sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Setting a `float`, `complex` or `bool` type value to `precision` argument of `set_printoptions()` has problem when creating a `float`, `complex` or `bool` type tensor
Labels: triaged,module: python frontend,topic: fuzzer

### 🐛 Describe the bug

Setting a `float`, `complex` or `bool` type value to `precision` argument of [set_printoptions()](https://pytorch.org/docs/stable/generated/torch.set_printoptions.html) has problem when creating a `float`, `complex` or `bool` type tensor as shown below:
*Memos:
- Setting an `int` value or a number of `str` type to `precision` argument of `set_printoptions()` doesn't have problem.
- I suggest that `precision` argument of `set_printoptions()` should only accept an `int` type value:

`int` type:

```python
import torch

torch.set_printoptions(precision=2)
torch.tensor(12)

torch.set_printoptions(precision=2)
torch.tensor(1.2) # tensor(1.20)

torch.set_printoptions(precision=2)
torch.tensor(1.2+0.j) # tensor(1.20+0.j)

torch.set_printoptions(precision=2)
torch.tensor(True) # tensor(True)
```

`float` type:

```python
import torch

torch.set_printoptions(precision=2.)
torch.tensor(12) # tensor(12)

torch.set_printoptions(precision=2.)
torch.tensor(1.2) # ValueError: Invalid format specifier

torch.set_printoptions(precision=2.)
torch.tensor(1.2+0.j) # ValueError: Invalid format specifier

torch.set_printoptions(precision=2.)
torch.tensor(True) # tensor(True)
```

`complex` type:

```python
import torch

torch.set_printoptions(precision=2.+0.j)
torch.tensor(12) # tensor(12)

torch.set_printoptions(precision=2.+0.j)
torch.tensor(1.2) # ValueError: Format specifier missing precision

torch.set_printoptions(precision=2.+0.j)
torch.tensor(1.2+0.j) # ValueError: Format specifier missing precision

torch.set_printoptions(precision=2.+0.j)
torch.tensor(True) # tensor(True)
```

`bool` type:

```python
import torch

torch.set_printoptions(precision=True)
torch.tensor(12) # tensor(12)

torch.set_printoptions(precision=True)
torch.tensor(1.2) # ValueError: Format specifier missing precision

torch.set_printoptions(precision=True)
torch.tensor(1.2+0.j) # ValueError: Format specifier missing precision

torch.set_printoptions(precision=True)
torch.tensor(True) # tensor(True)
```

`str` type:

```python
import torch

torch.set_printoptions(precision='2')
torch.tensor(12) # tensor(12)

torch.set_printoptions(precision='2')
torch.tensor(1.2) # tensor(1.20)

torch.set_printoptions(precision='2')
torch.tensor(1.2+0.j) # tensor(1.20+0.j)

torch.set_printoptions(precision='2')
torch.tensor(True) # tensor(True)
```

### Versions

```python
import torch

torch.__version__ # 2.3.0+cu121
```

cc @albanD
Repository: puppeteer
Issue: [Bug]: Regression CDP/BiDi when serializing a typed array
Labels: feature,upstream,confirmed,bidi,P3

### Minimal, reproducible example

```TypeScript
import puppeteer from "puppeteer";

(async () => {
  const browser = await puppeteer.launch({
    product: "firefox", // "chrome",
    headless: false,
    protocol: "webDriverBiDi", // "cdp"
  });

  const page = await browser.newPage();
  await page.goto(`data:text/html,
<html>
<script>
window.foo = Uint8Array.from([123]);
</script>
</html>  
  `);
  await page.bringToFront();

  await page.waitForFunction(() => !!window.foo);
  const foo = await page.evaluate(() => window.foo);

  await page.close();
  await browser.close();

  if (foo === undefined) {
    throw new Error("Serialized array buffer is undefined");
  }
})();
```


### Error string

Serialized array buffer is undefined

### Bug behavior

- [ ] Flaky
- [ ] PDF

### Background

_No response_

### Expectation

With CDP, we got something and it was possible to test it. Unfortunately, with BiDi, there's nothing to test.

### Reality

In Firefox/Chrome, the behavior is the same: the typed array is serialized into `undefined`

### Puppeteer configuration file (if used)

_No response_

### Puppeteer version

22.10.0

### Node version

18.19.1

### Package manager

npm

### Package manager version

10.2.4

### Operating system

Linux
Repository: godot
Issue: game crashes on android (not sure on ios) but not from simulator on mac
Labels: bug,needs testing,crash

### Tested versions

4.2.1, 4.2.2 .NET

### System information

macOS Sonoma version 14.3, M1 chip macbook pro 14inch from 2021

### Issue description

game crashes when I click on play button, not sure exactly where but this is what happens when I click play:
- connect to websocket server
- use WebRTC to exchange data
- peer to peer connection with datachannel available

everything is build with c#, SIPSorcery for WebRTC and WebSocketSharp

it works fine on mac (simulator) but not on android, android studio tells me the following
```
USER ERROR: BUG: Unreferenced static string to 0: Physics2DConstraintSolveIslands 2024-05-24 14:16:41.914 11348-11389 godot org.godotengine.yetis
E at: unref (core/string/string_name.cpp:127) 2024-05-24 14:16:41.914 11348-11389 godot org.godotengine.yetis
E USER ERROR: BUG: Unreferenced static string to 0: Physics2DConstraintSetup 2024-05-24 14:16:41.914 11348-11389 godot org.godotengine.yetis
E at: unref (core/string/string_name.cpp:127) 2024-05-24 14:16:41.916 11348-11389 libc org.godotengine.yetis A FORTIFY: pthread_mutex_lock called on a destroyed mutex (0x77cb3fd864)
```

### Steps to reproduce

N/A

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: `cargo test`: `thread 'coordinator' panicked at compiler\rustc_middle\src\util\bug.rs:36:26:` when building on a drive with low storage
Labels: O-windows,I-ICE,T-compiler,C-bug

Version: `cargo 1.78.0 (54d8815d0 2024-03-26)`

If my drive reaches 0 bytes available during the build I get a pair of errors; 

the below, from `rustc`:
```
thread 'coordinator' panicked at compiler\rustc_middle\src\util\bug.rs:36:26:
/rustc/9b00956e56009bab2aa15d7bff10916599e3d6d6\compiler\rustc_codegen_ssa\src\back\write.rs:1617:29: worker thread panicked
stack backtrace:
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.

error: the compiler unexpectedly panicked. this is a bug.

note: we would appreciate a bug report: https://github.com/rust-lang/rust/issues/new?labels=C-bug%2C+I-ICE%2C+T-compiler&template=ice.md

note: rustc 1.78.0 (9b00956e5 2024-04-29) running on x86_64-pc-windows-msvc

note: compiler flags: -C embed-bitcode=no -C debuginfo=2 -C incremental=[REDACTED]

note: some of the compiler flags provided by cargo are hidden

query stack during panic:
end of query stack
error: cached cgu 581luizzqw65xw1h should have an object file, but doesn't

```

As well as
```
          LINK : warning LNK4098: defaultlib 'libcmt.lib' conflicts with use of other libs; use /NODEFAULTLIB:library
          LINK : fatal error LNK1318: Unexpected PDB error; OK (0) ''
```
          
 From the linker
Repository: go
Issue: x/tools/go/packages: NeedExportFile causes error about invalid go.mod file to be dropped
Labels: NeedsInvestigation,Tools,BugReport

### Go version

go version devel go1.23-722d59436b Thu May 16 02:00:26 2024 +0000 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/dominikh/.cache/go-build'
GOENV='/home/dominikh/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/dominikh/prj/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/dominikh/prj'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/home/dominikh/prj/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/home/dominikh/prj/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='devel go1.23-722d59436b Thu May 16 02:00:26 2024 +0000'
GODEBUG=''
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/dominikh/bar/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 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build2083983019=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

In the following archive, `main.go` uses `go/packages` to load `./...` inside the `bar` directory. `bar` is its own Go module with an invalid `go.mod` file.

```
-- bar/bar.go --
package bar
-- bar/go.mod --
module example.com/bar

go invalid
-- go.mod --
module example.com

go 1.23

require golang.org/x/tools v0.21.1-0.20240524143747-e1b14a191503

require (
	golang.org/x/mod v0.17.0 // indirect
	golang.org/x/sync v0.7.0 // indirect
)
-- go.sum --
golang.org/x/mod v0.17.0 h1:zY54UmvipHiNd+pm+m0x9KhZ9hl1/7QNMyxXbc6ICqA=
golang.org/x/mod v0.17.0/go.mod h1:hTbmBsO62+eylJbnUtE2MGJUyE7QWk4xUqPFrRgJ+7c=
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/tools v0.21.1-0.20240524143747-e1b14a191503 h1:940DNuWWMxP2YF92TFWOux6YSm9Oy12cgj2LNNwX6x0=
golang.org/x/tools v0.21.1-0.20240524143747-e1b14a191503/go.mod h1:bqv7PJ/TtlrzgJKhOAGdDUkUltQapRik/UEHubLVBWo=
-- main.go --
package main

import (
	"fmt"

	"golang.org/x/tools/go/packages"
)

func main() {
	cfg := &packages.Config{
		Mode: packages.NeedExportFile | packages.NeedFiles,
		// Mode: packages.NeedFiles,
		Dir: "./bar",
	}
	pkgs, err := packages.Load(cfg, "./...")
	fmt.Println(len(pkgs), err)
}
```

### What did you see happen?

packages.Load returns no packages and no error.

### What did you expect to see?

An error to be returned.

When removing NeedExportFile from the mode, we correctly get the following error:

```
err: exit status 1: stderr: go: errors parsing go.mod:
go.mod:3: invalid go version 'invalid': must match format 1.23.0
```
Repository: godot
Issue: GDScript warning/error project settings don't apply until you modify a script or restart the editor
Labels: bug,topic:gdscript,topic:editor

### Tested versions

- Reproducible in: 4.2.2.stable, 4.3.dev6

### System information

Godot v4.2.2.stable - Fedora Linux 39 (KDE Plasma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 550.78) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

GDScript warning/error project settings don't apply until you modify the script or restart the editor. This means the list of warnings/errors you'll see at the bottom of the script editor will be outdated after changing project settings related to GDScript warnings/errors.

To fix this, changing any of the GDScript warning/error project settings should force all open scripts in the script editor to be re-parsed for errors/warnings. This should be feasible with ProjectSettings'  `settings_changed` signal as follows:

https://github.com/godotengine/godot/blob/b7feebefabc2d48b0d4794cd31fc141f1caecc5c/editor/plugins/text_shader_editor.cpp#L1110

### Steps to reproduce

- Create the following script in the editor:

```gdscript
extends Node

var hello = "world"

func _ready():
	print(hello)
```

- In the Project Settings, set **Debug > GDScript > Warnings > Untyped Declaration** to **Warn**.
- Notice how no warnings appear in the script editor, but if you run the project, you'll get 2 untyped declaration warnings at runtime. (You might need to run the project twice to see this due to https://github.com/godotengine/godot/issues/55145.)
- You will start to see warnings appear in the script editor once you make any change in the script (which forces the script to be recompiled after `idle_parse_delay` seconds have passed), or when you restart the editor.

### Minimal reproduction project (MRP)

N/A
Repository: angular
Issue: Effect runs when there was no change at the end
Labels: area: core,core: reactivity,cross-cutting: signals

### Which @angular/* package(s) are the source of the bug?

core

### Is this a regression?

No

### Description

If I have a signal and an effect:
```ts
name = signal<string | undefined>('Angular');

effect(() => console.log(this.name()));
```
And later I do: `this.name.set('Angular');` the effect won't run as expected.

But doing (in sync):
```ts
this.name.set(undefined);
this.name.set('Angular');
```
Will trigger the effect even tough nothing actually changed.
I would expect it not to run...

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-h9xfum?file=src%2Fmain.ts

### Please provide the exception or error you saw

```true
The effect ran and console log happened
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular 17 windows 10
```


### Anything else?

_No response_
Repository: pytorch
Issue: segfault when registering op with mismatched schema
Labels: module: crash,triaged,enhancement,module: custom-operators,module: opcheck

Maybe we shouldn't error during static init?
```
void myadd_out_cpu(const at::Tensor& a, const at::Tensor& b, at::Tensor& out) {
  TORCH_CHECK(a.sizes() == b.sizes());
  TORCH_CHECK(b.sizes() == out.sizes());
  TORCH_CHECK(a.dtype() == at::kFloat);
  TORCH_CHECK(b.dtype() == at::kFloat);
  TORCH_CHECK(out.dtype() == at::kFloat);
  TORCH_CHECK(out.is_contiguous());
  TORCH_INTERNAL_ASSERT(a.device().type() == at::DeviceType::CPU);
  TORCH_INTERNAL_ASSERT(b.device().type() == at::DeviceType::CPU);
  TORCH_INTERNAL_ASSERT(out.device().type() == at::DeviceType::CPU);
  at::Tensor a_contig = a.contiguous();
  at::Tensor b_contig = b.contiguous();
  const float* a_ptr = a_contig.data_ptr<float>();
  const float* b_ptr = b_contig.data_ptr<float>();
  float* result_ptr = out.data_ptr<float>();
  for (int64_t i = 0; i < out.numel(); i++) {
    result_ptr[i] = a_ptr[i] + b_ptr[i];
  }
}

// Defines the operators
TORCH_LIBRARY(extension_cpp, m) {
  m.def("myadd_out(Tensor a, Tensor b, float c, Tensor(a!) out) -> ()");
}

// Registers CUDA implementations for mymuladd, mymul, myadd_out
TORCH_LIBRARY_IMPL(extension_cpp, CPU, m) {
  m.impl("myadd_out", &myadd_out_cpu);
}
```
Repository: flutter
Issue: [pigeon] Documentation improvements
Labels: package,team-ecosystem,p: pigeon,P3,triaged-ecosystem

### Use case

For someoen new it's still a bit difficult to tell how to use pigeon from scratch for real world usage. It's also a little confusing when to use pigeon versuss ffi-gen vs just a quick plugin.

### Proposal

Package of the week, official tutorial, dartpad.dev or zap or similar, short official flutter in focus video - linked to the pub.dev page etc.
Repository: ollama
Issue: Possible to add an environment option to load kv cache into ram for lower vram usage
Labels: feature request

Would it be possible to add an environment option to load kv cache into ram instead of vram to lower vram usage? Such as is available in koboldcpp
Repository: godot
Issue: Godot 3.6 beta 5 Particles2D jittering when local coords are off with physics interpolation enabled
Labels: topic:rendering,topic:2d

### Tested versions

3.6 beta 5

### System information

Windows 10

### Issue description


https://github.com/godotengine/godot/assets/43501741/1acc0bcd-cf7d-4e2d-8c4d-97578f814100



### Steps to reproduce

run MRP, preferably on a high refresh rate monitor

### Minimal reproduction project (MRP)

[localcoordmrp.zip](https://github.com/godotengine/godot/files/15438637/localcoordmrp.zip)
Repository: ui
Issue: [bug]: ScrollArea ref doesnt anchor to desire element | Control Scroll Area programmatically
Labels: bug

### Describe the bug

ScrollArea ref are passed to ScrollAreaPrimitive.Root  not  ScrollAreaPrimitive.Viewport which block scroll programtically

should be 

```
 <ScrollAreaPrimitive.Root className={cn("relative overflow-hidden", className)} {...props}>
  <ScrollAreaPrimitive.Viewport className="h-full w-full rounded-[inherit]" ref={ref}>
```
as per this replay from radix 

https://github.com/radix-ui/primitives/discussions/990



### Affected component/components

ScrollArea

### How to reproduce

1 make ref from react 
2 pass to ScrollArea
3 try to call ref?.current.scrollBy()

expected : scroll 

actual : nothing



### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
google chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: PathFollow3D Basis becomes non-uniform after following Path3D for a while.
Labels: bug,topic:core,topic:3d

### Tested versions

- Reproducible in Godot 4.2.2 stable

### System information

Windows 11 - Godot 4.2.2 stable

### Issue description

A PathFollow3D which is attached to and follows a Path3D (using progress_ratio) for several minutes will eventually end up with a Basis which is not normalized anymore, i.e. the node scale will be scaled off 1, 1, 1 and become (for example) 1.0001, 1, 1.0001. After several minutes, each axis length can increment/decrement by ~0.0001, with the error stacking up as time goes on.

### Steps to reproduce

1) Create a project with a Path3D in any shape - works well with a circle.
2) Attach a PathFollow3D to it and set it to "loop".
3) Create a script which will increment progress_ratio by delta inside _progress.
4) Print out the basis of the PathFollow3D

### Minimal reproduction project (MRP)

I have created a test project with a very simple setup that reproduces this issue.

[PathFollowBug.zip](https://github.com/godotengine/godot/files/15439058/PathFollowBug.zip)
Repository: terminal
Issue: Imported WSL instance not discovered until Terminal is restarted
Labels: Issue-Bug,Area-Settings,Product-Terminal,Issue-Task

### Windows Terminal version

Windows Terminal Preview Version: 1.21.1272.0

### Windows build number

10.0.22631.0

### Other Software

```
PS C:\Users\timbl> wsl.exe --version
WSL version: 2.1.5.0
Kernel version: 5.15.146.1-2
WSLg version: 1.0.60
MSRDC version: 1.2.5105
Direct3D version: 1.611.1-81528511
DXCore version: 10.0.25131.1002-220531-1700.rs-onecore-base2-hyp
Windows version: 10.0.22631.3593
```

### Steps to reproduce

1. Export a WSL2 machine as a .tar.gz. As in #17262, I'm doing this with nixos-wsl's tarball builder.
2. Import it: `wsl.exe --import <machine-name> %USERPROFILE%\nixos-wsl-tarballs\<machine-name> <path-to-the-wsl-machine-archive.tar.gz-file>`
3. In Terminal, click _v_ and see it is not possible to open the new wsl machine's profile.
4. Restart Terminal, and see that the new wsl machine's profile is available and functional. 

### Expected Behavior

Step 4. above should not be required. In 3, after importing the wsl machine, it should be possible to open it without restarting Terminal.

I would understand if this behavior is "as-designed" and therefore this converted to a feature request.

### Actual Behavior

See #Steps To Reproduce.
Repository: ui
Issue: [bug]: `MenubarSubTrigger` does not have a style for when it is disabled. 
Labels: bug

### Describe the bug

Whenever you attempt to mark a `MenubarSubTrigger` component with `disabled={true}`, it successfully prevents the sub-menu from opening, however, it does not change it's style to indicate it is disabled at all.

### Affected component/components

Menubar

### How to reproduce

1. Copy the example from https://ui.shadcn.com/docs/components/menubar.
2. Set one of the `MenubarSubStrigger`'s to the disabled state.

### Codesandbox/StackBlitz link

Not needed

### Logs

_No response_

### System Info

```bash
I don't really think this is needed.
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Can't assign subclass of custom resource in property that expects a given resource type in the inspector
Labels: discussion,topic:editor,documentation

### Tested versions

4.2.2.stable

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 31.0.15.5123) - 11th Gen Intel(R) Core(TM) i5-11300H @ 3.10GHz (8 Threads)

### Issue description

I have (card.gd):
```gdscript
class_name Card
extends Resource
```
And (random_card.gd)
```gdscript
class_name RandomCard
extends Card
```
If i do this, then I can drag & drop the random_card.gd script that extends Card into the export field, but it doesn't really work, it gives the error: "Failed to set a resource of the type 'GDScript' because this EditorResourcePicker only accepts 'Card' and its derivatives.". Even though it is a subclass:
```gdscript
@export var initial_card: Card
```

### Steps to reproduce

description

### Minimal reproduction project (MRP)

N/A
Repository: ollama
Issue: Llava 1.6 34B fp16: refuses to answer questions on forms or hallucinates, when official Llava 1.6 34B demo does answer them perfectly
Labels: bug

### What is the issue?

Hey all,

I am using https://ollama.com/library/llava:34b-v1.6-fp16.
When asking questions about data in a form (see attached, it is a public sample), the model refuses to answer them or it hallucinates.

```
ollama run llava:34b-v1.6-fp16
>>> How is the ending balance? ./demo.png
Added image '.demo.png'
The ending balance on the credit card statement shown in the image is €7,531.25. This is calculated by subtracting
all charges from your total amount available to spend (or "Amount Available") and adding any payments you've made or
credits received during that time period.
```

However, when using the exact same form image file here: https://llava.hliu.cc - everything works perfect and it answers the question with the correct data from the field in the form: € 4.728,33.

There has to be something very different in the quant (and maybe prompt) provided by Ollama.
Any ideas?

![credit-card-statement](https://github.com/ollama/ollama/assets/888718/b0b5a016-bf03-4c3a-ab3a-a4c4b95e1d9c)


### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

0.1.38
Repository: vscode
Issue: select item that is closest to the cursor in acessibility help dialog keybinding quickpick 
Labels: feature-request,accessibility

Suggested by @jooyoungseo, this would make it easier for users so they don't have to sort through the quick pick.
Repository: go
Issue: os: Wait can wait on the wrong process
Labels: NeedsInvestigation

In #13987, we fixed the race between Wait and Signal where Wait frees the PID in the OS, which can then reuse it before Signal sends a signal to what is now a different process.

The same race applies to Wait + Wait (ignoring pidfd): https://cs.opensource.google/go/go/+/master:src/os/exec_unix.go;l=41-54;drc=dbe2e757bb55f80de1a622da6bd5060e979208d1

In two concurrent calls to Wait, both will see the process as waitable in `blockUntilWaitable`. Both then proceed unconditionally to the wait syscall. One of these calls will win and get the wait status. The other, if slow and the OS has reused the PID, will wait on a different process with the same PID.

I believe this race would be fixed by replacing the unconditional `setDone` with a compare and swap that bails out if `isdone` is already set.

cc @ianlancetaylor @golang/runtime
Repository: godot
Issue: Godot 3.6 beta: Opening big project from 3.5 causes editor to be slow until godot cache is cleared
Labels: bug,topic:editor,regression,performance

### Tested versions

3.6 beta 5

### System information

Arch Linux

### Issue description

Editor was painfully slow on 3.6, meanwhile it was working fine and was responsive on 3.5 (Same project).

Clearing all Godot cache solved the issue. Hopefully this will help if someone runs into the same situation. 

I don't know what exactly caused it.

### Steps to reproduce

N/A

### Minimal reproduction project (MRP)

N/A