sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: 8.0.alpha default reactDocgen generates different output than in 7.x
Labels: bug,react,argtypes,sev:S2,docgen

### Describe the bug

`react-docgen` generates different (and incomplete) documentation than `react-docgen-typescript`; and once #24165 lands the default documentation generated by Storybook will be significantly _"bad"_ for typescript users using typescript path aliases and enums.

EDIT (@valentinpalkovic): 
- Storybook has added TypeScript Path Aliases support when used with `react-docgen`

_Originally posted by @csantos1113 in https://github.com/storybookjs/storybook/issues/24165#issuecomment-1832420070_

### To Reproduce

1. Go to https://stackblitz.com/edit/github-aca5uv-867pnb (EDIT: Path aliases are now supported)
  - Notes:
    - this rep example uses typescript path aliases which are pretty common.
    - it also uses `vite-tsconfig-paths` for those paths to resolve in vite
    - it uses `react-docgen` (which will be the default in 8.0 once #24165 is merged)
  - ⚠️  Notice:
    - The documentation is "unknown" 
    - "controls" are broken
    - props documentation is gone
    - required props are gone 
2. Go to https://stackblitz.com/edit/github-aca5uv-867pnb
  - Notes:
    - this rep example **does not** use typescript path aliases. It's just relative imports
    - it uses `react-docgen` (which will be the default in 8.0 once #24165 is merged)
  - ⚠️  Notice:
    - The documentation show up
    - required props show up
    - "controls" are still broken for enum values
3. Go to https://stackblitz.com/edit/github-aca5uv-xws82c
  - Notes:
    - this reg example is the same as *number 1* with path aliases and `vite-tsconfig-paths`
    - but it uses **`react-docgen-typescript`** instead
  - 😍 Notice:
    - The documentation show up
    - required props show up
    - "controls" work fine for all types even enum values

### System

```bash
`^8.0.0-alpha.0`, but also happening in `v7.x`.
```


### Additional context

I understand there are foundational differences between the two libraries, and react-docgen has a bunch of open TypeScript related issues: https://github.com/reactjs/react-docgen/issues?q=is%3Aissue+is%3Aopen+typescript and the decision behind Storybook swapping the default docsgen library, and that keeping these 2 libraries working "the same" is not responsibility of the Storybook team ❤️

This is not really an issue with storybook per se, but the Storybook team might help push this forward in the right direction 🙏 

_I'm opening this issue per @shilman request: https://github.com/storybookjs/storybook/pull/24165#issuecomment-1833012165_

### Related issues

```[tasklist]
### Related issues at react-docgen
- [ ] https://github.com/reactjs/react-docgen/issues/456 
- [ ] https://github.com/reactjs/react-docgen/issues/877
```
Repository: kubernetes
Issue: clientcmd.Validate doesn't check validity of the certificates. 
Labels: sig/auth,sig/cli,needs-triage

The clientcmd.Validate function just checks if the `clientcmdapi.Config` contains `CertificateAuthorityData`/`ClientCertificateData`/`ClientKeyData`. Incase the kubeconfig uses `CertificateAuthority`/`ClientCertificate`/`ClientKey` the files existance is checked. It doesn't verify if the data is valid or not.
Repository: vscode
Issue: Inline completion showing 1/0 or not showing 1/1 at all
Labels: bug,inline-completions

In some cases I see inline completions showing 1/0 which doesn't make sense. I also saw a case where it did not show at all even though it should have had 1/1.

<img width="439" alt="image" src="https://github.com/microsoft/vscode/assets/44439583/589cfefb-c9d8-4dbc-a59a-318ee2f8bd12">
Repository: PowerToys
Issue: List View for Desktop Icons
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Hey guys.

Very good job on Powertoys so far. Thank you. 🙏

It would be VERY cool if you guys could bring back the List View for Desktop Icons that was lost back in on of the Windows 10 updates. 😊

Greeting gratefully
Nic

### Scenario when this would be used?

On the Desktop.

### Supporting information

_No response_
Repository: rust
Issue: unused_import indicates a very perplexing span on nightly-2023-11-30
Labels: A-diagnostics,T-compiler,C-bug

### Code

Cargo.toml
```toml
[package]
name = "unused_import"
version = "0.1.0"
edition = "2021"

# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html

[dependencies]

[features]
feature_1 = []
feature_2 = []
```

lib.rs:

```rust
pub mod seed;

#[cfg(feature = "feature_1")]
mod feature_1;
#[cfg(feature = "feature_1")]
pub use feature_1::*;

#[cfg(feature = "feature_2")]
mod feature_2;
#[cfg(feature = "feature_2")]
pub use feature_2::*;
```

seed.rs:

```rust
pub struct Seed(u128);
```

feature_1.rs:

```rust
pub use super::seed::Seed;
```

feature_2.rs:
```rust
pub use crate::seed::Seed;
```

### Current output

```Shell
cargo +nightly-2023-11-30 build --features=feature_1,feature_2
   Compiling unused_import_false_positive v0.1.0 (/home/arthur/Documents/zama/code/unused_import_false_positive)
warning: unused import: `crate::seed::Seed`
 --> src/feature_2.rs:1:9
  |
1 | pub use crate::seed::Seed;
  |         ^^^^^^^^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default

warning: unused import: `feature_2::*`
  --> src/lib.rs:11:9
   |
11 | pub use feature_2::*;
   |         ^^^^^^^^^^^^

warning: `unused_import_false_positive` (lib) generated 2 warnings (run `cargo fix --lib -p unused_import_false_positive` to apply 2 suggestions)
    Finished dev [unoptimized + debuginfo] target(s) in 0.04s
```


### Desired output

```Shell
cargo +nightly-2023-11-30 build --features=feature_1,feature_2
   Compiling unused_import_false_positive v0.1.0 (/home/arthur/Documents/zama/code/unused_import_false_positive)
warning: unused import: `crate::seed::Seed`
 --> src/feature_2.rs:1:9
  |
1 | pub use crate::seed::Seed;
  |         ^^^^^^^^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default

warning: unused import: `feature_2::*`
  --> src/lib.rs:11:9
   |
11 | pub use feature_2::*;
   |         ^^^^^^^^^^^^

Because `Seed` is already publicly exported here:

  --> src/lib.rs:11:9
   |
 6 | pub use feature_1::*;
   |         ^^^^^^^^^^^^


warning: `unused_import_false_positive` (lib) generated 2 warnings (run `cargo fix --lib -p unused_import_false_positive` to apply 2 suggestions)
    Finished dev [unoptimized + debuginfo] target(s) in 0.04s
```


### Rationale and extra context

Not sure why multiple exports of the same type have been deemed bad or worth a lint (or maybe it's a side effect of changes on the unused_import detection) but I was in a larger project where I could not figure out why this started popping up when updating to the latest nightly.

Also for whatever reason on the bigger project I did not get the lib.rs reference, here I guess the project is small enough that the compiler manages to give the information.

### Other cases

_No response_

### Anything else?

_No response_
Repository: go
Issue: testing: parallel tests exceed `-test.parallel` flag if `T.Run` is called from multiple goroutines
Labels: NeedsFix

### Go version

playground

### What operating system and processor architecture are you using (`go env`)?

N/A

### What did you do?

https://go.dev/play/p/wKFVA6gmUV9?v=gotip

```go
package main

import (
	"fmt"
	"os"
	"os/exec"
	"sync"
	"sync/atomic"
	"testing"
	"time"
)

func TestConcurrentRunParallelLimit(t *testing.T) {
	if os.Getenv("GO_WANT_HELPER_PROCESS") == "1" {
		var running atomic.Int32
		var wg sync.WaitGroup
		for i := 0; i < 2; i++ {
			wg.Add(1)
			go t.Run(fmt.Sprint(i), func(t *testing.T) {
				t.Cleanup(wg.Done)

				t.Run("inner", func(t *testing.T) {
					t.Parallel()

					if n := running.Add(1); n > 1 {
						t.Errorf("%v parallel tests running; want only 1", n)
					}
					time.Sleep(2 * time.Millisecond)
					running.Add(-1)
				})
			})
		}
		wg.Wait()

		if running.Load() != 0 {
			t.Errorf("running subtest leaked")
		}
		return
	}

	cmd := exec.Command(os.Args[0], "-test.run=^"+t.Name()+"$", "-test.parallel=1", "-test.v")
	cmd.Env = append(cmd.Environ(), "GO_WANT_HELPER_PROCESS=1")
	out, err := cmd.CombinedOutput()
	t.Logf("%v:\n%s", cmd, out)
	if err != nil {
		t.Fatal(err)
	}
}
```

### What did you expect to see?

The total number of running test functions that have called `t.Parallel()` should not exceed the limit given by the `-test.parallel` flag.

### What did you see instead?

```
--- FAIL: TestConcurrentRunParallelLimit (0.01s)
    main_test.go:44: /tmp/go-build1661219910/b001/example.test -test.run=^TestConcurrentRunParallelLimit$ -test.parallel=1 -test.v:
        === RUN   TestConcurrentRunParallelLimit
        === RUN   TestConcurrentRunParallelLimit/1
        === RUN   TestConcurrentRunParallelLimit/1/inner
        === PAUSE TestConcurrentRunParallelLimit/1/inner
        === CONT  TestConcurrentRunParallelLimit/1/inner
        === RUN   TestConcurrentRunParallelLimit/0
        === RUN   TestConcurrentRunParallelLimit/0/inner
        === PAUSE TestConcurrentRunParallelLimit/0/inner
        === CONT  TestConcurrentRunParallelLimit/0/inner
            main_test.go:26: 2 parallel tests running; want only 1
        --- FAIL: TestConcurrentRunParallelLimit (0.00s)
            --- FAIL: TestConcurrentRunParallelLimit/0 (0.00s)
                --- FAIL: TestConcurrentRunParallelLimit/0/inner (0.00s)
            --- PASS: TestConcurrentRunParallelLimit/1 (0.00s)
                --- PASS: TestConcurrentRunParallelLimit/1/inner (0.00s)
        FAIL
    main_test.go:46: exit status 1
FAIL
FAIL    example 0.022s
FAIL
```

In addition, if I modify [`testing.testContext.release`](https://cs.opensource.google/go/go/+/master:src/testing/testing.go;l=1808;drc=6317fb41e920cc593620d4b9a55376472fc02c07) to panic if the `running` count goes negative, the above test triggers that panic.
Repository: PowerToys
Issue: Some regular expression fails to work in PowerRename, like non greedy mode
Labels: Issue-Bug,Product-PowerRename,Needs-Triage

### Microsoft PowerToys version

0.75.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

PowerRename

### Steps to reproduce

Here are the screenshots to reproduce the problem

![image](https://github.com/microsoft/PowerToys/assets/63332824/d1afacd9-b8d9-4feb-8fea-a245fdf5e3b8)

![image](https://github.com/microsoft/PowerToys/assets/63332824/559c4c0e-3798-4e59-aa46-f0bb775840b6)

You can see, there are some `_` in the files I am going to rename, and I just want to pick out the `_` that comes first, for example, in file `fragment_subscription_list.xml`, I would like to insert `_test` infront to the first `_`, and it should be like `fragment_test_subscription_list.xml` after operation, while the result turned out to be `fragment_test_subscription_test_list.xml`. I tried regular expression like `_+?` and `_{1}`, but they just didn't work.
That is quite a bug, wish fixed in the future. Thanks.

### ✔️ Expected Behavior

Using regular expression like `_+?` and `_{1}` for `fragment_subscription_list.xml`, I would like to insert `_test` infront to the first `_`, and it should be like `fragment_test_subscription_list.xml` after operation.

### ❌ Actual Behavior

All `_` were matched, not just the first one, non greedy mode doesn't work.

### Other Software

_No response_
Repository: PowerToys
Issue: PowerRename subfolder option behaves badly when opening for a specific folder
Labels: Issue-Bug,Product-PowerRename,Needs-Triage

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

PowerRename

### Steps to reproduce

1. In Windows File Explorer, right click within a specific folder and select PowerRename.
2. Wait for PowerRename window to open.
3. Notice that the specific selected folder appears in the right pane with its files and subfolders.
4. Notice that "Include Subfolders" button is NOT toggled on by default.
5. Enter search string.
6. By default, the search is not performed on the originally-selected folder items.
   * Because PowerRename was opened for this specific folder and "Include Subfolders" is off, there are NO files eligible for the operation.
7. Toggle the "Include Subfolders" to on.
8. Now the files in the originally-selected folder are included in the search, so that no files are eligible for the operation.

![image](https://github.com/microsoft/PowerToys/assets/11947766/b0baa972-5469-429a-969d-fb911d062e04)


### ✔️ Expected Behavior

When a single specific folder is selected, one expects that it is treated as the "root" folder for the opened PowerRename window.  In that case, the behavior of "Include Subfolder" would apply only to subfolders within the specifically-selected folder acting as "root" for this window.  Thus, the default the search options would include all files inside the "root" folder.

Proper behavior would allow the "Include Subfolders" option to actually _toggle inclusion on subfolders independent of files within the originally-selected single folder_.

### ❌ Actual Behavior

When opening a specific folder, the current behavior only allows me to operate on the files inside that folder _only if I also operate on all the subfolders_.

For my personal behavior, this renders the ability to select a specific folder useless, because I usually do not want to do all subfolders.  Instead, I have to close PowerRename then go back to File Explorer to instead highlight and select all of the folders contents--multiple steps that seem unnecessary.

Current behavior is not intuitive nor convenient.

### Other Software

_No response_
Repository: flutter
Issue: Create way to fire off golden image tests from command-line.
Labels: c: proposal,P3,team-engine,triaged-engine

Today if you want to check local changes against the golden image tests you have to create a non-draft PR and all of the CI checks need to executed first.

It would be helpful if we could trigger running the golden image tests from command-line.  Something like:

```
$ impeller_golden_tests git@github.com:gaaclarke/engine.git some_branch_name me@google.com
```

The url with the results will be emailed to `me@google.com` once they are available.
Repository: vscode
Issue: Editor title context menu actions missing from PR multidiff editor
Labels: feature-request,multi-diff-editor

I would expect these actions which appear in a regular diff editor to also be available in a multidiff editor

<img width="505" alt="image" src="https://github.com/microsoft/vscode/assets/30305945/59d2c821-1558-44b4-b13d-61451a594a82">
Repository: godot
Issue: AnimationPlayer does not play animations
Labels: enhancement,topic:import,topic:animation

### Godot version

4.2

### System information

Godot v4.2.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.3640) - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads)

### Issue description

Animating node properties does not work while using the AnimationPlayer node, both for projects upgraded to 4.2 from 4.1 and fresh ones. Keyframes store the changed values, but they do not update while the animation is playing

### Steps to reproduce

1. Create a Node3D with a MeshInstance3D as child
2. Create an AnimationPlayer as child of the Node3D
3. Create a new animation for the AnimationPlayer
4. Keyframe properties (such as transform position, rotation or scale) for the Node3D
5. Set animation to autoplay and loop
6. Run scene

### Minimal reproduction project

[AnimTest4.1.zip](https://github.com/godotengine/godot/files/13516366/AnimTest4.1.zip)
[AnimTest4.2.zip](https://github.com/godotengine/godot/files/13516368/AnimTest4.2.zip)

Note: The 4.1.1 project is a copy of the 4.2 project, downgraded to 4.1.1
Repository: flutter
Issue: [Impeller] Proposal: Support rendering analytically clean "squircles" and "rectellipses".
Labels: c: proposal,P3,e: impeller,team-engine,triaged-engine

Branching out this from https://github.com/flutter/flutter/issues/13914#issuecomment-1832599538 which discusses such paths on iOS (which may or may not be approximations). This issue tracks being able to render analytically clean superellipses with Impeller.

How such an implementation may interact with the existing path APIs will need to be tackled too.
Repository: godot
Issue: Triangles not being added to an arraymesh correctly when multiple threads are used
Labels: topic:core,topic:gdscript,confirmed

### Godot version

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated Radeon (TM) RX 480 Graphics (Advanced Micro Devices, Inc.; 31.0.21905.1001) - AMD Ryzen 7 5700G with Radeon Graphics (16 Threads)

### Issue description

I'm making 2 voxel chunks (meshinstance3d, arraymesh, surfacetool) using 2 threads at the same time. 
The result if a mesh without some triangles being rendered for some reason. This issue does not happen when I wait for the first mesh to be generated before generating the second one.

![image](https://github.com/godotengine/godot/assets/10454310/29be517a-1d30-434b-9061-649dba91ff6a)

Making the first mesh with thread**1**, waiting for it to finish then making the second mesh with thread**2** works fine.
This issue also happened on Godot 4.1.

### Steps to reproduce

Create 2 mesh instances,
Create 2 surfacetools
Create 2 Threads
Make both meshes at the same time using different threads


### Minimal reproduction project

[mesh_test.zip](https://github.com/godotengine/godot/files/13516621/mesh_test.zip)
Repository: godot
Issue: `GraphNode` overflows last child when one of the previous children has vertical sizing set to fill expand
Labels: bug,needs testing,topic:gui

### Godot version

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.129.03) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

Setting the vertical sizing flag to `Fill Expand` of a child of a `GraphNode` that is not last fills the space until the last child is almost outside the `GraphNode`. Trying the same setup with a `VBoxContainer` node instead shows the expected behavior.

![Screenshot from 2023-11-30 23-55-36](https://github.com/godotengine/godot/assets/38583283/aabdab73-733f-4962-bc40-4d788de31ac4)


### Steps to reproduce

1. Add a `GraphNode`
2. Add any `Control` node as its child, then add another so there are at least two child nodes.
3. Select a child node that is not the last one, and set it's vertical sizing in layout section to enable `Fill` & `Expand`.
4. The last child node will be positioned almost outside the `GraphNode`

### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/13516699/MRP.zip)
Repository: vscode
Issue: Should resizing the diff in the multidiff change it for all diffed files
Labels: feature-request,multi-diff-editor

If not the default, could we have a way to resize the diffs for all the files in the multidiff view at once?
Repository: rust
Issue: Tracking Issue for `os_str_slice`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(os_str_slice)]`

This is a tracking issue for an API for taking substrings of `OsStr`, which in combination with [`OsStr::as_encoded_bytes()`](https://doc.rust-lang.org/std/ffi/struct.OsStr.html#method.as_encoded_bytes) would make it possible to implement most string operations in (portable) safe code.

### Public API

```rust
impl OsStr {
    pub fn slice_encoded_bytes<R: ops::RangeBounds<usize>>(&self, range: R) -> &Self;
}
```

### Steps / History

- [x] ACP: https://github.com/rust-lang/libs-team/issues/306
- [x] Implementation: #118484, #118569
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- Currently this enforces the same requirements on all platforms, but on Unix (and some other platforms) the internal encoding of `OsStr` is already fully specified to be arbitrary bytes by means of the [`OsStrExt`](https://doc.rust-lang.org/std/os/unix/ffi/trait.OsStrExt.html) trait. Should we:
  - Relax the requirements on these platforms,
  - Keep enforcing the lowest common denominator invariants, or
  - Use strict checks now, but leave the possibility of relaxing them later?

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: godot
Issue: _integrate_forces / KinematicCollision3D bug
Labels: bug,topic:physics,regression

### Godot version

4.2 rc 6 and newer

### System information

windows 10

### Issue description

I've attached a minimum reproduction project. 
The KinematicCollision3D seems to not work the same after 4.2 rc 5.. In rc 6 and newer version it is broken.

rc5:
![rc5](https://github.com/godotengine/godot/assets/10412778/556b810f-67b9-41c7-bee8-53e552fff99e)

rc6:
![rc6](https://github.com/godotengine/godot/assets/10412778/a051f550-6295-4213-a569-82abb3d9ddc6)


### Steps to reproduce

Run example project in rc5 or older, compare to rc6 and newer.

### Minimal reproduction project

[RigidBody Character Bug.zip](https://github.com/godotengine/godot/files/13516827/RigidBody.Character.Bug.zip)
Repository: godot
Issue: [4.2] Editor hangs when starting projects (macOS)
Labels: bug,platform:macos,topic:editor,topic:porting,confirmed

### Godot version

v4.2.stable.official [46dc27791]

### System information

macOS 14.1.2 (23B92), M1 Pro (ARM64)

### Issue description

When trying to open and upgrade an existing (4.1) project, or start a new project, Godot hangs immediately after the Project Manager dialogue. I've left it running for ~10 minutes just in case, but nothing else happens. Only option is to force quit.

Window after selecting a project:
<img width="1512" alt="waiting for godot to start" src="https://github.com/godotengine/godot/assets/55742919/9a966d1a-e1f9-4417-894e-4631a5a2ca7c">


### Steps to reproduce

- Fresh install Godot 4.2 on macOS
- Create a new project using default settings (tested with Forward+ and Compatability renderers)
- Godot hangs

### Minimal reproduction project

N/A