sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: three.js
Issue: SkinnedMeshes aren't displayed when a parent is scaled to zero
Labels: Needs Investigation

**Describe the bug**

Seems the calculations for culling away animated skinned meshes aren't fully correct; in this example file, the mesh disappears a lot randomly, especially in the later part of the file.

**To Reproduce**

Steps to reproduce the behavior:

_In model-viewer_
1. Go to https://modelviewer.dev/editor
3. Unpack + Drop [SkinningCullingBug-truncated.zip](https://github.com/mrdoob/three.js/files/8651568/SkinningCullingBug-truncated.zip)
4. Select the 🖊️ pen Icon
5. Toggle "Play" off
6. Scrub to 250
7. Toggle "Play" back on
8. Watch the character pop in and out of view

_In three.js/editor_
1. Go to [https://threejs.org/editor/](https://threejs.org/editor/)
3. Unpack + Drop [SkinningCullingBug-truncated.zip](https://github.com/mrdoob/three.js/files/8651568/SkinningCullingBug-truncated.zip)
9. Add a Directional Light
10. Select "SkinningCullingBug.glb", set animation time scale to 10 (the bug is more apparent in later parts of the animation when the character is scaled up)
11. Press Play
12. Watch the animation, you can set the timescale back to 1 (or lower) when the Character becomes bigger to see the issue better

![ezgif com-gif-maker (9)](https://user-images.githubusercontent.com/2693840/167219944-cf8d4672-49f9-4a16-9d44-db55375b9178.gif)

***Live example***

Here's a video:
https://user-images.githubusercontent.com/2693840/167219369-588fe804-8fab-4c42-a5b4-79d4d38250dd.mp4

If you drop the same file into https://sandbox.babylonjs.com/, the character is visible all the time (as expected).

**Expected behavior**

Character is always visible

**Platform:**

 - Device: [Desktop, Mobile]
 - OS: [Windows]
 - Browser: [Chrome]
 - Three.js version: [latest on editor]
 - 
**EDIT:** replaced with a truncated version of the animation, original here: [SkinningCullingBug.zip](https://github.com/mrdoob/three.js/files/8643711/SkinningCullingBug.zip)
Repository: vscode
Issue: [Feature Request] Better alignment for file nesting
Labels: feature-request,file-explorer

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

File nesting now:
<img src="https://code.visualstudio.com/assets/updates/1_67/nest-dirname.png" />

...And that is a good example. There are really bad ones in my codebase. The **alignment is hard to understand** - files in the same level are not vertically aligned.

Copy what was done in [Visual Studio](https://docs.microsoft.com/en-us/visualstudio/ide/file-nesting-solution-explorer?view=vs-2022). All files are vertically aligned.

There are many examples on that page. Here's one:
<img src="https://docs.microsoft.com/en-us/visualstudio/ide/media/filenesting_extensiontoextension_effect.png?view=vs-2022" />

This feature is very important, but right now the UX needs polish. Basically some indentation tweaks.
Repository: rust
Issue: Don't print name resolution errors if a crate fails to load
Labels: A-diagnostics,A-resolve,T-compiler

Given the following code: https://github.com/rust-lang/rust/pull/96798/commits/7342286b66e8fa069dc942e783adb1641438f27c

The current output is: several hundred thousand lines long. https://github.com/rust-lang/rust/runs/6331341497?check_suite_focus=true#step:26:783

Ideally the output should look like: not that. Just the errors about crate loading:

```
error[E0464]: multiple matching crates for `core`
   --> /cargo/registry/src/github.com-1ecc6299db9ec823/scopeguard-1.1.0/src/lib.rs:192:1
    |
192 | extern crate core as std;
    | ^^^^^^^^^^^^^^^^^^^^^^^^^
    |
    = note: candidates:
            crate `core`: /checkout/obj/build/x86_64-unknown-linux-gnu/stage0-sysroot/lib/rustlib/x86_64-unknown-linux-gnu/lib/libcore-19a6c7cb160f2c97.rmeta
            crate `core`: /checkout/obj/build/x86_64-unknown-linux-gnu/stage0-sysroot/lib/rustlib/x86_64-unknown-linux-gnu/lib/libcore-7d5425aa48f72471.rlib
```

The failures from name resolution are almost always because of unresolved imports from the missing crate, and showing them hurts more than it helps.

@rustbot label +A-resolve
Repository: rustdesk
Issue: When I want to access http service through TCP tunnel, the tunnel is often closed
Labels: enhancement,Fund

windows-->ubuntu.When I want to access http service through TCP tunnel, every time I open a webpage, the tunnel is closed. When I refresh the web page next time, I need to wait a long time to re-establish the tunnel. When the page is loaded, the tunnel is automatically closed. Can the tunnel remain open until I actively close it?

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Repository: godot
Issue: Multi-scene inheritance does not update node properties beyond the second scene
Labels: bug,topic:core,topic:editor

### Godot version

4.0 Alpha 7

### System information

Windows 10 Nvidia GTX 1060 Intel i5 4690k

### Issue description

If you create a scene, instance this scene, save that scene, then instance that scene, save that scene,,,updates to the first scene will not propogate to scenes beyond the seconds

This video shows the issue


https://user-images.githubusercontent.com/83078010/167245834-94cd4e79-0935-488a-9525-802b2510b638.mp4



I create "level1"
I save "level1" as a scene
I instance "level1" in a new scene
I save this scene as "level2"
I instance "level2" in a new scene
I save this scene as "level3"

In theory, any changes to "level1" should propogate to "level3" unless overriden by "level2"

However, if you make changes to "level1", it only propogates to "level2", ignoring "level3"

This is clearly demonstrated by collision layers on a character body, where in the video, you see I change collision layer 4 in "level1", and only "level2" inherits this change, while "level3" completely ignores it, despite the fact that "level3" inherits from "level1"

This issue plagues many properties, however, not all of them. For instance, adding new nodes to level1 will propogate to level3, however, certain node properties will not (in my experiecne, it has been collision layers, timer values, certain exported vars--> anything that is accessable via the editor)

### Steps to reproduce

Create a scene using a characterbody3d as the base (scene1)
Save this scene (scene1)
Instance this scene into a new scene (scene2)
Save this scene (scene2)
Instance this scene into a new scene (scene3)
Save this scene(scene3)
Update a collision layer value in scene1
Only scene2 will inherit this cahnge

### Minimal reproduction project

[SubscriptionBug.zip](https://github.com/godotengine/godot/files/8644738/SubscriptionBug.zip)
Repository: pytorch
Issue: Where is fx2trt fx to tensorrt tool?
Labels: triaged,module: fx

### 📚 The doc issue

I found there are some PR:

https://github.com/jerryzh168/pytorch/tree/fb09fd4ab4ba618db148f9dfc035be589efb9355/torch/fx/experimental/fx2trt

which persist of fx2trt tool, where does it goes in main stream pytorch code?

### Suggest a potential alternative/fix

_No response_
Repository: godot
Issue: Certain meshes produce merge_with : AABB size is negative
Labels: bug,topic:import,topic:3d

### Godot version

4.0 Alpha 7

### System information

Windows 10 Nvidia GTX 1060 Intel i5 4690k

### Issue description

Certain meshes produce the title.

The reproduction project has a model which produces this issue. I have no clue how to recreate this. All I know, is that for some models that I create, I will get this issue. I use blender to create my models.

I use a variety of modifiers, techniques, etc., so I am unsure of what I could be doing that would cause this.

This causes massive error spam when reusing models (think 20-50 characters x 4 errors)

### Steps to reproduce

No applicable steps atm. Only the model in the reproduction project. I can look to provide more model examples if need be.

### Minimal reproduction project

[MeshBug.zip](https://github.com/godotengine/godot/files/8644844/MeshBug.zip)
Repository: tauri
Issue: [feat] navigator.credentials
Labels: type: feature request,priority: 3 low,platform: Linux,platform: macOS

### Describe the problem

Hi， I want to ues web authn in tauri App, but it seems I can't use navigator.credentials.get(...), is there plan to support it ? or It already supported but I didn't use it correctly. 

### Describe the solution you'd like

I would like to test if you plan to support it.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: flutter
Issue: Add widget information associated with Element in stacktrace.
Labels: c: new feature,framework,c: proposal,a: error message,P3,team-framework,triaged-framework

## Use case
[Test_Stacktrace.zip](https://github.com/flutter/flutter/files/8660177/Test_Stacktrace.zip)

1. flutter: 2.10.3
2. click `switch` to trigger exception. like:[exception.log](https://github.com/flutter/flutter/files/8660100/exception.log)
3. It can be found from the log that there is only Element information in the stacktrace, and the necessary widget information is missing (we use Widget directly most of the time). When the error-generating Widget is used in multiple places (similar to `GenerateExceptionWidget` in Demo), it is impossible to quickly and accurately locate the wrong point.

<img width="1212" alt="image" src="https://user-images.githubusercontent.com/9434515/167593571-9308e925-73e0-4d27-8109-3dc1e67ebd52.png">


## Proposal
Recommend to add widget information associated with Element in stacktrace, which is more useful for developers.
like:

<img width="1190" alt="image" src="https://user-images.githubusercontent.com/9434515/167615426-6379aa51-b560-45b3-80b6-07b191346d37.png">
Repository: flutter
Issue: DropdownButtonFormField is using the key for an option multiple times
Labels: a: tests,framework,f: material design,has reproducible steps,P3,found in release: 2.10,found in release: 2.13,team-design,triaged-design

# Repro

 - clone `https://github.com/cedvdb/flutter_repros/tree/dropdown_selection_keys` 
 - use branch `dropdown_selection_keys`
 - `flutter test`
 
 # Result 
 
 The finder "2 widgets with key [<'option-hello'>] (ignoring offstage widgets)
 
 # code example
 
 ```dart
 DropdownButtonFormField<String>(
        key: const ValueKey('dropdown'),
        items: const [
          DropdownMenuItem(
            key: ValueKey('option-hello'),
            child: Text('hello'),
            value: 'hello',
          ),
        ]
 ```
Repository: PowerToys
Issue: Monitor setup via hotkeys
Labels: Product-Display management,Needs-Triage

### Description of the new feature / enhancement

With a multi-monitor setup, it is often useful to rotate one monitor into portrait mode for a specific task and then switch it back afterwards. Would it be possible to configure a number of monitor layouts which can be selected quickly using custom hotkeys?

### Scenario when this would be used?

Reading documentation designed for printing on A4/letter paper is often easier on a portrait display, whilst most other tasks (coding etc) are easier on landscape displays.

### Supporting information

https://www.displayfusion.com/Features/MonitorConfig/
Repository: godot
Issue: Same custom resource properties appearing twice at runtime.
Labels: bug,topic:editor

### Godot version

4.0 Alpha 7

### System information

Windows 10

### Issue description

When attempting to get a variable value from a custom resource, Godot attempts to get the value from the _resource class_ instead of the resource itself, resulting in an error. For example, see the below. In each example, the inspector is displaying the variables / values from both the resource and the resource class it is derived from. I believe this is a bug with the 4.0 alpha.

![image](https://user-images.githubusercontent.com/2752448/167263219-6abdadcc-a302-432a-a2e8-b1ebb88bb115.png)

![image](https://user-images.githubusercontent.com/2752448/167263244-ad246d51-d3b0-4040-8aaa-b5eac50068a9.png)


### Steps to reproduce

I included an example project below, but here are the steps:

**1. Create a new resource class, e.g.**

```
extends Resource

class_name Class

@export var name:String = "Name"
```


**2. Create .tres resource.**
**3. Get a variable from that resource, e.g.**

```
extends Node

@onready var class_test = preload("res://Test.tres")

# Called when the node enters the scene tree for the first time.
func _ready() -> void:
	print(class_test.Name)
```



### Minimal reproduction project
[Resource Bug.zip](https://github.com/godotengine/godot/files/8645575/Resource.Bug.zip)
Repository: go
Issue: x/pkgsite: feature request: dependency navigator
Labels: NeedsInvestigation,pkgsite

When trying to understand an existing project, or to remove unwanted dependencies, it is very useful to be able to see and navigate the dependency graph of imported packages. Pkgsite already has the raw information and exposes it through the "imports" and "imported by" links, but other forms would make it easier to comprehend at scale, and without the UX overhead of two clicks and page reloads per graph edge traversed.

Graphical presentations (e.g. graphviz) are generally not practical for graphs of more than a few dozen nodes. See for example https://deps.dev/go/golang.org%2Fx%2Ftools%2Fgopls/v0.8.3/dependencies/graph, and note that this is only the module dependency graph, not the import graph over packages, which is much larger. (It's a missed opportunity  that deps.dev's table presentation doesn't go into more detail than classifying dependencies as "direct" vs "indirect", such as showing a path for the indirect ones.)

I would (immodestly) propose a presentation along the lines of that used by https://github.com/adonovan/spaghetti. Given a starting package, it displays the complete forward transitive closure of imported packages, organized hierarchically by name, with one root node per module. Clicking on any tree node shows its direct imports and exports (Spaghetti uses two select widgets for these, though it might be better to populate two separate panes or `<div>`s with links.) A "live" search box allows rapid query of dependencies, and reports an arbitrary path from the starting package (which is a fixed property of the rendered page) to the selected package.

Spaghetti additionally allows the user to simulate the removal of one or more edges to see how the dependencies would change, which is useful for evaluating the benefit of hypothetical simplification projects. This feature also seems appropriate and useful for Pkgsite. The implementation isn't hard: Spaghetti is less than 1000 LoC.
Repository: excalidraw
Issue: charts should support comma-separated and space-separated columns
Labels: enhancement,charts

Pasting a comma separated columns should work (with quoted values if they include commas themselves):

```
month,count
jan,500
feb,"1,000"
march,500
```

and space-separated values probably too:

```
greeting points
oi 500
"hello there" 1,000
hi 500
```
Repository: pytorch
Issue: Kill use of TensorImpl::ShareExternalPointer in torch/csrc/jit/tensorexpr/external_functions.cpp
Labels: oncall: jit

### 🐛 Describe the bug

this is a legacy caffe2 method should not be used

### Versions

master
Repository: ant-design
Issue: Add prefix/suffix properties for TextArea like Input field has
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

Possibility to add icons into text area, positioned in different corners. 
It should work the same way how it works for Input component.

In my specific case I use it to display customized Spin component, during data loading. 
This functionality exists in Input, DatePicker, Select. But for some reason it dose not exists in TextArea.

### What does the proposed API look like?

<TextArea prefix={<Icon/>} prefixPosition={"top | bottom"} />
<TextArea suffix={<Icon/>} suffixPosition={"top | bottom"} />

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: x52 pro HOTAS has duplicated button bindings
Labels: bug,topic:thirdparty,topic:input

### Godot version

3.3.stable and 3.4.4.stable

### System information

Arch Linux, Saitek X52 Pro Flight Control System

### Issue description

The silver hat on the right hand stick conflict with the buttons in the table and correspond to the following indices:


|Silver Hat Direction | Index| Conflicting Button|
| --- | --- | --- |
|Up | 12| T5 |
|Down | 13| T6 |
|Left  | 14| Fire 1 (fully engaged) |
|Right  | 15| Cursor clicking button |


### Steps to reproduce

This can be seen easily (if you have said HOTAS) by using the following snippet of code:

```
func _unhandled_input(event):
	if event is InputEventJoypadButton:
		print(event.button_index)
```

Then just launch the scene and press the buttons in the table and observe the conflicting buttons.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: [flutter-plugin-tools] Remove --fork-point from merge-base check
Labels: team,p: tooling,package,team-ecosystem,P2,triaged-ecosystem

It looks like it doesn't rebase workflows correctly; see https://github.com/flutter/plugins/pull/5428#issuecomment-1120234657

From the docs it looks like the case it's meant for shouldn't apply to us; it may well only be there because it sounds like it should be what we want from the name. I'll need to validate that it does what we want without the flag.
Repository: godot
Issue: Building 3.x on macOS fails with "dev=yes" flag
Labels: bug,platform:macos,topic:buildsystem,topic:thirdparty

### Godot version

887fcd00e06a49217bc150f4904d7f01360ee70a

### System information

macOS 10.14.6

### Issue description

Building using "dev=yes" fails on the included bullet code. 

```
In file included from modules/bullet/soft_body_bullet.cpp:31:
In file included from modules/bullet/soft_body_bullet.h:43:
In file included from thirdparty/bullet/BulletSoftBody/btSoftBodyHelpers.h:19:
In file included from thirdparty/bullet/BulletSoftBody/btSoftBody.h:31:
In file included from thirdparty/bullet/BulletDynamics/Featherstone/btMultiBodyConstraint.h:41:
In file included from thirdparty/bullet/BulletDynamics/Featherstone/btMultiBodySolverConstraint.h:24:
thirdparty/bullet/BulletDynamics/ConstraintSolver/btSolverBody.h:59:20: error: 'const' type qualifier on return type has no effect [-Werror,-Wignored-qualifiers]
        SIMD_FORCE_INLINE const __m128 get128() const
                          ^~~~~~
```

Compiler:
```
Apple clang version 11.0.0 (clang-1100.0.33.17)
Target: x86_64-apple-darwin18.7.0
```

It seems like godot is supposed to build cleanly with this flag on?



### Steps to reproduce

Building with the following flags:

```
target=debug dev=yes --jobs=$(sysctl -n hw.logicalcpu)
```

### Minimal reproduction project

_No response_
Repository: godot
Issue: The `Width` parameter of `CanvasItem.DrawPrimitive` doesn't work
Labels: bug,topic:rendering,topic:2d

### Godot version

3.5

### System information

Windows 10

### Issue description

the param Width of DrawPrimitive dosen't work, when you adjust it, nothing happen
`    public override void _Draw()
    {
        base._Draw();

        Vector2[] v = new Vector2[2];
        v[0] = new Vector2(50, 50);
        v[1] = new Vector2(100, 0);
        Color[] c = new Color[2];
        c[0] = Color.Color8(0,0,255,255);
        c[1] = Color.Color8(0, 0, 255, 255);

        Vector2[] uvs = new Vector2[2];
        //uvs[0] = new Vector2(10, 10);

        GetTree().CurrentScene.GetNode<Node2D>("../rnode").DrawLine(new Vector2(50, 50), new Vector2(100, 100), Color.Color8(0, 0, 0, 255),2);
        GetTree().CurrentScene.GetNode<Node2D>("../rnode").DrawPrimitive(v, c, uvs, null, 10.0f);
        GetTree().CurrentScene.GetNode<Node2D>("../rnode").Update();
    }`

### Steps to reproduce

    public override void _Draw()
    {
        base._Draw();

        Vector2[] v = new Vector2[2];
        v[0] = new Vector2(50, 50);
        v[1] = new Vector2(100, 0);
        Color[] c = new Color[2];
        c[0] = Color.Color8(0,0,255,255);
        c[1] = Color.Color8(0, 0, 255, 255);

        Vector2[] uvs = new Vector2[2];
        //uvs[0] = new Vector2(10, 10);

        GetTree().CurrentScene.GetNode<Node2D>("../rnode").DrawLine(new Vector2(50, 50), new Vector2(100, 100), Color.Color8(0, 0, 0, 255),2);
        GetTree().CurrentScene.GetNode<Node2D>("../rnode").DrawPrimitive(v, c, uvs, null, 10.0f);
        GetTree().CurrentScene.GetNode<Node2D>("../rnode").Update();
    }

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Allow user interaction (gestures/taps) when executing integration tests
Labels: c: new feature,framework,f: gestures,c: proposal,f: integration_test,P3,team-framework,triaged-framework

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## Use case

Hi thanks for Flutter! Currently, when executing integration tests, "tapping the screen" will output something like "Some possible finders for the widgets at Offset(165.7, 462.0)". However, I would appreciate it if the app could be interactive. In other words, users could tap buttons of the app and play with it, etc. It would be very help for debugging the tests!

The reason and context is that, with https://github.com/fzyzcjy/flutter_convenient_test (a package I just open sourced), users can already conveniently re-run a test very quickly and see various results. However, currently the users still cannot interact with the app, except for doing a full hot-restart.

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## Proposal

I have done a bit of hacking (if you are interested, the messy code is at https://github.com/fzyzcjy/flutter_convenient_test/pull/147). But seems no clue to solve it.

I am willing to make a PR!

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