sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Scene colections in tilemaps stay in game when tileset is changed
Labels: bug,topic:2d

### Godot version

4.0 rc5

### System information

garuda linux (arch based), vulkan, nvidia 2060 super

### Issue description

when i add a scene into a tileset but not into another i expected the placed scenes to disappear along with the tileset when changed but it doesnt
button in correct tilemap
![Button_shifted_screenshot](https://user-images.githubusercontent.com/44573964/221409172-ae26e9ea-4d6a-46bf-ae2e-cd2b1ef07362.png)
button shouldnt be there
![Button_broken_screenshot](https://user-images.githubusercontent.com/44573964/221409175-2fcb2be1-fbfc-4a3f-9f77-db3737d905aa.png)
how it should be (i just removed the button entirely)
![what it should be like](https://user-images.githubusercontent.com/44573964/221409253-bb83f9a3-7a92-4cae-8a22-56e62752fe71.png)

if this is intended then maybe a toggle in the project settings to make it not do that

### Steps to reproduce

place a scene collection into a tilemap, when the game is running change the tileset to one without the scene collection, but the scene will stay even though everything else from the first tileset was replaced with the second one

### Minimal reproduction project

[bug demo.zip](https://github.com/godotengine/godot/files/10833683/bug.demo.zip)
Repository: godot
Issue: draw_multiline_string() is drawing on a wrong position
Labels: bug,documentation,topic:2d

### Godot version

4.0.rc5

### System information

Windows 10

### Issue description

When I draw a text on the Control node in _draw() method. The vertical position of the text is not positioned at the right offset. e.g Vector(0, 0) will draw the text about 12 pixels above, so Vector2(0, 0) will became Vector2(0, -12), that's just my approximation. I can't describe the problem well, but I have an reproduction project below and a minimal example.

### Steps to reproduce

```gdscript
extends Control

var font: FontFile = preload("res://NotoSans_Regular.ttf")

func _draw():
	draw_multiline_string(
		font,
		Vector2(0, 0),
		"Hello world",
		HORIZONTAL_ALIGNMENT_LEFT,
		80,
		12, # font size
		-1,
		Color.WHITE,
		TextServer.BREAK_GRAPHEME_BOUND,
	)
```

In the example above, I just put the script on a plain Control node. The text is not shown at this point (that's the problem), but if you change the text to something like, "you good?", you will see that the letter "y" and "g" is shown a bit.

### Minimal reproduction project

[gd_bug_test1.zip](https://github.com/godotengine/godot/files/10833684/gd_bug_test1.zip)
Repository: TypeScript
Issue: Add method host.createCustomSourceFile for custom file extensions 
Labels: Suggestion,Awaiting More Feedback

# Suggestion

Hello, I like the new option `--allowArbitraryExtensions` in 5 TS, but this only works for created files on the file system or overriding a set of `fs` methods (readDirectory , readFile , etc).

Generating files on real time is not very efficient, so we have to override different methods so that the TS receives the created instance `SourceFile` without creating a file on filesystem.

I propose to add a new method `createCustomSourceFile` to the `host`, which is undefined by default, if the user has defined this method in the host, then the TS should call it for all files with extensions that the TS does not support (.css, .svg, .vue, etc).

## 📃 Motivating Example

```TS
host.createCustomSourceFile = function (fileName, sourceText): SourceFile {
  switch (fileName.slice(fileName.lastIndexOf('.'))) {
    case '.css':
      return ts.createSourceFile(fileName, getDtsOfCss(sourceText));

    case '.svg':
      return ts.createSourceFile(fileName, getDtsOfSvg(sourceText));
  }
};

```

## 💻 Use Cases

1. Bundle systems that always take care of importing files that TS doesn't support.
2. Custom language servers.
Repository: next.js
Issue: `redirect` should return 307 for SSR `app` routes with Edge runtime
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: 16.17.1
      npm: 8.15.0
      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), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/leebenson/nextjs-ssr-redirect-issue

### To Reproduce

Run `npm run dev` and `curl -I localhost:3000/redirect`

### Describe the Bug

Motivated by https://github.com/vercel/next.js/discussions/45746

[`redirect`](https://beta.nextjs.org/docs/api-reference/redirect) correctly returns a 307 when used in Server Components in the `app` folder with the Node.JS runtime, but returns `200` when set to `experimental-edge`.

Example...

**next.config.js**
```ts
/** @type {import('next').NextConfig} */
const nextConfig = {
  experimental: {
    appDir: true,
    runtime: "experimental-edge",
  },
};

module.exports = nextConfig;
```

**src/app/redirect/page.tsx**
```ts
import { redirect } from "next/navigation";

async function shouldRedirect() {
  redirect("/");
}

export default async function ShouldRedirect() {
  await shouldRedirect();

  return <h1>Should never show</h1>;
}
```

Then start the server with `npm run dev` and `curl -I localhost:3000/redirect`.

Notice the `200` response:

```
HTTP/1.1 200 OK
content-type: text/html; charset=utf-8
vary: RSC, Next-Router-State-Tree, Next-Router-Prefetch
x-edge-runtime: 1
x-powered-by: Next.js
Date: Sun, 26 Feb 2023 12:51:39 GMT
Connection: keep-alive
Keep-Alive: timeout=5
```

If `runtime: "experimental-edge"` is removed from _next.config.js_, re-executing `curl -I localhost:3000/redirect` produces:

```
HTTP/1.1 307 Temporary Redirect
Vary: RSC, Next-Router-State-Tree, Next-Router-Prefetch, Accept-Encoding
Cache-Control: no-store, must-revalidate
X-Powered-By: Next.js
Content-Type: text/html; charset=utf-8
Date: Sun, 26 Feb 2023 12:55:12 GMT
Connection: keep-alive
Keep-Alive: timeout=5
```

**⚠️: The HTML response is present in both runtimes.** I would expect the server to respond with an 'empty' 307.

### Expected Behavior

I'd expect a 307 response to be consistent in all runtimes.

I would also expect the response body to be empty and not contain the HTML bootstrapping.

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

_No response_

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

npm run dev
Repository: godot
Issue: `ParticleProcessMaterial` turbulence seems to impact particle trail nodes separately
Labels: bug,topic:3d,topic:particles

### Godot version

4.0.rc5

### System information

macOS 13.2, Apple M1

### Issue description

It seems that in a `GPUParticle3D` effect with `ParticleProcessMaterial` that uses trails, enabling Turbulence will cause each trail's individual joints to be submitted to turbulence simulation separately (while instead the trails should be following the particle's path.)

The effect can be observed in this video:

https://user-images.githubusercontent.com/1061/221412956-e52dbf41-70be-4d07-80c4-214336b33210.mov



### Steps to reproduce

- Create a `GPUParticle3D` effect
- Assign a `TubeTrailMesh` draw pass (with its material's "Use Particle Trails" flag enabled)
- Assign a `ParticleProcessMaterial` and configure it
- Enable `Trails` in the effect, and `Turbulence` in the `ParticleProcessMaterial`

Also see attached MRP.

### Minimal reproduction project

[MRP-Particle-Trails-Turbulence.zip](https://github.com/godotengine/godot/files/10833782/MRP-Particle-Trails-Turbulence.zip)
Repository: rust
Issue: cycle on inherent associated types in structs
Labels: T-compiler,C-bug,requires-nightly,F-inherent_associated_types,S-bug-has-test,I-cycle

Taken out from here: https://github.com/rust-lang/rust/issues/8995#issuecomment-1445331733 as @fmease requested.

```rust
struct Foo {
    bar: Self::Bar,
}
impl Foo {
    pub type Bar = usize;
}
```

was compiled successfully a couple of nighly revisions before.

Now an error is returned:
```
error[E0391]: cycle detected when computing predicates of `Foo`
  --> src\main.rs:5:1
   |
5  | struct Foo {
   | ^^^^^^^^^^
   |
note: ...which requires computing predicates of `Foo`...
  --> src\main.rs:5:1
   |
5  | struct Foo {
   | ^^^^^^^^^^
note: ...which requires computing inferred outlives predicates of `Foo`...
  --> src\main.rs:5:1
   |
5  | struct Foo {
   | ^^^^^^^^^^
   = note: ...which requires computing the inferred outlives predicates for items in this crate...
note: ...which requires computing type of `Foo::bar`...
  --> src\main.rs:6:5
   |
6  |     bar: Self::Bar,
   |     ^^^^^^^^^^^^^^
note: ...which requires computing normalized predicates of `Foo`...
  --> src\main.rs:5:1
   |
5  | struct Foo {
   | ^^^^^^^^^^
   = note: ...which again requires computing predicates of `Foo`, completing the cycle
note: cycle used when collecting item types in top-level module
```

### Meta
`rustc --version --verbose`:
```
rustc 1.69.0-nightly (34e6673a0 2023-02-25)
```

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"fmease"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: rust
Issue: Slice type documentation contradicts the reference
Labels: A-docs

### Location

https://doc.rust-lang.org/nightly/std/primitive.slice.html
https://doc.rust-lang.org/nightly/reference/types/slice.html

### Summary

I'm not sure whether this is issue in standard library doc or in reference. I'm opening issue here, but feel free to close if this should be reported to reference instead.

The question is: what is slice?
Answer 1: "Slice is [T]"
Answer 2: "Slice is &[T] or &mut [T]"

Reference says:
> A slice is a [dynamically sized type](https://doc.rust-lang.org/nightly/reference/dynamically-sized-types.html) representing a 'view' into a sequence of elements of type T. The slice type is written as [T].

Definitely, this means answer 1 is the right one.

However, slice type documentation says:
> A dynamically-sized view into a contiguous sequence, [T]

Well, my English understanding is not good enough to tell what is `[T]` here: a "contigous sequence" itself or a view into one.
So I continue reading:

> Slices are either mutable or shared. The shared slice type is &[T], while the mutable slice type is &mut [T] ... As slices store the length of the sequence they refer to, they have twice the size of pointers to [Sized](https://doc.rust-lang.org/nightly/std/marker/trait.Sized.html) types

But this clearly suggests that correct answer to original question is answer 2!

To sum up, I can see three quotes related to the question. Quotes 1 and 3 look like contradicting, and second is maybe a bit complex to understand.
Repository: next.js
Issue: Image is resizing creating a minimal layout shift
Labels: bug,Image (next/image)

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```
  Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Home
    Binaries:
      Node: 16.17.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:        
      next: 13.0.6
      eslint-config-next: 13.0.6
      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/1alexvash/AlexCodeBlog

### To Reproduce

Visit this website for a demo:
https://www.alex-code.com/

### Describe the Bug

I'm not 100% sure it is Next/Image related, but I still wanted to ask is there a way to avoid this behavior?
Is there a way to fix it without modifying the original size of loaded images?

Check the bug demo:
![Animation](https://user-images.githubusercontent.com/46556479/221419211-32d400de-2e26-4d42-aa36-882369ae9d75.gif)


### Expected Behavior

Image load without this shifting effect

### Which browser are you using? (if relevant)

Chrome

### How are you deploying your application? (if relevant)

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Nividia Jetson support
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 the ability to run on Nvidia Jetson devices.

### Proposed workflow

Modified install bash script that uses Nvidia Jetson PyTorch and other needed dependencies. Possibly using a docker container?

### Additional information

_No response_
Repository: godot
Issue: Low FPS with an empty scene on an Android device
Labels: discussion,platform:android,topic:rendering,topic:3d,performance

### Godot version

4.0 rc5

### System information

[Xiaomi redmi 9T](https://www.gsmarena.com/xiaomi_redmi_9t-10670.php) 64GB

### Issue description

There is only one camera in the scene and it shows the blank screen. When I tested this on android, it gives 22 fps. The phone I tested is the Xiaomi redmi 9T 64GB

(All settings are default in Godot)

![s0](https://user-images.githubusercontent.com/39684712/221427170-a27bc891-7606-4058-8859-7eb526ebdb6f.jpeg)


![s1](https://user-images.githubusercontent.com/39684712/221427173-184ec21c-b512-4af5-80cf-474facc770ec.png)


![s2](https://user-images.githubusercontent.com/39684712/221427180-806b49f8-3530-4c10-bdc8-1c3748d24f27.png)


### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: godot
Issue: Godot keeps changing ids in theme
Labels: bug,discussion,topic:gui

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___ 

### Godot version

4.0 rc5

### System information

Windows 10 and Linux

### Issue description

My friend and I are working on a game and we have a theme that we use for all of our UI.

We created it by importing it from the default theme and making some changes (not very important as this was happening before we made the changes)

Every time we save the project if the person who was saving isn't the last one to have commited a change to the theme it changes all the ids on the entries

Example image
![image](https://user-images.githubusercontent.com/3696546/221431550-2a3882d1-bbe2-43aa-b153-34c709fa8116.png)

Notably I am working on the windows release of rc5 while my friend is on the linux release, I assume that has something to do with this issue.

### Steps to reproduce

1. Make a project on the windows version of godot
2. Make a theme
3. Save the project
4. Commit it to git source control
5. Load the project with the linux version of godot
6. Save the project
7. Notice that git status shows changes on the theme, which only includes changes to the resource ids

### Minimal reproduction project

N/A
Repository: godot
Issue: Shift + Click not selecting all keys between last and next click in Animation (AnimationPlayer)
Labels: enhancement,topic:editor,topic:animation

### Godot version

4rc5

### System information

Windows 10

### Issue description

Shift + Click instead of selecting all the keys between last click and next click, it selects only those 2 clicks as If I was using Ctrl + Click

### Steps to reproduce

Create an AnimationPlayer and select keys for the animations

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: FancyZones - Hot Swapping Monitor Configuration
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.67.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Prerequisites: 
* Have a different FancyZone layout per monitor configuration (i.e. 2x2 w/ no display dock, and 3x3/2x2 w/ display dock attached).

Steps:
1) Turn on laptop and log into windows with no display dock attached. 
2) Check that window docking is working in expected layout.
3) Attach display dock to laptop.
4) Check window docking for the newly attached monitor and notice that it doesn't have the pre-configured layout (i.e. 3x3), but rather the default layout (i.e. 2x2).
5) Force exit PowerToys and re-open it.
6) Re-check window docking and notice the expected pre-configured layout is now in use.

### ✔️ Expected Behavior

When "hot swapping" monitor configuration (display dock or connecting display directly) w/o rebooting, detect and re-load FanzyZone layout configuration.

### ❌ Actual Behavior

When "hot swapping" monitor configuration, FancyZones currently just defaults to loading the default layout configuration.

### Other Software

Win 11 22H2

Monitor's: 
* Built-in laptop display (HP ZBook Fury 16 G9)
* Samsung 49" Odyssey G9 ultrawide (LC49G95T)

Bug Report: [PowerToysReport_2023-02-26-13-12-19.zip](https://github.com/microsoft/PowerToys/files/10834553/PowerToysReport_2023-02-26-13-12-19.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: API returns 200 OK despite partial failure 
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?

I've been sending post requests to an sdwui api instance in order to set which models and VAE are being used via the options endpoint. However, if I send an options payload including a model and vae key, it will respond with 200 even if the model or VAE failed to load. This means that I would have to send an additional request to the target instance in order to confirm that the model(s) were able to load.

### Steps to reproduce the problem

1. Send a POST request to a functioning sdwui api instance at /options with something like the following:
```
option_payload = {
            "sd_model_checkpoint": "test_model.ckpt",
            "sd_vae": "Anything-V3.0.vae.ckpt"
        }
```

### What should have happened?

The api should return a more fitting http response status code instead of 200 (OK) in the case of partial failure. Or, it should return some info in the response body indicating which part failed so that extra requests are not required. A 207 "Multi-Status" code with relevant response body might be a good fit.

https://developer.mozilla.org/en-US/docs/Web/HTTP/Status/207
https://www.rfc-editor.org/rfc/rfc4918#section-13

### Commit where the problem happens

0cc0ee1bcb4c24a8c9715f66cede06601bfc00c8

### What platforms do you use to access the UI ?

Windows, Linux, iOS, Android

### What browsers do you use to access the UI ?

Mozilla Firefox, Google Chrome, Microsoft Edge

### Command Line Arguments

```Shell
--enable-insecure-extension-access --xformers --disable-console-progressbars --listen --opt-channelslast --no-half-vae
```


### List of extensions

<html><body>
<!--StartFragment-->

stable-diffusion-webui-images-browser | https://github.com/AlUlkesh/stable-diffusion-webui-images-browser.git
-- | --


<!--EndFragment-->
</body>
</html>
<html><body>
<!--StartFragment-->

stable-diffusion-webui-auto-tls-https | https://github.com/papuSpartan/stable-diffusion-webui-auto-tls-https.git
-- | --


<!--EndFragment-->
</body>
</html>
<html><body>
<!--StartFragment-->

stable-diffusion-webui-wildcards | https://github.com/AUTOMATIC1111/stable-diffusion-webui-wildcards
-- | --


<!--EndFragment-->
</body>
</html>
<html><body>
<!--StartFragment-->

ultimate-upscale-for-automatic1111 | https://github.com/Coyote-A/ultimate-upscale-for-automatic1111.git
-- | --


<!--EndFragment-->
</body>
</html>
<html><body>
<!--StartFragment-->

a1111-sd-webui-tagcomplete | https://github.com/DominikDoom/a1111-sd-webui-tagcomplete
-- | --


<!--EndFragment-->
</body>
</html>

### Console logs

```Shell
؜
```


### Additional information

_No response_
Repository: next.js
Issue: Base project does not work with next/image library
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```
$ next info

    Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 16.16.0
      npm: N/A
      Yarn: N/A
      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)

Image optimization (next/image, next/legacy/image)

### Link to the code that reproduces this issue

https://github.com/zhiyi-zhang-duke/nextjs-image-test/tree/main

### To Reproduce

Clone the repository listed or just add an jpg to /public and link to it via `next/image`

Result:
![image](https://user-images.githubusercontent.com/68999131/221436647-3b8e8050-f481-48c7-a042-1a3a5678535c.png)

### Describe the Bug

Following the documentation for static file serving found here:
https://nextjs.org/docs/basic-features/static-file-serving

Next.js is not able to find the image in the public directory

### Expected Behavior

An import of `next/image` along with an image component should render an image.

```
import Link from 'next/link'
import Image from 'next/image'

export default function Home() {
  return (
    <div>
      Hello World. <Link href="/about">About</Link>
      <Image src="/img1.jpg" alt='img1' width='100' height='100'/>
    </div>
  )
}

```

### Which browser are you using? (if relevant)

Chrome

### How are you deploying your application? (if relevant)

npm run dev
Repository: godot
Issue:  Animation player doesn't let update track properties
Labels: enhancement,discussion,topic:editor,topic:animation

### Godot version

Godot 4 RC5

### System information

Windows 10

### Issue description

When I add a position track and add a keyframe to it, it won't let me move the node



https://user-images.githubusercontent.com/93532233/221439385-29453eb3-5de5-493a-aa7e-ea70dba97fdb.mp4



### Steps to reproduce

Add to an animation from the animation player a keyframe of a property (position for example) and you will see that later it does not let you move it


### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: Cuda there but not usable?
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?

Using the Auto installer, it crashes out with the 
AssertionError: Torch is not able to use GPU; 
Running: python3 -c "import torch; print(torch.cuda.is_available())"
True
I seen this issue with the cuda on AMD Gpus, not sure whats up with the RTX 3060 though, 
The Auto installer says I dont have Cuda, and the Manual installer says I dont have stable.

So, I have Cuda, but it says I dont have cuda.
Running Cuda 11.7, on Ubuntu 20.04, with a nVidia RTX 3060 12GB Gpu.


### Steps to reproduce the problem

Step by Step in log for both manual and auto install linux

### What should have happened?

Cuda seems to 'Work' when not triggered from Webui.sh maybe a typo or a issue since i have python3 command instead of python?
The missing Stable Diffusion looks like the manual install instructions was mising a repositories?

### Commit where the problem happens

0cc0ee1

### What platforms do you use to access the UI ?

_No response_

### What browsers do you use to access the UI ?

_No response_

### Command Line Arguments

```Shell
no
```


### List of extensions

no

### Console logs

```Shell
https://pastebin.com/at875GR9 is the logs from console/terminal
```


### Additional information

_No response_