sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: CharacterBody2D position inconsistent across clients depending on collision layer mask
Labels: bug,topic:physics,needs testing,topic:multiplayer

### Tested versions

 
- Reproducible in v4.3.stable.official [77dcf97d8]

### System information

Windows 11 - v4.3.stable.official [77dcf97d8] - Forward+ - NVIDIA GeForce RTX 4070 Laptop GPU

### Issue description

I ran into an interesting bug with the CharacterBody2D physics and Networking. My simple example spawns the "Host" at 500,500 and the "Client" at 0,0. But then the client moves to 500,480 within a few frames.

### Example 1: Players have default collision layers
"Host" window has the "Client" player at 0,0 (as expected) but the "Client" window moves the player from 0,0 to 500,480.

![Image](https://github.com/user-attachments/assets/370b1adb-0fe9-4399-a860-20b590c4073f)

Logged position changes:
```
Changed position (0, 0) (500, 500)
Changed position (0, 0) (0, -17.47415)
Changed position (0, -17.47415) (500, 480.2612)
Changed position (500, 480.2612) (500, 479.9677)
```

### Example 2: Players ignore other players
If the collision layer is changed to "2" (i.e. the players don't collide with each other) then the position of the "Client" is consistent.

![Image](https://github.com/user-attachments/assets/6e8cae82-4e2a-48d1-bdbc-8639be3ea277)

It also is "fixed" by commenting out "move_and_slide();" on line 27 of "player.gd"

Thankfully, for my game I don't want the players to collide, so it it is good enough for me, but I would expect the "Client" player to be at 0,0 without changing the layer since the other player object is nowhere near (500,500).


### Steps to reproduce

1. Get the code from the attached project or clone the commit from my repro https://github.com/RyanRemer/multiplayer_1227/tree/ddef2c3baa4fc9119e5ce523030129106e95e9db 
2. Run 2 instances of the game
3. Click "Host" on one and "Join" on the other
4. The "Client" player is at different positions on each window. On the "Host" they are at 0,0 but on the "Client" they are at 500, 479.9677.

Here is the log of any position changes:
```
Changed position (0, 0) (500, 500)
Changed position (0, 0) (0, -17.47415)
Changed position (0, -17.47415) (500, 480.2612)
Changed position (500, 480.2612) (500, 479.9677)
```

To "fix" it, change the Player > Collision > Layer to "2" instead of "1"
https://github.com/RyanRemer/multiplayer_1227/commit/d71a7cd2339b9cf879ca4d768d2a206757f6fda4
Of course, this has the side effect that players don't collide with each other

### Minimal reproduction project (MRP)

https://github.com/RyanRemer/multiplayer_1227/tree/ddef2c3baa4fc9119e5ce523030129106e95e9db

I also removed some other files to try and minimize the project here.
[project.zip](https://github.com/user-attachments/files/18284710/project.zip)
Repository: vscode
Issue: Allow to open multiple editors in one group by tab multiselect
Labels: feature-request,workbench-tabs,workbench-editors

<!-- ⚠️⚠️ 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. -->
currently am using this all the time with sublime ex.

![Image](https://github.com/user-attachments/assets/bc309f0d-f947-4aae-bf03-4640a7c4bf89)


which is very helpful when working with multiple files, so instead of reaching to the command palette, u just `shift + click` the tab u want to view side-by-side with the current opened editor.

i couldnt find an api to do this through an extension.
Repository: tauri
Issue: [bug] can not custom displayName localization for windows
Labels: type: bug,status: needs triage

### Describe the bug

Currently, productName is used as the name of the app. On mac os, it is implemented by adding [lang].lproj/InfoPlist.strings. On Windows, I did not find the relevant implementation.

### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
。
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: yt-dlp
Issue: Add --download-archive option for YouTube playlists
Labels: enhancement,triage

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a site-specific feature
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [ ] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

Any

### Example URLs

https://www.youtube.com/@TaylorSwift/releases

### Provide a description that is worded well enough to be understood

At the moment, using `--download-archive` will record video IDs of already downloaded videos and skip over these videos if they are encountered again. When passing (e.g.) a YouTube releases page to yt-dlp, the following can occur: If multiple releases of an artist contain the same video, it will be skipped every time after the first. This leads to folders that are missing songs with no clear way of copying them over (which is at least problematic for my setup of listening to music locally). Disabling the option circumvents this issue, but the lengthy download times for the full releases page of a productive artist make errors more likely, in which case the entire download would have to begin anew.

A `--playlist-download-archive` option or similar could allow the capture of fully downloaded playlists on completion, keeping the main benefit of `--download-archive` while also not skipping over duplicate videos. 

The implementation of this would work very similarly to that of `--download-archive`. `YoutubeDL._playlist_urls` does not do the same job as it's updated before playlist processing and its contents are not stored in any file. I can't judge whether `_playlist_urls` could be updated after playlist processing with no harm to other functionality, or an additional set tracking playlist IDs and saving them to an archive file would be better.

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
(don't know what to put here, everything is working as intended)
```
Repository: godot
Issue: TileMap node editor gets confused when mixing two actions
Labels: bug,topic:editor,topic:2d

### Tested versions

v4.4.dev7.official [46c8f8c5c]
v3.6.stable.official [de2f0f147]

### System information

win11

### Issue description

The issue is that the editor gets confused when you mix these two actions:
Copy an area of the TileMap node and while keeping the area copied, scroll in the editor by pressing the spacebar.

### Steps to reproduce

In Godot 4, the area is not selected by pressing the M key, but by activating the selection tool (the arrow icon next to the pencil) in the TileMap node.
In Godot 4, but you need to use CTRL + V immediately after copying the area with CTRL + C.

This is described for Godot 3.6:

1. In the TileMap node:
2. Press the M key to select an area.
3. Press CTRL + C to copy it.
4. At this point, the area is copied. Now, hold down the spacebar and press the left mouse button to move the scroll in the editor.
5. Release the spacebar and mouse button, and you’ll notice the editor gets stuck scrolling. Now, if you move the mouse, the editor will scroll automatically without you giving any further commands.

### Minimal reproduction project (MRP)

...
Repository: godot
Issue: Exported property doesn't change when changed in the editor
Labels: bug,topic:editor,usability

### Tested versions

-Reproducible in v4.3.stable.flathub [77dcf97d8] and v4.2.2.stable.official [15073afe3]

### System information

Godot v4.3.stable (77dcf97d8) - Freedesktop SDK 24.08 (Flatpak runtime) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (RADV NAVI23) - 12th Gen Intel(R) Core(TM) i5-12600K (16 Threads)

### Issue description

When a GDScript exports a property, if it's of type Node (or Node2D/3D) it'll not change when reassigned through the editor. They can however be modified through script.

As explained in the [docs](https://docs.godotengine.org/en/4.3/tutorials/scripting/gdscript/gdscript_exports.html#doc-gdscript-exports), exported properties can be changed in the editor while running a scene. But for the case of Nodes this is not the case. They are set once when the scene starts running and can't be changed form the UI editor.

### Steps to reproduce

1. Export a node property in any `GDScript`.
2. Make `_process` spam print the exported property.
3. Run the scene.
4. Switch the exported property in the editor.
5. The property doesn't change.

![Image](https://github.com/user-attachments/assets/a703f12a-ac4d-4171-9517-e3b6e811cf3f)
![Image](https://github.com/user-attachments/assets/e0268e7a-391c-47dd-8b51-7c6e74f22536)

### Minimal reproduction project (MRP)

[export_bug.zip](https://github.com/user-attachments/files/18285240/export_bug.zip)
Repository: ollama
Issue: Reverse download Progress  During Model Pull Ollama pull phi3:medium
Labels: bug

### What is the issue?

While attempting to pull a model using Ollama, I am facing the inconsistent increase decrease in the progress while pull the model from ollama using command e.g ollama pull phi3:medium. what can be the reason behind this.
Note: having a stable internet connection.

### OS

Windows

### GPU

Nvidia

### CPU

_No response_

### Ollama version

0.5.4
Repository: vscode
Issue: Editor Context Menu Item Order
Labels: feature-request,menus

<!-- ⚠️⚠️ 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. -->
Allow the order of items in the editor context menu to be configurable.  Or, place extension context menu items after the default items.

Would make developer experience more efficient  (eliminate a mouse scroll) .

Would be useful in situations where extension shortcuts conflict with VSCode's, (ex Vim).  This would allow  native shortcuts to be preserved.
Repository: deno
Issue: [deno install] Could not find Sharp. Please install Sharp (`sharp`)
Labels: working as designed,install

Version: Deno 2.1.4

The repo I have is this small astro site:
https://github.com/maplibre/maplibre.github.io

If i `npm i` and then `deno task build`, then everything works.

If i `deno i --allow-scripts` and then `deno task build`, then I see:

```sh
 generating optimized images 
[CouldNotTransformImage] Could not transform image `/_astro/maplibre-logo.wyLiUNdu.svg`. See the stack trace for more information.
  Hint:
    This is often caused by a corrupted or malformed image. Re-exporting the image from your image editor may fix this issue.
  Error reference:
    https://docs.astro.build/en/reference/errors/could-not-transform-image/
  Location:
    /Users/admin/repos/maplibre.github.io/node_modules/.deno/astro@5.1.1/node_modules/astro/dist/assets/build/generate.js:158:21
  Stack trace:
    at generateImageInternal (/Users/admin/repos/maplibre.github.io/node_modules/.deno/astro@5.1.1/node_modules/astro/dist/assets/build/generate.js:158:21)
    at async /Users/admin/repos/maplibre.github.io/node_modules/.deno/p-queue@8.0.1/node_modules/p-queue/dist/index.js:187:36
  Caused by:
  Could not find Sharp. Please install Sharp (`sharp`) manually into your project or migrate to another image service.
    at loadSharp (/Users/admin/repos/maplibre.github.io/dist/chunks/sharp_BtaBROoe.mjs:16:11)
    at async generateImageInternal (/Users/admin/repos/maplibre.github.io/node_modules/.deno/astro@5.1.1/node_modules/astro/dist/assets/build/generate.js:152:26)
    at async /Users/admin/repos/maplibre.github.io/node_modules/.deno/p-queue@8.0.1/node_modules/p-queue/dist/index.js:187:36
```
Repository: rust
Issue: Higher ranked lifetime error when checking auto traits of async functions containing calls to async closures which capture a local
Labels: T-compiler,C-bug,F-async_closure,A-auto-traits

I tried this code:

```rust
#![feature(async_fn_traits)]

use std::ops::AsyncFn;

// this function is important, inlining it breaks the poc.
// We also tried replacing it with `identity` but the fact that this is an
// async function calling the closure inside is also relevant.
async fn do_not_inline(f: impl AsyncFn()) {
    f().await;
}

fn foo() -> impl Send {
    async move {
        // just replacing this with unit, leaves the error with `Send` but fixes the
        // "higher-ranked lifetime error"
        let s = &();

        do_not_inline(async || {
            &s;
        })
        .await;
    }
}
```

I expected to see this happen: compilation succeeds
Instead, this happened:

```
error: implementation of `Send` is not general enough
  --> src/lib.rs:13:5
   |
13 | /     async move {
14 | |         // just replacing this with unit, leaves the error with `Send` but fixes the
15 | |         // "higher-ranked lifetime error"
16 | |         let s = &();
...  |
21 | |         .await;
22 | |     }
   | |_____^ implementation of `Send` is not general enough
   |
   = note: `Send` would have to be implemented for the type `&'0 &()`, for any lifetime `'0`...
   = note: ...but `Send` is actually implemented for the type `&'1 &()`, for some specific lifetime `'1`

error: higher-ranked lifetime error
  --> src/lib.rs:13:5
   |
13 | /     async move {
14 | |         // just replacing this with unit, leaves the error with `Send` but fixes the
15 | |         // "higher-ranked lifetime error"
16 | |         let s = &();
...  |
21 | |         .await;
22 | |     }
   | |_____^

error: could not compile `noteslsp` (lib) due to 2 previous errors
```

try it here: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=ab71ed9cfa6f91320c7a24fe7f2bdca9

note, we got here through a bigger example, the `impl Send` used to come from the `async_trait` library where it produced `Pin<Box<dyn Future<Output=()> + Send>>` but most of that was not relevant for the mcve.

### Meta

`rustc --version --verbose`:
```
rustc 1.85.0-nightly (d117b7f21 2024-12-31)
binary: rustc
commit-hash: d117b7f211835282b3b177dc64245fff0327c04c
commit-date: 2024-12-31
host: x86_64-unknown-linux-gnu
release: 1.85.0-nightly
LLVM version: 19.1.6
```

cc: @compiler-errors 

@rustbot label +F-async_closure +T-compiler +A-auto-traits
Repository: rust
Issue: `--emit obj` with `--crate-type staticlib` doesn't work when `-C lto=thin` is set
Labels: T-compiler,C-bug,A-LTO,A-CLI

I tried this code:

```rust
// answer.rs
pub fn answer() -> u64 {
    42
}
```

And compiled it with:

```
rustc answer.rs --crate-type staticlib --emit obj -C lto=thin
```

I expected to see an object file created. Instead it appears to succeed but no object file is produced.

### Meta

`rustc --version --verbose`:
```
rustc 1.82.0 (f6e511eec 2024-10-15)
binary: rustc
commit-hash: f6e511eec7342f59a25f7c0534f1dbea00d01b14
commit-date: 2024-10-15
host: x86_64-pc-windows-msvc
release: 1.82.0
LLVM version: 19.1.1
```
Repository: neovim
Issue: Diff tests are flaky
Labels: bug,test

### Problem

The `diff mode overlapped diff blocks will be merged` merged tests frequently fail

### Steps to reproduce

run `TEST_FILE=test/functional/ui/diff_spec.lua make test`, possibly several times in row until it fails

Observe that the tests frequently fail, but not exactly on the same line each time. For me it failed 7 times out of 10.

The failures look like this
```
FAILED   test/functional/ui/diff_spec.lua @ 1525: diff mode overlapped diff blocks will be merged
test/functional/ui/diff_spec.lua:1658: Row 1 did not match.
Expected:
  |*{7:  }{27:a}{4:        }│{7:  }{27:a}{4:        }│{7:  }{27:^y}{4:        }|
  |{7:  }{27:b}{4:        }│{7:  }{27:x}{4:        }│{7:  }{27:y}{4:        }|
  |{7:  }{27:c}{4:        }│{7:  }{27:c}{4:        }│{7:  }{27:y}{4:        }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{2:Xdifile1    Xdifile2    }{3:Xdifile3   }|
  |                                   |
Actual:
  |*{7:  }a        │{7:  }a        │{7:  }^a        |
  |{7:  }{27:b}{4:        }│{7:  }{27:x}{4:        }│{7:  }{27:y}{4:        }|
  |{7:  }{27:c}{4:        }│{7:  }{27:c}{4:        }│{7:  }{27:y}{4:        }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{1:~          }│{1:~          }│{1:~          }|
  |{2:Xdifile1    Xdifile2    }{3:Xdifile3   }|
  |                                   |
```


### Expected behavior

The tests should not fail

### Nvim version (nvim -v)

NVIM v0.11.0-dev-1451+g9d114b7205

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Arch Linux

### Terminal name/version

alacritty

### $TERM environment variable

alacritty

### Installation

Build from repo
Repository: react
Issue: [DevTools Bug] Cannot remove node "92" because no matching node was found in the Store.
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

http://localhost:3000/

### Repro steps

I was trying to inspect my component tree via react dev tools, but each time I make an interaction on the website which changes the state, it throws an error 

### How often does this bug happen?

Every time

### DevTools package (automated)

react-devtools-extensions

### DevTools version (automated)

6.0.1-c7c68ef842

### Error message (automated)

Cannot remove node "92" because no matching node was found in the Store.

### Error call stack (automated)

```text
at chrome-extension://gpphkfbcpidddadnkolkpfckpihlkkil/build/main.js:1:1173889
    at v.emit (chrome-extension://gpphkfbcpidddadnkolkpfckpihlkkil/build/main.js:1:1140783)
    at chrome-extension://gpphkfbcpidddadnkolkpfckpihlkkil/build/main.js:1:1142390
    at bridgeListener (chrome-extension://gpphkfbcpidddadnkolkpfckpihlkkil/build/main.js:1:1552662)
```


### Error component stack (automated)

_No response_

### GitHub query string (automated)

```text
https://api.github.com/search/issues?q=Cannot remove node  because no matching node was found in the Store. in:title is:issue is:open is:public label:"Component: Developer Tools" repo:facebook/react
```
Repository: ollama
Issue: Runing ollama on Intel Ultra NPU or GPU
Labels: intel,gpu

After I installed ollama through ollamaSetup, I found that it cannot use my gpu or npu. How to solve this problem?

CPU: intel ultra7 258v
System: windows 11 24h2
Repository: ollama
Issue: DeepSeek VL v2
Labels: model request

https://huggingface.co/collections/deepseek-ai/deepseek-vl2-675c22accc456d3beb4613ab

there are 3 versions: tiny, small and the default
Repository: react-native
Issue: Flatlist onMomentumScrollEnd called inconsistently between Android and iOS
Labels: Platform: iOS,Platform: Android,Needs: Triage :mag:

### Description

it seems the behavior isn't consistent between android and ios.

on android it works when you flick and release, it also works when you scroll and hold thereby controlling the scrolling.

on IOS it only works when you flick and let the scroll momentum end by itself.

https://reactnative.dev/docs/scrollview#onmomentumscrollend
`Called when the momentum scroll ends (scroll which occurs as the ScrollView glides to a stop).`
in this case, i believe it means the behavior is incorrect on Android because it's called when it glides to a stop and when the user controls the stop.
or since there's no specific event for when both the scroll and glide are ended by the user controlling it, we should fix the behavior on iOS to behave the same on Android and update the docs to `Called when the momentum scroll ends (scroll which occurs as the ScrollView stops).`


### Steps to reproduce

1. android: flick and release -> momentum end **event called**
2. android: scroll and hold then release -> momentum end **event called**
3. ios: flick and release -> momentum end **event called**
4. ios: scroll and hold then release -> momentum end **event is not called**

### React Native Version

0.76.5

Same behavior on both the **new and old architecture**

### Affected Platforms

Runtime - Android, Runtime - iOS

### Output of `npx react-native info`

```text
expo-env-info 1.2.1 environment info:
    System:
      OS: macOS 14.3.1
      Shell: 5.9 - /bin/zsh
    Binaries:
      Node: 20.18.0 - ~/.nvm/versions/node/v20.18.0/bin/node
      Yarn: 1.22.22 - ~/.nvm/versions/node/v20.18.0/bin/yarn
      npm: 10.8.2 - ~/.nvm/versions/node/v20.18.0/bin/npm
    Managers:
      CocoaPods: 1.16.2 - /opt/homebrew/bin/pod
    SDKs:
      iOS SDK:
        Platforms: DriverKit 23.2, iOS 17.2, macOS 14.2, tvOS 17.2, visionOS 1.0, watchOS 10.2
    IDEs:
      Android Studio: 2022.3 AI-223.8836.35.2231.11090377
      Xcode: 15.2/15C500b - /usr/bin/xcodebuild
    npmPackages:
      expo: ~52.0.23 => 52.0.23 
      expo-router: ~4.0.15 => 4.0.15 
      react: 18.3.1 => 18.3.1 
      react-dom: 18.3.1 => 18.3.1 
      react-native: 0.76.5 => 0.76.5 
      react-native-web: ~0.19.13 => 0.19.13 
    npmGlobalPackages:
      eas-cli: 13.4.2
    Expo Workflow: managed
```


### Stacktrace or Logs

```text
no errors, just inconsistent behavior
```


### Reproducer

https://snack.expo.dev/@hichem_fantar/onmomentumscrollend-example

### Screenshots and Videos

Android:

https://github.com/user-attachments/assets/706f34b0-c19c-49c2-887c-d035d2119fee

iOS:

https://github.com/user-attachments/assets/9a0cafe0-7370-4359-bd63-4dcc16cb9a51