sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Vulkan swapchain and graphics queue error happening when light baking
Labels: bug,topic:rendering,topic:3d

### Tested versions

- Reproducible in : v4.2.1.stable.official [b09f793f5], v4.3.dev4.official [df78c0636]

### System information

Windows 10 - Godot.4.2.1.stable.- Forward Renderer- Nvidia Geforce GTX 1650 4GB

### Issue description

When attempting light baking a custom mesh scene, increasing bake quality causes editor to stop refreshing visually, while mouse events are still processed underneath(resizing subwindow .etc) similar to https://github.com/godotengine/godot/issues/74700 .
lowering rays_per_pass project property value allows to prevent this upto the high quality bake settings.
Bake progress goes upto 14% before the console starts spamming errors and the editor doesn't refresh.

dev4:
success: low quality/4 bounces
failure: low quality/5 bounces (refer attached for console log)
after modification(Set bake_performance/max_rays_per_pass=16(previously 32 by default))
success: low quality/6 bounces, medium quality/3 bounces, medium/6 bounces
failure: high quality/3 bounces(refer attached for console log)

stable:
success: low quality/4 bounces, medium quality/3 bounces
failure: low quality/5 bounces (refer attached for console log), medium quality/6 bounces(see attached), high quality/3 bounces(see attached)

Attachments:
stable:
failure console log(low quality/5 bounces):
![image](https://github.com/godotengine/godot/assets/102753608/f30d4eb4-b3ad-4017-a30f-2927b0310038)

failure console log(medium quality/6 bounces):
![image](https://github.com/godotengine/godot/assets/102753608/a0339a23-fd74-463b-8735-124cdf6a2567)

failure console log(high quality/3 bounces):
![image](https://github.com/godotengine/godot/assets/102753608/582f4eb2-750b-4dd1-b717-bd290f149086)

dev4:
failure console log (low quality/ 5 bounces):
![image](https://github.com/godotengine/godot/assets/102753608/bcb006dd-280e-4e9b-9c9d-b95438ea9ab3)

after rays per pass modification:

failure console log (high quality/3 bounces):
![image](https://github.com/godotengine/godot/assets/102753608/2ae2480d-1b13-4052-8b38-abbbb01699c1)
Additional: Bake progress meter did not even show up. reducing max rays per pass to 8 or 2 did not change the outcome.


### Steps to reproduce

Maybe specific to my environment, regardless:
-Open the zip file.
-Run project with console enabled
-Set LightmapGI bake quality to high
-Hit bake
-Progress goes upto 14% before the console spams error
-In case of High Quality Bake, the progress popup shows but the bake progress meter doesnt even show up

### Minimal reproduction project (MRP)

[bakeTest.zip](https://github.com/godotengine/godot/files/14468456/bakeTest.zip)
Repository: rust
Issue: Tracking Issue for `acceptfilter`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(acceptfilter)]`

This is a tracking issue for #121881

### Public API

```rust
use std::os::unix::net::UnixStream;

fn main() -> std::io::Result<()> {
  let sock = UnixStream::connect("/tmp/sock");
  sock.set_acceptfilter(&c"http");
  Ok(())
}
```

```rust
use std::os::unix::net::UnixDatagram;

fn main() -> std::io::Result<()> {
  let sock = UnixDatagram::unbound();
  sock.set_acceptfilter(&c"data");
  Ok(())
}
```
Repository: vscode
Issue: Merge editor: TypeScript type errors do not appear
Labels: bug,typescript,merge-editor

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.87.0
- OS Version: macOS 14.2.1 (23C71)

Steps to Reproduce:

Install TypeScript and create `main.ts` with contents:

```ts
export const add1 = (n: number) => n + 1;

add1(2)

```

Copy and apply the following patch e.g. using `pbpaste | git apply -3`. This will result in a conflict.

```diff
diff --git a/main.ts b/main.ts
index 4885bfc..bfd86b9 100644
--- a/main.ts
+++ b/main.ts
@@ -1,3 +1,4 @@
 export const add1 = (n: number) => n + 1;
 
+// foo
 add1(1)

```

Open the conflict in VS Code's merge editor.

Resolve the conflict but purposefully create a type error.

Expected: the type error should appear.

Actual: the type error does not appear. The type error only appears if I open the file outside of the merge editor.


https://github.com/microsoft/vscode/assets/921609/2b6763b2-d725-4f1b-82d2-16c4355b9671
Repository: opencv
Issue: cv2.error: in function 'cv::cornerSubPix'
Labels: bug,category: calib3d

### System Information

Python version: 3.8.18 
OpenCV python version: 4.9.0
Operating System / Platform: Windows-10-10.0.19045-SP0

### Detailed description


### Detailed description

PLEASE TRY IT AGAIN! I ADD AN INPUT VALIDATION
In this case, when I invoke cv2.cornerSubPix by these inputs, it reported:
cv2.error: OpenCV(4.9.0) D:\a\opencv-python\opencv-python\opencv\modules\imgproc\src\cornersubpix.cpp:99: error: (-215:Assertion failed) Rect(0, 0, src.cols, src.rows).contains(cT) in function 'cv::cornerSubPix'

### Steps to reproduce

```
import cv2
import numpy as np

src = np.zeros((500, 500), dtype=np.uint8)

corners = np.array([
    [63.23869, 233.98373],
    [24.23986, 21.29863],
    [123.34534, 499.52298],
    [225.45345, 56.35624],
    [32.87236, 217.28916],
    [124.59836, 166.02876],
], dtype=np.float32).reshape(-1, 1, 2)

h, w = src.shape
valid_corners = np.array([c for c in corners if (0 <= c[0][0] < w) and (0 <= c[0][1] < h)])

winSize = (3, 3)
zeroZone = (-1, -1)
criteria = (cv2.TERM_CRITERIA_EPS + cv2.TERM_CRITERIA_MAX_ITER, 20, 0.1)

refined_corners = cv2.cornerSubPix(src, valid_corners, winSize, zeroZone, criteria)



### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: next.js
Issue: yarn berry: 'node_modules' is added in exclude of 'tsconfig.json'
Labels: bug,TypeScript

### Link to the code that reproduces this issue

https://github.com/rtritto/next-yarn-berry-tsconfig

### To Reproduce

1. `yarn init -y`
2. `yarn set version berry`
3. `yarn add next react react-dom`
4. `yarn add -D @types/react @types/node typescript`
5. Create `pages` folder
6. Create `tsconfig.json` file
7. `yarn next`

### Current vs. Expected behavior

Current behavior of `tsconfig.json` file:
```json
{
  "exclude": [
    "node_modules"
  ]
}
```

Expected behavior `tsconfig.json` file:
```json
{
  "exclude": [
    ".yarn"
  ]
}
```

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Home
Binaries:
  Node: 20.11.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.1.1
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

TypeScript (plugin, built-in types)

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

_No response_
Repository: godot
Issue: [macOS] Nvidia shield controller not registering any inputs
Labels: bug,platform:macos,topic:input,regression

### Tested versions

-Reproducible in 4.3dev4
-Working in 4.2.1

### System information

Godot v4.3.dev4 - macOS 14.1.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

After https://github.com/godotengine/godot/pull/80709

Altho this PR fixed incorrect and in some cases not all buttons were being mapped on my xbox controllers, my Nvidia Shield controller inputs are not registered at all anymore.
Input manager registers nothing, and:

`func _input(event: InputEvent) -> void:
	print(event)`

prints nothing

https://github.com/godotengine/godot/assets/103644165/07680e44-67ec-46c7-818f-d1d682dd3bee

I have attached video of behaviour.

On another note, the shield controller was mapped wrong on 4.2.1 but was registering. I am not sure if this affects others non mainstream(console) bluetooth controllers. The controller in question works fine in OS and Steam.

I still believe that the PR in question does more good then harm, as now instead of having bunch of partially usable controllers, some are fully usable

### Steps to reproduce

Connect Nvidia shield controller to mac

Open Input map
Try to add input
press button on controller

Or run project
press buttons
events are not registering on output

### Minimal reproduction project (MRP)

[playground.zip](https://github.com/godotengine/godot/files/14469440/playground.zip)
Repository: PowerToys
Issue: Fancy Zones - Virtual Desktops - Drag To An Area of Virtual Desktop
Labels: Idea-Enhancement,FancyZones-VirtualDesktop

### Description of the new feature / enhancement

Steps to create.
1.  Divide desktop in half using fancy zones
2.  Create two or more virtual desktops.
3. Click on the virtual desktop icon in taskbar (Windows 11)
4. Drag an application from one virtual desktop to another.
5. When dropping the app in the other desktop, place it on the right half or left half of the desktop, and that is where the app lands on the destination desktop.  Currently it ONLY goes to the same zone in the destination desktop.     So if it it source zone is the right half of source desktop, then when its moved it will always be the right half of the destination desktop.  Would be nice to be able to be able to choose depending on where the app is dropped on the desktop.  This feature may be hard to use on smaller monitors, but on a big 24" ultra wide it should would be nice. 

### Scenario when this would be used?

Change fancy zones as you also change virtual desktops. 

### Supporting information

_No response_
Repository: vscode
Issue: Toggle between minimal / default size for VS Code sidebar and last custom size.
Labels: under-discussion,layout

Type: <b>Feature Request</b>

Please add a feature to the VS Code sidebar that could toggle between at least two states:
1) the minimal (perhaps default?) size of the sidebar window
2) the last custom size of the sidebar window.

Perhaps this could be supported by hovering over the right edge of the sidebar to see the resize icon and then double-clicking to toggle between the states.  Or some buttons.

I'd find this especially useful when switching between Copilot Chat and editor windows.

I've tried opening Copilot Chat in a new window and also in a new editor window, but that doesn't flow as well.
For the new window: It's too easy to close the new window & lose my chat history.
For the new editor window: I'd like to rename the window or toggle its name to not be one of my random questions from chat history and instead be generic and not as hard to find among many open VS Code tabs.

Chat history unified across all the various ways to open Copilot Chat from VS Code would also be helpful.

VS Code version: Code 1.87.0 (019f4d1419fbc8219a181fab7892ebccf7ee29a2, 2024-02-27T23:41:44.469Z)
OS version: Windows_NT x64 10.0.19045
Modes:


<!-- generated by issue reporter -->
Repository: godot
Issue: Script inherits from native type 'Resource', so it can't be assigned to an object of type 'Object'. while it CAN be assigned manually via the Godot 4.2 editor in to an array
Labels: bug,topic:gdscript,topic:editor

### Tested versions

Godot 4.2

### System information

Godot v4.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.22024.3) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

It is possible to manually assign a script (in this case "PlanetNoise") native to the type 'Resource' to an array via the editor. (see picture (1)) (just click on empty in the array go all the way down until you see PlanetNoise script to add it).
It works can be read written accessed... everything... Godot 4.2 makes a cake and bakes it...

But if you try to assign it via script it trows the following error:
 -> "(3) Script inherits from native type 'Resource', so it can't be assigned to an object of type 'Object'."
 it generates the objects but does not add the script
 I have tried multiple solutions all provide the same error it seems to be a bug, or i am incompetent :P

![Visual Aid](https://github.com/godotengine/godot/assets/26202974/7f778cdc-54c5-4eb7-a409-00de9c368e08)


### Steps to reproduce

1. load the project.
2. click on planet.
3. open script PlanetData (the code is all the way at the bottom)
4. click on "do bug" toggle (see picture)
5. get error...
6. ???
7. profit.
Note 1: you do need to click on the array to update it visually in the editor.
Note 2: only use the "do bug" toggle other unnecessary functions are disabled/ grayed out. 
(if you enable the other functions in the scrips, it will most likely cause a loop due to null values, here be dragons)

### Minimal reproduction project (MRP)

[Dark Stars.zip](https://github.com/godotengine/godot/files/14469549/Dark.Stars.zip)
Repository: go
Issue: x/tools/cmd/deadcode: add a way to treat exposed APIs as reachable
Labels: NeedsInvestigation,Tools

@alandonovan the deadcode tool is great, thank you so much for working on it! It's being really useful as an extension of staticcheck's unused analysis, which is easier and faster to run, but only works on a per-package basis and doesn't consider exported declarations.

When I run it on a public Go module, such as https://github.com/mvdan/sh, I see a lot of output that doesn't seem right to me:

```
$ deadcode ./...
fileutil/file.go:24:6: unreachable func: HasShebang
fileutil/file.go:64:6: unreachable func: CouldBeScript
interp/api.go:332:6: unreachable func: CallHandler
interp/api.go:343:6: unreachable func: ExecHandler
interp/api.go:364:6: unreachable func: ExecHandlers
interp/api.go:380:6: unreachable func: OpenHandler
interp/api.go:390:6: unreachable func: ReadDirHandler
interp/api.go:408:6: unreachable func: ReadDirHandler2
interp/api.go:416:6: unreachable func: StatHandler
interp/handler.go:212:6: unreachable func: LookPath
interp/handler.go:322:6: unreachable func: DefaultReadDirHandler
shell/expand.go:26:6: unreachable func: Expand
shell/expand.go:48:6: unreachable func: Fields
[...]
```

It's true in some way that these funcs are not reachable; there are only a couple of main packages under `cmd`, and neither use any of those funcs. However, this is a public and stable Go module (https://pkg.go.dev/mvdan.cc/sh/v3) and all of the APIs listed above are exposed on purpose for library users, and cannot be deleted in a backwards compatibility manner even if I wanted to.

I wish there were a way to run the deadcode tool in a "library" mode, so that any exposed API would automatically be marked as reachable. I think that would mean any exported names in packages which are not declared as internal.

One could argue that this should happen automatically, for example if the tool can detect it is running on a module which is already a stable semver version like v1 or v3. However, I think being in control would be most useful. Taking my own sh/v3 module as an example again, if I'm starting to consider what I would like to do with the API for a future v4, running the tool in its current mode can be a good way to spot if I want to drop any of the APIs I don't myself need, if I think they're no longer very useful to external users. And, on the other hand, some v0 modules are on the way to a v1, so they still try pretty hard to not break backwards compatibility.
Repository: rust
Issue: Incorrect suggestion to add turbofish when `>` is missing
Labels: A-diagnostics,T-compiler,D-invalid-suggestion,D-incorrect

### Code

```Rust
type One = for<'b, 'a> fn(Box<dyn Send + 'a + 'b);
```


### Current output

```Shell
error: generic args in patterns require the turbofish syntax
 --> src/lib.rs:1:30
  |
1 | type One = for<'b, 'a> fn(Box<dyn Send + 'a + 'b);
  |                              ^
  |
help: use `::<...>` instead of `<...>` to specify lifetime, type, or const arguments
  |
1 | type One = for<'b, 'a> fn(Box::<dyn Send + 'a + 'b);
  |                              ++
```


### Desired output

_No response_

### Rationale and extra context

Adding the turbofish is wrong, so the output should be something else that doesn't ask me to add the turbofish.

### Other cases

_No response_

### Rust Version

```Shell
1.76.0 (via Playground), unchanged on current nightly
```


### Anything else?

_No response_
Repository: godot
Issue: FBXDocument register/unregister document extensions are non functional
Labels: bug,enhancement,topic:import,topic:3d

### Tested versions

- Reproducable in https://github.com/godotengine/godot/commit/f2045ba822bff7d34964901393581a3117c394a9
- not Reproducable in dev3 

The FBXDocument is a new feature

### System information

Windows 11, Nvidia 3090, Vulkan forward+, Vulkan mobile

### Issue description

During the merge of FBXDocument, the GLTFExtension system was not implemented, commented stubs were left in c++ where the extensions should go.

### Steps to reproduce

I have not executed this sample code code.

```gdscript
var fbx = FBXDocument.new()
fbx.register_gltf_document_extension # ...
fbx.append_from_file # ...
fbx.generate_scene # ...
```

### Minimal reproduction project (MRP)

The bug is visible in a brand new project.
Repository: neovim
Issue: internal block paste with OSC52
Labels: bug,clipboard

### Problem

The problem has been well described in #1822. This looks the same, but only for OSC52 clipboard provider. With only `vim.opt.clipboard = 'unnamedplus'` everything works as expected.

### Steps to reproduce

Run Neovim as `nvim --clean -u clipboard.lua`

```lua
--clipboard.lua
vim.opt.clipboard = 'unnamedplus'
vim.g.clipboard = {
  name = 'OSC 52',
  copy = {
    ['+'] = require('vim.ui.clipboard.osc52').copy '+',
    ['*'] = require('vim.ui.clipboard.osc52').copy '*',
  },
  paste = {
    ['+'] = require('vim.ui.clipboard.osc52').paste '+',
    ['*'] = require('vim.ui.clipboard.osc52').paste '*',
  },
}
```

Try to yank a block of code and paste it in

### Expected behavior

The block pasting works the same way as for other system providers.

### Neovim version (nvim -v)

v0.10.0-dev-35f453f

### Vim (not Nvim) behaves the same?

idk

### Operating system/version

NixOS

### Terminal name/version

foot version: 1.16.2

### $TERM environment variable

foot

### Installation

nix flake github:neovim/neovim?dir=contrib
Repository: tauri
Issue: [docs] Requires `zlib-devel-static` on OpenSUSE.
Labels: type: documentation

It's not listed as a requirement in the docs but Tauri seems to require `zlib-devel-static` on OpenSUSE Tumbleweed.
When not present, `cargo tauri dev` throws the following error, and gets stuck in the build process a while later:

```
   Compiling webkit2gtk v0.18.2
error: linking with `cc` failed: exit status: 1
# a ton of paths here
  = note: /usr/lib64/gcc/x86_64-suse-linux/13/../../../../x86_64-suse-linux/bin/ld: cannot find -lz: No such file or directory
          /usr/lib64/gcc/x86_64-suse-linux/13/../../../../x86_64-suse-linux/bin/ld: cannot find -lz: No such file or directory
          /usr/lib64/gcc/x86_64-suse-linux/13/../../../../x86_64-suse-linux/bin/ld: cannot find -lz: No such file or directory
          /usr/lib64/gcc/x86_64-suse-linux/13/../../../../x86_64-suse-linux/bin/ld: cannot find -lz: No such file or directory
          collect2: error: ld returned 1 exit status
# more build output
# gets stuck on
2024-03-02T16:16:09.712607Z  INFO ✅ success
```
Repository: next.js
Issue: Top-level await causes the client component to report an error. Element type is invalid. Received a promise that resolves to: undefined. Lazy element type must resolve to a class or function.
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Innei/nextjs-top-level-reproduction

### To Reproduce

1. clone this repo
2. run dev
3. open dev url


---

Write a client component like this.


```tsx
'use client'

import type { FC } from 'react'

const highlighter = await Promise.resolve([]) // with a top level await any value


export const ShikiHighLighter: FC<{}> = (props) => {
  console.log(highlighter)
  return null
}

```

and import this in root component.

```tsx
// page.tsx
import Image from 'next/image'
import { ShikiHighLighter } from '../../components/shiki' // only import also lead to all app crash

export default function Home() {
  return (
    <main className="flex min-h-screen flex-col items-center justify-between p-24">
      <ShikiHighLighter />
    </main>
  )
}

```



![CleanShot 2024-03-03 at 12  56 57@2x](https://github.com/vercel/next.js/assets/41265413/54a11d28-e6ae-444e-999a-b21247f2dc69)



### Current vs. Expected behavior

current: 
`Error: Element type is invalid. Received a promise that resolves to: undefined. Lazy element type must resolve to a class or function.`

Expected: DONT crash

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.3.0: Wed Dec 20 21:31:00 PST 2023; root:xnu-10002.81.5~7/RELEASE_ARM64_T6020
Binaries:
  Node: 20.8.1
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 8.14.1
Relevant Packages:
  next: 14.1.1
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Mov2Mov didnt working with the latest version 1.8.0
Labels: bug-report


Mov2Mov plugin didnt working with the latest version 1.8.0

what should i do? please fix it, thanks
Repository: godot
Issue: OptionButton Dropdown doesn't inherit transform
Labels: discussion,topic:gui

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.4665) - 11th Gen Intel(R) Core(TM) i5-11400F @ 2.60GHz (12 Threads)

### Issue description

An OptionButton node's dropdown selection menu does not move with the rest of the node.

![buggg0001-0664-ezgif com-video-to-gif-converter](https://github.com/godotengine/godot/assets/6430599/4ca8e8ad-3f3e-4a54-bfad-73aa61f1d2ac)


### Steps to reproduce

Create an OptionButton, move it.

### Minimal reproduction project (MRP)

[optionbutton_bug.zip](https://github.com/godotengine/godot/files/14470433/optionbutton_bug.zip)
Repository: deno
Issue: Feature flags for `denort`
Labels: build,cli,compile

Add cargo feature flags for large extensions, namely ext/webgpu, ext/node and ext/crypto. Enabled by default.

```
cargo build -p deno --bin=denort --no-default-features --features="crypto"
```