sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Polygon2D vertex_colors behavior inconsistency
Labels: discussion,topic:rendering,topic:2d

### Godot version

Godot 3.3.stable, 3.4.stable

### System information

Windows 8.1 x64, GLES2, GLES3, Nvidia Geforce650M(425.31)

### Issue description


The visual behavior of color vertex in Polygon2D is inconsistent, Weird visual behavior can be seen with simple square, with 4 different color in each corner of Polygon2D. See the example below:

- Expected behavior:
![gradient expected](https://user-images.githubusercontent.com/75580401/140722033-55fd063a-2acb-4205-adb9-fb6c572232a8.png)
![gradient expected 2](https://user-images.githubusercontent.com/75580401/140722086-7ebabfe0-92e7-4290-b14d-102bbd6cf5e9.png)

- Observed behavior:
![gradient observed](https://user-images.githubusercontent.com/75580401/140722112-63d0db9a-632e-49ed-837c-35e4d9350103.png)
*notice overlapping dominance of certain color.

It is however extremely noticeable in common shape with higher number of vertexes. The cases can be seen in the example below:
![gradient polygon comparison2](https://user-images.githubusercontent.com/75580401/140722346-f30aaa9d-d9e4-4733-9c8d-30ca932e5c38.PNG)
*for some reason color from vertex[0] _(top left)_ has special behavior

I had tested it in other OS (popOS godot 3.3.4), it behaves the same way. 
I think it has something to do with how Polygon triangulation behave, and how vertex color is represented within the triangulation. 

### Steps to reproduce


1. Create _Polygon2D_ with _n_ number of vertexes point. 
2. Add _vertex_colors_ property to each vertexes point.
3. Change vertex position, play around some combination of vertex position.
4. Observe the gradient behavior on some unique vertexes position.

### Minimal reproduction project


[debug_gradient_godot3.3.zip](https://github.com/godotengine/godot/files/7495778/debug_gradient_godot3.3.zip)
Repository: angular
Issue: Support scoped custom element registries
Labels: feature,area: elements,feature: under consideration

### Which @angular/* package(s) are relevant/releated to the feature request?

compiler, core, elements

### Description

When using microfrontends, you can have the following setup:
- app-shell
- microfrontend A (implemented using lit.dev + web component design system)
- microfrontend B (implemented using angular elements + web component design system)

So the app shell dynamically loads a microfrontend javascript bundle and instantiates the web component and appends it to the DOM in the correct location.

Microfrontend B is implemented using angular elements so the entire angular app is wrapped in a custom element and it won't conflict with any other microfrontends built using Angular (possibly with a different angular version)

Now the problem arises when A & B use different versions of the design system npm package. Say you have `<x-button>` versions 1 and 2 in the design system. The first one who registers the custom element via `window.customElements.define('x-button', Button)` "wins". The second one who attempts that gets an exception.

Even if you detect if `x-button` is already defined, you still have issues because A & B expect a specific version of the custom element. 

### Proposed solution

There is a proposal to handle this, written by @justinfagnani https://github.com/WICG/webcomponents/blob/gh-pages/proposals/Scoped-Custom-Element-Registries.md

This basically comes down to custom elements having a "local" `CustomElementRegistry` and children of that customElement using that local version instead of the global `window.customElements` one.

I would propose `@angular/elements` having an option to use the above proposal. And then having any web component children not using `document.createElement`, but somehow using a local `CustomElementRegistry` to instantiate the elements.

In plain web components, every shadowRoot basically "inherits" the local `CustomElementRegistry`. In Angular however you can have a mix of angular & web components. So not every web components has a parent web component. So you would probably have some sort of `CustomElementRegistry` injectable that Ivy/Renderer3 then uses to create the element instead of `document.createElement`.

### Alternatives considered

The only workaround I see so far is to use an `<iframe>` to host the angular microfrontend. That way all web components are isolated to the iframe.

I would love the ability to handle this myself, but I don't see how you could change Ivy/Renderer3 to not use `document.createElement` to instead use an injected local `CustomElementRegistry`?
Repository: godot
Issue: [Mono] Networking not working with 3.4 on Windows with library binding both IPv4 and IPv6
Labels: bug,platform:windows,topic:network,topic:dotnet,regression

### Godot version

3.4-Stable

### System information

Windows 11

### Issue description

This is probably not related to networking at all but here is the case:
I'm using [MQTTNet ](https://github.com/chkr1011/MQTTnet) library with Godot as my communication framework and it seems to work good with v3.3.4 but with v3.4 of Godot MQTTNet does not connect with the server. 
There is not error at the console and even when debugging with JetBrains Rider everything seems to run smoothly (besides that it does not connect with the server), MQTT client options are created properly, server IP:Port are correct (It doesn't look so far that it could be my error). 
The only thing left to check in order to resolve this would be to keep testing commits and see what breaks this, any tips on what commit that would be is appreciated!

### Steps to reproduce

No easy way! If someone can point out which commit might be responsible for this i could do the testing.

### Minimal reproduction project

**UPDATE**
3.4-beta1: Doesn't even start the project, gives `System.TypeInitializationException: The type initializer for 'Sys' threw an exception.` (I'm guessing that was a known issue and was fixed)
3.4-beta2 to 3.4-stable: Same issue. So the issue has been there since 3.4-beta1 (or beta2)

~Possibly related to #54725 ?~

I have attached a sample project to demonstrate the issue, the project connects with a public MQtt broker. If you run the project with **3.3.4** it will print `Connected with the server!` in godot log window. If you run it with **3.4** it with print `Disconnected from the server!` in the log window.
[SampleMqttNetProject.zip](https://github.com/godotengine/godot/files/7519835/SampleMqttNetProject.zip)
Repository: godot
Issue: Very slow project/editor opening in Godot 4 
Labels: topic:editor,needs testing,performance

### Godot version

4.0-dev.20211027

### System information

Mac Mojave, Intel Iris 1536 Mo

### Issue description

Godot lauch, very very slow, editor very slow, lauch project very slow too, bug with menu editor (simultaneous opening and fast flickering of any of the items menu with the scene menu), full screen craches...
![Capture d’écran 2021-11-08 à 13 57 09](https://user-images.githubusercontent.com/72373954/140745960-7b2574ab-0af9-4f67-9718-9ec16d7367df.png)
![Capture d’écran 2021-11-08 à 13 56 50](https://user-images.githubusercontent.com/72373954/140745964-effb7853-bca6-47ec-868b-22298f376f6a.png)

### Steps to reproduce

Just lauch Godot 4 and open an empty new project

### Minimal reproduction project

_No response_
Repository: godot
Issue: [GodotPhysics] Generic6DOFJoint angular motor doesn't work
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

3.4 stable official

### System information

Windows 10, GLES 3 NVIDIA GeForce RTX 2060

### Issue description

Generic 6DOF joints angular motors work fine with Bullet, but not with Godot Physics.

With Godot Physics, the joints keep rigid bodies attached, but doesn't make them spin.

### Steps to reproduce

1. Attach 2 ridig bodies with Generic 6DOF joints.
2. Set the joints ANGULAR MOTORS to ENABLED and set a TARGET VELOCITY.
3. Play the game with Bullet and with Godot Physics.

### Minimal reproduction project

[6DOF_Minimal.zip](https://github.com/godotengine/godot/files/7497605/6DOF_Minimal.zip

https://user-images.githubusercontent.com/22160489/140757946-8bf48a18-f00f-4f19-a702-50a0716459c3.mp4

)
Repository: excalidraw
Issue: Wrong image import
Labels: images

I've imported a JPG file and what I get is this:
![Screenshot 2021-11-08 at 15 30 50](https://user-images.githubusercontent.com/215905/140760368-a556a152-6113-4c57-a4e0-37588114829e.png)

Here the image:
![are_you_free_tonight](https://user-images.githubusercontent.com/215905/140760414-2494a1dd-8243-4f52-9372-5b0ec8e27df0.jpg)
Repository: PowerToys
Issue: Keyboard remapper doesn't work in Windows 11 emoji picker
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Priority-2,Area-App Compat,Status-Reproducible

### Microsoft PowerToys version

0.49.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

1. Remap the "App" key and right control key to behave as left and right arrows.


![image](https://user-images.githubusercontent.com/9097313/140762686-b8af7168-51aa-4ba8-b69a-17310e22bffa.png)

2. Open Windows 11's emoji picker (Windows + . )
3. Attempt to navigate left and right using the remapped keys.


When using Windows 10, I could navigate in the emoji picker correctly using these remapped keys, however when using Windows 11's new emoji picker, I cannot. Regular arrow keys do allow navigation, which makes me think the problem is in PowerToys. 

### ✔️ Expected Behavior

That the arrow keys would be correctly recognized by Windows 11's emoji picker.

### ❌ Actual Behavior

The arrow keys are not recognized, I cannot navigate in the emoji picker using keyboard.

### Other Software

Windows 11 Professional, 
21H2
22000.282
Windows feature experience pack, 1000.22000.318.0
Repository: yt-dlp
Issue: DocumaniaTV
Labels: site-request,patch-available

### Checklist

- [X] I'm reporting a new site support request
- [X] I've verified that I'm running yt-dlp version **2021.10.22**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that none of provided URLs [violate any copyrights](https://github.com/ytdl-org/youtube-dl#can-you-add-support-for-this-anime-video-site-or-site-which-shows-current-movies-for-free) or contain any [DRM](https://en.wikipedia.org/wiki/Digital_rights_management) to the best of my knowledge
- [X] I've searched 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)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and am willing to share it if required

### Region

World

### Example URLs

- Single video: https://www.documaniatv.com/ciencia-y-tecnologia/the-pirate-bay-video_22c12b753.html

### Description

Documentários em espanhol https://www.documaniatv.com/

### Verbose log

```shell
[debug] Python version 3.6.9 (CPython 64bit) - Linux-5.4.0-89-generic-x86_64-with-LinuxMint-19.3-tricia
[debug] exe versions: ffmpeg 3.4.8, ffprobe 3.4.8
[debug] Optional libraries: Cryptodome, keyring, mutagen, sqlite, websockets
[debug] Proxy map: {}
[debug] [generic] Extracting URL: https://www.documaniatv.com/ciencia-y-tecnologia/the-pirate-bay-video_22c12b753.html
[debug] [generic] Extracting URL: https://www.documaniatv.com/
WARNING: [generic] Falling back on generic information extractor.
ERROR: [generic] Unsupported URL: https://www.documaniatv.com/
```
Repository: rust
Issue: destructuring_assignment fails to optimize code as well as mem::swap
Labels: I-slow,C-bug,F-destructuring_assignment

Opening a new bug as requested in https://github.com/rust-lang/rust/pull/90521#issuecomment-962729397

I wanted to check how `(a,b) = (b,a)` compares to `mem::swap,` it looks like `mem::swap` applies optimizations when `T` is 32 bytes or bigger but `destructuring_assignment` doesn't.

I tried this code:
https://godbolt.org/z/czfTv3nzW

I expected to see this happen: 
Both function should generate the same (optimal) code

Instead, this happened: 
`mem::swap` applies optimizations while `destructuring_assignment` doesn't
Repository: godot
Issue: Octahedral compression causes rendering issues with animated meshes on Android
Labels: bug,platform:android,topic:rendering,topic:3d

### Godot version

3.4

### System information

GLES2, Android 11 (Galaxy S10)

### Issue description

This happens when importing animated models with the new default settings (octahedral compression enabled) and running it on Android. When you disble compression (with all options) and reimport the model all looks normal. Also looks fine on Windows:

https://user-images.githubusercontent.com/8750135/140766065-b5b49ba3-9125-4bd6-a321-e0f04a8db4a4.mp4

### Steps to reproduce

1) Import an animated mesh (or delete the .import folder so it gets regenerated)
2) Make it play an animation
3) Run it on an Android device

### Minimal reproduction project

This is the MRP project form the video above. The model is taken from: https://opengameart.org/content/lowpoly-animated-knight.

[CompressionBug.zip](https://github.com/godotengine/godot/files/7497941/CompressionBug.zip)
Repository: godot
Issue: "Always on top" project setting occasionally not working in Windows 11 (fixed in `master` with DisplayServer)
Labels: bug,platform:windows,topic:porting,needs testing

### Godot version

3.3.4, 3.4

### System information

Windows 11

### Issue description

It behaves like without the setting. Clicking outside of the game window (on the Godot editor for example) brings it into the background.

On master (64a27bd0b175bdfde1e8b5b92f3929799526951c) it works as intended.

### Steps to reproduce

1) Enable "Always on Top" in project settings
2) Launch the game and click outside the game window

### Minimal reproduction project

_No response_
Repository: terminal
Issue: Request: Setting to disable zooming with ctrl+mousewheel
Labels: Area-Input,Area-TerminalControl,Product-Terminal,Issue-Task

I would like a setting to disable the zooming/font size changing when scrolling the mousewheel with ctrl held down. The motivation for me is that I have a mouse featuring a clickless wheel with "momentum," which means that windows often get spammed with extraneous wheel events when the wheel is still moving very slightly, resulting in my text getting shrunk down to the smallest possible size when I press ctrl, requiring a reset with ctrl+0.

I know this sounds insane/awful and you're probably thinking I should get a different mouse, but in fact the only annoyance is from wheel zooming in the browser and in the terminal. Regardless of any of this it seems like a generally useful feature. Firefox lets me disable it, and a matching setting in the terminal would be much appreciated.

The ideal implementation would be exposing the wheel events in the Actions pane of configuration, but if this presents architectural challenges a simple toggle in the Interaction pane would of course suffice.

Thanks muchly.
Repository: flutter
Issue: Make build/layout/paint profiling cheaper
Labels: framework,a: debugging,d: devtools,P2,team-framework,triaged-framework

Turning on `debugProfileBuildsEnabled`, `debugProfileLayoutsEnabled`, or `debugProfilePaintsEnabled` causes significant performance overhead, which is why these options are disabled by default. They do make the timeline more useful, though, and there's value in figuring out if we could enable these options by default.

Open questions:
* Are these options expensive because calling the timeline API so often is expensive?
* Or is the majority of the expense caused by the implicit `runtimeType.toString()` calls that happen to log the name of the RenderObject/Widget to the timeline?
* If it is the latter, could we use a kernel transformer to replace the `runtimeType.toString()` calls with the actual static string name of the RenderObject/Widget they are called on to make these options cheaper?

Even if we don't want to turn these options on by default, making them cheaper has the benefit that one can still make accurate performance statements from traces with these options enabled. Right now, traces with these options enabled only allow for relative statements (x is slower than y in the same trace).

/cc @dnfield @kenzieschmoll @jacob314
Repository: pytorch
Issue: Properly document the `to.dtype_layout` overload of `Tensor.to`
Labels: module: docs,triaged,actionable

This one is missing from the current doc page: https://pytorch.org/docs/stable/generated/torch.Tensor.to.html?highlight=tensor#torch.Tensor.to

cc @brianjo @mruberry
Repository: godot
Issue: Particle flag keep_data does not preserve trail position
Labels: enhancement,topic:rendering,topic:shaders,topic:particles

### Godot version

v4.0.dev.custom_build [ce634e03d]

### System information

Linux Arch, Radeon RX 590

### Issue description

Expected: enabling custom data preserver particle trails information
Obtained: particle trail info is reset upon particle death

https://user-images.githubusercontent.com/7917475/140793080-ccb4fe4a-ed82-45b8-93e0-7e566ab8dfbd.mp4





### Steps to reproduce

Open scene `TrailTest.tscn` in supplied reproduction case, and drag around the node `GPUParticles3D`



### Minimal reproduction project

[GodotVFX4.zip](https://github.com/godotengine/godot/files/7499062/GodotVFX4.zip)
Repository: pytorch
Issue: Add TORCHELASTIC_RESTART_COUNT env variable to DDP logging
Labels: oncall: distributed,module: bootcamp,better-engineering,pt_distributed_rampup,module: ddp

## 🚀 Feature

Add `TORCHELASTIC_RESTART_COUNT` set here: https://github.com/pytorch/pytorch/blob/master/torch/distributed/elastic/agent/server/local_elastic_agent.py#L155 to DDP logging, to filter out runs based on the retry.

Sometimes we see multiple entries for one DDP run and this can be confusing, it is usually due to torchelastic restarting the job. If users want to see only one DDP job and none of the retry, they can filter by this when it is added to DDP logging. 

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: pytorch
Issue: MacOS CI result is not in /README.md
Labels: module: docs,triaged,module: macos,actionable

It seems that we have scripts for CI on MacOS but the result is not presented in /README.md. 

cc @brianjo @mruberry @malfet @albanD
Repository: go
Issue: x/playground: Autofocus the text area on page load
Labels: NeedsInvestigation

play.golang.org should autofocus its text area on load, as is done by tour.golang.org. This simplifies the (probably common) use case of navigating to the page, writing a tiny program, and then checking that it compiles & produces expected output.

Currently, I hit tab 7 times on page-load to bring myself to the editor.

### What version of Go are you using (`go version`)?

<pre>
https://play.golang.org/
</pre>

### Does this issue reproduce with the latest release?
not applicable

### What operating system and processor architecture are you using (`go env`)?
not applicable

### What did you do?
navigated to https://play.golang.org/

### What did you expect to see?
a blinking cursor

### What did you see instead?
Buttons!
Repository: flutter
Issue: Add integration test for iOS platform view accessibility. 
Labels: platform-ios,a: accessibility,a: platform-views,P2,team-ios,triaged-ios

We want to add an integration test (possibility XCUITests) for accessibility with PlatformVews. One of the importance of this test is to make sure the fix in https://github.com/flutter/engine/pull/29531 does not regress.
Repository: go
Issue: x/playground: Inform users of run / format shortcuts
Labels: NeedsInvestigation

https://tour.golang.org/welcome/1 includes the helpful tips that `shift+Enter` runs the program, and `ctrl+Enter` runs the formatter.

These shortcuts exist also at play.golang.org, but are not discoverable.

### What version of Go are you using (`go version`)?

<pre>
play.golang.org
</pre>

### Does this issue reproduce with the latest release?
not applicable

### What operating system and processor architecture are you using (`go env`)?
not applicable
Repository: excalidraw
Issue: resize paradigm
Labels: discussion

Please change the resize paradigm to be "SHiFT+DRAG" = lock proportions rather than "SHIFT+DRAG" = unlock proportions for inserted images.

This would make the app consistent internally (e.g., same behavior as other shapes) and with the vast majority of other UXs for resizing :-)
Repository: godot
Issue: 3.4 soft body changing pinned point offset incorrectly when 're entering' tree
Labels: bug,topic:physics,topic:3d

### Godot version

3.4

### System information

Mac OS Mojave 10.14.4

### Issue description

When setting pinned point for soft body in scene and running it, it works properly, however, when you change current_scene in tree to something else, and than switching it back to original scene, pinned point offset is weirdly recalculated to be the old pinned point + softbody.global_transform.origin again.
Global transform on soft bodies generally seems to be weird and recalculate itself when exiting/entering tree.


### Steps to reproduce

1. add soft body to scene (not as root), set pinned points to soft body parent
2. run scene
3. swich to different scene but not 'deleting' original scene, keep it stored for later
4. switch back to original scene. 
5. pinned point on soft body are now different than what they should be 

### Minimal reproduction project

_No response_
Repository: go
Issue: x/vulndb: check product data for module paths
Labels: NeedsInvestigation,vulncheck or vulndb

For example, https://github.com/CVEProject/cvelist/blob/master/2020/7xxx/CVE-2020-7668.json lists the module path in its product data. It is not listed in the references section.

Also if there is a synk URL, we should check for the term GOLANG.
Repository: go
Issue: x/vulndb: track file changes in a commit related to the CVE
Labels: NeedsInvestigation,vulncheck or vulndb

There are times when a CVE is identified as a Go vulnerability because of the module path, but it is actually not related to Go and no Go files will be updated in the commit. It would be useful to use the GitHub API to check which files actually changed, if a commit URL is available in the reference data section.

For example, see the tensorflow block from CVE-2021-29512 through CVE-2021-29619.