sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: [3.5.3] Graphical difference when playing 3D game with GLES3 on certain Android device with Snapdragon chipset
Labels: bug,platform:android,topic:rendering,topic:thirdparty,topic:3d

### Tested versions

- Reproducible in: 3.5.3.stable

### System information

Godot v3.5.3.stable - Windows 10.0.22621 - GLES3 - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.4633) - 12th Gen Intel(R) Core(TM) i3-12100F (8 Threads)

### Issue description

Same issue with https://github.com/godotengine/godot/issues/86707 but this time recreated in Godot 3 with GLES3 rendering method.

![image](https://github.com/godotengine/godot/assets/64251396/40908de0-d673-4ae4-a0f1-8710f86bb877)![image](https://github.com/godotengine/godot/assets/64251396/b7de9db7-8762-4a85-9b85-b6322fb7217f)
On the left, is the correct texture & shading looks, accurate to the Godot Editor (3.5.3) on PC. On the right is the wrong one, the texture looks metallic.

Device(s) that rendered the game **correctly** (with the chipset):

- Infinix GT 10 Pro (**Mediatek** Dimensity 8050)

Device(s) that rendered the game **incorrectly** :

- Xiaomi Poco X3 Pro (Qualcomm **Snapdragon** 860)

All device above use the arm64-v8a version of the app.

---

Contrary to the bug on Godot 4, this one has exception where a device runs on Snapdragon but it renders **correctly**:

- Motorola Moto G5 (Qualcomm MSM8937 **Snapdragon** 430)

However since that device is old, i use the armeabi-v7a apk version, which might matters.

---

The bug isn't replicable when using GLES2 with these Project Settings:
- Rendering > Quality > Intended Usage >Framebuffer Allocation.mobile : 3D
- Rendering > Quality > Reflections > High Quality GGX.mobile : On
- Rendering > Quality > Depth Prepass > Enable : On

Haven't tested GLES2 without those settings. The bug still replicable on GLES3 **with** the settings above.

### Steps to reproduce

- download and extract the MRP, or clone repo with this for the same MRP `git clone -b mrp https://github.com/etherealxx/Godot-3point5-Third-Person-Controller`, or clone the main repo for the full untrimmed project `git clone https://github.com/etherealxx/Godot-3point5-Third-Person-Controller`
- open the project in godot
- Run the project, and screenshot the screen
- Install Android Build Template
- Set up your android SDK path and debug keystore path correctly on editor settings
- Go to Project Settings > Export
- On the available preset, set up your debug keystore path, user and password
![image](https://github.com/godotengine/godot/assets/64251396/f395e738-d445-45b3-8448-1463f40f5261)
- Export the project into android (apk) with the provided template (using gradle build, minimum sdk 19, target sdk 33, arm64-v8a) (I haven't tested without using gradle builds)
- Install the exported apk into an android device with snapdragon chipset
- Compare the graphics with the one on godot editor (or the screenshot)

### Minimal reproduction project (MRP)

[Godot-3point5-snapdragon-bug.zip](https://github.com/godotengine/godot/files/13842064/Godot-3point5-snapdragon-bug.zip)
Repository: godot
Issue: Confusing 2D collision behavior on CanvasLayer with moving camera
Labels: bug,topic:physics

### Tested versions

Reproducible in 4.2.1, 3.5.3 and 4.3 dev 1

### System information

Godot v4.2.1.stable - Arch Linux SMP PREEMPT_DYNAMIC Thu Jan  4 09:50:36 EET 2024 - Wayland - Vulkan (Forward+) - integrated Intel(R) Graphics (RPL-P) () - 13th Gen Intel(R) Core(TM) i7-13700H (20 Threads)

### Issue description

Collisions occur between objects in different `CanvasLayers`, although the objects do not appear to touch, when the camera is following one of the objects. It seems the engine is computing the collisions based on the object's absolute/initial coordinates, not taking into account `CanvasLayer` effects and (visual) transforms.

Seems related to [bug 58514](https://github.com/godotengine/godot/issues/58514)

https://github.com/godotengine/godot/assets/44967740/7d9e8b4e-4db4-4866-b3c1-924c48a4a988



### Steps to reproduce

1. Create a new 2D scene.
2. As subnodes of the root node:
3. Create a `CanvasLayer`. Add a `StaticBody2D` as a subnode of the canvas layer, with a suitable collision shape.
4. Add a `RigidBody2D` with any collision shape and position it so that it lies "above" (lower Y coordinate) the `StaticBody2D` in the `CanvasLayer`. Add a `Camera2D` as a subnode of the rigid body and make sure it is enabled.
5. Create another `StaticBody2D` with a suitable collision shape and place it "below"(higher Y coordinate) the first `StaticBody2D`.
6. Activate visible collision shapes
7. Run the project and see the the rigid body apparently stop mid-air.


### Minimal reproduction project (MRP)

[UILayerCollisionBugDemo.zip](https://github.com/godotengine/godot/files/13842095/UILayerCollisionBugDemo.zip)
Repository: deno
Issue: Implement `crypto.Certificate` APIs
Labels: bug,node compat,crypto,node API
Repository: vscode
Issue: TabInputWebview viewType comment is inaccurate/unclear or there is a bug in viewType
Labels: bug,help wanted,api,webview

`TabInputWebview.viewType` in vscode.d.ts is described as:
> The type of webview. Maps to `{@linkcode WebviewPanel.viewType WebviewPanel's viewType}`

`WebviewPanel.viewType` in vscode.d.ts says:
> Identifies the type of the webview panel, such as `'markdown.preview'`.

However, when checking a TabInputWebview that I have, the `viewType` is for the form `mainThreadWebview-markdown.preview`.

Should the `mainThreadWebview-` prefix either be stripped from here, or a node added to the docstring in vscode.d.ts making sure that users know to expect it?
Repository: tauri
Issue: [bug] OSX update bundles does not have architecture and version in filename
Labels: type: bug,status: needs triage

### Describe the bug

OSX update bundles does not have architecture and version in filename

### Reproduction

When doing `tauri build` with updater enabled in the tauri.conf, the updater output is simply `<appname>.app.tar.gz`. 


### Expected behavior

I would expect the updater bundle to have both architecture and version as it is true for Linux and Windows builds, example: `<appname>_0.6.4_aarch64.tar.gz`

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 14.1.2 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.72.1 (d5c2e9c34 2023-09-13)
    ✔ cargo: 1.72.1 (103a7ff2e 2023-08-15)
    ✔ rustup: 1.26.0 (2023-04-05)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.10.0
    - yarn: 1.22.21
    - npm: 10.2.3

[-] Packages
    - tauri [RUST]: 1.5.3
    - tauri-build [RUST]: 1.5.0
    - wry [RUST]: 0.24.6
    - tao [RUST]: 0.16.5
    - @tauri-apps/api [NPM]: 1.5.1
    - @tauri-apps/cli [NPM]: 1.5.7

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist/spa
    - devPath: http://localhost:9000/
    - framework: Vue.js (Quasar)
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: node
Issue: --test-name-pattern needing to come before filenames is hostile to npm scripts
Labels: feature request,test_runner

### What is the problem this feature will solve?

It is common practice to set up npm scripts for testing. E.g.

```json
{
  "test": "node --test tests/*.js more-tests/*.js"
}
```

However, this cannot be combined with `--test-name-pattern`. Attempting to do so, e.g.

```
npm test -- --test-name-pattern="my pattern"
```

will not work, because this gets translated to

```
node --test tests/*.js more-tests/*.js --test-name-pattern="my pattern"
```

which, I believe, ends up passing `--test-name-pattern="my pattern"` as an argument to these test files, instead of passing it as an argument to the test runner. The correct invocation is


```
node --test-name-pattern="my pattern" --test tests/*.js more-tests/*.js
```

but this is impossible to do via npm scripts, it seems. (See alternatives considered.)

### What is the feature you are proposing to solve the problem?

I don't know what a good solution to this would be. Some possible ideas:

- Special-case command line processing such that when `--test` is present, `node` grabs the `--test-name-pattern` argument for itself instead of passing it to scripts?

- Introduce a new binary, e.g. `node_test`, which processes command-line arguments in such a way? I believe this is how most test runners behave.

- Introduce a file-based customization of the test runner, including which tests to run, so that I don't have to pass the test filenames as arguments to the test runner in a way that causes this problem?

- Improve npm scripts to support a better method of passing arguments in the middle of the script? (See below.)

### What alternatives have you considered?

I investigated how to get npm scripts to substitute in arguments you pass to `npm run` into the script command, so that the translation becomes the correct one. This is a well-studied problem, and the following two Stack Overflow posts have the best answers, as far as I can tell:

- https://stackoverflow.com/q/11580961/3191
- https://stackoverflow.com/q/37869773/3191

None of them seem very satisfactory, unfortunately. In particular, if you want something that works cross-platform, you basically have to write a wrapper script.

As an alternative, I could continue using other test runners, which support npm scripts better.
Repository: vscode
Issue: Cannot read properties of undefined (reading 'querySelector')
Labels: error-telemetry

```javascript
TypeError: Cannot read properties of undefined (reading 'querySelector')
at b.n in src/vs/workbench/contrib/terminalContrib/suggest/browser/terminal.suggest.contribution.ts:61:42
at b.xtermReady in src/vs/workbench/contrib/terminalContrib/suggest/browser/terminal.suggest.contribution.ts:48:8
at <anonymous> in out/vs/workbench/workbench.desktop.main.js:2622:52706
```
[Go to Errors Site](https://errors.code.visualstudio.com/card?ch=9621add46007f7a1ab37d1fce9bcdcecca62aeb0&bH=8c7200f1-1c9d-e54d-07ce-6bc8ebbab645)
Repository: pytorch
Issue: test_serialization_offset may fail with small $TMP
Labels: module: nn,module: tests,module: serialization,triaged

### 🐛 Describe the bug

I'd like to suggest making the `test_serialization_offset` a bit more robust. Currently I see this sometimes:
```
________________________________________________________________________________ TestOldSerialization.test_serialization_offset ________________________________________________________________________________
Traceback (most recent call last):
  File "/dev/shm/pytorch-v2.1.2/test/test_serialization.py", line 869, in test_serialization_offset
    torch.save(b, f)
  File "/dev/shm/pytorch-v2.1.2/test/test_serialization.py", line 780, in wrapper
    return self.torch_save(*args, **kwargs)
  File "/tmp/lib/python3.10/site-packages/torch/serialization.py", line 623, in save
    _legacy_save(obj, opened_file, pickle_module, pickle_protocol)
  File "/python3.10/site-packages/torch/serialization.py", line 767, in _legacy_save
    storage._write_file(f, _should_read_directly(f), True, torch._utils._element_size(dtype))
RuntimeError: write(): fd 5 failed with No space left on device
```

Reason is that it writes a temporary file of more than 2 GB size which is rather large, especially for a test. Would you consider skipping the test if there is not enough space in the chosen tempdir and/or reducing the written file size?

### Versions

PyTorch 2.1.2

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @ZainRizvi
Repository: material-ui
Issue: [material-ui][docs] Basic information about how to use the Material Icons
Labels: docs,package: icons,package: material-ui

### Related page

N/A

### Kind of issue

Missing information

### Issue description

I'm looking for docs on how to use `@mui/icons-material`, and I'm unable to find any docs page about it.

The [npm page](https://www.npmjs.com/package/@mui/icons-material) for that package links to [The SvgIcon documentation](https://mui.com/material-ui/icons/#svgicon) and [The Material Design icons search](https://mui.com/material-ui/material-icons/). 
- The icon search doesn't have any usage examples, and 
- the SvgIcon page examples all import from `@mui/material`, like `import SvgIcon from '@mui/material/SvgIcon'`

So I can't find any docs on how to use the `@mui/icons-material` package.

### Context

Here is my particular situation: I am reviewing an internal PR that does this: 
```ts
import { AvTimer } from '@mui/icons-material';

... 

const StyledAvTimer = styled(AvTimer)(() => ({
    height: '16px',
    width: '16px',
    marginRight: '4px',
}));
```

While I suspect that wrapping an icon like this is not intended usage, I also wonder if the icon (AvTimer) should be wrapped in an SvgIcon.

I need some authoritative docs to reference.

**Search keywords**: @mui/icons-material icons package usage intended
Repository: godot
Issue: Skeleton / Animation doesn't import correctly from Gltf
Labels: discussion,topic:import,topic:3d

### Tested versions

v4.2.2.rc.custom_build [f54e666c2]
and
v4.3dev1

### System information

windows 10

### Issue description

The imported gltf doesn't import animation/skeleton correctly.
If you play the animations(there is idle and walk) in windows 3d viewer it loads and plays fine, but in godot it doesn't

windows 3d viewer:
![walkwin](https://github.com/godotengine/godot/assets/10412778/e9bd7f83-a64e-4b41-8760-e62b29e3ad8c)

godot:
![walkgodot](https://github.com/godotengine/godot/assets/10412778/7fc68b7c-9a00-4984-a5c1-6c6f60526b2f)

It appears like the objects that the bones are attached to aren't being animated, but the bones are.

### Steps to reproduce

import this gltf: 
[characterVid.zip](https://github.com/godotengine/godot/files/13844079/characterVid.zip)


### Minimal reproduction project (MRP)

[characterVid.zip](https://github.com/godotengine/godot/files/13844081/characterVid.zip)
Repository: godot
Issue: [TRACKER] 2D pixel perfect proposals, issues and PRs
Labels: tracker,topic:2d

## Proposals
```[tasklist]
### Camera
- [ ] https://github.com/godotengine/godot-proposals/issues/6389
```

## Issues
```[tasklist]
### Camera
- [ ] https://github.com/godotengine/godot/issues/71226
```

```[tasklist]
### Display/Rendering
- [ ] #66527
- [ ] https://github.com/godotengine/godot/issues/82696
- [ ] https://github.com/godotengine/godot/issues/67164
- [ ] https://github.com/godotengine/godot/issues/76517
```

```[tasklist]
### Jitter
- [ ] https://github.com/godotengine/godot/issues/71074
- [ ] https://github.com/godotengine/godot/issues/63185
- [ ] https://github.com/godotengine/godot/issues/57221
- [ ] https://github.com/godotengine/godot/issues/84137
```

```[tasklist]
### Transform
- [ ] https://github.com/godotengine/godot/issues/60079
```

```[tasklist]
### Viewport
- [ ] #61301
```

## Pull requests
```[tasklist]
### Camera
- [ ] https://github.com/godotengine/godot/pull/84465
```

```[tasklist]
### Display/Rendering
- [ ] https://github.com/godotengine/godot/pull/84380
- [ ] https://github.com/godotengine/godot/pull/87058
- [ ] https://github.com/godotengine/godot/pull/87297
```
Repository: neovim
Issue: Types for `vim.cmd.*` (vimscript / Ex commands)
Labels: enhancement,documentation,vimscript,lua

### Problem

No completion for `vim.cmd.*` commands. I think it's the only missing feature from neodev.nvim.

### Expected behavior

LSP completes command names after `vim.cmd.`.
Repository: rust
Issue: rustdoc-json: Dangling ID when private trait used in `dyn Trait` argument in pub fn
Labels: T-rustdoc,A-rustdoc-json

This code:

```rust
trait Private{}
pub fn takes_dyn_private(_: &dyn Private) {}
```

Fails to validate with `jsondoclint`

```
failures:

---- [rustdoc-json] tests/rustdoc-json/traits/private_dyn.rs stdout ----

error: jsondoclint failed!
status: exit status: 1
command: "/home/gh-aDotInTheVoid/rust/build/aarch64-unknown-linux-gnu/stage0-tools-bin/jsondoclint" "/home/gh-aDotInTheVoid/rust/build/aarch64-unknown-linux-gnu/test/rustdoc-json/traits/private_dyn/private_dyn.json"
stdout: none
--- stderr -------------------------------
0:3:1771 not in index or paths, but referred to at '$.index["0:4:1772"].inner.function.decl.inputs[0][1].borrowed_ref.type.dyn_trait.traits[0].trait.id'
Error: Errors validating json /home/gh-aDotInTheVoid/rust/build/aarch64-unknown-linux-gnu/test/rustdoc-json/traits/private_dyn/private_dyn.json
------------------------------------------
```

The function's JSON is right:

```json
  "0:4:1772": {
      "inner": {
        "function": {
          "decl": {
            "c_variadic": false,
            "inputs": [
              [
                "_",
                {
                  "borrowed_ref": {
                    "lifetime": null,
                    "mutable": false,
                    "type": {
                      "dyn_trait": {
                        "lifetime": null,
                        "traits": [{"trait": {"id": "0:3:1771", "name": "Private"}}]
                      }
                    }
                  }
                }
              ]
            ],
            "output": null
          },
          "generics": {"where_predicates": []},
          "has_body": true,
          "header": {"abi": "Rust", "async": false, "const": false, "unsafe": false}
        }
      },
      "name": "takes_dyn_private"
    },
``` 

but we don't include the trait as it's private.

This is a similar to #113674, where a private (not just unreachable, but private at definition site) item is in the public API.


This does trigger a warning, but is accepted

```
warning: trait `Private` is more private than the item `takes_dyn_private`
 --> src/lib.rs:4:1
  |
4 | pub fn takes_dyn_private(_: &dyn Private) {}
  | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ function `takes_dyn_private` is reachable at visibility `pub`
  |
note: but trait `Private` is only usable at visibility `pub(crate)`
 --> src/lib.rs:3:1
  |
3 | trait Private{}
  | ^^^^^^^^^^^^^
  = note: `#[warn(private_interfaces)]` on by default
```
Repository: godot
Issue: SkeletonIK3D freaks out model at the tip bone when playing
Labels: bug,topic:editor,needs testing,topic:3d

### Tested versions

v4.3.dev1.official
v4.2.1.stable.official

### System information

Windows 11

### Issue description


https://github.com/godotengine/godot/assets/4528497/c6c81a42-9aca-4da0-86d0-cabb951466c7



### Steps to reproduce

- Open attached project
- Select SkeletonIK3D node
- Click Play IK

### Minimal reproduction project (MRP)

[ik3d_bug_050124.zip](https://github.com/godotengine/godot/files/13844657/ik3d_bug_050124.zip)
Repository: pytorch
Issue: cuda FP16 default accumulation type differs between TensorIterator vs. torch.mm
Labels: module: performance,module: numerical-stability,module: cuda,triaged

TensorIterator (responsible for most eager-mode pointwise + reduction ops) performs reductions using an "accumulation" dtype, that is set to be `float32` when the input is `fp16` (link: https://github.com/pytorch/pytorch/blob/7956ca16e649d86cbf11b6e122090fa05678fac3/aten/src/ATen/AccumulateType.h#L106-L140)

For fp16 gemms on cuda, it looks like by default, we use fp16 as our accumulation dtype (with a flag to change the accumulation dtype to fp32), documented here: https://pytorch.org/docs/stable/notes/cuda.html#reduced-precision-reduction-in-fp16-gemms. The default is fp16 accumulation: https://github.com/pytorch/pytorch/blob/main/aten/src/ATen/Context.h#L323

I was curious about the discrepancy: should the accumulation types for cuda reductions vs. matmuls with fp16 have consistent defaults?

cc @ptrblck
Repository: TypeScript
Issue: Typings for navigator.connection gone since TS 4.8
Labels: Bug,Help Wanted,Domain: lib.d.ts

### ⚙ Compilation target

es5

### ⚙ Library

es6 dom dom.iterable es2016 es2017 esnext

### Missing / Incorrect Definition

navigator.connection is missing after updating Typescript from 4.5 to 5.3. I checked the other versions and it seems it got removed since version 4.8. However, I couldn't find this change in the breaking changes docs.

### Sample Code

```TypeScript
const c = navigator.connection;
```


### Documentation Link

_No response_
Repository: excalidraw
Issue: Google sheets url is not whitelisted while trying to embed the url
Labels: Embeddable

When i try to add the embed web component and try to embed an publicly accessible google sheets url but says it is not whitelisted.
Repository: kubernetes
Issue: `KMSv2` post GA work
Labels: sig/auth,lifecycle/frozen,sig/security,needs-triage

We need to sweep all remaining items in https://github.com/orgs/kubernetes/projects/94 and make sure they get done.

/sig auth
/triage accepted
/lifecycle frozen
Repository: flutter
Issue: Remove unused images from container registry in the flutter-dev project
Labels: P2,c: tech-debt,infra: security

After migrating to `firebase-ghcli`, we no longer need the two containers `firebase-staging` or `firebase` that are in the GCP project `flutter-dev-230821`.

* Ensure the firebase-staging and firebase images are no longer being used anywhere in order to avoid breakages.
  * These can be switched to use `firebase-ghcli` if they still exist
* Remove the containers completely in GCP
Repository: vscode
Issue: undo/redo "chunking" broken for find/replace input
Labels: editor-find,under-discussion

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- VS Code Version: 1.86.0-insider
- OS Version: Darwin x64 22.6.0

Steps to Reproduce:

1. Type a string of text into the find/replace input.
2. Quickly delete part or all of the text by holding down the backspace/delete key.
3. Press cmd+z to undo the delete.

Expected Results:
The entire deleted text from step 2 should be restored. This matches the behavior of other text input such as the SCM commit message input as well as the main editor.

Actual Results:
The deleted text is restored one character at a time for each invocation of the undo command.

Other details:
This occurs for both the file and workspace find/replace. It also occurs for the quick open input so there may be some shared underlying input implementation that is responsible for this bug.