sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Capture mode interpolation is not affected by interpolation type
Labels: documentation,topic:animation

### Tested versions

Reproducible in v4.3.rc1.mono.official [e343dbbcc]

### System information

Godot v4.3.rc1.mono - Windows 10.0.16299 - Vulkan (Forward+) - dedicated NVIDIA GeForce GT 1030 (NVIDIA; 30.0.14.7196) - Intel(R) Core(TM) i3-10105F CPU @ 3.70GHz (8 Threads)

### Issue description

Some of the easing options for Capture track ("Auto Capture Transition Type" in the editor for AnimationPlayer) is not working correctly. For example, "Cubic" option make the animation blend elastically instead of gradually. Some other easing type have issue as well, but "Linear" seems to not be affected.

https://github.com/user-attachments/assets/a2e6c8b1-3e82-480c-843f-2df7f463d9e8



### Steps to reproduce

* Create a project
* Create a 3D scene
* Add a MeshInstance3D
* Add a BoxMesh to MeshInstance3D (or anything that makes the object visible in runtime)
* Add a Camera and move them back 2 unit so that it faces the MeshInstance3D
* Add an AnimationPlayer node and create an Animation
* Set "Auto Capture Transition Type" to Cubic
* Set Animation duration to 1 seconds
* Add an Property track, select MeshInstance3D --> Node3D/position
* Set property Update Mode to "Capture"
* Move/Set MeshInstance3D position to (2, 0, 0)
* Add a keyframe of MeshInstance3D at 1 seconds
* Move/Set MeshInstance3D position back to (0, 0, 0)
* Create a script for the root node to run the animation in AnimationPlayer in ready()
* Run current scene (F6)
* If success, the cube will more to the right with elastic movement (instead of gradual movement)

### Minimal reproduction project (MRP)

[auto-capture-reproduce-copy.zip](https://github.com/user-attachments/files/16398917/auto-capture-reproduce-copy.zip)
Repository: deno
Issue: Support for navigator.onLine
Labels: web,suggestion

As @shadowtime2000 wrote in #9689, it would be useful to support [`navigator.onLine`](https://developer.mozilla.org/en-US/docs/Web/API/NavigatorOnLine/onLine).

The discussion in the issue mentioned above incorrectly focused on using Deno as a server. However, Deno can also function as a client within a CLI tool on a host relying on radio or cellular connectivity for internet access, which is often unstable. By listening to the “online” event, the client logic can efficiently determine when to retry a request, improving the tool’s robustness and reliability.
Repository: next.js
Issue: [Bug] Static site generation: `output: export` and `trailingSlash:true` doesnt add /index.html suffix to routes
Labels: bug,Output (export/standalone)

### Link to the code that reproduces this issue

https://github.com/flexigpt/next-export-trailing-slash

### To Reproduce

1. checkout 
2. `npm i`
3. `npm run build`  . This should create a static export of the site
4. verify the `build/index.html` file for hrefs generated
5. Can be verified by removing the basepath in next.config.mjs as well. Behavior is same

### Current vs. Expected behavior

current behavior: No index.html file paths attached to page paths.  Currently: href is generated as `<a href="/frontend/build/hello/">`
expected behavior: index.html file paths attached to page paths.  expected: href is generated as `<a href="/frontend/build/hello/index.html">`



### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #38-Ubuntu SMP PREEMPT_DYNAMIC Fri Jun  7 15:25:01 UTC 2024
  Available memory (MB): 31711
  Available CPU cores: 12
Binaries:
  Node: 20.11.1
  npm: 10.5.0
  Yarn: N/A
  pnpm: 8.15.4
Relevant Packages:
  next: 14.2.5 // Latest available version is detected (14.2.5).
  eslint-config-next: 14.2.5
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.4
Next.js Config:
  output: export
```


### Which area(s) are affected? (Select all that apply)

Output (export/standalone)

### Which stage(s) are affected? (Select all that apply)

next build (local)

### Additional context

- I have encountered this issue when trying to serve a static site generated using next + react + tailwind + approuter + typescript with electron. 
- Electron (not sure about other static site deploys) would expect file paths in href to be full path and cannot really serve paths that are partial i.e it would expect a /hello/index.html request and cannot really serve /html/ ref url. 
- This [docs page](https://nextjs.org/docs/app/api-reference/next-config-js/trailingSlash) mentions what I want is the expected behaviour with `output:export` and `trailingSlash:true`
Repository: ollama
Issue: Able to write the prompt while the model is loading in the background
Labels: feature request

So in the cli we need to wait for the model to load to write prompt , it doesn't take long but we can spend the loading time to write the prompt
Repository: godot
Issue: Deleting a file in the root folder (res://) scrolls filesystem dock all the way to the top
Labels: bug,topic:editor

### Tested versions

Reproduces in:
- v4.3.rc1.official [e343dbbcc]
- v4.2.2.stable.official [15073afe3]

### System information

Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 7700 XT (Advanced Micro Devices, Inc.; 32.0.11021.1011) - AMD Ryzen 7 5700X3D 8-Core Processor (16 Threads)

### Issue description

When I delete a file in the root folder using the filesystem dock, the dock selects `res://` and scrolls all the way to the top. Deleting a file in a subfolder acts the same as deleting a node in the scene tree - it leaves the selection empty and the scroll position isn't changed.

This bugs me because I don't want to scroll back down to continue what I was doing.

### Steps to reproduce

- Open MRP
- Set window size so that the filesystem dock scrolls
- Scroll filesystem dock to the bottom
- Delete a file

### Minimal reproduction project (MRP)

[delete-from-root.zip](https://github.com/user-attachments/files/16399066/delete-from-root.zip)
Repository: electron
Issue: [Feature Request]: Adopt electron-devtools-installer functionality as an app/BrowserWindow/webContents method
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

The [official documentation](https://www.electronjs.org/docs/latest/tutorial/devtools-extension#loading-a-devtools-extension-with-tooling) suggests using the [electron-devtools-installer](https://github.com/MarshallOfSound/electron-devtools-installer) for automating the installation of 3rd party DevTools.
However, the electron-devtools-installer package has not been updated since [April 2021](https://github.com/MarshallOfSound/electron-devtools-installer/releases) (as of now) and its build status is marked as failing. There are also unresolved issues and almost none are getting any attention. Development of the library seems to have come to a stop.

### Proposed Solution

Therefore, I suggest that electron implements at least a similar functionality to what the devtools-installer library offers. Given how gracefully electron handles cross-platform differences, it's a shame that installing DevTools is not handled gracefully out of the box. 

The platform differences could be abstracted away through a new method on either the `app`, `BrowserWindow`, or `webContents` object.

New events may also be added: `did-finish-load-devtools-extension` and `did-fail-load-devtools-extension`, to enable adding callbacks to the completion or failure of these actions.

This would wipe the need for a separate helper package for adding 3rd party extensions, especially given that many apps use various front-end frameworks and require such extensions for debugging & monitoring.

### Alternatives Considered

All of this is achievable by hand, as the documentation notes. However, abstracting away platform differences could be done for this feature to smoothen the developer experience when interacting with 3rd party developer extensions.

### Additional Information

_No response_
Repository: next.js
Issue: Middleware can't detect image requests
Labels: bug,Middleware,Image (next/image)

### Link to the code that reproduces this issue

https://github.com/HidayetCanOzcan/middleware-bug

### To Reproduce

1. Start the application in dev mode (npm run dev)
2. Check for the console to see if middleware pathname _next/image exist

### Current vs. Expected behavior

After running the application I expected to see a log message that shows image requests but only pathnames listed is;

⚠️ /vercel.svg
⚠️ /_next/static/css/app/layout.css
⚠️ /_next/static/chunks/webpack.js
⚠️ /next.svg
⚠️ /_next/static/chunks/main-app.js
⚠️ /_next/static/chunks/app-pages-internals.js
⚠️ /_next/static/chunks/app/page.js
⚠️ /favicon.ico

/_next/image is missing 

### Provide environment information

```bash
Operating System:
Platform: win32
Arch: x64
Version: Windows 11 Pro
Binaries:
Node: 20.11.1
npm: 10.2.4
Yarn: N/A
pnpm: N/A
Relevant packages:
next: 14.2.5
react: ^18
react-dom: ^18
```


### Which area(s) are affected? (Select all that apply)

Image (next/image), Middleware

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local)

### Additional context

I also tried to add matcher for the image path and also try to add it to config file as image path but none of them resolve the issue.
Repository: yt-dlp
Issue: Retrieve new elements such as artist, album, track name... from youtube
Labels: site-enhancement,triage

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a site-specific feature
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

_No response_

### Example URLs

https://www.youtube.com/watch?v=Ndpryp2OlUQ
https://www.youtube.com/watch?v=JF8BRvqGCNs

### Provide a description that is worded well enough to be understood

I had already posted this suggestion on discord but I'm putting it back here for follow-up.

Would it be possible to recover the elements: artist, album name, track name, present on, it seems, any youtube video containing music? An example is https://www.youtube.com/watch?v=Ndpryp2OlUQ, where we can find these elements in the description:

```
“Music
1 track
Till It's Gone
Yelawolf
Love Story”
```

These elements are present in this form:
`"text":"Album","bold":true},{"text":": ","bold":true},{"text":"Love Story"},
`

There's also “”category“: ‘Music’” but I don't know if it's similar to “”categories“: [”Music“]” already found in yt-dlp's return, since one is singular and the other plural.

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
Too long to be posted here, see https://privatebin.net/?81a8ee0c97c31602#E5DcW5Y3Y1CKeEcPACFoiaFiNg8Ldq9J7LmXZY8E9mCu
```
Repository: yt-dlp
Issue: Add back `yt-dlp_linux.zip` target
Labels: docs/meta/cleanup,enhancement,regression

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

I always preferred the releases with the _internal folder next to the executable. The creations of a lot of temp folders when the full executable is executed on in my case Linux gives unnecessary wear and tear on my SSD, and sometimes the files don't get cleaned which leads to a full drive.

The last release that had that option is:
https://github.com/yt-dlp/yt-dlp/releases/tag/2024.04.09

I did not see any reason in the newer release why it was removed as an option. I would really appreciate it if that version is added back!

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: rust
Issue: rustc_contracts: differentiate between exhaustive and non-exhaustive contracts
Labels: T-compiler,A-docs,C-discussion,F-rustc_contracts

Tracking Issue: https://github.com/rust-lang/rust/issues/128044

exhaustive: the contract fully encodes all requirements for using the function safely.

non-exhaustive: there are some additional safety pre-conditions or post-conditions that are not described by the contract, ie. it is possible to cause UB while fufilling the contract's requirements.
Repository: angular
Issue: Feature request: Enhanced Control and Feedback for Service Worker Registration and Caching
Labels: area: service-worker

### Command

build

### Description

Currently, the Angular service worker does not provide adequate control and feedback mechanisms during the registration and caching process. This can lead to issues where developers are unable to detect if the service worker registration has failed or if the caching process has been successfully completed.
Example, right now I am unable to detect if the service worker registration failed. After inspection I found out that the `navigator.serviceworker.register` code is present in main.js file generated after production build. The catch handler attached to the returned promise just consoles the error. 
Also, there is no feedback about the caching of assets. The service worker is installed even if any asset could not be cached but some use cases might things to be handled a little differently.

### Describe the solution you'd like

The `ServiceWorker `module could provide some observables which emit such errors and feedback for registration failure, successful caching etc., 
Also more control over caching should be present because for some applications which are fully offline might require that all assets be cached before the Service worker installation is deemed successful. 

### Describe alternatives you've considered

Tried using the observables provided by SwUpdate service but realized that they don't work for the initial registration. 
Tried using navigator.serviceworker.ready promise but this promise never rejects and will wait indefinitely to resolve until some SW is registered.
Repository: godot
Issue: Editor shifts up and hides a portion under the window title bar
Labels: bug,platform:windows,topic:porting

### Tested versions

4.3beta3 and 4.3rc1

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

When playing a game or watching a video in fullscreen with Godot in the background. Exiting or tabbing out of the game and back into Godot, the entire editor is shifted up and the top portion is tucked under the window title bar. The "2D, 3D, Script and AssetLib as well as Scene, Project are hidden under the bar. 

This is purely visual as the mouse clicks are offset and still registers as if everything is still in its normal place. This is easily fixed by simply resizing the window and everything is back to normal but it happens every time I play certain games in fullscreen and rarely when playing videos in fullscreen. At around 10 seconds when you see the shift, that's when I tabbed into a game.

https://github.com/user-attachments/assets/69d521e6-fbd0-483a-8c37-e333ef9481de

### Steps to reproduce

Playing a game with Godot in the background is the most reliable way to reproduce this. The one game that always causes this for me is Overwatch 2 which can be downloaded for free(if you want/need to test).



### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: C# diagnostics rule GD0003 does not allow to have more that one abstract class per file
Labels: bug,topic:dotnet

### Tested versions

- Reproducible in 4.3-rc1 .NET

### System information

Godot v4.3.rc1.mono - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4070 Laptop GPU (NVIDIA; 32.0.15.5599) - AMD Ryzen 9 7940HS w/ Radeon 780M Graphics (16 Threads)

### Issue description

After upgrading to Godot 4.3-rc1 i new error messages form the code analyzers. They all were like this:
`GD0003: Found multiple classes with the name 'SrScreen' in the same script file (https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/diagnostics/GD0003.html) C:\projects\godot\XSurvival\addons\FfScreenRouter\ScreenRouter\SrScreen.cs(9,31)`.
In my case the file contains 3 abstract generic classes, so they are not supposed to be used as Godot scripts directly.
What can be implemented slightly different in my opinion is only applying the rule GD0003 to files containing any non-abstract classes. The reasoning is that abstract classes can not be assigned to Godot Nodes anyway - there is no reason to apply extra limitations to such classes.

### Steps to reproduce

- Create a new Godot 4.3-rc1 .NET project
- Add a new c# script file with the following code:
```
using Godot;

public abstract partial class AbstractClass : Node { }

public abstract partial class AbstractClass<T> : AbstractClass { }
```
- Click the 'Build Project' button, or press 'Alt+B' to build the probject
- Observe the 'Failed to build project' popup message and a MSBuild tab problem message `GD0003: Found multiple classes with the name 'AbstractClass' in the same script file (https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/diagnostics/GD0003.html) C:\projects\godot\gd0003-csharpabstractclasses\AbstractClass.cs(5,31)`


### Minimal reproduction project (MRP)

[gd0003-csharpabstractclasses.zip](https://github.com/user-attachments/files/16400988/gd0003-csharpabstractclasses.zip)
Repository: deno
Issue: Add options to separate Worker's DENO_DIR and import map
Labels: public API,suggestion,runtime

Currently Workers inherit parent's `DENO_DIR` and import map. I suggest adding new options to `WorkerOptions.deno`, for example, `cacheDir: string` and `importMap: {...}`.
Repository: next.js
Issue: APP Router - ROUTERGROUP issue in prod build deployment to linux system
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/hgnayak82/nextjs_practice

### To Reproduce
Start the application in prod mode (npm start)

description:
We have folder structure as **src/app/(base)/(sub)/home1/page.js** and deployed same codebase with **prod mode** in **linux machine.**

When we tried to access "**/home1**" route, somehow route path is not resolved as we got error as **"_next/static/chunks/app/(base)/(sub)/home1/page-604f8afc444a0d4a.js net::ERR_ABORTED 403 (Forbidden)"**

we observed this error after we introduced ROUTERGROUP which is inside another ROUTERGROUP folder
We also did verify one more scenaio where we have ROUTERGROUP inside **[locale]** in this case also we got the same error as forbidden

**ROUTERGROUP is workng only if ther is only one level not in multilevel scenaion in linux system.**
however it did work fine in local windows system with prod build,

Can someone please look into this issue and provide the solution

### Current vs. Expected behavior

Current behaviour:
Error is thrown when we deploy prod build in linux system as "_next/static/chunks/app/(base)/(sub)/home1/page-604f8afc444a0d4a.js net::ERR_ABORTED 403 (Forbidden)" in below scenario

Below are failed scenario
When a ROUTERGROUP inside another ROUTERGROUP got the same error as forbidden
When ROUTERGROUP folder created inside [locale]
However both scenario worked fine in local windows system

### Provide environment information

```bash
Operating system
Platform:Linux (redhat 8.10)
Arch:x64
Version:redhat 8.10

Binaries
Node-v20.10.0
Npm -10.8.0
next:14.2.5
```


### Which area(s) are affected? (Select all that apply)

Runtime

### Which stage(s) are affected? (Select all that apply)

Other (Deployed)

### Additional context

Both mentioned scenario worked fine in local windows system with prod build
Repository: godot
Issue: BaseMaterial3D distance fade dithering exhibits checkerboard pattern when TAA is enabled
Labels: bug,topic:rendering,topic:3d

### Tested versions

- Reproducible in: 4.0.4.stable, 4.1.4.stable, 4.2.2.stable, 4.3.rc e343dbbcc

### System information

Godot v4.3.beta (e343dbbcc) - Fedora Linux 40 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 555.58.02) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

When you move towards or away from a material that has BaseMaterial3D distance fade dithering (either Pixel Dither or Object Dither), you can see a checkerboard pattern appear:

https://github.com/user-attachments/assets/50e1cfaa-a618-4791-9a99-519eef0db942

This pattern's size is resolution-dependent, but its size also depends on your movement speed. Depending on your movement direction, its shape may also change (it'll be purely horizontal lines if moving exactly sideways).

https://github.com/user-attachments/assets/b6001a15-8ae0-416b-82be-02ff296fff68

This pattern is hardly visible with FSR2 in comparison:

https://github.com/user-attachments/assets/2e5cb669-2eb5-4d56-bdf1-c08113f2c612




### Steps to reproduce

- Use the Forward+ rendering method (required for TAA to work).
- Enable **Use TAA** in the Project Settings.
- Create a MeshInstance3D with a BoxMesh, and add a StandardMaterial3D with Distance Fade > Pixel Dither enabled on it. Set the Min Distance and Max Distance so you can see the dithering pattern over a large distance.

### Minimal reproduction project (MRP)

[test_taa_dither_checkerboard.zip](https://github.com/user-attachments/files/16401144/test_taa_dither_checkerboard.zip)