sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Snap Object to Floor does not work properly with small CSG shapes that have collision enabled
Labels: bug,topic:editor,topic:3d

### Tested versions

Found while using 4.3 dev 4.
Reproducible in both 4.2.1-stable and the latest master commit [fe01776](https://github.com/godotengine/godot/commit/fe01776f05b1787b28b4a270d53037a3c25f4ca2)

### System information

Arch Linux

### Issue description

I'm using CSG to prototype scenes that include small objects. While placing these I found that the Snap Object to Floor feature of the 3D editor was moving some of these objects up instead of the intended behaviour of placing them on the object underneath.

After some trial and error with CSG sizes I have discovered that the specific trigger for this behaviour is CSGs that have a Y size of less than 1.0 and have collision enabled.

### Steps to reproduce

This can be reproduced by selecting the CSG Boxes in the example project and pressing Snap Object to Floor. The last two will show the unexpected behaviour.

Before:
![Snap_Before](https://github.com/godotengine/godot/assets/629887/73fb66fe-047c-4d4c-8650-aa7d5e4f2a21)

After:
![Snap_After](https://github.com/godotengine/godot/assets/629887/e2eaea63-6dfe-4909-812d-fabe2cf8668c)


### Minimal reproduction project (MRP)

[SnapObjectToFloor_CSG_Collision_Bug.zip](https://github.com/godotengine/godot/files/14733858/SnapObjectToFloor_CSG_Collision_Bug.zip)
Repository: TypeScript
Issue: Intersection type in template literal is not reduced to its bare type
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

template literal, intersection type

### 🕗 Version & Regression Information

- This changed between versions 5.0 and 5.1
- This changed in commit or PR #48034 #52345 #54648


### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/C4TwDgpgBAysBOBLAdgcwCrggHgNJQgA9gJkATAZygoRVQD4oBeKfIk8qmpNKAMigoAZhHhQAqgCgAkAH4oAbVwAaCQF0CxUpUXjVuNTPkBvAL6aOO44oAKg5FAAGAEmO5TjtQC4oAV2QA1sgA9gDuDqZGUADkJAC2YAA2AIYkADKIJPDJidEyPtHcdBlZOXnSBUVo5T7IEABuopKSoJBQAEoAjMywtGiYkNhVDJIA9KNQkwB6si1YHQBMPXA8GFhDfaj8UNbJPt2m9GMT07Nzbe0AzMubAzjRyQBGAMbRR+OTUDPn0O0ALDdVndsA8XtFtrt9lBDsdPt8fh0AKyAujAlzGZC+OKPUQed4nL6zVq-ABsKP663RmOxuMcEKgeygB3xcLOUCAA

### 💻 Code

```ts
type StringType<K extends string> = K extends string & infer U
	? [K, U] extends [U, K]
	? {} extends { [P in `${K}`]: unknown }
	? 'templateLiteral'
	: 'stringLiteral'
	: 'string'
	: never

type R1 = StringType<string>
//   ^? type R1 = "string"
type R2 = StringType<string & { a: 1 }>
//   ^? type R2 = "string"

type R3 = StringType<'abc'>
//   ^? type R3 = "stringLiteral"
type R4 = StringType<'abc' & { a: 1 }>
//   ^? type R4 = "templateLiteral" <-- should be "stringLiteral"

type R5 = StringType<`${number}`>
//   ^? type R5 = "templateLiteral"
type R6 = StringType<`${number}` & { a: 1 }>
//   ^? type R6 = "templateLiteral"
```


### 🙁 Actual behavior

```ts
type R = `${'abc' & { a: 1 }}`
// did not reduce => `${'abc' & { a: 1 }}`
```

### 🙂 Expected behavior

```ts
type R = `${'abc' & { a: 1 }}`
// should reduce to => `${'abc'}`
// => `abc`
```

### Additional information about the issue

I mentioned this in #54648 after it is closed. It is limiting our ability to write the types that works with string literal and template literal and there is no alternative way to workaround that.
I'm suggesting this issue should be fixed and restore the behavior in 5.0.

Here is my original comment:

This behavior is causing a few types in `type-plus` to fail (e.g. `IsTemplateLiteral`, `IsStringLiteral`, `Omit`, `IsNegative`, etc) https://github.com/unional/type-plus/issues/429.

In term of soundness, IMO it does make sense that `${string & { a: 1 }}` to be reduced to `${string}`.

in JS, it would be:

```js
const extendedStr = Object.assign('abc', { a: 1 })
console.log(`${extendedStr}`) // 'abc'
```

the reasoning being the `toString(): string` remains unchanged thus the resulting type should be safe to reduce.
Repository: godot
Issue: QuadMesh Shader technique in XR
Labels: needs testing,topic:xr

### Tested versions

Godot 4.2.1, 4.2.2.rc2

### System information

Using Quest 3 + Sidequest

### Issue description

I am using a Quad Mesh placed in front of the camera with a shader material applied. It works correctly inside Godot preview editor and on a windows exe file, but when loading the game on quest, the mesh turns to black, obscuring my vision. I can tell it's the mesh causing the issue because 1. I can put my hands slightly through the mesh and see them 2. If I delete the mesh, it works, just without the shader.

### Steps to reproduce

1. Open XR
2. Quad Mesh in front of camera with shader material applied
3. Export to Quest
4. Launch

### Minimal reproduction project (MRP)

This would take a while, but the specific shader I'm using is in this zip file.
[psx_camera_shader.zip](https://github.com/godotengine/godot/files/14733879/psx_camera_shader.zip)
Repository: vscode
Issue: License - Please Allow General Use and Not Only "Develop Applications"
Labels: under-discussion,license

Hi, the standard installation license allows use for developing applications. I use vscode for that, but I would also like to use it as a general-purpose tool and editor. So, I ask that the license be updated / clarified to include general purpose use.

Thank You
Repository: godot
Issue: TileMap.set_cells_terrain_connect() ignores diagonal tiles connections
Labels: topic:editor,needs testing,topic:2d

### Tested versions

- Reproducible in: Godot v4.2.1.stable, Godot v4.3-dev5

### System information

Godot v4.2.1.stable - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz (8 Threads)

### Issue description

Terrain sets with mode "match corners and sides" **don't connect** diagonal tiles as their peering bitmask describes.

Expected pattern:
![expected pattern](https://github.com/godotengine/godot/assets/23380802/3f21ccd4-a66b-437f-921c-da62eddc4c33)

Real pattern:
![real pattern](https://github.com/godotengine/godot/assets/23380802/180adf69-a4f3-4bf8-9a16-78eeee30991f)

Video:

https://github.com/godotengine/godot/assets/23380802/8aea0662-02fb-46f6-9d7f-8763232f601f
 
Bitmask:
![bitmask](https://github.com/godotengine/godot/assets/23380802/c583e8e9-b0fd-4265-a6c2-05e13419c916)


### Steps to reproduce

Open MRP
1. Open "res://demo.tscn" scene
2. Go to tilemap window
3. Open "terrains" panel
4. Select "ground" terrain
5. Select "connect mode" tool
6. Try to draw some tiles on terrain
![reproduction](https://github.com/godotengine/godot/assets/23380802/3e55cc34-43a5-43da-b9b0-1c072c1aaeff)


### Minimal reproduction project (MRP)

[diagonal-tiles-bug.zip](https://github.com/godotengine/godot/files/14734869/diagonal-tiles-bug.zip)
Repository: ant-design
Issue: 能否提供一个类似elementui table 树形数据与懒加载 的API
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

优化大型树形数据展示

### What does the proposed API look like?

类似于elementui那样 ，能够便捷的处理异步展开子节点
https://element-plus.gitee.io/zh-CN/component/table.html#%E6%A0%91%E5%BD%A2%E6%95%B0%E6%8D%AE%E4%B8%8E%E6%87%92%E5%8A%A0%E8%BD%BD

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Mouse without borders - Breaks if running Windows Voice Access
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.79.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Run Windows Voice Access (not the old Windows Speech Recognition; the newer Voice Access with the bar at the top of the screen). Very strange mouse behaviour follows.

### ✔️ Expected Behavior

Normal ability to move between monitors/devices, normal mouse-click behaviour on both devices.

### ❌ Actual Behavior

- The mouse cursor will initially move normally between desktops/devices, but it will freeze if you click on something on the other ("secondary") device. 
- Once the mouse (i.e., cursor) is frozen on that secondary desktop, a new cursor appears on the primary desktop; This cursor allows you to continue to move the mouse normally on the primary desktop. 
- However, the frozen cursor also remains frozen in place on the secondary device.
- If you click somewhere on the screen on the initial device (with the "free" cursor), it will _only click where the cursor is frozen on the secondary device_. 
- While you can continue to move the cursor on the primary device (though not across the border to the secondary device), you cannot actually interact with the primary device anymore.
- Once this happens, it's a challenge to get unstuck, because you cannot interact properly with _either_ device. The cursor on one is frozen, and the free cursor on the other is unable to send clicks anywhere other than to the location of the frozen cursor. Basically, I've found you need to attach a new mouse to get it to "break" back into normal behaviour (and then don't do it again, or it will happen again)....

### Other Software

The only oddity is that I was using the Mouse Without Borders across two MS Surface tablets. One is running Windows 11, and the other, Windows 10. Nevertheless, Mouse Without Borders works properly across the two systems if Voice Access is not running.
Repository: ui
Issue: [Bug]: doc site code block light theme color missing
Labels: bug

### Describe the bug

https://ui.shadcn.com/docs/components/data-table

[Project Structure](https://ui.shadcn.com/docs/components/data-table#project-structure) 

Text foreground color missing under light theme, so the reader can't see anything unless selected.


### Affected component/components

docs

### How to reproduce

as above

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Any browser.
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Duplicating a node tree with a @tool script that edits global_position/global_rotation causes nodes to lose their transforms
Labels: bug,topic:editor,needs testing

### Tested versions

- Reproducible in: v4.2.1.stable

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.5176) - AMD Ryzen 5 5600H with Radeon Graphics (12 Threads)

### Issue description

Duplicating a node tree with a `@tool` script that edits `global_position`/`global_rotation` causes nodes to lose their transforms.
A spam of `scene/3d/node_3d.cpp:343 - Condition "!is_inside_tree()" is true. Returning: Transform3D()` errors print in the console.

https://github.com/godotengine/godot/assets/39361911/9985cc7f-d814-413c-a53a-0601109b8230



### Steps to reproduce

Create a Node3D, with a set of Node3D children
Attach a `@tool` script to the children that has a function that changes `global_position`/`global_rotation`
Create a exported bool "button" that allows the function to be called from the inspector, such as `@export var function: bool = false : set = function_exec`
Duplicate the Node3D

### Minimal reproduction project (MRP)

[Script_Position_Bug.zip](https://github.com/godotengine/godot/files/14735544/Script_Position_Bug.zip)
Repository: PowerToys
Issue: [Run] IOException: The process cannot access the file ... QueryHistory.json
Labels: Issue-Bug,Product-PowerToys Run,Severity-High,Needs-Triage

### Microsoft PowerToys version

0.79.0.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General, Settings

### Steps to reproduce

Restarting as Administrator

### ✔️ Expected Behavior

To see PowerToys settings showing running as admin

### ❌ Actual Behavior

```
OS Version: Microsoft Windows NT 10.0.19045.0
IntPtr Length: 8
x64: True
Date: 24/03/2024 13:24:36
Exception:
System.IO.IOException: The process cannot access the file 'C:\Users\derek\AppData\Local\Microsoft\PowerToys\PowerToys Run\Settings\QueryHistory.json' because it is being used by another process.
   at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
   at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
   at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
   at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
   at System.IO.StreamReader.ValidateArgsAndOpenPath(String path, Encoding encoding, Int32 bufferSize)
   at System.IO.File.ReadAllText(String path, Encoding encoding)
   at System.IO.Abstractions.FileWrapper.ReadAllText(String path)
   at Wox.Infrastructure.Storage.JsonStorage`1.Load()
   at PowerLauncher.ViewModel.MainViewModel..ctor(PowerToysRunSettings settings, CancellationToken nativeThreadCancelToken)
   at PowerLauncher.App.<>c__DisplayClass19_0.<OnStartup>b__0()
   at Wox.Infrastructure.Stopwatch.Normal(String message, Action action)
   at PowerLauncher.App.OnStartup(Object sender, StartupEventArgs e)
   at System.Windows.Application.<.ctor>b__1_0(Object unused)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
```

### Other Software

[2024-03-24.txt](https://github.com/microsoft/PowerToys/files/14735573/2024-03-24.txt)
Repository: ant-design
Issue: Got error when rendering tree at new window
Labels: help wanted,Inactive,unconfirmed

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-wmyd8c?file=demo.tsx,package.json,App.tsx)

### Steps to reproduce

1. open the reproduction
2. click button to open a new window


### What is expected?

Tree components are rendered correctly and without errors

### What is actually happening?

Got the following error
```
Cannot read properties of null (reading 'offsetHeight')
```

| Environment | Info |
| --- | --- |
| antd | 5.15.3 |
| React | 18.2.0 |
| System | - |
| Browser | - |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: cmd/go: coverpkg flag should be part of cache key
Labels: NeedsInvestigation

### Go version

go version go1.22.1 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/root/.cache/go-build'
GOENV='/root/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='local'
GOTOOLDIR='/usr/local/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.22.1'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='0'
GOMOD='/code/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -fno-caret-diagnostics -Qunused-arguments -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build3544536393=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

On this [example repository](https://github.com/mitar/accurate-test-coverage) I ran:

```
go test -covermode=atomic -cover -count 1 -coverpkg=./... ./...
```

and:

```
go test -covermode=atomic -cover -coverpkg=./... ./...
```

### What did you see happen?

I expected in both cases all coverage numbers to be the same.

(I have the problem with coverage numbers themselves, but I will report that separately.)

### What did you expect to see?

Different numbers:

```
$ go test -covermode=atomic -cover -count 1 -coverpkg=./... ./...
ok  	github.com/mitar/accurate-test-coverage	0.002s	coverage: 0.0% of statements in ./... [no tests to run]
ok  	github.com/mitar/accurate-test-coverage/otherpkg	0.002s	coverage: 75.0% of statements in ./...
ok  	github.com/mitar/accurate-test-coverage/pkg	0.003s	coverage: 25.0% of statements in ./...
```

```
$ go test -covermode=atomic -cover -coverpkg=./... ./...
ok  	github.com/mitar/accurate-test-coverage	(cached)	coverage: 0.0% of statements in ./... [no tests to run]
ok  	github.com/mitar/accurate-test-coverage/otherpkg	(cached)	coverage: 100.0% of statements in ./...
ok  	github.com/mitar/accurate-test-coverage/pkg	(cached)	coverage: 33.3% of statements in ./...
```
Repository: godot
Issue: Geometry functions returning null Variants in GDScript returns (possibly) false values in C#
Labels: needs testing,topic:dotnet

### Tested versions

- v4.2.1.stable.mono.official [b09f793f5]

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.5176) - AMD Ryzen 7 3800XT 8-Core Processor (16 Threads)

### Issue description

There may be other instances where this happens, but these are the ones I've found:

- https://docs.godotengine.org/en/stable/classes/class_geometry2d.html#class-geometry2d-method-segment-intersects-segment
- https://docs.godotengine.org/en/stable/classes/class_geometry2d.html#class-geometry2d-method-line-intersects-line
- https://docs.godotengine.org/en/stable/classes/class_geometry3d.html#class-geometry3d-method-ray-intersects-triangle

Vector2/3.Zero may be the actual intersection point so there is no way can check if an intersection actually exists or not using these functions in C#.

### Steps to reproduce

```C#

using static Godot.Geometry2D;
....
// Correctly returns (0,0)
var undeterminable = SegmentIntersectsSegment(new Vector2(-1,0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1)).AsVector2();

// Erroneously returns (0,0)
undeterminable = SegmentIntersectsSegment(new Vector2(-1, 0), new Vector2(0, 0), new Vector2(1, 1), new Vector2(1, 2)).AsVector2();

// 
// CS0019	Operator '==' cannot be applied to operands of type 'Variant' and '<null>'
// if(undeterminable == null) { 
//
// }

```

The two first vectors intersect at (0,0), but we can't determine that since it might also be a default constructed Vector2, i.e. null. The second two also results in (0,0)

### Minimal reproduction project (MRP)

See steps to reproduce.

Edit: Make example code more explicit for Vector2.
Repository: stable-diffusion-webui
Issue: [Bug]: An exception occurred during image training
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?



<img width="1685" alt="image" src="https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/32756573/54886b92-214a-41d6-a5d6-83c0c4dd4848">

<img width="1428" alt="image" src="https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/32756573/11da8945-d3fc-4c03-8471-cee251702e90">


### Steps to reproduce the problem

python3.10.6   No normal training, I don't understand when I first use it


### What should have happened?

No normal training, I don't understand when I first use it



### What browsers do you use to access the UI ?

_No response_

### Sysinfo

[sysinfo-2024-03-24-14-32.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/14735760/sysinfo-2024-03-24-14-32.json)


### Console logs

```Shell
Applying attention optimization: sub-quadratic... done.
*** Error completing request
*** Arguments: ('task(6g8fb4tbp2697jt)', '', '0.00001', 1, 1, '/Users/gaoxin/Downloads/\xa0图片/爱人/', 'textual_inversion', 512, 512, False, 100000, 'disabled', '0.1', False, 0, 'once', False, 500, 500, 'style_filewords.txt', False, '', '', 20, 'DPM++ 2M Karras', 7, -1, 512, 512) {}
    Traceback (most recent call last):
      File "/Users/gaoxin/Downloads/wwwroot/stable-diffusion-webuiV2/modules/call_queue.py", line 57, in f
        res = list(func(*args, **kwargs))
      File "/Users/gaoxin/Downloads/wwwroot/stable-diffusion-webuiV2/modules/call_queue.py", line 36, in f
        res = func(*args, **kwargs)
      File "/Users/gaoxin/Downloads/wwwroot/stable-diffusion-webuiV2/modules/hypernetworks/ui.py", line 25, in train_hypernetwork
        hypernetwork, filename = modules.hypernetworks.hypernetwork.train_hypernetwork(*args)
      File "/Users/gaoxin/Downloads/wwwroot/stable-diffusion-webuiV2/modules/hypernetworks/hypernetwork.py", line 477, in train_hypernetwork
        textual_inversion.validate_train_inputs(hypernetwork_name, learn_rate, batch_size, gradient_step, data_root, template_file, template_filename, steps, save_hypernetwork_every, create_image_every, log_directory, name="hypernetwork")
      File "/Users/gaoxin/Downloads/wwwroot/stable-diffusion-webuiV2/modules/textual_inversion/textual_inversion.py", line 373, in validate_train_inputs
        assert model_name, f"{name} not selected"
    AssertionError: hypernetwork not selected
```


### Additional information

_No response_