sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: next build isn't detecting generateStaticParams returning empty array in page.tsx
Labels: Output (export/standalone),Webpack,TypeScript,Runtime

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/intelligent-lichterman-wjpvwn

### To Reproduce

1. Build the application.

### Current vs. Expected behavior

According to the documentation, expected behavior is "To statically render all paths the first time they're visited, return an empty array (no paths will be rendered at build time)" and it should build and run

Current behavior: The build fails and isn't detecting the generateStaticParams solution.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 24.1.0: Thu Oct 10 21:03:11 PDT 2024; root:xnu-11215.41.3~2/RELEASE_ARM64_T6020
  Available memory (MB): 16384
  Available CPU cores: 12
Binaries:
  Node: 20.18.1
  npm: 10.8.2
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 15.1.2 // Latest available version is detected (15.1.2).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.2.0
  typescript: 5.6.3
Next.js Config:
  output: export
```


### Which area(s) are affected? (Select all that apply)

Developer Experience, Output (export/standalone), Runtime, TypeScript, Webpack

### Which stage(s) are affected? (Select all that apply)

next build (local)

### Additional context

If I made a generateStaticParams that didn't return an empty array, it seemed to work. However, that stops me from navigating to other, not-statically defined routes. I have a million different combinations these slugs can have, so I don't want to write them all and I want them to dynamically generate at runtime. The issue is that I need a static export for my AspNetCore middleware to properly serve the files. If anyone could help me, that would be great.
Repository: flutter
Issue: [camera] Audit camera plugin for deprecated iOS API usage
Labels: platform-ios,p: camera,package,P2,team-ios,triaged-ios

https://github.com/flutter/flutter/issues/156373 reported usage of several deprecated APIs, including captureToFileWithCompletion  and highResolutionPhotoEnabled.  Audit the package and replace deprecated APIs, with fallbacks for older versions as needed.
Repository: PowerToys
Issue: Remove "prerelease: true" from WinGet Configuration
Labels: Resolution-Fix Committed

### Description of the new feature / enhancement

The Microsoft.WinGet.DSC module is GA. There may be conflicts introduced with preview versions of the module.

The "prerelease: true" directive should be removed to avoid problems.

> [!NOTE]
> I'll make a PR shortly

### Scenario when this would be used?

When a developer uses the WinGet Configuration File to setup their development environment it should be using stable modules if they are available. Other modules may still be in preview, so those should still have the directive for prerelease.


### Supporting information


* https://github.com/microsoft/winget-cli/issues/5069
Repository: flutter
Issue: bash_entrypoint_test.dart breaking after change to shared.sh
Labels: a: tests,team-tool

Broke on: https://ci.chromium.org/ui/p/flutter/builders/prod/Linux%20tool_integration_tests_5_6/452/infra

After https://github.com/flutter/flutter/pull/160668/files

```
06:12 +12 ~11 -1: test/integration.shard/bash_entrypoint_test.dart: shared.sh does not compile flutter tool if PROG_NAME=dart [E]
  Expected: a process with exit code 0
    Actual: <Instance of 'ProcessResult'>
     Which: Actual exitCode was 127
            Actual stderr:
            /b/s/w/ir/x/t/bash_entrypoint_testGDPYBE/bin/internal/shared.sh: line 117: /b/s/w/ir/x/t/bash_entrypoint_testGDPYBE/bin/internal/update_engine_version.sh: No such file or directory
            
            
  
  package:matcher                                         expect
  test/integration.shard/bash_entrypoint_test.dart 111:7  main.<fn>
```
Repository: flutter
Issue: [Android] Consider configuring network access on a per-test basis
Labels: a: tests,platform-android,c: proposal,P2,team-android,triaged-android

https://flutter-review.googlesource.com/c/recipes/+/61660 will add the `--enable-network` flag that gives Android virtual devices access to the network when they run tests in CI. This is needed to run tests like [this one](https://github.com/flutter/packages/blob/3515abab07d0bb2441277f43c2411c9b5e4ecf94/packages/video_player/video_player/example/integration_test/video_player_test.dart#L57) in video player that access resources hosted by Flutter on the web.

We should consider enabling network access on a per-test basis instead of globally allowing it.
Repository: PowerToys
Issue: Crop and Lock broken for multiple screens.
Labels: Issue-Bug,Needs-Triage,Product-CropAndLock

### Microsoft PowerToys version

0.87.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Crop and Lock

### Steps to reproduce

Crop a window and then move it to a screen with different resolution. The window will become blank until returned to previous window.  Only tested with 1920x1080 and 3440x1440 screen.

### ✔️ Expected Behavior

To have the same cropped window open when moving between the two screens.

### ❌ Actual Behavior

The cropped window became blank until returned to previous window.

### Other Software

_No response_
Repository: frp
Issue: [Feature Request] Add configurable port range for P2P mode
Labels: lifecycle/stale

### Describe the feature request

I would like to request a feature that allows explicitly defining a range of ports for P2P mode.

Currently, ports are selected using:

```
port := rand.IntN(65535-1024) + 1024
```
[source](https://github.com/fatedier/frp/blob/dev/pkg/nathole/nathole.go#L401)

This approach may result in conflicts if some ports in this range are already in use. Being able to specify a custom port range would provide more control and prevent such issues.

**Why this feature should be added**

1. Avoid port conflicts: users can prevent runtime issues by limiting the range to known available ports.
2. Flexibility: allows adaptation to specific environments or network policies.

**Proposed Solution**

Introduce a configuration option, such as p2pPortRange, where users can specify the allowed range of ports:

```
p2pPortRange = "29160-29200"
```

If not set, the default behavior remains unchanged (random selection from 1024–65535), ensuring backward compatibility.

### Describe alternatives you've considered

_No response_

### Affected area

- [X] Docs
- [ ] Installation
- [ ] Performance and Scalability
- [ ] Security
- [X] User Experience
- [ ] Test and Release
- [X] Developer Infrastructure
- [ ] Client Plugin
- [ ] Server Plugin
- [ ] Extensions
- [ ] Others
Repository: rust
Issue: derive(PartialEq) should not prevent "field is never read" warnings
Labels: A-lints,A-diagnostics,T-compiler

### Code

```Rust
#[derive(PartialEq)]
struct MyStruct {
    x: i32,
    y: i32, // no unused field warning, unfortunately
}

struct MyStruct2 {
    x: i32,
    y: i32, // warning today
}

pub fn use_struct() {
    let ms = MyStruct { x: 1, y: 2 };
    let _ = ms.x;

    let ms = MyStruct2 { x: 1, y: 2 };
    let _ = ms.x;
}
```

### Current output

```Shell
warning: field `y` is never read
 --> src/lib.rs:9:5
  |
7 | struct MyStruct2 {
  |        --------- field in this struct
8 |     x: i32,
9 |     y: i32, // warning today
  |     ^
  |
  = note: `#[warn(dead_code)]` on by default
```

### Desired output

A warning for both MyStruct and MyStruct2.

### Rationale and extra context

This was originally discussed on #84647 and #85200, although the conclusion there was to only exclude Debug and Clone.

However, it's really common to derive PartialEq on a type, especially when writing tests.

This means that adding tests can subtly stop this warning from catching issues. As far as I can see, there isn't a way to opt-in to stricter behaviour with either rustc or clippy here. There's no equivalent of `must_use` for struct fields, for example.

This issue was the root of a nasty bug for me. Would you be open to making this diagnostic fire for more automatically derived traits? 

### Other cases

```Rust

```

### Rust Version

```Shell
Reproduced on rustc 1.83 on the playground.
```

### Anything else?

_No response_
Repository: rust
Issue: Rust reproducibility issue - Finding the proper fix
Labels: T-compiler,A-reproducibility,C-discussion

We are building Rust for a custom target in the Yocto framework. Here we run a test called _reproducibility_ to ensure the rust binaries are identical between the builds.
We do that by building and comparing the rust binaries & libs in two different build directories -
1. _reproducibleA_ &
2. _reproducibleB-extended_

With every rust release we've seen a several issues which makes the rust binaries are not reproducible. The issues seen are with several reasons like -

1. Regressions caused by rust updates (absolute path in proc-macro)
https://github.com/rust-lang/rust/pull/121959/commits/a9a979839bbdfec48c75d618ab0dce8a953589b8

2. Incorrect/missing Rust config settings (_remap-debuginfo_ is not set by default)
https://lists.openembedded.org/g/openembedded-core/message/188940

3. Compiler options and settings - _rustdoc_ failed with _codegen-units_ option setting
https://lists.openembedded.org/g/openembedded-core/message/202540

4. Regressions with Crate updates - CC crate appending a unique hash to the object files
https://github.com/rust-lang/cc-rs/pull/1277
https://github.com/rust-lang/cc-rs/pull/1270

There are a few other failure cases we've analyzed and fixed. This issue is happening for multiple reasons and these failure are resulting in lot of debug efforts and project delays.

This can be avoided by having such a reproducibility test on _rust_ itself.

Any comments or inputs on detecting and fixing this issue during rust development itself? (via a test case or any other ways)
Repository: godot
Issue: Having rename open on a node in scene tree and switching scene wrongly changes name of selected node in the newly opened scene
Labels: bug,topic:editor

### Tested versions

Godot v4.4.dev7

### System information

Fedora Linux 40 (KDE Plasma) on Wayland - X11 display driver, Single-window

### Issue description

Using single window mode.
Having rename open on a node in scene tree and switching scene wrongly changes name of selected node in the newly opened scene. 
Can also throws this error instead:

```
  ERROR: Node not found: "/root/@EditorNode@18613/@Panel@13/@VBoxContainer@14/DockHSplitLeftL/DockHSplitLeftR/DockHSplitMain/@VBoxContainer@25/DockVSplitCenter/@VSplitContainer@52/@VBoxContainer@53/@EditorMainScreen@98/MainScreen/@CanvasItemEditor@10371/@VSplitContainer@10195/@HSplitContainer@10197/@HSplitContainer@10199/@Control@10200/@SubViewportContainer@10201/@SubViewport@10202/Control/Label2" (absolute path attempted from "/root/@EditorNode@18613/@Panel@13/@VBoxContainer@14/DockHSplitLeftL/DockHSplitLeftR/DockVSplitLeftR/DockSlotLeftUR/Scene/@SceneTreeEditor@4803").
  ERROR: editor/gui/scene_tree_editor.cpp:1477 - Parameter "n" is null.

```

What happens looks to do what the node setup looks like in both scenes and what is selected.

https://github.com/user-attachments/assets/a1f5922f-b098-4ef5-9b47-6c91da982687


### Steps to reproduce

See video for steps

### Minimal reproduction project (MRP)

[rename.zip](https://github.com/user-attachments/files/18216420/rename.zip)
Repository: PowerToys
Issue: Feedback github landing page
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

![Image](https://github.com/user-attachments/assets/71013511-e8ec-43f5-811f-fcf81794a218)

Reproduce: 
* Open Powertoys and click »Feedback« and open browser.
* Right-click Powertoys in tray and choose Report bug

Issue: The Feedback button sends prople directly to a page to create a new issue, rather than to the issues page where they can check if the issue has already been added and what progress has been made. If you have problems with issues being rapported by several different people in a matter of short time this is probably why.

### ✔️ Expected Behavior

1) Being sent to https://github.com/microsoft/PowerToys/issues where I can see and search the list of current issues, to see if my issue has already been reported, before submitting it.

2) Also adding a link at the top of the »New issue« page to https://github.com/microsoft/PowerToys/issues and encouraging people to search and check there, before submitting a new one, would be a good idea.

Both would give people a chance to check if the issue has already been submitted, see progress and add their thoughts in the same place, rather than everyone creating new issues-rapports for the same issue, which in turn makes the issue tracker hard to navigate and overlook.

### ❌ Actual Behavior

Getting sent directly to the »Create new issue« page.

### Other Software

_No response_

btw the New issue reporter you have is really nice and well organised! Others should take inspiration from it. Great work!
Repository: godot
Issue: Documentation tooltip disappears when you move the mouse - 4.4 dev7
Labels: bug,topic:editor,needs testing

### Tested versions

Godot 4.4 Dev 7 (MACOS mono build)

### System information

MacOS Sequoia 15.2 running on an M1 Pro

### Issue description

Several issues:

1) Tooltip disappears when you move your mouse over it. It should persist instead, and only fade out after like 0.5ms or a second when the mouse is no longer over the tooltip.
2) Cannot click on any hyperlinks within the tooltip, for example in the video I cannot click on the Color Cheatsheet web link on the bottom
3) Cannot scroll down
4) It would be nice to be able to click on documentation links within the tooltip, for example hovering over @export_range, we should be able to also click on the PROPERTY_HINT_RANGE link that comes under "See also" in the documentation.

I'm running on an M1 Pro with macOS Sequoia 15.2. Single window mode was off when the issues occurred. With this mode on I still have the same issues.

### Steps to reproduce

Just hover over a keyword and you will notice all the mentioned issues.

https://github.com/user-attachments/assets/689e6cf7-392e-4dae-a2e0-9f9a811bbc90


### Minimal reproduction project (MRP)

NA
Repository: three.js
Issue: GLTFLoader: Error loading .glb from Revit 3D Tiles 1.1 export
Labels: Needs Investigation

### Description

I exported the Revit file to 3Dtile (3Dtile 1.1 standard, Meshopt compression), which can be loaded normally in Cesium, but in 3Dtilerender  it either cannot be loaded or the model loses objects after loading.After communicating with 3DTilesRendererJS（ https://github.com/NASA-AMMOS/3DTilesRendererJS/issues/879 ）, I think it is related to the gltf loader of threejs.  I provide the 3Dtile model and hope to get help. Thank you。

### Reproduction steps

1.export revit to 3dtile
2.Load in3DTilesRendererJS 


### Code

```js
// code goes here
```


### Live example

export revit to 3dtile model（3dtlile1.1）
[dtz2.zip](https://github.com/user-attachments/files/18216996/dtz2.zip)


### Screenshots

![image](https://github.com/user-attachments/assets/af552dd5-fa71-4071-986e-ce9cef636372)
![image](https://github.com/user-attachments/assets/2c14313c-d6b2-4e15-b8f1-35d62ac1e5db)


### Version

r162

### Device

Desktop

### Browser

Edge

### OS

Windows
Repository: flutter
Issue: [LUCI] Engine builds can be excluded from pure framework updates 
Labels: team-infra

### Type of Request

feature request

### Infrastructure Environment

LUCI

### What is happening?

Every PR will schedule engine builds for now. See https://github.com/flutter/flutter/pull/160643/checks as an example.


### Expected results

Not running engine builds for framework updates will improve the workflow in finding exceptions with commits, or those builds can be delayed until the request gets pushed into the merge queue.
Repository: excalidraw
Issue: Inconsisten Brush stroke which changes with speed
Labels: freedraw

This is a pretty annoying to be honest. 

![Image](https://github.com/user-attachments/assets/4d9fdb40-03f0-4778-90f9-7c10fe69891a)

Using a drawing pen, it changes based on the speed at which I draw and I mean I don't get how this could be useful in any sense, if it was based on pressure that would be fine but it's based on speed

![Image](https://github.com/user-attachments/assets/b9e5b5be-1829-4cb9-b431-0dbaa28d4ef2)

As you can see writing with a pen becomes immensely annoying and this has been the only thing that has kept me on my other drawing apps and not excalidraw for visual note-taking. :/ Really hope this issue gets fixed soon, OR has a fix. (Tell me if so)
Repository: PowerToys
Issue: [PowerToys Run] causes some fullscreen apps/3D games to minimize on launch.
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.87.1

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Clean install of Windows 10 (IOT LTSC used, but Win11 also affected), nVidia drivers, and Passmark Performance Test (Other apps affected, but this one is an simple reproducer)
Install powertoys using winget.
Run Passmark GPU tests.  DX9 test won't run.  DX11 test won't run.  DX10, 12 tests run with obscenely low framerates.
Run a game (I ran Quake2 RTX).
Game launches directly, then minimizes to task bar.
Tabbing to game results in screen changing res and game minimizing.
Impossible to keep game fullscreen.
Disable PowerToys Run
Launch Quake 2 RTX, it runs fine.  Run all Passmark GPU tests, good scores.
Enable PowerToys Run
Unable to keep Quake 2 RTX open fullscreen.  Unable to run Passmark GPU tests as seen above.

### ✔️ Expected Behavior

Enable PowerToys Run
Launch Quake2 it Runs fine.  Run all Parrmark GPU tests, good scores.

### ❌ Actual Behavior

Enable PowerToys Run
Unable to keep Quake 2 RTX open fullscreen.  Unable to run Passmark GPU tests as seen above.

### Other Software

Using Passmark Performance Test 11.1 to reproduce, but observed with multiple applications, primarily Quake2 RTX from Steam, and DeusEX: Game of the Year Edition.
Repository: PowerToys
Issue: Quick Accent - Add Vietnamese language support
Labels: Idea-Enhancement,Help Wanted,Product-Quick Accent

### Description of the new feature / enhancement

As [the most diacriticated language currently in use](https://linguistics.stackexchange.com/q/16850), it would be useful to add Vietnamese support in Quick Accents.
May also address this misfiled issue #22347


### Scenario when this would be used?

As it would be used with any other of the supported languages, when typing on a pc with unsupported keyboard mapping.

### Supporting information

_No response_
Repository: PowerToys
Issue: Advanced Paste : remove locale part from URL
Labels: Needs-Triage,Needs-Team-Response,Product-Advanced Paste

### Description of the new feature / enhancement

Some document site's URL has locale string (en-us, ja-jp). 
for example : https://learn.microsoft.com/en-us/windows/powertoys/install
Could you remove `en-us` when paste from clipboard.

copy string: https://learn.microsoft.com/en-us/windows/powertoys/install
paste string: https://learn.microsoft.com/windows/powertoys/install


### Scenario when this would be used?

When a URL containing a locale such as `en-us` is provided, the browser will display the specified URL. 
However, if a URL without a locale is given, like on the Microsoft Learn site, it will automatically redirect to the browser's default language. 
I believe it would be very convenient if the advanced paste feature could optionally remove the locale part, allowing users to view URLs shared from other countries in their own language.


### Supporting information

_No response_
Repository: PowerToys
Issue: PowerRename
Labels: Issue-Bug,Product-PowerRename,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.87.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

Not in Standard Menu available even if it should appear

### ✔️ Expected Behavior

Should be in the standard menu

### ❌ Actual Behavior

Not showoing up, only in the advanced context menu

### Other Software

_No response_
Repository: three.js
Issue: GLTFLoader support KHR_texture_procedurals
Labels: Loaders

### Description

GLTF is gearing up to be the final mile delivery system for 3D platforms. One of the key goals expressed is better interoperability between GLTF and OpenUSD. One of the primary ways to do that is supporting MaterialX.

To do that, GLTF first wants to support procedural materials (including MaterialX) through a JSON defined node graph system for materials: https://github.com/KhronosGroup/glTF/tree/KHR_texture_procedurals/extensions/2.0/Khronos/KHR_texture_procedurals

From there, different systems/versions of procedural materials can be loaded, (however this primarily seems to be aimed at specifying versions of MaterialX, though I could see it supporting other systems) 

[Outline of GLTF/MaterialX 1.39](https://github.com/KhronosGroup/glTF/tree/KHR_texture_procedurals/extensions/2.0/Vendor/EXT_texture_procedurals_mx_1_39)

[Link to the PR](https://github.com/KhronosGroup/glTF/pull/2381)

At Siggraph 2024 Asia this was highlighted as done/near done and also one of the key goals within gltf. This is 100% happening and I think threejs should be a leader of it's implementation or at a minimum prepared for it.

This issue is first to mark the item within threeJS and hopefully could act as a holder of other issues related to it. I searched (a little) and found some issues mentioning parts of this, but it's hard to understand what is happening without following all open issues.

### Solution

The first task would be parsing the GLTF Json into a ThreeJS material using TSL and the correct material type. 

I'm not sure if the GLTF system can tag in a way if a material would need to be a basic, standard, or Physical material, however it could be built as a standard material and then rebuilt as a basic if it only has the basic inputs or a physical if it has the more complex ones. (implementation discussion)

I know there is currently a materialX loader, however, that is parsing the XML matx files and not this converted JSON. A new parser would have to be put together but could use that as a starting point.

I am willing to start working on this in my desire to do more for things within gltf, however I didn't want to start if @sunag already had something in the works

### Alternatives

-

### Additional context

There are a million links to MaterialX stuff. But [MaterialXLearn](https://kwokcb.github.io/MaterialX_Learn/) might be the easiest to link to all the other resources, see graphs, editors, etc.