sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Plugin sometimes writes to the opened scene's RichTextLabel instead of its own
Labels: bug,topic:editor,topic:dotnet

### Tested versions

Reproducible in: 4.1.4.stable.mono, 4.2.2.stable.mono and 4.3.dev6.mono


### System information

Fedora Linux 40 (Workstation Edition) - Wayland - Vulkan (Forward+) - integrated AMD Radeon Graphics (RADV REMBRANDT) () - AMD Ryzen 7 7735U with Radeon Graphics (16 Threads)

### Issue description

Forgive me if the title doesn't fully reflect what is actually happening.

Below I attach a short video where you can observe exactly what is happening.

https://github.com/godotengine/godot/assets/61974579/819e1f59-fd0e-46ff-9f3b-9ff7c5bcfb8f

As you can see, when pressing the button in the bottom panel of the editor, the result of the operation is not displayed in the bottom panel scene, but in the edited scene.

This error occurs until the plugin is turned off and on again, then everything returns to normal.

In addition, in the case of versions **4.1.4.stable.mono** and **4.2.2.stable.mono** (in **4.3.dev6.mono** I have not observed this) this situation is accompanied by a repeatedly displayed error: "This function in this node (Button) can only be accessed from either the main thread or a thread group. Use call_deferred() instead.".


### Steps to reproduce

1. Open & compile project
2. Enable `Confirma` addon
3. Open `TestBottomPanel` scene
4. Click on the `Confirma` button in the bottom panel
5. Click `Run All Tests`
6. See error


### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/godotengine/godot/files/15189540/mrp.zip)

Changed files, after which the error began to occur:

- TestBottomPanel.cs
- TestRunnerEditor.cs

Old state:

TestRunnerEditor.cs
```cs
	public override void _Ready()
	{
		base._Ready();

		ClearOutput();
	}
```

TestBottomPanel.cs
```cs
	public override void _Ready()
	{
		_autoload = GetNode<ConfirmaAutoload>("/root/Confirma");

		_runAllTests = GetNode<Button>("%RunAllTests");
		_runAllTests.Pressed += OnRunAllTestsPressed;

		_clearOutput = GetNode<Button>("%ClearOutput");
		_clearOutput.Pressed += OnClearOutputPressed;

		_verbose = GetNode<CheckBox>("%Verbose");
		_verbose.Toggled += (bool on) => _autoload.Props.IsVerbose = on;

		_testRunner = GetNode<TestRunnerEditor>("%TestRunnerEditor");
	}
```
Repository: go
Issue: proposal: debug/bisect: publish x/tools/internal/bisect
Labels: Proposal,Proposal-Hold

golang.org/x/tools/cmd/bisect is incredibly useful for binary-searching over potential bug locations when a compiler or library change causes a problem. There is a small package that handles the protocol of speaking to the bisect tool, and we have two copies of it: std's internal/bisect (for the compiler and runtime) and also golang.org/x/tools/internal/bisect (for x/tools/cmd/bisect).

We have been using bisect successfully long enough that I feel pretty confident in the API. I propose we publish the package as the standard library package debug/bisect. This will let the compiler and runtime both use it, it will let us drop down to having just one copy of the code, and it will also make the logic available to other programs that want to be bisect-debuggable. In particular, packages beyond the standard library could use it to provide bisectable implementation changes when they make compatible-but-possibly-breaking changes.

The full API is:

	package bisect
	
	func AppendMarker(dst []byte, id uint64) []byte
	func CutMarker(line string) (short string, id uint64, ok bool)
	func Hash(data ...any) uint64
	func Marker(id uint64) string
	func PrintMarker(w Writer, h uint64) error
	
	type Matcher struct { ... }
	func New(pattern string) (*Matcher, error)
	func (*Matcher) FileLine(w Writer, file string, line int) bool
	func (*Matcher) MarkerOnly() bool
	func (*Matcher) ShouldEnable(id uint64) bool
	func (*Matcher) ShouldPrint(id uint64) bool
	func (*Matcher) Stack(w io.Writer) bool

For doc comments, see https://pkg.go.dev/golang.org/x/tools/internal/bisect. 
For more background, see https://research.swtch.com/bisect.
Repository: TypeScript
Issue: type inference issue with dynamic template literals 
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

"template literals and type inference", "type inference with dynamic template literals"

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about it


### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.4.5#code/C4TwDgpgBAgmCWUC8UDeAoKUDaBrCIAXFAAYAWEANpQPYB0AJKgM7ABO8AdgOYC+JAXWIAKACYBDYOOKooncQFsIxVhx5ReASmQA+KADca8Uel7p0lCMCgBXZhDYBJUSvZduyKAHJRIeQvgAYyhVdy9zAHoIqABRAA9FMEsARmIAERoIZk4vawB3GjZcOihQSCgAM0LSCBIoQPEc6wAjaC4KhzYIE0CaTlZSrOBU2ARPDCxscipaRlQ7B2d+IShoJD0JrHq+5hpLOlpuYQg6fwhNTA0AGlNI6PjEywAmYgB1QtxmdF7+62Ahl6jRAoTZTCjUeisSRBAD6oR4gmIaw2lywP12+0Ox1OinOl14NzM6CisQSCiSEAAzG8Pl90dY+p4ADwAaVWcX+nFEzCg+BANAqQJ0wkufOILJuWHEgWA8D6IgkUmIcHg2BZAm06wMRlEN01KKwJN2SighyCt3QfWE0whcwWTlE-Cuq10aEu6L2JyxJzOFy0QA

### 💻 Code

```ts
type Api = {
  [key: `hello.${string}`]: (data: { name: string }) => void
}

let userId: string = 'dynamic string'

// Example1: Doesn't work. type for `e` can't be inferred
const test1: Api = {
  [`hello.${userId}`]: e => {
    console.log(e.name)
  },
}

// Example2: Works
const test2: Api = {
  [`hello.static_string`]: e => {
    console.log(e.name)
  },
}

// Example3: Works
const on = <K extends keyof Api>(
  key: K,
  action: (data: Api[K]) => void,
) => {
  // some logic
}

on(`hello.${userId}`, e => {
  console.log(e.name)
})
```


### 🙁 Actual behavior

`Example 1` doesn't work, while `Example 2` and `Example 3` works properly. The type for `e` can't be inferred

### 🙂 Expected behavior

To infer type of `e` in the `Example 1`.

### Additional information about the issue

_No response_
Repository: godot
Issue: Viewport setsize errors on simple project with Camera2D and MeshInstance3D
Labels: bug,topic:core,topic:editor

### Tested versions

v4.3.dev5.official [89f70e98d]

### System information

Windows 10 Pro, NVIDIA GeForce GTX 950 

### Issue description

I tried to use Subviewport with Camera2D and Quadmesh I tested and I followed some issues: https://github.com/godotengine/godot/issues/40651
https://github.com/godotengine/godot/issues/54122
https://github.com/godotengine/godot/issues/50296
https://github.com/godotengine/godot/issues/55471
I got these errors : 
![image](https://github.com/godotengine/godot/assets/2210118/78a1f682-b7b1-4494-988c-5af9812c1f2d)
Maybe this is not a real bug and is a bad practice. 
No matter how you use it, there should be no size setting errors...

### Steps to reproduce

See the project I added  in the section: Minimal reproduction project (MRP) :

### Minimal reproduction project (MRP)

[SubViewport_Bug_001.zip](https://github.com/godotengine/godot/files/15190100/SubViewport_Bug_001.zip)
Repository: neovim
Issue: Show selected popupmenu item using virtual text
Labels: enhancement,needs:discussion,completion

### Problem

`'completeopt'` without `noinsert` can be way too intrusive as you can't easily add characters to the completion prefix. But `'completeopt'` with `noinsert` is also not optimal as it actually inserts text into the buffer when an item except the first one is selected. Moreover, `noinsert` makes it harder to preview the result of picking the first completion item without inserting it unless you do something like `<C-n><C-p>`.

### Expected behavior

It is possible to leverage virtual text for this. We can either:
- Show virtual text for `noinsert` instead of inserting the text. OR,
- Add a `virttext` flag (tentatively named) to `completeopt`, which will show the selected item using virtual text.
Repository: godot
Issue: Web export won't render more than one Camera3D Viewport
Labels: bug,platform:web,topic:rendering

### Tested versions

- Reproducible in: v4.2.2.stable, v4.1.0.stable

### System information

Godot v4.2.2.stable - Windows 11 - Vulkan (Forward+) - dedicated AMD Radeon RX 7700 XT

### Issue description

Having another Camera3D inside a SubViewportContainer will disable the View from the other Camera3D when running the game as web export.

### Steps to reproduce

- Create a new Scene with a Node3D as the root. 
- Add a MeshInstance3D with a cube mesh
- Add a Camera3D which points to the cube mesh
- Add a SubVieportContainer with a SubVieport as child. Enable stretch in SubVieportContainer and set the Background of the SubVieport to Transparent
- Add another Camera3D to the SubVieport which should also point to the cube mesh but in another angle than the other camera

Running the scene should show the same cube twice but from another angle/position.
- Now export the game to html and run it

You should see only one cube

### Minimal reproduction project (MRP)

[Minimal Reproduction Project.zip](https://github.com/godotengine/godot/files/15190652/Minimal.Reproduction.Project.zip)
Repository: godot
Issue: Tooltip Flickering in Script Docs Contents Panel
Labels: bug,topic:editor

### Tested versions

4.3.dev6

### System information

Godot v4.3.dev6 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.5222) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

I'm trying Godot 4.3 for the first time (4.3dev6) and I get tooltip flickering in the Script editor, but only on the docs contents panel (whatever it's properly called). [Video](https://youtu.be/pH_shGZQVzw)

Note that I'm new to Godot in general so I might be doing something wonky, but this doesn't seem intentional. In the video I'm just pointer hovering, not clicking.

### Steps to reproduce

Open the docs panel and pointer hover over a header in the script editor docs contents side panel.

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Task doesn't execute bash commands in background (with &)
Labels: bug,tasks

Does this issue occur when all extensions are disabled?: Yes

- VS Code Version: 1.88.1
- OS Version: Ubuntu 22.04.4 LTS

Steps to Reproduce:

1. I wrote a simple bash script calling a function that loops 5 times and call echo with a simple message. The function is called, the output redirected in a file and the process background 
![Screenshot from 2024-05-02 18-00-17](https://github.com/microsoft/vscode/assets/20108095/03a334bf-16e3-4faa-a0d1-f36d81c60882)
2. then in my workspace I created a task that calls this script
![Screenshot from 2024-05-02 18-04-05](https://github.com/microsoft/vscode/assets/20108095/3f4a8502-88a5-4720-98ad-fcd61c475008)

If I run this script from the terminal it works fine
![Screenshot from 2024-05-02 18-07-42](https://github.com/microsoft/vscode/assets/20108095/170680ca-5fca-47db-94ff-fcfae0fc0f17)
If I run my task the file is empty.
If I remove & the script is executed correctly in both, the terminal and the task
If I remove only the redirection (>>) nothing change about the execution, from terminal it works fine from tasks doesn't.
If I redirect sterr in stout and then background (2>&1) the result is the same

It seems that background command are not correctly executed.  
I read similar issue [(#199698)](https://github.com/microsoft/vscode/issues/199698#issue-2019244811) exists and was closed without solution but I can say that the problem exists and is not related to the command runned but to tasks
Repository: godot
Issue: Tigrinya Text Not Displaying Correctly on Button Without Font Override
Labels: bug,topic:gui

### Tested versions

Godot Engine v4.1.4.stable.official.fe0e8e557
Godot Engine v4.2.1.stable.official.b09f793f5

### System information
Linux 6.1.0-10-amd64 Debian 12  x86_64 GNU/Linux

OpenGL API 3.3.0 NVIDIA 525.147.05 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 3060

### Issue description

I'm encountering an issue where Tigrinya text does not display correctly on a Button in Godot 4.2 and 4.1 , even though the text appears correctly in the button's text property in the Inspector. This behavior suggests that the default font used by the button does not support Tigrinya characters, but it's unclear why this is the case since the text is visible in the Inspector.

### Steps to reproduce

- Create a new Button node in a scene.
- Set the button's text property to a Tigrinya string (e.g., "ትግርኛ").
- Observe that the text appears correctly in the Inspector but not on the button when the game is run.

### Minimal reproduction project (MRP)

````
func create_tigrinya_button():
	var button = Button.new()
	button.text = "ትግርኛ" # show correctly in the inspector text but not on the button
	button.language = "ti"
	button.name = "tigrinya"
	
	# workaround
	var font_path = "res://fonts/NotoSansEthiopic/full/ttf/NotoSansEthiopic-Regular.ttf"
	var font = load(font_path)
	button.add_theme_font_override("font", font)
	
	add_child(button)
````
Repository: next.js
Issue: Next.js caches GraphQL API requests using fetch
Labels: bug

### Link to the code that reproduces this issue

https://github.com/akash3444/hashnode-clone

### To Reproduce

1. Start the application in development/production or go to the [Production App](https://hashnode-hub.vercel.app/). 
2. Go to the home page.
3. Scroll to the Top Commenters section in the sidebar.
4. You can see the list of top commenters with the following status.
5. If the current user is following it should display the check icon.
6. Login using access token `152583c5-71a6-4481-94b0-7d64e771d453`.
7. The user is following the top commenter `Matikiri NET`. But, I'm seeing the cached result which displays that I'm not following that user.

### Current vs. Expected behavior

**Current Behavior:**
Next.js caches the GraphQL API results and displays the same result everytime. Using cache `no-store` and revalidate `0` also does not work. The only way to prevent that API from being cached is to pass a parameter with the random value each time to the API.

**Expected Behavior:**
It should not cache the GraphQL API as I'm already passing `{ cache: 'no-store' }` to the fetch API options.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:19:22 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T8112
Binaries:
  Node: 20.9.0
  npm: 10.5.0
  Yarn: 1.22.21
  pnpm: 8.14.1
Relevant Packages:
  next: 14.1.3
  eslint-config-next: 14.1.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Vercel (Deployed)

### Additional context

_No response_
Repository: node
Issue: tiny startup time regression
Labels: performance

I've noticed a tiny startup time regression in Node.js v22 vs v20.

Consider this script:

```js
for (let i = 0; i < 10000; i++) {
}
```

This runs in about 30ms on my system for Node.js v20, but in Node.js v22 it takes about 33ms.

Not really noticeable, but it's there.
Repository: vscode
Issue: Sometimes quick fixes don't work in the terminal on macOS
Labels: bug,terminal-quick-fix

I see this happen quite often where I push but don't get the quick fix:

<img width="778" alt="Screenshot 2024-05-02 at 10 46 29 AM" src="https://github.com/microsoft/vscode/assets/2193314/1606d4e3-4e1e-4e20-bc6e-d4532402f39b">
Repository: ant-design
Issue: Datepicker value doesn't clear with backspace/delete
Labels: 🐛 Bug,Inactive

### Reproduction link

[https://ant.design/components/date-picker](https://ant.design/components/date-picker)

### Steps to reproduce

1. Find a datepicker with some date
2. Remove the value with backspace and leave the component
3. The datepicker will have it's value setted to the previous one

### What is expected?

It's expected to have the input's value cleared if is the prop allow clear is true. Having it's value reset is frustrating and makes the input confuse. Also, the clear icon isn't accessible with keyboard navigation, worsening the problem in the case of accessibility. My suggestion for that fix may be a this  behavior as default or a prop, if necessary.

### What is actually happening?

The datepicker have it's value setted to the previous date assigned

| Environment | Info |
| --- | --- |
| antd | 5.17.0 |
| React | 18.3.1 |
| System | Windows 11 |
| Browser | Chrome Version 124.0.6367.118 (Official Build) (64-bit) |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: angular
Issue: Angulars Service Worker - "beforePushNotification"
Labels: area: service-worker

### Which @angular/* package(s) are relevant/related to the feature request?

Angular 17.3.x and @angular/pwa

### Description

Angulars `ngsw-worker.js` shows notification at any time a "push" event occurs. However, receiving push notifications when the app is open and in the foreground is not a good user experience. Angular's service worker does not offer a direct way to determine whether a notification should finally be displayed or not. The "onPush" method cannot be overwritten, at most it can be extended - which does not lead to the desired result.

I tried things with a custom service worker like this:

```
self.addEventListener("push", (event) => {
  console.log("Push event detected, but notifications are suppressed.");
  event.preventDefault();
  event.stopPropagation();

  event.waitUntil(
    (async function () {

      console.log("Received push", event.data.json());
      event.data.json().notification.title = null;

      return;
    })()
  );
});

importScripts("./ngsw-worker.js");
```

but without success (It doesn't matter whether `importScripts` is at the top or at the bottom)

### Proposed solution

A option to set, or a optional function which will return a boolean, like this:

```
this.swPush.beforePushNotification = () => { return false; }
```

### Alternatives considered

A way to override functions like "onPush" in the Service Worker itself.
Repository: godot
Issue: Can't edit resource on inspector when inside array
Labels: bug,topic:editor

### Tested versions

- Reproducible in v4.2.1.stable.official [b09f793f5], v4.3.dev5.official [c9c17d6ca]

### System information

Godot v4.3.dev5 - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (nvidia; 535.171.04) - 12th Gen Intel(R) Core(TM) i3-12100F (8 Threads)

### Issue description

Selecting "Edit" on a Resource on the Inspector don't do anything when that Resource is inside an Array.

The same issue is present when emitting the "resource_selected" signal from "EditorProperty".

Expected behavior: The resource is shown in the Inspector to be edited.

Why is needed: When creating an "EditorInspectorPlugin" is difficult to handle Arrays of sub resources, and is helpful to be able to open a sub resource in the Inspector using the "resource_selected" signal.

### Steps to reproduce

- Create a class that extends "Resource" named FirstResource, add an export variable of type Array[SecondResource]
- Create a second class that extends "Resource" named SecondResource
- Create a new Resource of type FirstResource
- Add a new element to the array
- Create a new SecondResource on that element
- Click on the arrow on the right of the SecondResource created, click "Edit"

Current behavior: Nothing will happen

Expected behavior: the SecondResource is opened in full in the Inspector to be edited

### Minimal reproduction project (MRP)

[resource_bug.zip](https://github.com/godotengine/godot/files/15192386/resource_bug.zip)

- Open the Project
- On the "FileSystem" tab double click on "test_resource.tres" to open it in the Inspector
- On the Inspector click on "Array[SecondResource] to unfold the Array
- Click on the arrow on the right of "SecondResource" to display the Resource Menu
- Click on "Edit"

Current behavior: Nothing will happen

Expected behavior: the SecondResource is opened in full in the Inspector to be edited
Repository: godot
Issue: No feedback when editing animation values in the Animation Player node
Labels: enhancement,topic:editor,usability,topic:animation,topic:2d

### Tested versions

- Reproducible in: 4.3-dev6, 3.5.2.stable


### System information

Godot v4.3.dev6 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3699) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)

### Issue description

When editing an animation directly in the Animation editor, any modification in the editor is not reflected in the scene editor. This makes the user rely on guesswork to do any any animation in the animation editor. 

This is exacerbated when using the Onion Skinning feature because the frames in the past/future correctly reflect the animation changes, but not the one in the present.

![Godot_v4 3-dev6_win64_1714678261](https://github.com/godotengine/godot/assets/11552304/d108fec4-409f-4f06-a1b3-8c31e4507f47)


### Steps to reproduce

1. Create a 2d node
2. Add an animation player
3. Add a track on any visible property like scale or rotation
4. Enable Onion Skinning
5. Create keyframes in the Animation editor
6. Manually edit the keyframes by either moving them on the timeline or editing their values in the property editor
7. Observe that the onion skin preview is updating but not the "live" version of the animation

### Minimal reproduction project (MRP)

[project.zip](https://github.com/godotengine/godot/files/15193043/project.zip)
Repository: flutter
Issue: [Impeller] Add native Android tracing from the engine.
Labels: P3,e: impeller,team-engine,triaged-engine

Today, tracing from the engine relies on proxying traces to Dart VMs tracing infrastructure. This works well in the general case but is missing features like always-on trace flows directed towards ATrace on Android. This would have come in really handy when tracing transaction completions on Android.

We should add a trace API that writes the trace directly (without copies) to the `/sys/kernel/debug/tracing/trace_marker` file for always-on traces on Android. These can be used sparingly in the Android subsystem.
Repository: PowerToys
Issue: task manager shortcut enabled fancy zone positioning
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

Windows 10
Enable FancyZones - disable any other app of power toys
Hit ctrl+shift+esc to start the task manager
grab the title of a window (not task manager) and move it around

### ✔️ Expected Behavior

The window is moved around

### ❌ Actual Behavior

FancyZones positioning activates and the window is placed in the position where the window is released.

### Other Software

_No response_
Repository: pytorch
Issue: Tensor roll with different shifts
Labels: triaged,needs research,function request,module: viewing and reshaping

### 🚀 The feature, motivation and pitch

Hello 👋

It seems that `roll` only takes integers or tuples and applies the same roll in each element of the tensor. Is it possible to extend `roll` to take a tensor as an argument and shift each position of the tensor a different amount?

Something like:
```python
import torch

size = 10

shifts = torch.tensor([1, 2, -1])

one_hot_indices = torch.tensor([1, 3, 4])
one_hot = torch.nn.functional.one_hot(one_hot_indices, size)
print(one_hot)

# one_hot.roll(shifts)
```

cc: @nilmemo

### Alternatives

_No response_

### Additional context

_No response_