sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: When I add a script file into the project tree and then open it with File > Open inside godot, it doesn't get added to the project and there is no prompt or button or context menu entry to do so
Labels: bug,topic:editor,needs testing

### Tested versions

Latest stable on Flathub

### System information

Godot v4.2.2.stable - Freedesktop SDK 23.08 (Flatpak runtime) - Wayland - Vulkan

### Issue description

When I add a script file into the project tree and then open it with File > Open inside godot, it doesn't get added to the project and there is no prompt or button or context menu entry to do so. When I use it via `preload()` in some other place to refer to it, then I get a runtime error pretending the resource isn't there while the error lists the exact path of the file that does indeed exist.

This seems potentially like a UX/workflow design bug, where what the user wanted to do isn't really taken account of. I propose that there should be a prompt when I File > Open a script file that is inside the project folder but not registered as part of the project, to add it into the project. There should ideally also be an entry in the context menu of the file in the script file list to do so.

My apologies if there's a really obvious button to handle this and I somehow just missed it.

### Steps to reproduce

1. Make a new project with some scenes and script files
2. Outside of godot, make a new text file `myscript.gd` and copy it into the godot project folder on disk
3. Inside godot, go to the script pane and observe the script file isn't in the script file list, which is probably expected at this point. Click `File > Open` to add it to the open script file list.
4. Now observe the script file is listed amid the others with both 1. no obvious indication it wasn't properly added into the project, and 2. no obvious way to actually add it properly into hte project.

### Minimal reproduction project (MRP)

I sadly don't have one
Repository: stable-diffusion-webui
Issue: [Feature Request]: Per-checkpoint default CFG scale, steps etc.
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 ?

Various checkpoints have different recommended CFG settings, steps or samplers, meaning cfg=7, steps=20 and sampler=dpm++2m shouldn't be the default setting for all of them.

Eg. for RealVisXL 4.0 we have:
> Use Turbo models with DPM++ SDE Karras sampler, 4-10 steps and CFG Scale 1-2.5
> Use Lightning models with DPM++ SDE Karras / DPM++ SDE sampler, 4-6 steps and CFG Scale 1-2

And for STOIQO NewReality:
>MAIN SAMPLER (Recommended): dpmpp_3m_sde + Exponential
>OTHER SAMPLERS: dpmpp_sde + Karras
>    FOR MORE RALISM: CFG: 1-3 | STEPS: 15+
>    FOR BALANCING (Recommended): CFG: 4 | STEPS: 20+
>    FOR MORE CREATIVITY: CFG: 5-7 | STEPS: 30+

Either a model vendor should be able to provide such settings somewhere in safetensors file, or the user should be able to configure their settings per-model. It's hard to remember all the numbers, or run x/y/z plot to test some prompt with various checkpoints.

### Proposed workflow

1. Allow configuring per-checkpoint cfg_scale, steps and sampler parameters
2. When the checkpoint is chosen and a relevant configuration flag is enabled, these settings are updated.


### Additional information

I would use https://github.com/rifeWithKaiju/model_preset_manager for this but it doesn't even work on Linux. And such a feature is too important to rely on poorly-maintained extension, should be part of core functionality.

I suppose there are optional fields in safetensors file format that could be standarized by AUTOMATIC1111 so that model vendors could populate them prior to uploading to Civitai. Alternatively, a manifest file format could be introduced that could be stored together with the checkpoint and/or deployed separately. In a perfect scenario, https://github.com/zixaphir/Stable-Diffusion-Webui-Civitai-Helper could just collect this information from Civitai without refetching all the models.
Repository: angular
Issue: Problem with SSR and condition
Labels: area: core,core: hydration

### Which @angular/* package(s) are the source of the bug?

Don't known / other

### Is this a regression?

I don't know

### Description

I have the following component template for a sign-in page

- if the user is signed in, we show some user info
- else we show the login form
- we also have some content inside the `@else` block for diagnostic purposes
  - "user with div" -  text inside an html tag
  - "user without div" - text existing without an html tag
- this is a zoneless app
- change detection strategy was onPush

```html
<div class="rounded-md bg-white shadow shadow-z1 p-4 px-8">
  @if (user$(); as user) {
  <fa-icon [icon]="icons.faCheckCircle" class="mx-auto text-xl text-emerald-400"></fa-icon>

  <div class="text-center text-sm">
    <p class="mt-4">Signed in as</p>
    <p class="mt-2">{{user.displayName}}</p>
    <p class="text-gray-500">{{user.email}}</p>
  </div>

  <button class="mt-8 mx-auto text-sm stroked-button" mat-ripple
          (click)="signOut()">
    Sign Out
  </button>

  }
  @else {
  <div>
    user (with div)
  </div>

  user (without div)

  <!-- <form> login form </form>-->
  }
</div>
```

On the server side, user is always null, because we do not pass authentication headers to the ssr server.
Therefore, the html from ssr includes the login form

However, it is possible for a user to be detected in the browser (localstorage/cookies/indexeddb/firebase/etc).
In that scenario, the user$ signal is populated, and user info is to be shown, while the login form is to be hidden.

However, the rendered html looks like this
![image](https://github.com/user-attachments/assets/433443f1-5d75-4af0-b72e-55f3403ba16c)

Points to note:
- ✔️ the user info was shown
- ✔️ the "user without div" part was hidden
- ❌ the "user with div part was not hidden
- ❌ the login form was not hidden


### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 18.1.1
Node: 20.16.0
Package Manager: pnpm 9.4.0
OS: linux x64

Angular: 18.1.1
... animations, cdk, cli, common, compiler, compiler-cli, core
... forms, language-service, material, material-luxon-adapter
... platform-browser, platform-browser-dynamic, platform-server
... router, ssr

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1702.2
@angular-devkit/build-angular   18.1.1
@angular-devkit/core            18.1.1
@angular-devkit/schematics      18.1.1
@schematics/angular             18.1.1
ng-packagr                      18.1.0
rxjs                            7.8.1
typescript                      5.5.3
```


### Anything else?

This is similar to #54201
Repository: PowerToys
Issue: Color picker cannot get the color of websites with custom cursors.
Labels: Needs-Triage,Product-Color Picker

### Description of the new feature / enhancement

When the color picker is open in a website which has a custom cursor, the color picker will always pick the color of the cursor.

If possible to implement something like that it would be great.

### Scenario when this would be used?

When picking colors from websites which has custom cursors



### Supporting information

_No response_
Repository: ollama
Issue: how to force ollama to use different cpu runners / how to compile windows avx512 runner? 
Labels: feature request,performance,nvidia,build

### What is the issue?

according to logs ollama seems to only be using AVX not AVX2, how would i fix this and force avx2 or higher? 

also wondering how i compile the avx512 runner for windows? i have compiled other runners and the cuda runner fine but it seems regardless of what i try to set it just generates cpu, avx, avx2 and stops 

running `$env:OLLAMA_CUSTOM_CPU_DEFS="-DGGML_AVX=on -DGGML_AVX2=on -DGGML_AVX512=on"` or any other combo of this command seems to have no effect on generating a different runner aside from defaults, is there a file i need to edit to change what is compiled? i would also like to skip cpu, avx, avx2 if possible as it takes a fair amount of time and those are already compiled 

cpu is i7-7820x with support for avx2 & avx512 

### OS

Windows

### GPU

Nvidia, Intel

### CPU

Intel

### Ollama version

0.3.4
Repository: rust
Issue: add reference location error
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn foo<'a, T: Foo>(_: impl Iterator<Item = T>) { }

trait Foo { }
impl Foo for &i32 { }

fn main() {
    foo([2i32].into_iter())
}
```


### Current output

```Shell
Checking test_ v0.1.0 (/home/lrne/Project/Rust/test_)
error[E0277]: the trait bound `i32: Foo` is not satisfied
 --> src/main.rs:7:5
  |
7 |     foo([2i32].into_iter())
  |     ^^^^^^^^^^^^^^^^^^^^^^^ the trait `Foo` is not implemented for `i32`
  |
note: required by a bound in `foo`
 --> src/main.rs:1:15
  |
1 | fn foo<'a, T: Foo>(_: impl Iterator<Item = T>) { }
  |               ^^^ required by this bound in `foo`
help: consider borrowing here
  |
7 |     &foo([2i32].into_iter())
  |     +

For more information about this error, try `rustc --explain E0277`.
error: could not compile `test_` (bin "test_") due to 1 previous error
```


### Desired output

```Shell
Checking test_ v0.1.0 (/home/lrne/Project/Rust/test_)
error[E0277]: the trait bound `i32: Foo` is not satisfied
 --> src/main.rs:7:5
  |
7 |     foo([2i32].into_iter())
  |     ^^^^^^^^^^^^^^^^^^^^^^^ the trait `Foo` is not implemented for `i32`
  |
note: required by a bound in `foo`
 --> src/main.rs:1:15
  |
1 | fn foo<'a, T: Foo>(_: impl Iterator<Item = T>) { }
  |               ^^^ required by this bound in `foo`
help: consider borrowing here
  |
7 |     foo([&2i32].into_iter())
  |          +

For more information about this error, try `rustc --explain E0277`.
error: could not compile `test_` (bin "test_") due to 1 previous error
```
or
```
    Checking test_ v0.1.0 (/home/lrne/Project/Rust/test_)
error[E0277]: the trait bound `i32: Foo` is not satisfied
 --> src/main.rs:7:5
  |
7 |     foo([2i32].into_iter())
  |     ^^^^^^^^^^^^^^^^^^^^^^^ the trait `Foo` is not implemented for `i32`
  |
note: required by a bound in `foo`
 --> src/main.rs:1:15
  |
1 | fn foo<'a, T: Foo>(_: impl Iterator<Item = T>) { }
  |               ^^^ required by this bound in `foo`
help: consider borrowing here
  |
7 |     foo((&[2i32]).into_iter())
  |         ++      +

For more information about this error, try `rustc --explain E0277`.
error: could not compile `test_` (bin "test_") due to 1 previous error
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.82.0-nightly (7c2012d0e 2024-07-26)
binary: rustc
commit-hash: 7c2012d0ec3aae89fefc40e5d6b317a0949cda36
commit-date: 2024-07-26
host: aarch64-unknown-linux-gnu
release: 1.82.0-nightly
LLVM version: 18.1.7
```


### Anything else?

_No response_
Repository: vscode
Issue: Multiline selection in linux
Labels: bug,editor-multicursor

I can select multiple line using scroll click + move mouse up or down but i cant do this same in ubuntu vs code


![Screenshot 2024-08-11 222822](https://github.com/user-attachments/assets/eb4bf2cc-cc32-470c-a662-dd537b7bedf6)


i have attached a screenshot of windows. and yes i have copied all shortcut from windows to linux but still the same problem appears
Repository: rust
Issue: The debuginfo test harness does not load pretty-printers for windows-gnu
Labels: A-testsuite,A-debuginfo,T-compiler,O-windows-gnu,C-bug,WG-debugging,A-compiletest

As part of https://github.com/rust-lang/rust/pull/128913 I am moving one of our pretty-printing tests from cdb-only to ignore-windows-gnu, because based on what I'm seeing in try-jobs, the pretty-printers are not loaded on windows-gnu targets. I do not know why that is the case.

We are doing some path escaping when setting up with gdb, I do not know if that is related: https://github.com/rust-lang/rust/blob/9cb1998ea15e179482504e07cad8fa121e169a32/src/tools/compiletest/src/runtest.rs#L1019-L1022

This is probably related to https://github.com/rust-lang/rust/issues/29658
Repository: flutter
Issue: [video_player] Add framePosition and frameDuration to VideoPlayerController
Labels: c: new feature,p: video_player,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

### Use case

Enabling support for frame-based animation overlay, frame-based video editor, and counting frame of a running video. Might also be a prerequisite for https://github.com/flutter/flutter/issues/72416.

### Proposal

As the title suggested, introduce two new properties to [VideoPlayerValue](https://pub.dev/documentation/video_player/latest/video_player/VideoPlayerValue-class.html) named `framePosition` and `frameDuration`.
Both works the same way as their time-based [counter](https://pub.dev/documentation/video_player/latest/video_player/VideoPlayerValue/position.html)[parts](https://pub.dev/documentation/video_player/latest/video_player/VideoPlayerValue/duration.html) but for frame integer instead of `Duration`.
Repository: godot
Issue: Reloading Scene with CSGPolygon3D in Path3D Causes "!is_inside_tree()" Error
Labels: bug,topic:3d

### Tested versions

- Reproducible in: 4.2.2.stable, 4.3rc3

### System information

Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 32.0.15.5599) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

When a CSGPolygon3D node is set to "Path" mode and is a child of a Path3D node, an error occurs upon reloading the scene. The error message displayed is: `get_global_transform: Condition "!is_inside_tree()" is true. Returning: Transform3D()`

### Steps to reproduce

Create a new scene in Godot.
Add a Path3D node to the scene.
Edit the Path3D node and add several points to define a path.
Add a CSGPolygon3D node as a child of the Path3D.
Set the CSGPolygon3D node to "Path" mode.
Set the CSGPolygon3D node's path to the parent Path3D node.
Attach a script to root node in the scene to reload the scene on keypress
Save the scene and run it.
Reload the scene.
Observe the error message in the output or debugger.

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/16575878/MRP.zip)
Repository: tauri
Issue: [bug] Deep links doesn't open app on linux
Labels: type: bug,status: needs triage

### Describe the bug

Tauri deep links doesn't work on Linux on v2 project. The handler is not called.

Eg. the link `vibe://download/?url=https://huggingface.co/ggerganov/whisper.cpp/resolve/main/ggml-tiny.bin?download=true`

### Reproduction

Use deep link plugin in v2 project on Linux

### Expected behavior

It should open the app with the parameters

### Full `tauri info` output

```text
tauri beta.v2.25
```


### Stack trace

_No response_

### Additional context

https://github.com/thewh1teagle/vibe/issues/212
Repository: godot
Issue: C# [GlobalClass] Nodes and Resources named as same as builtin Godot classes won't show up in Editor's Node/Resource pickers even if there's no logical collision
Labels: bug,discussion,topic:editor,topic:dotnet

Even if there's no logical collision (builtin class is not a Node/Resource) and even if declared in namespaces. No errors, successfully registering in godot_global_class_cache.cfg, no problems with attaching script by hand. 

### Steps to reproduce

Name [GlobalClass] (derived from Node or Resource ofc) "SceneState" for example (then build). It will not be shown in "Add child..." or "Create new..." dialogs (although it doesn't conflict with any other Node/Resource and can be attached by hand in scene/project. Also there's no warning even if real name collision exists (name it "Node3D").
Repository: opencv
Issue: Add a family of routines for evaluating confidence limits on parameters of the models optimized with SolvePnP and calibrateCamera
Labels: feature

### Describe the feature and motivation

Currently the methods related to camera calibration (`calibrateCamera`) or pose estimation (flavours of `solvePnP`) return overall RMS reprojection errors. As a user I am more interested in confidence limits on parameters of the model optimized with these methods, i.e. distortion coefficients, rotation / translation vectors, etc.

Assuming that the parameter evaluation is performed with chi-square fitting, deviations of image points are distributed according to the Gaussian distribution with the same standard deviation, and the Jacobian of the underlying model is known (can be retreived from [`projectPoints`](https://docs.opencv.org/4.10.0/d9/d0c/group__calib3d.html#ga1019495a2c8d1743ed5cc23fa0daff8c)), one can estimate the confidence limits on model parameters of choice following the section 15.6 of [Press et al.](https://numerical.recipes/). The procedure is mathematically quite intricate, but is not very hard to implement.

The advantage of this approach would be gradual improvement of calibration precision with the number of images used, even if each of the images is of poor quality. In the case of pose estimation, the precision of the estimation will grow with the number of image points.

I would be very glad to implement it for some of the future versions of OpenCV.

### Additional context

_No response_
Repository: neovim
Issue: set vim.wo.foldenable=false by default
Labels: enhancement,defaults,folds

### Problem

foldenable is true by default, this makes code folded when open file. This make very strangle. Maybe we should set it to false by default.

### Expected behavior

foldenable is set to false by default.
Repository: ant-design
Issue: Input组件配置allowClear后，使用onMouseDown的event.preventDefault()无法阻止获取焦点
Labels: Inactive,🧶 Low Priority

### Reproduction link

[https://gitee.com/fanzyx/crane-admin-front/blob/master/inputbug.tsx](https://gitee.com/fanzyx/crane-admin-front/blob/master/inputbug.tsx)

### Steps to reproduce

未配置allowClear属性时，可以通过onMouseDown的event.preventDefault() 方法阻止获取焦点

配置allowClear后，onMouseDown能执行，但仍会获取焦点

### What is expected?

配置allowClear属性时，可以通过onMouseDown的event.preventDefault() 方法阻止获取焦点

### What is actually happening?

配置allowClear属性时，使用onMouseDown的event.preventDefault() 方法仍然获取焦点

| Environment | Info |
| --- | --- |
| antd | 5.20.1 |
| React | 18.3.1 |
| System | windows |
| Browser | chrome 127.0.6533.100 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ant-design
Issue: Use pkg.pr.new as the source of publish artifacts
Labels: ⚙️ Workflow,Inactive

https://github.com/ant-design/ant-design/runs/28635776726
Repository: godot
Issue: `GPUParticlesCollisionSDF3D` does not collide in the editor if the particle system's AABB wasn't overlapping on scene load
Labels: bug,needs testing,topic:3d,topic:particles

### Tested versions

v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 32.0.15.5599) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

This is likely a variation of #60994 but its not quite the same as in this case the SDF is already baked and working and then stops working later. Please regard the following video:

https://github.com/user-attachments/assets/7dd2a85d-fdd8-44b4-872d-798ce70c2cba

We start with an already baked SDF and a particle system that collides with the SDF. Now I move the particle system away so that its AABB doesn't overlap with the SDF node anymore. Then I save the scene and reload it. Now I move the particle system back over the SDF. However now it does no longer collide with the SDF. I need to save and reload the scene another time until the collision works again.  This can be extremely frustrating to debug because things that worked seemingly stop working later and no change you do to the particle system will have any effect on collision until you reload the scene.


### Steps to reproduce

Using the provided reproducer, open the `sdf_bake_test.tscn` scene and repeat the steps from the video.

### Minimal reproduction project (MRP)

[reproducer.zip](https://github.com/user-attachments/files/16578185/reproducer.zip)
Repository: electron
Issue: [Bug]: Empty `WebContentsView` can never appear on top non-empty `WebContentsView` on `BaseWindow`
Labels: platform/windows,platform/macOS,bug :beetle:,status/confirmed,has-repro-gist,31-x-y,32-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

31.1.0

### What operating system(s) are you using?

Windows, macOS

### Operating System Version

Sonoma 14.6, Windows 11 Home

### What arch are you using?

arm64 (including Apple Silicon)

### Last Known Working Electron version

N / A

### Expected Behavior

The `WebContentsView` appears on top of another `WebContentsView` that has a page loaded, regardless of its page loading state.

### Actual Behavior

The `WebContentsView` does not appear on top of another `WebContentsView` that has a page loaded, when it does not have any page loaded or is currently loading one.

### Testcase Gist URL

https://gist.github.com/kevinlinv/ceb6702dbc353a9f41a0dce60a7d588c

### Additional Information

I have attached a testing recording on macOS and Windows.

https://github.com/user-attachments/assets/19f12755-66bb-4378-81d1-41302e7279cb

https://github.com/user-attachments/assets/4cf86180-cdb8-4cb4-a2b4-55860e7fc880