sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: [BUG] sample_baked_with_rotation return wrong rotation when offset=0
Labels: topic:core,needs testing,topic:2d

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - integrated AMD Radeon(TM) Vega 8 Graphics  () - AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/50233205/c180f8f9-5f7c-4ef2-9410-0ce3d1e0aad6)

As shown in the picture above, when the curve offset is 0, the rotation angle seems to be incorrect. I just get the rotation of the offset (contained in the transform) and then copy the sprite2d to this position.
The other offset are correct, And I've also looked at existing questions and there doesn't seem to be the exact same problem as mine.

code as below.
![image](https://github.com/godotengine/godot/assets/50233205/f317529f-a82b-4340-8fda-58adb211fea6)

Thanks for any help.


### Steps to reproduce

1, create a Node Path2D
2, invoke path2d's curve with sample_baked_with_rotation(0) # only offset=0 seemd not correct
3, display path in debug and run

### Minimal reproduction project

[Curve2DSampleTest.zip](https://github.com/godotengine/godot/files/12779488/Curve2DSampleTest.zip)
Repository: go
Issue: os:  TestNonpollableDeadline fail in wsl1
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
tip
</pre>

### Does this issue reproduce with the latest release?

yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/mnt/e/TEMP/go-build'
GOENV='/root/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/root/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/root/go'
GOPRIVATE=''
GOPROXY='https://goproxy.cn'
GOROOT='/mnt/e/gofile/gogit/go1'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='local'
GOTOOLDIR='/mnt/e/gofile/gogit/go1/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='devel go1.22-27d2000103 Sun Oct 1 20:01:52 2023 +0800'
GCCGO='gccgo'
GOAMD64='v2'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
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 -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build3012391525=/tmp/go-build -gno-record-gcc-switches'
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

```
cd src 
./all.bash
```

### What did you expect to see?
Test passed.


### What did you see instead?
```
--- FAIL: TestNonpollableDeadline (0.00s)
    timeout_test.go:38: SetDeadline on file returned <nil>, wanted file type does not support deadline
    timeout_test.go:41: SetReadDeadline on file returned <nil>, wanted file type does not support deadline
    timeout_test.go:44: SetWriteDeadline on file returned <nil>, wanted file type does not support deadline
FAIL
FAIL    os      2.353s
```
Repository: go
Issue: x/website: revamp website for precise and pointed downloads, better access with content indices + user experience
Labels: website

<!--
Please answer these questions before submitting your issue. Thanks!
-->

We are revamping the website for https://go.dev and to that effect we have a couple of tasks whereby the finished prototype is at https://golang-doc-6yhxy5np6a-uc.a.run.app/ and to get changes in smoothly per https://github.com/orijtech/website/pull/1 and this is our game plan. **This issue is merely a progress tracker**

### Tasks
- [ ] Commit css changes: _content/css/* updates, Javascript changes _content/js
- [ ] Commit _content/doc/tutorial/`<EDITOR_GUIDES.md>`, Gopls, VimGo, VSCode and the various images
- [ ] Implement primary/left/title index
- [ ] Implement secondary/right/in-page index
- [ ] Implement the in-page progress jump buttons
- [ ] Implement new download experience
   - [ ] Content page firstly for where the downloads will be redirected to
   - [ ] UserAgent detection and redirection
   - [ ] Lastly the download button plus "Tour Go"
- [ ] Update all the menus accordingly


/cc @willpoint @jamalc @joedian
Repository: storybook
Issue: [Bug]: No stories found when Storybook is running in iCloud/OneDrive storage
Labels: bug,help wanted,compatibility with other tools,has workaround,sev:S3

### Describe the bug

When I have a project using storybook that is inside of iCloud storage, then the project will start with a message that no stories have been found for a given pattern.
If I write to a story file while storybook is running, storybook will successfully pick up the story display it in the sidenav.

### To Reproduce

- Create a folder in iCloud
- Run [Create Next App](https://react.dev/learn/start-a-new-react-project) with default options (though I have found this to be an issue with vite as well)
- Run npx storybook@latest init
- Run storybook

### System

```bash
Environment Info:

  System:
    OS: macOS 13.5.2
    CPU: (12) x64 Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz
  Binaries:
    Node: 20.6.1 - /usr/local/bin/node
    Yarn: 1.22.19 - ~/.yarn/bin/yarn
    npm: 9.8.1 - /usr/local/bin/npm
  Browsers:
    Chrome: 117.0.5938.92
    Edge: 117.0.2045.47
    Safari: 16.6
  npmPackages:
    @storybook/addon-essentials: ^7.4.5 => 7.4.5
    @storybook/addon-interactions: ^7.4.5 => 7.4.5
    @storybook/addon-links: ^7.4.5 => 7.4.5
    @storybook/addon-onboarding: ^1.0.8 => 1.0.8
    @storybook/blocks: ^7.4.5 => 7.4.5
    @storybook/nextjs: ^7.4.5 => 7.4.5
    @storybook/react: ^7.4.5 => 7.4.5
    @storybook/testing-library: ^0.2.1 => 0.2.1
```


### Additional context

I have also used chmod to ensure that the right privileges should be available for the project.
Repository: godot
Issue: mouse_force_pass_scroll_events does not work with mac trackpad
Labels: bug,platform:macos,topic:porting,topic:input

### Godot version

4.1.stable

### System information

Godot v4.1.stable - macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M2 - Apple M2 (8 Threads)

### Issue description

The flag `mouse_force_pass_scroll_events` works correctly for a regular mouse with a scroll wheel, but does not work with a mac trackpad. [documentation for mouse_force_pass_scroll_events](https://docs.godotengine.org/en/stable/classes/class_control.html#class-control-property-mouse-force-pass-scroll-events)

Expectation: when hovering over a ui element with `mouse_filter` set to `MOUSE_FILTER_STOP` and `mouse_force_pass_scroll_events` set to false (at the parent of the control), I would expect scroll events consumed by the ui element to not propagate. 

### Steps to reproduce

0. Download and unzip the attached project, **mac-scroll-issue.zip** (this is a simple project with 1 scene and 1 .gd script), and open up `node_2d.tscn` and look at the script attached to the root (the following steps are typed out in a comment there, repeating them here):

1. Click on the Control node, see that "Filter" is set to "Stop" and "mouse_force_pass_scroll_events" is off
2. Run the project, and scroll (with mac trackpad) OUTSIDE of the ScrollContainer
3. See that "mac trackpad scroll detected" prints (as expected)
4. Move the mouse to the ScrollContainer
5. See that "mac trackpad scroll detected" also prints here- this should not happen
6. Repeat the steps using a mouse scroll wheel, and see that it works as intended

### Minimal reproduction project

[mac-scroll-issue.zip](https://github.com/godotengine/godot/files/12780300/mac-scroll-issue.zip)
Repository: godot
Issue: Blender importer - Linked data imported as unique
Labels: enhancement,topic:import,topic:3d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows-10-10.0.19041-SP0 64 Bits

### Issue description

Objects which are linked instances within Blender ( CTRL + L ) are imported into Godot as unique meshes

![image](https://github.com/godotengine/godot/assets/61413244/8f67ee3a-bbbc-4cf9-a220-97cfe152133a)

All of these are instanced meshes inside Blender

![image](https://github.com/godotengine/godot/assets/61413244/d274d305-3eb8-46a2-9a18-f270d4b780ce)

Having them imported as one mesh will avoid waste and allow for external resources to be used effectively


### Steps to reproduce

Just a scene with instanced meshes, using the .blend importer

### Minimal reproduction project

Probably not necessary for this issue
Repository: PowerToys
Issue: Recovery doesn't work as expected
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Product-Settings,Priority-2

### Microsoft PowerToys version

0.74.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

![螢幕擷取畫面 (1)](https://github.com/microsoft/PowerToys/assets/88383587/674cc364-e7b4-44a3-ae6e-e25beaa6cdf0)


### ✔️ Expected Behavior

I have settings for my notebook and PC,  I backed up my keyboard settings in PC
When I open the notebook and recover it, it should cover all my old setting

### ❌ Actual Behavior

while I did that, it didn't cover my old settings, it just add my new settings to the bottom
the old and new settings just had conflicts
for example, I used to set "win + O" as "alt + Tab"
but I recently change it to "-" in PC
now, I open the notebook to recover the setting, it show two settings for "win + O"
and it only work as "alt + Tab"

### Other Software

_No response_
Repository: transformers
Issue:  UmT5 Flax modelling
Labels: New model,Good Second Issue,Flax

### Feature request

I'd like to have the UmT5 Flax modelling file, there was a PR for it https://github.com/huggingface/transformers/pull/22626 but was closed by https://github.com/huggingface/transformers/pull/24477 PR. The new one only has UmT5 PyTorch modelling file.

### Motivation

Since UmT5 is originally implemented in Jax and Flax, it would make sense to have the flax modelling file for the model.

### Your contribution

I could help testing the modelling file
Repository: PowerToys
Issue: Support of % sign in powertoys run's calculator.
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Microsoft PowerToys version

0.74.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Calculator function does not support % sign.

### ✔️ Expected Behavior

When I type in 100*15% = 15

### ❌ Actual Behavior

![imagen](https://github.com/microsoft/PowerToys/assets/83511930/364052bd-f93f-4447-93aa-03fcf8eb845c)


### Other Software

_No response_
Repository: godot
Issue: Strange behavior when selecting resources.
Labels: bug,topic:editor,usability

### Godot version

v3.6.beta3.official [21ab700f2]

### System information

w10 64

### Issue description

I have many graphic resources.
To travel quickly between them I use the letters.
I press a letter on the keyboard and wait for godot to automatically move to the first resource whose name begins with that letter but godot does something strange.
Godot does not move to the resource (does not scroll).
Godot selects it and now there are apparently two resources selected.
This behavior is a little strange.
Godot is expected to scroll to the resource and for it, and only that resource, to remain selected.

Look at the gif:
I have the first resource selected from the letter A.
Then I press the letter P on the keyboard.
Now I scroll to P and you can see that the first resource with the letter P is selected (now both resources are selected, the one with the letter A and the one with the letter P).
Then I press the letter S (godot scrolls to A), godot again does not scroll to the resource and now there are 3 resources selected (letter A, P and S).

https://github.com/godotengine/godot/assets/19652075/dd756209-fbe5-481f-9b1f-1071d5af2580

### Steps to reproduce

See the gif.

### Minimal reproduction project

...
Repository: pytorch
Issue: Pytorch LoadNativeLibrary issue
Labels: oncall: mobile

### 🐛 LoadNativeLibrary Crash in .ptl model

Hello,

I was trying to run object detection app but it crashes when model in Pytorch is loaded, in start of the model: 


```

  mModule = LiteModuleLoader.load(
                assetFilePath(
                   context,
                   ptlModel
                ))

```
 4080  4080 F /system/bin/app_process64: runtime.cc:1709] LoadNativeLibrary failed for "libjavacore.so": 

I'm using a trained model (.ptl) 

Similar load of model as in demo app : 
https://github.com/pytorch/android-demo-app/blob/master/ObjectDetection/README.md

gradle:
    implementation 'org.pytorch:pytorch_android_lite:1.13.0'
    implementation 'org.pytorch:pytorch_android_torchvision_lite:1.13.0'

How can I fix this error?

### Versions
pytorch_android_lite:1.13.0
pytorch_android_torchvision_lite:1.13.0
Repository: rust
Issue: non_camel_case_types does not trigger for screaming single-word
Labels: A-lints,T-compiler,C-bug,L-non_camel_case_types

I tried this code:

```rust
#![deny(non_camel_case_types)]

pub struct FOO;

pub enum BAR {
    BAZ,
}

fn main() {}
```

I expected to see this happen: `FOO`, `BAR`, and `BAZ` should all trigger the `non_camel_case_types` lint (at least assuming it follows [RFC430](https://rust-lang.github.io/rfcs/0430-finalizing-naming-conventions.html)), and so the code should not compile.

Instead, this happened: The code compiled with no warnings. All three cases start triggering the lint if something like `_X` is added to them.

### Meta

`rustc --version --verbose`:
```
rustc 1.73.0-beta.4 (9f37cd4f7 2023-09-01)
binary: rustc
commit-hash: 9f37cd4f79d289492ccaa8f28733b765498c95e5
commit-date: 2023-09-01
host: aarch64-apple-darwin
release: 1.73.0-beta.4
LLVM version: 17.0.0
```

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Repository: godot
Issue: Weird behavior on 3D rigid bodies with collision layers and masks
Labels: bug,topic:physics,topic:3d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Debian GNU/Linux 12 (bookworm) 12 - Vulkan (Forward+) - integrated AMD Radeon Graphics (RADV RENOIR) () - AMD Ryzen 3 PRO 5350G with Radeon Graphics (8 Threads)

### Issue description

I found a strange behavior in the physics engine of 4.1 (not found in 3.5.x, i.e. in the Bullet engine): depending on the collision mask a rigid body can become static with respect to another body.

### Steps to reproduce

For example if we have 2 rigid bodies A and B in this configuration:

A: collision layer = 1, collision mask = 1
B: collision layer = 4, collision mask = 1

then when the two bodies come into contact the collisions are correctly detected but body A becomes suddenly static while B remains dynamic (correctly).
If, on the other hand, the value 4 is also added to the body A's collision mask (i.e. collision mask = 1|4) then both bodies behave correctly in a dynamic way.

This seems like wrong behavior to me (as said in Bullet, the behavior of bodies is always dynamic), since by requiring that the collision mask of A also contains body B increases the coupling: that is, if on the one hand body B is "interested" in interacting with A, on the other it does not necessarily mean that A has to know all the types of bodies interested in interacting with him so as only not to change its nature!

### Minimal reproduction project

N.A.
Repository: vscode
Issue: Adopt dropdown action items to use sub menus
Labels: debt

We have dropdown actions contributed by views / view containers as menu actions, for eg.,

- Launch configuration dropdown in Run and Debug
https://github.com/microsoft/vscode/blob/862c1d2f784518099b8feb58e4a8e742b3ef1c68/src/vs/workbench/contrib/debug/browser/debugViewlet.ts#L97
- Remote explorer dropdown in Remote Explorer view
https://github.com/microsoft/vscode/blob/862c1d2f784518099b8feb58e4a8e742b3ef1c68/src/vs/workbench/contrib/remote/browser/remote.ts#L654
- Process selection dropdown in Debug Console
https://github.com/microsoft/vscode/blob/862c1d2f784518099b8feb58e4a8e742b3ef1c68/src/vs/workbench/contrib/debug/browser/repl.ts#L514
- Process selection dropdown in Debug Console
https://github.com/microsoft/vscode/blob/862c1d2f784518099b8feb58e4a8e742b3ef1c68/src/vs/workbench/contrib/terminal/browser/terminalView.ts#L261
- Output selection

Since these are menu actions, user can hide these drop downs and doing so, these actions will be pushed to overflow menu, like below:

![Image](https://github.com/microsoft/vscode/assets/10746682/b841d249-c1f6-47dd-817f-f1826517b519)

These actions should still be working in this scenario by showing the list of drop down actions as sub menu. But at present, these actions are broken when hidden. I have implemented this support sometime back for output dropdown and please adopt the same for your components by doing following steps:

- Create and register a sub menu using the same action id you used for the drop down action and enable the flag `isSelection`

https://github.com/microsoft/vscode/blob/862c1d2f784518099b8feb58e4a8e742b3ef1c68/src/vs/workbench/contrib/output/browser/output.contribution.ts#L115-L123

- Create an action for each dropdown entry and register it to the sub menu.

https://github.com/microsoft/vscode/blob/862c1d2f784518099b8feb58e4a8e742b3ef1c68/src/vs/workbench/contrib/output/browser/output.contribution.ts#L126-L148

This will create the dropdown action item for you so, you do not need to create a special action item for these actions. This will also show the actions as sub menu when this action is hidden.



![Image](https://github.com/microsoft/vscode/assets/10746682/095ddd0d-b578-41ad-b3df-f02cf425a8ca)
Repository: godot
Issue: Identical 3D cubes falling to ground don't have identical Y positions
Labels: documentation,topic:physics,topic:3d

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Windows 11

### Issue description

Some identical 3D cubes are falling to a ground, yet, upon landing they don't have the same Y position values.

I experience the same with the default physics engine and with Jolt too.

### Steps to reproduce

Please check out the attached MRP, and the screenshot:

![Screenshot](https://raw.githubusercontent.com/sszigeti/Godot_Cubes_Inconsistent_Y_pos/master/screenshot.png)

### Minimal reproduction project

[Godot_Cubes_Inconsistent_Y_pos-1.zip](https://github.com/godotengine/godot/files/12782487/Godot_Cubes_Inconsistent_Y_pos-1.zip)

Here's the public repo for easy reference: https://github.com/sszigeti/Godot_Cubes_Inconsistent_Y_pos
Repository: flutter
Issue: `DragTarget.onLeave` not called when inside scrollable
Labels: c: new feature,framework,f: scrolling,c: proposal,P2,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

It seems `DragTarget.onLeave` only calls if pointer moves, but scrolling can also make pointer leave a dragTarget.

On desktop, one can scroll without moving the pointer.

1. I have a scrollable `ListView` containing `DragTarget`
2. Drag and hold a draggable on top of `DragTarget`.
3. Scroll the mouse wheel without moving the pointer, so that `DragTarget` is not under pointer. `onLeave` is not called.
4. If release the mouse button, `onLeave` still not called; If move the pointer a little, `onLeave` is called.

sample code:

<details><summary>Code Sample</summary>
<p>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const TestWindow());
}

class TestWindow extends StatelessWidget {
  const TestWindow({super.key});

  @override
  Widget build(BuildContext context) => MaterialApp(
    title: 'test dragtarget',
    theme: ThemeData(
      useMaterial3: true,
      colorScheme: ColorScheme.fromSeed(seedColor: Colors.green),
    ),
    debugShowCheckedModeBanner: false,
    home: Scaffold(body: _buildBody()),
  );

  Widget _buildBody() => ListView(
    children: [
      Draggable<int>(
        data: 100,
        feedback: Container(
          width: 200,
          height: 100,
          color: Colors.purple,
        ),
        child: Container(
          height: 100,
          color: Colors.red,
        ),
      ),
      DragTarget(
        onMove: (DragTargetDetails<int> details) {
          print('moving at ${details.offset}');
        },
        onLeave: (_) {
          print('left target');
        },
        builder: (BuildContext context, List<dynamic> accepts, List<dynamic> rejects) => Container(
          height: 200,
          color: Colors.green,
        ),
      ),
      Container(
        height: 300,
        color: Colors.yellow,
      ),
    ],
  );
}
``` 

</p>
</details> 

### Proposal

I think `onLeave` should trigger as soon as pointer is no longer above `DragTarget`, no matter of whether pointer moves or not.