sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: GPUParticles2D Turbulence parameters are affected by the rectangular (box) emission shape and particle flags
Labels: bug,confirmed,topic:particles

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 11 [Vulkan]

### Issue description

The turbulence influence min/max properties seem to apply across the emitter shape in a linearly increasing fashion instead of randomly on a per-particle basis as per the documentation:

>  The actual amount of turbulence influence on each particle is calculated as a random value between turbulence_influence_min and turbulence_influence_max and multiplied by the amount of turbulence influence from turbulence_influence_over_life.

**IMPORTANT:** This issue is resolved when the "Disable Z" Particle Flags checkbox is un-checked.  This checkbox is enabled by default when the GPUParticles2D node is enabled.

P.S. the documentation for turbulence_influence_min and turbulence_influence max are incorrectly swapped.

![image](https://user-images.githubusercontent.com/8756569/223413270-b9d2b6e0-622e-436e-b4e3-a63d4f0c3009.png)


### Steps to reproduce

To reproduce this is fairly simple:

1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000) and set the emission shape to "Box" (X=500, Y=1, Z=1)
3. Set the gravity to (X=0, Y=1000, Z=0), and enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence influence applies the "min" value to the left of the emission shape, and linearly scales up to the "max" value to the right of the emission shape.

The expected behaviour would have the turbulence influence take a random value between [min, max] and apply a random value to each particle along the emission shape.

Un-check the "Disable Z" Particle Flag to see the intended behaviour.  I'm unsure why this checkbox is affecting the way turbulence influence is distributed across the emission shape, but it may have something to do with the way `VELOCITY` is being calculated in the shader.  Digging into the code a bit, it seems that there's some pretty large discrepancies with how the velocity spread is calculated for `PARTICLE_FLAG_DISABLE_Z` enabled vs. disabled.  I'm not familiar enough with the code to say for certain where this might be occurring, however.

### Minimal reproduction project

No sample project provided, as the reproduction is quite simple to replicate.
Repository: godot
Issue: Setting upper/lower angular parameters on HingeJoint3D in GDScript doesn't work
Labels: bug,confirmed,topic:physics

### Godot version

4.0

### System information

Windows 10

### Issue description

When setting the upper/lower angular limits on the HingeJoint3D using GDScript, the parameters default to 180°, -180°

### Steps to reproduce

1. Add a `HingeJoint3D` node to the scene
2. Assign the rigidbodies
3. Set the upper and lower angular limits with code

```
$HingeJoint3D.set("angular_limit/upper", 5)
$HingeJoint3D.set("angular_limit/lower", -5)
```

### Minimal reproduction project

N/A
Repository: next.js
Issue: `asPath` returns different value on client and server for the same URL
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: arm64
      Version: Darwin Kernel Version 22.3.0: Thu Jan  5 20:48:54 PST 2023; root:xnu-8792.81.2~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.14.2
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.2.4-canary.5
      eslint-config-next: 13.2.4-canary.5
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Routing (next/router, next/navigation, next/link), SSR

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/adoring-goodall-ibox0j?file=%2Fpages%2F%5B...anything%5D.tsx&selection=%5B%7B%22endColumn%22%3A1%2C%22endLineNumber%22%3A7%2C%22startColumn%22%3A1%2C%22startLineNumber%22%3A7%7D%5D

### To Reproduce

1. Open example app.
2. Go to "/test/bn?bob=price%3A8+to+10&page=2"
3. Notice that there's hydration error.
4. `asPath` from `context` in `getInitialProps` will return "/test/bn?bob=price%3A8%20to%2010&page=2", while `router.asPath` on the client will return "/test/bn?bob=price%3A8+to+10&page=2
"

### Describe the Bug

Values for `asPath` on client and server are different for the same url.
It seems that there's some sanitisation happening on the server that results in incorrect output.
"+" sign in the url is turned into "%20", which is "space" for URL-encoding.

This issue seems to be present since at least Next 12.2.3.

### Expected Behavior

`asPath` from `context` in `getInitialProps` should return the same value as `router.asPath` from `useRouter` on the client.

### Which browser are you using? (if relevant)

Chrome 111

### How are you deploying your application? (if relevant)

_No response_
Repository: material-ui
Issue: Material Icon picker
Labels: waiting for 👍,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

One suggestion to make a new feature of a material icon picker could be to incorporate a search bar or filter option. This would allow users to easily find the specific icon they are looking for without having to manually scroll through a long list of icons.

Additionally, it could be helpful to provide a preview of the icon in different sizes or styles (e.g. outlined, filled, etc.) so that users can see how the icon will look in their design or application. This could be done either through a hover-over preview or by allowing users to toggle between different styles and sizes directly within the icon picker.

Finally, it could be useful to allow users to save and organize their favorite icons for easy access in future projects. This could be done by adding a "Favorites" or "Saved Icons" section within the icon picker or by allowing users to create custom folders or categories to organize their icons.

### Examples 🌈

_No response_

### Motivation 🔦

I feel like material UI is just flawless and if we integrate or make this type of feature it will be just so AWESOME
Repository: material-ui
Issue: [system] `backgroundColor` can't be used as a prop directly on `Box`
Labels: typescript,package: system,status: expected behavior

### 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/s/vigorous-chatterjee-w1nhkz?file=/demo.tsx

In the above sandbox, `backgroundColor` works, but TypeScript complains about it not being supported.

### Current behavior 😯

TypeScript complains about the props being unavailable, even if it works.

### Expected behavior 🤔

Typing should just work.

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
@mui/material: 5.11.12 // latest of all packages
```
</details>
Repository: vscode
Issue: Lock the Activity Bar Buttons
Labels: feature-request,workbench-views

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
It would be wonderful if there could be a way to lock the Activity Bar buttons so that they are no longer able to be accidentally dragged and dropped into each other. I spend a good part of my work day rearranging my sidebar because I somehow manage to drag source control into the folders view or some other combination. That would be a **HUGE** time saver.
Repository: godot
Issue: Godot freezes forever on save with small chance on Linux
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,confirmed

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

4.0.stable

### System information

Ubuntu

### Issue description

After 10-30 minutes when i open Godot, Godot freezes forever (buttons don't work, no button hover animation, can't close Godot window). Usually it happens when Godot is saving data (scene, script etc.) and after killing process (`pkill godot-engine`) data is saved, but sometimes it happens when subwindow (like *Project settings* or *Editor settings*) is opening and then unsaved data is lost.
This bug only on Ubuntu. I tested on same PC on Windows (dualboot) and Godot works good on Windows

### Steps to reproduce

1. Open any project in Godot
2. Go to `Script` tab
3. Press `Ctrl + S` 5-13 times (tested 2 times, first time 13 saves, second time 5)

### Minimal reproduction project

N/A
Repository: godot
Issue: 'Reload Current Project' menu option just causes Godot to exit
Labels: bug,topic:editor,needs testing

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10, Compatability

### Issue description

Cliccing on the Reload Current Project option in the Project menu causes Godot to exit rather than reload the project.

### Steps to reproduce

Open any project.
Select Project > Reload Current Project

### Minimal reproduction project

N/A
Repository: rust
Issue: Inconsistent path separators when trying to list paths using `doc --help --verbose` on mingw
Labels: O-windows,C-enhancement,T-bootstrap,A-contributor-roadblock

When using `./x.py doc --help --verbose` (this probably happens for everything else that might list paths on mingw). I expected it to output a list of paths using just `/` or just `\` as separator, instead I get
```
    ./x.py doc src/doc
    ./x.py doc src/doc/book
    ./x.py doc src/doc/edition-guide
    ./x.py doc src/doc/embedded-book
    ./x.py doc src/doc/nomicon
    ./x.py doc src/doc/reference
    ./x.py doc src/doc/rust-by-example
    ./x.py doc src/doc/rustc
    ./x.py doc src/doc/rustdoc
    ./x.py doc src/doc/style-guide
    ./x.py doc src/doc/unstable-book
    ./x.py doc src\librustdoc
    ./x.py doc src\rustdoc-json-types
    ./x.py doc src\tools\cargo
    ./x.py doc src\tools\cargo\crates\cargo-platform
    ./x.py doc src\tools\cargo\crates\cargo-test-macro
    ./x.py doc src\tools\cargo\crates\cargo-test-support
    ./x.py doc src\tools\cargo\crates\cargo-util
    ./x.py doc src\tools\cargo\crates\crates-io
    ./x.py doc src/tools/cargo/src/doc
    ./x.py doc src\tools\clippy
    ./x.py doc src/tools/clippy/book
    ./x.py doc src\tools\clippy\clippy_lints
    ./x.py doc src\tools\clippy\clippy_utils
    ./x.py doc src\tools\clippy\declare_clippy_lint
    ./x.py doc src/tools/error_index_generator
    ./x.py doc src\tools\miri
    ./x.py doc src\tools\miropt-test-tools
    ./x.py doc src\tools\rustdoc
    ./x.py doc src\tools\rustfmt
    ./x.py doc src\tools\rustfmt\config_proc_macro
    ./x.py doc src\tools\tidy
    ./x.py doc src/tools/unstable-book-gen
    ./x.py doc standalone
```

in addition, just copypasting those that use backslashes don't work out of the box as they are treated as escapes by bash. Ideally, we would use all slashes or all backslashes and double the backslashes so that the line can be directly copypasted into the terminal

@rustbot label +T-bootstrap
Repository: storybook
Issue: [Bug]: Custom favicon set up in manager-head.html does not show up in Firefox
Labels: bug,help wanted,ui,sev:S3

### Describe the bug

Custom favicon set up in manager-head.html does not show up in Firefox

### To Reproduce

The reporter used this repo: https://github.com/CivicDataLab/opub-mono

1. Create a `.storybook/manager-head.html` file and paste the following content to it:

```html
<link rel="shortcut icon" href="https://www.google.com/favicon.ico">
```

2. Visit the local Storybook in Firefox. The icon is not shown.

### System

_No response_

### Additional context

_No response_
Repository: next.js
Issue: [NEXT-795] A <Link /> does not follow a redirect from next.config.js when middleware is active
Labels: bug,Middleware,Navigation

### Verify canary release

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

### Provide environment information

```
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:39:35 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T8103
    Binaries:
      Node: 18.14.2
      npm: 9.5.1
      Yarn: 1.22.19
      pnpm: 7.29.0
    Relevant packages:
      next: 13.2.3
      eslint-config-next: 13.2.3
      react: 18.2.0
      react-dom: 18.2.0
```

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

Middleware / Edge (API routes, runtime), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

[https://github.com/joggienl/nextjs-redirect](https://github.com/joggienl/nextjs-redirect)

### To Reproduce

* Add middleware configuration to your nextjs app
* Add a page to your nextjs project (`post` as example)
* Add a redirect rule to your `next.config.js` file that points to the previous created page (`postings` to `post` as an example)
* Add a <Link /> on a page and point to the path that has a redirect to another page in the same project (`<Link href="/postings">Post page</Link>` as an example

### Describe the Bug

A `<Link />` does not follow a redirect from next.config.js when middleware is active.

If you run the above in dev (or deployed on vercel) you can see that the redirect is not happening. The page is rendered just fine. Without the redirect all works as expected.

There is a working example here deployed on Vercel: [https://nextjs-redirect-iota.vercel.app](https://nextjs-redirect-iota.vercel.app)

### Expected Behavior

Having a `<Link />` to a path that has a redirect, should follow the redirect also if middleware is enabled.

Links to pages that have a redirect can come from having links to pages defined by editors in your CMS. For links to pages on the same website the best experience for a visitor is being directed client-side.

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

Arc latest version

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

next dev, next build, next start, Vercel

<sub>From [SyncLinear.com](https://synclinear.com) | [NEXT-795](https://linear.app/vercel/issue/NEXT-795/a-link-does-not-follow-a-redirect-from-nextconfigjs-when-middleware-is)</sub>
Repository: pytorch
Issue: dynamo + dict subclass + tensor instance check: NotImplementedError
Labels: triaged,oncall: pt2,module: dynamo,dynamo-must-fix,dynamo-dicts

### 🐛 Describe the bug

Torchdynamo fails to understand the `self.__dict__` type when it's `isinstance` checked with `torch.Tensor`

Note that `dict(self.__dict__)` does work as a workaround

### Error logs

```python
Traceback (most recent call last):
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/convert_frame.py", line 324, in _compile
    out_code = transform_code_object(code, transform)
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/bytecode_transformation.py", line 530, in transform_code_object
    transformations(instructions, code_options)
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/convert_frame.py", line 311, in transform
    tracer.run()
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/symbolic_convert.py", line 1862, in run
    super().run()
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/symbolic_convert.py", line 619, in run
    and self.step()
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/symbolic_convert.py", line 583, in step
    getattr(self, inst.opname)(inst)
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/symbolic_convert.py", line 349, in wrapper
    return inner_fn(self, inst)
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/symbolic_convert.py", line 1014, in CALL_FUNCTION
    self.call_function(fn, args, {})
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/symbolic_convert.py", line 517, in call_function
    self.push(fn.call_function(self, args, kwargs))
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/variables/builtin.py", line 561, in call_function
    result = handler(tx, *args, **kwargs)
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/variables/builtin.py", line 799, in call_isinstance
    arg_type = arg.python_type()
  File "/home/carmocca/git/py310/lib/python3.10/site-packages/torch/_dynamo/variables/base.py", line 146, in python_type
    raise NotImplementedError(f"{self} has no type")
NotImplementedError: GetAttrVariable(UserDefinedObjectVariable(MyDict), __dict__) has no type

from user code:
   File "/home/carmocca/git/lightning/kk4.py", line 7, in foo
    print(isinstance(self.__dict__, torch.Tensor))
```

### Minified repro

```python
import torch

class MyDict(dict):
    def foo(self):
        print(isinstance(self.__dict__, torch.Tensor))

def x():
    d = MyDict()
    d.foo()

c_x = torch.compile(x)
c_x()
```

### Versions

`torch==2.1.0.dev20230302+cpu`

cc @ezyang @bdhirsh @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @msaroufim @wconstab @zou3519 @aakhundov @soumith @ngimel
Repository: flutter
Issue: [google_maps_flutter] Replace Robolectric.setupActivity
Labels: a: tests,team,platform-android,p: maps,package,P2,team-android,triaged-android

Currently the `GoogleMapControllerTest.java` file uses a deprecated method, `Robolectric.setupActivity`, to set up the test activity. Since replacing wasn't trivial (`ComponentAcitivity` has a different structure and setup requirements) I'm suppressing the warning for now as part of turning on `-Werror`, but it should be updated to something non-deprecated.

@reidbaker FYI as the current CODEOWNER of the Android implementation of this plugin. I wouldn't imagine that this is high priority, but presumably the deprecated API will eventually be removed.
Repository: godot
Issue: Inspector doesn't confirm numeric field value change in Inspector on Save nor Run Project / Current Scene without pressing Enter nor exiting field
Labels: bug,topic:editor,usability

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Linux Ubuntu 22.04 with Unity desktop

### Issue description

I'm often tweaking values in the inspector then press a shortcut to play in editor (Run Project / Run Current Scene) and test the result quickly. But I noticed that often, the last change is ignored in the play session.

I found out that numerical field changes done via direct value editing are not confirmed until you press Enter or exit field editing (focusing another field or window).

This is understandable to avoid e.g. rotating a sprite frenetically as the user enters figures, but the issue is that Save (Ctrl+S) and play in editor (Run Project / Run Current Scene) do not save the last change either.

### Steps to reproduce

1. Add any visible Node, I recommend Sprite2D
2. Change a visible numerical property such as Position or Rotation. If you edit Rotation, make sure to select the numerical field, don't use the slider. Pick a very different value so the change is obvious.
3. After entering your numerical value, do not press Enter and do not leave field focus. Just press a shortcut or button to Run Current Scene (or Project if it includes the scene you're editing)
4. Observe the node at the old position/rotation
5. Back to the editor, enter Enter or unfocus field to confirm the change
6. Play again, and see the change
7. Bonus: after 2., instead of running the game, Save (Ctrl+S)
8. Check your VCS for changes: no changes recorded
9. Then do 5., and Save again: this time, observe changes


### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: Performance Issue: Processing time does not improve even when negative prompt is empty
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?

As I understand, the presence of a negative prompt appends an "AND NOT" pass to the generation process. But the same amount of time is spent to iterate on an image, with or without negative prompt. This wastes billable power, and disincentivizes creation of good pictures from non-composite prompts only, and training of models that support it.

### Steps to reproduce the problem

1. Enter something for the positive prompt and something for the negative prompt.
2. Press Generate and note the value under "Time taken" afterwards
3. Clear the negative prompt and run "Generate" again.
4. Note how the value under "Time taken" remains practically unchanged.


### What should have happened?

When no negative prompt is specified, the negative pass should not be required, and the generation time should therefore at most halve.

### Commit where the problem happens

0cc0ee1

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
--xformers
```


### List of extensions

sd-dynamic-thresholding

### Console logs

```Shell
// with negative prompt
100%|███████████████████████████████████████████████████████████████████████████████████████████████████████| 30/30 [00:19<00:00,  1.54it/s]
Total progress: 100%|███████████████████████████████████████████████████████████████████████████████████████| 30/30 [00:19<00:00,  1.53it/s]
// without negative prompt
100%|███████████████████████████████████████████████████████████████████████████████████████████████████████| 30/30 [00:19<00:00,  1.53it/s]
Total progress: 100%|███████████████████████████████████████████████████████████████████████████████████████| 30/30 [00:19<00:00,  1.52it/s]
```


### Additional information

_No response_
Repository: vscode
Issue: Git - "Git: Open Changes" and "Git: Open File" do not work for notebooks
Labels: bug,help wanted,git

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.76.0
- OS Version: macOS 12.6

Steps to Reproduce:

1. Set shortcuts to toggle between diff view and actual file (as shown [here](https://github.com/microsoft/vscode/issues/107418))
2. Shortcuts work for normal files but don't work for notebooks. Buttons on top right corner of editor do work though.