sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Linux 7 has been failing tasks consistently
Labels: team-infra,P2,infra: device doctor,infra: device lab,triaged-infra

This has caused many flakes across the tree.

<img width="811" alt="Screenshot 2023-08-11 at 3 09 21 PM" src="https://github.com/flutter/flutter/assets/54558023/81789458-578c-46a5-98e2-53494a8b28d4">

<img width="1455" alt="Screenshot 2023-08-11 at 3 08 42 PM" src="https://github.com/flutter/flutter/assets/54558023/a9a92888-cc9b-44d2-ac0d-46080076b1f7">
Repository: godot
Issue: instances leaked at exit when setting a default size for exported array
Labels: bug,topic:core

### Godot version

4.1.Stable.Mono

### System information

Windows 10

### Issue description

While developing my game I started to realize some leaked instances at exit... after digging more into the problem I've realized that they occur only if one of the objects in the scene has an exposed array with a default length... for example:

_I'm using the Mono Version_

if an object has an exposed variable... objects are going to leak.
`[Export] private Control[] test = new Control[4];`
in the other hand, not setting a default length won't trigger the issue...
`[Export] private Control[] test`

I've created an MRP where I create a Resource that is attached to two different Nodes
There is one sibling that has an exposed array of that resource with a default length...
after running and exiting the project... that Resource is going to get leaked...

I haven't tried doing the same using GDScript.... so I don't know if the problem is exclusive to the Mono version or not.


### Steps to reproduce

Run the MRP using --verbose
After some attempts, you should get:

```
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
Leaked instance: Resource:-9222479783168834394 - Resource path: res://new_resource.tres
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()
```

Open CanvasGroup.cs
Change
`[Export] private Control[] test = new Control[4];`
into
`[Export] private Control[] test;`

The problem disappears...

### Minimal reproduction project

[New Game Project.zip](https://github.com/godotengine/godot/files/12325432/New.Game.Project.zip)
Repository: flutter
Issue: Remove old shader warm-up logic
Labels: engine,P2,team-engine,triaged-engine

Once Impeller is enabled by default on all the platforms where shader warm-up made sense, we should remove the old shader warm-up logic.

The most developer-friendly path is probably to make all the APIs and command line options into deprecated no-ops that print warnings in debug mode and do nothing in other modes, remove all the core logic, and then after a deprecation cycle, remove the actual APIs.
Repository: godot
Issue: Blender import failure causes endless dialog loop
Labels: bug,topic:editor,confirmed,topic:thirdparty,topic:import,topic:3d

### Godot version

v4.1.stable.arch_linux

### System information

Artix Linux AMD64, Blender 3.6.0

### Issue description

Trying to import .blend files causes all manner of weird problems:

1. It imports as just one plane instead of the actual contents of the file
2. At one point, that plane appeared in a different scene entirely
3. I tried saving another copy of the .blend file, which Godot automatically imports, but...
4. ...the import fails, saying the file is corrupt, and then it tries again, and again, and again.

The result is it gets into a loop of opening the import progress dialog, deciding the file is corrupt, closing the dialog, and immediately opening it again. This actually made my entire desktop unusable because Godot was stealing focus several times per second and wouldn't respond to attempts to close it. I could only recover by switching to another VT and killing it there.

I can't open the project to remove extraneous files, since opening it immediately causes the same dialog loop. I've zipped the project files with unrelated ones omitted.

The relevant .blend file that fails to import is `maps/pyramid/pyramid.blend`. The one that I added that causes the dialog loop is `maps/pyramid/pyramid2.blend`. I also left `maps/fox` because that was the map that started doing strange things, like showing the plane that imports from pyramid.blend, and at one point saying its .tscn file was corrupt.

### Steps to reproduce

1. Open the project
2. If it doesn't break immediately, try to import pyramid.blend
3. The import shows just one plane, but opening it in Blender should reveal a much more complex structure

### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/12325937/project.zip)
Repository: PowerToys
Issue: FancyZones fixed-size window alignment settings.
Labels: Idea-Enhancement,FancyZones-Dragging&UI,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

If a window cannot be resized to fill the zone, there should be some kind of setting to control where it is placed inside of the zone.

### Scenario when this would be used?

When a window cannot be resized, it defaults to the top-left corner of a zone. I have a canvas mode layout that has a full-screen zone in the back and a smaller centered zone on top. My goal was to quickly switch through small utilities I need for only a moment, and then back to the main 'work' zone. I would like to be able to vertically and horizontally center the non-resizable window when I switch to it.

### Supporting information

_No response_
Repository: godot
Issue: Include statements only work to depth of 1 in GLSL shaders 
Labels: discussion,topic:thirdparty,topic:shaders

### Godot version

4.1.1.stable, master [4714e9589]

### System information

Godot v4.2.dev (4714e9589) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Tue, 08 Aug 2023 22:13:48 +0000 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 5700 (RADV NAVI10) () - AMD Ryzen 7 5800X3D 8-Core Processor (16 Threads)

### Issue description

`#include` statements work in the glsl file itself, but when the included files contain `#include` statements, they don't get expanded and shader compilation fails. This is an issue for more advanced compute shaders (I'm trying to port a GPU Radix sort)

### Steps to reproduce

Create the following three files 
`example.glsl`
```c
#[compute]
#version 460

#extension GL_GOOGLE_include_directive : require

#include "example.h"
```

`example.h`
```c
#include "example2.h"
```

`example2.h`
```c
void main() {

}
```

This should compile but fails with the following
```
Failed pre-process:
ERROR: 0:6: '#include' : Could not process include directive for header name: example2.h
ERROR: 1 compilation errors.  No code generated.




Stage 'compute' source code: 

1		#version 460
2		
3		#extension GL_GOOGLE_include_directive : require
4		
5		
6		#include "example2.h"
7
```

### Minimal reproduction project

-
Repository: godot
Issue: Mouse & Joystick input not clamping correctly
Labels: topic:core,documentation

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

M1 Pro MacBook Pro - MacOS Ventura 13.5 & Windows 11

### Issue description

I am experiencing the mouse and joystick input falling out of clamped range when looking/aiming all the way up or down (trying to break out of the vertical clamp range) AND aiming left or right at the same time. For example, if the clamped range for `camera.rotation.x` is (-80, 80) degrees, maxing out the camera's `x` rotation in either of those directions AND moving the camera left or right (essentially moving the camera diagonally) will cause the camera to break out of its clamped `x` rotation and start circling all the way around vertically, at which point the camera's relative transform becomes messed up and starts rotating unexpectedly. Sometimes a strong vertical input from my mouse is enough to break out of the clamped range. 

I have experienced this issue on my MacBook Pro as well as a Windows 11 PC, both with the exact same Godot version.



### Steps to reproduce

The included GitHub tutorial project is a good example. But the important code is in `Scripts/Player.gd` at line 42. 

```
func _unhandled_input(event):
	if event is InputEventMouseMotion:
		head.rotate_y(-event.relative.x * SENSITIVITY)
		camera.rotate_x(-event.relative.y * SENSITIVITY)
		camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60))
```

### Minimal reproduction project

This isn't exactly a "minimal" project, but it is a light-weight tutorial project I found on YouTube. My personal code for handling mouse and joystick aiming is very similar to this project's. And I experienced the exact same issue with this tutorial project:

https://github.com/LegionGames/ShootingMechanics/tree/main

The YouTube video for reference: https://youtu.be/6bbPHsB9TtI
Repository: godot
Issue: "Godot has stopped interacting with windows and was closed"
Labels: bug,platform:windows,topic:porting,needs testing

### Godot version

4.0

### System information

Windows 10

### Issue description

Hello prior to this post I posted a question asking if anyone knows a fix to my Godot no matter the version keeps freezing/crashing but I didn't think to check event viewer till now. it says the following:

`The program godot.windows.opt.tools.64.exe version 4.0.4.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.`

I dont know if this helps but I have tried HARD reinstalling Godot completely. I've tried every version of Godot aswell. I tried installing it from the site and Steam both cause the same issue to occur on launch. If there is somewhere else I should look for error logs lmk. (btw it freezes and crashes anywhere at any point not just certain things. Like before I load a project or when loading one or just sitting in the editor not touching anything)

### Steps to reproduce

All I do is launch the engine and it happens at random times

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Feature Request]: Missing mask options when batch processing img2img inpainting.
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Include mask options such as mask blur, inpaint masked only etc etc when using batch processing.
These options are included as such already in inpaint mode and inpaint upload.
Inpaint upload cannot do batch processing but in batch processing we can use masks as well. Only that in batch mode there are no such options as those.

![image_247](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/44987810/f7faff9b-2e32-4570-97d8-37749eb3a74e)
![image_248](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/44987810/13e94a21-059f-414c-945c-17aabaa3af00)


### Proposed workflow

1. Go to img2img tab
2. Go to Inpaint Batch
3. Have a checkbox which will show those extra options which works only while using the mask directory.


### Additional information

_No response_
Repository: next.js
Issue: Page.tsx with default and named export fails on build (esLint)
Labels: bug,TypeScript

### 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 22.1.0: Sun Oct  9 20:15:09 PDT 2022; root:xnu-8792.41.9~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.14.0
      npm: 9.3.1
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.14-canary.2
      eslint-config-next: 13.4.13
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


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

App Router, ESLint (eslint-config-next), TypeScript (plugin, built-in types)

### Link to the code that reproduces this issue or a replay of the bug

N/a

### To Reproduce

Create a page.tsx file in the app dir with a default export for the page, and a named export to represent any util function.

```
export default function Page() {
return (
// page return
)
}

export function utilHelper(){
return (
// function return
)
}
```

### Describe the Bug

Previously I have been able to have named exports in addition to a default export in my page.tsx files.
All of a sudden the above configuration of a page.tsx file now fails on build with the error:

"Type error: Page "pathtopage/page.tsx" does not match the required types of a Next.js Page.
  "utilHelper" is not a valid Page export field."

As far as the current build of the site running on vercel suggests, and as the docs state, one should be able to export in this way from any file, including page.tsx.

### Expected Behavior

no erros when exporting a named function with a default export from a file

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

_No response_

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

vercel
Repository: excalidraw
Issue: [FR] Grid reference Point for Library Objects
Labels: enhancement,discussion,libraries

If you Group multiple Objects the reference point for the Grid seems to be the sum of all Objects, which means that its impossible to align it properly in Grid-Mode afterwards

_Describe the solution you'd like_
__Either__ Manual placement of a reference Point for the Grid for grouped Objects or Library objects

__Or__ choose one object as a master object instead of a sum of all objects

_Additional context_
Example: Resistor as Library Object containing 3 single objects - __wanted behaviour__
![image](https://github.com/excalidraw/excalidraw/assets/142008054/f4e7dcbd-06c8-4556-91ed-9411916b1001)

__actual behaviour__ after moving in Grid-Mode
![image](https://github.com/excalidraw/excalidraw/assets/142008054/773d9ba2-3e37-4265-a7e5-b6ae9f83c61b)
Repository: godot
Issue: Editing animations tracks on imported .glb file causes Scene to be corrupt
Labels: bug,topic:animation

### Godot version

4.1.stable

### System information

Windows 11 - Godot 4.1.stable - Vulkan (Forward+)

### Issue description

Editing tracks on an inherited scene from a .glb file causes scene to go corrupt. The animation is saved as separate file and "Keep custom tracks" is checked.
![image](https://github.com/godotengine/godot/assets/38570835/7be3fe88-7a11-4f5f-88c5-2738c5af8ea7)


### Steps to reproduce

 - Import a .glb file (in my example project is called untitled.glb).
 - Set animations save paths:

![image](https://github.com/godotengine/godot/assets/38570835/6830c83c-03bc-438b-9f2c-9b4a7b3e8caa)

 - Check "Keep custom tracks" :

![image](https://github.com/godotengine/godot/assets/38570835/3b8e078d-5a1b-4d00-b696-9c018ee3c703)

 - Reimport
 - Create a new inherited scene from the imported file (in this case untitled.glb)

![image](https://github.com/godotengine/godot/assets/38570835/97ef5a51-089d-43b5-80ff-75138e8ab121)

 - Select the animation player node and got to Animation > Manage Animations

![image](https://github.com/godotengine/godot/assets/38570835/ca2842be-4e21-4ed2-b509-715eefdd3bd8)

 - Delete the existing library and create another one

![image](https://github.com/godotengine/godot/assets/38570835/b7a9be65-240c-4816-933c-eb0d4d43b6f4) 

 - Add the saved animations to this library and click ok to close the prompt
 - save the inherited scene and close it

![image](https://github.com/godotengine/godot/assets/38570835/fae13aac-8901-44f0-8465-03ad93c6ed81) 

 - try to open again the inherited scene. now it won't work saying its corrupted.

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/12326888/test.zip)
Repository: next.js
Issue: Next.js Image Optimisation turns down original image saturation
Labels: bug,Image (next/image)

### 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 22.5.0: Mon Apr 24 20:52:24 PDT 2023; root:xnu-8796.121.2~5/RELEASE_ARM64_T6000
    Binaries:
      Node: 19.7.0
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: 8.6.10
    Relevant Packages:
      next: 13.4.14-canary.2
      eslint-config-next: 13.4.13
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Image optimization (next/image, next/legacy/image)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/wilsonhou/nextjs-image-bug

### To Reproduce

1. Clone the bug reproduction repo.
2. Run `pnpm install`
3. Build the app with `pnpm run build` and run it with `pnpm start`
4. You will see this image (the original): <img width="1473" alt="Screenshot 2023-08-12 at 6 35 58 pm" src="https://github.com/vercel/next.js/assets/52393809/0924ed3f-addf-4866-a6ad-56c2a87e40c6">
5. Comment out the `unoptimised` prop on the `Image` component in `page.tsx`, then rebuild and rerun the app to see the saturation of the image drop: <img width="1472" alt="Screenshot 2023-08-12 at 6 38 26 pm" src="https://github.com/vercel/next.js/assets/52393809/faf84505-5fec-46cf-9d99-aa0f9c272ad6">

Note: This also works in dev mode with `pnpm run dev`


### Describe the Bug

Next.js's Image Optimisation with `next/image` seems to lower saturation of the original image.

### Expected Behavior

Next.js's Image component should not affect the colors of the original image when optimising for different sizes.

### Which browser are you using? (if relevant)

Chrome 115 on macOS (Ventura)

### How are you deploying your application? (if relevant)

Vercel, but also locally with `npm run build`
Repository: tensorflow
Issue: quantized range of fake_quant_with_min_max_args is -2**num_bits + 1 to 2 ** num_bits.
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.13

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf 2.13

### Custom code

Yes

### OS platform and distribution

ubuntu 22.04

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

I implemented `fake_quant_with_min_max_args` in numpy according to the source code to get the quantized values. However the quantized range is `-2**num_bits + 1` to `2 ** num_bits` and the quantized weights cannot be represented by `num_bits` int.  What should I do if I have to use signed type to represent the weights?

### Standalone code to reproduce the issue

```shell
def fake_quant_with_min_max_args(inputs, min=-0.99, max=0.99, num_bits=8, narrow_range=False):
    assert min < 0 < max
    quant_min = 1 if narrow_range else 0
    quant_max = (1 << num_bits) - 1
    quant_min_float = np.float32(quant_min)
    quant_max_float = np.float32(quant_max)
    scale = np.float32(max - min) / (quant_max_float - quant_min_float)
    inv_scale = (quant_max_float - quant_min_float) / np.float32(max - min)

    zero_point_from_min = quant_min - min / scale
    if zero_point_from_min < quant_min:
        nudged_zero_point = quant_min
    elif zero_point_from_min > quant_max:
        nudged_zero_point = quant_max
    else:
        nudged_zero_point = np.round(zero_point_from_min)

    nudged_min = (quant_min_float - nudged_zero_point) * scale
    nudged_max = (quant_max_float - nudged_zero_point) * scale

    quant_zero = np.floor(-nudged_min * inv_scale + 0.5)
    # print(quant_min, quant_max, nudged_zero_point)
    # print(nudged_min, nudged_max, scale, inv_scale, quant_zero)
    clamped = np.clip(inputs, nudged_min, nudged_max)
    clamp_shifted = clamped - nudged_min
    # quant = np.clip(np.floor(clamp_shifted * inv_scale - quant_zero + 0.5),
    #                 quant_min - 2 ** (num_bits - 1), quant_max - 2 ** (num_bits - 1))
    quant = np.floor(clamp_shifted * inv_scale - quant_zero + 0.5)
    dequant = quant * scale
    return quant, dequant


if __name__ == '__main__':
    import numpy as np
    import tensorflow as tf
    np.random.seed(12345)
    data = np.random.uniform(-1, 1, (2,))
    data = np.r_[1, -1, data]

    d = fake_quant_with_min_max_args(data, -1, 1, 8, False)
    print(d[0])
    print(d[1])
    print(tf.quantization.fake_quant_with_min_max_args(data, -1, 1, 8, False))
```
```


### Relevant log output

_No response_
Repository: godot
Issue: Crash with references to nodes imported from blender after re-importing
Labels: bug,topic:editor,topic:import,crash,topic:3d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3179) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

This project has a simple file imported from blender, with "editable children" ticked so the mesh shows up in the scene tree. The script on the top-level node has an exported Node3D property, which is set to the MeshInstance3D from the blender file. After re-importing the blender file, godot crashes, usually after changing focus between nodes and views a few times. I've found one sequence which causes the crash reliably on the attached project, for me at least.

### Steps to reproduce

* Open project in godot. `main.tscn` should be open, in the 3d view, with `TopLevel` selected
* Open `cube.blend` in blender
* Modify the blender file (I've been moving the cube slightly)
* Save the blender file
* Switch focus back to godot, it will re-import the modified blender file
* Switch to 2d view
* Switch to 3d view
* Select `cube` in the scene tree
* Select `TopLevel` in the scene tree, and godot crashes

### Minimal reproduction project

[GodotTest.zip](https://github.com/godotengine/godot/files/12327152/GodotTest.zip)
Repository: excalidraw
Issue: `onInit`
Labels: package:excalidraw

Two options:

1. `props.onInit: (api: ExcalidrawImperativeAPI) => void`
    - invoked once component is initialized. If prop not added before initialization, won't be invoked.
2. `excalidrawAPI.onInit: (subscriber: () => void) => void`
    - pub/sub
    - invoked for each subscriber. If editor already initialized at time of subscription, invoked immediately.
Repository: godot
Issue: Screen flicker/black screen when using the editor
Labels: bug,topic:editor,topic:porting,needs testing

### Godot version

4.1.stable

### System information

Windows 11 pro - Vulkan (Forward +) - GPU AMD RX 7900 XTX - monitor Alienware AW3423DWF

### Issue description

Using the editor causes screen flickering. I've never seen this issue in any type of application or game.
Its not capturing on screen recording software so I had to record with a camera.

### Steps to reproduce

For me just using the editor triggers this behaviour. I noticed that when you open multiple windows the flickering is more aggressive, sometimes the app goes black for a few seconds but that is very hard to reproduce.

### Minimal reproduction project

There is no specific project that does this. I just attached the video sample:

https://github.com/godotengine/godot/assets/38570835/b0d1caf3-5498-496b-b361-11d675ea2cac