sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Shape keys/blendshapes on models imported from Blender cause rendering glitches in HTML builds
Labels: bug,platform:web,topic:rendering,topic:3d

### Godot version

3.4.4.stable, 3.4.4.mono

### System information

Windows 10, GLES3, AMD Radeon Vega 8, Driver 24.20.12028.4004

### Issue description

When I add shape key data to a model in Blender and export it to Blender through the glTF format (both .gltf and .glb) it causes the model to have major graphical glitches specifically in HTML builds. Geometry data exported does not affect this issue. I also found someone else to test the project on a machine running Linux, and they didn't experience this issue when running the project with the Play button. As far as I can tell, the issue is only in HTML builds. Furthermore, it appears to occur on both Firefox and Google Chrome.

Here's the Windows build's results:
![image](https://user-images.githubusercontent.com/71410626/179662383-8a2bc2f6-9182-4a97-a4cd-d4f9770630da.png)

Here's the HTML build's results:
![image](https://user-images.githubusercontent.com/71410626/179662490-23aded1d-60c8-4bbc-aa14-a6abcf5a2e97.png)


### Steps to reproduce

Reproduction:
1. Create a model in Blender
2. Add a shape key to the model
3. Export the model to Blender with the glTF exporter
4. Place the model in a scene
5. Build the project for HTML
6. Run the built project

Minimal reproduction project:
1. Open project
2. Build for HTML, either through exporting or through the option in the top right
3. (Optional) Use the left and right arrow keys to progress the shape key

### Minimal reproduction project

[Bug Testing.zip](https://github.com/godotengine/godot/files/9137373/Bug.Testing.zip)
Repository: node
Issue: Simplify vm.Module
Labels: help wanted,vm,experimental,esm,loaders,never-stale

One thing that comes up in user feedback about the `vm.Module` API is that it requires excessive boilerplate, as you can see in the example in the docs: https://nodejs.org/api/vm.html#class-vmmodule. I think that most users want a straightforward ESM equivalent to `vm.Script`, without needing to define a context or a custom function for linking; the default should be to link modules as Node itself normally does. See also https://github.com/nodejs/node/issues/43288#issuecomment-1144112887.
Repository: neovim
Issue: Most recently used text-object, `v:motion`
Labels: enhancement,multicursor



## Feature description

As an author of a surround plugin, I think would be quite useful to get the most recently used text-object, for preserving dot-repeat. It can be thought of as being analogous to `v:operator`. For example, if I were to surround a word (`g@iw`), then I can't use any other operator in that time frame, otherwise destroying dot-repeatability (e.g. formatting the motion via `=`). This is because I have no way of resetting the operatorfunc with the correct motion. Allowing users to read the most recently used motion in addition to the most recently used operator would allow for much more complex dot-repeatable actions. Thanks for taking the time to read this, and for your hard work on Neovim!

Edit: For clarification, this feature (I think) would open up nearly endless ways for plugin authors to manipulate dot-repeats without compromising on plugin functionality. In other words, it would make dot-repeating *work for the plugin author*, instead of the other way around. As it is right now, plugin authors have to be very careful with how they wish to program their functions in order to ensure that the dot-repeated action is not overwritten/lost. 

For example, consider a function that uses `operatorfunc` to perform some action, e.g. via setting `vim.go.operatorfunc = "v:lua.callback_function"`. The idea is that the plugin author can then "reset" *both* the `operatorfunc` *and* motion at the end of some function call to "force" what the next dot-repeat action will do.

```lua
_G.noop = function() end

_G.main_function = function(args)
    if not args then
        vim.go.operatorfunc = "v:lua.callback_function"
        return "g@"
    end
    local motion = vim.v.motion -- MRU motion here
    -- Do *anything* here: format some text, call opfunc a few times to get some text-object locations, etc.

    -- Force dot-repeat to call the same function, as if you had retyped the command
    vim.go.operatorfunc = "v:lua.noop"
    vim.cmd("normal g@" .. motion)
    vim.go.operatorfunc = "v:lua.callback_function"
end

_G.callback_function = function(mode)
    -- Do something, perhaps set some variables in a table args
    local args = ...
    main_function(args)
end
```
Repository: create-react-app
Issue: CRA installing 0.9.5 version of react-scripts
Labels: needs triage,issue: bug report

### Describe the bug

When I fire the below command, it's not installing the latest react-scripts version and breaks many libraries.

```
npx create-react-app react-test
```

### Steps to reproduce

- npx create-react-app react-test 

### Expected behavior

- install the latest version of `react-scripts`
- install the @testing-library

### Actual behavior

- Install v0.9.5 version of react-scripts
- Not installing the @testing-library
Repository: flutter
Issue: Update `Positioned` documentation to mention that `Overlay` also uses `Positioned`
Labels: framework,d: api docs,P2,team-framework,triaged-framework

Currently it only mentions `Stack`: https://master-api.flutter.dev/flutter/widgets/Positioned-class.html


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Repository: godot
Issue: Physical movement and  snap 2d transforms to pixel option causes jitters
Labels: discussion,topic:rendering,topic:2d

### Godot version

Godot4 a12

### System information

win10 vulkan desktop 

### Issue description

[jitters.webm](https://user-images.githubusercontent.com/14953625/179694183-42fac0b3-9ddf-4c91-bcd4-e74c23de453f.webm)

I don't know if this is a known issue or a pending issue, and I'm currently finding it to report it first.

CharacterBody2D and physical environment settings are default.
gdscript move code:

```
func _physics_process(delta: float) -> void:
	var vel:Vector2=Vector2.ZERO
	if Input.is_action_pressed('move_left'):
		vel+=Vector2(-1,0)
	elif Input.is_action_pressed('move_right'):
		vel+=Vector2(1,0)
		
	if Input.is_action_pressed('move_up'):
		vel+=Vector2(0,-1)
	elif Input.is_action_pressed('move_down'):
		vel+=Vector2(0,1)
		
	player.velocity=vel.normalized() * Speed * delta 
	player.move_and_slide()
```

note: there are no changes to the on snap_2d_vertices_to_pixel option.


### Steps to reproduce

add tilemap,add CharacterBody2D,write code to see how it behaves.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: allow predicate on showTimePicker to have some hours / minutes to be unselectable
Labels: c: new feature,framework,f: material design,f: date/time picker,c: proposal,team-design,triaged-design

`showTimePicker` could use a predicate to make some hours / minutes unselectable.

For instance you could want to have the time be a multiple of 15 minutes, so 15:15, 15:30, 15:45 are allowed but not 15:57.
Repository: vscode
Issue: Add a setting to let CJK font width == 2 * ASCII font width
Labels: feature-request,font-rendering,editor-rendering

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Why we need this feature: Because we cannot write table (for example, in Markdown document or in Org-mode document) or limit code length of characters pre-line (If the project tends to use CJK text as its comment) if CJK font width != 2 * ASCII font width.

Why we do not find a font that defines this: No one will try to make it come true. It is hard (There are a lot of Chinese fonts, and many fonts are hard to design, and if there is one font that make it, it cannot give us the nice ASCII font we want)

Why terminal can make it come true: The terminal (even the terminal in VSCode) just puts characters in a grid one by one. If the character is a CJK character, it will hold two boxes.

Why VSCode cannot make it come true now: Because the editor is not a grid. We just split the text into lines.

What we want: just an option (Well... maybe closed by default) that can make the editor a grid. I do not think it is easy, but... well, the terminal in VSCode is a grid-based editor, so maybe it is possible to come true.

Same issue: #72907

---

为什么我们需要这个特性：因为如果 CJK 字符宽度不等于 2 * ASCII 字符的话，我们无法画表格（比如说 Markdown 或者 Org-mode 模式）或者轻易地限制每行代码的行长（如果工程倾向使用 CJK 文本来写注释的话）。

为什么我们不去寻找满足条件的字体：没有人会尝试实现它：它很难（中文字很多，很多字体都很难设计，而且如果有一个字体满足条件，它也无法给我们想要的 ASCII 字体，因为人各有所爱）。

为什么终端实现了它：终端（甚至是 VSC 中的内置终端）仅仅是把字体放到了网格布局中。如果一个字符是 CJK 字符，那么它就会占据两个格子。

为什么 VSC 目前没有实现它：因为 VSC 的编辑器不是基于网格布局的，我们只是把文字拆分成行然后放进去。

我们想要什么：只是一个选项（或许默认是关着的），可以使得编辑器基于网格布局。我不认为这个特性很容易实现，但是，VSC 的内置终端就基于网格布局的，所以它也可能实现，对吗？

相关 issue：#72907
Repository: next.js
Issue: Rewrites break down _next/data request?
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

WSL:

    Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP Fri Apr 2 22:23:49 UTC 2021
    Binaries:
      Node: 16.15.0
      npm: 8.5.5
      Yarn: 1.22.18
      pnpm: 7.5.0
    Relevant packages:
      next: 12.2.3-canary.14
      eslint-config-next: 12.2.2
      react: 18.2.0
      react-dom: 18.2.0

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

When I config `rewrites`, `_next/data` request like `http://dev.next-ssr1.com:3000/_next/data/development/ssr1/parent/apple.json?child=apple` will rewrite to `[...fallback].page.tsx`. Otherwise `http://dev.next-ssr1.com:3000/_next/data/development/ssr1/test.json` is ok.

### Expected Behavior

`_next/data` request should act like `_next/static`?

### Link to reproduction

https://github.com/yunsii/next-ssr-multiple-apps

### To Reproduce

- add hosts like [hosts](https://github.com/yunsii/next-ssr-multiple-apps/blob/master/hosts)
- `pnpm install`
- `npm run dev`
- open `http://dev.next-ssr1.com:3000/parent`
- open browser console
- click `Go to [child: apple] page`
- find link `http://dev.next-ssr1.com:3000/_next/data/development/ssr1/parent/apple.json?child=apple`, http code is 200, but response content is `[...fallback].page.tsx`, json data `[1, 2, 3, 4]`, expected `[1, 2, 3]`

In contrast, from `/` to `/test`  will find `test.json` is ok.
Repository: vscode
Issue: Allow users to choose which editor to use for editing variable binary data
Labels: feature-request,debug

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

There has been a new feature introduced to view and edit binary data of variables:

https://code.visualstudio.com/updates/v1_64#_viewing-and-editing-binary-data

This is a powerful feature and has the potential to expose fine-grained workflows such as disassembly views.
However, it enforces the user installs and uses the Hex Editor `ms-vscode.hexeditor` extension:

https://github.com/microsoft/vscode/blob/a7d2cfe5c56ac960584c9b8a7127fd5450792aa4/src/vs/workbench/contrib/debug/browser/variablesView.ts#L522

Can a setting be exposed to allow the user to override this behaviour and choose a different extension for inspecting variables?
Repository: neovim
Issue: 'keywordprg': pass count as first argument if command doesn't support a range
Labels: enhancement,compatibility,complexity:low

### Feature already in Vim?

Yes, Vim 7.4.1833

### Feature description

Vim, despite having the same documentation for `'keywordprg'`, actually implements using an Ex command as `'keywordprg'` differently (see <https://github.com/vim/vim/issues/10745>). Vim passes count as the first argument if it is used, and some Vim plugins (including some runtime plugins shipped with Nvim) assume this behavior even though this is not documented behavior. Since using a range with a command that doesn't support a range is an error anyway, it may be better to pass the count as first argument in this case for compatibility with Vim.
Repository: storybook
Issue: Feat Request: More Toolbar Types
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
*A clear and concise description of the problem. E.g. I'm always frustrated when [...]*

Usually we use a mock service worker to spoof network requests, but as part of the integration we also create some stories which make real requests (to local instances of the API), it would be useful to add a toolbar which allows one to add any arbitrary text as the value, using an input, our use-case is a `🔑 Authentication Token: string` global.

**Describe the solution you'd like**
*What would you like to see added to Storybook to solve problem?*

The option to add a toolbar which contains a `<input type='text'/>` instead of a `<select/>`

**Describe alternatives you've considered**
Any alternative solutions or features you've considered.

**Are you able to assist to bring the feature to reality?**
*no | yes, I can...*
Yes, I can
**Additional context**
Add any other context or screenshots about the feature request here.
Repository: rust
Issue: Regression on MIR queries 
Labels: T-compiler,A-MIR,perf-regression

@oli-obk @ouz-a can you open an issue to track the regression here? I'm nervous that this will just get lost.

_Originally posted by @rylev in https://github.com/rust-lang/rust/issues/98145#issuecomment-1189186166_

The PR added a new `Rvalue`, which we will be able to remove once the derefer has been moved before borrowck and thus can be integrated into mir building. That should hopefully revert the regression
Repository: pytorch
Issue: Dispatcher debug/logging mode
Labels: triaged,module: dispatch

### 🚀 The feature, motivation and pitch

I recently ran into a situation where I was trying to understand why the dispatcher dispatched the way it had, and it (re)occurred to me that having a way of turning on chatty dispatcher mode would be pretty useful. What I'd like to see is a log something like (maybe done more compactly):

```
call aten::add
argument 1 keys: [Dense], [CPUBit]
argument 2 keys: [Python, PythonSnapshotTLS], [MetaBit]
merged keys: [Python, PythonSnapshotTLS, ...], [CPUBit, MetaBit]
include, exclude set: [], [Autograd]
dispatching to: DenseCPU
```

for every operator going through the dispatcher.

Probably this should be done using the profiler. cc @robieta

### Alternatives

_No response_

### Additional context

_No response_
Repository: rust
Issue: The cfg macro doesn't work as expected
Labels: A-diagnostics,T-compiler

I tried this code:

```rust
struct Foo {
    value: String,
}

impl Foo {

    #[cfg(not(target_os = "macos"))]
    fn not_macos(&mut self) {
        self.value.push_str(".not macOS.")
    }

    #[cfg(not(target_os = "linux"))]
    fn not_linux(&mut self) {
        self.value.push_str(".not linux.")
    }

    pub fn call(&mut self) -> String {

        if cfg!(not(target_os = "macos")) {
            self.not_macos();
        }

        if cfg!(not(target_os = "linux")) {
            self.not_linux();
        }

        self.value.clone()
    }
}

fn main() {
    println!("start");

    if cfg!(not(target_os = "macos")) {
        println!("not macOS");
    }

    if cfg!(not(target_os = "linux")) {
        println!("not Linux");
    }

    let mut foo = Foo { value: "str".to_string() };

    println!("> {}", foo.call());

    println!("end");
}
```

I expected to see this compiles and if execute returns:
```
start
not macOS
> str.not macOS.
end
```

Instead, this can't be compiled:
```
Compiling playground v0.0.1 (/playground)
error[[E0599]](https://doc.rust-lang.org/stable/error-index.html#E0599): no method named `not_linux` found for mutable reference `&mut Foo` in the current scope
  --> src/main.rs:24:18
   |
24 |             self.not_linux();
   |                  ^^^^^^^^^ method not found in `&mut Foo`

For more information about this error, try `rustc --explain E0599`.
error: could not compile `playground` due to previous error
```

### Meta
https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=4bea10de5b545c6a4fccd7894323c7f1
Repository: flutter
Issue: [Windows] Wire up log_message_callback in Windows embedder
Labels: platform-windows,a: debugging,P2,team-windows,triaged-windows

In flutter/engine#25402, I added support for wiring up embedder-specific logger behaviour via the `log_message_callback` in the embedder API and included a default fallback implementation (for backwards compatibility with previous behaviour) in `UIDartState::LogMessage`.

Rather than relying on the default behaviour, we should explicitly set the `log_message_callback` in flutter_windows_engine.cc along with [the other callbacks](https://github.com/flutter/engine/blob/a7cd19be909d2d9b9f063ea44b29fa4214a28e40/shell/platform/windows/flutter_windows_engine.cc#L265-L297), and we should add a test so we don't regress the logging (or the log format) in the future.

We should verify the following work when running via `flutter run`:
* `print()` statements in Dart code are logged
* ~printf debugging via `printf`, `std::cout`, `std::cerr` are logged (these may involve redirecting stdout, stderr)~ (verified)
Repository: flutter
Issue: [flutter_tools] `flutter test` should detect and notify user when test file doesn't have `main` function
Labels: a: tests,c: crash,tool,dependency: dart,P3,team-tool,triaged-tool

Hello!

I'm facing an issue when I'm running test in my application.

There is a group of widget tests (in one file) that passes successfully, when I run it individually. But when I run all the test in test folder, these group throws the exception (everything is good with the other tests):

```
package:flutter_tools/src/base/common.dart 10:3  throwToolExit
package:flutter_tools/src/compile.dart 815:9     DefaultResidentCompiler._compile.<fn>
dart:async/zone.dart 1434:47                     _rootRunUnary
dart:async/zone.dart 1335:19                     _CustomZone.runUnary
Exception: the Dart compiler exited unexpectedly.
package:flutter_tools/src/base/common.dart 10:3  throwToolExit
package:flutter_tools/src/compile.dart 815:9     DefaultResidentCompiler._compile.<fn>
dart:async/zone.dart 1434:47                     _rootRunUnary
dart:async/zone.dart 1335:19                     _CustomZone.runUnary

Exception: the Dart compiler exited unexpectedly.
``` 

There are no errors with tests themselves. How can I solve this?

I've tried `flutter clean`, but the problem is still here.
Repository: opencv
Issue: Enabling system FFMPEG on windows
Labels: category: build/install,RFC

Would you accept patches to build opencv with system ffmpeg on windows?

I got builds of windows working on conda-forge and I think 2 small straightforward patches would help users build with a similar configuration in the future

xref: https://github.com/conda-forge/opencv-feedstock/pull/324#issuecomment-1189377142=
##### System information (version)
<!-- Example
- OpenCV => 4.
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2017
-->

- OpenCV => 4.6.0
- Operating System / Platform => Windows
- Compiler => MSVC 2019

##### Detailed description

if installed correctly, one can use pkgconfig and to find ffmpeg.

I would also want to install the pkgconfig file on windows.

I can ensure that the default stays "as before".
Repository: create-react-app
Issue: Deno support
Labels: issue: proposal,needs triage

Are there plans to support Deno?
Repository: godot
Issue: MeshInstance skeleton_path defaults to parent node, even if not a skeleton 
Labels: bug,topic:3d

### Godot version

3.5 RC5, but probably existed back to 3.2 or so at least

### System information

All

### Issue description

I'd noticed a while ago that all `MeshInstance`s seem to have their skeleton set in the Inspector, even if not using a skeleton, and when the nodepath is not a skeleton.

This seemed a bit odd and slightly confusing.

### Steps to reproduce

Create `MeshInstance`, look in the Inspector at the `skeleton` property.

### Minimal reproduction project

N/A.

## Discussion
This isn't really a massive problem, but seems a bit non-sensical.

It turns out this is set in the `MeshInstance` constructor:
```
MeshInstance::MeshInstance() {
	skeleton_path = NodePath("..");
```
Git blame shows this has existed back to the beginning of time. I'm presuming this was useful at some point if a `MeshInstance` was a child of a skeleton. But this may have been lost to the sands of time.

This seems pretty easy to fix..
either:
1) Don't set `skeleton_path` in the constructor
2) Attempt to cast to `skeleton`. If this fails, don't set the nodepath.