sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: gd4.3.beta1 multi thread process mode bug
Labels: topic:core,needs testing

### Tested versions

4.3.beta1

### System information

windows 10

### Issue description

```
 This function in this node (/root/1_10005) can only be accessed from the main thread. Use call_deferred() instead.
ERROR:ERROR:ERROR:ERROR:(scene/main/window.cpp:1286)
ERROR:   at:    at:  This function in this node (/root/1_10008) can only be accessed from the main thread. Use call_deferred() instead.
 This function in this node (/root/1_10000) can only be accessed from the main thread. Use call_deferred() instead.
ERROR:ERROR:   at:  This function in this node (/root/1_10001) can only be accessed from the main thread. Use call_deferred() instead.
(scene/main/window.cpp:1286)
   at: (scene/main/window.cpp:1286)
 This function in this node (/root/1_10007) can only be accessed from the main thread. Use call_deferred() instead.
 This function in this node (/root/1_10002) can only be accessed from the main thread. Use call_deferred() instead.
(scene/main/window.cpp:1286)
   at:  This function in this node (/root/1_10014) can only be accessed from the main thread. Use call_deferred() instead.
   at:  This function in this node (/root/1_10016) can only be accessed from the main thread. Use call_deferred() instead.
   at: (scene/main/window.cpp:1286)
(scene/main/window.cpp:1286)
   at: (scene/main/window.cpp:1286)
   at:  This function in this node (/root/1_10015) can only be accessed from the main thread. Use call_deferred() instead.
(scene/main/window.cpp:1286)
 This function in this node (/root/1_10012) can only be accessed from the main thread. Use call_deferred() instead.
(scene/main/window.cpp:1286)
   at: (scene/main/viewport.cpp:507)
   at: (scene/main/window.cpp:1286)
```

### Steps to reproduce

#open a new winodw as a child, and make it own world3d.And make it use PROCESS_THREAD_GROUP_SUB_THREAD

```gdscript
func OpenWorld(nodeName, idx, data=null):
	var worldNew = widx_map[idx].instantiate()
	var newwindow = WorldWindow.new()
	newwindow.set_embedding_subwindows(true)
	newwindow.set_flag(Window.FLAG_NO_FOCUS, true)
	newwindow.set_transient(true)
	newwindow.set_as_audio_listener_3d(false)
	newwindow.set_disable_input(true)
	newwindow.set_handle_input_locally(false)
	newwindow.set_name(nodeName)
	newwindow.set_world_3d(World3D.new())
	newwindow.set_process_thread_group(Node.PROCESS_THREAD_GROUP_SUB_THREAD)
	instance_map[nodeName] = newwindow
	get_tree().get_root().add_child(newwindow)
	
	worldNew.set_name(nodeName)
	worldNew.hide()
	worldNew.Init()
	worldNew.SetGotoData(data)
	newwindow.setWorldNode(worldNew)
```

### Minimal reproduction project (MRP)

#open a new winodw as a child, and make it own world3d.And make it use PROCESS_THREAD_GROUP_SUB_THREAD

# and can not call move_and_slide
Repository: flutter
Issue: Always serve DevTools from DDS
Labels: tool,d: devtools,P2

Once DDS is no longer served directly through `package:dds`, the next step is to remove direct usages of `package:dds/devtools_server.dart`. Responsibility for serving DevTools assets will be transitioned to the DDS instance. This will help reduce complexity by standardizing Dart / Flutter tooling to serve development services and assets in a consistent manner across all environments (i.e., externally and in google3).
Repository: tauri
Issue: [bug] webview sock5 proxy_url not activate on windows 11
Labels: type: bug,platform: Windows,status: needs triage

### Describe the bug

The following seems to be compatibility issues, which have been verified by macos 14 and are effective
1.
webview sock5 proxy_url not activate on windows 11, but macos 14 is activated. 
Is it still not supported, or is there a special configuration for the windows plm.

```
import { getCurrent } from '@tauri-apps/api/window'
...
const webview = new Webview(getCurrent(),`${app.name}-webview`, {
	url: app.url,
	proxyUrl:'sock5://....'
	title: app.name,
	width:960
});
```
--------------
2. By the way, I would like to confirm
new WebviewWindow will crash in Windows system, But the console has no errors，
tauri://created Triggered
tauri://error Not triggered
Is it because the window API still doesn't support on wins plm?

### Reproduction

_No response_

### Expected behavior

Confirm support and plan

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 14.5.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.77.0 (aedd173a2 2024-03-17)
    ✔ cargo: 1.77.0 (3fe68eabf 2024-02-29)
    ✔ rustup: 1.27.0 (bbb9276d2 2024-03-08)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 21.7.1
    - pnpm: 8.10.5
    - yarn: 1.22.17
    - npm: 6.14.17

[-] Packages
    - tauri [RUST]: 2.0.0-beta.22
    - tauri-build [RUST]: 2.0.0-beta.17
    - wry [RUST]: 0.40.1
    - tao [RUST]: 0.28.0
    - @tauri-apps/api [NPM]: 2.0.0-beta.13
    - @tauri-apps/cli [NPM]: 2.0.0-beta.20

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../../agent/gui
    - devUrl: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Lots of repetitive text in visual shader
Labels: enhancement,discussion,topic:editor,topic:shaders,topic:codestyle

### Tested versions

4.3 beta1 and earlier

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/2223172/89a90bdf-2106-4b32-a48e-06673a86534d)
This is part of `TTR()` strings, so all of this text has to be translated. The problem is that each of this strings are unique (they vary a bit at the beginning). I remember it was annoying to translate.

The text could be split into multiple strings, so the repeated parts don't need to be repeated in translation.

### Steps to reproduce

1. Open `visual_shader_editor_plugin.cpp`
2. Check `TTR()` strings in that file

### Minimal reproduction project (MRP)

N/A
Repository: bitcoin
Issue: Improve description of the `filename` parameter of `loadwallet` RPC
Labels: Docs

### Motivation

As the documentation for the [`loadwallet`](https://bitcoincore.org/en/doc/27.0.0/rpc/wallet/loadwallet/) RPC describes, the syntax is:

    loadwallet "filename" ( load_on_startup )

And it further specifies:

    Arguments:
    1. filename (string, required) The wallet directory or .dat file.
    …

What’s not clearly specified in the documentation is that you are to provide the filename _relative to the wallet directory_ `~/.bitcoin/regtest/wallets`. It would be great if the documentation were improved in that regard.

### Possible solution

- Improve the documentation for `loadwallet` to specify that the filename should be provided as the relative path from the wallet directory.
- Add an example where a wallet is loaded from a different directory

### Useful Skills

* `git` fundamentals

### Guidance for new contributors

Want to work on this issue?

For guidance on contributing, please read [CONTRIBUTING.md](https://github.com/bitcoin/bitcoin/blob/master/CONTRIBUTING.md) before opening your pull request.
Repository: rust
Issue: New lld linker is broken
Labels: A-linkage,T-compiler,C-bug,E-needs-mcve,S-needs-repro

<!--
The new lld linker doesn't link a functions correctly. 
-->

I tried this code:

```rust
/// Returns the server 
#[link_name = "_ZN17InterfacePointers6ServerEv"]
fn get_server_by_symbol() -> &'static mut IServer;
```

I have a static lib containing that symbol. I verified with nm "00000000 T _ZN17InterfacePointers6ServerEv"
But with the new linker, "lld", it doesn't link that function anymore and I got the error "undefined symbol: _ZN17InterfacePointers6ServerEv"

`rustc --version --verbose`:
```
rustc 1.81.0-nightly (b5b13568f 2024-06-10)
binary: rustc
commit-hash: b5b13568fb5da4ac988bde370008d6134d3dfe6c
commit-date: 2024-06-10
host: x86_64-unknown-linux-gnu
release: 1.81.0-nightly
LLVM version: 18.1.7
```
I added "rustflags = ["-Zlinker-features=-lld"]" in cargo.toml and it works fine. I had this bug by updating. I never had any issues before this.
Repository: godot
Issue: C# Plugin Compilation Errors Trigger Persistent "Cyclic Resource Inclusion"
Labels: bug,topic:editor,topic:dotnet

### Tested versions

Reproducable 4.2.2 and 4,3,beta

### System information

Windows 11 - Godot Engine v4.2.2  OpenGL API 3.3.0

### Issue description

Creating or enabling C# plugins in Godot consistently triggers a "cyclic resource inclusion" error:

```ERROR: Another resource is loaded from path 'res://addons/Test/Test.cs' (possible cyclic resource inclusion). ``` 
This error persists even after recompiling the plugin with errors and attempting to create or re-enable other plugins.

### Steps to reproduce

1. Create a new C# plugin within Godot.
2. Introduce an error in the plugin's code, causing a compilation failure.
3. Attempt to create additional plugins or re-enable the existing plugin.
4. The "cyclic resource inclusion" error message will appear.

### Minimal reproduction project (MRP)

[GodotPluginTest.zip](https://github.com/user-attachments/files/15792763/GodotPluginTest.zip)

Additional Information:

The error seems to be triggered by a previous compilation failure in the C# plugin.
Clearing the plugin's cache or restarting Godot does not resolve the issue.
The error message suggests a circular dependency in resource loading, but the exact cause remains unclear.
Repository: pytorch
Issue: warnings.warn is super spammy under Dynamo
Labels: triaged,oncall: pt2,module: dynamo

Repro:
```py
import torch
import torch.utils.cpp_extension
import warnings

x = torch.ones(2, 2, requires_grad=True)


def call_foobar(x):
    warnings.warn("foobar")

@torch.compile(backend="eager")
def f(x):
    call_foobar(x)
    call_foobar(x)
    call_foobar(x)
    call_foobar(x)
    return call_foobar(x)

f(x)
```
The above warns 5 times with the torch.compile decorator and only 1 time without it. warnings.warn is only supposed to warn on the first time to the particular call

cc @ezyang @bdhirsh @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng
Repository: PowerToys
Issue: Unset Environment Variable Using "Environment Variables" tool
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Environment Variables

### Steps to reproduce

There is no way to "unset" or "remove" an environment variable using the "Environment Variable" tool.

I can set an environment variable to an empty string in batch or in powershell in order to remove it from the registry, but there doesn't seem to be a way to do this in the "Environment Variable" tool.

### ✔️ Expected Behavior

The environment variable tool should function similarly to how it works in code, or should have a checkbox to "remove" an environment variable from the configuration.

### ❌ Actual Behavior

Setting the environment variable to an empty string results in an environment variable with a blank value rather than a deleted one.

### Other Software

_No response_
Repository: godot
Issue: Camera2D pixel position all over the place (jittery) in scaled subviewport with pixel snapping
Labels: confirmed,documentation,topic:physics,topic:2d

### Tested versions

- Reproducible in: v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.22631 - GLES3 (Compatibility) - AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.21912.14) - AMD Ryzen 5 5500U with Radeon Graphics (12 Threads)

### Issue description

When I make my camera follow a CharacterBody2D, even without position smoothing, the character's position keeps jittering back and forth. When analyzing the footage frame by frame, I was able to see that the character's position sometimes, and only sometimes, snaps one pixel off-center.

https://github.com/godotengine/godot/assets/82157205/0ab6cd9d-21a7-4825-86b0-984ea7aebff6

Also, I'm using the `move_and_slide()` function inside the _process() function instead of the _physics_process() function, but there doesn't seem to make a difference (I'm talking about the jitter, I know the difference between these two I think.). The jitter still persists, although it does seem be a little bit better.

It's weird because I've never encountered an issue like this when using Monogame or GameMaker. Is there a workaround for this?
Am I just being stupid?

Thanks!

### Steps to reproduce

-Create a scene with Camera2D that follows a CharacterBody2D
-Put the scene inside a subviewport container with a very low-res, then scale it to fit the window.
-Enable pixel snapping in the subviewport container.

When you move your CharacterBody2D, its position will sometimes snap to an adjacent pixel, making it jittery...

### Minimal reproduction project (MRP)

[BugReportPixelCamera.zip](https://github.com/user-attachments/files/15793030/BugReportPixelCamera.zip)
Repository: godot
Issue: CharacterBody3D basic movement template uses wrong interpolation for movement
Labels: needs testing,topic:3d

### Tested versions

- Reproducible in Godot v4.3-beta1 and probably earlier ones

### System information

Windows 11 - Godot v4.3-beta1 - Vulkan (Forward+)

### Issue description

This is a bug with how the basic movement template is written for CharacterBody3D.

When moving at angles that aren't a factor of 45 degrees, you can notice the player kind of curves when starting to move and stopping, due to the movement script using linear interpolation instead of cubic interpolation for movement.

While only the stopping is present in the template, and it's very hard to notice without a crosshair, I would propose making the small change to fix it and potentially add the new interp when starting to move as I did in the template project.

### Steps to reproduce

Run the game and walk towards the different poles, either in-line with the grid or at a 45 degree angle to the grid. Then walk towards them at any other angle. Make sure your crosshair is aligned with part of the pole and pay attention to how it moves.

Now go back into the editor and select the CharacterBody3D. Check the exported box called "Cubic Interp" and re-run the game. Repeat the same steps as above and notice how there's not additional movement from the character.

Here's a recording showing the effect as well, in case I'm not explaining it right.

https://github.com/godotengine/godot/assets/16853086/d8322f93-bc95-4ac8-8643-c024cdb2c32c



### Minimal reproduction project (MRP)

[project.zip](https://github.com/user-attachments/files/15793043/project.zip)
Repository: godot
Issue: gd4.3.beta1 animation_tree sub thread bug
Labels: topic:core,needs testing

### Tested versions

4.3.beta1

### System information

windows10

### Issue description

ERROR: Condition "!process_state->tree->property_parent_map[node_state.base_path].has(p_name)" is true.
   at: set_parameter (scene/animation/animation_tree.cpp:79)
ERROR: Parameter "process_state" is null.
   at: set_parameter (scene/animation/animation_tree.cpp:74)
ERROR: Parameter "process_state" is null.
   at: set_parameter (scene/animation/animation_tree.cpp:74)
ERROR: Parameter "process_state" is null.

### Steps to reproduce

```gdscript
func OpenWorld(nodeName, idx, data=null):
	var worldNew = widx_map[idx].instantiate()
	var newwindow = WorldWindow.new()
	newwindow.setWorldNode(worldNew)
	newwindow.set_embedding_subwindows(true)
	newwindow.set_flag(Window.FLAG_NO_FOCUS, true)
	newwindow.set_transient(true)
	newwindow.set_as_audio_listener_3d(false)
	newwindow.set_disable_input(true)
	newwindow.set_handle_input_locally(false)
	newwindow.set_name(nodeName)
	newwindow.set_world_3d(World3D.new())
	newwindow.set_process_thread_group(Node.PROCESS_THREAD_GROUP_SUB_THREAD)
	get_tree().get_root().add_child(newwindow)

#on WorldWindow
func _process(delta):
   Thread.set_thread_safety_checks_enabled(false)

func _physics_process(delta):
   Thread.set_thread_safety_checks_enabled(false)
```

### Minimal reproduction project (MRP)

N/A
Repository: kubernetes
Issue: [Flaking Test] gce-cos-master-serial (etcd failure should recover from sigkill)
Labels: sig/api-machinery,kind/flake,triage/accepted,sig/etcd

### Which jobs are flaking?

master-informing:
- gce-cos-master-serial

### Which tests are flaking?

`Kubernetes e2e suite.[It] [sig-api-machinery] Etcd failure [Disruptive] should recover from SIGKILL`

### Since when has it been flaking?

Failed runs:
- [6/10/2024, 6:46:32 PM](https://prow.k8s.io/view/gs/kubernetes-jenkins/logs/ci-kubernetes-e2e-gci-gce-serial/1800155084324081664)
- [6/8/2024, 10:51:30 PM](https://prow.k8s.io/view/gs/kubernetes-jenkins/logs/ci-kubernetes-e2e-gci-gce-serial/1799491957160939520)
- [6/4/2024, 4:58:26 PM](https://prow.k8s.io/view/gs/kubernetes-jenkins/logs/ci-kubernetes-e2e-gci-gce-serial-kube-dns-nodecache/1797953551125712896)
- [6/4/2024, 3:47:26 PM](https://prow.k8s.io/view/gs/kubernetes-jenkins/logs/ci-kubernetes-e2e-gci-gce-serial-kube-dns/1797935682849607680)
- [5/31/2024, 4:53:08 AM](https://prow.k8s.io/view/gs/kubernetes-jenkins/logs/ci-kubernetes-e2e-gci-gce-serial-kube-dns-nodecache/1796321473099468800)

### Testgrid link

https://testgrid.k8s.io/sig-release-master-informing#gce-cos-master-serial

### Reason for failure (if possible)

```
  STEP: failing etcd @ 06/10/24 16:11:18.733
  I0610 16:11:19.370125 10337 ssh.go:360] ssh prow@34.168.37.138:22: command:   pgrep etcd | xargs -I {} sudo kill -9 {}
  I0610 16:11:19.370163 10337 ssh.go:361] ssh prow@34.168.37.138:22: stdout:    ""
  I0610 16:11:19.370169 10337 ssh.go:362] ssh prow@34.168.37.138:22: stderr:    "kill: (113139): No such process\n"
  I0610 16:11:19.370173 10337 ssh.go:363] ssh prow@34.168.37.138:22: exit code: 123
  [FAILED] in [It] - k8s.io/kubernetes/test/e2e/apimachinery/etcd_failure.go:111 @ 06/10/24 16:11:19.37
```

### Anything else we need to know?

_No response_

### Relevant SIG(s)

/sig api-machinery
cc @kubernetes/release-team-release-signal
Repository: vscode
Issue: Styling of drop downs in the issue reporter in Safari seem off
Labels: bug,issue-reporter,safari

<!-- ⚠️⚠️ 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/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 
- OS Version: 

Steps to Reproduce:

1. Open Issue reporter in the web in Safari
2. 🐛 drop down styling is off

<img width="802" alt="image" src="https://github.com/microsoft/vscode/assets/2644648/c7d0b8df-3061-49ee-ab87-f53dd83f2429">
Repository: vscode
Issue: Issue reporter forces refresh - Safari - Codespaces Web
Labels: bug,issue-reporter

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 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/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 
- OS Version: 

Steps to Reproduce:

1. Accidentally hit refresh
2. 🐛  this dialog cannot be escaped

<img width="889" alt="image" src="https://github.com/microsoft/vscode/assets/2644648/81af3fdf-b06a-430b-946e-fbc3fb912f7e">
Repository: vscode
Issue: Issue reporter doesn't create issues - Safari - Codespaces Web
Labels: bug,issue-reporter

Steps to Reproduce:

1. Do the "report issue" flow in Copilot Chat
2. Try to create an issue in the Issue reporter that pops up
3. Create Issue button does nothing

I didn't see anything interesting in the logs... but hopefully the repro steps are easy enough.
Repository: react
Issue: [React 19] Controlled number input does not update defaultValue when value prop has changed
Labels: Type: Bug,React 19

## Summary

Controlled inputs with the `type=number` are not setting the `defaultValue` when the value state is altered. This causes the state and value to become out of sync when a form is reset (for instance after a form action is sent).

<img width="313" alt="Screenshot 2024-06-11 at 1 12 08 PM" src="https://github.com/facebook/react/assets/1565184/636f1974-1e36-4742-9075-58ee35a87882">


https://codesandbox.io/p/github/BrendonSled/react-19-controlled-input-number-bug/
Repository: pytorch
Issue: [Dynamo] FunctionCtx initilaization warning suppression looks fishy
Labels: triaged,oncall: pt2,module: dynamo

I'm not sure we should be manually creating autograd.function.FunctionCtx?

https://github.com/pytorch/pytorch/blob/45dccfddcd8fce804f50075484421ade27f1f021/torch/_dynamo/side_effects.py#L238-L239

cc @ezyang @bdhirsh @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng
Repository: vscode
Issue: Terminal does not detect failure in activated environments when activated using PS1 script
Labels: bug,terminal-shell-pwsh,python

OS windows

Expected:
![image](https://github.com/microsoft/vscode/assets/3840081/98c05471-79e0-4dc5-ae30-ea3205187b8a)


Actual:
![image](https://github.com/microsoft/vscode/assets/3840081/80a851d9-6c7f-4a9f-9d4d-5e0802525947)


Repro steps:
1. Create a virtual environment using `python -m venv .venv`.
2. Activate the virtual environment using the PS1 script in powershell  (i.e., `> .venv\Scripts\activate.ps1`)
3. Your prompt now will have `(.venv)` prepended.
4. Try to run some module that is not installed: `python -m ruff`
5. you get a blue dot instead of the red one.