sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: softbody bad effect  for default CollisionShape3D and PhysicalBone3D
Labels: topic:physics,needs testing,topic:import,topic:3d

### Godot version

v4.2.rc1.official [ad72de508]

### System information

Windows 10 Pro, NVIDIA GeForce GTX 950 

### Issue description

I have a soft body bad effect for default CollisionShape3D and PhysicalBone3D. I think is a bug.
Like an idea... maybe is need to fix this with a tool to export the model back to Blender and then reimport in Godot and convert meshes from default meshes into custom type Node3D like CollisionShape3D and PhysicalBone3D
![image](https://github.com/godotengine/godot/assets/2210118/2b38225c-7e91-4db8-a49f-896781e48a62)
![image](https://github.com/godotengine/godot/assets/2210118/95a5a361-ad9c-436c-89a2-181083ae7d8f)
![image](https://github.com/godotengine/godot/assets/2210118/89503c31-3e0f-4b41-87dd-6e05672b56fc)
The console output :
```
Godot Engine v4.2.rc1.official.ad72de508 - https://godotengine.org
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 950

WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:63)
WARNING: AnimationMixer: 'default', Value Track: '.:emitting' has different update modes between some animations which may be blended together. Blending prioritizes UpdateMode.UPDATE_CONTINUOUS, so the process treats UpdateMode.UPDATE_DISCRETE as UpdateMode.UPDATE_CONTINUOUS with InterpolationType.INTERPOLATION_NEAREST.
     at: _update_caches (scene/animation/animation_mixer.cpp:889)
Godot Engine v4.2.rc1.official.ad72de508 - https://godotengine.org
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 950

Godot Engine v4.2.rc1.official.ad72de508 - https://godotengine.org
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 950
```


### Steps to reproduce

Open a Node3D and follow like a basic project with a camera, environment light, and a basic flor with collision.
I use this mode file: player_001_idle_walk_running.glb 
This file was created with the Mixamo open tool, then I added animation and two mesh with Blender 3D.
In the scene, I added this model twice and I used one of these with Skeleton3D to create the new skeleton, and the second one was added to use animation.
I saw the scale was 0.01 and I tested and the result is wrong. 
I scale to 1 and the result is better but also is bad, see the screenshot. was

### Minimal reproduction project

I cannot add my project because is huge and I can add my model file like a zip file:
[player_001_idle_walk_running.zip](https://github.com/godotengine/godot/files/13466822/player_001_idle_walk_running.zip)
Repository: godot
Issue: Exported enum with negative integer value has incorrect default values
Labels: bug,discussion,topic:gdscript

### Godot version

4.1.3.stable

### System information

Godot v4.1.3.stable (f06b6836a) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 SUPER (nvidia) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)

### Issue description

When exporting a variable of an Enum  type without a default value, of where the enum types includes negative integer values, the value of the exported enum will not have the desired integer value, and instead defaults to 0:

Current behaviour:

```
enum TestEnum {  Val1 = -1, Val2 = 1 }

@export var a: TestEnum # Displays "Val1" in inspector as default

func _ready() -> void:
   print(a) # Prints 0
```

Expected behaviour:
```
enum TestEnum {  Val1 = -1, Val2 = 1 }

@export var a: TestEnum # Displays "Val1" in inspector as default

func _ready() -> void:
   print(a) # Prints -1
```

*The issue has been tested on other systems by discord users of the Godot discord server.*

### Steps to reproduce

- Create a script with some enum that has negative integer values
- Export a variable of the created enum type
- Do not set the value in the inspector
- Check value of exported variable

### Minimal reproduction project

*Possibly N/A*
[enum_bug.zip](https://github.com/godotengine/godot/files/13466849/enum_bug.zip)
Repository: godot
Issue: False window handling causes follow errors with system crashes on AMD Hardware
Labels: topic:rendering,topic:thirdparty,needs testing,crash

### Godot version

4.2rc2

### System information

Ubuntu 22.04.3 LTS - Kernel 6.2.0-36-generic - Godot 4.2 rc2 - Vulcan (forward+) - AMD Radeon Vega 3 Graphics (RADV RAVEN) - Mesa 23.2.1

### Issue description

I'm not relay sure what is happening, but Godot (and no other software I tested) is causing random system crashes when doing any action that involves opening a new Window.

I can see in the Kernel log Warnings:

> Window manager warning: Invalid WM_TRANSIENT_FOR window 0x0 specified for 0x140089c.
> Window manager warning: Buggy client sent a _NET_ACTIVE_WINDOW message with a timestamp of 0 for 0x1400004

Whenever a new Window (like when adding a new node to the scene) is opened. Most of the time this does nothing but sometimes when running in Forward+ Renderer on Wayland this is followed by an:

> [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx_high timeout, signaled seq=87859, emitted seq=87860
> [ 5906.531288] [drm:amdgpu_job_timedout [amdgpu]] *ERROR* Process information: process gnome-shell pid 2473 thread gnome-shel:cs0 pid 2528
> [ 5906.532010] amdgpu 0000:05:00.0: amdgpu: GPU reset begin!

Which is then followed by an endless AMD error trace and complete crash of the system. 

I know that the system crash is most likely not directly related to Godot and instead an AMD/Wayland bug like the one described here: https://github.com/godotengine/godot/issues/82184
But it appears to me that this is a result of false window handling by Godot, which may could easily be prevented. This issue exist at least since the 4.1 release but is still present with 4.2 rc2 Version.

Running in Classic Renderer Mode still results in the window manager warnings but without the same catastrophic effects.

### Steps to reproduce

- create a new project with Forward+ Renderer
- Do any action that opens a new Window (like adding a node to the scene)

### Minimal reproduction project

N/A
Repository: ant-design
Issue: 引用的组件《下拉选 select》在点击下拉选输入框时，需要取消下拉选的选中内容的外边框
Labels: Inactive,unconfirmed

### What problem does this feature solve?

外边框除高亮外不再有外边框

### What does the proposed API look like?

去除外边框

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Feature Request]: Hires.fix可以加独立的 CFG Scale控制值吗?
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 ?

由于LCM采样出现,虽然Hires.fix之前无法代替通用采样器,但可以代替Hires.fix阶段所使用的采样,可以实现明显降低生成用时,

### Proposed workflow

勾选hires.fix,设置hires.fix的CFG Scale值即可

### Additional information

_No response_
Repository: PowerToys
Issue: Listing ideas for updating ColorFormatEditor
Labels: Issue-Bug,Idea-Enhancement,Area-OOBE

### Description of the new feature / enhancement

### Bugs

Text trimmed off:
![image](https://github.com/microsoft/PowerToys/assets/65828559/3a26205a-50ef-40e8-b320-6f9b8205813f)

Related values not align:
![image](https://github.com/microsoft/PowerToys/assets/65828559/8d9fe7e8-52d0-4302-8c99-d3f597fcc030)

### Ideas

> Looking at this, I wonder if we can make these titles less verbose? Can be done in a different PR as well, so a reminder here.
> "The following parameters:" => "Parameters"
> "The red, green, blue and alpha values can be formatted to the following formats" => "Formatting parameters"
> "Example: %ReX means red value in hex uppercase two digits format" => "Example: %ReX = ff"
> Probably there are better ways to describe these :)

https://github.com/microsoft/PowerToys/pull/29785#discussion_r1402484947

@niels9001  can add more if needed
Repository: godot
Issue: [Editor] Changed scene not saved after editing child scene (Loss of work)
Labels: topic:editor,needs testing

### Godot version

4.2.rc2

### System information

Godot v4.2.rc2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3141) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)

### Issue description

During edit of a child sceen in a parent sceen the parent sceen loos the sceen changed state. This enable closing of the sceen without beeing promptet to save the sceen and work may be lost.

### Steps to reproduce

Open a sceen (In this example called parent_sceen)
![image](https://github.com/godotengine/godot/assets/53968558/29a47c06-43de-4901-9d66-a39bc59b4511)
Add a new sceen (In this example called child sceen) as a node to the parent_seen.
![image](https://github.com/godotengine/godot/assets/53968558/f293c076-b283-4660-9105-e303d3a53889)
Push the open in editor icon for the added sceen.
![image](https://github.com/godotengine/godot/assets/53968558/c8aa7084-c3a4-499a-8355-0a921198c022)
Do some modification to child sceen. 
![image](https://github.com/godotengine/godot/assets/53968558/2d1e788f-7714-481d-93a2-b34ff3b5064e)
Save and close the child sceen.
![image](https://github.com/godotengine/godot/assets/53968558/768e289f-2ddc-4c41-a771-de29a1413c15)
Now the modified (*) of the parent_sceen is cleared even though the parent sceen is not saved.
![image](https://github.com/godotengine/godot/assets/53968558/8bcf02bc-37d4-4631-8d65-dd8f168fb739)
Closing parent sceen (Dosn't promt for save) and reopen the parent sceen. The added child sceen is now lost.
![image](https://github.com/godotengine/godot/assets/53968558/f0b9d161-ebc0-49e8-b86b-3b6deada288d)


### Minimal reproduction project

[LostWork.zip](https://github.com/godotengine/godot/files/13467128/LostWork.zip)
Repository: go
Issue: proposal: x/crypto/cryptobyte: add ReadUint32LengthPrefixed
Labels: Proposal,Proposal-Crypto

### Proposal Details

`cryptobyte.String` has `ReadUintNLengthPrefixed` for `N` 8, 16, and 24, but not 32, despite `Builder` having `AddUint32LengthPrefixed`.

`ReadUint32LengthPrefixed` would be useful for parsing SSH protocol messages, which use uint32-prefixed strings.

I propose adding:

```
func (s *String) ReadUint32LengthPrefixed(out *String) bool
```

cc @rolandshoemaker @FiloSottile
Repository: PowerToys
Issue: Please add the ability to display on top of screens for the function
Labels: Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

I would like to use "Quick Accent" on top of the screens. For the convenience of simultaneous use with programs (Games) open in full-screen mode

"Quick Accent" does not display a small window with a representation of characters if the application (Game) is open in full-screen mode

### Scenario when this would be used?

Always/Never

### Supporting information

"Quick Accent" works, but does not display an overlay for character selection. If the application (on which I call "Quick Accent") Open in full screen mode.
Repository: bitcoin
Issue: Inconsistent Descriptor Space Parsing
Labels: Descriptors

### Is there an existing issue for this?

- [x] I have searched the existing issues

### Current behaviour

Sometimes, it is possible to have trailing spaces in a Descriptor and sometimes not. For example:

* `getdescriptorinfo "wsh(multi(2, KzLnMBHHwTs7uUo9UfUxCboj5Urvigx2v7t6iAqhBk2PM4fBMcig , L1S2VZsNYexzyH76CPi1EvrNSoEHsiT12UaR4BTiycmCKqRnSqLY ))"`
Output:
```
{
  "descriptor": "wsh(multi(2,03147a8994e451cb10891688c9db15aea6d62a2691c781678bf7fb3a36e58ccca6,0366b8ab537286e57187eaa8eff803621271500ec496e1e03ef40b9cca6c7a1d1c))#x3mm5nm9",
  "checksum": "xxgjqes0",
  "isrange": false,
  "issolvable": true,
  "hasprivatekeys": true
}
```

* `getdescriptorinfo "wsh( multi(2, KzLnMBHHwTs7uUo9UfUxCboj5Urvigx2v7t6iAqhBk2PM4fBMcig , L1S2VZsNYexzyH76CPi1EvrNSoEHsiT12UaR4BTiycmCKqRnSqLY ) )"`
Output:
```
A function is needed within P2WSH (code -5)
```

* `getdescriptorinfo "wsh(multi(2, 03147a8994e451cb10891688c9db15aea6d62a2691c781678bf7fb3a36e58ccca6, 0366b8ab537286e57187eaa8eff803621271500ec496e1e03ef40b9cca6c7a1d1c))"`
Output:
```
Multi: key ' 03147a8994e451cb10891688c9db15aea6d62a2691c781678bf7fb3a36e58ccca6' is not valid (code -5)
```



### Expected behaviour

Consistence: either never allow spaces, or always allow them, but not both.

### Steps to reproduce

Open Bitcoin-Qt Console and run the commands above.

### Relevant log output

_No response_

### How did you obtain Bitcoin Core

Compiled from source

### What version of Bitcoin Core are you using?

master@5f9fd11680af43b0d0d80a6aa4f315aa04afeac4

### Operating system and version

Debian 12

### Machine specifications

_No response_
Repository: godot
Issue: Area3D visibility affects mouse_entered/mouse_exited events being fired on a parent CharacterBody3D
Labels: bug,needs testing,topic:input,topic:3d

### Godot version

v4.2.rc2.mono.official [1ba920fad], v4.1.3.stable.mono.official [f06b6836a] and v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Windows 11

### Issue description

Placing an Area3D node inside a CharacterBody3D so that the collision shape for the Area3D is larger than the collision shape for the CharacterBody3D appears to affect MouseEntered and MouseExited events from being fired. However, making the Area3D invisible (via its Visible property), appears to resolve the problem entirely.

While this is an easy fix, I'm wondering whether this behaviour should occur automatically and not rely upon the Visible option being set? This fix certainly works in my case (where the CharacterBody3D represents an RTS unit and the Area3D represents it's "vision") - I suppose it depends on whether an Area3D would ever need to be "Visible".

### Steps to reproduce

```
CharacterBody3D (RTS Unit)
---- CollisionShape3D
---- Area3D (RTS Unit Vision)
-------- CollisionShape3D
```

Given a scene with the above structure, attempt to detect mouse entered/exited behaviour in a script on the CharacterBody3D:

```C#
public override void _Ready()
{
    MouseEntered += OnMouseEntered;
    MouseExited += OnMouseExited;
}

private void OnMouseEntered()
{
    GD.Print("Entered");
}

private void OnMouseExited()
{
    GD.Print("Exited");
}
```

Some equivalent GDScript (untested):

```gdscript
func _ready() -> void:
    connect('mouse_entered', self, 'on_mouse_entered')
    connect('mouse_exited', self, 'on_mouse_exited')

func on_mouse_entered() -> void:
    print("Entered")

func on_mouse_exited() -> void:
    print("Exited")
```


Configure the Area3D node's CollisionShape3D so it is larger than and entirely surrounds the CharacterBody3D's CollisionShape3D - I used a sphere.

Attempt to trigger the mouse entered/exited behaviour - it will not trigger, or trigger only inconsistently (I found it would trigger when the camera was close enough to the CharacterBody3D to be actually inside the Area3D's collision area).

Reconfigure the Area3D node so that it is not "Visible" and re-test. Mouse entered/exited behaviour on the CharacterBody3D will work as expected. The Area3D will continue to work as expected and dispatch the BodyEntered/BodyExited events as usual, irrespective of its visibility.

### Minimal reproduction project

N/A
Repository: next.js
Issue: `NODE_ENV=test next build` make the app return 404 for dynamic routes that have 'force-static'
Labels: bug

### Link to the code that reproduces this issue

https://github.com/IonelLupu/demo-project-cypress-nextjs-static-rendering-bug

### To Reproduce

1. create a new NextJS application
2. create a dynamic route: `app/test/[slug]/page.tsx`
3. make it render statically with `export const dynamic = 'force-static'`
```ts
import React from 'react'

export const dynamic = 'force-static'
export const revalidate = 1800

export default async function MyDynamicPageCachedFor30Minutes() {
    return <>Hello world</>
}

```
4. build the app using `$ NODE_ENV=test next build`
5. start the app
6. go to the dynamic route (use a random string in the URL for the slug)
7. see the 404 not found error

### Current vs. Expected behavior

I expected to see the page rendered, but I see the "404 not found" page instead

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.2.0: Wed Nov  1 21:07:19 PDT 2023; root:xnu-10002.60.69.501.1~2/RELEASE_ARM64_T6000
Binaries:
  Node: 18.18.2
  npm: 9.8.1
  Yarn: 1.22.21
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.17
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

We don't encounter this issue fi we are building the app without NODE_ENV=test
Repository: rust
Issue: Trait impl list should indicate and link to impl items when additional documentation is available
Labels: T-rustdoc,A-rustdoc-ui

For example on the trait Sum page the [`impl<T, U> Sum<Option<U>> for Option<T>`](https://doc.rust-lang.org/nightly/std/iter/trait.Sum.html#impl-Sum%3COption%3CU%3E%3E-for-Option%3CT%3E) shows no documentation or indication that additional documentation is available.
Compare to the [same impl on the Option](https://doc.rust-lang.org/nightly/std/option/enum.Option.html#impl-Sum%3COption%3CU%3E%3E-for-Option%3CT%3E) struct page which has a method with doc comments.

Implementations can specify additional behavior that goes beyond what is promised by the trait itself, which can be important to know that such additional documentation exists.
Repository: godot
Issue: Godot crashes at random when trying to run project
Labels: topic:editor,needs testing,crash

### Godot version

4.1.3.stable (Steam version)

### System information

Windows 10 22H2 (19045.3693)

### Issue description

Sometimes when clicking the Run Project button in the editor, it hangs for a few seconds and then crashes. Usually happens when I make an edit to a script file and try to run the project from the editor afterwards, but even then, it doesn't happen consistently. Sometimes it crashes, other times it doesn't.

### Steps to reproduce

-

### Minimal reproduction project

-
Repository: stable-diffusion-webui
Issue: [Feature Request]: Update to Python 3.11 for some performance gains
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 would like to request updating python and all the dependencies to the latest possible version. Implementing my suggestion will give the end user some sweet sweet performance gains:
- Python 3.11 is on average 25% faster https://docs.python.org/3.11/whatsnew/3.11.html#faster-cpython
- PyTorch 2.1 "offers numerous performance improvements" https://pytorch.org/blog/pytorch-2-1/

### Proposed workflow

1. Check all the required dependencies for newer versions
2. Try updating as much as possible
3. Make sure the webui still works as intended if not try to fix it
4. Make sure to update all the documentation (especially Windows installation instructions where it is recommended to install Python 3.10.6)
5. Post a PR

### Additional information

As of today the recommended version of Python is 3.10.6 (https://github.com/AUTOMATIC1111/stable-diffusion-webui#automatic-installation-on-windows). It is stated that this is due to Torch support, however since Torch 2.1 Python 3.11 seems to be supported https://pytorch.org/get-started/locally/#windows-python.
Repository: rust
Issue: Unable to read value of recursive enum when debugging with lldb
Labels: T-compiler,C-bug,WG-debugging

Hello,

I'm currently facing an issue preventing me from debugging some code where recursive enums are involved. I cannot read the value from the debugger (LLDB using the extension from Vadim Chugunov on VSCode), instead I get the following error message in vscode: "<error: invalid value object>". Other types are readable, even non-recursive enums.

A picture is worth a thousand words so here it is:

![screenshot-2023-11-26T19:13:48+01:00](https://github.com/rust-lang/rust/assets/3193257/ecbcc1ee-b22c-4c6c-a227-aea0ee4a813d)


The code to reproduce is simple:
```rust
#[derive(Debug)]
enum Test{
    Test(Box<Test>),
    Tail
}

fn main() {
    let t = Test::Test(Box::new(Test::Tail));

    println!("{:?}", t);
}
```

Ideally, I would be able to troubleshoot the content of the variable.

Here is the version of rust I'm using:

```bash
$ rustc --version --verbose
rustc 1.74.0 (79e9716c9 2023-11-13)
binary: rustc
commit-hash: 79e9716c980570bfd1f666e3b16ac583f0168962
commit-date: 2023-11-13
host: x86_64-unknown-linux-gnu
release: 1.74.0
LLVM version: 17.0.4
```

I have the same problem with the nightly

```bash
$ rustc --version --verbose
rustc 1.76.0-nightly (37b2813a7 2023-11-24)
binary: rustc
commit-hash: 37b2813a7be580ef59048a6bd08444c79e5cc97f
commit-date: 2023-11-24
host: x86_64-unknown-linux-gnu
release: 1.76.0-nightly
LLVM version: 17.0.5
```

I think this might not be a bug but rather a use case not yet properly handled by rust and/or lldb. Does anyone know?

Thanks in advance.
Repository: godot
Issue: adding input action manually device 0 vs -1
Labels: topic:editor,topic:input

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

macOS 14.1.1 (23B81)

### Issue description

when adding an input action and e.g. pressing `W` on the keyboard and then adding that key, results in a different `device` in the project settings than choosing that key manually from the tree

### Steps to reproduce

- press `W` on the event config screen
- add `W` manually on the event config screen

### Minimal reproduction project

N/A
Repository: TypeScript
Issue: Update Twitter to X in README
Labels: Docs,Awaiting More Feedback

### 🔎 Search Terms

is:issue is:open twitter
is:issue is:closed twitter 

I did find https://github.com/microsoft/TypeScript/issues/55207, which updates twitter logo in the typescript website. But this change is just changing the README file.

### 🕗 Version & Regression Information

- This is not a crash
- Just updating the documentation
- This is the behavior in every version I tried, and I reviewed the FAQ - nothing really on updating the README
- Tested the link


### ⏯ Playground Link

_No response_

### 💻 Code

```ts
[X](https://twitter.com/typescript)
```


### 🙁 Actual behavior

[Twitter account](https://twitter.com/typescript)

Just updating the label to the typescript twitter. 
I clicked the link, twitter.com/typescript still is the default. We can change to x.com/typescript either ways, since x.com/typescript forwards to twitter.com/typescript

### 🙂 Expected behavior

[X](https://twitter.com/typescript)

### Additional information about the issue

_No response_