sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: More or less tightly coupled traits fail in where clause trying to establish a tight coupling
Labels: A-trait-system,T-compiler,C-bug,D-confusing,S-has-mcve

I tried this code [playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=b14bc53a690bab8f362037acdb8c4cf3):

```rust
trait A {
    type TC: C<TA = Self>;
}

trait B {
    type TA: A;
}

trait C: B where
    // adding this breaks it when using the trait
    Self::TA: A<TC = Self>,
{
}

#[allow(dead_code)]
fn use_c<X>()
where
    X: C,
{
}
```

The compiler (e.g. rustc 1.74 stable, but also nightly) fails with:
```
error[E0271]: type mismatch resolving `<<X as B>::TA as A>::TC == X`
  --> src/lib.rs:18:8
   |
16 | fn use_c<X>()
   |          - this type parameter
17 | where
18 |     X: C,
   |        ^ expected type parameter `X`, found associated type
   |
   = note: expected type parameter `X`
             found associated type `<<X as B>::TA as A>::TC`
   = note: you might be missing a type parameter or trait bound
note: required by a bound in `C`
  --> src/lib.rs:11:17
   |
9  | trait C: B where
   |       - required by a bound in this trait
10 |     // adding this breaks it when using the trait
11 |     Self::TA: A<TC = Self>,
   |                 ^^^^^^^^^ required by this bound in `C`

For more information about this error, try `rustc --explain E0271`.
```

The idea is to have "coupled" types through traits (in my case: various IP-address based types that are linked by address family, see [`cidr::Address`](https://docs.rs/cidr/latest/cidr/trait.Address.html) - I'd like to add a `GenericCidr` supertrait to `Cidr` which just includes the `Address` associated type).

In the example `A` and `C` are supposed to strictly coupled, while `B` simply points to an `A` type (but `B` also needs to be a base for `C`) - so there could be a type implementing `B` but not `C`, but it'd point to a type implementing `A` with a partner type for `C` (that also implements `B`).

The `where` could be moved to the function (`X::TA: A<TC = X>`), but I don't see why it can't work in the trait, and the error seems to indicate the compiler is quite confused about what the problem is.
Repository: godot
Issue: INV_VIEW_MATRIX is incorrect with double precision
Labels: discussion,documentation,topic:shaders

### Godot version

4.2 with double precision

### System information

Windows 11, Nvidia 3090

### Issue description

This issue is about a bug found in Godot where INV_VIEW_MATRIX does not work as expected when using double precision.

- The bug was discovered during a discussion between developers DETOX and iFire.
- Broke XR Grid https://github.com/V-Sekai/V-Sekai.xr-grid 
- It occurs in both official and unofficial branches of Godot.

#### 4.2 double build

![editor_screenshot_2023-12-03T083902](https://github.com/godotengine/godot/assets/32321/db0a87bb-8be5-4957-ad03-78248f20c593)

#### 4.2 steam build
![editor_screenshot_2023-12-03T084001](https://github.com/godotengine/godot/assets/32321/01d3c78c-37a6-4e44-b330-a396b33bf894)

### Steps to reproduce

 The issue can be reproduced by using the following shader code in a project with double precision enabled attached to a mesh:

```glsl
shader_type spatial;

void vertex() {
    mat4 m = INV_VIEW_MATRIX * VIEW_MATRIX;
    COLOR = abs(m[3]); // This is meant to be black
}

void fragment() {
    ALBEDO = COLOR.rgb;
}
```

### Minimal reproduction project

[INV_VIEW_MATRIX bug Game Project.zip](https://github.com/godotengine/godot/files/13539578/INV_VIEW_MATRIX.bug.Game.Project.zip)
Repository: godot
Issue: Unrecognizable enums and custom classes In remote
Labels: bug,topic:editor,confirmed

### Godot version

4.2 Stable

### System information

Windows 10

### Issue description

Exported custom classes in C#, during play in remote, show the object ID instead of a recognizable name.
Also, exported enums are shown as numbers during play in remote, instead of strings.

I know I could export a Dictionary holding a string identifier and the enum or custom class, but that's redundant code I'd rather avoid. 

![Vuv2O](https://github.com/godotengine/godot/assets/118196923/f5f30c5f-afd8-463e-b6ff-98ea821488e3)

![dKKCL](https://github.com/godotengine/godot/assets/118196923/61b13c90-2587-4a85-9abf-06a3152cbab2)


### Steps to reproduce

Create a class that inherits a node2D and export it or export an enum representing an integer.

### Minimal reproduction project

N/A
Repository: godot
Issue: Setting mouse mode to confined causes TextureButton hover to stop working (new -after upgrading to Godot 4.2 from 4.1.1)
Labels: bug,topic:input,regression,topic:gui

### Godot version

v4.2.stable.mono.official [46dc27791]

### System information

Godot v4.2.stable.mono - Fedora Linux 38 (Thirty Eight) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 SUPER (nvidia; 545.29.06) - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)

### Issue description

I updated my project from 4.1.1 to 4.2. I noticed that the TextureButton hover textures stopped appearing. After some experimentation I narrowed it down to occurring after setting mouse mode to confined.

### Steps to reproduce

1. Make a new project
2. Make a new scene with TextureButton
3. Attach a script and set mouse mode to confined
4. Play the scene and moving the cursor over the TextureButton doesn't result in the hover texture

### Minimal reproduction project

- texture_button.tscn shows the issue with a C# script
- texture_buttongd.tscn shows the issue with a GDScript script

[hover_issue.zip](https://github.com/godotengine/godot/files/13539694/hover_issue.zip)
Repository: godot
Issue: Animation editor always operates in seconds even if the interface and tooltips say it's operating in frames per second
Labels: bug,topic:editor,documentation

### Godot version

v4.2.stable.mono.official [46dc27791]

### System information

Windows 11, Intel Core i5 10300H, nVidia GTX 1650

### Issue description

When editing animations, if you set snap mode to frames and set a value of 1 (snap at 1 frame resolution), the timeline updates to show frames and the animation duration tooltip will say the duration is in frames, but if you create an animation from 1 to 10 in the timeline, the animation will actually take 10 seconds to finish instead of 10 frames as indicated by the tooltip.

![animation_player_bug](https://github.com/godotengine/godot/assets/1204296/0ea19e01-3a6e-49a7-9fea-d0214bf31e5e)


### Steps to reproduce

- Create new project
- Drag default icon to 2D scene
- Create new AnimationPlayer node
- Create new animation in Animation bottom tab.
- Set Snap mode to FPS
- Set to snap to 1 frame
- Set animation duration to 10 (it should be 10 frames, as indicated by the tooltip on the clock icon)
- Make the default icon move positions, with one keyframe at frame 0 and another at keyframe 10.
- According to the tooltip, this animation should last 10 frames, but playing the animation reveals it lasts 10 seconds

### Minimal reproduction project

[animation_bug.zip](https://github.com/godotengine/godot/files/13539780/animation_bug.zip)

Project with animation already created. Don't know if animation editor settings are saved, so to test, please change snap mode to FPS.
Repository: godot
Issue: Using Keyboard Shortcut for "New Inherited Scene" instead opens "New Text File..."
Labels: discussion,topic:editor,topic:input

### Godot version

4.1.3.stable.official [f06b6836a]

### System information

Godot v4.1.3.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3742) - 11th Gen Intel(R) Core(TM) i7-11700KF @ 3.60GHz (16 Threads)

### Issue description

Creating New Inherited Scenes attempting to use the keyboard shortcut CTRL+SHIFT+N pops up the wrong window and instead opens the window for "New Text Files..."

https://imgur.com/a/mGHiUKw
What it does vs what its suppose to do.

### Steps to reproduce

Ctrl+Shift+N simple as.

### Minimal reproduction project

Ctrl+Shift+N simple as.
Repository: deno
Issue: Calling `unref()` on a child process instance created by Node.js' `spawn` API kills the sub process
Labels: needs investigation,node compat,node API

Version: Deno 1.38.0
Platform: Microsoft Windows NT 10.0.22621.0 x64

----

## Scenario

A parent program: 

```typescript
import process from 'node:process';
import {spawn} from 'node:child_process';

const timer = `Running program`;
console.time(timer);
process.on('exit', () => console.timeEnd(timer));

const procNode = spawn('node', ['test.js']);
setTimeout(() => procNode.unref(), 1000);
```

that spawns a Node.js sub process implemented by `test.js`: 

```javascript
import {writeFile} from 'node:fs/promises';
import {setTimeout} from 'node:timers/promises';

console.log('node running');
await setTimeout(2000);
await writeFile('from-node.txt', 'Hello from Node.js');
```

## Bug

We can see Deno fails making the sub process go through because the file `from-node.txt` is never created.

If you're wondering about the different logs and timings, as well as why I spawn a child Node.js process: it's an example I adapted from [this Node.js issue](https://github.com/nodejs/node/issues/51018)

They help inspecting the behavior. Thanks to that, I can see in [System Informer](https://systeminformer.sourceforge.io/) that the sub process ***is*** created, but that it gets terminated at the same time as the parent due to the `unref()` call in the middle.

This code works with Node.js v20.9.0.

## Expectations

As part of the Node.js compatibility work, this should eventually be fixed.

In the meantime, update the [compatibility list](https://docs.deno.com/runtime/manual/node/compatibility) page which tells only this: 

> The ipc and overlapped stdio options are missing. Passing file descriptors by an integer value is missing.

## Context

- [Node.js issue #51018](https://github.com/nodejs/node/issues/51018)
- there's no builtin Deno alternative to *not* wait for a subprocess: 
  - #5501
  - #18189
Repository: godot
Issue: Godot crashes when starting a remote debug session, C#
Labels: bug,platform:android,topic:editor,topic:dotnet,crash

### Godot version

v4.2.stable.mono.official [46dc27791]

### System information

Godot v4.2.stable.mono - macOS 14.1.2 - Vulkan (Mobile) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

Using remote debug, the process halt halfway through after which the whole engine needs to be force quitted.

<img width="1001" alt="Screenshot 2023-12-03 at 19 55 45" src="https://github.com/godotengine/godot/assets/603645/f59f0398-ffc1-4c12-8268-71536087a083">


### Steps to reproduce

1. Open the project
2. Start remote debug with the icon in the upper right corner

### Minimal reproduction project

[Archive.zip](https://github.com/godotengine/godot/files/13539943/Archive.zip)
Repository: youtube-dl
Issue: Add support for innlandetfylke.no (videohost: CompanyCast)
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video [embed version]: https://innlandetfylke.no/politikk/aktuelt/nett-tv/#/innlandet/fylkestingsmoter/5e19lmwj
- Single video [host domain]: https://website-integration.companycast.live/innlandet/fylkestingsmoter/5e19lmwj
- Playlist: no playlists
- Video directory [list of all videoes hosted on this website]: https://innlandetfylke.no/politikk/aktuelt/nett-tv/#/innlandet 

## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

WRITE DESCRIPTION HERE

This website is from the goverment region Innlandet in Norway and used for distribution of political meetings. The content is not under copyright and does not require login credentials.

The videos are hosted with CompanyCast. The videoes are embedded on the website. When going to the parent level and copying the url from clipboard the domain host link is given. At this time youtube-dl errors with "Unsupported URL"

The direct videolink is given in the info.json file under "vod_m3u8". For the example video. The link is given as: \/\/cdn.companycast.live\/https\/companycast.live\/files\/priv\/videos\/133126\/edited-2023-10-26_07-22-03.mp4\/index.m3u8.
Repository: PowerToys
Issue: [MWB] - Option to send only keyboard / mouse events to other PCs 
Labels: Idea-Enhancement,Product-Mouse Without Borders

### Description of the new feature / enhancement

It would be ideal to be able to control the secondary PC only with keyboard or only with mouse, as well as to be able to activate and deactivate these options with key combinations.

### Scenario when this would be used?

I am a Vtuber and I like the tool, but to use gestures and animations while playing shooter games I have to enable the option to control all PCs at the same time, which causes me to accidentally click on any OBS Studio window while shooting or navigating through the Menu.

Ideal for me would even be to be able to set which keys are transmitted and which keys are not transmitted to the other PC, since for gestures I use the numeric keypad only, but being able to disable only the mouse and still use the keyboards would be helpful enough for me.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: After updating to v1.6.0, WebUI no longer launches
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

After updating to 1.6.0 I cannot launch Stable Diffusion WebUI, and I cannot install new requirements (if any) since they have some clashes between them.

### Steps to reproduce the problem

Open WebUI.bat [Windows]

### What should have happened?

Launches

### Sysinfo

cannot do the command as it gives the same error

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

Google Chrome

### Console logs

```Shell
Error:

> Python 3.8.5 (tags/v3.8.5:580fbb0, Jul 20 2020, 15:57:54) [MSC v.1924 64 bit (AMD64)]
> Version: v1.6.0
> Commit hash: 5ef669de080814067961f28357256e8fe27544f4
> Installing SD-CN-Animation requirement: scikit-image
> Launching Web UI with arguments:
> no module 'xformers'. Processing without...
> no module 'xformers'. Processing without...
> Traceback (most recent call last):
>   File "launch.py", line 48, in <module>
>     main()
>   File "launch.py", line 44, in main
>     start()
>   File "path\to\stable-diffusion-webui\modules\launch_utils.py", line 432, in start
>     import webui
>   File "path\to\stable-diffusion-webui\webui.py", line 13, in <module>
>     initialize.imports()
>   File "path\to\stable-diffusion-webui\modules\initialize.py", line 33, in imports
>     from modules import shared_init
>   File "path\to\stable-diffusion-webui\modules\shared_init.py", line 5, in <module>
>     from modules import shared
>   File "path\to\stable-diffusion-webui\modules\shared.py", line 5, in <module>
>     from modules import shared_cmd_options, shared_gradio_themes, options, shared_items, sd_models_types
>   File "path\to\stable-diffusion-webui\modules\options.py", line 74, in <module>
>     class Options:
>   File "path\to\stable-diffusion-webui\modules\options.py", line 77, in Options
>     def __init__(self, data_labels: dict[str, OptionInfo], restricted_opts):
> TypeError: 'type' object is not subscriptable
> Press any key to continue . . .
```


### Additional information

_No response_
Repository: godot
Issue: Save Branch as Scene on Skeleton3D node creates MeshInstance3D with ImmediateMesh as mesh type
Labels: discussion,topic:editor,topic:3d

### Godot version

4.2

### System information

WIndows 10 - Godot 4.2 stable - Vulkcan+ - 1660 nVidia

### Issue description

When creating a scene where a Skeleton3D node is the root, a new MeshInstance3D is created as the child and assigned an empty ImmediateMesh as it's mesh type.

When an empty Node3D is the root of the scene (Node3D -> Skeleton -> Meshes) no extra MeshInstance3D is generated. This happens for both imported rigs (e.g. from blender) as well as with empty skeletons.

This may be intended behaviour, or an editor only bug, but it caught me off guard.

### Steps to reproduce

Create a Skeleton3D. Save it as a scene. Open the scene -- there will be a MeshInstance3D with its visibility set to false and an empty ImmediateMesh loaded.

### Minimal reproduction project

[Skeleton3D-Issue-Example.zip](https://github.com/godotengine/godot/files/13540377/Skeleton3D-Issue-Example.zip)
Repository: godot
Issue: PopupMenu makes selected Control become unresponsive for EditorProperty
Labels: bug,platform:macos,topic:porting,topic:input,topic:gui

### Godot version

4.2 stable

### System information

Apple M1 Pro - macOS 14.0 - Godot 4.2 stable - Mobile

### Issue description

While making a LineEdit with a PopupMenu to display options, my LineEdit becomes unresponsive to input when the Popup is shown. PopupMenu has unfocusable set to true and works as expected when playing the project but not when used in the Editor. The same behavior occurs with TextEdit and CodeEdit

Running project (works as expected)
![2023-12-03 13 56 38](https://github.com/godotengine/godot/assets/74925183/d6d4796d-7bc6-4c36-801b-c19b36169596)

Running in Inspector Plugin (LineEdit becomes unresponsive on popup)
![2023-12-03 13 59 02](https://github.com/godotengine/godot/assets/74925183/c809eee0-2819-4abf-970a-76faa37659dc)

Things I've tried
- `popup_menu.unfocusable = true`
- `popup_menu.set_flag(Window.FLAG_NO_FOCUS, true)`
- `popup_menu.gui_disable_input = true`

### Steps to reproduce

- Open minimal reproduction project
- Make sure `MyPlugin` is enabled in Project > Project Settings > Plugins
- Open search_property_test.tscn
- Select `Node` in Scene panel
- Go to the Inspector and type in the `My Name` property field

### Minimal reproduction project

[Bug_Report.zip](https://github.com/godotengine/godot/files/13540403/Bug_Report.zip)
Repository: godot
Issue: Crash while switching scenes using SkeletonModification2DLookAt modifier
Labels: bug,needs testing,crash,topic:animation

### Godot version

since 4.0

### System information

Windows 10 - Godot v4.3.dev.custom_build [d76c1d0e5]

### Issue description

Application crashes in Editor after switching two scenes. One of them contains Skeleton2D with SkeletonModification2DLookAt modifier.

### Steps to reproduce

This issue is very hard to reproduce, but sometimes in can crash every 5 minutes and in other times it works well for weeks.

To reproduce this issue open attached project:
1. open scene main.tscn and zoom-out to 10-15% (it may vary on different computer setup, the drawing delay is necessary to reproduce).
2. open scene1.tscn (at least two tabs must be loaded)
3. save and exit editor.

Reproduction loop:
1. open editor with saved project,
2. execute project 1-2 times for couple of seconds,
4. switch to tab scene1 and select polygon (or deselect-select if you are repeating scenario)
5.  switch to main tab.
6. repeat

Result:

Crash with following call-stack:
`================================================================
CrashHandlerException: Program crashed

Engine version: Godot Engine v4.3.dev.custom_build (d76c1d0e516fedc535a2e394ab780cac79203477)

Dumping the backtrace. Please include this when reporting the bug to the project developer.

[0] SkeletonModification2DLookAt::_execute (D:\godot2\scene\resources\skeleton_modification_2d_lookat.cpp:149)

[1] SkeletonModificationStack2D::execute (D:\godot2\scene\resources\skeleton_modification_stack_2d.cpp:108)

[2] Skeleton2D::execute_modifications (D:\godot2\scene\2d\skeleton_2d.cpp:735)

[3] Skeleton2D::_notification (D:\godot2\scene\2d\skeleton_2d.cpp:659)

[4] Skeleton2D::_notificationv (D:\godot2\scene\2d\skeleton_2d.h:104)

[5] Object::notification (D:\godot2\core\object\object.cpp:840)

[6] SceneTree::_process_group (D:\godot2\scene\main\scene_tree.cpp:950)

[7] SceneTree::_process (D:\godot2\scene\main\scene_tree.cpp:1031)

[8] SceneTree::process (D:\godot2\scene\main\scene_tree.cpp:510)

[9] Main::iteration (D:\godot2\main\main.cpp:3636)

[10] OS_Windows::run (D:\godot2\platform\windows\os_windows.cpp:1474)

[11] widechar_main (D:\godot2\platform\windows\godot_windows.cpp:182)

[12] _main (D:\godot2\platform\windows\godot_windows.cpp:204)

[13] main (D:\godot2\platform\windows\godot_windows.cpp:218)

[14] WinMain (D:\godot2\platform\windows\godot_windows.cpp:232)

[15] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)

[16] <couldn't map PC to fn name>

-- END OF BACKTRACE --
================================================================`

![obraz](https://github.com/godotengine/godot/assets/13313981/774bc5cb-af8d-40af-be42-d21e902b3760)
Debugger showed that target_node_reference is invalid.

https://github.com/godotengine/godot/assets/13313981/c3602f33-77af-48bb-9e62-480462df269b




### Minimal reproduction project

[Crash.zip](https://github.com/godotengine/godot/files/13540449/Crash.zip)