/ubuntu/.cache/go-build"
GOENV="/home/ubuntu/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/ubuntu/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/ubuntu/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.19"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/ubuntu/work/go_example/go.mod"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build4259290323=/tmp/go-build -gno-record-gcc-switches"
```


### What did you do?

For reproduction, I made a simple project by:
1. Creating a new directory
2. Running `go mod init go_example` in it.
3. Creating a file `hello.go` with following contents:
```go
package main

import "fmt"

func main() {
    resourceName := "XYZ"
    fmt.Printf("Resource name: %v\n")
}
```

To reproduce, I started typing the name of the variable as the second argument to fmt.Printf, i.e.:
```go
    fmt.Printf("Resource name: %v\n", r)
    #                new characters ^^^
```
which produces a reasonable list of completions:
![image](https://github.com/golang/go/assets/6032823/7e1243e6-962e-4c07-8663-98fa8e3ee968)

But then I type a second letter i.e.:
```go
    fmt.Printf("Resource name: %v\n", re)
    #                new characters    ^
```
and the order of completions becomes less useful:
![image](https://github.com/golang/go/assets/6032823/26096622-d2dd-41ed-8eab-400333537876)


### What did you see happen?

Once I started typing more than one letter of the variable name, import names started being favoured over the local variable name, which keeps happening up until I type "resource":
![image](https://github.com/golang/go/assets/6032823/9be7e0ea-0ec6-4cf8-b8fe-21a7799210dc)
![image](https://github.com/golang/go/assets/6032823/91804b0c-c51c-4f93-a19c-41599e55cdb8)


### What did you expect to see?

I expected `resourceName` local variable to be shown as the first completion over the imports.

### Editor and settings

Sublime Text with LSP-gopls extension (v1.14.2) using default settings.

### Logs

[gopls.log](https://github.com/golang/go/files/13936666/gopls.log)
Repository: TypeScript
Issue: Files in `outDir` don't use their respective `tsconfig.json` for go to definition when outside of included files
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

outdir declarations dts tsconfig.json moduleresolution bundler node16

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

N/A

### 💻 Code

```ts
/// <reference path="../fourslash.ts" />

// @Filename: /tsconfig.json
////{
////    "compilerOptions": {
////        "strict": true,
////        "moduleResolution": "node16",
////        "module": "node16",
////        "rootDir": "./src",
////        "outDir": "./dist",
////        "declaration": true
////    },
////    "include": ["src/*"]
////}

// @Filename: /package.json
////{
////    "name": "a",
////    "exports": {
////        ".": "./dist/index.js",
////        "./thing": "./dist/thing.js"
////    }
////}

// @Filename: /src/index.ts
////export { thing } from /*src*/"a/thing";

// @Filename: /src/thing.ts
////export const thing = "thing";

// @Filename: /dist/index.d.ts
////export { thing } from /*dist*/"a/thing";

// @Filename: /dist/thing.d.ts
////export declare const thing = "thing";

verify.baselineGoToDefinition("src", "dist");
```


### 🙁 Actual behavior

Definition for the marker `/*src*/` gets resolved correctly but the one for `/*dist*/` doesn't.The definition

### 🙂 Expected behavior

Both markers should work here. Since this repro doesn't have any source/declaration maps, I'd probably expect the `/*dist*/` marker to get resolved with `/dist/thing.d.ts`

### Additional information about the issue

I also wonder what should happen for files within `outDir` that don't map directly to source files (a common thing for libraries that don't use `tsc` for emit).

cc @andrewbranch 

It's also worth noting that the test runner crashes when no definition is found:
```
  1) fourslash-server tests
       tests/cases/fourslash/server/definitionSpan.ts
         fourslash-server test definitionSpan.ts runs correctly:
     TypeError: Cannot read properties of undefined (reading 'start')
      at SessionClient.decodeSpan (src/harness/client.ts:656:18)
      at SessionClient.getDefinitionAndBoundSpan (src/harness/client.ts:406:28)
```
Repository: flutter
Issue: [Android] App is crashing in production: `IndexOutOfBoundsException: invalid composing start`
Labels: a: text input,c: crash,platform-android,engine,a: production,P2,needs repro info,team-android,triaged-android

### Steps to reproduce

no idea, found in sentry

### Expected results

no crash

### Actual results

![grafik](https://github.com/flutter/flutter/assets/16635729/07adfcab-37ae-4861-b4b0-f85766ab5bcb)


### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

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


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.16.5, on Microsoft Windows [Version 10.0.19045.3930], locale de-DE)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.7.3)
[√] Android Studio (version 2022.3)
[√] VS Code (version 1.85.1)
[√] Connected device (3 available)
[√] Network resources
```

</details>
Repository: angular
Issue: Support setting Application Badge from Service workers
Labels: feature,area: service-worker,feature: votes required

### Which @angular/* package(s) are relevant/related to the feature request?

service-worker

### Description

Currently you can use Push notification for displaying notification messages. But it is not possible to change application badge from push notification when application is not started. 
You can use setAppBadge from SwPush.messages, but this only works when application is already running. 


### Proposed solution

Support setting application badge natively in ngsw-worker.js. New push payload would look something like this:
```typescript
{
  "notification": {
    "actions": NotificationAction[],
    ....
  },
  "appBadge": number | undefined
}
```
If appBadge property is not set nothing will happened, but if it is set, then inside "push" event, self.navigator.setAppBadge should be called with value of "appBadge". Setting "appBadge" to 0, will clear badge.


### Alternatives considered

Now the only way to change application badge when application is offline is to use custom service worker to handle "push" event and then import ngsw-worker.js. But I'm not sure that even this will work on WebKit, because as stated in https://webkit.org/blog/14112/badging-for-home-screen-web-apps/ and if I understand correctly, both showNotification and setAppBadge must be 'promise' from same "push" event.
Repository: tauri
Issue: [bug] Please update linuxdeploy in tauri-apps/binary-releases
Labels: type: bug,platform: Linux,status: needs triage

### Describe the bug

I couldn't build AppImages, because I hit this linuxdeploy bug: https://github.com/linuxdeploy/linuxdeploy/issues/241

### Reproduction

On Linux, with no `root` permissions:

```bash
$ mkdir foobin
$ cat << E0F > ./foobin/foo
#!/bin/bash
echo "Foo"
E0F
$ ln -s ./foobin/foo ./publicfoo
$ export PATH="$(pwd):${PATH}"
$ sudo chown -R root:root ./foobin
$ sudo chmod -R 700 ./foobin
```

Then try to do a Tauri build.

### Expected behavior

Build AppImages successfully, with a recent version of `linuxdeploy`.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Fedora 39.0.0 X64
    ✔ webkit2gtk-4.0: 2.42.3
    ✔ rsvg2: 2.57.1
    ✔ rustc: 1.75.0 (82e1608df 2023-12-21)
    ✔ cargo: 1.75.0 (1d8b05cdd 2023-11-20)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 21.5.0
    - pnpm: 8.14.1
    - yarn: 1.22.21
    - npm: 10.2.4

[-] Packages
    - tauri [RUST]: 1.5.2
    - tauri-build [RUST]: 1.5.0
    - wry [RUST]: 0.24.4
    - tao [RUST]: 0.16.5
    - @tauri-apps/api [NPM]: 1.5.1
    - @tauri-apps/cli [NPM]: 1.5.6

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: React
    - bundler: Vite
```



### Stack trace

```text
Error failed to bundle project: error running appimage.sh
```


### Additional context

The linuxdeploy bug was fixed in https://github.com/linuxdeploy/linuxdeploy/pull/242

A recent version of linuxdeploy would fix the issue.

`tauri-builder` is using the latest `linuxdeploy` release from https://github.com/tauri-apps/binary-releases:

https://github.com/tauri-apps/tauri/blob/5cb196976e5c84f2a34a34018e957424105cf42f/tooling/bundler/src/bundle/linux/templates/appimage#L73
Repository: godot
Issue: The skeleton may not presented as what it looks like in Godot Engine Canvas when processed in UV editor. Sometimes Godot crash.
Labels: bug,topic:editor,needs testing,crash,topic:3d

### Tested versions

- Reproducible in: 4.2.stable

### System information

Godot v4.2.stable.mono - Windows 10.0.23615 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.4601) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

The bones in 2D skeleton may not be presented as what it looks like in the canvas when processed in the uv editor. When you try to whitdraw such a step, the Godot Engine may crash.
![What it should be](https://github.com/godotengine/godot/assets/80097831/9ad87d88-45b4-455d-b2d2-e503eb37566d)

![What it looks like in UV editor](https://github.com/godotengine/godot/assets/80097831/3e259175-9b82-4577-832f-ebf8dc83778e)

Sometimes can meet the condition that the bone points to another angle that it should not be and still can control the polygon that is binded with a false angle.

### Steps to reproduce

1. Generate the Polygon2Ds as what the document shows.
2. Generate the bones and make rest pose
3. Bine the polygons to the bones.
4. Remove/Edit some of the skletons that is unexpected
5. Now the bug map happen in the UV editor.
6. Or when you try to withdraw the operations, the program may crash.

### Minimal reproduction project (MRP)

[Godot_bug.zip](https://github.com/godotengine/godot/files/13938235/Godot_bug.zip)
Repository: PowerToys
Issue: FancyZones ignores SmartDVB64 window
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

I use a DVB tuner software (SmartDVB64) but when is in window without border the fancyzones (and windows native manager) dont recognize it since several PowerToys versions ago.

### ✔️ Expected Behavior

SmartDVB64 window managed with fancyzones to some selected zone.

### ❌ Actual Behavior

ignores the SmartDVB64 window at all

### Other Software

SmartDVB64
Repository: vscode
Issue: Firefox: buttons/links trigger on `click` when dragged from editor
Labels: bug,editor-drag-and-drop,confirmed,web,firefox

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- VS Code Version: 1.85.1
- Server OS Version: Windows 11
- Browser Version: Firefox 121.0.1
- OS Version: macOS 13

Steps to Reproduce:

1.  Run `code serve-web`.
2. Open a file on the browser.
3. Highlight some text, but before lifting the mouse button, move it to a button on the sidebar.

Intended Behavior

1. The click should not occur on the sidebar.
Repository: react
Issue: [DevTools Bug]: Source map error: URL: react_devtools_backend_compact.js.map
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

https://github.com/avenida714/alec-synth/blob/dccf984d89ae44558c70ff93dfa03b1227d5df5b/src/App.jsx#L63-L64C17

Link found on the vite getting started page: https://stackblitz.com/edit/vitejs-vite-zff6zx?file=src%2FApp.jsx&terminal=dev

### Repro steps

⚠️ This is not my code (not public) ⚠️. While I searched for this error I stumble upon this repo. I had this issue when adding the plugin for first time.

1. Open the website
2. Open console
3. See the error

### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: tauri
Issue: re-access microphone
Labels: type: feature request

### Describe the problem

When you first enter the application, if the user wants to interact with the microphone or camera, a banner will appear asking for access, the problem is that if the user denies access to the device, there is no way to give the device access in the future. In the browser this can be done in the settings, but how to do this in the Tauri application?

### Describe the solution you'd like

I would like to have some method to re-call the access request banner

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: storybook
Issue: [Documentation]: Theming Page leading to unneed package installs
Labels: documentation

### Describe the problem

The Theming section in docs tells you to install using `npm install --save-dev @storybook/manager-api@next @storybook/theming@next` this is already installed for you through `"node_modules/@storybook/addon-essentials"` and `"node_modules/@storybook/blocks"` in storybook 7.6. Installing as per documentation leads to font and emotion issue mentioned in this old issue - https://github.com/storybookjs/storybook/issues/18742. 

I'm using Storybook 7.6  with vue 3 and vite. tested in my work project and fresh project and received same errors after install.

### Additional context

_No response_
Repository: ollama
Issue: Find model by hash
Labels: feature request

I have downloaded a model which can no longer be found.

I know the hash is `5af5443c09e4`, how can I find that again?

It's `dolphin2.1-mistral:latest`, but I don't know what `latest` actually means, it could be many versions over time.
Can I recover other tags on that build?