sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Holding CTRL for too long while Right clicking on a method or class on the Script Editor won't open offline docs
Labels: bug,topic:editor,needs testing

### Godot version

v3.5.1.rc1.official [293c3844b], v4.0.beta1.official [20d667284]

### System information

Windows 10

### Issue description

When trying to look up the documentation for a method or class in the script editor (e.g. move_and_slide() ) by using the CTRL + Rightclick shortcut, if the user holds for too long, the offline docs about the method or class wont open, rather, it only seems to work when Right clicking shortly after pressing CTRL.

### Steps to reproduce

1. Open a new or existing project
2. Open a new or existing script
3. Hover the mouse over a method or class (e.g. the class name after `extends` on top of the script)
4. Press down on CTRL and Right Click on method or class at the same time, the offline docs will open. This is the expected behavior.
5. Go back to script
6.  Press down on CTRL for a few seconds and then Right click on method or class, the offline docs won't open unless the shortcut is done like in step 4

### Minimal reproduction project

_No response_
Repository: godot
Issue: 2D Guide couldn't be created in 4.0
Labels: bug,topic:editor,needs testing

### Godot version

v4.0.beta1.official [20d667284]

### System information

Windows 10, Vulkan, NVIDIA GeForce RTX 3050 Laptop GPU

### Issue description

In 3.x, a 2d guide could be created by dragging the axis, but in 4.0 I tried the same method but nothing happened.
There is still a clear guide option so the feature isn't deleted.

### Steps to reproduce

click and drag on the left-up corner to the 2d viewport can't create the guide.

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: PowerToys Run: Improve the first letter matching score of words
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

Match the results correctly when entering the first letter of each word

Example：
vsc -> visual studio code

### Scenario when this would be used?

Users will be more inclined to enter acronyms to search the result when the result contains multiple words

### Supporting information

_No response_
Repository: godot
Issue: Decal looks different than expected
Labels: discussion,topic:rendering,documentation,topic:3d

### Godot version

4.0.beta1

### System information

Windows 10, Vulkan (Forward Clustered), NVIDIA GeForce RTX 2060 (GeForce Game Ready Driver Version 516.94)

### Issue description

When I loaded this specific image of an oval as the albedo texure of a decal, it renders with a black rectangle on the side that isn't part of the image, as seen in the second picture. This visual error is present both in the editor, and when running the project.

![oval](https://user-images.githubusercontent.com/82963444/190884756-323dc4ad-6de4-484b-9b07-0b4141bde979.png)
![in editor screenshot](https://user-images.githubusercontent.com/82963444/190884759-50d4f3a9-65ff-45ad-8a21-0ba3be2e57ee.PNG)

I haven't been able to find any other images where this happens.

### Steps to reproduce

- Create a decal node, and a mesh for the decal to display on
- Set the albedo texture to that specific oval.


### Minimal reproduction project

[Minimum Reproduction.zip](https://github.com/godotengine/godot/files/9593009/Minimum.Reproduction.zip)
Repository: TypeScript
Issue: Class method with conditional return type cannot return types common to both conditional branches when the class also has an interface
Labels: Bug

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
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method conditional return type not assignable to type

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

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  https://github.com/Microsoft/TypeScript/wiki/FAQ#common-bugs-that-arent-bugs

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For npm: `typescript@next`
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3.3.3+

### ⏯ Playground Link

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[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.9.0-dev.20220917#code/KYDwDg9gTgLgBASwHY2FAZgQwMbDgMQggB4AVAPjgG8BfAKFEljmwBtMBnDgosyqunDhgArgCNWCbHDGYoACgCUALjik4oVEgAm3DjCjIA5nAD8cfYaQmAPnCQiAtmLRxVD564FChUYDBEoJDgARgBuQTh6eiA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
export interface Foo<T> {}
export class Foo<T> {
  public bar(): T extends string ? string | number : number {
    return 1;
  }
}
```

### 🙁 Actual behavior

Return statement is an error, despite being valid for both branches of the conditional return type.

This ONLY happens if the `interface Foo` exists. If the interface is commented out, the error goes away.
<!-- What happened, and why it was wrong -->

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->
Return statement is not an error, because `1` is assignable to both `string | number` and `number`.
Repository: rust
Issue: Inference failure with `type_changing_struct_update`
Labels: C-bug,F-type-changing-struct-update

In the crater run #98456, `fajita` crate regression exhibited inference failure. Here's a minimal repro:
// when feature gate is enabled below, the compilation fails.
```rust
#![feature(type_changing_struct_update)]

#[derive(Default)]
pub struct Foo<P, T> {
    pub t: T,
    pub v: P
}

impl<P: Default, T:Default> Foo<P, T> {
    pub fn o(t: T) -> Self {
        Foo { t, ..Default::default() }
    }
}
```

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"SparrowLii"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: godot
Issue: Script Errors not visible in Editor Output tab
Labels: enhancement,discussion,topic:editor

### Godot version

4.0

### System information

Windows 10

### Issue description

As can be seen in this Screenshot:
![image](https://user-images.githubusercontent.com/11277588/190899831-27101b02-ceda-4b5d-a21e-40864f18d576.png)

Unless you start godot through a console you are missing a lot of script errors (apparently mostly those that result from global classes not being loaded anymore #66042) that appear in neither the Output nor the Debugger tab of the Editor unless the code gets executed. This is kinda problematic since godot does no longer open a console window by itself since, I believe 3.5.

This also applies to a lot of other errors. Eg these ones here also did not appear in any of the Editor windows:
![image](https://user-images.githubusercontent.com/11277588/190899900-36e92a32-30d3-4e4c-8105-50a21854efed.png)

### Steps to reproduce

Open a Project that uses `class_name` with and without console

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: topk returns different results with the same input in cuda and cpu
Labels: module: cuda,triaged,module: sorting and selection

### 🐛 Describe the bug

torch.topk() has different results for input located at cuda and cpu. To reproduce my error, i'm putting my python script and data at https://github.com/Tengxu-Sun/Pytorch-Topk-Bug.

### Versions

pytorch: 1.10.2
cudakit: 11.3
GPU: 2080 Ti
CPU: Intel(R) Xeon(R) Gold 5120 CPU @ 2.20GHz

According to my test, pytorch 1.9, 1.8, 1.7 and 1.6 also have this error.

### Expected behavior
CUDA and CPU return the same result and diff should be 0.

cc @ngimel
Repository: godot
Issue: `Image.load()` and `load()` return different resources
Labels: topic:core,documentation,topic:import

### Godot version

4.0.beta1.official.20d667284

### System information

Windows 11, Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1660 Ti

### Issue description

Hi,
I'm writing a very simple GDExtension using the ZXing C++ library to read and write QR Codes.
The module works like a charm and for now it has a single function `QRReader.decode(bytes, width, height)`, by passing a `PackedByteArray` from an `Image.get_data()` resrouce.
I'm testing this module both loading the image from `res://` and from the filesystem, using `load(path)` for the former, and `Image.load(path)` for the latter.
I gave `image.get_data()` as the input of my function and was expecting to read the QR code in both of the cases, but it was not working from the filsystem.
Inspecting a little bit on the resource loaded, I noticed that they were different.

**from `res://`**
```gdscript
var qrreader = QRReader.new()
var image: Image = load("res://canvas.png").get_image()
print("load from res data: ", image.get_data().get_string_from_ascii().sha256_text())
print("load from res size: ", image.get_data().size())
qrreader.decode(image.get_data(), image.get_width(), image.get_height())
print(qrreader.is_valid())
```
will print
```
load from res data: 4667f4d67164a0f6c24f9b04573f56e89a7f480ac68163c0ef6b345c64100022
load from res size: 120000
true
```

**from filesystem**
```gdscript
var qrreader = QRReader.new()
var image: Image = Image.new()
var err: int = image.load("C:/Users/nsant/Downloads/canvas.png")
if err != OK:
  print(err)
print("load from filesystem data: ", image.get_data().get_string_from_ascii().sha256_text())
print("load from filesystem size: ", image.get_data().size())
qrreader.decode(image.get_data(), image.get_width(), image.get_height())
print(qrreader.is_valid())
```
will print
```
load from filesystem data: e03f25e6c2689bf17963220e6eea287fb8428277fbc1df6674b6be3976f0de70
load from filesystem size: 160000
false
```

### Steps to reproduce

Here's the image in question
![canvas](https://user-images.githubusercontent.com/45271396/190901237-138f5a0f-4522-48c3-a440-2b9c837193e0.png)

Here's the GDExtension module, compiled for Windows x86_64
[qrreader.zip](https://github.com/godotengine/godot/files/9593916/qrreader.zip)


### Minimal reproduction project

_No response_
Repository: godot
Issue: The `script` property get pluralized in the inspector when selecting several nodes
Labels: bug,topic:editor

### Godot version

4.0 beta 1

### System information

linux

### Issue description

https://user-images.githubusercontent.com/71937306/190901680-a2de38ef-3fc3-4f57-94b5-27f10ef2c2a4.mp4

As you can see the other properties don't change.

I'm not sure if this is wanted behavior (to make it explicit that several properties are being edited, in which case it's incomplete) but at least the tooltip is lying (`Node` has no `scripts` property).

### Steps to reproduce

Select several nodes

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: TracerWarning: Output nr 1. of the traced function does not match the corresponding output of the Python function. 
Labels: oncall: jit,triaged

### 🐛 Describe the bug

model https://github.com/TencentARC/GFPGAN/releases/download/v1.3.0/GFPGANv1.3.pth
my code
```
# importing module
import sys
sys.path.append('./')

import torch
import torchvision
from gfpgan.archs.gfpganv1_clean_arch import GFPGANv1Clean
model_path = "GFPGANv1.3.pth"

model = GFPGANv1Clean(
    out_size=512,
    num_style_feat=512,
    channel_multiplier=2,
    decoder_load_path=None,
    fix_decoder=False,
    num_mlp=8,
    input_is_latent=True,
    different_w=True,
    narrow=1,
    sft_half=True)

device = torch.device("cuda:0" if torch.cuda.is_available() else "cpu")
loadnet = torch.load(model_path)
if 'params_ema' in loadnet:
    keyname = 'params_ema'
else:
    keyname = 'params'

model.load_state_dict(loadnet[keyname], strict=True)    

# Switch the model to eval model
model.eval()
model = model.to(device)
example1 = torch.rand(1, 3, 512, 512)
# Use torch.jit.trace to generate a torch.jit.ScriptModule via tracing.
traced_script_module = torch.jit.trace(model, (example1))

# Save the TorchScript model
traced_script_module.save("gfpganv1_clean_model.pt")
```

function. Detailed error:
Tensor-likes are not close!

Mismatched elements: 784625 / 786432 (99.8%)
Greatest absolute difference: 0.1886063814163208 at index (0, 2, 375, 303) (up to 1e-05 allowed)
Greatest relative difference: 3520.956626506024 at index (0, 1, 238, 193) (up to 1e-05 allowed)
  _check_trace(




### Versions

Collecting environment information...
PyTorch version: 1.12.1+cpu
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 7 Professional
GCC version: (x86_64-posix-seh-rev3, Built by MinGW-W64 project) 12.1.0
Clang version: 14.0.4
CMake version: version 3.24.0-rc1
Libc version: N/A

Python version: 3.8.6 (tags/v3.8.6:db45529, Sep 23 2020, 15:52:53) [MSC v.1927 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-7-6.1.7601-SP1
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.19.5
[pip3] pytorch2caffe==0.1.0
[pip3] torch==1.12.1
[pip3] torchaudio==0.12.1
[pip3] torchvision==0.13.1
[pip3] torchviz==0.0.2
[conda] Could not collect
Repository: rust
Issue: Invalid environment variable names for `Command` are not rejected
Labels: C-bug,T-libs,A-process

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
use std::process::Command;

fn main() {
    println!(
        "{:?}",
        Command::new("printenv")
            .arg("foo")
            .env("foo=bar", "baz")
            .output()
    );
}
```

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=f3e035599c38c2bea88c8331a0b94da1

I expected to see this happen: an error that the environment variable name contains `=`

Instead, this happened:

```
Ok(Output { status: ExitStatus(unix_wait_status(0)), stdout: "bar=baz\n", stderr: "" })
```

There was a PR for to give errors for these variables, but it was closed due to inactivity: #39338

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version`:
```
rustc 1.63.0 (4b91a6ea7 2022-08-08)
```
Repository: tauri
Issue: [bug] Render issue on macOS when put in background a few minute
Labels: type: bug,status: needs triage

### Describe the bug

when you put the app in a non active workspace, after few minutes, some part of app content will be black
usually can back to normal by just focus at window, but sometime it need a full refresh.


### Reproduction

1. clone dev branch of https://github.com/BiliGoldenWater/GenshinScheduleOffline
2. switch to commit d66c6b4a043b344053494cefcb003103e6898c57
3. run `yarn`
4. run `cargo tauri dev`
5. put the window to a non active workspace
6. wait a few minute
7. switch to that workspace
8. and then some part of app content will be black
     - if not, return to step 5 and try few more times

### Expected behavior

_No response_

### Platform and versions

Environment
  › OS: Mac OS 12.6.0 X64
  › Node.js: 18.7.0
  › npm: 8.15.0
  › pnpm: 6.11.0
  › yarn: 1.22.18
  › rustup: 1.25.1
  › rustc: 1.62.0
  › cargo: 1.62.0
  › Rust toolchain: stable-aarch64-apple-darwin 

Packages
  › @tauri-apps/cli [NPM]: 1.1.5
  › @tauri-apps/api [NPM]: 1.0.2
  › tauri [RUST]: 1.1.1,
  › tauri-build [RUST]: 1.1.1,
  › tao [RUST]: 0.14.0,
  › wry [RUST]: 0.21.1,

App
  › framework: React

App directory structure
  ├─ original
  ├─ dist
  ├─ node_modules
  ├─ script
  ├─ public
  ├─ .github
  ├─ src-tauri
  ├─ .git
  ├─ .idea
  └─ src

### Stack trace

_No response_

### Additional context

is using apple silicon and dual display setup
same behavior on release build
Repository: stable-diffusion-webui
Issue: [Feature Request] Intuitive Syntax for Prompt Editing Temporary words
Labels: enhancement

I suggest including a duration in the when statement.
[to:when-until]

So, if I want a certain word to appear for few steps only, I'd write for example
A man running on a [red:5-7] river
This would allow the model to try to color the river red in some steps then stops trying.
Repository: vscode
Issue: HTML intellisense not filtering on partial text but CSS is
Labels: bug,emmet

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.71.2
- OS Version: macOS 13 Beta

Steps to Reproduce:

1. In html file type `inpb` 
2. the Intellisense dialog disappears, expect dialog to offer `input:b`, `input:btn`, `input:button`
3. In a CSS file type `fsiz` it it offers `font-size`, `font-size-adjust`, ` font-optical-sizing`

CSS Intellisense showing filtered list

<img width="570" alt="Screenshot 2022-09-18 at 15 41 40" src="https://user-images.githubusercontent.com/3006/190912820-80097a21-9665-4554-af48-ec68c109a0dc.png">

HTML not filtering 

https://user-images.githubusercontent.com/3006/190912943-fcd3fc4b-5424-4460-a5fb-f17720885678.mov

This was working on other releases, not sure when it stopped working.
Repository: godot
Issue: Reparenting a non-emitting CPUParticles2D node removes particles
Labels: bug,topic:rendering,topic:particles

### Godot version

3.4.4-stable

### System information

Windows 10

### Issue description

When a CPUParticles2D (and possibly other particle systems) that isn't emitting gets reparented, all particles dissapear. This doesnt deppend on the "local coords" variable, happens either way.

### Steps to reproduce

1. have a CPUParticles2D node as a child of a node
2. then, with a script:
3. set the "emitting" variable to false
4. remove the particle node from its current parent (parent.remove_child(particles))
5. add the particle node to a new parent (new_parent.add_child(particles))

the particles have now dissapeared
note that when "emitting" is turned back on, the particles appear again, and if "emitting" is turned off AFTER the reparenting, the bug doesn't happen.


### Minimal reproduction project

[particlesBUG.zip](https://github.com/godotengine/godot/files/9594305/particlesBUG.zip)
Repository: godot
Issue: 3-to-4 project converter changes instance of "Reference" in a comment to "RefCounted"
Labels: bug,topic:editor,confirmed

### Godot version

4.0.beta1

### System information

Linux (Pop!_OS 20.04)

### Issue description

3-to-4 project converter changes Instance of "Reference" in a comment to "RefCounted".

The converter should not change comments, since it doesn't know the reason for the comment or its context.

### Steps to reproduce

Convert the minimal reproduction project attached below. Observe that the comment in node2d.gd is changed.

### Minimal reproduction project

[project_converter_3_to_4-bug2.zip](https://github.com/godotengine/godot/files/9594938/project_converter_3_to_4-bug2.zip)
Repository: PowerToys
Issue: FancyZones Layout Window Borders
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

A custom border around all snapped windows to the current layout similar to the one available using always on top module.

### Scenario when this would be used?

Would make it a lot easier to distinguish non snapped windows from snapped ones.

### Supporting information

_No response_
Repository: angular
Issue: HTML spec compliance: `li` and `p` tags are parsed incorrectly
Labels: area: compiler,P4,compiler: parser

### Which @angular/* package(s) are the source of the bug?

compiler

### Is this a regression?

No

### Description

```js
const { parseTemplate } = require("@angular/compiler");
const ast = parseTemplate("<ul><li>bbb<p>ccc<li>ddd</ul>");
console.log(ast.nodes[0].children.length); // Actual: 1. Expected: 2
```
The second `li` tag should close the first `li`. Instead of that, it's parsed as a child of the `p` element.

### Please provide a link to a minimal reproduction of the bug

https://codesandbox.io/s/flamboyant-lalande-8kpny2?file=/src/index.js

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular 14.2.2
```


### Anything else?

_No response_
Repository: godot
Issue: Sky doesn't contribute to lighting at all, ambient and reflected lights treat Sky Contribution as if the sky was all black
Labels: bug,topic:rendering,topic:thirdparty,needs testing,topic:3d

### Godot version

4.0.beta1

### System information

Kubuntu 22.04, Vulkan Clustered, integrated Mesa Intel HD Graphics 4000

### Issue description

Before anyone says anything, _**yes**_, I know my GPU is cartoonishly old and that it could possibly be the cause of the issue, but this behaviour strikes me as extremely odd and I have the hope that maybe it's something that can be fixed

When using a Sky as the source for ambient and reflected light, the sky is treated as if it was just pitch black. This also happens with lights that use "Sky Only" as their Sky Mode.

The first thing that strikes me as odd is that this happens specifically when using a Sky, and this doesn't happen if I use a background color instead. It could still just be my GPU being old, but it just strikes me as odd.

The second thing is that, this happens specifically and exclusively in Vulkan Clustered, the Mobile renderer works perfectly fine when it comes to the sky (although it has other issues, such as Decals ignoring cull masks, which another user has already reported)

### Steps to reproduce

- Create a new project, using the Clustered renderer
- Create a new 3D scene
- Use a WorldEnvironment to set the ammbient and reflected light to use a Sky
- Alternatively, use a directional light and set the sky mode to Sky Only or Light and Sky

### Minimal reproduction project

![Vulkan Clustered. The Sky doesn't contribute to lighting.](https://user-images.githubusercontent.com/105525081/190931377-11fb4ddc-f54c-4c6c-a77b-6a42caaccd8d.png)
Vulkan Clustered. The Sky doesn't contribute to lighting.
![Vulkan Mobile. Expected behaviour, Sky contributes to lighting.](https://user-images.githubusercontent.com/105525081/190931402-a640cd0f-9d9b-41bd-a765-6d725bb152b4.png)
Vulkan Mobile. Expected behaviour, Sky contributes to lighting.

[Here's the project](https://github.com/godotengine/godot/files/9595397/skytest.zip)