sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Default project misses joy device 0 in InputMap for ui_accept
Labels: bug,topic:input

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Linux, Vulkan, GeForce 3080

### Issue description

The default project misses joy device 0 in InputMap for ui_accept:

![image](https://user-images.githubusercontent.com/500820/226939973-ca65ba0a-3d92-4618-8a97-3a0d1e5f0b63.png)

But handles it as if button a was set for joypad 0:

![image](https://user-images.githubusercontent.com/500820/226940346-c4c0e4d9-81a5-43f1-a53e-c6e40a01a744.png)

This prevents scripts switching all ui input mapping from device 0 to all like this:

```
static func ui_all_joy_devices() -> void:
	for action in InputMap.get_actions():
		if not action.begins_with("ui_"):
			continue
		for event in InputMap.action_get_events(action):
			if (event is InputEventJoypadButton) or (event is InputEventJoypadMotion):
				if event.device == 0:
					event.device = -1
```

Adding it manually makes the script work but is annoying for every new (test) project and not what would expected.


### Steps to reproduce

1. Open Godot and have a look at the input map in the project settings.
2. Turn on "show built-in actions"
3. Note the "ui_accept" misses joy button binding for device 0
4. Optional: add a control which reacts to ui_accept and so joypad 0 button a triggering it

### Minimal reproduction project

Can be observed in any newly created project with Godot 4.0.1.
Repository: transformers
Issue: Add MegatronT5
Labels: New model

### Model description

In NeMo Megatron, the T5 model is available, but there is currently no MegatronT5 class for huggingface, such as MegatronBERT or MegatronGPT2. I have recently finished the porting work and have tested the model internally. I would like to share this model with the community.



### Open source status

- [X] The model implementation is available
- [ ] The model weights are available

### Provide useful links for the implementation

- [NeMo Megatron models](https://docs.nvidia.com/deeplearning/nemo/user-guide/docs/en/stable/nlp/nemo_megatron/intro.html)
- [NeMo](https://github.com/NVIDIA/NeMo)
- [Megatron-LM T5 model](https://github.com/NVIDIA/Megatron-LM/blob/main/megatron/model/t5_model.py)
Repository: TypeScript
Issue: Narrowing `this` using custom type predicate affected by TS 5.0
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

narrowing this predicate

### 🕗 Version & Regression Information

- This changed between versions 4.9 and 5.0

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=5.0.2#code/JYOwLgpgTgZghgYwgAgCoE8AOEDOY6QA8qAwgPbgQAeYy1kIAJjsmQEYBWECYAfMgG8AUMmQA3OABsArhABcyPFFABzANwjkCCpBoLSO+hoC+QoaEixEKAMr4iByjTo0ITFuy48ANGjsEUejdmNCxcewhicic+fmFRCRl5PwiAbQAiRNl0gF0NUW0Y-WjdMHzkAFsCBAALXAViGwA1FwYQ1H9IDKyIXN4ACk0EqVl9Zs0ASmQAXn4wGuAWRZSA1uCWeNFxEeSOpvLTLeQAfhXIZAAyQSGj7aSx-ZvRQ62FEAgxaBMzC2h4JGQAFlEAt3lFDM4gu5WJxuGBfB0ImtoRhsHgAuCYrw4ppQMAwMApJ1ksTMaUEcTeN8hNRMGQoLRGNxJHAoCgYNIQDxgBQtGyAsDaqBIppHKVkSFPHDvKLiRKWKjwhixfR+NNrkcego4CB0OUChCwMVDQchAMJgpBaDIiqaBSIlSzIU8JUQcKZnyIAK3WCBFoyJyjcgQNIKmxoMhjOaNM7aOjzuqqkL3gA6PEEokRDTmGDIfrxiApqpgWq4frpYCMSS9CZTTb9foAfUQSEwQZDYegU1mgmME3zERThVKQ4D4Am5QA9JPkAABMA4AC0tLhy6gUHpmgbzYQraDSlU3bifYHAVHMVHgYnQmMdEkOBQwFzp8gReqdRw5ZZkDw6VrGrzJsWwgNs3lDcMoCPXt+wLc8R20K8pxneclxXHg1w3KAtyA3cQP3MBlBAFQoIEE9YOHehL3Hb4gA)

### 💻 Code

```ts
interface Typestate<TContext extends object> {
  value: string;
  context: TContext;
}

interface State<TContext extends object, TState extends Typestate<TContext>> {
  value: TState["value"];
  context: TContext;
  matches: <TSV extends TState["value"]>(
    value: TSV
  ) => this is TState extends {
    value: TSV;
  }
    ? TState & {
        value: TSV;
      }
    : never;
}

interface Machine<TContext extends object, TState extends Typestate<TContext>> {
  initialState: State<TContext, TState>;
}

export declare function createMachine<
  TContext extends object,
  TState extends Typestate<TContext> = {
    value: any;
    context: TContext;
  }
>(): Machine<TContext, TState>;

const machine = createMachine<{ count: number }>();
const state = machine.initialState;

if (state.matches("idle")) {
  ((_accept: number) => {})(state.context.count);
  // @ts-expect-error
  ((_accept: string) => {})(state.context.count);
} else if (state.matches("latest")) {
  ((_accept: number) => {})(state.context.count);
  // @ts-expect-error
  ((_accept: string) => {})(state.context.count);
}
```

### 🙁 Actual behavior

`state` gets narrowed down to `never` in the else branch

### 🙂 Expected behavior

`state` to only get narrowed down to the appropriate value within the `if` branch

cc @ahejlsberg
Repository: godot
Issue: Root motion works unexpectedly with some models
Labels: documentation,topic:animation,topic:3d

### Godot version

4.0.1rc

### System information

Ubuntu 22.04, Intel Skylake GT2 [HD Graphics 520], Vulkan

### Issue description

I'm not sure if this is an engine issue or not, but with one of my character models root motion isn't working as expected.

This is the original animation:

![](https://i.stack.imgur.com/f1he8.gif)

I set up the root motion and the character stays in place as expected, but the interpreted movement shows no forward movement:

![](https://i.stack.imgur.com/90RJ3.gif)

I also notice that if I uncheck "Zero Y" in the `RootMotionView` the floor drops away:

![](https://i.stack.imgur.com/1Y6Nu.gif)

I can't figure out what the cause might be as the original animation looks correct.

### Steps to reproduce

In the attached project the `person.tscn` demonstrates the case where root motion isn't working as expected. The other two (`mixamo.tscn` and `mixamo_rotated.tscn`) are examples where it's working fine.

### Minimal reproduction project

[root_motion_issue.zip](https://github.com/godotengine/godot/files/11042097/root_motion_issue.zip)
Repository: opencv
Issue: error: (-217:Gpu API call) out of memory in function 'setDevice' and 'allocate'
Labels: bug,category: gpu/cuda (contrib)

### System Information

OpenCV version: 4.7.0
Operating System / Platform: Ubuntu 22.04 (Windows WSL2)
Compiler & compiler version: GCC 11.3.0
```
+---------------------------------------------------------------------------------------+
| NVIDIA-SMI 530.30.04              Driver Version: 531.29       CUDA Version: 12.1     |
|-----------------------------------------+----------------------+----------------------+
| GPU  Name                  Persistence-M| Bus-Id        Disp.A | Volatile Uncorr. ECC |
| Fan  Temp  Perf            Pwr:Usage/Cap|         Memory-Usage | GPU-Util  Compute M. |
|                                         |                      |               MIG M. |
|=========================================+======================+======================|
|   0  NVIDIA GeForce RTX 2080 Ti      On | 00000000:01:00.0  On |                  N/A |
| 37%   37C    P8               12W / 331W|   1903MiB / 11264MiB |      9%      Default |
|                                         |                      |                  N/A |
+-----------------------------------------+----------------------+----------------------+

+---------------------------------------------------------------------------------------+
| Processes:                                                                            |
|  GPU   GI   CI        PID   Type   Process name                            GPU Memory |
|        ID   ID                                                             Usage      |
|=======================================================================================|
|  No running processes found                                                           |
+---------------------------------------------------------------------------------------+

nvcc: NVIDIA (R) Cuda compiler driver
Copyright (c) 2005-2022 NVIDIA Corporation
Built on Wed_Jun__8_16:49:14_PDT_2022
Cuda compilation tools, release 11.7, V11.7.99
Build cuda_11.7.r11.7/compiler.31442593_0
```

### Detailed description

```
opencv/modules/core/src/cuda_info.cpp:74: error: (-217:Gpu API call) out of memory in function 'setDevice'
opencv/modules/core/src/cuda_host_mem.cpp:95: error: (-217:Gpu API call) out of memory in function 'allocate'
```
But in fact, the video memory usage is far from reaching the upper limit. My graphics card is 2080Ti with 11GB of video memory, but the actual video memory used is only 2GB

### Steps to reproduce

use DenseFlow

https://github.com/open-mmlab/denseflow

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: storybook
Issue: [Bug]: Storybook v7-rc.5 - switching between Docs and Story causes error when components depend on DOM element ids
Labels: bug,help wanted,web-components,sev:S3

### Describe the bug

We have noticed that when using Docs in stories for components that depend on javascript that references the component's DOM elements IDs, those components present issues with their functionality when switching between Docs and the component Story. Seems it has to do with how the DOM is updated during the switch.

When **storybook-root** is active, all inner HTML is removed from **storybook-docs**. This doesn't happen when **storybook-docs** is active, influencing the ids referred by the code and breaking the module functionality inside the Docs.

![imagen](https://user-images.githubusercontent.com/109253600/226967663-6736c3e3-10d5-4dc2-8544-309404fd6917.png)

![imagen](https://user-images.githubusercontent.com/109253600/226967741-f6f67796-64f2-4d3b-a746-75cb54714921.png)


### To Reproduce

Open link in Chrome, go to the **Accordion** Story and try switching between the Docs and the Default story. You'll notice that at first the Accordion works fine in the Docs section, but once you have switched to the Default story and back to Docs it stops working, this has to do with the issue menitoned above.

[https://stackblitz.com/edit/github-ls2xe1?file=src%2Fstories%2Fmodules%2Faccordion.stories.ts,src%2Fscripts%2Fmodules%2Faccordion.ts](https://stackblitz.com/edit/github-ls2xe1?file=src%2Fstories%2Fmodules%2Faccordion.stories.ts,src%2Fscripts%2Fmodules%2Faccordion.ts)

### System

```shell
Environment Info:

  System:
    OS: macOS 13.2.1
    CPU: (10) arm64 Apple M1 Pro
  Binaries:
    Node: 16.17.0 - ~/.local/share/nvm/v16.17.0/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 8.15.0 - ~/.local/share/nvm/v16.17.0/bin/npm
  Browsers:
    Chrome: 111.0.5563.64
    Firefox: 107.0.1
    Safari: 16.3
```


### Additional context

_No response_
Repository: vscode
Issue: Diff Editor: Highlight Entire Lines For Non-Aligned Lines
Labels: feature-request,diff-editor

## Current State Experimental

![image](https://user-images.githubusercontent.com/2931520/226975690-970fef27-99cc-426f-a103-4559e7b8cf66.png)

## Current State Smart

![image](https://user-images.githubusercontent.com/2931520/226976589-dd72478d-0c61-4376-b4f0-86fde60740b2.png)

## Feature Requested

Lines that are mostly different should not be aligned.

![image](https://user-images.githubusercontent.com/2931520/226975723-d3ed2280-cf60-4554-9120-bf89782507a7.png)

[Playground link](https://microsoft.github.io/monaco-editor/playground.html?source=v0.40.0-dev.20230704#XQAAAAIvCQAAAAAAAABBqQkHQ5NjdMjwa-jY7SIQ9S7DNlzs5W-mwj0fe1ZCDRFc9ws9XQE0SJE1jc2VKxhaLFIw9vEWSxW3yscxFX_OdVciAJM8XEuX7Os378jBGtVLkr6ryuhqvky-XZ9Sy0vyFSI1m9lYQpwqOsaKmhydYWIo-9hGbv_4wlPFPvLIXfDmvu2tThyMFnq-WHdHapCPn60dtCx4anA_kFEkL3uGYBpnVK5hM837AauDYdhzO9NYADbRgk2AZmqsirsdHAUM4xs5UHbqJMWABOjJ5RcqAMUMK3CHH4clUlEsW9l7qrTINRrminV4wL--DYfMC-bLXjozUQ-6TrIKHlDoAz2N-pPa_63R7ygy6lgrEPfZLDGWA0oATh-NkQ-qo4rZmi-cmuHJcSYT4gFLzZayPj4hi3LKYvquFq8fBAT25JdUNDSgpnSv5wz7iNOSrAYGmyDVDMVR0pQw4-s27YAtZZjUQT6toVGuqRGu9yVYKNf2UQ-0u1ea0x-eVWgmewcCC179b8IpdMpEkeFzFDbb7LCNKz609ZzB_nTI8BJlJBHWAvOCYY3_1Nx-o2pl0wkYUusquQ5ezF21-cMEja7MEhPpn6S8V-8En_koh2Ts6wUCGUi_FrOFgxF3IUKRoBtGDBcnAJ23K2J2HSUQ0UOX_y-F8tsLNrizX8Pgl_Q0soJLz6fEz6bWVqCdnLeCrEObNFVBcpONKYlMM0rEmI2uHj7xCgEipu60k51G0vUgAcWH05bZLfmz9FpFMOO5H7hZWZcdkJ4lhqnJLrShPelW0MAC-702ojLkwSZM9XsvYOhbZjvN64Yv-JbUMqoQwNlvB7J2fxa9IMBa6kX5bGaI1Cwtzlz6qJhoOe7LAPMR_v4Qm-qSLx3So07dC7kb5eTL1KEwHflZ6bY49m-MXuqGKr-M0yt8trbCcyTCrwWKKdR7nAm_CazC7cnwikunRp4YArt7YYdYXC7M1GIVgtTD9vWNnReF0JaAFJEUBHHLV6YhU1ZTnKuVsRX6yVFmJEDEwLFZhNbTW71rPmqno7v6tcktZ0pdDjGxcpRJacmERwkMynvYNnueIXrH_LbnPw)
Repository: stable-diffusion-webui
Issue: END bottom instead of referesh bottom in Checkpoint[Bug]: 
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 have disinstalled and installed Stable Diffusion 3 (three) times
It keeps giving the same issue. the refresh bottom for the Checkpoint is not wokring : 

![Issue](https://user-images.githubusercontent.com/128573665/226975511-94adf02a-0188-4e37-bab0-74d6ea2e98ce.jpg)


### Steps to reproduce the problem

The process for the intallation is good I simply don't know where the issue relise

### What should have happened?

I should be able to see a refresh bottom and models

### Commit where the problem happens

I have SD 1.4

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

Windows

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

Google Chrome

### Command Line Arguments

```Shell
I copy and paste the http:// in the browser
```


### List of extensions

No

### Console logs

```Shell
C:\Users\Deborah\Documents\SDwebui>git pull
fatal: not a git repository (or any of the parent directories): .git
venv "C:\Users\Deborah\Documents\SDwebui\venv\Scripts\Python.exe"
Python 3.10.10 (tags/v3.10.10:aad5f6a, Feb  7 2023, 17:20:36) [MSC v.1929 64 bit (AMD64)]
Commit hash: <none>
Installing requirements for Web UI
Launching Web UI with arguments: --precision full --no-half --medvram
No module 'xformers'. Proceeding without it.
Loading weights [14749efc0a] from C:\Users\Deborah\Documents\SDwebui\model.ckpt
Creating model from config: C:\Users\Deborah\Documents\SDwebui\configs\v1-inference.yaml
LatentDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.52 M params.
Applying cross attention optimization (Doggettx).
Textual inversion embeddings loaded(0):
Model loaded in 20.5s (load weights from disk: 18.2s, create model: 0.9s, apply weights to model: 1.3s).
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Startup time: 31.6s (import gradio: 3.6s, import ldm: 1.5s, other imports: 3.3s, setup codeformer: 0.1s, load scripts: 1.2s, load SD checkpoint: 21.4s, create ui: 0.4s, gradio launch: 0.1s).
```


### Additional information

![image](https://user-images.githubusercontent.com/128573665/226976721-736f0d79-3733-4093-8456-425c9040f765.png)
Repository: godot
Issue: C# Abstract class and scene inheritance causes unexpected behavior
Labels: bug,topic:dotnet

### Godot version

4.0.1

### System information

Windows 10

### Issue description

The way abstract classes in C# are handled is different from Godot 3.x and causes strange behavior.

### Steps to reproduce

In the attached project you can find the following scenario:

- `AbstractBase.cs` inherits from `Node`.
- `abstract_base.tscn` is a base scene, with an `AbstractBase` set as the script. This way we can define all the data/nodepaths/whatever and keep them set correctly for all potential inheritors.
- `Implementation.cs` which implements `AbstractBase.cs`. 
- `implementation_broken.tscn` which inherits from `abstract_base.tscn` and changes the script to `Implementation.cs`. Notice that none of the previously assigned properties need to be reassigned.
- `implementation_working.tscn` which is a fresh scene with `Implementation.cs` set as the script, and properties manually set.

If you run `main.tscn` you will see two things printed out:

> null hello world!
> working hello world!

And in the debugger 
> System.Object System.Runtime.CompilerServices.RuntimeHelpers.GetUninitializedObject(System.Type ): System.MemberAccessException: Cannot create an abstract class.

It seems that the scene inheritance tree is traversed and all the possible scripts are initialized.

What I would expect to happen is exactly how Godot 3.x behaves. A script replacing another in the scene means that previously assigned scripts are not constructed/initialized.

Current workaround is to use virtual methods and properties instead of abstract ones, but that doesn't really work in the long run as you would need to keep internal knowledge about which methods should and should not be overridden.


### Minimal reproduction project

[AbstractTest.zip](https://github.com/godotengine/godot/files/11042656/AbstractTest.zip)
Repository: godot
Issue: Mouse Input Stopped Working in Editor
Labels: bug,topic:editor,needs testing,topic:input

### Godot version

3.5.2

### System information

Windows 10, OpenGL ES 3.0 Renderer: Intel(R) HD Graphics 2500

### Issue description

After reloading my project, the editor stopped recognizing my mouse. It does not react at all when hovering/clicking. This issue only affects this one project. Mouse input works in-game if I run through F5/f6 or if I open a dialog, such as through ctrl+o. Keyboard works in-game and in-editor without issue.

### Steps to reproduce

Unsure how to reproduce.

### Minimal reproduction project

Unsure how to reproduce.
Repository: vscode
Issue: Keybindings generated using `Define Keybindings` command is not formatted.
Labels: bug,keybindings

Generated content breaks default formatting by not inserting in a new line.
<img width="468" alt="image" src="https://user-images.githubusercontent.com/25044782/226987915-5a27b8e8-a251-45aa-a589-bc00e2cf7292.png">
Repository: deno
Issue: parallel\test-child-process-spawn-event.js fails on Windows due to use of "echo"
Labels: tests,node compat

```
const subprocess = spawn('echo', ['ok']);

let didSpawn = false;
subprocess.on('spawn', function() {
  didSpawn = true;
});
```

```
------- output -------
Error: "parallel\test-child-process-spawn-event.js" failed
You can repeat only this test with the command: ./target/debug/deno test -A --import-map cli/tests/node_compat/import_map.json cli/tests/node_compat/test.ts -- parallel\test-child-process-spawn-event.js
----- output end -----
  Node.js compatibility "parallel\test-child-process-spawn-event.js" ... FAILED (106ms)
    error: AssertionError: Failed assertion: error: Uncaught AssertionError: function should not have been called at unknown
    called with arguments: NotFound: program not found
        at spawnChildInner (ext:runtime/40_process.js:162:17)
        at spawnChild (ext:runtime/40_process.js:182:10)
        at Command.spawn (ext:runtime/40_process.js:439:12)
        at new ChildProcess (ext:deno_node/internal/child_process.ts:108:16)
        at spawn (ext:deno_node/child_process.ts:102:12)
        at Object.<anonymous> (file:///V:/deno/cli/tests/node_compat/test/parallel/test-child-process-spawn-event.js:13:20)
        at Object.<anonymous> (file:///V:/deno/cli/tests/node_compat/test/parallel/test-child-process-spawn-event.js:36:4)
        at Module._compile (ext:deno_node/01_require.js:938:34)
        at Object.Module._extensions..js (ext:deno_node/01_require.js:971:10)
        at Module.load (ext:deno_node/01_require.js:849:32) {
      code: 'ENOENT'
    }
        at new AssertionError (ext:deno_node/assertion_error.ts:411:15)
        at createAssertionError (ext:deno_node/assert.ts:21:19)
        at Function.fail (ext:deno_node/assert.ts:282:15)
        at ChildProcess.mustNotCall (file:///V:/deno/cli/tests/node_compat/test/common/index.js:301:12)
        at ChildProcess.emit (ext:deno_node/_events.mjs:379:28)
        at ext:deno_node/internal/child_process.ts:211:18
        at processTicksAndRejections (ext:deno_node/_next_tick.ts:23:21)

        throw new AssertionError(msg);
              ^
        at assert (file:///V:/deno/test_util/std/testing/asserts.ts:141:11)
        at fail (file:///V:/deno/test_util/std/testing/asserts.ts:602:3)
        at fn (file:///V:/deno/cli/tests/node_compat/test.ts:103:9)
        at async testStepSanitizer (ext:cli/40_testing.js:449:5)
        at async TestContext.step (ext:cli/40_testing.js:1352:11)
        at async runTest (file:///V:/deno/cli/tests/node_compat/test.ts:53:3)
        at async file:///V:/deno/cli/tests/node_compat/test.ts:116:5
----- output end -----
```

I think we should just ignore this test on Windows because I am getting ENOENT trying this out in node.js as well.
Repository: material-ui
Issue: `<Select>` component does not properly reflect invalid state to assistive technology; consider adopting WAI recommended pattern
Labels: accessibility,component: select

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

**Link to live example**
This can be reproduced in [MUI's Select doc's "Other props" section](https://mui.com/material-ui/react-select/#other-props): https://mui.com/material-ui/react-select/#other-props

Steps:

1. Enable a screen reader
2. Focus the `<Select/>` with an active error
3. Listen to (or read) the description provided by the screen reader


### Current behavior 😯

It simply reads that the field exists, without noting that it is in an invalid state.

### Expected behavior 🤔

The screen reader (or any other <abbr title="assistive technology">AT</abbr>) _should_ provide feedback that reflects the invalid state of the control.

### Context 🔦

In unit testing, I was trying to verify with [Testing Library](https://testing-library.com/) that the control was marked as invalid when expected.  `<TextField/>` elements properly reflected that they were invalid, but the `<Select/>` elements did not.

For what it is worth, [in a related open issue it was noted this was due to the `<Select/>` using a `role="button"` under the hood, which cannot accept an `aria-invalid` attribute](https://github.com/mui/material-ui/issues/29490#issuecomment-963084443).  The [WAI's ARIA Authoring Practices Guide has a "Select-only combox" pattern](https://www.w3.org/WAI/ARIA/apg/patterns/combobox/examples/combobox-select-only/) that may be salient to use here; if followed, it _should_ display and behave like a styled `<select/>` while at the same time providing all the expected accessibility hooks for <abbr title="assistive technology">AT</abbr> users.

### Your environment 🌎

Using Chrome on MacOS

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 12.6
  Binaries:
    Node: 18.13.0 - ~/.nvm/versions/node/v18.13.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.13.0/bin/yarn
    npm: 8.19.3 - ~/.nvm/versions/node/v18.13.0/bin/npm
  Browsers:
    Chrome: 111.0.5563.110
    Edge: Not Found
    Firefox: 110.0
    Safari: 15.6.1
  npmPackages:
    @emotion/react: ^11.9.3 => 11.10.5 
    @emotion/styled: ^11.9.3 => 11.10.5 
    @mui/base:  5.0.0-alpha.113 
    @mui/core-downloads-tracker:  5.11.4 
    @mui/icons-material: ^5.8.3 => 5.11.0 
    @mui/material: ^5.8.3 => 5.11.4 
    @mui/private-theming:  5.11.2 
    @mui/styled-engine:  5.11.0 
    @mui/system:  5.11.4 
    @mui/types:  7.2.3 
    @mui/utils: ^5.10.3 => 5.11.2 
    @mui/x-data-grid: ^5.12.2 => 5.17.18 
    @mui/x-date-pickers: ^5.0.7 => 5.0.13 
    @types/react: ^18.0.12 => 18.0.26 
    react: ^18.1.0 => 18.2.0 
    react-dom: ^18.1.0 => 18.2.0 
    typescript: ^4.7.3 => 4.9.4 
```
</details>