sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Labels with Emojis
Labels: discussion,topic:gui

### Tested versions

Reproducible in 4.4 dev 3 (mono), 4.3 stable (mono), 4.0 stable (standard)


### System information

Godot v4.3.stable.mono - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4070 (NVIDIA; 32.0.15.6094) - 13th Gen Intel(R) Core(TM) i5-13600K (20 Threads)

### Issue description

Labels that only contain emojis are shifted upwards by some amount. When including some normal characters like "a" or "this is good :)", it goes back to the expected behaviour. 
![image](https://github.com/user-attachments/assets/a30d9db1-91df-4256-9093-0c7c1acc913b)

### Steps to reproduce

1. Create a label as a child of a control and only include emojis. Notice how the text is not centred as expected.
2. Add a character on your keyboard. It will go back down!

### Minimal reproduction project (MRP)

[label-issue.zip](https://github.com/user-attachments/files/17384205/label-issue.zip)
Repository: flutter
Issue: [web] The future of `flutter_service_worker.js`
Labels: platform-web,P1,design doc,team-web,triaged-web,:scroll:

### Document Link

https://flutter.dev/go/web-cleanup-service-worker

### What problem are you solving?

The current default service worker implementation is one of (several) approaches that can be used by Flutter web, however it's not a good fit for all use-cases.

This confuses users when it doesn't behave as they expect.

Having a default service worker implementation sends the message that it is *necessary* or *recommended* by Flutter web to function correctly, but that is not the case.

This design doc discusses how the current implementation of `flutter_service_worker.js` is going to be phased out (TL;DR: with a cleanup service worker for those currently using the default one), and how the flutter tools and flutter.js will eventually stop generating (or loading) a default service worker, allowing web app developers to do what's best for their specific apps.
Repository: PowerToys
Issue: [PowerRename] Indicate when search field includes leading whitespace
Labels: Needs-Triage

### Description of the new feature / enhancement

In a recent bug report, the user had accidentally copied in a string with a leading space, resulting in no matches being shown (see #35325). This sort of error is very difficult to spot, so it may be useful to show an informational message in the results area when there are no matches and there is leading whitespace in the search term.

There could be some nuance here. For example, should the message always be shown if there is leading whitespace, or only where there would be matches without it being present?

### Scenario when this would be used?

This would prevent copy-and-paste issues and would be especially useful for those unfamiliar with the tool.

### Supporting information

_No response_
Repository: material-ui
Issue: PigmentCSS `createTheme`. Invalid typings in `styleOverrides`
Labels: typescript,package: pigment-css

### Steps to reproduce

[Link to live example](https://github.com/o-alexandrov/material-ui-pigment-css-vite-ts)

Steps:
1. Clone
2. Refer to `vite.config.ts`



### Current behavior

`components[string].styleOverrides` has invalid typings.
No typings errors are presented to the user.


### Expected behavior

There should be an error for `styleOverrides.extended` usage in `vite.config.ts` file from the repro.

### Context

- https://github.com/mui/pigment-css/issues/170#issuecomment-2245310638

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 15.0.1
  Binaries:
    Node: 22.9.0 - /opt/homebrew/bin/node
    npm: 10.8.3 - /opt/homebrew/bin/npm
    pnpm: 9.9.0 - /opt/homebrew/bin/pnpm
  Browsers:
    Chrome: 129.0.6668.91
    Edge: 112.0.1722.39
    Safari: 18.0.1
  npmPackages:
    @emotion/react:  11.13.3 
    @emotion/styled:  11.13.0 
    @mui/core-downloads-tracker:  6.1.3 
    @mui/material: latest => 6.1.3 
    @mui/material-pigment-css: latest => 6.1.3 
    @mui/private-theming:  6.1.3 
    @mui/styled-engine:  6.1.3 
    @mui/system:  6.1.3 
    @mui/types:  7.2.18 
    @mui/utils:  6.1.3 
    @pigment-css/react:  0.0.24 
    @pigment-css/vite-plugin: latest => 0.0.24 
    @types/react: latest => 18.3.11 
    react: latest => 18.3.1 
    react-dom: latest => 18.3.1 
    typescript: latest => 5.6.3 
```
</details>

**Search keywords**: pigment, styleOverrides, typings, invalid, createTheme
Repository: pytorch
Issue: `_disable_byteorder_record` parameter should be added to the doc of `save()`
Labels: module: docs,module: serialization,triaged

### 📚 The doc issue

[The doc](https://pytorch.org/docs/stable/generated/torch.save.html) of `save()` shows its parameters as shown below:

> torch.save(obj, f, pickle_module=pickle, pickle_protocol=DEFAULT_PROTOCOL, _use_new_zipfile_serialization=True)

But `save()` also has `_disable_byteorder_record` parameter according to [the source code](https://pytorch.org/docs/stable/_modules/torch/serialization.html) as shown below:

```python
...
[[docs]](https://pytorch.org/docs/stable/generated/torch.save.html#torch.save)def save(
    obj: object,
    f: FILE_LIKE,
    pickle_module: Any = pickle,
    pickle_protocol: int = DEFAULT_PROTOCOL,
    _use_new_zipfile_serialization: bool = True,
    _disable_byteorder_record: bool = False
) -> None:
...
```

Then, `save()` with `disable_byteorder_record` works as shown below:

```python
import torch

torch.save(obj="Hello World", f="my_project/file1",
           _disable_byteorder_record=False)
         # ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑
torch.load(f="my_project/file1", weights_only=True)
# 'Hello World'
```

### Suggest a potential alternative/fix

So, `_disable_byteorder_record` parameter should be added to [the doc](https://pytorch.org/docs/stable/generated/torch.save.html) of `save()` as shown below:

> torch.save(obj, f, pickle_module=pickle, pickle_protocol=DEFAULT_PROTOCOL, _use_new_zipfile_serialization=True, _disable_byteorder_record=False)

cc @svekars @brycebortree @sekyondaMeta @mruberry @mikaylagawarecki
Repository: vscode
Issue: Make scrolling chat keyboard accessible
Labels: feature-request,panel-chat

Repro:

1. Ask copilot a question with a long response, eg. `explain in detail how a red black tree works`
2. Try scroll to the bottom of the answer with the keyboard only

I wasn't able to figure it out. Here's me trying to with what I intuitively tried:

![Image](https://github.com/user-attachments/assets/88a8186a-5191-4936-8686-d596cb927d0c)

@meganrogge did you say there a duplicate issue of this? Or just a discussion?
Repository: rust
Issue: ICE: `encountered type variable`
Labels: I-ICE,A-closures,T-compiler,C-bug,F-unboxed_closures,S-bug-has-test

<!--
[31mICE[0m: Rustc ./a.rs '-Zcrate-attr=feature(unboxed_closures) -ooutputfile -Zdump-mir-dir=dir' 'error: internal compiler error: encountered type variable', 'error: internal compiler error: encountered type variable'
File: /tmp/im/a.rs
-->

auto-reduced (treereduce-rust):
````rust
#![feature(unboxed_closures)]
trait Foo {}

impl<T: Fn<(i32,)>> Foo for T {}

fn baz<T: Foo>(_: T) {}

fn main() {
    baz(|x| ());
}

````

original:
````rust
trait Foo {}

impl<T: Fn<(i32,)>> Foo for T {}

fn baz<T: Foo>(_: T) {}

fn main() {
    baz(|_| ());
    //~^ ERROR implementation of `FnOnce` is not general enough
    //~| ERROR implementation of `Fn` is not general enough
    baz(|x| ());
    //~^ ERROR implementation of `FnOnce` is not general enough
    //~| ERROR implementation of `Fn` is not general enough
}

````

Version information
````
rustc 1.84.0-nightly (a0c2aba29 2024-10-15)
binary: rustc
commit-hash: a0c2aba29aa9ea50a7c45c3391dd446f856bef7b
commit-date: 2024-10-15
host: x86_64-unknown-linux-gnu
release: 1.84.0-nightly
LLVM version: 19.1.1

````

Command:
`/home/matthias/.rustup/toolchains/master/bin/rustc -Zcrate-attr=feature(unboxed_closures)`

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary><strong>Program output</strong></summary>
<p>

```
warning: unused variable: `x`
 --> /tmp/icemaker_global_tempdir.qRMnYYI19Q4z/rustc_testrunner_tmpdir_reporting.nQT3i3c5eog1/mvce.rs:8:10
  |
8 |     baz(|x| ());
  |          ^ help: if this is intentional, prefix it with an underscore: `_x`
  |
  = note: `#[warn(unused_variables)]` on by default

warning: 1 warning emitted

note: no errors encountered even though delayed bugs were created

note: those delayed bugs will now be shown as internal compiler errors

error: internal compiler error: encountered type variable
 --> /tmp/icemaker_global_tempdir.qRMnYYI19Q4z/rustc_testrunner_tmpdir_reporting.nQT3i3c5eog1/mvce.rs:8:10
  |
8 |     baz(|x| ());
  |          ^
  |
note: delayed at compiler/rustc_hir_typeck/src/expr_use_visitor.rs:174:20 - disabled backtrace
 --> /tmp/icemaker_global_tempdir.qRMnYYI19Q4z/rustc_testrunner_tmpdir_reporting.nQT3i3c5eog1/mvce.rs:8:10
  |
8 |     baz(|x| ());
  |          ^

note: we would appreciate a bug report: https://github.com/rust-lang/rust/issues/new?labels=C-bug%2C+I-ICE%2C+T-compiler&template=ice.md

note: please make sure that you have updated to the latest nightly

note: rustc 1.84.0-nightly (a0c2aba29 2024-10-15) running on x86_64-unknown-linux-gnu

note: compiler flags: -Z crate-attr=feature(unboxed_closures) -Z dump-mir-dir=dir

query stack during panic:
end of query stack

```

</p>
</details>

<!--
query stack:

-->
@rustbot label +F-unboxed_closures
Repository: vscode
Issue: Extension detail content escapes editor
Labels: help wanted,polish,good first issue,extensions

See the red part - the scroll bar escapes the editor:

![Image](https://github.com/user-attachments/assets/a40fc102-1bec-43f1-ab2d-9f12b0b5964a)
Repository: vscode
Issue: The chat scroll to bottom button doesn't align with the extension detail scroll to top button
Labels: ux,panel-chat,extensions-editor

Similar idea but the icon in particular is a different style:

![Image](https://github.com/user-attachments/assets/16805789-710c-4d4b-9380-50bd5b2f2ed0)

![Image](https://github.com/user-attachments/assets/32e11727-9da1-43a0-a03b-d8ddad527b40)
Repository: flutter
Issue: Unpin google_mobile_ads
Labels: platform-ios,P2,team-ios,triaged-ios

# Background
`google_mobile_ads` 5.2.0 breaks the builds of Flutter apps: https://github.com/googleads/googleads-mobile-flutter/issues/1193

As a result, the pub autoroller broke the tree (https://github.com/flutter/flutter/issues/156606) until we pinned `google_mobile_ads` to version 5.1.0 (https://github.com/flutter/flutter/pull/156911).

Known problems:
1. `google_mobile_ads` version 5.2.0 [raised the required version of Xcode to 15.3](https://github.com/googleads/googleads-mobile-flutter/issues/1185#issuecomment-2407498420)
2. `google_mobile_ads` version 5.2.0 now contains Swift code. The `platform_views_layout` benchmark app is Objective-C, which causes issues like: https://github.com/flutter/flutter/issues/16049#issuecomment-532476842.

# Work

* [ ] Wait until Flutter CI's Xcode is raised to 15.3 or higher: https://github.com/flutter/flutter/issues/148870
* [ ] Add `use_frameworks!` to `dev/benchmarks/platform_views_layout/ios/Podfile` so that the Objective-C app can use a Swift plugin
* [ ] Unpin `google_mobile_ads`.
Repository: tauri
Issue: [bug] multiwebview appears to only render the last child.
Labels: type: bug,status: needs triage,scope: unstable flag

### Describe the bug

Running the multiwebview example with `cargo run --example multiwebview --features unstable` presents me with an application window where only the last child is rendered. 

<img width="803" alt="Screenshot 2024-10-15 at 2 58 44 PM" src="https://github.com/user-attachments/assets/9dafa3a9-a41b-4475-b8cd-6ae730f4a05c">


### Reproduction

- `git clone git@github.com:tauri-apps/tauri.git && cd tauri`
- `cargo run --example multiwebview --features unstable`

### Expected behavior

It to render as in the PR: https://github.com/tauri-apps/tauri/pull/8280

![img](https://private-user-images.githubusercontent.com/12111013/353285116-85257ae8-e661-42da-98ea-9507429f325b.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjkwMjQxNzcsIm5iZiI6MTcyOTAyMzg3NywicGF0aCI6Ii8xMjExMTAxMy8zNTMyODUxMTYtODUyNTdhZTgtZTY2MS00MmRhLTk4ZWEtOTUwNzQyOWYzMjViLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDEwMTUlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQxMDE1VDIwMjQzN1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTAxY2VlODc5ODFmNTQ4MWMyN2IzNjIyNGEyMGQzZmZiZWYwYmFjNjEzZDYxZDFiZGEwM2E5NTAxNTEyYzgyMjcmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0In0.xuhk3G24lq5ZwL8xKvrMIWgBCk_EDYIVb2--jyNNKFg)

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 14.6.1 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.81.0 (eeb90cda1 2024-09-04)
    ✔ cargo: 1.81.0 (2dbb1af80 2024-08-20)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 18.20.3
    - pnpm: 9.9.0
    - npm: 10.7.0

[-] Packages
    - tauri 🦀: 2.0.4
    - tauri-build 🦀: 2.0.1
    - wry 🦀: 0.46.1
    - tao 🦀: 0.30.2
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli : 2.0.3

[-] Plugins
    - tauri-plugin-log 🦀: 2.0.0-rc.2
    - @tauri-apps/plugin-log : not installed!

[-] App
    - build-type: bundle
    - CSP: default-src 'self'; connect-src ipc: http://ipc.localhost
    - frontendDist: ["index.html"]
    - bundler: Rollup
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: ollama
Issue: Model change hash detection feature
Labels: feature request

When I download a model and then manually flip a bit or two in the blob, there is no apparent check or complaint that the hash has changed.  I've tried both quitting a running ollama prompt that uses the model and restarting it, and stopping and restarting the service.  I can of course confirm that the SHA256 does indeed change.  This leads me to believe that there is no checksum tests to ensure that the model has not been changed on disk, either accidentally or maliciously, so protection or detection of malicious or compromised models.
Repository: three.js
Issue: Postprocessing: Add SSILVB GI and AO
Labels: Post-processing

## [Current Demo](https://raw.githack.com/zalo/three.js/feat-ssilvb-gtvbao/examples/webgl_postprocessing_ssilvb.html)

### Description

Recent advances in screen-space global illumination have yielded exceptional improvements to the realism and quality of real-time scenes, even over GTAO.   One particular advancement is SSILVB, a screen-space global illumination technique that eases the computational burden by keeping track of the occluded horizon via a bitmask (allowing elements in the scene to have finite thickness and for more samples to be collected).

![image](https://github.com/user-attachments/assets/474f75e7-0dfa-4209-8d3d-7cf4dcefbeba)

![image](https://github.com/user-attachments/assets/f29ee921-7ce1-4d08-94aa-33c6e52b1b3d)

![image](https://github.com/user-attachments/assets/73ccb524-d8a6-48eb-b223-d3ecd904feed)


### Solution

There are three MIT-Licensed implementations:
- https://github.com/cdrinmatane/SSRT3
- - [Blog Post](https://cdrinmatane.github.io/posts/ssaovb-code/)
- - [Slides here](https://cdrinmatane.github.io/cgspotlight-slides/ssilvb_slides.pdf)
- https://cybereality.com/screen-space-indirect-lighting-with-visibility-bitmask-improvement-to-gtao-ssao-real-time-ambient-occlusion-algorithm-glsl-shader-implementation/
- https://www.shadertoy.com/view/dsGBzW

I have a flawed attempt at porting @cybereality 's here onto @Rabbid76's GTAO ( it's flawed because the samples seem unbalanced; AO-only, no illumination):
https://raw.githack.com/zalo/three.js/feat-ssilvb/examples/webgl_postprocessing_ssilvb.html

### Alternatives

For reference, compare to [the existing GTAO algorithm](https://threejs.org/examples/?q=ao#webgl_postprocessing_gtao), which exhibits:
- Short range / Garish contrast
- No indirect illumination
- No shadows

### Additional context

These noisy GI techniques may benefit from screen-space temporal accumulation as well...  But this is a request for another issue 😄
Repository: TypeScript
Issue: Infinite type instantiation around recursive conditional types
Labels: Bug,Help Wanted

### 🔎 Search Terms

infinite type instantiation excessively deep recursive conditional

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about infinite and recursive types.

### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.6.3#code/C4TwDgpgBAggPARQDRQMoD4oF4oKhAD2AgDsATAZygG8oBDALnpJCgF8oB+WRAbQCI6-ALooMUJiQgA3CACcA3ACglASxLE5AMzoBjaACE4AFUzUlUKFsToAFAEcmCAJRN4yKKeVsVoSFABhbCgjajZMQmJyKiN1LXkoAA1MbkSJKClZRV9waDScIMjSSmZWbmA5AFdoJh0AGwoIZSA

### 💻 Code

```ts
type A<Q, S> = Q extends { a: any } ? A<Q["a"], S> : never;

interface B<T> {
  f<Q>(q: Q): A<Q, T>;
}

type C = B<{}> extends B<infer X> ? X : never;

type X = C extends any ? true : false;
//       ~ Type instantiation is excessively deep and possibly infinite.(2589) 
```


### 🙁 Actual behavior

The last line errors out.

### 🙂 Expected behavior

The code should pass the type check.

### Additional information about the issue

An alternative way to get the same error: https://www.typescriptlang.org/play/?ts=5.6.3#code/C4TwDgpgBAggPARQDRQMoD4oF4oKhAD2AgDsATAZygG8oBDALnpJCgF8oB+WRAbQCI6-ALooMUJiQgA3CACcA3ACglASxLE5AMzoBjaACE4AFUzUlUKFsToAFAEcmCAJRN4yKKeVsVZCLoAbOjloLQBXEl1gVQB7EigAWzoAawgjU1tgJmNXKHT0ZSU-QODQiKjY+OsMrM9c6RjVMkLrI2o2dDsk1INbEjCAgPoqOhZhmjZnZ2UgA
Repository: vscode
Issue: Allow terminal links to be opened in a web browser
Labels: feature-request,terminal-links

<!-- ⚠️⚠️ 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. -->

In the integrated terminal, links to files can be clickable (ctrl + click) and the respective file will open in the editor. If a link points to a webpage, it will open that page in a web browser. I would like to have the option to choose to open a file in a web browser. 

## example

I'm writing a book using jupyter-book and when the build is done, the following is outputted in the terminal:

```
===============================================================================

Finished generating HTML for book.
Your book's HTML pages are here:
    book/_build/html/
You can look at your book by opening this file in a browser:
    book/_build/html/index.html
Or paste this line directly into your browser bar:
    file:///home/rsoko/book/book/_build/html/index.html            

===============================================================================

```

if I ctrl+click the last two links, they open in the editor. But I would prefer `file:///home/rsoko/private/IR_book/IR_book/_build/html/index.html` to open in my web browser instead. 

## desired outcome

Perhaps an option in `settings.json` with a regex pattern to override the default behavior of choosing between opening in browser or in editor. e.g. `"openFileInBrowser": ["*.html"]`

I'm also okay with interpreting this ticket as a bug, and claiming that all URLs that start with `file://` should be treated as links to be opened in the web browser, rather than in the editor.
Repository: godot
Issue: AnimationPlayer Node Doesn't Function Correctly with Negative Speed Scale
Labels: discussion,documentation,topic:animation

### Tested versions

- Found in v4.3.stable.official [77dcf97d8]
- Reproducible in v4.2.2.stable.official [15073afe3]

### System information

Godot v4.3.stable - Linux Mint 22 (Wilma) - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3080 (nvidia; 535.183.01) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

The engine documentation states [here](https://docs.godotengine.org/en/stable/classes/class_animationplayer.html#class-animationplayer-property-speed-scale) that setting an AnimationPlayer's speed scale to -1 will play animations in reverse. However, the AnimationPlayer node doesn't utilize speed scale correctly in-editor or at runtime. 

While in editor, trying to hit play on an animation within the AnimationPlayer node will do nothing. At runtime, any played animation will snap to its last keyframe. 

Potentially related to #88518, but unsure.

### Steps to reproduce

1.) Create new project, and create a 3D scene.
2.) Under the scene root node, add a CSGBox3D and an AnimationPlayer
3.) Create an animation called "move" and set it to autoplay on load. 
4.) Animate the CSGBox3D's transformation to move however you wish over one second.
5.) In editor, hit play on "move". Animation will play.
6.) Create a Camera3D node and move it back so it is able to see the CSGBox3D + its move animation.
7.) Run project. Animation should play immediately as long as you enabled autoplay on load.
8.) Stop running project. Select AnimationPlayer and set Speed Scale to -1.
9.) In editor, hit play on "move". Animation will not play.
10.) Run project. CSGBox3D snaps to the last keyframe of "move" instead of playing it in reverse.

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: `Calculate Docker Image` step times out if run on LF runners
Labels: module: ci,triaged

### 🐛 Describe the bug

See https://github.com/pytorch/pytorch/actions/runs/11354238493/job/31581094669?pr=137992

Have no idea how to debug something like that, but it finishes in 50 min on our own runners

### Versions

CI

cc @seemethere @pytorch/pytorch-dev-infra
Repository: godot
Issue: Lots of errors, temporary file flooding, and unable to create scenes when running Godot through Steam on Steam Deck.
Labels: platform:linuxbsd,topic:editor,needs testing

### Tested versions

v4.3.stable.steam [77dcf97d8]

### System information

Godot v4.3.stable - SteamOS holo - X11 - Vulkan (Forward+) - integrated AMD Custom GPU 0405 (RADV VANGOGH) - AMD Custom APU 0405 (8 Threads)

### Issue description

When I use Godot downloaded through the Steam on Steam Deck (Linux) it floods my project folder with lots of temporary files, is unable to run, and gives errors: [https://pastebin.com/VFttvqcf](https://pastebin.com/VFttvqcf). This doesn't happen when running the Godot Linux download on the website.

### Steps to reproduce

Run the Steam downloaded version of Godot on Steam Deck and create a new project.

### Minimal reproduction project (MRP)

N/A.
Repository: stable-diffusion-webui
Issue: [Bug]: wrong Python version for Ubuntu 24.04
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

The installation directions say:
    sudo apt install python3.10-venv -y
But Python 3.10 is not available through apt for Ubuntu 24.04; the Python version for 24.04 is 3.12.  (There is online comment suggesting retro-installing 3.10, but I simply will not do that.  If it's important I think you should distribute your own version of Python.)


### Steps to reproduce the problem

N/A

### What should have happened?

N/A

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

N/A

### Console logs

```Shell
N/A
```


### Additional information

_No response_