sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: GDShader documentation comments for per-`instance uniform` does not show in inspector
Labels: bug,topic:editor,topic:shaders

### Tested versions

- Reproducible in v4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Ubuntu 24.04 LTS 24.04 - X11 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 5500 (BDW GT2) - Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 Threads)

### Issue description

Support for showing GDShader documentation comments in the inspector was added by #90161, addressing godotengine/godot-proposals#7846.
However the PR only handles regular `uniform` docs, not `instance uniform`.
I was told by @Calinou to open this:
> I suggest opening an issue on the main Godot repository for this. I consider this a bug, since I'd expect per-instance uniforms to be documentable the same way.
> Global uniforms don't appear in the inspector (but appear in the project settings instead), so documenting them would need a separate proposal.

### Steps to reproduce

```glsl
/** Should we also somehow show documentation for the whole shader file here? */
shader_type spatial;

/** [i]Already[/i] shows documentation for this per-[Material] [code]uniform[/code].
 * Supports [b]BBCode[/b] and stuff.
 */
uniform vec4 material_color : source_color = vec4(1.0, 0.5, 0.0, 1.0);

/** [i]Should[/i] show documentation for this per-[code]instance[/code] uniform.
 * Supporting [b]BBCode[/b] and stuff.
 */
instance uniform vec4 instance_color : source_color = vec4(0.0, 2.5, 0.0, 1.0);

void fragment() {
	ALBEDO = material_color.rgb;
	EMISSION = instance_color.rgb;
}

```

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Assigning imported ..gltf / .glb Root Type to a Custom Class which extends from another Custom Class fails.
Labels: bug,topic:import

### Tested versions

- Reproduced in 4.2.stable, 4.3.rc1, 4.3.rc2, 4.3.rc3, and 4.3.stable.

### System information

Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 32.0.15.6081) - 13th Gen Intel(R) Core(TM) i7-13700KF (16 Threads)

### Issue description

If a class extends from another custom class, setting an imported .gltf / .glb to use said class as a root node fails.

The first class has the following code (Simplified for this example):
```gdscript
extends Node3D

class_name OuterClass

```

The second class is the following:
```gdscript
extends OuterClass

class_name InnerClass

# When attempting to load this class on Import, it generates the error "Cannot get class "OuterClass""

```

When attempting to assign the Root Type of an imported scene (in this example a .glb) to InnerClass, the editor reports the error that "Cannot get class 'OuterClass'."

However, when changing the second class to use a file path instead of a class name after extends, the code works fine.

```gdscript
extends "res://outerClass.gd"

class_name innerClass

# This one works.
```

The class assignment seems to work fine when creating a new node in the editor and only produces this error when assigning the node type to an imported file.

I would expect that assigning this class to a .gltf / .glb should not be dependent on whether a class name or file path is used for the extension. 

Note: I only tested this with .gltf and .glb files.

### Steps to reproduce

To view the error you can open the minimal reproduction project and try to reimport the file "Cube.gltf". Doing so will report an error on the output bar. This error can be fixed by changing the class of the cube to "innerClassWorking".

### Minimal reproduction project (MRP)

[ClassAssignmentTest.zip](https://github.com/user-attachments/files/16629326/ClassAssignmentTest.zip)
Repository: react-native
Issue: Flatten margin styles are not properly overriding when applied from specific to general properties
Labels: Issue: Author Provided Repro

### Description

By flattening the styles `{ marginTop: 15 }` and `{ marginVertical: 0 }`, it results in a component with `margin: 0`, however a "ghost" hidden component retains the `marginTop: 15`. A complete description can be found here https://github.com/HathorNetwork/hathor-wallet-mobile/issues/532.

### Steps to reproduce

Use the flatten style syntax with a `flag` in a component, like: `style={[{ marginTop: 15 }, flag && { marginVertical: 0 }]}`

### React Native Version

0.75.1 (Verified it happens on latest version)

### Affected Platforms

Runtime - Android, Runtime - iOS

### Output of `npx react-native info`

```text
System:
  OS: macOS 14.5
  CPU:
  Memory:
  Shell:
    version: "5.9"
    path:
Binaries:
  Node:
    version: 20.16.0
    path:
  Yarn:
    version: 3.7.0
    path:
  npm:
    version: 10.8.1
    path:
  Watchman: Not Found
Managers:
  CocoaPods: Not Found
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.5
      - iOS 17.5
      - macOS 14.5
      - tvOS 17.5
      - visionOS 1.2
      - watchOS 10.5
  Android SDK:
    API Levels:
      - "30"
      - "31"
      - "32"
      - "33"
      - "33"
    Build Tools:
      - 30.0.2
      - 30.0.3
      - 31.0.0
      - 33.0.0
      - 33.0.2
      - 34.0.0
    System Images:
      - android-30 | Google APIs ARM 64 v8a
      - android-31 | Google APIs ARM 64 v8a
      - android-32 | Google APIs ARM 64 v8a
      - android-33 | Google APIs ARM 64 v8a
      - android-33 | Google Play ARM 64 v8a
    Android NDK: Not Found
IDEs:
  Android Studio: 2022.1 AI-221.6008.13.2211.9619390
  Xcode:
    version: 15.4/15F31d
    path:
Languages:
  Java:
    version: 11.0.19
    path:
  Ruby:
    version: 2.6.10
    path:
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.5
    wanted: 0.72.5
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: Not found
  newArchEnabled: Not found
iOS:
  hermesEnabled: Not found
  newArchEnabled: Not found
```


### Stacktrace or Logs

```text
Not needed.
```


### Reproducer

https://snack.expo.dev/@alexruzenhack/margin-rules-application
https://github.com/dream-sports-labs/reproducer-react-native

### Screenshots and Videos

The images are in this issue: https://github.com/HathorNetwork/hathor-wallet-mobile/issues/532
Repository: godot
Issue: PS5 controller doesn't work in 4.3-stable
Labels: bug,platform:macos,confirmed,topic:input,regression

### Tested versions

- Reproducible in: 4.3-stable. - Not reproducible in: 4.2-stable.

### System information

Godot v4.3.stable - macOS 14.3.1 - GLES3 (Compatibility) - Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

PS5 controller no longer registers any inputs after updating from Godot 4.2-stable to 4.3-stable. No errors in console. Installed 4.2 again and confirmed the PS5 controller works again in that version.

### Steps to reproduce

Run "2D Platformer Demo" in Godot 4.3-stable w/ a PS5 controller connected and try playing w/ PS5 controller.

### Minimal reproduction project (MRP)

[2d_platformer.zip](https://github.com/user-attachments/files/16629678/2d_platformer.zip)
Repository: ollama
Issue: Full(er) JSON Schema support for tool calling
Labels: feature request,api

Currently `parameters` in tool definition is a very limited subset of a JSON Schema. This makes it non-compatible with OpenAI (https://github.com/ollama/ollama/issues/6155) and it general it makes it really hard to use it because you cannot pass JSON Schema as `parameters` but have to manually map to the API structure tool definition expects. Good enough if you are manually making a tool definition, but hard if you have automatic process to generate JSON Schema (for example, I use https://github.com/invopop/jsonschema Go package to generate JSON Schema from Go struct automatically, which works great with other API providers like OpenAI).

So I would suggest that API is relaxed to get embedded JSON Schema and not just fixed structure it currently allows.
Repository: PowerToys
Issue: Feature request: Right click on folder to add to path
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

I often install software with winget that doesn't add the program to the file system path. I use powertoys to add these objects to my path. It would be nice if I could right click on a folder in explorer and add it to the path as well.

### Scenario when this would be used?

Installing software which doesn't modify the path so it can be called from powersehll

### Supporting information

_No response_
Repository: rust
Issue: Nit: E0599 help suggests removing arguments instead of argument list
Labels: A-diagnostics,T-compiler

### Code

```Rust
#[allow(dead_code)]
fn main() {
    struct X {
        y: bool,
    }
    let y = true;
    let _ = X{ y }.y();
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0599]: no method named `y` found for struct `X` in the current scope
 --> src/main.rs:7:20
  |
3 |     struct X {
  |     -------- method `y` not found for this struct
...
7 |     let _ = X{ y }.y();
  |                    ^-- help: remove the arguments
  |                    |
  |                    field, not a method

For more information about this error, try `rustc --explain E0599`.
error: could not compile `playground` (bin "playground") due to 1 previous error
```


### Desired output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0599]: no method named `y` found for struct `X` in the current scope
 --> src/main.rs:7:20
  |
3 |     struct X {
  |     -------- method `y` not found for this struct
...
7 |     let _ = X{ y }.y();
  |                    ^-- help: remove the argument list
  |                    |
  |                    field, not a method

For more information about this error, try `rustc --explain E0599`.
error: could not compile `playground` (bin "playground") due to 1 previous error
```


### Rationale and extra context

the arguments are the individual elements of the arguments list, this is technically incorrect.

### Other cases

_No response_

### Rust Version

```Shell
1.80.1
```


### Anything else?

_No response_

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Repository: pytorch
Issue: Dev environment does not support windows
Labels: module: build,module: windows,triaged

### 🐛 Describe the bug

Hi,

Just a quick question, why the project does not seem to support the development on Windows?

- I had many difficulties installing the tools required for CUDA development, forcing me to skip using a GPU during development.
- The CI failed on few of my pull requests due to linting but linting on Windows is near impossible:
  - There is not public `lintrunner` wheel on Pypi for Windows amd64.
  - The CLANGFORMAT fails because no Windows configuration is provided in `tools/linter/adapters/s3_init_config.json`.
    I don't know if that could be of any help but `clang-format` and `clang-tidy` at least are available as python wheels from pypi.

There is a reason for sure, could you communicate on it?

I tried my best to fill the gaps but my understanding of the PyTorch repo is not enough. For `tools/linter/adapters/s3_init_config.json` I don't really know what I am supposed to do. In the meantime, I'll move to linux or a dev-container.

Many thanks!

### Versions

main

cc @malfet @seemethere @peterjc123 @mszhanyi @skyline75489 @nbcsm @iremyux @Blackhex
Repository: pytorch
Issue: Binary Cross Entropy crashes kernel on apple silicon with singleton dimensions
Labels: module: crash,triaged,module: mps

### 🐛 Describe the bug

`torch.nn.functional.binary_cross_entropy` crashes when the values have singleton dimensions. This error cannot be caught.

Sample code:
```python
import torch
import torch.nn.functional

device = "mps"

pred = torch.ones([2, 1, 3], device=device, requires_grad=True) * 0.5
target = torch.ones([2, 1, 3], device=device)
loss = torch.nn.functional.binary_cross_entropy(pred, target, weight=None, reduction="none")
loss.sum().backward()
```

This just sets up running binary_cross_entropy on predictions of 0.5 and targets of 1. I wasn't able to capture the result of this exact example, but here's an stderr dump from a similar situation in my project:
```
error: input types 'tensor<64x637x1xf32>' and 'tensor<64x637xf32>' are not broadcast compatible
LLVM ERROR: Failed to infer result type(s).
```

I am guessing the apple silicon implementation incorrectly squashes those singleton dimensions (e.g. from 64x637x1 to 64x637).

In the given example, if you change device to cpu or change the shape to [2, 3] then it succeeds. If you change shape to [2, 3, 1] or [1, 2, 3] then it still crashes.

### Versions

```
Collecting environment information...
PyTorch version: 2.3.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 14.1 (arm64)
GCC version: Could not collect
Clang version: 15.0.0 (clang-1500.3.9.4)
CMake version: Could not collect
Libc version: N/A

Python version: 3.11.9 (v3.11.9:de54cf5be3, Apr  2 2024, 07:12:50) [Clang 13.0.0 (clang-1300.0.29.30)] (64-bit runtime)
Python platform: macOS-14.1-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 M3 Pro

Versions of relevant libraries:
[pip3] mypy==1.10.0
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.24.0
[pip3] torch==2.3.0
[conda] Could not collect
```

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: rust
Issue: `std::thread::sleep` does not document its interaction with signals
Labels: T-libs-api,A-docs,T-libs

### Location

`std::thread::sleep`

### Summary

POSIX permits the C function `sleep` to be implemented using the `SIGARLM` signal ([`sleep(3)`](https://www.man7.org/linux/man-pages/man3/sleep.3.html)), meaning it is non-portable to mix use of that signal with sleep. The `nanosleep` function, which `std::thread::sleep` uses, is required by POSIX not to interfere with signals ([`nanosleep(2)`](https://www.man7.org/linux/man-pages/man2/nanosleep.2.html)), so it should in fact be OK currently to mix `std::thread::sleep` with `SIGALRM`. However, this is not actually documented. Given that the Rust function is called "sleep" it is easy to be concerned that there might be a problem.

Could `std::thread::sleep` make a documented commitment not to interfere with `SIGALRM`?
Repository: TypeScript
Issue: Allow type annotations in .js files in preparation for Type Annotations proposal
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

allow js file extension

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

Add an option to allow removing the error "[some feature] can only be used in TypeScript files"

Previous discussion: #10939

The compiler option would allow consuming `.js` files as if they were `.ts` files, but with some differences (see below). All type-checking, type-stripping, and code emitting features would remain as-is.

### 📃 Motivating Example

The [Type Annotations proposal](https://github.com/tc39/proposal-type-annotations) is the definite future of JavaScript.

This feature would:

* Enable incremental adoption of the Type Annotations proposal by users
* Enable incremental support of Type Annotations in the TypeScript compiler
* Possibly help push that proposal forward a little more quickly by increased usage
* Spread word that this proposal exists by gaining compiler support in tsc and its release notes

It's true that the exact syntax isn't definite yet, and it will probably be at least somewhat different than current TypeScript syntax.

However, that's exactly why adding initial support for plain TypeScript would not interfere with its eventually sealed syntax.

In other words, the initial support would simply parse it as "typed-javascript" but the TypedJavaScript parser would currently be exactly the same as the TypeScript parser for the time being, and allow gradual differentiation.

It would also be a good opportunity to allow TypedJavaScript mode to disallow namespaces, enums, constructor fields, etc.

### 💻 Use Cases

1. What do you want to use this for?

Writing future-ready JavaScript.

3. What shortcomings exist with current approaches?

It doesn't take into account the pending type annotation proposal.

5. What workarounds are you using in the meantime?

I can *almost* get this working with some VS Code hacks, but then `tsc` complains as soon as I run it.
Repository: yt-dlp
Issue: Make --concat-playlist work with playlists that have mixed subtitles
Labels: enhancement,triage,core:post-processor

### 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

When using for example this command 

`yt-dlp https://www.youtube.com/playlist?list=PL2BytBFJP1lWUNUYEwD9i5oQ4LicAntSu --embed-sub --sub-lang en --concat-playlist always  `

it fails with "ERROR: The files have different streams/codecs and cannot be concatenated. Either select different formats or --recode-video them to a common format"
Problem being that Intro and Credits in this Playlist don't contain a subtitle stream.  

It would be nice if yt-dlp would identify this problematic before using concat and automatically adding empty bogus-subtitle-streams to the input-files so that the --concat-playlist can be successful.  
Fixing this manually afterwards even with ffmpeg gives me much headaches.  
When using ffmpeg concat it also fails because the same reason.  
Couldn't find a solution so far in bringing those files together with embedded subtitles. 

### 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

```shell
[EmbedSubtitle] There aren't any subtitles to embed
ERROR: The files have different streams/codecs and cannot be concatenated. Either select different formats or --recode-video them to a common format
```
Repository: godot
Issue: Windows ARM64 version of Godot 4.3 duplicates UI when selecting Renderer on new project
Labels: bug,platform:windows,topic:rendering,topic:porting

### Tested versions

Reproducible in any Windows ARM64 version of version 4.3

### System information

Windows 11 ARM64, Snapdragon X Elite with 15.6" OLED with 2880 x 1620

### Issue description

UI duplicates and shifts UI hit points in the project selection UI. 
It's very hard to select anything else when it's in this state.

Resizing the window will force a UI refresh and it will fix the issue.

### Steps to reproduce

1. Start Godot
2. Click the "+Create" button
3. Select "Mobile" Renderer

This is what it looks like.
![image](https://github.com/user-attachments/assets/559953a3-5408-431a-8f06-d0de71420161)


### Minimal reproduction project (MRP)

Doesn't apply.
Repository: vscode
Issue: Allow multi-select for REPL / interactive window
Labels: feature-request,interactive-window

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Currently there is multi-select enabled for VS Code notebooks:
<img width="285" alt="Screenshot 2024-08-15 at 3 09 06 PM" src="https://github.com/user-attachments/assets/98cbaa56-5b8a-4330-9105-50e222019b8d">

It would be great to have this in REPL / interactive window as well and would help boost developer productivity. Right now, it is not supported:

<img width="214" alt="Screenshot 2024-08-15 at 3 09 24 PM" src="https://github.com/user-attachments/assets/a60bef1e-eafc-4e82-bef1-66cc47b1d31c">
Repository: godot
Issue: Recognized Godot version when capturing in capture software (Steelseries GG) is wrong
Labels: platform:windows,discussion,topic:thirdparty,needs testing

### Tested versions

- Reproducible in 4.3-stable_mono_win64



### System information

Windows 11 - 4.3-stable_mono_win64 - Vulkan (Forward+)

### Issue description

When I record/capture the Godot window in Steelseries GG it still says I'm capturing Godot_v4.2.2-stable_mono_win64 even though I am using 4.3-stable_mono_win64.

Not sure if this is a general thing as to what version Godot is recognized as.

### Steps to reproduce

Open Godot and check Steelseries GG software "Game detection".

### Minimal reproduction project (MRP)

You can use any project.

Images:
![image](https://github.com/user-attachments/assets/241df0e3-2033-4813-a2fd-8093c048acee)
![image](https://github.com/user-attachments/assets/1cdf1271-8b92-46bf-be6b-b169f58f4bd2)
![image](https://github.com/user-attachments/assets/ac892c31-d9bb-4c61-8d91-039485d50440)
Repository: godot
Issue: Generated Visual Studio project can only build "Editor x64" configuration
Labels: bug,platform:windows,topic:buildsystem

### Tested versions

- Reproducible in 4.3
- Not reproducible in 4.2

### System information

Windows 10, Visual Studio 2022 Community

### Issue description

The solution and project files generated using the `scons vsproj=yes` are only able to build the "editor" configuration on x64 architecture. Any other configuration ("template_debug", "template_release") and x86 are unable to build the program using IDE.

### Steps to reproduce

1. Open terminal of your choice in the root directory of the Godot 4.3 source code
2. Execute `scons vsproj=yes` and wait
3. Open the godot.sln generated file using Visual Studio
4. Notice that you are able to build the project using default settings
5. Change the configuration to "template_debug" and try to build it
6. Notice following warning in the log: "warning MSB8005: The property 'NMakeBuildCommandLine' is not defined. Skipping...
7. Notice that only godot.windows.editor.x86_64.generated.props was generated (I'm assuming the files for other valid platforms/configurations should also be generated as it contains required NMake commands)

### Minimal reproduction project (MRP)

N/A