sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: stderr: fatal: reference is not a tree: 24268930bf1dce879235a7fddd0b2355b84d7ea6
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?

Use --skip-python-version-check to suppress this warning.
==============================================================================================================
Python 3.9.7 (default, Sep 16 2021, 16:59:28) [MSC v.1916 64 bit (AMD64)]
Commit hash: 0cc0ee1bcb4c24a8c9715f66cede06601bfc00c8
Fetching updates for Taming Transformers...
Checking out commit for Taming Transformers with hash: 24268930bf1dce879235a7fddd0b2355b84d7ea6...
Traceback (most recent call last):
  File "D:\ai\stable-diffusion-webui\launch.py", line 360, in <module>
    prepare_environment()
  File "D:\ai\stable-diffusion-webui\launch.py", line 301, in prepare_environment
    git_clone(taming_transformers_repo, repo_dir('taming-transformers'), "Taming Transformers", taming_transformers_commit_hash)
  File "D:\ai\stable-diffusion-webui\launch.py", line 156, in git_clone
    run(f'"{git}" -C "{dir}" checkout {commithash}', f"Checking out commit for {name} with hash: {commithash}...", f"Couldn't checkout commit {commithash} for {name}")
  File "D:\ai\stable-diffusion-webui\launch.py", line 105, in run
    raise RuntimeError(message)
RuntimeError: Couldn't checkout commit 24268930bf1dce879235a7fddd0b2355b84d7ea6 for Taming Transformers.
Command: "git" -C "repositories\taming-transformers" checkout 24268930bf1dce879235a7fddd0b2355b84d7ea6
Error code: 128
stdout: <empty>
stderr: fatal: reference is not a tree: 24268930bf1dce879235a7fddd0b2355b84d7ea6



### Steps to reproduce the problem

run webui-user.bat on windows10

### What should have happened?

install sucess

### Commit where the problem happens

24268930bf1dce879235a7fddd0b2355b84d7ea6

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

_No response_

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

_No response_

### Command Line Arguments

```Shell
run webui-user.bat on windows10
```


### List of extensions

run webui-user.bat on windows10

### Console logs

```Shell
run webui-user.bat on windows10
```


### Additional information

run webui-user.bat on windows10
Repository: godot
Issue: Ambient lighting from sky missing on macOS (Intel driver bug)
Labels: bug,platform:macos,topic:rendering,topic:thirdparty,topic:3d

### Godot version

v4.0.stable.mono.official [92bee43ad]

### System information

macOS Monterey, MBP 2020, Intel Iris Plus Graphics, Forward+ (so Vulkan? but this is macOS, so still OpenGL?)

### Issue description

While testing GDQuest's Godot 4 macOS build I notice my lighting is different from their posted screenshot (missing ambient lighting in shaded area, results in complete blackness).

<img width="960" alt="Screen Shot 2023-03-11 at 17 26 10" src="https://user-images.githubusercontent.com/1484279/224479966-9e7655ec-78b8-4641-a3e3-2a678ad5b13f.png">

<img width="960" alt="Screen Shot 2023-03-11 at 17 26 33" src="https://user-images.githubusercontent.com/1484279/224479975-c9f621f6-9c4e-4de7-a1df-51e56489f470.png">

https://github.com/gdquest-demos/godot-4.0-new-features/issues/32

I searched around the closest reported issue appear to be this one, but since it was tagged for 3.x I am unsure if it is the same issue given rendering backend are different:

https://github.com/godotengine/godot/issues/55754

Further inspection at GDQuest source project, suggest the problem lies at ambient lighting from sky, no matter which sky material I use (procedural, physical or panorama), I can never get it to contribute to ambient lighting. Other forms of ambient lighting source appears to work fine, such as background or color mode.

<img width="413" alt="Screen Shot 2023-03-11 at 18 42 08" src="https://user-images.githubusercontent.com/1484279/224479778-3d4c000a-33dd-4fe2-ab4b-fcc91603051e.png">

<img width="326" alt="Screen Shot 2023-03-11 at 18 42 33" src="https://user-images.githubusercontent.com/1484279/224479792-bc5766f5-a7d2-4bdf-8611-833135413fc3.png">

<img width="314" alt="Screen Shot 2023-03-11 at 18 42 42" src="https://user-images.githubusercontent.com/1484279/224479805-0464d3ad-90ef-4c33-aeab-63f0de839f15.png">

I think this might have something to do with either the radiance map generated by Godot, or just the material shading itself wasn't using the radiance map properly.

I am new to Godot, please correct me if I was wrong about something. (I am guessing based on my experience with Unity and Unreal).

### Steps to reproduce

2 ways:

1. Run build on Intel macOS from here: https://gdquest-demos.itch.io/godot-40-new-features

2. Download source from https://github.com/gdquest-demos/godot-4.0-new-features/ and open in Godot 4 stable

Not all scenes use sky as ambient lighting, but `3d_animation_tree_audio` and `3d_physics_nodes` scene noticeably suffer from this issue.

### Minimal reproduction project

Sources are listed above.

It can also be trivially verified by adding an environment with sky as ambient lighting source to any new project.

This only appears to break with Forward+ renderer, Mobile renderer are not affected.
Repository: godot
Issue: Godot doesn't startup correctly and the whole screen flickers!
Labels: bug,platform:windows,topic:rendering,topic:editor,needs testing

### Godot version

Godot_v4.0-stable_win64

### System information

[AMD A8-7410 APU with AMD Radeon R5 Graphics](https://www.notebookcheck.net/AMD-A-Series-A8-7410-Notebook-SoC.144751.0.html)

### Issue description


https://user-images.githubusercontent.com/111116421/224481241-d855e5f5-5ad5-403b-9468-7163e7f39240.mp4



### Steps to reproduce






### Minimal reproduction project
Repository: material-ui
Issue: Duplicated styles in Next.js
Labels: external dependency,package: system,nextjs

### 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/brave-rosalind-skg4gj?file=%2Fpages%2Findex.js

I slightly changed the original [example](https://github.com/mui/material-ui/tree/master/examples/material-next) with next.js, by adding `<Button color="success" sx={{ padding: "2px" }}>`.

Steps:

1. Go to live example.
2. Run it in **production** mode by executing task **build** and after it - **start**.
3. Inspect that button in DevTools.


### Current behavior 😯

Styles are duplicated (`border-radius`, `color`, 3 times `padding`).

<img width="623" alt="image" src="https://user-images.githubusercontent.com/28823069/224483702-a2aa62b6-be3a-423f-983f-61e620b38694.png">


### Expected behavior 🤔

Styles should be combined with no duplicates. I created the same [example](https://codesandbox.io/p/sandbox/objective-currying-kw7ljl?file=%2Fsrc%2FApp.js) using [material-cra](https://github.com/mui/material-ui/tree/master/examples/material-cra). Running it in **production** mode results in clean not duplicated css.

<img width="620" alt="image" src="https://user-images.githubusercontent.com/28823069/224483886-f7343ec3-3eb1-40cf-9561-fb85e8e5c04b.png">


### Context 🔦

This bugs produce duplicate styles which increases resulted css size to be downloaded on client.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: godot
Issue: Adding a new Animation Library changes existing Library from Foreign to Built-In
Labels: bug,topic:editor,confirmed,topic:animation

### Godot version

4.0.stable

### System information

Windows 10

### Issue description

Issue:

When adding a new animation library, the existing animation library imported from the .glb file is automatically changed from **foreign** to **built-in** upon saving, without any prompt or understandable reason. I believe this is a bug.

This results in losing the link between the .glb and the .tscn, now if animations are changed in the .glb they won't be updated in the .tscn.

Expected behaviour:

When adding a new animation library, the existing animation library imported from the .glb file does not change its type (if not possible, at least the animation(s) should not change its type).

![image](https://user-images.githubusercontent.com/522725/224485913-6c9e1c93-b416-4ea2-b3e4-534ae85b773d.png)

![image](https://user-images.githubusercontent.com/522725/224485953-7a23bd42-4119-441f-a8c6-c9d72ccfa443.png)

### Steps to reproduce

Using the project attached, do the following:

- Click on the AnimationPlayer of model.tscn, this displays the animation "Action" from the imported model.
- Click on the button "Animation"
- Click on "Manage Animations", and notice that the existing animation library is set as "foreign" (imported from model.glb)
- Click on "Add Library", set a name and click ok.
- Close the dialog, save the file, and reopen the animation libraries.
- Notice that now the "Global" animation library is set as "[built-in]". (The animation has been integrated into the model.tscn file and the link to the glb is lost).

### Minimal reproduction project

[AnimationLibraryBug.zip](https://github.com/godotengine/godot/files/10948559/AnimationLibraryBug.zip)
Repository: PowerToys
Issue: Dock de aplicaciones
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Incluir un dock donde pueda tener mis aplicaciones y accesos directos dejando limpio el escritorio

### Scenario when this would be used?

escritorio de windows

### Supporting information

_No response_
Repository: godot
Issue: Unable to add extra arguments to connect built-in signals
Labels: topic:core,documentation

### Godot version

v4.1.dev (c1128e911ccd6f1e8c35646df804d894652a58f1)

### System information

macOS Monterey, version 12.4

### Issue description

It seems that I can't bind extra arguments to Callable's programmatically for built-in signals. From some Googling it appears that this may have worked in Godot 3 but since the connect() function changed it's no longer possible.

This is desired so that if I programmatically create 10 buttons, I could have them all connect to the same event function and have it know which button called (by passing the name as an extra argument).

The workaround is to create a custom button class and make custom signals to pass the button names but that involves a lot of extra code.

This would be great to fix so that it can be used for any type of object built-in signals.

The below code gives an error when I try to run it.



```gdscript
extends Node2D
@onready var button = $Button
@onready var button2 = $Button2
# Called when the node enters the scene tree for the first time.
func _ready():
	var callable = Callable(self, "_button_down")
	callable.bind("button1")
	button.connect("button_down", callable)
	var callable2 = Callable(self, "_button_down")
	callable2.bind("button2")
	button2.connect("button_down", callable2)
	pass # Replace with function body.

func _button_down(button_name):
	print("pressed button", button_name)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	pass
```

Error:

`E 0:00:03:0534   emit_signalp: Error calling from signal 'button_down' to callable: 'Node2D(node_2d.gd)::_button_down': Method expected 1 arguments, but called with 0.
  <C++ Source>   core/object/object.cpp:1058 @ emit_signalp()
`

### Steps to reproduce

See above code or use the attached project zip.

### Minimal reproduction project

[signal_testing.zip](https://github.com/godotengine/godot/files/10948698/signal_testing.zip)
Repository: yt-dlp
Issue: [downloader/ffmpeg] Support dashified formats to get faster speeds for `--download-sections`
Labels: enhancement,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'm running yt-dlp version **2023.03.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [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

with such a request, the download speed of the audio or video segment is different, depending on the length of the video
`yt-dlp --download-sections "*10:15-10:30" -f ba[ext=m4a]` or `yt-dlp --download-sections "*10:15-10:30"`

if the video is less than 22 minutes 30 seconds, then the speed is normal

```
size=    4976kB time=00:05:14.98 bitrate= 129.4kbits/s speed= 662x
[download] 100% of    4.86MiB in 00:00:00 at 4.86MiB/s
```

and if more than 22 minutes 30 seconds, then the speed is already low

```
size=    4976kB time=00:05:14.98 bitrate= 129.4kbits/s speed=1.99x
[download] 100% of    4.86MiB in 00:02:39 at 31.27KiB/s
```


I don’t know if this is a script bug, or such work with ffmpeg, but on videos the duration of which does not exceed 22 minutes 30 seconds, the speed is normal, and if higher, then low
exactly in the request with --download-sections flag

### 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_
Repository: PowerToys
Issue: No quick accent for "ɔ" ("the open-mid back rounded vowel", "turned c", "open o")
Labels: Idea-Enhancement,Needs-Triage,Product-Quick Accent

### Microsoft PowerToys version

0.68.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Quick Accent

### Steps to reproduce

The letter does not appear when you try the quick accent on all the keys that provide them.


### ✔️ Expected Behavior

"ɔ" should be part of the accents available for "c"

### ❌ Actual Behavior

There is no quick accent for "ɔ"

### Other Software

_No response_
Repository: godot
Issue: Steam overlay appears on every panel
Labels: enhancement,platform:windows,topic:editor,confirmed,topic:thirdparty

### Godot version

4.0dev

### System information

Windows 10, AMD FX-6200, 8 Gb RAM, GTX 1060

### Issue description

I have downloaded Steam version of Godot (4.0dev) and after i launch the project I see FPS counter on every panel (hints panel, main window, settings and ect.)

### Steps to reproduce

1) Download Steam version of Godot 4.0dev
2) Open the project
3) Done

### Minimal reproduction project

Not required. Works on any project.
Repository: deno
Issue: FFI: Errors cannot be thrown after a `nonblocking` function call
Labels: bug,needs investigation,FFI

```ts
call_some_nonblocking_function();
console.debug("Reaches here.");
throw new Error(); // not thrown
```
Repository: godot
Issue: Opening the program makes my desktop audio start popping due to `adb` running in the background
Labels: bug,platform:linuxbsd,platform:android,confirmed,topic:audio

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Arch Linux

### Issue description

Normally, my system audio (Pipewire 1:0.3.66-2) sounds fine. As soon as I open Godot, my entire desktop audio starts to sound crackly. (even if im just, say, watching a youtube video or something and happen to have Godot open). As soon as I close Godot, my audio goes right back to normal.

This doesn't seem to happen in the project manager, only when I actually open a project.

### Steps to reproduce

1. Listen to computer audio (it sounds fine). I like to use this video https://www.youtube.com/watch?v=xGXYFJmvIvk because it's just the exact same sound consitently with no breaks so if i hear any crackles or breaks or pauses I know it's not just the video's audio
2. Open Godot project manager and then open a project.
3. Listen to the video again. Now it keeps stuttering every second or so
4. Close Godot
5. Listen again. Now it's fine

### Minimal reproduction project

N/A
Repository: pytorch
Issue:  No matching distribution found for torch==1.13.1+cu117
Labels: module: binaries,triaged

### 🐛 Describe the bug

Hi, I am trying to install pytorch with the specific CUDA version of 11.7 and I can only use pip for now. But the recommended command on the official website for Linux-pip-python-cuda 11.7 is a general command “pip3 install torch torchvision torchaudio” and this command always gave me CUDA version of 11.4 which is not what I want. However, when I tried to specify the version based on other commands suggested from this forum or other forum (e,g, github, StackOverflow etc.), it always said something about the 403 forbidden error and no matching distribution found for torch==1.13.1+cu117. I have attached a screenshot as the example. Could anybody please help me?


![image](https://user-images.githubusercontent.com/115084467/224496765-2bfcc126-3005-4a97-a8df-0e5d29b492b4.png)

My python version is either 3.8.10 or 3.10.2 (I tried both and none of them worked) and pip version is either 21.2.4 or 23.0.1 (default and updated version, I tried both and none of them worked)

Many thanks in advance.

### Versions

I am actually using a cloud computer so I don't have any rights to download this script, I am very sorry about this.

cc @ezyang @seemethere @malfet
Repository: godot
Issue: LightmapGI bounces turn lightmap magenta and black
Labels: bug,platform:macos,topic:rendering,topic:3d

### Godot version

4.1.dev (d8e242c)

### System information

macOS Monterey 12.6 Intel HD Graphics 6000 1536 MB

### Issue description

With a minimal lightmapping example using MeshInstance3D cubes, a DirectionalLight3d for illumination, and LightmapGI bounces set to 1 or above, the baked lightmap is mostly black and magenta.

![image](https://user-images.githubusercontent.com/51487055/224502115-ef1835b2-e355-4c2f-b9d6-4f5fd43478ac.png)

the same example with 0 bounces:

![image](https://user-images.githubusercontent.com/51487055/224502217-a458a5b0-c225-4d34-b5f6-0ff3bb3bbdcb.png)


### Steps to reproduce

Set up scene, click Bake Lightmaps

### Minimal reproduction project

[LightmapGITest.zip](https://github.com/godotengine/godot/files/10949042/LightmapGITest.zip)
Repository: kubernetes
Issue: Sub-project (e.g. kube-aggregator) code-generation is incomplete
Labels: kind/bug,priority/backlog,sig/api-machinery,area/code-generation,triage/accepted

We have these scripts in `staging/src/k8s.io/code-generator` called "generate-groups.sh" and "generate-internal-groups.sh".

External projects which want kube-style code generation (deepcopy, conversion, openapi, client, etc) call them.  We emulate that pattern for in-tree things like `k8s.io/kube-aggregator`, `k8s.io/sample-apiserver`, `k8s.io/metrics` and more (see `hack/update-codegen.sh` for full list).

If you manually remove all the generated files from, for example, `staging/src/k8s.io/kube-aggregator`, and then re-run its own `update-codegen.sh`, you might expect all the files to come back.  You would be wrong.

Some (prerelease-lifecycle) have no support in "generate-groups".

Openapi, in particular, is weird. There is a generated openapi file in `.../kube-aggregator/pkg/generated/openapi/zz_generated.openapi.go`, but `.../kube-aggregator/hack/update-codegen.sh` doesn't ask for openapi generation.  It is covered by the (very twisty) openapi logic in `k/k/hack/update-codegen.sh`.

If you add openapi to the `.../kube-aggregator/hck/update-codegen`, it generates an equivalent file, but in a different place!  The result is `.../kube-aggregator/pkg/client/openapi` rather than `.../kube-aggregator/pkg/generated/openapi`.

Why?  Because invoking `generate-internal-groups.sh` passes an "output dir" of `.../pkg/client`, so obviously output goes there.

A simple fix would just be to consume openapi from `.../pkg/client`, but it's not obvious that openapi should be in a "client" directory.

A more involved fix would be to break down and replace or eliminate these "generate-groups" scripts, which are proving somewhat brittle and hard to maintain.  We could leave them for external clients but offer better alternatives, perhaps.

The benefit of making the subproject scripts handle openapi is that the (again, very twisty) openapi logic in `k/k/hack/update-codegen.sh` could be removed.  That would be nice.

I don't have time to wrestle with this right now, so I am leaving it "broken" and filing this bug, hoping maybe someone with better context will chime in.

@liggitt @sttts
Repository: storybook
Issue: [Bug]: `source.code` ignored in Canvas when migrating from `mdxSource`
Labels: bug,addon: docs,block: other,sev:S2

### Describe the bug

When migrating a Canvas with `mdxSource` to `source.code`, Storybook ignores the parameter and shows the primary code instead.

### To Reproduce

Old code:
```jsx
<Canvas mdxSource={`
    <md-elevated-card>
      Content
    </md-elevated-card>
`}>
    <md-elevated-card outlined style={{'--md-card-padding': '16px'}}>
        Content
    </md-elevated-card>
</Canvas>
```

New code:
```jsx
<Canvas source={{code: `
    <md-elevated-card>
      Content
    </md-elevated-card>
`}}>
    <md-elevated-card outlined style={{'--md-card-padding': '16px'}}>
        Content
    </md-elevated-card>
</Canvas>
```

### System

```shell
Environment Info:

  System:
    OS: Linux 5.15 Ubuntu 22.04.2 LTS 22.04.2 LTS (Jammy Jellyfish)
    CPU: (24) x64 13th Gen Intel(R) Core(TM) i7-13700KF
  Binaries:
    Node: 19.7.0 - ~/.local/share/nvm/v19.7.0/bin/node
    npm: 9.5.0 - ~/.local/share/nvm/v19.7.0/bin/npm
  npmPackages:
    @storybook/addon-a11y: next => 7.0.0-rc.1 
    @storybook/addon-actions: next => 7.0.0-rc.1 
    @storybook/addon-backgrounds: next => 7.0.0-rc.1 
    @storybook/addon-controls: next => 7.0.0-rc.1 
    @storybook/addon-docs: next => 7.0.0-rc.1 
    @storybook/addon-links: next => 7.0.0-rc.1 
    @storybook/addon-measure: next => 7.0.0-rc.1 
    @storybook/addon-storysource: next => 7.0.0-rc.1 
    @storybook/addon-toolbars: next => 7.0.0-rc.1 
    @storybook/addon-viewport: next => 7.0.0-rc.1 
    @storybook/addons: next => 7.0.0-rc.1 
    @storybook/api: next => 7.0.0-rc.1 
    @storybook/blocks: next => 7.0.0-rc.1 
    @storybook/components: next => 7.0.0-rc.1 
    @storybook/core-events: next => 7.0.0-rc.1 
    @storybook/preset-scss: ^1.0.3 => 1.0.3 
    @storybook/theming: next => 7.0.0-rc.1 
    @storybook/web-components: next => 7.0.0-rc.1 
    @storybook/web-components-vite: next => 7.0.0-rc.1
```


### Additional context

_No response_