sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Light2D energy propertys do not transition when created programatically
Labels: documentation,topic:animation

### Godot version

3.4.2

### System information

Windows 10, GLES3, GTX3080

### Issue description

When programattically creating an animation, on the Light2D:energy property, the keyframes will not have a transition between them, instead once a keyframe is reached it's value is immediately applied in full.

By "transition" I mean there is no interpolation, there is not effect.

### Steps to reproduce

Simple example:
```
var anim_player = AnimationPlayer.new()	
anim_player.name = "AnimationPlayer"
self.add_child(anim_player)

var fade = Animation.new()
anim_player.add_animation("day_to_night", fade)
fade.length = 10

var track_index = fade.add_track(0)
fade.track_set_path(track_index, "Light2D:energy")
fade.track_insert_key(track_index, 0, 0)
fade.track_insert_key(track_index, 10, 1)
```

I then played the scene, paused the scene, went into "Remote" node explorer, found the AnimationPlayer and saved it's branch as a Scene.

I opened the saved AnimationPlayer, manually inserted it into the corrosponding Scene with the Light2D(s), fixed up the node path references in the Animation (e.g. /Root/Some/Path/To/Light2D:energy to Light2D:energy). Then inspected the Animation in the editor.

The Animation in the editor works incorrect, same as in game, in that the keyframes are fired asif there is no transition (no interpolation?) between them.

### Minimal reproduction project

[light2d-issue.zip](https://github.com/godotengine/godot/files/8055554/light2d-issue.zip)
Repository: yt-dlp
Issue: [archive.org] How do I download this video?
Labels: site-bug,regression

### Checklist

- [X] I'm asking a question and **not** reporting a bug/feature request
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions including closed ones

### Question

https://archive.org/details/FOXNEWSW_20211112_060000_Tucker_Carlson_Tonight/start/0/end/60

How do I download this full program? It seems to be broken up into 1-minute segments. In any case, simply issuing this url to yt-dlp yields nothing at all.

### Verbose log

```shell
$ yt-dlp -v https://archive.org/details/FOXNEWSW_20211112_060000_Tucker_Carlson_Tonight/start/0/end/60
[debug] Command-line config: ['-v', 'https://archive.org/details/FOXNEWSW_20211112_060000_Tucker_Carlson_Tonight/start/0/end/60']
[debug] Encodings: locale UTF-8, fs utf-8, out utf-8, err utf-8, pref UTF-8
[debug] yt-dlp version 2022.02.04 [c1653e9ef]
[debug] Python version 3.8.10 (CPython 64bit) - Linux-5.4.0-99-generic-x86_64-with-glibc2.29
[debug] exe versions: ffmpeg 4.2.4, ffprobe 4.2.4, rtmpdump 2.4
[debug] Optional libraries: Cryptodome, secretstorage, mutagen, sqlite, websockets
[debug] Proxy map: {}
[debug] [archive.org] Extracting URL: https://archive.org/details/FOXNEWSW_20211112_060000_Tucker_Carlson_Tonight/start/0/end/60
[archive.org] FOXNEWSW_20211112_060000_Tucker_Carlson_Tonight: Downloading webpage
[archive.org] FOXNEWSW_20211112_060000_Tucker_Carlson_Tonight: Downloading JSON metadata
[download] Downloading playlist: Tucker Carlson Tonight : FOXNEWSW : November 11, 2021 10:00pm-11:00pm PST
[archive.org] playlist Tucker Carlson Tonight : FOXNEWSW : November 11, 2021 10:00pm-11:00pm PST: Collected 0 videos; downloading 0 of them
[download] Finished downloading playlist: Tucker Carlson Tonight : FOXNEWSW : November 11, 2021 10:00pm-11:00pm PST
```
Repository: vscode
Issue: Nudge tooltip above metadata line
Labels: under-discussion,code-lens,editor-hover

<!-- ⚠️⚠️ 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. -->
When working on a test with Go, there is a handy `run test | debug test` metadata line above the test function.

```
113 }
114
115 run test | debug test
      func TestUpdateRefresh(t *testing.T) {
116     mock = createMock()
```

(There are lots of other ways the metadata is used besides this Go test example.)

When mousing over the function name, an intellisense tooltip appears, and it ends up covering the metadata. This makes it a struggle to click the button in the metadata. And what's worse, sometimes the tooltip appears with a small delay, so you go to click run test, and end up clicking the suddenly appearing tooltip. The tool tip can have action links such as Peek Test Output, which often scrolls the editor. Frustrating.

Could the tooltip position be nudged above the metadata line instead of on top of it?
Repository: material-ui
Issue: [FloatingActionButton] Hover color wrong with custom colors
Labels: component: Fab

### Duplicates

- [X] I have searched the existing issues

Related: #30665 #30846

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

It gets white on hover

\+ I get the error
```
Failed prop type: Invalid prop `color` of value `orange` supplied to `ForwardRef(Fab)`, expected one of ["default","error","info","inherit","primary","secondary","success","warning"].
```

### Expected behavior 🤔

It should get a bit darker color than the normal state one

### Steps to reproduce 🕹

https://codesandbox.io/s/floatingactionbuttons-material-custom-color-demo-0jt2n?file=/index.tsx

### Context 🔦

I'm trying to create an accent color picker

### Your environment 🌎


Tested with Firefox and Brave

<details>
  <summary>`npx @mui/envinfo`</summary>

```
  System:
    OS: Linux 5.16 Arch Linux
  Binaries:
    Node: 16.13.2 - /usr/bin/node
    Yarn: 1.22.17 - /usr/bin/yarn
    npm: 8.4.1 - /usr/bin/npm
  Browsers:
    Chrome: Not Found
    Firefox: 97.0
  npmPackages:
    @emotion/react: ^11.7.1 => 11.7.1 
    @emotion/styled: ^11.6.0 => 11.6.0 
    @mui/base:  5.0.0-alpha.68 
    @mui/icons-material: ^5.4.1 => 5.4.1 
    @mui/material: ^5.4.1 => 5.4.1 
    @mui/private-theming:  5.4.1 
    @mui/styled-engine:  5.4.1 
    @mui/system:  5.4.1 
    @mui/types:  7.1.1 
    @mui/utils:  5.4.1 
    @mui/x-data-grid: ^5.5.1 => 5.5.1 
    @types/react: ^17.0.39 => 17.0.39 
    react: ^17.0.2 => 17.0.2 
    react-dom: ^17.0.2 => 17.0.2 
    typescript: ~4.5.5 => 4.5.5
```
</details>
Repository: godot
Issue: VisualScriptYieldSignal does not support custom signals
Labels: bug,topic:editor,topic:visualscript

### Godot version

3.4.2-stable

### System information

Windows 10, GLES3, GeForce GTX 970

### Issue description

It seems that `VisualScriptYieldSignal` does not seem to be able to detect custom signals declared in scripts attached to nodes in all the available call modes. Because the signal picker is a select box this basically prevents users from using this feature.

### Steps to reproduce

1. Create a GDScript and put the lines `class_name SomeGDScript` and `signal my_gdscript_signal` there
2. Create a Visual Script
3. Create a VisualScriptYieldSignal node ("Yield Signal")
4. In the Inspector try to set Call Type to `Instance`, set `Base Type` to `SomeGDScript`
5. `Signal` field has a single option without any text - it is not possible to wait for signal `my_gdscript_signal`, which I was expecting to be able to do
The same happens for other Call Types, including for `Self` even after a signal is declared in the visual script.

### Minimal reproduction project

_No response_
Repository: rust
Issue: Wrong optimization strategy used when performing constant comparison against byte array smaller than u128
Labels: A-LLVM,I-slow,T-compiler

<!--
Thank you for finding an Internal Compiler Error! 🧊  If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.

http://blog.pnkfx.org/blog/2019/11/18/rust-bug-minimization-patterns/

-->

### Code

Godbolt: https://rust.godbolt.org/z/G5GGq4bEK

```Rust
#![feature(bench_black_box)]

use std::hint::black_box;
use std::convert::TryInto;

pub fn from_seed(seed: [u8; 16]) {
    let mut seed_u32 = [0u32; 4];
    read_u32_into(&seed, &mut seed_u32);

    if seed_u32 == [0; 4] {
        seed_u32 = [0xBAD_5EED, 0xBAD_5EED, 0xBAD_5EED, 0xBAD_5EED];
    }

    black_box(seed_u32);
}

pub fn from_seed_slow(seed: [u8; 16]) {
    let mut seed_u32 = [0u32; 4];
    read_u32_into(&seed, &mut seed_u32);

    if seed_u32.iter().all(|&x| x == 0) {
        seed_u32 = [0xBAD_5EED, 0xBAD_5EED, 0xBAD_5EED, 0xBAD_5EED];
    }

    black_box(seed_u32);
}


pub fn from_rng() {
    let mut b = [0u8; 16];
    loop {
        black_box(&mut b[..]);
        if b != [0; 16] {
            break;
        }
    }

    black_box(b);
}

pub fn from_rng_slow() {
    let mut b = [0u8; 16];
    loop {
        black_box(&mut b[..]);
        if !b.iter().all(|&x| x == 0) {
            break;
        }
    }

    black_box(b);
}

pub fn read_u32_into(src: &[u8], dst: &mut [u32]) {
    assert!(src.len() >= 4 * dst.len());
    for (out, chunk) in dst.iter_mut().zip(src.chunks_exact(4)) {
        *out = u32::from_le_bytes(chunk.try_into().unwrap());
    }
}
```

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

From godbolt: rustc 1.60.0-nightly (e646f3d2a 2022-02-10)

### Details

It's the difference between `byte_array == [0; N]` and `byte_array.iter().all(|&x| x == 0)`. The former version uses fast and simple `mov`/`or`s whereas the latter ends up doing a bunch of vectorization which is unnecessary when N=16 (since you can just treat it as 2 u64s). The `read_u32_into` thing isn't necessary and can be replaced with a `black_box`, but that makes the assembly uglier. Note that you can also get nasty assembly with something as simple as this:

```rust
pub fn from_seed_simple(mut seed: [u8; 16]) {
    if seed == [0; 16] {
        seed = [42; 16];
    }

    black_box(seed);
}

pub fn from_seed_simple_slow(mut seed: [u8; 16]) {
    if seed.iter().all(|&x| x == 0) {
        seed = [42; 16];
    }

    black_box(seed);
}
```

What's interesting there is that replacing `seed = [42; 16];` with `return;` fixes things so that both methods end up optimizing identically.

More examples can be found here: https://github.com/rust-random/rngs/pull/36. Hopefully this is enough to go on.
Repository: godot
Issue: PhysicsBody3Ds (RigidDynamicBody3D and Character3D) with non-cuboid shapes jitter while walking/resting on StaticBody3D
Labels: bug,topic:physics,topic:3d

### Godot version

4.0.alpha 2 (Mono) [8161e2851]

### System information

Manjaro Linux 5.10, Nvidia 1660 Super, Vulkan

### Issue description

As the title says, I'm experiencing pretty sever jitter across a variety of different physics bodies when they rest on the floor ("floor" here is a flat StaticBody3D). Looks very reminiscent of #49323 in behaviour. Worth noting is that this does _not_ seem to affect cuboid collision shapes. Also of note in the video below is how some spots seem to be worse than others when moving the player character around. The same can be observed for other agents.

https://user-images.githubusercontent.com/38919971/153776770-631f4f5c-b3a3-4bcd-befb-ea35c63c937b.mp4

### Steps to reproduce

1. Use any CharacterBody3D or RigidDynamicBody3D with a non-cuboid CollisionShape
2. Let them rest on a StaticBody3D surface
3. Optionally have them move around with move_and_slide to observe the different "bad spots"

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Error during training: falseINTERNAL ASSERT FAILED
Labels: high priority,needs reproduction,module: multiprocessing,triaged,module: assert failure

### 🐛 Describe the bug

I have the following error after some iterations:

```
Traceback (most recent call last):
  File "/home/rvandeghen/anaconda3/envs/SNv3-detection/lib/python3.9/multiprocessing/queues.py", line 245, in _feed
    obj = _ForkingPickler.dumps(obj)
  File "/home/rvandeghen/anaconda3/envs/SNv3-detection/lib/python3.9/multiprocessing/reduction.py", line 51, in dumps
    cls(buf, protocol).dump(obj)
  File "/home/rvandeghen/anaconda3/envs/SNv3-detection/lib/python3.9/site-packages/torch/multiprocessing/reductions.py", line 328, in reduce_storage
    fd, size = storage._share_fd_()
RuntimeError: falseINTERNAL ASSERT FAILED at "/opt/conda/conda-bld/pytorch_1639180487213/work/aten/src/ATen/MapAllocator.cpp":323, please report a bug to PyTorch. unable to mmap 24 bytes from file </torch_2921092_75376>: Cannot allocate memory (12)
```
using `torchrun --nproc_per_node=4 train.py`
where `train.py` is a variant of [https://github.com/pytorch/vision/blob/9ae0169dd0ce815eebf1aff2963e8e1eb580eb3e/references/detection/train.py](url).
Note that it only happens with a (large) dataset and always after the same number of iterations.

### Versions

Collecting environment information...
PyTorch version: 1.10.1
Is debug build: False
CUDA used to build PyTorch: 11.3
ROCM used to build PyTorch: N/A

OS: CentOS Linux release 8.2.2004 (Core) (x86_64)
GCC version: (GCC) 8.3.1 20191121 (Red Hat 8.3.1-5)
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.28

Python version: 3.9.7 (default, Sep 16 2021, 13:09:58) [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-4.18.0-193.6.3.el8_2.x86_64-x86_64-with-glibc2.28
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: GeForce RTX 2080 Ti
Nvidia driver version: 450.57
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.21.2
[pip3] torch==1.10.1
[pip3] torchvision==0.11.2
[conda] blas 1.0 mkl
[conda] cudatoolkit 11.3.1 h2bc3f7f_2
[conda] ffmpeg 4.3 hf484d3e_0 pytorch
[conda] mkl 2021.4.0 h06a4308_640
[conda] mkl-service 2.4.0 py39h7f8727e_0
[conda] mkl_fft 1.3.1 py39hd3c417c_0
[conda] mkl_random 1.2.2 py39h51133e4_0
[conda] numpy 1.21.2 py39h20f2e39_0
[conda] numpy-base 1.21.2 py39h79a1101_0
[conda] pytorch 1.10.1 py3.9_cuda11.3_cudnn8.2.0_0 pytorch
[conda] pytorch-mutex 1.0 cuda pytorch
[conda] torchvision 0.11.2 py39_cu113 pytorch



cc @ezyang @gchanan @zou3519 @VitalyFedyunin
Repository: vscode
Issue: vs code snippet + emmet in js
Labels: bug,emmet,emmet-parse

I have snippet
`{
	"con": {
	  "prefix": ["con"],
	  "body": "console.log('${1}');"
	}
  }`
And it works fine, but i have enable emmet in js
`"emmet.includeLanguages": {
        "javascript": "javascriptreact"
}`
And now snippet does not expand.
How i can make them both work?
Repository: godot
Issue: Godot doesn't work with screen readers 
Labels: enhancement,topic:editor,usability

### Godot version

Godot_v3.4.2-stable_win64

### System information

Windows10

### Issue description

Godot doesn't work with screen readers I'm using windows10 with NVDA screen reader, Godot like a blank page i can't read any thing also if i use the mouse i have the same result.can you add screen reader support to help us blind people to create a games  

### Steps to reproduce

Godot doesn't work with screen readers I'm using windows10 with NVDA screen reader, Godot like a blank page i can't read any thing also if i use the mouse i have the same result.can you add screen reader support to help us blind people to create a games  

### Minimal reproduction project

Godot doesn't work with screen readers I'm using windows10 with NVDA screen reader, Godot like a blank page i can't read any thing also if i use the mouse i have the same result.can you add screen reader support to help us blind people to create a games
Repository: pytorch
Issue: Torch version in docker container does not match tag
Labels: triaged,module: docker

I've noticed the torch version in the docker image `pytorch/pytorch:1.9.1-cuda11.1-cudnn8-devel` is incorrect (unless I'm missing something which is entirely possible). I have not looked at other images at this point.

![image](https://user-images.githubusercontent.com/18511395/153784184-6ee21359-0cfa-4e37-907b-dd8cb0326520.png)
Repository: go
Issue: cmd/go: import cycles in tests lead to too harsh and confusing errors
Labels: NeedsInvestigation,GoCommand,Tools

For the following package, in txtar format

```
-- bar.go --
package bar

import (
	_ "context"
)
-- bar_test.go --
package bar

import _ "example.com/rec/bar"
-- go.mod --
module example.com/rec/bar

go 1.17
```

using go/packages with 

```
cfg := &packages.Config{
	Tests: true,
	Mode:  packages.NeedExportsFile,
}
packages.Load(cfg, ".")
```

results in a single package named `command-line-arguments` and the following single error:

```
-: # example.com/rec/bar [example.com/rec/bar.test]
./bar.go:4:4: could not import context (open : no such file or directory)
./bar_test.go:3:10: could not import example.com/rec/bar (import "example.com/rec/bar" while compiling that package (import cycle))
# example.com/rec/bar [example.com/rec/bar.test]
./bar.go:4:4: could not import context (open : no such file or directory)
./bar_test.go:3:10: could not import example.com/rec/bar (import "example.com/rec/bar" while compiling that package (import cycle))
```

There are several issues with this:

- Why is there no working package for `package bar`? The tests don't build, but the package itself should build just fine.
- Why is the error message duplicated?
- Why are we failing to import `context`? That is, why is the path we're trying to open empty? (And why are we trying to open it in the first place?)

/cc @matloob
Repository: material-ui
Issue: [DatePicker] The button to switch views is not fully displayed
Labels: component: date picker

https://github.com/mui/material-ui/blob/bad91bd9da9365dc80ad5af911f5948e20e4b706/packages/mui-lab/src/CalendarPicker/PickersCalendarHeader.tsx#L83

https://github.com/mui/material-ui/blob/bad91bd9da9365dc80ad5af911f5948e20e4b706/packages/mui-lab/src/CalendarPicker/PickersCalendarHeader.tsx#L210

The layout should be changed here because the parent set `overflow:hidden`, which causes the button to display incompletely, as shown below:

![image](https://user-images.githubusercontent.com/29443755/153798206-64369b35-7a3e-4328-9df0-ecd101c7847b.png)
Repository: godot
Issue: Vulkan: Textures disappearing at runtime and after closing scene
Labels: bug,topic:rendering,needs testing,regression,topic:3d

### Godot version

4.0.dev 

### System information

Linux,  Vulkan GTX 1080 Ti  Driver 510

### Issue description

![godottexture](https://user-images.githubusercontent.com/1302391/153807517-01ab4a4b-5072-434d-ad4f-177743526834.png)


Instanced scene textures are not persistent,   When the game runs the texture is missing.  upon closing and reopening the scene,  the textures are also missing in the editor, and must be manually reapplied in the scene

### Steps to reproduce

Import mesh (i used gltf) apply material,  add texture maps save scene,  run game no texture..    close and open the scene no textures

### Minimal reproduction project
https://drive.google.com/file/d/1N5IGeDC6zhYRcjOM3EJXgMYfJ1V1U9Ox/view?usp=sharing
Repository: godot
Issue: GLES2.0 blend shape normal vector weird on OCTAHEDRAL_COMPRESSION, DEVASSERT fail every time
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

3.4.2 stable  (45eaa2daf)

### System information

MAC, GLES2.0

### Issue description

Blend Shape Normal Vector weird on OCTAHEDRAL_COMPRESSION 
maybe Array Normal value/127 in update_dirty_blend_shapes https://github.com/godotengine/godot/blob/45eaa2daf1e3d2571a9f31a3421911262ec82f51/drivers/gles2/rasterizer_storage_gles2.cpp#L3802

And
Dev assert fail everytime that code : buffer_size * sizeof(float)
https://github.com/godotengine/godot/blob/45eaa2daf1e3d2571a9f31a3421911262ec82f51/drivers/gles2/rasterizer_storage_gles2.cpp#L3972
https://github.com/godotengine/godot/blob/45eaa2daf1e3d2571a9f31a3421911262ec82f51/drivers/gles2/rasterizer_storage_gles2.h#L1396

### Steps to reproduce

[blend_shapes.tscn.zip](https://github.com/godotengine/godot/files/8058524/blend_shapes.tscn.zip)


Setting Driver GLES2

### Minimal reproduction project

_No response_
Repository: go
Issue: spec: Method sets section doesn't seem quite right for interfaces with type lists
Labels: Documentation,NeedsFix

https://tip.golang.org/ref/spec#Method_sets says the following:

> The method set of an [interface type](https://tip.golang.org/ref/spec#Interface_types) is the intersection of the method sets of each type in the interface's [type set](https://tip.golang.org/ref/spec#Interface_types) (the resulting method set is usually just the set of declared methods in the interface).

AFAIU, per

> - The type set of a non-empty interface is the intersection of the type sets of its interface elements. 
> - The type set of a non-interface type term is the set consisting of just that type. 

the type set of `interface { S }` for concrete type S is {S}. The intersection of the method sets is thus the method set of S. But that doesn't seem quite right. `func foo[T S](x T) { x.Foo() }` certainly doesn't compile. Was the intention to have an implicit, empty method set for the absent list of methods in the interface?

/cc @griesemer @findleyr
Repository: pytorch
Issue: Docs bug: type annotations for linspace (and logspace) start and end arguments is wrong
Labels: module: docs,triaged,module: tensor creation

### 📚 The doc issue

The start and end parameters of the torch.linspace operator support torch.int32 and torch.int64 input, and can correctly output the corresponding type of tensor, but it is in https://pytorch.org/docs/master/generated/torch.linspace.html#torch.linspace, the start and end parameters only support float. Is the documentation wrong?


>>> import torch
>>>a=torch.linspace(23453245323,23453245333,steps=5,dtype=torch.int64)
>>> a
tensor([23453245323, 23453245325, 23453245328, 23453245330, 23453245333])



### Suggest a potential alternative/fix

_No response_

cc @brianjo @mruberry @gchanan @nairbv
Repository: godot
Issue: Performance issue with `DebugAdapterProtocol.poll()`
Labels: bug,topic:editor,performance

### Godot version

 v4.0.alpha.calinou [26b21dc0c]

### System information

Mac OSX (Intel 2019)

### Issue description

https://github.com/godotengine/godot/blob/09a61cdf53a0b34dd6bfa19da7f097c869a8e145/editor/debugger/debug_adapter/debug_adapter_server.cpp#L51-L59

Causes the following code to get executed every frame:

https://github.com/godotengine/godot/blob/09a61cdf53a0b34dd6bfa19da7f097c869a8e145/editor/debugger/debug_adapter/debug_adapter_protocol.cpp#L965-L968

https://github.com/godotengine/godot/blob/09a61cdf53a0b34dd6bfa19da7f097c869a8e145/core/io/tcp_server.cpp#L90-L99

Which seems to cause a lot of CPU usage on my device.

<img width="1552" alt="Screenshot 2022-02-14 at 11 25 53" src="https://user-images.githubusercontent.com/100964/153826978-819443c3-5632-4e26-8edc-a21521ca1455.png">


### Steps to reproduce

Open Godot 4.x

### Minimal reproduction project

_No response_
Repository: frp
Issue: autocert support
Labels: todo

### Describe the feature request

A public facing https port needs a cert. It would be nice if the cert could automatically be obtained from letsencrypt.

### Describe alternatives you've considered

I guess one could use caddy as another proxy in front - but that is less than ideal. It would be better to integrate

https://go-acme.github.io/lego/usage/library/

### Affected area

- [X] Docs
- [ ] Installation
- [ ] Performance and Scalability
- [ ] Security
- [ ] User Experience
- [X] Test and Release
- [ ] Developer Infrastructure
- [X] Client Plugin
- [X] Server Plugin
- [X] Extensions
- [ ] Others