sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: `test/pummel/test-timers.js` is flaky
Labels: flaky-test,linux

### Test

`test/pummel/test-timers.js`

### Platform

Linux x64

### Console output

```console
=== release test-timers ===
Path: pummel/test-timers
--- stderr ---
diff: 999
node:internal/assert/utils:281
    throw err;
    ^

AssertionError [ERR_ASSERTION]: The expression evaluated to a falsy value:

  assert.ok(1000 <= diff && diff < 1000 + WINDOW)

    at Timeout.<anonymous> (/home/runner/work/_temp/node-v23.0.0-nightly2024-09-2371eb7381f9/test/pummel/test-timers.js:39:12)
    at Timeout._onTimeout (/home/runner/work/_temp/node-v23.0.0-nightly2024-09-2371eb7381f9/test/common/index.js:493:15)
    at listOnTimeout (node:internal/timers:614:17)
    at process.processTimers (node:internal/timers:549:7) {
  generatedMessage: true,
  code: 'ERR_ASSERTION',
  actual: false,
  expected: true,
  operator: '=='
}

Node.js v23.0.0-pre
Command: out/Release/node --test-reporter=spec /home/runner/work/_temp/node-v23.0.0-nightly2024-09-2371eb7381f9/test/pummel/test-timers.js
```


### Build links

- https://github.com/nodejs/node/actions/runs/11001920947/job/30547830943?pr=54987#step:10:5638

### Additional information

_No response_
Repository: vscode
Issue: NB Muli Cursor -- Undo/Redo operation failure
Labels: bug,notebook-cell-editor

Re: https://github.com/microsoft/vscode/issues/141673

--- 

Undo operation only applied to 1 of 2 models. Fails rarely ❄️ 
- two cells, both with only `print("hello world")
- cursor on the first `hello`
- trigger `cmd+d` twice, selecting both
- backspace/delete (trigger deleteLeft)
- undo
- 🐛 only second cell is restored
Repository: svelte
Issue: Svelte does not support import maps
Labels: feature request,needs discussion

### Describe the bug

If you try to use an [import map](https://developer.mozilla.org/en-US/docs/Web/HTML/Element/script/type/importmap) in Svelte, it does not compile and throws an error. 

### Reproduction

[REPL link](https://svelte-5-preview.vercel.app/#H4sIAAAAAAAACl2Q22rDMBBEf0UsLU4g-NJHxTHtd1R9cKxNrNS6IK1zwfjfi7AcSF8kNGdmNewEJzVgAP49gWk1Aocv52AH9HDxEa44EMIOgh19F5U6dF45aoRR2llPbOqsdmrAmZ281SxbIkVSfbYXZkBii8wO7C1QS7jJsm0iySkjk-jVFeUmaZsltY3Wunj-nDqwWPIgYCmiWyegEUbQFA9BKwgC-CqRAGMlcudthyESAT2RC7woRuN-z3lndZHoZ5lXVV6VxdHbW0CfX4KAZdAcr_lfKXoM2AhDeKfWY8smYRi7KUk9Z1VZvu_ju0d17omzj7J0970wy5AUrZ_ZozKSX9thxMO0LGFmTV2svKmP_sWfrOsuX82wA22lOimUwMmPOP_Mf7gX0bn6AQAA)

### Logs

_No response_

### System Info

```shell
System info is not relevant here. 
The error is in all versions of Svelte.
```


### Severity

annoyance
Repository: PowerToys
Issue: Keyboard Manager individual assignments temporary disable buttons/checkmarks
Labels: Needs-Triage

### Description of the new feature / enhancement

Beside the remove buttons for certain assignments, it would be useful to add a pause or deactivate button to temporarily disable the assignments without removing them. 
Even better would be automatic assignment changes depending on certain apps/programs in the foreground (or at least active).

### Scenario when this would be used?

When you only use assignments for certain scenarios, you'd want to disable them for general use. Without disabling the entire Manager functionality. Because some assignments you want to be permanent, others temporary. 
Deleting them makes it very tedious to assign them again. 

### Supporting information

_No response_
Repository: pytorch
Issue: [dynamo] enable TorchDispatchMode for eager part when graph breaks
Labels: triaged,oncall: pt2,module: dynamo

### 🚀 The feature, motivation and pitch

In eager mode, we use `TorchDispatchMode` to count flops and estimate runtime. It works well for AutoFSDP and we want to extend it to torch.compile with graph breaks

for torch.compile with graph breaks, we want to enable `TorchDispatchMode` for eager part in-between compiled regions. In following example, `relu_graph_break` is the eager part. currently I have to manually call `with printing_mode:` to turn on `TorchDispatchMode` at graph break boundary.

**Question: is it possible to have some dynamo hooks so I can enable/disable `TorchDispatchMode` at graph break boundaries?**

```
import torch
import torch.nn as nn
from torch.utils._python_dispatch import TorchDispatchMode

class PrintingMode(TorchDispatchMode):
    def __torch_dispatch__(self, func, types, args=(), kwargs=None):
        print(f"{func.__module__}.{func.__name__}")
        return func(*args, **kwargs)



class MLP(nn.Module):
    def __init__(self, printing_mode: TorchDispatchMode):
        super().__init__()
        self.in_proj = nn.Linear(4, 4, bias=False, device="cuda")
        self.relu = nn.ReLU()
        self.out_proj = nn.Linear(4, 4, bias=False, device="cuda")
        self.printing_mode = printing_mode

    def forward(self, x: torch.Tensor) -> torch.Tensor:
        z = self.in_proj(x)
        z = self.relu_graph_break(z)
        z = self.out_proj(z)
        return z
    
    @torch.compiler.disable
    def relu_graph_break(self, x):
        with printing_mode:
            return self.relu(x)


if __name__ == "__main__":
    printing_mode = PrintingMode()
    model = MLP(printing_mode)
    inp = torch.rand(4, 4, device="cuda")
    loss = torch.compile(model)(inp).sum()
```


### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames @rec
Repository: TypeScript
Issue: `ReadonlySet` and `ReadonlyMap` are lacking `Symbol.toStringTag`
Labels: Bug,Help Wanted

### 🔎 Search Terms

`ReadonlySet`, `ReadonlyMap`, `Symbol.toStringTag`

### 🕗 Version & Regression Information

This is the behavior in every version I tried, and I reviewed the FAQ for entries about `ReadonlySet`, `ReadonlyMap`, `Symbol.toStringTag`

### ⏯ Playground Link

https://www.typescriptlang.org/play/?target=99#code/C4TwDgpgBAsgrsAhsAlgOwOY0WGFgAWA9gCYByiAttALxQCiAHgMYA2cJEAPANYQhEAZrBxc4aHmiIB3NABoo4yTLQA+BXwHCAShEQkiaViGxgxEqbIVLLa1QChQkWAmToMAZXx5CpCtSg6JjYObk0hKC9gc2VZdShwnT0DIxAomNtVB3sAehyoAAFgAGcAWghGSGZgcoAnWqJa+1Z8KEQALhckVExTH2JyKlpIkEoAIyJWADpgIg9gWvcAFUQMXPyisoqqmoh6xubWsc74bvco-r8hwJHxyZm5heXV+yA

### 💻 Code

```ts
type MutatingMapMethodName = Exclude<keyof Map<unknown, unknown>, keyof ReadonlyMap<unknown, unknown>>
type MutatingSetMethodName = Exclude<keyof Set<unknown>, keyof ReadonlySet<unknown>>

// @ts-expect-error
let a: MutatingMapMethodName = Symbol.toStringTag
// @ts-expect-error
let b: MutatingSetMethodName = Symbol.toStringTag
```


### 🙁 Actual behavior

Both `@ts-expect-error`s give `Unused '@ts-expect-error' directive.(2578)`

### 🙂 Expected behavior

Both `@ts-expect-error`s are used

### Additional information about the issue

_No response_
Repository: tauri
Issue: [bug] V2 pnpm tauri android dev just hands and does nothing - Ubuntu 24.4.0
Labels: type: bug,platform: Linux,status: needs triage,platform: Android

### Describe the bug

pnpm Tauri android dev just hangs with no output or action. --verbose doesn't assist.

### Reproduction

pnpm create tauri-app --rc
cd tauri-app
pnpm i
pnpm tauri android init
pnpm tauri dev -- builds and launches
pnpm tauri android dev: hangs
pnpm tauri android dev --open: opens android studio and will run the app after I open the emulator

### Expected behavior

I would expect something to start compiling and then for the emulator to launch

### Full `tauri info` output

```text
[✔] Environment
    - OS: Ubuntu 24.4.0 x86_64 (X64)
    ✔ webkit2gtk-4.1: 2.44.3
    ✔ rsvg2: 2.58.0
    ✔ rustc: 1.81.0 (eeb90cda1 2024-09-04)
    ✔ cargo: 1.81.0 (2dbb1af80 2024-08-20)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 22.8.0
    - pnpm: 9.11.0
    - npm: 10.8.2

[-] Packages
    - tauri 🦀: 2.0.0-rc.15
    - tauri-build 🦀: 2.0.0-rc.12
    - wry 🦀: 0.43.1
    - tao 🦀: 0.30.2
    - @tauri-apps/api : 2.0.0-rc.5
    - @tauri-apps/cli : 2.0.0-rc.16

[-] Plugins
    - tauri-plugin-shell 🦀: 2.0.0-rc.3
    - @tauri-apps/plugin-shell : 2.0.0-rc.1

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

.zshrc exports
export JAVA_HOME=/snap/android-studio/current/jbr
export ANDROID_HOME="$HOME/Android/Sdk"
export NDK_HOME="$ANDROID_HOME/ndk/$(ls -1 $ANDROID_HOME/ndk)"


Android studio:
CompileCommand: exclude com/intellij/openapi/vfs/impl/FilePartNodeRoot.trieDescend bool exclude = true
Android Studio Koala | 2024.1.1
Build #AI-241.15989.150.2411.11948838

Note that 'pnpm tauri android dev --open' starts compiling and then opens android studio.
Repository: go
Issue: proposal: path/filepath: Deprecate Walk
Labels: Proposal

### Proposal Details

filepath.WalkDir was added in Go 1.16. It's past time to go ahead and deprecate filepath.Walk, which is less efficient.
Repository: godot
Issue: Custom cursors don't scale the same as ui elements, when monitors are scaled
Labels: platform:windows,needs testing,topic:input

### Tested versions

- Reproducible in: 4.0.stable, 4.3.stable, 4.4.dev2

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6650 XT (Advanced Micro Devices, Inc.; 32.0.11021.1011) - AMD Ryzen 5 2600X Six-Core Processor (12 Threads)

### Issue description

When using monitors with different scaling, custom mouse cursor images aren't scaled.
UI elements work fine and will correctly update when changing a monitor's scaling percent.

### Steps to reproduce

1. Set a custom cursor, `Input.set_custom_mouse_cursor(CUSTOM_CURSOR)`
2. Run project
3. Move game window between monitors of different scales.
3b. You can also change the scale of the monitor the game window is currently on.
![image](https://github.com/user-attachments/assets/2caffd8c-c7e9-4e2b-972d-929d374e1f33)

### Minimal reproduction project (MRP)

[Custom Cursor Scaling.zip](https://github.com/user-attachments/files/17107289/Custom.Cursor.Scaling.zip)

Cursor size should match the color rect.

Expected (100% scale): 
![image](https://github.com/user-attachments/assets/1ba00786-358b-48fc-9b74-32ba353773d0)

Actual (150% scale):
![image](https://github.com/user-attachments/assets/9b758481-79b6-41fb-85e3-0586a0f6bb47)
Repository: godot
Issue: VoxelGI doesn't render if a LightmapGI's data is loaded
Labels: bug,topic:rendering,documentation,topic:3d

### Tested versions

- Reproducible in v4.3.stable.official [77dcf97d8]

### System information

 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 32.0.15.5599) - 12th Gen Intel(R) Core(TM) i5-12500H (16 Threads)

### Issue description


## Expected Behavior

If a LightmapGI node and a VoxelGI node exist, making one visible and one invisible will render just the GI style of the visible node. Lowest in the scene tree order has priority in rendering.

## Observed Behavior

If a LightmapGI node and a VoxelGI node exist, and LightmapGI has light data loaded, under no circumstances the VoxelGI node will affect the lighting. Turning the LightmapGI node invisible will make Godot think **neither** exist, even if VoxelGi is visible and has baked data.

If a LightmapGI node and a VoxelGI node exist, BUT LightmapGI has no light data loaded, the VoxelGI correctly affects the lighting if it's visible.

## Use-case and Possible Workaround

I want to have both a VoxelGI and LightmapGI set-up and ready for different target platforms / graphical settings, choosing which is visible on scene load, and otherwise easily previewing both in the editor by making them visible/invisible, including test runs. 

However, as the existance of a loaded LightmapGI invalidates VoxelGI completely, to swap between the two looks in the editor I either need to keep clearing the light data field or removing the lightmap node completely, which means I'd have to add them back later which is not quick. In the actual game I'd just use scripts to control this on load but the editor is the key use-case here.

Issue can be seen recorded here:
https://youtu.be/EgHb4anSAqk

### Steps to reproduce

- Make a scene with meshes that can receive lightmaps.
- Add a VoxelGI node, set it up and bake. Lighting should change to the voxel's.
- Add a LightmapGI node and bake. Lighting should change to the lightmap's.
---
- Make the LightmapGI node invisible. Lighting should act as if VoxelGI is also invisible, displaying just the engine lighting.
---
- Clear the "Light Data" field of LightmapGI. Lighting will work correctly, displaying the voxel's lighting.

### Minimal reproduction project (MRP)

[voxelandlightmap.zip](https://github.com/user-attachments/files/17131247/voxelandlightmap.zip)
Repository: godot
Issue: Crash when spawning PackedScenes containing GPUParticles3D with Z-Bilboard Enabled in Compatibility
Labels: bug,confirmed,needs testing,topic:particles

### Tested versions

Reproducible in Compatibility mode using both C# and GDScript In:
* v4.2.2.stable.mono.official [15073afe3]
* v4.3.stable.mono.official [77dcf97d8] 
* v4.4.dev2.mono.official [97ef3c837] 

Not Reproducible in:
* Forward+ in any versions listed above

### System information

Godot v4.3.stable.mono - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

Possibly related to this but seems like that resolution only solved the issue for Forward+ and not Compatibility mode.
https://github.com/godotengine/godot/issues/78498

When in compatibility mode, spawning a PackedScene containing a GPUParticle3D with Z-Bilboard set causes it to crash with no errors even if `--verbose` is used. 

Disabling Z-Bilboard does indeed prevent this from happening, and this seems to only happen in compatibility mode, but an error on crash would be valuable instead of silently stopping. 

This does not apply to the root scene being loaded, it seems to be specific to loading it from a PackedScene. 

I'm spawning the scenes with this
```gdscript
class_name GridSpawner
extends Node

@export var sceneToSpawn : PackedScene
@export var gridSize : Vector2i = Vector2(16, 16)
@export var gridCellSize : Vector3 = Vector3(10, 0, 10)

func _ready():
	for y in gridSize.y:
		for x in gridSize.x:
			print("spawning room %s %s" % [x, y])
			var spawnedRoom = sceneToSpawn.instantiate() as Node3D
			add_child(spawnedRoom)
			spawnedRoom.global_position = Vector3(x, 0, y) * gridCellSize
```
Here is a video of trying different tests with Z-Billboard enabled and disabled, as well as a static test with no packed scene loading:

https://github.com/user-attachments/assets/ec8fe4d9-110b-40b9-8c55-5ced73e426fa



### Steps to reproduce

Create a new project in Compatibility mode
Set up a script that spawns packed scenes
Set up a scene to spawn that contains various things including a GPUParticle3D with Z-Bilboard enabled under the Drawing option
Try to spawn that scene some number of times
Over some number of spawns, the game crashes with no error

### Minimal reproduction project (MRP)

Minimal Reproduction

GridSpawnerTest.tscn is the main scene that has the issue, but for completeness, StaticObjectTest.tscn is there and that seems to load fine with 256 particles, it seems to specifically be some kind of issue with spawning from PackedScenes.

I made this with 4.2.2 but this was the same code and objects I used for testing 4.3 and 4.4 dev 2
[SpawnBug_4.2.2.zip](https://github.com/user-attachments/files/17108701/SpawnBug_4.2.2.zip)
Repository: PowerToys
Issue: print several seperated pdfs
Labels: Needs-Triage

### Description of the new feature / enhancement

we want to print severl seperated pdf at once 

### Scenario when this would be used?

when im downloading severl pdf from for example to fill form of pention or socail securety

### Supporting information

_No response_
Repository: ollama
Issue: error looking up nvidia GPU memory - intermittent "cuda driver library failed to get device context 800"
Labels: bug,nvidia,needs more info,docker

### What is the issue?

I've been running Ollama using the official Docker image, and everything was working fine initially. However, after a while (sometimes a dozen hours, sometimes a few days), Ollama logs showed the following error. Could you please advise on how to resolve this?

log
```
cuda driver library failed to get device context 800time=2024-09-24T00:41:06.577Z level=WARN source=gpu.go:400 msg="error looking up nvidia GPU memory"
time=2024-09-24T00:41:06.823Z level=WARN source=sched.go:647 msg="gpu VRAM usage didn't recover within timeout" seconds=5.504949612 model=/root/.ollama/models/blobs/sha256-60b185bbd0004312d5d4e3343d177b9cc049c1422629b9b96878a75f7bcf7fd3
```

### OS

Docker

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.3.10
Repository: ui
Issue: [bug]: CLI fails to install components after manual setup due to missing components.json
Labels: bug

### Describe the bug

It seems that when adding a component via the CLI, a [conditional check](https://github.com/shadcn-ui/ui/blob/078dfe66072c4ca780bbc99d4ad4b13b1f44fe7e/packages/shadcn/src/preflights/preflight-add.ts#L26-L33) is performed to ensure that the `components.json` file is present. However, when following the [manual installation guide](https://ui.shadcn.com/docs/installation/manual), this file is never created, causing the CLI to initiate its init flow. This likely results in a failure, as no valid configuration is detected unless the project contains a config file that matches the following pattern: `**/{next,vite,astro}.config.*|gatsby-config.*|composer.json` ([see code here](https://github.com/shadcn-ui/ui/blob/078dfe66072c4ca780bbc99d4ad4b13b1f44fe7e/packages/shadcn/src/preflights/preflight-init.ts#L58-L74)).

This issue was previously reported in #4885 with an Electron project, but it likely affects any project that doesn't match the expected configuration file pattern when using the manual setup.

This issue initially occurred while I was implementing a shared UI package in a Turborepo project, but I was able to reproduce it more easily on an RSBuild + React setup.

Could this error be resolved by adjusting the manual installation instructions to ensure the `components.json` file is created? I managed to solve this error by just manually creating a `components.json` file and tweaking some configs.


### Affected component/components

CLI

### How to reproduce

1. Fork the linked Codesandbox project.
2. Run `pnpm dlx shadcn@latest add button`.
3. When prompted to create a `components.json` file, select "Yes".

### Codesandbox/StackBlitz link

https://codesandbox.io/p/devbox/2k3vm9

### Logs

```bash
✔ You need to create a component.json file to add components. Proceed? … yes

We could not detect a supported framework at /project/workspace.
Visit https://ui.shadcn.com/docs/installation/manual to manually configure your project.
Once configured, you can use the cli to add components.
```


### System Info

```bash
Any
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: the multiplayer.send_auth() returns error ERR_INVALID_PARAMETER
Labels: documentation,topic:multiplayer

### Tested versions

reproducible in Godot Engine v4.3.stable.official.77dcf97d8 

### System information

windows 11 - godot 4.3 - OpenGL API 3.3.0 NVIDIA 560.81 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 3070 Ti Laptop GPU

### Issue description

if you see the example code that i provided
in line :
```
var auth_packet :PackedByteArray= "test".to_utf8_buffer()
var error = multiplayer.send_auth(id, auth_packet)
```
the `id` is `server id` and is `int 1` and the `auth_packet ` is `PackedByteArray`
and value of `error` is `31` means `ERR_INVALID_PARAMETER`

according to [documents](https://docs.godotengine.org/en/4.3/classes/class_scenemultiplayer.html#class-scenemultiplayer-method-send-auth):
the **send_auth()** input parameters is :   **int** and **PackedByteArray**
and im passing correct values to it. but returns **ERR_INVALID_PARAMETER**

i think this is a bug



### Steps to reproduce

```
extends Node3D

var port=8083
var ip='127.0.0.1'

func createServer()->void:
	var server_peer := ENetMultiplayerPeer.new()
	server_peer.create_server(port)
	multiplayer.multiplayer_peer = server_peer
	multiplayer.auth_callback = Callable(self, "_auth_request_handler")
	multiplayer.peer_authenticating.connect(_on_peer_authenticating)
	

func _auth_request_handler(peer_id: int, auth_data: PackedByteArray)->void:
	print('_auth_request_handler: ',peer_id)
	

func _on_peer_authenticating(peer_id:int)->void:
	print("Peer is authenticating: ", peer_id)



func joinServer()->void:
	var client_peer := ENetMultiplayerPeer.new()
	client_peer.create_client(ip,port)
	multiplayer.multiplayer_peer = client_peer
	multiplayer.peer_connected.connect (inClientSide_clientConnected)

func inClientSide_clientConnected(id:int)->void:
	
	if id==1:
		
		var auth_packet :PackedByteArray= "test".to_utf8_buffer()
		
		# Send the authentication data to the server
		var error = multiplayer.send_auth(id, auth_packet)
		print(id,'  ',error)
```

### Minimal reproduction project (MRP)

[test2.zip](https://github.com/user-attachments/files/17109645/test2.zip)
Repository: vscode
Issue: Screen reader is not announcing control name present in top menu navigation and left navigation on hovering with mouse in mouse tracking on mode:A11y_Visual Studio Code Client_Home screen_ScreenReader
Labels: bug,accessibility

## GitHub Tags:
#A11yTCS; #A11ySev4; #Visual Studio Code Client; #BM_Visual Studio Code Client_Win32_JULY2024; #DesktopApp; #FTP; #A11yUsable; #A11yUsablehigh; #NVDA; #Screen reader; #Win32; #A11yeDAD;
## Environment and OS details:
Application Name: Visual Studio Code Client
OS: Windows 11 version 23H2 OS built: 22631.4169.
Screen reader: NVDA: version 2024.2
## Reproduction Steps:

1. Turning on the NVDA.
2. Open Visual studio code insider editor.
3. Turn on mouse tracking mode with "Insert + M" key.
4. Now hover the control present in top menu navigation and left navigation.
5. Observed that NVDA is not announcing the control name.

## Actual Result:
Screen reader is not announcing control name present in top menu navigation and left navigation on hovering with mouse in mouse tracking on mode.
## Expected Result:
Screen reader should announce the control name present in top menu navigation and left navigation on hovering with mouse in mouse tracking on mode.
## User Impact:
Screen reader user will not now the control name on mouse hover because screen reader is not announcing control name present in top menu navigation and left navigation on hovering with mouse in mouse tracking on mode.
## Attachments:
NVDA attachment

https://github.com/user-attachments/assets/0c9cef7a-f921-481a-98f8-f1920d02c9d1

JAWS attachment

https://github.com/user-attachments/assets/60093b13-360d-44c2-bdeb-dd62c8869e58
Repository: vscode
Issue: Investigate using MenuWorkbenchButtonBar for additionalActions button bar
Labels: debt,comments

Follow-up for https://github.com/microsoft/vscode/pull/229344/files.

/cc @alexr00 @jrieken