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closed | godotengine/godot | https://github.com/godotengine/godot | 83,775 | ["scene/2d/audio_stream_player_2d.cpp", "scene/3d/audio_stream_player_3d.cpp", "scene/audio/audio_stream_player.cpp"] | Adding the AudioStreamPlayer into the paused tree will let the music play | ### Godot version
v4.1.2.stable.official [399c9dc39]
### System information
Godot v4.1.2.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1050 (NVIDIA; 30.0.14.7111) - Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz (8 Threads)
### Issue description
If you play music and then pause the tree, the music stops. But if you then remove the node (in this case the parent, of the AudioStreamPlayer) and insert it again after a certain time, the music starts to play even though the tree is still paused.
When the tree is paused, the music should not start by itself.
### Steps to reproduce
- Start Music
- Pause Tree
- Remove Node (parent of AudioStreamPlayer)
- Add Node again
- (Music starts)
### Minimal reproduction project
[sound.zip](https://github.com/godotengine/godot/files/13063218/sound.zip)
(Please note that I did not provide a sound file.) | https://github.com/godotengine/godot/issues/83775 | https://github.com/godotengine/godot/pull/83779 | 943b7419cb0a189f2863443fe7ddbaba1787653a | 8f16d5f504d47e10d947bff0d98eff7660d3b21a | "2023-10-22T12:32:08Z" | c++ | "2023-10-23T10:41:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,763 | ["editor/import/resource_importer_scene.cpp"] | Importing a .glb with a 3D object in it named "-colonly" crashes Godot | ### Godot version
4.1.2-stable_win64
### System information
Godot v4.1.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.4584) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)
### Issue description
After trying to import a .glb file exported from both Blender 3.1.2 LTS and 3.6.1 LTS Godot crashes on import, freezing on this screen until windows closes it for not responding:

It happens on re-import and just regular import. All you have to do is have an object named '-colonly' in the glb. It still imports correctly if the object is named '-col' or if you have text before the -colonly like 'testcube-colonly' I came across this after following the [steps in the documentation](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_scenes.html#create-collisions-col-convcol-colonly-convcolonly) around colliders since I thought you had to name the object exactly '-colonly' instead of adding that to the end of a mesh object or empty name.
Seems similar to [this issue](https://github.com/godotengine/godot/issues/41805) from 3.2.2 but it was archived.
### Steps to reproduce
1. Open a Godot 4.1.2-stable x64 Windows editor (not .net)
2. Drag and drop the attached .glb file from the .zip into a project.
3. Should crash- Windows has to close because it's not responding.
### Minimal reproduction project
[collider_test.zip](https://github.com/godotengine/godot/files/13062268/collider_test.zip)
| https://github.com/godotengine/godot/issues/83763 | https://github.com/godotengine/godot/pull/83764 | adcd16c71005af63b7b422808f2e7d4c7e39e260 | 4f138db2643454cfb9e46753b35a129aa6705bac | "2023-10-22T02:59:47Z" | c++ | "2023-10-26T14:00:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,742 | ["servers/rendering/shader_language.cpp"] | Trying to modify a varying from fragment shader crashes the editor | ### Godot version
4.2.beta (6543495b4)
### System information
Godot v4.2.beta (6543495b4) - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (nvidia; 525.125.06) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)
### Issue description
In a spatial shader, I inadvertently tried to modify the value of a varying from the fragment method. It crashed the editor.
I am not sure if this should be allowed or not in the first place, but I didn't see any mention of such restriction in the documentation.
### Steps to reproduce
Create a spatial shader like below and uncomment the last line:
```
shader_type spatial;
varying vec3 vertex_interpolated;
void vertex() {
vertex_interpolated = VERTEX;
}
void fragment() {
// vertex_interpolated.x = 42.0; // This crash the editor
}
```
Result:
```
Godot Engine v4.2.beta.custom_build.6543495b4 - https://godotengine.org
Vulkan API 1.3.224 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1070
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
at: _editor_init (modules/gltf/register_types.cpp:63)
ERROR: Error compiling Fragment shader, variant #0 (
#define MODE_RENDER_DEPTH
).
at: _compile_variant (servers/rendering/renderer_rd/shader_rd.cpp:293)
ERROR: Failed parse:
WARNING: 0:76: '' : all default precisions are highp; use precision statements to quiet warning, e.g.:
"precision mediump int; precision highp float;"
ERROR: 0:2178: 'frag_to_light' : undeclared identifier
ERROR: 0:2178: 'm_vertex_interpolated' : vector swizzle too long
ERROR: 0:2178: 'm_vertex_interpolated' : unknown swizzle selection
ERROR: 0:2178: 'm_vertex_interpolated' : unknown swizzle selection
ERROR: 0:2178: 'm_vertex_interpolated' : unknown swizzle selection
ERROR: 0:2178: 'm_vertex_interpolated' : unknown swizzle selection
ERROR: 0:2178: '' : compilation terminated
ERROR: 7 compilation errors. No code generated.
at: _compile_variant (servers/rendering/renderer_rd/shader_rd.cpp:294)
ERROR: code:
1 |
2 | #version 450
3 |
<<< shader dumps skipped >>>
3610 |
at: _compile_variant (servers/rendering/renderer_rd/shader_rd.cpp:297)
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.beta.custom_build (6543495b49613d20f7e32f2b9d38e4a2f1d06db1)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f0f88097520] (??:0)
[2] ShaderRD::_allocate_placeholders(ShaderRD::Version*, int) (/media/mla/Tera/Dev/godot/servers/rendering/renderer_rd/shader_rd.cpp:488 (discriminator 3))
[3] ShaderRD::version_is_valid(RID) (/media/mla/Tera/Dev/godot/servers/rendering/renderer_rd/shader_rd.cpp:640 (discriminator 1))
[4] RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData::set_code(String const&) (/media/mla/Tera/Dev/godot/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp:172)
[5] RendererRD::MaterialStorage::shader_set_code(RID, String const&) (/media/mla/Tera/Dev/godot/servers/rendering/renderer_rd/storage_rd/material_storage.cpp:1921)
[6] RenderingServerDefault::shader_set_code(RID, String const&) (/media/mla/Tera/Dev/godot/servers/rendering/rendering_server_default.h:235)
[7] Shader::set_code(String const&) (/media/mla/Tera/Dev/godot/scene/resources/shader.cpp:110)
[8] TextShaderEditor::apply_shaders() (/media/mla/Tera/Dev/godot/editor/plugins/text_shader_editor.cpp:957)
[9] void call_with_variant_args_helper<TextShaderEditor>(TextShaderEditor*, void (TextShaderEditor::*)(), Variant const**, Callable::CallError&, IndexSequence<>) (/media/mla/Tera/Dev/godot/./core/variant/binder_common.h:308 (discriminator 4))
[10] void call_with_variant_args<TextShaderEditor>(TextShaderEditor*, void (TextShaderEditor::*)(), Variant const**, int, Callable::CallError&) (/media/mla/Tera/Dev/godot/./core/variant/binder_common.h:418)
[11] CallableCustomMethodPointer<TextShaderEditor>::call(Variant const**, int, Variant&, Callable::CallError&) const (/media/mla/Tera/Dev/godot/./core/object/callable_method_pointer.h:105)
[12] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (/media/mla/Tera/Dev/godot/core/variant/callable.cpp:57)
[13] Object::emit_signalp(StringName const&, Variant const**, int) (/media/mla/Tera/Dev/godot/core/object/object.cpp:1127)
[14] Node::emit_signalp(StringName const&, Variant const**, int) (/media/mla/Tera/Dev/godot/scene/main/node.cpp:3607)
[15] Error Object::emit_signal<>(StringName const&) (/media/mla/Tera/Dev/godot/./core/object/object.h:920)
[16] ShaderTextEditor::_validate_script() (/media/mla/Tera/Dev/godot/editor/plugins/text_shader_editor.cpp:435)
[17] CodeTextEditor::_text_changed_idle_timeout() (/media/mla/Tera/Dev/godot/editor/code_editor.cpp:1781)
[18] void call_with_variant_args_helper<CodeTextEditor>(CodeTextEditor*, void (CodeTextEditor::*)(), Variant const**, Callable::CallError&, IndexSequence<>) (/media/mla/Tera/Dev/godot/./core/variant/binder_common.h:308 (discriminator 4))
[19] void call_with_variant_args<CodeTextEditor>(CodeTextEditor*, void (CodeTextEditor::*)(), Variant const**, int, Callable::CallError&) (/media/mla/Tera/Dev/godot/./core/variant/binder_common.h:418)
[20] CallableCustomMethodPointer<CodeTextEditor>::call(Variant const**, int, Variant&, Callable::CallError&) const (/media/mla/Tera/Dev/godot/./core/object/callable_method_pointer.h:105)
[21] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (/media/mla/Tera/Dev/godot/core/variant/callable.cpp:57)
[22] Object::emit_signalp(StringName const&, Variant const**, int) (/media/mla/Tera/Dev/godot/core/object/object.cpp:1127)
[23] Node::emit_signalp(StringName const&, Variant const**, int) (/media/mla/Tera/Dev/godot/scene/main/node.cpp:3607)
[24] Error Object::emit_signal<>(StringName const&) (/media/mla/Tera/Dev/godot/./core/object/object.h:920)
[25] Timer::_notification(int) (/media/mla/Tera/Dev/godot/scene/main/timer.cpp:62)
[26] Timer::_notificationv(int, bool) (/media/mla/Tera/Dev/godot/scene/main/timer.h:37 (discriminator 14))
[27] Object::notification(int, bool) (/media/mla/Tera/Dev/godot/core/object/object.cpp:839)
[28] SceneTree::_process_group(SceneTree::ProcessGroup*, bool) (/media/mla/Tera/Dev/godot/scene/main/scene_tree.cpp:950)
[29] SceneTree::_process(bool) (/media/mla/Tera/Dev/godot/scene/main/scene_tree.cpp:1023 (discriminator 2))
[30] SceneTree::process(double) (/media/mla/Tera/Dev/godot/scene/main/scene_tree.cpp:510)
[31] Main::iteration() (/media/mla/Tera/Dev/godot/main/main.cpp:3603)
[32] OS_LinuxBSD::run() (/media/mla/Tera/Dev/godot/platform/linuxbsd/os_linuxbsd.cpp:933)
[33] /media/mla/Tera/Dev/godot/bin/godot.linuxbsd.editor.dev.x86_64(main+0x19f) [0x55a7e8b633a8] (/media/mla/Tera/Dev/godot/platform/linuxbsd/godot_linuxbsd.cpp:76)
[34] /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f0f8807ed90] (??:0)
[35] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f0f8807ee40] (??:0)
[36] /media/mla/Tera/Dev/godot/bin/godot.linuxbsd.editor.dev.x86_64(_start+0x25) [0x55a7e8b63145] (??:?)
-- END OF BACKTRACE --
================================================================
Aborted (core dumped)
```
### Minimal reproduction project
[mrp.zip](https://github.com/godotengine/godot/files/13061394/mrp.zip)
| https://github.com/godotengine/godot/issues/83742 | https://github.com/godotengine/godot/pull/83830 | f7c43a8a198b74bf6530eb90dc385b9ad6c01ca8 | 9f49da24daf4796c4aac5b4d0b52a0fe2e129737 | "2023-10-21T17:54:49Z" | c++ | "2023-10-25T08:30:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,717 | ["modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs"] | Regression: .NET editor build 4.2-beta2 is leaking resources at exit | ### Godot version
4.2-beta2_mono (official build downloaded from the website)
### System information
Godot v4.2.beta2.mono - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 13 Sep 2023 08:37:40 +0000 - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (amdgpu) - 13th Gen Intel(R) Core(TM) i7-13700K (24 Threads)
### Issue description
Upon exiting the editor, the following is printed to the console:
```
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: 2 RID allocations of type 'N10RendererRD12LightStorage11ShadowAtlasE' were leaked at exit.
ERROR: 2 RID allocations of type 'N10RendererRD14TextureStorage12RenderTargetE' were leaked at exit.
ERROR: 7 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
ERROR: 14 RID allocations of type 'N18RendererCanvasCull4ItemE' were leaked at exit.
ERROR: 2 RID allocations of type 'N18RendererCanvasCull6CanvasE' were leaked at exit.
ERROR: 2 RID allocations of type 'N16RendererViewport8ViewportE' were leaked at exit.
WARNING: 14 RIDs of type "Texture" were leaked.
at: finalize (drivers/vulkan/rendering_device_vulkan.cpp:9623)
ERROR: 14 RID allocations of type 'PN18TextServerAdvanced22ShapedTextDataAdvancedE' were leaked at exit.
ERROR: 1 RID allocations of type 'PN18TextServerAdvanced12FontAdvancedE' were leaked at exit.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:2207)
```
This doesn't happen in 4.2-beta2 **without** mono, and it doesn't happen in 4.1.2 stable **with** mono.
Running with `--verbose` doesn't provide much more useful info:
```
EditorSettings: Save OK!
Unloading: Disposing tracked instances...
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1140)
Unloading: Finished disposing tracked instances.
XR: Clearing primary interface
XR: Removed interfaceNative mobile
XR: Removed interfaceOpenXR
PulseAudio: context terminated
ERROR: 2 RID allocations of type 'N10RendererRD12LightStorage11ShadowAtlasE' were leaked at exit.
ERROR: 2 RID allocations of type 'N10RendererRD14TextureStorage12RenderTargetE' were leaked at exit.
ERROR: 7 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
ERROR: 14 RID allocations of type 'N18RendererCanvasCull4ItemE' were leaked at exit.
ERROR: 2 RID allocations of type 'N18RendererCanvasCull6CanvasE' were leaked at exit.
ERROR: 2 RID allocations of type 'N16RendererViewport8ViewportE' were leaked at exit.
WARNING: 14 RIDs of type "Texture" were leaked.
at: finalize (drivers/vulkan/rendering_device_vulkan.cpp:9623)
ERROR: 14 RID allocations of type 'PN18TextServerAdvanced22ShapedTextDataAdvancedE' were leaked at exit.
ERROR: 1 RID allocations of type 'PN18TextServerAdvanced12FontAdvancedE' were leaked at exit.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:2207)
Leaked instance: ImageTexture:-9222664501122301707 - Resource path:
Leaked instance: ImageTexture:-9222662851854860006 - Resource path:
Leaked instance: ImageTexture:-9222654605517651640 - Resource path:
Leaked instance: StyleBoxFlat:-9222557848494407328 - Resource path:
Leaked instance: FontFile:-9222680444040904284 - Resource path:
Leaked instance: StyleBoxFlat:-9222557298738592657 - Resource path:
Leaked instance: StyleBoxFlat:-9222556748982778768 - Resource path:
Leaked instance: StyleBoxFlat:-9222556199226964879 - Resource path:
Leaked instance: StyleBoxFlat:-9222555649471150990 - Resource path:
Leaked instance: StyleBoxFlat:-9222555099715337101 - Resource path:
Leaked instance: StyleBoxEmpty:-9222547952889756544 - Resource path:
Leaked instance: StyleBoxFlat:-9222539156796734320 - Resource path:
Leaked instance: StyleBoxFlat:-9222538607040920431 - Resource path:
Leaked instance: StyleBoxFlat:-9222538057285106542 - Resource path:
Leaked instance: StyleBoxFlat:-9222514417785109315 - Resource path:
Leaked instance: AcceptDialog:36904558030544093 - Node name:
Leaked instance: World2D:-9186466929068417826 - Resource path:
Leaked instance: ViewportTexture:-9186465279800976161 - Resource path:
Leaked instance: Object:36907306809613536
Leaked instance: Panel:36907856565427425 - Node name: @Panel@17151
Leaked instance: Object:36908406321241314
Leaked instance: HBoxContainer:36908956077055203 - Node name: @HBoxContainer@17153
Leaked instance: Object:36909505832869092
Leaked instance: Label:36910055588682981 - Node name: @Label@17152
Leaked instance: Object:36910605344496870
Leaked instance: Control:36911155100310759 - Node name: @Control@17154
Leaked instance: Object:36911704856124648
Leaked instance: Button:36912254611938537 - Node name: @Button@17155
Leaked instance: Object:36912804367752426
Leaked instance: TextParagraph:-9186458682731209493
Leaked instance: Control:36913903879380204 - Node name: @Control@17156
Leaked instance: Object:36914453635194093
Leaked instance: ConfirmationDialog:36915003391007982 - Node name:
Leaked instance: World2D:-9186456483707953937 - Resource path:
Leaked instance: ViewportTexture:-9186454834440512272 - Resource path:
Leaked instance: Object:36917752170077425
Leaked instance: Panel:36918301925891314 - Node name: @Panel@17157
Leaked instance: Object:36918851681705203
Leaked instance: HBoxContainer:36919401437519092 - Node name: @HBoxContainer@17159
Leaked instance: Object:36919951193332981
Leaked instance: Label:36920500949146870 - Node name: @Label@17158
Leaked instance: Object:36921050704960759
Leaked instance: Control:36921600460774648 - Node name: @Control@17160
Leaked instance: Object:36922150216588537
Leaked instance: Button:36922699972402426 - Node name: @Button@17161
Leaked instance: Object:36923249728216315
Leaked instance: TextParagraph:-9186448237370745604
Leaked instance: Control:36924349239844093 - Node name: @Control@17162
Leaked instance: Object:36924898995657982
Leaked instance: Button:36925448751471871 - Node name: @Button@17163
Leaked instance: Object:36925998507285760
Leaked instance: TextParagraph:-9186445488591676159
Leaked instance: Control:36927098018913538 - Node name: @Control@17164
Leaked instance: Object:36927647774727427
Leaked instance: TextLine:-9174431125034966658
Leaked instance: TextLine:-9174431674790780545
Leaked instance: TextLine:-9174430575279152768
Leaked instance: TextLine:-9174430025523338879
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
Orphan StringName: ... [lots of these]
StringName: 117 unclaimed string names at exit.
```
### Steps to reproduce
Open an empty project in the editor. Using the Forward+ renderer, not sure if it matters. Then exit the editor.
### Minimal reproduction project
Simply running `mkdir repro && cd repro && touch project.godot` is enough. | https://github.com/godotengine/godot/issues/83717 | https://github.com/godotengine/godot/pull/83809 | 55fca13dc5fa0fc6c3eec06f09699847813b4231 | 67941551ca5f07937c23573561b977475fec01d0 | "2023-10-21T11:34:34Z" | c++ | "2023-10-30T15:26:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,707 | ["doc/classes/NavigationLink2D.xml", "doc/classes/NavigationLink3D.xml", "scene/2d/navigation_link_2d.cpp", "scene/2d/navigation_link_2d.h", "scene/3d/navigation_link_3d.cpp", "scene/3d/navigation_link_3d.h"] | Enabling/disabling NavigationLink3D / `navigation_layer` not updating paths | ### Godot version
4.2-beta1
### System information
MacOS 12.3
### Issue description
<img width="1025" alt="image" src="https://github.com/godotengine/godot/assets/5732688/75d09bb8-a281-43ee-bde8-db66e77c3321">
Using a simple `NavigationLink3D` setup I've noticed the following behaviour:
* Setting enabled at runtime has no effect - in-game or with toolscripts
* Seems to only take effect on ready or init
* Enabling a navigation layer *does* have an effect on calculated paths, allowing the agent to continue
* Disabling a navigation layer has no effect on calculated paths
Video [here](https://www.youtube.com/watch?v=AdLkgnt1L6E). This shows the simple case.
It seems that the only way to recalculate a newly blocked path is to emit some signal and ask those agents to recalculate. That will likely work and I'll be doing that next, however for the following reasons I think this is a bug or incorrect behaviour:
* There's no point in having an enabled flag if it's ignored at run-time
* Enabling a navigation layer has the correct effect, but disabling it does not, which is inconsistent
### Steps to reproduce
1. Load the repro project
2. Select the `Agent` node and enable `walk`
3. Select the `Barrier` node and toggle `enable`
1. This toggles the `Barrier/NavigationLink3D:enabled` field, and the `Barrier/StaticBody:collision_layer`
5. Notice the path is not blocked
To underscore the problem, disable the `Barrier/StaticBody3D:collison_layer` while the barrier is enabled and see that the agent walks straight through the barrier even though the link is disabled.
Additionally, notice that:
* If you set `NavigationLink3D:enabled` to false and run the game, toggling with the provided button will not work. The link cannot be turned back on.
* Toggling enabled/disabled in-editor also has no effect, because the tool script has already initialised the link
### Minimal reproduction project
https://github.com/wjagodfrey/godot_4_2_beta1_navigation_link_toggle | https://github.com/godotengine/godot/issues/83707 | https://github.com/godotengine/godot/pull/83802 | 6f4da7a976d580c1b7b92890d5f7649a39be1752 | 9be2f25c57bbf5510320d3a33ce8db4027541882 | "2023-10-21T00:40:56Z" | c++ | "2023-12-04T21:58:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,684 | ["platform/ios/export/export_plugin.cpp", "platform/macos/export/export_plugin.cpp"] | iOS export generates broken xcode project if Short Version is left blank (doesn't fall back to project version) | ### Godot version
4.2beta2
### System information
Godot v4.2.beta2 - macOS 13.6.0 - Vulkan (Mobile) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)
### Issue description
In export presets for macOS and iOS we have two version parameters "Short Version" and "Version". The "Short version" is what is shown to the user (just called "Version" in XCode) and "Version" is what xcode/macOS refers to as the "Build" number (this needs to be unique when submitting to apple app store for example). (So for clarity, perhaps these fields could be renamed in the export panel to Version and Build?)
For both fields the tooltips now say that they will be automatically populated with the new project setting version:

However, this doesn't seem to work. And for iOS export at least leaving it blank generates an xcode project export with
```
MARKETING_VERSION = ;
CURRENT_PROJECT_VERSION = 1.1.5;
```
Set for the build targets. (MARKETING_VERSION is the internal name for Version, and CURRENT_PROJECT_VERSION for Build, to make things even harder to follow)
And trying to open this xcode project just gives you an error:
```
The project <project> is damaged and cannot be opened due to a parse error. Examine the project file for invalid edits or unresolved source control conflicts.
```
So to sum it up:
- Leaving the `Short Version` field empty doesn't fall back to the project settings version as stated. Resulting instead in an empty version field in the generated xcode project.pbxproj file that means the project can't be opened in xcode.
Smaller issues:
- Once this is fixed, perhaps the default for both macOS and iOS export targets `Short Version` should be empty just like `Version` so it used the project Settings version.
- While the tooltips for both properties say they will fall back to the project setting version if left empty, only the Version field has a placeholder text saying this when it's empty.
- As noted above, maybe consider changing at least the display name of "Short version" to "Version" and "Version" to "Build" to better reflect the apple/xcode names for these properties.
- As leaving the version fields empty in the generated project.pbxproj apparently makes it impossible to open, perhaps an extra safeguard should be added to always write something (like "0") if no version is set for whatever reason.
### Steps to reproduce
Export an iOS project with the Short Version field empty
### Minimal reproduction project
Any iOS export | https://github.com/godotengine/godot/issues/83684 | https://github.com/godotengine/godot/pull/83686 | 46efe483862163fad0e71d6d5ae4ff7c9f7eb85d | 6543495b49613d20f7e32f2b9d38e4a2f1d06db1 | "2023-10-20T16:04:33Z" | c++ | "2023-10-20T20:03:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,667 | ["scene/resources/immediate_mesh.cpp", "servers/rendering_server.cpp"] | Normals/Lighting error with SurfaceTool generated mesh | ### Godot version
v4.2.beta.custom_build [f8818f85e]
### System information
macOS Ventura 13.6 M1 Forward+
### Issue description
When generating a mesh with SurfaceTool in the latest beta/master build, on macOS M1, the lighting seems to fail when the light direction passes a certain point. The images below demonstrate this. Image 1 shows the lighting/shadowing working with the directional light x angle being between -90 and -180. The second shows that the lighting seems to flip the normals when the light angle goes beyond -90, i.e. between -90 and 0. The third image shows that the lighting/normals are flipped, as the lighting and shadows are applied on the opposite side of the surface, the surface has a material with culling turned off to show both sides.
Note: changing the winding order of the two triangles in the mesh flips the behaviour, it works correctly between -90 and 0, and flips between -90 and -180, suggesting it might be something to do with face normals and vertex normals getting mixed up.
<img width="2032" alt="Screenshot 2023-10-20 at 11 39 28" src="https://github.com/godotengine/godot/assets/47725713/47126785-f54c-4dfd-bded-42213c001a19">
<img width="2032" alt="Screenshot 2023-10-20 at 11 39 35" src="https://github.com/godotengine/godot/assets/47725713/769b1a48-4699-41e2-bef0-6a3e6cbe73e9">
<img width="2032" alt="Screenshot 2023-10-20 at 11 39 40" src="https://github.com/godotengine/godot/assets/47725713/03127128-79fb-48c6-a384-01b4760db2b9">
### Steps to reproduce
Load the provided sample project and spin the directional light on the X-axis to change the direction it is facing in Z.
Note: I've found that making changes to the script and then regenerating the mesh (it's a @tool script) doesn't usually work, it requires reloading the project for some reason.
### Minimal reproduction project
[ShadingBug.zip](https://github.com/godotengine/godot/files/13053341/ShadingBug.zip)
| https://github.com/godotengine/godot/issues/83667 | https://github.com/godotengine/godot/pull/84576 | 7efe2e3d829287f4ea69000bc4940cb3704143db | f0c52c0e3510d3e073c92a782bff88ebb51d80d1 | "2023-10-20T10:48:36Z" | c++ | "2023-11-08T18:09:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,657 | ["editor/plugins/polygon_2d_editor_plugin.cpp"] | Action not committed to history when transforming all points in UV editor's Points mode | ### Godot version
v4.2.beta2.official [f8818f85e]
### System information
Windows 10
### Issue description
When moving, rotating or scaling all points within Polygon2D UV Editor in Points mode, changes aren't committed to undo history.
### Steps to reproduce
* Make a Polygon2D, add some points.
* Add a texture (this is needed to open the editor).
* Open UV Editor.
* Change to Points mode.
* Use Move/Rotate/Scale Polygon tool.
* Try to undo.
### Minimal reproduction project
N/A, any project with Polygon2D will do | https://github.com/godotengine/godot/issues/83657 | https://github.com/godotengine/godot/pull/83659 | dd6afa660905a3240944f11c488d34ae214c7372 | 365507fcf351dd1d5fbbe83192304574b5df4eb4 | "2023-10-20T07:07:01Z" | c++ | "2023-10-20T13:13:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,634 | ["scene/3d/path_3d.cpp"] | Curved Path3D not showing as curved when using "Visible Paths" Debug Option | ### Godot version
v4.1.2.stable.flathub [399c9dc39]
### System information
Godot v4.1.2.stable (399c9dc39) - Freedesktop SDK 23.08 (Flatpak runtime) - Wayland - Vulkan (Compatibility) - NVIDIA GeForce GTX 1050 Ti with Max-Q Design () - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)
### Issue description
When creating curved Path3Ds and using the Option `Debug > Visible Paths` they don't show up curved and instead are just straight lines.
Source Code: https://github.com/Arbee4ever/Train-Game/blob/master/scripts/World.gd#L115
### Steps to reproduce
1. Create Script to create curved Path3D
2. enable `Debug > Visible Paths`
3. run game
4. see straight line instead of curve
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83634 | https://github.com/godotengine/godot/pull/83698 | 13305d31b5b15b550928c238425eb21595efed3d | de5583c82187176f1c7f94de0a245d6657075fda | "2023-10-19T18:57:22Z" | c++ | "2023-12-08T14:23:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,633 | ["doc/classes/Control.xml"] | Scroll begin and Scroll end notifications are not sent | ### Godot version
v4.2.beta2.official [f8818f85e]
### System information
Windows 10
### Issue description
The NOTIFICATION_SCROLL_BEGIN and NOTIFICTION_SCROLL_END notifications are not propagated to child nodes of ScrollContainer.
### Steps to reproduce
The MPR has a main scene with a ScrollContainer, a VBoxContainer and a bunch of Labels so it is tall enough to scroll. The first label has this script:
```GDScript
func _notification(what):
if what == NOTIFICATION_SCROLL_BEGIN:
print("scroll begin") #never happens
elif what == NOTIFICATION_SCROLL_END:
print("scroll end") #never happens
```
Scrolling in the ScrollContainer should trigger this notification, but it does not.
### Minimal reproduction project
[scroll notification.zip](https://github.com/godotengine/godot/files/13046357/scroll.notification.zip)
| https://github.com/godotengine/godot/issues/83633 | https://github.com/godotengine/godot/pull/83636 | 234e7ddbe07bc43631529dc0921452cc9a6187b4 | bcf8a21e5f26e9563edecc29c520c0eabfc5f169 | "2023-10-19T18:30:59Z" | c++ | "2023-10-27T19:40:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,628 | ["modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/iOSNativeAOT.targets", "modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs", "modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs", "modules/mono/mono_gd/gd_mono.h", "platform/ios/export/export_plugin.cpp"] | 4.2 Beta 1 iOS Export fails if there are any C# scripts in the project | ### Godot version
4.2beta1
### System information
Godot v4.2.beta1.mono - macOS 14.0.0 - Vulkan (Mobile) - integrated Apple M2 Max - Apple M2 Max (12 Threads)
### Issue description
Export works as long as no .cs files in the project. If there are any .cs files a popup is displayed with:
"Failed to generate xcFramework"
An Xcode project is built that will install build and run on a device but then hang on launch.
### Steps to reproduce
Create a new project.
Create a 3d scene add a cube and a camera.
Verify export works
Add a c# script.
export no longer works
### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/13045500/test.zip)
| https://github.com/godotengine/godot/issues/83628 | https://github.com/godotengine/godot/pull/84945 | b049ac43baa90ea37b43f3688ceebe93ecf91c6c | 7e679ea16ba2a7a15cb931feeeaf70deeeb8d9cc | "2023-10-19T16:52:32Z" | c++ | "2023-11-16T13:52:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,617 | ["modules/gltf/gltf_document.cpp"] | This invalid glTF file crashes Godot | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Godot v4.2.beta1 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1660 Ti with Max-Q Design (NVIDIA; 30.0.15.1278) - Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz (8 Threads)
### Issue description
Also occurring in version v4.1.2.stable.mono.official [399c9dc39].
I was experiencing this crash after making some modifications to a Blender file containing a character model and animations. I've narrowed down the cause of the crash to a single keyframe.
Here is my Blender file: [this_crashes_godot.zip](https://github.com/godotengine/godot/files/13043163/this_crashes_godot.zip)
Modifying the keyframe (e.g. deleting it and creating a new keyframe in its place) fixes the issue. This indicates a bug in Blender.
The repro project includes both the fixed glTF (`this_is_safe.gltf`) and the crash-causing glTF (`this_crashes_godot.gltf`). The editor will crash immediately upon loading the project.
Here's the diff between the two files:
```diff
--- this_crashes_godot.gltf 2023-10-19 08:26:35.775444800 -0500
+++ this_is_safe.gltf 2023-10-19 08:10:19.994416600 -0500
@@ -62,7 +62,7 @@
},
{
"input":0,
- "interpolation":"CUBICSPLINE",
+ "interpolation":"LINEAR",
"output":2
},
{
```
The [Khronos glTF Validator](https://github.khronos.org/glTF-Validator/) explains that `this_crashes_godot.gltf` is invalid:
```json
{
"code": "ANIMATION_SAMPLER_INPUT_ACCESSOR_TOO_FEW_ELEMENTS",
"message": "Animation sampler output accessor with 'CUBICSPLINE' interpolation must have at least 2 elements. Got 1.",
"severity": 0,
"pointer": "/animations/0/samplers/1/input"
},
{
"code": "ANIMATION_SAMPLER_OUTPUT_ACCESSOR_INVALID_COUNT",
"message": "Animation sampler output accessor of count 3 expected. Found 1.",
"severity": 0,
"pointer": "/animations/0/channels/1/sampler"
},
```
This pretty much confirms a bug in Blender.
When Godot crashes on import, the console includes the following output (`--verbose`):
```
glTF: Total buffers: 1
glTF: Total buffer views: 5
glTF: Total accessors: 5
glTF: type mat4 component type: Float stride: 64 amount 1
glTF: accessor offset 0 view offset: 44 total buffer len: 108 view len 64
glTF: Total skins: 1
glTF: type float component type: Float stride: 4 amount 1
glTF: accessor offset 0 view offset: 0 total buffer len: 108 view len 4
glTF: type vec3 component type: Float stride: 12 amount 1
glTF: accessor offset 0 view offset: 4 total buffer len: 108 view len 12
glTF: type float component type: Float stride: 4 amount 1
glTF: accessor offset 0 view offset: 0 total buffer len: 108 view len 4
glTF: type vec4 component type: Float stride: 16 amount 1
glTF: accessor offset 0 view offset: 16 total buffer len: 108 view len 16
glTF: type float component type: Float stride: 4 amount 1
glTF: accessor offset 0 view offset: 0 total buffer len: 108 view len 4
glTF: type vec3 component type: Float stride: 12 amount 1
glTF: accessor offset 0 view offset: 32 total buffer len: 108 view len 12
glTF: Total animations '1'.
glTF: Converting spatial: Armature
ERROR: FATAL: Index p_index = 1 is out of bounds (size() = 1).
at: get (./core/templates/cowdata.h:158)
```
This seems entirely expected as the validator indicated a bounds issue, but of course Godot shouldn't crash.
### Steps to reproduce
1. Try to load the repro project. It should crash.
Alternatively:
1. Load the Blender file linked in the description above into Blender (I'm using Blender 3.6.4).
2. Export the scene as a glTF file with all default settings.
3. Try to import that glTF file into a Godot project. It should crash.
### Minimal reproduction project
[godot_gltf_crash_repro.zip](https://github.com/godotengine/godot/files/13043589/godot_gltf_crash_repro.zip)
| https://github.com/godotengine/godot/issues/83617 | https://github.com/godotengine/godot/pull/83663 | 365507fcf351dd1d5fbbe83192304574b5df4eb4 | 78e47a452382ab04dd64d009b406b4d5029053bd | "2023-10-19T14:04:16Z" | c++ | "2023-10-20T13:13:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,614 | ["editor/plugins/script_editor_plugin.cpp"] | Remote debugging with external editor only works if gdscript files are open in script editor | ### Godot version
v4.1.2.stable.official [399c9dc39]
### System information
Godot v4.1.2.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.3699) - AMD Ryzen 7 6800H with Radeon Graphics (16 Threads)
### Issue description
I'm using vscode with the godot editor configured to use an external text editor. Everything is configured properly, I'm able to run the game and editor from vscode and vscode is able to connect to the language server and remote debugger without issues.
If I attempt to set a breakpoint from vscode, I see the following error in the godot console
```
editor/debugger/debug_adapter/debug_adapter_protocol.cpp:800 - Condition "!breakpoint_list.find(breakpoint)" is true. Returning: Array()
```
While keeping the game running, open the file inside of the godot script editor. the error stops reporting and setting breakpoints from within vscode works. Closing the files in the godot script editor causes the error to return and breakpoints to stop working.
### Steps to reproduce
1) Open a project with both vscode and the godot editor
2) Run the game using the vscode "run and debug" menu
3) ensure no files are open in the godot script editor and open the 2D editor
4) attempt to set a breakpoint in vscode
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83614 | https://github.com/godotengine/godot/pull/84898 | 644e236e5ca36b4bdfc2a663193cb2cef160e79a | 5c848174a3e2b2490274335fd6508ef0a0c2b46b | "2023-10-19T13:25:59Z" | c++ | "2023-12-18T17:17:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,611 | ["thirdparty/README.md", "thirdparty/thorvg/inc/config.h", "thirdparty/thorvg/patches/loader_jpg-fix_regression_bug.patch", "thirdparty/thorvg/src/renderer/sw_engine/tvgSwRasterC.h", "thirdparty/thorvg/update-thorvg.sh"] | Imported SVG semi-transparent areas become fully opaque | ### Godot version
4.2beta1
### System information
macOS 13.6.0 - Vulkan (Mobile) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)
### Issue description
Importing SVGs (via editor or in code using the Image.load_svg_from_string() etc) that have semi-transparent areas result in these areas being fully opaque instead of having the expected semi-transparent alpha values.
Left imported svg in Godot, right same svg in Firefox

This seems this is an issue with ThorVG as the same issue is present in their [viewer](https://thorvg.github.io/thorvg.viewer/). So I've opened an issue there as well ( https://github.com/thorvg/thorvg/issues/1716 ). But since this affects Godot I'm opening this here so it's known and we can keep track of the issue.
If you don't want these kinds of double issues feel free to just close this.
_EDIT: Here's a better example image showing off the issue, made by @capnm, where you can see that the alpha is also incorrect in the overlapping area._

### Steps to reproduce
Import the following svg image into a godot project

### Minimal reproduction project
see image file above | https://github.com/godotengine/godot/issues/83611 | https://github.com/godotengine/godot/pull/83656 | 2a995c09ac77451bec14e9c4f38d19499408b53d | dd6afa660905a3240944f11c488d34ae214c7372 | "2023-10-19T11:08:09Z" | c++ | "2023-10-20T13:13:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,610 | ["editor/plugins/tiles/tile_set_atlas_source_editor.cpp"] | TileSet painting options appear out of screen | ### Godot version
4.2 beta1
### 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
https://github.com/godotengine/godot/assets/2223172/c8442a7e-7223-442d-8803-5fdf884b5f6e
### Steps to reproduce
1. Create TileMap + TileSet
2. Go to Paint tab
3. Click Select a property editor
4. The options appear partially obstructed
5. Click again
6. Options are fully visible now
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83610 | https://github.com/godotengine/godot/pull/83790 | 912366093d5b665bed1674c746cbec08bf8ddb0f | fe45e4ec7c23c551ce8b0939b440c8822c766119 | "2023-10-19T10:50:23Z" | c++ | "2023-10-23T10:42:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,605 | ["editor/project_manager.cpp"] | Changing project creation folder path changes the project name when creating a new project | ### Godot version
4.2.beta1
### System information
Windows 11
### Issue description
The project name gets changed when changing project path in the create project dialogue. This was not present in 4.1, where the project name was unaffected of path changes. (See reproduction steps for further information)
### Steps to reproduce
1. Create a new project and type in desired project name

2. Change the project path by pressing browse and picking a folder
3. Notice how the project name field has changed to that of the folder (This behavior was not present in 4.1)

### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83605 | https://github.com/godotengine/godot/pull/85169 | 132554badd6860cb530505ec0dfe07c3f05f5889 | 9c0692f30e01031dab1d83338320059a0983c421 | "2023-10-19T09:02:32Z" | c++ | "2023-11-21T14:06:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,595 | ["scene/resources/packed_scene.cpp"] | Renaming nodes in a scene inherited by others can cause corruption and crashes. | ### Godot version
f8818f85e6c43cdf1277e8ae85eba19ca0a003b0
### System information
Windows 11
### Issue description
Current renaming a node in a scene which is inherited by others can completely corrupt scenes which inherit it which then subsequently lead to the engine crashing.
### Steps to reproduce
Open the example project.
Open BaseScene.tscn
Rename the BaseNodes to something else
Open TestScene.tscn
### Minimal reproduction project
[scene_composition.zip](https://github.com/godotengine/godot/files/13036099/scene_composition.zip)
| https://github.com/godotengine/godot/issues/83595 | https://github.com/godotengine/godot/pull/83604 | 34e3fa5ec7a5a999f40b65611a262e73c5045cca | 37d3cb1b0411ef648771b27987fbb62266e6ca70 | "2023-10-19T02:24:11Z" | c++ | "2023-10-20T13:10:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,594 | ["editor/scene_tree_dock.cpp", "editor/scene_tree_dock.h"] | Copy/Pasting foreign node behaviour is incorrect | ### Godot version
f8818f85e6c43cdf1277e8ae85eba19ca0a003b0
### System information
Windows 11
### Issue description
Currently, the behaviour of the node copy-pasting with respect to certain foreign nodes is incorrect. Given certain scene composition, you can copy paste and node and the ownership of that node will be corrupted; top-level nodes should ALWAYS be assigned as owned by the edited scene, but it is currently possible to copy-paste a foreign node and end up with another foreign node.
### Steps to reproduce
Open the example project
Copy one of the lowest level nodes called BaseNode
Paste it onto another BaseNode
The new node should appear yellow, which is incorrect.
### Minimal reproduction project
[scene_composition.zip](https://github.com/godotengine/godot/files/13035829/scene_composition.zip)
| https://github.com/godotengine/godot/issues/83594 | https://github.com/godotengine/godot/pull/83596 | a8bcbff59f4bd7ec9b46d3b52b2c8c7714718d2d | 8b11ae9cf54b1ff347cf57dc5e335a8981724958 | "2023-10-19T02:19:33Z" | c++ | "2023-11-06T12:23:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,584 | ["platform/web/detect.py"] | Closure compiler build error for Web platform in current dev branch | ### Godot version
4.2.beta1 (b1371806ad3907c009458ea939bd4b810f9deb21), didn't test newer but I expect still reproducible
### System information
Fedora 36, Emscripten 3.1.18
### Issue description
When building the web editor for 4.2-beta1 on the official buildsystem with Emscripten 3.1.18, I ran into this issue with `use_closure_compiler=yes` (which we use by default for the editor on official builds).
```
[Time elapsed: 00:13:56.562]
building:ERROR: Closure compiler run failed:
building:ERROR: /tmp/emscripten_temp_ganlltx7/godot.web.editor.wasm32.js.pgrow.js:7828:24: ERROR - [JSC_LANGUAGE_FEATURE] This language feature is only supported for ECMASCRIPT_2020 mode or better: bigint.
7828| HEAP64[b + 2 * i] = 1n;
^
/tmp/emscripten_temp_ganlltx7/godot.web.editor.wasm32.js.pgrow.js:7831:24: ERROR - [JSC_LANGUAGE_FEATURE] This language feature is only supported for ECMASCRIPT_2020 mode or better: bigint.
7831| HEAP64[b + 2 * i] = 0n;
^
2 error(s), 0 warning(s)
em++: error: closure compiler failed (rc: 2): /root/emsdk/node/14.18.2_64bit/bin/node --max_old_space_size=8192 /root/emsdk/upstream/emscripten/node_modules/.bin/google-closure-compiler --compilation_level ADVANCED_OPTIMIZATIONS --language_in ECMASCRIPT_2020 --language_out NO_TRANSPILE --emit_use_strict=false --externs /root/emsdk/upstream/emscripten/src/closure-externs/closure-externs.js --language_in ECMASCRIPT6 --externs /root/godot0/modules/webxr/native/webxr.externs.js --externs /root/godot0/platform/web/js/libs/library_godot_webgl2.externs.js --js /tmp/emscripten_temp_ganlltx7/godot.web.editor.wasm32.js.pgrow.js --js_output_file tmp4t1u5yfz.cc.js --formatting PRETTY_PRINT
scons: *** [bin/godot.web.editor.wasm32.js] Error 1
```
This must have been introduced between 4.2-dev6 and 4.2-beta1. I haven't tested latest `master` but I expect it may still be reproducible.
### Steps to reproduce
- Setup Emscripten 3.1.18, or possibly other versions might have the same issue
- `scons target=editor use_closure_compiler=yes production=yes`
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/83584 | https://github.com/godotengine/godot/pull/83720 | f22c3ff33b60f291f1b80d1531583d1d15efeec9 | 7d695160c897bd4cf93055d4478fd6369d10a76e | "2023-10-18T22:18:55Z" | c++ | "2023-10-21T13:52:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,573 | ["editor/import/resource_importer_csv_translation.cpp"] | Translations that start with an `_` or `-` generate a file named `<translation>..translation` | ### Godot version
4.1.1 stable
### System information
Linux Pop!_OS 22.04 LTS
### Issue description
When you create a CSV file to import for translation, if you have a locale that begins with an underscore or a hyphen, it will be semi-ignored, with all columns that have a hyphen or underscore being shoved into one translation file with the name <rootfile>..translation.
Ideally this would be imported properly, or better yet work like godotengine/godot-proposals#8183.
### Steps to reproduce
Create a translation CSV and add a locale column that starts with an `_` or a `-`. Import it, and a translation file with no locale will be imported.
### Minimal reproduction project
[trtest.zip](https://github.com/godotengine/godot/files/13031642/trtest.zip)
| https://github.com/godotengine/godot/issues/83573 | https://github.com/godotengine/godot/pull/83600 | 37d51d2cb7f6e47bef8329887e9e1740a914dc4e | 64bb27aefdb3a6aecaffd4a744bd2be318906bc5 | "2023-10-18T17:43:41Z" | c++ | "2023-11-02T08:11:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,570 | ["scene/resources/navigation_polygon.cpp"] | NavigationRegion2D doesn't initialize its `navigation_mesh` correctly resulting in an error with a `cell_size` mismatch | ### Godot version
4.2 beta1
### System information
Windows 10
### Issue description
I was trying out the new [2D Navigation mesh baking](https://github.com/godotengine/godot/pull/80796) features (great stuff, btw!) and immediately ran into an error after creating a `NavigationRegion2D` and a corresponding `NavigationPolygon` (all in the editor/inspector) :
```
modules/navigation/nav_region.cpp:128 - Navigation map synchronization error. Attempted to update a navigation region with a navigation mesh that uses a `cell_size` of 1 while assigned to a navigation map set to a `cell_size` of 0.25. The cell size for navigation maps can be changed by using the NavigationServer map_set_cell_size() function. The cell size for default navigation maps can also be changed in the ProjectSettings.
```
I haven't changed any of the `cell_size` settings anywhere and I can't even set the `cell_size` of the `NavigationPolygon` to 0.25, since the inspector for that is integer based. So I had a look at the code and the culprit seems to be in the constructor of the `NavigationPolygon`:
```cpp
NavigationPolygon::NavigationPolygon() {
navigation_mesh.instantiate();
}
```
The `navigation_mesh` is instantiated with its default values (`cell_size` being 0.25!) and the real initialization, where the `cell_size` is set, is then not executed, because `navigation_mesh` is not null:
```cpp
Ref<NavigationMesh> NavigationPolygon::get_navigation_mesh() {
MutexLock lock(navigation_mesh_generation);
if (navigation_mesh.is_null()) {
navigation_mesh.instantiate();
Vector<Vector3> verts;
{
verts.resize(get_vertices().size());
Vector3 *w = verts.ptrw();
const Vector2 *r = get_vertices().ptr();
for (int i(0); i < get_vertices().size(); i++) {
w[i] = Vector3(r[i].x, 0.0, r[i].y);
}
}
navigation_mesh->set_vertices(verts);
for (int i(0); i < get_polygon_count(); i++) {
navigation_mesh->add_polygon(get_polygon(i));
}
navigation_mesh->set_cell_size(cell_size); // Needed to not fail the cell size check on the server
}
return navigation_mesh;
}
```
So I removed the `navigation_mesh` instantiation from the `NavigationPolygon` constructor and went on with my testing without any further hitch. As far as I know `navigation_mesh` is only accessed through `get_navigation_mesh()`, where it is then instantiated lazily, so the instantiation in the constructor is not needed. I implemented and tested a whole navigation system for our game based on the `NavigationRegion2D` after that change and haven't noticed any problems (but I am only creating the navigation polygon at runtime via `NavigationServer2D.bake_from_source_geometry_data_async`, so maybe there are problems in other use cases 🤔).
I just drafted a PR: https://github.com/godotengine/godot/pull/83568
### Steps to reproduce
- Use the Godot 4.2 beta1 editor
- Create a new project (or use an existing one)
- Create a NavigationRegion2D node
- In the inspector of that node create a "New NavigationPolygon"
- Observe the "Navigation map synchronization error" in the Output tab
### Minimal reproduction project
A reproduction project isn't really necessary, since the steps are so simple, but here is one anyway:
[NavigationRegion2DTest.zip](https://github.com/godotengine/godot/files/13031167/NavigationRegion2DTest.zip)
(when you open the scene.tscn, you'll get the error as well) | https://github.com/godotengine/godot/issues/83570 | https://github.com/godotengine/godot/pull/83568 | 6761b647b2e3dbec17b4503f2a0592e5e9f92e31 | f8818f85e6c43cdf1277e8ae85eba19ca0a003b0 | "2023-10-18T17:16:05Z" | c++ | "2023-10-18T22:27:25Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,552 | ["core/input/gamecontrollerdb.txt"] | Right stick joypad Input not working properly with Xbox Controller on Linux with 4.2.beta1 | ### Godot version
Godot_v4.2-beta1_linux.x86_64
### System information
PopOS 22.04, Linux 6.5.4-76060504-generic x86_64, Ryzen 6800h, Radeon 6700m, amdgpu, Vulkan
### Issue description
When trying to map inputs on the right stick on an Xbox controller (Elite or non-elite), the mappings are incorrect still on Linux.
This is related to https://github.com/godotengine/godot/issues/81816
I commented in the above issue when it was active but the changes made did not fix the issue in Linux.
This happens on two machines and also has happened across multiple Linux distros like Fedora, Ubuntu, PopOS, Manjaro.
This also happens regardless if I used xpadone, xone, etc... and regardless of if this is over bluetooth, wired, or xbox wireless dongle
Also, the Steam output is correct and I've attached a video of it below.
### Steps to reproduce
When moving the right joystick:
Down:

Left:

Right:

Up:

---
xinput output:

Bluetooth:

Video of Steam Output which is correct:
https://github.com/godotengine/godot/assets/15805689/63b14c82-15c9-4fd2-8b90-e2abdea48d16
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83552 | https://github.com/godotengine/godot/pull/83845 | 6ead61ab1ec6069fc58c7f28eddc66aaf160fda2 | e0b23ac420eb54cbb83478a4724bc1bf59a11162 | "2023-10-18T11:26:43Z" | c++ | "2023-10-24T08:54:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,528 | ["drivers/gles3/storage/mesh_storage.cpp", "servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp"] | Strange Lighting Issues in 4.2 Beta using Compatibility Mode | ### Godot version
v4.2.beta3.official [e8d57afae]
### System information
Godot v4.2.beta3 - Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3080 Ti (NVIDIA; 31.0.15.4584) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)
### Issue description
Strange lighting issues only in Compatibility Mode on 4.2 Beta.
Notice the strange box on the upper left corner and the triangles on the walls.

This is just using an Omni Light with only these settings changed:

These issues do NOT show up in ANY mode in 4.1, and do not show up in Mobile or Forward+ modes in 4.2 Beta.
4.2 Compatibility, strange lighting issues:

4.1 Compatibility, no issues:

4.2 Forward+, no issues:

4.2 Mobile, no issues:

It seems like some enhancement of the Compatibility mode has resulted in worse behavior, but I'm not sure how to obtain the working 4.1 Compatibility behavior in 4.2, or how to obtain the Forward+ or Mobile behavior.
This is mainly annoying because the Compatibility results are also what I see when doing an HTML5 export, which looks fine in 4.1, but looks bad in 4.2.
### Steps to reproduce
Use Compatibility mode **or export any mode to HTML5** in 4.2 Beta and use an Omni or Directional Light with possibly complex imported meshes.
I have included a demo project below.
### Minimal reproduction project
This file includes two projects, one in 4.1 and one in 4.2, but they are identical. The 4.2 project was an upgrade from the 4.1 project. I included them both though so that it is easy to open both at the same time.
[LightingIssueProjects.zip](https://github.com/godotengine/godot/files/12965153/LightingIssueProjects.zip)
EDIT: Just to be entirely clear, here are the lighting issues I am referring to:

I realize these may be artifacts of settings or bad meshes, but since it doesn't happen in any mode in 4.1 or in any other mode in 4.2, it seems like a regression.
Update: FYI: Same issue in Beta 3, in case it matters.
Update: I've built a minimum example of the mesh that demonstrates the issue:

It appears to be related to how the "light" bounces off of those 45 degree angled bits on the edges of the block. If I remove both of them, the odd box in the upper left corner goes away.
This also works fine in 4.1 and fine in 4.2 Forward+ or Mobile rendering, so it is still some issue with 4.2 Beta's Compatibility renderer.
It is interesting that these odd results happen even if the light isn't aimed at the surface where they occur!
Here is the project that the screenshot above is from. I used a directional light instead of omni, as that appears to disable the "global" light. I also added a camera.
[minimum-example.zip](https://github.com/godotengine/godot/files/13120240/minimum-example.zip)
| https://github.com/godotengine/godot/issues/83528 | https://github.com/godotengine/godot/pull/83906 | bb54190253b8513c778d4c80c4ada41d18542588 | 2dafd06114f6a15e1c987c89eaa16314b4c8eef9 | "2023-10-17T21:59:33Z" | c++ | "2023-10-26T14:00:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,500 | ["editor/gui/editor_scene_tabs.cpp"] | Can't switch scene tabs using shortcut anymore | ### Godot version
v4.2.beta.custom_build [fd33c7b32]
### System information
linux
### Issue description
The scene tab switching shortcuts, <kbd>Ctrl+Tab</kbd> and <kbd>Ctrl+Shift+Tab</kbd>, don't work anymore.
I couldn't find a setup-specific way that could cause it.
### Steps to reproduce
- Open 2 scenes
- press <kbd>Ctrl+Tab</kbd>
### Minimal reproduction project
any | https://github.com/godotengine/godot/issues/83500 | https://github.com/godotengine/godot/pull/83501 | ab8fad1b24ceecb3f631e54e494f386ea31a4909 | 30f2a6d611b1c9a3decae8964c5737e63e63ebce | "2023-10-17T13:27:07Z" | c++ | "2023-10-17T14:13:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,499 | ["scene/2d/tile_map.cpp"] | Tilemap collision is disabled when not visible | ### Godot version
v4.2.beta1.mono.official [b1371806a]
### System information
Windows 11 22H2
### Issue description
Expected:
Tilemap still has collision when invisible.
This is how it works in 4.1.2
Actual:
Tilemap has no collision if set visible to false.
### Steps to reproduce
1. Add a tilemap to your level
2. Add a tileset and add collision
3. Add something that reacts upon the collison layer of said tilemap.
4. Set the tilemap to be invisible (via code)
5. See the "something" noclips at the invisible tilemap
### Minimal reproduction project
[Tilemap Collision MRP.zip](https://github.com/godotengine/godot/files/12929391/Tilemap.Collision.MRP.zip)
| https://github.com/godotengine/godot/issues/83499 | https://github.com/godotengine/godot/pull/83560 | bf41c6bd34932439b23ff39d4f15eb88d19d2d0f | d3fb6c17b6ef4ce33edf837b9fde49aa925adfd3 | "2023-10-17T13:26:00Z" | c++ | "2023-10-27T09:36:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,495 | ["editor/property_selector.cpp"] | Editor property selector does not clamp description | ### Godot version
4.2 beta1
### 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
https://github.com/godotengine/godot/assets/2223172/17fe3cb5-c852-4094-b1de-cfad9da6f04a
The description should be scrollable probably.
### Steps to reproduce
1. Add AnimationPlayer and animation
2. Click Add Track
3. Select some node and click a property with a long description
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83495 | https://github.com/godotengine/godot/pull/83745 | 4cc8f0f36dedddf5a37e0f39dfbac7d80f5b858d | 074297d945352164d5777b74b39eb434e672e626 | "2023-10-17T11:49:09Z" | c++ | "2023-10-25T08:29:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,481 | ["servers/rendering/renderer_rd/effects/copy_effects.cpp", "servers/rendering/renderer_rd/effects/copy_effects.h", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"] | Android editor: Somewhat random graphical corruptions when viewing meshes in inspector | ### Godot version
4.2 beta 1 Android editor
### System information
Godot v4.2.beta1 - Android - Vulkan (Mobile) - Moto G Power 2021 - integrated Adreno (TM) 610 - (8 Threads)
### Issue description
When viewing meshes in the inspector instead of seeing the actual mesh I see random VRAM garbage on certain screens but not on others, and the actual mesh in the 3d viewport is not effected, it's only the inspector views that are effected. It seems like messing with material settings seems to cause it to go away, if I apply.a default standard material it happens but when I change certain settings like transparency or detail it goes away for some reason, maybe it has to do with incorrect rendering of opaque objects?

### Steps to reproduce
1. Create new project
2. Add a mesh (I tested a BoxMesh)
3. Add a StandardMaterial3D to the mesh
4. Go into material settings
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83481 | https://github.com/godotengine/godot/pull/84169 | 9cbe3cb45114410576c16d7c4087e9c2443a88ef | ef9454565818bf4df49399a00a95fe18cd956259 | "2023-10-17T07:30:26Z" | c++ | "2023-12-16T16:49:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,474 | ["scene/2d/tile_map.cpp"] | TileMap: Material changes won't update rendering if material field is empty on game start | ### Godot version
4.2 Beta [a574c0296b38d5f786f249b12e6251e562c528cc]
### System information
Linux Fedora Silverblue
### Issue description
I have a tilemap with no material assigned on start which I intend to change dynamically in-game. Changing the material field (or the equivalent call to `set_material`) will not reflect in a change unless you also toggle and untoggle `use parent material` flag.
### Steps to reproduce
- Create a tilemap w/ tileset data.
- Create a canvas material.
- Create a script that preloads the material and then applies the material dynamically (via key or time).
- Observe that the tilemap does not update.
### Minimal reproduction project
[MaterialBug.zip -- A simple project that highlights the issue.](https://github.com/godotengine/godot/files/12924089/MaterialBug.zip)
| https://github.com/godotengine/godot/issues/83474 | https://github.com/godotengine/godot/pull/83475 | 8ff8d41f0bbb8a61906c85b6f53c760eed928852 | ab8fad1b24ceecb3f631e54e494f386ea31a4909 | "2023-10-17T03:57:46Z" | c++ | "2023-10-17T14:13:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,456 | ["editor/code_editor.cpp"] | Cannot close search bar in script editor | ### Godot version
4.2.beta.3bc1c9b5e
### System information
Arch Linux
### Issue description
When attempting to close the search bar in script editor the error
```
core/object/object.cpp:1139 - Error calling from signal 'pressed' to callable: 'FindReplaceBar::FindReplaceBar::_hide_bar': Method expected 1 arguments, but called with 0.
```
will appear, and the bar will not close when clicking the X
### Steps to reproduce
open up godot, go into script editor.
press Ctrl + F.
attempt to close the search bar by clicking the X to the right.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83456 | https://github.com/godotengine/godot/pull/83459 | 109cb8e6973514390901ddc77067979ccb4a59f7 | 837f091f309325bf01c71d6bfba7103beaaa79cd | "2023-10-16T18:47:17Z" | c++ | "2023-10-17T14:13:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,453 | ["modules/gdscript/gdscript_analyzer.cpp"] | Grammar typo in GDScript error message | ### Godot version
Godot v4.2.beta1 - 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.beta1 - 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
Easy bugfix for grabs!

> a "int"
The "a" is not correct here, which is convenient as it removes the need to worry between "a" and "an".
### Steps to reproduce
Not relevant
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83453 | https://github.com/godotengine/godot/pull/83455 | 3e8dc9df0a161d1a92d3b242ab1a6c4e6e065a70 | 109cb8e6973514390901ddc77067979ccb4a59f7 | "2023-10-16T18:13:16Z" | c++ | "2023-10-17T14:13:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,444 | ["doc/classes/LightmapGIData.xml", "scene/3d/lightmap_gi.cpp", "scene/3d/lightmap_gi.h"] | Moving nodes around the tree in a scene with baked lightmap triggers lightmap reimport | ### Godot version
v4.2.beta.custom_build [a60fc7f7c]
### System information
Godot v4.2.beta (a60fc7f7c) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 27.20.21034.37) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)
### Issue description
When you move any node around within the tree of a scene with baked lightmap, a reimport of the lightmap file will be triggered.
### Steps to reproduce
1. Set up a scene with some lightmapped meshes. Also create one dynamically lit object for testing reason.
2. Bake lightmap
3. Move any node around in the scene tree
4. A reimport will be triggered.
### Minimal reproduction project
[Lightmap Reimport.zip](https://github.com/godotengine/godot/files/12918646/Lightmap.Reimport.zip)
| https://github.com/godotengine/godot/issues/83444 | https://github.com/godotengine/godot/pull/77788 | 46cb7f94f755d452b146aca52c36e3d3523ad807 | bf46ee144d898017c0777774d0d027de1eb6cb1e | "2023-10-16T15:23:09Z" | c++ | "2023-10-26T13:57:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,429 | ["core/io/resource_importer.h", "editor/editor_file_system.cpp", "editor/import/resource_importer_scene.cpp", "editor/import/resource_importer_scene.h", "modules/gltf/editor/editor_scene_importer_gltf.cpp", "modules/gltf/editor/editor_scene_importer_gltf.h", "modules/gltf/gltf_document.cpp", "modules/gltf/gltf_document.h"] | Naming scheme change for meshes imported from .glb breaking scenes | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Godot v4.2.beta1 - macOS 13.6.0 - Vulkan (Mobile) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)
### Issue description
It appears 4.2.beta1 has introduced a new internal mesh format, and when you first open a project from a previous version you get a warning that all the meshes have been re-imported, and if you save them like this they'll be incompatible with previous versions.
`servers/rendering_server.cpp:2035 - Upgrading mesh from older surface format. Once saved again (or re-imported), this mesh will be incompatible with earlier versions of Godot. (User)`
However, it seems that this new mesh import has also broken all my meshes due to a naming issue:
This might have been a bug in the previous importer, but for some reason in the imported mesh scenes of my .glb (and hence in the scenes instancing these) the meshes often have "2" after their name. So, for example the Block.glb file import I've supplied as an example resulted (pre 4.2beta1) in an imported scene with a MeshInstance3D name called "Block2". But the new format importer instead results in a MeshInstance3D called simply "Block". This new name in turn means all references to the mesh in the scene (as far as I can tell in this project, all references to all meshes in all scenes) break, since they are overrides, node_paths etc for "Block2" and this no longer exists in the node hierarchy.
`scene/resources/packed_scene.cpp:231 - Node 'Model/Block/Block2' was modified from inside an instance, but it has vanished`
### Steps to reproduce
- Import a glb file in a pre 4.2.beta1 (or maybe earlier?) godot project (applied example file below).
- Instance this in a scene. Notice that the MeshInstance3D in the imported scene is called "Block2"
- Make some reference to this in the scene, for example set an override material or make a script referencing the mesh as an export var.
- Open the project in 4.2beta1
- Observer that the new re-imported MeshInstance3D is now called just "Block" instead of "Block2", and that the references/overrides in your scene are broken.
### Minimal reproduction project
Test model file: [Block.glb.zip](https://www.lostminds.com/godot/Block.glb.zip)
| https://github.com/godotengine/godot/issues/83429 | https://github.com/godotengine/godot/pull/84271 | 8b11ae9cf54b1ff347cf57dc5e335a8981724958 | 3c68ab679abffdb4e1c93f54adec1bcc58b0a1d1 | "2023-10-16T09:15:39Z" | c++ | "2023-11-06T12:23:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,426 | ["editor/plugins/animation_player_editor_plugin.cpp"] | Enabling Onion Skinning breaks Audio in Animation track | ### Godot version
4.2.beta.custom_build [51f81e1c8]
### System information
macOS 11.0+
### Issue description
I found another new issue when starting onion skinning while having put any audio into my animation track.
https://github.com/godotengine/godot/assets/1129695/18ebd12e-143d-46c1-b97a-86cb82ffc4b1
### Steps to reproduce
1. Put a "playing = true" key of any MP3 audio into a Animation track
2. Enable onion skinning
https://github.com/godotengine/godot/assets/1129695/60289cb7-d98c-4134-88fe-1c94de93d68c
3. To temporarily dismiss the bugged audio, put a "playing = false" key of the same audio animation track just after the previous key
4. Enable onion skinning
https://github.com/godotengine/godot/assets/1129695/9549a1f7-142e-4d8d-8eec-4a952861a696
### Minimal reproduction project
[gd_anim_unittest_1.zip](https://github.com/godotengine/godot/files/12913927/gd_anim_unittest_1.zip)
| https://github.com/godotengine/godot/issues/83426 | https://github.com/godotengine/godot/pull/83430 | 5abeb043d00c523b433cf3c9f6940142a3eeb368 | 3e23755d24ed04fb5b04ef4567043ba77a38137b | "2023-10-16T08:22:34Z" | c++ | "2023-11-12T15:56:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,412 | ["scene/2d/physics_body_2d.cpp", "scene/3d/physics_body_3d.cpp"] | look_at() doesn't work with RigidBody3D | ### Godot version
4.2 beta 1
### System information
Windows 11, Godot v4.2.beta1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 Threads)
### Issue description
I have a top-down minigame where I use `look_at()` in `_integrate_forces()` to rotate my RigidBody3D player character towards the mouse position. I noticed that in 4.2 beta 1 the code doesn't work. No errors, no warnings, the Vector3 I'm feeding it is just fine. The rest of the code works as expected. Did I miss something, or is it broken in the beta?
Tried using it in 4.1.2 and it works just fine.
### Steps to reproduce
Just make a plane mesh with collisions as a ground. Add a RigidBody3D to the scene, lock rotation on X and Z axes, add it a script. Add `_integrate_forces()` with `look_at(Vector3(0, position.y, 0))` inside. It should be rotating towards (0, position.y, 0) coordinates, but it doesn't. I suggest adding a front-facing rod mesh to visually see what's happening.
### Minimal reproduction project
[42_beta_testing.zip](https://github.com/godotengine/godot/files/12910691/42_beta_testing.zip)
| https://github.com/godotengine/godot/issues/83412 | https://github.com/godotengine/godot/pull/84799 | 4123f1371f7e7c4580ff727d0c0458e209380d38 | 64150060f89677eaf11229813ae6c5cf8a873802 | "2023-10-15T21:18:08Z" | c++ | "2023-11-12T22:01:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,405 | ["editor/connections_dialog.cpp"] | [4.2.beta1] Registering custom signals on custom node displays icon of original size in the category tab | ### Godot version
4.2.beta1.mono
### System information
Godot v4.2.beta1.mono - Nobara Linux 38 (Thirty Eight) - Wayland - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 Ti (nvidia; 535.104.05) - AMD Ryzen 5 4600H with Radeon Graphics (12 Threads)
### Issue description
Godot displays comically large icon (which seems to be original size) next to the category name when exposing custom signals:

This does not happen on exported properties.
### Steps to reproduce
Made a plugin that adds custom node like this:

### Minimal reproduction project
It seems trivial, but I can provide my current project if others fail to reproduce it | https://github.com/godotengine/godot/issues/83405 | https://github.com/godotengine/godot/pull/83447 | b8dc0a1bfb3a844377d35e025484390c7da036b1 | 8ac05d3cb6959fd7795bbd10a9324573277c4aec | "2023-10-15T16:42:36Z" | c++ | "2023-10-16T16:45:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,394 | ["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"] | Animation Timeline Go to Next Step / Prev Step is triggering the wrong player->seek | ### Godot version
4.2.beta.custom_build [51f81e1c8]
### System information
macOS 11.0+
### Issue description
I could sense a recent merging of a few pull requests on here:
<img width="865" alt="image" src="https://github.com/godotengine/godot/assets/1129695/1cf7d144-a4d2-4514-abca-1405222e702a">
This bug has the following related merges as the most recent ones:
https://github.com/godotengine/godot/pull/80813
https://github.com/godotengine/godot/pull/80939
The pull requests are for reviving onion-skinning capabilities, but this causes a minor unexpected result (see Steps to reproduce)
### Steps to reproduce
## A. Use 4.2.beta.custom_build [51f81e1c8]
1. Obtain the attached minimal reproduction project
2. Select the AnimationPlayer node
<img width="1468" alt="image" src="https://github.com/godotengine/godot/assets/1129695/ca16d7a6-7690-45b4-b8f9-b12fded64ca4">
3. In the Animation panel, click "Edit" to find your shortcuts for "Go to Next Step" and "Go to Previous Step"
<img width="410" alt="image" src="https://github.com/godotengine/godot/assets/1129695/a708e196-2eb9-42ea-bf0e-fd0aa88a9e60">
4. Use the shortcuts to spam go back and forth the animation
Expected result: animation goes smoothly
https://github.com/godotengine/godot/assets/1129695/c24c498c-7f77-4cc9-a1c9-a1627d89c58b
Actual result: animation jumps crazily
https://github.com/godotengine/godot/assets/1129695/947bf5b4-a0ab-42d4-bb5b-201800b4bdc6
https://github.com/godotengine/godot/assets/1129695/65303cd0-8c2d-4a35-9d16-c94752ac2e3a
## B. My successful yet unverified fix attempt on 4.2.beta.custom_build [51f81e1c8]
Either by:
<img width="831" alt="image" src="https://github.com/godotengine/godot/assets/1129695/80d167ae-27e7-4ec4-a4c9-ffc7adc0353f">
Or by:
<img width="806" alt="image" src="https://github.com/godotengine/godot/assets/1129695/2bae8697-8ef3-48dc-9f0a-2b5fe568ed43">
I don't see any negative impact on Onion Skinning or other functions by the above fix attempt, but I am not sure, I need someone to help me verify this.
### Minimal reproduction project
[gd_anim_unittest_1.zip](https://github.com/godotengine/godot/files/12909805/gd_anim_unittest_1.zip)
| https://github.com/godotengine/godot/issues/83394 | https://github.com/godotengine/godot/pull/85193 | 51bca1b586ca8f3d0f18eea6a9ef42a68c8fb3dc | ca245295aef490ddd13a443dd9af8cf1c05cbd80 | "2023-10-15T14:11:20Z" | c++ | "2023-11-22T12:59:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,391 | ["servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp"] | instance uniform in v4.2.beta1.mono seems to not work as expected on Mobile renderer | ### Godot version
v4.2.beta1.mono.official [b1371806a]
### System information
Godot v4.2.beta1.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
Ported project over from v4.1.2.stable.mono.official [399c9dc39] to v4.2.beta1.mono.official [b1371806a] and noticed that my shader was not working as expected. It has a number of instance uniforms to control Color, Texture, and UVs.
I noticed that once I removed the "instance" keyword, the shader rendered correctly, but I lost the ability to use instance uniforms.
The "Instance Shader Parameters" are available under "GeometryInstance3D" as expected, but the values don't seem to be used.
This appears to affect only the "Mobile" renderer. If I change the project to "Forward+", the instance uniforms work as expected.
### Steps to reproduce
Create a New "ShaderMaterial"
Create a New "Shader" on the "ShaderMaterial" with the following code:
```
shader_type spatial;
instance uniform vec3 _color : source_color = vec3(0.0f);
void fragment() {
ALBEDO = _color.rgb;
}
```
Create a "MeshInstance3D", specify the Mesh as a "PlaneMesh" and apply the "ShaderMaterial" to the Material slot in the Mesh
Modify the Color value in the "Instance Shader Parameters" area under the "GeometryInstance3D" section. The color does not change as expected.
Remove the "instance" keyword and modify the Color under the "Shader Parameters" in the Material section. The color changes as expected.
### Minimal reproduction project
[Sandbox.zip](https://github.com/godotengine/godot/files/12909703/Sandbox.zip)
| https://github.com/godotengine/godot/issues/83391 | https://github.com/godotengine/godot/pull/83400 | bb83995d27ed3281dd693f4f96001339b4fb75c9 | 842c1cafc0377f8d58cb81fe158ecb86b6d981da | "2023-10-15T13:43:13Z" | c++ | "2023-10-16T08:42:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,385 | ["editor/scene_tree_dock.cpp"] | Can use 'make local' on nodes inherited from another scene | ### Godot version
a574c0296b38d5f786f249b12e6251e562c528cc
### System information
Windows 11
### Issue description
The 'make local' button is permitted on nodes even when the node is inherited from another scene. This should not be allowed.
### Steps to reproduce
- Create a scene
- Create another scene an instance the first scene as a child
- Create a third scene inherted from the second scene
- Select 'make local' on the instantiated scene
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83385 | https://github.com/godotengine/godot/pull/83386 | cbfa941061ee3f38bf9f8fd730042e606d65872a | 3d9ce123fa4c16c3276e6b5fb79b927d9cc13914 | "2023-10-15T12:40:22Z" | c++ | "2023-10-16T11:00:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,380 | ["drivers/gles3/rasterizer_scene_gles3.cpp"] | Compatibility Renderer Soft Shadows at locked at PCF5 at runtime | ### Godot version
4.2 beta 1
### System information
Godot v4.2.beta (ee118e7ff) - Windows 10.0.22621 - GLES3 (Compatibility) - AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 31.0.21031.1005) - Intel(R) Core(TM) i3-10105F CPU @ 3.70GHz (8 Threads)
### Issue description
Soft Shadows change in the editor properly, however when running the project, the Soft Shadows are locked at PCF5 (Directional and Spot, Omni doesn't have PCF implemented yet.)
### Steps to reproduce
Examine soft shadows and compare between editor and runtime
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83380 | https://github.com/godotengine/godot/pull/83998 | 4113a0c3ca124d604dde26b9083af19a79fdeaee | c5c90fd7b71adb17308144681c686ec5b5e12f63 | "2023-10-15T10:49:03Z" | c++ | "2023-10-26T14:02:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,379 | ["editor/export/editor_export_preset.cpp"] | RCEdit fails on export if no version (FileVersion) is specified | ### Godot version
4.2 beta 1
### System information
Godot v4.2.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i9-9900KS CPU @ 4.00GHz (16 Threads)
### Issue description
If you try to export a project as a Windows Runnable and you have RCEdit configured (because for example you want to change the icon of the generated exe) it will fail to run unless you explicitly provide a version for your project. You used to be able to do this without filling out anything for version (in 4.x). This is a regression.
### Steps to reproduce
1. Create a new project. It can remain empty.
2. In editor settings, make sure under Export/Windows that you have rcedit configured correctly.
3. Under Project/Export create a Windows Desktop (Runnable) preset.
4. Click "Export Project..." and put the exe anywhere.
5. Under 4.1.2 that will work fine, under 4.2 beta 1 you will get a dialog with a warning caused by a fatal error (unable to parse version string for FileVersion).
6. The workaround is to to to Project/Project Settings... and under Application/Config fill out something for version, for example 0.0.0.0
7. If you try exporting it again, it now works.
8. If you make that version field empty again, it will fail again.
9. This is a regression from 4.x to 4.2 beta 1.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83379 | https://github.com/godotengine/godot/pull/84296 | 8a403e7432ceb31cae196eccfc155ef3fbc62356 | 2d64e52b087aba40d1b8dbdc04c96e4dd44ca2cb | "2023-10-15T10:43:32Z" | c++ | "2023-11-01T14:12:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,372 | ["scene/2d/camera_2d.cpp"] | Camera2D::get_screen_center_position() affected by rotation | ### Godot version
v4.2.beta.custom_build [b1371806a], v4.1.2.stable
### System information
Godot v4.2.beta (b1371806a) - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1080 Ti (NVIDIA; 31.0.15.3623) - AMD Ryzen Threadripper 1950X 16-Core Processor (32 Threads)
### Issue description
The Vector2 returned by `Camera2D::get_screen_center_position()` is (incorrectly) affected by the camera's rotation. Rotating the camera will cause `get_screen_center_position` to return different values, despite the actual center being in the same place.
### Steps to reproduce
1. Rotate a camera to non-identity.
2. `get_screen_center_position` returns incorrect values.
### Minimal reproduction project
In this example project there are two scenes with similar setups.
One Sprite, colored red, follows the Camera2D's `get_screen_center_position()`
The other Sprite follows the Camera2D's `get_target_position()` for comparison
The Camera2D being followed is rotated by delta in _process
one_cam.tscn is from the perspective of the rotating camera.
two_cams..tscn is from the perspective of a second, zoomed out camera.
[ReproProject.zip](https://github.com/godotengine/godot/files/12908759/ReproProject.zip)
| https://github.com/godotengine/godot/issues/83372 | https://github.com/godotengine/godot/pull/83427 | 3d9ce123fa4c16c3276e6b5fb79b927d9cc13914 | 2ba83f2578139ce58e962dcae355a1a561b532d6 | "2023-10-15T06:13:46Z" | c++ | "2023-10-16T11:01:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,366 | ["editor/filesystem_dock.cpp", "editor/filesystem_dock.h", "editor/gui/editor_file_dialog.cpp", "editor/gui/editor_file_dialog.h"] | Folder color doesn't show up in file dialogs | ### Godot version
v4.2.beta.custom_build [a574c0296]
### System information
linux
### Issue description
Folder colors don't show up in file dialogs: when saving a scene, etc.
### Steps to reproduce
1. color a folder
2. create and open the save scene dialog and navigate to the colored folder
3. notice it's not shown its color in the file dialog
### Minimal reproduction project
any | https://github.com/godotengine/godot/issues/83366 | https://github.com/godotengine/godot/pull/84837 | daddb2b46950f37503f0d033e1d9bdccab173449 | 6faa5c6dc479bebd4b92a5251fafe22b21ca9523 | "2023-10-15T03:36:53Z" | c++ | "2023-12-14T16:38:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,364 | ["scene/2d/navigation_region_2d.cpp", "scene/3d/navigation_region_3d.cpp"] | NavigationRegion3D saved "disabled" don't work when enabled in script | ### Godot version
4.2-beta.1
### System information
Windows 11, Vulkan Mobile, NVidia RTX 3070 TI
### Issue description
I have numerous "bridges" (meshes with NavigationRegion3D) that start life disabled (NavigationRegion3D.enabled = false).
In Godot 4.1 I could enable these bridges in script when the player triggered an action, and the NavigationRegion3D would correctly enable with edge connections allowing NPCs to walk across the bridge.
In Godot 4.2 if the NavigationRegion3D is saved disabled then enabling/disabling fails to enable edge connections. I suspect the bug may have been introduced by https://github.com/godotengine/godot/pull/77191 in `NavigationRegion3D::_region_enter_navigation_map`. This function only registers the region with the world-map if the region is enabled when it enters the tree. Enabling at a later time does not register the region.
### Steps to reproduce
Attached is a simple demo project. When loaded the main scene shows the following three navigation regions and their edge connections:

Toggling the enable on region 1 works as expected:

Save the scene with region 1 disabled; then close and reopen it:

Toggling the enable on region 1 fails to enable the edge connections:

### Minimal reproduction project
[NavRegionDisabledBug.zip](https://github.com/godotengine/godot/files/12908477/NavRegionDisabledBug.zip)
| https://github.com/godotengine/godot/issues/83364 | https://github.com/godotengine/godot/pull/83365 | 75b4fd84e3c411fea108a70d09280cdc932f8617 | cbfa941061ee3f38bf9f8fd730042e606d65872a | "2023-10-15T02:58:12Z" | c++ | "2023-10-16T11:00:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,340 | ["drivers/gles3/rasterizer_scene_gles3.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h", "servers/rendering/renderer_rd/storage_rd/forward_id_storage.h", "servers/rendering/renderer_rd/storage_rd/light_storage.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.cpp"] | Compatibility Renderer Light Problems | ### Godot version
4.2 Beta 1
### System information
Godot v4.2.beta (ee118e7ff) - Windows 10.0.22621 - GLES3 (Compatibility) - AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 31.0.21031.1005) - Intel(R) Core(TM) i3-10105F CPU @ 3.70GHz (8 Threads)
### Issue description
The lights start swimming along, typically when you reach the limit of lights you can render.
https://github.com/godotengine/godot/assets/50302479/96e153f5-e815-4ebd-adec-8d35b5e024cd
Another issue is that Light culling seems to be broken, as is evident given that you can look on a large object with 9 lights, and if you're in a position where only a few lights are in the view frustum it will still be trying to render the lights that should have been culled (on the vulkan renderers this works properly, and it is possible the issue above is related to this culling problem)
I remember the Mobile renderer had practically the same issue a while back
### Steps to reproduce
Move the camera around and observe what's happening on the Plane
### Minimal reproduction project
[Issue.zip](https://github.com/godotengine/godot/files/12906604/Issue.zip)
| https://github.com/godotengine/godot/issues/83340 | https://github.com/godotengine/godot/pull/83493 | 8d7f3d6bc9a8ccf9c2e4080c45f4079103f3017e | 814de86494bb883592dac1d9c0dde5b27c9c79bb | "2023-10-14T15:33:03Z" | c++ | "2023-10-23T10:40:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,332 | ["editor/plugin_config_dialog.cpp"] | Creating a plugin with a dot in the name or updating a plugin with a dot in the folder name fails | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Godot v4.2.beta1 - macOS 12.7.0 - Vulkan (Forward+) - dedicated AMD Radeon HD - FirePro D300 - Intel(R) Xeon(R) CPU E5-1620 v2 @ 3.70GHz (8 Threads)
### Issue description
When creating a plugin with a dot in the name in the project settings and leaving "Script Name" empty fails. Also, when a plugin folder is added via file system which contains a dot, information for that plugin cannot be be updated in the project settings.
Will be solved by: https://github.com/godotengine/godot/pull/83329
### Steps to reproduce
Create new plugin:
- Open project settings
- Click on "Create New Plugin" in the "Plugin" tab
- Choose a name with a dot in it (e.g., "my.plugin") and leave "Script Name" empty
- Create
- It will fail to create the plugin script
Update existing plugin:
- Add a plugin directory with a dot in the folder name (e.g., "my.plugin") in the file system
- Open project settings
- Click on the edit button in the "Plugin" tab for that plugin
- Change "Author" to some name
- Update
- Author was not changed in the table or in "plugin.cfg"
### Minimal reproduction project
[plugin_config_dialog.zip](https://github.com/godotengine/godot/files/12905755/plugin_config_dialog.zip)
| https://github.com/godotengine/godot/issues/83332 | https://github.com/godotengine/godot/pull/83329 | 41365c6c8ba357a490ed924a128958240f3ccf04 | 481d04669fa0d938a484213f92b37082f590034c | "2023-10-14T13:42:08Z" | c++ | "2023-12-13T09:31:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,331 | ["editor/code_editor.cpp"] | Code editor toggle comment doesn't uncomment if there's a different amount of #'s | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Windows 10
### Issue description
Toggle comment adds more comment delimiters when there's different amount of delimiters, even if all the lines are commented.
Current behavior:

Expected behavior (from v4.2.dev6.official [57a6813bb]):

Regression likely happened in #81486
### Steps to reproduce
Open script editor. Comment some lines. Then select bigger area enclosing some of the commented lines, and toggle comment twice or more.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83331 | https://github.com/godotengine/godot/pull/83382 | 391897bc44bc9d88fffa891d7b3d57a81b9f5cc2 | a60fc7f7c86daad48a8b23c9e4e1fe49cf3a0881 | "2023-10-14T13:36:07Z" | c++ | "2023-10-16T12:43:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,326 | ["scene/animation/animation_player.cpp"] | Autoplay animation of `AnimationPlayer` starts one frame late | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Godot v4.2.beta1 - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.3889) - 12th Gen Intel(R) Core(TM) i7-1255U (12 Threads)
### Issue description
In Godot 4.2, autoplayed animations by `AnimationPlayer` no longer set properties on the frame the node enters the tree. It rather does it one frame later, which can cause visuals to "flash" for a frame if the default values of the properties are different from the ones of the first property keys of the autoplayed animation, which happened in my project when porting it to 4.2.
(Here I set Engine.max_fps to 15 to make the bug clearer)
https://github.com/godotengine/godot/assets/107559799/5972b8fc-1fe6-4f2f-9c3a-4c64e5862c69
### Steps to reproduce
1. Create an `AnimationPlayer` and a node to animate
2. Create a new animation in the newly created `AnimationPlayer`
3. Add a new property track in the animation with RESET keys
4. Set the first key's value to one different from the RESET animation's value
5. Set this animation to autoplay
6. Add a script which prints the property value on ready:
```gdscript
func _ready():
print($<path to animated node>.<animated property>)
```
7. Run the scene and notice how it prints the default value
### Minimal reproduction project
[animation_autoplay_bug.zip](https://github.com/godotengine/godot/files/12905385/animation_autoplay_bug.zip) | https://github.com/godotengine/godot/issues/83326 | https://github.com/godotengine/godot/pull/83781 | fee6df76a2cf3d611f1b70655cc6d36b03e6e159 | 7c7d9e2169fbe5fccbe8d02328b97ce7a1a96291 | "2023-10-14T12:52:46Z" | c++ | "2023-11-14T10:27:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,308 | ["modules/gdscript/gdscript_vm.cpp"] | Division by zero crashes editor and builds instead of logging error message | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Godot v4.2.beta1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.3640) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)
### Issue description
When you are dividing ints by 0 builds and editor hard crashes.
In 4.1.2, both editor and builds, there's an error message logged.
(Editor crashes only happen when using @tool)
Floats doesn't crash, and doesn't log an error, instead it results in "inf".
The editor warns about division by zero if you try `1/0` etc.
Boxing the divisor in a variable yields no warning:
```
var zero:int = 0
1/zero
```
### Steps to reproduce
1. Open the supplied minimal project in Godot 4.2 beta 1
2. Press "Run Project"
3. Observe the float example resulting in "inf" and then a hard crash when it tries to do the same with ints
### Minimal reproduction project
[div-by-zero-bug.zip](https://github.com/godotengine/godot/files/12903429/div-by-zero-bug.zip)
Edit: Fixed erroneous godot version. Got confused and copied from the wrong window.
| https://github.com/godotengine/godot/issues/83308 | https://github.com/godotengine/godot/pull/83569 | 34b1c0e40ba3ec92cb8512dbf81f11a969ff2a83 | adcd16c71005af63b7b422808f2e7d4c7e39e260 | "2023-10-14T07:30:15Z" | c++ | "2023-10-26T13:59:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,304 | ["scene/animation/animation_mixer.cpp"] | scene/main/node.cpp:2006 - Parameter "common_parent" is null. | ### Godot version
4.2.Beta 1
### System information
Windows 11
### Issue description
When saving all scenes "scene/main/node.cpp:2006 - Parameter "common_parent" is null." will appear 6 times in Output.
### Steps to reproduce
Save all Scenes or run the game
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/83304 | https://github.com/godotengine/godot/pull/84405 | e5f1cbfe2abae9183e500172cebff571dcef1a9f | dfcbc1d758ac4ee07beb57bec29995d1636e5b24 | "2023-10-14T03:24:10Z" | c++ | "2023-11-06T12:23:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,303 | ["editor/code_editor.cpp", "editor/code_editor.h"] | Pressing ESC from code search should give focus to the code editor | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Godot v4.2.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3758) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)
### Issue description
When editing code in Godot, and searching with Ctrl+F we get a search bar at the bottom of the text editor. When pressing ESC it loses focus... But then - apparently - nothing has focus.
Pressing ESC should return focus to the code editor, as it did until v4.2.dev6.official [57a6813bb]
### Steps to reproduce
While editing code in any project, press CTRL+F to bring up the search bar, then press ESC, and try to write, observe you are no longer writing in the code editor because it does not have focus.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83303 | https://github.com/godotengine/godot/pull/83335 | 9ca1d78d53d922a2f4940a55b794efc0cf37df2c | 391897bc44bc9d88fffa891d7b3d57a81b9f5cc2 | "2023-10-14T02:40:52Z" | c++ | "2023-10-16T12:42:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,297 | ["scene/2d/remote_transform_2d.cpp", "scene/3d/remote_transform_3d.cpp"] | RemoteTransform2D projects wrong position | ### Godot version
4.2.beta
### System information
Windows 10
### Issue description
I assume the main use-case of `RemoteTransform2D` is to have another node match the transform of the `RemoteTransform2D`'s parent node. When `RemoteTransform2D` has `use_global_coordinates` set to `false`, however, the position sent to the controlled node will be the `RemoteTransform2D`'s local position, which makes sense, I guess, but that will always be `(0,0)`. This could be the expected behavior, but I can't imagine when it'd ever be useful, so please correct me if I'm wrong.
### Steps to reproduce
1. Make a sprite.
2. Make a second sprite with a `RemoteTransform2D` child and move it anywhere on screen.
3. Select the first sprite as the `RemoteTransform2D`'s target.
4. Set `use_global_coordinates` to false.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83297 | https://github.com/godotengine/godot/pull/83323 | 0258fa4db9271dadc12e947337a5ee64beed2a85 | 75b4fd84e3c411fea108a70d09280cdc932f8617 | "2023-10-13T23:36:25Z" | c++ | "2023-10-16T11:00:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,292 | ["scene/resources/particle_process_material.cpp"] | OpenGL: "Load Emission Mask" in GPUParticle2D spams "./drivers/gles3/shader_gles3.h:194 - Parameter "version" is null." | ### Godot version
v4.2-beta1_win64
### System information
Godot v4.2.beta1 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 Ti (NVIDIA; 30.0.15.1259) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)
### Issue description
After pressing "Load Emission Mask" and selecting a texture, my console started going bananas. Lots of log messages, and the desired behavior was not observed.
```
./drivers/gles3/shader_gles3.h:194 - Parameter "version" is null.
./drivers/gles3/shader_gles3.h:194 - Parameter "version" is null.
./drivers/gles3/shader_gles3.h:194 - Parameter "version" is null.
./drivers/gles3/shader_gles3.h:194 - Parameter "version" is null.
./drivers/gles3/shader_gles3.h:194 - Parameter "version" is null.
./drivers/gles3/shader_gles3.h:194 - Parameter "version" is null.
./drivers/gles3/shader_gles3.h:194 - Parameter "version" is null.
```
I could make the spam go away by changing the particle spawn back to 'point'.
### Steps to reproduce
1. Create a GPUParticle2D node with simple setup
2. Download attached image (from Kenney)
3. Use this image as a mask using "Load Emission Mask"

### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83292 | https://github.com/godotengine/godot/pull/83620 | a63bff4ce4d69ca598689e23924d0004aff21f31 | 55fc347efd50d297de3b92a5bfc141e52e57c90f | "2023-10-13T20:43:32Z" | c++ | "2023-10-20T13:11:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,291 | ["scene/2d/tile_map.cpp"] | Reparenting a CharacterBody2D/TileMap duo to or from a SubViewport disables their collisions | ### Godot version
4.2.beta4
### System information
Godot v4.2.beta4 - Windows 10.0.19045 - GLES3 (Compatibility) - Intel(R) UHD Graphics 620 (Intel Corporation; 31.0.101.2125) - Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz (8 Threads)
### Issue description
Pretty much what the title says. Reparenting a common ancestor of a CharacterBody2D and a TileMap to or from a SubViewport will cause their collisions with each other not to work. Interestingly enough, changing the `collision_animatable` field of the TileMap - which I guess flushes its collision or something - after reparenting, fixes this issue.
To be sure, I've checked reparenting to a regular Node2D, and also to a plain Node - it seems that this bug is specific to reparenting to a SubViewport. I've also not had this issue with collision objects other than a TileMap (static collision objects for instance do not experience this bug).
### Steps to reproduce
Attached below is a minimal reproduction project, with a CharacterBody2D moving up and down in a loop, and a tilemap containing two bars that block the CharacterBody2D's motion.
Pressing the down key reparents them to a SubViewport node, which is displayed on screen via a Sprite2D with a ViewportTexture (intentionally slightly smaller so you can distinguish the difference). If it's pressed again, the two are reparented back to their original node. You will notice that after pressing the down key, the CharacterBody2D will pass through the tilemap.
Pressing the up key will toggle the tilemap's `collision_animatable` flag, fixing the bug until the down key is pressed again.
### Minimal reproduction project
[tilemap_reparent_mrp.zip](https://github.com/godotengine/godot/files/12898684/tilemap_reparent_mrp.zip)
| https://github.com/godotengine/godot/issues/83291 | https://github.com/godotengine/godot/pull/84968 | 7e679ea16ba2a7a15cb931feeeaf70deeeb8d9cc | 406526611916e999b113f641fd113ed3bb382439 | "2023-10-13T20:42:36Z" | c++ | "2023-11-16T13:53:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,287 | ["drivers/gles3/storage/mesh_storage.cpp", "editor/editor_node.cpp", "editor/editor_node.h", "editor/surface_upgrade_tool.cpp", "editor/surface_upgrade_tool.h", "scene/resources/mesh.cpp", "servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp", "servers/rendering_server.cpp", "servers/rendering_server.h"] | Warning about upgrading mesh format to 4.2 is unclear about next steps, and there's no visual feedback when the conversion takes a long time | ### Godot version
v4.2.beta.custom_build [b1371806a]
### System information
Godot v4.2.beta (b1371806a) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.3758) - AMD FX(tm)-8350 Eight-Core Processor (8 Threads)
### Issue description
I'm opening a large 3d project and Godot was unresponsive for several minutes.
The console showed the following:

I do get the warnings in the debugger but only when the editor unfreezes itself.
I understand this could be considered an enhancement but to me it seems like a UX bug. Launching the editor without a console has been possible for a while and it's the default on platforms like Steam. For non-console users the experience is an unresponsive window with no idea of what's happening. If this were intended behavior there would be no output on the console either.
### Steps to reproduce
- Launch a project created in a version before 4.2 including a large amount of meshes
Expected: I get some sort of progress bar in the editor while the meshes are converted to the new surface format, as well as the warning about backwards compatibility
Actual: the editor hangs for minutes. No visual indication of what it's doing
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83287 | https://github.com/godotengine/godot/pull/83613 | c21c2706ad33c59295f6a3ac1e128db6fa7cce69 | 50d17f6b8c5cfc6e225c67a7699a5d5f8ebe5654 | "2023-10-13T18:28:35Z" | c++ | "2023-10-23T22:10:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,275 | ["drivers/gles3/storage/particles_storage.cpp"] | `GPUParticles3D` not working on Meta Quest 2 with OpenGL renderer | ### Godot version
- v4.1.1.stable.official [bd6af8e0e]
- v4.2.beta1.official [b1371806a]
### System information
Meta Quest 2, GL Compatibility Renderer
### Issue description
When using the GL Compatibility Renderer, `GPUParticles3D` works fine in the editor. But when I deploy to the Meta Quest 2, nothing appears. (FYI, using the Vulkan Mobile renderer, it works fine.)
Looking through the issue queue, issue https://github.com/godotengine/godot/issues/82419 seemed similar, but the fix doesn't work: I disabled the shader cache, and it didn't fix the problem. In fact, on that issue, the `GPUParticles3D` worked the first time, whereas I've never seen it work. I have uninstalled, re-installed, and even changed the unique ID of the app (so Android treats it as a different app altogether) and this hasn't seemed to make disabling the shader cache do anything useful.
~~I haven't yet had a chance to try Godot 4.2-beta1 to see if the same problem exists there.~~
**UPDATE:** I just tried with Godot 4.2-beta1 (updating to the latest OpenXR loader plugin, of course!) and I'm still seeing the same thing.
### Steps to reproduce
Setting up a Quest app has quite a few steps! So, best to try the MRP. :-) The MRP already has the shader cache disabled.
### Minimal reproduction project
- Godot 4.1: [quest_gpu_particles.zip](https://github.com/godotengine/godot/files/12895461/quest_gpu_particles.zip)
- Godot 4.2: [quest_gpu_particles-4.2.zip](https://github.com/godotengine/godot/files/12910222/quest_gpu_particles-4.2.zip) (you need to install [Godot OpenXR Loaders v2.0.0-dev2](https://github.com/GodotVR/godot_openxr_loaders/releases/tag/2.0.0-dev2) -- including it in the MRP made it too big)
You'll need to do "Project" -> "Install Android Build Template..." before exporting to Quest
I've [uploaded a Renderdoc capture](https://drive.google.com/file/d/1Gpy-ILmL-iAvvVEqCCZuxl7v6U5vms4N/view?usp=sharing) I saved from running the 4.2 MRP. | https://github.com/godotengine/godot/issues/83275 | https://github.com/godotengine/godot/pull/83756 | 8942b88f09d91060878539464ffd761db1e6c471 | d7d3ae6d8551fc28f5dc8805fb2fea84036803b6 | "2023-10-13T16:09:17Z" | c++ | "2023-10-22T10:13:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,259 | ["doc/classes/ResourceSaver.xml"] | `ResourceSaver.save` deletes UID from resource when not running inside the Editor | ### Godot version
`master` branch at ee118e7ffd97f478de73f4b344fddc0203ef7cca
### System information
Arch Linux
### Issue description
`ResourceSaver.save` removes the UID when present in a resource.
I was expecting it to either keep the current UID or generate a new one.
### Steps to reproduce
1. Open the attached MRP and note that `resource_with_uid.tres` has an UID:
```toml
[gd_resource type="Resource" format=3 uid="uid://cm483l5h4cwi2"]
```
2. Run the attached project which will run: `ResourceSaver.save(load("res://resource_with_uid.tres"))`
3. The UID is now gone:
```toml
[gd_resource type="Resource" format=3]
```
### Minimal reproduction project
[ResourceSaverUIDNukeBug.zip](https://github.com/godotengine/godot/files/12892418/ResourceSaverUIDNukeBug.zip)
| https://github.com/godotengine/godot/issues/83259 | https://github.com/godotengine/godot/pull/83388 | 9ff5ee79b8d6905dfe8343777cf83fbd4fa73776 | 25e650ab61f4fe65da2c041b42db6cfe3121df85 | "2023-10-13T10:19:45Z" | c++ | "2023-11-09T17:07:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,258 | ["scene/resources/particle_process_material.cpp"] | Particles emit by GPUParticles2D disappear when tree is paused | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Godot v4.2.beta1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3699) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)
### Issue description
GPUParticles2D that have process mode set to PROCESS_MODE_PAUSABLE disappear when the tree is paused (using `get_tree().paused = true`). The entire particle system restarts when the tree is then unpaused (with `get_tree().paused = false`). as seen in this video.
https://github.com/godotengine/godot/assets/717574/17a66bca-6759-456d-9c59-c589b228bbe6
Expected result is for the particles to stop moving and resume their velocity when the system is unpaused.
### Steps to reproduce
- Open the attached reproduction project
- Open test_scene.tscn and run the scene.
- Observe how both particle systems are playing properly
- Press space bar to pause the game and observe that the particles of the left particle system disappear.
- Press space bar again to unpause, and observe how the left particle system restarts emission.
### Minimal reproduction project
[GPUParticlesTest.zip](https://github.com/godotengine/godot/files/12892432/GPUParticlesTest.zip)
| https://github.com/godotengine/godot/issues/83258 | https://github.com/godotengine/godot/pull/83488 | 7f884b4e0017368e193d96f425aac6c2d8a86eb0 | c781694a8291f6a892504acccabd99de32bac959 | "2023-10-13T10:19:05Z" | c++ | "2023-10-18T19:32:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,241 | ["platform/macos/display_server_macos.mm", "platform/macos/godot_menu_delegate.mm"] | Godot 4.2 beta 1 crashes on MacOS when quit using CMD + Q | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
MacOS 14.0 (23A344), Apple M1 Max
### Issue description
Godot 4.2 beta 1 crashes on MacOS if quit using CMD + Q. The editor quits as normal, but then the `Godot quit unexpectedly` error pops up afterwards. Occurs both on the project list, and when editing projects. This error didn't occur in 4.1.2.
Error screenshot:
<img width="263" alt="Screenshot 2023-10-13 at 07 34 07" src="https://github.com/godotengine/godot/assets/3675030/6484504e-cbe5-44c5-8b40-e75389d0e985">
Mac error log can be read here: [mac-error.txt](https://github.com/godotengine/godot/files/12890286/mac-error.txt)
Something to note is that this issue does not occur if quit using the `Quit Godot` button in the menu, and the crash seems to have no adverse effects, so this is a low priority issue. It is annoying though, as CMD + Q is a pretty standard way to close applications on Mac.
### Steps to reproduce
Open up Godot in version 4.2 beta 1, in a Mac running MacOS 14.0, then quit using CMD + Q, either in the project list, or when editing a project.
### Minimal reproduction project
No project is needed, as this error occurs on the project list as well. | https://github.com/godotengine/godot/issues/83241 | https://github.com/godotengine/godot/pull/83243 | f6ff4159a72fda452218098595c8e949316cd7fe | 577fbd8841dbcdf16e6b8db38b2f6354e18166e6 | "2023-10-13T06:46:16Z" | c++ | "2023-10-13T09:47:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,240 | ["drivers/gles3/storage/mesh_storage.cpp", "editor/import/resource_importer_obj.cpp", "editor/import/resource_importer_scene.cpp", "scene/resources/importer_mesh.cpp", "scene/resources/mesh.cpp", "servers/rendering/renderer_rd/pipeline_cache_rd.h", "servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp", "servers/rendering/renderer_rd/storage_rd/mesh_storage.h", "servers/rendering_server.cpp", "servers/rendering_server.h"] | Mesh compression breaks normal | ### Godot version
v4.2.beta.custom_build [ee118e7ff]
### System information
Godot v4.2.beta (ee118e7ff) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 27.20.21034.37) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)
### Issue description
When mesh compression is enabled (default), the normals of a mesh becomes corrupted. Most likely introduced by #81138 (needs verification). May be related to #82890. Seemed to start appearing after I overrode light materials.
With compression:


Without compression:


### Steps to reproduce
(See MRP)
1. Check normal buffer.
2. Go to the import settings of `dm3_open_sky.obj` and disable `Force Disable Compression`.
3. Check normal buffer again.
### Minimal reproduction project
[UV2 Compression.zip](https://github.com/godotengine/godot/files/12890164/UV2.Compression.zip)
| https://github.com/godotengine/godot/issues/83240 | https://github.com/godotengine/godot/pull/83704 | bc5d5978eabb2e943096a193c40d2e8643ef30e3 | 261fe7ce6afd85cc792d61955070c5e82b5f33dd | "2023-10-13T06:30:42Z" | c++ | "2023-10-24T08:54:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,237 | ["modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs"] | [C#] `ResourceUid` is broken. | ### Godot version
4.2.beta1
### System information
Godot v4.2.beta.mono (ee118e7ff) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3742) - 13th Gen Intel(R) Core(TM) i7-13700F (24 Threads)
### Issue description
Calling methods of ResourceUid will cause error:
`ResourceUid.CreateId();`
Exception:
```
E 0:00:00:0608 object System.Runtime.CompilerServices.CastHelpers.ChkCast_Helper(System.Void*, object): System.InvalidCastException: Unable to cast object of type 'Godot.GodotObject' to type 'Godot.ResourceUidInstance'.
<C++ 错误> System.InvalidCastException
<C++ 源文件> :0 @ object System.Runtime.CompilerServices.CastHelpers.ChkCast_Helper(System.Void*, object)
<栈追踪> :0 @ object System.Runtime.CompilerServices.CastHelpers.ChkCast_Helper(System.Void*, object)
ResourceUid.cs:27 @ Godot.ResourceUidInstance Godot.ResourceUid.get_Singleton()
ResourceUid.cs:60 @ long Godot.ResourceUid.CreateId()
Main.cs:10 @ void Main._Ready()
Node.cs:2121 @ bool Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
CanvasItem.cs:1368 @ bool Godot.CanvasItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
Control.cs:2824 @ bool Godot.Control.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
Main_ScriptMethods.generated.cs:48 @ bool Main.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
CSharpInstanceBridge.cs:24 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
```
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83237 | https://github.com/godotengine/godot/pull/83249 | 4fd0cfa604ee4f465825d337ee365ca565b5bcdb | 68cc80ee586c9a3d78ef75afe797b86e1c13c304 | "2023-10-13T05:50:18Z" | c++ | "2023-10-13T20:17:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,232 | ["scene/gui/tab_bar.cpp"] | Phantom tab button steals input despite texture = `null` | ### Godot version
v4.0.2.stable.official [7a0977ce2] v4.2.dev6.official [57a6813bb]
### System information
Windows 10
### Issue description
When assigning an already valid tab button icon texture to `null`, it keeps a phantom tab button around that intercepts input from the tabs, even off the tab bar.
- Issue occurs in both TabContainer and TabBar.
- Assigning tab button icon from a texture to `null` will cause the issue.
- Will emit its `tab_button_pressed` signal, prevents tab beneath from getting the input.
[Godot_v4.2-dev6_win64_AWBHLNAo4x.webm](https://github.com/godotengine/godot/assets/104049283/ca88585b-41fd-4523-840b-9cfe5a0bd1e2)
### Steps to reproduce
Download repro, run main and click around like the video above.
### Minimal reproduction project
[bug_reproduction.zip](https://github.com/godotengine/godot/files/12888789/bug_reproduction.zip)
| https://github.com/godotengine/godot/issues/83232 | https://github.com/godotengine/godot/pull/83296 | 81f4953c3a948b95d50d35007582f85c97c4716e | c106ff8b35b8eaaa410d22c430785de0f61883fb | "2023-10-13T02:21:04Z" | c++ | "2023-10-16T08:40:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,228 | ["editor/plugins/tiles/tiles_editor_plugin.cpp", "editor/register_editor_types.cpp"] | TileMap and TileSet tabs swapped positions in 4.2 beta 1 compared to 4.1 | ### Godot version
4.2 beta 1
### System information
Godot v4.2.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.2647) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
### Issue description
In 4.1, the Tileset and Tilemap tab positions were like this:

In 4.2 beta 1, the tabs swapped places:

This kind of messes with the workflow when upgrading (though I suspect this might be intentional since the TileMap object gets loaded first now, then its contents (the tileset))
### Steps to reproduce
Make a project in 4.2 beta 1,
add a tilemap node,
add a tileset to that tilemap
Look at the bottom of the screen to see tabs in different position
### Minimal reproduction project
[4_2_testing.zip](https://github.com/godotengine/godot/files/12888175/4_2_testing.zip)
| https://github.com/godotengine/godot/issues/83228 | https://github.com/godotengine/godot/pull/83244 | 577fbd8841dbcdf16e6b8db38b2f6354e18166e6 | 37ee293be82e625e68704a78477b841d0ba17b8f | "2023-10-13T00:22:16Z" | c++ | "2023-10-13T09:47:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,227 | ["servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl"] | Vulkan Mobile: Radiance map rendering is broken after 4.2.dev2 | ### Godot version
4.2.dev4 and later (possibly 4.2.dev3 as well)
### System information
Fedora 38, GeForce RTX 4090 (NVIDIA 535.104.05)
### Issue description
Radiance map rendering is broken after 4.2.dev2, often causing it to look brighter than intended in practice. You can see the mipmaps shifting around as the camera moves away from the object:
https://github.com/godotengine/godot/assets/180032/8517f810-3b15-4102-8d9a-88eab0c73669
4.2.dev2 | 4.2.dev4 and later
-|-
 | 
Like https://github.com/godotengine/godot/issues/83175, I'm having trouble bisecting because I get a black screen in 4.2.dev3. The bisect points me to 715ebcc3f15301e6fef85cdecf5acd3cd10dac55 which is unlikely to be the cause for this issue.
This issue only affects the sky radiance map, not ReflectionProbe rendering. It occurs with both High Quality and Real-Time sky process modes. Forward+ and Compatibility aren't affected by this issue.
### Steps to reproduce
- Use a PanoramaSkyMaterial to make the issue more noticeable.
- Add a MeshInstance3D with a material that has roughness = 0.0 and metallic = 1.0.
### Minimal reproduction project
[test_radiance_map.zip](https://github.com/godotengine/godot/files/12888089/test_radiance_map.zip)
| https://github.com/godotengine/godot/issues/83227 | https://github.com/godotengine/godot/pull/84223 | 6271f91a8f076d360e0d2e19003c0c219a814a48 | 3196135b75c0f8617d41d6aa0a206835bcc0520f | "2023-10-13T00:11:17Z" | c++ | "2023-10-31T12:47:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,213 | ["editor/editor_node.cpp"] | 'Scene' tab of existing scenes can become stuck empty when creating new scenes | ### Godot version
v4.2.beta1.official
### System information
Godot v4.2.beta1 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 Ti (NVIDIA; 30.0.15.1259) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)
### Issue description
When creating new scenes, it's possible for the 'Scene' tab of existing scenes to become stuck in an empty state, despite nodes being there. Graphically, it appears as if a "filter" text has been entered, and all elements are hidden, but this is not the case.
One this state has occurred, it's possible to recover by closing each scene, and reopening them.

### Steps to reproduce
**Simpl repro (100% repro rate):**
1. Press `ctrl+n` twice in a row
2. See that your 'Scene' tab has become empty, even if you had nodes there
**More complex repro, if desired:**
1. Create a scene with some nodes in it, call it 'Test'
3. Create an empty scene
4. Create an empty scene (again)
5. Select 'Test' scene in the bar (it will default to [empty] which is the new scene)
6. Click the 'Scene' tab if not already selected (e.g., if 'Import was selected).
This issue occures in all ways to create scenes:
- Ctrl + n
- The + button
- The 'New Scene' option in dropdown
### Minimal reproduction project
Not required. It's an editor functionality. | https://github.com/godotengine/godot/issues/83213 | https://github.com/godotengine/godot/pull/83251 | 060816c3a43b214fd13a69832c8906dcc384c17f | e06d09228b882f758203f5ddb5defeb29190b180 | "2023-10-12T20:20:34Z" | c++ | "2023-10-17T22:01:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,209 | ["editor/scene_tree_dock.cpp", "editor/scene_tree_dock.h"] | [4.2 beta1] Relative paths in nodes referenced as PackedScenes cause errors in console | ### Godot version
v4.2.beta1.official [b1371806a]
### System information
Godot v4.2.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3742) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)
### Issue description
Having exported PackedScene (and any structure using them, such as Array[PackedScene]), which reference a complex scene that contains internal references (exports own nodes) will cause `Found invalid node path` spammed in console, specifically in this version of Godot
### Steps to reproduce
1. Make a separate scene, and 2 children of it (for example, AnimatedSprite2D, and Node2D that will be acting as a component)
2. Attach a script to Node2D, that exports variable of type AnimatedSprite2D, and assign previously made sprite to it, in that scene
3. Save that scene, and add it in any place that exports variable of type `PackedScene` (or contains it)
4. Add a child to the node exporting PackedScene and remove that child
At that point you'll get the following:
```
Found invalid node path '../AnimatedSprite2D' on node 'Main'
Found invalid node path '../AnimatedSprite2D' on node 'Main'
Found invalid node path '../AnimatedSprite2D' on node 'Main'
Found invalid node path '../AnimatedSprite2D' on node 'Main'
```
Presumably now there's a code that checks node paths, and as exported variables within scenes use relative paths - which cannot be resolved by node that contains references to them for some reason.
MRP contains stuff above, all you really need to do is to add any child to `Main` (in `main.tscn`) and remove it afterwards.
### Minimal reproduction project
[bug_repro_1.zip](https://github.com/godotengine/godot/files/12886295/bug_repro_1.zip)
| https://github.com/godotengine/godot/issues/83209 | https://github.com/godotengine/godot/pull/83263 | 39bc8aafa16b900346fd8c9ac02595864d91b836 | 81f4953c3a948b95d50d35007582f85c97c4716e | "2023-10-12T19:10:08Z" | c++ | "2023-10-16T08:40:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,197 | ["editor/plugins/animation_player_editor_plugin.cpp"] | AnimationPlayer doesn't show current time in the animation when seeking | ### Godot version
v4.2.dev.custom_build [9957f1ad4] (very close to 4.2beta1)
### System information
Fedora, RX 590
### Issue description
When scrubbing the timeline of the animation player, the time isn't updated. It is only updated when playing.
https://github.com/godotengine/godot/assets/7917475/e59d931c-5464-405f-8067-eac484f8d98e
### Steps to reproduce
1. Open mrp
2. select animation player
3. manually scrub the timeline - observe the time doesn't change
4. press play, observe the time change

### Minimal reproduction project
[animation-player-bug.zip](https://github.com/godotengine/godot/files/12884040/animation-player-bug.zip)
| https://github.com/godotengine/godot/issues/83197 | https://github.com/godotengine/godot/pull/84170 | 2f1f1206a97678eda4aa0939982db099e595c485 | 030dcedf93b3e3ae599504d7ee51091259be1616 | "2023-10-12T15:07:54Z" | c++ | "2023-10-30T12:57:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,193 | ["scene/resources/visual_shader.cpp"] | Failing to create boolean varying in visual shader editor | ### Godot version
Godot v4.2.beta (b1371806a)
### 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
Add a boolean varying by `Manage Varyings` will fail because of the generated shader code is modified with `flat`. The error wll print in console: `Interpolation modifier 'flat' cannot be used with boolean types.`


### Steps to reproduce
Create a visual shader resource, edit it in visual shader editor. Click the `Manage Varyings`, then add a boolean varying, the error will occur.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83193 | https://github.com/godotengine/godot/pull/83194 | 8f98f13c88b3af2f99f4722695299bf25e192292 | 111a91a09f5547385391557f97ff76c746efc07c | "2023-10-12T11:34:43Z" | c++ | "2023-10-13T09:45:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,190 | ["scene/resources/fog_material.cpp", "scene/resources/material.cpp", "scene/resources/particle_process_material.cpp"] | `resource_local_to_scene` causes emission materials to break visuals of MeshInstance3D half the time | ### Godot version
v4.0.2.stable.official [7a0977ce2] v4.1.2.stable.official [399c9dc39] v4.2.dev6.official [57a6813bb]
### System information
Godot v4.1.2.stable - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 31.0.15.3640) - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)
### Issue description
Found issue when animating emission materials, primarily tested with StandardMaterial3D and primitive meshes. ORMMaterial3D seems to be similar if not the same, ShaderMaterial doesn't seem to cause the issue. Issue occurs in all 3 renderers.
#### Every case so far that I know causes the problem(all have emission enabled, referring to a MeshInstance3D):
- mesh and material is `resource_local_to_scene`
- material_override is `resource_local_to_scene`
- material is made unique via code `material = material.duplicate()`
#### Effects of issue
- It's pure white if `emission_energy_multiplier` is set to 1 or greater.
- `emission_energy_multiplier` values near 1 approach a white infused version of the emission color, below that its brightness fades, leading to no effect at 0.
[Godot_v4.1.2-stable_win64_9S2gmCHcyt.webm](https://github.com/godotengine/godot/assets/104049283/f8a4cfa1-c2bf-4ef4-aec7-a035b2e67794)
### Steps to reproduce
Download repro, start `main.tscn` to see the problem, and it will animate `emission_energy_multiplier` to 0 to show what it looks like compared to normal behavior. Output contains some info.
### Minimal reproduction project
[bug_reproduction.zip](https://github.com/godotengine/godot/files/12880009/bug_reproduction.zip)
| https://github.com/godotengine/godot/issues/83190 | https://github.com/godotengine/godot/pull/84303 | 2277eea26273b472e708b2666756cda5ad5a672a | c6c4728440b3afbc54cd4095a614714ae2f7906a | "2023-10-12T10:25:57Z" | c++ | "2023-11-01T21:33:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,186 | ["scene/gui/text_edit.cpp", "tests/scene/test_text_edit.h"] | Horizontal scrollbar in multiline text editing | ### Godot version
Godot v4.2.dev6 - 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.dev6 - 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

This horizontal scrollbar allows me to scroll a few pixels to the right. This is especially annoying since Godot textedits, being as they are, they hide the entire first character when you scroll to the right which can throw you off.
The text used here is `"When this box is checked, the SVG string will be reverted back after starting a new session."` but it works with any text, only at very specific inspector widths.
### Steps to reproduce
Write some normal text in a multiline text editor and try resizing the inspector. You'll see the horizontal scrollbar occasionally pop up for a moment.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83186 | https://github.com/godotengine/godot/pull/83286 | 8f70b2ebc1363b69875cbc4203f07d80e18b9551 | 3e8dc9df0a161d1a92d3b242ab1a6c4e6e065a70 | "2023-10-12T09:08:51Z" | c++ | "2023-10-17T14:12:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,175 | ["scene/3d/sprite_3d.cpp", "scene/resources/immediate_mesh.cpp", "scene/resources/mesh.cpp", "servers/rendering_server.cpp"] | TorusMesh exhibits a visible line due to incorrect mesh normals | ### Godot version
4.2.dev b1371806ad3907c009458ea939bd4b810f9deb21
### System information
Fedora 38, GeForce RTX 4090 (NVIDIA 535.104.05)
### Issue description
TorusMesh exhibits a visible line (circled below) due to incorrect mesh normals. Other PrimitiveMeshes are not affected by this issue.

Normal buffer debug draw mode makes the issue more obvious:

The line is only visible if **Rings** is a multiple of 4 in the TorusMesh properties. This means that as a workaround, you can increase Rings from 64 to 65.
This doesn't occur in 4.2.dev6 and prior. I bisected the regression to 51ed3aef63c0fdfc7666c004cc6d94dd15322d81. cc @clayjohn
This may be related to https://github.com/godotengine/godot/issues/82890 in one way or another.
### Steps to reproduce
- Create a MeshInstance3D with a TorusMesh assigned.
### Minimal reproduction project
[test_torus_mesh.zip](https://github.com/godotengine/godot/files/12875674/test_torus_mesh.zip)
| https://github.com/godotengine/godot/issues/83175 | https://github.com/godotengine/godot/pull/83179 | fc6d6b2c00a0ccc6a1fa148df2a4866b8d438308 | 135fa1ef5d10ec0a06f1d9f8bfa4742d63a7198e | "2023-10-12T00:20:03Z" | c++ | "2023-10-13T20:17:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,167 | ["editor/plugins/animation_player_editor_plugin.cpp", "editor/plugins/animation_player_editor_plugin.h"] | Dialog content gets resized incorrectly | ### Godot version
4.2 9957f1a
### 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
https://github.com/godotengine/godot/assets/2223172/65348e30-85f7-4b6b-aa08-3f3d9fca5a85
### Steps to reproduce
1. Add AnimationPlayer
2. Add Animation
3. Go to Animation -> Edit Transitions...
4. Change Next
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83167 | https://github.com/godotengine/godot/pull/84208 | 8c7f836c19d8838a6ef8ba51a565498a87cbe544 | 7c2acfdf17c04fa884862b4321b4ca97e71eeb30 | "2023-10-11T20:15:36Z" | c++ | "2023-10-31T19:16:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,156 | ["platform/linuxbsd/freedesktop_portal_desktop.cpp", "platform/linuxbsd/freedesktop_portal_desktop.h", "platform/macos/display_server_macos.mm", "platform/macos/godot_menu_delegate.mm", "platform/windows/display_server_windows.cpp"] | DisplayServer file_dialog_show callable callback not firing. | ### Godot version
v4.2.dev6.official [57a6813bb]
### System information
Windows 10, Forward+
### Issue description
Callable isn't called.
Tried function and lambda.
### Steps to reproduce
Simple, Use provided script.
### Minimal reproduction project
```gdscript
extends Node
func _ready():
var error = DisplayServer.file_dialog_show("Select GDScripts", "C:/", "", false, DisplayServer.FILE_DIALOG_MODE_OPEN_FILES, PackedStringArray(["*.gd"]), process_files)
if error == OK:
print("file dialog is working")
func process_files(status, files, index):
print("file dialog callback is working")
print(status)
``` | https://github.com/godotengine/godot/issues/83156 | https://github.com/godotengine/godot/pull/83181 | 6a0716dedd44945cfeff4f1672dcc6d9a1e100de | 18f12d1a1e06f88b644793ea604a2a13a321de68 | "2023-10-11T16:12:32Z" | c++ | "2023-10-16T16:44:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,152 | ["servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/renderer_scene_render_rd.cpp", "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"] | FSR 2.2 causes some shaders to glitch with 3d scaling below 1.0 | ### Godot version
v4.2.dev6.official [57a6813bb]
### System information
Godot v4.2.dev6 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.3742) - AMD FX(tm)-8350 Eight-Core Processor (8 Threads)
### Issue description
When using FSR 2.2 if the scaling is set below 1.0 it causes very noticeable glitches in some shaders

### Steps to reproduce
- run the MRP
- use the slider to change Viewort.scaling_3d_scale below 1.0
### Minimal reproduction project
[FSR2 Shader Bug MRP.zip](https://github.com/godotengine/godot/files/12871368/FSR2.Shader.Bug.MRP.zip)
| https://github.com/godotengine/godot/issues/83152 | https://github.com/godotengine/godot/pull/83192 | a434062e2c70af63b6f9f235e9f3692d7ff5e8af | ecc2bd62f4fbb115ff778b599e9739663ee215e0 | "2023-10-11T14:50:56Z" | c++ | "2023-10-20T13:07:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,148 | ["editor/import/post_import_plugin_skeleton_renamer.cpp", "scene/3d/bone_attachment_3d.cpp", "scene/3d/bone_attachment_3d.h"] | Editor errors on import of a scene with a skeleton and a Bone Map resource | ### Godot version
Godot 4.2.dev
### System information
Linux
### Issue description
On import of a scene with a skeleton and a Bone Map resource the following errors appear in the editor log:
```
Godot Engine v4.2.dev.custom_build (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
modules/gltf/register_types.cpp:63 - Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
--- Debug adapter server started ---
--- GDScript language server started on port 6008 ---
Error calling method from 'callv': 'ImporterMeshInstance3D::_notify_skeleton_bones_renamed': Method not found.
Error calling method from 'callv': 'Skeleton3D::_notify_skeleton_bones_renamed': Method not found.
Error calling method from 'callv': 'Node3D::_notify_skeleton_bones_renamed': Method not found.
Error calling method from 'callv': 'ImporterMeshInstance3D::_notify_skeleton_bones_renamed': Method not found.
Error calling method from 'callv': 'Skeleton3D::_notify_skeleton_bones_renamed': Method not found.
Error calling method from 'callv': 'Node3D::_notify_skeleton_bones_renamed': Method not found.
```
### Steps to reproduce
1. (Re)import the glb scene from the attached reproduction project.
### Minimal reproduction project
[mrp.zip](https://github.com/godotengine/godot/files/12869762/mrp.zip)
| https://github.com/godotengine/godot/issues/83148 | https://github.com/godotengine/godot/pull/83986 | 7443fb2cf284eab61793b7186934a79c57fb7f18 | 346459e9fbbfefddb56a9bc55152bad16b546e92 | "2023-10-11T12:37:42Z" | c++ | "2023-10-26T10:10:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,142 | ["scene/2d/tile_map.cpp"] | tilemap editor move_layer sorting error | ### Godot version
4.2 dev6
### System information
Godot v4.2.dev6.mono - Windows 10.0.23560 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 (NVIDIA; 31.0.15.5009) - 12th Gen Intel(R) Core(TM) i5-12490F (12 Threads)
### Issue description
Create two new layers in the Tilemap editor and exchange the order of the two layers. The corresponding editor displays no sorting.
Only by editing the TileMap view or reopening the scene will it be displayed correctly.
https://github.com/godotengine/godot/assets/17066147/36a62aa1-8bad-4d2a-a102-a667c2229f70
### Steps to reproduce
1. Create a new TileMap node
2. Create two new Layers
3. Exchange two layers
4. View the editor’s TileMap display
### Minimal reproduction project
[tilemap_test.zip](https://github.com/godotengine/godot/files/12868662/tilemap_test.zip)
| https://github.com/godotengine/godot/issues/83142 | https://github.com/godotengine/godot/pull/83144 | 3e8902d1ae64751b46ed6dbbe1f4912dd11b318d | ae5be1f9afe3f1f7176285022f350014c3ae402e | "2023-10-11T11:08:17Z" | c++ | "2023-10-11T16:31:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,131 | ["platform/macos/display_server_macos.h", "platform/macos/display_server_macos.mm", "platform/macos/godot_window_delegate.mm"] | Per Pixel Transparency / DisplayServer.window_set_mode sets the background to transparent. | ### Godot version
v4.2.dev6.official [57a6813bb]
### System information
Godot v4.2.dev6 - macOS 13.6.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
### Issue description
Status: the demo is fully ported and working.
https://github.com/godotengine/godot-demo-projects/issues/697
**Renderer: Forward+ and Mobile.** With 'Compatibility' everything seems to be ok.
I have already tried other 2D and 3D demos in the last weeks, such graphical problems did not occur there.
Note: when I use the system buttons to maximize the window (fullscreen), the background does not become transparent.

https://github.com/godotengine/godot/assets/41921395/3ceee8a9-8583-4bf9-8bc6-40d75bdf2e88
Debug: `get_viewport().transparent_bg = false`
```gdscript
func _on_Button_Fullscreen_pressed():
print(get_viewport().transparent_bg)
get_viewport().transparent_bg = false
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
print(get_viewport().transparent_bg)
```
**output:**
```
false
false
```
### Steps to reproduce
1. open and start: [window_management](https://github.com/godotengine/godot-demo-projects/tree/master/misc/window_management) demo
2. push the `Fullscreen` button
3. push the `Fullscreen` button again
### Minimal reproduction project
[window_management](https://github.com/godotengine/godot-demo-projects/tree/master/misc/window_management) demo | https://github.com/godotengine/godot/issues/83131 | https://github.com/godotengine/godot/pull/84683 | 7c7d9e2169fbe5fccbe8d02328b97ce7a1a96291 | 6a94fe7d4a84078f252abce80cf8853fcb797176 | "2023-10-10T23:32:56Z" | c++ | "2023-11-14T10:27:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,112 | ["modules/multiplayer/multiplayer_synchronizer.cpp", "modules/multiplayer/multiplayer_synchronizer.h"] | Significant pause in sync when switching `MultiplayerSynchronizer`'s authority | ### Godot version
v4.1.2.stable.official [399c9dc39]
### System information
Godot v4.1.2.stable - Debian GNU/Linux trixie/sid trixie - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)
### Issue description
When the authority for a `MultiplayerSynchronizer` is changed from one peer to another, there is a significant and noticeable delay (I've seen up to several tens of seconds) before synchronisation with the new authority begins.
Note this appears to only be the case when using the `sync` mode. If a property is `watch`ed, there is no perceptible delay.
### Steps to reproduce
1. Run 3+ copies of the attached scene
2. In one instance, click "Host" to start the localhost server

3. In the other instances, "Join" the server
4. Clients: Select a different type of sprite motion for each client instance

5. Host: Use the "Authority" buttons on the server to change the `MultiplayerSynchronizer` authority between the peers:

6. Host: :warning: Observe that every authority change after the first will cause the sprite to immediately stop moving, before resuming some seconds later with the new authority's movement :warning:
7. In the editor, change the `MultiplayerSynchronizer`'s replication mode for the sprite's position from `Sync` to `Watch`

8. Host: Observe that there is no longer a delay when switching authority.
### Minimal reproduction project
Single self-contained scene file:
[authority_switcheroonie.zip](https://github.com/godotengine/godot/files/12859203/authority_switcheroonie.zip)
| https://github.com/godotengine/godot/issues/83112 | https://github.com/godotengine/godot/pull/83264 | a19f05604ead0ca13b38418a8590d2faf3a1cbce | 56a0f223915afeb77048d0429b558b35367d7723 | "2023-10-10T16:09:38Z" | c++ | "2023-10-13T20:18:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,097 | ["core/extension/gdextension.cpp"] | GDExtension call to method of Variant return type fails with singletons | ### Godot version
v4.2.dev.custom_build (544601a686eed6b35a346de1f7a5b607fcf8ce97)
### System information
Ubuntu 20.04.6 LTS (Focal Fossa)
### Issue description
The attached example project demonstrates a specific crash when a function with ```Variant``` return type is called on a registered singleton. This happens as ```MethodBind::bind_ptrcall()``` is called with ```r_return == nullptr```.
### Steps to reproduce
## Commit IDs where the issue CAN be reproduced:
- godot: 6b727ebdd298bdfad8b5c5ea78100bfb6a537d79
- godot-cpp: ef2f63a00c5496cc325e8546acd743787e87a83d
## Commit IDs where the issue CANNOT be reproduced:
- godot: 3cf1bc0a24e1c33c10825f2c6cc4867551fb9d1e
- godot-cpp: ef2f63a00c5496cc325e8546acd743787e87a83d
## Steps to reproduce:
- Build the project: ```scons .```
- Open and run in Godot 4.x
## Expected result:
- The project starts without issue
## Actual result:
- The project crashes with the following backtrace:
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.dev.custom_build (544601a686eed6b35a346de1f7a5b607fcf8ce97)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x43090) [0x7f4f6fa50090] (??:0)
[2] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x481bd44) [0x561fb48f3d44] (??:0)
[3] godot::Variant::clear() (??:0)
[4] godot::Variant::operator=(godot::Variant const&) (??:0)
[5] godot::MethodBindTR<godot::Variant>::ptrcall(void*, void const* const*, void*) const (??:0)
[6] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x4802c71) [0x561fb48dac71] (??:0)
[7] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x919517) [0x561fb09f1517] (??:0)
[8] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x7ab488) [0x561fb0883488] (??:0)
[9] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x26c250b) [0x561fb279a50b] (??:0)
[10] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x2ccdfea) [0x561fb2da5fea] (??:0)
[11] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x48502d0) [0x561fb49282d0] (??:0)
[12] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x26afb16) [0x561fb2787b16] (??:0)
[13] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x26afab8) [0x561fb2787ab8] (??:0)
[14] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x26b1417) [0x561fb2789417] (??:0)
[15] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x56e32d) [0x561fb064632d] (??:0)
[16] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x55ac61) [0x561fb0632c61] (??:0)
[17] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f4f6fa31083] (??:0)
[18] /godot/godot/bin/godot.linuxbsd.editor.x86_64(+0x56bfce) [0x561fb0643fce] (??:0)
-- END OF BACKTRACE --
================================================================
```
### Minimal reproduction project
[gdextension_crash_example.zip](https://github.com/godotengine/godot/files/12855537/gdextension_crash_example.zip) | https://github.com/godotengine/godot/issues/83097 | https://github.com/godotengine/godot/pull/83054 | 49cdd330be770cbc25e126d0020d5496a76022d9 | feb6ea21dd628ea69ed6f9d44c15005d60fb1980 | "2023-10-10T09:45:05Z" | c++ | "2023-10-10T20:49:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,083 | ["scene/resources/immediate_mesh.cpp"] | Error: Size of vertex data provided (*) does not match expected (*) | ### Godot version
v4.2.dev.custom_build [6b727ebdd] (master at the time of writing)
### System information
Godot v4.2.dev (6b727ebdd) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)
### Issue description
Using an `ImmediateMesh`, and setting normals with `surface_set_normal`, results in error of the form:
> Size of vertex data provided (#) does not match expected (##)
Where the # symbols represent numbers, such that # is lower than ##, the actual numbers depend on what other information is being passed about the vertex.
Examples of errors:
- The error where I discovered it:
> Size of vertex data provided (72) does not match expected (120)
- The error on the minimal reproduction project:
> Size of vertex data provided (36) does not match expected (48)
**Note**: v4.2.dev6.official [57a6813bb] is not affected.
### Steps to reproduce
Add the following code to a `MeshInstance` and execute the scene:
```
extends MeshInstance3D
var _immediate_mesh:ImmediateMesh
func _ready() -> void:
_immediate_mesh = ImmediateMesh.new()
mesh = _immediate_mesh
func _process(_delta: float) -> void:
_immediate_mesh.clear_surfaces()
_immediate_mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
_immediate_mesh.surface_set_normal(Vector3(0, 1, 0))
_immediate_mesh.surface_add_vertex(Vector3(0, 0, 0))
_immediate_mesh.surface_add_vertex(Vector3(0, 0, 1))
_immediate_mesh.surface_add_vertex(Vector3(1, 0, 1))
_immediate_mesh.surface_end()
```
### Minimal reproduction project
[TesIMesh.zip](https://github.com/godotengine/godot/files/12852394/TesIMesh.zip)
| https://github.com/godotengine/godot/issues/83083 | https://github.com/godotengine/godot/pull/83100 | b6c351cc624d157f6a3d8446c44e6f763a759a0b | d0301fcadd6ca4f53936d3f3c171e39e96fe0dee | "2023-10-10T03:17:15Z" | c++ | "2023-10-10T20:50:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,075 | ["editor/import/post_import_plugin_skeleton_rest_fixer.cpp"] | New tracks created by SkeletonRestFixer are not flagged as imported and duplicate on reimport. | ### Godot version
96c3d0e73ec9fa848ae0e358557d1ea8d87631ae
### System information
Windows 11
### Issue description
Any time the scene importer's SkeletonRestFixer needs to generate need rotation tracks for bones which do not have default rotation tracks, these new tracks are not flagged as 'imported' meaning that they will be duplicated every time the scene is reimported.
### Steps to reproduce
Import a scene with an armature an animation which only animates a subset of bones.
Toggle the rest_fixer options when importing
### Minimal reproduction project
N/A
```[tasklist]
### Tasks
```
| https://github.com/godotengine/godot/issues/83075 | https://github.com/godotengine/godot/pull/83076 | added7d1548e53a3c4a5bbe5b14d175d87865c10 | fb6dc8c630c980928b95751fe21fba48761f741a | "2023-10-09T22:50:10Z" | c++ | "2023-10-10T07:12:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,071 | ["modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/NestedClass.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs", "modules/mono/glue/GodotSharp/Godot.SourceGenerators.Internal/UnmanagedCallbacksGenerator.cs"] | C# code generation breaks on Resources with >2 levels of nesting | ### Godot version
4.1.1
### System information
Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)
### Issue description
It appears nesting classes too deeply in a file breaks the code generator on C# projects (unsure if this is applicable to GDScript).
#### Problem Description
If you have a single file with deeply nested classes, the code generator can fail to build.
See reproduction steps for an example of what breaks it, as well as the log messages.
#### Expected Behavior
Ideally, you should be able to nest resources arbitrarily. Oftentimes, the reason a class is nested is because it will never be used elsewhere. The source generator should not care about the structure of my code, as long as it is valid code.
If this is something that should not be allowed, I would at the very least expect a build error message that conveys that. The errors does not make it clear what actionable steps can be taken to resolve the issue.
#### Workaround
Currently the only way to pass the build is to refactor files so that there is no more than one level of nesting.
That said, I find that approach can lead to cluttering namespaces or needing to write more verbose names.
### Steps to reproduce
Attempt to build the following Resource:
```cs
using Godot;
public partial class Foo: Resource
{
public partial class Bar: Resource
{
public partial class Baz: Resource
{
[Export]
public string key;
[Export]
public bool value;
}
[Export]
public Baz[] bazList;
}
[Export]
public Bar[] barList;
}
```
It should fail with the following errors (`...` is meant to represent the project root dir):
```
D:\...\Godot.SourceGenerators\Godot.SourceGenerators.ScriptPropertiesGenerator\Foo.Bar.Baz_ScriptProperties.generated.cs(15,29): error CS0115: 'Bar.Foo.Baz.SetGodotClassPropertyValue(in godot_string_name, in godot_variant)': no suitable method found to override [D:\...\Example.csproj]
D:\...\Godot.SourceGenerators\Godot.SourceGenerators.ScriptPropertiesGenerator\Foo.Bar.Baz_ScriptProperties.generated.cs(27,29): error CS0115: 'Bar.Foo.Baz.GetGodotClassPropertyValue(in godot_string_name, out godot_variant)': no suitable method found to override [D:\...\Example.csproj]
D:\...\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSerializationGenerator\Foo.Bar.Baz_ScriptSerialization.generated.cs(10,29): error CS0115: 'Bar.Foo.Baz.SaveGodotObjectData(GodotSerializationInfo)': no suitable method found to override [D:\...\Example.csproj]
D:\...\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSerializationGenerator\Foo.Bar.Baz_ScriptSerialization.generated.cs(16,29): error CS0115: 'Bar.Foo.Baz.RestoreGodotObjectData(GodotSerializationInfo)': no suitable method found to override [D:\...\Example.csproj]
```
However, if you remove Foo, and simply nest once, this error does not occur despite the logic not changing.
```cs
using Godot;
public partial class Bar: Resource
{
public partial class Baz: Resource
{
[Export]
public string key;
[Export]
public bool value;
}
[Export]
public Baz[] bazList;
}
```
### Minimal reproduction project
Here's an example project. It really doesn't have anything except the script in the reproduction steps.
[Example.zip](https://github.com/godotengine/godot/files/12850933/Example.zip)
| https://github.com/godotengine/godot/issues/83071 | https://github.com/godotengine/godot/pull/83532 | 0111637fd31b56acb96ad274eb25c459ea7f1579 | 49f492d54bf955e2d1621ede03debcf830618c68 | "2023-10-09T22:16:55Z" | c++ | "2023-10-18T14:54:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,061 | ["scene/gui/text_edit.cpp", "scene/resources/primitive_meshes.cpp", "scene/resources/text_line.cpp", "scene/resources/text_paragraph.cpp"] | Spacing between options in editor PopupMenus has decreased between 4.2.dev3 and 4.2.dev4 | ### Godot version
4.2.dev4 and later
### System information
Fedora 38, GeForce RTX 4090 (NVIDIA 535.104.05)
### Issue description
Spacing between options in editor PopupMenus has decreased between 4.2.dev3 and 4.2.dev4. This makes options harder to point with the mouse.
I bisected the regression to 545350369774ffb56d207f22102c0b9c58035192. cc @bruvzg
### Steps to reproduce
4.2.dev3 (`good`) | 4.2.dev4 (`bad`)
-|-
 | 
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83061 | https://github.com/godotengine/godot/pull/83062 | 1fe7f8a96ce528e642f1bba7a76e240ef1d273c4 | added7d1548e53a3c4a5bbe5b14d175d87865c10 | "2023-10-09T18:19:25Z" | c++ | "2023-10-10T07:12:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,060 | ["drivers/gles3/storage/light_storage.cpp"] | OpenGL stereo render issue on Quest when shadow is enabled | ### Godot version
4.2 dev6
### System information
Quest - Godot 4.2-dev6 - GL_compatibility renderer - OpenXR Loader 2.0.0 dev2
### Issue description
Enabling shadow when using the OpenGL renderer in stereo on Quest devices causes rendering issues. The issue only happens when XR is enabled. Running the same project without stereo doesn't cause rendering issues.
See videos below:
- With shadows enabled:
https://github.com/godotengine/godot/assets/914968/48c3331c-9931-424f-9cc1-16e6001913bb
- With shadows disabled:
https://github.com/godotengine/godot/assets/914968/7f20e820-a923-45c5-8f05-dd060f3a2cfb
### Steps to reproduce
- Create a new OpenXR project using gl_compatibility renderer
- Add directional lights with shadow enabled (the default setting)
- Export and run the project on a Quest device
### Minimal reproduction project
- Unzip and open the link repro project: https://drive.google.com/file/d/1TZuFhMVjankMpUpePADf5kIi0RjhTCgS/view?usp=sharing
- Install android build templates
- Export and run the project to a Quest device | https://github.com/godotengine/godot/issues/83060 | https://github.com/godotengine/godot/pull/83141 | 4b7cc99bc195387c784efced7fdd360501d9a5cf | 775ab4e983da2538a502fe2cec3fc3664fbcf5be | "2023-10-09T17:57:37Z" | c++ | "2023-10-11T16:30:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,023 | ["editor/editor_node.cpp"] | Scene dependency error/fixer menu does not show up if the scene fails to load | ### Godot version
62ca46cea480f30b16d271252ceb4ee846996017
### System information
Windows 11
### Issue description
The menu which allows you to repair broken paths to resources when loading scenes does not currently display if a resource is missing. Instead, you just get a generic error without the oppertunity to attempt to repair it.
### Steps to reproduce
Create a scene
Add a resource to that scene
Delete the resource (via an external file browser)
Reload the project
Open the scene.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83023 | https://github.com/godotengine/godot/pull/83024 | b4214b16868cd0edcc31e4c41e504c534f843cd3 | 0e547bccd5e2f981514451e12449c67f8635778a | "2023-10-09T02:27:02Z" | c++ | "2023-10-09T21:23:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 83,009 | ["editor/find_in_files.cpp"] | Highlight rect in "Whole search" is slightly offseted since 4.2.dev1 | ### Godot version
v4.2.dev1.official [0c2144da9]
### System information
Godot v4.2.dev1 - Linux Mint 21.1 (Vera) - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (RADV NAVI22) () - 12th Gen Intel(R) Core(TM) i5-12400 (12 Threads)
### Issue description
Since 4.2.dev1, the highlight rectangle of the whole search (Ctrl+Maj+F) is slightly offseted to the left :

Issue is still here on 4.2.dev6.
EDIT : Is it related to commit 92287c2 ?
### Steps to reproduce
1. In script editor : Ctrl+Maj+F, then search for a word
2. See the highlight rectangle
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/83009 | https://github.com/godotengine/godot/pull/83101 | d0301fcadd6ca4f53936d3f3c171e39e96fe0dee | b36e6dc9e974fa8d16afd0189efcc02949b8f1d6 | "2023-10-08T17:05:08Z" | c++ | "2023-10-10T20:51:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,998 | ["modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript.h"] | Adding/removing base class export does not properly update inspector for inherited scripts | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 27.20.21034.37) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)
### Issue description
When you have a script inheriting a script, adding or removing exports to/from the base script does not cause the inspector to update, leaving in stale values or not showing new values. Adding or removing exports from/to the inherited script works fine.
<details><summary>Before</summary>

</details>
<details><summary>After</summary>

</details>
### Steps to reproduce
Base class
```gdscript
class_name BaseClass
extends Node3D
@export var base_a := 1
@export var base_b := 2
```
Inherited script (attach it to a node)
```gdscript
extends BaseClass
@export var not_inherited := 1234
```
You can trigger the issue by adding or removing exports from/to the base class.
### Minimal reproduction project
[Inheritence.zip](https://github.com/godotengine/godot/files/12840567/Inheritence.zip)
| https://github.com/godotengine/godot/issues/82998 | https://github.com/godotengine/godot/pull/83123 | 50212ecfdbd80bdcbb94cc1ad50cd6e7e1c57562 | 6a0716dedd44945cfeff4f1672dcc6d9a1e100de | "2023-10-08T11:53:41Z" | c++ | "2023-10-16T16:43:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,993 | ["scene/animation/animation_mixer.cpp", "scene/animation/animation_mixer.h"] | Calling AnimationPlayer.RootNode from C# errors in exported version | ### Godot version
4.2-dev6
### System information
Windows 11
### Issue description
Using the `RootNode` getter on `AnimationPlayer` from C# causes the following error in both debug and release exports.
```sh
ERROR: System.TypeInitializationException: The type initializer for 'Godot.AnimationMixer' threw an exception.
---> Godot.GodotObject+NativeMethodBindNotFoundException: Unable to find the native method bind. (Method 'AnimationMix)
at Godot.GodotObject.ClassDB_get_method_with_compatibility(StringName type, StringName method, UInt64 hash)
at Godot.AnimationMixer..cctor()
--- End of inner exception stack trace ---
at Godot.AnimationMixer.GetRootNode()
at Godot.AnimationMixer.get_RootNode()
at TestCSharp._Ready() in C:\Users\Pooh\Code\games\test-4.2dev6-animplayer\TestCSharp.cs:line 11
at Godot.Node.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
at Godot.CanvasItem.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
at Godot.Node2D.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
at TestCSharp.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in C:8
at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** arg)
at: void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception) (:0)
```
The code runs fine in the editor and the same issue does not happen with GDScript.
### Steps to reproduce
**From scratch:**
1. Create a C# script that references an `AnimationPlayer`.
2. Call `AnimationPlayer.RootNode`.
3. Create a debug or release export.
4. Run the export with console.
5. The scene will show a "GDScript" label, but not the "CSharp" label because the CSharp script errored.
6. Check the console output for the error message.
**With the MRP:**
1. Create an export.
2. Run the export with console.
3. Same steps as above.
### Minimal reproduction project
[dotnet-getrootnode-mrp.zip](https://github.com/godotengine/godot/files/12840388/dotnet-getrootnode-mrp.zip)
| https://github.com/godotengine/godot/issues/82993 | https://github.com/godotengine/godot/pull/83440 | eb9903b4ce2298f47573a33cc0ad702407a2de61 | b8dc0a1bfb3a844377d35e025484390c7da036b1 | "2023-10-08T10:36:51Z" | c++ | "2023-10-16T16:45:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,962 | ["editor/editor_node.cpp"] | Editor crashes when re-importing GLTF scene while animation is playing. | ### Godot version
Godot_v4.2-dev6_linux
### System information
Godot_v4.2-dev6_linux
### Issue description
When re-importing a GLTF scene while an AnimationPlayer is playing an animations on nodes inside the imported scene the editor crashes.
Backtrace:
```handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.dev6.official (57a6813bb8bc2417ddef1058d422a91f0c9f753c)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7fbe6b442520] (??:0)
[2] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x471814] (??:0)
[3] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x262f908] (??:0)
[4] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x263f0e4] (??:0)
[5] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x2865dee] (??:0)
[6] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x28838fc] (??:0)
[7] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x3b896b0] (??:0)
[8] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x20e6533] (??:0)
[9] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x20feb3f] (??:0)
[10] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x20ff6b1] (??:0)
[11] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x515caa] (??:0)
[12] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x45761b] (??:0)
[13] /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7fbe6b429d90] (??:0)
[14] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7fbe6b429e40] (??:0)
[15] /home/user/Programs/Godot/Godot_v4.2-dev6_linux.x86_64() [0x4696ae] (??:0)
-- END OF BACKTRACE --
```
### Steps to reproduce
1. Download the attached minimum reproduction project, extract and open in the Godot Editor.
2. Open the "Monke.glb" file from the file picker and click re-import. The editor should **_not_** crash now.
3. Click the AnimationPlayer node and play the animation present inside it.
4. Repeat step 2. Editor _**should**_ now crash. If not repeat step 3 and 2 (on some very rare occasions I had it work correctly).
### Minimal reproduction project
[Import Crash.zip](https://github.com/godotengine/godot/files/12837831/Import.Crash.zip)
| https://github.com/godotengine/godot/issues/82962 | https://github.com/godotengine/godot/pull/83104 | d5217b68db68d52a2f393e935fb38dde6a0f802a | 6d47eff4577e14aafcb095c732a595ce42c47c45 | "2023-10-07T12:57:24Z" | c++ | "2023-11-15T12:15:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,949 | ["scene/animation/animation_mixer.cpp"] | Texture keyframe ignored in continous update mode | ### Godot version
4.2.dev6, master[6916349]
### System information
Arch Linux
### Issue description
Texture keyframe seems ignored when the track's update mode is set to Continous.
* This happens regardless how many keyframes are on that track.
* This does not happen in 4.2.dev5.
CC @TokageItLab
### Steps to reproduce
Use the MRP, or create two animations by
1. Create a keyframe for Texture of Sprite2D node.
2. Change the update mode of the newly created track to Continous.
Switching between different animations in the Animation editor:
* Expected: Sprite2D shows the corresponding texture. In the MRP, it should show a red square for `red` animation, and a green square for `green` animation.
* Actual: Texture not updated after switching animation. The keyframe is ignored.
### Minimal reproduction project
[test-4.zip](https://github.com/godotengine/godot/files/12837117/test-4.zip)
| https://github.com/godotengine/godot/issues/82949 | https://github.com/godotengine/godot/pull/83030 | a1d7c62df7bfe52915336f83e4ca71d510bf3baf | 1e55eeb91d548d08bcb9706e2335edc18e2bbaaa | "2023-10-07T08:07:25Z" | c++ | "2023-10-09T13:40:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,934 | ["editor/editor_help.cpp", "editor/editor_inspector.cpp", "editor/editor_inspector.h"] | Dictionary key tooltips broken | ### Godot version
v4.2.dev.custom_build [691634969]
### System information
Windows 11, Forward+ (applicable to all)
### Issue description
Hovering over a Dictionary's key will now produce an empty box and throw an error (both pictured below). The old method of setting a key tooltip in `editor_properties_array_dict.cpp` via `prop->set_tooltip_text(cs)` is no longer compatable with the new tooltip system


### Steps to reproduce
Hover over a dictionary key
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82934 | https://github.com/godotengine/godot/pull/83094 | feb6ea21dd628ea69ed6f9d44c15005d60fb1980 | 87460bdc3cb05573bf49587bc4bd3828f09d821a | "2023-10-06T21:41:58Z" | c++ | "2023-10-10T20:50:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,923 | ["editor/debugger/script_editor_debugger.cpp"] | Right-click menu for debugger breakpoint tree broken on multi-monitor display | ### Godot version
c2b916751d7a52e7f002eb7361fe2b12c1cbc488
### System information
Windows 11
### Issue description
When right-clicking on the debugger breakpoint tree, the contextual RMB menu shows up in the incorrect location if selected on a second monitor.

### Steps to reproduce
Start the game
Set a breakpoint.
Click on the session tab then write click on the breakpoint in the tree.
Will show up in the incorrect position if Godot is run on a second monitor.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82923 | https://github.com/godotengine/godot/pull/82924 | dffd320421d2a3122abc3f2dce022a56b1b968de | 15d08c6adbede64e3306047bd6c09a841a2ca954 | "2023-10-06T18:47:40Z" | c++ | "2023-10-09T13:34:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,922 | ["doc/classes/ProjectSettings.xml", "main/main.cpp"] | Frame delay project setting affects the editor as well | ### Godot version
4.1.1.stable.official
### System information
Windows 10 - Vulkan
### Issue description
I don't know if this is intended or not, but some settings in the Project Settings will also affect the editor, which is super unintuitive.
I realized this after setting the physics ticks per second to 1 and suddenly all scrolls in the editor would only update once every second. You can also make the editor freeze by setting a large amount of frame delay msec.
This will only happen after you reopen the project with that setting.
### Steps to reproduce
Set physics/common/physics_ticks_per_second to 0 in the Project Settings
Close the editor and open it again
Try scrolling the script editor with your mouse scroll
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82922 | https://github.com/godotengine/godot/pull/82929 | 8928b2044b76fb3160c5c17a48a93331233f01f9 | 10e820a783e4e8d379e8f55a54c1dc0bc3c5a203 | "2023-10-06T18:34:05Z" | c++ | "2023-11-12T11:14:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,917 | ["drivers/gles3/storage/texture_storage.cpp"] | iOS Simulator with opengles3 backend does not render due to glBlitFramebuffer returning GL_INVALID_FRAMEBUFFER_OPERATION | ### Godot version
4.1 branch, commit 399c9dc393f6f84c0b4e4d4117906c70c048ecf2
### System information
macOS Ventura on M2 Mac, running Xcode 15.0, iOS simulator, GLES3
### Issue description
When attempting to use Godot 4.1 with the iOS simulator (also happens on master as of this writing), I resorted to using the OpenGLES3 due to Vulkan not working (#74227). But this version fails to work as the call to glBlitFramebuffer called from `RasterizerGLES3::_blit_render_target_to_screen` returns `GL_INVALID_FRAMEBUFFER_OPERATION`
According to the OpenGLES3 documentation:
> `GL_INVALID_FRAMEBUFFER_OPERATION` is generated if the specified read and draw framebuffers are not framebuffer complete.
While searching for similar issues, I found that some years ago work was done in this area as well (#20006), and I attempted to force the use of `use_depth_prepass` on Apple, but this did not have any effect.
I added a call to:
```
glCheckFramebufferStatus(GL_FRAMEBUFFER)
```
And this returns `GL_FRAMEBUFFER_UNDEFINED`, documented as:
> `GL_FRAMEBUFFER_UNDEFINED` is returned if target is the default framebuffer, but the default framebuffer does not exist.
Some stack overflow answers from a long time ago seem to indicate that maybe the iOS view is not correctly setup.
### Steps to reproduce
Export the attached project to iOS (but any project will trigger this).
### Minimal reproduction project
[demo.tar.gz](https://github.com/godotengine/godot/files/12833299/demo.tar.gz)
| https://github.com/godotengine/godot/issues/82917 | https://github.com/godotengine/godot/pull/84955 | 60c40ed809f61024f80c6ad6d65fdfba479f0a03 | ce9901ef54537eb81e77667f82a2adc68d1d913c | "2023-10-06T16:23:32Z" | c++ | "2023-11-16T09:54:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,905 | ["scene/animation/animation_mixer.cpp"] | 4.2 dev6 node AnimationPlayer Play Not effective | ### Godot version
4.2 dev 6 mono
### System information
win11 22H2
### Issue description
4.2 dev6 node AnimationPlayer Play Not effective but 4.2 dev5 is normal
### Steps to reproduce
public override void _PhysicsProcess(double delta)
{
ChangeAnimation();
}
private void ChangeAnimation()
{
var anim = Velocity.X switch
{
< 0 => "left",
> 0 => "right",
_ => "down"
};
if (Velocity.Y < 0) anim = "up";
animation_play?.Play("walk-" + anim);
}
### Minimal reproduction project
public override void _Ready()
{
animation_play = GetNode<AnimationPlayer>("AnimationPlayer");
}
| https://github.com/godotengine/godot/issues/82905 | https://github.com/godotengine/godot/pull/83030 | a1d7c62df7bfe52915336f83e4ca71d510bf3baf | 1e55eeb91d548d08bcb9706e2335edc18e2bbaaa | "2023-10-06T10:25:45Z" | c++ | "2023-10-09T13:40:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,890 | ["servers/rendering_server.cpp"] | Imported models are flat. | ### Godot version
v4.2.dev.custom_build [f71259be3]
### System information
Windows 10
### Issue description
### **IT'S FLATT!?!?**

My custom changes shouldn't affect this but can someone confirm that this happens in the raw build?
### Steps to reproduce
1) Import a blender file containing a model into your project.
2) Open it.
3) Observe Flatness.
### Minimal reproduction project
[flatt test.zip](https://github.com/godotengine/godot/files/12827277/flatt.test.zip)
| https://github.com/godotengine/godot/issues/82890 | https://github.com/godotengine/godot/pull/83840 | 4f138db2643454cfb9e46753b35a129aa6705bac | bb54190253b8513c778d4c80c4ada41d18542588 | "2023-10-06T02:22:00Z" | c++ | "2023-10-26T14:00:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,882 | ["doc/classes/@GlobalScope.xml", "doc/classes/RefCounted.xml"] | Memory leak for the objects storing self reference | ### Godot version
v4.1.1.stable.official.bd6af8e0e
### System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 31.0.15.3623) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
### Issue description
Hi,
I have created custom class extending RefCounted type. Mentioned class does have a variable storing the reference to itself.
```
class_name Mem
extends RefCounted
var a := "a"
var b : Mem
func _init() -> void:
b = self
```
When I create an object of that class in _process i can see the number of objects growing.
```
func _process(delta: float) -> void:
var mem : Mem
var memfine : MemFine
print("OBJ COUNT BEFORE: ",Performance.get_monitor(Performance.OBJECT_COUNT))
# Self referencing triggers memory leak
mem = Mem.new()
#memfine = MemFine.new()
print("OBJ COUNT AFTER : ",Performance.get_monitor(Performance.OBJECT_COUNT))
```
I would expect Godot to clear the references and keep the number of objects at the same level.
### Steps to reproduce
Run the scene from attached project and observe how object count is growing
### Minimal reproduction project
[MemLeak.zip](https://github.com/godotengine/godot/files/12825215/MemLeak.zip)
| https://github.com/godotengine/godot/issues/82882 | https://github.com/godotengine/godot/pull/82942 | 0625f062460ed1b4f1e49e5f30926e5613ac77de | 8179ad558adfa1afd64ccbfb8382adcd027a35af | "2023-10-05T23:06:21Z" | c++ | "2023-11-11T22:05:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,874 | ["editor/connections_dialog.cpp"] | Can disconnect inherited signals | ### Godot version
0ca8542329888e8dccba89d59d3b728090c29991
### System information
Windows 11
### Issue description
In the node menu under the signals option, the 'disconnect' is clickable for signals which are inherited from other scenes, which is not correct behaviour since those signals cannot actually be deleted (they will reappear upon scene reload).

### Steps to reproduce
* Create a scene.
* Connect a signal to another node
* Create a new scene which inherits from the previous scene.
* Attempt to disconnect the signal.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82874 | https://github.com/godotengine/godot/pull/82875 | 7c56631419321628ea627eab63ecf0d1d2d6a129 | 4c799d44d00dca9aa18049dd1333dee55061cc9c | "2023-10-05T17:57:09Z" | c++ | "2023-10-05T20:51:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,873 | ["editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.cpp", "editor/plugins/gizmos/sprite_base_3d_gizmo_plugin.h", "editor/plugins/node_3d_editor_plugin.cpp", "scene/3d/sprite_3d.cpp", "scene/3d/sprite_3d.h"] | Cannot select an AnimatedSprite3D node by clicking on it in the scene view | ### Godot version
Godot v4.1.1.stable.mono
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3742) - 11th Gen Intel(R) Core(TM) i5-11400F @ 2.60GHz (12 Threads)
### Issue description
An AnimatedSprite3D node (with a SpriteFrames) cannot be selected by clicking on its sprite in the scene view.
It can be selected by clicking on it in the node hierarchy. This issue is essentially about usability/QOL.
The use case would be, for example, making a 2.5D-style game where a lot of AnimatedSprite3Ds are its main actors and props.
It is still possible to select a Sprite3D node by clicking on it in the scene view, which is why I'm reporting this as a bug.
### Steps to reproduce
In the reproduction project,
1. Open the scene named node_3d.tscn => It should have an AnimatedSprite3D visible at the origin.
2. In the scene view, click on the sprite => The node is not selected.
### Minimal reproduction project
[AnimatedSprite3DBug.zip](https://github.com/godotengine/godot/files/12821341/AnimatedSprite3DBug.zip)
| https://github.com/godotengine/godot/issues/82873 | https://github.com/godotengine/godot/pull/82901 | 249e724835be7852297a7d59b6ab739064460e41 | fba341ce44427d9515a581c19a8c98b522cef02b | "2023-10-05T17:34:23Z" | c++ | "2023-10-06T10:53:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,867 | ["editor/debugger/editor_debugger_node.cpp", "editor/debugger/editor_debugger_node.h", "editor/plugins/script_editor_plugin.cpp"] | In-editor debugger has broken options when running multiple instances/sessions | ### Godot version
0ca8542329888e8dccba89d59d3b728090c29991
### System information
Windows 11
### Issue description
The in-editor debugger has several bugs when debugging with multiple instances and operating on an instance other than the first one:
* The debug menu containing options such as step, break, and continue will cause an error when used on a session other than the first one and will not grey out the correct contextual options.
* Attempt to delete breakpoints via the menu in the lower right tree will not work for any session tab other than the first one.
* When switching sessions to a session that isn't breaked, it will still show the yellow arrow indicating the execution line for the previous session.
### Steps to reproduce
Run a game with the multiple instances option and attempt to do the following things described in the issue description.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82867 | https://github.com/godotengine/godot/pull/82868 | 7c088f246e519143e2b339401b887b35976f10fc | c2d410a19ed1b34aecdceba14b0d322dd1d3d71f | "2023-10-05T16:59:05Z" | c++ | "2023-10-16T08:38:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,860 | ["servers/rendering_server.cpp"] | Disabling depth prepass in the Project Settings breaks opaque material rendering | - *Related to https://github.com/godotengine/godot/issues/82637.*
### Godot version
4.0.stable, 4.1.1.stable, 4.2.dev fe8a58b9d
### System information
Godot v4.2.dev (fe8a58b9d) - Fedora Linux 38 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 535.113.01) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
### Issue description
Disabling depth prepass in the Project Settings breaks opaque material rendering. All opaque objects will no longer be rendered until the project is reloaded.
This occurs both in the editor and running project (if toggling the project setting's value with a script).
https://github.com/godotengine/godot/assets/180032/1c7f0d3c-e963-4cf7-a87e-741f495d7dcb
### Steps to reproduce
- Use the Forward+ rendering method. (I can't reproduce this when using the Compatibility rendering method, but toggling the setting makes no performance difference there. Does the setting have an effect when using Compatibility?)
- Disable **Rendering > Driver > Depth Prepass > Enable** in the Project Settings, or use the following in a script:
```gdscript
ProjectSettings.set_setting("rendering/driver/depth_prepass/enable", not bool(ProjectSettings.get_setting("rendering/driver/depth_prepass/enable")))
```
### Minimal reproduction project
[test_depth_prepass.zip](https://github.com/godotengine/godot/files/12820548/test_depth_prepass.zip)
| https://github.com/godotengine/godot/issues/82860 | https://github.com/godotengine/godot/pull/83371 | e551d5f523fa562befcd062b16cac2a518a5de2a | bb83995d27ed3281dd693f4f96001339b4fb75c9 | "2023-10-05T16:01:17Z" | c++ | "2023-10-16T08:42:10Z" |
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