sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: ufbx still imports animations even when turned off in import panel
Labels: bug,topic:import,topic:3d

### Tested versions

Godot v4.3.dev5.mono

### System information

Godot v4.3.dev5.mono - Windows 10.0.22631 - Vulkan (Forward+)

### Issue description

I am importing static models which seems to have an animation track added to the FBX even while there is no animation. I've notice that even if I turn off Animation/Import that an animation player is still created for the scene. I have to go via Advanced to manually check "skip import" for the animation.

![Screenshot 2024-04-06 120302](https://github.com/godotengine/godot/assets/837362/4f1f9994-7d0c-4ab6-a581-7769b594d712)

![Screenshot 2024-04-06 120337](https://github.com/godotengine/godot/assets/837362/af7b8348-d165-465f-b849-5f5235c4f35d)


### Steps to reproduce

Try to import a model which has an animation track while animation import is turned off in the Import panel. The scene swill still include an animation player.

![Screenshot 2024-04-06 120531](https://github.com/godotengine/godot/assets/837362/ced05e67-b932-41bf-b916-6ec45c98fd74)


### Minimal reproduction project (MRP)

[test_barel.zip](https://github.com/godotengine/godot/files/14893195/test_barel.zip)
Repository: storybook
Issue: [Bug]: Dispatcher is null error after updating to v8.0.6
Labels: bug,needs triage

### Describe the bug

After updating storybook to v8.0.6, the MDX files cannot be rendered. Looks like a peer dependency issue.

![image](https://github.com/storybookjs/storybook/assets/61202986/350678ce-646a-42e5-a089-107712cfeb5a)


### To Reproduce

I have created storybook react-vite using 

```
npx storybook@latest init
```

storybook react-vite : https://storybook.js.org/docs/get-started/react-vite

Running on Ubuntu 22.04 LTS

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 6.5 Ubuntu 22.04.4 LTS 22.04.4 LTS (Jammy Jellyfish)
    CPU: (4) x64 Intel(R) Core(TM) i5-7200U CPU @ 2.50GHz
    Shell: 3.7.0 - /usr/bin/fish
  Binaries:
    Node: 20.10.0 - ~/.nvm/versions/node/v20.10.0/bin/node
    Yarn: 1.22.22 - ~/.nvm/versions/node/v20.10.0/bin/yarn <----- active
    npm: 10.2.3 - ~/.nvm/versions/node/v20.10.0/bin/npm
    pnpm: 8.15.6 - ~/.nvm/versions/node/v20.10.0/bin/pnpm
  npmPackages:
    @storybook/addon-essentials: ^8.0.6 => 8.0.6 
    @storybook/addon-interactions: ^8.0.6 => 8.0.6 
    @storybook/addon-links: ^8.0.6 => 8.0.6 
    @storybook/addon-onboarding: ^8.0.6 => 8.0.6 
    @storybook/blocks: ^8.0.6 => 8.0.6 
    @storybook/react: ^8.0.6 => 8.0.6 
    @storybook/react-vite: ^8.0.6 => 8.0.6 
    @storybook/test: ^8.0.6 => 8.0.6 
    storybook: ^8.0.6 => 8.0.6 
```


### Additional context

It is working in a project running version 8.0.5. Here is the info from that working project

```
Storybook Environment Info:

  System:
    OS: Linux 6.5 Ubuntu 22.04.4 LTS 22.04.4 LTS (Jammy Jellyfish)
    CPU: (4) x64 Intel(R) Core(TM) i5-7200U CPU @ 2.50GHz
    Shell: 3.7.0 - /usr/bin/fish
  Binaries:
    Node: 20.10.0 - ~/.nvm/versions/node/v20.10.0/bin/node
    Yarn: 1.22.22 - ~/.nvm/versions/node/v20.10.0/bin/yarn <----- active
    npm: 10.2.3 - ~/.nvm/versions/node/v20.10.0/bin/npm
    pnpm: 8.15.6 - ~/.nvm/versions/node/v20.10.0/bin/pnpm
  npmPackages:
    @storybook/addon-essentials: ^8.0.5 => 8.0.5 
    @storybook/addon-interactions: ^8.0.5 => 8.0.5 
    @storybook/addon-links: ^8.0.5 => 8.0.5 
    @storybook/addon-onboarding: ^8.0.5 => 8.0.5 
    @storybook/blocks: ^8.0.5 => 8.0.5 
    @storybook/react: ^8.0.5 => 8.0.5 
    @storybook/react-vite: ^8.0.5 => 8.0.5 
    @storybook/test: ^8.0.5 => 8.0.5 
    storybook: ^8.0.5 => 8.0.5 
```
Repository: godot
Issue: "Condition 'p_elem->_root!=this' is true." flooded the Console when `GodotObject.set` is called from a C# thread.
Labels: bug,topic:dotnet

### Tested versions

v4.2.1.stable.mono.official [b09f793f5]

### System information

Windows 11 - v4.2.1.stable.mono.official [b09f793f5] - Forward+

### Issue description

I'm generate a world map in multithread env. Sometimes, the message `ERROR: Condition "p_elem->_root != this" is true.` flooded the Console.

```
ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)
ERROR: Condition "p_elem->_root != this" is true.
   at: remove (./core/templates/self_list.h:80)

```

### Steps to reproduce

The main code mechanism in MRP cans show as follows: 
1. Instantiate some `TileMap` packed scenes in main thread.
2. Generate TileMap  runtime data from C# thread pool using: `Task.Run()` , which can be listed follows:
  2.1. Generate `tiledata` using noise.
  2.2. Call: `GodotObject.Set("layer_0/tile_data", some_tile_data)` to update TileMap runtime data.
  2.3 Then, call: `CallDeferred(MethodName.OnGenerateFinish);` in order to return to main thread and add the TileMap to the SceneTree.


### Minimal reproduction project (MRP)
[SelfListError.zip](https://github.com/godotengine/godot/files/14948121/SelfListError.zip)



the error message would occur randomly, just control the player move around.  If you are lucky enough, the message will flood the Console, and the window will be freeze.
Repository: ui
Issue: [bug]: Combobox popover content moving on scroll
Labels: bug

### Describe the bug

The popover content is moving on scroll.


https://github.com/shadcn-ui/ui/assets/3081527/64adb4e0-0d3a-4e52-9838-966569865881



### Affected component/components

Combobox

### How to reproduce

1. go to https://ui.shadcn.com/docs/components/combobox
2. open the combobox
3. scroll

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
iOS 17.4.1
iPhone 12 mini
Safari, Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: angular
Issue: contentChild support locator array
Labels: feature,area: core,core: queries

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

contentChild locator parameter now support token or string ,but not support token list or [token,string]


[https://github.com/angular/angular/blob/a84cb62522bff516e3b05eaa7b7ff9a0ca46c561/packages/core/src/authoring/queries.ts#L43](https://github.com/angular/angular/blob/a84cb62522bff516e3b05eaa7b7ff9a0ca46c561/packages/core/src/authoring/queries.ts#L43)

### Proposed solution

```html
<parent-comp>
    <div #ref1></div>
    <app-xxx></app-xxx>
</parent-comp>
```
`contentChildren(['ref1',XxxComponent])`

### Alternatives considered

I didn't think of any other alternative solutions
Because using multiple 'contentChildren' cannot guarantee the overall order
I have considered choosing all, but issue[https://github.com/angular/angular/issues/8563](https://github.com/angular/angular/issues/8563) It has been proposed for a long time but has not been resolved
So I hope to support a locator array
Repository: flutter
Issue: Add stylus and pressure support on macOS for touch-enabled devices, such as Wacom, XP-Pen, and similar tablets.
Labels: c: new feature,platform-mac,c: proposal,a: desktop,P3,team-macos,triaged-macos

### Use case

Currently, Flutter does not support the "stylus" device kind on macOS. Additionally, the pressure recorded by touch-enabled devices is not propagated to pointer events, and therefore cannot be used in desktop macOS apps. The support for these features has existed for a long time on mobile iOS and Android platforms, as well as on the desktop Windows platform.
 

### Proposal

According to the documentation, the detection of the stylus could be based on the subtype of the mouse events (https://developer.apple.com/documentation/appkit/nsevent/1527726-subtype). For example, the stylus detection could be based on `subtype == NSEventSubtypeTabletPoint || subtype == NSEventSubtypeTabletProximity` in the mouse events.

The pressure information could also be obtained from the pressure property of the event for mouse up/down/dragged events (see https://developer.apple.com/documentation/appkit/nsevent/1534543-pressure for more information).

I conducted [a small POC](https://github.com/flutter/engine/compare/main...bytesfellow:flutter_engine:macos_stylus) (please don't judge too harshly) and tested it with an XP-Pen tablet connected to a `darwin-arm64 • macOS 14.4.1`. This setup correctly detects and propagates the device kind "stylus" and the pressure to the app when drawing on the tablet. However, I'm not sure if this covers all cases, due to my limited experience with the macOS. If someone more proficient in development on this platform could take a look, that would be great.
Repository: PowerToys
Issue: Address ColorPicker UX issues
Labels: Idea-Enhancement,Area-User Interface,Needs-Triage,Product-Color Picker

### Description of the new feature / enhancement

The recent Fluent UX changes have been detrimental in regards to usability, accessibility, and in the eyes of many that I have questioned about this matter aestheticsally as well.

The new UI, besides being oddly laid out (why are colors now in a tiny scroll bar the top?), has some major usability issues:
- Color Swatches at the top of the window are too small to make out quickly
- Color Swatches with a scrollbar is hard to use, as the scroll bar is too thin and difficult to grab with a mouse, especially for people with a motoric disability, and does not allow for using the mouse scroll wheel either (besides having a scrollbar oddly lodged in at the top is just really awkward visually)
- It's hard to compare colours between swatches as they no longer border on one another
- Shades visualisation is too thin and hard to make out
- Shades visualisation changes lightness when hovered over for selection
- Shades visualisation is not aligned properly between border of the window and colour format list

### Scenario when this would be used?

Especially for people with visual or motoric impairments this new UI is detrimental - but in general on larger screens or for people with a further distance from the screen the new UI is proving extremely difficult to use.

### Supporting information

_No response_
Repository: next.js
Issue: `DYNAMIC_SERVER_USAGE` error being thrown when combining `not-found` and the old `404` pages
Labels: bug

### Link to the code that reproduces this issue

https://github.com/iiegor/next-not-found-repro

### To Reproduce

1. Build the application (`next build`)
2. Run the aplication (`next start`)
3. Visit a non-existing page (e.g. `/non-existing-page`)

### Current vs. Expected behavior

I expected to see the new `not-found` App Router page being rendered correctly on the browser but instead I'm getting an `Internal Server Error`.

Although having both `not-found` and the old `404` pages does not make sense at all since they are both routes overlapping theirselves, it's an error that can easily get unnoticed breaking production error pages. Also, the triage of this issue is quite difficult from developer side since there is no useful feeback thrown on the console but instead just a generic `DYNAMIC_SERVER_USAGE` error.

A useful hint on this is that exporting `getStaticProps` from the old `404` page looks like to be the reason causing this error.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:10:42 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T6000
Binaries:
  Node: 21.1.0
  npm: 10.2.0
  Yarn: 1.22.19
  pnpm: 7.32.2
Relevant Packages:
  next: 14.1.4
  eslint-config-next: 14.1.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.2
Next.js Config:
  output: N/A
```


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

App Router

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

next start (local), Vercel (Deployed)

### Additional context

I have tested my reproduction against the latest stable (v14.1.4) and the latest canary (v14.2.0-canary.60)
Repository: pytorch
Issue: [RFE] Disallow submodule updates without successful minimal binary builds
Labels: oncall: releng,module: ci,triaged

### 🚀 The feature, motivation and pitch

Context:
The ONNX update to `1.16.0` (needed for https://nvd.nist.gov/vuln/detail/CVE-2024-27318) in https://github.com/pytorch/pytorch/pull/123125 did not show any related CI failures, but broke MacOS binary builds described in: https://github.com/pytorch/pytorch/issues/123343

While @malfet and @atalman did great work in fixing the build issue quickly, we should have detected it in the original submodule update PR by adding a `binary` label to the CI jobs.

`pytorchmergebot` already rightfully complained about the wrong PR title:
> This PR updates submodules third_party/onnx
> If those updates are intentional, please add "submodule" keyword to PR title/description.

and we might want to add another check making sure submodule update PRs add a `ciflow/binaries_libtorch` label (or a better suited one if available) so we can detect these breaking changes earlier.

CC @malfet @atalman @ezyang 

### Alternatives

_No response_

### Additional context

_No response_

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: ant-design
Issue: Upload 组件支持禁用 drap & drop 功能
Labels: Inactive,unconfirmed

### What problem does this feature solve?

目前默认情况，即使是一个 Upload 组件（不是 Dragger），也可以通过将文件拖拽到按钮的方式，进行上传，这不是符合预期的行为。（如果我需要拖拽上传，我会使用 Dragger）

### What does the proposed API look like?

```
<Upload noDrop />
```
<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ui
Issue: [fix]: update contentlayer to contentlayer2
Labels: bug

### Describe the bug

The current contentlayer is basically abandoned so the folks around that project created a fork, here's the comment https://github.com/contentlayerdev/contentlayer/issues/429#issuecomment-2029915746

### Affected component/components

docs

### How to reproduce

update contentlayer

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Everyone
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: stable-diffusion-webui
Issue: [Feature Request]:  Create new backend that uses Slang or Kompute
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 ?

Having new backend in [Slang](https://github.com/shader-slang/slang) or [Kompute](https://github.com/KomputeProject/kompute) will allow Stable Diffusion to be GPU agnotic, and won't support only CUDA and ROCM (which has very limited support).

### Proposed workflow

1. I am not sure how separate the backend is, if not, it's first important to have modular backend with option to easily add more types of backends if needed (maybe in Triton in the future).
2. Once there will be known API to implement, I would gladly work on one of these backends.


### Additional information

_No response_
Repository: godot
Issue: UFBX Imports Empties with 100x Scale & Wrong Rotation
Labels: bug,topic:import,topic:3d

### Tested versions

v4.3.dev4.official [df78c0636]



### System information

Godot v4.3.dev4 - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Thu Apr  4 20:32:38 UTC 2024 - X11 - GLES3 (Compatibility) - AMD Radeon RX 570 Series (radeonsi, polaris10, LLVM 16.0.6, DRM 3.54, 6.6.25-1-MANJARO) () - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

### Issue description

Importing FBX files that contain empties with the new UFBX feature results in empties that are 100x bigger than they should be and with the wrong rotation.

I was testing to see if I could set up scenes in Blender that used empties as instance placeholders that retain their transformations upon import in Godot as node3d nodes that I can parent my instances to. It works fine with gltf, but fbx has the above mentioned issues.

I exported the instance_test scene as both file types with default export settings in Blender and created a new inherited scene for each, then instanced the instance_marker scene into each empty on each version of the scene for the MRP below. So the gltf.tscn shows the expected results while the ufbx.tscn shows the issues being experienced.

### Steps to reproduce

Drop an fbx containing empties into a project and inspect the transforms on the resulting node3d.

### Minimal reproduction project (MRP)

[ufbx_test.zip](https://github.com/godotengine/godot/files/14894397/ufbx_test.zip)
Repository: ui
Issue: [bug]: drawer when used responsively with dialog flashes
Labels: bug

### Describe the bug

Title says most of it, but it’s been a recorded behavior by multiple people, but the last issue was closed without being resolved

https://github.com/shadcn-ui/ui/assets/89933800/122954a9-95b3-47b5-baf7-31f87ceab9b6



### Affected component/components

Drawer

### How to reproduce

1. Go to drawer component on iPhone safari
2. Click the responsive one

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
iPhone 15 pro, safari
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: "Use snap (Y)" behavior is inconsistent
Labels: bug,topic:editor,topic:3d

### Tested versions

4.3-dev5

### System information

Windows 11 - Godot 4.3-dev5 Vulkan

### Issue description

The "Use Snap (Y)" function does not work well in my project. I sometimes have to enable it for the translation gizmo to behave without snapping and sometimes, it work as expected (ie, to button state is not always corresponding to the real snapping mode).

I'm facing this annoying problem since weeks but I'm not able to find a scenario to reproduce it consistently...

### Steps to reproduce

That's the problem, I can not find any reproductible scenario. What I can say is that my project have a custom EditorNode3DGizmoPlugin and a EditorNode3DGizmo but I'm not sure it is the source of the problem since I faced this problem while moving objects around using the translation gizmo... I think a faced this problem also in the "GodotXR Tools Demo" but I'm not sure.

### Minimal reproduction project (MRP)

Sorry, I'm not able to provide this :(
Repository: opencv
Issue: I can't build opencv.js
Labels: feature,category: documentation,category: build/install,category: javascript (js),category: 3rdparty

### Describe the doc issue

I was trying to build opencv.js according to your manual but it doesn't work

https://docs.opencv.org/4.9.0/d4/da1/tutorial_js_setup.html
![image](https://github.com/opencv/opencv/assets/76501177/65a418e2-d949-4965-a933-61688271ef5d)

$ emcmake python ./opencv/platforms/js/build_js.py build_js
configure: python ./opencv/platforms/js/build_js.py build_js -DCMAKE_TOOLCHAIN_FILE=C:\Senails\myProjects\emsdk\upstream\emscripten\cmake\Modules\Platform\Emscripten.cmake -DCMAKE_CROSSCOMPILING_EMULATOR=C:/Senails/myProjects/emsdk/node/16.20.0_64bit/bin/node.exe -G "MinGW Makefiles"
usage: build_js.py [-h] [--opencv_dir OPENCV_DIR] [--emscripten_dir EMSCRIPTEN_DIR] [--build_wasm] [--disable_wasm]       
                   [--disable_single_file] [--threads] [--simd] [--build_test] [--build_perf] [--build_doc]
                   [--build_loader] [--clean_build_dir] [--skip_config] [--config_only] [--enable_exception]
                   [--cmake_option CMAKE_OPTION] [--build_flags BUILD_FLAGS] [--build_wasm_intrin_test]
                   [--config CONFIG] [--webnn]
                   build_dir
build_js.py: error: unrecognized arguments: -G MinGW Makefiles
emcmake: error: 'python ./opencv/platforms/js/build_js.py build_js -DCMAKE_TOOLCHAIN_FILE=C:\Senails\myProjects\emsdk\upstream\emscripten\cmake\Modules\Platform\Emscripten.cmake -DCMAKE_CROSSCOMPILING_EMULATOR=C:/Senails/myProjects/emsdk/node/16.20.0_64bit/bin/node.exe -G "MinGW Makefiles"' failed (returned 2)

### Fix suggestion

_No response_
Repository: terminal
Issue: Always hidden tabs option
Labels: Issue-Feature,Area-UserInterface,Product-Terminal

# Description of the new feature/enhancement

Can we have an option for always hidden tabs, I don't want to waste space while using 13/14" laptop. 
Current tabs can be displayed in window title bar, like wezterm, when you are hiding the tabs.
Screenshot with suggestion is attached!
Thank you!

# Proposed technical implementation details (optional)

![image](https://github.com/microsoft/terminal/assets/3436517/708aafc4-1eed-43af-b8a0-ad2c69780b4b)
Repository: tauri
Issue: [docs] Documenting Nvidia problems in Tauri
Labels: type: documentation,platform: Linux

I'm making an issue so a document exists that includes problems seen in WebkitGTK2. I will be listing the errors I have found and fixes for them, and also problems that I find that are weird.

### 1. The most common one, not having `nvidia_drm.modeset=1`
This one is mostly needed in Nvidia versions that are < 545, I need to test but there is a new flag since then that is `nvidia_drm.fbdev=1` which actually enables `simpledrm` once again, but I don't know if it works.

### 2. In newer WebkitGTK versions since WebGL2 was implemented, WebGL doesn't work
There a simple bypass for this, it's using Wayland, for some reason this actually only happens on X11. It really seems like a weird upstream error, but it's probably not gonna get fixed anytime soon as GNOME's efforts are mostly on Wayland nowadays

------------------------------------

The next issues are more recent and require flags on the environment that make the behavior of WebkitGTK not use hardware acceleration or not DMABUF, I find this pretty bad tbh.

### 3. `AcceleratedSurfaceDMABuf was unable to construct a complete framebuffer`
Requires to have `WEBKIT_DISABLE_DMABUF_RENDERER=1` in the environment, it seems to only happen on X11

### 4. The webview just dies on resize, there is no weird error output
Requires to have `WEBKIT_DISABLE_COMPOSITING_MODE=1` in the environment, if it's happening in Wayland, your Webview is running on X11

### 5. WebGL no longer works even in Wayland
Your Webview is running on X11, try using `xeyes` if it can follow your cursor inside the Tauri window, then yeah, it's on X11

-----------------------------------

4 and 5 are weird as they both happen to me in EndeavourOS GNOME Wayland in latest version but when using an AppImage from Ubuntu 22.04 (Github Actions Image) and using Tauri 2 Beta 14.
If I use a development build with the libraries that Arch Linux ships, it runs on Wayland perfectly.
I don't know why, it probably needs to be another issue as it's a problem with the AppImage packaging not using Wayland