sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Scene inherited from GraphNode changes order of its children after scene is opened in editor and game launched.
Labels: bug,topic:editor

### Tested versions

Reproducible in:
- Godot v4.2.1.stable
- Godot v4.2.stable

### System information

Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3168) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

I have a scene with GraphNode and another scene inherited from previous one. Parent consists of root node and few children, one of which is supposed to always be the last one (basically a footer). Child scene adds some additional elements between the footer and other inherited nodes.

Today I noticed that order of nodes in my game (correct one) does not match the order in the editor and footer in editor is higher than it should be. Git showed no changes in .tscn files - footer was the end. When I ran the project from Godot editor while having the child scene open, .tscn file was instantly overwritten and order of nodes changed to match what editor was showing. When I reverted the changes using git, closed the child scene in Godot editor and ran project once more, this time order was correct and the footer was the last element.
![image](https://github.com/godotengine/godot/assets/44038381/410a1f4a-1bf6-477e-aae3-1cb6a09c08c7)


Removing .godot dir does not help and issue returns everytime I open the Child scene. I prepared minimal example in Godot 4.2.

### Steps to reproduce

Look at content of scene files in text editor between the steps.

Open the example and run the game.
Remember order of labels in left corner.
Open the graph_edit_child scene and run the game.
Compare order of labels with previous one.
Change the scene in editor to control and back to graph_edit_child scene
Compare order of labels with previous ones.
Move label3 over its siblings and run the game.
Compare order of labels with previous ones.

MarginContainer with similar setup provided on the right for comparison.

### Minimal reproduction project (MRP)

[test.zip](https://github.com/godotengine/godot/files/13621224/test.zip)
Repository: PowerToys
Issue: Mouse jump ... to different virtual desktops
Labels: Idea-Enhancement,Product-Virtual Desktop,Product-Mouse Utilities

### Description of the new feature / enhancement

Mouse jump works only in the desktop you are in. Please consider the enhancement that when the Mouse jump hotkeys are activated the different desktops are also mapped. 
For example when you are using 3 desktops on 3 screens and you activate Mouse jump, you could not only jump to another screen, but to that screen in a different desktop.

### Scenario when this would be used?

If this enhancement was available, I would likely use it 5+ times a day. I always work with 3 or 4 desktops open and need to jump between the desktops and the screens depending on the need for what I am working on. 
An example would be if I am working on one desktop and I receive a call and need to jump to a specific screen in another desktop, I would use the enhanced Mouse jump to jump to the desired screen. 

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Separate the sketch from the mask in the inpaint sketch freature.
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 ?

The sketch feature is really handy for altering the color, or sketching the outline and basic color of something to add to the image.  However, sometimes I may want to do the same for just a small section of the overall image.  Typically when I want to do this, I don't want to ONLY mask the region I'm sketching (which is how the feature currently works).  Rather I'd like to mask a region around the sketch to preserve context from the original image around the sketched object.

### Proposed workflow

1. Go to inpain sketch sub tab of img2img tab
2. Load source image to inpaint
3. Select colors and draw over a small section of the original image.
4. Select a separate masking tool to draw a mask over the region I want inpainted (including the sketch and some space arouind it.
5. Configure all other generation options as usual and click "Generate"


### Additional information

_No response_
Repository: godot
Issue: Runtime error when passing a previously freed Object as a statically typed function argument [GDScript]
Labels: discussion,topic:core

### Tested versions

Reproducible in: v4.2.1.stable.official [b09f793f5]
### System information

Windows 10

### Issue description

If you pass a reference of a previously freed instance of an Object as a statically typed function parameter, we get a CALL_ERROR_INVALID_ARGUMENT error.

In some similiar cases, the same issue does not occur: 
 - Returning a freed instance from a function with static return type is **OK**
 - Initializing a statically typed variable using a freed instance is **OK**
 - Passing a freed instance as a Variant function argument is **OK**


**Expected result:**
The reference to a freed object is passed to the function without issue.

**Additional information**
The error occurs here, because the `is_type` function returns `false` when the target Object was previously freed:
https://github.com/godotengine/godot/blob/b94eb58d35b3dd8a9f522bc90df0db73862ef326/modules/gdscript/gdscript_vm.cpp#L514-L520

Adding a special case check like this to the above code snippet will solve the problem, but there is probably a better solution:
```c++
if (!argument_types[i].is_type(*p_args[i], true)) {
        if (p_args[i]->get_type() == Variant::OBJECT) {
	        bool was_freed = false;
	        p_args[i]->get_validated_object_with_check(was_freed);
	        if (was_freed) {
		        memnew_placement(&stack[i + 3], Variant(*p_args[i]));
		        continue;
	        }
        }
        // ...
}
``` 

### Steps to reproduce

```gdscript
func _ready() -> void:
	var n := Node.new()
	n.free()
	test(n)

func test(n: Node) -> void:
	pass

``` 

Create a new scene, attach the above script, and run the scene.

### Minimal reproduction project (MRP)

[TestProj.zip](https://github.com/godotengine/godot/files/13621820/TestProj.zip)
Repository: pytorch
Issue: Potential issue with custom transformer masks when using fast path and batch_first=True
Labels: module: nn,triaged

### 🐛 Describe the bug

When initializing a Transformer like this
```
nn.Transformer(hidden_dim * 2, 4, batch_first=True)
```

and then calling it like this
```
attention_mask = nn.Transformer.generate_square_subsequent_mask(x.shape[0])
output = self.transformer(x, x, src_mask=attention_mask, tgt_mask=attention_mask, src_is_causal=True, tgt_is_causal=True)
```

**it will work for training but not for predictions.** 

The error message for predictions is 
```shape '[1, 1, 52, 52]' is invalid for input of size 4096```
when the input shape of x is [64, 52, 20], where 64 is the batch dimension (in my case I'd like to ignore following batches using the given mask, which is why the mask is [64,64]).

**If I change batch_first to False, both training and predictions work.** I assume this could be an issue with the transformers internal  "fast path", which is only active during predictions, but not when training.

### Versions

I use PyTorch 2.1.

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @bhosmer @cpuhrsch @erichan1 @drisspg
Repository: terminal
Issue: "useAnyExisting" ignored with default terminal, allowHeadless, and globalSummon
Labels: Issue-Bug,Product-Terminal,Priority-3,Area-Remoting

### Windows Terminal version

1.19.3172.0

### Windows build number

Version 22H2 (OS Build 19045.3758)

### Steps to reproduce

1. Make Windows Terminal the default terminal for the OS.
1. Add these to default config:
```json
    "compatibility.allowHeadless": true,
    "windowingBehavior": "useAnyExisting",
    "actions": 
    [
        {
            "command": 
            {
                "action": "globalSummon"
            },
            "keys": "ctrl+`"
        },
```
2. Sign out of Windows and sign back in
3. Launch an instance of Windows Terminal
4. Use the global summon keys, <kbd>Ctrl+`</kbd>

### Expected Behavior

Global summon summons/hides the existing instance.

### Actual Behavior

A new terminal window appears for each press of global summon.
Repository: godot
Issue: Scene saving & inheritance bug.
Labels: topic:editor,needs testing

### Tested versions

Reproducible on 4.2-RC2 and after.

### System information

Godot v4.2.1.rc1 - Windows 10.0.19045 - GLES3 (Compatibility) - Intel(R) HD Graphics 4600 (Intel Corporation; 20.19.15.5126) - Intel(R) Core(TM) i3-4330 CPU @ 3.50GHz (4 Threads)

### Issue description

I was working with **4.2-RC1** and later updated to **4.2-stable** and **4.2.1-RC1** respectively.
I didn't created any new scene on these two last versions, so didn't notice of this bug.


_Basically when I create a new scene or inherit one and try to save it, Godot saves the scene, but gives the next error:_
-   **scene/resources/resource_format_text.cpp:1620 - res://node_2d.tscn:1 - Parse Error:**

_NOTE:_

- **Scene is not corrupted after it.**
- **Sometimes, looking for where the bug came from I found some scenes became corrupt, and had to recreate them again (couldn't reproduce this).**

https://github.com/godotengine/godot/assets/136469511/6fce1e39-7840-4d3b-b1e4-99d10d53c142



### Steps to reproduce

_1. Create a new scene.
2. Save it._
**Or:**
_1. Create an inherited scene.
2. Save it._

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Option + 3 on MacOS brings up Help menu on Godot 4.1
Labels: bug,platform:macos,topic:editor,topic:input

### Tested versions

4.1 [f06b6836a]

### System information

MacOS Sonoma 14.1.1 - 4.1 [f06b6836a]

### Issue description

Normally (on a Turkish keyboard, no idea about others) when you press Option + 3, you get a hashtag. Until now, since Godot 3, I was using it to create comments in built-in GDScript editor. But after 4.1, the combination brings up the Help menu. It still does write the hashtag, but it brings the Help menu which is kinda annoying.

### Steps to reproduce

Option + 3 -> Help menu

### Minimal reproduction project (MRP)

.
Repository: PowerToys
Issue: Mouse Utilities: Monitor Edge Translation
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

I have a multiple monitor setup, and I have Windows set to extend the desktop to all of my monitors. However, not all of my monitors have the same resolution/aspect ratio. In particular, I have one of my monitors turned vertically, for better document viewing. (The feature does not require this specific case, but this case is a very clear example of the issue to be addressed.)
Windows allows me to configure the virtual arrangement of my monitors so that I have some control over how the mouse transitions from one monitor to the other. However, there are limitations to the built-in Windows configuration tool.
First of all, and most important - if the two monitors have different vertical resolutions (as is the case when one monitor is rotated vertically), then there will be a "dead corner" in the taller monitor where the mouse can get "stuck." because there is no desktop area defined in the shorter monitor that lines up with this portion of the taller monitor, the mouse pointer will not move over until it is first moved up or down to make it "around the corner". This is particularly frustrating when trying to move the mouse from one far end of the desktop to the other - unless you move into the correct vertical zone, the mouse will get "stuck."
This feature would allow more complex mapping from the edge of one monitor to the other. As a minimal basic feature, any portion of the edge of one monitor which cannot be mapped to the edge of the next monitor would automatically jump "around the corner" when moving over to the next monitor.

### Scenario when this would be used?

This would be useful for anyone with multiple monitor set ups, where not all of the monitors have the same size, resolution, or orientation.
![Example](https://github.com/microsoft/PowerToys/assets/66651686/19012514-9d0f-4f06-801c-0c13aed39173)


### Supporting information

_No response_
Repository: TypeScript
Issue: Problem with function types, <T>() => T extends X ? () : ()
Labels: Help Wanted,Cursed?,Possible Improvement

### 🔎 Search Terms

"function", "generic function"

### 🕗 Version & Regression Information


### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/C4TwDgpgBAYgdgHgBoD4oF4oICooBQCUGa2UEAHsBHACYDOUSUA-FAIxQBcUATAFChIUAKIBHAK4BDADZ02yADRQAmmnR8osRKjKVq9DVoSqWUYACdx0bgDMZdCHwHhoAdXMB7OAHMAShDpxaWAMEQl7eQBvcwhJGi9pEChJbgByAEFUgF8lSJSoDOyUJydBaHh5HUwcfCJ0El0qWgYmVg5ufjKtHmQ1LFxCYihSCib6RlN23mchMSlZHqQlE3VNCt7G-TpDeB6TVgsrLig7WUcZ6ABhD3MYgGNgf0Dg0Ln7HujY+LhE5LTMnJQPL-IpAA

### 💻 Code

```ts
type Fn<X> = <T>() => T extends X ? 1 : 2
type Equals<X, Y> =
  Fn<X> extends
  Fn<Y> ? true : false

type A = Equals<{readonly a: 'A'}, {a: 'A'}>
```


### 🙁 Actual behavior

type A should shows true.

### 🙂 Expected behavior

type A should be false.

It works well when the code is like this.
```ts
type Fn1<X> = <T>() => T extends X ? 1 : 2
type Fn2<X> = <T>() => T extends X ? 1 : 2
type Equals<X, Y> =
  Fn1<X> extends
  Fn2<Y> ? true : false

type A = Equals<{readonly a: 'A'}, {a: 'A'}>
```

### Additional information about the issue

_No response_
Repository: stable-diffusion-webui
Issue: Update safe.py to handle extra pytorch 2.x metadata
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 ?

It looks like pytorch is producing additional metadata files such as the "byteorder" endianness marker [mentioned here](https://github.com/pytorch/pytorch/issues/101688#issuecomment-1701308630) and the serialization ID [mentioned here](https://github.com/pytorch/pytorch/pull/100994).  Those extra metadata files cause A1111's [safety checks](https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/4afaaf8a020c1df457bcf7250cb1c7f609699fa7/modules/safe.py#L67-L84) to raise an exception:

    Traceback (most recent call last):
      File ".\A1111\webui\modules\safe.py", line 137, in load_with_extra
        check_pt(filename, extra_handler)
      File ".\A1111\webui\modules\safe.py", line 84, in check_pt
        check_zip_filenames(filename, z.namelist())
      File ".\A1111\webui\modules\safe.py", line 76, in check_zip_filenames
        raise Exception(f"bad file inside {filename}: {name}")
    Exception: bad file inside .\A1111\webui\extensions\sd-webui-animatediff\model\animatediffMotion_sdxlV10Beta.ckpt: mm_sdxl_nightly,ckpt/byteorder

I was able to confirm this behavior with the the "sdxl v1.0 beta" AnimateDiff motion module on [this Civitai page](https://civitai.com/models/108836?modelVersionId=219642) (uploaded 2023-11-09 - presumably created with recent pytorch) but there are probably simpler examples.

It would be nice if there were a way for users to use these files _other_ than globally disabling safety checks with `--disable-safe-unpickle`.

### Proposed workflow

Partial fix would be for the existing allow-list regex to include the byteorder file and serialization ID, but there's probably a better solution than just expanding the list for every new file.

### Additional information

_No response_
Repository: angular
Issue: Defer: add UX and accessibility considerations
Labels: P2,Accessibility,area: docs

### Describe the problem that you experienced

The new `defer` block is a great feature which can help to create a better user experience.
However, using defer, can have a negative impact in terms of accessibility since screenreaders focusing on a deferred part of the UI will read out the placeholder or loading block first and won’t probably notice the changes once the deferred component ist loaded and rendered.
This isn’t a problem angular has solve but it should kept in mind when using it.

### Enter the URL of the topic with the problem

https://angular.dev/guide/defer/  AND https://angular.dev/best-practices/a11y

### Describe what you were looking for in the documentation

I was looking for a hint of how defer influences the accessibility.

### Describe the actions that led you to experience the problem

Using a screenreader and let it read out the focused deferred part. It won’t notice any changes if not wrapped in an `aria-live` region.

### Describe what you want to experience that would fix the problem

I suggest to add a hint or best practice section to the docs which faces this problem (use `aria-live="polite"`)

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

**Example without `aria-live`:**

```html
<p>
@defer (on timer(10000)) {
  <ngx-lipsum [config]="config"></ngx-lipsum>
} @placeholder() {
  <!—- only this part is announced to the screenreader as shown first -—>
  Placeholder...
} @loading(minimum 1000) {
  Loading...
} @error {
  Error...
}
</p>
```

**Example with `aria-live`:**

```html
<p aria-atomic="true" aria-live="polite">
@defer (on timer(10000)) {
  <!—- announced third -—>
  <ngx-lipsum [config]="config"></ngx-lipsum>
} @placeholder() {
  <!—- announced first -—>
  Placeholder...
} @loading(minimum 1000) {
  <!—- announced second -—>
  Loading...
} @error {
  <!—- announced on error -—>
  Error...
}
</p>
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: MLX Integration
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 ?

For the latest Apple AI research team development, [mlx](https://github.com/ml-explore/mlx) is a great deal and tool for M-family chip owners. It gives the best of the devices we have.

### Proposed workflow

1. Use the Application as usual.
2. Enjoy the performance and stability of [mlx](https://github.com/ml-explore/mlx).

### Additional information

_No response_
Repository: rust
Issue: ICE: `expected type differs from actual type` u16 / u32
Labels: I-ICE,T-compiler,C-bug,S-bug-has-test,requires-debug-assertions,F-associated_const_equality,F-generic_const_items

<!--
Thank you for finding an Internal Compiler Error! 🧊  If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.
http://blog.pnkfx.org/blog/2019/11/18/rust-bug-minimization-patterns/
-->

### Code

```Rust
// check-pass

#![feature(generic_const_items, associated_const_equality)]
#![allow(incomplete_features, dead_code)]

trait Owner {
    const K<const N: u16>: u32;
}

impl Owner for () {
    const K<const N: u32>: u32 = N + 1;
}

fn take1(_: impl Owner<K<99> = 100>) {}

fn main() {
    take1(());
}
```


### 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`:
```
f967532a47eb728ada44473a5c4c2eca1a45fe30
```

### Error output

```
error[E0053]: const `K` has an incompatible generic parameter for trait `Owner`
  --> E3C8E80B9F16D249D1078B5DF2852F8E37EB546C642CE235A1E955910CCB2F71.rs:11:13
   |
6  | trait Owner {
   |       -----
7  |     const K<const N: u16>: u32;
   |             ------------ expected const parameter of type `u16`
...
10 | impl Owner for () {
   | -----------------
11 |     const K<const N: u32>: u32 = N + 1;
   |             ^^^^^^^^^^^^ found const parameter of type `u32`
```
Repository: godot
Issue: Invalid plugin config file MyStaticlib.gdip while exporting ios project from Godot
Labels: bug,platform:macos,topic:editor,needs testing,topic:export

### Tested versions

I am facing this issue in Godot 4.2.0

### System information

Godot v4.2.stable - macOS 13.6.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

I am trying to learn how to create iOS plugin for Godot engine. I just created simple iOS plugin which stores some key value data in UserDefaults and retrieve it.  When i copy the ".a" and ".gdip" file to my godot project, i don't see the enable Plugin option in Project settings 

### Steps to reproduce

1. Download Godot source code from master branch
2. `brew install scons`
3. cd to Godot source code directory in terminal and ran `scons platform=ios target=template_release simulator=yes`
4. Open xcode and selected static library for iOS
5. Go to the downloaded godot-repo, navigate to platform / iOS folder and add this path to `Build settings` => `Header Search Paths `in Xcode
6. Add the required code to my objective-c file & selected my iOS simulator and ran Command + B for the library to be build which is successfull
7. Create my Godot poject in Godot editor and created a bin folder
8. Found the` libmystatticlib.a` from my iOS project and copy pasted it to the bin folder of my iOS project
9. Create a folder called iOS and inside that a plugins folder. In plugins folder created `.gdip` file and copied the code from [docs](https://docs.godotengine.org/en/stable/tutorials/platform/ios/ios_plugin.html#creating-an-ios-plugin) and refactored it according to my needs
10. In Godot, click project => Export => Add iOS => Click Fix Import Error => Added bundle identifier & App Store team id
11. Created a button in Godot tscn and added pressed listener to gdscript file
12. On button pressed code , added the followed code

```
var bridge = load("res://ios/plugins/MyStaticlib.gdip").new()
bridge._save_value("Hello", "keyhello")
```

When i try to export my godot project for iOS i keep getting error saying Invalid plugin config file MyStaticlib.gdip and  i don't see the enable Plugin option in Project settings 

### Minimal reproduction project (MRP)

[Here](https://github.com/kyadalu1/IosSamplePlugin) is the sample ios plugin repo
[Here](https://github.com/kyadalu1/GodotSampleApp) is the sample godot projectn repo
Repository: PowerToys
Issue: PT Run - Add visual difference between pointer hover and selected item (see WSB for reference)
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

Hiding the mouse cursor while typing in PowerToys Run would make it easier to identify which item will be activated when pressing `Enter`.

Currently, it is not immediately clear which of the query's result items will be activated if the mouse cursor happens to be at the position of the second item (or 3rd, etc) when PowerToys Run is invoked. This is particularly annoying when using the Window Walker extension. See video:

https://github.com/microsoft/PowerToys/assets/5112281/d0f57e30-304c-4e41-95f1-4ccf7c52ec7e

In this example, I have two Firefox windows open. When PowerToys Run opens, my mouse cursor happens to hover the second result, which highlights it, while the first result (the one selected by my typed query) is also highlighted. Even though I *know* the first item will be activated when I press `Enter`, this sometimes causes confusion, especially when there are more than two windows open.

Hiding the mouse cursor while typing (until the user moves it, of course) would prevent this.

### Scenario when this would be used?

This would make it easier to select one result amongst many, in particular while using the Window Walker extension.

### Supporting information

_No response_