sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Unpredictable VoxelGI lighting with interior scenes
Labels: topic:rendering,needs testing,topic:3d

### Godot version

4.1.1 stable

### System information

Godot v4.1.1.stable - Windows 11 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XT (Advanced Micro Devices, Inc.; 31.0.21001.45002) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

### Issue description

I'm working on an interior scene, and one thing i've been having a ton of issues with is light bleeding using Voxel GI

![image](https://github.com/godotengine/godot/assets/25046370/777d3597-b7d0-4fd5-9475-3e009bab905e)

based on a lot of searching around on both the github repos and the forums a lot of people said in order for this to work properly
the scene needs to be enclosed in a box so it's easier to control how it bakes
![image](https://github.com/godotengine/godot/assets/25046370/9e3891f0-7873-4b3d-ba24-1bc7ad2f6099)

however that doesn't seem to work either. 
I've looked over the documentation multiple times to see if I was missing something, and the only thing I can think of is that the walls that are meant to block the light are too thin, even though when I modeled them I made them as thick as possible while making sure that the playable area is unobstructed (the walls and floors are about 1-2 meters thick)

I am unsure if i'm doing something wrong or if it's an issue with the lighting system. Based on the documentation i'm lead to believe it's a bug. 


here's my voxel GI lighting settings
![image](https://github.com/godotengine/godot/assets/25046370/739083c4-5613-4d40-998d-565b4c766a37)



### Steps to reproduce

create an interior scene with a directional light 3D and use that as the only light present for the voxelGI

### Minimal reproduction project

[Lighting minimal preproduction.zip](https://github.com/godotengine/godot/files/12245726/Lighting.minimal.preproduction.zip)


EDIT: added a minimal reproduction project
Repository: PowerToys
Issue: 希望能支持浏览器内上传文件按钮点击后自动调用当前我打开的最上层的文件管理器窗口
Labels: Needs-Triage

### Description of the new feature / enhancement

希望能支持浏览器内上传文件按钮点击后自动调用当前我打开的最上层的文件管理器窗口

### Scenario when this would be used?

在软件开发、软件测试过程中，不时就会用到在Web页面上传文件的需求，每次点击【上传 / 浏览】按钮，都自动载入一个之前使用过的路径或者是【下载 / 文档】等默认路径，然后要一步步操作找到需要上传的文件的路径，非常不方便

### Supporting information

_No response_
Repository: flutter
Issue: Audit callback list iteration in the framework
Labels: framework,P2,team-framework,triaged-framework

See https://github.com/flutter/flutter/issues/131415#issuecomment-1660557985

There are at least a few places in widgets binding where we do or do not make copies of the observers before firing them, for example - but any of those callbacks could add or remove observers. We should go through and find the places where this is getting handled incorrectly.

@pq do you think it would be helpful/possible to have an annotation for these kinds of lists? For example, if you create a list of callbacks, having some annotation on it that warns you not to iterate it unless it was a copy. E.g.

```dart
// BAD

for (final callback in _callbacks) {
  callback();
}

// GOOD

for (final callback in List.of(_callbacks)) {
  callback();
}

// OK, but weird.
for (final callback in _callbacks) {
  // Do something else but do not callback().
}
```

So we'd have something like `final List<MyCallbackableThing> _callbacks;` annotated with something like `@onlyIterateCopies` or something.
Repository: pytorch
Issue: Better export story for autograd.Function?
Labels: triaged,enhancement,onnx-needs-info,oncall: pt2

### 🐛 Describe the bug

A trampoline appears in the exported graph of autograd.Function:
```py
import torch
import torch._dynamo

class Foo(torch.autograd.Function):
    @staticmethod
    def forward(ctx, x):
        ctx.save_for_backward(x)
        return x.sin()
    @staticmethod
    def backward(ctx, grad):
        x, = ctx.saved_tensors
        return grad * x.cos()

def f(x):
    return Foo.apply(x)

x = torch.randn([], requires_grad=True)
gm, *_ = torch._dynamo.export(f, x)
print(gm.code)
```
returns:
```
def forward(self, x):
    arg0, = fx_pytree.tree_flatten_spec(([x], {}), self._in_spec)
    function_ctx = torch.autograd.function.FunctionCtx()
    trampoline_autograd_apply = torch__dynamo_variables_misc_trampoline_autograd_apply(arg0);  arg0 = None
    return pytree.tree_unflatten([trampoline_autograd_apply], self._out_spec)
```

We probably want to turn autograd.Function into a legit HigherOrderOp at some point.

### Error logs

_No response_

### Minified repro

_No response_

### Versions

main

cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang @wconstab
Repository: vscode
Issue: Git - staging file does not show any progress indicator
Labels: git,under-discussion

Type: <b>Bug</b>

while staging a file, when you click on the (+) icon there is no indicator there is some action is in progress.
there should be some indicator.

VS Code version: Code - Insiders 1.81.0-insider (4dfb92c1736a68cbede67a373f6050594836f2fb, 2023-07-31T22:43:20.522Z)
OS version: Windows_NT x64 10.0.19044
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-8665U CPU @ 1.90GHz (8 x 2112)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.82GB (1.26GB free)|
|Process Argv|--crash-reporter-id e5294b27-02c9-4438-b8f3-90acb1091b3b|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (21)</summary>

Extension|Author (truncated)|Version
---|---|---
ng-template|Ang|16.1.4
vscode-markdownlint|Dav|0.51.0
vscode-eslint|dba|2.4.2
githistory|don|0.6.20
gitlens|eam|14.1.1
prettier-vscode|esb|10.1.0
output-colorizer|IBM|0.1.2
ts-error-translator|mat|0.9.1
mongodb-vscode|mon|1.1.0
vscode-scss|mrm|0.10.0
playwright|ms-|1.0.15
powershell|ms-|2023.6.0
vscode-typescript-next|ms-|5.2.20230731
angular-console|nrw|18.5.0
fabric8-analytics|red|0.3.10
vscode-yaml|red|1.14.0
sonarlint-vscode|Son|3.19.2
code-spell-checker|str|2.20.5
vscode-stylelint|sty|1.2.4
vscodeintellicode|Vis|1.2.30
vscodeintellicode-completions|Vis|1.0.22


</details><details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
pythontb:30258533
vsc_aacf:30263846
pythonptprofiler:30281269
vshan820:30294714
vscod805:30301674
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30404738
py29gd2263:30784851
vscaat:30438846
vsclangdf:30492506
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30618038
showlangstatbar:30737417
57b77579:30687741
pythonfmttext:30716741
pythoncmvfstr:30726892
fixshowwlkth:30771523
hideindicator:30766887
pythongtdpath:30726887
i26e3531:30792625
gsofa:30797620
pythonnosmt12:30779711
pythonidxpt:30768918
pythonnoceb:30776497
copilotsettingt:30767686
e537b577:30772214
h0f32768:30792099
asynctokenver:30799129
dsvsc013:30777762
dsvsc014:30777825
diffeditorv2:30786206

```

</details>

<!-- generated by issue reporter -->
Repository: go
Issue: cmd/compiler: nil pointer dereference in `cmd/internal/obj.(*Link).NumberSyms` on `openbsd/arm64`
Labels: help wanted,OS-OpenBSD,NeedsInvestigation,arch-arm64,compiler/runtime

```
#!watchflakes
post <- goos == "openbsd" && goarch == "arm64" && log ~ `internal compiler error` && log ~ `^cmd/internal/obj\.\(\*Link\)\.NumberSyms`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/c6a309b919fb289b7f31671e53d81a20334b733e)):

    <autogenerated>:1: internal compiler error: panic: runtime error: invalid memory address or nil pointer dereference
    
    goroutine 1 [running]:
    runtime/debug.Stack()
    	runtime/debug/stack.go:24 +0x64
    cmd/compile/internal/base.FatalfAt({0x1a47508?, 0x40?}, {0x8c275a, 0x9}, {0x4001a47538, 0x1, 0x1})
    	cmd/compile/internal/base/print.go:230 +0x1fc
    cmd/compile/internal/base.Fatalf(...)
    	cmd/compile/internal/base/print.go:199
    cmd/compile/internal/gc.handlePanic()
    	cmd/compile/internal/gc/main.go:52 +0x90
    panic({0x8451c0?, 0xef6310?})
    	runtime/panic.go:612 +0x120
    cmd/internal/obj.(*Link).NumberSyms.func4(0x4000ffee00?)
    	cmd/internal/obj/sym.go:267 +0x28
    cmd/internal/obj.(*Link).traverseSyms.func1(...)
    	cmd/internal/obj/sym.go:352
    cmd/internal/obj.(*Link).traverseSyms(0x4000110600, 0x6, 0x4001a47960)
    	cmd/internal/obj/sym.go:364 +0x570
    cmd/internal/obj.(*Link).NumberSyms(0x4000110600)
    	cmd/internal/obj/sym.go:266 +0x2fc
    cmd/compile/internal/gc.Main(0x8f9858)
    	cmd/compile/internal/gc/main.go:368 +0x154c
    main.main()
    	cmd/compile/main.go:57 +0x110


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: flutter
Issue: [Impeller] Improve shader analysis workflow
Labels: team,P2,e: impeller,team-engine,triaged-engine

1. Create flutter-internal CIPD packages with the arm-tools at https://chrome-infra-packages.appspot.com/p/flutter_internal/arm-tools/linux-amd64 and https://chrome-infra-packages.appspot.com/p/flutter_internal/arm-tools/mac-amd64
  a. Update the docs/script/cipd.yaml at https://github.com/flutter/engine/tree/main/tools/cipd/malioc for the new location. (The current location is https://chrome-infra-packages.appspot.com/p/flutter_internal/tools/arm-tools/+/, which is missing per-platform subdirectories.)
1. Add CIPD entries to the DEPS file that are guarded by custom vars in the `.gclient` file. (ex. custom var setup: https://github.com/flutter/engine/blob/main/DEPS#L113, ex. guarding a CIPD download: https://github.com/flutter/engine/blob/main/DEPS#L755 with a destination under `src/flutter/prebuilts/`)
1. Teach the `gn` script to enable shader analysis conditionally on the existence of the entry under `src/flutter/prebuilts/`.
1. Improve `malioc_diff.py` workflow in e.g. applying diffs. (I think it already has some flags for this, but it's worth revisiting.)
1. (Optional) Update infra recipes to use the new location https://flutter.googlesource.com/recipes/+/refs/heads/main/recipe_modules/flutter_deps/api.py#163.
Repository: ant-design
Issue: The text in the select when typing starts shifting to the left , when the select input has the font family set to "Montserrat".
Labels: 🐛 Bug,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-g2g2nr?file=/index.js)

### Steps to reproduce

Create a select component, assign the font family "Montserrat" to the input, start printing in the select

### What is expected?

Text should not shift to the left

### What is actually happening?

Text shifts to the left

| Environment | Info |
| --- | --- |
| antd | 5.8.0 |
| React | 18.2.0 |
| System | MacOS |
| Browser |  Chrome Version 115.0.5790.114 (Official Build) (x86_64) |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Laggy Label with large amounts of characters
Labels: bug,needs testing,topic:gui,performance

### Godot version

4.1stable

### System information

Windows 11

### Issue description

A common use case for a Label in some applications is to encapsulate it within a ScrollContainer, allowing the user to scroll through the entirety of the text. However, Godot does not permit this use case because the entirety of the text is processed every frame, so a Label with lots of text is unreasonably slow. Further, there does not seem to be a simple workaround to "hack" seamless scrolling into the application.

Any of the label settings or font settings do not noticeably affect the processing of the label. The label is just as slow with word wrap turned off, so it's not a word wrap processing issue. The only factor I could find that affected the time the label spent processing was the amount of text, which sounds like undesirable behavior.

### Steps to reproduce

1. Create a Label
2. Set the `text `property to a large amount of text
3. Check the process time of the application

### Minimal reproduction project

The following is a very minimal project consisting of a label with around 100k characters.

[laggy_text_mrp.zip](https://github.com/godotengine/godot/files/12232283/laggy_text_mrp.zip)
Repository: transformers
Issue: RetNet model support
Labels: New model,Model on the Hub

### Model description

RetNet / Retentive Networks is a new model *archetype* released by microsoft; the research paper is [here](https://arxiv.org/pdf/2307.08621.pdf). As of now, there is *one* model for retnet; [made by me](https://huggingface.co/parsee-mizuhashi/retnet-tiny-wikitext-undertrained); which is undertrained (`loss=8`!) and I am trying to make a second model on a larger arch.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

[commit that has retnet training](https://github.com/microsoft/torchscale/commit/bf65397b26469ac9c24d83a9b779b285c1ec640b)
@donglixp was the main author for commit and cited on the paper
all code is licensed under MIT, including model weights
Repository: next.js
Issue: New metadataBase field (on `metadata` object) does not prepend specfied metadata base URL in head tag `href`s
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:38:37 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.16.0
      npm: 9.5.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.13-canary.9
      eslint-config-next: 13.4.12
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Metadata (metadata, generateMetadata, next/head), Static HTML Export (output: "export")

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/md-coops/nextJS-bug-report

### To Reproduce

Run `npm run build` to build static export solution.

### Describe the Bug

In the ./src/app/layout.tsx file, setting `metadata.metadataBase = "https://custom.domain"` does not append the base url to `href` attributes for link tags in the head tag of html pages. We can see this when generating a static export and inspecting the generated `./out/index.html`.

### Expected Behavior

I would expect the key of `metadata.metadataBase` to pre-pend the relative URLs in the `href` atribute in link tags in the head tag of html documents.
e.g.
`<head><link rel="stylesheet" href="https://custom.domain/_next/static/css/25ef7fcca74b1a97.css" data-precedence="next"/></ head>`

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: `preload` not works for custom `ResourceFormatLoader`
Labels: bug,discussion,topic:gdscript

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

windows 10, mac, linux

### Issue description

I want to use a custom ResourceFormatLoader to load a GDScript an do some code changes during loading e.g. remove some lines by preprocessor directives.

My intentation is to have a static function working for different Godot versions.
I want to use this function in my plugin, where can be installed on different Godot versions where can have API diverences.
e.g. `static var` since Godot 4.1

The loader works fine by using `load(<my resource type>)`
but do not work to `preload(<my resource type>)` it shows an compile error
**Parser Error: Could not resolve script "res://resource/test_resource.resource".**

### Steps to reproduce

load the attached example project and enable the preload code to see the error

### Minimal reproduction project

[formatloader.zip](https://github.com/godotengine/godot/files/12232779/formatloader.zip)
Repository: PowerToys
Issue: Installer crashes when file is named "PowerToys.exe"
Labels: Issue-Bug,Area-Setup/Install,Status-In progress,Priority-3,Status-Reproducible

### Microsoft PowerToys version

0.72.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

Installer

### Steps to reproduce

- Download [PowerToysSetup-0.72.0-x64.exe](https://github.com/microsoft/PowerToys/releases/download/v0.72.0/PowerToysSetup-0.72.0-x64.exe) 
- Rename from `PowerToysSetup-0.72.0-x64.exe` to `PowerToys.exe`
- Execute, Accept License, Install

### ✔️ Expected Behavior

Installer to run

### ❌ Actual Behavior

Installer opens hundreds of "Are you sure you want to cancel"-popups, temporarily rendering the machine unusable. Installer needs to be killed via taskmgr.

### Other Software

_No response_
Repository: flutter
Issue: Populate stack trace for more `PlatformException`s
Labels: engine,team-ecosystem,P2,a: plugins,triaged-ecosystem

Currently we are only populating the stack trace on Android; we should handle other languages as well. For instance, for Obj-C we generally can't auto-populate it for plugin calls, but could add a field to `FlutterError` for it, and then when people are creating them from `NSException` it could be filled via `callStackSymbols`, and then we could preserve that onto the native side.
Repository: go
Issue: x/tools/go/analysis/passes/buildssa: SrcFuncs omits package-scope function literals
Labels: NeedsDecision,Tools

https://pkg.go.dev/golang.org/x/tools/go/analysis/passes/buildssa#SSA says "SSA provides SSA-form intermediate representation for all the non-blank source functions in the current package."

This is a bit ambiguous to me, because I wasn't sure if it includes function literals, or only declared functions. But experimentally, it includes function literals within declared functions, but not function literals at package scope.

I would suggest:

1. Update the documentation to explicitly mention function literals are included (other than within blank functions).
2. Add package-scope function literals to SrcFuncs too.

Happy to send a CL if these suggestions are agreeable.

/cc @findleyr @alandonovan
Repository: node
Issue: `node_mksnapshot.exe` fails with `SyntaxError: Invalid or unexpected token`
Labels: windows,build

I (luckily) haven't had to build Node.js on Windows in a long time, but I (unfortunately) need to now. With the main branch checked out at d396a041f71cc055ad60b0abc63ad81c0ee6a574 and no unstaged changes, I see the following error at the end of the build process:

```console
> vcbuild
Looking for Python
Python found in C:\Program Files\Python310\\python.exe
Python 3.10.11
Looking for Visual Studio 2022
Looking for Visual Studio 2019
Found MSVS version 16.0

...

  node_mksnapshot.vcxproj -> out\Release\\node_mksnapshot.exe
  node_mksnapshot
  out\Release\node_mksnapshot.exe: node:internal/timers:687



  SyntaxError: Invalid or unexpected token
      at compileForInternalLoader (node:internal/bootstrap/realm:389:18)
      at requireBuiltin (node:internal/bootstrap/realm:423:14)
      at node:internal/bootstrap/node:69:24

C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppCommon.targets(241,5): error MSB8066
```

The file `lib/internal/timers.js` is unmodified. Its SHA-1 checksum is `716eccf542993957462b7ad0b9c13db91c046cec`.
Repository: react-native
Issue: ScrollView does not work inside position: absolute on Android.
Labels: Issue: Author Provided Repro,Platform: Android,Component: ScrollView,Needs: Triage :mag:,Newer Patch Available

### Description

ScrollView does not work inside position: absolute on Android. Scrolling works on iOS.

### React Native Version

0.71.11

### Output of `npx react-native info`

System:
    OS: macOS 12.6.4
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
    Memory: 131.35 MB / 16.00 GB
    Shell: 5.8.1 - /bin/zsh
  Binaries:
    Node: 16.14.0 - ~/.nvm/versions/node/v16.14.0/bin/node
    Yarn: 1.22.17 - /usr/local/bin/yarn
    npm: 8.5.0 - ~/.nvm/versions/node/v16.14.0/bin/npm
    Watchman: 2023.04.03.00 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.12.1 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: DriverKit 22.2, iOS 16.2, macOS 13.1, tvOS 16.1, watchOS 9.1
    Android SDK: Not Found
  IDEs:
    Android Studio: 2022.1 AI-221.6008.13.2211.9514443
    Xcode: 14.2/14C18 - /usr/bin/xcodebuild
  Languages:
    Java: 19.0.2 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.2.0 => 18.2.0 
    react-native: 0.71.11 => 0.71.11 
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found

### Steps to reproduce

ScrollView does not work inside position: absolute on Android. Scrolling works on iOS.

 ```
  <View style={{ height: 300, paddingTop: 100 }}>
        <View
          style={{
            position: 'relative',
            height: 40,
            borderColor: 'red',
            borderWidth: 1,
          }}>
          <View
            style={{
              height: 60,
              position: 'absolute',
              width: '100%',
              borderColor: 'green',
              borderWidth: 1,
              zIndex: 1000,
              elevation: 1000,
            }}>
            <ScrollView>
              <Text>1</Text>
              <Text>2</Text>
              <Text>3</Text>
              <Text>4</Text>
              <Text>5</Text>
              <Text>6</Text>
            </ScrollView>
          </View>
        </View>
      </View>
```

### Snack, screenshot, or link to a repository

https://snack.expo.dev/3enX3_UHW
Repository: transformers
Issue: Enable use of best epoch in Trial, with early stopping, during hyperparameter search
Labels: trainer,Feature request

### Feature request

When running a `Trainer.hyperparameter_search`, each trial's value is calculated from the last epoch's chosen metric. However, especially when using early stopping and `load_best_model_at_end`, it would be useful to use the best model instead.

This could be a parameter of `Trainer.hyperparameter_search` or a an overridable function getting the best value, or some callback.

### Motivation

Often, we use early stopping and take the best model from a particular run because it's possible for models to start overfitting and dropping off after a certain number of epochs. This phenomenon can also appear during hyper parameter search and, as such, we'd like to be able to use the best epoch's value to compare trials.

Without this we may get results that are not fully representative.

### Your contribution

Happy to help testing or in other ways I can. Not sure where to start but if there is a clear place to do it I'd be open to help.