sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Graphics crash from long error messages.
Labels: bug,topic:rendering,topic:editor,needs testing,crash

### Godot version

4.0.1-4.0.3

### System information

Kubuntu Ubuntu 22.04.2 LTS

### Issue description

If you have a long error message in the debugger's error section and hover the mouse on it, your graphics card will crash.

### Steps to reproduce

checkout the test project attachment.

### Minimal reproduction project

[graphics_crash_1.zip](https://github.com/godotengine/godot/files/11952058/graphics_crash_1.zip)

After running the scene, while debugger is running go to the errors section and hover your mouse on the error to get the extended tooltip. before the tooltip appears your graphics card will crash.
If no one else is getting this i can record it with my phone and send it here.
Repository: godot
Issue: GLTF Importer creates unnecessary textures
Labels: topic:import,topic:3d

### Godot version

v4.1.rc3.mono.official [cdd2313ba]

### System information

WIndows10, Nvidia, blender 3.51

### Issue description

My 3D low poly game uses shared textures & materials for performance reasons.
In Godot 4, this is not easily possible.
The GLTF Importer creates a unique name for each texture for each model, so I cannot share the materials between exported objects easily.

For example: in blender I have a Materials I want shared for all my models

1) Materialdefault

The material is an image texture called "imagetexture.png"
After exporting GLTF embedded:

In Godot3:
I import and all models use Material.tres -> imagetexture.png

In Godot4:
I Import and each model has a new texture called: {Modelname}_imagetexture.png
For example: My ghost.blend when exported, instead of using imagetexture.png, it will now rename the texture to ghost_imagetexture.png

The Godot3 method allows me to specify the Material slot which utilises a specific image texture, but Godot4 renames the image texture, resulting in wasted resources. 

My low poly game does not need seperate textures, I want them shared.

PS:I am aware I can use 'placeholder' export in blender and 'external' textures options in Godot4, but this is alot of clicks for what used to be so user friendly.

### Steps to reproduce

1)Create some 3d models with an imagetexture common to all of them.

2)export gltf embedded

3)Observe that Godot4 gltf import renames the imagetexture filename to model_imagetexture.png

### Minimal reproduction project

N/A
Repository: godot
Issue: Polygon2D normals ignore bone transformation
Labels: discussion,topic:animation,topic:2d

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 10

### Issue description

The normals for a polygon2D do not update when the polygon is transformed using bones. This causes 2D lighting to shade incorrectly. This only happens when using bones, as rotating a polygon2D's own transform, when it is not synced to bones, will update the normals correctly.
My main desire for this is so that I can use the deformation feature of bones with normal shading. I think that this is possible, as each individual polygon in the polygon2D has its own transform information I assume it could send to the shader. 

### Steps to reproduce

Create a polygon2D, add a canvas texture that has a texture and a corresponding normal map, sync the polygon2D to a skeleton, and then add a directional light source. Transform the bones on the skeleton. The texture will move and deform correctly but the normals will act as if there was no transformation.
Polygon2D before transformation:
![image](https://github.com/godotengine/godot/assets/98433469/45b95db7-6b9e-4679-a0ff-187d66584138)
Rotated using bones:
![image](https://github.com/godotengine/godot/assets/98433469/39e1ae39-36b8-43de-8509-64c78fda1974)
Rotated by itself, without any bone syncing:
![image](https://github.com/godotengine/godot/assets/98433469/92cde4a1-ff40-4f15-9f49-f3244f50e810)




### Minimal reproduction project
Rotate the polygon, and the shading correctly updates. Rotate the bones, and the shading does not update.
[polygon_normal_bug.zip](https://github.com/godotengine/godot/files/11952713/polygon_normal_bug.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Use seed field with multiple seeds, to allow generation of multiple predefined seeds
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 seed field can currently accept a value of -1 for a random seed, or a single number to set a specific seed. The system uses the first seed for the first image and adds +1 for any subsequent image generated as part of the same batch of generation.

I suggest enabling the seed field to accept a list of numbers, such as: Seed: 0, 2, 5, 13, 20, 15, 3, 8. Consequently, the system will generate the first image using seed 0, then seed 2, seed 5, and so on, with seed 8 being the last.

In situations where the batch is larger than the list of seeds provided, the system should default to the prior behavior of incrementing the last seed by +1. In our example, it would use values: 9, 10, etc.

Similar functionality could be achieved using the X/Y/Z script, but this would also generate a large combined image, which is not desirable. Also, using a script is less convenient as the seed field is already begging for a list of seeds.

This feature would maintain full backward compatibility with current behavior.

Duplication of seeds in the list should be permitted, which could be used with the Dynamic Prompts extension - an option that uncouples wildcards from the seed.

The value -1 should also be permissible in the list, to denote a random seed.

### Proposed workflow

I explained everything in the previous question.

### Additional information

_No response_
Repository: terminal
Issue: WT can't start as limited user (trying to start forever)
Labels: Help Wanted,Issue-Bug,Product-Terminal,Needs-Tag-Fix

### Windows Terminal version

1.17.11461

### Windows build number

10.0.19045.3086

### Other Software

Process Explorer v17.04



### Steps to reproduce

I as Admin, UAC OFF
under Process Explorer i chose run WT as limited user

### Expected Behavior

Run WT , or stop trying after N fail start.

### Actual Behavior

trying to start forever WT
i check 
Microsoft.WindowsTerminal_1.17.11461.0_x64.zip
Microsoft.WindowsTerminalPreview_1.18.1462.0_x64.zip
with both trouble.

https://github.com/microsoft/terminal/assets/11919060/63362fe5-05c9-4531-b363-9026563fd006
Repository: rust
Issue: Suboptimal dual-exit code gen on RISC-V
Labels: I-slow,A-codegen,T-compiler,C-bug,O-riscv

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I was trying to see how well rustc compiles and it's almost optimal.  However, compiling this `lib.rs`

```rust
pub struct State {
    b: [u64; 65],
    d: u64,
    e: u64,
}

#[no_mangle]
pub extern "C" fn interesting(s: &mut State, n: usize) -> u64 {
    let mut f = 0;
    let mut d = s.d;
    for _ in 0..n {
        if d == 0 {
            break;
        }
        let p = d.trailing_zeros() as usize;
        s.e |= s.b[p];
        f |= 1 << p;
        d -= 1 << p;
    }
    s.d = d;
    f
}
```
with `rustc -O --crate-type staticlib -C target-feature=+zba -C target-feature=+zbb src/lib.rs && objdump -d liblib.a|grep -A999 'interesting>'|head -28` we get this inner loop:

```
  1e:   60169293                ctz     t0,a3
  22:   20a2e633                sh3add  a2,t0,a0
  26:   6210                    ld      a2,0(a2)
  28:   8f51                    or      a4,a4,a2
  2a:   00581633                sll     a2,a6,t0
  2e:   011668b3                or      a7,a2,a7
  32:   8e91                    sub     a3,a3,a2
  34:   00b7b2b3                sltu    t0,a5,a1   <<< BUT WHY?!?
  38:   00d03633                snez    a2,a3      <<< - " -
  3c:   00567633                and     a2,a2,t0   <<< - " -
  40:   0785                    add     a5,a5,1
  42:   fe71                    bnez    a2,1e <interesting+0x1e>
```
Rustc appears to combine the two exit conditions with boolean logic, rather than just inserting two simple branches.
Not only does it add two instructions, it lowers the ILP as the two independent branches have been replaced with a serially dependent four instruction sequence.  More subtle perhaps, given this is a loop with two exit conditions, it's extremely likely that one of the two would have a strong bias and be perfectly predictable.

While this is observed with RISC-V, the same issue doesn't appear to happen on x86 nor Arm64.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.72.0-nightly (0ab38e95b 2023-07-03)
```

</p>
</details>
Repository: next.js
Issue: `afterFiles` rewrite with a host rule doesn't works
Labels: Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP PREEMPT_DYNAMIC Thu, 30 Mar 2023 14:10:04 +0000
    Binaries:
      Node: 18.16.0
      npm: 9.5.1
      Yarn: 1.22.19
      pnpm: 8.6.4
    Relevant Packages:
      next: 13.4.9-canary.1
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.9.5
    Next.js Config:
      output: N/A
```



### 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 or a replay of the bug

https://github.com/lu-zen/nextjs-rewrite-afterfiles-bug

### To Reproduce

1. run the project
2. navigate to the root path using localhost (`localhost:3000`)

### Describe the Bug

It render the root page content instead of the rewritten one that's configured on `next.config.js`

### Expected Behavior

Since there's a afterFiles rewrite in effect for the host `localhost` it should rewrite and render the page inside the `rewritten` path instead.
It works fine if the rewrite is defined as a "beforeFile" one.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: tauri
Issue: [bug] `convertFileSrc` can't serve large videos to frontend (macOS)
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

Hi everyone!

I'm trying to play a video in the front end like so 

```ts
import { convertFileSrc } from "@tauri-apps/api/tauri";
const VIDEO_PATH = "/Users/lucasigel/Downloads/NOVA.S06E18.Termites.and.Telescopes.1979.VHSRip.AAC2.0.x264-rattera_scale_3x_prob-3(2).mp4";

  ...

<video
  width={1000}
  height={500}
  src={convertFileSrc(VIDEO_PATH) ?? ""}
  crossOrigin="anonymous"
>
</video>
```

This works great in most cases, but it either produces random colors or completely fails to load for large h264 videos (11 GB, 60 minutes) or for short yet extremely uncompressed h264 videos (500 MB, 60 seconds)

Is this because the Tauri webserver isn't designed to handle such high throughput? Am I better off creating my own custom uri server for media files like @spacedriveapp? 

I'd prefer to use Tauri's code if there's a way to make it work Very curious here. 


![image](https://github.com/tauri-apps/tauri/assets/10426513/0d52795a-1e05-4aad-b196-9a4477af977f)



### Reproduction

View my full recreation of this bug [here](https://github.com/dukeeagle/tauri-large-video-bug)

Download one of the problematic videos [here](https://drive.google.com/drive/folders/1TIDiZqQG3VnIIDzwX0v6RzZ_Pib91jp1?usp=drive_link)


I also served these same videos with a simple Node web server without any issue. I worry that the Tauri's custom file server may be causing issues here

### Expected behavior

I should be able to play any video that the Safari can play when served from a local web server

### Platform and versions

```text
[✔] Environment
    - OS: Mac OS 13.4.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.70.0 (90c541806 2023-05-31)
    ✔ Cargo: 1.70.0 (ec8a8a0ca 2023-04-25)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.1.0
    - pnpm: 8.6.6
    - yarn: 1.22.19
    - npm: 9.6.4

[-] Packages
    - tauri [RUST]: 1.4.1
    - tauri-build [RUST]: 1.4.0
    - wry [RUST]: 0.24.3
    - tao [RUST]: 0.16.2
    - @tauri-apps/api [NPM]: 1.4.0
    - @tauri-apps/cli [NPM]: 1.4.0

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

Originally discussed with @FabianLars in Discord!
Repository: node
Issue: Ghost-based benchmark have worse performance on node v20.3.0/v20.3.1
Labels: libuv,performance

### Version

v20.3.0/v20.3.1

### Platform

Intel ICX Linux 5.15.0-72-generic
Intel SPR Linux 5.15.0-72-generic

### Subsystem

_No response_

### What steps will reproduce the bug?

**Benchmark** - An internal benchmark based on Ghost.js
**Test version of node** - v20.2.0 and v20.3.0/v20.3.1
**OS** - Linux
**Test Platform** - Intel ICX and SPR

We used the above two versions of node to test our benchmark. 
And found that the performance of node v20.3.0 was not as good as that of v20.2.0.


### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

_No response_

### What do you see instead?

This value represents the RPS. It can be found that the version of **node-v20.3.0** is nearly **40%** lower than that of node-v20.2.0. 

And after a rollback test, we found that this performance impact is related to the upgrade of libuv to 1.45.0, and the issue can be located: https://github.com/nodejs/node/pull/48078

### Additional information

Any thoughts on this issue?
Repository: PowerToys
Issue: Color Picker doesn't support RGBA, the basic standard for web transparency.
Labels: Idea-Enhancement,Priority-3,Product-Color Picker

### Description of the new feature / enhancement

Support picking colors in rgba format (it supports rgb). Yes, none of them will actually be transparent, but it doesn't matter - colors are mostly picked for use in web apps/sites, where transparency is necessary and therefore the format of the copied code rather than the actual use of transparency is absolutely important. It is remarkably tedious to have to go into each pasted color and edit the descriptor to include an "a" character, when it could trivially be done by the default color format selector with absolutely no downside whatsoever.

### Scenario when this would be used?

Everything that needs to be said has been said above.

### Supporting information

I have spoken.
Repository: transformers
Issue: Add HyenaDNA model
Labels: New model

### Model description

HyenaDNA is a long-range genomic foundation model pretrained on context lengths of up to 1 million tokens at single nucleotide resolution.

I would like to add this model to the transformers.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

Code: https://github.com/HazyResearch/hyena-dna
Weights: https://huggingface.co/LongSafari
Paper: https://arxiv.org/abs/2306.15794

cc @exnx
Repository: next.js
Issue: bug: loading.js doesn't get passes route segment parameters
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:22:20 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.16.0
      npm: 9.5.1
      Yarn: N/A
      pnpm: 8.6.2
    Relevant Packages:
      next: 13.4.8
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/sandbox/jovial-lamarr-2sdmz7?file=%2Fapp%2F%5Bdynamic%5D%2Floading.tsx%3A4%2C1

### To Reproduce

On a dynamic segment, add a loading.js. Try using the dynamic segments in it to render ethe loading state

### Describe the Bug

I tried accessing a dynamic route segment in a loading.js, but it wasn't populated. Got this error:

<img width="983" alt="CleanShot 2023-07-05 at 08 58 53@2x" src="https://github.com/vercel/next.js/assets/51714798/22bbbe21-af12-4ba6-9588-22a11c9fa0cd">

In the reproductino, you can see that the props are empty during the loading state

### Expected Behavior

loading.js to get the same props as the page, so i can render an appropriate loading state.

First instinct is that there might be a reason for this and that this behavior is on purpose, but I didn't see this mentioned explicitely in the docs as to why this is, so treating it as a bug for now.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: storybook
Issue: [Bug]: Story page not cleaning up when navigating to docs page
Labels: bug,needs triage

### Describe the bug

The story page is not discarded, and thus the cleanup lifecycle methods of the components present on the page are not called, when navigating from story page to docs page of a component. This can lead to side-effects.

For example if a dialog is opened on the story page, it disables document scrolling. When you then go to the docs (without manually closing the dialog), the document scrolling is still disabled there. 

The reason for this bug is that Storybook keeps both the story and docs in the same iframe under two different divs: `#storybook-root` and `#storybook-docs`. When you navigate from the story to the docs it doesn't discard the content of the story, it merely hides it, and shows the docs div instead. So, no clean up callbacks are called on the components in the story. When you go back to the story, only then it discards the old content and appends the new one.

### To Reproduce

_No response_

### System

```shell
Environment Info:

  System:
    OS: Windows 10 10.0.22621
    CPU: (8) x64 11th Gen Intel(R) Core(TM) i7-11370H @ 3.30GHz
  Binaries:
    Node: 18.14.1 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - C:\Program Files\nodejs\yarn.CMD
    npm: 9.7.2 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.22621.1848.0), Chromium (114.0.1823.67)
  npmPackages:
    @storybook/addon-essentials: ^7.0.25 => 7.0.25
    @storybook/addon-links: ^7.0.25 => 7.0.25
    @storybook/blocks: ^7.0.25 => 7.0.25
    @storybook/web-components: ^7.0.25 => 7.0.25
    @storybook/web-components-vite: ^7.0.25 => 7.0.25
```


### Additional context

_No response_
Repository: vscode
Issue: [wsl] support undo after deleting directory
Labels: feature-request,WSL

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->

The code I wrote for a few days got lost accidentally, because I deleted the directory by mistake. I think this feature is quite critical, we can undo deleted files but not for directories.

Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.79.2
- OS Version: Windows 11 (WSL 2)

Steps to Reproduce:

1. Remove Directory
2. Undo (Ctrl + Z)
Repository: ant-design
Issue: ColorPicker: Support EyeDropper
Labels: Inactive,🧶 Low Priority

### What problem does this feature solve?

I want to get the color from the pictures

### What does the proposed API look like?

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: TypeScript
Issue: extends causing string literal can't be used as index
Labels: Possible Improvement

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

cannot be used as an index type

### 🕗 Version & Regression Information

- This changed between versions 4.9.5 and 5.0.4

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior.
  This should have the same code as the code snippet below, and use whichever settings are relevant to your report.

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->
[Playground link with relevant code](https://www.typescriptlang.org/play?#code/JYOwLgpgTgZghgYwgAgCLAWZBvAsAKGWRgHsSAuZARgKICM4pKb8BfAgsATwAcUBBZAF40GMAG0A5KRKSAusgD0i5AHcSUANYBnDvm59kAMWHJpZSZ14oAQqfSZxRhcrUadegyiMmR52cgQAB6QIAAm2sgAFP6SyAA+ZgxQkgCUyAD8ZjJxlCAQAG7QSiqgyGAAFhAaXAA0xr5CIkZWhgDC9mJOziXIICRY6lqgAOb1ACrWZgBEMtNxCHAg-Vh0KACu2hBhyHCRS8igYcHl1gB0UQBMAKwAzAAcqUA)

### 💻 Code

<!-- Please post the relevant code sample here as well. This code and the Playground code should be the same, do not use separate examples -->
```ts
interface Dict {
  foo: 1
  bar: 1
}

type A = Dict['foo'] // works

type F = 'foo'
type B = Dict[F] // works

type FF = 'foo' extends ('foo' | 'bar') ? 'foo' : never // in theory, FF === F
type C = Dict[FF] // not working, Type '"foo"' cannot be used as an index type.(2538)
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->
`type C` throws error

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->

no error
Repository: kubernetes
Issue: Add TLS option for grpc probes
Labels: priority/important-soon,sig/node,lifecycle/rotten,needs-triage

### **What would you like to be added?**

gRPC built-in probes should be able to communicate with a server that is setup to use a secured connection.

### **Why is this needed?**

Setting up a gRPC server to use plaintext is not really acceptable in production, so built-in probes are kind of unusable.

### **How?**

The same way as http probe does it, with setting the field _InsecureSkipVerify_ to _true_, we could do:

```go
opts := []grpc.DialOption{}
tlsConfig := &tls.Config{InsecureSkipVerify: true}
opts.append(opts, grpc.WithTransportCredentials(credentials.NewTLS(tlsConfig)))
```

Maybe there is a specific reason this has not been done already ?
I am willing to contribute if needed.

/sig node