sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Xbox controller inputs not detected in editor in 4.3 due to Steam Input injection
Labels: bug,platform:windows,topic:thirdparty,needs testing,topic:input,regression

### Tested versions

Bug occurs in 4.3, doesn't appear 4.2

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6070) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

So I made a basic game following a tutorial, before the update controller worked fine both when launched from project manager and from the editor, but in 4.3 it runs fine from the project manager, but inputs aren't detected from the editor.

keyboard works fine regardless in 4.3

I am using an xbox series controller for this

*Edit, tried this with a ps5 controller and this issue doesn't occur with it

The input mapper does detect the controller, but it doesn't seem to effect it in-game

*edit* I think I've narrowed it down a bit:
          in 4.3, when launching from the editor, the xbox controller does not work.
          in 4.3, when launching from the project manager, the xbox controller does work.
          in 4.2, the xbox controller works when launching from either.
          in 4.3 and 4.2, the ps5 controller works when launching from either.

          However, I have found that the issue seems to be steam input messing with it (I am using the steam version), when I 
          disable steam input the xbox controller works fine regardless if its launched from the project manager or the editor 
          
          (thanks to @thorncreature for helping me with this on discord!)


### Steps to reproduce

Run the game with a controller and try to use it from the editor (in this case with d-pad or the left joystick)

### Minimal reproduction project (MRP)
[2d-project-start.zip](https://github.com/user-attachments/files/16646500/2d-project-start.zip)
Repository: flutter
Issue: Improve codesign testing strategy
Labels: P1,team-release

apparently, we don't validate that the entitlements files for macOS codesigning have the correct contents until we actually try to codesign them as part of the release workflow. this leads to fire drills such as: https://github.com/flutter/flutter/issues/153532

- [ ] We should validate the entitlements files for executable binaries built for macOS in presubmit on the main branch
- [ ] We should consider deprecating the framework verify binaries are codesigned integration test
Repository: flutter
Issue: TextField doesn't lose focus after tap done button of keyboard in web
Labels: a: text input,c: regression,framework,platform-web,f: focus,has reproducible steps,P1,browser: safari-ios,team-web,triaged-web,:hourglass_flowing_sand:,fyi-text-input,found in release: 3.24

Issue is reproducible only for flutter 3.24.0. For flutter 3.22.3 it works okay

### Steps to reproduce

1. Start app with code from example.
2. Select field
3. Tap done button over keyboard

### Expected results

Field lost focus

### Actual results

Field still has focus

### Code sample

<details open><summary>Code sample</summary>

```dart
void main() async {
  runApp(
    MaterialApp(
      home: Scaffold(
        body: Center(
          child: TextField(),
        ),
      ),
    ),
  );
```

</details>


### Screenshots or Video

![Login](https://github.com/user-attachments/assets/c698ab07-7b06-4184-a7de-8260ceecdea0)

### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.24.0, on macOS 14.6.1 23G93 darwin-arm64, locale en-GB)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.4)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2024.1)
[✓] VS Code (version 1.92.1)
[✓] Connected device (4 available)
    ! Error: Browsing on the local area network for iPad (Лиля). Ensure the device is unlocked and attached with a cable or associated with the same local area network as this Mac.
      The device must be opted into Developer Mode to connect wirelessly. (code -27)
[✓] Network resources

• No issues found!
```

</details>
Repository: godot
Issue: SubViewport only draws once, only in Safari Technology Preview
Labels: bug,platform:web,platform:macos,topic:thirdparty

### Tested versions

- Reproducible in: 4.3 stable + Safari Tech Preview 199
- Not reproducible in: 4.3 stable + regular Safari or Chrome

### System information

Godot v4.3.stable - macOS 14.5.0 - GLES3 (Compatibility) - Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

It seems that a SubViewport will only draw successfully once—after that it keeps its contents indefinitely, apparently ignoring the `render_target_update_mode`.

### Steps to reproduce

1. Get the [2D in 3D demo project](https://godotengine.org/asset-library/asset/2803)
2. Export it for web
3. Open the resulting page in Safari Tech Preview

### Minimal reproduction project (MRP)

https://godotengine.org/asset-library/asset/2803
Repository: terminal
Issue: Volume Mixer Sound Setting not saved for Windows Terminal
Labels: Help Wanted,Issue-Bug,Area-UserInterface,Product-Terminal

### Windows Terminal version

1.20.11781.0

### Windows build number

10.0.19045.4780

### Other Software

_No response_

### Problem
My issue is I like to have my system sounds (including the bell) set to 10% of System Volume.
I have already customised the bell wav for my terminal profiles and this works well, its just the bell sound is too loud and I can't set it to 10% volume because Windows doesn't remember the volume mixer setting for Windows Terminal after it restarts (unlike other apps).

Some undesirable workarounds:
- I know I can disable the bell via `bellStyle` but this is not what I want to do.
- I know I can modify the bell sound wav audio itself to be much quieter but it seems like a hack.

### Steps to reproduce

Current volume mixer:
![image](https://github.com/user-attachments/assets/7c4b54be-e3b5-4a32-806a-f0e83cb2a812)

These settings work perfectly for Command Prompt shell (my system sounds is at 10% and my bell sound is quiet).

However, for other WT profiles it does not work the same:

1. Open wt up with a non Command Prompt profile (for example, I am using Git Bash)
2. Trigger bell sound (i.e. via failed autocompletion etc). Windows Terminal now appears in volume mixer
3. Set Windows Terminal volume to desired volume (i.e. 10%)
4. Quit Windows Terminal
5. Start Windows Terminal
6. Trigger bell sound again (Volume is back to 100% in Volume Mixer)

Post volume mixer:
![SndVol_PtOoxEF9oK](https://github.com/user-attachments/assets/343e77fc-c2e6-42c2-8def-461625f23816)

### Expected Behavior

Volume remains the same as previously set value in Volume Mixer.

### Actual Behavior

Volume is reset (back to 100%) in Volume Mixer.
Repository: vscode
Issue: Automatically Convert Windows File Paths to WSL Paths When Dragged into VS Code Terminal
Labels: feature-request,WSL,terminal-input

Description:
When using Visual Studio Code in conjunction with WSL (Windows Subsystem for Linux), dragging a file from the Windows file system into the VS Code terminal currently displays the Windows path format (e.g., C:/Users/xx/Desktop/000/test.txt). However, WSL uses the Linux file system format, and the Windows path is not directly usable in WSL.

Suggestion:
I propose adding a feature in VS Code that automatically recognizes and converts Windows file paths to WSL paths when dragged into the terminal. For example, when dragging the path C:/Users/xx/Desktop/000/test.txt, VS Code could automatically convert it to /mnt/c/Users/xx/Desktop/000/test.txt to make it directly usable in the WSL environment.

Benefits:

Improved Efficiency: Reduces the need to manually convert file paths, streamlining the development workflow.
Error Reduction: Prevents issues caused by inconsistent path formats.
Enhanced User Experience: Provides a more seamless experience for developers working with WSL.

I hope this feature can be implemented in a future release. Thank you for your hard work and dedication to improving the user experience!
Repository: pytorch
Issue: `Softmax()` returns a wrong error message
Labels: triaged,actionable,module: python frontend

### 🐛 Describe the bug

Setting the wrong value `True` to `dim` of [Softmax()](https://pytorch.org/docs/stable/generated/torch.nn.Softmax.html) gets the error message as shown below:

```python
import torch
from torch import nn

my_tensor = torch.tensor([-1., 0., 1.])

softmax = nn.Softmax(dim=True)
softmax(input=my_tensor) # Error
```

```
TypeError: softmax() received an invalid combination of arguments - got (bool), but expected one of:
 * (int dim, torch.dtype dtype)
 * (name dim, *, torch.dtype dtype)
```

So I set the correct value `0` to `dim` and set `dtype` to `Softmax()` following the error message above but `dtype` doesn't work as shown below:

```python
import torch
from torch import nn

my_tensor = torch.tensor([-1., 0., 1.])

softmax = nn.Softmax(dim=0, dtype=torch.int64) # Error
softmax(input=my_tensor)
```

> TypeError: Softmax.__init__() got an unexpected keyword argument 'dtype'


### Versions

```python
import torch

torch.__version__ # 2.3.1+cu121
```

cc @albanD
Repository: PowerToys
Issue: Randomly Keyboard-Manager won't recognize my shortcuts
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

GitHub, PowerToys auto-update, WinGet

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Can't tell... it appears randomly!
Bug report log --> will be added as soon as it occurs again

### ✔️ Expected Behavior

My keyboard-language is UK, but as a swiss-guy I've changed some keys for my handling!
I've changed some keyboard keys as well as some keyboard shortcuts. Normally everything works as provided!

![Screenshot 2024-08-17 061228](https://github.com/user-attachments/assets/93bdd07c-e6f9-4d3d-ac1f-67f33c4057b0)

Every key and shortcut are working.


### ❌ Actual Behavior

But sometimes all recombined shortcuts won't recognize their new behavior. I demonstrate it in a short video.

Without keyboardmanager.exe:

Shift+3 = £ (which I definitively don't need!) --> **with keyboardmanager ON** = * 

Shift + ` = ¬ (which I definitively never need!) --> **with keyboardmanager ON** = $

Obvious if its off, the "z" and "y"-change also not working!

If I restart the keyboardmanager.exe from within powertoys **ONLY** the individual, recombined keys are working correctly

https://github.com/user-attachments/assets/3cba7733-dd3d-4744-8e7a-47ef25749a0c

Restarting the entire PowerToys application restores the shortcuts to their desired functionality.

https://github.com/user-attachments/assets/81b9c361-6665-4c40-9626-9c9a0a163b5b

I can't say WHY sometimes powertoys didn't recognize my shortcuts but knows the individual key settings.

I know it's not that big deal to restart powertoys, but I have to do it approximately 3times a day.





### Other Software

_No response_
Repository: puppeteer
Issue: [Feature]: Ability to share cache between browser context
Labels: feature,P3

### Feature description

I found [this](https://github.com/puppeteer/puppeteer/issues/7404) issue and it has no answer, and I found another issue, it suggest using `disk-cache-dir` launch args, it doesn't work. and in the [docs](https://pptr.dev/api/puppeteer.browser.createbrowsercontext), it's stated that context will not share cookies/cache.
Is there a way to share cache between context? 
I can share cache between browser instance using `disk-cache-dir` agrs, but to many browser instance is not scalable,
I can share cache between pages in one browser instance, but I lose the ability to dynamically set the proxy and cookies,
now I'm stuck with browser context, and the only problem is it can't share cache.
Actually I have another concern, it said that browser context is cheap, but how cheap? When I run in headful mode, it open additional window for each browser context, then what's the difference between browser instance vs browser context in case of resource usage?

Details:
Puppeteer with chrome browser,
Not using `setRequestInterception`
Repository: godot
Issue: Negative scale camera 3D does not work
Labels: bug,topic:rendering,topic:3d

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)

### Issue description

If Camera3D is negative scale, it will not function properly except for cull back.


① positive scale camera
![editor_screenshot_2024-08-17T161213](https://github.com/user-attachments/assets/c452c669-46ef-47b1-a698-a6af7b373c35)

② negative x scale camera ,cull back
![editor_screenshot_2024-08-17T161223](https://github.com/user-attachments/assets/d7c45854-1149-47f6-8cb9-5eae0d3a4381)

③ negative x scale camera ,cull disable
![editor_screenshot_2024-08-17T161242](https://github.com/user-attachments/assets/e7290ae0-9a2b-41c2-92cc-2d4fa40a5973)

Image of a cull disable mesh viewed from the inside with a positive scale camera
(Looking toward the camera in image ③)
![editor_screenshot_2024-08-17T162014](https://github.com/user-attachments/assets/fe5395ca-3279-44e9-a121-e09d8a5e2715)



The camera appears to show the mesh on the back side.

I used a translator.

### Steps to reproduce

Add a Directional Light 3D node to the scene.
Add a Camera 3D node to the scene.
Add a MeshInstance3D node to the scene.
Assign a mesh to the MeshInstance3D.
Set the material of the mesh to something other than Cull Back.
Set the Camera3D scale to negative.

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: Cannot override __add__ in NamedTuple with __new__ + torch.compile
Labels: triaged,oncall: pt2,module: dynamo

### 🐛 Describe the bug

The problem arises under the following circumstances (see below for repro):
- Model is compiled (fullgraph=True)
- Within the forward pass, a NamedTuple is instantiated
- This NamedTuple overrides `__new__` and `__add__`

Under this circumstances, the compiled model won't call the newly defined `__add__` method but rather it considers the two instances of NamedTuple as generic tuples and concatenates their fields.

```python
from typing import NamedTuple
import torch

# Remove the bases check
def is_namedtuple_cls_patched(cls): 
    """Test if an object is a namedtuple or a (torch.return_types|torch.autograd.forward_ad).* quasi-namedtuple""" 
    try: 
        if issubclass(cls, tuple): 
            module = getattr(cls, "__module__", None) 
            return module in ("torch.return_types", "torch.autograd.forward_ad") or ( 
                hasattr(cls, "_make") and hasattr(cls, "_fields") 
            )
    except TypeError:
        pass
    return False

# Not the prettiest but it does the job
torch._dynamo.utils.is_namedtuple_cls.__code__ = is_namedtuple_cls_patched.__code__

class BaseDtype(NamedTuple):
    a: torch.Tensor
    b: torch.Tensor


class MyDType(BaseDtype):

    def __new__(cls, a, b):
        # This is needed to do type checking on init variables
        return super().__new__(cls, a, b)

    def __add__(self, other):
        return MyDType(self.a + other.a, self.b+other.b)

# This is required to create MyDType within the forward pass
# Removing __new__ and inheriting directly from NamedTuple seems to work but it does not fit my use case
# Commented after adding the patch to is_namedtuple_cls
# torch._dynamo.allow_in_graph(MyDType)
  
class Model(torch.nn.Module):
  def forward(self, a1, a2):
    inp1 = MyDType(a1, a2)
    inp2 = MyDType(a1, a2)
    return inp1 + inp2
  

model = Model()
non_compiled_output = model(torch.tensor(3.), torch.tensor(0.))
model = torch.compile(model, fullgraph=True)
compiled_output = model(torch.tensor(3.), torch.tensor(0.))
print(f"Correct output: {non_compiled_output}")
# Correct output: MyDType(a=tensor(6.), b=tensor(0.))
print(f"Less correct output: {compiled_output}")
# Less correct output: (tensor(3.), tensor(0.), tensor(3.), tensor(0.))
```

There are more nuances to this issue based on what combinations of init methods and order of operations you try, but this above is the fundamental problem.

Thanks for all your help.

### Error logs

_No response_

### Minified repro

_No response_

### Versions

python==3.11.9
torch==2.3.0

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames
Repository: PowerToys
Issue: Adding the EXTENDED option to Windows Image Resizer Tool
Labels: Needs-Triage

### Description of the new feature / enhancement

As for title, would like to have the option to have the Image Resizer tool like the Lock file tool :)

### Scenario when this would be used?

When I wanna shrink files downloaded online, and share them fast

### Supporting information

_No response_
Repository: godot
Issue: Cannot edit exported property when using export_custom with Variant type hint
Labels: discussion,topic:core,topic:gdscript,topic:editor

### Tested versions

- Reproducible in: v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3623) - AMD A10-7850K Radeon R7, 12 Compute Cores 4C+8G (4 Threads)

### Issue description

When using the new ```@export_custom``` annotation for untyped properties, the inspector behavior is different if the user uses no type hints or the Variant type hint

![image](https://github.com/user-attachments/assets/e5e40eb9-4fbb-466b-b709-1444a9dbef8e)

The inspector only shows a usable field correctly when not using any type hint. It will show the type hint for the same type of the default value used as initializer for the property in the script.

But when using the ```Variant``` type hint, regardless of the property initializer value, the editor inspector will show a ```"<null>"``` label and the value won't be editable at all. I imagine the desired behavior would be for an usable inspector field to be show regardless when either not using type hints or explicitly using Variant as type hint.

As a side note, a similar thing happens with the data property of json resources, since the data property of a json resource is just a plain variant, it will always show a "<null>" label regardless of the property contents. Please note I'm just pointing out an already existing similar behavior, not reporting a new issue.

![image](https://github.com/user-attachments/assets/5d6ea220-3900-49a0-ace3-c40c0e262671)


### Steps to reproduce

1) in any project, create a new script
1) put the code bellow there
```gdscript
@export_custom(0, '')
var exported_var_without_type_hint = 1.23
@export_custom(0, '')
var exported_var_using_variant_type_hint:Variant = 1.23
```

### Minimal reproduction project (MRP)

[ExportCustomWithVariantBug.zip](https://github.com/user-attachments/files/16644846/ExportCustomWithVariantBug.zip)


### Other notes

Would this [PR](https://github.com/godotengine/godot/pull/89324) fix this?
Repository: tauri
Issue: [bug] TAURI UI NOT WORKING PROPERLY AFTER SYSTEM AWAKE FROM SLEEP.
Labels: type: bug,status: needs triage

### Describe the bug

I have authenticated my tauri app and then I am hiding tauri UI. Then after my system went to sleep and will awake and then my UI code with hooks UseEffect is not working and also not sure whether UI code is loading or not. Tried with tauri:run event: resumed even this is not called after awake from sleep/hibernate. 
I have dual monitor. Tried visibility/ focus nothing works. What is the event for sleep in rust or react to handle

### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
I have authenticated my tauri app and then I am hiding tauri UI. Then after my system went to sleep and will awake and then my UI code with hooks UseEffect is not working and also not sure whether UI code is loading or not. Tried with tauri:run event: resumed even this is not called after awake from sleep/hibernate. 
I have dual monitor. Tried visibility/ focus nothing works. What is the event for sleep in rust or react to handle
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Audio `Beat Count` import settings displays wrong data.
Labels: bug,topic:editor,topic:audio

### Tested versions

- Reproducible in v4.3.stable.mono.official [77dcf97d8]

### System information

Windows 10 - Vulkan (forward+) - dedicated

### Issue description

Opening the audio importer window can load Beat Count values incorrectly
The beat count value displayed is affected by the previous audio importer window opened, somehow multiplying it.

This seems to be only a display bug.
Closing and opening the file again will display the correct saved values.

https://github.com/user-attachments/assets/a68a9980-aac5-4efe-a7ba-0491070fd709



### Steps to reproduce

- Open an audio file with low Beat Count
- Open an audio file with high Beat Count

Result: Value shown is wrong.
- Open same audio again

Result: Correct values

### Minimal reproduction project (MRP)

interactive_music demo. 
Open "tower_battle_intro", then "tower_battle" -> Wrong data displayed
[interactive_music.zip](https://github.com/user-attachments/files/16645161/interactive_music.zip)
Repository: svelte
Issue: Svelte 5: Misleading/missing errors on non-existent sub-runes
Labels: bug,compiler

### Describe the bug

There appear to still be some constellations where you can falsely get this error:
> rune_outside_svelte  
> The `$state` rune is only available inside `.svelte` and `.svelte.js/ts` files

Additionally, on build the offending rune is just ignored and no error is thrown.

Previous issues related to this:
- #12031
- #12829


### Reproduction

```js
// test.svelte.js
class State {
	field = $state.x({ value: 0 });
}
export const state = $state(new State());
```

[REPL](https://svelte-5-preview.vercel.app/#H4sIAAAAAAAACmWQwW6DQAxEf8VaVQqoCNorAaR-Q4-lBwpG2nTxrrBJU6323yvYJkHK0SN75nm8GrVBVuWHV9RNqEr15pzKlPy6deAzGkGVKbbL3K9KFaXSOtGWGOaFkKFoWqq4n7WTpqVW9OTsLOCBpROEAONsJzjkhSBLHi3yEx-OLVXF_Y6qr0XEEljqje6_a5-kUDfRJR81mgFq8HDuzILlXs43CZ7hFULYEDYDLsE_bIU1NAY1KlOTHfSocVClzAuG7NbEjvXeyIn3bfSmY4b37Um_pl4Zn2LqJbnBvkBIjy2FlvCyldNbYvkv6HqQEP5EuyRNj49wn-EPJ3lDfrIBAAA=)

Without the export you get:
> `$state.x` is not a valid rune

(Though in the REPL the previous error remains until validity is restored.)

Same error *within* a `.svelte` file: [REPL](https://svelte-5-preview.vercel.app/#H4sIAAAAAAAACmWOwWrDMAxAf0WIHRIW0u3qJYF-w47LDpmjgKkrh0hpO4z_fTjZusGOejzpKeLkPAmat4g8nAkNHucZK9TPOQ9yIa-EFUpYF5tJsyMTZnWBBZaVSeDQ9dyIXdysXc-9Wj-IwKsOShAz6HVy5Edo4UEyrW9FhMvgVzLwBKl8yVLqeVsOLAqbdvcLput-ryiz3Bx-a9x8rKqBIbD1zp7aWJTQdvuF-qd7z_3B9YbgEZ4hpe_HnT2JgfjPSjm6hzqs8BxGNzka0eiyUnpPX-Z9zFBLAQAA)

---

Building a route with this code does not cause any errors, the server code is transformed to:
```js
class State {
  field = $state.x({ value: 0 });
}
const state = new State();
```

Client code:
```js
class d {
    constructor() {
        o(this, "field", $state.x({
            value: 0
        }))
    }
}
const v = _(new d);
```

### Logs

_No response_

### System Info

```shell
REPL & Kit with svelte@5.0.0-next.223
```


### Severity

annoyance