sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: Donate link in README.md doesn't work on PyPI (but does work on GitHub)
Labels: bug,docs/meta/cleanup,good first issue

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm reporting a bug unrelated to a specific site
- [X] I've verified that I'm running yt-dlp version **2023.02.17** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
- [X] I've checked that all URLs and arguments with special characters are [properly quoted or escaped](https://github.com/yt-dlp/yt-dlp/wiki/FAQ#video-url-contains-an-ampersand--and-im-getting-some-strange-output-1-2839-or-v-is-not-recognized-as-an-internal-or-external-command)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

On the PyPI page for yt-dlp https://pypi.org/project/yt-dlp/ there is a red DONATE link at the top of the Project Description.

This Donate link goes to https://pypi.org/project/yt-dlp/Collaborators.md/#collaborators which is a 404 currently. 

On the GitHub page, the link works by going to https://github.com/yt-dlp/yt-dlp/blob/master/Collaborators.md#collaborators

I believe this is because they are both using the same README.md and the relative link works on GitHub but doesn't work on PyPI.

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
This is a problem with the README.md file, and not related to running yt-dlp itself. There is no verbose output to copy and paste here. See description.
```
Repository: rust
Issue: Tracking Issue for non-lifetime binders
Labels: B-unstable,C-tracking-issue,S-tracking-impl-incomplete,T-types,F-non_lifetime_binders,B-experimental

This is a tracking issue for "non-lifetime binders" (https://github.com/rust-lang/types-team/issues/81).
The feature gate for the issue is `#![feature(non_lifetime_binders)]`.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps
<!--
Include each step required to complete the feature. Typically this is a PR
implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
-->

- [x] Initial implementation them
- [ ] RFC needs to be written
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

### Unresolved Questions
<!--
Include any open questions that need to be answered before the feature can be
stabilised.
-->

None yet

### Implementation history

* #107489
Repository: godot
Issue: Arrow-up key state change not recognized if space and arrow-left being held
Labels: topic:input

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

Windows 10 GLES2

### Issue description

Ran into this issue when implementing a character controller.  I'm using the arrow keys to move the character about and space bar to jump.  I noticed that Input was not returning correct values when either Space and Up were being held and the user pressed Left or Space and Left were being held and the user presses Up.

### Steps to reproduce

Run the attached program.  Press and hold both Spacebar and Up arrow.  Then press and release the Left arrow button.  Input will not indicate that the button has been pressed.  The same thing will happen if Space and Left arrow are held and you tap Up.  This will also happen if you use the G key instead of Spacebar.

### Minimal reproduction project

[KeyTest.zip](https://github.com/godotengine/godot/files/10771623/KeyTest.zip)
Repository: vscode
Issue: Deleted files move to another directory, not to trash
Labels: bug,upstream,macos,electron,file-io

Type: <b>Bug</b>

When I delete a file or folder from within Visual Studio Code, the file goes to my OneDrive folder (directly inside my user $HOME directory), instead of the trash.

VS Code version: Code 1.75.1 (Universal) (441438abd1ac652551dbe4d408dfcec8a499b8bf, 2023-02-08T21:34:59.000Z)
OS version: Darwin x64 22.2.0
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|2, 2, 2|
|Memory (System)|32.00GB (6.47GB free)|
|Process Argv|--crash-reporter-id 3b19382d-0a1f-4827-a921-45a9b4eca74b|
|Screen Reader|yes|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30410667
cppdebug:30492333
vscaac:30438847
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
pyindex848:30662994
nodejswelcome1:30587005
2e4cg342:30602488
pyind779cf:30662993
89544117:30613380
pythonsymbol12:30657548
vscodedisable:30660115

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: ResourceLoader.load_threaded_request(...) use_sub_threads = true  not working as expected
Labels: bug,topic:core,confirmed

### Godot version

4.+ rc2

### System information

Linux / Windows

### Issue description

Using ResourceLoader.load_threaded_request(_scene_path, "", false) working as expected scene loading and everithink works (syncronized, no loading progress visible).

But if you set ResourceLoader.load_threaded_request(_scene_path, "", true) **{use_sub_threads = true}** scene can sometimes load, but not allways (async, loading progress visible).

Many many error messages with E 0:00:08:0869   load: Can't load dependency: res://Module Enviro Basic/MaterialsGodot/bridge.001.tres.
  <C++ Error>    Method/function failed. Returning: error
  <C++ Source>   core/io/resource_format_binary.cpp:707 @ load()
. . .
. .
.

### Steps to reproduce

Please test it with my InteractiveSceneChanger plugin.
https://github.com/VP-GAMES/Godot4InteractiveSceneChanger

InteractiveSceneChanger.gd

func start_load() -> void:
	var state =  ResourceLoader.load_threaded_request(_scene_path, "", true) <= change false/true

false works perfect
true works sometimes

### Minimal reproduction project

https://github.com/VP-GAMES/Godot4InteractiveSceneChanger
Repository: godot
Issue: [TRACKER] Blending with AnimationPlayer is not working correctly
Labels: bug,enhancement,tracker,topic:animation

### Issue description

This is a tracker for a problem with AnimationPlayer blending not working as expected.

May be fixed by:
- https://github.com/godotengine/godot-proposals/issues/5972

Backlink to the tracker tracker. https://github.com/orgs/godotengine/projects/58/views/3

```[tasklist]
- [ ] https://github.com/godotengine/godot/issues/70207
- [ ] https://github.com/godotengine/godot/issues/72484
- [ ] https://github.com/godotengine/godot/issues/50280
- [ ] https://github.com/godotengine/godot/issues/36279
- [ ] https://github.com/godotengine/godot/issues/27509
- [ ] https://github.com/godotengine/godot/issues/70123
- [ ] https://github.com/godotengine/godot/issues/70338
- [ ] https://github.com/godotengine/godot/issues/79020
```

If there is anything else, please comment.
Repository: godot
Issue: Cannot open file 'res://.godot/imported/...' during project import
Labels: bug,topic:editor,needs testing,topic:import

### Godot version

4.0.rc2.official [d2699dc7a]

### System information

Arch Linux

### Issue description

**Context:**
I have a moderately sized 3D project imported from Godot 3 to Godot 4 where I have been fixing the migration issues. Upon finding some weird errors, I decided to delete the `.godot` folder and re-import the project, but was met with a bunch of errors and a frozen progress bar at 71% preventing me from opening my project in the editor.

Trying to replicate the issue in a minimal project, I noticed that by using a TTF font, if I delete the `.godot` folder and re-import the project, an error shows up:

```
Cannot open file 'res://.godot/imported/montserrat_extra_bold.ttf-245103d2d9545c906bf12e2d33c0bba6.fontdata'.
```

In this minimal scenario, the project opens even with the error during import, though my bigger project does not (unless I restore a previously generated `.godot` folder).

I'm reporting this since I believe it might be related to a bigger import problem.

### Steps to reproduce

Just import the minimal project I provided in Godot 4.0 RC 2.

### Minimal reproduction project

[New Game Project.zip](https://github.com/godotengine/godot/files/10772415/New.Game.Project.zip)
Repository: material-ui
Issue: [Masonry] Screen scrolls to top on appending new Masonry items in Firefox
Labels: bug 🐛,component: masonry

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://codesandbox.io/p/sandbox/mui-masonry-firefox-bug-8l95p4?file=%2Fpages%2Findex.js&selection=%5B%7B%22endColumn%22%3A15%2C%22endLineNumber%22%3A34%2C%22startColumn%22%3A15%2C%22startLineNumber%22%3A34%7D%5D

Tip: click on the two squares icon on the top right of the preview browser in codesanbox to open a preview in your browser.  Then copy the link to Chrome/Firefox to see the different behavior.  (or just open the above link in both Chrome and Firefox)

Steps:
1. Click on append items button at the bottom, 10 new items will be added
2. Click again on append items, another 10 items will be added.
3. On Chrome, no issues are observed. On Firefox, after the second click, the window scrolls to the top.
4. Every time new items are added to the masonry component, the window will scroll to the top.


### Current behavior 😯

Window scrolls to the top when new items are appended to the masonry component in Firefox.

### Expected behavior 🤔

Scroll position doesn't change.

### Context 🔦

A work around will be to disable auto scroll anchoring behavior of the browser by adding the following CSS to the masonry component:
```
sx={{
  overflowAnchor: "none",
}}
```
Maybe this should be added to the component itself? 

### Your environment 🌎

@mui/envinfo@2.0.8

Firefox 110.0 (64-bit)
Repository: terminal
Issue: Followups from the new C++/WinRT
Labels: Help Wanted,Product-Meta,Issue-Task,Area-CodeHealth

Interesting things we could do after #14869 landed:

```[tasklist]
### Tasks
- [x] remove all `InitializeComponent` calls - they do it automatically
- [ ] use `std::optional`<->`IReference` automatic binding
- [x] use `std::format` support (!) for json/uri/hostname/http stuff/all `IStringable`s
- [ ] potentially move to `/await:strict` for C++20 coroutines
```
Repository: next.js
Issue: [NEXT-779] next/* - Typescript cannot find module when moduleResolution=nodenext and type=module
Labels: TypeScript

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Thu Sep 29 20:13:56 PDT 2022; root:xnu-8020.240.7~1/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.17.0
      npm: 8.15.0
      Yarn: N/A
      pnpm: 7.25.0
    Relevant packages:
      next: 13.1.7-canary.18
      eslint-config-next: 13.0.0
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

TypeScript

### To Reproduce

- `pnpm create next-app` (with typescript)
- add `"type": "module"` to `package.json`
- change `moduleResolution` to `nodenext`
- run `npx tsc --noEmit`

### Describe the Bug

Typescript complain about `next/*`, for example:

> Cannot find module 'next/head' or its corresponding type declarations.

I believe this is because there is no `exports` field in `node_modules/next/package.json`.


### Expected Behavior

Typescript shouldn't complain.

# Context

- We use `"type": "module"` as we want repo scripts to be esm rather than cjs.
- We use `"moduleResolution": "nodenext"` as we use a setup similar to the monorepo created by `npx create-turbo@latest`, but we want sources to be under `src` and not the root folder.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

<sub>[NEXT-779](https://linear.app/vercel/issue/NEXT-779/next-typescript-cannot-find-module-when-moduleresolution=nodenext-and)</sub>
Repository: godot
Issue: `PhysicsDirectBodyState3D.get_contact_impulse()` returns zero vector on first frame of collision
Labels: bug,confirmed,topic:physics

### Godot version

v4.0.rc2.official [d2699dc7a]

### System information

EndeavourOS, Vulkan

### Issue description

Calling the `get_contact_impulse()` method on the PhysicsDirectState3D object provided in the `_integrate_forces()` method of `RigidBody3D` returns `Vector3.ZERO` for contacts that were created in the current frame. I would expect this method to return the impulse applied to the rigidbody by the contact, even during the first frame.
This becomes an issue particularly with bouncy objects as they often only have one frame of contact which results in no impulse being reported at all.

I dug a bit in the physics code and it seems that the contacts of a rigidbody are not updated after `pre_solve` in `GodotBodyPair3D` ran which seems suspicious.

### Steps to reproduce

1. set up a scene with a rigidbody with a collider and something it can collide with (I tested both rigidbodies and staticbodies for this)
2. Turn on `contact_monitor` and set `max_contacts_reported` to a reasonable value
3. Add a script to the rigidbody that implements `_integrate_forces()` and call `state.get_contact_impulse()`, for example print all impulses for all contacts
4. Observe that during the first frame after a new contact is created a zero vector is returned. This is more obvious when a physics material with bounciness 1.0 is added to the rigidbody.

### Minimal reproduction project

[impulse_test.zip](https://github.com/godotengine/godot/files/10772643/impulse_test.zip)
Repository: PowerToys
Issue: Smaller UI option for PowerToys Run
Labels: Needs-Triage

### Description of the new feature / enhancement

Can there an option to be able to choose a smaller UI size for the PowerToys Run? I feel that it's disproportionately largely than everything else on my screen.

### Scenario when this would be used?

It's important to me because the jarring difference in proportion distracts me from my workflow instead of it just passing through my day as I use it.

### Supporting information

_No response_
Repository: PowerToys
Issue: Ctrl + Win + Alt + NUMBER
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

Where is Ctrl + Win + Alt + NUMBER in the PowerToys program? 

I spent an hour looking for it but only found it online.
Repository: stable-diffusion-webui
Issue: [Bug]: 'NoneType' object has no attribute 'cond_stage_model'
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Error when prompt after install extension

### Steps to reproduce the problem

1. launch webUI
2. insert some prompt

### What should have happened?

do not error

### Commit where the problem happens

3715ece0adce7bf7c5e9c5ab3710b2fdc3848f39

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
--ui-debug-mode
```


### List of extensions

sd-webui-controlnet   unprompted

### Console logs

```Shell
Traceback (most recent call last):
  File "/home/qingdu/stable-diffusion-webui/modules/call_queue.py", line 56, in f
    res = list(func(*args, **kwargs))
  File "/home/qingdu/stable-diffusion-webui/modules/call_queue.py", line 37, in f
    res = func(*args, **kwargs)
  File "/home/qingdu/stable-diffusion-webui/modules/txt2img.py", line 56, in txt2img
    processed = process_images(p)
  File "/home/qingdu/stable-diffusion-webui/modules/processing.py", line 486, in process_images
    res = process_images_inner(p)
  File "/home/qingdu/stable-diffusion-webui/modules/processing.py", line 544, in process_images_inner
    model_hijack.embedding_db.load_textual_inversion_embeddings()
  File "/home/qingdu/stable-diffusion-webui/modules/textual_inversion/textual_inversion.py", line 229, in load_textual_inversion_embeddings
    self.expected_shape = self.get_expected_shape()
  File "/home/qingdu/stable-diffusion-webui/modules/textual_inversion/textual_inversion.py", line 140, in get_expected_shape
    vec = shared.sd_model.cond_stage_model.encode_embedding_init_text(",", 1)
AttributeError: 'NoneType' object has no attribute 'cond_stage_model'

Traceback (most recent call last):
  File "/home/qingdu/stable-diffusion-webui/modules/call_queue.py", line 56, in f
    res = list(func(*args, **kwargs))
  File "/home/qingdu/stable-diffusion-webui/modules/call_queue.py", line 37, in f
    res = func(*args, **kwargs)
  File "/home/qingdu/stable-diffusion-webui/modules/txt2img.py", line 56, in txt2img
    processed = process_images(p)
  File "/home/qingdu/stable-diffusion-webui/modules/processing.py", line 486, in process_images
    res = process_images_inner(p)
  File "/home/qingdu/stable-diffusion-webui/modules/processing.py", line 544, in process_images_inner
    model_hijack.embedding_db.load_textual_inversion_embeddings()
  File "/home/qingdu/stable-diffusion-webui/modules/textual_inversion/textual_inversion.py", line 229, in load_textual_inversion_embeddings
    self.expected_shape = self.get_expected_shape()
  File "/home/qingdu/stable-diffusion-webui/modules/textual_inversion/textual_inversion.py", line 140, in get_expected_shape
    vec = shared.sd_model.cond_stage_model.encode_embedding_init_text(",", 1)
AttributeError: 'NoneType' object has no attribute 'cond_stage_model'
```
Repository: rust
Issue: Unnecessarily order dependent type inference
Labels: A-inference,C-bug,T-types

```rust
fn main1() {
    let vec1 = [1,2,3,4,5].into_iter().collect();
    let _vec2 : &Vec<usize> = &vec1;
    // this compiles
    println!("{}", vec1[0]);
}

fn main2() {
    let vec1 = [1,2,3,4,5].into_iter().collect();
    // this doesn't compile
    println!("{}", vec1[0]);
    let _vec2 : &Vec<usize> = &vec1;
}
```

I wonder if it is possible to make the two code snippets act the same?
Repository: excalidraw
Issue: In "Draw" mode with Apple Pencil, allow panning with finger
Labels: mobile,UX/UI

1. Pan with single finger
2. Zoom with 2 fingers

https://user-images.githubusercontent.com/52999758/219848545-196db3e2-fdcb-45d7-95ba-361435db0e34.MP4
Repository: flutter
Issue: Windows feature request: Ability to localize `Runner.rc`
Labels: c: new feature,a: internationalization,platform-windows,c: proposal,a: desktop,P2,team-windows,triaged-windows

We had a user reporting he couldn't find our app in windows task manager. Turned out our app name is not localized in windows task manager. We do have our app name localized in other places (by setting `DisplayName` in app manifest). Windows task manager is a bit special here (at least for windows 11):

![image](https://user-images.githubusercontent.com/11565096/219848305-2523f290-e651-4c22-8557-3ba5ed9fc802.png)

You can see the inner process name ((2) in the pic above) is localized, but its parent node (1) is simply showing file description, which is not localized.

Most windows apps actually have a localized file description, for example, localized description for windows explorer in Chinese:

![image](https://user-images.githubusercontent.com/11565096/219848521-ac34528d-9f5e-4dd9-bf9d-1f2dc1c9d3ff.png)

File description was set by updating the `Runner.rc` in a flutter project.

![image](https://user-images.githubusercontent.com/11565096/219848565-1f89b17f-a478-49b6-989c-6eb5d0de1642.png)

It would be great if you can support localized file description in future. Thanks!

Flutter doctor
```
[✓] Flutter (Channel stable, 3.7.3, on Microsoft Windows [Version 10.0.22621.1265], locale zh-CN)
[✓] Windows Version (Installed version of Windows is version 10 or higher)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.1)
[✓] Chrome - develop for the web
[✓] Visual Studio - develop for Windows (Visual Studio Enterprise 2022 17.4.5)
[✓] Android Studio (version 2022.1)
[✓] VS Code (version 1.75.1)
[✓] Connected device (3 available)
[✓] HTTP Host Availability
```
Repository: flutter
Issue: [Feature Request] make TimePicker more friendly for extensions
Labels: c: new feature,framework,f: material design,f: date/time picker,c: proposal,team-design,triaged-design

## Use case

I would like to create a time picker that includes seconds (and possibly even milliseconds).
Generally speaking there are 2 options:
1. Create the widget on my own (or use a packge of someone who did it already).
2. Extend the built in TimePicker widget, hopefully adding another text box on the side of it.

Doing the 2nd shouldn't be too difficult - however most of the clases of time picker are private, so I can't use them (or I need to copy-paste them all with little changes).

## Proposal

1. Make the various classes in TimePicker public rather than private; e.g. `_RestorableTimePickerEntryMode` 
2. Make the code a bit more modular so it's easier to extend/overide methods. Currently the build() method of the state is quite a long one. By separating it into different methods that can be overriden, it would make it easier to change parts of the code while still enjoying the current functionality (it's also easier to read the code btw :P)
3. A bit similar to the point before, but perhaps also making the widgets more modular. e.g. making a generic input rather than. Even somethin like `<T extends TimeOfDay` is fine, so one can easily pass an extended version of that (with seconds/milliseconds).