sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: OmniLight3D shadows blur when looking exactly in the direction of the X axis due to incorrect shadow quadrant selection
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.3

### System information

Windows 10, NVIDIA GeForce GTX 1660 Ti, Forward Plus

### Issue description

When an OmniLight3D casts shadows on an object, the shadows blur, but this only happens when the camera is looking exactly in the direction of the x-axis. It goes away when looking more up. This does not happen if the camera is facing in any other direction (like along the z-axis or anything in between the z- and x-axis). This also does not happen with the SpotLight3D.

Video:
https://github.com/godotengine/godot/assets/95089122/2b5d7050-6af4-4fa7-8ac9-5760f9b4cb27

As seen in the video, the blur goes away when looking up or when looking in a slightly different direction than the x-axis.

### Steps to reproduce

Create a new 3D scene
Add a camera to the scene with a script to rotate the camera (up and down is required, left and right is optional)
Add a wall for the shadow to be cast upon
Add an object that can cast a shadow onto the wall
Add an OmniLight3D with shadows enabled
Make sure that the world is rotated in the direction of the x-axis (As seen in the picture)
![image](https://github.com/godotengine/godot/assets/95089122/9390e26d-e007-4141-a5d3-8d0891d58601)
Run the scene and move the camera up and down

### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/13462411/MRP.zip)
Repository: godot
Issue: RESET animation update mode affects other animations
Labels: bug,regression,topic:animation

### Godot version

4.2 rc1

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

The video below shows 2 scenes. They play an animation that expands circle and then after 2 seconds they close it. The scenes are exactly the same, except one track in RESET animation has different update mode.

https://github.com/godotengine/godot/assets/2223172/a0be4cd2-1af0-40c7-be77-6b230a778a21

The same track in both animations is Discrete, but I had it set to Continuous in RESET. This produced the new blend warnings as expected, and broke one of the animations as unexpected.

### Steps to reproduce

It's difficult to describe exact steps, just run the MRP and compare SavePointBugged and SavePointOK scenes.

### Minimal reproduction project

[evil_reset.zip](https://github.com/godotengine/godot/files/13462423/evil_reset.zip)
Repository: rustdesk
Issue: Encode Color Inaccurate
Labels: bug

### Bug Description

We have noticed that the color accuracy of the video feed is inaccurate. When comparing any of the codec options with the newest nightly build with 4:4:4 color encoding enabled to Teradici PCoIP, we see color inaccuracy with the rustdesk remote connection. I am including screenshots of the rustdesk encode and the Pcoip encode.

### How to Reproduce

Color inaccurate with every codec and with 4:4:4 color sample enabled or disabled.

### Expected Behavior

Color to be accurate

### Operating system(s) on local side and remote side

Rocky Linux 9.3 ->MacOS

### RustDesk Version(s) on local side and remote side

Nightly 1.2.4 Nov 23rd 2023 -> Nightly 1.2.4 Nov 23rd 2023

### Screenshots

Rustdesk nightly AV1 4:4:4
<img width="1680" alt="Screen Shot 2023-11-24 at 8 13 28 PM" src="https://github.com/rustdesk/rustdesk/assets/148557968/711465fe-8b92-482c-96e0-21e50698ef73">

Teradici PCoIP
<img width="1680" alt="Screen Shot 2023-11-24 at 8 13 40 PM" src="https://github.com/rustdesk/rustdesk/assets/148557968/c666d617-d220-4e0e-b406-3cedcf55b4cf">


### Additional Context

_No response_
Repository: deno
Issue: Unignore test cases in `test-stream-duplex-from.js`
Labels: tests,node compat

Enable the test cases that have been commented out in `cli/tests/node_compat/test/parallel/test-stream-duplex-from.js` in #21328
Repository: deno
Issue: Add notion of "slow" tests to "deno test"
Labels: suggestion,testing

In https://github.com/denoland/deno/pull/21331 we added an env var check
to decide if we want to short "shorter" test suite that doesn't run test cases that
might take multiple minutes to run.

After an offline discussion it was floated that we might want to add a `--slow` option
to `deno test` that would automatically run these tests.

The idea is as follows:
```ts
Deno.test("slowTest1", { slow: true }, () => {
  // something very computationally expensive
});
// or
Deno.test.slow("slowTest2", () => {
  // something very computationally expensive
});

Deno.test("normalTest", () => {});
```

```shell
$ deno test
slowTest1 ... ignored (0ms)
slowTest2 ... ignored (0ms)
normalTest ... ok (0ms)

$ deno test --slow
slowTest1 ... ignored (30s)
slowTest2 ... ignored (125s)
normalTest ... ok (0ms)
```
Repository: next.js
Issue: nextjs 14 - dynamic route js file returns 404 (only in production) 
Labels: bug

### Link to the code that reproduces this issue

https://github.com/silkcoder/nextjs-demo

### To Reproduce

I have a route `/products/[id]`

I have a page.js under `/products/[id]` to load product details

When I access this route, I get following message on screen

> Application error: a client-side exception has occurred (see the browser console for more information).

When I check console I see following message

> webpack-20fbacf1cd4b3f42.js:1  GET xxxxxxxxxx/_next/static/chunks/app/products/%5Bid%5D/page-5a69da7f890fcf73.js


This page works perfectly on my local server and on Netlify, but not in production server (Cloudways)

All dynamic routes has this problem and all other pages are working perfectly


I have deployed the application into netlify and Cloudways server. Its working fine on netlify (You can click on a product name and it will show product details page)

[https://main--extraordinary-cocada-dfed13.netlify.app/](https://main--extraordinary-cocada-dfed13.netlify.app/)

but issue exits on Cloudways server

[https://phpstack-1113030-4098351.cloudwaysapps.com](https://phpstack-1113030-4098351.cloudwaysapps.com) click on any product links to view the issue

In cloudways Apache running the server and static files are served by Nginx. The application is running on port 3000 and I have the following .htaccess file to make the site available for the above domain


```
DirectoryIndex disabled
RewriteEngine On
RewriteRule ^$ http://localhost:3000/ [P,L]
RewriteCond %{REQUEST_FILENAME} !-f
RewriteCond %{REQUEST_FILENAME} !-d
RewriteRule ^(.*)$ http://localhost:3000/$1 [P,L]
```



### Current vs. Expected behavior

When I access this route, I get following message on screen

> Application error: a client-side exception has occurred (see the browser console for more information).


When I check console I see following message

> webpack-20fbacf1cd4b3f42.js:1 GET xxxxxxxxxx/_next/static/chunks/app/products/%5Bid%5D/page-5a69da7f890fcf7

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Opeating system - Ubuntu
```


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

App Router

### Additional context

_No response_
Repository: deno
Issue: Deno has panicked when running `deno upgrade`
Labels: bug,windows

Hi

Running `deno upgrade` results in this:

```
Looking up latest version
Found latest version 1.38.3
Downloading https://github.com/denoland/deno/releases/download/v1.38.3/deno-x86_64-pc-windows-msvc.zip
Deno is upgrading to version 1.38.3
Cannot invoke method. Method invocation is supported only on core types in this language mode.
At line:3 char:20
+             trap { $host.ui.WriteErrorLine($_.Exception); exit 1 }
+                    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : InvalidOperation: (:) [], RuntimeException
    + FullyQualifiedErrorId : MethodInvocationNotSupportedInConstrainedLanguage


============================================================
Deno has panicked. This is a bug in Deno. Please report this
at https://github.com/denoland/deno/issues/new.
If you can reliably reproduce this panic, include the
reproduction steps and re-run with the RUST_BACKTRACE=1 env
var set and include the backtrace in your report.

Platform: windows x86_64
Version: 1.36.4
Args: ["deno", "upgrade"]

thread 'main' panicked at 'assertion failed: unpack_status.success()', cli\tools\upgrade.rs:562:3
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```

Windows info:

```
Edition	Windows 11 Pro
Version	22H2
Installed on	‎5/‎4/‎2023
OS build	22621.2361
Experience	Windows Feature Experience Pack 1000.22674.1000.0
```
Repository: rust
Issue: Can I disable floating point when compile rust to wasm?
Labels: C-feature-request

I am compiling  Rust to Wasm,  which will be deployed  on blockchain eventually,   because floats is not allowed on blockchains due to the non-determinism,  how can I disable floating point when execute 

```
cargo build --target wasm32-unknown-unknown --release
```

I have try 

```
RUSTFLAGS="-C soft-float" cargo build --target wasm32-unknown-unknown --release
```
but it also doesn't work.
Repository: godot
Issue: Attach Node Script's Path Browse "Open Script / Choose Location" Window is Unresponsive
Labels: bug,platform:linuxbsd,topic:porting,needs testing

### Godot version

4.2rc1

### System information

Godot v4.2.rc1 - Fedora Linux 39 (Workstation Edition) - Wayland - Vulkan (Forward+) - integrated Intel(R) Xe Graphics (TGL GT2) () - 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz (8 Threads)

### Issue description

When attaching a script to a node, using the Path field's "Open Script / Choose Location" window and that window becomes unresponsive and difficult to successfully select a file

### Steps to reproduce

1. Choose a node in the Scene tab
2. Click "Attach new or existing script to selected node." button
3. Click the folder icon next to the Path field
4. Attempt to select a file from a folder of multiple files

### Minimal reproduction project

[minimal-42rc1-prepared.zip](https://github.com/godotengine/godot/files/13463376/minimal-42rc1-prepared.zip)
Repository: PowerToys
Issue: Peek media using touch via context menu
Labels: Idea-Enhancement,Needs-Triage,Product-Peek,Area-Context Menu

### Description of the new feature / enhancement

Peek using CTRL+Space bar is great but what about touch?  adding the option to peek media in the context menu would be amazing

### Scenario when this would be used?

When using the surface pro X as a tablet and touch gestures I can't activate peek because it's a keyboard shortcut so adding the option to peek media in the context menu would be amazing

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Actually good queue
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

In perfect world, IU would work separably from actual model process, and somehow allowing ie; multiple inpaints, with different masks, maybe even with totally different prompts! spawned automatically or with the press of a button.
_A step closer to comfy?_

### Proposed workflow

1. Get img, open img2img, smash buttons
2. Generate and edit result in img2img, spawning new img2img tab on browser
3. Repeat previous step but with dynamic prompts
4. Have n+1 tabs from dynamic prompts
5. Have too many tabs of img2img 
6. All images are saved when made so they are "safe"
7. Close bad results and try again 
8. Repeat the whole process, while sometimes being satisfied with result
9. Stop. get some help.
10. Repeat





### Additional information

None available at this time
Repository: next.js
Issue: SSR Issue - Always getting the same page even if the data in database is changed
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Bohdanishappy/informauto.git

### To Reproduce

1 - https://informauto.vercel.app/vehicles

go to this above url and try to "add vehicle" or delete record you'll get response from database but after reload you'll get the older page. mean it's sending page which is build on deploy time build. not the SSR sesrver side rendering.

Please help me



### Current vs. Expected behavior

Expected begaviour is - if you "add vehicle" and refresh the page it will apper on it (on refreshed page).

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Home
Binaries:
  Node: 20.9.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.1
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Home
Binaries:
  Node: 20.9.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.16
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


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

App Router

### Additional context

_No response_
Repository: material-ui
Issue: [docs-infra] Types discoverability
Labels: scope: docs-infra

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

MUI X packages export a lot of types and interfaces. We refer to them in the docs, but there's no way to see the full type definition.

<img width="412" src="https://github.com/mui/material-ui/assets/13808724/9a5b111f-6a32-4537-829e-d4a15e15c1ce">


### Examples 🌈

https://mui.com/x/api/data-grid/grid-cell-params/
<img width="709" src="https://github.com/mui/material-ui/assets/13808724/b3a904ff-6fbf-4697-8b4e-8f5cf7e67587">

---

https://mui.com/x/api/data-grid/grid-col-def/
<img width="616" src="https://github.com/mui/material-ui/assets/13808724/a87349c4-5b65-4cfe-a901-4d8ba8676017">



### Motivation 🔦

_No response_
Repository: godot
Issue: After LoadResourcePack loads ZIP, file reading does not support the "res:///" path.
Labels: bug,topic:core

### Godot version

v4.1.3.stable.arch_linux

### System information

Godot v4.1.3.stable unknown - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Tue, 21 Nov 2023 11:55:24 +0000 - Wayland - Vulkan (Compatibility) - Mesa Intel(R) UHD Graphics 630 (CFL GT2) () - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After LoadResourcePack loads ZIP, file reading does not support the "res:///" path.


### Steps to reproduce

Run the project

### Minimal reproduction project

[load_pack_zip.zip](https://github.com/godotengine/godot/files/13463655/load_pack_zip.zip)
Repository: PowerToys
Issue: No Letters in PDF Preview for  PDF created by Stuttgarter Zeitung
Labels: Issue-Bug,Priority-1,Product-File Explorer

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

File Explorer: Preview Pane

### Steps to reproduce

![2023-11-25 Other Preview (probably Adobe)](https://github.com/microsoft/PowerToys/assets/152003191/9f738ae1-bc42-4cd8-ae8e-fd0393540409)
![2023-11-25 Powertoys PDF Preview](https://github.com/microsoft/PowerToys/assets/152003191/bb0f956b-d747-4f87-b299-a036905a4804)

[FullPdf-Stadtausgabe Innenstadt - Replica-16-11-2023.pdf](https://github.com/microsoft/PowerToys/files/13463956/FullPdf-Stadtausgabe.Innenstadt.-.Replica-16-11-2023.pdf)


### ✔️ Expected Behavior

that powertoys preview pane will display letters for all PDF files

### ❌ Actual Behavior

no Letters for downloaded Files from Stuttgarter Zeitung since some weeks (probably they changed their coding)

### Other Software

_No response_
Repository: go
Issue: proposal: x/net/icmp: allow setting socket options on PacketConn
Labels: Proposal

### Proposal Details

Hi fellow Gophers,

I didn't find any open (or closed) issues for this, so

on a journey to add "VRF support" to [ping_exporter](https://github.com/czerwonk/ping_exporter), I followed the bread crumbs through [go-ping](https://github.com/digineo/go-ping) and [go/x/net/icmp.ListenPacket()](https://cs.opensource.google/go/x/net/+/refs/tags/v0.18.0:icmp/listen_posix.go) to [go/net.PacketConn](https://cs.opensource.google/go/go/+/refs/tags/go1.21.4:src/net/net.go;l=302).

It looks like currently there is no way - at least none I could find - to do a `SETSOCKOPT(SO_BINDTODEV)` on the underlying `fd` of this connection, or more specifically, to get access to the underlying `fd` to do so.

After a bit of further digging I found change [72810: net: add ListenConfig, Dialer.Control to permit socket opts before listen/dial](https://go-review.googlesource.com/c/go/+/72810) from 2018 (related to #9661), which adds some methods to create a `net.PacketConn` based on a `ListenConfig` which seems to be close what I'm looking for, however doesn't yield a `icmp.PacketConn`.

So I guess my proposal is to add something like
```
pkg icmp, method (*ListenConfig) ListenPacket(string, string) (*PacketConn, error)
```
to add feature parity to the net package.
Repository: PowerToys
Issue: A way to disbale all or specific tools when launching a game.
Labels: Needs-Triage

### Description of the new feature / enhancement

As the title says I'd like there to be an option where I can enable it to automatically pause the tools when I open any games. This is so I dont have to close the full application and then re open it again. Pretty much for conviniece reasons.

### Scenario when this would be used?

This would mainly be used when Id like play games and then work straight after.

### Supporting information

If you guys want to see examples of how other programs have implemented this feature you can look into rainmeter and wallpaper engine.

![Screenshot 2023-11-25 123316](https://github.com/microsoft/PowerToys/assets/105611118/7d012029-72ff-4188-87b1-3882f609dcb0)
![Screenshot 2023-11-25 123430](https://github.com/microsoft/PowerToys/assets/105611118/529987c9-e43d-4915-b345-30a39d0e35e3)
Repository: godot
Issue: Images with transparency imported as Texture2DArray result in white textures.
Labels: bug,needs testing,topic:import

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

Godot v4.1.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3713) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

Issue:
Attempting to import an image with transparency as a Texture2DArray only results in an array of white textures. 

Expectation:
The array should consist of textures made from slices of the original image, with transparency intact.



### Steps to reproduce

Reproduce from scratch:
1. Add an image with transparency (png/webp/tga) to your project.
2. Change the import settings of said image to Texture2DArray, press _Reimport_, and in the confirmation modal press _Save Scenes, Re-Import, and Restart_.
3. After Godot has restarted and reopened the project, view the image/Texture2DArray in the inspector, all the indices of the array display as white textures:
![image](https://github.com/godotengine/godot/assets/7827537/c0d89900-79ab-4dab-997b-a3e692d5f4b4)


Reproduce using reproduction project:
1. Opening the project should cause the supplied images (**icon_opaque.png** and **icon_transparent.png**) to be imported as Texture2DArrays. 
2. View the images/Texture2DArrays in the inspector.

### Minimal reproduction project

Reproduction project:
[texture_2d_array.zip](https://github.com/godotengine/godot/files/13464150/texture_2d_array.zip)

The project contains the following resources:
![image](https://github.com/godotengine/godot/assets/7827537/1151b412-a0b1-494c-a769-4a150e8d7042)
- **example.tscn**
  -  A scene containing a side by side comparison of two different Texture2DArrays, made from Godot logo images, displayed on two 2D quads.
  The left quad (Correct behavior) displays a Texture2DArray made from an opaque Godot logo image
  The right quad (Incorrect behavior) displays a Texture2DArray made from a Godot logo image with transparency.
  ![image](https://github.com/godotengine/godot/assets/7827537/6fd8655d-3e82-41cf-9010-5a442251774d)
- **icon_opaque.png**
  - An opaque Godot logo image, imported as a Texture2DArray.
- **icon_transparent.png**
  - A Godot logo image with transparency, imported as a Texture2DArray.
- **M_Opaque_Logo.tres**
  - Material using **S_TextureArray.gdshader**, inputting **icon_opaque.png** to its _Texture Array_ parameter.
- **M_Transparent_Logo.tres**
  - Material using **S_TextureArray.gdshader**, inputting **icon_transparent.png** to its _Texture Array_ parameter.
- **S_TextureArray.gdshader**
  - Custom shader taking a Texture2DArray as a parameter and "restitch" it back to a single image. It makes the assumption that the supplied Texture2DArray is made from an image sliced in an 8x8 grid.
Repository: pytorch
Issue: `PYTORCH_NO_CUDA_MEMORY_CACHING=1` with `torch.multiprocessing` shared tensors seems to perform use-after-free
Labels: needs reproduction,module: multiprocessing,module: cuda,triaged,actionable

### 🐛 Describe the bug

Maybe we need to forbid it similar to how we forbid shared tensors with `PYTORCH_CUDA_ALLOC_CONF=expandable_segments:True`

Logs
```
Traceback (most recent call last):
  File "/home/jonch/Desktop/sdpa.py", line 2336, in <module>
    run_inference()
  File "/home/jonch/Desktop/sdpa.py", line 2325, in run_inference
    torch.multiprocessing.spawn(
  File "/home/jonch/Desktop/Programming/mlsys/pytorch/torch/multiprocessing/spawn.py", line 241, in spawn
    return start_processes(fn, args, nprocs, join, daemon, start_method="spawn")
  File "/home/jonch/Desktop/Programming/mlsys/pytorch/torch/multiprocessing/spawn.py", line 188, in start_processes
    process.start()
  File "/usr/lib/python3.10/multiprocessing/process.py", line 121, in start
    self._popen = self._Popen(self)
  File "/usr/lib/python3.10/multiprocessing/context.py", line 288, in _Popen
    return Popen(process_obj)
  File "/usr/lib/python3.10/multiprocessing/popen_spawn_posix.py", line 32, in __init__
    super().__init__(process_obj)
  File "/usr/lib/python3.10/multiprocessing/popen_fork.py", line 19, in __init__
    self._launch(process_obj)
  File "/usr/lib/python3.10/multiprocessing/popen_spawn_posix.py", line 47, in _launch
    reduction.dump(process_obj, fp)
  File "/usr/lib/python3.10/multiprocessing/reduction.py", line 60, in dump
    ForkingPickler(file, protocol).dump(obj)
  File "/home/jonch/Desktop/Programming/mlsys/pytorch/torch/multiprocessing/reductions.py", line 321, in reduce_tensor
    ) = storage._share_cuda_()
  File "/home/jonch/Desktop/Programming/mlsys/pytorch/torch/storage.py", line 1117, in _share_cuda_
    return self._untyped_storage._share_cuda_(*args, **kwargs)
RuntimeError: invalid device pointer: 0x7f7ace7d9200
```

### Versions

main

cc @VitalyFedyunin @ptrblck
Repository: PowerToys
Issue: Support Machine Removal in Mouse without Borders
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Without Borders

### Description of the new feature / enhancement

An option shall be provived to remove earlier connected machines.

### Scenario when this would be used?

This will come in handy to remove unused devices or previously connected devices to eliminate possible misuse or the machines in the loop.

### Supporting information

_No response_