sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: three.js
Issue: Unexpected interaction between Object.groupOrder and .renderOrder
Labels: Needs Investigation

Full demo is at https://raw.githack.com/sigmaxipi/three.js/groupOrderBug/test.html

The core issue is that if I have
```
const yz = new THREE.Mesh(new THREE.BoxGeometry(0,1,1), new THREE.MeshBasicMaterial({color: "blue",  depthWrite: false}));
yz.renderOrder = 1;
const yzg = new THREE.Group();
```

I expect adding ` yzg.renderOrder = 1;` after that will have no effect. However, if I have manually ordered planes such as in [this example](https://raw.githack.com/sigmaxipi/three.js/groupOrderBug/test.html), the `yzg.renderOrder=1` causes the `yz` object to be rendered after the `xz` and `xy` objects which aren't part of any group but have `xz.renderOrder = 3;` and  `xy.renderOrder = 2;`

This is due to [painterSortStable](https://github.com/mrdoob/three.js/blob/dev/src/renderers/webgl/WebGLRenderLists.js#L1) which has 
```
if ( a.groupOrder !== b.groupOrder ) {
    return a.groupOrder - b.groupOrder;
} else if ( a.renderOrder !== b.renderOrder ) {
    return a.renderOrder - b.renderOrder;
...
```

So all items not in a group are implicitly in `groupOrder=0`. The [Object3D.renderOrder docs](https://threejs.org/docs/#api/en/core/Object3D.renderOrder) aren't clear about this `group.renderOrder` behavior.

I'm not sure if this is a bug in `painterSortStable` or if this is the expected behavior and the docs just need clarification.

@Mugen87 , what do you think?
Repository: godot
Issue: OSX 10.13.6   :    MTLComputePipelineDescriptorInternal setMaxTotalThreadsPerThreadgroup: 
Labels: bug,platform:macos,topic:editor,needs testing,crash

### Godot version

godot 4 a16 / a17

### System information

OSX 10.13.6 |   MacBookPro11,5 | 2015 | AMD Radeon R9 M370X

### Issue description

crash on launch
Something to do with metal and threads

### Steps to reproduce

Steps

1.  Download Godot 4 a16 from https://downloads.tuxfamily.org/godotengine/4.0/alpha16/
2. extract compressed archive
3. renamed app name for clarity godot_4_a16.app and placed in folder of same name in applications folder
4. attempt to run, crash on load.

### Minimal reproduction project

no requirements, just download build.
Repository: godot
Issue: Inspector not running code in `@tool` scripts until restart
Labels: bug,topic:gdscript,topic:editor,confirmed

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___ 

### Godot version

4.0 beta 1

### System information

Windows 10, Vulkan desktop

### Issue description

No script marked as `@tool` appears to be executing when it is expected by the inspector. Examples I have found are that the set/get functions of properties are not being called and the parse_begin / parse_end functions of inspector plugins are not being called.

### Steps to reproduce

1. Create a new Node3D scene
2. Attach a script with the following code:
```@tool
extends Node3D

@export var tester:int:
    get:
        return 100
    set(value):
        print("NEW VALUE ", value)
        tester = value/2
```
3. Select your node and change the `tester` property in the inspector:

**Expected:**
Value of `tester` to be set to half the input value. "NEW VALUE" should appear in the output log

**Result:**
Value of `tester` is set to exactly the input value. No change in output log

### Minimal reproduction project

[ToolBug.zip](https://github.com/godotengine/godot/files/9639750/ToolBug.zip)
Repository: godot
Issue: No response when closing (关闭时无响应)
Labels: bug,platform:windows,topic:porting

### Godot version

3.5.steble

### System information

Win11 22H2, Intel UHD Graphics 730, 31.0.101.3413, GLES3

### Issue description

After updating to 3.5 stable version, closing the editor will not respond
Other functions are normal
It's the same on the official website and Steam
So is the Win10 of another Intel Pentium core graphics card in my home
(Use Baidu Translation)

更新到3.5稳定版以后关闭编辑器后会未响应
其他功能都正常
官网的和Steam都这样
我家里另一台奔腾核显核的Win10也是这样

![image](https://user-images.githubusercontent.com/72609054/192127387-7284a6b2-11bf-458e-94b1-1923e4fc1742.png)


### Steps to reproduce

https://user-images.githubusercontent.com/72609054/192127436-fb1c5eed-d9c7-40e4-9a29-b1e410de28fd.mp4



### Minimal reproduction project

_No response_
Repository: go
Issue: x/tools/gopls: support for an IDE documentation viewer
Labels: FeatureRequest,gopls,Tools

I propose adding a documentation request/response to gopls. As a user, I want to easily view documentation for the code I'm working on, and ideally for private modules I am using. As a developer, I am interested in contributing a documentation viewer to the VSCode extension.

I've considered a number of possibilities for adding a documentation viewer to the extension. Fundamentally, any such solution must involve either parsing Go or go doc comments in JavaScript/TypeScript, or calling a separate binary. Not wanting to build a parser, I explored using `godoc` or `gddo`. Using a server model is annoying because the extension would need code to manage the lifetime of that server. On the other hand, calling a binary to parse a given file is less code but more overhead and either of the aforementioned tools are particularly suited to that - I spent a couple days exploring that.

I think an elegant solution would be to add a method to gopls that requests documentation for a given symbol or package:
- gopls already has tooling for reading and parsing source
- `go/doc` can be used to parse doc comments
- When gopls is built with Go 1.19+, `go/doc/comment` can be used to provide richer output

I am interested in implementing this. Hopefully parsing doc comments for workspace files will be relatively simple. For other packages, I can leverage the fact that gopls already knows how to determine which version of a package is in use and knows how to locate that file in the module cache.
Repository: stable-diffusion-webui
Issue: prompts_from_file with negative prompt?
Labels: enhancement

Trying to use negative prompts in _prompts_from_file.py_ :

woman, full body ### face, limbs

this does not seem to work.

i tried modifying the file as such, but this did not fix it:

            prompt = lines[loop_no*p.batch_size:(loop_no+1)*p.batch_size] * p.n_iter

            st = str(p.prompt)
            if '###' in st:
                prompt1, negprompt1 = st.split('###', 1)
                prompt = prompt1[2:].strip()
                negative_prompt = negprompt1[:-2].strip()
                p.prompt = prompt
                p.negative_prompt = negative_prompt
            else:
                p.prompt = st
                p.negative_prompt = ""
Repository: excalidraw
Issue: FR: Gestures to undo and redo
Labels: UX/UI

This FR was raised on the Obsidian-Excalidraw issue list, however, I think it belongs here instead.

The original FR is here: [#818](https://github.com/zsviczian/obsidian-excalidraw-plugin/issues/818)

I am thinking that a two-finger double tap to undo, and a three-finger double tap redo would be a possible solution.
Repository: flutter
Issue: Data Tables & Paginated Data Tables to display items in columns
Labels: c: new feature,framework,f: material design,c: proposal,P3,would require significant investment,team-design,triaged-design

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## Use case

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     on pub.dev/flutter that already solves this?
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Data Tables and Paginated Data Tables, as far as I know, currently are only able to display table items in rows but not in columns. In devices with vertical screens this is not optimal for the user experience since it will require most of the time the user to scroll horizontally to see info about an item.

## Proposal

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     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
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There should be an option, like a boolean flag (example: `isVerticalTable` which by default is `false`), that allows Data Table and Paginated Data Table widgets to display items in columns instead of rows.
Repository: excalidraw
Issue: Text jumps when double-tapped to edit on Android
Labels: Text rendering

Sometimes text items will jump when double-tapped to edit them. See video attached. I'm using a Samsung Galaxy Tab S7+ with the on-screen floating Samsung keyboard.

Steps to reproduce the behavior:
1. Double tap to add a text item.
2. Tap outside to un-select it.
3. Double tap the item again to edit it.
4. Observe how the text moves top a different place.

Seems to happen randomly.  Please repeat the edit-unselect process repeatedly if it doesn't trigger the first time.

The recording from Obsidian.md but I can easily reproduce it in Google Chrome. I'm running Android 12 on a Samsung Galaxy Tab S7+. Google Chrome version 105.0.5195.136, this has been happening for months.

Note: Originally reported in  [zsviczian / obsidian-excalidraw-plugin #822](https://github.com/zsviczian/obsidian-excalidraw-plugin/issues/822).

![jumping-text](https://user-images.githubusercontent.com/116038/192143029-01980d32-0a0a-4494-a17e-b632795e15ae.gif)
Repository: stable-diffusion-webui
Issue: Crashes browser when many images
Labels: bug-report

**Describe the bug**
After generating +1000 images (maybe less even) everything will crash, or rather "freeze", when its trying to load all of them as previews in the right window in the GUI. 

Sometimes a bug icon will also show in the browser 



**Desktop (please complete the following information):**
Browser: Vivaldi, 5.4.2753.51 (Stable channel) (64 bitar) 
Win10
Repository: PowerToys
Issue: use the touchpad like a piece of paper
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

write/draw on the touchpad

### Scenario when this would be used?

for example, when writing or drawing something, or signing my name in a `.doc` or a `.docx` document

### Supporting information

_No response_
Repository: pytorch
Issue: Creating NumPy array with `dtype=object` of PyTorch tensors fails
Labels: feature,triaged,module: numpy

### 🐛 Describe the bug

PyTorch tensors can easily be stored in Python lists. However, lists are slow and cumbersome for some operations (e.g. more complex indexing operations).

NumPy arrays support storing any Python object by specifying `dtype=object` when creating the array.

However, when attempting to create a NumPy array with `dtype=object`, PyTorch tries to convert the tensors to NumPy arrays. This should not be done, as we're not interested in storing the tensors as arrays. We're only interested in storing references to these tensors.

To reproduce this behavior:
```python
>>> tensors = (torch.randn(2,2, device="cuda"), torch.randn(1,3, device="cpu"))
>>> list(tensors)
[tensor([[-0.0517,  0.4685],
        [ 0.5149,  0.0535]], device='cuda:0'), tensor([[ 0.2241,  2.3390, -0.6848]])]
>>> np.array(tensors, dtype=object)
TypeError: can't convert cuda:0 device type tensor to numpy. Use Tensor.cpu() to copy the tensor to host memory first.
```

The section of the code that is responsible for this behavior can be found in `_tensor.py:__array__()`.
```python
def __array__(self, dtype=None):
    if has_torch_function_unary(self):
        return handle_torch_function(Tensor.__array__, (self,), self, dtype=dtype)
    if dtype is None:
        return self.numpy()
    else:
        return self.numpy().astype(dtype, copy=False)
```

One way to fix this bug would be to add a check in the `__array__` method to handle the case when `dtype=object`. We must then create an object array and add the tensor to it.
```python
def __array__(self, dtype=None):
    if has_torch_function_unary(self):
        return handle_torch_function(Tensor.__array__, (self,), self, dtype=dtype)
    if dtype is None:
        return self.numpy()
    elif dtype == np.dtype(object):
        arr = np.empty(1, dtype=object)
        arr[0] = self
        return arr
    else:
        return self.numpy().astype(dtype, copy=False)
```

This way, we can create a NumPy array that stores references to CPU and CUDA Tensors, such as:
```python
>>> tensors = (torch.randn(2,2, device="cuda"), torch.randn(1,3,device="cpu"))
>>> np.array(tensors, dtype=object)
array([tensor([[ 1.9628, -0.2343],
               [ 0.1929, -1.1450]], device='cuda:0'),
       tensor([[ 0.7147, -1.3656,  0.8823]])], dtype=object)
```

The proposed solution is probably not the best. Maybe @rgommers has a better idea? I would be willing to develop a solution for this, if the maintainers are interested.

Interestingly, with the current code the conversion works if the tensor is on the CPU, but does not work if it is on the GPU, even though NumPy is only storing a reference to the tensors!

### Versions

Versions of relevant libraries:
[pip3] numpy==1.22.4
[pip3] pytorch-memlab==0.2.4
[pip3] raisim-gym-torch==0.0.0
[pip3] torch==1.11.0
[pip3] torch-tb-profiler==0.4.0
[pip3] torchvision==0.12.0
[conda] Could not collect


cc @mruberry @rgommers
Repository: godot
Issue: (C#) Limitations using Collections and Arrays with signals
Labels: topic:dotnet

### Godot version

v3.4.5.stable.mono.official [f9ac000d5]

### System information

Windows 10

### Issue description

I tried to set up a signal that would pass an `IEnumerable<Rect2>` to the receiver, however when trying to do this the Enumerable was empty according to the receiver. I investigated to ensure the Enumerable was *not* empty upon Emit.

```CS
//Inside emitter class
[Signal]
public delegate void SelectionMade(IEnumerable<Rect2> squares);

//Inside receiver class
private void _on_GameManager_SelectionMade(IEnumerable<Rect2> squares)
{
    SelectionSquares = squares;
    Update();
}
```

After this I tried changing the type of the signal's parameters (and receiving method) and noticed inconsistent behaviour with the use of arrays.

The following is perfectly functional and results in desired behaviour with no warnings or errors.
```CS
//Inside emitter class
[Signal]
public delegate void SelectionMade(int[] squares);

//Inside receiver class
private void _on_GameManager_SelectionMade(int[] squares)
{
    Console.WriteLine(squares);
    Update();
}
```

However changing the array type from `int[]` to `double[]` results in the following errors:
```CS
//Inside emitter class
[Signal]
public delegate void SelectionMade(double[] squares);

//Inside receiver class
private void _on_GameManager_SelectionMade(double[] squares)
{
    Console.WriteLine(squares);
    Update();
}
```
```
E 0:00:00.880   _get_signal: Unknown type of signal parameter: 'squares' in 'GameManager'.
  <C++ Source>  modules/mono/csharp_script.cpp:2506 @ _get_signal()
```

I tried a primitive array with the following primitive types:
- bool, gave the error above.
- int, worked.
- uint, gave the error above.
- float, worked.
- double, gave the error above.
- ulong, gave the error above.

### Steps to reproduce

I have attached a repro project, which consists of only two source files and two classes.

There is only a single signal used which is connected via the `_Ready()` method of the `Emitter` class.

Simply running the game should be enough to reproduce the issue.

To try different Array and Collection types simply change:
- The signal declaration to your desired type `T`.
- The receiver method to your desired type `T`.
- The `Emit` call within `Emitter` to pass the correct type `T`.

### Minimal reproduction project

[Uploading Repro.zip…]()
Repository: godot
Issue: Play button opened Project Manager
Labels: bug,topic:editor,needs testing

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

I pressed the editor's play button and instead of the game, it opened the Project Manager.

This happened only once, and I could not reproduce anymore, so it might be a rare race condition of some kind.

Nothing particular was logged (besides the usual "Project is missing" warnings when loading Project Manager). Launch parameters of the process were fine: `D:\Sources\godot\bin\godot.windows.opt.tools.x86_64.exe --path D:/Projects/Godot/testtest --remote-debug tcp://127.0.0.1:6007 --editor-pid 6980 --position "640,360" res://scenes/game.tscn`

The editor's play button turned into the "restart" button and stayed this way until I manually closed the spawned Project Manager window.

### Steps to reproduce

No idea sadly.

### Minimal reproduction project

_No response_
Repository: godot
Issue: 3D Material rendering with a WorldEnvironment node fails in HTML5 export with Vulkan Mobile renderer
Labels: bug,platform:web,topic:rendering,topic:3d

### Godot version

4.0 beta 1 official

### System information

Windows 11 (AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx 2.10 GHz), Vulkan Mobile renderer

### Issue description

If I make a MeshInstance3D with a StandardMaterial3D and there is a WorldEnvironment node in the scene, then it is visible when I play in the Godot Editor but does not render in an HTML5 export using the Vulkan Mobile renderer.

### Steps to reproduce

To reproduce the issue from scratch do both of the following sets of steps:
- Create a new project using the Vulkan Mobile renderer
- Create a new 3D scene
- Give the root node a child MeshInstance3D and give it a new sphere mesh
- Give the root node a child Camera3D and set its Transform, Position, z to 10 (so it sees the sphere)

Set the Main scene to be that scene, and that will work as expected in both the Godot Editor and an HTML5 export but looks slightly different in the web export with the sphere appearing black instead of gray as in the Godot editor. The HTML5 export appears identical in both Chrome and Firefox.

- Give the MeshInstance3D a Surface Material Override with a default StandardMaterial3D.
- Give the root node a child WorldEnvironment node and give it a default New Environment.

Now the sphere is visible when the game is run from the Godot editor but is completely invisible in the HTML5 export in either Chrome or Firefox.

### Minimal reproduction project

[minimal.zip](https://github.com/godotengine/godot/files/9641321/minimal.zip)
Repository: rust
Issue: Function operating on arrays performs a lot worse for arrays of length 2
Labels: A-LLVM,I-slow,A-codegen,T-compiler,C-bug,A-array

Hello, after some [discussion](https://stackoverflow.com/questions/73839861/peculiar-performance-variance-with-small-arrays) on Stack Overflow, I was suggested to file an issue here.

The following function performs unexpectedly poorly with N = 2.
```rust
fn fold<const N: usize>(v: Vec<Array<N>>) -> Vec<Array<N>> {
    let result = v.iter().map(|a1| {
        v.iter().fold(Array::default(), |acc, a2| {
            let d = *a2 - *a1;

            acc + d
        })
    });

    result.collect()
}
```
Array is a simple wrapper implementing `Add` and `Sub` around an array of `f32`s. The results are the same without that wrapper.

Here is a graph generated with criterion of the benchmark of that function:

![xNzO9](https://user-images.githubusercontent.com/91223490/192156007-dfbae35d-8884-41ec-838f-cd80b5b0d472.png)

Someone on the Stack Overflow discussion suggested that this was because:
*"The shl, shr and or operations on rdx and rsi suggest that for N = 2 the two floats are stored in one 64 bit general purpose register, whereas in the other cases the value of a1 is persisted in N separate xmm registers".*
Another user suggested that this wrong optimization was caused by opt-level=3, so on the LLVM side.

Here is the [assembly code](https://rust.godbolt.org/z/9fbGjoPrx) where a user marked important areas.

Here is a [repository](https://github.com/Canleskis/benchmark-array) of the full code for the benchmark.

This was observed both in stable and nightly.
Repository: godot
Issue: Editor crashes when deleting a TileSet Terrain
Labels: bug,topic:editor,crash,topic:2d

### Godot version

v4.0.beta1.official [20d667284]

### System information

Windows 11 Pro, AMD Ryzen 3 3200G with Radeon Vega Graphics, Vulkan Clustered

### Issue description

Editor crashes when removing a used terrain from the set. It should remove the terrain only without closing editor.

### Steps to reproduce

- Open project
- Open `tiles.tscn` (res://scenes/utils/tiles.tscn)
- From the "Inspector", click "TileSet"
- Select "Paint Properties" from the bottom panel
- Select "Terrains" in the "Select a property editor" drop-down
- Under "Painting", select the "Terrain Set 0" as the Terrain Set
- Finally, in the "Inspector", delete the "Wall Border" terrain.

### Minimal reproduction project

[godot_4_test.zip](https://github.com/godotengine/godot/files/9641463/godot_4_test.zip)
Repository: stable-diffusion-webui
Issue: Ability to mark generated images as "picks" or "rejects" and then filter view
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
General problem is when generating large batches, it is difficult to navigate through all images and if you send an image to extras or img2img and come back, you lose your place, etc.

**Describe the solution you'd like**
Something similar to Lightroom's pick/reject flag + filter capability.  More info here: https://laurashoe.com/2014/02/07/how-to-use-pick-and-reject-flags-to-sort-through-a-photo-shoot/.  New workflow using this would be to go through a batch, flag all images, filter, then do whatever you want with the filtered images.

**Describe alternatives you've considered**
haven't thought of any, but open to anything.

**Additional context**
Not high priority, but would be nice to have.
Repository: stable-diffusion-webui
Issue: Feature Req: Update UI on clicking Generate
Labels: enhancement

When generating images, the preview/meta info window shows text/stats/info (seed, prompts, config data, time taken, mem stats) from the previous run, until the current run finishes.

- I'd like to see the seed/prompts/config data update immediately upon clicking Generate, so it shows the things it's doing mid-run, especially since images-in-progress can be shown from the current run.

- I'd like to see the time taken/mem stats blanked/zero'd/whatever upon clicking Generate, until the current pass finishes.

I feel this would reduce confusion somewhat, as I frequently watch works-in-progress and screenshots/onlookers see the wrong information from the previous run.