sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Impeller] Re-asses our mip-mapping strategy.
Labels: engine,P3,e: impeller,team-engine,triaged-engine

Today, Impeller will generate mip levels for all ui.Image textures by default. This comes in handy because Flutter application typically do not contain any sort of information about the intended usage of the image when it is created. In the wild, applications have been observed to render massive (4k) images as tiny icons.

For really large images, generating mip levels on the GPU can take up to 5ms. Doing too many of these on the GPU can and does cause frame drops. The engine tries to drip feed mip generation jobs to the GPU to ameliorate but there there is no fundamental mechanism to make the GPU prioritize non-mip generation jobs (because we haven't explored yet).

From the sync, the following points of discussion came up:
* Should Flutter mip by default?
* Should Impeller mip lazily?
* Should Impeller mip lazily based on usage? Should it adapt to change in usage?
* Is there a way to make the GPU prioritize non-mip workloads?
* How should we prioritize this? Drip feeding mip jobs seems to be working fine for now.
Repository: storybook
Issue: [Documentation]: Load Stories from presets 
Labels: documentation

### Describe the problem

Hi,

I want to ship a story with my preset. Of course I can describe to add an stories blob to "node_modes/my-preset". But this is not very user friendly. After searching through the documentation I found "preset" https://storybook.js.org/docs/react/addons/writing-presets#entries. It seems this the way I can do that? If yes could you add an example to the documentation.

Thanks! ()

### Additional context

_No response_
Repository: excalidraw
Issue: split current-item-defaults per element type
Labels: enhancement,discussion

When changing the default while a specific element is selected, or a tool type is selected, it changes the default for all future shapes.

This may be undesirable if you e.g. change a stroke color of a rectangle, you may not want that to apply to future text elements. Especially if you switch the color to a transparent color.

### proposal

Cache defaults per element types, or type groups (e.g. rectangle + ellipse + diamond could use the same defaults fine).
Repository: excalidraw
Issue: rename `stroke` to `text color` for text elements
Labels: enhancement

or something more clear than `stroke`.

![image](https://user-images.githubusercontent.com/5153846/227745999-7b47e0d4-399b-42ad-b702-cdc7f52085d3.png)
Repository: godot
Issue: SDFGI doesn't update Mesh instances correctly in the editor
Labels: enhancement,topic:rendering,topic:editor,confirmed,topic:3d

### Godot version

4.0.1

### System information

Windows 11, Vulkan, whatever graphics is included in intel i5-8265U

### Issue description

The SDFGI cascades aren't updating correctly when properties of Mesh instances are updated, i.e visibility, position etc. See video:


https://user-images.githubusercontent.com/11806563/227746411-15c2141c-78f7-496e-b71b-e7c3adedd24f.mp4

The user is looking into a mirror material at other objects

### Steps to reproduce

1. Open godot 4.0
2. Move temp.tres from scene.zip to project folder
3. Open scene in editor
4. Position camera looking into the reflective node with the other nodes behind the camera.
8. View bug as in video.
9. Cry.
10. Fix bug.
11. Live a long and prosperous life.

### Minimal reproduction project

[scene.zip](https://github.com/godotengine/godot/files/11070414/scene.zip)
Repository: storybook
Issue: [Bug]: useTheme return undefined inside story when in global decorator used {Story()} insteadof <Story />
Labels: bug,has workaround,block: source

### Describe the bug

if i use Story as JSX tag (`<Story />`) in decorator then when i click "Show code" in storybook i see "`<No Display Name />`" instead of code of story.

### Example
```ts
// .storybook/preview.tsx
const preview: Preview = {
  decorators: [
    Story => (
      <ThemeProvider>
        <GlobalStyle />
        {Story()}
      </ThemeProvider>
    ),
  ],
  parameters: { 
    // ...
  },
};

export default preview;
```

When i try use `useTheme` hook from `styled-components` in story i got undefined:

```ts
// Button.story.tsx
export const Primary: StoryObj<typeof Button> = {
  render: args => {
    console.log(useTheme()); // undefined
    return <Button sx={{ backgroundColor: "#ddd" }}>fk</Button>;
  },
};
```

Now if you change the preview settings:
```ts
// .storybook/preview.tsx
const preview: Preview = {
  decorators: [
    Story => (
      <ThemeProvider>
        <GlobalStyle />
        <Story />
      </ThemeProvider>
    ),
  ],
   parameters: { 
    // ...
  },
};

export default preview;
```

After this useTheme works correctly, but the view of the history code breaks.

Thanks and sorry for my english.

### To Reproduce

_No response_

### System

```shell
Environment Info:

  System:
    OS: macOS 13.2.1
    CPU: (8) arm64 Apple M1 Pro
  Binaries:
    Node: 18.13.0 - /opt/homebrew/opt/node@18/bin/node
    npm: 8.19.3 - /opt/homebrew/opt/node@18/bin/npm
  Browsers:
    Chrome: 111.0.5563.110
    Safari: 16.3
  npmPackages:
    @storybook/addon-essentials: ^7.0.0-rc.4 => 7.0.0-rc.4 
    @storybook/addon-interactions: ^7.0.0-rc.4 => 7.0.0-rc.4 
    @storybook/addon-links: ^7.0.0-rc.4 => 7.0.0-rc.4 
    @storybook/addon-mdx-gfm: ^7.0.0-beta.54 => 7.0.0-rc.8 
    @storybook/blocks: ^7.0.0-alpha.8 => 7.0.0-rc.4 
    @storybook/react: ^7.0.0-rc.4 => 7.0.0-rc.4 
    @storybook/react-webpack5: ^7.0.0-alpha.0 => 7.0.0-rc.4 
    @storybook/testing-library: ^0.0.14-next.1 => 0.0.14-next.1
```


### Additional context

_No response_
Repository: godot
Issue: Issue when use SkeletonModification2DCCDIK
Labels: bug,topic:animation,topic:2d

### Godot version

4.0

### System information

windows 10,  ryzen 5, radeon graphics vega 11, redering in every options

### Issue description

I try to create a arm, I used polygon2d to the texture and after joined to the skeleton. Everything works until I add a modification to skeleton2d, I used SkeletonModification2DCCDIK and when I check "enable constraint", the texture increase and blicking until disappears. Sometimes this modification works but if I try to change the scale of the main node the problem with the texture it happens again. I dont use any script just nodes.

![image](https://user-images.githubusercontent.com/70084357/227748042-e829bcc4-fadc-456c-9dc6-fbadad8f2bb4.png)

this is an example when only check the enable constraint
![godot4 0 bug](https://user-images.githubusercontent.com/70084357/227748140-c4e34a22-4fdc-4ca6-a498-d5ab1547d6d7.gif)

and this is a example the modification works but if I try to modify the scale of the main node the problem appears again

![godot4 0bugSecondExample ](https://user-images.githubusercontent.com/70084357/227749065-0d9f9867-4d76-491f-8e89-7c6e7e4b816f.gif)


### Steps to reproduce

1 create a node2d
2 add polygon2d to textures
3 add skeleton 2d and bones what need
4 add skeleton to polygon 2d
5 overwrite rest pose skelton2d
6 add  SkeletonModification2DCCDIK to skeleton2d
7 check "enable constraint" to any join data change the values

I case that this step works, try to change the scale of the main node only one axis

### Minimal reproduction project

[godot40issue.zip](https://github.com/godotengine/godot/files/11070477/godot40issue.zip)
Repository: tauri
Issue: [bug]  decoration doesn't work on Wayland 
Labels: type: bug,platform: Linux,status: needs triage

### Describe the bug

On wayland when `"decorations": false` in tauri.conf.json , the decoration doesn't hide but when `` std::env::set_var("GDK_BACKEND", "x11");  `` it hidden   but I do not want  to set it to x11.

### Reproduction

1.set `"decorations": false` in tauri.conf.json
2.start your tauri application 

### Expected behavior

the decoration is not visible when using wayland without  setting.

### Platform and versions

```text
Environment
  › OS: openSUSE 20230322 X64
  › Node.js: 16.18.0
  › npm: 9.3.1
  › pnpm: 7.17.0
  › yarn: 1.22.19
  › rustup: 1.25.2
  › rustc: 1.67.1
  › cargo: 1.67.1
  › Rust toolchain: stable-x86_64-unknown-linux-gnu 

Packages
  › @tauri-apps/cli [NPM]: 1.2.3
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.4,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.8,
  › wry [RUST]: 0.23.4,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:1420/
  › framework: React
  › bundler: Vite

App directory structure
  ├─ src-tauri
  ├─ .vscode
  ├─ src
  ├─ public
  ├─ dist
  ├─ .github
  ├─ node_modules
  ├─ .git
  └─ docker
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: flutter
Issue: [google_sign_in] Uses implicit flow which is no longer recommended
Labels: c: new feature,p: google_sign_in,package,c: proposal,team-ecosystem,P2,triaged-ecosystem

## Use case

I believe the [GoogleSignIn Package](https://github.com/flutter/packages/tree/32c120ff6af7152cd7c4dc218b404558395efd5c/packages/extension_google_sign_in_as_googleapis_auth) is using the implicit authorization flow to obtain a credential to access Google APIs on the web.  The **implicit flow** is mentioned here in the [code](https://github.com/flutter/plugins/blob/557d3284ac9dda32a1106bb75be8a23bdccd2f96/packages/google_sign_in/google_sign_in_web/lib/src/gis_client.dart#L196).

Based on the official [OAuth Documentation](https://www.oauth.com/oauth2-servers/single-page-apps/) as well as other sources [Auth0 docs](https://auth0.com/docs/get-started/authentication-and-authorization-flow/implicit-flow-with-form-post) and [Microsoft migration guide](https://learn.microsoft.com/en-us/azure/active-directory/develop/migrate-spa-implicit-to-auth-code) this flow is no longer recommended for single page web applications. The recommendation is to use the Authorization code flow with PKCE. 

Based on [Auth0 docs](https://auth0.com/docs/get-started/authentication-and-authorization-flow/implicit-flow-with-form-post)
it seems like the implicit flow might still be suitable if the sole purpose is sign on. Its still not clear to me though whether the implicit flow would be the right approach in that case for a flutter app. GoogleSignIn also allows requesting additional scopes which seems like it would violate the OAuth's recommendation to use Auth code flow with PKCE with SPAs.

## Proposal

Update the Google Sign In package to use the Auth code flow with PKCE in order to comply with current recommendations of best practices.
Repository: godot
Issue: await signal yields before its listeners get executed, if they were registered via anonymous function
Labels: bug,topic:gdscript

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Mac OS 13.0.1

### Issue description

Following tutortial https://docs.godotengine.org/en/stable/getting_started/first_2d_game/06.heads_up_display.html

Wanted to connect signal via code instead of editor. But it breaks the logic - signal callback is triggered after `await Timer.timeout` 

"Dodge the\nCreeps!" doesn't appear on the screen

### Steps to reproduce

```gdscript
class_name HUD
extends CanvasLayer

signal start_game

# Called when the node enters the scene tree for the first time.
func _ready():
	
	$MessageTimer.timeout.connect(func(): 
		$Message.hide()
		print("Hide")
	)
	$StartButton.pressed.connect(func():
		$StartButton.hide()
		start_game.emit()
	)


func show_message(text):
	$Message.text = text
	$Message.show()
	$MessageTimer.start()

func show_game_over():
	show_message("Game Over")
	# Wait until the MessageTimer has counted down.
	await $MessageTimer.timeout

	$Message.text = "Dodge the\nCreeps!"
	$Message.show()
	print("Show")
	# Make a one-shot timer and wait for it to finish.
	await get_tree().create_timer(1.0).timeout
	$StartButton.show()
	
func update_score(score):
	$ScoreLabel.text = str(score)
	
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	pass
```

Console output:
```gdscript
Hide
Show
Hide
```

### Minimal reproduction project

[Dodge_the_Creeps.zip](https://github.com/godotengine/godot/files/11070540/Dodge_the_Creeps.zip)
Repository: godot
Issue: Skeleton3D Rest Pose Does Not Effect Final Pose As Expected
Labels: documentation,topic:animation,topic:3d

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Windows 10

### Issue description

I'm trying to change a bone's rest pose transform by editing its scale, but it doesn't seem to have any effect when playing an animation clip. The animation clip has no keyframes for scale, and I changed some import settings such as **[AnimationPlayer -> Compression -> false]**, and **[AnimationPlayer -> Import Tracks -> Scale -> Never]** just in case. However I expect the scale to take effect regardless of what keyframes are in the animation based on this excerpt from the description section of Skeleton3D: 
> The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.

If this isn't the intended use for rest pose, then the next best option I'm guessing would be the "custom pose", but I can't find any mention of the custom pose anywhere else besides in Skeleton3D's description.


https://user-images.githubusercontent.com/38251868/227752543-0f06ea45-9fd5-40d0-8292-8adeb15b3fc3.mp4


### Steps to reproduce

* open test.tscn
* enable **[Skeleton3D -> Show Rest Only]**
* change the Bone 2 Scale value on the "test" root node.
* disable  **[Skeleton3D -> Show Rest Only]**
* play an animation

### Minimal reproduction project


[RestPoseIssue.zip](https://github.com/godotengine/godot/files/11070642/RestPoseIssue.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: Prompts from file or textbox syntax "" double quotes get sent to SD, after the recent update
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?

"Prompts from file or textbox" syntax used to be --prompt "my prompt" and my prompt would get send to stable diffusion without quotes.

since the latest update, --prompt "my prompt" is sent to stable diffusion as "my prompt", including the quotes, which produced noticably different results compared to just entering the prompt in the proper prompt box.


### Steps to reproduce the problem

1. enter a prompt in "prompts from file or textbox", --prompt "a photo of ladybird", generate result.
2. enter a prompt in in the proper prompt box, a photo of ladybird, generate result.
3. enter a prompt in "prompts from file or textbox", --prompt a photo of ladybird, generate result.

### What should have happened?

according to automatic1111 manual/wiki, syntax 1 & 2 should generate a same result, xformers variation aside.

### Commit where the problem happens

a0d07fb5

### What platforms do you use to access the UI ?

MacOS, Other/Cloud

### What browsers do you use to access the UI ?

Apple Safari

### Command Line Arguments

```Shell
no
```


### List of extensions

Ultimate SD upscale
Dynamic Prompt

### Console logs

```Shell
no error message in terminal
```


### Additional information

I generate via Thelastben's Google colab script.
Repository: godot
Issue: RenderingServer.viewport_get_measured_render_time_gpu always return 0
Labels: topic:rendering,documentation

### Godot version

4.0.1-stable

### System information

Kubuntu, Forward+/Mobile, GTX 1050

### Issue description

I tried to use the code to measure cpu/gpu time, but these method always return 0.
```gdscript
var viewport_rid = get_tree().root.get_viewport_rid()
var duration = RenderingServer.viewport_get_measured_render_time_gpu(viewport_rid)
print(duration)
```

### Steps to reproduce

Download the MRP and run.

### Minimal reproduction project

[tmp.zip](https://github.com/godotengine/godot/files/11070876/tmp.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: Extensions available tab click load from button not work
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?

I pulled the latest version of the submission, when I want to install the plugin, I found that clicking the load from button does not work

### Steps to reproduce the problem

1. clone project
2. install and start
3. goto extensions, click available tab, click load from button


### What should have happened?

extension list not loaded

### Commit where the problem happens

64da5c46ef0d68b9048747c2e0d46ce3495f9f29

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
venv "Z:\NovelAI\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Commit hash: 64da5c46ef0d68b9048747c2e0d46ce3495f9f29
Installing requirements for Web UI
Launching Web UI with arguments:
No module 'xformers'. Proceeding without it.
Loading weights [f42edd43aa] from Z:\NovelAI\stable-diffusion-webui\models\Stable-diffusion\3Guofeng3_v32Light_pruned.safetensors
Creating model from config: Z:\NovelAI\stable-diffusion-webui\configs\v1-inference.yaml
LatentDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.52 M params.
Applying cross attention optimization (Doggettx).
Textual inversion embeddings loaded(0):
Model loaded in 62.6s (load weights from disk: 0.2s, create model: 0.4s, apply weights to model: 2.7s, apply half(): 0.8s, move model to device: 0.6s, hijack: 57.0s, load textual inversion embeddings: 1.0s).
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Startup time: 66.1s (import torch: 0.8s, import gradio: 0.7s, import ldm: 0.2s, other imports: 0.7s, load scripts: 0.4s, load SD checkpoint: 62.9s, create ui: 0.2s, gradio launch: 0.1s).
```


### Additional information

_No response_
Repository: godot
Issue: Cannot import JPEG images with sampling factors not supported by jpgd
Labels: bug,topic:thirdparty,topic:import

### Godot version

4.0.1

### System information

Arch Linux

### Issue description

There are certain .jpg images where Godot just cannot import the image. The image is not corrupted, all file editors display it normally. And ofc, an X cross sign appears on the image file in godot's filesystem tab. No preview, nor loading it to some texture or sprite works.

This bug was not created in 4.0.1, I can confirm it was present since 4.0 beta14. I also tested 3.5.1, it exists there too.

### Steps to reproduce

1. Open empty project
2. Import this:
![29284413](https://user-images.githubusercontent.com/25630803/227761531-d92b15b4-46b2-4895-b6fd-5ee04b5213d0.jpg)


### Minimal reproduction project

See above.
Repository: next.js
Issue: ESM packages need to be imported
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 22.3.0: Thu Jan  5 20:53:49 PST 2023; root:xnu-8792.81.2~2/RELEASE_X86_64

Binaries:
  Node: 16.13.0
  npm: 8.1.0
  Yarn: 1.22.17
  pnpm: 7.27.0

Relevant packages:
  next: 13.2.5-canary.18
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://github.com/bigbigbo/nextjs-bugreport

### To Reproduce

 1. install `@antv/x6`
```bash
pnpm add @antv/x6
```
2. use `@antv/x6`
```jsx
"use client";
import { useEffect } from "react"
import { Graph } from '@antv/x6'

export default function Home() {
  useEffect(() => {
    const graph = new Graph({
      container: document.getElementById("container"),
      width: 800,
      height: 600
    })
  }, [])
  
  return <div id="container"></div>
}
```
4. an error occurred during the compilation process
```bash
./node_modules/.pnpm/@antv+x6-common@2.0.11/node_modules/@antv/x6-common/lib/array/array.js:4:0
Module not found: ESM packages (lodash-es) need to be imported. Use 'import' to reference the package instead. https://nextjs.org/docs/messages/import-esm-externals

https://nextjs.org/docs/messages/module-not-found

Import trace for requested module:
./node_modules/.pnpm/@antv+x6-common@2.0.11/node_modules/@antv/x6-common/lib/array/index.js
./node_modules/.pnpm/@antv+x6-common@2.0.11/node_modules/@antv/x6-common/lib/index.js
./node_modules/.pnpm/@antv+x6@2.5.7/node_modules/@antv/x6/lib/index.js
./app/page.tsx
```

### Describe the Bug

I open this webpage(https://nextjs.org/docs/messages/import-esm-externals) to check the help information.

> ### Possible Ways to Fix It
> 1. Use import or import() to reference the package instead. (Recommended)
> 2. If you are already using import, make sure that this is not changed by a transpiler, e. g. TypeScript or Babel.
> 3. Switch to loose mode (experimental.esmExternals: 'loose'), which tries to automatically correct this error.

I'm sure `@antv/x6`、`@antv/x6-common` and `lodash-es` are ESM, and I already using import. Although I can solve this problem through the suggestion in the third point, it is not recommended. Regarding the second suggestion, I don't know how to check this point.

### Expected Behavior

compile success no error.

### Which browser are you using? (if relevant)

Microsoft Edge  111.0.1661.51 

### How are you deploying your application? (if relevant)

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: txt2img: read generation parameters from prompt button does not work, img2img:generate button does not work sometimes,must be restart sdui, interactive red image ratio overlay does not show, the big image preview float window does not show
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?

some useful funcations gone

### Steps to reproduce the problem

txt2img: read generation parameters from prompt button does not work,
img2img:generate button does not work sometimes,must be restart sdui,
interactive red image ratio overlay does not show,
the big image preview float window does not show

### What should have happened?

some useful funcations does not work

### Commit where the problem happens

buttons 

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Microsoft Edge

### Command Line Arguments

```Shell
no
```


### List of extensions

controlnet
openpose editer

### Console logs

```Shell
txt2img: read generation parameters from prompt button does not work,
img2img:generate button does not work sometimes,must be restart sdui,
interactive red image ratio overlay does not show,
the big image preview float window does not show
```


### Additional information

Dear boss,how to just go back to the last stable version of the stable diffusion world?because tons of bugs appear,bars dont move,((buttons)) like stone,pretty:1.4 girls never show,my world crashed,when:1.2 does the beautiful stable world come back again?lol