sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Occluder instance rotation error and size error when importing GLB files
Labels: bug,topic:import,topic:3d

### Tested versions

Reproducible in: v4.3.dev6.mono.official and v4.2.2.stable.mono.official 

### System information

Godot v4.3.dev6.mono - Windows 10.0.14393 - GLES3 (Compatibility) - ANGLE (AMD, AMD Radeon HD 7560D (0x00009904) Direct3D11 vs_5_0 ps_5_0, D3D11-8.17.10.1433) () - AMD A8-5600K APU with Radeon(tm) HD Graphics (4 Threads)

### Issue description

After importing the glb file, double click the file to see the import preview and set generate/occluder to "Mesh + Occlude", the size and rotation orientation of OccluderInstance3D is wrong.
For example, in the scene test1.glb, the parent node of the mesh is scaled to 0.01, but the generated OccluderInstance3D is scaled to 1.
Another example is that the parent node of the mesh in scene test2.glb is rotated by an x-angle of -90, but the resulting OccluderInstance3D has a rotation angle of 0.
In the normal case the generated OccluderInstance3D should be multiple and the parent nodes are the corresponding meshes.
But the OccluderInstance3D created by import is a separate node under the scene root node.
I don't know if this happens when importing other types of files (e.g. FBX)

### Steps to reproduce

Double click on the imported GLB file to see the import preview and set generate/occluder to "Mesh + Occlude "
Open the imported scene to see the error
![OX_D1J3}A(`$W0STE`SY45E](https://github.com/godotengine/godot/assets/106457414/6b25ee97-562c-4463-b891-3248240620d2)


### Minimal reproduction project (MRP)

[occluderinstancerotationerror.zip](https://github.com/godotengine/godot/files/15368513/occluderinstancerotationerror.zip)
Repository: vscode
Issue: Using #pragma region too close to each other creates overlap in minmap
Labels: bug,editor-minimap

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- VS Code Version: 1.89.1
- OS Version: 14.4.1 (23E224)

Steps to Reproduce:

1. Create A C++ file
2. Write this :
```cpp
#pragma region A
#pragma region B
#pragma endregion
#pragma endregion
```
4. Observe the minimap
 
Here's my code & minimap
<img width="574" alt="Screenshot 2024-05-19 at 1 09 25 PM" src="https://github.com/microsoft/vscode/assets/88477616/cf79e96f-f6a7-4d3e-b300-1946b8d35daa">
<img width="134" alt="Screenshot 2024-05-19 at 1 09 44 PM" src="https://github.com/microsoft/vscode/assets/88477616/1068dd71-7af8-4292-a1ff-287c05ac91bc">
Repository: godot
Issue: Warning spam about "Could not determine track hint" for `modulate:a` animation tracks
Labels: bug,topic:animation

### Tested versions

- Reproducible in: v4.3.dev6.official [64520fe67]
- Reproducible in: v4.2.stable.official [46dc27791]
- Not reproducible in: v4.1.4.stable.official [fe0e8e557]

### System information

Debian GNU/Linux trixie/sid trixie - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 7600 (RADV NAVI33) () - AMD Ryzen 5 7600 6-Core Processor (12 Threads)

### Issue description

If one has an animation track for just the alpha of a `CanvasItem.modulate` property (eg. `.:modulate:a`), selecting the `AnimationPlayer` in the scene tree will cause several (3-5) warnings to be sent to the output panel:

> editor/animation_track_editor.cpp:4315 - Could not determine track hint for '.:modulate:a' because its base property is null.

The animation itself appears to function as expected.

---

Possibly related to https://github.com/godotengine/godot/issues/83421, since the connected PR https://github.com/godotengine/godot/pull/84129 introduced this warning message. However that issue seems to relate more specifically to an error when animating shader parameters.

Also, the same warning was mentioned in https://github.com/godotengine/godot/issues/90435, but since that is closed as fixed, appears to have been unrelated/tangential to that issue's error.

### Steps to reproduce

1. Create a `CanvasItem`-derived node (eg. `Node2D`)
2. Create an `AnimationPlayer`
3. Add a new animation
4. Add an animation track for the `CanvasItem`'s `modulate` property
5. On the animation track, edit the track's path (eg. click the `modulate` text) and add `:a` at the end
6. Check the output bottom panel :eyes: 

Alternatively, open the MRP and select the `AnimationPlayer`

### Minimal reproduction project (MRP)

[animate-modulate-a-warning.zip](https://github.com/godotengine/godot/files/15368729/animate-modulate-a-warning.zip)
Repository: vscode
Issue: Git - Clone and open a repository using 'code' command 
Labels: feature-request,git

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I need to clone different repositories in my daily work. Currently I do the following steps:

1. `cd /tmp`
2. `git clone REPOSITORY_URL`
3. `code REPOSITORY_NAME`

I wish I could clone and open a repository using `code` cli itself. e.g `code https://github.com/facebook/react`
That would be like press `.` in Github which opens `https://github.dev` (vscode web version).
Repository: pytorch
Issue: [optim] add missing 'maximize' parameter to LBFGS, NAdam and RAdam optimizers
Labels: module: loss,module: optimizer,triaged,actionable

### 🚀 The feature, motivation and pitch

Currently, ```LBFGS```, ```NAdam``` and ```RAdam``` optimizers do not have the ```maximize``` parameter in their constructors, which means they cannot be used with some loss functions (like R2Score).

### Alternatives

In the case ```maximize``` can't be implemented due to a constraint of the optimizer, it would be nice to make it clear that ```maximize``` is intentionally not supported. Some possible suggestions:
* Update the documentation to mention the reason maximize isn't supported for the optimizer
* Still support the parameter but throw an error when maximize=True

### Additional context

_No response_

cc @vincentqb @jbschlosser @albanD @janeyx99 @crcrpar
Repository: godot
Issue: Editor suddenly freeze
Labels: needs testing

### Tested versions

v4.3.dev6.official.64520fe67

### System information

Godot v4.3.dev6 - Ubuntu 23.10 23.10 - Wayland - GLES3 (Compatibility) - HAINAN (, LLVM 15.0.7, DRM 2.50, 6.5.0-35-generic) () - Intel(R) Core(TM) i7-8565U CPU @ 1.80GHz (8 Threads)

### Issue description

The editor just suddenly freezes, and it outputs in my terminal these logs:

[6162:6162:0519/163800.553558:ERROR:vaapi_wrapper.cc(1233)] Empty codec maximum resolution
[6162:6162:0519/163800.556585:ERROR:vaapi_wrapper.cc(1142)] FillProfileInfo_Locked failed for va_profile VAProfileH264ConstrainedBaseline and entrypoint VAEntrypointVLD
[6162:6162:0519/163800.556631:ERROR:vaapi_wrapper.cc(1233)] Empty codec maximum resolution
[6162:6162:0519/163800.556657:ERROR:vaapi_wrapper.cc(1142)] FillProfileInfo_Locked failed for va_profile VAProfileH264Main and entrypoint VAEntrypointVLD
[6162:6162:0519/163800.559344:ERROR:vaapi_wrapper.cc(1233)] Empty codec maximum resolution
[6162:6162:0519/163800.559428:ERROR:vaapi_wrapper.cc(1142)] FillProfileInfo_Locked failed for va_profile VAProfileH264High and entrypoint VAEntrypointVLD
Opening in existing browser session.
[6104:6104:0519/163801.141021:ERROR:object_proxy.cc(576)] Failed to call method: org.freedesktop.ScreenSaver.GetActive: object_path= /org/freedesktop/ScreenSaver: org.freedesktop.DBus.Error.NotSupported: This method is not part of the idle inhibition specification: https://specifications.freedesktop.org/idle-inhibit-spec/latest/
Created TensorFlow Lite XNNPACK delegate for CPU.
[6162:6162:0519/163809.689673:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 1 times!
[6162:6162:0519/163809.696820:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 2 times!
[6162:6162:0519/163820.298438:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 3 times!

### Steps to reproduce

None

### Minimal reproduction project (MRP)

None
Repository: storybook
Issue: [Bug]: Warning: ReactDOM.render is no longer supported in React 18. Use createRoot instead.
Labels: bug,react,sev:S2

### Describe the bug

Duplicate of https://github.com/storybookjs/storybook/issues/23816

I am seeing this in the browser console locally when I do `npx storybook@latest init` in an empty directory and choose the `react-vite-ts` template.

Interestingly, I do not see this in the linked stackblitz repro 😵 

### Reproduction link

https://stackblitz.com/edit/github-2nczml

### Reproduction steps

_No response_

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.4.1
    CPU: (10) arm64 Apple M1 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.19.0 - /usr/local/bin/node
    Yarn: 1.22.21 - /usr/local/bin/yarn
    npm: 10.2.3 - /usr/local/bin/npm <----- active
    pnpm: 9.0.6 - ~/Library/pnpm/pnpm
  Browsers:
    Chrome: 124.0.6367.208
    Safari: 17.4.1
  npmPackages:
    @storybook/addon-essentials: ^8.1.1 => 8.1.1 
    @storybook/addon-interactions: ^8.1.1 => 8.1.1 
    @storybook/addon-links: ^8.1.1 => 8.1.1 
    @storybook/addon-onboarding: ^8.1.1 => 8.1.1 
    @storybook/addon-styling-webpack: ^1.0.0 => 1.0.0 
    @storybook/blocks: ^8.1.1 => 8.1.1 
    @storybook/nextjs: ^8.1.1 => 8.1.1 
    @storybook/react: ^8.1.1 => 8.1.1 
    @storybook/test: ^8.1.1 => 8.1.1 
    storybook: ^8.1.1 => 8.1.1 
```
```


### Additional context

_No response_
Repository: rust
Issue: Call to function broken by unrelated constraint on generic function containing the call
Labels: A-type-system,T-compiler,C-bug,S-has-mcve,T-types

I'm a bit new to Rust; sorry if the following is just my misunderstanding.

I tried this code ([play](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=46fe4fc8613852710c21917548cd2937)):

```rust
pub trait MyTrait {
}

// Implement `MyTrait` for `&String`
impl<'a> MyTrait for &'a String {
}

// Function taking a reference to some `T` for which `&T` implements `MyTrait`
//
// So, eg, passing a `&String` (implying `T=String`) is valid
pub fn call_me<T>(_: &T) where for<'a> &'a T: MyTrait {}

// Sure enough, calling `call_me()` with a `&String` works (here in a function generic over some `U`)
pub fn call_compiles<U>() {
   call_me(&String::new());
}

// Do exactly the same (but coincidentally in a function that constrains `U` such that `&U` implements `MyTrait`
//
// This does not compile.
pub fn call_does_not_compile<U>() where for<'b> &'b U: MyTrait {
   call_me(&String::new()); // <---- ****** THIS CALL FAILS ******
}

// It can be made to work by explicitly telling it that matching `&T` to &String implies T=String
pub fn call_can_be_made_to_work<U>() where for<'b> &'b U: MyTrait {
   call_me::<String>(&String::new());
}

```

I expected to see the compiler accept this code. Instead, I get this error:

```no-highlight
error[E0308]: mismatched types
  --> src/lib.rs:22:10
   |
21 | pub fn call_does_not_compile<U>() where for<'b> &'b U: MyTrait {
   |                              - expected this type parameter
22 |     call_me(&String::new()); // <---- ****** THIS CALL FAILS ******
   |     ------- ^^^^^^^^^^^^^^ expected `&U`, found `&String`
   |     |
   |     arguments to this function are incorrect
   |
   = note: expected reference `&U`
              found reference `&String`
note: function defined here
  --> src/lib.rs:11:8
   |
11 | pub fn call_me<T>(_: &T) where for<'a> &'a T: MyTrait {}
   |        ^^^^^^^    -----

For more information about this error, try `rustc --explain E0308`.
```

The Playground shows this happening on nightly too. 

The error message suggests it thinks `call_me()` should be passed a `&U`, but `&U` has nothing to do with `call_me()` or the `&String` it's being passed.

Thank you very much for all work on Rust.
Repository: godot
Issue: Reimporting .glb with use_external materials doesn't work
Labels: bug,topic:import,topic:3d

### Tested versions

v4.2.2.stable.official [15073afe3]

### System information

Windows 10, Godot v4.2.2.stable.official [15073afe3], Compatability renderer, Nvidia RTX 3060

### Issue description

![Godot_v4 2 2-stable_win64_9MQjfGmSz6](https://github.com/godotengine/godot/assets/18554021/eb2b5dae-fc7c-4c6e-99ed-97efbb720739)
![Godot_v4 2 2-stable_win64_68PgCv7JAR](https://github.com/godotengine/godot/assets/18554021/aae47666-8a23-4503-9e33-daa86d3f8f50)
![Godot_v4 2 2-stable_win64_TWYL6nXUK5](https://github.com/godotengine/godot/assets/18554021/97e284ba-d7b2-4628-84bd-e7733060651d)



### Steps to reproduce

Reimport .glb with use_external materials

### Minimal reproduction project (MRP)

[godot_feverdream.zip](https://github.com/godotengine/godot/files/15369040/godot_feverdream.zip)
Repository: ui
Issue: [bug]: Error when running npx shadcn-ui@latest init and npx shadcn-ui@latest add button with Node.js v20.13.1
Labels: bug

### Describe the bug

I encountered errors when trying to run the `shadcn-ui` commands as described in the documentation. The commands `npx shadcn-ui@latest init` and `npx shadcn-ui@latest add button` fail with a `Cannot find package` error.


![image](https://github.com/shadcn-ui/ui/assets/60542516/47e16c8d-ee64-4ebe-9e7e-d5b683bc90d2)


### Affected component/components

`shadcn/ui` initialization and component addition commands.

### How to reproduce

1. Create a new Next.js project using the following command:
   ```sh
   npx create-next-app@latest my-app --typescript --tailwind --eslint
   ```
2. Navigate to the project directory:
   ```sh
   cd my-app
   ```
3. Run the `shadcn-ui` init command:
   ```sh
   npx shadcn-ui@latest init
   ```
4. Alternatively, try adding a component:
   ```sh
   npx shadcn-ui@latest add button
   ```


### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
Error message encountered:

PS C:\Users\Forhad vi\Desktop\Tanzim\LWS\Test1\my-app> npx shadcn-ui@latest init
node:internal/modules/run_main:129
    triggerUncaughtException(
    ^

Error: Cannot find package 'C:\Users\Forhad vi\AppData\Local\npm-cache\_npx\125ee17d583c4e03\node_modules\npm-run-path\node_modules\path-key\package.json' imported from C:\Users\Forhad vi\AppData\Local\npm-cache\_npx\125ee17d583c4e03\node_modules\npm-run-path\index.js
Did you mean to import "path-key/index.js"?
    at legacyMainResolve (node:internal/modules/esm/resolve:215:26)
    at packageResolve (node:internal/modules/esm/resolve:841:14)
    at moduleResolve (node:internal/modules/esm/resolve:927:18)
    at defaultResolve (node:internal/modules/esm/resolve:1157:11)
    at ModuleLoader.defaultResolve (node:internal/modules/esm/loader:383:12)
    at ModuleLoader.resolve (node:internal/modules/esm/loader:352:25)
    at ModuleLoader.getModuleJob (node:internal/modules/esm/loader:227:38)
    at ModuleWrap.<anonymous> (node:internal/modules/esm/module_job:87:39)
    at link (node:internal/modules/esm/module_job:86:36) {
  code: 'ERR_MODULE_NOT_FOUND'
}

Node.js v20.13.1
```


### System Info

```bash
- Node.js: v20.13.1 (LTS version)
- Next.js: 14.2.3
- OS: Windows 11
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Seamless looping animations stutter at the last frame before looping when using AnimationTree
Labels: bug,needs testing,topic:animation

### Tested versions

Godot 4.2.2 stable


### System information

11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz  RTX 3050 laptop 16 gb ram Windows 10 64bit

### Issue description


https://github.com/godotengine/godot/assets/170141752/d2ed8aeb-c9f2-42b4-83df-d0bcac505e94

the animation works noramlly when not using blend or add nodes or when animated in animmator individually

### Steps to reproduce

make looping animation, try blending or adding two of them.

### Minimal reproduction project (MRP)

dont have
Repository: PowerToys
Issue: Virtualbox not handled by FancyZones
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Similar experience as with #30148

After updating from 0.74.1, guest windows created by VirtualBox does not allow me to activate zones while dragging it.
  
From what I can tell (via WinSpy++), the window has WS_OVERLAPPEDWINDOW, WS_POPUP, WS_VISIBLE, WS_CLIPSIBLINGS, WS_CLIPCHILDREN, WS_EX_WINDOWEDGE

and if I read things correctly, 
https://github.com/microsoft/PowerToys/blob/c601a3e3e22d919ddb913faef1bc80b02999fe8d/src/modules/fancyzones/FancyZonesLib/FancyZonesWindowProcessing.cpp#L35-L46

explicitly prohibits it. 

While personally it's not a huge deal, as the zone(s) I'd like it to snap into roughly matches windows snap to edge. It would be nice with either some more control inside fancyzones, like "Included apps"/"Exclude from default exclusion" for either broken, or hacky software (if that applies for virtualbox). A "I (pretend) to know what I'm doing, let me manage this window" checkbox or such :)



### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: godot
Issue:  Enough calls to lightmap_unwrap will eventually cause the game to hang.
Labels: bug,confirmed,topic:thirdparty,topic:3d

### Tested versions

4.0, 4.2, 4.3dev

### System information

Tested on a laptop with integrated graphics and desktop with dedicated.

### Issue description

If lightmap_unwrap is called enough times the application will hang.

The number of calls before the hang can vary even on the same machine, my PC has gotten close to 10,000 calls before a hang while my laptop usually gets to around 2000.

### Steps to reproduce

This is the code that will lead to a hang:
![image](https://github.com/godotengine/godot/assets/62811101/a8b3eec8-c0a0-4961-a6b3-a468c919c9c8)


### Minimal reproduction project (MRP)

[unwrapTest.zip](https://github.com/godotengine/godot/files/15369259/unwrapTest.zip)
Repository: terminal
Issue: Make spacing more consistent across Settings UI
Labels: Area-UserInterface,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement

This is a simple UX (readbility) enhancement. In the Settings UI, it would be nice with a bit of spacing between the headline and the description of the current page of settings. The red arrows below showcase where I believe more padding/margins would make it more discoverable and readable:

![image](https://github.com/microsoft/terminal/assets/30827238/59f11b1d-bcb8-4d37-900a-bb6366fd4e8a)

Notice the good chunk of spacing before the "Additional settings" and its preceding section, and how nice that looks and is easy to spot.
Repository: godot
Issue: GraphEdit disconnection does not honor the new hover connection logic
Labels: bug,needs testing,topic:gui

### Tested versions

Godot Engine v4.3.dev6.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.

### System information

Windows 11

### Issue description

Godot 4.3 introduced a new `hover_connection` concept for highlighting the connection that the mouse currently hovers; however when enabling the disconnect from the right behavior, even when that wire is highlighted, it isn't necessarily the one disconnected.  

Ideally, if two connection wires converge on the same target node, it would make sense that the hover connection be raised so that if disconnected on the right, it has priority over any other connection to that same target node's input port.


### Steps to reproduce

1. Create several nodes and connect several output slots to another node's input slot.
2. Attempt to disconnect a specific wire.



### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: [torch.compile]: Enhanced Error Reporting and Performance Canary Mode
Labels: feature,triaged,oncall: pt2

### 🚀 The feature, motivation and pitch

### Background
Handling PyTorch compile issues and ensuring reproducibility on minimal isolated code is currently quite labor-intensive. This challenge impacts both:

- **Users and developers** trying to isolate and reproduce errors.
- **Triagers or compiler team members** working with third-party compiled code, especially for public OSS models.

The complexity increases significantly when compiling full models or high-level `def` functions in a chain. Often, a single error might be hidden within a chain of errors, complicating error reporting and resolution.

### Proposal

1. **Enhanced Error Isolation and Reporting:**
   - **Isolate Failed Function:**  
     Implement a mechanism to exactly isolate the function where the compilation failed. This will allow users to report the specific function causing the issue without additional effort.
   - **Record Fake Inputs:**  
     Automatically record fake inputs to facilitate error reproduction without the need for users to fully reproduce their dataset setup. This ensures that developers and triagers can recreate the issue reliably with minimal setup.

2. **Performance Canary Mode:**
   - **Store Baseline Info:**  
     Introduce a mode where running an uncompiled model stores baseline performance data (e.g., memory usage, speed) on disk.
   - **Automatic Regression Detection:**  
     When running the compiled model, automatically compare current performance against the stored baseline. If there are regressions in memory usage or speed, users should be warned.
   - **Simplified Reporting:**  
     In case of performance regressions, provide an easy and straightforward way for users to report these issues.

### Benefits
- **For Users/Developers:**
  - Simplifies the process of isolating and reporting compile errors.
  - Enhances reproducibility by automatically recording necessary inputs.
- **For Triagers/Compiler Team:**
  - Provides clearer insights into the specific functions causing issues.
  - Facilitates quicker diagnosis and resolution of performance regressions.

/cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang 

### Alternatives

_No response_

### Additional context

_No response_