sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Vulkan: SDFGI does not take custom ambient light settings into account when Read Sky Light is enabled (unlike VoxelGI)
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0.dev (84f59c60b)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

SDFGI does not take custom ambient light settings into account when Read Sky Light is enabled (unlike VoxelGI). On the other hand, sky color changes *are* taken into account by SDFGI.

This was confirmed by @FilipLundby in https://github.com/godotengine/godot/pull/39965#issuecomment-950098988.

### No GI

https://user-images.githubusercontent.com/180032/142501438-35e211b3-3664-4fa3-bd7f-955ff449e6ae.mp4

### VoxelGI

https://user-images.githubusercontent.com/180032/142501446-eda8cb07-a426-4fab-918c-0a4c763728af.mp4

### SDFGI

*The editor is forced to redraw continuously to make sure https://github.com/godotengine/godot/issues/54892 doesn't get in the way.*

https://user-images.githubusercontent.com/180032/142501442-b4963cc9-2fd6-4424-b342-660f867e407b.mp4

### Steps to reproduce

- Enable SDFGI and its **Read Sky Light** property in WorldEnvironment.
- Set a non-black ambient light color in WorldEnvironment, and reduce Sky Contribution so it begins to appear.
- Notice how it has no effect unless you disable SDFGI.

### Minimal reproduction project

[test_sdfgi_custom_ambient_light.zip](https://github.com/godotengine/godot/files/7566221/test_sdfgi_custom_ambient_light.zip)
Repository: TypeScript
Issue: package.json diagnostics in `--module nodenext`
Labels: Suggestion,In Discussion,Domain: ES Modules,Rescheduled

In #46334, it became clear that it’s very easy to mess up writing export maps that will work correctly with `--module nodenext`. We would like to explore issuing diagnostics in package.json files in two scenarios (only in `node12` and `nodenext`):

- A `types` condition is not the first condition in an export map
- A `default` condition is not the last condition in an export map

VS Code currently doesn’t synchronize unsaved changes to package.json files to TS Server (same as tsconfig.json files), so sending errors to the editor can only be done after a manual save. After getting the diagnostics in tsc, we’ll have to evaluate whether the experience in the editor is acceptable, or if we need to start syncing live changes to TS Server.
Repository: godot
Issue: [3.4] Unable to create a new WebRTCPeerConnection with C#, Condition "interface == nullptr" is true. Returned: ERR_UNCONFIGURED
Labels: bug,topic:network,topic:dotnet

### Godot version

3.4.stable.mono

### System information

Windows 10 - GLES2 - RTX 2080

### Issue description

Ported a "working" code from GDscript to .NET and I'm facing this error when trying to initialize the peer or create an offer:
```csharp
ERROR: Condition "interface == nullptr" is true. Returned: ERR_UNCONFIGURED
   at: initialize (modules/webrtc/webrtc_peer_connection_gdnative.cpp:73)
```

```csharp
var webRTCPeerConnection = new WebRTCPeerConnection();
webRTCPeerConnection.Connect("ice_candidate_created", this, nameof(OnIceCandidateCreated), new Godot.Collections.Array { peerId });
webRTCPeerConnection.Connect("session_description_created", this, nameof(OnSessionDescriptionCreated), new Godot.Collections.Array { peerId });
// Initialize here would raise the error
webRTCPeerConnection.Initialize(new Godot.Collections.Dictionary { { "iceServers", new Godot.Collections.Array { new Godot.Collections.Dictionary { { "urls", new Godot.Collections.Array { "stun:stun.l.google.com:19302" } } } } } });
```

### Steps to reproduce

Unfortunately, I don't have the time to create a clean minimal reproduction project at the moment.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: `torch.flip`, `torch.roll`, `torch.tile` has arguments `dims=` for both dim/multidim while other functions have argument `dim=` for the same usage
Labels: module: internals,triaged,module: python frontend

Inconsistent wrt other functions...

cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh @gchanan
Repository: vscode
Issue: Optimize ripgrep glob patterns for file search
Labels: search,polish

For text search we rewrite include globs so that cases like `*/foo` don't have to search the whole workspace. We should do this for file search too. Important for workspaceContains and findFiles.

https://github.com/microsoft/vscode/blob/b6a2e697b85dbba68c7255e704580cffc3305c9b/src/vs/workbench/services/search/node/ripgrepTextSearchEngine.ts#L380-L388
Repository: pytorch
Issue: torch.{tensor, Tensor, LongTensor, ...} isn't captured under `enable_python_mode()`
Labels: triaged,module: __torch_dispatch__

## 🐛 Bug

See title

## To Reproduce

```
from contextlib import contextmanager
import torch

from torch._C import _DisableTorchDispatch
from torch.utils._python_dispatch import enable_python_mode

n = torch.ones([10, 10])  

class TestTensor(torch.Tensor):
    @classmethod
    def __torch_dispatch__(cls, func, types, args=(), kwargs=None):
        assert False

with enable_python_mode(TestTensor):
    x = torch.tensor(1.)
```
The above script does not raise an error but we would expect all pytorch operations to be caught and sent to the `__torch_dispatch__` under `enable_python_mode`.

## Expected behavior

torch.tensor should dispatch to `__torch_dispatch__` under `enable_python_mode`

## Environment

PT master

cc @albanD @zou3519
Repository: godot
Issue: Unable to change window size or position on linux after maximizing
Labels: bug,platform:linuxbsd,topic:porting,confirmed

### Godot version

3.4 official build for linux x64

### System information

ubuntu 21.04 x64 with gnome desktop environment

### Issue description

After maximizing the game window with 'OS.window_maximized = true', it becomes impossible to either change the window size (with OS.window_size) or position (with OS.window_position) via script. Once maximized, the only way of changing window size or position is manually by the user clicking on the restore button in the window title bar or by dragging the window title bar so that the window restores it's previous size as consequence of the user dragging it.

The only changes that take effect by script are toggling the window border with 'OS.window_borderless', toggling fullscreen with 'OS.window_fullscreen', minimizing with 'OS.window_minimized' and calling the window back to foreground with 'OS.move_window_to_foreground()'. This behavior does not occur on windows 10 x64.

I have tried several combinations of possible workarounds, like minimizing, then changing the window size, and then calling the window to foreground, but none was successfull.

### Steps to reproduce

1) Create a new project
1) Create a new scene
1) Create a new script in the scene root node
1) Use the code bellow and behold how the window refuses to get out of the maximized state
```gdscript
extends Node
func _ready():
	OS.window_maximized = true
	for i in range(60): yield(get_tree(), 'idle_frame')

	OS.window_size = Vector2(100, 100) # won't work
	for i in range(60): yield(get_tree(), 'idle_frame')

	OS.window_maximized = false
	for i in range(60): yield(get_tree(), 'idle_frame')

	OS.window_size = Vector2(100, 100) # won't work
	for i in range(60): yield(get_tree(), 'idle_frame')

	OS.window_minimized = true
	for i in range(60): yield(get_tree(), 'idle_frame')

	OS.window_size = Vector2(100, 100) # won't work
	for i in range(60): yield(get_tree(), 'idle_frame')

	OS.move_window_to_foreground() # will still be maximized =(
```

### Minimal reproduction project

_No response_
Repository: neovim
Issue: LSP: Some methods should request only single client, not all.
Labels: bug,lsp

### Neovim version (nvim -v)

NVIM v0.6.0-dev+600-gf71be1f87

### Language server name/version

NA

### Operating system/version

linux debian

### :checkhealth

_No response_

### Steps to reproduce using "nvim -u minimal_init.lua"

enable 2 clients both capable of handling `textDocument/signatureHelp` or `textDocument/hover` for example
```lua
local lsp = require 'lspconfig'
lsp.jedi_language_server.setup {}
lsp.pyright.setup {}
```

use one of:
```lua
vim.lsp.buf.hover()
vim.lsp.buf.signature_help()
```

### Expected behavior

Only single client should be requested. It should be possible to configure which client have priority to handle actions like `textDocument/signatureHelp` or `textDocument/hover`.

### Actual behavior

All available clients are requested and results are passed to handler. In case of `hover`  or `signatureHelp` this causes unexpected focusing of floating window (handler does not support multiple results, it populates float with results form first client, then it overrides them with results from second client and it assumes that `hover` was triggered twice).

There are other issues, for example with`'textDocument/rename' (current implementation prompts for new name multiple times than applies multiple renames showing `Buffer  file:///xxx.py  newer than edits.`). 

It is possible to define noop handler as a workaround for example:
```lua
local noop = function() return {} end
lsp.jedi_language_server.setup {
    handlers = {
        ['textDocument/documentSymbol'] = noop,
    }
}
lsp.pyright.setup {
    handlers = {
        ['textDocument/hover'] = noop,
        ['textDocument/signatureHelp'] = noop,
    },
}
```
but this still requests all clients which is not necessary.

Side note: IMO the function `vim.lsp.buf_request_all` shoul be renamed (`buf_request_and_apply`?) as current name is misleading. Then `buf_request` could be renamed to `buf_request_all` (as doc describes, it is "used for requesting all active clients") and `buf_request` or `buf_request_single` could be implemented for requesting  first available client (according to some configurable ordering).

### Log file

_No response_
Repository: create-react-app
Issue: The development server has disconnected. Refresh the page if necessary.
Labels: stale,needs triage

The problem occurs on the login page. Whenever I open the browser for the first time, I click the login button, which will not respond to the button event, and the corresponding function content is not executed at all. At this time, the page will be refreshed automatically, and the following contents will be output on the console:
`The development server has disconnected.
Refresh the page if necessary. webpackHotDevClient.js:76`

Then click the login button again. The event can be triggered normally at this time. In addition, after normal login, log out and return to the login page. At this time, click the login button again and it can still be used normally. And if there are multiple browser windows, this problem will not exist.
Repository: opencv
Issue: cv::cuda::remap is not threadsafe
Labels: bug,category: gpu/cuda (contrib)



##### System information (version)
- OpenCV => 4.5.2
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2017

##### Detailed description

When using cv::cuda::remap from different thread looks for left and right camera, images seems to interchange sometimes

##### Simple code snippet
```c++
std::thread th1([&](const cv::cuda::GpuMat &left) { 
  cv::cuda::Stream s1;
  cv::cuda::GpuMat remapped;
  cv::cuda::remap(left, remapped, map_x, map_y, cv::INTER_LINEAR, 0, cv::Scalar(), s1); 
});
std::thread th2([&](const cv::cuda::GpuMat &right) { 
  cv::cuda::Stream s2;
  cv::cuda::GpuMat remapped;
  cv::cuda::remap(right, remapped, map_x, map_y, cv::INTER_LINEAR, 0, cv::Scalar(), s2 ); 
});
```
Repository: node
Issue: node -e invocation that doesn't mention sys yields deprecation warning
Labels: deprecations

### Version

v17.1.0

### Platform

Linux t440p 5.4.0-89-generic #100-Ubuntu SMP Fri Sep 24 14:50:10 UTC 2021 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

_No response_

### What steps will reproduce the bug?

```
$ node --version
v17.1.0
$ node --trace-deprecation -e 'let env = (function () { return Object.getOwnPropertyNames(this).reduce((g, k) => { g[k] = this[k]; return g }, { }) })();'
(node:465563) [DEP0025] DeprecationWarning: sys is deprecated. Use util instead.
    at node:sys:28:9
    at NativeModule.compileForInternalLoader (node:internal/bootstrap/loaders:312:7)
    at NativeModule.compileForPublicLoader (node:internal/bootstrap/loaders:252:10)
    at loadNativeModule (node:internal/modules/cjs/helpers:49:9)
    at Function.Module._load (node:internal/modules/cjs/loader:804:15)
    at Module.require (node:internal/modules/cjs/loader:999:19)
    at get (node:internal/modules/cjs/helpers:175:33)
    at [eval]:1:96
    at Array.reduce (<anonymous>)
    at [eval]:1:66

```

### How often does it reproduce? Is there a required condition?

Always reproducible.

### What is the expected behavior?

No deprecation warning, 

### What do you see instead?

_No response_

### Additional information

The provided code:

1. doesn't reference `sys`, and uses no libraries
2. loads and runs fine when put into a source file or loaded from stdin:

```
$ node - <<END
let env = (function () { return Object.getOwnPropertyNames(this).reduce((g, k) => { g[k] = this[k]; return g }, { }) })();
END
$
```
Repository: deno
Issue: lsp: files deleted from the fs not being evicted from cache
Labels: bug,lsp

Deleting a file from the file system that was previously part of the on disk documents doesn't cause the file to be removed from the language server's working memory, meaning that any modules referring to it will think the module still exists with the content of when it was last read from disk.
Repository: TypeScript
Issue: File watcher and/or TS Server not triggering updates on symlinked folder changes
Labels: Needs Investigation

*TS Template added by @mjbvz*

**TypeScript Version**: 4.5.1

**Search Terms**
- watch
- link

---

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.62.2
- OS Version: macOS 12.0.1

Steps to Reproduce:

1. Create a workspace with folder A and B and setup a basic package.json in each
2. Run `npm link` in folder B
3. Run `npm link B` in folder A
4. There is now a symbolic link at `A/node_modules/B` which is by default excluded from the watcher
5. Add `"files.watcherInclude": ["./node_modules/B"]` to the workspace settings (I tried user settings also just to be sure; I also tried absolute paths etc)
6. Make a test file in B and export a basic variable/function
7. Make a test file in A and import the above variable/function
8. Make a change in B that would cause A to change in some way (for example remove the export, or change its type)
9. A is unchanged; if the TS Server is manually restarted the changes show

I'm not sure if this is a issue in the file watcher or the TS server, or maybe if this is how it is expected to work and there is just no support for symlinks. If I can do anything else to help debug let me know.

For anyone else that runs into this the workaround I've done is to make the workspace with folder A, do all the setup, and then add A/node_modules/@org (my symlinks are all inside a org scope) as a separate folder to the workspace (instead of adding B directly). This way changes are detected immediately while typing (so before even saving), as it should be.
Repository: godot
Issue: Text cursor goes black after waking up from sleep on Linux
Labels: bug,platform:linuxbsd,topic:porting

### Godot version

3.3.4.stable

### System information

Manjaro Linux KDE Plasma

### Issue description

Every time my computer wakes up from sleeping with Godot open, the text cursor on the Script editor turns black and makes it very hard to see.

### Steps to reproduce

1. open godot
2. open script editor
3. let computer go to sleep
4. wake computer up

### Minimal reproduction project

_No response_
Repository: transformers
Issue: [New Model] DocFormer: End-to-End Transformer for Document Understanding
Labels: New model

# 🌟 New model addition

## Model description

See _"DocFormer: End-to-End Transformer for Document Understanding", Appalaraju et al (ICCV 2021)_ on [CVF](https://openaccess.thecvf.com/content/ICCV2021/papers/Appalaraju_DocFormer_End-to-End_Transformer_for_Document_Understanding_ICCV_2021_paper.pdf) and [arXiv](https://arxiv.org/abs/2106.11539)

DocFormer is a multi-modal transformer model for 2D/visual documents from Amazon (where, fair disclosure, I also currently work but not in research) - which I would characterize at a high level as being broadly along the same use cases as LayoutLMv2 (already in `transformers`), but achieving better (state-of-the-art) results with smaller datasets per the benchmarks in the paper. 

I've found this kind of multi-modal, spatial/linguistic model very useful in the past (actually released an [AWS sample](https://github.com/aws-samples/amazon-textract-transformer-pipeline) and [blog post](https://aws.amazon.com/blogs/machine-learning/bring-structure-to-diverse-documents-with-amazon-textract-and-transformer-based-models-on-amazon-sagemaker/) with Hugging Face LayoutLMv1 earlier this year) and would love the improvements from DocFormer could be available through HF Transformers.

## Open source status

* [X] the model implementation is available: (give details)
    * Looks like there's an (MIT-0) implementation at https://github.com/shabie/docformer
* [ ] the model weights are available: (give details)
    * Not currently as far as I can tell? 
* [X] who are the authors: (mention them, if possible by @gh-username)
    * Srikar Appalaraju, Bhavan Jasani, Bhargava Urala Kota, Yusheng Xie, and R. Manmatha - all of AWS AI. Not sure of GitHub usernames
    * @shabie for the currently available implementation
Repository: material-ui
Issue: [TextField][Accordion] Not scaling on Android-Chrome with 200% text scale
Labels: bug 🐛,accessibility,component: text field,component: accordion

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

On MUI 4 or 5, the text field or accordions (even other components) do not scale when tested in Android Chrome with 200% text scale on screen render or even on focus of the fields. Works perfectly fine in iPhone Safari browser. 

![image](https://user-images.githubusercontent.com/14871430/142581232-48a99775-579c-4aa3-84a3-d9c64b5c0f38.png)




### Expected behavior 🤔

The fields should scale for Android Chrome browser as well.

### Steps to reproduce 🕹

Steps:

1. Use the link https://mui.com/components/text-fields/ on Android Chrome
2. Set the text scale under Settings --> Accessibility to 200%. 
3. View the content scales other than the text fields. This happens for all other fields as well.


### Context 🔦

We have a website that needs to be highly Accessible with WCAG 2.1 standards with 1.4 standard stating text resize. This works fine on all Web Browsers, iPhone Safari but does not work on Android Chrome. When tested the MUI site on Android Chrome saw the similar behaviour. 

### Your environment 🌎

material-ui4
Android Chrome browser
Repository: go
Issue: math/big: printing a MaxPrec big.Float panics if it was set using a hex format string
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

play.golang.org

### Does this issue reproduce with the latest release?

Yes


### What operating system and processor architecture are you using (`go env`)?

play.golang.org

### What did you do?

https://play.golang.org/p/Ou3piPGDOAF

```golang
package main

import (
	"fmt"
	"math/big"
)

func main() {
	flt := &big.Float{}
	flt.SetPrec(big.MaxPrec) // Remove this and it works
	flt.SetString("0x1.5")
	fmt.Printf("%v\n", flt)
}
```


### What did you expect to see?

```
1.3125
```

### What did you see instead?

```
%!v(PANIC=Format method: underflow)
```
Repository: flutter
Issue: TextInputAction.newline does not work on custom keyboards, only on the GBoard
Labels: a: text input,e: device-specific,framework,f: material design,P3,team-text-input,triaged-text-input

TextInputAction.newline does not work on custom keyboards, only on the Google keyboard, when I press the Enter key on custom keyboards, nothing happens.
```
TextField(
  focusNode: focusNode,
  textInputAction: TextInputAction.newline,
  style: Theme.of(context)
      .textTheme
      .subtitle1!
      .copyWith(fontSize: config.s17),
  onChanged: (text) {
    feedbackBloc.add(MessageChangedEvent(text));
  },
  keyboardType: TextInputType.multiline,
  maxLines: null,
  maxLength: 2000,
  buildCounter: (
    context, {
    required currentLength,
    required isFocused,
    maxLength,
  }) =>
      null,
  decoration: InputDecoration.collapsed(
    hintText: tr('settings.how'),
    hintStyle: TextStyle(
      color: grayTextColor,
      fontSize: config.s17,
      fontWeight: FontWeight.w400,
    ),
  ),
),
```

https://user-images.githubusercontent.com/40291334/142588744-8e8697c4-719e-4dc0-b15c-c18ee8064e76.MP4


https://user-images.githubusercontent.com/40291334/142588748-53edeb3c-af3e-4ae8-87da-ebb99b769c9f.MP4

`