sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: Marigold depth - high-quality diffusion-based monocular depth estimation
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 ?

Improved monocular depth estimation algorithm based on fine-tuned stable diffusion. Expecting better guidance for depth-to-image and other models employing monocular depth.

### Proposed workflow

1. As an alternative to MiDaS


### Additional information

https://marigoldmonodepth.github.io/
https://twitter.com/AntonObukhov1/status/1732946419663667464
Repository: go
Issue: x/tools/gopls: jump to definition for inlay hints
Labels: FeatureRequest,gopls,Tools

### gopls version

Build info ---------- golang.org/x/tools/gopls v0.14.2     golang.org/x/tools/gopls@v0.14.2 h1:sIw6vjZiuQ9S7s0auUUkHlWgsCkKZFWDHmrge8LYsnc=     github.com/BurntSushi/toml@v1.2.1 h1:9F2/+DoOYIOksmaJFPw1tGFy1eDnIJXg+UHjuD8lTak=     github.com/google/go-cmp@v0.5.9 h1:O2Tfq5qg4qc4AmwVlvv0oLiVAGB7enBSJ2x2DqQFi38=     github.com/sergi/go-diff@v1.1.0 h1:we8PVUC3FE2uYfodKH/nBHMSetSfHDR6scGdBi+erh0=     golang.org/x/exp/typeparams@v0.0.0-20221212164502-fae10dda9338 h1:2O2DON6y3XMJiQRAS1UWU+54aec2uopH3x7MAiqGW6Y=     golang.org/x/mod@v0.14.0 h1:dGoOF9QVLYng8IHTm7BAyWqCqSheQ5pYWGhzW00YJr0=     golang.org/x/sync@v0.4.0 h1:zxkM55ReGkDlKSM+Fu41A+zmbZuaPVbGMzvvdUPznYQ=     golang.org/x/sys@v0.14.0 h1:Vz7Qs629MkJkGyHxUlRHizWJRG2j8fbQKjELVSNhy7Q=     golang.org/x/telemetry@v0.0.0-20231114163143-69313e640400 h1:brbkEFfGwNGAEkykUOcryE/JiHUMMJouzE0fWWmz/QU=     golang.org/x/text@v0.13.0 h1:ablQoSUd0tRdKxZewP80B+BaqeKJuVhuRxj/dkrun3k=     golang.org/x/tools@v0.14.1-0.20231114185516-c9d3e7de13fd h1:Oku7E+OCrXHyst1dG1z10etCTxewCHXNFLRlyMPbh3w=     golang.org/x/vuln@v1.0.1 h1:KUas02EjQK5LTuIx1OylBQdKKZ9jeugs+HiqO5HormU=     honnef.co/go/tools@v0.4.5 h1:YGD4H+SuIOOqsyoLOpZDWcieM28W47/zRO7f+9V3nvo=     mvdan.cc/gofumpt@v0.4.0 h1:JVf4NN1mIpHogBj7ABpgOyZc65/UUOkKQFkoURsz4MM=     mvdan.cc/xurls/v2@v2.4.0 h1:tzxjVAj+wSBmDcF6zBB7/myTy3gX9xvi8Tyr28AuQgc= go: go1.21.5

### go env

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/Users/qinxin/Library/Caches/go-build'
GOENV='/Users/qinxin/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/qinxin/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='darwin'
GOPATH='/Users/qinxin/go'
GOPRIVATE=''
GOPROXY='https://goproxy.cn,direct'
GOROOT='/opt/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/opt/go/pkg/tool/darwin_amd64'
GOVCS=''
GOVERSION='go1.21.5'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='clang'
CXX='clang++'
CGO_ENABLED='1'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/fh/vsv2q2j974gfv7t2j9tt3lhc0000gn/T/go-build4136473800=/tmp/go-build -gno-record-gcc-switches -fno-common'
```


### What did you do?

None

### What did you expect to see?

add feature `Jump to definition for inlay hints` like typescript and rust-analyzer:

typescript:
![ts-inlay](https://github.com/golang/go/assets/28943828/65e9cad1-4f82-48f3-bb3b-94aff61121ea)

rust-analyzer:
<img width="1174" alt="rust-inlay" src="https://github.com/golang/go/assets/28943828/c44167fb-92ae-42a6-ad3b-d6e1b2a4ed6c">



### What did you see instead?

none

### Editor and settings

none

### Logs

none
Repository: godot
Issue: File corruption when two scenes call `preload` on each other
Labels: bug,topic:gdscript

### Tested versions

Reproducible in
- 4.2.stable.official [46dc27791]
- 4.1.1.stable
- 4.1.beta3.official [ada712e06]
- 4.1.dev4.official [5c2295ff5]
- 4.1.dev3.official [a67d37f7c]

In these versions, there is no file corruption but the program behaves unexpectedly
- 4.1.dev2.official [668cf3c66]
- 4.0.4.stable.official
- 4.0.stable.official

In this version, there is no file corruption and when attempting to Run the project I receive the following error:
- 3.6.beta3.official

```
E 0:00:00.426   load: Resource: 'res://scene_a.tscn' is already being loaded. Cyclic reference?
  <C++ Error>   Condition "!success" is true. Returned: RES()
  <C++ Source>  core/io/resource_loader.cpp:353 @ load()
```

### System information

Godot v4.2.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)

### Issue description

**Expected Behavior**

When two scenes call "preload" on each other, I should be able to exit and reopen the project successfully.

**Actual Behavior**

When I exit and reload the project, I see the following error message:

![godot_bug_scene](https://github.com/godotengine/godot/assets/13203370/ed6325bc-8fcf-42d7-9862-17ef5064b80f)

It appears I cannot open scene_a anymore.


### Steps to reproduce

# How to reproduce with MRP

1. Import and open the project
3. You should see a pop-up window that says scene_a.tscn is invalid/corrupt:

![godot_bug](https://github.com/godotengine/godot/assets/13203370/6bedc418-56ec-4db5-8113-2ef4f7efec2a)

# How I created the MRP

Here are the steps I followed to create the MRP.

1. Open Godot
2. Create a scene `scene_a.tscn`
3. Create a Node in `scene_a`
4. Attach the "scene_a.gd" script to the Node
5. Create a scene `scene_b.tscn`
6. Create a Node in `scene_b`
7. Attach the "scene_b.gd" script to the Node

scene_a.gd:
```
extends Node

func _ready():
	preload("res://scene_b.tscn")
```

scene_b.gd:
```
extends Node

func _ready():
	preload("res://scene_a.tscn")
```

### Minimal reproduction project (MRP)

[SceneBugMRP.zip](https://github.com/godotengine/godot/files/13626633/SceneBugMRP.zip)
Repository: go
Issue: x/mobile/cmd/gomobile: bind fail for ios
Labels: NeedsInvestigation,mobile

### Go version

go1.21.5 darwin_amd64

### What operating system and processor architecture are you using (`go env`)?

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/Users/devs/Library/Caches/go-build'
GOENV='/Users/devs/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/devs/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='darwin'
GOPATH='/Users/devs/go'
GOPRIVATE=''
GOPROXY='https://mirrors.aliyun.com/goproxy/,direct'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go/pkg/tool/darwin_amd64'
GOVCS=''
GOVERSION='go1.21.5'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='clang'
CXX='clang++'
CGO_ENABLED='1'
GOMOD='/Users/devs/gocode/elkmi/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/q_/k5lz0gmj5vzgx79dmwf1jjy00000gn/T/go-build853643340=/tmp/go-build -gno-record-gcc-switches -fno-common'
```


### What did you do?

```
gomobile bind -v -target=ios ./core 
```

### What did you expect to see?

build ok

### What did you see instead?

```
# gobind/gobind
Core_darwin.m:893:13: error: redefinition of '_cmd' with a different type: 'nbyteslice' (aka 'struct nbyteslice') vs 'SEL'
note: previous definition is here
Core_darwin.m:895:42: error: passing 'SEL' to parameter of incompatible type 'nbyteslice' (aka 'struct nbyteslice')
cgo-gcc-export-header-prolog:175:72: note: passing argument to parameter 'param_cmd' here
Core_darwin.m:897:13: error: member reference base type 'SEL' is not a structure or union
# gobind/gobind
Core_darwin.m:893:13: error: redefinition of '_cmd' with a different type: 'nbyteslice' (aka 'struct nbyteslice') vs 'SEL'
note: previous definition is here
Core_darwin.m:895:42: error: passing 'SEL' to parameter of incompatible type 'nbyteslice' (aka 'struct nbyteslice')
cgo-gcc-export-header-prolog:175:72: note: passing argument to parameter 'param_cmd' here
Core_darwin.m:897:13: error: member reference base type 'SEL' is not a structure or union
# gobind/gobind
Core_darwin.m:893:13: error: redefinition of '_cmd' with a different type: 'nbyteslice' (aka 'struct nbyteslice') vs 'SEL'
note: previous definition is here
Core_darwin.m:895:42: error: passing 'SEL' to parameter of incompatible type 'nbyteslice' (aka 'struct nbyteslice')
cgo-gcc-export-header-prolog:175:72: note: passing argument to parameter 'param_cmd' here
Core_darwin.m:897:13: error: member reference base type 'SEL' is not a structure or union
gomobile: iossimulator/amd64: go build -v -buildmode=c-archive -o /var/folders/q_/k5lz0gmj5vzgx79dmwf1jjy00000gn/T/gomobile-work-3616695288/core-iossimulator-amd64.a ./gobind failed: exit status 1
```
Repository: tauri
Issue: [bug] build fail with Chinese productName in  tauri.conf.json  failed to bundle project: error running light.exe
Labels: type: bug,platform: Windows,status: needs triage

### Describe the bug

I edit the tauri.conf.json file with a Chinese ProductName and run `pnpm tauri build` but fail
```
Error failed to bundle project: error running light.exe
```

### Reproduction

 edit the tauri.conf.json, update ProductName  to "你好"
 pnpm tauri build

### Expected behavior

build successfuly

### Platform and versions

```text
[✔] Environment
    - OS: Windows 10.0.22621 X64
    ✔ WebView2: 120.0.2210.61
    ✔ MSVC: Visual Studio Community 2022
    ✔ rustc: 1.74.0 (79e9716c9 2023-11-13)
    ✔ cargo: 1.74.0 (ecb9851af 2023-10-18)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (default)
    - node: 20.10.0
    - pnpm: 8.11.0
    - npm: 10.2.3
```


### Stack trace

```text
Compiling tauri-app v0.0.0 (D:\code\web\tauri-app\src-tauri)
    Finished release [optimized] target(s) in 35.70s
        Info Target: x64
     Running candle for "main.wxs"
     Running light to produce D:\code\web\tauri-app\src-tauri\target\release\bundle\msi\你好_0.0.0_x64_en-US.msi
       Error failed to bundle project: error running light.exe
 ELIFECYCLE  Command failed with exit code 1.
```


### Additional context

_No response_
Repository: vscode
Issue: Add bypass proxy setting
Labels: feature-request,proxy

<!-- ⚠️⚠️ 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. -->
Hi!

I'm using a proxy to run VS Code (`"http.proxy": "http://user:password@ip:port"`) and when I try to connect to the local Jupyter server at `192.168.0.199` (my CUDA machine) I get an error because all traffic goes through the proxy

This topic has already been raised here: https://github.com/microsoft/vscode/issues/44941

- [ ] Add bypass proxy setting please

And thanks for the best IDE!
Repository: ant-design
Issue: Incorrect border radius on Table's first row when `showHeader=false` and `bordered`.
Labels: 🐛 Bug,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-ck2dsx?file=%2Findex.js)

### Steps to reproduce

```jsx
<Table bordered showHeader={false} columns={columns} dataSource={dataSource} />
```
![Google Chrome  ScreentShot at 2023-12-10 12 37 30](https://github.com/ant-design/ant-design/assets/13414731/9e7a079f-2ebe-4bd6-b0ee-4cfa5290e7b7)
![Google Chrome  ScreentShot at 2023-12-10 12 38 26](https://github.com/ant-design/ant-design/assets/13414731/36df9076-1abb-41b9-a55b-88188bba3315)
![Google Chrome  ScreentShot at 2023-12-10 12 38 48](https://github.com/ant-design/ant-design/assets/13414731/79087cec-43d3-4244-a88c-f417da6051f5)


### What is expected?

The background and border of first row should not overflowed.

### What is actually happening?

The background and border of first row overflowed.

| Environment | Info |
| --- | --- |
| antd | 5.12.1 |
| React | 18.2.0 |
| System | macOS |
| Browser | Chrome/120.0.0.0 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: CPUParticle2D only runs when moving/interacting in inspector after zooming into the particle Godot 4.2
Labels: discussion,topic:editor,topic:particles

### Tested versions

-Reproducible 4.2(Stable), 4.1.3(Stable)
-Not Reproducible:

### System information

Godot v4.2.stable - Windows 10.0.22631 - Vulkan (Mobile) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.21018.9001) - AMD Ryzen 5 6600U with Radeon Graphics (12 Threads)

### Issue description

Making and editing CPU particle, some setting causes it to behave weirdly after panning on the screen. It won't run unless I move my mouse, type in a text box, change a scale (like an radial acceleration in the particle inspector). Even if my keyboard is just being pressed without typing anywhere, the particle will run. 

Making a brand new CPUParticle2D with no changes, the issue doesn't exist.
Switching renderers DOESN'T fix the issue.
Choosing different scenes/nodes doesn't solve the issue, it continues to persist.

Zooming out FIXES the issue.
Adding a brand new default CPUParticle2D FIXES the issue.
Making this newly added particle not visible, the issue comes back.
Right clicking on a file, or node, FIXES the issue.

The video shows the issue and what "solves" it.
https://github.com/godotengine/godot/assets/84396480/35cf34a5-83de-420f-9dac-576c30336ec2

### Steps to reproduce

I've included a sample project of the particle I've created that is having the issue. Just open test_scene.tscn and there will be a particle (confetti_particle) ready to be messed with.

Zoom in close to it, if it doesn't act funny keep zooming in and out around or near the particle. When it starts acting choppy or pausing, you've replicated the bug. Type in the editor description of confetti_particle, notice how it runs correctly. Move around acceleration , notice how it runs correctly.

### Minimal reproduction project (MRP)

[ParticleBug.zip](https://github.com/godotengine/godot/files/13625722/ParticleBug.zip)
Repository: godot
Issue: Error when changing the TextureRID of a Texture2DRD
Labels: bug,topic:rendering

### Tested versions

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Vulkan (Forward+)

### Issue description

If you free an RID associated with a Texture2DRD and then add a new RID to the texture, it outputs an error, saying it attempted to free an invalid RID.

### Steps to reproduce

This code outputs an error on the last line. In my actual project, I needed to do this because you can't change the resolution of a texture without creating a new one.

```gdscript
var rd := RenderingServer.get_rendering_device()
var texture_rd := Texture2DRD.new()
var rid : RID

var fmt := RDTextureFormat.new()
fmt.width = 8
fmt.height = 8
fmt.format = RenderingDevice.DATA_FORMAT_R32G32B32A32_SFLOAT
fmt.usage_bits = RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT + RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT

var image := Image.create(8, 8, false, Image.FORMAT_RGBAF)
image.fill(Color.BLACK)

rid = rd.texture_create(fmt, RDTextureView.new(), [image.get_data()])
texture_rd.texture_rd_rid = rid

rd.free_rid(rid)
rid = rd.texture_create(fmt, RDTextureView.new(), [image.get_data()])
texture_rd.texture_rd_rid = rid
``` 
There is a workaround for this, which is deleting the Texture2DRD and creating a new one. But that doesn't seem like the intended way of changing the RID of a texture.

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: Cannot impl `std::os::windows::fs::MetadataExt` in stable rust
Labels: T-libs-api,C-bug,A-io

The 3 methods added in #63010 makes `MetadataExt` cannot be implemented in stable rust.

```
error[E0046]: not all trait items implemented, missing: `volume_serial_number`, `number_of_links`, `file_index`
   --> compio-fs\src\metadata\windows.rs:149:1
    |
149 | impl MetadataExt for Metadata {
    | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ missing `volume_serial_number`, `number_of_links`, `file_index` in implementation
    |
    = help: implement the missing item: `fn volume_serial_number(&self) -> Option<u32> { todo!() }`
    = help: implement the missing item: `fn number_of_links(&self) -> Option<u32> { todo!() }`
    = help: implement the missing item: `fn file_index(&self) -> Option<u64> { todo!() }`
```

The trait should provide default impls for them.
Repository: PowerToys
Issue: Customizable Application List with Priority Sorting
Labels: Product-Settings,Area-User Interface,Needs-Triage

### Description of the new feature / enhancement

The proposed feature would allow users to customize their application list within PowerToys, enabling them to sort applications based on frequency of use or personal priority. This enhancement would allow for a more efficient workflow as users could prioritize their most-used apps, making them quickly and easily accessible.

The feature would present a user-friendly interface within PowerToys settings where users could drag-and-drop to reorder their applications, or sort them according to usage statistics. The most-used or prioritized applications would appear at the top of this list.

### Scenario when this would be used?

This would be especially useful for users who rely on quick access to a suite of productivity applications and would benefit from a streamlined, personalized list that adapts to their workflow.

### Supporting information

Incorporating this feature could enhance user satisfaction by reducing the time spent searching for applications and improving overall productivity. Evidence from user forums and feedback suggests a high demand for more personalized and efficient navigation within PowerToys.
Repository: godot
Issue: Pen tilt angle is not in radians
Labels: discussion,needs testing,topic:input

### Tested versions

4.2.stable

### System information

Windows 11

### Issue description

I'm trying to get a 3D vector pointing in the direction of the tablet pen using [InputEventMouseMotion.tilt](https://docs.godotengine.org/en/stable/classes/class_inputeventmousemotion.html#class-inputeventmousemotion-property-tilt). 

Based on [this Windows Ink reference](https://learn.microsoft.com/en-us/uwp/api/windows.ui.input.inking.inkpoint.tilty?view=winrt-22621#windows-ui-input-inking-inkpoint-tilty) for `TiltX` and `TiltY`, I should be able to do something like 
`Vector3(tan(event.tilt.x), tan(event.tilt.y), 1)`. This doesn't work because the angle is not given in degrees nor radians, but normalized to a [-1,1] range instead.

https://github.com/godotengine/godot/blob/b94eb58d35b3dd8a9f522bc90df0db73862ef326/platform/windows/display_server_windows.cpp#L3371

I'm not saying that it can't work, but it's an odd choice for something that can be physically measured. I have also found a mistake in the Android input handler. It seems that the sine of the angle is being returned rather than the angle itself.
https://github.com/godotengine/godot/blob/b94eb58d35b3dd8a9f522bc90df0db73862ef326/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java#L478-L485

I doubt the two versions are collinear. Sadly, I don't have an Android device to confirm this.

### Steps to reproduce

Running the MRP displays a visual indicator of the pen, and the horizontal tilt angle in degrees. I currently have to remap the angle from [-1,1] to [-π/2, π/2] for the correct result, as I explained. It should roughly line up with the actual rotation of the tablet pen if tilt is supported.

On Android, you should be able to produce the bug by tilting the pen by 45 degrees, and it clearly not lining up. Perhaps an emulator can be used for thorough testing.

### Minimal reproduction project (MRP)

[tilt-MRP.zip](https://github.com/godotengine/godot/files/13626842/tilt-MRP.zip)
Repository: neovim
Issue: Undo calls changed_lines before on_bytes
Labels: bug,marks

### Problem

Undo (`u`) calls `changed_lines()` before adjusting extmarks (which triggers `on_bytes`):
https://github.com/neovim/neovim/blob/096211a87b1649e9a7408ce159072a6236195eea/src/nvim/undo.c#L2378-L2430

Normally, `changed_lines()` should be called after adjusting extmarks. This order is important because the result of `changed_lines()` may depend on the result of `on_bytes`. For example, `changed_lines()` updates folds, and the treesitter folding shifts foldlevels in `on_bytes`. So if `changed_lines()` is called before `on_bytes`, the folds can be wrong. See also #26364.


### Steps to reproduce

repro.vim
```
function Fde()
  echom 'foldexpr' v:lnum
endfunction
set foldmethod=expr foldexpr=Fde()
lua vim.api.nvim_buf_attach(0, false, {on_bytes = function() print('on_bytes') end})
```

1.  Run
    ```
    nvim --clean
    :so repro.vim
    ```
    This prints `foldexpr 1` to `:mess`
2.  Type `o<Esc>`.
    This prints the following to `:mess`, in the correct order.
    ```
    on_bytes
    foldexpr 1
    foldexpr 2
    ```
3.  Type `u`.
    This prints the following to `:mess`, in the **wrong** order.
    ```
    foldexpr 1
    on_bytes
    ```


### Expected behavior

on_bytes, then foldexpr

### Neovim version (nvim -v)

2ebd328a798778825be61015acd975d8a929dfec

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

ubuntu 23.10

### Terminal name/version

GNOME Terminal 3.49.92 using VTE 0.74.0 +BIDI +GNUTLS +ICU +SYSTEMD

### $TERM environment variable

tmux-256color

### Installation

build from repo
Repository: TypeScript
Issue: Unexpected widening of template literal string type when the function's type is referenced by the constraint of a additional uninvolved type parameter
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

"Generic constraints", "Infer strict return type"

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about Strict function types

### ⏯ Playground Link

_No response_

### 💻 Code

First example:

```ts
type Primitives = number | string | boolean | bigint | symbol | undefined | null | void;

declare function call<
  R extends Primitives,
  O extends { a: (...args: any[]) => R },
  Args extends { a: Parameters<O['a']> }
>(o: O, args: Args): ReturnType<O['a']>;

const check = call(
  {
    a(a: string) {
      return `${a}a`;
    }
  },
  { a: ['a'] }
)
```

Second example:
```ts
type Primitives = number | string | boolean | bigint | symbol | undefined | null | void;

declare function call<
  R extends Primitives,
  O extends { a: (...args: any[]) => R },
>(o: O, args: { a: Parameters<O['a']> }): ReturnType<O['a']>;

const check = call(
  {
    a(a: string) {
      return `${a}a`;
    }
  },
  { a: ['a'] }
)
```

### 🙁 Actual behavior

I'm trying to write a function that retrieves the function's strict return type (which is a property of an object) and takes a second argument as an object with the same properties, but with arguments for these functions.

There is a problem with how TypeScript infer the return types.

In the first example `check` will have `string` type. But in the second example `check` will have `${string}a` type as expected.

I have noticed that problem occur when I try to write generic for `args` argument of `call` function.

This looks like a bug, since generic for `args` argument has no effect on other types.

### 🙂 Expected behavior

In both examples the return type must be `${string}a`.

### Additional information about the issue

_No response_