sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: 2D NavigationPolygon baked in editor produces Navigation map synchronization error in 4.3
Labels: topic:navigation

### Tested versions

- Reproducible in v4.3.stable.official [77dcf97d8]
- **NOT** reproducible in v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.3.stable - Linux Mint 21.3 (Virginia) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (RADV NAVI22) - 12th Gen Intel(R) Core(TM) i5-12400 (12 Threads)

### Issue description

On a simple project (see MRP), I have a NavigationRegion2D (with a simple rectangular outline) and 2 Polygons.

![navregion](https://github.com/user-attachments/assets/8736c8e7-a533-4267-8a63-a2744b88149b)

When I launch my scene, I get an error : 
```
E 0:00:00:0231   sync: Navigation map synchronization error. Attempted to merge a navigation mesh polygon edge with another already-merged edge. This is usually caused by crossing edges, overlapping polygons, or a mismatch of the NavigationMesh / NavigationPolygon baked 'cell_size' and navigation map 'cell_size'. If you're certain none of above is the case, change 'navigation/3d/merge_rasterizer_cell_scale' to 0.001.
  <Source C++>   modules/navigation/nav_map.cpp:990 @ sync()
```
`cell_size` values are equal and changing `navigation/3d/merge_rasterizer_cell_scale` to 0.001 has no effect.

Taking a closer look at the produced polygon, I can see this (I guess) problematic triangle : 
![edgeerror](https://github.com/user-attachments/assets/94c9ec68-f64b-41ad-8db3-83204015033c)

The thing is, when I open the same project in 4.2.1 and I rebake the navigation map, the produced polygon does not have this problematic triangle, and then I don't have the error. **Is it a regression ?**


### Steps to reproduce

* Open MRP
* Launch scene and look at output for the error

### Minimal reproduction project (MRP)

MRP : [mrp_navmapsynchroerror.zip](https://github.com/user-attachments/files/16751112/mrp_navmapsynchroerror.zip)
Repository: deno
Issue: DX: `deno test --coverage` doesn't show coverage
Labels: feat

Running the `deno test --coverage` command generates coverage, but users still need to run a second command to show it. I feel like we should print the coverage result directly after the test summary like all other test runners.
Repository: transformers
Issue: Is it possible to add L1/L2 regularization using the trainer class ?
Labels: Feature request

### Feature request

I want to add L1/L2 regularization to the transformer training.

### Motivation

Adding L1/L2 reg can promote sparser models that can accelerate inference and reduce storage.

### Your contribution

Not sure.
Repository: godot
Issue: Heavy stuttering whilst using Godot editor on a G Sync enabled monitor
Labels: topic:rendering,topic:thirdparty,needs testing,performance

### Tested versions

4.3 stable
4.3 dev

### System information

Windows 11, Godot 4.3 stable, Vulkan Forward+

### Issue description

The editor stutters frequently whilst using the editor. It's most easily reproducible whilst highlighting text in the text editor
disabling G Sync on the monitor resolves the issue.
Monitor used is ROG SWIFT PG278QR - I have not been able to test on any other G Sync monitors, but I tested on another non G sync monitor and there was no issue

### Steps to reproduce

Enable G Sync on monitor.
Open Editor
Highlight text in the text editor
The PC will now stutter for a second or two.


### Minimal reproduction project (MRP)

I have been able to reproduce this in any Godot project, including the small samples and empty projects
Repository: godot
Issue: .godot/ is added to .gitignore, which can completely break various different resources and scenes, when reimporting project, due to the uid_cache.bin not being present in the git
Labels: discussion,topic:editor,documentation,needs testing

### Tested versions

-reproducable in all versions.

### System information

Godot v4.4.dev1 - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.4592) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

basically, the .gitignore file that is autogenerated by both godot and github, automatically ignores the .godot folder, this makes sense, as there are lots of files which dont need ot be synchronise. HOWEVER, one of the files which gets ignored, is the uid_cache.bin file. Which I THINK is integral to various different importing processes. For example, if i reinport a project onto a new device, various resources, such as sprite frames missing textures for frames, or the entirety of tilesets just losing their textures. Whether this is due to the lack of uid_cache.bin file on the initial import is unknown to me, as sometimes it works fine, and sometimes not, its completely random.

better documentation or transparency on how to migrate a project between different devices or how uid's affect resources would be heaviliy appriciated, as im working with a small team, who needs git to collaborate on various different files and resources.

### Steps to reproduce

make a new .gitignore either through github and the Godot preset, or through the version control metadata on initial project and notice how .godot/ is added to the ignore, however uid_cache is present in .godot which to me is a incredibly important file.



### Minimal reproduction project (MRP)

n/a
Repository: pytorch
Issue: DISABLED test_dynamic_toggle (__main__.TestProfiler)
Labels: triaged,skipped,oncall: profiler

Platforms: windows, rocm

This test was disabled because it is failing on main branch ([recent examples](https://torch-ci.com/failure?failureCaptures=%5B%22profiler%5C%5Ctest_profiler.py%3A%3ATestProfiler%3A%3Atest_dynamic_toggle%22%5D)).

cc @robieta @chaekit @aaronenyeshi @guotuofeng @guyang3532 @dzhulgakov @davidberard98 @briancoutinho @sraikund16 @sanrise @ezyang @chauhang @penguinwu
Repository: terminal
Issue: Add an option to split font ligatures based on color change
Labels: Area-Rendering,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
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I would like a feature to split font ligatures whenever there is a color change between the characters that make up a ligature. WezTerm does this as shown below.

Windows
<img width="176" alt="image" src="https://github.com/user-attachments/assets/91b9a4d1-b42c-4d2d-98b3-9a7d2ba37279">

Wezterm
<img width="173" alt="image" src="https://github.com/user-attachments/assets/dbb751eb-b8de-4a81-b139-a187776a4f21">

Both are using JetBrains Mono Nerd Font.

Not sure if there is a feature request already for this.

# Proposed technical implementation details (optional)

<!-- 
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Ideally it would be on by default but a toggle option may be preferred.
Repository: angular
Issue: Canonical: consequences of macrotask scheduling
Labels: area: core,core: change detection,canonical

Angular uses a macrotask-based scheduler for its synchronization process, including change detection, render hooks, etc. This means that perturbations of component state which occur in one task (e.g. `click` event handler) will not fully resolve until the scheduled macrotask (usually `setTimeout(0)` but sometimes `requestAnimationFrame`). This has a number of positive consequences, such as batching updates from multiple sequenced events (bubbled events, `mousedown` / `mouseup` pairs, etc).

However, it is not without downsides / consequences, which this issue aims to capture:

## APIs which require user interaction

[Certain browser APIs](https://developer.mozilla.org/en-US/docs/Web/Security/User_activation) must be called from a user interaction context. Usually this means either as the direct result of a user interaction (synchronously in the event handler) or in a microtask which resolves in the event handler.

Deferring synchronization to a new macrotask breaks the connection to the original interaction event, meaning that these APIs cannot be used from contexts like component lifecycle hooks, input setters, effects, etc.

## Task separation impacts scrolling behavior

Certain rendering operations highlight an interesting edge case. For example, if a view is removed from a view container and replaced with another during the initial event (e.g. `click`), the view will not be fully rendered until the synchronization task (especially the creation of child embedded views from `@if`, `@for`, etc).

Although the user will not see the intermediate state (Angular's scheduler guarantees the page will fully render before painting), it turns out that when elements are removed and the page layout changes, browsers recalculate the scrolling position immediately following that task. This means that browsers will update the scrolling position between the initial task and the synchronization task, based on the half-rendered layout of the page. This can lead to unexpected or sub-optimal scrolling behavior.

* #57460
Repository: godot
Issue: Editor Icon Saturation not applied to Custom Editor Icons
Labels: bug,topic:editor

### Tested versions

-Reproducible in Godot 4.3

### System information

Windows 11, Godot 4.3-stable

### Issue description

The editor theme icon saturation (`"interface/theme/icon_saturation"`) is only applied to built-in icons, not custom icons set using `@icon("res://...")`.
You can see it on the `ButtonContainer` icons here, notice they're not as saturated as the other Container icons.
![image](https://github.com/user-attachments/assets/caf665b0-7af4-4327-a69b-7d151cb011db)
I based these icons off of the built-in ones and they have the exact same color values.
My Editor saturation is set to 1.8 (because it's pretty ✨) and the difference is pretty apparent.

### Steps to reproduce

Open the MRP, set your Editor Icon Saturation to 2.
The icons should look like this:
![image](https://github.com/user-attachments/assets/9ef539fe-5308-4d3a-a96c-566a57f82e20)
CustomAnimationPlayer uses the same icon as AnimationPlayer, taken from the godot repo.
It's not saturated correctly, as it's a custom icon.

### Minimal reproduction project (MRP)

[icon-saturation-mrp.zip](https://github.com/user-attachments/files/16752513/icon-saturation-mrp.zip)
Repository: create-react-app
Issue: Broken and soon to be discontiued short links (goo.gl)
Labels: needs triage,issue: bug report

### Describe the bug

There are short links using googles url shortener goo.gl in the documentation as well as in build output that point to pages that have been moved. Users following the short link must manually click to go to the new page and copy the anchor from the page before to get to the right section.
Google will be discontinuing the goo.gl service anyways (https://www.cnet.com/tech/services-and-software/google-link-shortener-service-ends-firebase-dynamic-links-googl/) so those links should be replaced anyways which is easier while they can still be followed. So even the ones still working should be replaced.

### Which terms did you search for in User Guide?

Searching the repository for all occruences of "goo.gl"

### Expected behavior

Clicking link (eg. https://goo.gl/LeUzfb) leads to desired ressource

### Actual behavior

- Currently: Clicking link leads to Markdown file pointing to the file where the originally linked file has been moved to
- Soon: Clicking link leads nowhere or to a google error page

### Proposed fix

I suggest to replace them with direct links and could supply a PR to do so.
But in the past there were also discussions about other shortening solutions, eg in #5910 netlify-shortener was suggested, but it doesn't seem a decision was ever made.

If no other solution is preferred, I''ll supply a PR with the replaced links.
Repository: material-ui
Issue: [material-ui][Autocomplete] Issues with clearOnEscape when using screen reader on Windows
Labels: bug 🐛,accessibility,component: autocomplete

### Steps to reproduce

Link to live example: https://codesandbox.io/p/sandbox/hungry-northcutt-d3nr68?file=%2Fsrc%2FDemo.tsx

Steps:
1. The issue can be seen from even the default demo on the component's page.
2. While using a screen reader like NVDA or JAWS, interact with the autocomplete and then try to use the escape key.
3. Observe


### Current behavior

While the escape key does clear the input field, the focus on the input seems to be lost.

Videos:

https://drive.google.com/file/d/15xjifFiumDYm7X7Eztf5f33-aB5qPozs/view?usp=sharing

https://drive.google.com/file/d/1cFjOo6-xZA-Su9qYCWAmHo4Ka_O6M8Mx/view?usp=sharing


### Expected behavior

When using the escape key, the input will stay focused and the user will continue to be able to interact with the element.

### Context

Ensure that users have the ability to interact with the autocomplete component when using screen readers on Windows.

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Windows 10
  Binaries:
    Node: 20.12.0 - ~/.nvm/versions/node/v20.12.0/bin/node
    npm: 10.5.0 - ~/.nvm/versions/node/v20.12.0/bin/npm
    pnpm: Not Found
  Browsers:
    Chrome: 127.0.6533.122
    Edge: Not Found
    Safari: 17.4.1
  npmPackages:
    @emotion/react: 11.13.3 => 11.13.3 
    @emotion/styled: 11.13.0 => 11.13.0 
    @mui/core-downloads-tracker:  5.16.7 
    @mui/material: 5.16.7 => 5.16.7 
    @mui/private-theming:  5.16.6 
    @mui/styled-engine:  5.16.6 
    @mui/system:  5.16.6 
    @mui/types:  7.2.15 
    @mui/utils:  5.16.6 
    @mui/x-data-grid: 7.12.1 => 7.12.1 
    @mui/x-date-pickers: 7.12.1 => 7.12.1 
    @mui/x-internals:  7.12.0 
    @types/react: 18.3.3 => 18.3.3 
    react: 18.3.1 => 18.3.1 
    react-dom: 18.3.1 => 18.3.1 
    typescript: 5.5.4 => 5.5.4 
```
</details>


**Search keywords**: clearOnEscape
Repository: flutter
Issue: Add benchmarks to compare performance metrics between Flutter and native equivalent apps
Labels: team: benchmark,P2,team-ios,triaged-ios

Add benchmarks for key performance metrics to compare a Flutter app with an equivalent native app.
- [ ] #162025
- [ ] #162026
- [ ] Move the app and scripts to flutter/flutter benchmarks
- Add new benchmarks
  - [ ] #162028
  - [ ] #162029
  - [ ] #162030
  - [ ] #162031
- [ ] Hook up the metrics to Skiaperf benchmarks
- [ ] Make sure all benchmarks are added to Skiaperf benchmarks alerts (the regex just changed so it may need to be added explicitly).

Design Doc/Inspo: [flutter.dev/go/ui-imitation-games](url)
Repository: node
Issue: V8 build error with 22.7.0
Labels: confirmed-bug,build,v8 engine

Like https://github.com/nodejs/node/issues/53633 which was for gcc 12 and fixed in commit f4a7ac5e1842c0f4629a0bebfda38f2502a2ee41 but with clang 15.0.7 on x86_64 linux I get the exact same build error:
```
../deps/v8/src/base/small-vector.h:25:3: error: static assertion failed due to requirement '::v8::base::is_trivially_copyable<std::pair<const v8::internal::com
piler::turboshaft::PhiOp *, const v8::internal::compiler::turboshaft::OpIndex>>::value': T should be trivially copyable                                        
  ASSERT_TRIVIALLY_COPYABLE(T);                                                                                                                                
  ^~~~~~~~~~~~~~~~~~~~~~~~~~~~                                                                                                                                 
../deps/v8/src/base/macros.h:211:3: note: expanded from macro 'ASSERT_TRIVIALLY_COPYABLE'                                                                      
  static_assert(::v8::base::is_trivially_copyable<T>::value, \                                                                                                 
  ^             ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                                                                                                    
../deps/v8/src/compiler/turboshaft/loop-unrolling-reducer.h:431:65: note: in instantiation of template class 'v8::base::SmallVector<std::pair<const v8::interna
l::compiler::turboshaft::PhiOp *, const v8::internal::compiler::turboshaft::OpIndex>, 16>' requested here                                                      
  base::SmallVector<std::pair<const PhiOp*, const OpIndex>, 16> phis;
```
Maybe just remove that ASSERT_TRIVIALLY_COPYABLE? Upstream already tests for correctness and to us it's just a recurring source of build breakage.
Repository: go
Issue: runtime: gccheckmark does nothing?
Labels: NeedsInvestigation,compiler/runtime

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.23.0 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/Users/mm/Library/Caches/go-build'
GOENV='/Users/mm/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/mm/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='darwin'
GOPATH='/Users/mm/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go/pkg/tool/darwin_amd64'
GOVCS=''
GOVERSION='go1.23.0'
GODEBUG=''
GOTELEMETRY='local'
GOTELEMETRYDIR='/Users/mm/Library/Application Support/go/telemetry'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='/usr/bin/clang'
CXX='clang++'
CGO_ENABLED='1'
GOMOD='/Users/mm/go/src/github.com/MikeMitchellWebDev/gc_knobs/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/5y/wtzzmjlj5v52pg7wr8ptbg_m0000gp/T/go-build534087183=/tmp/go-build -gno-record-gcc-switches -fno-common'
uname -v: Darwin Kernel Version 20.6.0: Thu Jul  6 22:12:47 PDT 2023; root:xnu-7195.141.49.702.12~1/RELEASE_X86_64
ProductName:	macOS
ProductVersion:	11.7.10
BuildVersion:	20G1427
lldb --version: lldb-1300.0.42.3
Swift version 5.5.2-dev
</pre></details>

### What did you do?

2 things: First I ran a program with` GODEBUG=gccheckmark=1.` When `setCheckmark `wasn't called, I tried to build the go source code after manually setting `var useCheckmark = true`

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->



### What did you expect to see?
It depends on whether I had simply run a program with `GODEBUG=gccheckmark=1` or altered the source code as described above.
1. setCheckmark to be called at some point

2. The source code to build after I set  `useCheckmark = true`

### What did you see instead?

1.  With the source code "as is", setCheckmark is never called.  There is a very narrow window in which useCheckmark is set to true inside `gcMarkTermination`, so this line of code in mgcmark.go never runs
```
	if useCheckmark {
		if setCheckmark(obj, base, off, mbits) {
```
2. When I manually set useCheckmark = true, the source code wouldn't build. There's always a fatal error "fatal error: checkmark found unmarked object"
Repository: Web-Dev-For-Beginners
Issue: Fix code scanning alert - Weak hashes
Labels: no-issue-activity

<!-- Warning: The suggested title contains the alert rule name. This can expose security information. -->

Tracking issue for:
- [ ] https://github.com/microsoft/Web-Dev-For-Beginners/security/code-scanning/1
Repository: rust
Issue: `unreachable_pattern` could get more specific if the preempting pattern resembles a `const`
Labels: A-lints,A-diagnostics,T-compiler,C-bug,A-patterns,L-unreachable_patterns

`match`allways picks the first arm if matching value is not defined/unknown.
I was using `const`to define the values for the arms.
But the `const` were places inside the `main()` and the match expression was in a separate function.

I tried this code:

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=4b8fce2e782604f738c4fb9229b2a29b

Uncommenting the first 2 `const` gives the wanted results.

I expected to see this happen:

That the compiler finds the const values or stop compiling because the matching values are unknown.

Instead, this happened:

It just compiles.
But it gives some warnings like `warning: unreachable pattern`.
It just runs but with the wrong values.

See play link. See the behavior on all the versions "Stable", "Beta" and "Nightly".
Repository: transformers
Issue: Extend Fx supported models with KV cache
Labels: Feature request

### Feature request

I noticed only llama and opt models are supported for FX tracing with KV Cache right now, can I check what is the plan to extend it to more models? Thanks!

### Motivation

I would like run fx traced graphmodules for generate(), which uses KV Cache. Right now it works for OPT and LLama, but I would like try on more models.

### Your contribution

If someone could point me to the general design pattern to make a model FX supported with KV cache or the lines of changes in modeling_opt.py or modeling_llama.py that made them work, I would be happy to submit PRs to make more models work.
Repository: flutter
Issue: [Impeller] Support instanced rendering in the Impeller HAL.
Labels: P3,e: impeller,team-engine,triaged-engine,flutter-gpu

Impeller doesn't support instanced rendering with base vertex specification today. It is not portable across all platforms and client rendering APIs Impeller supports today.

OpenGL ES 2.0 doesn't support instanced rendering at all (without extensions). Metal does support instanced rendering but not on MTLGPUFamilyMac1 and MTLGPUFamilyApple2 and earlier families per the [Metal Feature Set Tables](https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf). Vulkan does seem to support instanced rendering everywhere and MoltenVK has an emulation for the older GPU families.

It should be trivial to support instanced rendering via emulation as a start and add fast paths for newer devices. These should cover the vast majority of devices.