sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: External editor not opening file from Stack Frames
Labels: bug,topic:gdscript,topic:editor

### Tested versions

- Reproducible in: v4.2.2.stable.official [15073afe3]

### System information

MacOS 14.5 (23F79)

### Issue description

When using an external editor (VSCode) in Godot, clicking on a file name in the Stack Frames window does not open the file in the external editor. Nothing happens. However, when using the default built-in editor, clicking on a file name in the Stack Frames window correctly opens the file and navigates to the specific line of code.

Expected Behavior:

Clicking on the file name should open VSCode and navigate to the specific line of code with the error.

Actual Behavior:

Nothing happens when clicking on the file name.

### Steps to reproduce

Set VSCode as the external editor in Godot.
Create a script with an intentional error.
Run the project to trigger the error.
In the Stack Frames window, click on the file name where the error is located.

### Minimal reproduction project (MRP)

[BugGodotExternalEditor.zip](https://github.com/user-attachments/files/16511665/BugGodotExternalEditor.zip)
Repository: transformers
Issue: Additional options for include_num_input_tokens_seen in Trainer
Labels: trainer,Feature request

### Feature request

Track only the training, avoiding the count of padding tokens

### Motivation

It appears that this metric also includes padding tokens. If one would use example packing, then it really tracks the “correct” number of tokens seen by the model.

However, I can think of two cases where this will not be accurate:
1. In cases where packing is not used, training examples are padded to the longest sequence in the batch
2. For SFT training on completions only

For the first case, a more accurate calculation would be to sum the attention mask.
For the second case, I'm not sure how this should be regarded. However, we can consider counting only label tokens != `-100`

### Your contribution

Replace lines 2248-2258 in trainer.py (v4.43.4) with the following:
```python
self.state.num_input_tokens_seen += (
    torch.sum(
        self.accelerator.gather(
            torch.tensor(
                inputs['attention_mask'].sum(), device=self.args.device, dtype=torch.int64
            )
        )
    )
    .cpu()
    .item()
)
```
Repository: terminal
Issue: Background color attribute is filled incorrectly when resizing window
Labels: Product-Conpty,Area-Output,Issue-Bug,Priority-3

### Windows Terminal version

1.20.11781.0

### Windows build number

10.0.19045.4651

### Other Software

```python
print("\033[?1049h")
print("\033[31m")
print("test")
```

### Steps to reproduce

Use Virtual Terminal Sequences. Change background, print some text, resize window (rows+1) or maximize window.

### Expected Behavior

The following result was obtained using the Windows API:
```python
set_console_text_attribute(hConsoleOutput, WHITE_FORE + RED_BACK + NORMAL_STYLE)
```
![image](https://github.com/user-attachments/assets/ccabf7de-237a-412d-b649-c38c5046e5b8)


### Actual Behavior

1 row red, the following ones are already filled in correctly.

![image](https://github.com/user-attachments/assets/c6a546df-7180-42dc-bc87-ae02c5fa609d)

maximize window.

![image](https://github.com/user-attachments/assets/c3d538be-81bf-496a-a59e-0a2f864a1f03)

restoring the window and then maximizing it again fixes this error.

![image](https://github.com/user-attachments/assets/fbf3805c-f870-43f5-94f2-b4cf6c777067)

but it doesn't help for a single row.

![image](https://github.com/user-attachments/assets/77ea6c47-b05d-4c55-8b31-475676100f4a)

It is worth summing up. Attributes are filled into new buffer cells correctly when using Windows Console Api. When using virtual codes, the described problem is observed. Also in Windows Console (cmd.exe) any window scaling, in both Windows Api and virtual codes, causes attributes to be filled incorrectly.

![image](https://github.com/user-attachments/assets/883cedbe-d5cb-4c0b-ba97-57fa20d71826)
![image](https://github.com/user-attachments/assets/3d8fea85-d1cf-4536-b7bb-28028fd5e7cf)
![image](https://github.com/user-attachments/assets/2461d977-7791-47ff-bc1b-4d1af8ecea04)

But this is known, and I understand that you are releasing all fixes in Windows Terminal.
Repository: pytorch
Issue: Delete ProxyTorchDispatchMode.enable_tracing
Labels: triaged,module: ProxyTensor

### 🐛 Describe the bug

It's always true

Blocked on https://www.internalfb.com/diff/D60674615

### Versions

main
Repository: rust
Issue: Deduplicate test suites for alternative codegen backends
Labels: A-LLVM,A-testsuite,A-codegen,T-compiler,A-contributor-roadblock,C-discussion

Currently, the cranelift and gcc codegen backends have tiny test suites in their respective folders that get run in rustc CI:
- https://github.com/rust-lang/rust/tree/ec0b3540925af3cab9c38b0344902d48edb9d5b8/compiler/rustc_codegen_cranelift/example
- https://github.com/rust-lang/rust/tree/ec0b3540925af3cab9c38b0344902d48edb9d5b8/compiler/rustc_codegen_gcc/example

My understanding is that these are basically smoke-tests, but they use a lot of low-level internal and unstable APIs that keep changing, making them a maintenance hazard. As you can easily see, there's also a lot of duplication between them. I don't even know often I had to fix the mini_core tests (looks like both backends have two of them, for some reason). PRs like https://github.com/rust-lang/rust/pull/128731 would benefit from adding another test there (`ui/simd/shuffle.rs`, in that case), but I don't want to add even more duplication.

Is there any way we can deduplicate this?  The first idea that comes to my mind is that instead of having these example files stored as copies in the respective backends, we have a `run-tests.txt` file (or so) that lists a bunch of *filenames* relative to `tests/ui` that should be built and run with the backend. That means
- One can easily ensure that the test itself type-checks and works as intended using `./x.py test ui`, without even having to do the setup required for the alternative codegen backend.
- The test is shared between *all* backends, reducing duplication.
- For cases like #128731, one can just easily add another test to the list, when it turns out there is an interesting special case to cover.

Cc @bjorn3 @antoyo @GuillaumeGomez
Repository: go
Issue: x/crypto/ssh/test: TestFuncLargeRead failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "golang.org/x/crypto/ssh/test" && test == "TestFuncLargeRead"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8740881918939959201)):

    === RUN   TestFuncLargeRead
        session_test.go:162: unable to create new session: EOF
        test_unix_test.go:246: sshd:
            Error reading managed configuration (2: No such file or directory). Proceeding with default configuration.
            /Users/swarming/.swarming/w/ir/x/t/sshtest1235600883/sshd_config line 10: Deprecated option KeyRegenerationInterval
            /Users/swarming/.swarming/w/ir/x/t/sshtest1235600883/sshd_config line 11: Deprecated option ServerKeyBits
            /Users/swarming/.swarming/w/ir/x/t/sshtest1235600883/sshd_config line 17: Deprecated option RSAAuthentication
            /Users/swarming/.swarming/w/ir/x/t/sshtest1235600883/sshd_config line 22: Deprecated option RhostsRSAAuthentication
            debug1: inetd sockets after dupping: 4, 5
            BSM audit: getaddrinfo failed for UNKNOWN: nodename nor servname provided, or not known
    ...
            debug1: auth_activate_options: setting new authentication options
            Accepted publickey for swarming from UNKNOWN port 65535 ssh2: ECDSA SHA256:DbuSF5a8c3JMmpZ5WiK8oLAx97Uu8zIAFReb/NyTPuo
            debug1: monitor_child_preauth: user swarming authenticated by privileged process
            debug1: auth_activate_options: setting new authentication options [preauth]
            debug2: userauth_pubkey: authenticated 1 pkalg ecdsa-sha2-nistp256 [preauth]
            debug1: monitor_read_log: child log fd closed
            BSM audit: bsm_audit_session_setup: setaudit_addr failed: Invalid argument
            Could not create new audit session
            debug1: do_cleanup
    --- FAIL: TestFuncLargeRead (0.10s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: x/crypto/ssh/test: TestRunCommandStdinError failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "golang.org/x/crypto/ssh/test" && test == "TestRunCommandStdinError"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8740415696929332209)):

    === RUN   TestRunCommandStdinError
        session_test.go:113: expected closing write end of pipe, found <nil>
        test_unix_test.go:246: sshd:
            /home/swarming/.swarming/w/ir/x/t/sshtest1965832523/sshd_config line 10: Deprecated option KeyRegenerationInterval
            /home/swarming/.swarming/w/ir/x/t/sshtest1965832523/sshd_config line 11: Deprecated option ServerKeyBits
            /home/swarming/.swarming/w/ir/x/t/sshtest1965832523/sshd_config line 17: Deprecated option RSAAuthentication
            /home/swarming/.swarming/w/ir/x/t/sshtest1965832523/sshd_config line 22: Deprecated option RhostsRSAAuthentication
            debug1: inetd sockets after dupping: 3, 4
            Connection from UNKNOWN port 65535 on /home/swarming/.swarming/w/ir/x/t/unixConnection1635568860/ssh port 65535
            debug1: Local version string SSH-2.0-OpenSSH_8.4p1 Debian-5+deb11u3
    ...
            debug1: temporarily_use_uid: 1000/1000 (e=1000/1000)
            debug1: restore_uid: (unprivileged)
            Transferred: sent 3364, received 1548 bytes
            Closing connection to UNKNOWN port 65535
            mm_request_receive: read: Broken pipe
            debug1: do_cleanup
            debug1: temporarily_use_uid: 1000/1000 (e=1000/1000)
            debug1: restore_uid: (unprivileged)
            debug1: audit_event: unhandled event 12
    --- FAIL: TestRunCommandStdinError (0.05s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: PowerToys
Issue: Screenshot Auto-Save Options
Labels: Needs-Triage

### Description of the new feature / enhancement

Windows 11 has a feature that Windows 10 can only be done by changing a lot of configurations: 
Use the PRTSC Key to directly use Snip&Sketch to take a screenshot. (Alternatively, Win + Shift + S), BUT unlike Win11, when used on Win10, this feature doesn't auto-save the screenshot.
It must be done manually. 

Idea: Make it so any screenshot is auto-saved in a pre-selected folder. No matter how it was taken (Win + PRTSC/ PRTSC/ Win + Shift + S). 

Right now, only the direct Win + PRTSC auto-saves. 

### Scenario when this would be used?

It's useful when working or playing games, (even more for people with multiple Monitors), when one wants to take a quick screenshot of only one part of the screen and have it be saved automatically so it's not needed to stop everything, click, save and then resume the work.

### Supporting information

This is how one can use the feature on Win10 - but to save, the image must then be opened in another program and then select where to save, which are annoying extra-steaps. (On Win11 it auto-saves in the capture folder).

![Screenshot 2024-08-06 135512](https://github.com/user-attachments/assets/0a1e8bd8-20fb-47ea-b273-aa190d75bab4)
Repository: godot
Issue: High texel density in large scenes crashes lightmap baking
Labels: bug,topic:rendering,crash,topic:3d

### Tested versions

v4.3.rc.custom_build [4359c28fe]

### System information

Ubuntu 22.04

### Issue description

Supersedes https://github.com/godotengine/godot/issues/86416

As I talked with @clayjohn in todays Render Meeting, baking lightmaps in large scenes with high texel density still crash the lightamap bake (This is after the fix of cowdata 64bits)


### Steps to reproduce

1) Download TPSDemo
2) Reimport the next scenes with texel density 0.1 (default) in the import tab
- res://level/geometry/models/core.glb
- res://level/geometry/models/structure.glb
- res://level/geometry/models/props.glb

3) Remove VoxelGI (Game wont run because you have to remove references in code to VoxelGI)
4) Add a LightmapGI
5) Add new camera Attribute to LightmapGI
6) Set LightmapGI quality to low
7) Set LightmapGI texel_scale to 1.5 (or 2 to be sure)
8) Bake LightmapGI

It will crash


### Minimal reproduction project (MRP)

TPSDemo
Repository: go
Issue: cmd/go: TestScript/mod_get_exec_toolchain failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "cmd/go" && test == "TestScript/mod_get_exec_toolchain"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8740411700652266385)):

    === RUN   TestScript/mod_get_exec_toolchain
    === PAUSE TestScript/mod_get_exec_toolchain
    === CONT  TestScript/mod_get_exec_toolchain
        script_test.go:135: 2024-08-05T22:58:26Z
        script_test.go:137: $WORK=/home/swarming/.swarming/w/ir/x/t/cmd-go-test-2380907794/tmpdir3938978476/mod_get_exec_toolchain3611446266
    go proxy: open /home/swarming/.swarming/w/ir/x/w/goroot/src/cmd/go/testdata/mod/rsc.io_7307b30.txt: no such file or directory
    go proxy: no archive rsc.io 7307b30: file does not exist
    go proxy: no archive example.net v1.0.0: file does not exist
        script_test.go:159: 
            PATH=/home/swarming/.swarming/w/ir/x/t/cmd-go-test-2380907794/tmpdir3938978476/testbin:/home/swarming/.swarming/w/ir/x/w/goroot/bin:/home/swarming/.swarming/w/ir/x/w/goroot/bin:/home/swarming/.swarming/w/ir/x/w/goroot/bin:/home/swarming/.swarming/w/ir/cache/tools/bin:/home/swarming/.swarming/w/ir/bbagent_utility_packages:/home/swarming/.swarming/w/ir/bbagent_utility_packages/bin:/home/swarming/.swarming/w/ir/cipd_bin_packages:/home/swarming/.swarming/w/ir/cipd_bin_packages/bin:/home/swarming/.swarming/w/ir/cache/cipd_client:/home/swarming/.swarming/w/ir/cache/cipd_client/bin:/home/swarming/.swarming/cipd_cache/bin:/home/swarming/bin:/bin:/sbin:/usr/bin:/usr/sbin:/usr/X11R6/bin:/usr/local/bin:/usr/local/sbin
    ...
            > cp go.mod.new go.mod
            > go get rsc.io/needgo121 rsc.io/needgo122 rsc.io/needgo123 rsc.io/needall
            [stderr]
            go: downloading rsc.io/needgo121 v0.0.1
            go: downloading rsc.io/needgo122 v0.0.1
            go: downloading rsc.io/needall v0.0.1
            go: downloading rsc.io/needgo123 v0.0.1
            go: rsc.io/needall@v0.0.1 requires go >= 1.23; switching to go1.23.9
        script_test.go:159: FAIL: testdata/script/mod_get_exec_toolchain.txt:7: go get rsc.io/needgo121 rsc.io/needgo122 rsc.io/needgo123 rsc.io/needall: signal: quit
    --- FAIL: TestScript/mod_get_exec_toolchain (1285.48s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: flutter
Issue: Add touchpad swipe gesture support in the Flutter Embedder
Labels: c: new feature,engine,e: embedder,c: proposal,P3,team-engine,triaged-engine

### Use case

Currently the trackpad APIs only allow for 2-finger scrolling type gestures. This means that flutter applications and embedders have no way to introduce any kind of 3-finger swipe gestures to their users. A large majority of trackpads also support that feature. This change would allow for 3 finger or more gestures on the trackpad, dramatically improving Flutter's gesture abilities.



### Proposal

I propose we add an API that either simply produces events for 3 swipe gestures or 4 swipe gestures, or an API where we report back the number of fingers on the trackpad and let flutter decide the internal logic.
Repository: godot
Issue: SubViewports do not function in Chrome on the Mac when the Metal ANGLE backend is used (now default)
Labels: bug,platform:web,platform:macos,topic:rendering,topic:porting,confirmed,topic:thirdparty

### Tested versions

- Reproducible in 4.3rc2
- Tested on a MacBook Air M1 and MacBook Pro 14 (M1 Pro)

### System information

MacOs 14.5, Chrome 127.0.6533.89

### Issue description

When a `SubViewport` under a `SubViewportContainer` is visible in a scene, on a Mac that is using the "new" Metal ANGLE backend by default, Chrome's GL context immediately crashes and logs a bunch of errors: https://gist.github.com/tetious/48c29263af9202fac48049c04f1b160c

This only occurs when the ANGLE graphics backend is set to **Metal** or left to the default (at least for my two test Macs) in chrome://flags. If the backend is set to OpenGL, it works normally.

### Steps to reproduce

Run the attached MRP on a Mac with Chrome by using the "Remote Debug" -> Run in browser feature. It should fail immediately.

- Make the `SubViewportContainer` invisible -> does not fail (but viewport doesn't show)
- Set the ANGLE graphics backend to OpenGL in chrome://flags with visible viewport -> works as expected

### Minimal reproduction project (MRP)

[subviewtest.zip](https://github.com/user-attachments/files/16514081/subviewtest.zip)
Repro URL: https://orcling.com/subview-godot/
Repository: godot
Issue: BaseMaterial3D clearcoat rendering is broken with material roughness set to 0.0 in Forward+/Mobile
Labels: bug,topic:rendering,topic:3d

- *Related to https://github.com/godotengine/godot/issues/83223.*

### Tested versions

- Reproducible in: 4.0.stable, 4.1.4.stable, 4.2.2.stable, 4.3.rc e343dbbcc

### System information

Godot v4.3.rc (e343dbbcc) - Fedora Linux 40 (KDE Plasma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 555.58.02) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

Clearcoat rendering is broken with material roughness set to 0.0 in Forward+/Mobile. Specular lobes from all light types will regularly disappear in an artifact-like pattern. This does not occur with roughness set to 0.01 or greater.

The artifacts also look different in Forward+ compared to Mobile. They depend on viewport resolution and camera distance/rotation either way, as seen in the videos below:

### Forward+

Roughness = `0.0` | Roughness = `0.01`
-|-
![Screenshot_20240806_195606 png webp](https://github.com/user-attachments/assets/dd9a19f1-e889-4dcd-baf6-1587e451d2d3) | ![Screenshot_20240806_195618 png webp](https://github.com/user-attachments/assets/764193e7-1fe6-473a-8513-fa663d27c64b)

The issue in action:

https://github.com/user-attachments/assets/8d4ee1e1-8394-4001-9f34-82a0d6f1f124

### Mobile

Roughness = `0.0` | Roughness = `0.01`
-|-
![Screenshot_20240806_195638 png webp](https://github.com/user-attachments/assets/ef9e1a79-1ab5-447f-ba91-0b591df65862) | ![Screenshot_20240806_195653 png webp](https://github.com/user-attachments/assets/81f409b1-5dda-4c8c-882b-8ee0cbc18cf2)

The issue in action:

https://github.com/user-attachments/assets/23e698ff-10ad-4edd-89a3-f23115c05b02

### Steps to reproduce

- Create a MeshInstance3D with a SphereMesh. Add a StandardMaterial3D, set its Roughness to 0.0 and Metallic to 1.0. Enable **Clearcoat**.
- Move around the camera in the 3D editor. Try resizing the 3D editor viewport as well.
- At some point, specular lobes from the clearcoat will disappear.

### Minimal reproduction project (MRP)

[test_clearcoat_roughness_zero.zip](https://github.com/user-attachments/files/16514088/test_clearcoat_roughness_zero.zip)
Repository: godot
Issue: Area2D mouse events (Entered and Exited) not working when CollisionShapes are overlapping.
Labels: bug,needs testing,topic:input

### Tested versions

v4.3.rc1.mono.official [e343dbbcc]

### System information

Godot v4.3.rc1.mono - Windows 10.0.22631 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.12028.6002) - AMD Ryzen 7 6800H with Radeon Graphics (16 Threads)

### Issue description

The mouse events entered and exited,  are not calling consistently. Sometimes it calls entered and other times it doesnt, also when scrolling the mouse wheel it calls entered or exited.

![image](https://github.com/user-attachments/assets/e3376db9-be3f-4123-bb46-ea82a01f175f)


### Steps to reproduce

Just hover the Blue box and see that nothing is printed or its prints something but not when entering and leaving the area.
![image](https://github.com/user-attachments/assets/69131ad3-d34d-43d1-9b7a-4af90e4507a9)


### Minimal reproduction project (MRP)

[bug_mouse.zip](https://github.com/user-attachments/files/16514147/bug_mouse.zip)
Repository: deno
Issue: webgpu deno panic for bad display
Labels: bug,upstream,webgpu

```ts
import { EventType, WindowBuilder } from "jsr:@divy/sdl2@0.11.0";

const width = 800;
const height = 600;

const win = new WindowBuilder("Hello, World!", width, height).build();

const adapter = await navigator.gpu.requestAdapter();
if (!adapter) {
  console.error("WebGPU not supported!");
  Deno.exit(1);
}
const device = await adapter.requestDevice();

/* Returns a Deno.UnsafeWindowSurface */
const surface = win.windowSurface();
/* Returns a WebGPU GPUCanvasContext */
const context = surface.getContext("webgpu");

context.configure({
  device,
  format: navigator.gpu.getPreferredCanvasFormat(),
  width,
  height,
}); // panics here

for await (const event of win.events()) {
  if (event.type === EventType.Quit) break;
  if (event.type !== EventType.Draw) continue;

  // Sine wave
  const r = Math.sin(Date.now() / 1000) / 2 + 0.5;
  const g = Math.sin(Date.now() / 1000 + 2) / 2 + 0.5;
  const b = Math.sin(Date.now() / 1000 + 4) / 2 + 0.5;

  const textureView = context.getCurrentTexture().createView();

  const commandEncoder = device.createCommandEncoder();
  const passEncoder = commandEncoder.beginRenderPass({
    colorAttachments: [
      {
        view: textureView,
        clearValue: { r, g, b, a: 1.0 },
        loadOp: "clear",
        storeOp: "store",
      },
    ],
  });
  passEncoder.end();

  device.queue.submit([commandEncoder.finish()]);
  surface.present();
}
```

```
deno 1.45.5 (release, x86_64-unknown-linux-gnu)
```

I'm using wayland, maybe that have to do with it
Repository: deno
Issue: postinstall script fails because it uses `node`  (`deno i --allow-scripts`)
Labels: bug,node compat,install

Version: Deno 1.45.5

I am trying to make vitepress (with a package.json) build with Deno using:

```sh
DENO_FUTURE=1 deno i --allow-scripts
deno task build
```

It results in this error:

```
Error launching 'node': No such file or directory (os error 2)
error: script 'postinstall' in 'vue-demi@0.14.7' failed with exit code 1
Cleaning up project directory and file based variables
00:01
ERROR: Job failed: exit code 1
```

The problem is that `node` is used as an executable inside of the postinstall script of the package:

```
"postinstall": "node -e \"try{require('./scripts/postinstall.js')}catch(e){}\"",
```

I submitted an MR to vue-demi to skip the postinstall script if node is not found, because it not essential: https://github.com/vueuse/vue-demi/pull/266

I'm not sure if that's the solution, or if we want to make it use the `deno` executable there. It would improve compatibility.

I was also able to work around it by using `--allow-scripts=npm:esbuild` to whitelist the only other package with a postinstall script, but it would be frustrating if there was a lot of other packages and no way to blacklist