sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ollama
Issue: Support split-mode=row for nvlink optimization
Labels: feature request,nvidia

### What is the issue?

I have read every issue and commit related to Nvlink and I seem to be running in circles.

- Is there a way to activate --split-mode=row and get the benefits of NVLink?
- What about --tensor_split?
- Are there any other options or features that leverage NVLink?

_I have found split-mode in this file:_
https://github.com/ollama/ollama/blob/ff7c9060ec62fc3ce5fdc9cbec0788d46d908d81/llm/ext_server/server.cpp#L2345-L2367

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.3.2
Repository: flutter
Issue: [ci] Remove exclude_all_packages_app_wasm.yaml configuration from --wasm builds.
Labels: P2,c: tech-debt,team-web,triaged-web

In order to start building the `all_packages` app with Wasm, we added an exclusion file:

* exclude_all_packages_app_wasm.yaml

Once all flutter/packages are migrated to be wasm compatible (the file above is empty), clean it and remove it from the tooling.

See:

* https://github.com/flutter/packages/pull/6981
Repository: rust
Issue: rustdoc-json: Change `Self` type representation
Labels: T-rustdoc,C-enhancement,A-rustdoc-json

> This is fine for now as it preserves the existing behavior, but yeah this should almost certainly be changed in a future PR

_Originally posted by @aDotInTheVoid in https://github.com/rust-lang/rust/pull/128471#discussion_r1700993187_
Repository: pytorch
Issue: [export] Implement a common "convert dtype to int" function
Labels: better-engineering,export-triaged,oncall: export

### 🐛 Describe the bug

There seems to be a lot of places in export / AOTI that need a mapping of dtype to int. It would be nice to a have a common cpp function (and binded to python) which will give us the direct mapping [here](https://github.com/pytorch/pytorch/blob/cab90b0049f75a1c6d9ca034e5011fa170a944e8/c10/core/ScalarType.h#L56-L93).

Some places that need this mapping:
* Export serializer/deserializer ([here](https://github.com/pytorch/pytorch/blob/d546dda18a1c238a9d1a11bd8a6ac49c1b402262/torch/_export/serde/schema.py#L15-L29))
* AOTI Proxy Executor deserializer ([here](https://github.com/pytorch/pytorch/pull/126215/files#diff-29a746d8a722125a8dc56c3a9f53dce51f4f5dd99bde28fa0e37cd532f570a05R20-R49))
* TorchScript converter for converting prim::dtype ([here](https://github.com/pytorch/pytorch/blob/d546dda18a1c238a9d1a11bd8a6ac49c1b402262/torch/_export/converter.py#L59-L74))

### Versions

main

cc @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @suo @ydwu4 @penguinwu
Repository: godot
Issue: On a GPUParticles2D, when using Compatibility renderer, "reverse lifetime" draw order and non-local coords don't play nice.
Labels: bug,topic:rendering,topic:2d,topic:particles

### Tested versions

Tested in:
v4.2.2.stable.official [15073afe3]
v4.3.rc2.official [3978628c6]

### System information

Godot v4.3.rc2 - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Mon Jul 15 21:39:34 UTC 2024 - X11 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1070 Ti (nvidia; 550.100) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)

### Issue description

Particles belonging to a GPUParticles2D node with draw_order set to "reverse lifetime", and local_coords set to false, don't properly stay in place when the node is moved around. This happens only in the Compatibility renderer.



https://github.com/user-attachments/assets/5fa5bbb0-f09b-45ef-bfa3-c9f458cdb682





### Steps to reproduce

- Using the Compatibility renderer, make a GPUParticles2D node with a basic particle material and these settings:
![image](https://github.com/user-attachments/assets/b0c44933-37f3-4a7c-9e8f-4d12b4881cf1)
- Move it around, either in the editor or in-game.
(or open the MRP)

### Minimal reproduction project (MRP)

[MRP reverse lifetime bug.zip](https://github.com/user-attachments/files/16462721/MRP.reverse.lifetime.bug.zip)
Repository: godot
Issue: Adding a TileMapPattern via code to a TileMap and saving it to disk crashes the editor
Labels: bug,topic:editor,crash,topic:2d

### Tested versions

Reproducible on v4.3.rc1.official [e343dbbcc] and v4.2.2.stable.official [15073afe3]

### System information

Godot v4.3.rc1 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated Radeon (TM) RX 480 Graphics (Advanced Micro Devices, Inc.; 31.0.12042.4) - AMD Ryzen 7 5700G with Radeon Graphics (16 Threads)

### Issue description

I'm trying to add a TileMapPattern via code.
I may be using the resource incorrectly, but since the editor crashes without any error messages, i'm not sure what is wrong.

Via code, I'm creating a TileSetAtlasSource, TileSet, TileMapPattern and TileMap (or TileMapLayer). The crash only happens if I run the function TileMapPattern.set_cell(). 
Adding an empty pattern does not cause a crash.

### Steps to reproduce

```
var img := Image.create(1000,1000,false, Image.FORMAT_RGB8)
var tex := ImageTexture.create_from_image(img)

var atlas_tile := TileSetAtlasSource.new()
atlas_tile.texture = tex

var tileset := TileSet.new()
tileset.add_source(atlas_tile)

#var tml := TileMapLayer.new() # Tilemaplayer
var tml := TileMap.new() # Tilemap
tml.tile_set = tileset

var pattern := TileMapPattern.new()
pattern.set_cell( Vector2i(25,25) ) # Disabling this does not cause a crash
pattern.set_size( Vector2i(50,50) )

tileset.add_pattern( pattern ) # Disabling this does not cause a crash

var scene = PackedScene.new()
scene.pack( tml )
ResourceSaver.save(scene, "res://tilemaplayer.tscn")
```

### Minimal reproduction project (MRP)

[crash.zip](https://github.com/user-attachments/files/16462710/crash.zip)
Repository: node
Issue: support predictive test selection with test runner
Labels: feature request,test_runner

### What is the problem this feature will solve?

Very large projects that have a lot of tests take a very long time to run the full tests suite.
Running all of the tests can be avoided, by doing Predictive Test Selection to select only a subset of tests to run.
This enables speeding up the Continuous Integration turnaround time for users using Test Runner.

### What is the feature you are proposing to solve the problem?

Some interface, whether programmatic API or CLI, to do predictive test selection.
If we look at Jest as an example (of a popular testing framework), they have:
[`--onlyChanged`](https://jestjs.io/docs/cli#--onlychanged) and [--changedSince](https://jestjs.io/docs/cli#--changedsince), which analyze the (transitive) source code dependencies of the tests and of the changes in Git/Hg, to select only tests that have a source dependency on the changes.

### What alternatives have you considered?

Not sure we'll want to lock in users to Git/Hg, some may want to use a different version control solution, so perhaps the integration with the specific source control can be left up to the community. What Node needs IMO is some interface for such library author to use.
Repository: TypeScript
Issue: createDirectoryWatcher called for in-memory file
Labels: Bug

### 🔎 Search Terms

- createDirectoryWatcher
- VS code file watcher

### 🕗 Version & Regression Information

5.6.0-dev.20240729

Not a regression

### ⏯ Playground Link

_No response_

### 💻 Code

https://github.com/microsoft/vscode/issues/221583

It appears that TS sometimes tries creating a directory watcher for in memory files. For example, I see these calls in the TS Server logs:

```ts
Info 46165[16:37:11.625] Starting updateGraphWorker: Project: /dev/null/inferredProject1*
Info 46166[16:37:11.646] DirectoryWatcher:: Added:: WatchInfo: ^/vscode-chat-code-block/899b87a4-39f1-4438-af0b-c7a57080a918/response_0/0#... 0 undefined Project: /dev/null/inferredProject1* WatchType: Failed Lookup Locations
Info 46167[16:37:11.646] event:
    {"seq":0,"type":"event","event":"createDirectoryWatcher","body":{"id":4619,"path":"^/vscode-chat-code-block/899b87a4-39f1-4438-af0b-c7a57080a918/response_0/0...","recursive":false,"ignoreUpdate":true}}
Info 46168[16:37:11.647] Elapsed:: 0.07062499225139618ms DirectoryWatcher:: Added:: WatchInfo: ^/vscode-chat-code-block/899b87a4-39f1-4438-af0b-c7a57080a918/response_0/0#... 0 undefined Project: /dev/null/inferredProject1* WatchType: Failed Lookup Locations
```



### 🙁 Actual behavior

These are purely in-memory files so we shouldn't create watchers or directory watchers for them\

### 🙂 Expected behavior

Watchers should not be created. There's no directory that can change here

### Additional information about the issue

_No response_
Repository: godot
Issue: macOS GUI: Following system theme yields improper base color on dark mode
Labels: bug,platform:macos,topic:editor,topic:porting

### Tested versions

Godot 4.3-rc2 and latest master (3978628).
Reproduced on macOS 15.1 Beta (24B50091)

### System information

Godot v4.3.rc (3978628c6) - macOS 15.1.0 - Vulkan (Mobile) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

With `interface/theme/follow_system_theme` enabled and macOS system set to dark mode, `interface/theme/base_color` is set to `0xffffff3f`, which is a transparent white color not suitable for a dark mode.

![Screenshot 2024-08-01 at 21 23 31](https://github.com/user-attachments/assets/b5c6bb2e-ab41-45bf-98eb-42242ee6d54e)

This screenshot was taken on 4.3-rc2 with macOS set to dark mode. Note that the interface is very much not dark.

### Steps to reproduce

- In Godot Editor Settings, set `interface/theme/follow_system_theme` to enabled
- In macOS System Settings, under the Appearance tab, set `Appearance` to Dark

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Region-selected Sprite2Ds, or AnimatedSprited2Ds created from spritesheets, sometimes show artifacts by rendering a part of their adjacent neighbor from the spritesheet (Easily reproducible).
Labels: bug,topic:rendering,topic:2d

### Tested versions

-Reproducible in Godot 4.3.rc2, 4.3rc1, all 4.3 betas, and 4.2.2.stable

### System information

Windows 10 - v4.3.rc2.official - Vulkan (Forward+)
Windows 10 - v4.3.rc2.official - Compatibility
Windows 10 - v4.3.rc2.official - Mobile

### Issue description

Let's say you have a spritesheet with 32x32 sprites. By creating a sprite or animated sprite from this sheet, if you choose to make your sprites exactly 32x32, this causes for the sprite above this one to sometimes appear for a moment, especially if you have a smoothing camera.
Here is an example spritesheet with two 32x32 sprites, that is, a yellow block, and red spikes.

![sheet](https://github.com/user-attachments/assets/e6b89535-5396-470c-821d-bebbd1faa097)

Now, in the still image below you can see the glitch on the 3 left spikes. These spikes have their region set to width and height of 32, so they touch the yellow sprite above in the sheet. But the two spikes on the right have a height of 31, so they have one pixel separation to the yellow sprite, and they don't show the artifact.

![still](https://github.com/user-attachments/assets/08cf18e9-64f1-40ad-8965-6ca0a35b0c7c)

Now, this glitch doesn't happen all the time. I'd say it happens 1 out of every 20 times or something, but still, it happens a lot, and is clearly noticeable. Here's the gif of the above experiment, although sometimes you have to let the gif repeat to see the glitch.

![sprite_artifact](https://github.com/user-attachments/assets/72e63af9-5860-4445-8742-a47aebb41768)



### Steps to reproduce

Create a project for pixel art games (nearest neighbor default and stretch mode set to viewport).
Create a jumping player with a camera attached and smoothing enabled for the camera.
Create a sprite from the a spritesheet, making sure it exactly touches the sprite right above it in the sheet (enable pixel snap).
Create a ground and jump around the screen and behold the glitch!
Maximizing the window or making it fullscreen, I think, makes it more visible or frequent.

### Minimal reproduction project (MRP)

[Sprite Artifact Test.zip](https://github.com/user-attachments/files/16464219/Sprite.Artifact.Test.zip)
Repository: vscode
Issue: Print failing URL in "self signed certificate in certificate chain" error message
Labels: feature-request,network

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
### Request
When `code --install-extension` fails due to `self signed certificate in certificate chain` error, include the failing URL in the error message printed to stderr

### Justification
Suppose you have a corporate proxy doing MITM on SSL connections. Then you might experience this error:
```
$ '/Applications/Visual Studio Code.app/Contents/Resources/app/bin/code' --install-extension   "charliermarsh.ruff" 
Installing extensions...
self signed certificate in certificate chain
Failed Installing Extensions: charliermarsh.ruff
```

It would be great if the "self signed certificate in certificate chain" error could print the actual URL it happened on. I eventually worked out I could go to `$HOME/Library/Application\ Support/Code/logs/TIMESTAMP/network.log`, and it shows the failing URLs:
```
2024-08-02 11:38:42.656 [error] node #2: https://charliermarsh.gallerycdn.vsassets.io/extensions/charliermarsh/ruff/2024.36.0/1721850452301/Microsoft.VisualStudio.Code.Manifest?targetPlatform=darwin-arm64 - error GET self signed certificate in certificate chain
2024-08-02 11:38:42.711 [error] node #3: https://charliermarsh.gallery.vsassets.io/_apis/public/gallery/publisher/charliermarsh/extension/ruff/2024.36.0/assetbyname/Microsoft.VisualStudio.Code.Manifest?targetPlatform=darwin-arm64 - error GET self signed certificate in certificate chain
```

So I'm going to ask our IT whether `*.gallerycdn.vsassets.io` can be excluded from the SSL MITM. And I know I can put `http.proxyStrictSSL": false` in `settings.json` as a temporary (if insecure) workaround.

But my user experience in diagnosing/troubleshooting this issue would have been improved, and I would have found that solution quicker, if you'd included that URL in the error message, instead of me having to spend time learning that `network.log` exists. It would be great if you could add it.

### Version
```
/Applications/Visual\ Studio\ Code.app/Contents/Resources/app/bin/code --version
1.92.0
b1c0a14de1414fcdaa400695b4db1c0799bc3124
arm64
```
Repository: godot
Issue: global_rotation returns strange values when scale is modified
Labels: bug,confirmed,topic:3d

### Tested versions

- Reproducible in 4.2.stable and 4.3.rc2

### System information

Windows 11

### Issue description

gdscript: global_rotation
cpp: get_global_rotation
and their _degrees versions return strange values when scale is not 1/1/1.

### Steps to reproduce

1. Create new 3D Scene
2. Rotate the root Node3D to an arbitrary rotation
3. Attach a script with print(global_rotation_degrees) in the _ready() function
4. Play current scene -> you get the correct rotation as shown in the inspector
5. Now scale the Node3D arbitrarily, e.g. to 10/10/10
6. Play current scene again -> rotation is wrong, e.g. inspector: rot = 30/30/0, scale = 10/10/10 -> printed rot = 90/16.1/0

### Minimal reproduction project (MRP)

N/A
Repository: terminal
Issue: Mica Alt
Labels: Help Wanted,Product-Terminal,Issue-Task,good first issue,Area-Theming

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Add Mica Alt support
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Repository: godot
Issue: DirectX screen artifacts
Labels: bug,platform:windows,topic:rendering

### Tested versions

Godot Engine v4.3.rc2.official.3978628c6 /rc1


### System information

Godot v4.3.rc2 - Windows 10.0.19045 - Vulkan (Forward+) - integrated AMD Radeon(TM) R2 Graphics (Advanced Micro Devices, Inc.; 27.20.12029.1000) - AMD E2-7110 APU with AMD Radeon R2 Graphics (4 Threads)

### Issue description

```
Godot Engine v4.3.rc2.official.3978628c6 - https://godotengine.org
D3D12 12_0 - Forward+ - Using Device #0: AMD - AMD Radeon(TM) R2 Graphics
WARNING: PSO caching is not implemented yet in the Direct3D 12 driver.
     at: pipeline_cache_create (drivers/d3d12/rendering_device_driver_d3d12.cpp:4906)
     
    When closing the application:
    ERROR: Pages in use exist at exit in PagedAllocator: 25VersatileResourceTemplateIJN26RenderingDeviE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
   
   
Software Version - 2020.0909.2058.37766
Driver Version - 20.20.29.01-200910a-359160C-RadeonSoftwareAdrenalin2020
Provider - Advanced Micro Devices, Inc.
2D Driver Version - 8.1.1.1634
Direct3D® Version - 9.14.10.01451
OpenGL® Version - 26.20.11000.14736
AMD Audio Driver Version - 10.0.1.16
Vulkan™ Driver Version - 2.0.154
Vulkan™ API Version - 1.2.149
Windows Version - Windows 10 (64 bit)
```

I'm not using the latest driver because the latest one has a nasty bug in Unity.
Which inverts colors on full screen.





### Steps to reproduce

Open Godot editor with DirectX 12 driver
Or open the game with this driver.
Vulkan and ANGLE work fine.
Opengl 3.3 is disabled, I personally never had problems with it.

### Minimal reproduction project (MRP)

Empty Godot 4.3 RC1/2 Project
![image](https://github.com/user-attachments/assets/9d86e54f-1157-4279-a718-e30ceced5c15)
Repository: go
Issue: x/pkgsite: searches for standard library packages should surface and prioritize v2 versions
Labels: NeedsFix,pkgsite,pkgsite/search

### What is the URL of the page with the issue?

https://pkg.go.dev/search?q=rand

### What is your user agent?

Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/127.0.0.0 Safari/537.36

### Screenshot

![screen_20240801232855](https://github.com/user-attachments/assets/a9addc02-536d-47a1-bf2d-4af1e261a201)


### What did you do?

I searched for "rand".

### What did you see happen?

The top search results were the standard library's `math/rand` and `crypto/rand` packages. The `math/rand/v2` package, which is what I mean by "rand" in most new code I write today, does not appear in the list of search results. The only indication of `math/rand/v2` is some small, easy-to-miss text below the `math/rand` search result which says:

> Related packages in the standard library: [math/rand/v2](https://pkg.go.dev/math/rand/v2)

### What did you expect to see?

I think that if I search for "rand", `math/rand/v2` ought to be very highly ranked in the search results; ideally, it would appear above `math/rand`. v2 is what people ought to be using for new code and we should nudge people in that direction. In any case, it should certainly appear near the top of the list.

I think this is just a case where pkgsite isn't keeping up with the v2 evolution happening in the standard library. As we get more v2 packages, the issue will get worse.

This is essentially the standard library equivalent of an issue I filed for third-party modules a few years back: #36969.

There's also a related, thornier issue: if I search for "math/rand", it takes me directly to https://pkg.go.dev/math/rand -- perhaps that ought to go to a search result page now that includes `math/rand` and `math/rand/v2`.
Repository: godot
Issue: 3D Particle shading is reversed when particle trails are turned on in Material
Labels: bug,topic:particles

### Tested versions

v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 32.0.15.5599) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

I have set up a 3D GPU particle system which has trails enabled. The particle system uses a ribbon trail mesh. In the material on the trail mesh cull mode is set to "disable" so all sides of the ribbon render no matter from which direction the camera looks at it. I also have a directional light in my scene. 

Now for trails to work properly, I need to enable "Use particle trails" in the material. This makes the trails render correctly. However now the particle shading is reversed, e.g. sides that face towards the directional light are now dark while sides that face away from it are now lit. 


https://github.com/user-attachments/assets/ef57c6eb-b0e6-4816-9b77-fb521850e52e



### Steps to reproduce

In the attached sample project open `light_trails_test.tscn`. Then go to the material attached to the ribbon trail mesh and enable/disable _Transform_ -> _Use particle trails_.

### Minimal reproduction project (MRP)

[particle_reproducer.zip](https://github.com/user-attachments/files/16466504/particle_reproducer.zip)
Repository: vscode
Issue: terminal integration proposal replaces the original input
Labels: bug,windows,terminal-suggest

VS Code Version: 1.92
OS Version: window 11

Steps to Reproduce:
   1. pwsh + oh-my-oposh
   2. terminal integration  suggest enabled
   3. open pwsh terminal
   4. when using the terminal integration suggestion, if the terminal input line does not contain characters that are not `\u276f`, terminal integration proposal replaces the original input
   
 **oh-my-oposh：** `\u2b9e` 

https://github.com/user-attachments/assets/00c9a171-ed76-47bf-b222-2a4ce74a886d

**oh-my-oposh：** `\u276f` 

https://github.com/user-attachments/assets/57737cf9-543e-47d3-b9f3-9f0f8a96d0cd