sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: GridMapEditorPlugin: `set_selected_palette_item` does not update the cursor mesh
Labels: bug,topic:editor,topic:3d

### Tested versions

- Reproducible since 4.4.dev [baf03e4fb60bd642bd3ad361b4021470e00ccd3a]

### System information

Godot v4.4.dev7 - Windows 11 (build 22631) - Multi-window, 1 monitor - Vulkan (Mobile) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 32.0.12011.1036) - AMD Ryzen 5 5600X 6-Core Processor (12 threads)

### Issue description

GH-99639 exposed the `GridMapEditorPlugin` class to scripts.

However, the `set_selected_palette_item` function from this class does not update the cursor mesh as it would when selecting from the MeshLibrary palette.
The palette selection updates correctly and you will paint with the correct mesh item, but the cursor will still show the old mesh.


### Steps to reproduce

https://github.com/user-attachments/assets/ab0d9e99-2ce2-46e8-93ff-d920b7b5b841

0. Open the MRP
1. Make sure that the GridMapTool plugin is enabled
2. Select the GridMap node in the scene tree
3. In the GridMap bottom panel, select the paint tool so you can see the cursor mesh
4. Open the new "GridMap Tool" panel in the bottom left dock
5. Click a button ("red", "green", "blue") to select a mesh - this will call `set_selected_palette_item`
6. Compare your choice with the current GridMap cursor. 
   It should be the same color as your selection in the tool panel.


### Minimal reproduction project (MRP)

[godot-gridmap-cursor.zip](https://github.com/user-attachments/files/18220338/godot-gridmap-cursor.zip)
Repository: godot
Issue: InputEventScreenTouch & get_get_global_mouse_position() updates delayed after initial tap
Labels: bug,platform:android,topic:input

### Tested versions

3.6 stable

### System information

Android 10

### Issue description

On Android export. InputEventScreenDrag, InputEventMouseMove and get_global_mouse_position() cannot detect the movement of a touch until it passes a pixel threshold
relative to (may need a backport to 3.x, to add more android firendly)
#84138
#84331

### Steps to reproduce

In the MRP below, touch screen and make a small drag, you'll notice that the sprites only moves after you drag more than about 10 pixels. 

### Minimal reproduction project (MRP)

[ScreenDragBug.zip](https://github.com/user-attachments/files/18220329/ScreenDragBug.zip)
Repository: rust
Issue: Missed optimization: bounds check not elided for `i * s < n` when `0 <= i < n / s`
Labels: A-LLVM,T-compiler,C-optimization

I tried this code:

```rust
#[inline(never)]
pub fn step_sum(arr: &[u32]) -> u32
{
    const STEP_SIZE: usize = 8;

    let mut result = 0;

    for step in 0..(arr.len() / STEP_SIZE) {
        result += arr[step * STEP_SIZE];
        // I'd also want to add an offset `i < STEP_SIZE`, but it's not necessary to cause the issue.
        // Or alternatively, replacing the division with `.dev_ceil()`.
    }

    result
}
```

I expected to see this happen: the index is in the bounds, so the check is elided.

Instead, this happened:
```asm
.LBB0_4:
        cmp     rcx, rsi
        jae     .LBB0_6
        add     eax, dword ptr [rdi + 4*rcx]
        add     rcx, 8
        dec     rdx
        jne     .LBB0_4
        ret
.LBB0_6:
        push    rax
        lea     rdx, [rip + .L__unnamed_1]
        mov     rdi, rcx
        call    qword ptr [rip + core::panicking::panic_bounds_check::h300eea3d2ac1c8da@GOTPCREL]
```

[Godbolt](https://godbolt.org/#g:!((g:!((g:!((h:codeEditor,i:(filename:'1',fontScale:14,fontUsePx:'0',j:1,lang:rust,selection:(endColumn:2,endLineNumber:13,positionColumn:2,positionLineNumber:13,selectionStartColumn:2,selectionStartLineNumber:13,startColumn:2,startLineNumber:13),source:'%23%5Binline(never)%5D%0Apub+fn+step_sum(arr:+%26%5Bu32%5D)+-%3E+u32%0A%7B%0A++++const+STEP_SIZE:+usize+%3D+8%3B%0A%0A++++let+mut+result+%3D+1%3B%0A%0A++++for+step+in+0..(arr.len()+/+STEP_SIZE)+%7B%0A++++++++result+*%3D+arr%5Bstep+*+STEP_SIZE%5D%3B%0A++++%7D%0A%0A++++result%0A%7D'),l:'5',n:'0',o:'Rust+source+%231',t:'0')),k:50,l:'4',n:'0',o:'',s:0,t:'0'),(g:!((h:compiler,i:(compiler:r1830,filters:(b:'0',binary:'1',binaryObject:'1',commentOnly:'0',debugCalls:'1',demangle:'0',directives:'0',execute:'1',intel:'0',libraryCode:'0',trim:'1',verboseDemangling:'0'),flagsViewOpen:'1',fontScale:14,fontUsePx:'0',j:1,lang:rust,libs:!(),options:'-C+opt-level%3D3',overrides:!((name:edition,value:'2021')),selection:(endColumn:1,endLineNumber:1,positionColumn:1,positionLineNumber:1,selectionStartColumn:1,selectionStartLineNumber:1,startColumn:1,startLineNumber:1),source:1),l:'5',n:'0',o:'+rustc+1.83.0+(Editor+%231)',t:'0')),k:50,l:'4',n:'0',o:'',s:0,t:'0')),l:'2',n:'0',o:'',t:'0')),version:4)
Repository: neovim
Issue: 0.10.3  `Inspect` command throws error
Labels: bug,lua

### Problem

## Problem

After upgrading to 0.10.3 (build from source)`Inspect` command throws error:

```
Error executing Lua callback: ...s/jlima/.local/share/nvim/r
untime/lua/vim/_inspector.lua:189: attempt to index field 'h
l' (a nil value)                                            
stack traceback:                                            
        ...s/jlima/.local/share/nvim/runtime/lua/vim/_inspec
tor.lua:189: in function 'show_pos'                         
        vim/_defaults.lua: in function <vim/_defaults.lua:0>
```

```
:version   
NVIM v0.10.3                                                
Build type: Release                                         
LuaJIT 2.1.1713484068                                       
Run ":verbose version" for more info  
```

The error happens on different file types, javascript, python, golang. 

works with `nvim --clean`   

`InspectTree` works as expected. 



### Steps to reproduce

1. build from source
2. install tree-sitter via lazy.nvim
3. Inspect any word in a file that uses tree-sitter for syntax highlighting


### Expected behavior

Show highlight groups as before when calling `:Inspect` over a highlighted word. 

### Nvim version (nvim -v)

0.10.3

### Vim (not Nvim) behaves the same?

No,  output is correct when tree-sitter is not loaded

### Operating system/version

macOS 15.1.1 (24B91)

### Terminal name/version

kitty 0.38.0

### $TERM environment variable

xterm-kitty

### Installation

from source
Repository: ui
Issue: [bug]: Toaster Default Setting Not working
Labels: bug

### Describe the bug

In line 3 of toaster.jsx it shows:

`import { useToast } from "@/components/hooks/use-toast"
`
This causes an error because use toast is in @/hooks/use-toast
It should be:
` import { useToast } from "@/hooks/use-toast"
` 

### Affected component/components

Toast

### How to reproduce

`npx shadcn add toast`
Go to toaster.jsx in `@/components/ui`

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Windows 11
Node.Js
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: A shebang is displaced in HIR & expanded outputs
Labels: A-pretty,C-enhancement,T-compiler,requires-nightly

I tried this code:

```rs
#!/usr/bin/env rust

fn test() {}
```

After running `rustc -Zunpretty=hir test.rs`, I expected to see this happen:

```rs
#!/usr/bin/env rust
#[prelude_import]
use ::std::prelude::rust_2015::*;
#[macro_use]
extern crate std;

fn test() { }
```

Instead, this happened:

```rs
#[prelude_import]
use ::std::prelude::rust_2015::*;
#[macro_use]
extern crate std;
#!/usr/bin/env rust

fn test() { }
```

A shebang should remain at the beginning of an output but instead is placed in-between. The same happens with `rustc -Zunpretty=expanded test.rs`.

### Meta

`rustc --version --verbose`:
```
rustc 1.85.0-nightly (5f23ef7d3 2024-12-20)
binary: rustc
commit-hash: 5f23ef7d3f7a8c3e0ca5c4e1978829c0448a3686
commit-date: 2024-12-20
host: x86_64-unknown-linux-gnu
release: 1.85.0-nightly
LLVM version: 19.1.6
```
Repository: three.js
Issue: WebGLRenderer: Add support for Node Materials
Labels: TSL

### Description

I wanted to open a discussion to talk about the possibility of adding Node Materials to WebGLRenderer - as far as I understand Node Materials are only supported with WebGPURenderer which poses a lot of issues for community adoption, practical testing, and library support:

WebGPURenderer looks like it's coming along great but until it's more fully featured and mature I cannot use it as a platform for any of my professional work. Likewise many tools I've developed and work on are already built on WebGLRenderer and cannot ported to WebGPURenderer. I assume many developers are in the same boat. This means I haven't been able to invest any time in learning and trying the new node material system despite being very interested in the benefits after years of trying to solve shader and material problems.

Adding support to WebGLRenderer would help afford the well-experienced three.js community the ability to test the system in large scale, complex projects and give practical feedback sooner rather than trying it to WebGPURenderer. This will also help ease the transition projects and developers that currently need to use WebGLRenderer. Currently all material development currently being done for WebGL will be rendered useless in WebGPU which this can help avoid.

And from the library perspective - I need to be able to develop something that will work in both WebGLRenderer and WebGPURenderer. Asking developers to maintain two versions of their materials or libraries isn't great and I think will otherwise just make this renderer transition significantly more difficult than it needs to be.

I appreciate all the work done on the new material systems - it looks like a large improvement over what we have now so it would be great to make this transition as smooth as possible.

cc @sunag @RenaudRohlinger 

### Solution

Add support for NodeMaterials to WebGLRenderer.

### Alternatives

Community feedback is significantly delayed, developers and libraries are fragmented.

### Additional context

_No response_
Repository: next.js
Issue: [Edge runtime] `console.error` does not include `error.cause`
Labels: Runtime

### Link to the code that reproduces this issue

https://github.com/juliesaia/next-error-edge-repro

### To Reproduce

1. next dev
2. Click "Trigger error"
3. No cause is logged
4. Uncomment `export const runtime = "edge";`
5. Click "Trigger error"
6. Cause logged (`[cause]: Error: cause...`)

### Current vs. Expected behavior

Error causes should be included in the console log, like in the node.js runtime

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP Tue Nov 5 00:21:55 UTC 2024
  Available memory (MB): 15566
  Available CPU cores: 12
Binaries:
  Node: 22.11.0
  npm: 10.9.0
  Yarn: 1.22.22
  pnpm: 9.15.0
Relevant Packages:
  next: 15.1.2 // Latest available version is detected (15.1.2).
  eslint-config-next: 15.1.2
  react: 19.0.0
  react-dom: 19.0.0
  typescript: 5.7.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Runtime

### Which stage(s) are affected? (Select all that apply)

next dev (local), next start (local), Vercel (Deployed)

### Additional context

I imagine the bug is somewhere in `packages/next/src/server/patch-error-inspect.ts`, but not sure
Repository: rust
Issue: Tracking Issue for `sync_poison_mod`
Labels: E-easy,T-libs-api,E-help-wanted,C-tracking-issue

Feature gate: `#![feature(sync_poison_mod)]`

This is a tracking issue moving all poisonable `std::sync` types to `std::sync::poison`, with reexports in `std::sync`. In a future edition, we will be able to instead reexport `std::sync::nonpoison` (this module does not exist yet).

### Public API

```rust
// std::sync::poison

type LockResult;
type TryLockResult;

struct Condvar { /* ... */ };
struct Mutex<T: ?Sized> { /* ... */ };
struct MutexGuard { /* ... */ };
struct Once { /* ... */ };
struct OnceState { /* ... */ };
struct PoisonError { /* ... */ };
struct RwLock { /* ... */ };
struct RwLockReadGuard { /* ... */ };
struct RwLockWriteGuard { /* ... */ };

enum TryLockError { /* ... */ };

// Unstable types
pub struct MappedMutexGuard<'a, T: ?Sized + 'a> { /* ... */ }
pub struct MappedRwLockReadGuard<'a, T: ?Sized + 'a> { /* ... */ }
pub struct MappedRwLockWriteGuard<'a, T: ?Sized + 'a> { /* ... */ }
```

```rust
// std::sync

// This module will be gated behind `sync_poison`
pub mod poison;

pub use poision::*;
```

### Steps / History

- [x] ACP: https://github.com/rust-lang/libs-team/issues/169#issuecomment-2558025680
- [ ] Implementation: #...
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- None yet.

### Related

- `nonpoison` versions of existing `poison` types: https://github.com/rust-lang/rust/issues/134645

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html

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Repository: go
Issue: cmd/compile: compile-time-evaluate memory loads statically known to only touch the `.rodata` section
Labels: Performance,NeedsInvestigation,compiler/runtime

While doing https://go-review.googlesource.com/c/go/+/637936/3 I tested it on some code of mine and it failed to mark many of my functions pure because one callgraph leaf use a `const string` as a LUT.
This would also allow the compiler to reorder theses loads with stores which could help regalloc among other things.

For an example I made up this very simple function:
```go
func hexDigit(x uint8) rune {
	return rune("0123456789abcdef"[x & 0b1111])
}
```

You can see that the Load op takes memory as an argument when this is not needed.
![image](https://github.com/user-attachments/assets/43557202-f90f-4d47-96f6-87b5c8911c8c)

In this context we should model `[]` as an odd arithmetic operator by removing it's memory argument.

Chances I'll come back to this at some point.
Repository: rust
Issue: something made tidy extremely slow when running it first time
Labels: T-bootstrap,C-bug,A-tidy,E-needs-investigation

When I run `./x test tidy --bless` on my laptop, first invocation took around 4 minutes for some reason but this didn’t happen again. The same thing happened on my desktop machine. Something caused `tidy` to run extremely slowly when it's running first time on the system.

![Image](https://github.com/user-attachments/assets/8eb9fc14-7e4d-48cf-ac27-1431fa5b9fbd)
Repository: ui
Issue: [bug]: Calender in Shadcn not working properly 
Labels: bug

### Describe the bug

when we used shadcn components, one component calender component not working properly.

### Affected component/components

Calendar

### How to reproduce

go to shadcn library where you search calender component ..

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Google chrome browser
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: UI Elements of Godot not aligned on ARM
Labels: bug,topic:gui

### Tested versions

Reproducible in 4.3


### System information

Godot v4.3.stable.mono - Windows 10.0.26100 - GLES3 (Compatibility) - D3D12 (Qualcomm(R) Adreno(TM) X1-85 GPU) - Snapdragon(R) X 10-core X1P64100 @ 3.40 GHz (10 Threads)

### Issue description

Many of the UI elements are not aligned to where your mouse is, it's hard to descript so I will try to include some screenshots

Buttons on button are clickable where the lower button is, and obviously there are two-ish of the buttons  
![Image](https://github.com/user-attachments/assets/d8280ad6-c4bf-4f61-9638-295ac63470af)

Watch my mouse closely here:  
https://github.com/user-attachments/assets/d3275105-70a0-4d80-acad-956b7badbe41


### Steps to reproduce

Just open Godot, try to add nodes

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Removing a type in Theme Editor's Manage Items dialog removes all types instead of just the one clicked
Labels: bug,topic:editor

### Tested versions

Reproducible in (at least): v4.4.dev7.official [46c8f8c5c]

### System information

Windows 11

### Issue description

Simply put, when I click the trash icon next to a type item in the Manage Items dialog (Theme Editor), it removes ALL items, instead of just the one I clicked.

### Steps to reproduce

1. Create a new Theme resource
2. Add at least 2 types with the + icon
3. Click "Manage Items..."
4. Click "Remove Item" trash icon next to any item
5. Notice how all items are removed

### Minimal reproduction project (MRP)

N/A
Repository: three.js
Issue: Request Uniforms/Inputs from a NodeMaterial
Labels: Suggestion,WebGPU

### Description

When creating a node material you can create inputs with the `uniform` node and later change them from javascript etc.

However, there's no easy way to get the uniforms or inputs later in the system.

Consider a loader that returns a `NodeMaterial` you wont know what the inputs are let alone change them.

### Solution

I think it would be possible to take the material input nodes and use them as start points to [traverse](https://github.com/mrdoob/three.js/blob/284c5fee2bc069cd1575c08dd1a8f0ea415dc83c/src/nodes/core/Node.js#L300) and do tests for `isUniformNode` or `isInputNode` and then return an object or array of the nodes..

Consider:
```ts
const mesh = getSomeMeshFromGLTF('simplified.glb');

const inputs = mesh.material.getInputs();

// in a helper function
makeUiControls(inputs);

// direct
if (inputs.color1) inputs.color1.value = color('#fff');
if (inputs.mix) inputs.mix = 0.5;
```

### Alternatives

Users will have to implement it themselves.

### Additional context

_No response_
Repository: PowerToys
Issue: Simple Enhancements to the "Find My Mouse" Feature for Better Reading Focus
Labels: Needs-Triage

### Description of the new feature / enhancement

The "Find My Mouse" feature is currently designed to locate the cursor by creating a spotlight effect but I found this feature to be especially useful for improving focus while reading because of how the contrast between the background and spotlight work, I think the following enhancements can improve its usability for reading focus even further, especially for users like me who are neurodivergent or have ADHD:

1. Add an option to change the spotlight shape to a rectangle. This would align with how we read line by line, making it more effective for focusing on text.
2. Allow hiding the mouse cursor while keeping the spotlight active.
3. Provide an option to keep the spotlight active until manually turned off or to set a timer for how long it stays visible, even after the mouse stops moving.

These changes can really help direct their attention better, improving focus while reading.

### Scenario when this would be used?

This can be useful for individuals who need help focusing on specific areas of the screen, such as when reading or analyzing content. It’s particularly useful for neurodivergent users or those with ADHD who benefit from visual cues that reduce distractions. Enhancing "Find My Mouse" to support these use cases would expand its functionality and accessibility.

### Supporting information

[Something like this](https://www.reddit.com/r/chrome_extensions/comments/1bkt3sp/i_built_a_chrome_extension_to_help_you_focus_on/)

I’ve found the current feature immensely helpful for reading and maintaining focus due to its color contrast between the spotlight and background. Enhancements like rectangular shapes and persistent spotlight modes would make this tool even better. 

Thank you the Devs at PowerToys, including Raymond Chen.
Repository: flutter
Issue: Customizable Keybindings for Flutter interactive Console
Labels: c: new feature,tool,c: proposal,team-tool

### Use case

When running flutter run in an interactive console, pressing certain keys can trigger actions that may be unintentionally invoked during regular development work. For example, in my case, pressing J accidentally results in the creation of jank metrics. While these metrics are useful, they can interfere with the workflow, especially when working in an environment like Vim where the terminal is frequently focused.

Currently, there's no way to customize or disable specific keybindings without turning off interactivity altogether, which would also disable essential features like r for hot reload and R for hot restart.

### Proposal

- Provide a way for developers to either disable or customize specific keybindings (e.g., J for jank metrics) within the Flutter interactive console.
- Ensure that essential keybindings like r (hot reload) and R (hot restart) remain intact while allowing specific actions to be muted or reassigned.

This can be achieved either by adding an optional configuration file or environment variable where developers can specify which keys they want to disable or remap.


- Increased flexibility and customization for developers using the Flutter CLI.
- Prevention of accidental key presses that can disrupt the development workflow.
- Allow developers to maintain essential interactivity features while avoiding unwanted commands.
Repository: rust
Issue: `minicore`: use the host's `core` when available
Labels: A-testsuite,C-enhancement,T-bootstrap,A-compiletest

From discussion at https://rust-lang.zulipchat.com/#narrow/channel/131828-t-compiler/topic/Using.20.60minicore.60.20for.20more.20compiletests, it would be ideal to replace `minicore` with the host's `core` if that is built. @jieyouxu pointed out that this did exist for the ABI compatibility test at some point https://github.com/rust-lang/rust/pull/130693/commits/adb6d4752fd00093d44e0285cfff28406dfb7229#diff-55f122dec36f78625c830ef254174f8ac89b16959557e11dff4d33ef9fd12438L70.

The main advantage here is it gives us a better chance of catching (unlikely) deviations between `core` and `minicore`, as opposed to always using `minicore`.