sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: .obj files imported as Mesh are unable to reliably reference textures
Labels: bug,topic:import,topic:3d

### Godot version

4.1.1

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

If the .godot/imported directory is cleared, the .obj files (with materials) in a project appear to be getting imported before the .png files that their materials reference. This leads to huge amounts of error spam, as well as missing texture references during the first import.

The issue here is we are importing .obj files too early, when in he import as Mesh workflow. Most other models are imported as Scene which happens afterwards.

```
ERROR: Unable to open file: res://.godot/imported/road_2_tile.png-8c3542a850c37db56509a795f0efbdc7.s3tc.ctex.
   at: (scene/resources/texture.cpp:847)
ERROR: Failed loading resource: res://.godot/imported/road_2_tile.png-8c3542a850c37db56509a795f0efbdc7.s3tc.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:273)
ERROR: Failed loading resource: res://assets/terrain/grasslands/road_2_tile.png. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:273)
ERROR: Cannot create file 'res://.godot/imported/road_2_tile.obj-95c273f81f3df720a4e0dee5911e1b43.mesh'.
   at: (core/io/resource_format_binary.cpp:2070)
ERROR: Cannot save Mesh to file 'res://.godot/imported/road_2_tile.obj-95c273f81f3df720a4e0dee5911e1b43.mesh'.
   at: (editor/import/resource_importer_obj.cpp:564)
ERROR: Error importing 'res://assets/terrain/grasslands/road_2_tile.obj'.
   at: (editor/editor_file_system.cpp:2043)
WARNING: OBJ: Ambient light for material 'palette' is ignored in PBR
     at: _parse_material_library (editor/import/resource_importer_obj.cpp:65)
```

A workaround is to delete the obj files from .godot/imported such that they may be reimported in the correct order.



### Steps to reproduce

1. open the attached project (make sure .godot is deleted)
2. notice that .obj files are imported first
3. many errors will be printed 

### Minimal reproduction project

clone https://github.com/P1X-in/Tanks-of-Freedom-3-D
Repository: next.js
Issue: next lint wants to always add [distDir]/types/**/*.ts
Labels: bug,TypeScript

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/ewah/nextjs-tsconfig-230911

### To Reproduce

Add a dynamic distDir in next.config.js. (for me generateBuildId fetches an ENV git hash (unless i'm in dev)
```
  distDir: `.next/build/${generateBuildId()}`,
```

Add include path to cover the the distDir in tsconfig.json
```
  "include": [
    "next-env.d.ts",
    "**/*.ts",
    "**/*.tsx",
    ".next/build/**/*.ts"
  ],
```

run
```
next lint
```

### Current vs. Expected behavior

Currently, `next lint` rewrites tsconfig.json. [here my generateBuildId() returns `unknown`]
```
   The following suggested values were added to your tsconfig.json. These values can be changed to fit your project's needs:

   	- include was updated to add '.next/build/unknown/types/**/*.ts'
```

and the `tsconfig.json` is modified
```
--- a/tsconfig.json
+++ b/tsconfig.json
@@ -56,8 +56,7 @@
     "next-env.d.ts",
     "**/*.ts",
     "**/*.tsx",
+    ".next/build/**/*.ts",
+    ".next/build/unknown/types/**/*.ts"
-     ".next/build/**/*.ts"
   ],
   "exclude": [
     "node_modules"
```

Expected

no change in `tsconfig.json`

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP Mon Jul 12 21:54:23 UTC 2021
    Binaries:
      Node: 18.17.1
      npm: 9.1.3
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.20-canary.24
      eslint-config-next: 13.4.9
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

TypeScript (plugin, built-in types)

### Additional context

(edit for diff clarity)
Repository: flutter
Issue: Build dashboard unexpectedly redirect back to homepage
Labels: team-infra,P3,triaged-infra

### Is there an existing issue for this?

- [X] I have searched the [existing infra issues](https://github.com/flutter/flutter/issues?q=is%3Aopen+is%3Aissue+label%3Ateam-infra)

### Type of Request

bug

### Infrastructure Environment

https://flutter-dashboard.appspot.com/#/build

### What is happening?

As a gardener, I like to have https://flutter-dashboard.appspot.com/#/build open on my secondary monitor to keep an eye on the build. From time to time when the page refreshes during the work day (but not always) it redirects back to https://flutter-dashboard.appspot.com and I have to do an extra click to go back to the build status page. It would be nice if it would just continue to stay on the build status page throughout the entire day.

### Steps to reproduce

Step 1: Visit https://flutter-dashboard.appspot.com/#/build
Step 2: Do nothing, just have the page open for some time.
Step 3: Eventually, it reloads to https://flutter-dashboard.appspot.com

### Expected results

I expected it to always show https://flutter-dashboard.appspot.com/#/build unless I specifically click the back button.
Repository: deno
Issue: [kv] panic in fresh project
Labels: bug,ext/kv

My fresh project is in a strange state.  When I run with `dev.ts` I get a panic:

```sh
chris@chris-desktop:~/dev/deno/kv_enqueue_test$ RUST_BACKTRACE=1 deno task start
Task start deno run -A --unstable --watch=static/,routes/ dev.ts
Watcher Process started.
The manifest has been generated for 4 routes and 0 islands.
Starting main...
Listening for messages...
error: Uncaught (in promise) ReferenceError: Cannot access 'manifest' before initialization
await start(manifest, config);
            ^
    at file:///home/chris/dev/deno/kv_enqueue_test/main.ts:24:13
    at eventLoopTick (ext:core/01_core.js:183:11)
Watcher Process failed. Restarting on file change...

============================================================
Deno has panicked. This is a bug in Deno. Please report this
at https://github.com/denoland/deno/issues/new.
If you can reliably reproduce this panic, include the
reproduction steps and re-run with the RUST_BACKTRACE=1 env
var set and include the backtrace in your report.

Platform: linux x86_64
Version: 1.36.4
Args: ["/home/chris/.deno/bin/deno", "run", "-A", "--unstable", "--watch=static/,routes/", "dev.ts"]

thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Attempted to use a closed database', ext/kv/sqlite.rs:440:59
stack backtrace:
   0: rust_begin_unwind
             at /rustc/5680fa18feaa87f3ff04063800aec256c3d4b4be/library/std/src/panicking.rs:593:5
   1: core::panicking::panic_fmt
             at /rustc/5680fa18feaa87f3ff04063800aec256c3d4b4be/library/core/src/panicking.rs:67:14
   2: core::result::unwrap_failed
             at /rustc/5680fa18feaa87f3ff04063800aec256c3d4b4be/library/core/src/result.rs:1651:5
   3: core::result::Result<T,E>::unwrap
   4: <deno_unsync::task::MaskFutureAsSend<F> as core::future::future::Future>::poll
   5: tokio::runtime::task::raw::poll
   6: deno::main
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
```

The code it is complaining about is here in `main.ts` on the last line of code:
```ts
/// <reference no-default-lib="true" />
/// <reference lib="dom" />
/// <reference lib="dom.iterable" />
/// <reference lib="dom.asynciterable" />
/// <reference lib="deno.ns" />
/// <reference lib="deno.unstable" />

import "$std/dotenv/load.ts";

import { start } from "$fresh/server.ts";
import manifest from "./fresh.gen.ts";
import config from "./fresh.config.ts";

console.log("Starting main...");

export const kv = await Deno.openKv();

kv.listenQueue(async (msg) => {
  console.log(msg);
});
console.log("Listening for messages...");

await start(manifest, config);
```

This was working fine earlier, not entirely sure what I've done to make it start panicing.  Running the same code with `main.ts` instead of `dev.ts` makes it work with no errors.
Repository: flutter
Issue: Send an event for Hot Reload and Hot Restart that tools can listen for
Labels: c: new feature,tool,t: hot reload,c: proposal,P2,team-tool,triaged-tool

In DevTools (any maybe in other tools too), we need to detect when a hot restart has occurred to refresh some state from the device. It would be nice if there was an event we could listen for, perhaps on the existing `kExtension` stream: `Flutter.HotReload` or `Flutter.HotRestart`
Repository: flutter
Issue: Respect flutter::Settings from command line arguments specified to test harnesses.
Labels: good first issue,P2,c: tech-debt,team-engine,triaged-engine

In `//flutter/common`, there are `flutter::Settings` in `switches.h` that can be read from the command line (via `flutter::SettingsFromCommandLine`). However, these settings are not respected in any of the test harnesses in `//flutter/testing`. Now, not all the settings are valid in unit-tests. So these likely need to be split apart into base settings for all exectuables. But stuff like log control, log tags, and such should be configurable from the command line in unit-tests.
Repository: flutter
Issue: Autosubmit bot will not merge, claiming false negatives
Labels: team-infra,P3,triaged-infra

From https://github.com/flutter/flutter/pull/131556#issuecomment-1714756218

> auto label is removed for flutter/flutter/131556, due to This PR has not met approval requirements for merging. Changes were requested by {TahaTesser}, please make the needed changes and resubmit this PR.
You are not a member of flutter-hackers and need 1 more review(s) in order to merge this PR.
>
> Merge guidelines: You need at least one approved review if you are already part of flutter-hackers or two member reviews if you are not a flutter-hacker before re-applying the autosubmit label. Reviewers: If you left a comment approving, please use the "approve" review action instead.

The autosubmit bot was mistaken on two points here:

1. The bot claimed it did not have approval from 2 flutter-hackers members - but it did.
2. The bot claimed there was a review requesting changes in place, that review had already been dismissed, after which the PR received the necessary approvals
Repository: godot
Issue: `virtual_keyboard_get_height()` returns the wrong value when changing orientation.
Labels: bug,topic:porting

### Godot version

4.1.1.stable

### System information

Android 11 - ARM Mali-G72 MP3 900MHz - MTK P70

### Issue description


https://github.com/godotengine/godot/assets/104248604/f0a01d20-6b2c-4eae-850b-28f46a25d533

As shown, there is inconsistency each time the virtual keyboard is displayed.

### Steps to reproduce

1. Set handheld orientation in project settings to sensor.
2. Open virtual keyboard and call `DisplayServer.virtual_keyboard_get_height()`.
3. Rotate the hadheld device.

### Minimal reproduction project

[Virtual keyboard bug.zip](https://github.com/godotengine/godot/files/12581721/Virtual.keyboard.bug.zip)
Repository: material-ui
Issue: [material-ui][TextField] Attach `aria-errormessage` attribute
Labels: accessibility,on hold,component: text field,package: material-ui,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

I noticed that the TextField component does not take advantage of the `aria-errormessage` attribute. In this example
```jsx
<TextField
    label="Name"
    size='small'
    fullWidth
    margin='normal'
    placeholder='What do you want to call it?'
    error={Boolean(errors.name)}
    helperText={errors.name?.message}
/>
```
The input that is rendered in the DOM has `aria-invalid="true"` and `aria-describedby=":rl:-helper-text"` which points to `<p id=":rl:-helper-text" ...>Must be at least 2 characters</p>`. It does not have `aria-errormessage` attribute set. Please see https://developer.mozilla.org/en-US/docs/Web/Accessibility/ARIA/Attributes/aria-errormessage


### Examples 🌈

_No response_

### Motivation 🔦

_No response_
Repository: flutter
Issue: Filtering by commit hash is broken
Labels: team-infra,P3,triaged-infra

https://flutter-dashboard.appspot.com/#/build?repo=flutter&branch=master&hashFilter=c67e6df16bcbb904b5a820e574b49caeafeb0422 to return 30 commits older c67e6df16bcbb904b5a820e574b49caeafeb0422 however the query seems to be returning a lot more than 30 commits.
Repository: godot
Issue: User-Generated Input Action Keeps Spamming and Never Stops
Labels: documentation,topic:input

### Godot version

Godot Engine v3.5.2.stable.mono.official.170ba337a - Godot Engine v4.1.1.stable.mono.official.bd6af8e0e

### System information

Windows 10 - OpenGL API 3.3.0 - Build 31.0.101.2111 - Vulkan API 1.3.215 - Forward Mobile - Using Vulkan Device #0: Intel - Intel(R) UHD Graphics 620

### Issue description

When an InputEventAction is fed into Input using Input.ParseInputEvent, the input events keep spamming even after calling GetViewport().SetInputAsHandled().


### Steps to reproduce

1. Navigate to: Project -> Project Settings... -> Input Map. Define the following actions: `move_left`, `move_right`, `move_forward`, `move_back`.
2. Create a script and override `_Input(InputEvent inputEvent)`.
3. Inside the `_Input(InputEvent inputEvent) `function, call `Input.ParseInputEvent`.
4. Create another script and call `Input.IsActionJustPressed` with the action that was fed into Input.
5. Observe the terminal that run Godot(the console can not print anything because input keep spamming). The action is only fed once, but `Input.IsActionJustPressed` returns more than one input.

### Minimal reproduction project
Open project, press `space` key. And observe the terminal that used to run godot.

[input_bug.zip](https://github.com/godotengine/godot/files/12621213/input_bug.zip)
Repository: pytorch
Issue: Can't initializa NVML
Labels: triaged

### 🐛 Describe the bug


>>> import torch
>>> torch.__version__
'2.0.1+cu117'
>>> torch.cuda.device_count()
/opt/conda/lib/python3.10/site-packages/torch/cuda/__init__.py:546: UserWarning: Can't initialize NVML
  warnings.warn("Can't initialize NVML")
0
>>> torch.cuda.is_available()
False


### Versions


>>> import torch
>>> torch.__version__
'2.0.1+cu117'
>>> torch.cuda.device_count()
/opt/conda/lib/python3.10/site-packages/torch/cuda/__init__.py:546: UserWarning: Can't initialize NVML
  warnings.warn("Can't initialize NVML")
0
>>> torch.cuda.is_available()
False
why is that?
Repository: storybook
Issue: [Bug]: While applying high contrast themes Boarder of the table is not visible clearly in “Navigation Link” page.
Labels: bug,good first issue,help wanted,ui,accessibility,sev:S3

### Describe the bug

While applying high contrast themes Boarder of the table is not visible clearly in “Navigation Link” page.

Actual Result:
While applying high contrast themes Boarder of the table is not visible clearly in “Navigation Link” page.

Expected Result:
While applying high contrast themes Boarder of the table should be visible clearly in “Navigation Link” page.

### To Reproduce

1. Open URL: [Common Navigation - Scrolling Panel ⋅ Storybook (windows.net)](https://vivacommonstorybooktest.blob.core.windows.net/$web/index.html?path=/story/common-navigation--scrolling-panel&globals=backgrounds.grid:!false;backgrounds.value:transparent                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           
3. Navigate to “Navigation Link” at left side of the pane present under 'components' and invoke it. 
4. Now apply high contrast themes and observe the table boarder.   


Attachments:

**In Normal Mode**
![Table boarder normal mode](https://github.com/storybookjs/storybook/assets/93735775/a128df1a-a806-40ce-aec0-6a2258000720)

**In High contrast mode:**
![Boarder of the table is not visible clealry](https://github.com/storybookjs/storybook/assets/93735775/6517f4b0-a138-4128-b640-19898f9c95d6)


### System

```bash
OS: Windows 11
OS version: 22H2 (OS Build 22621.2134)
Edge Version: 116.0.1938.69 (Official build) (64-bit)
```


### Additional context

_No response_
Repository: storybook
Issue: [Bug]:  Unable to navigate to the "tab groups" using keyboard.
Labels: bug,good first issue,help wanted,ui,accessibility,addon: controls,sev:S2

### Describe the bug

 Unable to navigate to the "tab groups" using keyboard.

Actual Result:
 Unable to navigate to the "tab groups" using keyboard.

Expected Result:
Users can be able to navigate to the "tab groups" by using keyboard.

### To Reproduce

1. open the URL " [Overview - Docs ⋅ Storybook (windows.net)](https://vivacommonstorybooktest.blob.core.windows.net/$web/index.html?path=/docs/overview--docs) " and click on Get started button. 
2. Navigate to the "tab list" in the left pane and expand it.
3. Navigate to the controls" tab item and invoke it.
4. observe the issue.              


Attachments:
[unable to navigate tab groups.webm](https://github.com/storybookjs/storybook/assets/93735775/cd41e462-fb4e-4416-86c6-40017124b5a6)

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              

### System

```bash
OS: Windows 11
OS version: 22H2 (OS Build 22621.2134)
Edge Version: 116.0.1938.69 (Official build) (64-bit)
```


### Additional context

_No response_
Repository: vscode
Issue: env.machineId will return vmware adapter's mac
Labels: under-discussion,network

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 
- OS Version: 
Windows 11
Steps to Reproduce:

1.  Install vmware
2.  Read env.machineId

I get value `4fd368a50cab7edf1f493950ad5427e90b9ac12fca180ac55f52481aaf7b6541`, and this is from mac '00:50:56:c0:00:01'.

I read `./src/vs/base/node/macAddress.ts` and find this

```ts
const invalidMacAddresses = new Set([
	'00:00:00:00:00:00',
	'ff:ff:ff:ff:ff:ff',
	'ac:de:48:00:11:22'
]);
```

Should we just filter the vm macs in `src/vs/base/node/id.ts`?
```[tasklist]
### Tasks
```
Repository: material-ui
Issue: [material-ui][Form Control] Native HTML attribute is not supported
Labels: package: material-ui,component: FormControl,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/38932-formcontrol-fieldset-33jmdg

Steps:

1. change FormControl's component into 'fieldset'
2. add 'disabled' 
3. html attribute 'disabled' is not applied.


### Current behavior 😯

_No response_

### Expected behavior 🤔

_No response_

### Context 🔦

I want to make `FormFieldset` component which use `FormControl` component, 
and when  disabled prop is true, also want to set fieldset's attribute disabled to true.

I don't know is it intended or not, HTML attribute is not changed.
do I alternatively use `aria-disabled` attribute? 

![image](https://github.com/mui/material-ui/assets/62272445/ab9f5936-2395-4ff5-bdd7-b6e77a38d959)

`fieldset` spec: https://html.spec.whatwg.org/multipage/form-elements.html#attr-fieldset-disabled

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>