sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Allow commands to have optional descriptions to be used for similar commands feature
Labels: feature-request,quick-open,runCommands

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
It'd be nice if extensions could contribute with optional descriptions for commands so it can be used when computing [similar commands](https://code.visualstudio.com/updates/v1_83#_similar-command-results-in-the-command-palette). 

For example, for the Python extension we have the "Python: Create Environment" command, and it'd be super convenient if it showed up when typing "venv" or "conda" in the command palette. With the ability of including optional descriptions, we might be able to add terms we know are relevant to specific commands.
Repository: godot
Issue: Compatibility Renderer Limit wackiness
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.2 beta 1

### System information

Not Applicable

### Issue description

Highest Max Renderable Lights = 256
Highest Max Lights per Object = 1024

No point in allowing for more lights per object then can be rendered

### Steps to reproduce

Set GL limits to the max

### Minimal reproduction project

N/A
Repository: godot
Issue: Crash on PackedScene.Instantiate() C# Multithreading
Labels: bug,topic:core,topic:dotnet,crash

### Godot version

4.2-beta1_mono_win64

### System information

Windows 10 - Godot_v4.2-beta1_mono_win64 - Forward plus -dedicated

### Issue description

C# Non-Main thread crash when calling instantiate `Node2D` with `Label (Control node)`
Works normally when done with empty `Node2d` without `Label` and `Sprite2D` instead.





### Steps to reproduce

Calling
```
var scene = GD.Load<PackedScene>()
var node = scene.Instantiate()
AddChild(node);
```
crashes on non-main thread.
Call work first time but then crashes when called again 
```
var node2 = scene.Instantiate()'
AddChild(node2);
```

Full code

`Main.cs`
```
public partial class Main : Node2D
{
	public const bool InstantiateOnMainThread = false;
	private static readonly Vector2 InitialPosition = new(250, 250);
	
	private PackedScene _packedScene;
	private double Timer { get; set; } = 2f;
	
	// Called when the node enters the scene tree for the first time.
	public override void _Ready()
	{
		_packedScene = GD.Load<PackedScene>("res://NumberLabel.tscn");
	}

	// Called every frame. 'delta' is the elapsed time since the previous frame.
	public override void _Process(double delta)
	{
		Timer -= delta;
		if (Timer > 0) return;
		Timer = 2f;

		if (InstantiateOnMainThread)
		{
			var node = _packedScene.Instantiate<NumberLabel>();
			node.Position = InitialPosition;
			AddChild(node);
		}
		else
		{
			Task.Run(() =>
			{
				var node = _packedScene.Instantiate<NumberLabel>();
				node.Position = InitialPosition;
				CallDeferred(Node.MethodName.AddChild, node);
			});	
		}
	}
}
```

`Number.cs`
```
public partial class NumberLabel : Node2D
{
	private static readonly Vector2 Movement = new(0, -120);
	
	private Label Label { get; set; }
	private double Duration { get; set; } = 3f;
	
	// Called when the node enters the scene tree for the first time.
	public override void _Ready()
	{
		Label = GetNode<Label>("%Label");
	}

	// Called every frame. 'delta' is the elapsed time since the previous frame.
	public override void _Process(double delta)
	{
		Duration -= delta;
		Position += Movement * (float) delta;
		
		if (Duration > 0) return;
		QueueFree();
	}
}
```

### Minimal reproduction project

Link to project https://github.com/Targma/Godot-Crash-Replication

Modify to test different scenarios
```
public const bool InstantiateOnMainThread = false;
public const bool SkipLabel = false;
```

Result when instantiated on main thread and crash otherwise
![image](https://github.com/godotengine/godot/assets/32792792/ea540648-ad3e-4e41-82be-fea233224360)
Repository: excalidraw
Issue: Change SVG color
Labels: enhancement

It would be great to be able to change an SVG color.

For example for the following SVG, we could change the `fill` value (the root color) on the fly, without having to first edit the SVG, then re-import it:
```
<svg xmlns... width... height... fill="currentColor" class... viewBox...>
  <path ... />
</svg>
```
Repository: pytorch
Issue: [dynamo] Tracking: improve `ConfigModule`
Labels: low priority,triaged,tracker,oncall: pt2,module: dynamo

### Tracked
- [ ] https://github.com/pytorch/pytorch/issues/111150
- [x] https://github.com/pytorch/pytorch/issues/111221
- [ ] https://github.com/pytorch/pytorch/issues/111235

### 🚀 The feature, motivation and pitch



Part of making config more portable between compilations: https://github.com/pytorch/pytorch/issues/110682

Affects consumers:
- dynamo
- inductor
- functorch



cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @wconstab
Repository: TypeScript
Issue: JSDoc doesnt support generics correctly
Labels: Suggestion,Needs Proposal

### 🔎 Search Terms

jsdoc generics

### 🕗 Version & Regression Information

- This is a crash
- This changed between versions ______ and _______
- This changed in commit or PR _______
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about _________
- I was unable to test this on prior versions because _______


### ⏯ Playground Link

_No response_

### 💻 Code

Given the following code:
```ts
function api<T>(endpoint: string): Promise<T> {
  return fetch(endpoint).then(res => res.json());
}
```

When I consume the `api` function in a `.js` file, I'd still like to leverage the `T` generic via JSDoc-only. There currently isnt a straightforward way to do this, and the DX of this could definitely be improved. 

### 🙁 Actual behavior

Cant leverage the `T` generic

### 🙂 Expected behavior

I can leverage the `T` generic

### Additional information about the issue

This is a long overdue feature :)
Repository: godot
Issue: Visibility Parent Omits Signals, doesn't work across Cameras
Labels: bug,topic:rendering,topic:3d

### Godot version

4.2.beta

### System information

Windows 11

### Issue description

## Visibility Parents do not work across Cameras. 
Their Dependents become visible only to the camera that trips the visibility range, and stick around permanently for any cameras that can't see the VisibilityParent

### Expected behaviour: 
They clearly should change visibility for all affected cameras and layers (it would be one of their primary uses, e.g. for layered rendering of foregrounds/backgrounds/environments with multiple cameras).

When any camera that could see the VisibilityParent trips its visibility change, any dependents, regardless of camera or viewport, their visibility should change accordingly.

Split-Screen games would use this with the same culling masks on both cameras, whereas games rendering large backdrops (space games, open world, etc.) would use it with differing culling masks between the various cameras.


## Visibility Parents do not trigger Signal `Node3D::visiblilty_changed`. 

This means it wouldn't even be possible to work around this bug, rendering the entire system rather useless as soon as more than one camera is involved.

### Expected behaviour: 
When a `Node3D` becomes visible based on its Visibility Parent, it should emit the signal `Node3D::visiblilty_changed`.

When a `GeometryNode3D` becomes visible or invisible based on its own Visibility Range parameters, it should emit the `Node3D::visiblilty_changed` signal. It should probably also emit another signal that is specific to `GeometryNode3D`, suggested name `GeometryNode3D::dependents_visibility_changed`, possiby with a `bool` parameter denoting the state.


### Steps to reproduce

https://github.com/godotengine/godot/assets/8904620/00a29d0b-b160-4b93-beb6-67f75b2dde92

1. Run attached project.
2. Observe: Signal Listener never changes its text to "Wonders Happen", that means it never receives the connected visibility_changed signal from NEITHER the VisibilityParent NOR the working (cyan) VisibilityChind
3. Observe: Background VisibilityParent properly triggers for Background Visibility Child.
4. Observe: Foreground VisibilityChild (yellow) never changes visibility, should behave exactly the same as the cyan one.
5. Observe: Cross-Layer VisibilityChild (red) changes visibility only on Background camera, behaves the same buggy way for the viewport camera.

Complication:
6. Swap the cameras (parent the ForegroundCamera3D to the scene root, and the BackgroundCamera3D into the SubViewPort)
7. Run project again.
8. Observe: Behaviour is basically the same (apart for the render layering), ForegroundCamera3D still shows its two VisibilityChildren perpetually, only the BackgroundCamera works.

### Minimal reproduction project

[visibility-parent-bug-repro.zip](https://github.com/godotengine/godot/files/12897506/visibility-parent-bug-repro.zip)
Repository: pytorch
Issue: [dynamo] Investigate interop issues with torch_scatter/torch_sparse/pyg_lib
Labels: triaged,oncall: pt2,module: dynamic shapes,module: dynamo,dynamo-user-empathy-day

In [this post](https://pytorch-geometric.readthedocs.io/en/latest/advanced/compile.html) pytorch-geometric mentions they needed to disable `torch_scatter`, `torch_sparse`, and `pyg_lib` to get `torch.compile` working.

We should investigate what is causing these libraries to fail, create issues for the underling problems, and fix them.

cc @ezyang @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @msaroufim @wconstab @bdhirsh @zou3519 @aakhundov @Xia-Weiwen
Repository: pytorch
Issue: [AOTInductor] 14K models: TypeError: make_boxed_func..g() missing 1 required positional argument: 'args'
Labels: low priority,triaged,oncall: pt2,module: aotinductor

### 🐛 Describe the bug

386 errors like: TypeError: make_boxed_func..g() missing 1 required positional argument: 'args' (example ./generated/test_Yang_Liu1082_InvDN.py:_UpsampleBlock # pytest ./generated/test_Yang_Liu1082_InvDN.py -k test_014)

How to repro:

```
git clone https://github.com/jansel/pytorch-jit-paritybench.git
# set PYTHONPATH like the following example
PYTHONPATH=/home/yangche/work/pytorch-jit-paritybench/paritybench:$PYTHONPATH python main.py --compile_mode=aot_inductor -e ./generated/test_pyro_ppl_pyro.py 
```

### Versions

Collecting environment information...                                                                                                                             
PyTorch version: 2.2.0a0+git9e8da56                                                                                                                               
Is debug build: False                                                                                                                                             
CUDA used to build PyTorch: 12.0                                                                                                                                  
ROCM used to build PyTorch: N/A

cc @ezyang @anijain2305 @chauhang @penguinwu @desertfire @msaroufim @bdhirsh @zou3519 @wconstab
Repository: stable-diffusion-webui
Issue: [Bug]: selected model is ignored for the first user if the second user has changed his selected model
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?

If multiple users are connecting to the same server you can expect weird behaviour - when images that you are generating are produced not with the model you selected, but with the model that other user has selected.

### Steps to reproduce the problem

1. Open two different browsers' windows, e.g. Chrome and Firefox
2. in the 1st window - select Model A and generate an image with the fixed seed
3. in the 2nd window - select Model B and generate some image
4. in the 1st window - don't change anything, just generate the same image again
5. You will see different image in the first window. As Model B has been used for generation.


### What should have happened?

It should use selected model even if on the server someone used different model for the previous generations.

### Sysinfo

-

### What browsers do you use to access the UI ?

_No response_

### Console logs

```Shell
-
```


### Additional information

_No response_
Repository: go
Issue: x/tools/gopls: remove the "expandWorkspaceToModule" setting
Labels: gopls,Tools

Per the rationale provided in #57514: remove this unnecessary setting, in favor of always expanding/contracting the workspace as necessary (the current behavior with `"expandWorkspaceToModule": true`).  If you need this setting, please leave a comment explaining why.
Repository: pytorch
Issue: [dynamo] `ConfigModule`: Implement mechanism to hash non-`compile_ignored` configs quickly
Labels: triaged,oncall: pt2,module: dynamo

### 🚀 The feature, motivation and pitch

Tracked: https://github.com/pytorch/pytorch/issues/111220

compile_ignored defined by https://github.com/pytorch/pytorch/issues/111221
Hash lazily using an `_is_dirty` flag, use sorted dict `_repr_` str as hash input, using MD5, output is a binary string.

`_is_dirty` is only flagged for non-`compile_ignored` keys

There should also be a thread-local variant as per: https://github.com/pytorch/pytorch/issues/111150

Additional Work:
- (non-blocking) Make the hash deterministic


cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @wconstab
Repository: godot
Issue: for loop with large int values returns negative numbers
Labels: bug,topic:gdscript,needs testing

### Godot version

Godot v4.1.1.stable

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated GeForce GT 640 () - AMD FX(tm)-8320 Eight-Core Processor (8 Threads)

### Issue description

`for` loops with large `int` values return negative values instead of the correct values.

### Steps to reproduce

Example code:

```
const BLICKS:int = 705600000
var start_loop:int = BLICKS * 40
var end_loop:int = BLICKS * 42
var step_loop: int = BLICKS / 32
for i in range( start_loop, end_loop, step_loop ):
		print(i)
```

Example output:
```

-1840771072
-1818721072
-1796671072
-1774621072
-1752571072
-1730521072
-1708471072
...
```

In contrast, a `while` loop returns the correct values:
```
const BLICKS:int = 705600000
var start_loop:int = BLICKS * 40
var end_loop:int = BLICKS * 42
var step_loop: int = BLICKS / 32
while start_loop < end_loop:
	print(start_loop)
	start_loop += step_loop
```
Correct output:
```
28224000000
28246050000
28268100000
28290150000
28312200000
28334250000
28356300000
28378350000
...
```

### Minimal reproduction project

N/A
Repository: godot
Issue: Implement support for Alt code text input on Windows
Labels: enhancement,platform:windows,discussion,topic:input

### Godot version

4.1

### System information

win10

### Issue description

it's quite rare to find editors that don't support Alt-codes (after all, they are part of the native OS).

This unfortunately makes Godot much less useful for making internationally supported applications and games involving lots of text entry.

Indeed, I agree on this. At least, for me this has been a major draw back that ultimately kept me away from Godot. It's not just because it makes coding a slow and painful process (which does matter), but also due to the fact that it makes Godot a rather US-centric app — i.e., assumes users are working on a US keyboard.

### Steps to reproduce

alt+62 alt+60 
It doesn't work

### Minimal reproduction project

f
Repository: pytorch
Issue: [AOTInductor] 14k models: AssertionError: original output #2 is None, but only the following types are supported
Labels: low priority,triaged,oncall: pt2,module: aotinductor

### 🐛 Describe the bug

85 errors like: AssertionError: original output # 1 is None, but only the following types are supported: (<class 'torch.Tensor'>, <class 'torch.SymInt'>, <class 'torch.SymFloat'>, <class 'torch.SymBool'>) (example ./generated/test_nlp_uoregon_trankit.py:SelfAttention # pytest ./generated/test_nlp_uoregon_trankit.py -k test_031)

How to repro:

```
git clone https://github.com/jansel/pytorch-jit-paritybench.git
# set PYTHONPATH like the following example
PYTHONPATH=/home/yangche/work/pytorch-jit-paritybench/paritybench:$PYTHONPATH python main.py --compile_mode=aot_inductor -e ./generated/test_nlp_uoregon_trankit.py
```

### Versions

Versions
Collecting environment information...
PyTorch version: 2.2.0a0+git9e8da56
Is debug build: False
CUDA used to build PyTorch: 12.0
ROCM used to build PyTorch: N/A

cc @ezyang @anijain2305 @chauhang @penguinwu @desertfire @msaroufim @bdhirsh @zou3519 @wconstab
Repository: pytorch
Issue: [AOTInductor] 14k models: UserError: Tried to use data-dependent value in the subsequent computation
Labels: low priority,triaged,oncall: pt2,module: aotinductor

### 🐛 Describe the bug

40 errors like: UserError: Tried to use data-dependent value in the subsequent computation. This can happen when we encounter unbounded dynamic value that is unknown during tracing time.You will need to explicitly give hint to the compiler. Please take a look at constrain_as_value OR constrain_as_size APIs (example ./generated/test_wasidennis_AdaptSegNet.py:CrossEntropy2d # pytest ./generated/test_wasidennis_AdaptSegNet.py -k test_002)

How to repro:

```
git clone https://github.com/jansel/pytorch-jit-paritybench.git
# set PYTHONPATH like the following example
PYTHONPATH=/home/yangche/work/pytorch-jit-paritybench/paritybench:$PYTHONPATH python main.py --compile_mode=aot_inductor -e ./generated/test_wasidennis_AdaptSegNet.py
```



### Versions

Versions
Versions
Collecting environment information...
PyTorch version: 2.2.0a0+git9e8da56
Is debug build: False
CUDA used to build PyTorch: 12.0
ROCM used to build PyTorch: N/A

cc @ezyang @anijain2305 @chauhang @penguinwu @desertfire @msaroufim @bdhirsh @zou3519 @wconstab
Repository: pytorch
Issue: [AOTInductor] 14k models: AssertionError: Failed to produce a graph during tracing. Tracing through 'f' must produce a single graph.
Labels: low priority,triaged,oncall: pt2,module: aotinductor

### 🐛 Describe the bug

169 errors like: AssertionError: Failed to produce a graph during tracing. Tracing through 'f' must produce a single graph. (example ./generated/test_alibaba_FederatedScope.py:DummyRegularizer # pytest ./generated/test_alibaba_FederatedScope.py -k test_002)

repro:

```
git clone https://github.com/jansel/pytorch-jit-paritybench.git
# set PYTHONPATH like the following example
PYTHONPATH=/home/yangche/work/pytorch-jit-paritybench/paritybench:$PYTHONPATH python main.py --compile_mode=aot_inductor -e ./generated/test_alibaba_FederatedScope.py
```

### Versions

Versions
Versions
Collecting environment information...
PyTorch version: 2.2.0a0+git9e8da56
Is debug build: False
CUDA used to build PyTorch: 12.0
ROCM used to build PyTorch: N/A

cc @ezyang @anijain2305 @chauhang @penguinwu @desertfire @msaroufim @bdhirsh @zou3519 @wconstab
Repository: ollama
Issue: Image generation models
Labels: feature request

It would be great if we can extend support for text to image models.
Repository: pytorch
Issue: [AOTInductor] 14k models: AssertionError: Dynamo attempts to add additional input during export
Labels: low priority,triaged,oncall: pt2,module: aotinductor

### 🐛 Describe the bug

53 errors like: AssertionError: Dynamo attempts to add additional input during export: value=0.1767766952966369, source=NNModuleSource(base=AttrSource(base=NNModuleSource(base=AttrSource(base=LocalSource(local_name='self', cell_or_freevar=False), member='wscale')), member='scale')) (example ./generated/test_taesungp_contrastive_unpaired_translation.py:Generator # pytest ./generated/test_taesungp_contrastive_unpaired_translation.py -k test_007)

repro:

```
git clone https://github.com/jansel/pytorch-jit-paritybench.git
# set PYTHONPATH like the following example
PYTHONPATH=/home/yangche/work/pytorch-jit-paritybench/paritybench:$PYTHONPATH python main.py --compile_mode=aot_inductor -e ./generated/test_taesungp_contrastive_unpaired_translation.py
```

### Versions

Collecting environment information...
PyTorch version: 2.2.0a0+git9e8da56
Is debug build: False
CUDA used to build PyTorch: 12.0
ROCM used to build PyTorch: N/A

cc @ezyang @anijain2305 @chauhang @penguinwu @desertfire @msaroufim @bdhirsh @zou3519 @wconstab
Repository: godot
Issue: Save Branch As Scene if scene already open in tab discards saved changes 
Labels: bug,topic:editor

### Godot version

4.1.1 stable

### System information

Windows 10

### Issue description

Saving a branch as scene if the target *.tscn is currently open in a tab will ignore the saving and destroy all changes.

### Steps to reproduce

- Make a branch in a scene, then save the branch as a scene
- Open the resulting *.tscn in a tab
- Make the branch in the original scene local
- Make some changes and save back over the original *.tscn
- The tab will not refresh with the changes and any saved changes will be lost as the branch in the original scene will be the same as the tab.

### Minimal reproduction project

N/A
Repository: vscode
Issue: [Bug] Color picker broken if monaco-editor is inside shadow dom
Labels: bug,editor-color-picker

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This issue applies to the monaco-editor, if it is being used inside shadow dom the color picker doesn't work. It will always be closed on mouse move. See the following issue https://github.com/microsoft/monaco-editor/issues/3845 for more details and steps to reproduce.

I already tracked down the issue to the following file `/src/vs/editor/browser/controller/mouseHandler.ts`
Pull Request with a fix will come shortly : )