sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: GodotPhysics CSGBox collision halting momentum (using CylinderShape)
Labels: bug,topic:physics,topic:3d

**Godot version:**
3.3


**OS/device including version:**
Windows 10


**Issue description:**
It might be C# exclusive, but if you run into a CSGMesh at just the right angle (not sure if this applies to other things), all momentum is halted, and it appears to get worse with the more walls the player is "colliding" with.


**Steps to reproduce:**
1) Make a player controller, might need to be C# not 100% sure because I couldn't reproduce it with a GDScript character controller.
2) Make a small scene with CSGCombiner and CSGMeshes as a floor and a wall. For best results, cut out part of the wall to make a doorway.
3) Run into the wall.


**Minimal reproduction project:**
GDScript (couldn't reproduce bug):
https://github.com/CammiePone/godot-physics-gdscript

C# (with this one, just enter the crouching tutorial. It's more than the minimal, but I couldn't get Godot to load my movement script outside of this project so I'm sorry for that):
https://github.com/CammiePone/godot-physics-csharp
Repository: rust
Issue: Incorrect HIR pretty printing for `if` / `else`
Labels: A-pretty,T-compiler,C-bug

For example:

```rust
pub fn f(x: usize) {
    if x == 1 {
    } else if x == 2 {
    } else if x == 3 {
    } else if x == 4 {
    } else {
    }
}
```

is formatted as follows (this is *complete* output):

```console
$ rustc --crate-type=lib a.rs -Zunpretty=hir
#[prelude_import]
use ::std::prelude::rust_2015::*;
#[macro_use]
extern crate std;
pub fn f(x:
             usize) {
                        if x == 1
                           {
                           } else if x == 2
                            {
                            }
```
Repository: flutter
Issue: Profile `gn gen` and no-op engine builds.
Labels: engine,P2,c: tech-debt,team-engine,triaged-engine

This based on an observation that no-op engine builds during development were getting steadily slower over time.

Usually, even for no-op builds, Engine developers run `gn gen` (invoked by `./flutter/tools/gn`) followed by the `ninja` invocation to generate build artifacts. Just running `ninja` is sufficient to pick up changes to GN rules themselves but this does not pick up changes to GN args. So, most just run the two invocations in order. This workflow has been getting alarmingly slow over time.

On my eng Macbook Pro, `gn gen` takes ~4s today. It used to take less than 300ms earlier (say 3 years ago).

```
$ time ./flutter/tools/gn --runtime-mode debug
Generating GN files in: out/host_debug
Generating Xcode projects took 241ms
Done. Made 739 targets from 228 files in 1608ms
./flutter/tools/gn --runtime-mode debug  3.98s user 3.40s system 263% cpu 2.799 total
```

Just running `ninja` on the other hand seems to take 300ms which seems fine to me.

```
$ time ninja -C out/host_debug_unopt -j999
ninja: Entering directory `out/host_debug_unopt'
ninja: no work to do.
ninja -C out/host_debug_unopt -j999  0.29s user 0.12s system 98% cpu 0.425 total
```

Taking >4s for a no-op builds breaks flow. I used to be able to build on save and I can't do that anymore. Also, given the trend, this is probably going to get worse without some effort to arrest the increase. I can't tell how much of the increase is from additional targets, additional use of scripts in GN, or, just the effects of running GN on my laptop in the WFH environment vs. using the beasts in the office.

GN and Ninja have built in tools to profile the various steps and we should track what the most expensive steps are. Typically, the guidance has been to avoid Python or Dart scripts referenced in GN rules as they are typically the bottleneck. To avoid having these scripts, newer versions of GN have built-in functions that we could probably use. I am positive there are tons of low hanging fruit that will significantly improve productivity of engine developers. Separately, we don't have (or adhere to) documented best practices for authoring GN rules. Perhaps now is the time to set that up. Also, perhaps there is a way to benchmark how long no-op builds take so we can figure out trends.
Repository: go
Issue: x/mobile/exp/audio/al: al.Buffer.Geti() stackoverflow
Labels: NeedsInvestigation,mobile

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.16.3 windows/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
set GO111MODULE=on
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\Zyl\AppData\Local\go-build
set GOENV=C:\Users\Zyl\AppData\Roaming\go\env
set GOEXE=.exe
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=D:\Projects\Code\Go\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=D:\Projects\Code\Go
set GOPRIVATE=
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=C:\Program Files\Go
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLDIR=C:\Program Files\Go\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.16.3
set GCCGO=gccgo
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=D:\Projects\Code\Go\src\zyl\testgl\go.mod
set CGO_CFLAGS=-ID:\Projects\Code\Go\src\zyl\testgl\inc
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-g -O2
set CGO_FFLAGS=-g -O2
set CGO_LDFLAGS=-LD:\Projects\Code\Go\src\zyl\testgl\lib
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -fmessage-length=0 -fdebug-prefix-map=C:\Users\Zyl\AppData\Local\Temp\go-build3689009114=/tmp/go-build -gno-record-gcc-switches
</pre></details>

### What did you do?

Call `Size()` on an `al.Buffer`.

### What did you expect to see?

Receive the size of the buffer.

### What did you see instead?

```
runtime: goroutine stack exceeds 1000000000-byte limit
runtime: sp=0xc020b49390 stack=[0xc020b48000, 0xc040b48000]
fatal error: stack overflow

runtime stack:
runtime.throw(0x126bec4, 0xe)
        C:/Program Files/Go/src/runtime/panic.go:1117 +0x79
runtime.newstack()
        C:/Program Files/Go/src/runtime/stack.go:1069 +0x80d
runtime.morestack()
        C:/Program Files/Go/src/runtime/asm_amd64.s:458 +0x97

goroutine 1 [running, locked to thread]:
golang.org/x/mobile/exp/audio/al.Buffer.Geti(0x3, 0x2004, 0x0)
        D:/Projects/Code/Go/pkg/mod/golang.org/x/mobile@v0.0.0-20210220033013-bdb1ca9a1e08/exp/audio/al/al.go:425 +0x51 fp=0xc020b493a0 sp=0xc020b49398 pc=0x116b531
[...]
golang.org/x/mobile/exp/audio/al.Buffer.Geti(0x3, 0x2004, 0x0)
        D:/Projects/Code/Go/pkg/mod/golang.org/x/mobile@v0.0.0-20210220033013-bdb1ca9a1e08/exp/audio/al/al.go:426 +0x3a fp=0xc020b4a318 sp=0xc020b4a2f0 pc=0x116b51a
...additional frames elided...
```

### Additional information

```
func (b Buffer) Geti(param int) int32 {
	return b.Geti(param)
}
```

needs to be

```
func (b Buffer) Geti(param int) int32 {
	return alGetBufferi(b, param)
}
```

Probably an oversight by whoever implemented this; experimental module and all.
Repository: go
Issue: x/tools/gopls: empty struct literal providing incorrect completion suggestions
Labels: gopls,Tools

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
</pre>
go version go1.14.4 darwin/amd64

### Does this issue reproduce with the latest release?
yes, did a fresh you complete me install


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

</pre></details>
```
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/ryan.mcnamara/Library/Caches/go-build"
GOENV="/Users/ryan.mcnamara/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GONOPROXY="github.com/DataDog"
GONOSUMDB="github.com/DataDog"
GOOS="darwin"
GOPATH="/Users/ryan.mcnamara/code"
GOPRIVATE="github.com/DataDog"
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="0"
GOMOD=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/vp/t7z89ng12n7f629v_26str8w0000gn/T/go-build672772168=/tmp/go-build -gno-record-gcc-switches -fno-common"
```

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->
I am using vim withthe latest version of YouCompleteMe which I believe uses gopls under the hood. I would like to verify the following using the gopls cli but have not been able to figure out how to get autocomplete suggestions with the cli. Direction there would be appreciated as it would likely help narrow down if this is actually a gopls issue or a you complete me issue.
When autocompleting on empty struct literals

When populating an autocomplete list inside an empty struct I get the same autocomplete recommendations as outside the struct (all available identifiers):
![image](https://user-images.githubusercontent.com/3452559/115936912-c5a38180-a453-11eb-9a58-ecf859adbc91.png)

![image](https://user-images.githubusercontent.com/3452559/115936740-4a41d000-a453-11eb-90c0-3c8a10246665.png)

### What did you expect to see?
The list restricted to only the fields of the struct: Asdf, and Qwer in the above case

### More info
When the struct literal has *any* token in it, even if that token is not a valid member, I do see the autocomplete suggestions as desired

![image](https://user-images.githubusercontent.com/3452559/115936871-a573c280-a453-11eb-8083-193638f908a4.png)
Repository: pytorch
Issue: Remove single device constraint from ProcessGroupNCCL profiling 
Labels: triaged,module: nccl,better-engineering,pt_distributed_rampup,module: c10d

## 🚀 Feature
When https://github.com/pytorch/pytorch/pull/46471/files that originally enabled the profiling was added, we used NCCLFuture instead of CUDAFuture which only supported single device per process.

Therefore, we have checks such as the following to ensure that we only profile when the above is the case:
https://github.com/pytorch/pytorch/blob/master/torch/lib/c10d/ProcessGroupNCCL.cpp#L1086

Now that we use CUDAFuture which does not have this constraint, we should be able to remove these checks and this restriction in general.
Repository: pytorch
Issue: Comprehensively test NCCL's `get_future()` API
Labels: oncall: distributed,triaged,better-engineering,pt_distributed_rampup

## 🚀 Feature
In ProcessGroupNCCL, we added a `get_future()` API to support gradient compression use cases, where a user can call `get_future()` to schedule additional callbacks when implementing custom gradient compression algorithms.

However, get_future() can be more generally useful and today is created for all nccl collectives as well as recv p2p op, but does not appear to be tested anywhere. It would be great to added tests that use `get_future()` and then enqueue more CUDA operations on the result and verify all synchronization happens appropriately to ensure this API works as expected.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu @gcramer23
Repository: material-ui
Issue: [Switch] Android 12 Switch variant
Labels: design: material,waiting for 👍,component: switch

- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Summary 💡

Like the button or paper components variants I would like to have an option to take the new android 12 switch style.

## Examples 🌈

Screenshots of the new switch control in the android 12 settings page with its on/off state:
![Screenshot_20210422-112836-2](https://user-images.githubusercontent.com/23380519/115938465-0f638a80-a49b-11eb-931a-621e91924d4b.png)
![Android-12-Wi-Fi-Hotspot-Extend-Compatibility](https://user-images.githubusercontent.com/23380519/115938466-0ffc2100-a49b-11eb-8a02-724140f31187.jpg)

## Motivation 🔦

I dislike the current style of the material design switch controls and think the new ones are more clear and visually streamlined.
Repository: go
Issue: x/tools/cmd/goimports: don't follow symlinks
Labels: NeedsDecision,Tools

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
1.16.3
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/.../go-build"
GOENV="/.../.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="..."
GONOPROXY="..."
GONOSUMDB="..."
GOOS="linux"
GOPATH=".../gopath"
GOPRIVATE="..."
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/.../tools/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/.../go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.16.3"
GCCGO="gccgo"
AR="/.../bin/llvm-ar"
CC="/.../bin/clang"
CXX="/.../bin/clang++"
CGO_ENABLED="1"
GOMOD="/.../go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build2861605680=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

Used `goimports` on a file after having built with `bazel`.


### What did you expect to see?

An import to `abcxyz/package/name` added to my file, relatively quickly.

### What did you see instead?

An import to `abcxyz/bazel-abcxyz/package/name` added to my file, after a long time spent searching.

This is somewhat similar to the issue with e.g. `node_modules` (see for example #16417 or #30058) but the resolution seems a bit more clear in this case, at least to me: `goimports` should ignore symlinks the same way that `go mod` and `go build` do.
Repository: flutter
Issue: Flutter Test should support --retry
Labels: a: tests,tool,c: proposal,P3,team-tool,triaged-tool

`package:test` supports `--retry`. See [here](https://pub.dev/documentation/test_api/latest/test_api.scaffolding/Retry-class.html). It'd be great if Flutter Test could re-use the retry logic to also support re-running tests on failure.
Repository: pytorch
Issue: Add clipnorm parameter to optimizers
Labels: module: optimizer,triaged

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->

For each [optimizer](https://pytorch.org/docs/stable/optim.html), add parameters `max_norm` and `norm_type`, like those of [`clip_grad_norm_`](https://pytorch.org/docs/stable/generated/torch.nn.utils.clip_grad_norm_.html), to step with a clipped gradient norm (default being no clipping).

<!-- ## Motivation -->

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->

<!-- ## Pitch -->

<!-- A clear and concise description of what you want to happen. -->

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

PyTorch has a [`clip_grad_norm_`](https://pytorch.org/docs/stable/generated/torch.nn.utils.clip_grad_norm_.html) function, but it has disadvantages:

1. It modifies the gradient in-place. Consider a situation where multiple optimizers work on overlapping sets of parameters.

    From a theoretical/correctness standpoint, the clipping should be internal to the optimizer itself, and only the parameter(s) should be modified, rather than their gradients.

2. It is more convenient to set all optimization hyperparameters in the optimizer's constructor. `clip_grad_norm_` requires a manual application before every `.step()`.

3. It requires doing something verbose of the form
    ```python3
    torch.nn.utils.clip_grad_norm_((
        param
        for param_group in optimizer.param_groups
        for param in param_group['params']
    ), 1)
    ```
    in the case where we only have access to `optimizer` itself.

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->

See the `global_clipnorm` keyword argument for [`tf.keras.optimizers.Optimizer`](https://www.tensorflow.org/api_docs/python/tf/keras/optimizers/Optimizer) for Tensorflow's counterpart.

cc @vincentqb
Repository: TypeScript
Issue: Type inference inconsistency with generic constraints
Labels: Needs Investigation

# Bug Report

### 🔎 Search Terms
- type inference const string
- type inference generic constraints

### 🕗 Version & Regression Information

Tested on
- 3.9.7
- 4.2.3
- 4.3.0-beta

### ⏯ Playground Link

[Playground link](https://www.typescriptlang.org/play?target=99&module=1&ts=4.2.3#code/C4TwDgpgBAwg9gOwMYENgoEYBsIB4AqAfFALxQDeAUAJBKKrABcUAFAHQcAeAzt8-gG0AugEpSxfJQC+AbkqUInMHABOwKHQTd1mhqSgEoi4BAQATbrHppMOAoUI0WPfgBooHNjz5RBQqCL84lA8bLpoLB5cvAFyCkqqOojaUCbaAPoAjPrhwCwCme4ATELuAgDM7gAsojJQ9Q0NAPRNUADyANLxymoayeppwOlFOdZ5AEQAZnBw41AoltoqAJYIAObu4xgoKuMidS3tXYo9SVoDEBnlo8houEura4QsUzPjm9u7+82tnfKHAFElBAkCYzMwAOSDdJVZgPdYQyiHADicCYjXqUMuQ1hVlu6GweFesygAB8oFsduNCIiTok+udUtiYTcGC9prMPlT9kjWgCVCpVMwMSLRVAAHqSyW8qAAQRUawArgBbUzqOCTVLgaAQ+FrCFQZaWBBo+a8ZZrBC2aDAOAysA7FCqkwqKAarWQKAQ+D4624YlzcmU3Y0yhAA)

### 💻 Code

Following [Generic Constraints](https://www.typescriptlang.org/docs/handbook/2/generics.html#generic-constraints)

```ts
type Concatable<T> = {
	concat: (...xss: T[]) => T
};

export const concat = <T extends Concatable<T>>
	(xs: T, ...xss: T[] ): T => xs.concat( ...xss );

export const test_1 = concat([1, 2], [3, 4]);         // OK
export const test_2 = concat("foo" as string, "bar"); // OK
export const test_3 = concat<string>("foo", "bar");   // OK

// Expected: 'test_4: string'
// Got:      'test_4: Concatable<"foo" | "bar">'
export const test_4 = concat("foo", "bar");
// Error:                    ^^^^^
// Argument of type 'string' is not assignable to
// parameter of type 'Concatable<"foo" | "bar">'
```

### 🙁 Actual behavior

`test_4: Concatable<"foo" | "bar">`

TS leaks the constraint for type T into type T
TS provides no good way to make Rust-like trait

### 🙂 Expected behavior

T, test_4, "foo" and "bar" all infer type `string`
Repository: material-ui
Issue: [pigment-css] Add support for transient props with the styled API
Labels: new feature,waiting for 👍,package: system,package: styled-engine,package: pigment-css

## Summary 💡

Our team is using Material UI / typescript / styled, and we'd like to write styles as `display: flex;`, not JS `display: "flex",`, so we've opted to use Material UI's `experimentalStyled`, but we're seeing some errors with custom props and our solution is getting ugly. I believe it would be solved by transient props.

## Motivation 🔦

When we want to use custom props like so:

```javascript
const MarqueeItems = styled(Box)<{ animate: boolean }>(
  ({ theme, animate }) => css`
    animation: ${animate ? "marquee 10s linear infinite" : "none"};
    margin-bottom: ${theme.spacing(2)};
  `
);

<MarqueeItems animate={isMobile} />
```

They work great, but props like `animate` get passed through to the DOM and cause errors.

We've been able to fix this by wrapping our components like so:
```javascript
const MarqueeItems = styled(
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
  ({ animate, ...rest }: { animate: boolean } & BoxProps) => <Box {...rest} />
)(
  ({ theme, animate }) => css`
    animation: ${animate ? "marquee 10s linear infinite" : "none"};
    margin-bottom: ${theme.spacing(2)};
  `
);

<MarqueeItems animate={isMobile} />
```

But this is getting pretty ugly.

## Examples 🌈

Styled-components came up with a solution to this problem via the transient props: https://styled-components.com/docs/api#transient-props in v5.1.0, but they don't seem to be working in Material UI.

I'm pretty sure it would look something like this:

```javascript
const MarqueeItems = styled(Box)<{ $animate: boolean }>(
  ({ theme, $animate }) => css`
    animation: ${$animate ? "marquee 10s linear infinite" : "none"};
    margin-bottom: ${theme.spacing(2)};
  `
);

<MarqueeItems $animate={isMobile} />
```

Alternatively, I'm open to a better, existing way to do this without transient props. :D
Repository: flutter
Issue: Document environment variables set during build
Labels: c: new feature,d: api docs,c: proposal,a: build,P3,team-ios,triaged-ios

## Use case

I wish to use environment variables in iOS build configuration.  Before I can do that, I need to know what variables the `flutter` command sets and what values they will have.

## Proposal

Make a page listing every environment variable set by the `flutter` command during build.  For each variable, include:
1. A sentence explaining the meaning of the variable.
2. Common values and their meanings.

For an example, see the [Rust `cargo` command documentation - Environment variables Cargo sets for crates](https://doc.rust-lang.org/cargo/reference/environment-variables.html#environment-variables-cargo-sets-for-crates).

Related: #34315
Repository: PowerToys
Issue: [FZ] Minimize windows when switching layouts with fewer zones
Labels: Idea-Enhancement,FancyZones-Layouts,Product-FancyZones

### Provide a description of the new feature / enhancement

From layout with 7 zones, switching to 5 zones; zone n6 and zone n7 is not visible to new zone, otherwise should be minimized.

![image](https://user-images.githubusercontent.com/28706158/115945837-14065e00-a4f0-11eb-8166-21ee5c49be36.png)
![image](https://user-images.githubusercontent.com/28706158/115945851-22ed1080-a4f0-11eb-9627-b9d5274f2ec9.png)
Repository: godot
Issue: System conversions of float to string should be locale independent
Labels: bug,discussion,topic:porting

**Godot version: 3.2.3**

**OS/device including version:**

Ubuntu 20.04.2 LTS

**Issue description:**

If we set locale with comma as decimal delimiter we got strange behavior in editor:

![image](https://user-images.githubusercontent.com/3995047/115947167-081a9c00-a4f0-11eb-9200-4df56eb1c5dd.png)
![image](https://user-images.githubusercontent.com/3995047/115947169-0e107d00-a4f0-11eb-9605-a83c3efc0b0a.png)

Problem was found in build with godot-kotlin module: https://github.com/utopia-rise/godot-kotlin-jvm/issues/166
Local fix in module already exists, but I think this is a problem of engine. Bugs like this may appear in other modules.

I don't know exactly how locale is changed, because it occur while JVM initialization, but standard function std::to_string change its behavior:
 
![image](https://user-images.githubusercontent.com/3995047/115947208-516aeb80-a4f0-11eb-8c97-2a5f00d43be0.png)
Output:
Godot-JVM: 1.100000
Godot-JVM: 1,100000