sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Navigation menu on the settings window
Labels: Issue-Bug,Product-Settings,Area-User Interface,Needs-Repro,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.68.0

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

Settings

### Steps to reproduce

On a fresh install where PowerToys was never installed, on the welcome window, click on "Open settings".

### ✔️ Expected Behavior

The navigation menu (on the left of the window) is developped and we can see the text of each sub-menu

### ❌ Actual Behavior

The navigation menu was developped but there were no text, just empty space

![screenshot](https://user-images.githubusercontent.com/46691339/222895514-14551147-6be3-4f0a-b0f5-82999c11147e.png)

By clicking twice on the bars menu to close and repoen the menu, the text was correctly displaying

### Other Software

_No response_
Repository: godot
Issue: ViewportTexture doesn't update when used as a Light3D projector texture
Labels: enhancement,discussion,topic:rendering,topic:3d

### Godot version

4.0 release

### System information

nixos-unstable

### Issue description

[See this Video on YouTube illustrating it](https://youtu.be/3_qMqxZB-s0)
 - the Viewport Texture when set as a projector in a spotlight will sometimes render random video memory artefacts
 - the texture will not update, even when the viewport changes
(Sorry I don't know why I called it cookie)
### Steps to reproduce

1. Add a Spot light, Configure it to use a projected texture
2. Create a sub-viewport and put something into it that moves
3. set the Viewport to always update
4. Assign a Viewport Texture and choose the created Viewport

OBSERVED: Sometimes the projector image does not update, sometimes iit will just show GPU Memory Glitches
EXPECTED: the cookie shows what's happening in the viewport

### Minimal reproduction project

Minimal Steps to Reproduce
[minimal-lighting-cookie.zip](https://github.com/godotengine/godot/files/10888175/minimal-lighting-cookie.zip)
Repository: godot
Issue: Viewport Texture will not render buffer for a projector unless set to always update
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0 release

### System information

nixos-unstable

### Issue description

_Related to #73400:_

While making the [minimal-lighting-cookie.zip](https://github.com/godotengine/godot/files/10888175/minimal-lighting-cookie.zip) Project for my other issue, I've noticed, that it will never correctly render a viewportTexture unless the viewport is set to always update.

### Steps to reproduce

1. Add a Spot light, Configure it to protect a texture 
2. Create a sub-viewport and put something into it
3. Assign a ViewportTexture and choose the created Viewport
4. run the game

OBSERVED: a messy memory artefact texture appears
EXPECTED: the most beautiful of all logos being projected on the side of the cube

### Minimal reproduction project

[minimal-lighting-cookie_2.zip](https://github.com/godotengine/godot/files/10888200/minimal-lighting-cookie_2.zip)
Repository: godot
Issue: Missing properties after saving or duplicating TileSetAtlasSource
Labels: bug,topic:2d

### Godot version

4.0-stable

### System information

Windows 10

### Issue description

Using `ResourceSaver.save()` or `duplicate()` on `TileSetAtlasResource` does not duplicate all properties.
Resulting resources after saving are missing Physics Layer and Terrain Layer information

| Resource  | Action | Result |
| ------------- | ------------- | -------------  |
| TileSet   |  save                           | correct | 
| TileSet   |  save + duplicate()       | correct | 
| TileSet   |  save + duplicate(true) | missing info | 
| TileSetAtlasResource |  save                           |  missing info| 
| TileSetAtlasResource |  save + duplicate()       |  missing info| 
| TileSetAtlasResource |  save + duplicate(true) | missing info | 

Part of saved TileSet without duplicate:
```
[gd_resource type="TileSet" load_steps=3 format=3]

[ext_resource type="Texture2D" path="res://tiles.png" id="1_7xgb5"]

[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_fsxqu"]
texture = ExtResource("1_7xgb5")
texture_region_size = Vector2i(12, 12)
0:0/0 = 0
0:0/0/terrain_set = 0
0:0/0/terrain = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-6, -6, 6, -6, 6, 6, -6, 6)
```

Part of saved TileSetAtlasResource without duplicate:
```
[gd_resource type="TileSetAtlasSource" load_steps=2 format=3]

[ext_resource type="Texture2D" path="res://tiles.png" id="1_mf5ni"]

[resource]
texture = ExtResource("1_mf5ni")
texture_region_size = Vector2i(12, 12)
0:0/0 = 0
0:0/0/terrain_set = 0
0:0/0/terrain = 0
```

### Steps to reproduce

For minimal project:
- Run the scene
- Look at resulting tile_set resources in `out` folder

From scratch:
- Create new TileSet resource
- Add new Terrain Set and Terrain
- Paint Terrain property on the TileSet
- Create a Node with folowing script:
```GDScript
extends Node

func _ready():
	var new_tileset = preload("res://tile_set.tres")
	var new_atlas = new_tileset.get_source(0)
	
	ResourceSaver.save(new_tileset, "out/tile_set_saved.tres")
	ResourceSaver.save(new_tileset.duplicate(), "out/tile_set_duplicated.tres")
	ResourceSaver.save(new_tileset.duplicate(true), "out/tile_set_duplicated_true.tres")

	ResourceSaver.save(new_atlas, "out/atlas_saved.tres")
	ResourceSaver.save(new_atlas.duplicate(), "out/atlas_duplicated.tres")
	ResourceSaver.save(new_atlas.duplicate(true), "out/atlas_duplicated_true.tres")
```
- Run the script

### Minimal reproduction project

[TileSetAtlasSource-Duplicate.zip](https://github.com/godotengine/godot/files/10888197/TileSetAtlasSource-Duplicate.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: First installation failed: requirements for Web UI
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

First installation failed: requirements for Web UI

1.Install [Python 3.10.6](https://www.python.org/downloads/windows/), checking "Add Python to PATH"

2.Install [git](https://git-scm.com/download/win).

3.Download the stable-diffusion-webui repository, for example by running git clone https://github.com/AUTOMATIC1111/stable-diffusion-webui.git.

4.Run webui-user.bat

5.The result will stay here forever,
It has been running for 24 hours.









### Steps to reproduce the problem

1. .Install [Python 3.10.6](https://www.python.org/downloads/windows/), checking "Add Python to PATH"

2. Install [git](https://git-scm.com/download/win).
3. Download the stable-diffusion-webui repository, for example by running git clone https://github.com/AUTOMATIC1111/stable-diffusion-webui.git.

4.Run webui-user.bat

5.The result will stay here forever,
It has been running for 24 hours.


### What should have happened?

Should give me the Loop back address


![2023-03-04 215259](https://user-images.githubusercontent.com/55646625/222906292-f32ceae7-dc84-44ca-9ac1-e7218d41fc29.png)


### Commit where the problem happens

requirements for Web UI

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

Windows

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

_No response_

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Commit hash: 0cc0ee1bcb4c24a8c9715f66cede06601bfc00c8
Installing requirements for Web UI
```


### Additional information

_No response_
Repository: pytorch
Issue: Questions and Possible Features: Pytorch RPC 'future.wait()' will not release GIL which will block other thread's execution when using multithreading.
Labels: triaged,module: multithreading

Hi, I'm trying to build a 5 stages pipeline using python multithread. Each stage contains some cuda operation or `.cuda` (cuda memory copy operations) as well as some very light weight cpu compuatation. What's more, in each stage, I will use PyTorch distributed `rpc.rpc_async` to do some computation remotely and transfer them back to local memory. I then called `future.wait()` to wait for the output. One expected behavior is that during the `future.wait()`, the other concurrent stages can execute in parallel so that I can overlap the computation with communication. However, I found that the other threads are also blocked by this operation. My guess is that the `future.wait()` doesn't release the GIL although it seems to be implemented in CPP so the other thread can't get the GIL to execute. I wonder if my guess is right? If it's the true, how can I overlap this communication time with other threads in parallel? Thanks a lot!

cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu @gcramer23
Repository: rust
Issue: `emit-stack-sizes` not reporting correct stack size
Labels: A-LLVM,T-compiler,C-bug,O-AVR,A-CLI

I have a library and and app using the library, and compiling for AVR target using `avr-gcc`. It's seem to be overflowing the device so I want to check stack usage. I tried building my library which is pure rust and got:
```console
$ RUSTFLAGS="-Z emit-stack-sizes" cargo  build --lib -r
...

$ size -A target/release/libnoble_secp256k1.rlib | grep -A1 -B1 double
.text                                                                               0      0
.text._ZN15noble_secp256k15point5Point17double_assign_mod17h64c79c0a4005e01fE    3040      0
.stack_sizes                                                                       10      0
```

which makes no sense as the function works with 64-byte numbers, and does a few allocations. I turned to `cargo-call-stack` and as it doesn't support AVR either (https://github.com/japaric/cargo-call-stack/issues/92), I chose an ARM target to view `call-stack` output:
![Screenshot from 2023-03-04 17-33-27](https://user-images.githubusercontent.com/14107758/222914171-53b826fe-8a42-4511-9e06-66ff6f99130f.png)

so according to `cargo-call-stack` which uses `emit-stack-sizes` under the hood, the same function `double_assign_mod` uses 1424 bytes, which makes more sense.

related:
- https://github.com/rust-lang/rust/issues/54192
- https://github.com/japaric/cargo-call-stack/issues/92

`rustc --version --verbose`:
```
nightly-2022-07-10
```

@japaric
Repository: flutter
Issue: DraggableScrollableSheet not working as expected when wrapped with a fixed-height container
Labels: framework,f: material design,f: scrolling,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-design,triaged-design

If DraggableScrollableSheet is wrapped with a fixed-height container (Container, SizedBox, ...), it becomes possible to overscroll past the last element in the ListView by dragging down slowly on the last element then quickly dragging up.

![issue-1](https://user-images.githubusercontent.com/67206405/222914291-33814cd2-9911-4fa6-bae8-83e2998017f7.png)

![issue-2](https://user-images.githubusercontent.com/67206405/222914294-ea40ae31-9361-45c8-ad57-cc70bac632dc.png)

### Code Sample:

```dart
import 'package:flutter/material.dart';

void main() {

    runApp(MaterialApp(
        home: SafeArea(
            child: Scaffold(
                body: Container(
                    color: Colors.red,
                    height: 150,
                    child: DraggableScrollableSheet(
                        initialChildSize: 1,
                        builder: (_, scrollController) => ListView.builder(
                            controller: scrollController,
                            itemCount: 3,
                            itemBuilder: (_, i) {
                                                
                                return Container(
                                    height: 50,
                                    decoration: const BoxDecoration(
                                        color: Colors.green,
                                        border: Border(
                                            top: BorderSide(color: Colors.black),
                                        ),
                                    ),
                                );
                                                
                            }
                        ),
                    ),
                ),
            ),
        ),
    ));

}
```

### Flutter version:
Flutter 3.3.5 • channel stable • https://github.com/flutter/flutter.git
Framework • revision d9111f6402 (5 months ago)
Engine • revision 3ad69d7be3
Tools • Dart 2.18.2 • DevTools 2.15.0
Repository: three.js
Issue: Bounding box transform controls
Labels: Enhancement

### Description

Three.js has `TransformControls` (similar to Blender), which has 3 modes: `translate`, `rotate` and `scale`. And the problems are that:

* it's not possible to enable more than one or all modes at the same time
* it's not comfortable and intuitive for end users

Live demo: https://threejs.org/examples/#misc_controls_transform.

### Solution

Bounding box transform controls provide manipulation affordances for translate, rotation and scale, all at once, without the need to switch between modes.

![babylonjs](https://user-images.githubusercontent.com/7892779/222916384-24695447-ba5a-4936-801d-72f201b42668.png)

Here's the video how it works:

https://user-images.githubusercontent.com/7892779/222917713-316209eb-7489-4b7d-bd7d-8ecccce41601.mp4

### Alternatives

Babylon.js provides bounding box gizmo "out-of-the-box".

Live demo: https://playground.babylonjs.com/#8GY6J8#211

Mixed Reality Toolkit (MRTK) for Unity has bounding box gizmo. Unity projects can be exported for WebXR.

Live demo: https://rufus31415.github.io/sandbox/simple-webxr-mrtk/

### Additional context

This feature is really needed for the [new WebXR mode for Meta Quest devices](https://github.com/google/model-viewer/discussions/3969) in the Google's [`<model-viewer>`](https://modelviewer.dev) web component, that is based on Three.js.
Repository: three.js
Issue: WebXR: Bend ray gizmo on interaction.
Labels: Addons

### Description

The current behavior in WebXR is that ray is always a straight line.

### Solution

The ray bend while wobbling or selecting and pulling, like a lasso. See the Mixed Reality Toolkit (MRTK) behavior:

https://user-images.githubusercontent.com/7892779/222918322-b5b78de6-2030-41e2-b4c7-5ccd61781525.mp4

### Alternatives

I don't know, you tell me.

### Additional context

_No response_
Repository: godot
Issue: KinematicBody2D Jitters When On Top Of Two or More Merged Bodies That Are Moving Upward
Labels: bug,topic:physics

### Godot version

3.5.1

### System information

Linux

### Issue description

Two or more moving bodies that are merged into each other, are at the exact same height, and are moving upward at the exact same speed, will cause a KinematicBody2D that is intended to be standing atop of them to jitter.

The body on top of them will start to inconsistently detect collisions with the bodies below.

Increasing the snap value for the body on top, when calling move_and_slide_with_snap, sometimes fixes the issue, but based on the movement speed of the bodies below and the snap value given it does not always work and is inconsistent.

The issue still occurs regardless of if sync to physics is enabled or not for the bodies below that are moving upward.

The issue is present in both 3.5.1 and 4.0 when using CharacterBody2D.



In the minimal reproduction project the body on the right will land on top of a single body that is moving upward and it will work correctly.
The body on the left will land on top of two merged bodies and will start jittering and returning inconsistent is_on_floor() values.

### Steps to reproduce

In a theoretical 2D platforming game, have two moving platforms that are merged into each other, are at the same height and move upward at the same speed. Then have the players characters body stand on top of them. The player will start to jitter and return inconsistent collisions with the platforms whereas they would not if standing on top a single platform that was not merged with another.

### Minimal reproduction project

[Merged Platform Bug.zip](https://github.com/godotengine/godot/files/10889237/Merged.Platform.Bug.zip)
Repository: PowerToys
Issue: Keyboard Manager become not working when using ten key pad
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Priority-3

### Microsoft PowerToys version

0.68.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

1. Plug in HHKB Professional HYBRID Type-S(wired connection)
1. Plug in Filco Majestouch TenKeyPad 2 Professional
2. Type some numeric character on key pad
3. Press some remapped shortcut in HHKB(I am using Win-V as Ctrl-V)

### ✔️ Expected Behavior

The remapped shortcut is dispatched(For me, Ctrl-V is pressed and text is pasted)

### ❌ Actual Behavior

The remapped shortcut settings are ignored and a raw input is dispatched(Win-V is pressed and Clipboard menu is shown)

### Other Software

Firefox 110.0.1
Repository: next.js
Issue: Address concerns about WordPress authenticated post preview recommendations
Labels: examples

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```
n/a
```

Originates in recommendations within documentation, and results in the "working" but potentially-insecure implementation of those recommendations.

### Which example does this report relate to?

cms-wordpress

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

The example circumvents pre-existing security/authorization controls implemented within WordPress core. Users should be able to reasonably expect that a Next.js-based implementation of post previews provides the same level of security and access control as that of WordPress core.

Additionally relevant: #29877 was closed and locked without providing any explanation as to the verification process. How was the verified reproduction performed?

The response is somewhat alarming considering the prominence of the `cms-wordpress` example, however the unceremonious closure and locking of #29877 results in the flagged misuse of WordPress authentication being buried without context, forcing the original commenter's concerns to go unaddressed, and allowing the potential issues in the example to proliferate.

### Expected Behavior

The official example should provide a gold standard baseline for Next.js integration with WordPress, especially with regard to authenticated post previews, as at the time of writing, the WordPress+Next.js ecosystem is populated by numerous differing implementations of post preview functionality over the years, and it would be very much appreciated if Next.js provided an example implementation using authentication best-practices.

For example, an approach leveraging _per-user_ WordPress [Application Passwords][wp-application-passwords].

[wp-application-passwords]: https://make.wordpress.org/core/2020/11/05/application-passwords-integration-guide/

### To Reproduce

See #29877 –

Or, roughly:

- Follow the guide for setting up post previews.
- As an Administrator user, create a test post without publishing (save as draft)
- Copy the post preview URL and open in a private browser session: the post should not be visible without authentication according to WordPress core user permissions
- Create a new WordPress user with a lower-privileged Role like "Contributor", which does not have the ability to view, edit, or manage anyone's posts except for their own
- Log in as the new user in a private browser session
- Go to the preview URL for the unpublished post created by the Administrator user – it should **not** be accessible
Repository: godot
Issue: Godot steals focus on Xfce 4
Labels: bug,platform:linuxbsd,topic:porting,confirmed

### Godot version

4.0.stable.official.92bee43ad

### System information

x86_64 Linux 6.2.2-arch1-1, Intel Core i5-7200U, xfce4 

### Issue description

When changing workspace on xfce4 godot (both editor and exported games) grabs input focus from any previously opened programs.

https://user-images.githubusercontent.com/49560528/222922924-af92e9bc-3d29-4ec0-865b-a6f6d2afc189.mp4

Interestingly I was unable to reproduce the bug on gnome, so whatever the problem is I suspect it is specific to xfce4.

From my testing this appears to be happening because xfce4 issues an extra MapNotify event which the engine uses as an indicator to grab focus.

I have a fix that works for my setup: https://github.com/Mequam/funky-godot/tree/mequam/feat/xfce4_focus_grab but I figured I should make sure that other people are having the same issue before submitting a PR.


### Steps to reproduce

Open up godot and some other program. 
Focus the other program.
Leave the workspace and return to the workspace.

### Minimal reproduction project

N/A, any project works.
Repository: godot
Issue: MultiplayerSynchronizer shares config after copying
Labels: enhancement,discussion,usability,topic:multiplayer

### Godot version

4.0-stable

### System information

Ubuntu 22.04

### Issue description

When a Node tree including a `MultiplayerSynchronizer` is copied, only the reference to the underlying `replication_config` is recreated. This leads to an unintuitive behavior: while the two `MultiplayerSynchronizer`s look like separate nodes, they share their configuration, which is not explicitly accessible from the editor's UI.

Instead, one of the following should happen:
1. The UI having explicit access to the replication config, with the user being able to create a new one in the place of the previous one, or
2. when copying the synchronizer, the replication config also should be copied and each instance using their own config from now on.

### Steps to reproduce

1. Create a node tree with a MultiplayerSynchronizer, eg:
```
Sprite2D
 + MultiplayerSynchronizer
```

2. Duplicate the node via ctrl-D in the editor.
3. You will end up with the scene file along the lines:
```
[node name="Sprite2D" type="Sprite2D" parent="."]

[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="Sprite2D"]
replication_config = SubResource("SceneReplicationConfig_00844")

[node name="Sprite2D2" type="Sprite2D" parent="."]

[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="Sprite2D2"]
replication_config = SubResource("SceneReplicationConfig_00844")
```

### Minimal reproduction project

Reproduction is trivial.