sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: unused_must_use: comparison inside macro will cause invalid code to be suggested
Labels: A-diagnostics,T-compiler,D-invalid-suggestion

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Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
macro_rules! negative {
      ($e:expr) => { $e < 0 }
}

fn main() {
      negative!(1 as i32);
}
```

The current output is:

```
warning: unused comparison that must be used
 --> src/main.rs:2:22
  |
2 |       ($e:expr) => { $e < 0 }
  |                      ^^^^^^ the comparison produces a value
...
6 |       negative!(1 as i32);
  |       ------------------- in this macro invocation
  |
  = note: `#[warn(unused_must_use)]` on by default
  = note: this warning originates in the macro `negative` (in Nightly builds, run with -Z macro-backtrace for more info)
help: use `let _ = ...` to ignore the resulting value
  |
2 |       ($e:expr) => { let _ = $e < 0 }
  |                      +++++++
```
However, this does make it worse:

````
The following errors were reported:
error: macro expansion ends with an incomplete expression: expected one of `.`, `;`, `?`, `else`, or an operator
 --> src/main.rs:2:36
  |
2 |       ($e:expr) => { let _ = $e < 0 }
  |                                    ^ expected one of `.`, `;`, `?`, `else`, or an operator

error: aborting due to previous error
````
Repository: rust
Issue: flat_map fails to autovectorize internal iterators
Labels: I-slow,A-codegen,C-bug

```rust
#[no_mangle]
fn iter(query: &mut [&mut [f32]]) {
    for segment in query {
        for value in segment.iter_mut() {
            *value += 1.0;
        }
    }
}

#[no_mangle]
fn flat_map(query: &mut [&mut [f32]]) {
    let iter = query.iter_mut().flat_map(|segment| segment.iter_mut());
    for value in iter {
        *value += 1.0;
    }
}
```

I expected to see this happen: Both versions of the function to autovectorize.

Instead, this happened: only the normal for-loop version autovectorizes. See https://godbolt.org/z/caTqoq3x3.

### Meta

`rustc --version --verbose`:
```
rustc 1.65.0 (897e37553 2022-11-02)
binary: rustc
commit-hash: 897e37553bba8b42751c67658967889d11ecd120
commit-date: 2022-11-02
host: x86_64-pc-windows-msvc
release: 1.65.0
LLVM version: 15.0.0
```

Also happens on nightly and for other "flattened" iterators. For example, Bevy's [QueryIter](https://docs.rs/bevy_ecs/0.9.0/bevy_ecs/query/struct.QueryIter.html) and [Query::for_each](https://docs.rs/bevy_ecs/0.9.0/bevy_ecs/query/struct.QueryState.html#method.for_each) show this exact API split due to this performance difference.

There seems to be #87411 that was targeting something similar.
Repository: vscode
Issue: Use quickpick with search and toggles to toggle the setting value per language
Labels: feature-request,settings-editor

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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
The current Modified Elsewhere hover doesn't make it easy to quickly identify what value per language is set to, is it possible to instead use a quickpick with toggles per language showing the value for the setting. In this example, global formatOnSave is enabled, with some languages having default or user-set overrides to false. The dialog then shows the languages with the overrides and you can toggle from the quickpick or search for a language.


<img width="808" alt="image" src="https://user-images.githubusercontent.com/13228044/204051091-0454a4ab-1804-472e-907b-eb7e79235cd8.png">
Repository: godot
Issue: AnimationTree  BlendTree: fail when reimport blender file with new animations
Labels: bug,topic:editor,topic:import,topic:animation

### Godot version

4.0 beta6 mono

### System information

Blender 3.3.1 on Win11

### Issue description

AnimationTree. BlendTree fail when reimport blender file with new animations. 

When I try to change the old animations for the new ones I cannot edit the node property. The node is not editable gray color.

Fortunately it is solved by restarting the editor.

### Steps to reproduce

minimum  steps to reproduce:
Import blender file: mesh+armature+1 animation.
Create AnimationTree with BlenderTree and create node animation linked with output node.
Now edit blender file create a new animation and delete last.
Reimport blender file on godot editor.
When select AnimationTree you cant edit animation node.

Restart solve this issue 👍🏽 

### Minimal reproduction project

Sorry  i cant now. Reproducing the issue is quite a lot of work, ask for it if you think it is necessary.

![image](https://user-images.githubusercontent.com/47840319/204056232-45fa9ba4-b8b9-40a5-93dd-83eb9c7609da.png)
Repository: godot
Issue: mono/debugger_agent/wait_for_debugger can confusingly close the game without logging the reason
Labels: enhancement,discussion,topic:editor,topic:dotnet

### Godot version

v3.5.1 stable mono official 6fed1ffa3

### System information

Ubuntu 20.04.3 x86_64 (kernel 5.15.0-41 generic), GLES2 and GLES3, intel UHD graphics 630

### Issue description

When the property mono/debugger_agent/wait_for_debugger is enabled in project settings, and the play button is pressed, the game builds with 0 warnings and 0 errors, the splash screen displays for 3 seconds, and then the game closes, seemingly for no reason.

When I enabled wait_for_debugger, I did not expect it to close the game. Maybe I expected the game to continue without a debugger. (I had no reference for what to expect, because I was in the process of installing missing dependencies including MSBuild, and didn't yet know what it looks like when a C# project build succeeds).
I mainly expected a warning or error to appear in the console to explain why the game closed itself without leaving the splash screen, because this resembles a simple game crash.
The console only shows:
--- debugging process started ---
--- debugging process stopped ---
I thought this simply meant that the process stopped. It did not seem to imply a reason. I would like it to say "waiting for debugger: timed out" or something similar.

### Steps to reproduce

1. download the "Pong with C#" demo project and try to play it while MSBuild is not installed on the system.
2. Get confused by short error messages. Go into project settings and enable all settings related to debugging and increased verbosity. These settings include mono/profiler/enabled and mono/debugger_agent/wait_for_debugger. Save the project.
3. Install the dotnet-sdk snap which includes MSBuild, and restart Godot.
4. The game now builds without 0 errors, but always closes on its own before it can be played.

### Minimal reproduction project

N/A
Repository: godot
Issue: PackedVector2Array reset when animated with cubic interpolation
Labels: enhancement,topic:animation

### Godot version

4.0 beta 6

### System information

Windows 10

### Issue description

When a PackedVector2Array is animated by an AnimationPlayer on a track with continuous playback and cubic interpolation enabled, the Array is set to have a size of 0 for all keyframes except the final one. When looped, all keyframes set it to have a size of 0. Ping-Pong playback still displays only the final keyframe.

### Steps to reproduce

1. Create a scene with an object that uses a PackedVector2Array (eg. Polygon2D, CollisionPolygon2D, etc.) and an AnimationPlayer
2. Add keyframes which animate the PackedVector2Array
3. Set the track to play continuously and to have cubic interpolation
4. Play the animation from the start

### Minimal reproduction project

[PackedVector2Array_anim_erase_beta6.zip](https://github.com/godotengine/godot/files/10095348/PackedVector2Array_anim_erase_beta6.zip)
Repository: youtube-dl
Issue: Oficial Docker image
Labels: request

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## Checklist

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- [x] I'm reporting a feature request
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- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

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Could you please add GitHub action building and pushing Docker image with current version, ffmpeg and triggered after each commit?

If it is welcome I could send PR, but someone with maintainer priviledge will need to finish configuration.
Repository: vscode
Issue: New Color customization option editor.codeBackground 
Labels: feature-request,themes,workbench-editors

<!-- ⚠️⚠️ 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. -->

Would it be possible to add a workbench.colorCustomizations that only effects the background color for the code editor. So it can set a dark-background in a light theme, and not effect the config page and extention readme.

or add `background` in [Base colors](https://code.visualstudio.com/api/references/theme-color#base-colors)
Repository: godot
Issue: Orange dots for editing extent sometimes disappear after certain steps
Labels: bug,topic:editor,needs testing,topic:3d

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

macOS Monterey Version 12.6.1

### Issue description

The orange dots that are for editing extents of a shape disappear after following the steps below.

### Steps to reproduce

Use the project file linked in the **Minimal reproduction project** to reproduce this issue.
- Make sure `Main.tscn` and `Mob.tscn` are both open and `Main.tscn` is selected in scene tab.
- On the top middle part of editor, select **Script** instead of **3D**.
- Choose the **Player** node from the left node selection menu.
- Switch Scene tab to **Mob**.
- Choose **CollisionShape** on the left node selection menu.
- On the top middle part of editor, select **3D** instead of **Script**.
- Those orange dots for editing BoxShape extents somehow are not shown.

### Minimal reproduction project

https://github.com/jiaxiongjiao/GodotTests.git
Repository: vscode
Issue: Remote loading state for Explorer view
Labels: feature-request,ux,file-explorer,remote

Remote loading can take some time to show files. Meanwhile explorer is usually visible, but a empty while loading, with the usual minimal loading indicator. It would be nice if this space could be used for showing remote loading state with more details.

<img width="300" alt="image" src="https://user-images.githubusercontent.com/8599/204070540-6d58d84d-561d-4b4c-92c2-2e2306133820.png">

<img width="300" alt="image" src="https://user-images.githubusercontent.com/8599/204071181-44c13b12-9224-4909-a1ad-a7efefa99839.png">
Repository: godot
Issue: A project setting with a missing type has poor error handling
Labels: enhancement,topic:core

### Godot version

3.5 stable

### System information

Windows 10

### Issue description

I'm working on a tool for Godot. Some setting is missing a type but I can't identify which it is.

The error is
 core/project_settings.cpp:961 - Condition "!p_info.has("type")" is true.

The relevant line in the current codebase appears to be 
[project_settings.cpp](https://github.com/godotengine/godot/blob/master/core/config/project_settings.cpp#L1070)

When used in a normal project I'm guessing the debugger reflects the line number where the fault was, but when used in a tool you just get the error message above that you're missing a type. This error message isn't user friendly at all (it doesn't tell someone who hasn't read the codebase that it's a project setting missing a type), and doesn't report which type is at fault.

### Steps to reproduce

Create a project setting without a type
Here's the example from the documentation ([Editor settings](https://docs.godotengine.org/en/3.0/classes/class_editorsettings.html#class-editorsettings-add-property-info)) without the "add_property_info" call.

editor_settings.set("category/property_name", 0)


### Minimal reproduction project

None at this point sorry, but it should hopefully be obvious from the current codebase that the 
"ERR_FAIL_COND(!p_info.has("type"));"
line needs better error handling as it's not intuitive, to report (a) that there's a project setting missing a type, and (b) which property it relates to.
Repository: go
Issue: x/tools/cmd/goyacc: goyacc does not support `%code`
Labels: help wanted,NeedsInvestigation,FeatureRequest,Tools

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.3 linux/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
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/pjbgf/.cache/go-build"
GOENV="/home/pjbgf/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/levi/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/levi/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.19.3"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/pjbgf/go/src/github.com/pjbgf/go-apparmor/go.mod"
GOWORK=""
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 -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build2200620041=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

```
$ curl -o parser_yacc.y https://gitlab.apertis.org/pkg/apparmor/-/raw/ubuntu/master/parser/parser_yacc.y
$ goyacc -o output parser_yacc.y
invalid escape, or illegal reserved word: code: parser_yacc.y:182
```

### What did you expect to see?

Successful processing of `parser_yacc.y`.

### What did you see instead?

`invalid escape, or illegal reserved word: code: parser_yacc.y:182`
Repository: godot
Issue: Godot 4.0 KinematicBody3D Jitters when run into certain part of the wall using move_and_slide.
Labels: bug,topic:physics,topic:3d

### Godot version

4.0 beta5 official

### System information

Windows 10, AMD Ryzen 7 3700X, RTX 2060 SUPER

### Issue description

When CharacterBody3D run into certain part of a wall, it seems to be going back & forth into the wall and also slightly jumping up & down. 
After a bit of research it looks like it is a known issue from Godot 3.x. For example: #32182 #61616
But I didn't find any report mentioning this bug for 4.0.

Here's the footage of the issue:


https://user-images.githubusercontent.com/88960642/204081347-6b8f07e0-ca76-46d8-b741-2f11973e64c6.mp4



### Steps to reproduce

- Add a CharacterBody3D and a CollisionShape3D of a capsule
- Attach a script with default Basic Movement template to the CharacterBody3D
- Add a floor and some walls using MeshInstance and generate Trimesh Static Body
- Run the game and slide the CharacterBody3D against the wall

### Minimal reproduction project

[GD4.0 CharacterBody Collision Test.zip](https://github.com/godotengine/godot/files/10095958/GD4.0.CharacterBody.Collision.Test.zip)
Repository: godot
Issue: Tooltip links to Collision documentation do not work
Labels: bug,topic:editor

### Godot version

4.0 beta 6

### System information

Mac OS Monterrey M1 

### Issue description

When hovering over the tooltip for the layers and mask properties in the sidebar and trying to click on a documentation link, the link does nothing.

No external browser link opens, no tab for the in-editor docs opens either.
Left or right click do not work, and Control/Command clicking is also ignored.

The tooltip stays open and nothing happens.

### Steps to reproduce

Simple to reproduce:

Add a StaticBody2D node.
Having selected it, check the sidebar for the Collision set of properties, specifically Layer and Mask and hover over their labels.
The non-functioning tooltip will show up.
Try to click on a link there.


### Minimal reproduction project

N/A
Repository: godot
Issue: Calling "<MeshDataTool>.create_from_surface()" in a WorkerThreadPool task freezes the game
Labels: bug,topic:core,topic:3d

### Godot version

4.0. beta 6 official [7f8ecff]

### System information

Windows 10, Vulkan API 1.2.0, NVIDIA GeForce RTX 3070

### Issue description

Calling the `<MeshDataTool>.create_from_surface()` function in a worker pool task causes the game to hang for what seems to be indefinitely. The same behavior happens with a single task and with group tasks.

This issue has the same behavior as #69076.

Calling the `.create_from_surface()` function as deferred no longer makes it freeze the game but makes the `MeshDataTool` instance unusable in the task.

### Steps to reproduce

Create a new project with a `Node3D` node and attach one of the two following scripts to it:

*Example script with one task:*

```gdscript
extends Node3D

func do_stuff() -> void:
	var st := SurfaceTool.new()
	var mdt := MeshDataTool.new()
	var mesh := MeshInstance3D.new()
	
	var mesh_array: ArrayMesh
	
	st.begin(Mesh.PRIMITIVE_TRIANGLES)
	
	st.add_vertex(Vector3(0, 0, 0))
	st.add_vertex(Vector3(1, 0, 1))
	st.add_vertex(Vector3(0, 0, 1))
	
	st.add_index(0)
	st.add_index(1)
	st.add_index(2)
	
	mesh_array = st.commit()
	mesh.mesh = mesh_array
	
	# The following function call freezes the game:
	mdt.create_from_surface(mesh.mesh, 0)
	
	self.add_child.call_deferred(mesh)

func _ready():
	var task = WorkerThreadPool.add_task(Callable(self, "do_stuff"))
	WorkerThreadPool.wait_for_task_completion(task)
```

*Example script with a group task:*

```gdscript
extends Node3D

@onready var tasks: Array = []

func do_stuff(element: int) -> void:
	var st := SurfaceTool.new()
	var mdt := MeshDataTool.new()
	var mesh := MeshInstance3D.new()
	
	var mesh_array: ArrayMesh
	
	st.begin(Mesh.PRIMITIVE_TRIANGLES)
	
	st.add_vertex(Vector3(0, 0, 0))
	st.add_vertex(Vector3(1, 0, 1))
	st.add_vertex(Vector3(0, 0, 1))
	
	st.add_index(0)
	st.add_index(1)
	st.add_index(2)
	
	mesh_array = st.commit()
	mesh.mesh = mesh_array
	
	# The following function call freezes the game:
	mdt.create_from_surface(mesh.mesh, 0)
	
	self.add_child.call_deferred(mesh)

func _ready():
	for x in range(0, 5):
		tasks.append(x)
	
	var task = WorkerThreadPool.add_group_task(Callable(self, "do_stuff"), tasks.size())
	WorkerThreadPool.wait_for_group_task_completion(task)
```

Run the game and it will hang/freeze/become unresponsive.

### Minimal reproduction project

N/A
Repository: godot
Issue: Canvas Layer size not updating after changing Viewport Size in Project Settings
Labels: bug,topic:rendering,confirmed,topic:2d

### Godot version

v4.0.beta6.official [7f8ecffa5]

### System information

Windows 10

### Issue description

The Canvas Layer does not update it's size after changing the Viewport Size in the Project Settings.
To update the Canvas Layer size you need to uncheck visibility and check it again.

https://user-images.githubusercontent.com/106448197/204086339-37a6664b-37fd-4775-92ed-e590442bcb8b.mp4



### Steps to reproduce

Create a scene -> Add Canvas Layer -> Add any UI Element -> Change the viewport size

The Canvas Layer Size does not update accordingly. 
It needs to be manually updated by toggling the visibility.
Edit: Resizing the Inspector Window or restarting the Project also updates the Canvas Layer

### Minimal reproduction project

N/A
Repository: rust
Issue: Add a way to ensure tests actually test something
Labels: A-testsuite,C-enhancement

A common problem I run into with tests is that it's hard to verify they actually do anything. Consider for example https://github.com/rust-lang/rust/pull/102038: this test had no changes, but before that PR did not actually ensure that the issue didn't reoccur.

We could avoid problems like that by adding a new test annotation, `// test-fails-with nightly-YYYY-MM-DD`. That will make sure the test actually does something and hasn't *always* passed.

It will be too expensive to run all those versions on each bors run, so we could instead only run it every 6 weeks before a release (perhaps we can fold this into crater how? at least the automation if not the same codebase.)
Repository: create-react-app
Issue: Module not found: Error: Can't resolve 'crypto'
Labels: needs triage

The module `crypto` (built in to Node) doesn't work, and the instructions are extremely vague and unclear as to how to resolve this

```
Module not found: Error: Can't resolve 'crypto' in '/home/jeremy/code/RichTextEditor/src/components'

BREAKING CHANGE: webpack < 5 used to include polyfills for node.js core modules by default.
This is no longer the case. Verify if you need this module and configure a polyfill for it.

If you want to include a polyfill, you need to:
	- add a fallback 'resolve.fallback: { "crypto": require.resolve("crypto-browserify") }'
	- install 'crypto-browserify'
If you don't want to include a polyfill, you can use an empty module like this:
	resolve.fallback: { "crypto": false }
```

I tried ejecting and adding that line to my webpack config, which only gave me another error.

Googling around, all the answers seem to suggest random hacks like installing some other random package named react-app-rewired, which definitely should not be necessary to use an npm module that is already built in to Node.js.

I'd like to know specifically how to fix this. Also the error message should be modified to make the solution clearer.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Extras Batch Scale To - ability to set one side size only
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

on eg the Extras -> Batch from Directory "Scale To" (and any similar functions) allow the user to specify the size of one side only to scale to

eg if my image is 512x768 and I set the "Scale To" as 1080 in Height input box only, then the image will resize to the relevant aspect ratio with the dimension specified ie the result image will be 720x1080

### Proposed workflow

1. Go to Extras tab
2. Go to Batch from Directory tab
3. .Set Scale To dimension in *only* height or width text box


### Additional information

_No response_