sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: No error when trying to assign a script to a resource that cannot be scripted
Labels: bug,topic:editor

### Godot version

Both 4.0 stable and b31d00a9144a481b25d078b1b3ed6ff55c0e3a48

### System information

Fedora, X11, RX 590

### Issue description

UPDATE: Seems like the issue is that some resources cannot be scripted, but Godot fires no error at all when assigning a script.

I am trying to do a material similar to standardmaterial3d, that generates shader code.
I have started by making a custom shader resource, but if i assign this script to any shader and reload the project, the resource has no script on it.

Tested also on a `Resource` but the script there is kept. 
before:

![Screenshot from 2023-03-11 19-17-33](https://user-images.githubusercontent.com/7917475/224505087-c3318998-f27e-4560-a0a3-2554839d29c1.png)

after reopening:
![Screenshot from 2023-03-11 19-17-46](https://user-images.githubusercontent.com/7917475/224505084-0f02a4d0-92a9-4c1c-b2d2-5c2234e681ab.png)


### Steps to reproduce

Download mrp, and assign the script to the shader in the project. Observe how the script already doesn't generate the right code in the console. Reload the project, observe the script gone from the resource.

### Minimal reproduction project

[missing-res-script.zip](https://github.com/godotengine/godot/files/10949167/missing-res-script.zip)
Repository: godot
Issue: Code editor lags when referencing inner classes from large scripts
Labels: bug,topic:gdscript,topic:editor,performance

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10, Forward+ (Vulkan), Intel(R) Core(TM) i5-8500 CPU @ 3.00GHz

### Issue description

I get massive frame drops and lag spikes when writing code in the in-built editor that references classes from larger scripts (about 6000 lines in this case). The framerate is stable when using an external editor like VSCode.

This bug unfortunately makes it an awful experience writing code in the built-in editor.

CPU usage goes from about 0.7% to 10% when typing, RAM usage stays roughly the same. (Intel(R) Core(TM) i5-8500 CPU @ 3.00GHz)

I can't really tell where the lag is coming from, but it goes away when the lines including class names from the large script are removed.

### Steps to reproduce

Reproduction project includes the nakama godot addon, which featues some really large scripts (4000-6000 lines of code),
that contain multiple inner classes. (In this case, the test script is referencing `NakamaAPI.gd`)

- open reproduction project
- try writing code in `Test.gd` -> lag
- remove lines regarding "NakamaAPI.ApiAccount" and the lag goes away

I don't believe that the issue comes from the specific addon being used in my case, however I haven't tested it with any other big code files containing multiple inner classes.

### Minimal reproduction project

[BugRep.zip](https://github.com/godotengine/godot/files/10949296/BugRep.zip)
Repository: godot
Issue: CollisionShape3D not working properly as a @tool
Labels: bug,topic:editor,topic:physics,needs testing

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

I have a scene with a StaticBody3D with a CollisionShape3D, I use the function intersect_point() to know when the shape is intersecting an specific point, and I have a point for left, center and right.

This is the code for the CollisionShape3D:

```
@tool
extends CollisionShape3D

var left: Vector3 = Vector3(-2,0,0)
var center: Vector3 = Vector3(0,0,0)
var right: Vector3 = Vector3(2,0,0)

func _process(_delta):
	var left_intersections = get_intersections(left)
	var center_intersections = get_intersections(center)
	var right_intersections = get_intersections(right)
	if (left_intersections.size() > 0):
		print("LEFT")
	if (center_intersections.size() > 0):
		print("CENTER")
	if (right_intersections.size() > 0):
		print("RIGHT")

func get_intersections(point: Vector3) -> Array[Dictionary]:
	var world = get_parent().get_world_3d()
	var space = world.direct_space_state
	var parameters: PhysicsPointQueryParameters3D = PhysicsPointQueryParameters3D.new()
	parameters.collide_with_bodies = true
	parameters.position = point
	var intersections = space.intersect_point(parameters)
	return intersections
```

It is marked as a tool to work on the editor itself, and everything works properly if a move the StaticBody3D, but it stops working when I move the CollisionShape3D. However, this works properly when executing the scene and moving the shape with self.translate(Vector3(0.1,0,0)) for example (it moves to the right and eventually starts printing 'RIGHT')
Why doesn't it work in the editor? Is this a bug? Where can I report it?
Thank you!

Edit: Also, the behaviour in 3.5.2 is the opposite, translating the CollisionShape works properly, but translating the StaticBody doesn't.
Reseting the physics server before computing intersections seems like a workaround:
```
PhysicsServer3D.set_active(false)
PhysicsServer3D.set_active(true)
```


https://user-images.githubusercontent.com/59066133/224508342-d454dc1a-98af-4ec8-8cce-5f3de64ee036.mp4



### Steps to reproduce

Create a StaticBody3D with a CollisionShape3D, a cube in my case. Attach a script with `@tool` at the top. Write any functionality that involves the intersect_point() function from PhysicsDirectSpaceState3D. In my case I check for intersections in three different points, and print if they are intersecting in the _process() function. Test in the editor, not ingame, that moving the StaticBody triggers the expected behaviour (colliding points are printed), but not by moving the CollisionShape (colliding points are not printed). It seems to work fine ingame, both for moving the StaticBody or the CollisionShape with code.

### Minimal reproduction project

[ShapeTest.zip](https://github.com/godotengine/godot/files/10949318/ShapeTest.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Make checkpoint list more readable.
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

When you use the checkpoint dropdown list, it shows the `root folder, filename.filextension [HASH]` all in the white text making for a very busy and cluttered UI

![2023-03-11 10_48_52-NVIDIA GeForce Overlay DT](https://user-images.githubusercontent.com/16549268/224508807-a2a9f113-b796-484a-a047-de961991f888.jpg)






### Proposed workflow


I would like to propose two changes,

1. Make the Root folder, Extention and Hash light grey and leave the filename white.

Rough Mockup
![2023-03-11 10_48_52-NVIDIA GeForce Overlay DT copy](https://user-images.githubusercontent.com/16549268/224509659-0e33699e-8fb9-459f-9c50-e19ae4fa0118.jpg)

2. Add settings to hide the file extension and/or hash from the list view.

Rough Mockup
![2023-03-11 10_48_52-NVIDIA GeForce Overlay DT copyb](https://user-images.githubusercontent.com/16549268/224509706-b992c7e8-4d07-477d-91b8-e7b13aad1300.jpg)

### Additional information

I have no need to see these when I am selecting a checkpoint.

These changes will make the view less cluttered, and dramatically help on mobile.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Official Video Tutorial
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

https://www.youtube.com/playlist?list=PL_pbwdIyffsmclLl0O144nQRnezKlNdx3

is this official tutorial list ? I find this on [Wiki Home](https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki)

hope that it has a official Youtube channel to make tutorial.

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: PowerToys
Issue: Mouse pointer Crosshairs support only show horizontal line or vertical line
Labels: Idea-Enhancement,Area-OOBE,Needs-Triage

### Description of the new feature / enhancement

I use vertical line of  powertoys's  Crosshairs  as a guide line (or indent line)  when I read code,
so, i  hope I can remove the horizontal line in  powertoys Crosshairs ,
please add a option that allow removing horizontal line or vertical line in Crosshairs ,
please consider it , thanks !

### Scenario when this would be used?

When I read code , the  can be as guide line

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Cuda with RTX 3060
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

After I start ./webui.sh, there a errors with Cuda.

### Steps to reproduce the problem

./webui.sh


### What should have happened?

No errors

### Commit where the problem happens

94ffa9fc 

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
./webui.sh
```


### List of extensions

no

### Console logs

```Shell
Python 3.8.10 (default, Nov 14 2022, 12:59:47) 
[GCC 9.4.0]
Commit hash: 94ffa9fc5386e51f20692ab46906135e8de33110
Installing requirements for Web UI

Launching Web UI with arguments: 
/home/denny/stable-diffusion-webui/venv/lib/python3.8/site-packages/torch/cuda/__init__.py:88: UserWarning: HIP initialization: Unexpected error from hipGetDeviceCount(). Did you run some cuda functions before calling NumHipDevices() that might have already set an error? Error 101: hipErrorInvalidDevice (Triggered internally at ../c10/hip/HIPFunctions.cpp:110.)
  return torch._C._cuda_getDeviceCount() > 0
Warning: caught exception 'Unexpected error from hipGetDeviceCount(). Did you run some cuda functions before calling NumHipDevices() that might have already set an error? Error 101: hipErrorInvalidDevice', memory monitor disabled
No module 'xformers'. Proceeding without it.
Loading weights [bfcaf07557] from /home/denny/stable-diffusion-webui/models/Stable-diffusion/768-v-ema.ckpt
Creating model from config: /home/denny/stable-diffusion-webui/repositories/stable-diffusion-stability-ai/configs/stable-diffusion/v2-inference-v.yaml
LatentDiffusion: Running in v-prediction mode
DiffusionWrapper has 865.91 M params.
Applying cross attention optimization (InvokeAI).
Textual inversion embeddings loaded(0): 
Model loaded in 2.9s (load weights from disk: 1.3s, find config: 0.6s, create model: 0.1s, apply weights to model: 0.5s, apply half(): 0.3s).
Running on local URL:  http://127.0.0.1:7860
```


### Additional information

AMD® Ryzen 7 5800h with radeon graphics × 16 
NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2
Ubuntu 20.04.5 LTS

OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2
Repository: PowerToys
Issue: focre night light on
Labels: Needs-Triage

### Description of the new feature / enhancement

Windows 'night light' can be buggy at times, turning itself off after waking the monitors, launching a program or games. id like to see a feature where it is forced on until the user disables or turns it off.

### Scenario when this would be used?

at the users discretion

### Supporting information

_No response_
Repository: godot
Issue: System crash on project fullscreen
Labels: bug,platform:linuxbsd,topic:rendering,topic:editor,topic:thirdparty,needs testing

### Godot version

4.0 - 4.1 Flatpak & self Compiled

### System information

Kubuntu (KDE Plasma X11) With Noveu

### Issue description

on opening a project in fullscreen the system crashes 

### Steps to reproduce

Open any project in fullscreen & not in Compatibility node.

### Minimal reproduction project

[Bug.zip](https://github.com/godotengine/godot/files/10949647/Bug.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: It does not use my GPU to generate images in Linux Mint
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Hello, I've been trying all day to solve the error torch is not able to use GPU so that it uses my GPU in the creation of images but I can't do it and I use my cpu that takes many minutes for a simple 20-step image, I'm on Linux Mint with an AMD RX6600 GPU and when I try to run webui.sh it says add --skip-torch-cuda-test which basically won't use my GPU for imaging and I don't know what to do, I already installed the appropriate cuda version for my Linux Mint, I hope you can help me, below I will leave a copy of the terminal and if information is needed I will give it to you, Thank you.

### Steps to reproduce the problem

1.Go to wiki and Install and Run on AMD GPUs and go to the Automatic Installation section
2.Follow the steps and install git and then start the webui.sh
3.And in the terminal when executing the webui.sh file it will tell me add --skip-torch-cuda-test or the script will not work and when adding it it works but it generates images with the CPU and not with the GPU


### What should have happened?

To see the installation guide often, run the webui.sh and use my AMD GPU to generate images

### Commit where the problem happens

27e319dc4f09a2f040043948e5c52965976f8491

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
I don't really know what this section refers to but I run webui.sh from the terminal
```


### List of extensions

No

### Console logs

```Shell
https://pastebin.com/1fPtNNri
```


### Additional information

_No response_
Repository: PowerToys
Issue: Ability to set multiple default file types in Windows 11
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Allow the user to set an app to be the default for multiple file types at once

### Scenario when this would be used?

As an example - install VLC and want it to take over being the default media player for all the different file types it supports.
At present in Windows 11 you would need to click on every single file extension (of which there are a huge number!) and set it to VLC. In previous versions of Windows you could just set the app to be default for all the extensions it supports - this would be a great PowerToy to return that functionality.

### Supporting information

Easy for Windows 10 or Mac - https://www.hellotech.com/guide/for/how-to-make-vlc-default-player-windows-10-mac

Example for web browsers - https://www.theverge.com/22630319/microsoft-windows-11-default-browser-changes
Repository: stable-diffusion-webui
Issue: [Feature Request]: extra networks, show only current folder content, not sub folders
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

It would make a lot more sense to only show content of the folder you are in, rather than the entire content of all folders below.

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: next.js
Issue: fetch hangs on certain requests in turbopack
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 16.14.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.2.5-canary.1
      eslint-config-next: 13.2.4
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Data fetching (gS(S)P, getInitialProps), Turbopack (--turbo)

### Link to the code that reproduces this issue

https://github.com/daniel-koudouna/turbo-json-fetch

### To Reproduce

```
yarn
yarn dev
```
For non-turbo:
```
yarn devold
```
Navigate to [localhost](http://localhost:3000)

### Describe the Bug

I am loading some data from a wordpress API using `fetch`. Without turbopack, the application works as expected, i.e the fetch request completes, and the page is rendered. With turbopack, the request hangs for 30 seconds, and then times out, resulting in an error. This may be related to the complexity of the json payload, since other requests, such as a call to a mock API, work fine.

```js

const getData = async () => {
  const result = await fetch("https://cms.crowdbase.eu/wp-json/wp/v2/posts?per_page=2&page=1");

  /** Hangs here, or with result.text() */
  const json = await result.json();
  return json;
};


export default async function Page() {
  const data = await getData();

  return ( ... );
}
```

Notably, the `fetch` request itself does complete to produce a `Response` object. However, when calling any method to retrieve data such as `json`, `text`, or `blob`, the problem occurs, only when using turbopack.

The JSON in question is located here, and is an array of posts:

https://cms.crowdbase.eu/wp-json/wp/v2/posts?per_page=2&page=1

The JSON itself appears to be valid.


### Expected Behavior

The page should load after completing the fetch request, similarly to the non-turbopack version.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: 4.0 Method get_slide_collision_count() return idx is same object.
Labels: topic:physics,needs testing

### Godot version

4.0

### System information

Win10, AMD - Radeon RX 590

### Issue description

![1678596483783](https://user-images.githubusercontent.com/36792266/224524943-fd69e826-b0f3-44a8-965d-d9d4165fb70d.png)


Like this, I follow the 3D tutorial and the collision did not go as expected. The signal is sent too many times but i need once.

I can get the right answer in other ways, but I don't want to. I want to know what went wrong.

Tutorial link: [https://docs.godotengine.org/en/4.0/getting_started/first_3d_game/06.jump_and_squash.html](https://docs.godotengine.org/en/4.0/getting_started/first_3d_game/06.jump_and_squash.html)

### Steps to reproduce

[Test3D.zip](https://github.com/godotengine/godot/files/10950004/Test3D.zip)

This is my project code.
Running and Jump.

### Minimal reproduction project

N/A
Repository: pytorch
Issue: The output of torch.histc is incorrect on both CPU and CUDA
Labels: triaged,module: edge cases

### 🐛 Describe the bug

```python3
import torch
torch.set_printoptions(linewidth=160)
print("case 1", torch.histc(torch.linspace(0, 1, 2**28, device="cuda"), bins=3))
print("case 2", torch.histc(torch.linspace(0, 1, 2**28), bins=3))
print("case 3", torch.histc(torch.linspace(0, 1, 2**28, device="cuda"), bins=2048, min=0, max=2047))
print("case 4", torch.histc(torch.linspace(0, 1, 2**28), bins=2048, min=0, max=2047))
```

The output of case 2, 3, 4 are wrong.

```
case 1 tensor([89478488., 89478488., 89478480.], device='cuda:0')
case 2 tensor([50331648., 55924060., 50331648.])
case 3 tensor([16777216.,   131081.,        0.,  ...,        0.,        0.,        0.], device='cuda:0')
case 4 tensor([1.3422e+08, 1.3108e+05, 0.0000e+00,  ..., 0.0000e+00, 0.0000e+00, 0.0000e+00])
```

Expected results:
```python3
import numpy as np
print("case 1 & 2", np.histogram(np.linspace(0, 1, 2**28), bins=3)[0])
print("case 3 & 4", np.histogram(np.linspace(0, 1, 2**28), bins=2048, range=(0, 2047))[0])
'''
case 1 & 2 [89478485 89478485 89478486]
case 3 & 4 [268304384    131072         0 ...         0         0         0]
'''
```

### Versions

```
Collecting environment information...
PyTorch version: 1.13.1+cu117
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 10 专业版
GCC version: (x86_64-posix-sjlj-rev0, Built by MinGW-W64 project) 12.2.0
Clang version: 14.0.6
CMake version: version 3.25.3
Libc version: N/A

Python version: 3.10.10 (tags/v3.10.10:aad5f6a, Feb  7 2023, 17:20:36) [MSC v.1929 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.19045-SP0
Is CUDA available: True
CUDA runtime version: 12.0.140
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3080
Nvidia driver version: 528.49
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=2904
DeviceID=CPU0
Family=198
L2CacheSize=2048
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=2904
Name=Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] numpy==1.24.2
[pip3] torch==1.13.1+cu117
[pip3] torchaudio==0.13.1+cu117
[pip3] torchvision==0.14.1+cu117
[conda] Could not collect
```
Repository: flutter
Issue: Allow setting of Android switcher icon background color separately from `primarySwatch`
Labels: c: new feature,framework,f: material design,c: proposal,dependency: android,team-design,triaged-design

Whatever I change `primarySwatch` to becomes the background color of the icon in the Android switcher, and I don't want that to happen, I want to set the icon background color separately from the `primarySwatch`.

If I use say

```dart
final widget = MaterialApp(
      theme: ThemeData(primarySwatch: Colors.deepPurple),
    /*...*/ );
```

then when my app has an icon that is a black asterisk in a white circle with a transparent background around the circle, in the switcher I see this:

![image](https://user-images.githubusercontent.com/811305/224526252-b2885a8e-4b19-4458-8619-a31f3fb168d7.png)

## Use case

I want to get rid of the purple, e.g. by switching the switcher icon background color to white, while leaving the `primarySwatch` set to `deepPurple`.

I don't see a way to do this in `ThemeData`.

## Proposal

I propose adding `switcherBackgroundColor` to `ThemeData`, and if set, this will be used for the icon background, rather than `primarySwatch`.