sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Crash and/or big stutter/freeze when reloading scene with multiple meshes and lights
Labels: bug,topic:rendering,needs testing,crash

### Godot version

4.2.dev5

### System information

Godot v4.2.dev5 - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics (CML GT2) () - Intel(R) Core(TM) i7-10850H CPU @ 2.70GHz (12 Threads)

### Issue description

When reloading a scene that instantiates multiple lights and meshes at startup, the game will freeze for a long time, and in some cases it will also crash.

I works well the first time the scene is loaded during the startup, it's only when `reload_current_scene()` or `change_scene_to_file()` is called that the issue is triggered. The (re)loading itself seems fast, but 2~3 frames later there will be a freeze (and possibly a crash).

If shadows are enabled on the lights the freeze is longer and there is no crash.
If shadows are disabled there is a crash:
```
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2429)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2429)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2429)
```

The freeze time grows linearly with the the number of meshes multiplied by the number of lights.
- 20 lights, 50 meshes: 1.77s
- 20 lights, 100 meshes: 3.51s
- 40 lights, 50 meshes: 3.34s
- 40 lights, 100 meshes: 6.64s

It doesn't happen with all meshes, for some it will have no freeze of crash whatsoever. The minimal project contains two meshes, one that triggers the issue, one that doesn't, they are the same simple mesh, just slightly translated.

It happens only in 4.2, not in 4.1. I've also tried with this commit https://github.com/godotengine/godot/pull/80566, but the issue still happens.

### Steps to reproduce

* create a scene that instantiates ~20 OmniLight3D and ~50 mesh model, during the _ready() of the scene.
* display the time for each frame
* Launch the scene
* call `reload_current_scene` with a key press

The second loading of the scene (with `reload_current_scene`) triggers the freeze/crash.

### Minimal reproduction project

[light_model_instantiate_issue.zip](https://github.com/godotengine/godot/files/12774153/light_model_instantiate_issue.zip)
Repository: godot
Issue: Line2d changes to points in C#
Labels: documentation

### Godot version

4.41.1

### System information

Win10

### Issue description

i can add my points no problem ex: line.AddPoint(new Vector2(Position.X, Position.Y), 1); and my lien apear.
there are no way to modify the current.
i tryied to remake the array : 
line.Points =  new Vector2[] { new Vector2(line.Points[0].X, line.Points[0].Y), new Vector2(line.Points[1].X, contact.Y) };

i tryred to declar again the verton2 on a single point :  line.Points[1] = new Vector2(contact.X, contact.Y);
and also directly with line.Points[1].Y = contact.Y.

no value get updated, my only hope is to Queuetree() and remake it from scratch it seems. is there a way, or i am missign something?

### Steps to reproduce

my example to reproduce, have a line2d, add 2 points to make a line, and try to modify the points

### Minimal reproduction project
```csharp
public partial class LaserBeam : RayCast2D
{
	CollisionShape2D collisionShape;
	RectangleShape2D rectangleShape;
	Line2D line;
	Vector2 contact;

	public override void _Ready()
	{
		collisionShape = GetNode<CollisionShape2D>("Line2D/Area2DBeam/CollisionShape2D");
		line = GetNode<Line2D>("Line2D");
		rectangleShape = collisionShape.Shape as RectangleShape2D;
		line.AddPoint(new Vector2(Position.X, Position.Y), 1);
		line.EndCapMode = Line2D.LineCapMode.Round;

		collisionShape.Scale = new Vector2(line.Scale.X, line.Scale.Y);
	}

	public override void _PhysicsProcess(double delta)
	{
		if (IsColliding())
		{
			contact = GetCollisionPoint();

			line.Points[1] = new Vector2(contact.X, contact.Y);
			line.Points[1].Y = contact.Y; 
			line.Points =  new Vector2[] { new Vector2(line.Points[0].X, line.Points[0].Y), new Vector2(line.Points[1].X, contact.Y) };
			
			
			//line.AddPoint(new Vector2(line.Points[1].X, contact.Y));
		}
	}

	// Called every frame. 'delta' is the elapsed time since the previous frame.
	public override void _Process(double delta)
	{
	}
}

		}
	}

	// Called every frame. 'delta' is the elapsed time since the previous frame.
	public override void _Process(double delta)
	{




		
		
	}
}
```
Repository: godot
Issue: Node icons in the 3D views have a crusty outline
Labels: bug,topic:rendering,topic:editor,confirmed,topic:3d

### Godot version

v4.2.dev.custom_build [e948ce405], but previous versions too

### System information

linux

### Issue description


there's a like 1px outline around the icons that flickers a bit when translated relative to the camera.

https://github.com/godotengine/godot/assets/71937306/7d28b455-0415-4c6e-9dbe-40f59f65677a


https://github.com/godotengine/godot/assets/71937306/41721833-cc89-453a-ab27-f114b104bb31



### Steps to reproduce

add a camera or a decal or an audiostreamplayer3d to a scene and move the camera

### Minimal reproduction project

any
Repository: create-react-app
Issue: whd-pi app
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

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(Write your answer here.)

### Describe the solution you'd like

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(Describe your proposed solution here.)

### Describe alternatives you've considered

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(Write your answer here.)

### Additional context

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  Is there anything else you can add about the proposal?
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(Write your answer here.)
Repository: TypeScript
Issue: tsserver plugin receives old proxy on configuration change
Labels: Docs

### 🔎 Search Terms

tsserver plugin old proxy

### 🕗 Version & Regression Information

Happens on 4.4.3, 5.2.2 and 5.3.0-dev.20230930 at least.

### ⏯ Playground Link

_No response_

### 💻 Code

Using this https://github.com/vemoo/TypeScript-TSServer-Plugin-Template
```
npm ci
tsc -p .
cd example
npm ci
code .
```

Open `index.ts`, ensure you are using typescript from workspace, "Command Palette..." > "TypeScript: Select TypeScript Version..." > "Use Workspace Version".

"Command Palette..." > "TypeScript: Open TS Server log" (enable it if prompted)

Go back to `index.ts` and trigger completions at any point. Search log file for `my-plugin: getCompletionsAtPosition`, a line like this will appear:
```
Info 151  [12:18:49.536] my-plugin: getCompletionsAtPosition ({"init":1,"create":1})
```

In the example folder in a terminal run `touch tsconfig.json`, go back to `index.ts` and trigger completions. Open log and search for `my-plugin: getCompletionsAtPosition` again. New lines appear:
```
Info 244  [12:22:23.378] my-plugin: getCompletionsAtPosition ({"init":2,"create":2})
Info 245  [12:22:23.378] my-plugin: getCompletionsAtPosition ({"init":1,"create":1})
```

### 🙁 Actual behavior

When `tsconfig.json` changes, the plugins `init` and `create` are called again but the `info.languageService` passed here https://github.com/vemoo/TypeScript-TSServer-Plugin-Template/blob/7ef3052284f644c9d15a048f43dcffc07c072936/src/index.ts#L7 is the one the plugin returned on the previous execution, so the language service returned by the plugin ends up doubly decorated.

### 🙂 Expected behavior

When plugin's `create` is called, `info.languageService` should contain an fresh object that doesn't have the decorations from the previous execution.

### Additional information about the issue

_No response_
Repository: deno
Issue: Install kernel without requiring users to install jupyter
Labels: deno jupyter

Thanks for the great Jupiter kernel
Is it possible to perhaps consider creating an installer that doesn’t  depend on the Jupyter cli

Installing the kernel is basically just a matter of creating a folder in a predefined location with some files (in the past I created a vscode extension that did just this for the typescript kernel)

perhaps this  can be part of the vscode extension? A vscode command to install the kernel (by creating the files instead of using the Jupiter cli)


this would benefit users of vscode and tools wanting to use this kernel

Else a node/deno developer now needs to install python to try deno in notebooks

Updated:
Here's a sample for Rust Kernel, https://crates.io/crates/evcxr_jupyter
Repository: rust
Issue: Compiler Hang when Invoking Trait Methods with Associated Types
Labels: T-compiler,C-bug,I-hang,fixed-by-next-solver

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
trait MyTrait {
    type MyType;
    fn my_function(&self) -> Self::MyType {
        
    }
}

impl MyTrait for <i32 as MyTrait>::MyType {}


trait AnotherTrait {
    fn another_function(&self) {}
}

impl AnotherTrait for <() as MyTrait>::MyType {}
impl AnotherTrait for <i32 as MyTrait>::MyType {}

fn main() {
    ().my_function().another_function();
}
```

I expected to see this happen: *The compiler compiles successfully or outputs an error message.*

Instead, this happened: *The code, as provided below, appears to encounter a hang*

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.74.0-nightly (8ce4540bd 2023-09-29)
binary: rustc
commit-hash: 8ce4540bd6fe7d58d4bc05f1b137d61937d3cf72
commit-date: 2023-09-29
host: x86_64-unknown-linux-gnu
release: 1.74.0-nightly
LLVM version: 17.0.2
```
The same problem is reproduced on the stable version(1.72,1) as well.
what's more, to get more information,I also tried '-Z time-passes':
```sh
time:   0.001; rss:   36MB ->   37MB (   +1MB)  setup_global_ctxt
time:   0.005; rss:   37MB ->   52MB (  +15MB)  expand_crate
time:   0.005; rss:   37MB ->   52MB (  +15MB)  macro_expand_crate
time:   0.000; rss:   52MB ->   54MB (   +3MB)  prepare_outputs
time:   0.001; rss:   54MB ->   58MB (   +3MB)  type_collecting
```
<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
<backtrace>
```

</p>
</details>
Repository: svelte
Issue: Allow $effect.pre to run on the server
Labels: runes

### Describe the problem

A common practice when using SvelteKit is to use reactive expressions for expressions that need to be executed reactively on the client but also need to be executed non-reactively on the server during ssr
Svelte 5 will bring the $effect and $effect.pre runes to replace reactive expressions, but with the difference that these runes will not be executed on the server, creating the need to repeat code to achieve the same behavior
```svelte
// before
$: {
    // really big expression
}
```
```svelte
// after
import {browser} from '$app/environment'

if(!browser) {
    // really big expression
}

$effect(() => {
    // really big expression again
})
```

### Describe the proposed solution

The reason the $effect rune does not run on the server is because it runs after the DOM is mounted, but the $effect.pre rune does not need to wait for the DOM, and is therefore ideal for reproducing the behavior of reactive expressions
Just as the $state and $derived runes are transformed into common variables during SSR, the $effect.pre rune can be transformed into a simple IIFE

### Alternatives considered

Manually transform the expression into a function, but this requires changing the code design and still requires duplicate execution with environment checking

### Importance

would make my life easier
Repository: rust
Issue: Strange error with/outcome of type resolution through associated type for `From` implementation
Labels: A-diagnostics,T-compiler,C-bug,T-types

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
enum CalcError {
    ParseError(<f32 as std::str::FromStr>::Err),
}

impl From<<f32 as std::str::FromStr>::Err> for CalcError {
    fn from(value: <f32 as std::str::FromStr>::Err) -> Self {
        CalcError::ParseError(value)
    }
}
```

I expected to see this happen: This should compile as being equivalent to writing `impl From<ParseFloatError> for CalcError`.

Instead, this happened:
```
error[E0119]: conflicting implementations of trait `From<CalcError>` for type `CalcError`
 --> src/lib.rs:5:1
  |
5 | impl From<<f32 as std::str::FromStr>::Err> for CalcError {
  | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  |
  = note: conflicting implementation in crate `core`:
          - impl<T> From<T> for T;
```

Playground link to example code: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=ed23ee13c89a7c58c03d52bd7f985db5

I don't understand why this fails so strangely, considering that the compiler can figure out just fine what the type is under other conditions, like:
```rs
fn main() {
    let x: <f32 as std::str::FromStr>::Err = ();
}
```
```
error[E0308]: mismatched types
 --> src/main.rs:2:46
  |
2 |     let x: <f32 as std::str::FromStr>::Err = ();
  |            -------------------------------   ^^ expected `ParseFloatError`, found `()`
  |            |
  |            expected due to this
```

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
(I did this on the playground only, which reports the following three versions at the time of this report, all exhibiting this behavior:)
```
Stable version: 1.72.1
Beta version: 1.73.0-beta.8 (2023-09-29 975e63fed9c07ffb9c5b)
Nightly version: 1.74.0-nightly (2023-09-29 8ce4540bd6fe7d58d4bc)
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
There is no backtrace
```

</p>
</details>
Repository: tauri
Issue: [bug] Allow Passkeys auth support in WebView
Labels: type: bug,status: needs triage

### Describe the bug

Currently if you try use any [Passkey auth](https://fidoalliance.org/passkeys/) feature with Tauri it will not work. 

For example users of my Tauri app where I had auth page managed by [Hanko](https://www.hanko.io) will seen an error. 

I did not find any issue related to Passkeys and Tauri so this is one.
Repository: PowerToys
Issue: Ability to choose keys not physically present on the keyboard as a shortcut / remap
Labels: Product-Settings,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Hello, so, I wanted to assign **Alt+F23** as the shortcut to open PowerToys Run, but I noticed that when registering a new shortcut, there's no way to assign keys that are not physically present on the keyboard (**F23**), since the registration method for a new shortcut is to directly press the keys, and not to select them from a menu.

**My suggestion is to add a second way to register a shortcut in Power Toys utilities: by choosing the keys from a drop down menu**, apart form the exist method of directly pressing the keys on the keyboard.

![Screenshot 2023-09-30 195307](https://github.com/microsoft/PowerToys/assets/49517480/6f5d2017-672f-4470-b783-c8e7f73c4edc)

_PS: I've tried to search for an already existing issue like this, but I wasn't able to find any duplicate. Feel free to link it if you can find it_

### Scenario when this would be used?

Having the ability to create shortcuts with keys that can be triggered via macros, other programs, remote users, other input devices, etc.. Apart from the keys available only on your actual keyboard.

### Supporting information

I was able to assign the shortcut anyway by manually editing the configuration files of PowerToys Run form the AppData directory, and it work flawlessly! So I know it is tecnically possible to assign this type of keys.
Repository: electron
Issue: [Feature Request]: Support for NVIDIA RTX VSR 
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

NVIDIA RTX VSR (Video Super Resolution) was added [earlier this year](https://blogs.nvidia.com/blog/2023/02/28/rtx-video-super-resolution/) with support in Chrome 110 being enabled by default (as well as latest ver of MS EDGE which is chromium based as well). After testing on latest chrome versions I verified it's effect by changing the setting in the NVIDIA control panel on the fly. I also tested with the [experimental VLC build](https://downloads.videolan.org/testing/vlc-rtx-upscaler/) and found that working as well.

However in my own electron app I was disappointed to find that this feature simply does not work with just a standard video tag.

I found no mention in the documentation about how to enable this feature in my electron builds whether by feature flagging, passing in a command line switch or by any arcane requirement in either the HTML or JS for my renderer process. 

I also double checked that hardware acceleration is turned on, that windows is set to use my discrete graphics card for the app, and that I was passing in the command line switch `--force_high_performance_gpu`.

### Proposed Solution

If this is a flag that needs to be set then enable it by default.
If an argument needs to be passed in to either chromium or electron then please add documentation on what needs to be done to enable it.
If this feature is not part of the chromium source that electron builds upon, then IDK, probably just close this as a won't fix.

### Alternatives Considered

N/A

### Additional Information

[Link to VSR FAQ](https://nvidia.custhelp.com/app/answers/detail/a_id/5448/~/rtx-video-super-resolution-faq)
Repository: vscode
Issue: Use merge-editor to compare between file versions (without git merge conflicts)
Labels: feature-request,merge-editor

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

The vscode merge-editor is extremely useful for comparing two different files, and merging them together.  It's currently triggered exclusively for git merge conflicts.  I think it would be incredibly useful to be able to trigger it for arbitrary use cases: one file being edited on one side (e.g. left), and then another version of the file (e.g. on right), with the changes being reflected in the third panel (e.g. bottom).  My current optimal use case is the same file in two branches, where git merge is auto-merging changes that I want to manually choose between.  Another example would be comparing a file and a past version.  Tracking the relative positions in the files and highlighting the changes, would make both of these cases drastically easier to resolve!

Thanks!
Repository: node
Issue: Timeout of `es-module/test-esm-throw-undefined`
Labels: flaky-test

### Test

es-module/test-esm-throw-undefined

### Platform

_No response_

### Console output

```console
not ok 3657 es-module/test-esm-throw-undefined
  ---
  duration_ms: 120073.97700
  severity: fail
  exitcode: -15
  stack: |-
    timeout
  ...
```


### Build links

- https://ci.nodejs.org/job/node-test-pull-request/54422/

### Additional information

@nodejs/loaders
Repository: stable-diffusion-webui
Issue: [Feature Request]: The filter field in "Extra Networks" to each have a unique value
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 ?

Each tab of extra networks (Checkpoints, Loras, Textual Inversions, Hypernetworks) should have it's own filter value, a shared value is not helpful when working with both LoRAs and Checkpoints at the same time.

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/60541708/4ae1fc2d-7770-4705-9dfa-78aab9519e0d)


### Proposed workflow

1. Go to the Lora tab.
2. Enter something in the filter box at the top to search for one of your Loras.
3. Go to the Checkpoints tab.
4. The filter box has it's own value here, and not the value you entered in the Lora tab.


### Additional information

_No response_
Repository: godot
Issue: ItemList add_item() Memory Leak Even With ItemList.clear() and ItemList.queue_free() Calls
Labels: bug,topic:gui,performance

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3713) - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

### Issue description

Whenever ItemList.add_item() is called, memory usage increases for every item as expected. However, after ItemList.clear() or ItemList.queue_free() is called, memory usage still remains at the previous amount, increasing when new items are added to the ItemList. This causes a memory leak which is especially apparent if one is doing thousands of ItemList.add_item() calls every frame (even with clears), as memory will rapidly grow.

### Steps to reproduce

1. Launch the attached project below.
2. Monitor memory usage using Task Manager or Resource Monitor.
3. Observe how memory usage continuously climbs to and stays at around 1.3 GB, even with ItemList.clear() calls and a final ItemList.queue_free() call.
4. To test continuous queue_free()'s memory leak, set recreate_item_list on line 7 in item_list.gd to 'true'.

### Minimal reproduction project

[ItemListMemoryLeakTest Minimal Reproduction.zip](https://github.com/godotengine/godot/files/12775650/ItemListMemoryLeakTest.Minimal.Reproduction.zip)