sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: cannot set string that contains dot through the URL
Labels: bug,needs triage

### Describe the bug

Hello. I'm writing playwright tests according to this guide

https://storybook.js.org/docs/writing-tests/import-stories-in-tests/stories-in-end-to-end-tests#with-playwright

And my story args should be like this `&args=client_date_format%3Add.MM.yyyy`

But I get the message `Omitted potentially unsafe URL args.`

Could you please allow dots in string arguments or add an option to disable this validation, because an XSS attack on the static server without a backend can't do something harmful, but the lack of tests can.

### Reproduction link

https://5f27fec87f827f00226fd51a-mkzlawwyms.chromatic.com/?path=/story/components-badge--base&args=children:Test.Test&globals=colorScheme:dark

### Reproduction steps

Expected behavior:

1. Text in the badge is `Test.Test`
2. Value of the `children` control is `Test.Test`

Actual behavior:

1. Text is default (`Badge`)
2. Value is default (`Badge`)
3. Warning in console

```
Omitted potentially unsafe URL args.
More info: https://storybook.js.org/docs/react/writing-stories/args#setting-args-through-the-url
```


### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 6.8 Ubuntu 22.04.5 LTS 22.04.5 LTS (Jammy Jellyfish)
    CPU: (8) x64 Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz
    Shell: 5.1.16 - /bin/bash
  Binaries:
    Node: 20.18.0 - /usr/local/bin/node
    Yarn: 4.5.3 - /usr/local/bin/yarn <----- active
    npm: 10.8.2 - /usr/local/bin/npm
```

### Additional context

_No response_
Repository: ollama
Issue: Option to show all models available from registry/library
Labels: feature request

Currently, `ollama list` shows all the installed models. It would be very useful to be able to show all the available models from the registry/[model library](https://github.com/ollama/ollama?tab=readme-ov-file#model-library), which allow us to make model management app to install a model with GUI with one click.
Repository: kubernetes
Issue: When scaling down pod replicas in ReplicaSets, it is supported to prioritize removing specified pods.
Labels: kind/feature,sig/apps,needs-triage

### What would you like to be added?

When scaling down pod replicas in ReplicaSets, it is supported to prioritize removing specified pods.

### Why is this needed?

In actual production scenarios, we often encounter situations where users deploy applications using ReplicaSets and expect to prioritize the removal of specific pods during scaling down. I believe this is a reasonable requirement, as it provides convenience for users when working with ReplicaSets.
Repository: PowerToys
Issue: [Run > Calculator plugin] Unit tests: Some tests are failing on non-english systems
Labels: Issue-Bug,Area-Quality,Resolution-Fix Committed,Cost-Small,Run-Plugin,Issue-Refactoring

### Microsoft PowerToys version

pre-0.88.0 (fbd72cc1eababcb5a8db54f83bf84528a591a899)

### Installation method

Dev build in Visual Studio

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

![Image](https://github.com/user-attachments/assets/d63b5475-f5cf-49f1-8498-d51151ccca97)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: PowerToys
Issue: Add Feature to Retain and Move Selection Area While Measuring in PowerToys Ruler
Labels: Needs-Triage

### Description of the new feature / enhancement

Currently, in PowerToys Ruler, the selection area disappears immediately after releasing the left mouse button. This limits its usability for precise measurements between elements like paragraphs, margins, and gaps. I am requesting a feature where holding the Spacebar while dragging allows the user to move the existing selection area across the screen, without losing it. This would enable more accurate and dynamic measurements, especially for UI/UX design work or similar tasks.

### Scenario when this would be used?

1. Current Behavior:

The user clicks and drags to create a selection area.

Upon releasing the mouse button, the selection area disappears.



2. Proposed Behavior:

The user clicks and drags to create a selection area.

While holding the Spacebar (or another specified key), the user can move the selection area across the screen to measure gaps or align with other elements. The initial selection remains intact from the first drag.

Releasing the Spacebar resumes the original dragging functionality, allowing the user to adjust the size of the selection area.

### Supporting information

Use Case: This feature is particularly beneficial for designers, developers, or anyone working with precise layout measurements, such as comparing gaps between paragraphs or aligning UI components.

Benefits: Enhances the utility of the Ruler tool by adding a dynamic measurement capability, improving user efficiency and accuracy.

References: Similar behavior can be observed in tools like Photoshop, where holding Spacebar allows repositioning during certain operations.
Repository: langchain
Issue: DOC: HTMLSemanticPreservingSplitter is documented in API References but not exported in langchain-text-splitters v0.3.4
Labels: 🤖:docs

### URL

https://python.langchain.com/api_reference/text_splitters/html/langchain_text_splitters.html.HTMLSemanticPreservingSplitter.html#langchain_text_splitters.html.HTMLSemanticPreservingSplitter

### Checklist

- [X] I added a very descriptive title to this issue.
- [X] I included a link to the documentation page I am referring to (if applicable).

### Issue with current documentation:

API References documentation shows HTMLSemanticPreservingSplitter as available in langchain-text-splitters, but it's not exported in version 0.3.4. This causes import failures when trying to use the documented functionality.

Steps to reproduce:
- `pip install "langchain-text-splitters==0.3.4"`
- Check the contents of the package
- Verify that `HTMLSemanticPreservingSplitter` is not available in 0.3.4

### Idea or request for content:

_No response_
Repository: excalidraw
Issue: Issue with Double-Tap Text Input on Excalidraw (Windows Tablet with Stylus)
Labels: bug

When using a stylus on a Windows tablet, there's an issue with the double-tap shortcut for entering text. If the double-tap is performed quickly, the text input field appears momentarily and then closes automatically before any text can be written. However, if the double-tap is slower, the input field stays open, allowing text entry. Interestingly, this problem does not occur when performing the double-tap with a finger, where the text input works as expected.

**Steps to Reproduce**:

1. Open Excalidraw on a Windows tablet with a stylus.
2. Attempt to create a text input field by double-tapping the screen quickly with the stylus.
3. Observe that the text input field appears and then closes immediately.
4. Repeat the action, but this time perform the double-tap more slowly.
5. Notice that the input field stays open, allowing text entry.

https://github.com/user-attachments/assets/b7b4af39-7ce7-47a0-b689-642b60325b57

Additionally, the same issue has been observed when using the Excalidraw plugin in Obsidian https://github.com/zsviczian/obsidian-excalidraw-plugin/issues/1827
Repository: deno
Issue: Behavior is different from node with duckdb library
Labels: needs investigation,node compat

Version: deno 2.1.4 windows 10 64bit
We created a simple database with npm's duckdb DB library.
In node.js, a single file named duckdb-direct.duckdb is created after program execution.
This is normal behavior.

However, when the same process is executed in Deno, after the program is completed
will leave a duckdb-direct.duckdb.wal file in addition to the duckdb-direct.duckdb file.

We have created a repository of the complete reproduced code below.
https://github.com/fushihara/duckdb-node-deno-issue

I am using only one library, the following duckdb library.
https://www.npmjs.com/package/duckdb

In node.js, however, only the duckdb-direct.duckdb file is created,
Deno creates two files: duckdb-direct.duckdb and duckdb-direct.duckdb.wal
![image](https://github.com/user-attachments/assets/78731f7a-38d8-4065-b29d-b766259551b7)
![image](https://github.com/user-attachments/assets/1345eb45-4fc2-4cae-a3c3-2388354f8c47)

Since the behavior is different from node.js, we determined that it is a node compatibility issue with deno, so we create an issue in the deno repository.
Repository: godot
Issue: Emission texture not working in custom shader on mobile devices
Labels: bug,platform:ios,platform:android,topic:rendering

### Tested versions

- v4.4.dev.mono.custom_build [c20d98d01]

### System information

Godot v4.4.dev.mono (c20d98d01) - Pop!_OS 22.04 LTS on Wayland - X11 display driver, Multi-window, 3 monitors - Vulkan (Mobile) - dedicated Intel(R) Arc(tm) A750 Graphics (DG2) - AMD Ryzen 7 5800X 8-Core Processor (16 threads)

### Issue description

- The standard Godot shader is on the left and the custom shader is on the right.
- Both Desktop and Mobile are using the mobile renderer

### Desktop Linux Build ✅

![Image](https://github.com/user-attachments/assets/3759a4d7-17de-45d8-8789-c850f5c26ad3)

In this build, you can see that the emission map is only emitting colors in accordance with the emission textures.  The lighter areas emit brighter colors and the darker areas do not emit any.

### Mobile Android and iOS build ❌

![Image](https://github.com/user-attachments/assets/9ac74d0a-2cb1-4d05-8ea3-3573ff0bb53a)

In this build, you can see that the emission is being applied to the entire model and ignoring the emission map texture.

### Steps to reproduce

- Open the MRP
- Export to dekstop, ios, and android
- See that the emission map is working correctly on desktop but not working on mobile platforms
- You can inspect the shader at res://Skin_Magma/cube_guy_standard.shader.tres
- I am using a double precision + mono build of Godot

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/18246611/mrp.zip)
Repository: godot
Issue: Constant crashes
Labels: bug,needs testing,crash

### Tested versions

4.3 stable

### System information

Godot v4.3.stable - Windows 10.0.26100 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Laptop GPU (NVIDIA; 32.0.15.6636) - 13th Gen Intel(R) Core(TM) i7-13700HX (24 Threads)

### Issue description

With around 15 minutes in the engine and working on my project, I get crashes. I have already tested everything I could find around the web but nothing changed.

### Steps to reproduce

N/A

### Minimal reproduction project (MRP)

[project.zip](https://github.com/user-attachments/files/18246636/project.zip)


EDIT: fixes to my problem:
1. https://github.com/godotengine/godot/issues/100807#issuecomment-2564181228
2. https://github.com/godotengine/godot/issues/100807#issuecomment-2564796123

It worked for me and I hope it works for you too. Thank to everybody who contributed and have a wonderful year ahead of you.
Repository: svelte
Issue: feat: allow objects for style attribute
Labels: feature request

### Describe the problem

Since https://github.com/sveltejs/svelte/pull/14714, Svelte allow objects/arrays for `class` attribute.
I think there should be an equivalent for the `style` attribute, at least for objects (I don't see any usage for array).


### Describe the proposed solution

I expect to have something like this :
```svelte
<div style={{
	'font-size': size,
	border: "1px solid",
	color
}}>
   ...
</div>
```

This could be easily done by wrapping the object into a function, but I think this could be handheld internaly.


Example :

https://svelte.dev/playground/hello-world?version=5.16.0#H4sIAAAAAAAACq1S24rbMBD9lakI2IbUbkpZimMH-tS-9QPWC-vLuOtEkYQ0TrM1_vdKirOJqfetGIN0zszozMwZmCiPyFL2AzmX8Ftq3kCITUfYRGzN2o6jYenjwOhVuTgHWHzK-qZUbE7IyWFVaXAJr6UgFGTLsMzUulO0K0RB3VFJTTBAbcwZRmi1PEIQJ-4a702wdUHu50hQSy415LAyVBKGQcXL-hBE2ytvuj94R28e1NmzWXJ7UWQGOdYEVSea9FTyHvPBFx69oEwq6qTY-dpZMt3mTI-LxC-NKBYZjc0dbuV4CbtlMa6LuZbNJ3VerOs6XCQ-f3mP-Doj7qT4MYvsZQOGXrkbil1BODgiaO3yPjpdQeqHvHZoJXWDOoWCbdQZjORdUzDP-HEWYozGnT-mME0YEp9u777JLHnZXHaiNNrDdxSo7eqaiwRIr8v_L1qy5PKK-6whCc_EUtI9jut3jD2ZcO7qG3hn6cJW80Zue1G72Xo_hyYCL9r6vIXQQJ6D6Dl_QwvSSL0WHr1YncZbghMlW3B5OQSy2ttNBf8m__REbKXoDo199MoXFNuGCHUYPq5PTxHkOzjBh0nEXdSxVDbkcI15Xg2HMV0Np_H5LQog3stOhME2iGZCJxHGyx_ng30a_wKyD94cWwQAAA==

### Importance

nice to have
Repository: deno
Issue: Deno install dependecies incorrectly
Labels: bug,install

Version: Deno 2.1.4


Added deno support into nestjs project, but deno install works incorrectly.

https://github.com/NarHakobyan/awesome-nest-boilerplate/issues/356
Repository: godot
Issue: OpenGL 3.3 not supported even if mesa is updated and drivers updated on linux.
Labels: platform:linuxbsd,topic:rendering,needs testing

### Tested versions

In Godot 4.3.


### System information

Debian based Linux, Godot 4.3

### Issue description

When i open godot on MX Linux i get an error saying i need OpenGL 3.3 or higher.
i tried opening it with vulkan drivers and after a minute Godot crashed.![Image](https://github.com/user-attachments/assets/76ae2dda-94e4-4b16-b219-b833ee4a4a5d)
But, i tried it on windows 7 and it did work.

### Steps to reproduce

I tried it on MX Linux, GPU: AMD Redeon 5650 HD.

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue:  Request for Pinch-to-Zoom or Keyboard Zoom Functionality for Side Bar and Activity Bar
Labels: feature-request,layout

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
**Requirements** 
Currently, when zooming in or out in VS Code (either using the keyboard shortcuts or mouse scroll), the editor area and the Activity Bar (and Side Bar) zoom together. However, there is no way to independently zoom the Side Bar or Activity Bar without affecting the entire interface. This can be problematic for users who want to zoom the editor without changing the size of the side panels.


**Why This Feature is Important:**
**Usability**: Users who prefer to zoom in on the editor text but do not want the Activity Bar and Side Bar to zoom along with it will benefit from independent zoom controls.
**Consistency**:Many other applications (e.g., web browsers, design tools) support pinch-to-zoom or keyboard zoom for the entire interface, including side panels. This feature would bring VS Code in line with those tools.
**Touchpad Support**: For users on laptops with touchpads, pinch-to-zoom is an intuitive way to adjust the zoom level without relying on keyboard shortcuts.

Additional Context:
The zooming functionality for the editor works well with keyboard shortcuts and mouse scroll, but users may want more granular control over the zoom level of the Side Bar and Activity Bar.
This feature could be useful for users who have high-resolution screens and want to adjust only the editor’s text size while keeping the side panels at a fixed size.
Repository: PowerToys
Issue: PowerToys -> Quick Accent -> Adding Belarusian Latin and Belarusian Cyrillic
Labels: Needs-Triage

### Description of the new feature / enhancement

Hello! My suggestion is to add Belarusian Latin and Belarusian Cyrillic scripts special characters to Quick Accent

**Belarusian Latin special characters:**
Ć, ć, Č, č, Ś, ś, Š, š, Ŭ, ŭ, Ź, ź, Ž , ž, Ł, ł, Ń, ń

**Belarusian Cyrillic special characters:**
Ў, ў

____________
I believe they can be all added into "Belarusian" set of special characters 😁

### Scenario when this would be used?

As I am native speaker of Belarusian and I commonly use it in my daily routine, this feature would be very useful for me, considering that I usually use several languages for my work and that would help me to minimize usage of additional symbols sets 



### Supporting information

I believe such implementation would be beneficial for other users who use belarusian in their daily communication 🔔🌟🎄
Repository: ui
Issue: [bug]: missing files in toast manual installation
Labels: bug

### Describe the bug

The production docs website still doesn't reflect the changes for the toaster.tsx and use-toast.tsx manual installation components fixed in [#1243](https://github.com/shadcn-ui/ui/pull/1243).

### Affected component/components

Toast

### How to reproduce

1. Go to [/docs/components/toast](https://ui.shadcn.com/docs/components/toast)
2. Installation
3. Manual
4. Check that the files for `toast.tsx`, `toaster.tsx` and `use-toast.tsx` are the same.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
MacOS, Brave.
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: Tracking issue for release notes of #131729: Make the `test` cfg a userspace check-cfg
Labels: T-compiler,relnotes,F-check-cfg,relnotes-tracking-issue


This issue tracks the release notes text for #131729.

### Steps

- [X] Proposed text is drafted by PR author (or team) making the noteworthy change.
- [ ] Issue is nominated for release team review of clarity for wider audience.
- [ ] Release team includes text in release notes/blog posts.

### Release notes text

The responsible team for the underlying change should edit this section to replace the automatically generated link with a succinct description of what changed, drawing upon text proposed by the author (either in discussion or through direct editing).

````markdown
# Compatibility notes
- [`rustc` no longer treats the `test` cfg as a well known check-cfg](https://github.com/rust-lang/rust/pull/131729), instead it is up to the build systems and users of `--check-cfg`[^check-cfg] to set it as a well known cfg using `--check-cfg=cfg(test)`.
  
  This is done to enable build systems like Cargo to set it conditionally, as not all source files are suitable for unit tests.
  [Cargo (for now) unconditionally sets the `test` cfg as a well known cfg](https://github.com/rust-lang/cargo/pull/14963).

[^check-cfg]: https://doc.rust-lang.org/nightly/rustc/check-cfg.html
````

> [!TIP]
> Use the [previous releases](https://doc.rust-lang.org/nightly/releases.html) categories to help choose which one(s) to use.
> The category will be de-duplicated with all the other ones by the release team.
>
> *More than one section can be included if needed.*

### Release blog section

If the change is notable enough for inclusion in the blog post, the responsible team should add content to this section.
*Otherwise leave it empty.*

````markdown
````

cc @Urgau, @petrochenkov -- origin issue/PR authors and assignees for starting to draft text
Repository: PowerToys
Issue: the software cannot be opened.
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.87.1

### Installation method

Other (please specify in "Steps to Reproduce")

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

I am using Scoop to install, but the software cannot be opened. It can still be displayed in the status.Even using an administrator to open it doesn't work



### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: ollama
Issue: glm-edge-v-5b-gguf:Q6_K blk.0.attn_qkv.weight
Labels: model request

PS C:\Users\Administrator> ollama run modelscope.cn/ZhipuAI/glm-edge-v-5b-gguf:Q6_K
Error: llama runner process has terminated: error loading model: missing tensor 'blk.0.attn_qkv.weight'****
Repository: rust
Issue: Terse parse error on `ident @ pat` in destructuring assignment
Labels: A-diagnostics,A-parser,T-compiler,D-terse,A-patterns

Consider the following slice pattern:
```rust
let arr = [1, 2, 3, 4];
let [a, b, rest @ ..] = arr;
dbg!(a, b, rest); // [src/main.rs:4:5] a = 1
                  // [src/main.rs:4:5] b = 2
                  // [src/main.rs:4:5] rest = [
                  //     3,
                  //     4,
                  // ]
```

Now, consider the following *destructuring assignment* with a slice pattern, including a "rest" pattern:
```rust
let (c, d);
[c, .., d] = [1, 2, 3, 4];
dbg!(c, d); // [src/main.rs:13:1] c = 1
            // [src/main.rs:13:1] d = 4
```

Now, consider the following *destructuring assignment with a slice pattern, again* in this [Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=769bd6227ab07ee809c2f93f31f4e026):
```rust
let e;
let rest;
let f;
[e, rest @ .., f] = [1, 2, 3, 4];
dbg!(e, rest, f);
/*
error: expected one of `!`, `,`, `.`, `::`, `?`, `]`, `{`, or an operator, found `@`
  --> src/main.rs:19:10
   |
19 | [e, rest @ .., f] = [1, 2, 3, 4];
   |          ^ expected one of 8 possible tokens

error: expected one of `!`, `#`, `(`, `,`, `.`, `::`, `;`, `?`, `[`, `]`, `_`, `async`, `become`, `break`, `continue`, `for`, `if`, `let`, `loop`, `match`, `move`, `return`, `static`, `unsafe`, `while`, `yield`, `{`, `|`, `||`, `}`, an operator, or path, found `@`
  --> src/main.rs:19:10
   |
19 | [e, rest @ .., f] = [1, 2, 3, 4];
   |          ^ expected one of 32 possible tokens
*/
```

...that wasn't really what I expected! But then, I don't know what I did expect, honestly. It's possible this is "just" a diagnostic issue, but this is one of the somewhat sharper inconsistencies to discover here. I suspect gating this during *parsing* is not the correct thing to do here, even if we want to error on it.

@rustbot label: +C-bug +T-compiler +T-lang +D-confusing +A-parser +A-slice-patterns
Repository: godot
Issue: Audio played from an animation player doesn't stop when switching scenes in a web export
Labels: bug,platform:web,topic:audio,regression,topic:animation

### Tested versions

- Reproducible in 4.3.stable, 4.4.dev7
- Not reproducible in 4.2.2.stable

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1050 Ti (NVIDIA; 32.0.15.6614) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

If you play audio from an audio track in an animation, and switch the scene while the audio is still playing, only in a web export, the audio won't stop playing, and will play until the end of the audio stream. It's supposed to be stopped when the scene is switched.

### Steps to reproduce

In the minimal reproduction project, use the remote debug button to run the project in the browser. The audio should start playing, click the button to switch to another scene. Also, if the project is launched normally (not in a web browser), everything works as intended.

### Minimal reproduction project (MRP)

[audio-bug-mrp.zip](https://github.com/user-attachments/files/18249552/audio-bug-mrp.zip)
Repository: PowerToys
Issue: Algo a salido mal
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage

### Microsoft PowerToys version

0.87.1.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

Version: 0.87.1.0
OS Version: Microsoft Windows NT 10.0.22631.0
IntPtr Length: 8
x64: True
Date: 26/12/2024 5:01:38
Exception:
System.InvalidCastException: Unable to cast object of type 'System.Int32' to type 'System.String'.
   at PowerLauncher.Helper.ThemeExtensions.GetHighContrastBaseType()
   at PowerLauncher.Helper.ThemeManager.UpdateTheme()
   at PowerLauncher.Helper.ThemeManager..ctor(PowerToysRunSettings settings, MainWindow mainWindow)
   at PowerLauncher.App.<>c__DisplayClass20_0.<OnStartup>b__0()
   at Wox.Infrastructure.Stopwatch.Normal(String message, Action action)
   at PowerLauncher.App.OnStartup(Object sender, StartupEventArgs e)
   at System.Windows.Application.<.ctor>b__1_0(Object unused)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_