sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: No message when updated .blend file fails to export
Labels: enhancement,topic:editor,usability,topic:import,topic:3d

### Godot version

v4.0.alpha.custom_build [2475393f2]

### System information

Windows 10, GLES3, NVidia RTX 3080

### Issue description

If a blend file is updated, and the gltf export fails, godot carries on with no message using previously exported gltf file.  Even opening the blend file directly to preview the mesh and adjust import settings will open the old exported file:

Note that the new blend file has straps on the boots:
![image](https://user-images.githubusercontent.com/7751182/191401100-6e7db3e4-f44a-4fe4-b3e9-9408c658fd08.png)

And the preview here has no straps:

![image](https://user-images.githubusercontent.com/7751182/191401039-033509e8-aec5-40be-8534-faad11ad646f.png)


If the blend file is used in a new project with no previous export, it will give the following error:

```
  modules\gltf\gltf_document.cpp:7076 - Condition "err != OK" is true. Returning: ERR_FILE_CANT_OPEN
  editor\editor_file_system.cpp:1919 - Error importing 'res://main_character.blend'.
```

Further debugging lead me to realize that the exported gltf file simply did not exist and if I try to manually export the gltf file from blender, I get an error:

![image](https://user-images.githubusercontent.com/7751182/191401323-de040eaf-681c-4f79-9dba-fbf15451368c.png)


### Steps to reproduce

Start out with a valid blend file with a simple cube.

Replace the blend file with the one attached below, observe you get the cube instead of the character.

Edit: Alternative way to reproduce it (now that I've figured out the cause).

1. Install blender 3.1 and 3.3 if you don't have them
2. Create a new project.
3. In editor settings, set the File System / Import / Blender path to blender 3.1's installation directory
4. Put the attached .blend file in your project and note that it imports properly
5. Change the editor setting to use blender 3.3
6. Edit the .blend file in some obvious way and save.
7. Note that the changes don't show up in godot.

### Minimal reproduction project

[main_character_gltf_export_fail.zip](https://github.com/godotengine/godot/files/9612467/main_character_gltf_export_fail.zip)
Repository: pytorch
Issue: Please put back missing rocm builds of Torch Vision.
Labels: module: binaries,module: rocm,triaged

### 📚 The doc issue

https://pytorch.org/get-started/previous-versions/

Several of the commands in this doc are broken because of missing rocm builds. I have an RX 580 and I can't use the newer versions. I have been trying all kinds of ridiculous workarounds to get it working, but if someone would put the old versions back, I might be able to get it working with supported builds.

### Suggest a potential alternative/fix

Replace the missing builds so the commands will work again.

cc @ezyang @seemethere @malfet @jeffdaily @sunway513 @jithunnair-amd @ROCmSupport @KyleCZH
Repository: godot
Issue: Godot crashes when `tool` script tries to `queue_free()` from a setter function for an export variable
Labels: bug,topic:editor,confirmed,crash

### Godot version

3.5.0

### System information

Ubuntu 22.04.1 LTS

### Issue description

Can reliably recreate a crash when using a `tool` script that will `queue_free()` in certain cases in the setter function for an export variable.

```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.5.stable.official (991bb6ac74ac8c09d7683041b50a8ced3a2defb1)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f9f74578520] (??:0)
[2] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0x2dd7df7] (??:0)
[3] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0x2e13a8c] (??:0)
[4] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0x1859a14] (??:0)
[5] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0x185ec54] (??:0)
[6] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0xc29b55] (??:0)
[7] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0x2e6fd89] (??:0)
[8] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0x334bef8] (??:0)
[9] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0x2e7c6cc] (??:0)
[10] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0xa97d32] (??:0)
[11] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0xa015ed] (??:0)
[12] /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f9f7455fd90] (??:0)
[13] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f9f7455fe40] (??:0)
[14] /home/marek/Desktop/Godot_v3.5-stable_x11.64() [0xa13fde] (??:0)
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

Create a new scene with a Node2D. Use a script like this one:
```
tool
extends Node2D

export(int) var amount : int = 0 setget set_amount

func set_amount(value : int = 0) -> void:
	amount = value
	if amount != 0:
		queue_free()
		return
```

In the editor, select the Node2D, and change the amount variable from zero.

Crash.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: please report a bug to PyTorch. Expected Object but got PyObject
Labels: triaged,module: torchbind

### 🐛 Describe the bug

There is an extention in Nvidia's fastertransformer which code like this:

https://github.dev/NVIDIA/FasterTransformer/blob/9e26bcd948e5fd59246e84e84225cef0c399c7d4/src/fastertransformer/models/vit/ViT.h#L19


but calling it in python got error:

```
python3.10/site-packages/torch/include/ATen/core/ivalue_inl.h":123, please report a bug to PyTorch. Expected Object but got PyObject
Traceback (most recent call last):
  File "/home/infer_vit_op.py", line 92, in run_vitnv_op
    vit = torch.classes.VisionTransformer.Class(vit_weights.weights, 
RuntimeError: isObject()INTERNAL ASSERT FAILED at "/home/.local/lib/python3.10/site-packages/torch/include/ATen/core/ivalue_inl.h":123, please report a bug to PyTorch. Expected Object but got PyObject
```



https://github.com/NVIDIA/FasterTransformer/issues/321

### Versions

1.13
Repository: tauri
Issue: [feat] Allow disable background throttling
Labels: type: feature request,status: upstream

### Describe the problem

When the APP minimizes, the webview timer will be throttling.



### Describe the solution you'd like

Electorn has `webPreferences.backgroundThrottling` options

https://www.electronjs.org/docs/latest/api/browser-window#new-browserwindowoptions

### Alternatives considered

_No response_

### Additional context

Related: https://github.com/electron/electron/issues/1786
Repository: react-native
Issue: Native crash SIGSEGV: Segfault   __kernel_rt_sigreturn
Labels: Needs: Triage :mag:

### Description

Hello everyone, today i saw in our Sentry that we have some unhandled issues. I will post screenshot from Sentry.

![Sentry](https://user-images.githubusercontent.com/72339606/191431050-236e5570-af9f-4782-9f37-7c489018d6bc.png)


### Version

0.64.3

### Output of `npx react-native info`

System:
    OS: macOS 12.6
    CPU: (10) arm64 Apple M1 Max
    Memory: 3.62 GB / 32.00 GB
    Shell: 5.8.1 - /bin/zsh
  Binaries:
    Node: 18.6.0 - /opt/homebrew/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 8.13.2 - /opt/homebrew/bin/npm
    Watchman: 2022.07.04.00 - /opt/homebrew/bin/watchman
  Managers:
    CocoaPods: 1.11.3 - /opt/homebrew/bin/pod
  SDKs:
    iOS SDK:
      Platforms: DriverKit 21.4, iOS 15.5, macOS 12.3, tvOS 15.4, watchOS 8.5
    Android SDK: Not Found
  IDEs:
    Android Studio: 2021.2 AI-212.5712.43.2112.8609683
    Xcode: 13.4.1/13F100 - /usr/bin/xcodebuild
  Languages:
    Java: 11.0.15 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 17.0.1 => 17.0.1
    react-native: 0.64.3 => 0.64.3
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found

### Steps to reproduce

I dont know how to reproduce.When i test with android studio, sometimes after launch app emulator just crash and 2nd launch is good. Maybe in real device is the same.

### Snack, code example, screenshot, or link to a repository

![Sentry](https://user-images.githubusercontent.com/72339606/191431348-2bcfa572-7ee0-4be0-88e6-b1e2d0fef514.png)
Repository: ant-design
Issue: The Antd Select scrolls a page not a drop down
Labels: Inactive,📱Mobile Device

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/rough-firefly-5l1zol?file=/package.json:230-236)

### Steps to reproduce

1) Open code sandbox on mobile (I use safari)
2) Open drop down by clicking on the select box
3) Try scroll inside a dropdown 

### What is expected?

When I scroll inside drop down, it scrolls inside drop down

### What is actually happening?

When I scroll inside drop down, sometimes it scrolls the page

| Environment | Info |
| --- | --- |
| antd | 4.23.2 |
| React | 18.0.0 |
| System | Mobile |
| Browser | Safari |

---
When trying to scroll inside the dropdown menu ONLY on mobile sometimes it scrolls the page.
I use react, but not sure that is related to any FE libraries/frameworks IOS Safari,
Body and html do not have any styles

https://www.youtube.com/shorts/NXs3ou8twHQ

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: x/playground: refresh page by mistake will lead to irretrievable data loss
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?
go 1.19
<pre>
$ go version

</pre>

### Does this issue reproduce with the latest release?
yes.


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

</pre></details>

### What did you do?
I wrote code in playground with my android phone and lost my code after freshing page by mistake.
<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->
1) Open go playground page with cell phone.   
2) Write anything you want.
3) Swipe down or pull to refresh page.


### What did you expect to see?
Data saved and was still present.


### What did you see instead?
Data lost and there was no way to recover it.

I could click share button to generate a page link before writting code in it 
to save my data. But this is just a workaround(and there is no share button in golang.google.cn/play).
Repository: PowerToys
Issue: Fancy Zones Navigation Enhancement
Labels: Needs-Triage

### Description of the new feature / enhancement

To add upon using Win+arrows to move around zones there should be a simple way with a shortcut to place a window in multiple zones (maybe Win+Shift+arrows, even better would be if the keys were always customizable).

It would keep the window into the previous zone and enlarge it to fill also adjacent zones in the arrow direction which normally would just move into by only using Win+arrow.

In addition an alternative to maximize which must be disabled when using the shortcut navigation of fancy zones should be proposed.

### Scenario when this would be used?

It's an everyday use to enlarge a window, but sometimes you don't want to enlarge it fully, which in any case you can't do with shortcuts since if I want to have enabled the fancy zones navigation setting I must disable the windows maximize shortcut, therefore another option to do that and to do things which I can do with the mouse using fancy zones is needed. This would even allow to add a window to more zones than it would be possible with the mouse giving more freedom to the user.

### Supporting information

_No response_
Repository: godot
Issue: Autoload not working after conversion to 4.0
Labels: bug,topic:editor,needs testing

### Godot version

4.0 beta1

### System information

Windows 10

### Issue description

Hi guys,

I converted my game to 4.0. I have several autoloads. The engine doesn't recognize the autoload scripts.
![image](https://user-images.githubusercontent.com/37254287/191483202-b5dcbf9a-9461-4b5f-b79f-28a143783861.png)
![image](https://user-images.githubusercontent.com/37254287/191483264-e5d75218-9fe0-4e34-bb96-00457efebf19.png)

I removed and re-added the autoload script, then it worked and showed me the next error of another autoload. I just saved it and reloaded the project because I want to approach this conversion step by step. After It reloads, I receive all the errors again like it didn't save.


### Steps to reproduce

Just a project conversion from 3.5 to 4.0 with several autoload scripts.

### Minimal reproduction project

_No response_
Repository: opencv
Issue: AttributeError: module 'cv2' has no attribute 'CAP_PROP_RGB'
Labels: question (invalid tracker)

##### System information (version)
Example
- OpenCV => 4.6.0
- Operating System / Platform => Ubuntu 20.04
- Compiler => VSCode

I am trying to get video stream from Logitech BRIO 4K. It supports 4K under RGB8. I want to set cv2.CAP_PROP_MODE to cv2.CAP_PROP_RGB but it says there is no attribute like CAP_PROP_RGB. When I use enumerator and set it to 1 it doesn't get the image in RGB. When I get the CAP_PROP_MODE attribute after setting it to the 1, it shows 1448695129.0. How can I solve this issue?

Thanks,
Abdullah
Repository: stable-diffusion-webui
Issue: [Feature Request] Prompt Paint looks promising, a simple UI to replace things in img2img with text only
Labels: enhancement

https://github.com/amrrs/stable-diffusion-prompt-inpainting/blob/main/Prompt_based_Image_In_Painting_powered_by_ClipSeg_GRADIO_WEB_UI.ipynb

There are a few ways already to get results similar to this, but the way this tool works with only text makes it very user friendly and honestly pretty cool.

I originally saw this on Reddit with a video demonstration: https://www.reddit.com/r/StableDiffusion/comments/xk4jt2/prompt_paint_is_a_gradio_web_app_to_upload_your/

Could this be added into the Automatic UI?
Repository: godot
Issue: Materials fail (appear black) in 4.0-beta1
Labels: bug,topic:rendering,needs testing,topic:dotnet,topic:3d

### Godot version

4.0-beta1

### System information

Ubuntu Mate 20.04

### Issue description

While migrating my 3.x addon to 4.0-beta1 I encountered a strange behavior. Materials I create in code, e.g., `new StandardMaterial3D() {AlbedoColor = new(1f, 0f, 0f)};` result in black appearance of the objects. This happens regardless of whether I use `SetSurfaceOverrideMaterial` or assign it directly to the instantiated mesh. I am trying to find out what is the issue for 2 days already.

### Steps to reproduce

Godot is quite unstable on my machine, trying to set material details directly in the editor often leads to crashes. However, I figured out that also setting a new material for static geometry in the editor ends up in black cubes being rendered. Yes, I do have a light in the scene. Am I missing something or is this a bug?

### Minimal reproduction project

[BugReportProceduralMaterial.zip](https://github.com/godotengine/godot/files/9617364/BugReportProceduralMaterial.zip)

The left box is static with a material created in the editor. The right box is created in code. Both render fully black.

![image](https://user-images.githubusercontent.com/9684905/191527071-6dc4f2e0-5afd-4469-b692-8186ee63cb53.png)
Repository: material-ui
Issue: [material-ui][Table] Scrollbar extends into header when using stickyHeader on Table component
Labels: support: question,component: table,package: material-ui,ready to take

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Steps:

1. Have an implementation of a Table using the stickyHeader prop, and sufficient rows to make a scrollbar appear (ex: https://mui.com/material-ui/react-table/#sticky-header)
2. Note that the scrollbar extends into the header:
    
![image](https://user-images.githubusercontent.com/94404705/191526175-b52467e6-12e8-4925-b6fa-45331e03eb1a.png)



### Current behavior 😯

The scrollbar extends into the header

### Expected behavior 🤔

The scrollbar should stop at the top edge of the top row of the table

### Context 🔦

Have a UX that is consistent for end users

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```

  System:
    OS: Windows 10 10.0.22000
  Binaries:
    Node: 16.14.2 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.18 - C:\Program Files\nodejs\yarn.CMD
    npm: 8.5.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.22000.120.0), Chromium (105.0.1343.42)
  npmPackages:
    @emotion/react: ^11.7.1 => 11.8.2
    @emotion/styled: ^11.6.0 => 11.8.1
    @mui/base:  5.0.0-alpha.72
    @mui/icons-material: ^5.8.4 => 5.8.4
    @mui/lab: ^5.0.0-alpha.69 => 5.0.0-alpha.73
    @mui/material: ^5.2.5 => 5.5.1
    @mui/private-theming:  5.4.4
    @mui/styled-engine:  5.4.4
    @mui/system:  5.5.1
    @mui/types:  7.1.4
    @mui/utils:  5.4.4
    @mui/x-data-grid:  5.6.1
    @mui/x-data-grid-pro: ^5.5.1 => 5.6.1
    @mui/x-license-pro:  5.6.1
    @types/react: ^17.0.24 => 17.0.40
    react: ^17.0.2 => 17.0.2
    react-dom: ^17.0.2 => 17.0.2
    typescript: ~4.4.3 => 4.4.4



```
</details>

I tested this in Chrome and Firefox with the same results
Repository: flutter
Issue: Add package repo tooling to validate the autolabeler list
Labels: team,p: tooling,package,team-ecosystem,P2,triaged-ecosystem

We don't always remember to update .github/labeler.yml table when we add packages to the repository; we should have a step in the repo tooling that validates it so it's not subject to human error.
Repository: opencv
Issue: CUDA-Python using ORB ?
Labels: question (invalid tracker)

Hello, is there any function implemented in CUDA for feature extraction with ORB in python? Example for CPU with opencv-python would be cv2.Orb_create(), is there something similar for cuda using opencv and python ? Could you tell me where to read about this, I'm doing a visual odometry code and I need to accelerate image processing with GPU
Repository: vscode
Issue: Git - credentials popup show directly password instead of username
Labels: bug,git

Does this issue occur when all extensions are disabled?: Yes

- VS Code Version: 1.71.1 (user setup)
- OS Version: Windows 11 21H2

# Steps to Reproduce:

1. Create a NodeJS project
2. Add 2 dependencies from git+https in the package.json (don't install them one by one and be sure they are private)
3. execute `npm install` and wait for them to ask the credencials

# What you should have:
VSCode should ask you for you name first 

# Workaround:
For people who have the bug, simply remove every git dependencies and install them one by one in the terminal

# Picture:
![image](https://user-images.githubusercontent.com/72337875/191529049-9929198f-f899-4653-bbf1-cfdea95c809b.png)
Repository: PowerToys
Issue: FancyZones doesn't work with floating windows.
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.62.1

### Running as admin

- [X] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

1 - load up photoshop
2 - new image
3 - drag it out of photoshop so it's 'floating'
4 - now hold shift and drag it to any zones and it won't snap.

same thing happens with floating / palette windows in modo or floating windows from unreal.

### ✔️ Expected Behavior

that it'd snap with these windows

### ❌ Actual Behavior

it doesn't snap with these windows. 

### Other Software

any version of modo/photoshop/unreal should have the same issue.
Repository: material-ui
Issue: Autocomplete don't get disabled value from FormControl
Labels: docs,component: autocomplete

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Hello,

I'm trying to customize the Autocomplete component.

I want to use it with a FormControl as I use it with my other custom components.
The FormControl should control the "disabled" and "error" state of the input.

But, with the Autocomplete, the disable prop is not passed to the Autocomplete renderInput.

Here is an example : https://codesandbox.io/s/brave-bird-kv5jcc?file=/demo.tsx

As you can see in the console, the disable prop is equal to false, but true in the FormControl.

### Current behavior 😯

With the Autocomplete, the disable prop is not passed to the Autocomplete renderInput.

### Expected behavior 🤔

The FormControl should control the "disabled" state of the input.

### Context 🔦

I want to customize the Autocomplete. 
I already customized input

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: yt-dlp
Issue: Support `upload_date>today-1month` in match-filter
Labels: enhancement

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I remove or skip any mandatory\* field

### Checklist

- [X] I'm asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2022.09.01** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Please make sure the question is worded well enough to be understood

I'm trying to download selected video's from a channel on youtube. There is no option to filter video's on average daily views that i know of so I do it like this;

yt-dlp -i --progress -x --audio-format mp3 --audio-quality 0 
--match-filter "view_count>?1000000 & upload_date>?20220821" 
--match-filter "view_count>?2000000 & upload_date>?20220721" 
--match-filter "view_count>?3000000 & upload_date>?20220621" 
--match-filter "view_count>?4000000 & upload_date>?20220521" 
--match-filter "view_count>?5000000 & upload_date>?20220421" 
--match-filter "view_count>?6000000 & upload_date>?20220321" 
 -o "%(uploader)s/%(playlist)s/%(title)s.%(ext)s" https://www.youtube.com/c/netdmuzik/videos

(There are no new lines when i paste this but just now for readability.) 
This way i download the most popular videos's from the last 6 months with a minimum view count of one million a month. 

I want to ask if there is way i dont have to change the dates every time but use something like 'today-1month'.
This is possible with the --dateafter but that way i cant have multiple filters.


### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_