sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Unwrap UV2 for Lightmap/AO option causes mesh to turn into black cube
Labels: bug,topic:rendering,topic:editor,topic:3d

### Godot version

4.2.rc1

### System information

Godot v4.2.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

When attempting to generate UV2 for lightmapping when using the mesh drop down menu on the toolbar, the mesh turns into a black cube. The UV's do seem to generate correctly though
![UnwrapUV2Bug](https://github.com/godotengine/godot/assets/42628327/4a715405-d72e-4826-91f0-a03b53403057)


### Steps to reproduce

1. Import a mesh as a .gltf
2. In Godot, right click that mesh and choose **New Inherited Scene**
3. In the new inherited scene, select the **mesh instance**
4. In the inspector, click the drop down next to mesh (directly under MeshInstance3D) and choose **Make Unique**
5. With the mesh instance still selected, click the **Mesh menu** on the toolbar
6. Click **Unwrap UV2 for Lightmap/AO**

The mesh should turn into a black cube, but the original orange bounding box can still be seen. The UV2 will have still been successfully generated. Instancing this scene in another scene still shows it as a black cube.

### Minimal reproduction project

[UV_Unwrap_MRP.zip](https://github.com/godotengine/godot/files/13398781/UV_Unwrap_MRP.zip)
Repository: PowerToys
Issue: Changing name of user profile folder
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Can be your powerrename or another rename user name folder (C:\Users\<user name>) with safety way?

https://www.elevenforum.com/t/change-name-of-user-profile-folder-in-windows-11.2133/

### Scenario when this would be used?

when changing account name, folder name will remain 

### Supporting information

_No response_
Repository: godot
Issue: Crash on adding more than one scene instance with an OmniLight3D
Labels: bug,platform:macos,topic:rendering,crash,topic:3d

### Godot version

4.2.beta5

### System information

Godot v4.2.beta5 - macOS 10.14.6 - Vulkan (Forward+) - dedicated NVIDIA GeForce GT 750M - Intel(R) Core(TM) i7-4850HQ CPU @ 2.30GHz (8 Threads)

### Issue description

For some reason, including more than one scene instance with an OmniLight3D crashes Godot. Sometimes it's forced my computer to reboot, other times it just freezes the engine. I noticed this when I wanted to make a glowing collectable. It doesn't seem to be a problem when the scene that the instances are put into is completely blank save for a root Node, it seems to happen when light is being cast on a mesh.

### Steps to reproduce

Create a scene with a root Node and a MeshInstance3D plane, and a scene with a root Node3D and an OmniLight3D. Drag out two of the latter into the former.

### Minimal reproduction project

N/A
Repository: rust
Issue: Using `?` causes rustc not to see multiple applicable impls
Labels: A-diagnostics,T-compiler,C-bug

Given this code:

```rust
struct Foo;

impl From<()> for Foo {
    fn from(_: ()) -> Self {
        Self
    }
}

impl From<String> for Foo {
    fn from(_: String) -> Self {
        Self
    }
}

struct Bar;

impl Bar {
    fn get<T>(&self) -> Result<T, ()> {
        todo!()
    }
}

fn foo() {
    _ = Foo::from(Bar.get().unwrap());
}
```

... the compiler correctly rejects it, saying:

```
error[E0283]: type annotations needed
  --> src/lib.rs:24:23
   |
24 |     _ = Foo::from(Bar.get().unwrap());
   |         ---           ^^^ cannot infer type of the type parameter `T` declared on the method `get`
   |         |
   |         type must be known at this point
   |
note: multiple `impl`s satisfying `Foo: From<_>` found
  [...]
```

... but swapping `.unwrap()` with `?` causes it to _accept_ the code, (arbitrarily?) picking the `()` impl:

```rust
fn foo() -> Result<(), ()> {
    _ = Foo::from(Bar.get()?);
    Ok(())
}
```

[(playground link)](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=94f6940a986953051cbc44364c13c136)

Spotted in the wild at https://github.com/launchbadge/sqlx/issues/2728 - there it looks like the compiler picks the impl randomly, but in my experiments above I haven't been able to force it to pick anything other than `()`.

Checked on current stable (1.74.0), beta (1.75.0-beta.1) and nightly (2023-11-15).


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Repository: transformers
Issue: Co-Pilot Store in Huggingface
Labels: Feature request

### Feature request

I think its high time we have one open source Co-pilot store to compete with the GPT Store, where we can setup, train, and add our custom documents, tools to any open source custom model and have a option to share it with the world or keep it private with the users.

### Motivation

The motivation is to provide a alternative to GPT store, where by default you can create just the GPT based models and kill the competition.

here we don't even have option to control the cost.

### Your contribution

I can help in creating the vision and Roadmap for the feature, and maybe spend sometime in development activities aswell.
Repository: stable-diffusion-webui
Issue: [Bug]: Extra Networks Dimmed
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

Hello, 

Extra Networks have a very strange behavior on my setup, whenever i try to load any of them (TI, Checkpoint or LORA), it keep loading without stopping, when i hit refresh i can see all my LORA / Checkpoint / TI, but as dimmed and the loading icon still there.

if i opened the chrome console, i see "pending" css class over the the tab, when i remove it from console, everything is back to normal again 

### Steps to reproduce the problem

1. Go to .... 
2. Press ....
3. ...


### What should have happened?

load normally

### Sysinfo

windows 11 
stable diffusion automatic11111 v1.6.0-2-g4afaaf8a

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

_No response_

### Console logs

```Shell
No console log
```


### Additional information

_No response_
Repository: godot
Issue: Native file dialogs do not prevent input from propagating to main window
Labels: bug,topic:porting,topic:gui

### Godot version

4.2rc1

### System information

Linux/Manjaro

### Issue description

`Windows`s with the `exclusive` property set to `true` are supposed to not propagate input to the main window. However, native dialogs, such as `FileDialog` (which is inherently `exclusive` by default) with `use_native_dialog` set to `true` still let input through.

When running the MRP, you can press 1 to popup a native dialog and press the button. If you press 2, it will popup a `Window` dialog and you will not be able to press the button.

### Steps to reproduce

1. Display a native dialog, either with `DisplayServer#file_dialog_show` or a `FileDialog` with `Use Native Dialog` enabled
2. Click or keyboard focus any Control in the tree while the dialog is showing

### Minimal reproduction project

[native-file-dialog-exclusive-bug.zip](https://github.com/godotengine/godot/files/13399881/native-file-dialog-exclusive-bug.zip)
Repository: PowerToys
Issue: FancyZones on Alienware M5 Laptop with Samsung TV as external monitor
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.75l1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Every restart/reboot the external TV Monitor spaces out from their original layout making the 6 zones overlap a little bit leaving space on the left, right and bottom of the screen... 

Im only using FancyZones on the external Samsung TV QN90C using HDMI.

### ✔️ Expected Behavior

Set layout of 6 screens of Brave Browser on external TV monitor arrange them properly, reboot/restart and always waking them proper alignment.

### ❌ Actual Behavior

Set layout of 6 screens on external TV monitor arrange them properly, hibernate/restart sometimes it wakes up fine but 99% of the time i get spaced out edges and screens overlapping a little bit of their zones on the middle space. So every restar i need to SHIFT+Drag the browsers into their proper location

### Other Software

_No response_
Repository: godot
Issue: (Visual) Profiler stops updating when editor is not in focus with default Unfocused Low Processor Mode Sleep value.
Labels: bug,topic:rendering,topic:editor

### Godot version

Godot v4.2.rc1

### System information

 Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (nvidia; 535.113.01) - Cinnamon DE

### Issue description

When running the profiler or visual profiler and the Godot Editor is no longer in focus (which is like 99% of the time as you are likely running the project when using these tools) will the graph updates slow down to the point of almost entirely stopping. It's fine for about a second after losing focus but it quickly stops updating until focus is returned.

It does not matter what project you run. Even an empty scene produces these results.

![profiler lag](https://github.com/godotengine/godot/assets/49045791/0438d99a-6481-43e3-b974-b92bc69ae301)

Changing _Unfocused Low Processor Mode Sleep_ in editor settings to something else than the default 100000 (like 101000) fixes this. A value of 50000 has the same issue but other values seem to be fine.

Does anybody else running the same or a different distro/DE config have these issues? If so it would probably be worth changing the defaults to avoid this.


### Steps to reproduce

1. Open any project.
2. Make sure `interface/editor/unfocused_low_processor_mode_sleep_usec` is set to the default 100000.
3. Play any scene inside this project.
4. Start either the Profiler or Visual Profiler.
5. Make sure the editor is not in focus.

### Minimal reproduction project

No need. Any project would suffice.
Repository: godot
Issue: Scene under SubViewport renders at screen resolution instead of SubViewport resolution
Labels: bug,topic:gui

### Godot version

4.1.3

### System information

windows 11 - Godot 4.1.3 - Mobile

### Issue description

Hello, i am having issues when trying to edit scenes under ViewPort. 
I am working on a mobile game so i set the screen resolution to be 1024:600 with Mode: viewport and aspect: ignore.
I want to display a different scene on my mobile like this
![image](https://github.com/godotengine/godot/assets/62957978/7efd739f-f070-47e3-98cc-58ca6cd09002)

I have set a viewport with size of 325x and 200y 
![image](https://github.com/godotengine/godot/assets/62957978/1fa30de4-4e12-49bf-aff5-a6ce1e5a29d2)

![image](https://github.com/godotengine/godot/assets/62957978/c8c09e67-56ea-466a-8406-ce9cfb17e786)


Now the issue is that i don't know where are the boundries of that scene when working on the scene. 

![image](https://github.com/godotengine/godot/assets/62957978/86d846c9-a4a1-4706-ab96-00745a828649)


As you can see it render right on my Mobile because I guessed to myself where approximity the boundries are located. 

### Steps to reproduce

Go to Project settings -> Window and Resolution
![image](https://github.com/godotengine/godot/assets/62957978/795ab445-f356-4674-a567-fc3e1198d09c)
and stretch and handheld
![image](https://github.com/godotengine/godot/assets/62957978/3bc70a29-57a1-4b64-b481-08090a0cdd52)


Create two scenes, one with viewport and the other with some gui on it

Setup viewport with canvas layer and container
![image](https://github.com/godotengine/godot/assets/62957978/5aa2bf13-4d7f-4536-b162-1c25684c3f48)

and then add camera2d and the scene with the gui
![image](https://github.com/godotengine/godot/assets/62957978/25d5953c-d9af-4fa1-8d41-0489cc09c6c1)
and you will see how hard it's to place the sprites

### Minimal reproduction project
[ProdQuest-master.zip](https://github.com/godotengine/godot/files/13400415/ProdQuest-master.zip)
Repository: electron
Issue: [Feature Request]: When using webContents.downloadURL to download a file, if the URL requires authentication, the login event of app and the login event of webContents cannot be triggered.
Labels: enhancement :sparkles:,platform/windows,has-repro-gist,27-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

27.1.0

### What operating system are you using?

Windows

### Operating System Version

Windows 11 Pro 23H2

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Trigger the login event of app or the login event of webContents.

### Actual Behavior

No login event is triggered.

### Testcase Gist URL

<https://gist.github.com/Aoiujz/38aa0b05a3aa00f34b1163a39039725a>

### Additional Information

If I use webContents.loadURL the login event fires fine.
Repository: neovim
Issue: pad virtual text after 'listchars' "eol" char
Labels: enhancement,complexity:low,lsp,display,marks

### Problem

I like to use `set list` and have my `eol` characters shown. However, I noticed that the codelens text is not padded appropriately in the case when `list` and `listchar[eol]` is set. It looks inconsistent.

![image](https://github.com/neovim/neovim/assets/31820255/672d8084-7d42-4b30-ba3b-268b7c9a4de9)


### Expected behavior

When the options `list` and `listchars` are set, automatically pad the code lens text.
Repository: godot
Issue: Vulkan: SDFGI incorrectly reads certain high-contrast textures for cascade generation
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.1.3

### System information

Godot v4.1.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6900 XT (Advanced Micro Devices, Inc.; 31.0.22023.1014) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

Trying to use SDFGI, but I'm getting strange artefacts and incorrect bounce colors. Checked the cascades and the pictures show (I think) the problem.

![godot_cascades](https://github.com/godotengine/godot/assets/18470258/11deee25-695b-4a8d-90c4-55c72c7dcb03)
![godot_normal](https://github.com/godotengine/godot/assets/18470258/e11aa0a5-6486-4a92-a16e-a136bd512144)

Any ideas on why this happens?

I've tried loading different scenes with different textures, and it seems to work fine with most assets, but with these specific textures (no matter if they're jpg, bmp or png), it just doesn't work as expected. The textures are quite basic and without a lot of color, and I'm thinking that it might be a compression issue specifically for SDFGI. I've attached the GLB as well, so that others can test.

### Steps to reproduce

1. Setup SDFGI in scene with directional light.
2. Add entrance.glb into scene
3. Enable visualization of SDFGI cascades


### Minimal reproduction project

[entrance.zip](https://github.com/godotengine/godot/files/13400554/entrance.zip)
Repository: PowerToys
Issue: Image Scan then Search Identification
Labels: Idea-New PowerToy,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Image Scan to conveniently search its identification from anywhere on screen. 

### Scenario when this would be used?

It's sometimes easy just to drop an image in the web search, but it is also more convenient just to act like the current text extractor feature, yet this one works for an image identification.

### Supporting information

_No response_
Repository: godot
Issue: Eported Project on macOS crashes when closing the App - only mono/c# InputMap.ActionAddEvent()
Labels: bug,platform:macos,topic:input,crash,topic:export

### Godot version

v4.2.rc1.mono.official [ad72de508]

### System information

macOS Sonoma 14.1.1

### Issue description

After building the project and run it on macOS, close the window and you get a crash report.
I found out that it only happens on the built version, and not if i play it in the editor.

Error started to appear with 4.1 i think. In 4.0 i didn't had that issue.
It has something to do with InputMap.ActionAddEvent(...,...)
maybe some bindings???

Sorry for my bad english... :)

### Steps to reproduce

- Start Godot_mono
- Create new Project
- Add e.G. Node2D
- Add a C# Script
- Add this code in _Ready() function
`InputEventKey inputEventKey = new InputEventKey();`
`inputEventKey.Keycode = Key.W;`
`InputMap.AddAction("move_up");`
`InputMap.ActionAddEvent("move_up", inputEventKey); // without this line there is no crash on closing the built app`
- build project (for macOS)
- run the built project -> hit the close button

### Minimal reproduction project

[CrashTest.zip](https://github.com/godotengine/godot/files/13400594/CrashTest.zip)
Repository: godot
Issue: Parser Error when renaming variable in Base Class with Derived Class script preloaded using `preload`
Labels: bug,topic:gdscript

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

macOS 14.1.1 (23B81)

### Issue description

A parser error occurs when a variable name in a base class is renamed and this change is not recognized in a derived class whose script is preloaded using the `preload` function. This issue manifests when the base and derived classes are defined in separate scripts, with the script containing the derived class being preloaded in the script of the base class.

Notably, after reloading the project, everything functions correctly until a subsequent change in the variable name is made.

**File Structure and Code:**

- ScriptA.gd: Defines the MyNamespace class with a nested Block class and a variable block_var. It uses preload to load ScriptB.gd.
```
class_name MyNamespace
const BlocksNamespace = preload("res://ScriptB.gd")
class Block:
    var block_var = 0
```

- ScriptB.gd: Contains the SomeBlock class, extending MyNamespace.Block
```
class SomeBlock extends MyNamespace.Block:
    func _init():
        block_var = 1
```

### Steps to reproduce

1. Rename `block_var` to `block_var_1` in ScriptA.gd.
2. Update the variable reference in ScriptB.gd to `block_var_1`.

Encountered Error:
"Parser Error: Identifier 'block_var_1' not declared in the current scope."

Expected Behavior:
After renaming a variable in the base class, the derived class, especially when its script is preloaded, should recognize the new variable name without causing a parser error.

### Minimal reproduction project

[GodotBug.zip](https://github.com/godotengine/godot/files/13400680/GodotBug.zip)
Repository: rust
Issue: Allow getting a mutable slice from `vec::Drain`
Labels: T-libs-api,C-feature-request

Since `Vec::drain()` in a sense *owns* the selected range of vector items, it makes sense to be able to hand out a mutable slice pointing to them. This can happen through `AsMut` trait and `vec::Drain::as_mut_slice()`, as it is already the case for a immutable slice.
Repository: PowerToys
Issue: [Color Picker] Adjust HSL via textbox rather than sliders
Labels: Idea-Enhancement,Needs-Triage,Product-Color Picker

### Description of the new feature / enhancement

An option in the settings for Color Picker that toggles whether the "Adjust Color" flyout uses sliders (the way HSV currently does) or text entry (the way HEX and RGB currently do). Each format would toggle separately, and only the enabled formats would be visible when adjusting.

An alternate idea is that the current Adjust Color flyout could be left as-is & you could allow the copyable text boxes themselves to be edited & apply those edits to the existing color selection. Maybe put a pencil icon next to the "copy" icon for each format, which (when clicked) turns the adjacent box into a text entry & the pencil into a "save" icon, and when "save" is clicked, the typed in adjustments are applied and the copy button comes back?

### Scenario when this would be used?

The current HSV sliders are very imprecise, which may be ideal for some but it frustrates me as someone who prefers to edit those values by hand. I also don't even have HSV enabled, but rather HSL, which (unless I'm mistaken, which is possible) isn't the same thing. I'm honestly surprised this hasn't been suggested before, it would be much quicker (at least for me) to adjust colors this way. Without this feature, I have to use color picker and then paste the values into a separate color picker (either a website or an art program) to adjust the HSL while also having an immediate visual feedback of how my adjustments impact the color. 

### Supporting information

This is, I think, pretty closely related to /#28300 but I went ahead and submitted this anyway because it is slightly different. Sorry if that was wrong
Repository: electron
Issue: [Feature Request]: Docking Windows
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Is there any way to create multiple windows with Electron and then have them be "dockable" with one another?

Here's an example of what I mean:
[Dear IMGUI Docking Example](https://user-images.githubusercontent.com/8225057/46304087-00035580-c5ae-11e8-8904-f27a9434574a.gif)

### Proposed Solution

It would be very cool to be able do what Dear IMGUI does, or provide the underlying tools required to implement it.

### Alternatives Considered

There's a library called Golden Layout that gets part of the way there, but popping windows out and docking them again is very clunky.

### Additional Information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Img2Img Inpainting/Sketching - Cannot make continuous brush strokes if your cursor leaves the canvas
Labels: bug-report,upstream,gradio

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When painting or masking, there is an annoying issue where you cannot make continuous strokes if your brush cursor leaves the canvas by even a single pixel. It requires you to click and drag a second time. This makes it difficult to edit content near the edges of the image.

### Steps to reproduce the problem

1. Open img2img -> inptaint/sketch/inpaint sketch, open an image to work on.
2. Begin a brush stroke.
3. While keeping the mouse button held, continue the stroke off the edge of the canvas.
4. While keeping the mouse button held, bring the cursor back onto the canvas.
5. Observe that the cursor is no longer brushing down mask/color.

### What should have happened?

When you return your mouse to the canvas, it continues the stroke. If you begin a stroke, it only ends after releasing the mouse button.

### Sysinfo

[sysinfo-2023-11-18-21-47.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/13401635/sysinfo-2023-11-18-21-47.txt)

### What browsers do you use to access the UI ?

Google Chrome

### Console logs

The console shows no new outputs when the bug occurs.


### Additional information

_No response_