sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: Publish API Extensions Client and APIs as Separate Go Modules in Separate Staging Repositories
Labels: sig/api-machinery,kind/feature,needs-triage

### What would you like to be added?

Today, it's not possible to import API extensions APIs or clients without pulling in the rest of the API extensions API server and all of the transitive dependencies. This is not intentional, it was just not done at the time that other staging repositories were split out. In order to provide this better import UX, we should break out these packages into separate Go modules and separate staging repositories. Alternatives considered:

- Providing multiple Go modules within the `apiextensions-apiserver` repository: multi-module repositories are more effort to maintain and publish, and none of the tooling around the staging repositories today supports this, so there's a large up-front cost to doing this
- Moving the API types into `api` and the clients into `client-go`: not only is it desirable to be able to stand up an extensions API server without the rest of Kubernetes, but one important side-effect of having the current split is that it enforces a level of maturity and general applicability to the generator libraries that would be lost if only one major client-set existed.

Work items:

- [ ] move `apiextensions-apiserver/pkg/apis/apiextensions/validation` out to remove circular dependencies
- [ ] move `apiextensions-apiserver/pkg/apis` into a new staging repository: `k8s.io/apiextensions-apis`
- [ ] move `apiextensions-apiserver/pkg/client` into a new staging repository: `k8s.io/apiextensions-clent-go`
- [ ] ensure updates to user code are trivial - provide a Go AST-based refactoring tool if something more than `sed` on the imports is required

/cc @deads2k @liggitt 

### Why is this needed?

Today, it's not possible to import API extensions APIs or clients without pulling in the rest of the API extensions API server and all of the transitive dependencies.
Repository: godot
Issue: Vulkan Clustered: TAA does not take BaseMaterial3D or ShaderMaterial scrolling/scaling texture UV into account, resulting in ghosting on textures
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.beta7

### System information

Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT

### Issue description

Temporal antialiasing does not take BaseMaterial3D scrolling/scaling texture UV into account, resulting in ghosting on textures.

The screenshots below are taken with the engine rendering at 120 FPS. At lower FPS values, the issue becomes more noticeable as each frame is more different from the previous one.

This also occurs when using a ShaderMaterial that scrolls UV using the `TIME` variable (cyan cube in the MRP, not shown on the screenshots below).

TAA disabled | TAA enabled
-|-
![2022-12-02_15 35 50](https://user-images.githubusercontent.com/180032/205322824-7ecd0877-c804-4326-824f-ea890e25d8fd.png) | ![2022-12-02_15 35 46](https://user-images.githubusercontent.com/180032/205322835-87e8b081-f228-4b30-ab0c-eba4b71f27e4.png)

To resolve this, motion vectors should be generated when texture UV is scrolling. See also https://github.com/godotengine/godot-proposals/issues/5888.

### Steps to reproduce

- Use AnimationPlayer to modify a BaseMaterial3D's UV Offset or UV Scale property over time.
- Enable **Use TAA** in the Project Settings and run the project.
- Notice how ghosting appears on the scrolling texture.

### Minimal reproduction project

[test_taa_scrolling_texture.zip](https://github.com/godotengine/godot/files/10142230/test_taa_scrolling_texture.zip)
Repository: godot
Issue: [TRACKER] Temporal antialiasing (TAA) issues
Labels: bug,topic:rendering,tracker,topic:3d

This issue tracks issues related to temporal antialiasing (TAA) in the Godot 4 Vulkan renderer.

```[tasklist]
### Bugs
- [ ] https://github.com/godotengine/godot/issues/62080
- [ ] https://github.com/godotengine/godot/issues/62887
- [x] https://github.com/godotengine/godot/issues/65479
- [ ] https://github.com/godotengine/godot/issues/65690
- [ ] https://github.com/godotengine/godot/issues/66998
- [ ] https://github.com/godotengine/godot/issues/67287
- [ ] https://github.com/godotengine/godot/issues/67332
- [ ] https://github.com/godotengine/godot/issues/68343
- [ ] https://github.com/godotengine/godot/issues/69492
- [ ] https://github.com/godotengine/godot/issues/69493
- [ ] https://github.com/godotengine/godot/issues/69528
```
Repository: godot
Issue: Low Processor Mode Preventing Steam Overlays To Work
Labels: bug,topic:rendering,topic:thirdparty,needs testing

### Godot version

v3.5.1.stable.official [6fed1ffa3]. Also verified against a self compiled version at 3.5.2

### System information

Windows 10, x64, GLES3 and GLES2. AMD Ryzen 7 3800 CPU, Radeon RX 570 Series

### Issue description

Low Processor Mode appears to interfere with the concurrent threads used by the Steam SDK. Unless another object within a scene forces the Steam thread to be executed, the thread will not run, preventing use of the Steam Overlay and other functionalities.
This issue was confirmed against both the Godot Steam API and GodotSteam projects, as such I think it may be a problem on the Godot side due to how it handles backend threads, but I have not had a good look at what functionality changes Low Processor Mode makes to an application.
This has only been verified on x64 Standard Version as I believe these Steamworks plugins only work on x64.

### Steps to reproduce

Create a new project and make a default starting scene with nothing in it.
Install either Godot Steam API (https://github.com/samsface/godot-steam-api) or GodotSteam (https://github.com/Gramps/GodotSteam) in a fresh project and configure the app normally (Enable plugin, enter App ID and import SDK from directory)
Then execute the project as normal to verify the Steam Overlay is working normally.
Then enable Low Processor Mode in the project options.
Executing the project will now no longer create the Steam Overlay.



### Minimal reproduction project

I am unable to upload a sample project as the steps to replicate this require a copy of the Steamworks SDK which only steam can provide. Let me know if you have any difficulties replicating this issue.
Repository: vscode
Issue: "editor.inlineSuggest.enabled" add extra quote when using tab in a "workbench.colorCustomizations" settings
Labels: bug,json,suggest,inline-completions

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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VS Code version | OS
------------------ | ----
1.73.1  | Win 10 x64 pro 21H2

## Steps to reproduce

1. Use this **settings.json**
```json
{
	"[jsonc]": {
		"editor.quickSuggestions": {
			"strings": "inline"
		},
		"editor.inlineSuggest.enabled": true
	},
}
```
3. Go to your `settings.json` in a `workbench.colorCustomizations` section or edit a `…-color-theme.json` file
4. Press `"`
5. Paste some valid property
6. Press `tab` to autocomplete and jump to value
7. Press `tab` to accept the value

## Results

Your JSON file is now invalid because it add an extra quote.

![Gif Animate 2022-12-05 20h03 #2452 _optimized](https://user-images.githubusercontent.com/22337329/205721758-a863cc7b-16f6-494b-b9c4-be3675c96408.gif)

## Expectations

Should work the same way when `editor.inlineSuggest.enabled` is disabled for jsonc/json files.

![Gif Animate 2022-12-05 20h23 #2460 _optimized](https://user-images.githubusercontent.com/22337329/205724916-7d49003c-a74e-48f1-90f2-9c1f127689a4.gif)

---

More information on this [comment](https://github.com/microsoft/vscode/issues/167939#issuecomment-1338002012).
Repository: pytorch
Issue: forward-mode AD formula for torch.add (and possibly others) accidentally upcasts float32 to float64
Labels: module: performance,module: autograd,triaged,actionable,ZeroTensor,module: forward ad,module: functorch

```python
import torch
import functorch

print(functorch.__version__)
# '1.13.0+cu117'

dtype = torch.float32
device = torch.device('cpu')

def foo(x):
    # unpack
    q, p = x
    # add float, ok with adding int
    q, p = q + 1.0, p + 1.0
    return torch.stack([q, p])

x = torch.tensor([0.0, 0.0], dtype=dtype, device=device)

print(functorch.jacfwd(foo)(x))
print()

# tensor([[1., 0.],
#         [0., 1.]], dtype=torch.float64)

print(functorch.jacrev(foo)(x))
print()

# tensor([[1., 0.],
#         [0., 1.]])
```

cc @VitalyFedyunin @ngimel @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @Chillee @samdow @soumith
Repository: vscode
Issue: Context menu layout of the right positioned Side Bar
Labels: bug,upstream,linux,electron,menus,confirmed,papercut :drop_of_blood:

Type: <b>Bug</b>

Both `Accounts` and `Manage` actions, placed on right positioned `Side Bar`, triggers context menu, which overlays the bar. This layout differs from the default left position. It also differs from win10 version, where layout behavior seems to be mirrored.

This king of layout lead to the problem, where `Check for Updates...` item is being selected automatically. Only moving cursor to the top of the action allows user to list the context menu.


VS Code version: Code 1.73.1 (6261075646f055b99068d3688932416f2346dd3b, 2022-11-09T03:54:53.913Z)
OS version: Linux x64 5.19.0-kali2-amd64
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-7940X CPU @ 3.10GHz (8 x 3095)|
|GPU Status|2d_canvas: unavailable_software<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: disabled_software<br>multiple_raster_threads: enabled_on<br>opengl: disabled_off<br>rasterization: disabled_software<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: unavailable_software<br>webgl2: unavailable_software<br>webgpu: disabled_off|
|Load (avg)|1, 0, 0|
|Memory (System)|15.60GB (13.67GB free)|
|Process Argv|--unity-launch --crash-reporter-id 52460bc4-75e5-4872-91d2-295a9b65a464|
|Screen Reader|no|
|VM|100%|
|DESKTOP_SESSION|lightdm-xsession|
|XDG_CURRENT_DESKTOP|XFCE|
|XDG_SESSION_DESKTOP|lightdm-xsession|
|XDG_SESSION_TYPE|x11|
</details><details><summary>Extensions (11)</summary>

Extension|Author (truncated)|Version
---|---|---
jupyter-keymap|ms-|1.0.0
vscode-jupyter-cell-tags|ms-|0.1.6
vscode-jupyter-slideshow|ms-|0.1.5
cmake-tools|ms-|1.12.27
cpptools|ms-|1.12.4
hexeditor|ms-|1.9.9
LiveServer|rit|5.7.9
rust-analyzer|rus|0.3.1301
even-better-toml|tam|0.19.0
errorlens|use|3.6.0
vscode-icons|vsc|12.0.1

(3 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607



vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
vscorecescf:30445987
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30410667
cppdebug:30492333
vsclangdf:30486550
c4g48928:30535728
dsvsc012cf:30540253
azure-dev_surveyone:30548225
pyindex848:30577860
nodejswelcome1:30587005
2e4cg342:30602488
gswce1:30612156
iaj6b796:30613358
dbltrim-noruby:30604474
89544117:30613380

```

</details>

<!-- generated by issue reporter -->
[screen record](https://user-images.githubusercontent.com/11960123/205329462-94733f07-8b4c-43b7-9a00-fe5eb5a5c7ff.mp4)
Repository: godot
Issue: disabling nav control discs in 3d editor doesn't prompt for restart
Labels: bug,topic:editor

### Godot version

v4.0.beta.custom_build [7bffdca41]

### System information

windows 10

### Issue description

https://github.com/godotengine/godot/pull/69364 added navigation controls to the node3d editor.  when disabling I noticed no change and no "restart" prompt.  restarting godot did hide the controls correctly.

both
editors/3d/navigation/show_viewport_navigation_gizmo
and the already existing 
editors/3d/navigation/show_viewport_rotation_gizmo
have this issue.  others may too.

I would think they should operate like
editors/3d/selection_box_color
and show
![image](https://user-images.githubusercontent.com/203130/205336661-9137727a-a407-4f25-aa85-bb46fcfc8f97.png)

also... neither of those 2 options and have tooltip description

### Steps to reproduce

go to settings and click this setting on or off
editors/3d/navigation/show_viewport_navigation_gizmo


### Minimal reproduction project

N/A
Repository: youtube-dl
Issue: Issue when downloading stream from la7.it
Labels: broken-IE

Hello, when trying to download the following documentary from la7.it I get the error below. I am however able to download other streams from la7.it. How can I fix this issue?

youtube-dl --verbose --no-playlist -o "%(title)s.%(ext)s" https://www.la7.it/atlantide/rivedila7/atlantide-hitler-1922-marcia-su-berlino-01-12-2022-462379

[debug] System config: []
[debug] User config: []
[debug] Custom config: []
[debug] Command-line args: ['--verbose', '--no-playlist', '-o', '%(title)s.%(ext)s', 'https://www.la7.it/atlantide/rivedila7/atlantide-hitler-1922-marcia-su-berlino-01-12-2022-462379']
[debug] Encodings: locale UTF-8, fs utf-8, out utf-8, pref UTF-8
[debug] youtube-dl version 2021.12.17
[debug] Python version 3.10.6 (CPython) - Linux-6.0.6-76060006-generic-x86_64-with-glibc2.35
[debug] exe versions: none
[debug] Proxy map: {}
[la7.it] atlantide-hitler-1922-marcia-su-berlino-01-12-2022-462379: Downloading webpage
ERROR: Unable to extract video_path; please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; see  https://yt-dl.org/update  on how to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
Traceback (most recent call last):
  File "/usr/local/lib/python3.10/dist-packages/youtube_dl/YoutubeDL.py", line 815, in wrapper
    return func(self, *args, **kwargs)
  File "/usr/local/lib/python3.10/dist-packages/youtube_dl/YoutubeDL.py", line 836, in __extract_info
    ie_result = ie.extract(url)
  File "/usr/local/lib/python3.10/dist-packages/youtube_dl/extractor/common.py", line 534, in extract
    ie_result = self._real_extract(url)
  File "/usr/local/lib/python3.10/dist-packages/youtube_dl/extractor/la7.py", line 81, in _real_extract
    video_path = self._search_regex(r'(/content/\S+?).mp4', webpage, 'video_path')
  File "/usr/local/lib/python3.10/dist-packages/youtube_dl/extractor/common.py", line 1012, in _search_regex
    raise RegexNotFoundError('Unable to extract %s' % _name)
youtube_dl.utils.RegexNotFoundError: Unable to extract video_path; please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; see  https://yt-dl.org/update  on how to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Truly nullifiable attention (focus/weight) on words
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 ?

It would be nice if the weight enclosed in brackets was zero the affected words would not apply.

I was playing around with making a sequence of images that progressed from one extreme to another. Something like:

> a photo of a (short fat ugly man:1) (tall muscular handsome:0) man working out at the gym

I was going to manually decrease the first value while increasing the other to make a series of images showing a transition between the two states. 

While trying this (with the same seed throughout) I noticed while rerolling images that the man wasn't as ugly as I would expect at the beginning or as lean as I would expect at the end, so I took out the 0 value section and found a totally different image was generated which much more accurately portrayed the features of the remaining (100% section) applied the way I was expecting.

I don't have a clue how diffusers work but I had expected that a 0 value applied to a parentheses enclosed section would remove any effect. I would like it to do so.

I will now try playing around with the [from:to:when] of prompt editing but I kinda wanted the latents of each thing to interfere with each other once in the middle.

### Proposed workflow

1. Use of "(something:0)" in a prompt would not affect the generated image at all

### Additional information

_No response_
Repository: godot
Issue: Geometry.is_point_in_polygon() fails when points are clockwise
Labels: bug,topic:core,documentation,topic:2d

### Godot version

3.5.1

### System information

Linux Mint

### Issue description

Geometry.is_point_in_polygon() returns an incorrect result in the example below where the polygon points are clockwise, but works if I invert the points.  



### Steps to reproduce

I'm running the following code:-
```

var polygon : PoolVector2Array 
polygon.append(Vector2(0, 20)) 
polygon.append(Vector2(100, 20)) 
polygon.append(Vector2(100, 0)) 
polygon.append(Vector2(0, 0))  
# Returns false:- 
var result = Geometry.is_point_in_polygon(Vector2(0,1), polygon) 
```

As far as I can see, "result" should be true since (0, 1) is inside this polygon (which is just a rectangle) but it returns false.  

If I add:-
```

polygon.invert()
var result2 = Geometry.is_point_in_polygon(Vector2(0,1), polygon) 

```
It now returns true, which is correct.

### Minimal reproduction project

n/a - See example code above
Repository: next.js
Issue: Next 13 does not throw exception when multi children are nested in LINK
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

 Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Enterprise
    Binaries:
      Node: 16.17.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.0.6
      eslint-config-next: 13.0.3
      react: 18.2.0
      react-dom: 18.2.0

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

Routing (next/router, next/navigation, next/link)

### Link to reproduction - Issues with a link to complete (but minimal) reproduction code will be addressed faster

n/a

### To Reproduce

                <Link
                  href={`/loanApps/${Id}/upload`}
                  className="inline-flex items-center rounded-md border border-gray-300 bg-white px-4 py-2 text-sm font-medium text-gray-700 shadow-sm hover:bg-gray-50 focus:outline-none focus:ring-2 focus:ring-purple-500 focus:ring-offset-2 focus:ring-offset-gray-50 "
                >
         
                    <CloudArrowUpIcon
                      className="-ml-1 mr-2 h-5 w-5 text-gray-400"
                      aria-hidden="true"
                    />
                    Upload
     
                </Link>

### Describe the Bug

The browser or build did not catch the multiple children nested in the <LINK> tag.  The previous version Next 12 did throw this error.  Unexpected behavior can result if this error is not caught.   In my case i had an issue with a websocket library called Signal-r.  It was until i downgraded to 12, i was able to correct the issue, then i proceeded to upgrade _back_ to 13.   Now everything is gravy.  

Please fix this issue so no one will have to go through my 12hr ordeal.  

### Expected Behavior

The browser should throw this error https://nextjs.org/docs/messages/link-multiple-children

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

Edge

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

Azure
Repository: godot
Issue: Setting a custom resource's exported resource variable to an instance of itself crashes the editor
Labels: bug,topic:editor,crash

### Godot version

v4.0.beta7.official [0bb1e89fb]

### System information

Windows 10

### Issue description

Hello, I encountered a crash within v4.0.beta7.official [0bb1e89fb]. I've tried searching for it and found other issues with resource exports in gdscript but I haven't been able to confirm if this particular bug has been reported in the issue tracker.

With a custom resource that has an `@export var varname: Resource`, attempting to drag and drop; or load the resource itself into that export will crash the editor. I can reproduce this 100% of the time. In Godot 3.5, this would cause a cyclic reference error, and the offending resource would be nulled next time the project was reloaded. I am not sure what the intentions are in gdscript 2 in this case, but the editor should not crash even if this is not intended usage.

This also occurs in beta 4.6.

### Steps to reproduce

```
class_name CardResource extends Resource

@export var produces: Resource
```

1. Create a custom resource script. It can be as simple as above. This resource script must export a resource. It can export type resource, or export the custom resource type.
2. Create a new tres file of the custom resource we just created.
3. You can drag the tres file from the filesystem dock, or load it from the dropdown -> load menu.
4. The editor should now crash.

### Minimal reproduction project

~~N/A, reproduction steps are trivial~~

[MRP.zip](https://github.com/godotengine/godot/files/10144788/MRP.zip)

With the MRP open, simply drag `lumber_card.tres` into the `produces` exported resource in the editor, or open `lumber_card.tres` from the drop down menu, and you should see the editor crash.