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closed | godotengine/godot | https://github.com/godotengine/godot | 85,068 | ["editor/animation_bezier_editor.cpp", "editor/animation_track_editor.cpp", "editor/animation_track_editor.h", "editor/plugins/animation_player_editor_plugin.cpp", "editor/plugins/animation_player_editor_plugin.h"] | Looped animation shows first frame if last one is selected. | ### Godot version
4.2 rc1
### System information
ubuntu 22.04
### Issue description
Looped animation in animation editor shows first frame if last one is selected. Selected last frame in the timeline is not relevant to its time and visually you don't know how last frame looks.
https://github.com/godotengine/godot/assets/72736632/76237f82-0e2e-42f2-993c-68c1c8860663
### Steps to reproduce
- Make looped animation.
- Add frame in the end of the timeline.
- Select last frame.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/85068 | https://github.com/godotengine/godot/pull/85193 | 51bca1b586ca8f3d0f18eea6a9ef42a68c8fb3dc | ca245295aef490ddd13a443dd9af8cf1c05cbd80 | "2023-11-18T18:12:58Z" | c++ | "2023-11-22T12:59:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 85,053 | ["drivers/gles3/storage/material_storage.cpp", "drivers/gles3/storage/mesh_storage.cpp"] | Cull 3D performance issue with animated model in Compatibility renderer | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Ubuntu 22.04.3 LTS 22.04 - X11 - GLES3 (Compatibility) - AMD Radeon RX 560 Series (polaris11, LLVM 15.0.7, DRM 3.42, 5.15.0-88-generic) () - AMD Ryzen 3 1200 Quad-Core Processor (4 Threads)
### Issue description


Culling 3D goes bellow 60 fps even with just about 50 simple animated models. With v4.2.dev6.official [57a6813bb] many more models can be spawned without fps drop. However, both versions do show high cpu usage for culling 3D. Without animations there's barely any usage.
### Steps to reproduce
Spawn models with animation with the Compatibility renderer.
### Minimal reproduction project
[CullMRP.zip](https://github.com/godotengine/godot/files/13400514/CullMRP.zip)
| https://github.com/godotengine/godot/issues/85053 | https://github.com/godotengine/godot/pull/85092 | beb454c5283aa4203f5659e3592d88ca3735a49b | 74e49b7271b5c4387fdfe87f3815afb55bfa1d76 | "2023-11-18T12:24:48Z" | c++ | "2023-12-04T22:10:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 85,052 | ["scene/animation/animation_player.cpp", "scene/animation/animation_player.h"] | `AnimationPlayer.advance()` does not work when called right after `play()` within 1-2 process frames | ### Godot version
4.2.rc1
### System information
win11
### Issue description
If you call animation.advance() after play() within a single process frame, the animation will not work properly.
The advance function does not work.

The advance function does not work either.

The advance function works, but 2 frames have already shown

This bug is not present in 4.1.3.stable.
### Steps to reproduce
create a scene with animation and run code like below.
```
func _ready():
animation_player.play("new_animation")
animation_player.advance(5.0)
```
the advance function did nothing.
### Minimal reproduction project
[animation_play_advence.zip](https://github.com/godotengine/godot/files/13400233/animation_play_advence.zip)
| https://github.com/godotengine/godot/issues/85052 | https://github.com/godotengine/godot/pull/85221 | fa4a65387ea41506ecc519fc61a06da110dce51c | 1524972aa5c5fe128b60a1a10256b62a379f45db | "2023-11-18T12:22:21Z" | c++ | "2023-11-23T14:34:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 85,050 | ["scene/animation/animation_player.cpp", "scene/animation/animation_player.h"] | [AnimationPlayer] seek() causes animation freeze for some duration | ### Godot version
4.2-rc1
### System information
Windows 11
### Issue description
The issue does not exist on Godot 4.1.3, only in 4.2
When you call `seek()` on the AnimationPlayer, the animation does not update instantly and freezes for a brief moment.
So if you need to switch multiple animations in a short amount of time while also calling `seek()`, the animation will just stop.
### Steps to reproduce
- Add a Sprite2D
- Set a spritesheet for the Sprite2D
- Add an AnimationPlayer
- Create a Property animation track and add some frames
- Loop the animation
- Create a different animation for the same sprite an loop it
- Switch between animations and call `seek()` when you do
### Minimal reproduction project
The included project demonstrates the issue perfectly (I know that calling `play()` and `seek()` on each `_process()` is a bit overkill, but it does allow for a better demonstration). The same project works perfectly in Godot 4.1.3.
[AnimationBug.zip](https://github.com/godotengine/godot/files/13400011/AnimationBug.zip)
| https://github.com/godotengine/godot/issues/85050 | https://github.com/godotengine/godot/pull/85221 | fa4a65387ea41506ecc519fc61a06da110dce51c | 1524972aa5c5fe128b60a1a10256b62a379f45db | "2023-11-18T10:35:03Z" | c++ | "2023-11-23T14:34:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 85,049 | ["modules/openxr/openxr_api.cpp", "modules/openxr/openxr_api.h", "modules/openxr/openxr_interface.cpp", "modules/openxr/openxr_interface.h"] | OpenXR missing Boundary/Guardian API | ### Godot version
4.2.dev 80de898d721f952dac0b102d48bb73d6b02ee1e8
### System information
OpenXR
### Issue description
The Godot 3 OpenXR plugin supported obtaining boundary/guardian information in order to obtain play space logic. While we do have a function in the `XRInterface` in Godot 4 that is supposed to retrieve this information (`get_play_area`) it is not implemented on the Godot 4 `OpenXRInterface`.
This logic needs to be ported.
### Steps to reproduce
Call `get_play_area`, be amazed by it not returning data :P
### Minimal reproduction project
Any XR project. | https://github.com/godotengine/godot/issues/85049 | https://github.com/godotengine/godot/pull/85163 | 486e3a82e8736c892f9ae404789cff0138d4d8d1 | abe19496acffafef7d808a2a5a3d18a7893bf25f | "2023-11-18T09:51:34Z" | c++ | "2023-12-16T16:49:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 85,045 | ["editor/editor_resource_picker.cpp", "editor/editor_resource_picker.h"] | Saving Resources Externally Requires Make Unique After Parent scene have been saved. | ### Godot version
v4.2.rc1.official [ad72de508]
### System information
Windows 10
### Issue description
When creating a new Resource in a scene through the Inspector and then saving the scene it is in. The Save button no longer prompts you with a dialogue to save the Resource externally.
The workflow I'm used to in past versions is that this would pop up a "Save As" dialog equivalent and let me save it externally. But it seems like saving now defaults to saving locally after the scene has been saved unless the resource has been made unique. That's how it worked in 4.2 beta6 but the rc1 seems to have changed it.
### Steps to reproduce
- Add a Node with a Resource Property in the Inspector (I used Label with the Theme property)
- Set that Property to a New Instance of the Resource.
- Save the Scene
- Try to save the Resource through the Dropdown
### Minimal reproduction project
[Resource Save Dialog.zip](https://github.com/godotengine/godot/files/13399460/Resource.Save.Dialog.zip)
| https://github.com/godotengine/godot/issues/85045 | https://github.com/godotengine/godot/pull/85150 | b5779cc5c0c0d11aa95fb8afe1c1640412ce2351 | 0e33036d199fcb931bea27069fb7d6589c7f3824 | "2023-11-18T07:38:05Z" | c++ | "2023-11-21T14:06:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 85,042 | ["editor/import/resource_importer_scene.cpp"] | Extracted slice animations create duplicate tracks if "Keep Custom Tracks" | ### Godot version
4.2.rc1
### System information
Godot v4.2.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)
### Issue description
Godot 4 has a feature called "Keep Custom Tracks" on the advanced importer, which can either be set on a whole animation, or per-slice:

When set on a slice, the resulting .tres file will keep imported tracks as well, resulting in duplicate tracks.
To make matters worse, the AnimationPlayer appears to double the output of the tracks if there are two tracks pointing at the same key. I'm not sure why it does this, but it means rather than being a minor nuisance with bloated animation tracks, imported slice animations actually produce incorrect results if this option is on (after the first import).
Before:

After:

### Steps to reproduce
1. Open the attached project.
2. Check that the AnimationPlayer plays correctly my swaying standing animation.
3. Select `pf/[email protected]` and Reimport in the import dock.
4. There are extra animation tracks and it no longer looks correct. It gets worse with each import.
5. Open the advanced import dialog for `[email protected]`. Find the simplestanding Animation and uncheck Keep Custom Tracks
6. Click Reimport.
7. Notice that it looks fine again.
8. DO NOT CLICK Reimport IN THE IMPORT DOCK YET. You must select a different file first and then select it back. otherwise the change made in the advanced import dialog will be reverted due to that dock caching bug.
9. Click Reimport again and observe no additional tracks are being created.
### Minimal reproduction project
[AnimationExtractionDuplicateTracks.zip](https://github.com/godotengine/godot/files/13399035/AnimationExtractionDuplicateTracks.zip)
| https://github.com/godotengine/godot/issues/85042 | https://github.com/godotengine/godot/pull/85061 | 257cc51ba4da271bdfb9a0a7650a39226d51c365 | ff151bb9aaa54dcffd7bc86e5045af8bed62b964 | "2023-11-18T05:07:04Z" | c++ | "2023-12-04T22:09:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 85,022 | ["platform/macos/display_server_macos.h", "platform/macos/display_server_macos.mm", "platform/macos/godot_window_delegate.mm"] | Godot DisplayServer on MacOS crashes when leaving Fullscreen | ### Godot version
v4.1.3.stable.official [f06b6836a]
### System information
Godot v4.1.3.stable - macOS 14.1.1 - Vulkan (Forward+) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)
### Issue description
Moving between the various window modes will throw exceptions that cause the application to crash when switching back from WINDOW_MODE_FULLSCREEN with the borderless flag set to true, and any other display mode. In general, returning from a FULLSCREEN mode to a windowed one on MacOS will result in a crash.
### Steps to reproduce
```gdscript
extends Control
@onready var option_button:OptionButton = $HBoxContainer/OptionButton as OptionButton
@onready var label:Label = $HBoxContainer/Label as Label
const WINDOW_MODE_ARRAY : Array[String] = [
"Fullscreen",
"Windowed",
"Borderless Window",
"Borderless Fullscreen"
]
func _ready():
option_button.item_selected.connect(on_window_mode_selected)
add_window_mode_items()
func add_window_mode_items() -> void:
for window_mode in WINDOW_MODE_ARRAY:
option_button.add_item(window_mode)
func on_window_mode_selected(index: int) ->void:
match index:
0: #fullscreen
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, false)
1: #windowed
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, false)
2: #borderless windowed
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, true)
3: #borderless fullscreen
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, true)
```
Attaching this control to a scene will illustrate the issue. You can go easily from the windowed modes, but if you go to WINDOW_MODE_FULLSCREEN (option 3), and you try to go to any other mode - you will get the error listed below.
### Minimal reproduction project
```
E 0:00:17:0148 window_mode_button.gd:-1 @ on_window_mode_selected(): NSException: NSWindowStyleMaskFullScreen cleared on a window outside of a full screen transition. Called from (
0 AppKit 0x000000018fdc4b90 __25-[NSWindow setStyleMask:]_block_invoke + 140
1 AppKit 0x000000018fdc4ab0 NSPerformVisuallyAtomicChange + 108
2 AppKit 0x000000018fdc4990 -[NSWindow setStyleMask:] + 176
3 Godot 0x00000001046967a0 _ZN9DirAccess15_create_builtinI14DirAccessMacOSEE3RefIS_Ev + 91612
4 Godot 0x0000000107380f28 _ZN15RasterizerDummy15_create_currentEv + 95776
5 Godot 0x0000000107380b4c _ZN15RasterizerDummy15_create_currentEv + 94788
6 Godot 0x000000010496e924 _ZN18VariantInitializerI6VectorI5ColorEE4initEP7Variant + 61560
7 Godot 0x000000010484b458 _ZN7ClassDB7creatorI14ENetConnectionEEP6Objectv + 111820
8 Godot 0x00000001083e4220 _ZNK6Object15get_instance_idEv + 1512
9 Godot 0x000000010807cd68 _ZNK4JSON8get_dataEv + 1189000
10 Godot 0x00000001083e8108 _ZNK6Object15get_instance_idEv + 17616
11 Godot 0x0000000107352d60 _ZN29TileSetScenesCollectionSource17get_scene_tile_idEi + 1853744
12 Godot 0x000000010670f548 _ZN8ItemList16get_v_scroll_barEv + 346768
13 Godot 0x00000001083e8108 _ZNK6Object15get_instance_idEv + 17616
14 Godot 0x0000000107352d60 _ZN29TileSetScenesCollectionSource17get_scene_tile_idEi + 1853744
15 Godot 0x000000010671d008 _ZN8ItemList16get_v_scroll_barEv + 402768
16 Godot 0x000000010673c700 _ZN8ItemList16get_v_scroll_barEv + 531528
17 Godot 0x00000001083e8108 _ZNK6Object15get_instance_idEv + 17616
18 Godot 0x000000010655aecc _ZNK9SceneTree8get_rootEv + 476660
19 Godot 0x00000001065589a4 _ZNK9SceneTree8get_rootEv + 467148
20 Godot 0x000000010651afd0 _ZNK9SceneTree8get_rootEv + 214776
21 Godot 0x000000010651b84c _ZNK9SceneTree8get_rootEv + 216948
22 Godot 0x00000001065589fc _ZNK9SceneTree8get_rootEv + 467236
23 Godot 0x0000000106576004 _ZNK9SceneTree8get_rootEv + 587564
24 Godot 0x0000000104685428 _ZN9DirAccess15_create_builtinI14DirAccessMacOSEE3RefIS_Ev + 21092
25 Godot 0x000000010800cd64 _ZNK4JSON8get_dataEv + 730244
26 Godot 0x000000010800a054 _ZNK4JSON8get_dataEv + 718708
27 Godot 0x0000000104699638 _ZN9DirAccess15_create_builtinI14DirAccessMacOSEE3RefIS_Ev + 103540
28 Godot 0x000000010467ef64 Godot + 4042596
29 Godot 0x00000001046a917c _ZN20RendererCompositorRD15_create_currentEv + 46508
30 dyld 0x000000018c1510e0 start + 2360
)
<C++ Source> platform/macos/os_macos.mm:728 @ run()
<Stack Trace> window_mode_button.gd:-1 @ on_window_mode_selected()
``` | https://github.com/godotengine/godot/issues/85022 | https://github.com/godotengine/godot/pull/84683 | 7c7d9e2169fbe5fccbe8d02328b97ce7a1a96291 | 6a94fe7d4a84078f252abce80cf8853fcb797176 | "2023-11-17T17:12:27Z" | c++ | "2023-11-14T10:27:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 85,004 | ["modules/gdscript/gdscript.cpp"] | GDScript does not update cached singleton references when GDExtension is reloaded | ### Godot version
v4.2.rc.mono.custom_build [ad72de508]
### System information
Windows 10
### Issue description
As I pointed out several times earlier in [#80284](https://github.com/godotengine/godot/pull/80284#issuecomment-1722120503), the references to singletons in `GDScript` are still not updated after the `GDExtension` reload.
https://github.com/godotengine/godot/assets/7782218/f90052a5-0de2-4310-8235-f0b9e2f74b3a
Singletons themselves are updated and work correctly, but references to these singletons are not updated in `@tool` scripts. That is, `Engine.get_singleton` returns the actual working reference, but using the singleton directly through its name causes errors.
### Steps to reproduce
* Clone `4.2.reload_singleton` branch from the MRP repository https://github.com/DmitriySalnikov/gde_test_cases/tree/4.2.reload_singleton
* Build as usual
* Open the project from the `project/` folder
* Add one character to the source code and rebuild
* Focus on the editor to reload extension
* Watch for error spam when calling by singleton name
### Minimal reproduction project
https://github.com/DmitriySalnikov/gde_test_cases/tree/4.2.reload_singleton | https://github.com/godotengine/godot/issues/85004 | https://github.com/godotengine/godot/pull/85373 | 8580874d0f1a140cd751c4cf29d8e7240ddf886d | d75c44658c14d168aa82364b97a9be09402695e8 | "2023-11-17T08:31:55Z" | c++ | "2023-12-04T22:13:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,999 | ["servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp"] | Some GI effects (VoxelGI, LightmapGI, SDFGI, SSR) prevent 3D rendering and spam Vulkan errors if XR shaders are enabled | ### Godot version
v4.2.beta.custom_build [ce9901ef5]
### System information
Godot v4.2.beta (ce9901ef5) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 5 1600 Six-Core Processor (12 Threads)
### Issue description
When enabling `xr/shaders/enabled` in `ProjectSettings` some GI/lightning effects cause 3D rendering artifacts and severe error spam. I tested most of the available effects (VoxelGI, LightmapGI, Reflection Probe, SDFGI, SSIL, SSR, SSAO) and 4 of them (VoxelGI, LightmapGI, SDFGI, SSR) cause these issues.
Tested on Godot 4.2.beta 5 and v4.2.beta.custom_build [ce9901ef5] on 2 different machines (Windows 10 PC + Windows 11 Laptop)
Issues below might be related but I'm not 100% sure:
- https://github.com/godotengine/godot/issues/73403
- https://github.com/godotengine/godot/issues/84841
I also used a custom build as I thought maybe this PR would solve the issue
- https://github.com/godotengine/godot/pull/84883
It didn't (and seems to be about a slightly different problem)
Below is the comparison between problematic effects
### Base scene, no effects (sky + Directional light)

### VoxelGI

No 3D output, just the environment. Errors spammed:
```
ERROR: Mismatch fragment shader output mask (0) and framebuffer color output mask (3) when binding both in render pipeline.
at: (drivers/vulkan/rendering_device_vulkan.cpp:6143)
ERROR: Condition "pipeline.is_null()" is true. Returning: RID()
at: _generate_version (servers/rendering/renderer_rd/pipeline_cache_rd.cpp:61)
ERROR: This render pipeline requires (0) bytes of push constant data, supplied: (16)
at: (drivers/vulkan/rendering_device_vulkan.cpp:7443)
ERROR: No render pipeline was set before attempting to draw.
at: (drivers/vulkan/rendering_device_vulkan.cpp:7460)
```
### LightmapGI

Partial render, black meshes. Errors spammed:
```
ERROR: Mismatch fragment shader output mask (0) and framebuffer color output mask (1) when binding both in render pipeline.
at: (drivers/vulkan/rendering_device_vulkan.cpp:6143)
ERROR: Condition "pipeline.is_null()" is true. Returning: RID()
at: _generate_version (servers/rendering/renderer_rd/pipeline_cache_rd.cpp:61)
ERROR: The vertex format used to create the pipeline does not match the vertex format bound.
at: (drivers/vulkan/rendering_device_vulkan.cpp:7467)
```
### SDFGI

Render _seems_ fine. Errors spammed:
```
ERROR: Desired set (1) not used by shader.
at: (drivers/vulkan/rendering_device_vulkan.cpp:5437)
ERROR: Condition "rid.is_null()" is true. Returning: rid
at: _allocate_from_uniforms (./servers/rendering/renderer_rd/uniform_set_cache_rd.h:129)
ERROR: Parameter "uniform_set" is null.
at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7336)
ERROR: This render pipeline requires (0) bytes of push constant data, supplied: (16)
at: (drivers/vulkan/rendering_device_vulkan.cpp:7443)
```
### SSR

Partial render, black meshes. Errors spammed:
```
ERROR: Mismatch fragment shader output mask (0) and framebuffer color output mask (3) when binding both in render pipeline.
at: (drivers/vulkan/rendering_device_vulkan.cpp:6143)
ERROR: Condition "pipeline.is_null()" is true. Returning: RID()
at: _generate_version (servers/rendering/renderer_rd/pipeline_cache_rd.cpp:61)
ERROR: This render pipeline requires (0) bytes of push constant data, supplied: (16)
at: (drivers/vulkan/rendering_device_vulkan.cpp:7443)
ERROR: No render pipeline was set before attempting to draw.
at: (drivers/vulkan/rendering_device_vulkan.cpp:7460)
```
### Steps to reproduce
1. Download the reproduction project
2. If `xr/shaders/enabled` is disabled, enable it
3. Launch the project
4. Select any of the problematic scenes (VoxelGI, LightmapGI, SDFGI, SSR) to observe rendering artifacts and error spam in console
5. Optionally, disable `xr/shaders/enabled` and test the scenes again, with no problems this time
### Minimal reproduction project
[vulkan_xr_shader_errors.zip](https://github.com/godotengine/godot/files/13387852/vulkan_xr_shader_errors.zip)
| https://github.com/godotengine/godot/issues/84999 | https://github.com/godotengine/godot/pull/85194 | fafc5c2e56b427c3dd0164e09c54c80e2544f468 | 1faf2f5bfe97edcb606d82b81094cb35e2b8e18c | "2023-11-17T05:54:58Z" | c++ | "2023-11-22T09:48:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,998 | ["core/config/project_settings.cpp", "doc/classes/EditorSettings.xml", "editor/editor_node.cpp", "editor/editor_settings.cpp", "editor/project_manager.cpp", "scene/gui/control.cpp", "scene/gui/control.h", "scene/main/window.cpp", "scene/main/window.h", "scene/register_scene_types.cpp"] | in a right to left language in Godot the Ui gets reversed, and its hard to work. | ### Godot version
4.1.2
### System information
Godot v4.1.2.stable.mono - Windows 11 22h2 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3742) - 11th Gen Intel(R) Core(TM) i5-11600K @ 3.90GHz (12 Threads)
### Issue description
in a right to left language (in my case Persian) the Ui gets inverted and i know it should be like that but you just cant work i will leave a screen shot so you can see

### Steps to reproduce
change the language to Persian
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84998 | https://github.com/godotengine/godot/pull/85000 | 1ecba5d34178f33b3353356cb0567e5b48d5c7de | 02d4579fa209339d801353022cfed55033035eb3 | "2023-11-17T04:49:46Z" | c++ | "2023-12-19T12:01:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,997 | ["servers/rendering_server.cpp"] | Editor crashes in `RenderingServer::fix_surface_compatibility` with mesh reporting 0 vertex count | ### Godot version
v4.2.beta.custom_build [575a5c858]
### System information
Windows 10
### Issue description
After syncing my fork with the master branch, the editor crashes (along with the console window) when running one of my projects in particular. It works fine with other projects.
I get these errors and warnings below in the command prompt (when starting the engine it with `--verbose`) before it crashes but nothing after or during the crash:
```
WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
windows_read_data_files_in_registry: Registry lookup failed to get layer manifest files.
Objects - 1
Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 1939231463136
at: VulkanContext::_debug_messenger_callback (drivers\vulkan\vulkan_context.cpp:264)
```
```
ERROR: Viewport Texture must be set to use it.
at: ViewportTexture::get_height (scene\main\viewport.cpp:137)
ERROR: Viewport Texture must be set to use it.
at: ViewportTexture::get_width (scene\main\viewport.cpp:127)
WARNING: Mesh uses old surface format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene. Path: ""
at: (scene\resources\mesh.cpp:1335)
Mesh format pre-conversion: 97559
Mesh format post-conversion: 34359742487
Mesh format pre-conversion: 97559
Mesh format post-conversion: 34359742487
ERROR: Viewport Texture must be set to use it.
at: ViewportTexture::get_height (scene\main\viewport.cpp:137)
ERROR: Viewport Texture must be set to use it.
at: ViewportTexture::get_width (scene\main\viewport.cpp:127)
Mesh format pre-conversion: 97559
Mesh format post-conversion: 34359742487
ERROR: Viewport Texture must be set to use it.
at: ViewportTexture::get_height (scene\main\viewport.cpp:137)
ERROR: Viewport Texture must be set to use it.
at: ViewportTexture::get_width (scene\main\viewport.cpp:127)
#crash here
```
Is there a way to debug this without randomly deleting files from my project (a copy of it) to narrow down on what could be causing it?
halp pls!
### Steps to reproduce
I can't seem to diagnose the source of the problem to provide steps to reproduce with no info about the cause of the crash.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84997 | https://github.com/godotengine/godot/pull/85138 | 3794b7347c2fc9e55743fa386056564123eb8005 | dfd61cdac6b932c3d8bc2e9a7734428f19419953 | "2023-11-17T02:11:36Z" | c++ | "2023-11-20T17:36:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,919 | ["scene/2d/physics_body_2d.cpp", "scene/3d/physics_body_3d.cpp"] | `RigidBody2D` overwrites most transform changes done in `_integrate_forces` | ### Godot version
4.2-beta [d5217b68d]
### System information
Windows 11 (10.0.22621)
### Issue description
This is a formal issue for the partial regression caused by #84799, which in turn was meant to solve regression #83412 caused by #79977.
The summary of this issue is pretty much what the title says: Most transform changes done to a `RigidBody2D` from `_integrate_forces` will have no effect due to them being overwritten by the `RigidBody2D::_sync_body_state` call that happens after `_integrate_forces` has been called.
The one notable exception is if you first read some part of the global transform before modifying it within `_integrate_forces`, in which case the `global_invalid` flag on the `RigidBody2D` will be cleared and the transform change notification will actually be queued up and sent out by the eventual `force_update_transform` from `RigidBody2D::_body_state_changed`.
See #84856 for a more in-depth breakdown of the problem.
### Steps to reproduce
- Open the main scene of the MRP
- Take note of the intended behavior described on the labels
- Run the main scene
- Note the fact that they don't do as described
### Minimal reproduction project
[overwritten_transforms.zip](https://github.com/godotengine/godot/files/13358322/overwritten_transforms.zip) | https://github.com/godotengine/godot/issues/84919 | https://github.com/godotengine/godot/pull/84924 | 00177d77353346586f760c70cf958eaedf0ced8e | e0707a068c6ce9fe8ad62fcfb8ccedfa7b7367a6 | "2023-11-14T23:55:54Z" | c++ | "2023-11-15T13:32:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,893 | ["editor/plugins/multimesh_editor_plugin.cpp"] | "Target Surface:" and "Source Mesh:" should only accept nodes that inherit Node3D | ### Godot version
4.1.3 stable.arch_linux
### System information
Artix Linux Godot v4.1.3 stable.arch_linux
### Issue description

Both "Target Surface:" and "Source Mesh:" accept non Node3D nodes which doesn't really make any sense as they need 3D geometry to function.
### Steps to reproduce
1. Add a MultiMeshInstance3D
2. Add a Node that doesn't inherit Node3D
3. Open the "Populate Surface" menu and click the right button of either "Target Surface:" or "Source Mesh:"
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84893 | https://github.com/godotengine/godot/pull/84933 | 8b3ba7e07435b7c7819a73704243998ffe4880a7 | 764e4680667ee4f8a3e8111e6b7d542739088951 | "2023-11-14T15:29:59Z" | c++ | "2023-12-04T22:07:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,889 | ["editor/plugins/gpu_particles_3d_editor_plugin.cpp"] | "Create Emission Points From Node" doesn't filter out non Node3D nodes when it should. | ### Godot version
4.1.3 stable.arch_linux
### System information
Artix Linux Godot v4.1.3 stable.arch_linux
### Issue description
The Node selection window in "Create Emission Points From Node" doesn't filter out Node3D Nodes.

Trying to select any non Node3D instance gives an error message ""{NodeType}" doesn't inherit from Node3D".
### Steps to reproduce
1. Create a 3D particle emitter
2. Create a non Node3D Node
3. Click on the "Create Emission Points From Node" option over the viewport.
4. The non Node3D Node appears to be selectable when it shouldn't
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84889 | https://github.com/godotengine/godot/pull/84891 | a9ba8695d4ac453c5edc8339371116ea28f403aa | 8b3ba7e07435b7c7819a73704243998ffe4880a7 | "2023-11-14T15:04:58Z" | c++ | "2023-12-04T22:07:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,841 | ["servers/rendering/renderer_rd/effects/copy_effects.cpp", "servers/rendering/renderer_rd/effects/copy_effects.h"] | Toggling XR/Shaders/Enabled caused errors spam when using WorldEnvironment | ### Godot version
4.2 beta 5
### System information
windows 10
### Issue description
when choosing the option in the editor
project settings / XR - shaders / enable on , off
It works the frist time,
when choosing back to off ( default ) the entire screen stays black
### Steps to reproduce
- add a colorRect with a shader on
- add node WorldEnvironment, choose new enviorement, canvas
- go into project settings / XR - shaders / turn it on ( restart )
- now turn it off
- delete WorldEnvironment node, to clear the black screen, add WorldEnvironment again / canvas
- the error presists in memory condition shader null()



### Minimal reproduction project
[XR_shaderOption.zip](https://github.com/godotengine/godot/files/13334861/XR_shaderOption.zip)
| https://github.com/godotengine/godot/issues/84841 | https://github.com/godotengine/godot/pull/84883 | d89c5313a5324185c56e804f2ef3715930093cf4 | 00177d77353346586f760c70cf958eaedf0ced8e | "2023-11-13T12:43:06Z" | c++ | "2023-11-15T13:32:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,819 | ["scene/resources/particle_process_material.cpp"] | ParticleProcessMaterial breaks when using anim_offset_curve | ### Godot version
v4.2.beta5.official [4c96e9676]
### System information
Godot v4.2.beta5 - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)
### Issue description
`ParticleProcessMaterial` breaks when using `anim_offset_curve`. If you `Convert to ShaderMaterial` the `CurveTexture` and make the curve as a shader_param it works.
https://github.com/godotengine/godot/assets/3820082/46d45fa3-e465-493b-aeea-6b0c56064ef4
### Steps to reproduce
Set a `CurveTexture` for the `anim_offset_curve` of an animated `ParticleProcessMaterial` and witness the disobedience.
### Minimal reproduction project
[particle-curve-mrp.zip](https://github.com/godotengine/godot/files/13329364/particle-curve-mrp.zip) | https://github.com/godotengine/godot/issues/84819 | https://github.com/godotengine/godot/pull/84829 | 85ecb853cff9c1073aad86c5cffca6b1dd26d683 | 8d731b17f13cacb29a7c9ab5981f69871a0c9996 | "2023-11-12T22:50:46Z" | c++ | "2023-11-13T23:03:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,818 | ["scene/resources/particle_process_material.cpp"] | ParticleProcessMaterial ignores anim_speed_curve | ### Godot version
v4.2.beta5.official [4c96e9676]
### System information
Godot v4.2.beta5 - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)
### Issue description
`ParticleProcessMaterial` ignores `anim_speed_curve`. If you `Convert to ShaderMaterial` the `CurveTexture` and make the curve as a shader_param it works.
https://github.com/godotengine/godot/assets/3820082/3042eee2-7102-467b-ab58-428f6fbb75a5
### Steps to reproduce
Set a `CurveTexture` for the `anim_speed_curve` of an animated `ParticleProcessMaterial` and witness the ignorance.
### Minimal reproduction project
[particle-curve-mrp.zip](https://github.com/godotengine/godot/files/13329364/particle-curve-mrp.zip)
| https://github.com/godotengine/godot/issues/84818 | https://github.com/godotengine/godot/pull/84829 | 85ecb853cff9c1073aad86c5cffca6b1dd26d683 | 8d731b17f13cacb29a7c9ab5981f69871a0c9996 | "2023-11-12T22:43:43Z" | c++ | "2023-11-13T23:03:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,817 | ["modules/navigation/nav_map.cpp"] | Static navigation obstacles have no height/elevation | ### Godot version
4.2.dev [9df6491853b7b043afba3c6d56f4c5b21ac7fd7c]
### System information
Linux Manjaro
### Issue description
In the project I'm working on, I have 2 flat (Y is constant) navigation maps:
1. `terrain` (`Y=0`)
2. `air` (`Y=1.5`)
I've recently added some static obstacles at the navigation map edges that act as "walls" preventing units from leaving the maps:
https://github.com/lampe-games/godot-open-rts/commit/8c3b0902beb785bbc2b4e3afb687da2e2350cad7
Interestingly, the obstacles work for the `terrain` map (`Y=0`) while not for the `air` map (`Y=1.5`).
After inspecting the code and writing exploratory test cases, I've concluded that height/elevation is not implemented for static obstacles and therefore it's currently not possible to add static obstacles to my `air` map (`Y=1.5`).
### Steps to reproduce
Create & run the following test case in `tests/servers/test_navigation_server_3d.h` using e.g. `time scons -j$(nproc) tests=yes debug_symbols=yes optimize=debug && ./bin/godot.linuxbsd.editor.x86_64 --test --test-suite="*Navigation*"` command:
```
TEST_CASE("[NavigationServer3D] Server should make agents avoid elevated static obstacles when avoidance enabled") {
NavigationServer3D *navigation_server = NavigationServer3D::get_singleton();
RID map = navigation_server->map_create();
RID agent_1 = navigation_server->agent_create();
RID agent_2 = navigation_server->agent_create();
RID obstacle_1 = navigation_server->obstacle_create();
navigation_server->map_set_active(map, true);
navigation_server->agent_set_map(agent_1, map);
navigation_server->agent_set_avoidance_enabled(agent_1, true);
navigation_server->agent_set_position(agent_1, Vector3(0, 10, 0));
navigation_server->agent_set_radius(agent_1, 1.6); // Have hit the obstacle already.
navigation_server->agent_set_velocity(agent_1, Vector3(1, 0, 0));
CallableMock agent_1_avoidance_callback_mock;
navigation_server->agent_set_avoidance_callback(agent_1, callable_mp(&agent_1_avoidance_callback_mock, &CallableMock::function1));
navigation_server->agent_set_map(agent_2, map);
navigation_server->agent_set_avoidance_enabled(agent_2, true);
navigation_server->agent_set_position(agent_2, Vector3(0, 10, 5));
navigation_server->agent_set_radius(agent_2, 1.4); // Haven't hit the obstacle yet.
navigation_server->agent_set_velocity(agent_2, Vector3(1, 0, 0));
CallableMock agent_2_avoidance_callback_mock;
navigation_server->agent_set_avoidance_callback(agent_2, callable_mp(&agent_2_avoidance_callback_mock, &CallableMock::function1));
navigation_server->obstacle_set_map(obstacle_1, map);
navigation_server->obstacle_set_avoidance_enabled(obstacle_1, true);
PackedVector3Array obstacle_1_vertices;
obstacle_1_vertices.push_back(Vector3(1.5, 0, 0.5));
obstacle_1_vertices.push_back(Vector3(1.5, 0, 4.5));
navigation_server->obstacle_set_vertices(obstacle_1, obstacle_1_vertices);
navigation_server->obstacle_set_height(obstacle_1, 999);
CHECK_EQ(agent_1_avoidance_callback_mock.function1_calls, 0);
CHECK_EQ(agent_2_avoidance_callback_mock.function1_calls, 0);
navigation_server->process(0.0); // Give server some cycles to commit.
CHECK_EQ(agent_1_avoidance_callback_mock.function1_calls, 1);
CHECK_EQ(agent_2_avoidance_callback_mock.function1_calls, 1);
Vector3 agent_1_safe_velocity = agent_1_avoidance_callback_mock.function1_latest_arg0;
Vector3 agent_2_safe_velocity = agent_2_avoidance_callback_mock.function1_latest_arg0;
CHECK_MESSAGE(agent_1_safe_velocity.x > 0, "agent 1 should move a bit along desired velocity (+X)");
CHECK_MESSAGE(agent_1_safe_velocity.z < 0, "agent 1 should move a bit to the side so that it avoids obstacle");
CHECK_MESSAGE(agent_2_safe_velocity.x > 0, "agent 2 should move a bit along desired velocity (+X)");
CHECK_MESSAGE(agent_2_safe_velocity.z == 0, "agent 2 should not move to the side");
navigation_server->free(obstacle_1);
navigation_server->free(agent_2);
navigation_server->free(agent_1);
navigation_server->free(map);
}
```
Please note that neither `navigation_server->obstacle_set_height(obstacle_1, 999);` nor making obstacle 3D, vertical wall helps.
### Minimal reproduction project
See test case above. | https://github.com/godotengine/godot/issues/84817 | https://github.com/godotengine/godot/pull/84830 | 787e98e955492a8808e71aeac80aa3b4bf7a411a | 8ce4ff27fa68ba613647a9f691ed465d2aecb5c9 | "2023-11-12T22:23:13Z" | c++ | "2023-11-13T11:21:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,769 | ["scene/resources/visual_shader_nodes.cpp"] | Texture2dParameter "Repeat" option adds extra colon in the generated shader code | ### Godot version
v4.2.beta5.official [4c96e9676]
### System information
Godot v4.2.beta5 - Pop!_OS 22.04 LTS - Wayland - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1650 Ti (nvidia; 535.113.01) - AMD Ryzen 5 4600H with Radeon Graphics (12 Threads)
### Issue description
If the `repeat` option is changed in the node, while the `filter` option is `default`, the node adds extra colons in the generated shader code, failing the shader compilation.

### Steps to reproduce
- Create a visual shader using the `Texture2dParameter` node.
- Change `repeat` -> `enabled` or `disabled`
- Change `source` -> `screen`
### Minimal reproduction project
[min1.zip](https://github.com/godotengine/godot/files/13326487/min1.zip)
| https://github.com/godotengine/godot/issues/84769 | https://github.com/godotengine/godot/pull/84768 | 4e867b5835dfc3433c88b5cfd9b1f1760dd8a446 | 89f2f7f278b27db396589d50e51be8a1e6dca919 | "2023-11-11T21:06:14Z" | c++ | "2023-11-11T22:06:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,735 | ["core/object/script_language.cpp"] | GDExtension project doesn't open properly with linux-editor-mono artifact after language bookkeeping thread-safety PR | ### Godot version
4.2.beta (e38686f85b768a451dc06324fe2471adc8665448)
### System information
Mageia 9 - Vulkan (Forward+) - dedicated AMD Radeon RX Vega M GL Graphics (RADV VEGAM) () - Intel(R) Core(TM) i7-8705G CPU @ 3.10GHz (8 Threads)
### Issue description
I'm reporting an issue seen on the godot-cpp CI here: https://github.com/godotengine/godot-cpp/actions/runs/6823772322/job/18558325939
The "Run tests" job seems to timeout after many hours, and this started happening on Thursday 9 Nov in the afternoon (UTC).
To reproduce the issue, you need to follow the same steps as the godot-cpp CI.
First build the library and test code:
https://github.com/godotengine/godot-cpp/blob/73757e3a9fe652fa800f72f727faa8107aa1e736/.github/workflows/ci.yml#L134-L146
Then download the latest `linux-editor-mono` artifact from the Godot CI, and try to run the tests with it:
https://github.com/godotengine/godot-cpp/blob/73757e3a9fe652fa800f72f727faa8107aa1e736/.github/workflows/ci.yml#L168-L176
This line seems to never finish:
```
(cd project && (../../godot-artifacts/godot.linuxbsd.editor.x86_64.mono --editor --headless --quit >/dev/null 2>&1 || true))
```
Removing the `>/dev/null 2>&1 || true` part, we can see this:
```
$ (cd project && (../../linux-editor-mono\(3\)/godot.linuxbsd.editor.x86_64.mono --editor --headless --quit || true))
Godot Engine v4.2.beta.mono.custom_build.aa513a52b - https://godotengine.org
WARNING: Custom cursor shape not supported by this display server.
at: cursor_set_custom_image (servers/display_server.cpp:505)
ERROR: GDScript bug: Native class "Example" not found.
at: _gdtype_from_datatype (modules/gdscript/gdscript_compiler.cpp:121)
ERROR: GDScript bug: Native class "Example" not found.
at: _gdtype_from_datatype (modules/gdscript/gdscript_compiler.cpp:121)
ERROR: GDScript bug: Native class "ExampleRef" not found.
at: _gdtype_from_datatype (modules/gdscript/gdscript_compiler.cpp:121)
SCRIPT ERROR: Compile Error: Identifier not found: ExampleRef
at: GDScript::reload (res://main.gd:42)
ERROR: Failed to load script "res://main.gd" with error "Compilation failed".
at: load (modules/gdscript/gdscript.cpp:2703)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
```
And it continues with printing one more error every couple seconds or so.
The first errors before the EditorSettings ones are normal, they also happen on a successful run.
This seems to be caused by #84657 - CC @RandomShaper.
I tested the following artifacts to confirm that hunch:
- Artifact from that PR triggers the bug: https://github.com/godotengine/godot/actions/runs/6815038650/job/18533284910?pr=84657
- Artifact from the last CI built master commit before merging that PR doesn't trigger the bug: https://github.com/godotengine/godot/actions/runs/6810730049
- Artifact from the first CI built master commit after merging that PR triggers the bug: https://github.com/godotengine/godot/actions/runs/6815230311
Those artifacts don't have debug symbols, so I couldn't get a useful stacktrace to see what it's stuck on.
I tried to run the same steps as the godot-cpp CI using a self-compiled dev build (non-Mono), but it seems to work fine. And I tried with a self-compiled Mono build, which seems to outright crash with `free(): invalid pointer`... might be related, or not.
*Edit:* I can reproduce the above recurring errors with a .NET build made from our official buildsystem: https://downloads.tuxfamily.org/godotengine/testing/Godot_v4.2-beta_20231111_linux_mono_x86_64.zip
So the crash I have with my local build must be a me issue, we can ignore it here. I'll make a build with debug symbols on the official buildsystem.
For context, the reason we use a .NET build on the godot-cpp CI is simply because that's the one available as artifact from the Godot CI.
### Steps to reproduce
See above.
### Minimal reproduction project
godot-cpp test project, with the above steps. | https://github.com/godotengine/godot/issues/84735 | https://github.com/godotengine/godot/pull/84847 | baf6b4634d08bc3e193a38b86e96945052002f64 | a28476d1cdb00d2986e920eed0b9a4517dc722fa | "2023-11-10T23:57:40Z" | c++ | "2023-11-14T18:31:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,728 | ["core/object/script_language.cpp"] | Godot v4.2.beta.mono editor freezes when quitting. | ### Godot version
v4.2.beta.mono.custom_build
### System information
Windows 10 - Godot v4.2.beta.mono.custom_build - Vulkan (Forward+)
### Issue description
Godot editor freezes everytime I close it. So I have to terminate its process from task manager.
### Steps to reproduce
Open any project and close Godot editor.
### Minimal reproduction project
Any project, even empty project. | https://github.com/godotengine/godot/issues/84728 | https://github.com/godotengine/godot/pull/84847 | baf6b4634d08bc3e193a38b86e96945052002f64 | a28476d1cdb00d2986e920eed0b9a4517dc722fa | "2023-11-10T19:37:15Z" | c++ | "2023-11-14T18:31:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,725 | ["platform/windows/display_server_windows.cpp"] | Editor: Cannot scroll Resource list popup | ### Godot version
4.2 Beta5
### System information
Win 10 Nvidea
### Issue description
https://github.com/godotengine/godot/assets/47016402/f8a4ce1b-505c-433d-bbcf-541eaf3a81be
### Steps to reproduce
1. Go to the Inspector and click the + to add Metadata
2. Give it a name and chose the Resource type
3. Then click on "empty" to chose the Resource you want
4. Observe how you can't scroll the list (neither with scroll wheel nor scrollbar), and also can't search the list or jump to sections with the keyboard by typing the name of the resource
5. Observe how the Inspector in the background is scrolled instead
### Minimal reproduction project
N/A MRP not required and faster to test without. | https://github.com/godotengine/godot/issues/84725 | https://github.com/godotengine/godot/pull/85484 | c2d7cfe5387db5792a8832a58d7735969a827130 | 7b1a5de2841c98c81b98b09d5e7363fed078b341 | "2023-11-10T17:05:46Z" | c++ | "2023-12-04T22:15:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,691 | ["scene/register_scene_types.cpp"] | FogMaterial leaks memory when used | ### Godot version
4.2.beta.custom_build. 9df649185
### System information
Ubuntu 22.04 CI
### Issue description
When executing (this code was automatically minimized, so it is possible, that an even more "minimal" project can be created)
```
extends Node
func _process(delta):
var temp_variable38115 = AspectRatioContainer.new()
add_child(temp_variable38115)
temp_variable38115.set_material(FogMaterial.new())
temp_variable38115.draw_rect(Rect2(Vector2(-36.063362121582, -48.1610221862793), Vector2(-41.373592376709, -87.2978134155273)), Color(-65.7108001708984, 93.0576095581055, 63.3741264343262, 1), false, -27.3692429065704)
temp_variable38115.queue_free()
```
Godot leaks memory:
```
Godot Engine v4.2.beta.custom_build.9df649185 - https://godotengine.org
Vulkan API 1.2.0 - Forward Mobile - Using Vulkan Device #0: Unknown - SwiftShader Device (LLVM 10.0.0)
WARNING: The Multi-Threaded rendering thread model is experimental, and has known issues which can lead to project crashes. Use the Single-Safe option in the project settings instead.
at: setup2 (main/main.cpp:2423)
ERROR: Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.
at: draw_rect (scene/main/canvas_item.cpp:680)
ERROR: 1 RID allocations of type 'N10RendererRD15MaterialStorage6ShaderE' were leaked at exit.
=================================================================
==18275==ERROR: LeakSanitizer: detected memory leaks
Direct leak of 168 byte(s) in 1 object(s) allocated from:
#0 0x7f106c0b61e7 in operator new(unsigned long) ../../../../src/libsanitizer/asan/asan_new_delete.cpp:99
#1 0x7f105a6670d6 (<unknown module>)
SUMMARY: AddressSanitizer: 168 byte(s) leaked in 1 allocation(s).
```
This example was found by Godot fuzzer - [Qarminer](https://github.com/qarmin/Qarminer), so it is quite unlikelly that this code could be used in real project, but still this should be handled gracefully.
Memory leaks or asan backtraces are visible when using Godot build with sanitizers support - https://github.com/qarmin/GodotBuilds/actions (linux -> linux-editor-sanitizers)
### Steps to reproduce
Above
### Minimal reproduction project
Above | https://github.com/godotengine/godot/issues/84691 | https://github.com/godotengine/godot/pull/84702 | 7f49389c4b7295cf7f222a0b59b6f179ef10c18a | 2b987d1c54b77a394d302a89118274538726bcf1 | "2023-11-10T05:09:14Z" | c++ | "2023-11-10T10:34:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,639 | ["editor/shader_create_dialog.cpp"] | PointLight2D doesn't work on Tilemap that uses shader if you have an empty light function | ### Godot version
4.2 Beta 4
### System information
Windows 11
### Issue description
Hello! I ran into something that I thought was a bit confusing the other day. I wrote a shader for my tilemap and it stopped interacting with my PointLight2D Nodes. I spent quite a while trying to figure it out and then just by chance I noticed that my shader still had the empty light() function that the template creates. When I removed it it started working again.
It would be a nice QOL update to add a comment or something to that template function indicating to people that it is overriding ALL lighting behavior (as opposed to being additive or doing nothing if left empty). I'm sure this is obvious to more experienced developers, but since this is my first shader I only really found it by pure chance as I couldn't find this documented anywhere or in any videos.
### Steps to reproduce
Make any shader, leave the light function empty. Observe that Nodes that use that shader no longer interact with light sources.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84639 | https://github.com/godotengine/godot/pull/84594 | 81a30b6ea0277692b51eb129058e9fe3b67fd444 | be585ac64454a4097af8731d65c8abd0454ab345 | "2023-11-08T23:04:36Z" | c++ | "2023-12-04T22:04:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,634 | ["platform/ios/display_server_ios.mm"] | `DisplayServer.screen_get_refresh_rate()` doesn't take iOS power saving settings into account | ### Godot version
4.1.2.stable
### System information
iOS 17 (iPhone 15 Pro) - vGodot 4.1.2.stable - Vulkan (Mobile) - Apple A17 Pro
### Issue description
Whether this is a bug or not is a matter of debate, but on iOS devices with ProMotion displays (iPhone 13, 14, and 15 Pro devices as well as the Pro iPads since 2018) lower their refresh rate to 60 when in low power mode. However, Godot will still return 120 when DisplayServer.screen_get_refresh_rate() is called. I am not sure what the behavior on Android is, my only test device has a screen that maxes out at 60.
This being "corrected" (if this is an error) could be useful in situations where you want a game to run at half the refresh rate of the display for energy saving purposes. Ex: 60 when battery saver is off and 30 when battery saver is on.
### Steps to reproduce
Create a project that displays DisplayServer.screen_get_refresh_rate(), run on an iPhone with low power mode enabled.
### Minimal reproduction project
[ScreenRefreshMinimal.zip](https://github.com/godotengine/godot/files/13301547/ScreenRefreshMinimal.zip)
| https://github.com/godotengine/godot/issues/84634 | https://github.com/godotengine/godot/pull/85026 | f56765ea47b98d56c2c9b68217c9b88dfbe30eae | abddb931522b711437312f17cba3c9897754b446 | "2023-11-08T21:47:02Z" | c++ | "2023-12-08T15:58:19Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,612 | ["core/math/rect2.h", "core/variant/variant.h", "scene/animation/animation_mixer.cpp", "scene/animation/animation_mixer.h", "scene/animation/tween.cpp", "scene/resources/animation.cpp", "scene/resources/animation.h"] | Update issues with AnimationPlayer's string-tracks | ### Godot version
v4.2.beta.custom_build [5ee983188]
### System information
Windows 10 - Vulkan (Forward+)
### Issue description
Handling of string-tracks seems to have been changed since Godot version 4.1.3:
- When using continuous update mode the string used is always fetched from the RESET-track
- When using discrete update mode the value is only updated when the cursor hits exactly the key. This causes the value to be never updated if the key is not in "Snap-divisible" location and using the cursor to skim through the animation.
Both of the update modes work as expected in Godot 4.1.3 and earlier (also tested with 4.1 stable).
Video:
https://github.com/godotengine/godot/assets/50438441/a8b0bcce-7a13-4484-9d6e-d90395ee0cc1
There is also a slight difference with the key handling related to floats when using discrete update mode and playing backwards (which isn't described but can be seen in the video since I noticed it after recording). In 4.1.3 the value seems to be the last value in "real time chronological order" (= in this case the lower progress bar "lags behind" in both playing directions), but in 4.2 the value seems to be fetched from the previous key (in "track order"). Personally I think the new 4.2-way is more logical as the animation works the same regardless of the playing direction and is consistent with how the editor works when using the cursor, though.
Might be related(?): https://github.com/godotengine/godot/issues/69591
### Steps to reproduce
Add a string-track with some keys to AnimationPlayer or open the MRP and move the cursor around the animation (or play it back).
### Minimal reproduction project
[AnimStringIssue_41.zip](https://github.com/godotengine/godot/files/13295684/AnimStringIssue_41.zip)
(The MRP is in 4.1-format as this is about changes in behavior and the project can also be opened with 4.2 (although it converts it when opening)). | https://github.com/godotengine/godot/issues/84612 | https://github.com/godotengine/godot/pull/84815 | ce9901ef54537eb81e77667f82a2adc68d1d913c | 6ae6cc0bf5911308f1171092d21bee5628189424 | "2023-11-08T11:13:04Z" | c++ | "2023-11-16T13:52:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,601 | ["editor/plugins/shader_editor_plugin.cpp"] | Cannot Save Scene while Shader Editor is Open | ### Godot version
4.5 Beta 5
### System information
Windows 11, Nvidia RTX4070ti, AMD Ryzen7700x
### Issue description
Cannot save any scene after changes while the Shader Editor is open.
### Steps to reproduce
- Open MRP
- Open Shader Editor by double-clicking on the Visual Shader
- Move the cube
- Try to save scene with Ctrl+S
### Minimal reproduction project
[ShaderEditorSaveBug.zip](https://github.com/godotengine/godot/files/13291645/ShaderEditorSaveBug.zip)
| https://github.com/godotengine/godot/issues/84601 | https://github.com/godotengine/godot/pull/84614 | cfcb0a1efc7a6caa3d0a8760e39098a45bb4fee0 | 57a0ac27d5f9015b38c0e7b2f50432ce57c72785 | "2023-11-08T03:17:41Z" | c++ | "2023-11-08T18:11:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,598 | ["drivers/gles3/rasterizer_scene_gles3.cpp", "drivers/gles3/storage/light_storage.cpp"] | OpenGL: Sky contribution fails in VR | ### Godot version
4.2.dev 5ee983188de97ae027f9b9c1443438063f708a7e
### System information
Windows 10 - Compatibility renderer
### Issue description
When running a VR project sky contribution is not working in the compatibility renderer:

It is working fine in normal mode. Can be worked around by setting sky contribution to 0 and providing an ambient color.
### Steps to reproduce
Try any project with a proper sky setup in XR, just switch to compatibility renderer.
### Minimal reproduction project
I'll try and create an MVP soon that can be used without XR hardware, but for now this can be used:
https://github.com/BastiaanOlij/godot_openxr_demo | https://github.com/godotengine/godot/issues/84598 | https://github.com/godotengine/godot/pull/86018 | edf64243bfa43e73bfd5dadcb2a988503735b596 | 5088cd8ab7df3ed473dc13fa8162fcbc05109d8b | "2023-11-08T01:04:06Z" | c++ | "2023-12-13T09:32:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,591 | ["main/main.cpp", "platform/macos/gl_manager_macos_angle.mm"] | TileMap performance degradation on MacOS using ANGLE | ### Godot version
v4.2.beta5.official [4c96e9676]
### System information
Godot v4.2.beta5 - macOS 14.0.0 - GLES3 (Compatibility) - ANGLE (Apple, ANGLE Metal Renderer: Apple M1, Version 14.0 (Build 23A344)) - Apple M1 (8 Threads)
### Issue description
MacOS seems to have very bad TileMap performance on very small (8 tiles) tile sets. I opened same project on my lower end Windows 10 machine and it ran perfectly. Once running game seems to run fine, it's only in the editor this issue seems to occur and I've noticed it in all the Betas I worked on this project in which was Beta 2. If I use the Stable 4.1.3 that was just released the performance issue doesn't exist. This is only since Version 4.2. I know some changes came with the system and may have greatly affected performance on the MacOS systems, but not Windows. Linux is unknown.
### Steps to reproduce
Create a project with a TileMap and then attach any size tile set. Select the TileMap tab at the bottom and watch the editor feel like it's gonna come to a halt.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84591 | https://github.com/godotengine/godot/pull/85785 | 1af8228ced0b2898bee3952d91f5b901b3952513 | 7233bc6736e6a9e12758a52402660f9a3a892a78 | "2023-11-07T20:22:21Z" | c++ | "2023-12-05T14:15:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,589 | ["scene/gui/rich_text_label.cpp"] | RichTextLabel list dosen't center the bullets (ordered and unordered) | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 Ti (NVIDIA; 31.0.15.3209) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)
### Issue description
In RichTextLabel node, when using lists that should be centered, the bullets of both unordered and ordered lists aren't centered but the text is. It appears when centering the list with ```[center]``` keyword and inside a centered paragraphe ```[p align=center]```.
When writting this:

I get:

I would expect:

### Steps to reproduce
Write the text on the screenshot above in the text property of a RichTextLabel node and enable ```enable_BBCode``` property.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84589 | https://github.com/godotengine/godot/pull/84605 | ae20b74ad58d77d3840c5535945f3fa70cd590bc | cfcb0a1efc7a6caa3d0a8760e39098a45bb4fee0 | "2023-11-07T19:01:00Z" | c++ | "2023-11-08T18:10:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,552 | ["core/io/marshalls.cpp"] | Objects of custom instance classes cannot be decoded by marshalls | ### Godot version
4.1.3
### System information
Windows 10
### Issue description
E 0:00:47:0705 Message.gd:46 @ from_raw(): Class 'FileAccess' or its base class cannot be instantiated.
<Erreur C++> Condition "!ti->creation_func" is true. Returning: nullptr
<Source C++> core/object/class_db.cpp:341 @ instantiate()
<Pile des appels>Message.gd:46 @ from_raw()
WebRTCClient.gd:30 @ _process()
`from_raw() is a byte_to_var_with_objects() function`
### Steps to reproduce
try to decode an array containing a FileAccess object among many other vars
byte_to_var_with_objects([FileAccess.open(path, FileAccess.READ), a, b, c, d, ...])
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84552 | https://github.com/godotengine/godot/pull/84611 | 179b8c79738ea0656c747e0c733b16676fdce40a | 6fc92e1d05d933746060166a16612277f42731aa | "2023-11-06T22:32:48Z" | c++ | "2023-12-19T19:32:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,545 | ["scene/2d/cpu_particles_2d.cpp"] | `CPUParticles2D` tangential accel not behaving as expected | ### Godot version
v4.1.2.stable.official [399c9dc39]
### System information
Godot v4.1.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 Ti (NVIDIA; 31.0.15.4584) - AMD Ryzen 5 1500X Quad-Core Processor (8 Threads)
### Issue description
Also tested on Godot v4.2.beta4.official [93cdacbb0], where this behaves the same.
Tangential acceleration should apply force perpendicular to the particle's current velocity (or perpendicular to the direction to the emitter center, in the case of `GPUParticles2D`; documentation issue?), but this does not happen.
https://github.com/godotengine/godot/assets/46876531/4131ff9e-cb68-4e1b-8d5d-51270b470bfd
I quickly scribbled together a chart to help identify the exact problem.

The green, closer arrows represent the expected applied force; the yellow, further arrows represent the actual applied force.
My understanding is that the angle used to calculate the force is being applied backwards, causing the actual force to be horizontally mirrored from what is expected. You can also see that the applied force rotates counter to the expected force, when rotating around the circle.
`GPUParticles2D`, on the other hand, do not exhibit this behavior. Using the "Convert to CPUParticles2D" option is an easy way to compare the expected behavior to the actual behavior.
### Steps to reproduce
1. Create a `CPUParticles2D` node.
- To make the effect more noticeable, I recommend disabling gravity and either setting an emission shape or the initial velocity.
3. Set tangential accel to a non-zero value.
4. Observe as the force applied is not perpendicular to the particle's current velocity/direction to the center, except when moving right or left (or up or down, although in the wrong direction).
### Minimal reproduction project
[issue.zip](https://github.com/godotengine/godot/files/13271511/issue.zip) | https://github.com/godotengine/godot/issues/84545 | https://github.com/godotengine/godot/pull/84575 | 8a9aa30348b9dc1582732f4a8401fc959ea0ecbe | 5d9dce43bb65e207c377eb93083595a9f9df337c | "2023-11-06T19:04:44Z" | c++ | "2023-12-19T12:01:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,530 | ["editor/node_dock.cpp", "editor/node_dock.h"] | Node Dock is not cleared when deleting selected node | ### Godot version
4.2 beta4
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
### Issue description
When you select a node, the Node dock's signals and groups will point to that node. When you unselect it, the dock is properly cleared. If you instead delete the node, the dock content will stay and you can still make changes, which will go into the void (there is no way to restore the node without undoing the changes). What's worse, if you make a new scene and do the same to root node, it will result in editor crash.
Related is that the inspector does not fully clear either. The node header stays, the content is empty:

### Steps to reproduce
1. Add node
2. Select it
3. Go to Node dock's Groups
4. Press Delete to delete the node (tested with the "no confirm" action, IIRC Shift+Delete by default?)
5. The node is removed, but dock stays
6. Add groups
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84530 | https://github.com/godotengine/godot/pull/85686 | 748113280f3ec6e16a449c667a2d87f563d9b668 | 7f02f5b71b2811018dfeacd2879a7ee813b32035 | "2023-11-06T14:51:44Z" | c++ | "2023-12-12T09:40:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,519 | ["scene/gui/color_picker.cpp"] | ColorPicker shape icon is invisible until shape is changed | ### Godot version
4.2 beta4
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
### Issue description
Can't see icon:

After change:

### Steps to reproduce
1. Add any node property of type Color (e.g. Node2D)
2. Open color picker
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84519 | https://github.com/godotengine/godot/pull/84535 | 37ae21966d821a6ade21ec91ad05c897a5aea006 | c3111c3e1a016dc967e11eafd53cf3ef963818aa | "2023-11-06T12:31:07Z" | c++ | "2023-11-07T11:54:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,506 | ["scene/resources/tile_set.cpp"] | Image error when generating preview icon for non RGBA8 terrain tiles | ### Godot version
5ee983188de97ae027f9b9c1443438063f708a7e
### System information
Windows 11
### Issue description
Godot editor will throw an error and fail to generate preview icons for terrain tiles which use a base image which is not RGBA8 format.
`core\io\image.cpp:2788 - Condition "format != p_src->format" is true.`
### Steps to reproduce
- Import a non-RGBA8 image into Godot.
- Create a TileMap
- Create an associated TileSet
- Create a terrain for this tileset
- Add the image as an atlas
- Go to the paint tab
- Paint the terrain on the TileSet
- An error will occur any time terrains are edited in the TileSet editor or selected in the TileMap editor terrain tab.
### Minimal reproduction project
[tileset_terrain_bug.zip](https://github.com/godotengine/godot/files/13264213/tileset_terrain_bug.zip)
| https://github.com/godotengine/godot/issues/84506 | https://github.com/godotengine/godot/pull/84507 | 6f16e3f257acba1df262e9b7d8ac48dc6ed2f450 | 74880abd15c7729daf953a3d08bc24b88dd38d53 | "2023-11-06T08:21:49Z" | c++ | "2023-12-04T22:03:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,499 | ["core/object/undo_redo.cpp"] | Dragging a property spams history messages, causing rapid memory usage increases due to editor output panel being filled with text | ### Godot version
v4.1.3.stable.official [f06b6836a]
### System information
Godot v4.1.3.stable - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.3623) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)
### Issue description
I have a plane mesh with a 2048x2048 PNG texture applied. Changing the albedo colour of the texture results in Godot consuming as much memory as possible until my computer freezes, shortly before Godot crashes.
### Steps to reproduce
1. Create a mesh (CSGMesh3D)
2. Apply a new standard material
3. Under Material -> Albedo, change the material's colour.
4. Rapidly changing the colour results in extreme memory consumption, and won't be cleared until reopening Godot
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84499 | https://github.com/godotengine/godot/pull/84795 | 2bcc2a3cd0b70034e2b0559342a30c65d94a0304 | 404c995ab3e97246a2168a913eb4196a188b0590 | "2023-11-06T04:12:01Z" | c++ | "2023-11-12T22:00:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,483 | ["scene/animation/animation_mixer.cpp", "scene/animation/animation_mixer.h"] | AnimationPlayer texture leaked at exit | ### Godot version
v4.2.beta4.official.93cdacbb0
### System information
Windows 10, 64bit, Vulkan API 1.3.242 - Forward+
### Issue description
If an AnimationPlayer is instantiated from another scene, the texture of the animation leaked at exit.
Stopping the animation manually and deleting the node does not seem to help.
Tested under v4.2-beta4 mono and gd-script. Leak occurs in both versions. However, the problem does not occur in version 4.1.3.
output:
```
XR: Clearing primary interface
XR: Removed interfaceNative mobile
XR: Removed interfaceOpenXR
ERROR: 1 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
WARNING: 2 RIDs of type "Texture" were leaked.
at: finalize (drivers/vulkan/rendering_device_vulkan.cpp:9623)
WEditorSettings: Save OK!
XR: Clearing primary interface
XR: Removed interfaceNative mobile
XR: Removed interfaceOpenXR
ERROR: 1 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
WARNING: 2 RIDs of type "Texture" were leaked.
at: finalize (drivers/vulkan/rendering_device_vulkan.cpp:9623)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:2207)
Leaked instance: CompressedTexture2D:-9167777430419476631 - Resource path: res://frames.png
Leaked instance: BitMap:-9166121016152231285 - Resource path:
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
ERROR: Resources still in use at exit (run with --verbose for details).
at: clear (core/io/resource.cpp:489)
Resource still in use: res://frames.png (CompressedTexture2D)
```
### Steps to reproduce
Run the minimal project under 4.2.beta4 with the verbose attribute and close the project after the animation has been started.
### Minimal reproduction project
[GD_Min_AnimLeak.zip](https://github.com/godotengine/godot/files/13260062/GD_Min_AnimLeak.zip)
| https://github.com/godotengine/godot/issues/84483 | https://github.com/godotengine/godot/pull/84942 | cc135c58218cfd48a2bc2a1fe4805578a3ae661c | 56a2b143a2d8868fdbaba798b7b0145516397f48 | "2023-11-05T15:44:04Z" | c++ | "2023-11-15T17:47:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,460 | ["editor/editor_node.cpp"] | `SurfaceUpgradeTool` breaks using `--headless --editor --quit` in CI/CD to generate `.godot/extension_list.cfg` (and probably other things too) | ### Godot version
v4.2.beta.custom_build [be386e187]
### System information
Ubuntu 22.04
### Issue description
Godot needs some files in `.godot/` in order to run a game, so if you have a fresh checkout of your project's code, you need to run it in the editor at least once.
A common solution to this on CI/CD, is to run `godot --headless --editor --quit` and then run your tests or export your game. (This is used in the godot-cpp CI in order to generate the `.godot/extension_list.cfg` which is needed to load a project's GDExtensions, which is how I discovered this issue.)
After PR https://github.com/godotengine/godot/pull/84200 this no longer works
That PR delays when `EditorFileSystem::scan()` runs (which is what will generate `.godot/extension_list.cfg`) and so what appears to happen is that the editor is quitting before it has a chance to scan. The `--quit` causes Godot to quit after 1 frame, but now the `EditorFileSystem::scan()` doesn't happen until a later frame, so we're quitting too early.
I suspect that there may be other files in the `.godot/` directory that should be generated (for example `global_script_class_cache.cfg`), but aren't now after PR #84200.
### Steps to reproduce
1. Checkout [godot-cpp](https://github.com/godotengine/godot-cpp)
2. Run `godot --path test/project --headless --editor --quit`
3. List the `test/project/.godot/` directory, and notice that `extension_list.cfg` is not present
### Minimal reproduction project
Use [godot-cpp](https://github.com/godotengine/godot-cpp) | https://github.com/godotengine/godot/issues/84460 | https://github.com/godotengine/godot/pull/84570 | a956f2f21c683f93a1b2fbcccf8164361edff972 | 3e7f638d7b574785f521beafaf52a6ad95be016f | "2023-11-04T21:13:38Z" | c++ | "2023-11-07T11:54:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,433 | ["editor/shader_create_dialog.cpp"] | [4.2 beta 4] Pressing Enter after typing file name no longer confirms "Create Shader" dialogue | ### Godot version
4.2 beta4
### System information
Godot v4.2.beta4 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.2647) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
### Issue description
I just pressed the "new shader dropdown"

and typed the name test123,, but when I pressed enter, the dialogue did not close (nothing happened). Doing this same thing in 4.1 does close the dialogue and create the file.
### Steps to reproduce
Create a sprite 2d
Add a new shader material
Add new shader
type a name for the shader file and press enter
notice nothing happens
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84433 | https://github.com/godotengine/godot/pull/84539 | c3111c3e1a016dc967e11eafd53cf3ef963818aa | 30bae5b78272472407ef3457f55d8f5acadf0e81 | "2023-11-03T23:52:52Z" | c++ | "2023-11-07T11:54:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,422 | ["editor/plugins/node_3d_editor_plugin.cpp"] | Internal error when adding multiple scenes into the 3D viewport | ### Godot version
Master (4.2)
### System information
Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF
### Issue description
As you can see in the video when you try to add multiple scenes in to the 3D viewport (only with multiple scenes) the editor throws this error.
```
ERROR: Can't add child '@Node3D@18837' to '@SubViewport@9274', already has a parent '@SubViewport@9274'.
at: (scene\main\node.cpp:1411)
```
Video: https://youtu.be/BVcCIigQJDw
This happens in the latest master (pulled on 2.11.2023).
### Steps to reproduce
Drag couple of the 3d mesh scenes into the 3D viewport and then select multiple scenes and drag them over and observer the error.
### Minimal reproduction project
[TestSceneDragAndDrop.zip](https://github.com/godotengine/godot/files/13253741/TestSceneDragAndDrop.zip)
| https://github.com/godotengine/godot/issues/84422 | https://github.com/godotengine/godot/pull/85087 | ff151bb9aaa54dcffd7bc86e5045af8bed62b964 | beb454c5283aa4203f5659e3592d88ca3735a49b | "2023-11-03T19:09:18Z" | c++ | "2023-12-04T22:10:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,386 | ["drivers/gles3/shaders/scene.glsl"] | Shadows cannot be disabled in the material in the Compatibility renderer | ### Godot version
Godot v4.2.beta (b733901e9)
### System information
Godot v4.2.beta (b733901e9) - Solus 4.4 - X11 - GLES3 (Compatibility) - Mesa Intel(R) HD Graphics 3000 (SNB GT2) () - Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (4 Threads)
### Issue description
The `shadows_disabled` render mode doesn't work at all with the Compatibility renderer, it simply isn't implemented.
### Steps to reproduce
-add any two MeshInstances to a 3D scene
-add a light so that shadow falls on one of the meshes
-add a new shader material to the shadowed mesh and create a shader
-add `render_mode shadows_disabled;` to the shader
-shadows are still visible
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84386 | https://github.com/godotengine/godot/pull/84416 | 98882f1c69fa1c415fb84fbdca601a8558414e68 | 6f16e3f257acba1df262e9b7d8ac48dc6ed2f450 | "2023-11-02T22:53:40Z" | c++ | "2023-12-04T22:03:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,373 | ["editor/plugins/mesh_instance_3d_editor_plugin.cpp"] | Regression in lightmap UV unwrapping in godot 4.2.beta4 | ### Godot version
4.2.beta4
### System information
Windows 11, Godot 4.2.beta4, Forward +
### Issue description
unwrapping UV in models imported shows error while it works fine in godot 4.1

### Steps to reproduce
import model
extract meshes
place it in a scene
try to unwrap uv
### Minimal reproduction project
[lightmap beta4.zip](https://github.com/godotengine/godot/files/13242521/lightmap.beta4.zip)
| https://github.com/godotengine/godot/issues/84373 | https://github.com/godotengine/godot/pull/84374 | c929f79f99cd1e0a8c962870727279af31dbc2b2 | 64705bc3af28ff95770f01721b1280d7fc4d63a0 | "2023-11-02T17:01:23Z" | c++ | "2023-11-03T11:52:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,355 | ["drivers/vulkan/rendering_device_vulkan.cpp", "drivers/vulkan/rendering_device_vulkan.h"] | Surface Tool doesn't generate mesh on mobile renderer with Android 10 | ### Godot version
v4.2.beta4.official [93cdacbb0], 4.1.2.stable
### System information
Godot v4.2.beta4 - Android 10 - Vulkan (Mobile)
### Issue description
This happens only when trying to run it on Android 10 using the mobile renderer.
It fails on Samsung Galaxy S9+ (Android 10).
It works on Nokia 5.4 (Android 12).
The surface tool doesn't seem generate mesh at least not visible one. It also fails to generate collision mesh as a character will fall through it.
I included an example code.
### Steps to reproduce
Export the attached reproduction project (remember to set the renderer to mobile) and install it on an Android phone. The phone I tested is Samsung Galaxy S9+ with Android 10.
### Minimal reproduction project
[SurfaceToolBug.zip](https://github.com/godotengine/godot/files/13237789/SurfaceToolBug.zip)
| https://github.com/godotengine/godot/issues/84355 | https://github.com/godotengine/godot/pull/84852 | 8a9e3ad8d5623bad204964795504e5cd10289dad | a9ba8695d4ac453c5edc8339371116ea28f403aa | "2023-11-02T10:45:33Z" | c++ | "2023-12-04T22:06:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,349 | ["editor/plugins/sprite_2d_editor_plugin.cpp", "editor/plugins/sprite_2d_editor_plugin.h", "editor/plugins/texture_region_editor_plugin.cpp"] | Crash when deleting Sprite2D with region, undoing | ### Godot version
v4.2.beta4.official [93cdacbb0]
### System information
Windows 10
### Issue description
When I convert Sprite2D to mesh/polygon via sprite tools, undoing crashes the editor. It's not a big problem as it requires quite specific steps to trigger and converting a sprite with region doesn't seem to be fully supported anyway.
Error message:
```
Exception thrown at 0x00007FF7B0562753 in godot.windows.editor.x86_64.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
```
### Steps to reproduce
* Edit Sprite2D's region with region editor (note: manually setting region doesn't trigger the crash)
* ~~Convert to MeshInstance2D or Polygon2D~~ Delete the Sprite2D
* Undo x 2

### Minimal reproduction project
N/A, happens on a clean project. | https://github.com/godotengine/godot/issues/84349 | https://github.com/godotengine/godot/pull/84361 | 3c68ab679abffdb4e1c93f54adec1bcc58b0a1d1 | fae8ace6fb2e9fd6fef35d41d860b4d3c6596fa0 | "2023-11-02T08:10:38Z" | c++ | "2023-11-06T12:23:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,343 | ["editor/plugins/sprite_frames_editor_plugin.cpp"] | Editor Crash when AnimationPlayer sets the animation property of an AnimatedSprite2D node to a different from currently selected one | ### Godot version
4.2beta4 and master
### System information
Godot v4.2.beta4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 31.0.15.4601) - 13th Gen Intel(R) Core(TM) i7-13650HX (20 Threads)
### Issue description
When using an `AnimationPlayer` with an `AnimatedSprite2D`, setting the `animation` property of the `AnimatedSprite2D` to one animation then setting it to another animation in the `AnimationPlayer` will crash the editor. This bug is reproducible 100% of the time on 4.2beta2, 4.2beta3, 4.2beta4 and the master branch. But I could not reproduce it on 4.1.2-stable and on 4.2beta1. So it's likely a regression issue starting on 4.2beta2.
The crash is silent on the editor using any of the release builds above, doesn't give the user any error messages even when running from console. But debugging in development mode from master in Visual Studio would exit with a `Read access violation` pointing at line 100 of `hash_map.h`. Which is this line:
```
bool _lookup_pos(const TKey &p_key, uint32_t &r_pos) const {
if (elements == nullptr || num_elements == 0) { // <-- Read Access Violation here
return false; // Failed lookups, no elements
}
```
Here's a screenshot of the exception in Visual Studio:

The full stack trace:
```
godot.windows.editor.dev.x86_64.exe!HashMap<StringName,SpriteFrames::Anim,HashMapHasherDefault,HashMapComparatorDefault<StringName>,DefaultTypedAllocator<HashMapElement<StringName,SpriteFrames::Anim>>>::_lookup_pos(const StringName & p_key, unsigned int & r_pos) Line 100 C++
godot.windows.editor.dev.x86_64.exe!HashMap<StringName,SpriteFrames::Anim,HashMapHasherDefault,HashMapComparatorDefault<StringName>,DefaultTypedAllocator<HashMapElement<StringName,SpriteFrames::Anim>>>::has(const StringName & p_key) Line 312 C++
godot.windows.editor.dev.x86_64.exe!SpriteFrames::has_animation(const StringName & p_anim) Line 107 C++
godot.windows.editor.dev.x86_64.exe!SpriteFramesEditor::_select_animation(const String & p_name, bool p_update_node) Line 873 C++
godot.windows.editor.dev.x86_64.exe!SpriteFramesEditor::_sync_animation() Line 868 C++
godot.windows.editor.dev.x86_64.exe!call_with_variant_args_helper<SpriteFramesEditor>(SpriteFramesEditor * p_instance, void(SpriteFramesEditor::*)() p_method, const Variant * * p_args, Callable::CallError & r_error, IndexSequence<> __formal) Line 308 C++
godot.windows.editor.dev.x86_64.exe!call_with_variant_args<SpriteFramesEditor>(SpriteFramesEditor * p_instance, void(SpriteFramesEditor::*)() p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 418 C++
godot.windows.editor.dev.x86_64.exe!CallableCustomMethodPointer<SpriteFramesEditor>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 105 C++
godot.windows.editor.dev.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 58 C++
godot.windows.editor.dev.x86_64.exe!CallQueue::_call_function(const Callable & p_callable, const Variant * p_args, int p_argcount, bool p_show_error) Line 220 C++
godot.windows.editor.dev.x86_64.exe!CallQueue::flush() Line 326 C++
godot.windows.editor.dev.x86_64.exe!SceneTree::physics_process(double p_time) Line 473 C++
godot.windows.editor.dev.x86_64.exe!Main::iteration() Line 3575 C++
godot.windows.editor.dev.x86_64.exe!OS_Windows::run() Line 1474 C++
godot.windows.editor.dev.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 182 C++
godot.windows.editor.dev.x86_64.exe!_main() Line 204 C++
godot.windows.editor.dev.x86_64.exe!main(int argc, char * * argv) Line 218 C++
godot.windows.editor.dev.x86_64.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 232 C++
[External Code]
```
### Steps to reproduce
1. Open Minimal Reproduction Project using Godot 4.2beta4
2. Open player.tscn
3. Click the AnimatedSprite2D (note how the selected `animation` is 'anim2')
4. Click the AnimationPlayer (its `current_animation` should be at 'RESET')
5. Change the `current_animation` to 'anim1' (which will try to set the `animation` of the AnimatedSprite2D to 'anim1')
6. Editor crashes
This is one sure way to crash, but it's only one. Any other way of setting the `animation` property with the AnimationPlayer to a different one to what's selected in the AnimatedSprite2D will cause a crash. You could, for example, first change the `current_animation` on the AnimationPlayer to 'anim2' then click on the AnimatedSprite2D and change the selected `animation` to 'anim1', then try to save the scene. That will also crash. Note how I disabled the track that sets the `animation` on the 'RESET' animation to 'anim1'. If you reenable that, then simply clicking on the AnimatedSprite2D then clicking back on the AnimationPlayer will also crash. As long as the AnimatedSprite2D has one `animation` selected and the AnimationPlayer tries to change it to another, the editor will crash.
In previous versions (4.2beta1) when the 2 diverged, the AnimationPlayer node would just change the value of the `animation` in the AnimatedSprite2D node to whatever was in the AnimationPlayer tracks instead of crashing the editor.
### Minimal reproduction project
[bug-apcrash.zip](https://github.com/godotengine/godot/files/13234243/bug-apcrash.zip)
or
https://github.com/vibrunazo/godot-bug-apcrash | https://github.com/godotengine/godot/issues/84343 | https://github.com/godotengine/godot/pull/84625 | e769a756402c5118c82c173e8091cb8a799ddd80 | d1381bbca264794eb3ba470789217ab6f5c91d3f | "2023-11-02T04:33:38Z" | c++ | "2023-11-09T10:48:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,280 | ["drivers/gles3/storage/texture_storage.h", "servers/rendering/dummy/storage/texture_storage.h", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp", "servers/rendering/renderer_rd/renderer_scene_render_rd.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.h", "servers/rendering/renderer_viewport.cpp", "servers/rendering/storage/texture_storage.h"] | 2D MSAA breaks rendering if there are no 2D nodes to render | ### Godot version
4.2 beta 4
### System information
Godot v4.2.beta4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.4584) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)
### Issue description
I am not sure what is going on to be honest, I tried to figure out for several hours hoping that I could open a more clear issue. But I managed to figure out it is a bug by running the same project in two different version of GoDot.
In the project I attached, make sure you do not have Steam open, run the project, click create a lobby then click start game.

The same project will have two different behaviors:
* 4.2beta3:
It will load the scene in around 2 seconds, then holding "Tab" will show the scoreboard, pressing console will open the console, pressing it again will close it, game is clearly active no matter the state of UI, or the input, you can orbit the camera around the player.
* 4.2beta4: It will simply freeze black no matter how long you wait, the multiplayer lobby UI is hidden and screen will stay black until you either hold "Tab" to open the scoreboard, or press "`" to open the console. If you press any of those inputs, the game scene will appear, but the it will render just as long as you hold 'Tab' or as long as the console should be active (between two console presses). The game seems to be running behind, that is why I used "render" here.
This behavior is very strange, there are no errors or warning displayed in output, and I think it should really be looked into. I feel that something was broken badly in this beta 4.
### Steps to reproduce
In the project I attached, make sure you do not have Steam open, run the project, click create a lobby then click start game.

The same project will have two different behaviors:
* 4.2beta3 (CORRECT BEHAVIOR):
It will load the scene in around 2 seconds, then holding "Tab" will show the scoreboard, pressing console will open the console, pressing it again will close it, game is clearly active no matter the state of UI, or the input, you can orbit the camera around the player.
* 4.2beta4 (WRONG BEHAVIOR):
It will simply freeze black no matter how long you wait, the multiplayer lobby UI is hidden and screen will stay black until you either hold "Tab" to open the scoreboard, or press "`" to open the console. If you press any of those inputs, the game scene will appear, but it will render just as long as you hold 'Tab' or as long as the console should be active (between two console presses). besides this, it stays frozen.
### Minimal reproduction project
[Project.zip](https://github.com/godotengine/godot/files/13223077/Project.zip)
_Production edit: Confirmed to be a regression from https://github.com/godotengine/godot/pull/83649_ | https://github.com/godotengine/godot/issues/84280 | https://github.com/godotengine/godot/pull/84957 | 923ef2b46a04e8f54c0a60bae8a0a6269fa52ed2 | bd74d92ef79031379a2010a0110b48e71c8f7ebc | "2023-11-01T03:16:55Z" | c++ | "2023-11-22T20:56:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,277 | ["scene/resources/immediate_mesh.cpp", "servers/rendering_server.cpp"] | Vulkan: 3D editor grid lines render incorrectly on macOS Apple Silicon GPU | ### Godot version
v4.2.beta4.official [93cdacbb0]
### System information
macOS Ventura 13.2.1, Apple M1 Pro
### Issue description
I opened a freshly created project and noticed a visual anomaly in the 3D workspace. It is present no matter what view you choose.


### Steps to reproduce
Created multiple new projects and in all cases, the anomaly remained. This did not show up in the 4.1.2 Stable version.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84277 | https://github.com/godotengine/godot/pull/84576 | 7efe2e3d829287f4ea69000bc4940cb3704143db | f0c52c0e3510d3e073c92a782bff88ebb51d80d1 | "2023-11-01T02:19:54Z" | c++ | "2023-11-08T18:09:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,262 | ["doc/classes/ParticleProcessMaterial.xml"] | GPU Particles lacks info for the Velocity Pivot value | ### Godot version
v4.2.beta4
### System information
Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4592) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)
### Issue description
Velocity Pivot is used to control the pivot point of Orbit and Radial animated velocities, but the description is currently empty.

### Steps to reproduce
You can use the MRP to check the value in action.
### Minimal reproduction project
[GPUParticle2D Orbit Pivot.zip](https://github.com/godotengine/godot/files/13210457/GPUParticle2D.Orbit.Pivot.zip) (from #84220) | https://github.com/godotengine/godot/issues/84262 | https://github.com/godotengine/godot/pull/84276 | 8ce31989ff0be8772fdf28f5bf6652c0e316ab1d | 1ea46ad4c3be43bcb7e8a2d539d5a6650794925b | "2023-10-31T17:31:54Z" | c++ | "2023-11-01T14:10:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,255 | ["drivers/gles3/rasterizer_scene_gles3.cpp"] | Rendering stops after entering WebXR with Godot 4.2-beta4 | ### Godot version
v4.2.beta4.official [93cdacbb0]
### System information
Chromium-based browsers (Brave with the WebXR emulator addon)
### Issue description
When exporting the [Godot XR Tools demo](https://github.com/GodotVR/godot-xr-tools) for web using Godot 4.2-beta3, everything works fine!
However, when exporting with Godot 4.2-beta4, the demo appears to stop rendering (completely black screen) after clicking the "Enter VR" button. There are no errors or messages in the console providing any hints.
~~I haven't had a chance yet to bisect and find which change is causing this regression.~~
**UPDATE:** Git bisect points to PR https://github.com/godotengine/godot/pull/83649 as the cause of the regression
### Steps to reproduce
1. Download the [Godot XR Tools demo](https://github.com/GodotVR/godot-xr-tools)
2. Open with Godot 4.2-beta4
3. Export for web
4. Open in your browser and click the "Enter VR" button
### Minimal reproduction project
Use the [Godot XR Tools demo](https://github.com/GodotVR/godot-xr-tools) | https://github.com/godotengine/godot/issues/84255 | https://github.com/godotengine/godot/pull/84267 | 98baac7172903111b084b4111d6f3df31f0bf3dd | 1bd46fe7ffe9e7f68b28feb695ef26cb78315ce0 | "2023-10-31T16:04:02Z" | c++ | "2023-11-01T21:32:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,248 | ["editor/import_defaults_editor.cpp"] | After making changes to Project Settings, any changes are not saved to the project.godot file | ### Godot version
v4.2.beta3.mono.official [e8d57afae]
### System information
Godot v4.2.beta3.mono - Windows 10.0.19045 - Vulkan (Mobile) - dedicated Radeon RX 580 Series (Advanced Micro Devices, Inc.; 31.0.21031.1005) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)
### Issue description
After making a change to the Project->Project Settings->Import Defaults (tab)->Scene (option)->Embedded Image Handling value, and saving, the project.godot file did not update.
### Steps to reproduce
Create a new empty project
Go to this menu item

Go to this tab and select this Importer

Change this option, click Save, then click Close

Close the project with Save & Quit and go back into the settings...the value did not update as expected

Video attached for reference
https://github.com/godotengine/godot/assets/28369028/efdca19b-c77d-47f8-8f74-d6b311d402e1
### Minimal reproduction project
Instructions above, don't believe an attached project is needed for this.
Please let me know if otherwise. | https://github.com/godotengine/godot/issues/84248 | https://github.com/godotengine/godot/pull/84291 | 3d0041ff971419123c8aaf241f5dddf1fecfc4ef | 8a403e7432ceb31cae196eccfc155ef3fbc62356 | "2023-10-31T13:15:25Z" | c++ | "2023-11-01T14:11:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,231 | ["scene/gui/rich_text_label.cpp"] | RichTextLabel coloring issue with underlining or striking BBCode tag if color tag is also used at the beginning of a line | ### Godot version
4.2.beta3 (and all the other 4.2.x flavors)
### System information
Manjaro Linux (DE: Cinnamon v5.8.4) 64 bits
### Issue description
When using a color tag (BBCode) at the beginning of a RichTextLabel text, when striking/underlining is also used on this colored text later, the lines created by the striking/underlining are colored until the end of the line.
If text is on multiple lines, only the lines beginning with a color tag are impacted until the end of this particular line (by the end I mean when the control's end is reached, generating a new line by wordwrap, not when a new line is manually introduced).

Expected result should be a matching of the underlining/striking color with the related text above/under.
### Steps to reproduce
I provide a MRP below, but simply adding color tag at the beginning of a RTL text for only a few words and also adding [s]..[/s] around the whole text would trigger the issue.
Text should be partially colored only and the striking/underlining should be applied to the whole text to see the actual issue.
### Minimal reproduction project
The small application seen in the screenshot above:
[Rich Text Label Issue.zip](https://github.com/godotengine/godot/files/13212744/Rich.Text.Label.Issue.zip)
| https://github.com/godotengine/godot/issues/84231 | https://github.com/godotengine/godot/pull/84233 | 508b4b4b57bca318478f91fa151334e398bcbd1b | 4363ae34fa3f52223ae78ff2f2c187ab99827e3a | "2023-10-31T06:39:54Z" | c++ | "2023-10-31T12:48:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,216 | ["editor/filesystem_dock.cpp"] | Crash when renaming in the thumbnail panel conflicts with another file | ### Godot version
5dc10b5aa506c4287c6ff87367efe031bc1a7d82
### System information
Windows 11
### Issue description
The engine crash if you attempt to rename a file in the thumbnail file browser to the same name as a file which already exists.
### Steps to reproduce
Create two files in the Godot file browser.
In the thumbnail view, press F2 or right click and select rename on one of them.
Name this file to the same filename as the other file.
The engine will now crash.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84216 | https://github.com/godotengine/godot/pull/84218 | cf16c69e7d81f084aeb9e523f0d3fa203ed268fe | 6271f91a8f076d360e0d2e19003c0c219a814a48 | "2023-10-30T22:57:49Z" | c++ | "2023-10-31T12:46:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,215 | ["editor/filesystem_dock.cpp"] | Crash after attempting selected file after toggling split modes. | ### Godot version
5dc10b5aa506c4287c6ff87367efe031bc1a7d82
### System information
Windows 11
### Issue description
The engine will crash if you attempt to select an item in the thumbnail grid, then toggle between the filesystem split mode, then attempt to rename the file you had highlighted. This is due to renaming via the thumbnail grid depending upon on the 'current' ItemList variable, which gets unset when the panel is refreshed.
### Steps to reproduce
Create a project.
Create a file
Highlight the file
Switch between the split modes until you can see the thumbnail view again.
Press F2 or right click on the file you had selected and select rename.
The engine will now crash
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84215 | https://github.com/godotengine/godot/pull/84217 | 64d20e0ebf77c8e496b4ba6a924e29b891665a22 | 330d22e99a43517a024f5db099dd864f16017191 | "2023-10-30T22:55:10Z" | c++ | "2023-11-03T11:52:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,194 | ["drivers/gles3/shader_gles3.cpp", "drivers/gles3/storage/config.cpp", "drivers/gles3/storage/utilities.cpp", "drivers/vulkan/vulkan_context.cpp"] | Multiple 'Unicode parsing error' output in console when using Compatibility Renderer | ### Godot version
v4.2.beta3.official [e8d57afae]
### System information
Godot v4.2.beta3 - macOS 14.0.0 - GLES3 (Compatibility) - ANGLE (Apple, ANGLE Metal Renderer: Apple M1, ãã¼ã¸ã§ã³14.0ï¼ãã«ã23A344ï¼) - Apple M1 (8 Threads)
### Issue description
When using Compatibility Renderer, multiple 'Unicode parsing error' messages are displayed in the console upon running a scene. This issue is not reproduced in v4.1.2-stable.
I suspect that the issue is caused by garbled system information.
<Details>
```
Godot Engine v4.2.beta3.official.e8d57afae - https://godotengine.org
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff90)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff82)
Unicode parsing error: Invalid unicode codepoint (ffffffb8)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffa7)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffb3)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff88)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff93)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffffab)
Unicode parsing error: Invalid unicode codepoint (ffffffe3)
Unicode parsing error: Invalid unicode codepoint (ffffff83)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
Unicode parsing error: Invalid unicode codepoint (ffffffef)
Unicode parsing error: Invalid unicode codepoint (ffffffbc)
Unicode parsing error: Invalid unicode codepoint (ffffff89)
OpenGL API OpenGL ES 3.0.0 (ANGLE 2.1.21969 git hash: 9528449a8930) - Compatibility - Using Device: Google Inc. (Apple) - ANGLE (Apple, ANGLE Metal Renderer: Apple M1, ãã¼ã¸ã§ã³14.0ï¼ãã«ã23A344ï¼)
--- Debugging process stopped ---
```
</Details>
### Steps to reproduce
1. Create a new project in v4.2-beta3
2. Add any scene to the project
3. Run the scene
4. Observe the console for 'Unicode parsing error' messages
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84194 | https://github.com/godotengine/godot/pull/84197 | 8f0b742a9afd7942a8fea990e0e28181cc99783c | dcbee437f7f238801e0c1a19a12a8d0e0aec63b4 | "2023-10-30T14:43:28Z" | c++ | "2023-10-30T16:47:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,190 | ["modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript.h", "modules/gdscript/gdscript_lambda_callable.cpp", "modules/gdscript/gdscript_lambda_callable.h"] | Lambda call within a non-main thread forces Godot to crash at exit | ### Godot version
9144457484f9d2f53990a0aac37caff1c9012e6d
### System information
Windows 11
### Issue description
Running the following code:
```gdscript
extends Node3D
var thread : Thread
var array = [3, 2, 1]
func _ready():
thread = Thread.new()
thread.start(do_some_work)
thread.wait_to_finish()
print(array)
func do_some_work() -> void:
array.sort_custom(func(a, b): return a < b)
```
executes correctly, but when user closes the application or call get_tree().quit() the Godot will crash with the following call stack:
```
godot.windows.editor.x86_64.exe!GDScript::clear(GDScript::ClearData * p_clear_data) Line 1440 C++
godot.windows.editor.x86_64.exe!GDScript::~GDScript() Line 1518 C++
godot.windows.editor.x86_64.exe!GDScript::`scalar deleting destructor'(unsigned int) C++
[Inline Frame] godot.windows.editor.x86_64.exe!memdelete(GDScript * p_class) Line 109 C++
godot.windows.editor.x86_64.exe!Ref<GDScript>::unref() Line 210 C++
[Inline Frame] godot.windows.editor.x86_64.exe!Ref<GDScript>::{dtor}() Line 222 C++
[Inline Frame] godot.windows.editor.x86_64.exe!memdelete(HashMapElement<String,Ref<GDScript>> *) Line 109 C++
[Inline Frame] godot.windows.editor.x86_64.exe!DefaultTypedAllocator<HashMapElement<String,Ref<GDScript>>>::delete_allocation(HashMapElement<String,Ref<GDScript>> * p_allocation) Line 206 C++
godot.windows.editor.x86_64.exe!HashMap<String,Ref<GDScript>,HashMapHasherDefault,HashMapComparatorDefault<String>,DefaultTypedAllocator<HashMapElement<String,Ref<GDScript>>>>::clear() Line 265 C++
godot.windows.editor.x86_64.exe!GDScriptCache::clear() Line 445 C++
> godot.windows.editor.x86_64.exe!GDScriptLanguage::finish() Line 2116 C++
godot.windows.editor.x86_64.exe!ScriptServer::finish_languages() Line 229 C++
godot.windows.editor.x86_64.exe!Main::cleanup(bool p_force) Line 3763 C++
godot.windows.editor.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 184 C++
godot.windows.editor.x86_64.exe!_main() Line 206 C++
godot.windows.editor.x86_64.exe!main(int argc, char * * argv) Line 218 C++
[Inline Frame] godot.windows.editor.x86_64.exe!invoke_main() Line 102 C++
godot.windows.editor.x86_64.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!00007fff2373257d() Unknown
ntdll.dll!00007fff2540aa78() Unknown
```

Seems like a desynced mutex, or corrupted heap. Maybe this is a duplicate of https://github.com/godotengine/godot/issues/84046, but I'm not sure.
### Steps to reproduce
Run the script printed above, and after then try to close the game application.
### Minimal reproduction project
[TestThreadCrash.zip](https://github.com/godotengine/godot/files/13206161/TestThreadCrash.zip)
| https://github.com/godotengine/godot/issues/84190 | https://github.com/godotengine/godot/pull/84659 | 10e820a783e4e8d379e8f55a54c1dc0bc3c5a203 | bc807766182ee52902464faa4cbf34756b0c868b | "2023-10-30T14:24:23Z" | c++ | "2023-11-12T11:14:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,176 | ["scene/gui/popup_menu.cpp"] | Executing `PopupMenu.activate_item_by_event` function crashes Godot | ### Godot version
4.2.beta.custom_build. 914445748
### System information
Ubuntu 22.04 CI
### Issue description
When executing (this code was automatically minimized, so it is possible, that an even more "minimal" project can be created)
```
extends Node
func _process(delta):
var temp_variable11695 = PopupMenu.new()
add_child(temp_variable11695)
temp_variable11695.add_submenu_item("", ".", -18)
temp_variable11695.activate_item_by_event(InputEventJoypadMotion.new(), false)
```
Godot crashes:
```
Godot Engine v4.2.beta.custom_build.914445748 - https://godotengine.org
Time set to: 0 seconds.
Loaded settings:
modules/gdscript/gdscript_vm.cpp:698:13: runtime error: store to misaligned address 0x61600014e024 for type '<unknown> *', which requires 8 byte alignment
0x61600014e024: note: pointer points here
01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0a 00 00 00 02 00 00 00 09 00 00 00 17 00 00 00
^
modules/gdscript/gdscript_vm.cpp:705:42: runtime error: load of misaligned address 0x61600014e024 for type '<unknown> *', which requires 8 byte alignment
0x61600014e024: note: pointer points here
01 00 00 00 94 62 f5 e4 19 56 00 00 00 00 00 00 0a 00 00 00 02 00 00 00 09 00 00 00 17 00 00 00
^
######################## Ending test ########################
Segmentation fault (core dumped)
```
This example was found by Godot fuzzer - [Qarminer](https://github.com/qarmin/Qarminer), so it is quite unlikelly that this code could be used in real project, but still this should be handled gracefully.
Memory leaks or asan backtraces are visible when using Godot build with sanitizers support - https://github.com/qarmin/GodotBuilds/actions (linux -> linux-editor-sanitizers)
### Steps to reproduce
Above
### Minimal reproduction project
Above | https://github.com/godotengine/godot/issues/84176 | https://github.com/godotengine/godot/pull/84183 | 136c4e370d7bd84a4df35646d5395911f842171e | cfbccdbf443d0862b2f7de98db9dd962a405350e | "2023-10-30T07:44:45Z" | c++ | "2023-11-01T14:10:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,171 | ["editor/editor_node.cpp", "editor/editor_node.h", "editor/export/project_export.cpp", "editor/export/project_export.h", "editor/surface_upgrade_tool.cpp", "editor/surface_upgrade_tool.h"] | Double confirmation window hangs IDE | ### Godot version
4.2.dev
### System information
Windows
### Issue description
I've loaded an older project into Godot and am attempting to export this to Quest. I now get this new dialog due to having older mesh data in this project:

The problem is, at this point in time the dialog for exporting to Quest (/android) is already open, I get a warning that two dialogs are trying to take focus, and the UI stalls. Only force quit exists
### Steps to reproduce
Load an older project that has older mesh data, attempt to export to Android.
### Minimal reproduction project
https://github.com/godotvr/godot-xr-template
| https://github.com/godotengine/godot/issues/84171 | https://github.com/godotengine/godot/pull/85136 | 3eb72774249e6fd01c8323f302b82c0ab86921f2 | 3794b7347c2fc9e55743fa386056564123eb8005 | "2023-10-30T02:11:07Z" | c++ | "2023-11-20T17:36:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,144 | ["editor/gui/scene_tree_editor.cpp", "editor/gui/scene_tree_editor.h"] | Editable Children cannot be drag-and-dropped into "@export var"s | ### Godot version
4.1.2
### System information
Windows 10 - Godot v4.1.2 - Forward+
### Issue description
You can't drag and drop nodes that are in a scene, but editable as editable children cannot be dragged and dropped into the assign boxes created by "@export var".
### Steps to reproduce
create a "new scene" and add a new sub node.
go back into the main scene and add that "new scene "to it
then create a new node in the main scene and attatch a script.
in the script write @export var x: Node (or whatever type of node it was)
then select editable children on the "new scene"
try and drag and drop the sub node in the "main scene" into the assign box
it doesn't work
however clicking assign and selecting the sub-node does work
### Minimal reproduction project
[sdfdsf.zip](https://github.com/godotengine/godot/files/13198455/sdfdsf.zip)
| https://github.com/godotengine/godot/issues/84144 | https://github.com/godotengine/godot/pull/84310 | 7113050e0b4a533588f82f0bd9842d7c7f6334dd | 98882f1c69fa1c415fb84fbdca601a8558414e68 | "2023-10-29T15:24:20Z" | c++ | "2023-12-04T22:02:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,143 | ["platform/windows/display_server_windows.cpp"] | `DisplayServer.window_set_mode()` is stuck on maximized window after changing mode | ### Godot version
v4.1.3.rc1.official [f80c673cd]
### System information
Windows 11, NVIDIA GeForce GTX 1070, i7-7700K CPU 4.20GHz, 1920x1080 60Hz IPS monitor & a 2560x1440 adaptive 100Hz monitor
### Issue description
related to: https://github.com/godotengine/godot/issues/84142
### Steps to reproduce
Test 1:
Window -> Maximized -> Window
window is small, correct
Test 2:
Window -> Maximized -> Fullscreen -> Window
Window is stuck at maximized, but according to test 1 should be normal size
NOT CORRECT
Test 3:
Window -> Maximized -> Fullscreen -> Exclusive Fullscreen -> Window
Window is stuck at maximized, but according to test 1 should be normal size
NOT CORRECT
Test 4
Window -> Maximized -> Exclusive Fullscreen -> Window
Window is stuck at maximized, but according to test 1 should be normal size
NOT CORRECT
Test 5:
Window -> Fullscreen -> Window
window is small, correct
Test 6:
Window -> Fullscreen -> Exclusive Fullscreen -> Window
window is small, correct
Conclusion:
Window mode is not disabling the maximized flag, if you go back from any fullscreen mode
### Minimal reproduction project
[window_mode_issue.zip](https://github.com/godotengine/godot/files/13198454/window_mode_issue.zip)
[WindowModeTestsWindows11.mkv.zip](https://github.com/godotengine/godot/files/13198468/WindowModeTestsWindows11.mkv.zip)
| https://github.com/godotengine/godot/issues/84143 | https://github.com/godotengine/godot/pull/84504 | ce53362f9808c9b0bba7382be926d8b9459f1bb7 | 0e8781e818353dff8e0d08caf94dbdd6c724e6f8 | "2023-10-29T15:21:02Z" | c++ | "2023-11-09T10:46:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,139 | ["scene/resources/fog_material.cpp", "scene/resources/material.cpp", "scene/resources/particle_process_material.cpp"] | When no emission_texture is set on a BaseMaterial3D, it defaults to white instead of black after duplicating it | ### Godot version
4.1.2.stable
### System information
Windows 10, any rendering backend
### Issue description
Not a new issue. Happens in earlier versions.
Enabling emission on a material3D works initially, when no texture is set, meaning it will use the emission color.
As the available blend modes are add and multiply, the unset texture will default to black. At least it appears to be that way.
This is fine, unless I duplicate the material in code. In that case, if I don't set a emission_texture, it will default to white, meaning any additive emission color will be just white.
This also happens in the preview when assigning and removing an emission texture from the material.
However, it will fix itself in play mode, just not when duplicated through code.
### Steps to reproduce
Project attached.
There are 3 objects in the scene:
1. material without emission texture
2. material with emission texture assigned through script
3. material without emission texture assigned through script
All 3 should look identical.
### Minimal reproduction project
[emission_texture.zip](https://github.com/godotengine/godot/files/13198312/emission_texture.zip)
| https://github.com/godotengine/godot/issues/84139 | https://github.com/godotengine/godot/pull/84303 | 2277eea26273b472e708b2666756cda5ad5a672a | c6c4728440b3afbc54cd4095a614714ae2f7906a | "2023-10-29T14:26:17Z" | c++ | "2023-11-01T21:33:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,132 | ["modules/csg/csg_shape.cpp"] | CSG collision shape editor gizmo does not hide | ### Godot version
v4.1.3.rc1.official [f80c673cd]
### System information
Godot v4.1.3.rc1 - Linux Mint 20.2 (Uma) - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1660 Ti (nvidia; 470.199.02) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)
### Issue description
When any CSG node has collisions enabled, the editor gizmo for its collision shape does not respect its visibility, potentially obscuring other nodes unless collisions are temporarily disabled for CSG nodes.
### Steps to reproduce
1. Enabled collisions on a CSG node
2. Toggle its visibility
### Minimal reproduction project
[min-repo-10-28-23-1.zip](https://github.com/godotengine/godot/files/13197016/min-repo-10-28-23-1.zip)
| https://github.com/godotengine/godot/issues/84132 | https://github.com/godotengine/godot/pull/84174 | 030dcedf93b3e3ae599504d7ee51091259be1616 | 23bcb702ec4f0677c35f60681b782cbb05b8b4a9 | "2023-10-29T01:37:20Z" | c++ | "2023-10-30T12:57:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,125 | ["editor/editor_node.cpp", "editor/editor_node.h", "scene/gui/tab_container.cpp"] | Godot crashes when changing Editor Features when certain docks are floating | ### Godot version
master
### System information
Godot v4.2.beta (0ea75d77c) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)
### Issue description
When any of the Import, Filesystem, Node, or History docks are floating, changing an editor feature crashes the engine.
Changing any setting or selecting a different profile triggers it.
This is because `EditorNode::_feature_profile_changed` assumes the docks are in a `TabContainer`, and if they are floating they aren't in one.
### Steps to reproduce
Make any of these docks floating: Import, Filesystem, Node, or History
Open Editor Features (Editor -> Manage Editor Features...)
Make a profile (if you have none) or change a setting on the existing profile
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/84125 | https://github.com/godotengine/godot/pull/84122 | de5583c82187176f1c7f94de0a245d6657075fda | 6c86974022e5cc0408c2eddfe9c0a9b5b0f8337e | "2023-10-28T20:52:28Z" | c++ | "2023-12-08T14:23:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,106 | ["core/math/rect2.h", "core/variant/variant.h", "scene/animation/animation_mixer.cpp", "scene/animation/animation_mixer.h", "scene/animation/tween.cpp", "scene/resources/animation.cpp", "scene/resources/animation.h"] | AnimationPlayer negative values of tracks are rounded inconsistently for both update modes | ### Godot version
v4.2.beta3.official [e8d57afae]
### System information
Godot v4.2.beta3 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3699) - AMD Ryzen 5 2600X Six-Core Processor (12 Threads)
### Issue description
After updating to 4.2.beta3, some animations in my project using the z_index broke. The z_index is no longer set on nodes if it is negative when the animation is playing.
Further investigation showed that compared to the version I previously used (4.2.dev5), the continuous update mode now rounds values differently, resulting in negative values always being off by 1.

### Steps to reproduce
I don't have steps to reproduce it from an empty project, as the issue is inconsistent. Animations being added/removed changes the behavior sometimes, which is why these steps assume you are using the MRP below.
1. Play the 'walk_right' animation of the ArmLPlayer
- the z_index of the ArmL node does not change to -1 in either update mode
2. Play the 'walk_left' animation of the ArmRPlayer
- the z_index of the ArmR node changes to -1 in discrete update mode but not in continuous update mode
### Minimal reproduction project
[AnimPlayerMRP.zip](https://github.com/godotengine/godot/files/13207354/AnimPlayerMRP.zip)
Play the animation of the AnimationPlayer, the z_index value of the Sprite does not change. | https://github.com/godotengine/godot/issues/84106 | https://github.com/godotengine/godot/pull/84815 | ce9901ef54537eb81e77667f82a2adc68d1d913c | 6ae6cc0bf5911308f1171092d21bee5628189424 | "2023-10-28T12:16:27Z" | c++ | "2023-11-16T13:52:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,104 | ["misc/extension_api_validation/4.1-stable.expected", "scene/3d/decal.cpp", "scene/3d/sprite_3d.cpp", "scene/gui/line_edit.cpp"] | LineEdit.right_icon is a Texture2D, but shows dropdown as if it's Texture | ### Godot version
Godot v4.2.beta3 - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)
### System information
Godot v4.2.beta3 - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)
### Issue description


### Steps to reproduce
Click right_icon on LineEdit
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84104 | https://github.com/godotengine/godot/pull/84113 | e2645d8a52c3609b5f4695f4d4f0cffc92919424 | 214405350f3893bb6960c5200ec6f683dd10b41d | "2023-10-28T11:13:23Z" | c++ | "2023-10-28T16:36:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,094 | ["scene/3d/soft_body_3d.cpp"] | Softbody doesn't work with custom mesh (4.2 beta) | ### Godot version
v4.2.beta3.official [e8d57afae]
### System information
Windows 11 - Ryzen 9 7950x - Vulkan Forward+
### Issue description
I'm trying to set up a softbody in my project. The built-in meshes all seem to work fine (well, as expected anyway), but I haven't had success in Godot 4.2 beta 3 using a custom mesh. I've been trying really simple meshes exported from Blender, but haven't had any luck. I've tried the same setup in Godot 4.1.2, which seems to work fine even following the same steps.
### Steps to reproduce
1. Unzip and import the sample project
2. Run the project by pressing F5
**Expected outcome**
A softbody cube should fall and hit the (invisible) static body mesh right below it
**Actual outcome**
It looks like you need to blow on the Godot cartridge! The points of the mesh move around randomly (or don't appear at all depending on the mesh). Here's a screenshot from this project:

---
Here are the steps I followed to create the sample project:
1. Create a new 3D scene
2. Add environment lighting, etc
3. Add a `StaticBody3D` node, and add a box collision shape
4. Open Blender, export the default cube as `.obj` into the Godot project directory
5. Add a `SoftBody3D` node, and load the mesh imported from the `.obj` as the softbody's collision mesh
6. Add a `Camera3D` node
7. Tweak the static body's collision shape, the softbody's position, and the camera's position so you can see what happens
### Minimal reproduction project
[SoftbodyTest2.zip](https://github.com/godotengine/godot/files/13194348/SoftbodyTest2.zip)
| https://github.com/godotengine/godot/issues/84094 | https://github.com/godotengine/godot/pull/84165 | 6fe7a5e8d72ab66b6f96449ddfd301c24dbf58f5 | 5eb5a99379d40e827eb0460198e19f296ccd3e9a | "2023-10-28T03:43:53Z" | c++ | "2023-10-30T09:19:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,089 | ["doc/classes/ImporterMesh.xml", "doc/classes/Mesh.xml", "doc/classes/RenderingServer.xml", "scene/resources/mesh.cpp", "servers/rendering_server.cpp", "servers/rendering_server.h"] | Strange lights show on ShaderMaterial in 4.2 | ### Godot version
v4.2.beta3.official
### System information
Windows 11, Forward+, geforce 3070TI
### Issue description
An imported cylinder mesh with `ShaderMaterial` applied has a strange lights show appearing above it when I move rotate the viewport in the 4.2b3. An identical project in 4.1 does not exhibit this behaviour.
Here's a video showing the behaviour in 4.1 then the behaviour in an identical 4.2 project:
https://github.com/godotengine/godot/assets/334808/b904c27c-96bb-4698-a916-e9491e842223
### Steps to reproduce
Import a cylinder OBJ and drag it into the scene. Add a surface material override `ShaderMaterial` with the following shader:
```glsl
shader_type spatial;
render_mode blend_mix, unshaded, cull_disabled, depth_draw_opaque, diffuse_lambert, specular_schlick_ggx;
uniform sampler2D noise_tex;
uniform vec2 noise_tex_amount = vec2(1.0, 0.5);
uniform vec2 noise_tex_speed = vec2(0, 0.3);
uniform float noise_tex_power = 3.0;
uniform vec4 color: source_color = vec4(3.34, 2.35, 4.5, 1.0);
void fragment() {
// pan the UV
vec2 uv = (UV * noise_tex_amount) + TIME * noise_tex_speed;
vec4 outTex = texture(noise_tex, uv);
// Fade out towards the top
outTex *= vec4(pow(UV.y, noise_tex_power));
ALBEDO = outTex.xyz * color.xyz;
ALPHA = 0.2 * length(outTex);
}
```
Move the camera around in the editor.
### Minimal reproduction project
The zip contains a 4.1 project and an identical 4.2 project.
[vfx41-42.zip](https://github.com/godotengine/godot/files/13194092/vfx41-42.zip)
| https://github.com/godotengine/godot/issues/84089 | https://github.com/godotengine/godot/pull/84159 | a3e4c4f41c8ec55f9ea841b696498b60524b0b7a | 17a575625e3482bb9f2dbbdcf0d2d9ab98c0efe9 | "2023-10-28T01:15:05Z" | c++ | "2023-10-30T22:19:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,073 | ["modules/text_server_adv/text_server_adv.cpp", "scene/gui/rich_text_label.cpp", "scene/resources/text_paragraph.cpp"] | RichTextLabel: Last line adjacent to dropcap has incorrect word wrap | ### Godot version
4.2beta3
### System information
MacOS Ventura
### Issue description
For RTL with a dropcap, the last line of the vertical stack of wrapped lines adjacent to the drop cap is truncated too early such that the word wrap is incorrect.

https://github.com/godotengine/godot/assets/33969780/60b9ae2d-0f1f-41da-a65c-4902a6333f69
### Steps to reproduce
See MRP below.
### Minimal reproduction project
[RTL_dropcap_wordwrap_bug.zip](https://github.com/godotengine/godot/files/13192446/RTL_dropcap_wordwrap_bug.zip)
| https://github.com/godotengine/godot/issues/84073 | https://github.com/godotengine/godot/pull/84287 | 1ea46ad4c3be43bcb7e8a2d539d5a6650794925b | 3d0041ff971419123c8aaf241f5dddf1fecfc4ef | "2023-10-27T19:14:11Z" | c++ | "2023-11-01T14:11:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,072 | ["doc/classes/GPUParticles2D.xml", "doc/classes/GPUParticles3D.xml", "drivers/gles3/storage/particles_storage.h"] | GPU Particles 2D/3D in compatibility rendering sometimes don't emit on 4.2 | ### Godot version
v4.2.beta3
### System information
Godot v4.2.beta3 - Windows 10.0.19045 - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4592) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)
### Issue description
Some of the GPU Particles nodes seem to not emit, while others do.
- This changes every time I re-open the editor, scenes or run the project.
- Duplicating the particle nodes makes the new one work in the editor, but running or reopening the scene starts the issue again.
- The issue still happens when using opengl3_angle on GL Compatibility
- This does not seem to happen on 4.1.2
https://github.com/godotengine/godot/assets/16827309/79f6b47e-51b9-410e-ae65-075adc65a484
### Steps to reproduce
The reproduction project has "main_2d" and "main_3d" scenes that show the issue, even in the editor.
You can re-open and/or run the project multiple times to see how the issue changes every time.
### Minimal reproduction project
[GPUParticles Compatibility.zip](https://github.com/godotengine/godot/files/13192388/GPUParticles.Compatibility.zip)
| https://github.com/godotengine/godot/issues/84072 | https://github.com/godotengine/godot/pull/84189 | dcde5ba25aa3591f11c1a548f623d36b7df4e191 | 8c7e20d97e181823adf1bb00cfe0c188ba25fe6a | "2023-10-27T19:12:08Z" | c++ | "2023-10-30T15:27:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,071 | ["editor/script_create_dialog.cpp", "editor/shader_create_dialog.cpp"] | Cannot create new Shader on ShaderMaterial | ### Godot version
4.2.beta.3.mono.official
### System information
Windows 11
### Issue description

### Steps to reproduce
Just create an Object and give it a ShaderMaterial. Try to create a Shader. The Button is not clickable
But its still possible to convert a StandardMaterial to ShaderMaterial
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84071 | https://github.com/godotengine/godot/pull/84077 | 17da2c5b53ffd34d15d90286e9f73dabbbe23ec4 | ba1bd6fc151d0f81fdbe851e08c98d9e00310df8 | "2023-10-27T18:26:53Z" | c++ | "2023-10-28T10:32:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,067 | ["modules/text_server_adv/text_server_adv.cpp", "scene/gui/rich_text_label.cpp", "scene/resources/text_paragraph.cpp"] | RichTextLabel: percent-sized images are incorrectly calculated for line wraps on RTL resize | ### Godot version
4.2beta3
### System information
MacOS Ventura
### Issue description
When resizing a RTL with images set with percent size, the image size is correctly updated, but the calculation for wrapped line width for wrapped lines containing an image are not correctly updated.
This causes incorrect line wrapping per the attached videos. Debug rectangles in red are turned on in `_draw_line()` in order to show the incorrect wrapped line above the text that appears when the control is shrunk in width.
The `Update Image` button calls `update_image` and reduces the width by 1% (an arbitrary number), which causes the wrapped lines to be correctly recalculated. Any parameter change with `update_image` causes the same result.
The correct behavior would be for the wrapping to remain unchanged regardless of width, and for the extra line above the text not to appear.
https://github.com/godotengine/godot/assets/33969780/3fd4b875-999e-44f0-8e23-72fc1caa5a03
### Steps to reproduce
See MRP below.
### Minimal reproduction project
[RTL_percent_image_resize_bug.zip](https://github.com/godotengine/godot/files/13191608/RTL_percent_image_resize_bug.zip)
| https://github.com/godotengine/godot/issues/84067 | https://github.com/godotengine/godot/pull/84287 | 1ea46ad4c3be43bcb7e8a2d539d5a6650794925b | 3d0041ff971419123c8aaf241f5dddf1fecfc4ef | "2023-10-27T17:24:53Z" | c++ | "2023-11-01T14:11:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,051 | ["editor/plugins/animation_state_machine_editor.cpp"] | Transition and create mode still enabled when switching to read-only AnimationTree state machines. | ### Godot version
06d51891678e3abf360d6fcd2e8bd1ba96704fcc
### System information
Windows 11
### Issue description
The AnimationTree state machine editor has different editing modes, a button which allows you to drag out transitions and a button which allows you to add new states by clicking. This editor will operate in a read-only mode when examining a tree with a resource embedded into another scene. However, when switching between an editable tree and a non-editable tree, the mode will be stuck on what it was previously.
### Steps to reproduce
- Create a scene.
- Create an AnimationTree and give it a state machine.
- Save the scene.
- Create a new scene which inherits this scene.
- Add another local AnimationTree and state machine.
- In the editor for this node, click on the connect nodes button.
- Now click on the older AnimationTree from the inherited scene.
- Observe that the 'connect nodes' mode is still active even though it should be disallowed in this context.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84051 | https://github.com/godotengine/godot/pull/84052 | 8179ad558adfa1afd64ccbfb8382adcd027a35af | 97a102caf6df5a56d7587f9bb08bcb00a470bc98 | "2023-10-27T12:45:34Z" | c++ | "2023-11-11T22:05:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,046 | ["modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript.h", "modules/gdscript/gdscript_lambda_callable.cpp", "modules/gdscript/gdscript_lambda_callable.h"] | Deferred call of GDScript lambda from thread leads to double free or corruption when hot reloading | ### Godot version
v4.2.beta3.official [e8d57afae]
### System information
Godot v4.2.beta3 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA RTX A2000 Laptop GPU (NVIDIA; 31.0.15.2737) - 11th Gen Intel(R) Core(TM) i7-11850H @ 2.50GHz (16 Threads)
### Issue description
In Godot 4.1 I regularly use `call_deferred` to send data from a WorkerThreadPool thread back to the main thread. Usually this involves a direct function call, but occasionally I emit a deferred signal by wrapping the emit call into a lambda:
```gdscript
(func(): test_signal.emit()).call_deferred()
```
In Godot 4.2, this crashes the game.
Simply emitting the signal (without deferring it) does not immediately crash the game, but does not call the connected signals either.
### Steps to reproduce
Simply create a node with the following script and attempt to run it.
```gdscript
extends Node2D
signal test_signal
func _ready():
test_signal.connect(test_done)
WorkerThreadPool.add_task(T_test_func)
func T_test_func():
print("Test processing called.")
#test_done.call_deferred() # This works.
#test_signal.emit() # This doesn't crash but test_done is not called.
(func(): test_signal.emit()).call_deferred() # This crashes the game.
func test_done():
print("Test done.")
```
### Minimal reproduction project
Reproduction is trivial without a dedicated project. | https://github.com/godotengine/godot/issues/84046 | https://github.com/godotengine/godot/pull/84659 | 10e820a783e4e8d379e8f55a54c1dc0bc3c5a203 | bc807766182ee52902464faa4cbf34756b0c868b | "2023-10-27T09:42:56Z" | c++ | "2023-11-12T11:14:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,041 | ["scene/resources/bone_map.cpp", "scene/resources/mesh.cpp", "scene/resources/skeleton_modification_stack_2d.cpp"] | if "string" in ArrayMesh—Always returns true | ### Godot version
v4.2.beta3.official [e8d57afae]
### System information
Godot v4.2.beta3 - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (nvidia; 535.113.01) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)
### Issue description
I hope the code explains it.
```
@tool
extends Node2D
@export var tog:bool:
set(b):
test()
var r = load("res://suzanne.res")
func test():
print("random_string" in r) # Why does this print true?
# Some more sleuthing:
#$ grep random_string suzanne.res
# <no output>
#$ strings suzanne.res | grep random_string
# <no output>
```
I get that suzanne.res is a binary file, but perhaps the return should rather be false?
### Steps to reproduce
I have made a small repo for this too.
### Minimal reproduction project
Made a repo here:
https://gitlab.com/dbat/godot-res-property-in-issue | https://github.com/godotengine/godot/issues/84041 | https://github.com/godotengine/godot/pull/84054 | a725e847ea533e09d9068f155ae59e24767d256e | e65459294c84ece60a66323a1e1a99da31d783bc | "2023-10-27T07:16:23Z" | c++ | "2023-10-27T15:45:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,039 | ["editor/plugins/shader_editor_plugin.cpp"] | Use ctrl+s in text shader editor to save shader file will save the above scene too | ### Godot version
Godot v4.2.beta (ea0ab441c)
### System information
- Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3619) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)
### Issue description
When I write some shader in text shader editor, press Ctrl + S will not only save the shader file, but also save the opened scene.
Without an open scene it will show this :

Use File->Save file will not trigger the scene to be saved.
### Steps to reproduce
1. Open a new project, create a new scene and do some changes but don't save it.
2. Create a test shader and edit it.
3. Press ctrl s when the focus is at shader editor and observe the scene is also saved.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84039 | https://github.com/godotengine/godot/pull/84064 | 191195a3035ab2dce530fda9984915b5dd45896d | b096174259e1db12ae7cd30ea5fe3a3176c51029 | "2023-10-27T06:19:00Z" | c++ | "2023-10-28T16:35:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,035 | ["scene/resources/particle_process_material.cpp", "scene/resources/particle_process_material.h"] | GPU Particles orbit velocities are different between 2D, 3D and documentation on 4.2 | ### Godot version
v4.2.beta3
### System information
Godot v4.2.beta3 - Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4584) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)
### Issue description
Each orbit behaves differently from one another and from the documentation hints.
- **Documentation:** orbits per second
- **Orbit 2D on 4.1.2:** Is the same as in the documentation
- **Orbit 2D on 4.2:** orbits per frame
- **Orbit 3D on 4.2 (new):** degrees per lifetime
They should all behave and display the same thing.
My personal suggestion is for orbit to use **degrees per second**. This is the same as other animated velocities, like Angular, Directional and Radial, that all use degrees/distance per second.
Alternatively, orbit could go back to use **full orbits per second** as to keep compatibility with the previous behavior. But I would suggest keeping Angular and Orbit in sync, as they use the same concept for speed.
I'd also suggest updating the Directional and Radial hints, as they don't tell the speed they use, and I had to estimate. (but I can open a new issue for that, since it's unrelated)

### Steps to reproduce
The reproduction project has "main_2d" and "main_3d" scenes that show the difference between them, even in the editor.
### Minimal reproduction project
[GPUParticles Orbit Speed.zip](https://github.com/godotengine/godot/files/13184386/GPUParticles.Orbit.Speed.zip)
| https://github.com/godotengine/godot/issues/84035 | https://github.com/godotengine/godot/pull/84056 | e2c79bcb95d923a7373529ba342cd2138b77bb30 | 47101c0cb1e8730db1749e23c652ee27d59f18f8 | "2023-10-27T02:41:30Z" | c++ | "2023-10-30T09:18:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,033 | ["scene/resources/particle_process_material.cpp", "scene/resources/particle_process_material.h"] | GPU Particles 3D orbit velocity using the Z axis is bugged | ### Godot version
v4.2.beta3
### System information
Godot v4.2.beta3 - Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4584) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)
### Issue description
The Z axis for orbit velocity seems to have inverted something in the calculations as the particles speed into infinity ~~and beyond~~.

### Steps to reproduce
The reproduction project has the "main_3d" scene that shows the issue, even in the editor. There is no 2d scene as it uses the X axis for rotation.
### Minimal reproduction project
[GPUParticle3D Orbit Z.zip](https://github.com/godotengine/godot/files/13184185/GPUParticle3D.Orbit.Z.zip)
| https://github.com/godotengine/godot/issues/84033 | https://github.com/godotengine/godot/pull/84056 | e2c79bcb95d923a7373529ba342cd2138b77bb30 | 47101c0cb1e8730db1749e23c652ee27d59f18f8 | "2023-10-27T01:54:57Z" | c++ | "2023-10-30T09:18:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,025 | ["modules/gltf/editor/editor_scene_importer_blend.cpp", "modules/gltf/gltf_document.cpp"] | Blender importer adds long suffix to root node name | ### Godot version
4.2.beta.custom_build.50d17f6b8
### System information
Linux 6.5.8-arch1-1
### Issue description
Root nodes of files imported using the blender importer have a hash after the name, e.g. Character-e1c248ae26fc8808362fd6c8fbab07b3. I don't have the same issue with a .glb import of the same file.
### Steps to reproduce
1. Open the project
2. Open the blend file in Godot
3. Note the root name has a long suffix
4. Open the .glb file
5. Note the root name does not have a long suffix
### Minimal reproduction project
[example.zip](https://github.com/godotengine/godot/files/13183145/example.zip)
| https://github.com/godotengine/godot/issues/84025 | https://github.com/godotengine/godot/pull/84678 | 03d97977b1e108212a0fe4e52376d7799866646d | 9df6491853b7b043afba3c6d56f4c5b21ac7fd7c | "2023-10-26T21:44:53Z" | c++ | "2023-11-09T19:05:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,002 | ["editor/import/scene_import_settings.cpp"] | HSplit cursor gets stuck in Advanced Scene Importer when hovering 3D preview | ### Godot version
06d51891678e3abf360d6fcd2e8bd1ba96704fcc
### System information
Windows 11
### Issue description
When highlight the split container, the cursor will change the HSplit cursor, but will not return back to normal if the cursor then moves over into the 3D preview until the cursor is taken completely out of it.
### Steps to reproduce
Open advanced scene importer.
Highlight draggable left or right edge of 3D preview.
Move cursor into 3D preview.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/84002 | https://github.com/godotengine/godot/pull/84661 | 804c1926c9041c0ce03d5b5f26a4f331e162de1c | 8c53a72a49e560011369fcc8555fd4c99d45ef9a | "2023-10-26T13:39:54Z" | c++ | "2023-11-10T09:45:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 84,000 | ["editor/editor_node.cpp"] | Removing FileDialog in plugin causing a Segfault | ### Godot version
v4.2.beta.custom_build [46cb7f94f]
### System information
Godot v4.2.beta (46cb7f94f) - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (nvidia; 535.113.01) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)
### Issue description
Was getting segfaults on each exit whilst my plugin was enabled. Eventually compiled Godot and followed some guides to get gdb going and got enough info to hopefully help you boffins fix it.
Nutshell:
In the demo project, look at main.gd
```
@tool
extends MarginContainer
@onready var file_dialog: FileDialog = $FileDialog
# This fixes the crash. Remark to see the segfault.
func _exit_tree() -> void:
remove_child($FileDialog)
```
Remark out the _exit_tree func and then enable the plugin. Open it (from the bottom container) and then Ctrl+Q quit Godot. It should segfault.
Replacing the _exit_tree stops the crash.
### Steps to reproduce
As above.
### Minimal reproduction project
Still can't drop a zip file in here. So, made a repo:
https://gitlab.com/dbat/godot-filedialog-segfault | https://github.com/godotengine/godot/issues/84000 | https://github.com/godotengine/godot/pull/84302 | 1267c5842236ef552e98fb3c85b5462f8326055a | b797f6cb8370753f4f771ce1b30ccc6ac6aa4479 | "2023-10-26T13:06:19Z" | c++ | "2023-11-01T14:13:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,995 | ["scene/resources/particle_process_material.cpp"] | Incorrect value set in ParticleProcessMaterial. | ### Godot version
4.2.beta2.official
### System information
Windows 11
### Issue description
When creating the ParticleProcessMaterial, incorrect values are used (linear_accel_max and radial_accel_max).
Current:

Fix:

### Steps to reproduce
Just create a ParticleProcessMaterial and convert it to Shader.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83995 | https://github.com/godotengine/godot/pull/84006 | 924d861f6c4ae811186db86fc78c9fc065693ee4 | 090f61699844de83416685bb28353784285feadd | "2023-10-26T11:11:46Z" | c++ | "2023-10-27T09:38:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,991 | ["editor/editor_node.cpp", "editor/editor_node.h", "editor/surface_upgrade_tool.cpp", "editor/surface_upgrade_tool.h", "servers/rendering_server.cpp"] | Automatic mesh upgrade tool breaks `ext_resource` reference and embeds mesh data in scene file | ### Godot version
4.2beta3
### System information
macOS 13.6.1
### Issue description
After running the new [automatic mesh conversion tool](https://github.com/godotengine/godot/pull/83613) choosing to "Upgrade and save", one of my scene files has been broken. It appears that something has gone wrong importing one (or both) of the imported meshes the scene references:
```
[ext_resource type="PackedScene" uid="uid://bq61epp0aqoyf" path="res://Models/Blob.glb" id="2_53eok"]
[ext_resource type="PackedScene" uid="uid://c5h71rygd5fkg" path="res://Models/BlobConnectionCover.dae" id="4_dnxis"]
```
These are referenced in the scene as nodes with some overrides, like:
```
[node name="BlobMesh" parent="Model" instance=ExtResource("2_53eok")]
transform = Transform3D(0.8, 0, 0, 0, 0.8, 0, 0, 0, 0.8, 0, -0.425, 0)
[node name="Blob" parent="Model/BlobMesh" index="0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
material_override = SubResource("ShaderMaterial_13t46")
instance_shader_parameters/Glow = 0.0
[node name="ConnectionCoverLeft" parent="Model" instance=ExtResource("4_dnxis")]
visible = false
[node name="ConnectionCover" parent="Model/ConnectionCoverLeft" index="0"]
transform = Transform3D(0.8, 0, 0, 0, 0.8, 0, 0, 0, 0.8, 0, -0.025, 0)
material_override = SubResource("ShaderMaterial_in6u2")
cast_shadow = 0
instance_shader_parameters/Glow = 0.0
```
After the conversion tool, while the references in scene nodes remain unchanged (except for new resource ids), the ext_resources referencing the meshes are now empty:
```
[ext_resource type="PackedScene" path="" id="9_yxliy"]
[ext_resource type="PackedScene" path="" id="10_yiqah"]
```
These references with no uids and no paths, cause the scene to fail loading due to these broken references, and of course they no longer reference the intended imported meshes.
Additionally, the converter tool (or importer?) has instead tried to embed the entire meshes and the packed scene in the scene file, in the form of big subresources like:
```
[sub_resource type="ArrayMesh" id="ArrayMesh_g37c8"]
resource_name = "Blob_Sphere"
_blend_shape_names = PackedStringArray("Left", "Right", "Up", "Down")
_surfaces = [{
"aabb": AABB(-0.797799, -0.497474, -0.797602, 1.59541, 0.995045, 1.59541),
"attribute_data": PackedByteArray(0, 0, 64, 63, 240, 255, 12
...
```
Abbreviated here since this seems to contain the full mesh data for the model, increasing the scene file size from 16KB to 725KB. There's then an embedded packed scene, which I guess is supposed to be a replacement for the external resource:
```
[sub_resource type="PackedScene" id="PackedScene_b5yox"]
_bundled = {
"conn_count": 0,
"conns": PackedInt32Array(),
"editable_instances": [],
"names": PackedStringArray("Blob2", "Node3D", "Blob", "mesh", "skeleton", "blend_shapes/Down", "blend_shapes/Left", "blend_shapes/Right", "blend_shapes/Up", "MeshInstance3D"),
"node_count": 2,
"node_paths": [],
"nodes": PackedInt32Array(-1, -1, 1, 0, -1, 0, 0, 0, 0, 9, 2, -1, 6, 3, 0, 4, 1, 5, 2, 6, 2, 7, 2, 8, 2, 0),
"variants": [SubResource("ArrayMesh_g37c8"), NodePath(""), 0.0],
"version": 3
}
```
But this is then not referenced anywhere in the scene file that I can find. So if it's intended as a fallback, it's not used? Also interestingly, I see now that it contains a "Blob2" node name, that looks like the import name change issue from https://github.com/godotengine/godot/issues/83429 perhaps this could be what is causing the automatic importer to fail as well (but in a more hard to fix way)?
So, to sum it up, the converter seems to have failed in some way, resulting in the expected `ext_resource type="PackedScene"` reference being left empty, instead of getting the new converted mesh reference. On top of that it seems to have instead embedded all the mesh and imported PackedScene data into the scene file instead, but then not used this embedded data.
It also appears that the process failed to convert or save the meshes, as running the scene (after restoring the scene file to its pre-broken state) still causes the warnings from the renderer about converting meshes from an old format at runtime.
### Steps to reproduce
Unfortunately I've been unable to find a way to trigger the import tool again, as it seems to only run once. But perhaps there's a way to do this? I noticed that it did output errors when it ran, but at the time I did not make note of them as I expected I would be able to try again if it failed and check the errors then if I would need to.
But I've supplied the complete scene file (before and after conversion-versions) along with the offending mesh files and their import file settings, in the hope that these will be helpful in tracking this issue down. The scene references a lot of other resources, but these I'm pretty sure are irrelevant to this issue. But in order not to remove anything that would actually be relevant to this bug I've left the files as is instead of trying to "clean them up".
I've also tried just making a new project in 4.2beta3 and importing the mesh there, which worked fine. So it seems to be something related to the converting process somehow.
### Minimal reproduction project
While I can't share the complete project you can access the relevant files as described above here: [MeshConverterIssueFiles.zip](https://www.lostminds.com/godot/MeshConverterIssueFiles.zip) | https://github.com/godotengine/godot/issues/83991 | https://github.com/godotengine/godot/pull/84200 | e07b3ee253a85d338d60a68a10209ac72cad8ba0 | 98baac7172903111b084b4111d6f3df31f0bf3dd | "2023-10-26T09:49:55Z" | c++ | "2023-11-01T21:32:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,989 | ["scene/gui/tab_container.cpp", "scene/gui/tab_container.h"] | [4.2.beta3] Editor crashes when selecting Dock Position | ### Godot version
v4.2.beta3.mono.official [e8d57afae]
### System information
Godot v4.2.beta3.mono - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics (Intel Corporation; 26.20.100.7926) - Intel(R) Core(TM) i5-10210U CPU @ 1.60GHz (8 Threads)
### Issue description
Selecting Dock Position for a scene tab after dragging it around causes the editor to crash.
Not happen on latest stable version.
### Steps to reproduce
- Reset editor layout to default (Editor -> Editor Layout -> Default)
- Drag the Scene tab to the right side
- Move it back to the left using Dock Position dropdown menu -> Crash
https://github.com/godotengine/godot/assets/145855391/8cc071f6-4b32-45ee-b96f-cf78d80519ed
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83989 | https://github.com/godotengine/godot/pull/83966 | 53a894e520d9352a0ed6d377b03e900ffd93009b | 71bef69318469c3c3b2843991aa274a8aa1a3faf | "2023-10-26T09:37:06Z" | c++ | "2023-10-26T07:01:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,965 | ["scene/gui/tab_container.cpp", "scene/gui/tab_container.h"] | When dragging between TabContainers, the control does not move | ### Godot version
v4.2.beta3.official [e8d57afae]
### System information
Godot v4.2.beta3 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)
### Issue description
When dragging between 2 tab containers, the tab is moved, but not the corresponding control.
This look like a regression in b3 (did not notice it in b2).
BTW, it does not seem possible to drag into a TabContainer that does not have tabs. Not sure if this is intended (it is still possible to workaroung by handling drop in the empty destination TabContainer).
### Steps to reproduce
Using the minimal project, drag a tab from a TabContainer to the other. The corresponding control "vanishes". Dragging the tab back seems to show the control remained in its original location.
### Minimal reproduction project
[TabContainerBug.zip](https://github.com/godotengine/godot/files/13170245/TabContainerBug.zip)
| https://github.com/godotengine/godot/issues/83965 | https://github.com/godotengine/godot/pull/83966 | 53a894e520d9352a0ed6d377b03e900ffd93009b | 71bef69318469c3c3b2843991aa274a8aa1a3faf | "2023-10-25T20:21:56Z" | c++ | "2023-10-26T07:01:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,962 | ["doc/classes/ProjectSettings.xml", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"] | Vulkan: reflection probe rendering breaks when window gets resized or is maximized | ### Godot version
v4.2.beta2.mono.official [f8818f85e]
### System information
Godot v4.2.beta2.mono - Fedora Linux 39 (KDE Plasma) - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 570 Series (RADV POLARIS10) () - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)
### Issue description
When resizing the window while the reflection probes are being rendered (either at the start for `UPDATE_MODE_ONCE` probes or constantly for `UPDATE_MODE_ALWAYS`), the debugger gets flooded the following messages, in this order in my actual project but seemingly in a random order on the reproduction project:
```
E 0:00:04:0647 draw_list_draw: Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline
<C++ Error> Method/function failed.
<C++ Source> drivers/vulkan/rendering_device_vulkan.cpp:7491 @ draw_list_draw()
E 0:00:10:0103 uniform_set_create: Sampler (binding: 3) should provide one ID referencing a sampler (IDs provided: 0).
<C++ Error> Method/function failed. Returning: RID()
<C++ Source> drivers/vulkan/rendering_device_vulkan.cpp:5496 @ uniform_set_create()
E 0:00:10:0103 draw_list_bind_uniform_set: Parameter "uniform_set" is null.
<C++ Source> drivers/vulkan/rendering_device_vulkan.cpp:7336 @ draw_list_bind_uniform_set()
E 0:00:10:0103 draw_list_draw: Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline
<C++ Error> Method/function failed.
<C++ Source> drivers/vulkan/rendering_device_vulkan.cpp:7491 @ draw_list_draw()
```
The reflection will also flicker.
### Steps to reproduce
1. Open the reproduction project
2. Start the project
3. Resize the window
5. Look into the debugger
### Minimal reproduction project
[VkBugRepr.zip](https://github.com/godotengine/godot/files/13169875/VkBugRepr.zip)
| https://github.com/godotengine/godot/issues/83962 | https://github.com/godotengine/godot/pull/84317 | 84e16de8eb73465b3d31f596d3975ba5933929bf | 7efe2e3d829287f4ea69000bc4940cb3704143db | "2023-10-25T19:30:04Z" | c++ | "2023-11-08T18:09:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,953 | ["scene/gui/menu_bar.cpp"] | MenuBar Items can't be clicked when in HBox or VBoxContainer or size is set to 0 | ### Godot version
4.2 beta 3 official build
### System information
Linux
### Issue description
When parenting the MenuBar node in a HBox or VBoxContainer the items of the menuBar can't be clicked. Same when the size.y was set to 0
### Steps to reproduce
Open attached minimal Project, run the control.tscn and try to click the items of the menuBar. This should not work. Try Increasing the minimum size .y to 25 then it should work. Seems to be something wrong with the internal size of the node.
When the MenuBar was never inside a BoxContainer it works when it is parented to the root control, but if it was in a BoxContainer with no minimum y size set then it does not work until resized.
You can also create this behaviour by just setting the size to 0 when it is in the root control node.
### Minimal reproduction project
[menuBarBugGodot4p2bta3.zip](https://github.com/godotengine/godot/files/13168048/menuBarBugGodot4p2bta3.zip)
| https://github.com/godotengine/godot/issues/83953 | https://github.com/godotengine/godot/pull/83961 | cb167fd84c3040ac7ca59cdecfd074b668d67e27 | d2982000a45e4d69bfcdaa34cfc4dd32e0ac8fb3 | "2023-10-25T16:11:59Z" | c++ | "2023-10-26T07:00:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,947 | ["modules/gdscript/SCsub"] | Cannot build Godot with most modules disabled - error in linking step | ### Godot version
v4.2.beta.custom_build. e8d57afae
### System information
Ubuntu 22.04 CI
### Issue description
```
scons -j2 dev_build=yes target=editor use_asan=yes use_ubsan=yes linker=gold module_basis_universal_enabled=no module_bmp_enabled=no module_camera_enabled=no module_csg_enabled=no module_cvtt_enabled=no module_dds_enabled=no module_denoise_enabled=no module_enet_enabled=no module_etcpak_enabled=no brotli=no module_gltf_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jpg_enabled=no module_lightmapper_rd_enabled=no module_mbedtls_enabled=no module_meshoptimizer_enabled=no module_minimp3_enabled=no module_mobile_vr_enabled=no module_msdfgen_enabled=no module_multiplayer_enabled=no module_noise_enabled=no module_ogg_enabled=no module_openxr_enabled=no module_raycast_enabled=no module_regex_enabled=no module_squish_enabled=no graphite=no module_text_server_adv_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webp_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_webxr_enabled=no module_xatlas_unwrap_enabled=no
```
```
Linking Static Library core/libcore.linuxbsd.editor.dev.x86_64.san.a ...
Ranlib Library core/libcore.linuxbsd.editor.dev.x86_64.san.a ...
Linking Program bin/godot.linuxbsd.editor.dev.x86_64.san ...
main/main.cpp:1557: error: undefined reference to 'GDScriptLanguageServer::port_override'
main/main.cpp:1557: error: undefined reference to 'GDScriptLanguageServer::port_override'
collect2: error: ld returned 1 exit status
scons: *** [bin/godot.linuxbsd.editor.dev.x86_64.san] Error 1
scons: building terminated because of errors.
[Time elapsed: 00:44:31.753]
````
### Steps to reproduce
Above
### Minimal reproduction project
Above | https://github.com/godotengine/godot/issues/83947 | https://github.com/godotengine/godot/pull/84191 | f1f92bdb30f119cac2ab922b03b54b302c72d75b | 8c7f836c19d8838a6ef8ba51a565498a87cbe544 | "2023-10-25T15:05:15Z" | c++ | "2023-10-31T19:15:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,945 | ["core/object/undo_redo.cpp", "core/object/undo_redo.h", "editor/editor_undo_redo_manager.cpp"] | Using the Color Picker screws up/desynchronises Undo History | ### Godot version
v4.2.beta2.official
### System information
Windows 10
### Issue description
The Colour Picker seems to add Undo steps that do not appear in the Undo history. This can lead to you undoing several colour changes that you did while the Colour Picker was open, while your position in the Undo History moved onto events you did before even opening the Colour Picker.
Discovered while investigating Issue #83642
### Steps to reproduce
1. Create a 2D scene and add a simple sprite.
2. Open up the history tab (maybe move it so it and the Inspector are both visible at the same time)
3. Do some standard manipulation to the sprite (moving, visibility toggle, etc), observing how the actions get added in the History tab.
4. The open the color picker, and with the picker open, change the Modulate colour a several times, try different swatches, hues, etc.
5. Close the color picker.
6. Try to undo and redo the last few operations. While keeping an eye on the History windows
Expected:
Your position in the History list should correspond to the actions you are doing/undoing.
Actual:
Things get desynched. Somehow the history queue only lists about 2 modulate actions (despite only opening up the picker once). Yet you can undo through several different colour changes that you did while the picker was open. This leads to the history queue listing that you are undoing a move or visiblity operation, when you're still undoing modulate colour changes.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83945 | https://github.com/godotengine/godot/pull/84557 | 313bffc205a900a209f0f583e67bad657bf72bca | 96fa86f9a05e0ca44b0adc8a2d3dcecfaf5a1280 | "2023-10-25T14:46:46Z" | c++ | "2023-11-10T20:55:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,942 | ["scene/gui/text_edit.cpp"] | TextEdit placeholder text not automatically translated | ### Godot version
v4.2.beta.custom_build.06d518916 (latest master)
### System information
Tumbleweed 20231023 - X11 - GLES3 (Compatibility)
### Issue description
The value of `TextEdit.placeholder_text` is not automatically resolved as a translation key. This behavior is unexpected as the `LineEdit` does translate the placeholder.
The attached screenshot shows a `LineEdit` and a `TextEdit`, each with `msg_placeholder` as their `placeholder_text`. The `LineEdit` translates it, the `TextEdit` does not.

### Steps to reproduce
1. Add a translation file to the project
2. Set the `placeholder_text` property of a `TextEdit` in the inspector to a valid translation key
3. Run the scene -> the `TextEdit` shows the translation key instead of the translation
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83942 | https://github.com/godotengine/godot/pull/83946 | 27679dbfa4ee5a4f0356a83484fc4698226b0de4 | 70f50c9751fd3681ec3103db2e68e385fa4e79ab | "2023-10-25T13:48:32Z" | c++ | "2023-10-26T06:59:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,913 | ["doc/classes/BaseMaterial3D.xml", "doc/classes/GPUParticles2D.xml", "doc/classes/GPUParticles3D.xml", "doc/classes/ParticleProcessMaterial.xml"] | GPU Particles 3D has no documentation about using Visibility AABB for collisions | ### Godot version
v4.1.2.stable; v4.2.beta3
### System information
Godot v4.2.beta2 - Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4584) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)
### Issue description
It took me a while to figure out that **Drawing > Visibility AABB** also controls the GPUParticle3D's area of collision. I almost thought it was a bug.
This behavior is different from GPUParticle2D, where the Visibility Rect doesn't affect collisions.
It is also not documented, unlike how LightOccluder2D being used for 2D GPU collisions is well explained.
My request is to add some documentation about this on the 3D particle's collision settings and/or the Visibility AABB property.
Something simple like:
- "Note: 3D Particle's collisions are only handled by GPUParticlesCollision3D nodes touching the Visibility AABB area"
- "Grow the box to define the area your particles should detect GPUParticlesCollision3D nodes for collisions."

### Steps to reproduce
The reproduction project has "main_3d" scene that shows how Visibility AABB controls the collisions, even in the editor.
There is also a "main_2d" to show how 2D behaves, for reference.
### Minimal reproduction project
[GPUParticle3D Collisions AABB.zip](https://github.com/godotengine/godot/files/13160849/GPUParticle3D.Collisions.AABB.zip)
| https://github.com/godotengine/godot/issues/83913 | https://github.com/godotengine/godot/pull/83916 | ad5ebd7503c807721098485cd481780fd2fe8071 | 73130a20f34044664c541e08f61d0f1606199215 | "2023-10-25T02:57:17Z" | c++ | "2023-10-27T09:37:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,908 | ["editor/scene_tree_dock.cpp"] | Reparenting an AnimationPlayer node to a higher node results in track information getting lost | ### Godot version
v4.2.beta3.mono.official [e8d57afae]
### System information
Godot v4.2.beta3.mono - Windows 10.0.23570 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.21029.1006) - AMD Ryzen 5 4600G with Radeon Graphics (12 Threads)
### Issue description
When reparenting an AnimationPlayer node in the editor to a higher node, property tracks (unsure if the same happens in other track types) that was added to it will lose their information (including property name and keys, but not key positions). Can be undone with Ctrl+Z, but not by placing it back after changing parents.
https://github.com/godotengine/godot/assets/28575885/fec1726a-2068-4726-b330-689dc4f0042b
### Steps to reproduce
1. Create a new scene with a Node2D root;
2. Add a child Node2D to the **root**;
3. Add a child AnimationPlayer to the **child Node2D**;
4. Create a new animation in the AnimationPlayer node with any name;
5. Add a property track, pick the child Node2D and select any property (example: the modulate property);
6. Create a key in the newly created property track;
7. Reparent AnimationPlayer to the root Node2D;
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83908 | https://github.com/godotengine/godot/pull/83934 | e7a25b262cd34d9b5cc1c48c444af9fa84052caa | dc3a643541ba6bdca2fca8c3e63acd2e7c5f1121 | "2023-10-24T22:25:13Z" | c++ | "2023-10-28T16:34:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,879 | ["scene/gui/graph_edit.cpp", "scene/gui/graph_node.cpp"] | GraphNode's slot_index start from 1? | ### Godot version
v4.2.beta2.official [f8818f85e]
### System information
Windows 10, 64bit
### Issue description

I'm add to slots:
first was enable left and disable right, so I think the slot_index should 0 but it is 1.
second was disable left and enable right, so I think the slot_index should 1 but it is 2.
I'm not sure is this a bug or is I'm used a error way?
### Steps to reproduce
/
### Minimal reproduction project
[GraphNodeTest2.zip](https://github.com/godotengine/godot/files/13111916/GraphNodeTest2.zip)
| https://github.com/godotengine/godot/issues/83879 | https://github.com/godotengine/godot/pull/83892 | ea8b773f9319705195086d56991d1662ba8a596b | 3f9af43e73ea99694e0bd9907f8ece6209fedb57 | "2023-10-24T07:38:30Z" | c++ | "2023-10-25T08:31:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,874 | ["scene/resources/tile_set.cpp"] | When setting a CanvasTexture for TileMap, there will be lighting errors | ### Godot version
4.2.beta2
### System information
WIn 11
### Issue description
The problem does not exist in Beta1
Using ImageTexture can get normal results
https://github.com/godotengine/godot/assets/52212525/fe5fed08-e1f5-4e21-bcb0-74295366897f
The lights will only show half
The problem does not exist on Sprite2D
### Steps to reproduce
pass
### Minimal reproduction project
[bug.zip](https://github.com/godotengine/godot/files/13111238/bug.zip)
| https://github.com/godotengine/godot/issues/83874 | https://github.com/godotengine/godot/pull/83887 | 9f49da24daf4796c4aac5b4d0b52a0fe2e129737 | 1a3db248d5b08c5098c16289baecd5d0a9d12bcf | "2023-10-24T06:03:08Z" | c++ | "2023-10-25T08:30:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,858 | ["scene/resources/particle_process_material.cpp"] | When both Collision and Turbulence are enabled, GPUParticles2D and GPUParticles3D will freeze and spam error messages | ### Godot version
4.2 Beta2
### System information
Win 10, Nvidea 765M
### Issue description
When both Collision and Turbulence is enabled, GPUParticles2D and GPUParticles3D will freeze and spam error messages.
Both Collision and Turbulence work fine when the other is _not_ enabled.
Error message:
> No compute pipeline was set before attempting to draw.
> drivers/vulkan/rendering_device_vulkan.cpp:7892 - Parameter "pipeline" is null.
> This compute pipeline requires (0) bytes of push constant data, supplied: (32)
### Steps to reproduce
1. Add GPUParticles2D or GPUParticles3D node
2. Add texture/draw mesh and ParticleProcessMaterial
3. Enable Collision by setting it to "Rigid" in the ParticleProcessMaterial
4. Enable Turbulence
5. Observe the freeze and error spam
### Minimal reproduction project
N/A
easier to follow the steps. | https://github.com/godotengine/godot/issues/83858 | https://github.com/godotengine/godot/pull/83881 | 79e9e201e89a0bc0bf971b275124a3b7dfc33b58 | 8835db5f37bd06e3186a5122ac11c81d82103afd | "2023-10-23T20:13:48Z" | c++ | "2023-10-26T06:57:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,841 | ["core/math/rect2.h", "core/variant/variant.h", "scene/animation/animation_mixer.cpp", "scene/animation/animation_mixer.h", "scene/animation/tween.cpp", "scene/resources/animation.cpp", "scene/resources/animation.h"] | Continuous animation of `Polygon2D` points no longer works. (Animation Player) | ### Godot version
v4.2 beta2 [f8818f85e]
### System information
Windows 11 - v4.2.beta2.official - Compatibility
### Issue description
In version 4.2 dev3, I could animate the points of a Polygon 2D in the animation player using the `continuous` update mode. This no longer works the way it used to. The polygon will remain on the initial frame, no matter how many keyframes are added. I've noticed that when setting the update mode to discrete, the points will still animate but return to the initial shape if no keyframes are present at the current spot in the timeline.
### Steps to reproduce
1. Create a Polygon2D and an Animation player.
2. Animate two keyframes with different Polygon2D points.
3. Set the animation update mode to continuous.
4. See Issue.
### Minimal reproduction project
[polygon_2d_animation_player_issue.zip](https://github.com/godotengine/godot/files/13070401/polygon_2d_animation_player_issue.zip)
| https://github.com/godotengine/godot/issues/83841 | https://github.com/godotengine/godot/pull/84815 | ce9901ef54537eb81e77667f82a2adc68d1d913c | 6ae6cc0bf5911308f1171092d21bee5628189424 | "2023-10-23T13:08:04Z" | c++ | "2023-11-16T13:52:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,825 | ["doc/classes/TileData.xml", "editor/plugins/tiles/tile_data_editors.cpp", "misc/extension_api_validation/4.2-stable.expected", "modules/navigation/nav_mesh_generator_2d.cpp", "scene/2d/tile_map.cpp", "scene/2d/tile_map.h", "scene/resources/tile_set.compat.inc", "scene/resources/tile_set.cpp", "scene/resources/tile_set.h"] | Painting a rotated or flipped tile in a Tilemap loses collision | ### Godot version
4.2 beta 2
### System information
Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0 ram. Tested on Forward+ and Mobile
### Issue description
When painting a tile that is rotated or flipped, it looses its physics layer as demonstrated in this video:
https://github.com/godotengine/godot/assets/33091666/c10f7325-838f-4112-b90d-0c3d9797d08f
Even though in the video I showed this only happening with one of the tiles, it happens with both of them as long as you rotate or flip it.
### Steps to reproduce
1. Create a tilemap and a tileset
2. Create a physics layer and set collision_visibility_mode to force show.
3. Assign just created physics layer to tiles
4. Paint the tiles and use rotate or flip tool.
### Minimal reproduction project
[TileTest.zip](https://github.com/godotengine/godot/files/13067412/TileTest.zip) | https://github.com/godotengine/godot/issues/83825 | https://github.com/godotengine/godot/pull/84660 | 19f4dfbdfb82203dcc479144acf627a5e43338dc | 4cf6325aa1ab3efc7cb665a07fc98b500d524692 | "2023-10-23T07:41:28Z" | c++ | "2023-12-14T16:38:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,821 | ["editor/code_editor.cpp"] | Can not uncomment code in text shader editor | ### Godot version
Godot v4.2.beta (8c25a98fd)
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3619) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)
### Issue description
Can not uncomment code in text shader editor.
Uncomment this `//vertex_interpolated = VERTEX;` results in `// //vertex_interpolated = VERTEX;`
### Steps to reproduce
Open any text shader file, try comment and uncomment any code.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83821 | https://github.com/godotengine/godot/pull/83822 | 51875ac998517134d7c091ef98262cb61189d4ef | b6c941fe9cdee91e2cb6ba2d8ceb95b21436bba8 | "2023-10-23T06:43:12Z" | c++ | "2023-10-28T10:31:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,811 | ["scene/resources/particle_process_material.cpp"] | In 4.2 GPUParticles3D using Directed Points emission shape doesn't affect particle initial direction | ### Godot version
v4.2.beta2.mono.official [f8818f85e]
### System information
Godot v4.2.beta2.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.1640) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)
### Issue description
When using GPUParticles3D the Directed Points emission shape doesn't seem to work, it just does the same thing that Points does. Using "Create Emission Points from Node" you can create an emission points texture and emission normal texture. The emission points texture works; the particles are emitted from the surface of the mesh. The emission normal texture doesn't seem to work though. The particles are just emitted in the direction set under velocity/direction. You can just clear the emission normal texture and nothing if affected.
### Steps to reproduce
New 3D scene.
Create MeshInstance3D and give it a mesh.
Create particles and give it a Draw pass. Give it a ParticleProcessMaterial and give the particles an initial velocity. Use "Create Emission Points from Node" and choose Surface Points + Normal (Directed) to create a Emission Points Texture and Emission Normal Texture.
Maybe I'm doing something wrong here, but I have been unable to find any combination of settings that causes the particles initial direction to be anything but the one set under Spawn>Velocity>Direction
### Minimal reproduction project
[particle emission normal test.zip](https://github.com/godotengine/godot/files/13065353/particle.emission.normal.test.zip)
| https://github.com/godotengine/godot/issues/83811 | https://github.com/godotengine/godot/pull/83831 | ea0ab441c836091f3ede370d88b5fe1453b7a653 | e8d57afaeccf0d9f9726746f49936eb93aa0039b | "2023-10-23T01:46:28Z" | c++ | "2023-10-24T09:39:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,805 | ["editor/plugins/visual_shader_editor_plugin.cpp"] | Some times can't add node in visualshader editor | ### Godot version
v4.2.beta2.official [f8818f85e]
### System information
Windows 10, 64bit
### Issue description
Some times can't add node in visualshader editor
### Steps to reproduce
1. Open a VisualShader file for edit.
2. Click the `Add Node...` button, it will popup menu, it is OK.
3. Direct close the menu.
4. Clikd the `Add Node...` again, the menu can't popup.

### Minimal reproduction project
/ | https://github.com/godotengine/godot/issues/83805 | https://github.com/godotengine/godot/pull/85205 | ca245295aef490ddd13a443dd9af8cf1c05cbd80 | a34814b0b6767d1e894e0d7ef8fa7076b4eb20ce | "2023-10-23T00:36:56Z" | c++ | "2023-11-22T12:59:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,801 | ["editor/editor_help_search.cpp", "editor/editor_help_search.h", "editor/inspector_dock.cpp"] | Names of nodes with custom icon gets truncated too early | ### Godot version
4.2 beta 1
### System information
MacOS 11.7.4
### Issue description
When using a custom icon on a node (of type Node in this case) by using `@icon("path/")` the name in the Scene tree gets truncated too early, leaving a few hundred pixels empty on the right side before the icons.
If I remove the icon the name is no longer truncated like this.
<img width="288" alt="image" src="https://github.com/godotengine/godot/assets/522470/3414415b-a3ca-449e-9bd1-8d0d3a0e0881">
### Steps to reproduce
Create a Node node. In code assign a custom icon. Reduce the width of the scene tree dock in the editor.
### Minimal reproduction project
- | https://github.com/godotengine/godot/issues/83801 | https://github.com/godotengine/godot/pull/84011 | dd74ffde95110ccb828424964d137aa8f2465806 | ac864d67d08d872dbc4721d181d95a71d1bf2c93 | "2023-10-22T23:13:50Z" | c++ | "2023-10-27T11:33:03Z" |
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