sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Vulkan: LightmapGI does not obey the GeometryInstance3D Cast Shadow property set to Off
Labels: bug,topic:rendering,regression,topic:3d

*Related to https://github.com/godotengine/godot/issues/56611.*

### Godot version

4.0.dev (ce6de717f)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

### Issue description

In the Vulkan GPU lightmapper, meshes will always cast shadows even if they were configured not to. This makes it impossible to have a specific mesh that receives baked lightmaps but does not cast static shadows (when the light's bake mode is set to **Static**). While there is no run-time performance on baked surfaces, this causes a discrepancy between baked shadows and real-time shadows (which dynamic objects receive when moving around the scene).

*From left to right:*

- *Single-sided plane with Cast Shadows set to **Off***
- *Single-sided plane with Cast Shadows set to **On***
- *Single-sided plane with Cast Shadows set to **Double-Sided***
- *Single-sided plane with Cast Shadows set to **Shadows Only***

### `master` (OmniLight3D bake mode set to **Dynamic**, equivalent to `3.x`'s **Indirect**)

![2022-01-17_19 02 50](https://user-images.githubusercontent.com/180032/149821569-43b379c9-4377-4037-8b58-ceb6ba173d23.png)

### `master` (OmniLight3D bake mode set to **Static**, equivalent to `3.x`'s **All**)

![2022-01-17_19 03 19](https://user-images.githubusercontent.com/180032/149821574-5e7486c1-a1cd-40b6-9ddd-60a03ead15a1.png)

In comparison, in `3.x`, meshes that have Cast Shadow set to **Off** will not cast any shadows:

### `3.x` (OmniLight bake mode set to **Indirect**)

![2022-01-17_19 15 27](https://user-images.githubusercontent.com/180032/149821577-f73c0e15-eadb-4676-9117-0a186e58849c.png)

### `3.x` (OmniLight bake mode set to **All**)

![2022-01-17_19 16 12](https://user-images.githubusercontent.com/180032/149821580-d496a2e7-9f06-4481-b03c-5df0c74e868b.png)

Shadows will always be double-sided in `3.x` as well, but I think this is expected behavior so that non-sealed levels can be lit properly.

### Steps to reproduce

- Create a scene in Blender with a box and single-sided planes on top. Export as glTF.
- Import the glTF scene in Godot. Set the light baking mode to **Static Lightmaps** in the import dock and click **Reimport**.
- Instance the glTF scene in Godot.
- Right-click the plane nodes and enable **Editable Children** to adjust the Cast Shadow property on each plane.
- Add an OmniLight3D node and enable shadows.
- Add a LightmapGI node and bake lightmaps.
- Set the OmniLight3D node's global illumination mode to **Static** instead of the default **Dynamic**. Bake lightmaps again.
- Notice how shadows are casted differently – some shadows that were not previously present are now displayed.

### Minimal reproduction project

`master`: [test_lightmap_mesh_shadow_master.zip](https://github.com/godotengine/godot/files/7884026/test_lightmap_mesh_shadow_master.zip)

`3.x` (for comparison): [test_lightmap_mesh_shadow_3.x.zip](https://github.com/godotengine/godot/files/7884027/test_lightmap_mesh_shadow_3.x.zip)
Repository: godot
Issue: Window node cannot be moved or resized in the editor (DisplayServer)
Labels: bug,topic:editor,usability,topic:gui

### Godot version

8958e1b35297baa8ef4f9e03bb4ad105500e3a0c

### System information

W10

### Issue description

Window node cannot be moved by dragging. Setting its position manually in the inspector does update the position.

### Steps to reproduce

Create Window node
Try to move it, or resize it.

### Minimal reproduction project

_No response_
Repository: neovim
Issue: Unexpected insert mode in buffer when `startinsert` is triggered from `TermOpen` event
Labels: documentation

### Neovim version (nvim -v)

NVIM v0.7.0-dev+904-gad2dbd4b5

### Vim (not Nvim) behaves the same?

NA

### Operating system/version

Debian

### Terminal name/version

alacritty 0.10.0-dev (1df7dc5)

### $TERM environment variable

alacritty

### Installation

repo

### How to reproduce the issue

repro.lua:
```lua
local a = vim.api

vim.cmd [[
augroup term_test
    au!
    au TermOpen * startinsert | setl nonu nornu signcolumn=no
augroup end
]]

vim.wo.signcolumn='yes'
vim.wo.number=false
vim.wo.relativenumber=true

local w0 = a.nvim_get_current_win()
a.nvim_command('split')
local w = a.nvim_get_current_win()
local bufnr = a.nvim_create_buf(true, true)
a.nvim_win_set_buf(w, bufnr)
a.nvim_open_term(bufnr, {})
a.nvim_set_current_win(w0)
```

```
nvim -u NORC
:so repro.lua
```

### Expected behavior

bottom buffer (w0) should be in normal mode

### Actual behavior

bottom buffer (w0) is in insert mode
Repository: PowerToys
Issue: [FancyZones] Hide snapped windows from taskbar
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

Add an option to hide snapped windows from Taskbar and the <kbd>Alt</kbd>+<kbd>Tab</kbd> switcher window.

### Scenario when this would be used?

Snapped windows are always in a specific location, just the windows that are not snapped are floating around. The taskbar and the <kbd>Alt</kbd> + <kbd>Tab</kbd> switcher window are mostly useful for searching through the floating windows.
Repository: create-react-app
Issue: .env files is not working with CRA 5
Labels: needs triage,issue: bug report

### Describe the bug

I created totally fresh CRA5 project (TypeScript), except .env added in the project root and src/App.tsx is modified with attempt to access `process.env` variables. I got crash with unhandled exception `process is undefined`. I think it's somehow related to Webpack 5 upgrade.

### Did you try recovering your dependencies?

No, because project is fresh create-react-app v5 bootstrap.

### Which terms did you search for in User Guide?

https://create-react-app.dev/docs/adding-custom-environment-variables/ said everything is supposed to work fine.

### Environment

```
Environment Info:

  current version of create-react-app: 5.0.0
  running from /Users/evgenijvladimirovic/.npm/_npx/33863/lib/node_modules/create-react-app

  System:
    OS: macOS 12.1
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 14.16.0 - /usr/local/bin/node
    Yarn: 1.22.10 - /usr/local/bin/yarn
    npm: 6.14.11 - /usr/local/bin/npm
  Browsers:
    Chrome: 97.0.4692.71
    Edge: Not Found
    Firefox: 94.0.2
    Safari: 15.2
  npmPackages:
    react: ^17.0.2 => 17.0.2 
    react-dom: ^17.0.2 => 17.0.2 
    react-scripts: 5.0.0 => 5.0.0 
  npmGlobalPackages:
    create-react-app: Not Found
```

### Steps to reproduce

1. `npx create-react-app my-app --template typescript`
2. Add .env file in the project root with the line `REACT_APP_FOO=foo`
3. Try to access `process.env.REACT_APP_FOO` (or just `process` itself) somehow. I, for ex, added `console.log("process is ", process);` and `{process.env.REACT_APP_FOO}` ini JSX.

### Expected behavior

I got the `REACT_APP_FOO` value from `.env` file, just like in [CRA Docs](https://create-react-app.dev/docs/adding-custom-environment-variables/#adding-development-environment-variables-in-env):
![image](https://user-images.githubusercontent.com/3310192/149833494-15a7fcc8-8206-44c3-ac78-dae493618095.png)
![image](https://user-images.githubusercontent.com/3310192/149836161-1e66c930-35d6-4152-be09-7ca4b9698cd8.png)

### Actual behavior

I got Unhandled Exception, process is undefined:
![image](https://user-images.githubusercontent.com/3310192/149833636-3b650b8c-e6be-403c-bef6-23792b03e575.png)

### Reproducible demo

https://github.com/ru-web-designer/cra5-process-env-issue
Repository: pytorch
Issue: Create a nested directory while saving objects using `torch.save`
Labels: module: serialization,triaged,enhancement

### 🚀 The feature, motivation and pitch

Currently, when we try to save anything using `torch.save` method for which the full path doesn't exist, it throws an error. 
We then need to first create the directory using methods like `os.makedirs` and then use `torch.save`. This makes the code seems less elegant. 

Since `torch.save` is a heavily used method,  I feel this small addition will be very valuable as it will reduce the amount of code and enhance readability. Let me know what you guys think about this. If you feel it's worth adding to the library let me know, I will create a PR for the same.


### Alternatives

Let's take an example

The current saving code will be 
```python
import torch
import os

tensor = torch.zeros(10,10)
path = 'weights/DomainAdaptation/Office31/amazon2webcam'
os.makedirs(path, exist_ok = True) 
torch.save(tensor , os.path.join(path,'model.pth'))
```

I want this to be replaced by a single line that takes care of creating paths if the path doesn't exist. This can be done by adding an additional argument say `create_dir`. So the above code should become 

```python
import torch
tensor = torch.zeros(10,10)
torch.save(tensor,'weights/DomainAdaptation/Office31/amazon2webcam/model.pth', create_dir=True)
```

### Additional context

_No response_

cc @mruberry
Repository: flutter
Issue: multicast_dns get mDNS name from IP
Labels: c: new feature,package,c: proposal,p: multicast_dns,team-ecosystem,P3,triaged-ecosystem

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Use case

<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe the alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
-->
I want to get all the mDns names of device in my local network, or get mDns name from IP.

## Proposal

<!--
     Briefly but precisely describe what you would like Flutter to be able to do.

     Consider attaching something showing what you are imagining:
      * images
      * videos
      * code samples

     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
-->

Add function for `multicast_dns` that gets IP of the device in the local network and return the mDns name that is linked to this IP.
Repository: godot
Issue: Godot resets and then deletes a script
Labels: bug,topic:editor,needs testing

### Godot version

3.3.3.stable

### System information

Windows 10

### Issue description

I was just writing code. It just gave me an error randomly (the error made 0 sense as the part it got mad about worked fine before). I tried reopening godot to see if that fixes it. When I opened it back up it returned to factory settings. I reimported my projects and opened the one I was working on. I look and my entire script is missing. It's just empty.

### Steps to reproduce

Not a single clue. It just happened.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: AutofillGroup breaks autofocus of TextField on route change
Labels: a: text input,platform-ios,framework,f: material design,f: cupertino,f: focus,has reproducible steps,P2,found in release: 2.8,found in release: 2.9,team-text-input,triaged-text-input

The code below, when run on an iPhone or iOS Simulator, prevents the keyboard from staying open after navigating to the "Second" screen. This seems to be caused by a delayed call to `TextInput.finishAutofillContext`, though this seems to behave differently on Android.

When the AutofillGroup on `First` is removed, the keyboard stays open as intended.

Forcing a re-focus upon first unfocus via a `FocusNode` with a Listener is not a valid workaround, as this blocks any initial focus changes into the second TextField on Android.

<details>
<summary>Minimum example</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return const MaterialApp(home: Home());
  }
}

class Home extends StatefulWidget {
  const Home({Key? key}) : super(key: key);

  @override
  State<Home> createState() => _HomeState();
}

class _HomeState extends State<Home> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Center(
        child: ElevatedButton(
          onPressed: () => Navigator.push(
            context,
            MaterialPageRoute(builder: (_) => const First()),
          ),
          child: const Center(child: Text('To First')),
        ),
      ),
    );
  }
}

class First extends StatelessWidget {
  const First({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Center(
        child: Column(
          mainAxisAlignment: MainAxisAlignment.center,
          children: [
            ElevatedButton(
              onPressed: () => Navigator.pushReplacement(
                context,
                MaterialPageRoute(builder: (_) => const Second()),
              ),
              child: const Text('To Second'),
            ),
            const AutofillGroup(child: SizedBox()),
          ],
        ),
      ),
    );
  }
}

class Second extends StatelessWidget {
  const Second({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Column(
        mainAxisAlignment: MainAxisAlignment.center,
        children: [
          TextFormField(autofocus: true),
          TextFormField(),
        ],
      ),
    );
  }
}

```
</details>

<details>
<summary>Doctor output</summary>

```
[✓] Flutter (Channel stable, 2.8.1, on macOS 12.0.1 21A559 darwin-arm,
    locale en-DE)
[✓] Android toolchain - develop for Android devices (Android SDK version
    31.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 13.2.1)

```
</details>
Repository: PowerToys
Issue: [PT Run] Typing "github." brings up "Windows File Manager" UWP app as first result
Labels: Issue-Bug,Product-PowerToys Run,Priority-3,Run-Plugin

### Microsoft PowerToys version

0.53.3

### Running as admin

- [X] Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

When typing in "github." to go to github.com using PT Run, the first result becomes "Windows File Manager" which is a UWP app 

1. Have Windows File Manager installed from MS Store a couple months ago, but practically never used
2. Press ctrl-alt-space to open PT Run
3. Type "github"
4. Type ".com"



### ✔️ Expected Behavior

First result should be opening https://github.com in default browser (Edge). Windows File Manager shouldn't be anywhere near the top results for this query.

### ❌ Actual Behavior

After step 3, sometimes Logitech **G Hub** is first result (which makes sense) but other times Windows File Manager is first result.
Either way, after typing a "." the first result always Windows File Manager. Opening Edge is the second result. 

![2022-01-17 (4)](https://user-images.githubusercontent.com/332205/149840533-a0b4236f-a35b-40cb-8522-6d0be0a6fdae.png)
![2022-01-17 2](https://user-images.githubusercontent.com/332205/149840543-b2b6deac-1ee6-4f34-8186-bfcec36ba09d.png)
[PowerToysReport_2022-01-17-16-37-07.zip](https://github.com/microsoft/PowerToys/files/7884842/PowerToysReport_2022-01-17-16-37-07.zip)



### Other Software

Windows File Manager 10.1.4.0 UWP app referenced is downloaded from the MS Store at https://www.microsoft.com/store/productId/9P7VBBBC49RB
Logitech G Hub 2022.1
Repository: material-ui
Issue: [typescript] Typography in theme typed as `unknown`
Labels: typescript,package: system

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

At the moment the `typography` key in the system's `theme` is typed as `unknown`:

`node_modules/@mui/system/createTheme/createTheme.d.ts`
```ts
export interface ThemeOptions {
  shape?: ShapeOptions;
  breakpoints?: BreakpointsOptions;
  direction?: Direction;
  mixins?: unknown;
  palette?: Record<string, any>;
  shadows?: unknown;
  spacing?: SpacingOptions;
  transitions?: unknown;
  components?: Record<string, any>;
  typography?: unknown;
  zIndex?: Record<string, number>;
}
```



### Expected behavior 🤔

It should be typed to use `TypographyVariants` and `TypographyVariantOptions` or a `@mui/system` alternative so that we get type safety when using `theme.typography` like with `@mui/material`

### Steps to reproduce 🕹

_No response_

### Context 🔦

_No response_

### Your environment 🌎

n/a
Repository: pytorch
Issue: Calling .backward() inside of an LBFGS closure function throws an exception in Libtorch v1.6.0+
Labels: module: cpp,triaged,module: regression

### 🐛 Describe the bug

In Libtorch v1.6.0+ and above, this program throws an exception. It runs fine in v1.5.1.

I found this bug when trying to implement LBFGS into this implementation of neural style transfer: https://github.com/prabhuomkar/pytorch-cpp/tree/master/tutorials/advanced/neural_style_transfer. Unfortunately I don't understand enough about using VGGNets in Libtorch right now to make the code any simpler than I already have.

It seems to be a problem with an internal call to .view() down the line from a call to .backward() inside of an LBFGS optimizer's closure function being unable to handle tensors with non-contiguous memory, as it is resolved if the non-contiguous tensor (as created by .permute) is .copy_'d, or if .reshape is used instead of .permute (which presumably copies the data rather than creating a view with irregular strides).

However, since I wasn't able to get a super-minimal program to reproduce the error, it's difficult to say exactly what is causing it.

https://gist.github.com/jonahclarsen/ed8980c40729fb7de6b52e35c54356f8

### Versions

This exception occurs in v1.6.0 and above, but not in v1.5.1.

cc @vincentqb @jbschlosser
Repository: pytorch
Issue: Error in `torch.trapz` documentation
Labels: module: docs,triaged

### 📚 The doc issue

In the documentation of `torch.trapz`, it is an alias of `torch.trapzoid`. However, their signatures in the doc are different:

```python
torch.trapz(y, x, *, dim=- 1)
torch.trapezoid(y, x=None, *, dx=None, dim=- 1)
```

### Suggest a potential alternative/fix

They should have the same signature

cc @brianjo @mruberry
Repository: pytorch
Issue: a lot nightly builds are canceled due to VM errors since Jan14
Labels: module: build,module: ci,triaged


## Current Status

Almost all nightly builds are canceled
```
Creating a dedicated VM with windows-server-2019-vs2019:stable image
Waiting for a VM assignment: .
We had an unexpected error preparing a VM for this build, potentially due to our infrastructure or cloud provider.  Please retry the build in a few minutes
```

We can see them in hud




cc @malfet @seemethere @pytorch/pytorch-dev-infra
Repository: nvm
Issue: Cant install on ubuntu 20.0.4
Labels: needs followup

<!-- Thank you for being interested in nvm! Please help us by filling out the following form if you‘re having trouble. If you have a feature request, or some other question, please feel free to clear out the form. Thanks! -->

#### Operating system and version:
Ubuntu 20.0.4
#### `nvm debug` output:
<details>
<!-- do not delete the following blank line -->

```sh

```
</details>

#### `nvm ls` output:
<details>
<!-- do not delete the following blank line -->

```sh

```
</details>

#### How did you install `nvm`?
<!-- (e.g. install script in readme, Homebrew) -->

#### What steps did you perform?

#### What happened?

osboxes@osboxes:~$ ./install.sh 
=> Downloading nvm as script to '/home/osboxes/.nvm'
Failed to download 'https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.1/nvm.sh'

Failed to download 'https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.1/bash_completion'
Failed to download 'https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.1/nvm-exec'
=> nvm source string already in /home/osboxes/.bashrc
=> bash_completion source string already in /home/osboxes/.bashrc
./install.sh: line 435: /home/osboxes/.nvm/nvm.sh: No such file or directory
=> Close and reopen your terminal to start using nvm or run the following to use it now:

export NVM_DIR="$HOME/.nvm"
[ -s "$NVM_DIR/nvm.sh" ] && \. "$NVM_DIR/nvm.sh"  # This loads nvm
[ -s "$NVM_DIR/bash_completion" ] && \. "$NVM_DIR/bash_completion"  # This loads nvm bash_completion


#### What did you expect to happen?

Install script should work

#### Is there anything in any of your profile files that modifies the `PATH`?
<!--  (e.g. `.bashrc`, `.bash_profile`, `.zshrc`, etc) -->

<!-- Please remove the following section if it does not apply to you -->
#### If you are having installation issues, or getting "N/A", what does `curl -I --compressed -v https://nodejs.org/dist/` print out?
<details>
<!-- do not delete the following blank line -->

```sh

```
</details>
Repository: terminal
Issue: Option to Display Full Border in Split Panes
Labels: Help Wanted,Area-UserInterface,Product-Terminal,Issue-Task

# Option to Display Full Border in Split Panes

Having a highlighted border around the active pane is very useful. However, when using only two panes, the "border" is simply a highlighted line between them.  At a glance, it is very difficult to tell which is the active one (if I can't readily see the cursor).  I've often resorted to Alt-Left Alt-Right, or Alt-Up Alt-Down, a few times so the line wiggles a bit so I know which one I'm on.  (Could also click, but I avoid the mouse).

# Proposed technical implementation details (optional)

I think it would very useful and help improve productivity if the active border was a **complete rectangle border** around the whole active pane.  Or at least, an option to toggle it like that.  Even with more than just two panes, I still think it would visually help a lot to know which pane is active.

![image](https://user-images.githubusercontent.com/7603332/149932714-6def39e6-a948-4236-82d5-404d80e381bb.png)


Thanks very much for working on Terminal!  I think it's great and use it every day.  👍🏼
Repository: vscode
Issue: Add support for palettes/named colors in the color picker
Labels: feature-request,api,editor-color-picker

It would be nice to have some sort of palette support in the color picker. Right now, picking a color is quite cumbersome using sliders and dragging around:

<img width="538" alt="Screenshot 2022-01-18 at 11 54 09" src="https://user-images.githubusercontent.com/1078012/149932823-b9c0c4e5-c214-4ade-b087-0afd8aabee00.png">

It would be nice if an extension/server could provide a palette of colors that should be shown in a grid alongside the picker to allow a user to pick specific colors easily. These colours could be named colors (for example CSS has named colors, and Flutter has sets of named colors too), or extensions could allow the user to define themes that are contributed here (or a clever language server might index colors used/defined elsewhere in the project and provide them).