sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: `DISABLE_MANGOHUD` etc environment variables are unconditionally unset
Labels: enhancement,topic:core

### Godot version

v4.0.rc5.official.6296b4600

### System information

N/A

### Issue description

The following environment variables are unset _unconditionally_ in certain circumstances:

 * `DISABLE_MANGOHUD` (mangohud related)
 * `DISABLE_RTSS_LAYER`
 * `DISABLE_VKBASALT`

This is due to https://github.com/godotengine/godot/commit/12817543a9e55b132da252a55f08ab11f9a02724 which was part of https://github.com/godotengine/godot/pull/71515.

In the process of creating this issue I discovered this _was_ mentioned as a known issue in a comment on the original PR https://github.com/godotengine/godot/pull/71515/commits/12817543a9e55b132da252a55f08ab11f9a02724#r1073217244 but I hadn't seen it previously because the comment isn't visible when viewing the commit directly via https://github.com/godotengine/godot/commit/12817543a9e55b132da252a55f08ab11f9a02724.

While I recognize this isn't a high priority issue (so feel free to close/low-prio it) I decided I'd finish creating an issue so that at least if some _other_ weirdo :D notices/runs into this in future they might find a pointer to the original comment.

Also, FWIW, this also leads to differing behaviour when using `--headless` (e.g. with `--script`) via an editor binary vs export template binary but I don't know if this is a general known issue or not. [_Update:_ Oh, actually, turns out export template binaries won't run a `--script` script without an associated `.pck` or project path. I think I'm going to stop now. :D ]


### Steps to reproduce

1. Use one or other of these scripts as described:

```gdscript
# Save this script as `test-env-unset.gd`.
# Run this via `--script`.
extends MainLoop

func _init():
    prints("hello")
    prints("DISABLE_MANGOHUD:", OS.get_environment("DISABLE_MANGOHUD"))
    prints("SHELL:", OS.get_environment("SHELL"))
```

or:

```gdscript
# Attach this to a node in the default scene in a project.
extends Node2D

func _init():
    prints("hello")
    prints("DISABLE_MANGOHUD:", OS.get_environment("DISABLE_MANGOHUD"))
    prints("SHELL:", OS.get_environment("SHELL"))
```

2. (On Linux) Run either script while e.g. `DISABLE_MANGOHUD` is set:

```bash
$ DISABLE_MANGOHUD=3 /<path>/Godot_v4.0-rc5_linux.x86_64 --headless --quit --script test-env-unset.gd
Godot Engine v4.0.rc5.official.6296b4600 - https://godotengine.org

hello
DISABLE_MANGOHUD: 1
SHELL: /bin/bash
```

Depending on whether the binary is an editor binary (or other tools-enabled binary) or export template binary (and whether script is standalone or scene attached and whether or not `--headless` is used and whether or not a project path is given) the output will contain one of three possible outputs:

```
DISABLE_MANGOHUD: 1
```

```
DISABLE_MANGOHUD: 3
```

```
DISABLE_MANGOHUD:
```

(Also, to view the behaviour before this change was made `Godot_v4.0-beta12_linux.x86_64` can be used.)

### Minimal reproduction project

N/A

_P.S. Thanks to everyone for all their work on 4.0. :)_
Repository: next.js
Issue: transpilePackages option fails to transpile modules which export a styled-component
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.2.0: Fri Nov 11 02:08:47 PST 2022; root:xnu-8792.61.2~4/RELEASE_X86_64
    Binaries:
      Node: 18.13.0
      npm: 8.19.3
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.2.1
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://github.com/astateful/nextjs-transpile-packages-styled-components

### To Reproduce

Navigate to the root of the repository and run `yarn install`.

Then navigate to the subfolder "nextjs-blog" and run `yarn run dev`, and navigate your browser to localhost:3000.

You should see a big red box with the text "I am a transpiled widget!" as displayed in the screenshot. This example should demonstrate that next-transpile-modules has successfully transpiled a styled-component widget.

<img width="884" alt="Screenshot 2023-02-25 at 16 59 42" src="https://user-images.githubusercontent.com/74792118/221367138-90e720c7-dffb-433a-bcea-6254d5a62974.png">

To reproduce the issue, which is that transpilePackages option does NOT transpile a styled-components widget, replace the `next.config.mjs` with the `next.config.fail.mjs`. This will transpile the widget via the transpilePackages option, however now visiting the website:

<img width="944" alt="Screenshot 2023-02-25 at 17 03 44" src="https://user-images.githubusercontent.com/74792118/221367167-f820dd9c-da3e-4b10-9e0e-ebed348d3224.png">

and the error is displayed in the console as well.

### Describe the Bug

The bug is that transpilePackages option does not seem to handle the case in which a react component is exported as a styled-component. next-transpile-modules can handle this.

### Expected Behavior

I expect the transpilePackages option to handle transpilation of React components exported as a styled-component.

### Which browser are you using? (if relevant)

Chrome

### How are you deploying your application? (if relevant)

next run dev
Repository: opencv
Issue: 4 tests failed
Labels: bug

### System Information

opencv 4.7.0 from git 4.7.0-92-g4262127854
OS is Ubuntu 22.04
gcc 11.3.0

python 3.10.9



### Detailed description


After successfully compiling opencv, run make test and 4 failed.

```
The following tests FAILED:
	 23 - opencv_test_videoio (Failed)
	 40 - opencv_test_bioinspired (SEGFAULT)
	 41 - opencv_test_face (Failed)
	 42 - opencv_test_gapi (Failed)
```

rerun failed tests with cctest --rerun-failed --output-on-failure. log is attached
[LastTest.log](https://github.com/opencv/opencv/files/10831860/LastTest.log)



### Steps to reproduce

running the tests.

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: next.js
Issue: [NEXT-662] HTTP 500 - Internal Server Error when errors are thrown during initial render in a page that exports `generateStaticParams`
Labels: bug,linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.2.0: Fri Nov 11 02:03:51 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.15.0
      npm: 8.5.5
      Yarn: 1.22.19
      pnpm: 7.27.1
    Relevant packages:
      next: 13.2.1
      eslint-config-next: 13.2.1
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Data fetching (gS(S)P, getInitialProps)

### Link to the code that reproduces this issue

https://github.com/stevegreenn/nextjs13-generateStaticParams-issue

### To Reproduce

To reproduce the issue, clone the repository, build & start the project.

Navigating to http://localhost:3000/post/10 will work successfully.
Navigating to http://localhost:3000/post/12098 results in an HTTP 500 - Internal Server Error.

--

If you remove the `generateStaticParams` function from `/post/[slug]/page.tsx` then rebuild/start the project again, you will see that errors are handled as expected (forwarded to `error.tsx`)

### Describe the Bug

If a `page.tsx` exports `generateStaticParams` and an error is thrown as part of rendering the page, an `HTTP 500 - Internal Server Error` will be thrown.

When you refresh the page after it has thrown a 500, the page will render appropriately--I guess there's some issue with the caching/ISR?

### Expected Behavior

The error should be captured by an error boundary (in this instance, `error.tsx`).

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Tested locally & on Vercel

<sub>[NEXT-662](https://linear.app/vercel/issue/NEXT-662/http-500-internal-server-error-when-errors-are-thrown-during-initial)</sub>
Repository: storybook
Issue: [Feature Request]: Add preventDefault to the debugger buttons of the interactions addon.
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

The debugger buttons of the interactions addon make elements in the story lose focus, making it impossible to do a step by step debugging in stories where an element has to be in focus for some other element to be clicked using `testing-library`.

### Describe the solution you'd like

The debugger buttons should have `event.preventDefault()` called on the _"pointerdown"_ event on them to prevent other elements from losing focus.

### Describe alternatives you've considered

I temporarily solved this by creating an event listener attached to the `document` that checks if one of the interactions addon debugger buttons was pressed and call `preventDefault()` manually, but it's a hack with a while loop.

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: godot
Issue: rotating tilemap without any collisions in background causing performance issues
Labels: discussion,topic:core,needs testing,topic:2d,performance

### Godot version

4.0 RC5

### System information

Windows 10, Intel i7-8700, GTX 1060 6GB

### Issue description

In my small physics game I rotate the world, which are basically 2 tilemaps, one with collision shapes and one without that I use as background, attached to a node that I rotate with a script, with a few rigidbodies acting as the player and enemy spheres.

I noticed quite some lag when the second tile map exists and rotates with the rotation point, even without any collision shapes used for the background.

I have also the physics ticks quite high, at 300, which makes it more noticable, without these rigidbodies get thrown out of the level area. Then I checked the profiler, it caused an drop to around 30 fps with the rotating background tilemap, but 60 with even 600 physics ticks per second and without the bachground tileset, or when the tileset is static.

In my case it could be a solution to rotate the background in a different node, that rotates in _process, I have not tried that out, but it also feels like that there is something wrong, when it gets slow when most tiles have no collision at all. 
Or is there a way I can rotate many tiles, even ones that have collisions without losing fps and good working collisions?

### Steps to reproduce

Inside the reproduction project I have included a few different scenes that contain either the background tilemap or not, including one where it is used as static background.
Try with different physics ticks values, depending on your machine and check the profiler.

### Minimal reproduction project

[GravityGameMinimal.zip](https://github.com/godotengine/godot/files/10832024/GravityGameMinimal.zip)
Repository: godot
Issue: Remote Debug on Android doesn't install the App and doesn't show any errors
Labels: bug,platform:android,needs testing,topic:export

### Godot version

4.0 RC5

### System information

MacOS Ventura 13.0.1, M1 Macbook Pro

### Issue description

I am trying to run the game on my android device which is connected to my laptop.
USB Debugging is enabled on my phone and install from unknown sources is turned on as well.
My Android phone is Realme X50 Pro
Android 12

<img width="1338" alt="Screenshot 2023-02-26 at 12 15 19 AM" src="https://user-images.githubusercontent.com/5861833/221375646-c906dd2e-426d-43d6-804a-41da8f096118.png">

The build is success and it shows installing on my device but nothing is happening.

 In a new Project only the first time its installing and opening the game on the connected android device when you click on the remote debug button. Regardless of whether its forward+ or mobile renderer. But if you close the game on your phone and uninstall that game and click on that remote debug button again. Then its no longer installing ever again for that project, even if you close and reopen that project multiple times.


### Steps to reproduce

1. Open any new project 
2. Install export template and setup for android
3. connect android device and connect in USB debug mode.
4. Click on remote debug and select android device
5. The build is success and might install for the first time and open the game
6. But clicking on the remote debug button again after closing the game &/or uninstalling the game doesn't install the game for that project ever again even after close and reopen of the project.

### Minimal reproduction project

Any new project will do to reproduce the issue
Repository: godot
Issue: Vulkan Forward+: Scaling a decal non-uniformly causes clustering artifacts to appear
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.0.rc5.official

### System information

Win 10, Vulkan API 1.3.224, RTX 4070 Ti

### Issue description

Decal create clustering artifacts when non uniform Y size and Y scale: 

https://user-images.githubusercontent.com/23294139/221375446-da8d20d2-70d6-4588-9dee-546522f6a722.mp4

### Steps to reproduce

Decal size non-uniform (2,1,2) 
Set scale non uniform (1,0.25,1)

https://user-images.githubusercontent.com/23294139/221375905-49411ca2-0cea-49da-ab18-2da4a8ed84dd.mp4



### Minimal reproduction project

[Decal_Clustering.zip](https://github.com/godotengine/godot/files/10832109/Decal_Clustering.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Resize and fill when using Hires. fix
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 ?

Add `Resize and fill` option to Hires. fix

Currently, Hires. fix is `Crop and resize` when the aspect ratios are not the same

### Proposed workflow

1. Go to txt2img
2. Check Hires. fix
3. Select `Crop and resize` or `Resize and fill`


### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [API Bug]: Cached upscaling image issue
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Interrupted upscaling, if ran again, will return accumulated unfinished upscaled image from previous run (resulting in black image)

### Steps to reproduce the problem

1. Generate an image
2. Following API guide send an image upscaling request
3. Interrupt it
4. Send the same request as in 2nd step
5. Get a black image

### What should have happened?

The response should have had contained the upsacled image, instead of Malevich's square. 

### Commit where the problem happens

16b8f5d6ae31a967e6f3044565264f4db824f13e

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
@echo off

git pull

set TORCH_HOME=.\cache\torch
set HF_HOME=.\cache\hf
mkdir %TORCH_HOME% > nul 2> nul
mkdir %HF_HOME% > nul 2> nul

set TEMP=.\temp
mkdir %TEMP% > nul 2> nul

set PYTHON=
set GIT=
set VENV_DIR=
set COMMANDLINE_ARGS= --xformers --api --theme dark --medvram --precision full --no-half

call webui.bat
```


### List of extensions

sd-dynamic-prompts
sd-webui-additional-network
sd-webui-ar
stable-diffusion-webui-images-browser
stable-diffusion-webui-pixelization

### Console logs

```Shell
https://pastebin.com/rgDNZLvZ
```


### Additional information

In the logs you may notice an odd message ("Total launch time"), this is caused by me switching to [my pull request](https://github.com/AUTOMATIC1111/stable-diffusion-webui/pull/7995) and back to main repo.

Perhaps this issue may also extend to non-API inference, tho i am lazy to test this

I discovered this when was developing my bot, if needed i can provide the repo link, but i checked via debugging, and it should be an issue on the WebUI's side, and not mine (as from logs seen, WebUI doesnt even start processing the request, and no, my bot did send the request, since then it would throw an error if it didnt).

Quick edit: the actual commit where it happens is 0cc0ee1bcb4c24a8c9715f66cede06601bfc00c8 (in the report i specified the commit of my pull request, apperantly WebUI didn't update since then)
Repository: deno
Issue: Possible regression with Webpack
Labels: bug,node compat

Before 1.31 this code worked:
```ts
#!/usr/bin/env -S deno run --no-prompt --allow-env=TMPDIR,TMP,TEMP --allow-read=.,/tmp --allow-write=.,/tmp
import builder from "npm:core-js-builder@3.28.0";

await builder({
    targets: "defaults",
    summary: {
        console: { size: true, modules: false },
        comment: { size: false, modules: true },
    },
    format: "bundle",
    filename: Deno.args[0],
});
```
It generated a file like this:
https://owo.whats-th.is/6GZYUN3.js
Now it instead generates a file like this:
https://owo.whats-th.is/4ZEiYBV.js
`core-js-builder` uses Webpack and this issue is likely related to it.
Repository: flutter
Issue: Improve the web debugging experience on Chromebooks
Labels: tool,platform-chromebook,a: debugging,platform-web,c: proposal,P2,team-web,triaged-web

Today's web debugging experience is sub-optimal on a Chromebook, but the tools are at our disposal to make it much better.

The ChromeOS installed Chrome is not accessible to the Linux container in the normal way, since it is installed into the parent OS. 
However, there's a URL handler installed at `/usr/bin/garcon-url-handler` which could be used to redirect `flutter run -d chrome` to the parent OS. 

I experimented by setting the `CHROME_EXECUTABLE` environment variable to this binary; it successfully launched the browser, but Flutter didn't recognize that the launch was successful and terminated. Running `flutter run -d web-server --web-port 46149` (the port that was opened) successfully launched the Flutter session and the browser was able to show the results.

We should also liaise with the ChromeOS team to see if there's a better way to launch the parent Chrome browser with the command line arguments we want. 

### Temporary Workaround
It's worth noting for interested readers that a workaround is to install a second copy of Chrome into the Linux container, but this is unnecessarily resource hungry. Instructions here:

```terminal
$ wget https://dl.google.com/linux/direct/google-chrome-stable_current_amd64.deb
$ sudo apt install ./google-chrome-stable_current_amd64.deb
```
Repository: pytorch
Issue: torch.jit.load documentation doesn't specify if it is safe to load untrusted models or not
Labels: oncall: jit,module: docs,security

### 🐛 Describe the bug

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel @svekars @carljparker @malfet

### Versions

master
Repository: next.js
Issue: next/image builds invalid paths with Edge runtime in production
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:42:11 PST 2023; root:xnu-8792.81.3~2/RELEASE_X86_64
    Binaries:
      Node: 19.7.0
      npm: 9.5.0
      Yarn: 1.22.17
      pnpm: N/A
    Relevant packages:
      next: 13.2.2-canary.1
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Image optimization (next/image, next/legacy/image)

### Link to the code that reproduces this issue

https://github.com/leebenson/next-image-build-failure

### To Reproduce

Build and run:

```bash
npm run build && npm run start
```

Then navigate to `http://localhost:3000/` -- notice that the SVG logo link is broken.

### Describe the Bug

Importing a static SVG file and using with `next/image` produces a broken link when targeting `runtime: "edge" | "experimental-edge"`.

**next.config.js**:
```ts
/** @type {import('next').NextConfig} */
const nextConfig = {
  experimental: {
    appDir: true,
    runtime: "experimental-edge",
  },
};

module.exports = nextConfig;
```

**page.tsx**:
```ts
import Image from "next/image";
import nextLogo from "./nextjs-logo.svg";

export default () => <Image src={nextLogo} alt="Next" />;
```

## Works in development

In development (`npm run dev`), the image is correctly generated and saved to the `.next/static/media` dir:

![image](https://user-images.githubusercontent.com/719722/221378978-dfd304fb-698b-4133-8472-23f21c282718.png)

## Breaks in production

Running `npm run build && npm run start`, the image is missing when navigating to `http://localhost:3000`:

![image](https://user-images.githubusercontent.com/719722/221379067-02e0b0df-a2f1-4f20-947d-365c1f89960b.png)

Instead of dumping to `.next/static/...` it's saved to `./static/...`, producing a file tree similar to this:

```
├── package-lock.json
├── package.json
├── public
├── src
│   └── app
│       ├── layout.tsx
│       ├── nextjs-logo.svg
│       └── page.tsx
├── static
│   └── media
│       └── nextjs-logo.0101fb34.svg
└── tsconfig.json
```

Therefore, `http://localhost:3000/_next/static/media/nextjs-logo.0101fb34.svg` returns a 404.

Whereas `http://localhost:3000/static/media/nextjs-logo.0101fb34.svg` (without the leading `_next`) serves this file from the legacy `static` dir.

### Expected Behavior

The image should be saved to `.next/static/media/nextjs-logo.0101fb34.svg` instead of `static/media/nextjs-logo.0101fb34.svg`

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_