sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: 'guicursor' cursor color in Termux
Labels: bug,tui,needs:repro,options

### Problem

Neovim doesn't seem to be able to change the cursor color of Termux.

I thought it was a Termux issue but realized that running this did change the cursor color

```lua
echo -ne "\x1b]12;#FF0000\x1b\\"
```

So, I tried using `io.write()` to manually set it and it seems to work but for some reason when exiting the Cmdline the cursor will return back to the original color.

I tried using `CmdlineLeave` autocmd to set it but then it briefly turns into red before reverting back to white.

### Steps to reproduce

nvim --clean
:hi Cursor guibg=red

### Expected behavior

Cursor turns red.

### Neovim version (nvim -v)

NVIM v0.10.1 Build type: Release LuaJIT 2.1.1720049189

### Vim (not Nvim) behaves the same?

Yes, 9.1.0500 aarch64

### Operating system/version

Android 14

### Terminal name/version

Termux 0.118.0

### $TERM environment variable

xterm-256color:

### Installation

pkg install neovim
Repository: transformers
Issue: how to fine tune TrOCR on specifique langage guide.
Labels: New model

### Model description

hello , just passed through issues and other , but none of them talked on how to fine-tune TrOCR on specifique langage , like how to pick encoder and decoder , model .. etc , 
can you @NielsRogge , write a simple instructions/guide on this topic ?


### Open source status

- [ ] The model implementation is available
- [ ] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Ability to Split Batch Generation Across Multi-GPU
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

I'm aware that a single diffusion model cannot be split onto multiple GPU's. However, assuming an instance of the model is loaded onto each respective GPU, generation of image batches could be greatly sped up by splitting the batch across the available cards. 

This would allow:

1. The same number of images generated in a smaller unit of time (batch size / no. of GPU's) 
2. A larger batch generated within an identical span of time (batch size x no. of GPU's) 

A similar workflow is implemented in SwarmUI, with ComfyUI as a backend. 

This can also theoretically be done via loading two discrete instances of Stable Diffusion Web UI, but the syncing of prompts, sampler settings, and extension settings becomes an issue for workflow. 

I propose multi-GPU support for Stable Diffusion Web UI via loading the selected model onto each card, and supporting generation parameter syncing through one instance of the Web UI. 

### Proposed workflow

1. Add launch arguments as necessary to specify multiple CUDA devices. 
2. Under "Generation Parameters" in the Web UI, add option to increase instances, loading the selected model into each card(s). 
3. If Batch Count > 1, then generate a batch on each available card, only sequencing the batches that exceed the no. of cards.  
4. If Batch Count = 1, then split batch size between the available cards. 

### Additional information

_No response_
Repository: pytorch
Issue: torch.sparse.softmax missing support for sparse CSR
Labels: module: sparse,triaged

### 🚀 The feature, motivation and pitch

sparse.softmax apparently only supports sparse COO format, while sparse CSR is presented as more efficient and default format for other operations. 
For example in my use case I'm trying to implement an efficient sparse attention using torch.sparse.sampled_addmm and sparse.softmax, the problem is that the first only supports sparse CSR.

### Alternatives

_No response_

### Additional context

_No response_

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer @jcaip
Repository: godot
Issue: Vector2 implicit cast to Vector2i without warning
Labels: discussion,topic:core,topic:gdscript

### Tested versions

4.3 stable

### System information

Windows 10 x64

### Issue description

Even with static typing and enabled additional warnings there are no warning about this cast
![image](https://github.com/user-attachments/assets/3f4f9579-c895-4920-ba84-1a35db698641)


### Steps to reproduce

No warnings with settings above
Ex1:
```gdscript
var t: Vector2i = Vector2(0.5,1.5)
```
Ex2, my case:
new_position is Vector2 implicit cast to `erase_cell` argument type - Vector2i
```gdscript
@onready var chest: TileMapLayer = $"../Level/Chest"
...
func check_for_chest(new_position: Vector2) -> bool:
  var tile_coords: Vector2i = get_tile_coords(chest, new_position)
  var tile_source: int = get_tile_source(chest, tile_coords)
  if tile_source < 0: return false
  # Mistake here
  chest.erase_cell(new_position) 
  return true
```

### Minimal reproduction project (MRP)

N/A
Repository: excalidraw
Issue: Please whitelist this site
Labels: Embeddable

I would like to embed H5P content in my teaching whiteboards.

Please allow iframes from: [https://apps.zum.de/apps/24799](https://apps.zum.de/apps/)
Repository: godot
Issue: Exporting to output within project folder creates pck with embedded .deps.json contents if export folder is not empty. C# version
Labels: needs testing,topic:dotnet,topic:export

### Tested versions

Tested in latest 4.3 C# release 64-bit.

### System information

Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 SUPER (NVIDIA; 32.0.15.5599) - AMD Ryzen 3 3100 4-Core Processor (8 Threads)

### Issue description

if i have a C# project say d:\godotprojects\helloworld and if i export to d:\godotprojects\helloworld\export\ , the first time I get proper .pck file , say 10kb if the export folder is blank. But if I export again (no changes to settings or code) to the same export folder, it will create 40kb .pck file because *.deps.json gets embedded into the .pck file.

This does not happen if i export to folders outside of d:\godotprojects\helloworld\

### Steps to reproduce

Just a simple 2D project, create a button, and a sprite2d. Attach script to scene, connect event to button to turn sprite visible/invisible by toggling the .visible property.

Must be C# code.

### Minimal reproduction project (MRP)

```cs
using Godot;
using System;

public partial class main : Node2D
{
	// Called when the node enters the scene tree for the first time.
	public override void _Ready()
	{
	}

	// Called every frame. 'delta' is the elapsed time since the previous frame.
	public override void _Process(double delta)
	{
	}
	
	private void _on_button_pressed()
	{
	// Replace with function body.		
		Sprite2D sprite = GetNode<Sprite2D>("logo");
		sprite.Visible = !sprite.Visible;
	}
}
```
Repository: godot
Issue: Clicking any element in certain popups will cause the body contents of the popup to visibly shift but not the interactable controls (Windows ARM)
Labels: bug,platform:windows,topic:porting

### Tested versions

- Reproducible in 4.3 Stable Mono at least, and all other versions that I've tried including all dev builds of 4.3 and builds out to 4.1, both native Arm64 and x86_64 builds.


### System information

Godot v4.3.stable.mono - Windows 10.0.27686 - GLES3 (Compatibility) - D3D12 (Qualcomm(R) Adreno(TM) 8cx Gen 3) - Snapdragon (TM) 8cx Gen 3 @ 3.0 GHz (8 Threads)

### Issue description

When clicking on the inner body of some windows in Godot on this laptop, the contents will visually shift but the clickable controls will not. 

This is probably going to be a weird one, because it's a Windows on ARM device.

![image](https://github.com/user-attachments/assets/1857d091-9c1f-4644-9250-22d0ee722264)


### Steps to reproduce

1. Be on a Thinkpad X13s.
2. Open Godot.
3. Create a new project.
4. Click "Browse".
5. Click anywhere in the explorer window view.

### Minimal reproduction project (MRP)

N/A
Repository: deno
Issue: Disallow JSR dependency importing itself in `deno publish --dry-run`
Labels: bug,publish

It will not work when published to JSR. Also, it would cause things to resolve more slowly, the package to list itself as a dependency for the npm compat layer, and potentially cause a duplicate package to be resolved instead since the specifiers would be going through package resolution.

Ref https://github.com/denoland/deno/issues/25191
Repository: next.js
Issue: middleware is not used in production with custom server
Labels: bug,Middleware

### Link to the code that reproduces this issue

https://github.com/Mephiztopheles/custom-server-middleware

### To Reproduce

1. Start the application (`npm run dev`)
2. Visit localhost:3000 in the browser
3. Click both links and get redirected
4. Stop the server and run the build (`npm run build`)
5. Start the production server (`npm run start`)
6. Visit localhost:3000 again and click both links
7. **Only redirect-2 works** (does not work for me in production but might be a different problem then)

### Current vs. Expected behavior

I expect the middleware to be used in production too.
If i remove NODE_ENV=production, the middleware is used again, but then next is not running in production mode

Also, I expect the redirects in the config to work in my production environment

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #40-Ubuntu SMP PREEMPT_DYNAMIC Fri Jul  5 10:34:03 UTC 2024
  Available memory (MB): 48119
  Available CPU cores: 16
Binaries:
  Node: 22.3.0
  npm: 10.8.1
  Yarn: N/A
  pnpm: 9.4.0
Relevant Packages:
  next: 15.0.0-canary.128 // Latest available version is detected (15.0.0-canary.128).
  eslint-config-next: N/A
  react: 19.0.0-rc-eb3ad065-20240822
  react-dom: 19.0.0-rc-eb3ad065-20240822
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Middleware

### Which stage(s) are affected? (Select all that apply)

next start (local), Other (Deployed)

### Additional context

I have used the website template from payload cms, which may lead to the redirects from the config not beeing used.

But the middleware is also missing in the default setup, what you can see in my example
Repository: ollama
Issue: Jamba 1.5 Model
Labels: model request

Jamba 1.5 Open Model Family: The Most Powerful and Efficient Long Context Models.

**Features**

**Long context handling**: With a 256K effective context window, the longest in the market, Jamba 1.5 models can improve the quality of key enterprise applications, such as lengthy document summarization and analysis, as well as agentic and RAG workflows

**Speed:** Up to 2.5X faster on long contexts and fastest across all context lengths in their size class

**Quality:** Jamba 1.5 Mini is the strongest open model in its size class with a score of 46.1 on the Arena Hard benchmark, surpassing larger models like Mixtral 8x22B and Command-R+. Jamba 1.5 Large, with a score of 65.4, outpaces both Llama 3.1 70B and 405B

**Multilingual:** In addition to English, the models support Spanish, French, Portuguese, Italian, Dutch, German, Arabic and Hebrew
Developer ready: Jamba natively supports structured JSON output, function calling, digesting document objects, and generating citations

**Open for builders**: Both models are available for immediate download on Hugging Face (and coming soon to leading frameworks LangChain and LlamaIndex)

**Deploy anywhere**: In addition to AI21 Studio, the models are available on cloud partners Google Cloud Vertex AI, Microsoft Azure, and NVIDIA NIM and coming soon to Amazon Bedrock, Databricks Marketplace, Snowflake Cortex, Together.AI as well as for private on-prem and VPC deployment
Repository: godot
Issue: False velocity values on moving elements when camera reaches a stop
Labels: bug,topic:rendering,topic:3d

### Tested versions

- Reproductible in 4.3

### System information

Windows 10

### Issue description

When active camera reaches a stop, objects' velocities in the velocity buffer appear to be moving according to their previous frame's transform difference, the most obvious case of which is on objects that are children of the camera and stay stationary in relation to it, still showcasing false velocities the moment the camera stops, i.e. the the first frame the camera's current frame's and last frame's transforms match after it has been moving. It seems to be an issue specifically around the camera reaching a stop, as otherwise it would occur on any change of direction that it makes

### Steps to reproduce

download the small minimum reproduction project.
play motion_blur_test.tscn
press up and down arrows to cycle through different framerates, ideally press up once to be at the lowest 2 fps. 
move with WASD, and then stop moving, you will see the cube that moves with the camera gets blurred on the frame the camera stopped.

press z to open the debug view, and you will see at the bottom right the velocity buffer and a non blurred color buffer at the top left. Repeat the same steps to see the velocity buffer in those instances. you may need to change directions for the velocities to be positive and show up.

note how the extra velocities only happen when the camera stops, not when changing directions abruptly

### Minimal reproduction project (MRP)

[godot-velocity-bug-minimum-reproduction.zip](https://github.com/user-attachments/files/16737779/godot-velocity-bug-minimum-reproduction.zip)
Repository: godot
Issue: UFBX runtime loader not working
Labels: bug,topic:import,topic:3d

### Tested versions

Godot v4.3.stable

### System information

Linux Mint 21 (Vanessa) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 (nvidia; 535.183.01) - AMD Ryzen 5 2600X Six-Core Processor (12 Threads)

### Issue description

It doesn't work to load a FBX model at runetime in gdscript. Not correct, the loading works partial as you could see in the attached debugger images. But nothing is displayed in the 3D view.

### Steps to reproduce

1) unzip the MRP project
2) change "PREFIX_DIR" in Viewer.gd to an absolute path in your system where you unzipped the MRP project
3) start the project and see that only the GLTF file is loaded and the FBX files produces an error
4) look into the debugger for the FBX object and see that there're "ImportedMeshInstance3D" where in the GLTF loaded file are "MeshInstance3D"

### Minimal reproduction project (MRP)

[github_ufbx_bug.zip](https://github.com/user-attachments/files/16737913/github_ufbx_bug.zip)

Error messages:

> E 0:00:00:0934   Viewer.gd:28 @ _load_gltf_or_fbx(): No loader found for resource: /home/andreas/Games/Assets/3d/kaykit/KayKit_Adventurers_1.0_SOURCE/Characters/fbx/knight_texture.png (expected type: Texture2D)
>   <C++-Fehler>   Method/function failed. Returning: Ref<Resource>()
>   <C++-Quelle>   core/io/resource_loader.cpp:291 @ _load()
>   <Stacktrace>   Viewer.gd:28 @ _load_gltf_or_fbx()
>                  Viewer.gd:19 @ load_fbx()
>                  Viewer.gd:14 @ _ready()
> 
> W 0:00:01:0019   Viewer.gd:30 @ _load_gltf_or_fbx(): Adding 'Knight_ArmLeft' as child to 'Skeleton3D' will make owner '' inconsistent. Consider unsetting the owner beforehand.
>   <C++-Quelle>   scene/main/node.cpp:1579 @ add_child()
>   <Stacktrace>   Viewer.gd:30 @ _load_gltf_or_fbx()
>                  Viewer.gd:19 @ load_fbx()
>                  Viewer.gd:14 @ _ready()
> 
> W 0:00:01:0019   Viewer.gd:30 @ _load_gltf_or_fbx(): Adding 'Knight_ArmRight' as child to 'Skeleton3D' will make owner '' inconsistent. Consider unsetting the owner beforehand.
>   <C++-Quelle>   scene/main/node.cpp:1579 @ add_child()
>   <Stacktrace>   Viewer.gd:30 @ _load_gltf_or_fbx()
>                  Viewer.gd:19 @ load_fbx()
>                  Viewer.gd:14 @ _ready()

.......... (each bone is reported)

![ufbx_remote_details](https://github.com/user-attachments/assets/2a0fd177-0c6d-456f-884e-b37be5843a9d)
Repository: ollama
Issue: Scheduler should respect main_gpu on multi-gpu setup
Labels: bug

### What is the issue?

The main_gpu option is not working as expected.

My system has two GPUs. I've sent the request to `/api/chat`
```
{
    "model": "llama3.1:8b-instruct-q8_0",
    "messages": [
        {
            "role": "user",
            "content": "What is the color of our sky?"
        }
    ],
    "stream": false,
    "keep_alive": -1,
    "options": {
        "use_mmap": false,
        "main_gpu": 1
    }
}
```

Expected behavior: the model is loaded on my second gpu (i.e. gpu 1)
Actual behavior: the model is always loaded on my first gpu (i.e. gpu 0), no matter how the `main_gpu` is (whether it's 0 or 1)
P.S. This model could be fit itself in any of my gpu, one gpu is enough to load all the weights.

I do know that I could set the `CUDA_VISIBLE_DEVICES` to specify which gpu to use, as #1813 suggested.
But using an environment variable is not as flexible as the parameter in the request (which could be adjust in each different request)

Maybe this parameter is not correctly passed to llama.cpp or llama.cpp is not selecting the gpu as we expected?

### OS

Docker

### GPU

Nvidia

### CPU

AMD

### Ollama version

0.3.6
Repository: neovim
Issue: tmux paste buffer gets cut off at around 16kB 
Labels: bug,clipboard,tui,has:workaround

### Problem

Since nvim 0.9.0 pasting from tmux cuts the content at around 16kB (it varies a bit by a couple of hundreds of bytes). Works in Vim, nano, older Neovims up to (including) 0.8.3. Broken since 0.9.0. Setting paste mode in Neovim does not have any impact on this behavior. Tried with alacritty, gnome-terminal, xterm on Ubuntu 22.04/CentOS 7. Tried also with latest stable NVIM v0.10.2-dev-20+g1fd86be15) - still broken. Tried different tmux versions (makes no difference).

### Steps to reproduce

<copy a few hundred lines into tmux buffer (more than 16kB of content)>
nvim --clean
i
<paste from tmux, either by shortcut or :paste-buffer tmux command>
<content gets truncated in the middle of the line at around 16kB)

### Expected behavior

Pasting the whole tmux paste buffer content.

### Neovim version (nvim -v)

0.9.0 or higher

### Vim (not Nvim) behaves the same?

no, Vim 9.1

### Operating system/version

Ubuntu 22.04, CentOS 7

### Terminal name/version

xterm/gnome-terminal/alacritty

### $TERM environment variable

xterm-256color

### Installation

from source, also binaries from github for older versions
Repository: godot
Issue: JNI Error, cant call Android plugin method with ByteArray (equivalent of java's byte[]) as return
Labels: bug,platform:android,topic:plugin,topic:dotnet

### Tested versions

- Reproduced in 4.3-stable (mono)

### System information

Android ARM64

### Issue description

Any method that returns a ByteArray (kotlin, java's byte[]) can't be called from C#:
```kotlin
    @UsedByGodot
    fun testByteArray(): ByteArray {
...
    }
```
No crash will occur but the pcall don't work too:

```
.reprobugandroidjni/com.godot.game.GodotApp]#1(BLAST Consumer)1: File name too long
08-24 18:46:53.227 26176 26216 V Godot   : OnGodotSetupCompleted
08-24 18:46:53.322 26176 26216 E godot   : USER ERROR: Method/function failed. Returning: Variant()
08-24 18:46:53.322 26176 26216 E godot   :    at: callp (platform/android/api/jni_singleton.h:185)
08-24 18:46:53.326 26176 26216 I godot   : System.Byte[]
```

Changing the method for the following API without these types works:
```kotlin
    @UsedByGodot
    fun testByteArray(): String {
...
    }
```

### Steps to reproduce

Create an android plugin with an exposed method that has Dictionary as argument or ByteArray (byte[]) as return and call it from C#.

### Minimal reproduction project (MRP)

[repro.zip](https://github.com/user-attachments/files/16738071/repro.zip)
Repository: godot
Issue: viewport texture pre-multiplied alpha values differ between compatibility and forward+ (compatibility is correct)
Labels: topic:rendering,needs testing

### Tested versions

reproducible in 4.3 stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 32.0.15.5612) - Intel(R) Core(TM) i3-10100 CPU @ 3.60GHz (8 Threads)

### Issue description

when using a viewport texture with transparency, on a material with pre-multiplied alpha enabled, colours are not correctly pre-multiplied in forward+ mode, but are correct in compatibility.

![premult_issue_img](https://github.com/user-attachments/assets/0318a0a5-7a90-4727-a069-c05d10023eb9)


if this is considered a duplicate of #88603, please keep this report as it is more accurate/concise

### Steps to reproduce

example shows a viewport texture rendering a flat grey colour with gradient transparency, then overlaid back over the same grey.

view the example in 2d mode. in forward+ there is a visible gradient where there should be a flat grey. switch to compatibility and it is flat

### Minimal reproduction project (MRP)

[premult_issue_v2.zip](https://github.com/user-attachments/files/16738075/premult_issue_v2.zip)
Repository: godot
Issue: [Asset library] My uploaded project's page broke (?) and is inaccessible after a weird asset edit behaviour.
Labels: bug,topic:assetlib

### Tested versions

In the asset library. The project's page got messed up by an edit, and the library just hides it because it detected it being broken I think?

### System information

asset library

### Issue description

When making an edit to my project's page, the screenshot displays were resetting seemingly at random, so I made a second and third edit to fix those issues but ultimately one of the 6 screenshots (the 5th display, no matter which file i put a link to there) was always appearing as a blank (never saw it happen before). The last edit also showed a version "change" from 0.6.93 to 0.6.93 (the same as before) and another one but for the commit hash (once again marked green, despite being the same one). I believe that after this edit got accepted, the page broke and the asset is invisible on the site, and when opened directly with a link, it just shows some html code. The broken asset page - https://godotengine.org/asset-library/asset/3247
![image](https://github.com/user-attachments/assets/d78bc0b2-60a2-4e46-b972-2d7140ed5aee)
![image](https://github.com/user-attachments/assets/4d28c1c4-6092-4a24-a0ef-bb87cb59fa45)

### Steps to reproduce

The screenshot displays were always inconsistent for me when editing assets, and this one was just a new type of wacky random thing i have no idea what caused. 6 screenshots in total, links are from opening the image from github's file viewer and opening in a new page the pasting that link into the screenshot display's both boxes. The 6th box broke on the first time I changed the amount of displays from 3 to 6.

### Minimal reproduction project (MRP)

https://godotengine.org/asset-library/asset/3247