sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: [themes] support non-HEX formats in color customizations
Labels: feature-request,themes

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
When adjusting VS Code color themes by editing settings.json, I would like to be able to use color designation methods other than HEX and HEXA (e.g., color name, HSV, HSL, LCH, CIELAB, OKLAB, OKLCH, etc.). This would make it easier to perform operations such as fixing hue and slightly increasing brightness and saturation.
Repository: stable-diffusion-webui
Issue: [Feature Request]: ROCm update
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

update ROCm from 5.4.2 to 5.5 using ```pip3 install --pre torch torchvision torchaudio --index-url https://download.pytorch.org/whl/nightly/rocm5.5```


### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: godot
Issue: Clip Children doesn't work properly on Control or Panel nodes with a TextureRect
Labels: bug,topic:gui

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Wed Jul  5 23:49:30 UTC 2023 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT () - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)

### Issue description

When setting clip_children to any clip mode on either Control or Panel nodes there are obvious errors.
When using a Control node no clipping occurs.
When using a Panel the image is darkened with a default stylebox.
When using a stylebox empty the Panel doesn't clip.

![example](https://github.com/godotengine/godot/assets/12668755/261d709f-f3e8-46a3-ba79-945cfd21fb80)


### Steps to reproduce

Create a scene where a control or panel are used to clip a TextureRect and it either won't work or will incorrectly draw

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/12138085/example.zip)
Repository: ant-design
Issue: Slider causes hydration failure in SSR when Tooltip is enabled
Labels: 🐛 Bug,Inactive,SSR

### Reproduction link

[https://stackblitz.com/edit/nextjs-r1mbgp?file=pages%2Findex.js](https://stackblitz.com/edit/nextjs-r1mbgp?file=pages%2Findex.js)

### Steps to reproduce

```jsx
<Slider tooltip={{ open: true }} />
```

### What is expected?

No errors

### What is actually happening?

<img width="1147" alt="Screenshot 2023-07-23 at 13 46 32" src="https://github.com/ant-design/ant-design/assets/803674/2a0da968-5dc0-4a72-b862-eb412302d8ea">


| Environment | Info |
| --- | --- |
| antd | 5.7.2 |
| React | 18 |
| System | macOs |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: next.js
Issue: Page reloads when navigating between pages with `Link` if `/pages` and `/app` coexist
Labels: bug,Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #22 SMP Tue Jan 10 18:39:00 UTC 2023
Binaries:
  Node: 18.16.0
  npm: 9.5.1
  Yarn: 1.22.19
  pnpm: 8.4.0
Relevant Packages:
  next: 13.4.12-canary.0
  eslint-config-next: 13.4.12
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.6
Next.js Config:
  output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App Router, Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/sandbox/pages-app-coexist-gnyqqc

### To Reproduce

The sandbox was started from the Next.js template. I have added the components as shown in the following directory tree:

```
├─ pages
│   ├─ csb
│   │  └─ [categoryId]
│   │     └─ index.js
│   ├─ explore
│   │  └─ [categoryId]
│   │     └─ index.js
│   └─ explore123
│      └─ [categoryId]
│         └─ index.js
└─ nav.js
```

All `index.js` files are identical, displaying the current `categoryId`. The `nav.js` renders the links to navigate between pages.

First case:

1. Go to https://gnyqqc-3002.csb.app/explore123/145959601311842304
2. Click on "Page 3".
3. The page reloads.

Second case:

1. Go to https://gnyqqc-3002.csb.app/csb/145959601370562562
2. Click on "Page 6".
3. The page reloads.

Following is the recording for the first case:

https://github.com/vercel/next.js/assets/47742486/e263924e-92bf-4d52-8e70-e76d9e45bd6a


### Describe the Bug

The page in `/pages` reloads when navigating between pages with `Link` from `next/link` if both `/app` and `/pages` coexist. The unwanted behavior does not occur for most variants of preceding URL segments. An example is `/explore`. I found some positive examples, such as `/csb` and `/explore123`, where one out of six of the pages reloads in both cases. Interestingly, changing the preceding segment changes the page that causes the reload.

### Expected Behavior

The page must not reload when clicking between links.

The recording below shows the working example when the preceding segment is `/explore`

https://github.com/vercel/next.js/assets/47742486/4f009431-eae2-4f31-aee5-7120c39a9c8c

### Which browser are you using? (if relevant)

Chrome 115.0.5790.99

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: CollisionShape2D exception when instantiating scene in thread
Labels: bug,topic:physics,topic:2d

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3623) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads)

### Issue description

For each chunk I want to instantiate I create a thread where I do the work and then using calldefered I add it to the main tree.
This works great except for scenes that contain a StaticBody2D with a CollisionShape2D.
These objects produce exceptions in the debugger console, however when the game runs they seem to behave correctly.

This is my first time using threads in godot so perhaps I stepped out of their boundaries but this case seems inline with the API:
`However, creating scene chunks (nodes in tree arrangement) outside the active tree is fine. This way, parts of a scene can be built or instantiated in a thread, then added in the main thread:`

### Steps to reproduce

see minimal repro for exception:

```E 0:01:18:0605   Godot.NativeInterop.NativeFuncs.generated.cs:345 @ void Godot.NativeInterop.NativeFuncs.godotsharp_method_bind_ptrcall(IntPtr , IntPtr , System.Void** , System.Void* ): This function in this node (CollisionShape2D) can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
  <C++ Error>    Condition "!is_readable_from_caller_thread()" is true. Returning: (Transform2D())
  <C++ Source>   scene/2d/node_2d.cpp:247 @ get_transform()
  <Stack Trace>  Godot.NativeInterop.NativeFuncs.generated.cs:345 @ void Godot.NativeInterop.NativeFuncs.godotsharp_method_bind_ptrcall(IntPtr , IntPtr , System.Void** , System.Void* )
                 NativeCalls.cs:3490 @ Godot.GodotObject Godot.NativeCalls.godot_icall_1_377(IntPtr , IntPtr , Int32 )
                 PackedScene.cs:126 @ Godot.Node Godot.PackedScene.Instantiate(Godot.PackedScene+GenEditState )
                 PackedSceneExtensions.cs:20 @ T Godot.PackedScene.Instantiate<T >(Godot.PackedScene+GenEditState )
                 Forrest.cs:50 @ Godot.Node2D TheDGame.Managers.Biomes.Forrest.GetFoliage(Godot.Vector2 )
                 Chunk.cs:62 @ void Chunk.LoadChunk()
                 WorldManager.cs:58 @ void WorldManager.ChunkLoadWorker(System.Object )
```

### Minimal reproduction project

[minimalrepro.zip](https://github.com/godotengine/godot/files/12138164/minimalrepro.zip)
Repository: next.js
Issue: When using Server Action, an error occurs if there are Japanese characters in the URL query, etc.
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Thu Sep 29 20:11:33 PDT 2022; root:xnu-8020.240.7~1/RELEASE_ARM64_T8110
    Binaries:
      Node: 16.18.1
      npm: 9.6.2
      Yarn: N/A
      pnpm: 8.6.9
    Relevant Packages:
      next: 13.4.9
      eslint-config-next: 13.4.9
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A


warn  - Latest canary version not detected, detected: "13.4.9", newest: "13.4.12".
        Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.
        Read more - https://nextjs.org/docs/messages/opening-an-issue
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/sandbox/clever-lucy-5zqvl4

### To Reproduce

Enter Japanese in the input field and press submit.

### Describe the Bug

The following error occurs because a URL query parameter is passed to the fetch API request header in the Server Action process


### Expected Behavior

The following error occurs

TypeError: Failed to execute 'fetch' on 'Window': Failed to read the 'headers' property from 'RequestInit': String contains non ISO-8859-1 code point.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: go
Issue: x/crypto/ssh: add a specific error for algorithm negotiation issues/errors
Labels: Proposal,Proposal-Accepted,Proposal-Crypto

A common requirement for applications using x/crypto/ssh is to report some errors differently than others.
We currently have `ServerAuthError` and `ErrNoAuth` which are useful for authentication related errors.
 
If the client and the server cannot negotiate a common algorithm for host key, KEX, cipher, MAC we have a generic error and can only search for the error string. 
New algorithms are added over time and old algorithms are deprecated and disabled by default, so a well defined error allows applications using the library to better report errors to end users and allow them to fix the issue (e.g by enabling an old algorithm).

An algorithm negotiation error is typically returned in the [findCommon](https://github.com/golang/crypto/blob/12e1fcd8c0e66f2ad293bd33dc6cb973fb4ca7f4/ssh/common.go#L162) method, but the same error should also be returned in other places, for example if [pickHostKey](https://github.com/golang/crypto/blob/12e1fcd8c0e66f2ad293bd33dc6cb973fb4ca7f4/ssh/handshake.go#L707) fails or in [enterKeyExchange](https://github.com/golang/crypto/blob/12e1fcd8c0e66f2ad293bd33dc6cb973fb4ca7f4/ssh/handshake.go#L616) so searching for an error string is quite fragile.

We can add something very simple like this

```
// ErrAlgorithmNegotiation is the error returned if the client and the server cannot agree
// on an algorithm for host key, KEX, cipher, MAC or if an unsupported algorithm 
// is configured.
var ErrAlgorithmNegotiation = errors.New("ssh: algorithm negotiation error")
```

and wrap this error when needed, for example in `findCommon` we could use

```
return "", fmt.Errorf("%w: ssh: no common algorithm for %s; client offered: %v, server offered: %v", ErrAlgorithm, what, client, server)
```

instead of

```
return "", fmt.Errorf("ssh: no common algorithm for %s; client offered: %v, server offered: %v", what, client, server)
```

and the same in other places where there is an algorithm error. 

If you see [CL 508398](https://go-review.googlesource.com/c/crypto/+/508398), this error may also be returned if `NewSignerWithAlgorithms` fails for example.

We could also evaluate something more complex, such as an error structure with an exported error code for each error category.
This way we could, for example, have specific error codes for MAC, KEX or cipher negotiation errors, I'm not sure if it's worth the effort to implement and maintain, but if you prefer this approach I can try to propose an API for that as well.

cc @golang/security
Repository: godot
Issue: Godot 3.x (Linux): Major stutter/freeze after every several minutes of gameplay
Labels: bug,needs testing,performance

### Godot version

3.5.2

### System information

Arch linux, GTX 650, 4 × Intel® Core™ i3-3220 CPU @ 3.30GHz, 8GB of ram

### Issue description

A major stutter-freeze (lasting ~1 sec) happens after playing for a certain amount of time, varying from every several, to every dozen minutes. This happens on every project, exported or in editor, even Steam games that are made with Godot, like Primal Light.

This is what the profiler reads when it happens:

![freeze](https://github.com/godotengine/godot/assets/43501741/436eadf2-fb88-451c-9c02-b36a4125edc2)

It's not the PC or OS, because this doesn't happen in games not made with Godot. They all run smoothly, depending on how graphic intensive they are of course, but 2D games don't give me any such trouble.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: pytorch
Issue: inconsistent signature for dataloader in docs/source/data.rst
Labels: module: dataloader,triaged

### 📚 The doc issue

docs/source/data.rst indicates the signature of the dataloader with `prefetch_factor=2` but the class uses `None` as default. This is confusing and the signature should be updated. 

### Suggest a potential alternative/fix

Replace the current signature in the docs
```
DataLoader(dataset, batch_size=1, shuffle=False, sampler=None,
           batch_sampler=None, num_workers=0, collate_fn=None,
           pin_memory=False, drop_last=False, timeout=0,
           worker_init_fn=None, *, prefetch_factor=2,
           persistent_workers=False)
```
with the current signature in the code
```
DataLoader(dataset, batch_size=1, shuffle=None, sampler=None, batch_sampler=None, num_workers=0, collate_fn=None, pin_memory=False, drop_last=False, timeout=0, worker_init_fn=None, multiprocessing_context=None, generator=None, *, prefetch_factor=None, persistent_workers=False, pin_memory_device='')
```

cc @SsnL @VitalyFedyunin @ejguan @dzhulgakov
Repository: rust
Issue: Possible to annotate `u64` return of `std::io::Write#write` with must use?
Labels: A-lints,A-diagnostics,T-compiler

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=48526794a9d89d4fd906f16abc0622a2

```rust
use std::io::Write;


fn main() -> std::io::Result<()> {
    let mut stdout = std::io::stdout().lock();
    // stdout.write(b"aaaaaa");  // <---- warning: unused `Result` that must be used

    // `Result<u64>` is "used", so no warning, but still buggy
    // ignored return value can lead to truncated writes
    // should suggest using write_all
    stdout.write(b"aaaaaa")?;  

    Ok(())
}
```

This issue can be an obscure source of bugs for newbies used to e.g. Python's file write function. Would it be possible to mark the "number of bytes written" return value, and not just the outer `Result` itself, as `must_use` here?
Repository: godot
Issue: Clicking on a search field breaks the window on Linux
Labels: bug,platform:linuxbsd,topic:gui

### Godot version

4.1.1-stable

### System information

Godot v4.1.1.stable - Nobara Linux 38 (Thirty Eight) - Vulkan (Compatibility) - AMD Radeon RX 570 Series (polaris10, LLVM 15.0.7, DRM 3.52, 6.3.12-204.fsync.fc38.x86_64) () - AMD Ryzen 5 5500 (12 Threads)

### Issue description

Whenever I try to find an button in the Event Configuration window in the Input Map, the window for it minimizes itself and I can't access it anymore unless I restart Godot. On version 4.0.3 provided by the official Fedora repo, the same exact thing happened to the node creation menu when you try to search for a specific node. 

As I were trying to reproduce this bug, I noticed that such thing only happens with the Compatibility renderer.

### Steps to reproduce

1. Create a new project with the Compatibility renderer
2. Open Project > Project Settings > Input Map
3. Add a new action
4. Press the plus sign next to the action to add a new event
5. Click filter inputs, the window gets minimized, it's there, but it's not accessible anymore
![image](https://github.com/godotengine/godot/assets/44049024/244c79a5-2859-4ee9-85e0-eba8f551e4da)


### Minimal reproduction project

N/A
Repository: go
Issue: x/crypto/ssh: export supported algorithms
Labels: Proposal,Proposal-Accepted,Proposal-Crypto

Currently KEXs, MACs and ciphers are private, some of them are defined as constants and others as simple strings, for example take a look at the supported ciphers list

```
// supportedCiphers lists ciphers we support but might not recommend.
var supportedCiphers = []string{
	"aes128-ctr", "aes192-ctr", "aes256-ctr",
	"aes128-gcm@openssh.com", gcm256CipherID,
	chacha20Poly1305ID,
	"arcfour256", "arcfour128", "arcfour",
	aes128cbcID,
	tripledescbcID,
}
```

I propose defining all supported algorithms as constants and exporting them for better discoverability.
We should also export the list of supported ciphers, KEXs, MACs, host key, public key algorithms and so on, so an application using the library can simply check if an algorithm is supported.

cc @golang/security
Repository: vscode
Issue: Ability to use and override default profile settings in a custom profile
Labels: under-discussion,user-profiles

Ability to use and override default profile settings in a custom profile


**NOTE**: Please mention your use case / scenario (**NOT** how you want to use) for this requirement. Also try if available Profiles features including #156144 are helping
Repository: godot
Issue: Rigidbody2D doesn't always have its linear damp reset to default after leaving Area2D with replace override 
Labels: bug,topic:physics,needs testing,topic:2d

### Godot version

4.1.1.stable.official.bd6af8e0e

### System information

Windows 11 - Vulkan API 1.3.242 - Forward Mobile

### Issue description

Rigidbody2D doesn't always have its linear damp reset to default values set in the project settings after leaving Area2D with a lower linear damp and space override setting set to 'replace'. 

### Steps to reproduce

- In project settings set the default linear damp to 10
- Add a Rigidbody2d with a script to move it with constant forces (150000 x dir_vector x delta) set depending on the keys pressed.
- Add a square Area2D with linear damp set to 3 and space override to 'replace'. This area should work as a temporary 'speed-up' area.
- Press play and try entering the same area shortly after leaving it. After a few attempts, the behavior outside of the Area will be the same as inside - for some reason, it overwrote the default linear damp. If there is another Area2D with different damp in the scene, entering it would have an effect, but after leaving, you'd be back to the overwritten damp value.

### Minimal reproduction project

[Rogue.zip](https://github.com/godotengine/godot/files/12139066/Rogue.zip)
Repository: three.js
Issue: Roadmap for supporting wide-gamut color workflows
Labels: Enhancement,Design

Related:

- https://github.com/mrdoob/three.js/issues/23614

Roadmap and discussion for supporting for wide-gamut color spaces in three.js. Many displays now support Display P3 (+50% larger gamut volume than sRGB), and web browsers are beginning to extend that support to WebGL contexts. Other color wide-gamut color spaces exist (Rec. 2020, ACEScg) and may be relevant to our internal rendering pipeline, but probably will not be widely available as *display* color spaces in WebGL for a very long time.

Broadly the goals here are (1) to identify useful and correct workflows for users, and (2) to make any necessary changes in the three.js rendering pipeline. I suspect that (1) may be the harder part of the problem.

### Decisions

- [ ] **Working color space:** In addition to "Linear sRGB", which working color space(s) should be supported?
    - Options include Linear P3, Linear Rec. 2020, and ACEScg. We may want to consider providing a mechanism to register new color spaces with three.js, rather than including conversions to/from each combination of color spaces out of the box. Each will also have different luminance calculations, different tone mapping, ...
- [ ] **Tone mapping:** What tone mapping should be used for wide-gamut displays?
- [ ] **Unlit vs Lit:** Support for unlit workflows (e.g. a photo editing app) will be easier than lit workflows, which require changes to tone mapping and perhaps PBR equations. Should we consider shipping unlit support first?

### Workflows

I'm skeptical than wide-gamut features can be enabled automatically; it will require significant care from users to get the benefits of these displays, and should be opt-in. I'm not sure which 3D modeling tools support the P3 gamut at all. Files in standard formats like glTF are almost exclusively using sRGB today. Users will need to load textures manually and assign `texture.colorSpace` correctly. We cannot infer texture color space safely without user input of some kind.

### Tasks

_Task numbers begin at 2.1, following up from #23614._

1. [ ] **(2.1)** Support changing `ColorManagement.workingColorSpace`
    - Allow one or both of "acescg" or "p3-linear", in addition to current "srgb-linear"
2. [ ] **(2.2)** Support THREE.Color getters/setters in new working color space(s)
3. [ ] **(2.3)** Support `renderer.outputColorSpace = THREE.DisplayP3ColorSpace`
4. [ ] **(2.4)** Model loaders must delegate management to THREE.ColorManagement, not convert to Linear-sRGB explicitly
    - https://github.com/mrdoob/three.js/pull/26534
5. [ ] **(2.5)** Texture loaders should identify and tag wide-gamut textures where possible (OpenEXR, KTX2, ...?)
6. [ ] **(2.6)** Use `gl.unpackColorSpace` to unpack "display-p3" PNG, JPEG, and WebP images into the working color space
7. [ ] **(2.7)** Provide tone-mapping implementations from wide-gamut working color space(s) to "srgb" and "display-p3" output color spaces
Repository: godot
Issue: Light2D consumes too much CPU and FPS drops
Labels: topic:rendering,needs testing,topic:2d,performance

### Godot version

3.5.2

### System information

Pop!_OS 22.04 LTS x86_64 CPU: AMD Ryzen 7 4800H with Radeon Graphics (16) @ 2.900GHz      GPU: NVIDIA 01:00.0 NVIDIA Corporation TU117M

### Issue description

We have been trying to find a solution for several days but it seems there is no way. If the light fills the screen, the fps drop and the cpu usage is absurdly high. We have been trying to reduce the resolution of the light image and his scale with no result, if the light fills the screen, the performance is very poor, making the game unplayable on a considerable number of computers.

Here's a screenshoot of our map, as you can see, is a normal map, there are not 5000 sprites:
![image](https://github.com/godotengine/godot/assets/57108338/6a38dcf7-ae08-4d45-8ae6-38ec949506d4)


### Steps to reproduce

Just put some sprites and a light and see how the cpu usage increases a lot

### Minimal reproduction project

Move the mouse to go where the sprites are and see how the fps drop.

[Tilemap fps drop.zip](https://github.com/godotengine/godot/files/12139216/Tilemap.fps.drop.zip)