sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Cursor doesn't return to correct position after rotating editor camera
Labels: bug,topic:editor,usability,needs testing,topic:3d

### Tested versions

Only tested in 4.3.beta3 and 4.2.2.stable. Is a problem in both.

### System information

Godot v4.3.beta3 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i7-9700 CPU @ 3.00GHz (8 Threads)

### Issue description

While in the 3D view if you move your cursor while releasing right click it puts your cursor at the center of the Godot window. If you stop moving the cursor before releasing it works as expected which is that it returns to where it was before moving the cursor.

I assume this happens because the code to keep the mouse centered in the window sees the cursor move since last frame, then centers it after the cursor was returned to it's original position.

### Steps to reproduce

Open the 3D view in any project then rotate the camera.

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Support PowerRename when browsing android device files
Labels: Idea-Enhancement,Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

When browsing an android device's files (connected via USB), the PowerRename option is not shown in the right-click context menu. A lot of other context menu items are not shown as well so I'm wondering if this is a limitation of MTP itself.

### Scenario when this would be used?

1) Renaming DCIM / camera roll images to remove prefixes
2) Faced this yesterday where I had to rename ~70 files that had a suffix of site they were downloaded from. Spent quite a bit of time figuring out how to rename them with shell scripting in adb. PowerRename would be more intuitive.

### Supporting information

_No response_
Repository: tauri
Issue: [feat] Support with_asset_loader on android
Labels: type: feature request,platform: Android

### Describe the problem

The functionality to read files from the asset folder inside an Android APK is not provided. It appears to be supported in Wry, but I would like it to be supported in Tauri as well.

### Describe the solution you'd like

Enable the "with_asset_loader" feature provided in Wry for Tauri.

The reference URL is as follows.
https://github.com/tauri-apps/wry/commit/077eb3a7ca520d07e73f899da60ce23eef941e6f
https://github.com/tauri-apps/wry/issues/846

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: vscode
Issue: A bug related to typing devanagari scripts
Labels: bug,editor-input-IME


Type: <b>Bug</b>

The issue is related to typing devanagari scripts in vscode by using a devanagri keyboard (not transliteration keyboards).

So, when trying to type न्ति (nti) in vscode, the ि applies only to त the second consonant, not to the whole consonant conjunct (न्त). The typing sequence is: न + ् + त + ि = न्ति, which is the correct rendering. But vscode outputs न्तति, by duplicating त and applying the vowel sign (ि) to it.

Strangely, if the cursor is moved to somewhere else before typing ि, and then move back and type ि, the correct form is generated.

The same occurs with the other vowels signs (ो, ौ, े, ै, ा, ि, ु, ी, ृ, ॢ, ॣ).

VS Code version: Code 1.91.1 (f1e16e1e6214d7c44d078b1f0607b2388f29d729, 2024-07-09T22:07:46.768Z)
OS version: Darwin arm64 23.5.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M2 (8 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|4, 3, 3|
|Memory (System)|8.00GB (0.08GB free)|
|Process Argv|--crash-reporter-id 3e42d8a1-5feb-4d9b-b15f-494c381e7f19|
|Screen Reader|yes|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: godot
Issue: Problem assigning 2D bones.
Labels: bug,topic:editor,topic:animation,topic:2d

### Tested versions

v3.6.rc1.official [cfc4a0eff]
4.3 beta 3

### System information

w10 64

### Issue description

https://youtu.be/wgU7YkQehW4

As you can see in this video, the allocation of the bones is not preserved and something happens that changes everything. Watch the video, you could do the same thing infinitely.

The tutorial indicates that when creating these "Polygono2D" nodes, to make it faster they must be duplicated. I thought that was the error, so I restarted the project and started again without duplicating but the problem still happens, so it is not due to the duplication of the "Polygon2D" nodes.
https://docs.godotengine.org/en/3.6/tutorials/animation/2d_skeletons.html

### Steps to reproduce

see the video

### Minimal reproduction project (MRP)

[testSkeleton.zip](https://github.com/user-attachments/files/16323273/testSkeleton.zip)
Repository: godot
Issue: GD.RandRange is broken at integer limits, always returning the same number.
Labels: bug,topic:core,needs testing

### Tested versions

requires C# version as the the issue is related to C#
Godot v4.3.dev5.mono - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.5176) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads)

### System information

Godot v4.3.dev5.mono - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.5176) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads)

### Issue description

C# GD.RandRange is broken when using the minimum and maximum value of the int type
it returns the same number always, which is some big negative number



### Steps to reproduce

get the specified version.

in ready function use the following code line, run the scene a few times. you will get the same number after the first run
use GD.Print(GD.RandRange(int.MinValue, int.MaxValue));

### Minimal reproduction project (MRP)

requires C# version of godot! create a new project and simply use GD.Print(GD.RandRange(int.MinValue, int.MaxValue));
in ready or anywhere.
Repository: godot
Issue: Collapse bottom panel issue
Labels: bug,platform:windows,topic:editor

### Tested versions

![Screenshot 2024-07-21 011236](https://github.com/user-attachments/assets/414ab0af-4481-4769-9044-981456d56e08)

### System information

Windows 11 - Godot v4.2.2.stable - Vulkan (Forward+)

### Issue description

I switched from a big monitor screen to my laptop screen. And now my collapse bottom panel isn't shown fully no more. The weird thing is it's only an issue on a specific project that I have. My main project don't have this issue luckily.

### Steps to reproduce

1. Buy GDQuest course "Learn 2D Gamedev from zero with Godot
2. Download course file project titled M07. Telling a Story (Workbook)
3, Open the project on a laptop's window

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Keyboard Manager on HP OMEN Sequencer
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.82.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

After reboot system remap keys not work on HP OMEN Sequencer, i remap "F24" key to "Home" key
It temporary can be fixed by turn off/on Keyboard manager after each reboot.
![изображение_2024-07-21_143014462](https://github.com/user-attachments/assets/05820304-be67-4a71-a70d-4c1f98c78b30)



### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: rust
Issue: Tracking Issue for unsized const parameter types: `feature(unsized_const_params)`
Labels: T-lang,C-tracking-issue,A-const-generics,F-unsized_const_params

This is a tracking issue for supporting unsized types in const generics.
The feature gate for the issue is `#![feature(unsized_const_params)]`.

### 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.
Discussion comments will get marked as off-topic or deleted.
Repeated discussions on the tracking issue may lead to the tracking issue getting locked.

### Steps

Most of the work here will be coordinated in the `#project-const-generics` stream on [zulip](https://rust-lang.zulipchat.com/#narrow/stream/260443-project-const-generics).

- [ ] Experiment with supporting `{ *"hi" }` as a const argument to `const N: str`
- [ ] Resolve #120961 somehow (e.g. by forbidding references if the previous step works out)
- [ ] Author an RFC for the feature
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide]) merges the `ConstParamTy` and `UnsizedConstParamTy` traits

[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
[nightly-style-procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md 
[Style Guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions

- Can we forbid references and support `!Sized` types some other way

### Implementation history

- Feature was split out of `adt_const_params` in #127722

cc @rust-lang/project-const-generics
Repository: ollama
Issue: Will paged attention be added when OLLAMA_NUM_PARALLEL is set higher than 1?
Labels: feature request

I experimented with ollama_num_parallel on GPUs with a large amount of VRAM, but I could not get a real benefit in terms of total aggregated tokens per second when posting 10 requests at the same time. I assume this is due to ollama not having pagedattention. Are there plans to optimize inference for large amount of concurrent requests?
Repository: PowerToys
Issue: 增加关闭热键开关
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.82.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

打开clion和power toys，CTRL+ALT+L 冲突，clion无法使用格式化代码热键

### ✔️ Expected Behavior

热键功能与其他软件冲突，增加关闭热键开关

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: godot
Issue: Godot does not detect rear analog triggers on the stadia controller.
Labels: bug,topic:thirdparty,topic:input

### Tested versions

v4.4.dev2.official [97ef3c837]
v4.3.beta3.official [82cedc83c]
v3.6.rc1.official [cfc4a0eff]

### System information

w10 64

### Issue description

From the SDL forum, they confirm that the Stadia controller's analog triggers work correctly. It is understood that the problem lies in Godot.
A video is provided showing that the analog triggers work correctly in SDL.
Link to the post:
https://discourse.libsdl.org/t/sdl-supports-stadia-pad/55314/2

![Captura5](https://github.com/user-attachments/assets/82e57285-f0ef-432b-b409-347966aa941d)

Godot only reads 0 or 1, there are no intermediate values ​​using "get_action_strength".
Initially this error also occurred on Windows.
For windows I solved it using this method:

![Captura5](https://github.com/user-attachments/assets/4526faf6-1097-4fdb-be74-33d9b176f64a)

This generated two new fields in the windows application:

![Captura4](https://github.com/user-attachments/assets/dcdd5309-83ea-4bb7-bc91-2b1e0b9eb8a8)

But godot doesn't read those fields, it seems, and only returns two fixed values: 0 or 1.

This utility reads stadia triggers correctly:
https://gamepad-tester.com/

https://github.com/user-attachments/assets/b30d6746-2994-405d-b2d5-4466fb7ba39c

### Steps to reproduce

Press the right trigger and see the values in output, 0 or 1.


### Minimal reproduction project (MRP)


[Test.zip](https://github.com/user-attachments/files/17027155/Test.zip)
Repository: ant-design
Issue: 目前使用Result时无法避免引入403 404 500状态图标
Labels: Inactive,improvement,unconfirmed

### What problem does this feature solve?

目前 `import {Result} from 'antd'` 会引入三个比较大的SVG图标（noFound.tsx、serverError.tsx、unauthorized.tsx），压缩后依然占用超过15KB的体积。后续 antd 如果支持更多内置错误状态，想必还会占用更大体积。

目前的API设计导致即使用不上这些图标也无法被自动tree-shake掉，只能用比较hack的方式强行从包体里面删掉：

```javascript
// vite.config.js
export default defineConfig(() => ({
    ...
    resolve: {
        alias: [{
            find: /^(\.\/(?:noFound|serverError|unauthorized))$/,
            replacement: '$1',
            customResolver: (source, importer, options) => {
                if(importer && /\/node_modules\/antd\/es\/result\/index\.js$/.test(importer)) {
                    return resolve(__dirname, 'src/empty.js');
                }
                return null;
            },
        }],
    },
}));

// src/empty.js
export default null;
```

### What does the proposed API look like?

可以将这几个带有图标的组件和用户自定义图标的组件提取成不同的Component，例如：

- `<Result status="403" />` → `<Result.Error403 />`
- `<Result icon={<SmileOutlined />} />` → `<CustomResult icon={<SmileOutlined />} />`

这样不需要内置图标的用户可以仅导入后者。

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: kubernetes
Issue: chore: use WaitForCacheSync method after sharedInformerFactory Start in integration or unit test follow-ups
Labels: priority/backlog,kind/cleanup,sig/api-machinery,sig/testing,triage/accepted

### What would you like to be added?

In unit tests and integration tests, after the informer calls the Start method, many files do not call the WaitForCacheSync method to wait for the informer to synchronize.
We should use `WaitForCacheSync` method after sharedInformerFactory `Start`

example: (I just gave examples, not all)

- https://github.com/kubernetes/kubernetes/blob/master/pkg/controller/podautoscaler/horizontal_test.go#L809

- https://github.com/kubernetes/kubernetes/blob/master/test/e2e_node/services/namespace_controller.go#L85

- https://github.com/kubernetes/kubernetes/blob/master/pkg/controller/resourcequota/resource_quota_controller_test.go#L134

### Why is this needed?

We should use `WaitForCacheSync` method after sharedInformerFactory `Start`

Because it involves multiple sigs groups, PRs need to be submitted separately, so this issue is used for tracking.

refer: 
https://github.com/kubernetes/kubernetes/pull/126228
https://github.com/kubernetes/kubernetes/pull/126244
Repository: vscode
Issue: Add `code --help -a` 
Labels: feature-request,workbench-cli

Git has this which shows everything, not just the common stuff:

```
'git help -a' and 'git help -g' list available subcommands and some
concept guides. See 'git help <command>' or 'git help <concept>'
to read about a specific subcommand or concept.
See 'git help git' for an overview of the system.
```

This would be useful especially for vscode/extension developers, but also regular users. For example `--locate-shell-integration-path` is only referenced on the website.
Repository: neovim
Issue: "starts at certain column" alignment for virtual text
Labels: enhancement,marks

### Problem

If I configure virtual text as follows:
```
vim.diagnostic.config({
    virtual_text = {
        virt_text_win_col = 34,
    }
})
```

and text:
```
foo text
bar
more text here
really long text that exceeds column
```


I see
```
foo text                         # virtual stuff
bar                              # more blah
more text here                   # text here tt
really long text that exceeds c  # more text
```

When I move the cursor over the L in column, I still can't see the text and I guess I could edit it without seeing what I'm doing.  I realize that I could break the line to edit the text and then rejoin it.

It doesn't seem right to have to edit text that you can't see because virtual text is obscuring the contents.  Yes, I realize that I don't have to use aligned virtual text, but if there is no way to push it out or temporarily hide the virtual text so that I can see or edit the real text, this mode is not as desirable as it otherwise would be.

### Expected behavior

I'd like for the virtual text to be aligned for most lines, but I don't want the actual text to be obscured when one line is too long.  Is there a way to get the following?

```
foo text                         # virtual stuff
bar                              # more blah
more text here                   # text here tt
really long text that exceeds column  # more text
```

@ColinKennedy asked about this [here](https://github.com/neovim/neovim/issues/16545#issuecomment-1501355259).

Is there a way to hide virtual text or push it to the right when the cursor is over that line?
Repository: ui
Issue: [bug]: fix `displayName` typo in `MenubarShortcut` component
Labels: bug

### Describe the bug

The `MenubarShortcut` component has a typo in the `displayName` property.

It is currently set as `displayname` instead of `displayName`.

### Affected component/components

MenubarShortcut

### How to reproduce

1. Open the file containing the `MenubarShortcut` component.
2. Observe the typo in the displayName property.
3. Add a typedef to `MenubarShortcut` to further confirm the issue.

<img width="1336" alt="Screenshot 2024-07-21 at 19 12 53" src="https://github.com/user-attachments/assets/0548d236-a9e5-4527-bc99-b30bcbf06324">


### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
N/A
```


### System Info

```bash
Browsers
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Resolving and caching issues of the GDScript editor when moving GDScript files
Labels: bug,topic:gdscript,topic:editor

### Tested versions

- Reproducible in: v4.0.4.stable.official [fc0b241c9], v4.3.beta.custom_build [e25f3c0d3]

### System information

Godot v4.3.beta (e25f3c0d3) - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M3 Max - Apple M3 Max (16 Threads)

### Issue description

- When moving a gdscript file, the script editor doesn't seem to realize that a moved script is now broken.
- When correcting the path of the now moved script file, the GDScript editor complains that it cannot parse the said script.


https://github.com/user-attachments/assets/c914e827-54db-4f79-a9b2-11e0317a3603

### Steps to reproduce

1. Open main.gd
2. Move a.gd to other_dir/a.gd
3. See that Godot doesn't complain that the script preload is now broken
4. Fix the script preload path
5. See that Godot complains that it cannot parse the script

### Minimal reproduction project (MRP)

[move-gdscript.zip](https://github.com/user-attachments/files/16325085/move-gdscript.zip)
Repository: ui
Issue: [bug]: react-day-picker 9.0.0 release screws up Calendar component
Labels: bug

### Describe the bug

![CleanShot 2024-07-21 at 17 46 51@2x](https://github.com/user-attachments/assets/81909edc-30ed-4b67-8ce7-3f93463b02e7)

Currently, the component looks like this.

**Fix:**
You can currently fix this by downgrading react-day-picker to version 8.^

### Affected component/components

Calendar, Date Picker, ...

### How to reproduce

1. Install Calendar component

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Browsers
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: PowerToys
Issue: Let users choose how many backups to keep
Labels: Idea-Enhancement,Product-Settings,Needs-Triage

### Description of the new feature / enhancement

We want the ability to choose how many backups to keep when backing up PowerToys settings. For example, if we back up PowerToys settings while how many backups are set to 10, PowerToys will delete 10 older backups.

### Scenario when this would be used?

In PowerToys>General, under Backup & Restore, configure how many backups to keep (for example, 10), and then click Back Up. If we have ten newer backups, ten older ones will be automatically deleted.

### Supporting information

As long as the location for backing up PowerToys settings is set (for example, %userprofile%\Documents\PowerToys\Backup), choosing how many backups of PowerToys settings can be set. If a location for backing up PowerToys settings is invalid (for example, a folder that doesn't exist in a hard drive or a removable drive that isn't connected to the PC), choosing how many backups of PowerToys settings will be greyed out unless the location for backing them up is set to the folder or drive that exists.
Repository: yt-dlp
Issue: `--limit-rate` except actually cap the download rate instead of sleeping between chunks
Labels: enhancement,triage,core:downloader

### 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 asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [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 questions **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)

### Please make sure the question is worded well enough to be understood

`--limit-rate` woks perfectly fine with an `.mp4` video.
But with hls recordings it downloads a fragment at maximum speed and then takes a long pause in order to compensate. This really messes up with other people on on my network.
Increasing the number of concurrent fragments doesn't work, the behavior is exactly the same.
I haven't found any downloader argument that limit the rate for individual fragments.
Maybe I'm missing something?

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_