sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Skeleton doesn't deform mesh when imported as .blend, works fine with .glb
Labels: bug,topic:import

### Godot version

4.0.3-stable_win64

### System information

Windows 11, Blender 3.3

### Issue description

In a couple .blend files I've noticed the built-in .blend importer results in broken mesh deformation. The skeleton shows up correctly but the mesh itself doesn't deform properly.

The animations work as expected in Blender, and if I export the mesh as a .glb (with all default settings) then importing that works as expected as well. It's definitely possible there's something wrong in the .blend file, but I'd still consider it a bug that the default-exported .glb behaves differently (at least my impression was that these two methods should behave identically).

Imported directly from .blend (skeleton doesn't deform mesh):
![image](https://github.com/godotengine/godot/assets/6880264/4bebe471-5526-4242-a815-d76b93ccec9b)
![image](https://github.com/godotengine/godot/assets/6880264/a5f3550f-d282-4112-8e5b-dc2621ce6b14)
(the bones only deforming some of the mesh objects in this wizard scene hints that maybe there's some trick to getting this to work. I tried messing with reparenting bones, checking weight paintings, and some other misc things but I couldn't figure it out :/)

Imported from .glb (skeleton deforms mesh):
![image](https://github.com/godotengine/godot/assets/6880264/edc70036-ebd6-4c76-a517-f0aaeafddc10)
![image](https://github.com/godotengine/godot/assets/6880264/d1533260-5afd-49dd-8931-9980423dae53)

(both models are from https://quaternius.com/, good stuff!)

### Steps to reproduce

Open attached project and open the `trex_*.tscn` or `wizard_*.tscn`. Select the AnimationPlayer and see how the deformation works with the `*_glb` scenes but not the `*_blend` scenes. I included the .blend and .glb files as well.

### Minimal reproduction project

[import-issue.zip](https://github.com/godotengine/godot/files/11854487/import-issue.zip)
Repository: flutter
Issue: The locale resolution on web seems wrong
Labels: a: internationalization,platform-web,has reproducible steps,P2,workaround available,found in release: 3.10,found in release: 3.12,team-web,triaged-web

### 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)

### Steps to reproduce

1. Launch the following code sample on Chrome
2. Go to Chrome language settings, put Traditional Chinese at the top, and Chinese at the second.
3. Go back to the browser tab with the app and observe the result


### Expected results

`zh-Hant` should be shown on the screen.

### Actual results

`zh` is shown instead.

I have to set "Traditional Chinese (Hong Kong)" to the top to see it resolve to `zh-Hant`.

### Code sample

<details><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';
import 'package:flutter_localizations/flutter_localizations.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
        useMaterial3: true,
      ),
      home: const MyHomePage(),
      localizationsDelegates: const [
        GlobalMaterialLocalizations.delegate,
        GlobalCupertinoLocalizations.delegate,
        GlobalWidgetsLocalizations.delegate,
      ],
      supportedLocales: const [
        Locale.fromSubtags(languageCode: 'zh', scriptCode: 'Hant'),
        Locale('zh'),
      ],
    );
  }
}

class MyHomePage extends StatelessWidget {
  const MyHomePage({super.key});

  @override
  Widget build(BuildContext context) {
    final locale = Localizations.localeOf(context);
    return Scaffold(
      body: Center(
        child: Column(
          mainAxisSize: MainAxisSize.min,
          children: [
            Text(locale.toLanguageTag()),
          ],
        ),
      ),
    );
  }
}
```

</details>


### Screenshots or Video

_No response_

### Logs

_No response_

### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.10.5, on macOS 13.4.1 22F82 darwin-arm64, locale
    zh-HK)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 14.3.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.3)
[✓] VS Code (version 1.79.2)
[✓] Connected device (2 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: rust
Issue: Type inference results in infinite recursion in trait resolution 
Labels: A-trait-system,T-compiler,A-inference,C-bug

<!--
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 ran into a type inference issue with some code and minimized it to the following.

```rust
#![recursion_limit = "10"]

fn main() {
    let _x: () = of(); // doesn't work

    let _x: () = of::<()>(); // works
}

impl MyTrait for &'static () {}

trait MyTrait {}

impl<T> MyTrait for (T,) where T: MyTrait {}

impl<T> MyTrait for &'static (T,) where &'static T: MyTrait {}

fn of<T: 'static>() -> T
where
    &'static T: MyTrait,
{
    todo!()
}

impl<T> MyTrait for &'static &'static T where &'static T: MyTrait {}
```
[playground link](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=a611a41d420c6e5a36a2ec7781193af4)

The above results in the following (both stable and nightly).
```rs
error[[E0275]](https://doc.rust-lang.org/nightly/error_codes/E0275.html): overflow evaluating the requirement `&'static (_,): MyTrait`
  --> src/main.rs:4:18
   |
4  |     let _x: () = of(); // doesn't work
   |                  ^^
   |
   = help: consider increasing the recursion limit by adding a `#![recursion_limit = "20"]` attribute to your crate (`playground`)
note: required for `&'static ((_,),)` to implement `MyTrait`
  --> src/main.rs:15:9
   |
15 | impl<T> MyTrait for &'static (T,) where &'static T: MyTrait {}
   |         ^^^^^^^     ^^^^^^^^^^^^^                   ------- unsatisfied trait bound introduced here
   = note: 8 redundant requirements hidden
   = note: required for `&'static ((((((((((_,),),),),),),),),),)` to implement `MyTrait`
note: required by a bound in `of`
  --> src/main.rs:19:17
   |
17 | fn of<T: 'static>() -> T
   |    -- required by a bound in this function
18 | where
19 |     &'static T: MyTrait,
   |                 ^^^^^^^ required by this bound in `of`

For more information about this error, try `rustc --explain E0275`.
```

I expected that rustc would have inferred the type to be `()` in the first case. If you comment out the first line of `main` it works.

This may be related to https://github.com/rust-lang/rust/issues/39959 but I am not sure.

### Meta
`rustc --version --verbose` (from the playground):
```
1.72.0-nightly (2023-06-21 065a1f5df9c2f1d93269)
```
Repository: PowerToys
Issue: Keyboard Manager captures keys which it should not
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.70.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Setup hotkeys for `Ctrl + Left Arrow`  & ` Ctrl + Right Arrow`  for anything. Now you will notice Virtual Desktop switch hotkeys ( ` Win + Ctrl + Left Arrow`  & ` Win + Ctrl + Right Arrow`  ) are broken.

Since defined hotkey did not include ` Win`  key, it should not capture the shortcut.

![image](https://github.com/microsoft/PowerToys/assets/4737551/230a5159-8304-4ee0-b63f-e0b443cf4ba2)


### ✔️ Expected Behavior

Keyboard Manger should not capture these shortcut keys and let default action happen

### ❌ Actual Behavior

Keyboard Manger captures the hotkey and changes to the map key

### Other Software

None
Repository: tauri
Issue: [feat] Add support for Huawei WebView / HarmonyOS
Labels: help wanted,type: feature request

### Describe the problem

Following U.S. sanctions, Huawei shifted to its own operating system. For the Western market, this is based on a modified version of AOSP (Android Open Source Project), while in China, Huawei has developed a fully custom OS known as HarmonyOS.

Now, Huawei is preparing to release HarmonyOS NEXT. I am unsure whether the builds will be compatible with Huawei devices, given that they use a proprietary WebView (especially on the forthcoming HarmonyOS NEXT).

Is there any plans to support Huawei's WebView across these platforms ?

### Describe the solution you'd like

- Adding support for Huawei WebView on Emui and HarmonyOS
- Adding support for the webview used for HarmonyOS NEXT

### Alternatives considered

Not bringing support for these devices

### Additional context

***2024/10/14 update***: adding new solutions as HarmonyOS NEXT β is releasing soon.
Repository: godot
Issue: Remote Scene Tree is unusably slow in large scenes
Labels: bug,topic:editor,confirmed,usability,performance

(Update: 4.1 and 4.2 have gotten progressively worse. Now, the editor is entirely useless, even without the remote scene tree open. See comments below)  

### Godot version

Godot 4.1.beta3

### System information

Windows 11/64, RTX 3070, Vulkan

### Issue description

My largest scene has 80,000 nodes in it and we have countless more to add. Foliage, rocks, and houses made up of individual components. Running the game, editing the SceneTree, and debugging line by line is fine, but viewing the remote scene tree is unusably slow. 

Click on something in the remote scene tree, even expanding/collapsing nodes with few children, clicking anything, or typing into the search filter, or stopping the program, and wait 10-20 seconds before you get a response. 

Even if the remote scene tree is not active, the editor menu is very sluggish, though not as bad. Maybe 1s per response.

I wrote an MRP that generates meshes in the scene tree. Browsing the large tree in the editor is no problem. Running the objects in game is no problem. Only the remote tree and editor menus when running the game has a problem.

I found that even starting around 3000 the remote tree starts to get sluggish and gets progressively worse from there. 90k is unusable. Interestingly at around 100k nodes in my running scene (108,935) I started getting this error message repeated on the console and the remote scene tree operated at normal speed, though with maybe 70k nodes in the remote tree instead of the total.

```
ERROR: Condition "err != OK || size > out_buf.size() - 4" is true. Continuing.
   at: _write_out (core/debugger/remote_debugger_peer.cpp:106)
```

I've been struggling with this issue for a long time, all of the GD4 builds, and maybe before. Still present in 4.1.beta3. I thought it was caused by #68232, but no. This MRP has only the automatic material and MeshInstance3D. It's not a custom shader issue, nor physics, gpuparticles, nor rendering. It's slow even if the objects are invisible.


### Steps to reproduce

* Run the MRP
* Set per_side to one of:
     * 30 for 28k objects (3s/click)
     * 45 for 91k objects (painful - this is my life)
     * 47 for 106k to overflow the buffer and it works at normal speed
* Generate. Wait 20-30 seconds.
* Expand/collapse nodes in the tree and observe it is normal speed
* Run the game
* Switch back to the editor, enable the remote tree and see its lag. With remote tree up, click on the menus and see how it kills everything. Good luck doing anything for 10+ seconds. You can click back to local for a usable editor.

### Minimal reproduction project

4.1b3 project file, but everything works in 4.0 if you set the message limit to 102400.

[test_slow_remote_tree.zip](https://github.com/godotengine/godot/files/11856682/test_slow_remote_tree.zip)
Repository: vscode
Issue: Terminal revive is storing sessions where nothing occurs
Labels: bug,terminal-persistence

This should only store the session when there is input:

![image](https://github.com/microsoft/vscode/assets/2193314/42ea6764-e8cf-4a2d-9ec3-784fcdf3a481)
Repository: PowerToys
Issue: feature to disable the alt key in a specific application
Labels: Needs-Triage

### Description of the new feature / enhancement

This tool is very useful, thank you very much. But can you add a feature to disable the Alt key in a specific application? Because the Alt shortcut I have set often triggers the menu bar in Qt Creator. Thank you again.

### Scenario when this would be used?

When I'm using Photoshop or Qt Creator, the Alt shortcut key often conflicts.








### Supporting information

_No response_
Repository: next.js
Issue: Error: NEXT_DYNAMIC_NO_SSR_CODE
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: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.6.0: Mon Aug 22 20:17:10 PDT 2022; root:xnu-8020.140.49~2/RELEASE_X86_64
    Binaries:
      Node: 20.3.0
      npm: 9.6.7
      Yarn: 1.22.19
      pnpm: 8.6.3
    Relevant Packages:
      next: 13.4.8-canary.2
      eslint-config-next: 13.4.7
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/deadcoder0904/next-13-lucia-auth-drizzle-turso-sqlite-magic-link/tree/server-component-bug

### To Reproduce

see the branch `server-component-bug` & run it.

### Describe the Bug

i get an error stating:

```
Unhandled errors reported when running the application.
 
Error: NEXT_DYNAMIC_NO_SSR_CODE
```

### Expected Behavior

application should run.

i get all kinds of weird bugs that you've already closed like `Error: Unsupported Server Component type: undefined` for no reason.

once i fix this, i'll post about others.

### Which browser are you using? (if relevant)

Chrome

### How are you deploying your application? (if relevant)

Vercel
Repository: stable-diffusion-webui
Issue: [Bug]: RuntimeError: Torch is not able to use GPU - RTX 2070 Windows 11
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?

I am having an issue now where torch has stopped recognizing the GPU, I can no longer run Automatic 1111 and do not understand why

I have uninstalled and reinstalled Automatic, GIT, Python, and the CUDA files, and still get this issue, deleted the venv folder, updated pip and still no further. I updated the Graphics drivers and restarted the PC multiple times.








### Steps to reproduce the problem

1. Open webui-user.bat
2. process loads then error report
3. process closes


### What should have happened?

Torch should have been able to use the GPU

### Commit where the problem happens

baf6946e06249c5af9851c60171692c44ef633e0

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

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

Google Chrome

### Command Line Arguments

```Shell
--xformers
```


### List of extensions

No

### Console logs

```Shell
venv "M:\AI\A1111\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.3.2
Commit hash: baf6946e06249c5af9851c60171692c44ef633e0
Traceback (most recent call last):
  File "M:\AI\A1111\stable-diffusion-webui\launch.py", line 38, in <module>
    main()
  File "M:\AI\A1111\stable-diffusion-webui\launch.py", line 29, in main
    prepare_environment()
  File "M:\AI\A1111\stable-diffusion-webui\modules\launch_utils.py", line 257, in prepare_environment
    raise RuntimeError(
RuntimeError: Torch is not able to use GPU; add --skip-torch-cuda-test to COMMANDLINE_ARGS variable to disable this check
Press any key to continue . . .
```


### Additional information

nvidia-smi :  NVIDIA-SMI 536.23                 Driver Version: 536.23       CUDA Version: 12.2        NVIDIA GeForce RTX 2070

nvcc: NVIDIA (R) Cuda compiler driver
Copyright (c) 2005-2022 NVIDIA Corporation
Built on Wed_Sep_21_10:41:10_Pacific_Daylight_Time_2022
Cuda compilation tools, release 11.8, V11.8.89
Build cuda_11.8.r11.8/compiler.31833905_0

print(torch.version.cuda) : 11.8

torch.cuda.is_available(): False

torch.zeros(1).cuda():
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "M:\AI\A1111\stable-diffusion-webui\venv\lib\site-packages\torch\cuda\__init__.py", line 247, in _lazy_init
    torch._C._cuda_init()
RuntimeError: No CUDA GPUs are available
Repository: stable-diffusion-webui
Issue: [Feature Request]: A way to bookmark settings and prompts together.
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 ?

A way to bookmark all your settings with the prompt you used similar to saving a bookmark in a web browser.

### Proposed workflow

1. Go to styles and
2. Press bookmark all settings
3. A drop down menu would appear with a folder tree similar to a web browser's bookmarking system and you could create a folder to save your various styles and prompts for reuse at a later time.
4. The ability to layer multiple style bookmarks at the same time.


### Additional information

_No response_
Repository: pytorch
Issue: make_fx: torch.where scalar promotion burns in device
Labels: feature,triaged,oncall: pt2,module: aotdispatch,module: pt2-dispatcher

```
import torch
from torch.fx.experimental.proxy_tensor import make_fx

def f(x):
    return torch.where(x > 0.5, x, 1.0)
g = make_fx(f)(torch.rand(2, 3))
print(g)
```

yields
```
def forward(self, x_1):
    gt = torch.ops.aten.gt.Scalar(x_1, 0.5)
    scalar_tensor = torch.ops.aten.scalar_tensor.default(1.0, dtype = torch.float32, layout = torch.strided, device = device(type='cpu'))
    where = torch.ops.aten.where.self(gt, x_1, scalar_tensor);  gt = x_1 = scalar_tensor = None
    return where
```

Note the hard-coded cpu device, which we are getting as we trace the promotion of `1.0` from float -> tensor.

We just spend almost 2 weeks debugging IMAs in distributed training that were root caused from this behavior during export :( . Now that we have root caused it, it's trivial to detect device burn-in and ask people to change the model. But in the long run we'd like to solve this entirely. Any thoughts on how to do so?

cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @wconstab, @bdhirsh
Repository: go
Issue: x/pkgsite: omit "Output" section for examples with no output
Labels: NeedsFix,pkgsite

Here is an example with no output:
https://pkg.go.dev/github.com/vmg/backoff#example-Ticker

The code is here:
https://go-mod-viewer.appspot.com/github.com/vmg/backoff@v1.0.0/example_test.go#L21

There are no // Output comments. 

The display on pkg.go.dev should not show an "Output:" section.
Repository: godot
Issue: Issues when clicking a PopupMenu item and quickly clicking something in the task bar.
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,needs testing

### Godot version

4.1.beta3

### System information

4.1.beta3 - Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 4400 (HSW GT2) () - Intel(R) Core(TM) i7-4600U CPU @ 2.10GHz (4 Threads)

### Issue description

https://github.com/godotengine/godot/assets/85438892/2238ac8b-a14b-440e-b6c4-6448be054622

Godot appears to be still open, but another window is shown. Clicking causes Godot to reappear.

### Steps to reproduce

See video above.

### Minimal reproduction project

N/A
Repository: rust
Issue: rustdoc's resugaring of projection predicates to type bindings is flawed when supertraits are involved
Labels: T-rustdoc,C-bug,A-cross-crate-reexports

First discovered thanks to bevyengine/bevy#8898: There, the `Output` type of the cross-crate opaque `impl FnMut(…) -> bool` gets dropped by rustdoc resulting in `impl FnMut(…)`. This specific bug is caused by rustdoc's opaque bound cleaner not realizing that it can & should utilize the `Output` assoc ty defined on `FnMut`'s *supertrait* `FnOnce`. During further investigations I've discovered more bugs in this area.

In rustdoc there are ~two~ *three* major and distinct places where we resugar bounds. ~Both~ All three are flawed but each one exhibits different bugs.

* [ ] (1) `clean_middle_opaque_bounds` for bounds of opaques (existential impl-Trait)
  * we only check for `TraitRef` equality while we should *also* check the super predicates (incl. their substs tho!)
    * (once we do, ensure that we don't intro name clashes into the list of type bindings (this can be triggered by relatively simple user code involving supertraits))
* [ ] (2) `clean_ty_generics` for bounds in where-clauses and APIT (universal impl-Trait)
  * we *do* check super predicates but we only ever check `DefId`s (of traits) and never the relevant substs which is super incorrect leading rustdoc to move some projection predicates to unrelated trait bounds
  * the process mutates state by yanking those predicates rendering it order dependent (consider permutations of super and subtraits each one with own type bindings)
* [x] (3) `param_env_to_generics` in `auto_trait.rs` for where-clauses of synthetic impls
  * **update**: replaced by `simplify::{where_clauses,sized_bounds}` in [#123340](https://github.com/rust-lang/rust/issues/123340)
  * doesn't use `simplify::merge_bounds` at all unlike the other two places
  * doesn't merge two partially resugared bounds like `Tr<A = …>` and `Tr<B = …>`
  * doesn't render bound vars / higher-ranked parameters at all
  * (I haven't thoroughly checked yet how supertraits are handled but it seems like `Fn`-family traits are special-cased)

Probably there are some more but less important bugs to be found (e.g. related to bound vars I can imagine).

I'm already deep in the weeds working on a correct & most general fix for this.
Opening this issue to keep the description of the future PR more slender.
@rustbot claim

@rustbot label C-bug T-rustdoc A-cross-crate-reexports

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Repository: godot
Issue: Save a file modal into Exporting a game is behind to the main modal
Labels: bug,topic:core,topic:gui

### Godot version

4.0.3

### System information

MacOx 13.1

### Issue description

<img width="1440" alt="image" src="https://github.com/godotengine/godot/assets/1834808/c7568727-ebe8-46b3-8edb-7a386ec147ab">

The modal to save the file (apparently) is behind to the main modal so I had to close the editor in order to do the same action but I got the same results, so what I can't export the game.

### Steps to reproduce

1. Create a simple project
2. Go to the project menu
3. Select export option
4. Add a new preset (I chose MacOx)
5. Click on export project

### Minimal reproduction project

None
Repository: vscode
Issue: auto jump to first conflict when open file from source control panel
Labels: feature-request,merge-conflict

@lszomoru

![image](https://github.com/microsoft/vscode/assets/41773861/4c52dc91-a28a-44be-80fc-a14666f5a80f)