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closed | godotengine/godot | https://github.com/godotengine/godot | 82,855 | ["editor/filesystem_dock.cpp"] | Editor crash when deleting files | ### Godot version
v4.1.1.stable.official (bd6af8e0ea69167dd0627f3bd54f9105bda0f8b5)
### System information
Linux pop-os 6.5.4-76060504-generic, RTX3060
### Issue description
When deleting folders with png files that are not used anymore by anything, editor crashes with following error message
I am using editor file browser.
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.1.stable.official (bd6af8e0ea69167dd0627f3bd54f9105bda0f8b5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f129fc42520] (??:0)
[2] /home/user/.local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1ffe729] (??:0)
[3] /home/user/.local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1f65299] (??:0)
[4] /home/user/.local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x2d8cfe1] (??:0)
[5] /home/user/.local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x483b9d1] (??:0)
[6] /home/user/.local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x2d5ce11] (??:0)
[7] /home/user/.local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x2d5d45d] (??:0)
[8] /home/user/.local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xf15aab] (??:0)
[9] /home/user/.local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe46444] (??:0)
[10] /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f129fc29d90] (??:0)
[11] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f129fc29e40] (??:0)
[12] /home/user/.local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe777ae] (??:0)
-- END OF BACKTRACE --
================================================================
```
I am unsure are there any more specific conditions that has to be met to trigger this issue
I had folders with animation frames that were used by AnimatedSprite2D. PNG 1k, maybe 60 frames or more.
### Steps to reproduce
There must be more then just deleting png's as in small example project I am unable to reproduce.
I will try to figure out what is necessary, but wanted to report it anyways.
### Minimal reproduction project
not available | https://github.com/godotengine/godot/issues/82855 | https://github.com/godotengine/godot/pull/83487 | 253711ec98d0eddb78953f38dc78ac41385aa1be | 34b1c0e40ba3ec92cb8512dbf81f11a969ff2a83 | "2023-10-05T14:38:33Z" | c++ | "2023-10-26T13:59:19Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,850 | ["scene/resources/primitive_meshes.cpp", "tests/scene/test_primitives.h"] | CylinderMesh does not allow for zero rings | ### 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 3050 Ti Laptop GPU (NVIDIA; 31.0.15.3640) - 12th Gen Intel(R) Core(TM) i7-1260P (16 Threads)
### Issue description
The `CylinderMesh` has an option for rings within the geometry. You cannot set this to zero. This results in artefacts when rendering a `CylinderMesh` using transparency without backface culling, made worse in combination with emission.
Transparent material without backface culling. One ring:

The desired effect can be somewhat achieved by tweaking the shading mode, but I would suggest allowing to set the number of rings to zero. The desired outcome would be a single cylinder without any rings in the middle.

### Steps to reproduce
1. Create a new `CylinderMesh`
2. Try to select zero rings
3. Minimum of one ring is enforced by the editor
### Minimal reproduction project
[project.zip](https://github.com/godotengine/godot/files/12818711/project.zip)
| https://github.com/godotengine/godot/issues/82850 | https://github.com/godotengine/godot/pull/82887 | 3b9347d5b2d9ac483fd70d0f34ddfcb1312fe4e4 | 9cd98318831cfae35076e716f01c90d3d4009f15 | "2023-10-05T13:09:43Z" | c++ | "2023-12-08T15:57:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,828 | ["scene/animation/animation_player.cpp"] | AnimationPlayer now resets on every frame it is called | ### Godot version
4.2 dev 6
### System information
Windows 11
### Issue description
Prior to Godot 4.2 dev 6, calling play("animation") on an animation repeatedly simply continues playback of the animation.
In Godot 4.2 dev 6, repeatedly calling a looping animation causes it to restart/reset every time it is called.
`func _process(delta):
$AnimationPlayer.play("animation_name")`
For ex. the above example now restarts at 0 on every frame.
### Steps to reproduce
- Create a new project in Godot 4.2 dev 6
- Add an AnimationPlayer node to your scene, and create a looping animation for a parameter of your choice.
- Playing the animation in the editor works as expected
- Create a script to call the animation at regular intervals (for ex. every frame)
- Press F5 to launch run the project -> now the animation player resets to 0 on every call
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82828 | https://github.com/godotengine/godot/pull/82898 | c05f521e16eabb4dc5809d7f41f01af833a32be8 | 249e724835be7852297a7d59b6ab739064460e41 | "2023-10-05T06:08:05Z" | c++ | "2023-10-06T10:53:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,817 | ["core/object/class_db.cpp", "core/object/class_db.h", "editor/doc_tools.cpp", "editor/doc_tools.h", "editor/editor_help.cpp", "editor/editor_help.h", "main/main.cpp"] | GDExtension documentation no longer updating | ### Godot version
4.2.dev6
### System information
Reproducible on Windows 10 & MacOS Sonoma
### Issue description
After updating from 4.1.1 stable to 4.2.dev6 the auto generated documentation for GDExtension classes is no longer updated after adding/changing/removing functions, enums, or properties.
At first I thought this had because of an oversight in the new hot reload functionality (this is great by the way), but the documentation is not updated even after restarting the editor. I have not yet found a way to get the documentation to update in 4.2.
### Steps to reproduce
1. View documentation for a GDExtension class
2. Bind a new function to that class
3. View the documentation again and notice that no new entry has been added for that function
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82817 | https://github.com/godotengine/godot/pull/84354 | bd7f65fa8f6b4bf595076428f33f7bb1159859a5 | b733901e9e650fc2f1a43627be2379f5ba200f8d | "2023-10-04T22:15:00Z" | c++ | "2023-11-02T19:34:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,812 | ["drivers/unix/os_unix.cpp"] | Segmentation fault when creating instance of a third-party class that has the name of a godot class but that is not in a namespace. | ### Godot version
v4.1.1.stable.custom_build [bd6af8e0e]
### System information
Godot v4.1.1.stable (bd6af8e0e) - Linux Mint 21.2 (Victoria) - Vulkan (Forward+) - integrated Intel(R) Graphics (RPL-P) () - 13th Gen Intel(R) Core(TM) i7-1360P (16 Threads)
### Issue description
I'm working on a gdextension. It builds on other libraries that I have made a long time ago. One of those other libraries contains a class called `Object`. It is not declared in a namespace.
If in my C++ gdextension I declare a `static ::Object * object {new ::Object {}};` then the godot editor, when opening a project that uses my gdextension, crashes immediately, typically with `malloc(): unaligned tcache chunk`. Also exporting the project from the command line fails.
Also other no-namespace classes with a name of a class in the godot namespace, like `::Node`, `::Node3D`, and `::CSGPolygon3D`, cause segmentation faults. The class `::Vector3` is okay, however.
This issue was discusses at [36627-object-class-in-library](https://godotforums.org/d/36627-object-class-in-library).
### Steps to reproduce
Start with for example the gdextension example from the godot docs. Add a header file `Object.h` like
`class Object
{
static Object * const object;
};`
and a source file `Object.cpp` like
`::Object * const ::Object::object {new ::Object {}};`
Build the gdextension, open the project in the editor, the editor should crash.
### Minimal reproduction project
I hope that the description of the steps to reproduce suffice. | https://github.com/godotengine/godot/issues/82812 | https://github.com/godotengine/godot/pull/82973 | b931a6e5ce9897b5716923680dc1c6618312ab3e | 49495293c723d0e9dcc5d263cbeb1c898401a0a8 | "2023-10-04T20:13:39Z" | c++ | "2023-10-10T10:33:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,791 | ["servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp", "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"] | FSR 2.2 causes CPU Time to continuously increase until editor becomes unusable. | ### Godot version
4.2 dev 6
### System information
Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF
### Issue description
Firstly I have no idea how to reproduce this. I just don't know which combination of settings it is.
It happens almost 100% of times, sometimes it just doesn't happen immediately until I reload the project.
If I leave my project open and go take a shower it slowly climbs up to 40ms for the cpu time and then the project is unusable since it's very slow to do anything in it.
If I switch scaling to FSR 1 or bilinear then it doesn't happen but I can also disable some settings such as MSAA and Screen Space AA (it has to be both enabled together with FSR2.2 to start increasing the CPU Time that's the least I can tell right now) and then the CPU time goes slowly down. Though I'm not 100% sure the MSAA and SSAA have anything to do with it, it's hard to tell right now.
You definitely need to ahve something on screen, couple models otherwise I don't really know if it even kicks in or more like it might be taking hours just to see small change in the cpu time.
It happens in just couple seconds/minutes.
I can show a video if you want to see it in action, I really can't pinpoint how to make a minimal reproduction project with this issue.
### Steps to reproduce
Currently no idea.
(I maxed all rendering settings I could find, world environment maxed out too, panorama sky included, but even if I turn the world environment stuff off it doesn't change the issue, only FSR2.2 consistently makes this happen or not as far as I can tell.)
### Minimal reproduction project
None for now and who knows if I'll even be able to make one. My current project uses models which I can't share.
EDIT: I don't know how to reproduce this but if needed I can stream it and show you whatever you need in my small test project as you ask. | https://github.com/godotengine/godot/issues/82791 | https://github.com/godotengine/godot/pull/82451 | d8ab9534423a5537c19c2a43577c5716d3114975 | 829d9bb6ba24ad955ac8fd29a88ed25572adc1dd | "2023-10-04T14:44:57Z" | c++ | "2023-10-05T08:08:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,785 | ["modules/gdscript/gdscript_editor.cpp"] | Built-in script section appears in autocompletion | ### Godot version
4.2 f5696c3
### System information
Windows 10 x64
### Issue description

### Steps to reproduce
1. Add node
2. Attach a built-in script
3. Add child node
4. Add script to the child node
5. In some method write `get_parent().bui`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82785 | https://github.com/godotengine/godot/pull/85196 | 4bc4817055d32bc0f12aae758bb69d957bff7ac4 | 7c8dfea9e320b720a271a4e17bf9b8bda559375a | "2023-10-04T12:55:48Z" | c++ | "2023-12-05T12:05:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,782 | ["drivers/gles3/rasterizer_scene_gles3.cpp", "drivers/gles3/rasterizer_scene_gles3.h", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"] | spatial shader: using VIEWPORT_SIZE in VERTEX calculation breaks shadows | ### Godot version
v4.1.1.stable.mono.official [bd6af8e0e]
### System information
Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)
### Issue description
I'm trying to implement a vertex jitter shader to emulate psx style graphics.
See: https://github.com/AnalogFeelings/godot-psx for a public implementation I am using for reference.
The shader should support shadows but there appears to be a bug in Godot that is preventing shadows from appearing.
As far as I can tell, the issue relates to VIEWPORT_SIZE. The shader uses VIEWPORT_SIZE to scale the jitter based on screensize.
### Steps to reproduce
1. spatial shader
2. include render mode `render_mode skip_vertex_transform`
3. inside the `vertex()` function,
4. use `VIEWPORT_SIZE` in some part of the calculation of VERTEX.
### Minimal reproduction project
[no_shadows.zip](https://github.com/godotengine/godot/files/12802376/no_shadows.zip)
See screenshot below:
1. A cube with a default material; shadows are displayed correctly
2. A cube with a custom material `jitter-not-using-viewport.tres`; shadows are displayed correctly
The custom material essentially just does `VERTEX = round(VERTEX * i) / i;`, where i is set by the user
3. A cube with a custom material `jitter-using-viewport`; shadows are not displayed correctly
The custom material scales `i` by `VIEWPORT_SIZE.y`
 | https://github.com/godotengine/godot/issues/82782 | https://github.com/godotengine/godot/pull/83491 | 2564026bccb74f0efa0a69b8df05bd3dea18e24d | 815b24d28089bafc34e5bae10a2575ed472ede37 | "2023-10-04T11:11:00Z" | c++ | "2023-10-26T10:09:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,775 | ["modules/gdscript/editor/gdscript_highlighter.cpp", "modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript_editor.cpp"] | Missing cases of Variant type syntax highlighting | ### Godot version
v4.2.dev6.official [57a6813bb]
### System information
Godot v4.2.dev6 - 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
The type Variant is does not get highlighting in the following situations:
```
signal my_signal(arg:Variant)
```

```
func _ready() -> void:
var _x := func(a:Variant) -> void:
prints(a)
```

### Steps to reproduce
In any script declare a signal with a explicitly typed Variant parameter, or declare an anonymous "lambda" method with a Variant parameter as shown above, and observe the lack of syntax highlighting for the Variant token.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82775 | https://github.com/godotengine/godot/pull/82516 | 4e1fce3c6f11e49332111126bd02f5d44416d606 | 2af3229ce7cd0982cd45c173f0ad0c9fad53a887 | "2023-10-04T09:57:47Z" | c++ | "2023-10-03T15:24:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,773 | ["core/string/ustring.cpp", "tests/core/string/test_string.h"] | Ctrl-dragging file from FileSystem to code replaces starting digit with underscore | ### Godot version
v4.2.dev6.official [57a6813bb]
### System information
Godot v4.2.dev6 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)
### Issue description
Ctrl-dragging file from FileSystem to code replaces first character with underscore when the file's first character is a digit.

It seems that all invalid characters are replaced with underscore. But when the file name starts with a digit (invalid character only at the beginning), that seems too harsh. I would suggest just adding extra underscrore to the beginning of the variable name. So in this example, I would expect variable name `_123_ICON` instead of `_23_ICON`.
### Steps to reproduce
1. Duplicate `icon.svg` and rename the duplicate as `123_icon.svg`
2. Ctrl-drag both `icon.svg` and `123_icon.svg` to code
->
```gdscript
const _23_ICON = preload("res://123_icon.svg")
const ICON = preload("res://icon.svg")
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82773 | https://github.com/godotengine/godot/pull/82786 | 57256d712cc0c677043c81ab429fe255ce60fcbb | c2b916751d7a52e7f002eb7361fe2b12c1cbc488 | "2023-10-04T09:26:39Z" | c++ | "2023-10-05T10:29:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,771 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_editor.cpp"] | Startup error messages: `GDScript bug: Native class "" not found` | ### Godot version
57a6813bb8bc2417ddef1058d422a91f0c9f753c
### System information
Windows 11
### Issue description

spawns at startup in my project after the https://github.com/godotengine/godot/pull/82294 got merged.
### Steps to reproduce
Currently, I don't want to publish the whole project source (and it's huge), and I didn't find the code part which cause this bug. (It has lots of global classes and tool scripts).
Perhaps other users have encountered this too and they can clarify about what cause this.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82771 | https://github.com/godotengine/godot/pull/82784 | 5cee7b02640f1223f478504ca136d1cc0806e5b9 | a05c800a563511af5347d5e7e425c0372e1fe577 | "2023-10-04T09:12:24Z" | c++ | "2023-10-05T08:10:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,769 | ["platform/macos/display_server_macos.h", "platform/macos/display_server_macos.mm", "platform/macos/godot_window_delegate.mm"] | Godot leaking massive memory just by itself | ### Godot version
4.1.1 stable
### System information
macOS Montery 12.5.1, 16GB RAM, Forward+ Renderer
### Issue description
When running a project from godot (pressing the play button), the new window will just keep leaking memory, regardless of project size.
The Tests:
I set up a new project, added a scene and tested the following:
- Just a single Node as the scene root, nothing else
- Just a single Node2D as the scene root, nothing else
- Node as Scene Root, then 20 Node2Ds as children
- Node as scene root, then 20 Node2Ds with processing disabled as children
- Finally another run with just a node, to see if it would yield different results as the first run with a single node (it did)
While running the tests I didn't do anything else, just kept the Godot window open in the background.
The Results:
<img width="512" alt="data" src="https://github.com/godotengine/godot/assets/7499888/544bb4dd-3da4-495f-894c-3fb8364d11a7">
I tested every configuration for at least 2 hours, some longer (except for the last one, ran out of time)
As you can see even just an empty scene in an empty project will keep growing in memory usage, my guess is indefinetly. Notably the last test (with an empty scene, containing just an empty Node) grew the fastest. Likewise the tests with 20 Node2Ds yielded similar resuts, regardless of processing being turned on or of. **This leads me to believe that godot itself is leaking memory, not the nodes.**
I will also attach all screenshots I took during those tests, showing my activity monitor (which is apples task manager). You can see how the memory usage changed over time. I tried to take a screenshot about every 30 minutes.
Single Node:






Single Node2D:










20 Node2Ds:





20 Node2Ds with processing turned off:





Single Node (again after all other tests)




### Steps to reproduce
Create an empty project. Create an empty scene. Run that project. Observe memory usage growing.
### Minimal reproduction project
[empty-game.zip](https://github.com/godotengine/godot/files/12800252/empty-game.zip)
| https://github.com/godotengine/godot/issues/82769 | https://github.com/godotengine/godot/pull/83096 | 87460bdc3cb05573bf49587bc4bd3828f09d821a | b6c351cc624d157f6a3d8446c44e6f763a759a0b | "2023-10-04T07:20:32Z" | c++ | "2023-10-10T20:50:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,765 | ["modules/gdscript/gdscript_analyzer.cpp"] | Parser bug when using "and" and "or", or equality operators in return statements with return types. | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Windows 10
### Issue description
The exact error I receive is:
`Parser bug (please report): Trying to check compatibility of unset value type`
The error occurs whenever I have a `func` with a strict return type defined using `->`, and when I use the `and` or `or` operators, or an equality operator (`==`, `!=`, etc.) in a `return` statement.
The parser seems to be choking on the operators themselves. The issue only seems to occur when only the first (left-hand) operand is present.
### Steps to reproduce
**Step-by-step guide**
- Write the header for a function
- Give it any strict return type. `bool` is the most viable since the affected operators return bools, but you can use any return type. The bug occurs regardless of whether or not the code is valid.
- In the function body, add a return statement.
- Put any primitive or a variant name after `return`.
- Add either the `or` or `and` operator.
- Wait a moment for the parser to notice the operator. As soon as it does, the error message will appear in the output.
- Hold down the control key. The error will be output repeatedly, as long as you hold the key, and as long as the script editor is focused (you may need to place your mouse cursor over some text for this to work).
**Specific examples**
Using the editor's default GDScript editor, type this:
```
func my_func() -> bool:
return true or
```
Give the editor a moment to process after you type the "r" in `or`. You can substitute `or` with `and` for the same result.
Equality comparisons also cause the error
```
func foo() -> bool:
return true !=
```
All of the affected operators, as I've been able to find so far, are:
- `and`
- `or`
- `==`
- `!=`
- `<=`
- `>=`
You can also substitute `true` for a variant or any other primitive, the result is the same.
```
func foo() -> int:
return "something" and
func bar() -> RandomNumberGenerator:
var a = "something"
return a and
```
The following code **does not** cause the error to occur. It simply causes an "Expected end of statement after return" error in the editor, as expected.
```
func foo() -> bool:
return and true
```
Typing anything after the operator does not cause the error. The following code is perfectly fine as it appears, but will cause the error as it is being typed-out.
```
func foo() -> bool:
return true or false
```
Typing a whitespace character (space or indent) after the operator will not cause the error to appear immediately. It will cause the error if you hold down the control key, assuming you haven't typed anything else after the whitespace.
The operators `is` and `as` **do not** appear to cause this error. Most arithmetic operators (+-/*%) also seem fine, as do the non-equal inequality operators (< and >) I do not know about any other operators at this time.
### Minimal reproduction project
```
func my_func() -> bool:
return true or
``` | https://github.com/godotengine/godot/issues/82765 | https://github.com/godotengine/godot/pull/82789 | a05c800a563511af5347d5e7e425c0372e1fe577 | 7c1abe8599fc22720216eae0e93bc6a5df6eb243 | "2023-10-04T05:20:52Z" | c++ | "2023-10-05T08:10:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,763 | ["drivers/gles3/rasterizer_scene_gles3.cpp", "drivers/gles3/shaders/scene.glsl"] | Render mode ensure_correct_normals seemingly not working | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Godot v4.1.1.stable - Fedora Linux 38 (Workstation Edition) - Vulkan (Compatibility) - AMD Radeon RX 560 Series (polaris11, LLVM 16.0.6, DRM 3.54, 6.5.5-200.fc38.x86_64) () - Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (4 Threads)
### Issue description
Quick note first: It's possible that I've just been calculating world space normals wrong in spatial shaders. But, assuming I haven't, I would consider this to be a pretty significant bug or feature gap in any renderer mode.
Shader code, for reference:
```glsl
shader_type spatial;
render_mode unshaded, ensure_correct_normals;
void fragment() {
// Edit: using vec4(NORMAL, 1.0) here causes some view-dependent results.
// So, something is happening, and I may just be using it wrong. I dunno.
// I'd leave matrix math up to utility functions if I could.
// `get_world_normal()` and similar functions would be great.
vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
vec3 world_up = vec3(0.0, 1.0, 0.0);
float alignment_alpha = dot(world_normal, world_up) * 0.5 + 0.5;
ALBEDO = vec3(alignment_alpha);
}
```
Also, potentially related issues I found were for Godot 3.x rather than 4.x and involved negative scaling (which this issue does not).
#### Current behavior
The screenshot below was taken from the attached project, in Godot v4.1.1.stable.official [bd6af8e0e]. I have also opened the project in Godot v4.2.dev5.official [e3e2528ba] and found no difference. The project uses the Compatibility renderer. I have not tested the Forward+ or Mobile renderers, because I have not found either to run acceptably on my hardware/software combo.
In the project's included test scene, there are two sets of three instances of the built-in sphere mesh, with different scales. One set uses the `ensure_correct_normals` render mode. The other set does not.
Notice the following:
- Both sets look identical, despite one set using the `ensure_correct_normals` render mode in its shader.
- Contrast is focused onto the top-center of the squashed spheres, despite their top surfaces being relatively flat throughout in world space.
- Contrast is focused onto the center of the stretched spheres, despite their curvature being relatively smooth across their length in world space.

#### Expected behavior
The screenshot below was taken from a similar scene, made in Unity. Notice how brightness correlates to flatness. A shelf made from a flattened sphere is almost entirely flat throughout. Therefore, its visualized normals are also relatively flat throughout. Tops read as tops (white), and sides read as sides (grey)—even when the ratio of their surface area changes.
I would also expect this to be the default behavior (opt-out rather than opt-in), because it results in significantly improved direction alignment calculation accuracy in world space, where design takes place and quite a lot of arbitrary scaling of assets is done. During both level design and shader authoring, one expects a relatively flat surface to catch light like a relatively flat surface, regardless of how it became that way.

### Steps to reproduce
1. Open the attached project.
2. Open the scene at `res://scenes/test_scene_1.tscn`
3. Observe that there are significant differences in color contrast (lightness gradient harshness) between different sizes of the same mesh instances in the scene.
4. Observe no perceivable differences between same-size pairs in the two sets of mesh instances, despite only one set additionally being assigned the `ensure_correct_normals` render mode.
### Minimal reproduction project
[Godot 4.1.1.stable - Normals Scaling.zip](https://github.com/godotengine/godot/files/12798514/Godot.4.1.1.stable.-.Normals.Scaling.zip) | https://github.com/godotengine/godot/issues/82763 | https://github.com/godotengine/godot/pull/82804 | cbae80006cd622858c9afd0a39c066bbd86aa47c | 1749ea8d007f19ebe65b0d69f288aff08205c465 | "2023-10-04T03:31:37Z" | c++ | "2023-12-04T21:57:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,753 | ["editor/import/resource_importer_scene.cpp"] | Sliced 3D animations that are saved as external resources aren't processed by the scene importer bone renamer | ### Godot version
4.2 dev f5696c311cdb09e0a34fa4ba7ef5d2524c515b89
### System information
Linux
### Issue description
Assuming the fix from #82300 is in in order to save the animation slices to files, the resulting animation resources are saved prematurely and don't feature remapped bones.
It seems to be the case because animation slices are saved during `_pre_fix_animations`, before the skeleton renamer plugin has a chance to process the animations in `_post_fix_node`.
```cpp
ResourceSceneImporter::import(...)
{
/// ...
_pre_fix_animations(scene, scene, node_data, animation_data, fps);
_post_fix_node(scene, scene, collision_map, occluder_arrays, scanned_meshes, node_data, material_data, animation_data, fps, apply_root ? root_scale : 1.0);
_post_fix_animations(scene, scene, node_data, animation_data, fps);
/// ...
}
```
### Steps to reproduce
1. Apply the fix from #82300
2. Save an sliced animation to external resources.
3. The external animation resources use the unremapped skeleton/bone names.
### Minimal reproduction project
Not available due to constraints to redistribution of third party resources. | https://github.com/godotengine/godot/issues/82753 | https://github.com/godotengine/godot/pull/83036 | b733901e9e650fc2f1a43627be2379f5ba200f8d | 802813d8f94bb37e06366073e7fc5cc6caa8a3de | "2023-10-03T22:42:07Z" | c++ | "2023-11-03T11:52:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,751 | ["modules/openxr/openxr_api.cpp", "modules/openxr/openxr_api.h"] | OpenXR swapchain error when recording a video on the Meta Quest 2 | ### Godot version
v4.2.dev.custom_build [f5696c311]
### System information
Oculus Quest 2, OS v57
### Issue description
Sometimes, when you do certain actions, for example if you try to record a video with the built-in video recorder of the Meta Quest 2, the screen will become black and the following will be printed to the console:
```
OpenXR: failed to release swapchain image! [ XR_ERROR_CALL_ORDER_INVALID ]
OpenXR: failed to release swapchain image! [ XR_ERROR_CALL_ORDER_INVALID ]
OpenXR: failed to acquire swapchain image [ XR_ERROR_CALL_ORDER_INVALID ]
OpenXR: No viewport was marked with use_xr, there is no rendered output!
```
The last two messages will be repeated indefinitely. This is a known issue, and in Godot 3 with the previous OpenXR plugin, a workaround was found here: https://github.com/GodotVR/godot_openxr/pull/208 specifically here: https://github.com/GodotVR/godot_openxr/commit/484b1a87bd43726620914ba582f590ea189994f7
It happens seemingly randomly, because sometimes you can record just fine, and sometimes you will get the black screen. I found out that turning off the screen of the Quest (by clicking the power button once) and turning it back on gives better repeatability of the issue, though it will still not happen 100% of the time.
Tested with GL Compatibility & Vulkan Mobile.
### Steps to reproduce
- Create any VR scene
- Deploy to the Quest
- Turn off the screen by clicking the power button once
- Turn on the screen again
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82751 | https://github.com/godotengine/godot/pull/82752 | 373c4b22d3f2ea1f08ec36ca95a5115e9d967cfb | 7f8c3124a84504490dd20e5cf766b60837ae8430 | "2023-10-03T22:27:02Z" | c++ | "2023-10-06T10:52:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,738 | ["core/extension/gdextension.cpp", "core/extension/gdextension.h"] | GDExtension - failure to reload classes | ### Godot version
4.2.dev.master
### System information
Windows 11 - Godot v4.2.dev.custom_build
### Issue description
When rebuilding the library again, classes are not reloaded. For gdextension, at the very beginning, when moving the libraries bin directory "libgdexample.windows.template_debug.x86_64" and "libgdexample.windows.template_release.x86_64" for gdexample.gdextension everything works as expected, but after rebuilding the libraries they are not connected.
### Steps to reproduce
Step 1: Download code from https://github.com/godotengine/godot/archive/refs/heads/master.zip.
Step 2: Compile the downloaded Godot v4.2 via scons for the Windows platform.
Step 3: Compile the gdextension libraries exactly as shown in the example: https://docs.godotengine.org/en/latest/tutorials/scripting/gdextension/gdextension_cpp_example.html
Step 4: Create a new project in the engine exe file compiled in step 2.
Step 5: Open the root of this project in Explorer and move the libraries created in step 3 there. As a result of our actions, an accessible GDExample node should appear and the picture that we added to the scene will begin to move.
Step 6: In the file "register_types.cpp" comment out the line //ClassDB::register_class<GDExample>(); We return to step 3 and compile the library with these changes.
Step 7: First, copy the files from the project's bin folder to any folder on your desktop (for example, "old"). Then we copy the libraries created after step 6 into the bin folder of our project with replacement. After this, the image stops moving and the GDExample node disappears, since we commented out the class<GDExample> and so far everything seems to be working correctly.
Step 8: Now copy the libraries from the "old" folder (which we created in step 7) to the project's bin folder with replacement. After this, the fun begins - nothing happens. Although now in our project there are libraries with the uncommented line "ClassDB::register_class<GDExample>(); " The picture does not move and the GDExample node is still not in the list. At the moment this can only be corrected by restarting the engine.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82738 | https://github.com/godotengine/godot/pull/84315 | 0b2f8ee036484ea6f7ff272b395c952df13e8f8c | 1b42673b42de4ecbb2ce645b83145cde61232c91 | "2023-10-03T19:15:00Z" | c++ | "2023-11-02T19:34:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,734 | ["platform/web/js/libs/library_godot_javascript_singleton.js"] | Calling a `JavascriptBridge.create_callback()` callback from Javascript fails | ### Godot version
4.2.dev f5696c3
### System information
Fedora Workstation 38 - Godot 4.1.beta3 - Vulkan (Forward+)
### Issue description
Regression caused by #81105.
Currently, calling `GodotJSWrapper.MyProxy(args)` without the `new` keyword returns `undefined`, which make the following calls fail.


### Steps to reproduce
1. Create a callback using `JavascriptBridge.create_callback()`
2. Try to call that callback when running a project
3. See that there's an error when callilng the callback from Javascript
### Minimal reproduction project
[snippet.zip](https://github.com/godotengine/godot/files/12794984/snippet.zip)
| https://github.com/godotengine/godot/issues/82734 | https://github.com/godotengine/godot/pull/82736 | d7bca20359e551b837777ade9cd4eadaf64d5daf | a904e78fd9164ab49a25f63ce9f2341f327fc606 | "2023-10-03T16:50:51Z" | c++ | "2023-10-04T13:43:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,732 | ["core/input/input.cpp", "core/input/input.h", "core/input/input_map.cpp", "core/input/input_map.h"] | [Chrome] Input actions get stuck in the pressed state on web builds | ### Godot version
master (a2f90d565)
### System information
Godot v4.2.dev (a2f90d565) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Thu, 21 Sep 2023 12:54:31 +0000 - Tty - GLES3 (Compatibility) - AMD Radeon R9 380 Series (tonga, LLVM 16.0.6, DRM 3.54, 6.5.4-zen2-1-zen) () - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)
### Issue description
Input actions get stuck in the pressed state even after releasing the action's key.
This happens only on web exports. I can reproduce the issue reliably on the latest Chrome/Chromium 117. It does not seem to happen on Firefox.
### Steps to reproduce
It happens while pressing/releasing keys. One way I've found to reliably reproduce this issue is the following:
Assume we have 3 actions (A, B, C) with their respective keys assigned. Press and hold A, B and C, one after the other. I.e. press and hold A, then add B, then C. Now you're holding down three keys. Now, release the three keys in the same order they were pressed. I.e. release A, then release B, then release C. When you release key C, observe how is_key_pressed() for C returns false, but is_action_pressed() for C still returns true.
I've created a small test project with a basic character controller that moves with the built-in actions ui_{left,right,up,down}. The controller moves by reading the action pressed status with Input.get_vector(). Debug text shows the status of is_key_pressed and is_action_pressed.
To reproduce with this project, you can use any three of these direction keys to trigger the bug. E.g. press and hold left, down, right. Then release left, down, right. Observe how the character keeps moving right, and the action for right still shows as pressed (while the key doesn't).
https://github.com/godotengine/godot/assets/1187609/f9ea5d45-49cd-4c05-ba65-a7e3a80ab396
### Minimal reproduction project
[bug-actions.zip](https://github.com/godotengine/godot/files/12794153/bug-actions.zip)
| https://github.com/godotengine/godot/issues/82732 | https://github.com/godotengine/godot/pull/84685 | bc807766182ee52902464faa4cbf34756b0c868b | 747bff0bffae2a6e64a4746144c819b929e42a19 | "2023-10-03T15:29:07Z" | c++ | "2023-11-12T11:15:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,727 | ["platform/android/export/export_plugin.cpp"] | Godot missing .so files in APK file using GDExtension | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Debian GNU/Linux 11 (bullseye) 64 bit
### Issue description
Hi,
This seems to be related to #73334
Basically when I export a project with multiple architectures in Android, only the first architecture listed in the `.gdextension` file is copied.
In my `game.gdextension` file, I have:
```
[configuration]
entry_symbol = "example_library_init"
compatibility_minimum = 4.1
[libraries]
linux.x86_64 = "res://libgdexample.so"
android.armeabi-v7a = "res://libgdexample.android.template_release.armeabi-v7a.so"
android.arm32 = "res://libgdexample.android.template_release.armeabi-v7a.so"
android.x86 = "res://x86/libgdexample.android.template_release.x86.so"
android.x86_32 = "res://x86/libgdexample.android.template_release.x86.so"
android.x86_64 = "res://libgdexample.android.template_release.x86_64.so"
android.arm64-v8a = "res://libgdexample.android.template_release.arm64-v8a.so"
android.arm64 = "res://libgdexample.android.template_release.arm64-v8a.so"
```
After I export the project with Gradle, I see this in the logs:
```
Copying .so file from res://libgdexample.android.template_release.armeabi-v7a.so to res://android/build/libs/release/armeabi-v7a/libgdexample.android.template_release.armeabi-v7a.so
Copying .so file from res://libgdexample.android.template_release.armeabi-v7a.so to res://android/build/libs/release/armeabi-v7a/libgdexample.android.template_release.armeabi-v7a.so
Copying .so file from res://libgdexample.android.template_release.armeabi-v7a.so to res://android/build/libs/release/armeabi-v7a/libgdexample.android.template_release.armeabi-v7a.so
Copying .so file from res://libgdexample.android.template_release.armeabi-v7a.so to res://android/build/libs/release/armeabi-v7a/libgdexample.android.template_release.armeabi-v7a.so
```
It seems to only copy the .so file for the armeabi arch. The other architectures are missing.
### Steps to reproduce
I attached a minimum reproducible project.
But basically, I just compiled the example project provided in the godot-cpp library https://github.com/godotengine/godot-cpp/tree/master/test/src
Then I created the `.gdextension` file as shown in the issue description.
After, I created Android export config, selecting all architectures.
I ran the export command via CLI:
```
GODOT_ANDROID_KEYSTORE_RELEASE_PATH=/home/saleem/CLionProjects/game/game/android/game.keystore GODOT_ANDROID_KEYSTORE_RELEASE_USER=game GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD=password /home/saleem/software/godot/godot --headless --verbose --path /tmp/new --export-release Android /tmp/new/Tmp.apk
```
Here is the output:
[godot.log](https://github.com/godotengine/godot/files/12793137/godot.log)
### Minimal reproduction project
[game.zip](https://github.com/godotengine/godot/files/12793074/game.zip)
| https://github.com/godotengine/godot/issues/82727 | https://github.com/godotengine/godot/pull/84720 | 848f93f989641b6b093df428858d21fb20ee21f7 | 17a18fad46d93e45992c26e7c069503df5042bab | "2023-10-03T13:43:43Z" | c++ | "2023-11-10T20:56:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,723 | ["doc/classes/AStarGrid2D.xml"] | AStartGrid2D is_in_bounds() does not account for offset | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Windows 10 - Intel(R) Core(TM) i5-5200U CPU @ 2.20GHz 2.20 GHz
### Issue description
When checking if in bounds for a tile it does not take into account the offset property. I have to subtract my cell id by the offset inside of the `is_in_bounds()` command.
### Steps to reproduce
1. create a new project
2. create a Node2D
3. attack script to Node2D
paste following into script:
```
extends Node2D
var astar_grid:AStarGrid2D
func _ready():
_init_grid()
print(astar_grid.is_in_bounds(10,10)) #should be out of bound
print(astar_grid.is_in_bounds(125,125)) #should be in bounds
func _init_grid() -> void:
astar_grid = AStarGrid2D.new()
astar_grid.size = Vector2i(100,100)
astar_grid.offset = Vector2i(50,50)
astar_grid.cell_size = Vector2(16,16)
astar_grid.update()
```
### Minimal reproduction project
[New Game Project.zip](https://github.com/godotengine/godot/files/12792262/New.Game.Project.zip)
| https://github.com/godotengine/godot/issues/82723 | https://github.com/godotengine/godot/pull/82724 | 0f5669be51b82e5ab6dbb65aa07444a62b4fa4e9 | 954a3b337d0cdcccc79df4531f2482f115e4f29b | "2023-10-03T12:12:06Z" | c++ | "2023-10-03T15:27:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,716 | ["editor/editor_properties_array_dict.cpp"] | Clearing one of the values of TypedArray in the inspector makes the value unable to be found by the find function | ### Godot version
v4.1.2.rc1.official [58f0cae4a] and v4.2.dev5.official [e3e2528ba]
### System information
Godot v4.1.2.rc1 - Windows 10.0.19044 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3742) - AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx (8 Threads)
### Issue description
Clearing one of the values of a typed array in the inspector seems to just unreference value and not set it to `<null>`, so the value becomes `<Object#null>`. Array's find function seems to look for the `<null>` value and doesn't accept `<Object#null>`, even if in GDScript `<Object#null>` == `<null>`. So, when calling array.find(null) in the tool script, the function can't find anything. When the project is restarted or you run it, the values that were equal to `<Object#null>` will become `<null>`.

### Steps to reproduce
1. Export a typed array of Resource or any of the types that inherit from it;
2. Set one of the values of a typed array to anything;
3. Clear the value;
4. Use array.find(null) in any of the tool scripts.
### Minimal reproduction project
[ArrayBug.zip](https://github.com/godotengine/godot/files/12789530/ArrayBug.zip) | https://github.com/godotengine/godot/issues/82716 | https://github.com/godotengine/godot/pull/84237 | dc367bec38ae27a6f2dc48495f3bbd92f478e3f8 | 4bc4817055d32bc0f12aae758bb69d957bff7ac4 | "2023-10-03T08:10:59Z" | c++ | "2023-12-05T12:05:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,706 | ["editor/code_editor.cpp", "editor/code_editor.h"] | Search matches are not highlighted when opening search with a selection | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - AMD Radeon RX 5700 XT (Advanced Micro Devices, Inc.; 31.0.12027.9001) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)
### Issue description
In the code editor, when the search bar is up, search matches in the current document are normally highlighted. However, if the bar is opened by pressing Ctrl+F with a selection, the search bar is populated with the selection, but no highlighting occurs until the user goes to the next result or changes the search query.
### Steps to reproduce
1. Create a script file and paste the follow in it:
```
extends Node
func _ready() -> void:
var arr : Array = [1, 2, 3, 4]
print(arr)
print(arr)
```
2. Double-click any occurrence of `arr` to select it.
3. Press Ctrl+F
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82706 | https://github.com/godotengine/godot/pull/82707 | be8761a801501ae4e095211284a1606ae8937eba | ec5bfbd176c195b419074f803ace8a3dbff74734 | "2023-10-03T04:03:19Z" | c++ | "2023-10-30T22:17:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,703 | ["scene/resources/font.cpp"] | SystemFont can't load PingFang SC | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Godot v4.1.1.stable - macOS 13.4.0 - Vulkan (Mobile) - dedicated AMD Radeon Pro 560X - Intel(R) Core(TM) i7-8850H CPU @ 2.60GHz (12 Threads)
### Issue description
PingFang SC is listed in the font names and can be added. However, the preview displays PingFang HK and the PingFang HK font is actually used for rendering.
<img width="382" alt="图片" src="https://github.com/godotengine/godot/assets/1791493/9c207a55-98bb-4f20-8f16-d3143a9945d2">
<img width="312" alt="图片" src="https://github.com/godotengine/godot/assets/1791493/e0bc8441-0b18-4e5a-88e0-b4f5c2b59b92">
### Steps to reproduce
Create a system font, choose PingFang SC. This font is the default font for Chinese on Mac and iOS.
### Minimal reproduction project
Trival | https://github.com/godotengine/godot/issues/82703 | https://github.com/godotengine/godot/pull/82712 | dbd4c79c3846aca18a638a4529ad6cb4ba9be0a3 | 0f5669be51b82e5ab6dbb65aa07444a62b4fa4e9 | "2023-10-03T02:59:12Z" | c++ | "2023-10-03T15:27:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,701 | ["modules/gdscript/gdscript_cache.cpp"] | Can't preload resource uid for PackedScene. | ### Godot version
v4.1.1.stable.mono.official [bd6af8e0e]
### System information
Godot v4.1.1.stable.mono - Ubuntu 20.04.2 LTS (Focal Fossa) - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (nvidia; 525.125.06) - Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz (8 Threads)
### Issue description
In an attempt to learn how loading differing scenes work, I attempted to load/preload a PackedScene from a simple gdscript. Loading things seems to work fine regardless of whether or not I use a path like "res://whatever", or a resource uid such as "uid://clm7c2mtievx2".
The same does not appear to be true for preloading which only can seem to take "res://whatever", and not the resource uid. Instead we get errors such as:
"Condition "nc == 0" is true. Returning nullptr",
"Parameter "p_child" is null".
As I could not figure out what was causing this, I took to discord asking for help. Someone kindly helped me out, and found that the problem code seems to be [here](https://github.com/godotengine/godot/blob/master/scene/resources/packed_scene.cpp#L1916-L1919) and recommended I make an issue.
### Steps to reproduce
Create an empty project. Create a main scene with a Node called Main, and attach a script to it containing the following:
`extends Node`
`var loadGame = load("UIDHERE")`
`func _ready():`
` var game = loadGame.instantiate()`
` self.add_child(game)`
Now create another packed scene, and save it. Right click this packed scene to "Copy UID", and replace "UIDHERE" in the script we just made a moment ago with the UID we just copied. Observe that upon playing the game, it works fine. Now change `load("uid://...")` out with `preload("uid://...")`. You should now receive the errors mentioned above.
### Minimal reproduction project
[PreloadUIDPackedSceneBug.zip](https://github.com/godotengine/godot/files/12787640/PreloadUIDPackedSceneBug.zip)
| https://github.com/godotengine/godot/issues/82701 | https://github.com/godotengine/godot/pull/83039 | 38c3e5aae938daf7ecf267de144e95816332813c | a9c864dc3530943161dba967a629d04c5ea6dc92 | "2023-10-03T01:34:00Z" | c++ | "2023-11-10T09:44:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,693 | ["editor/code_editor.cpp", "scene/gui/text_edit.cpp", "tests/scene/test_text_edit.h"] | "Whole Words" search doesn't detect word boundary inside query string | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - AMD Radeon RX 5700 XT (Advanced Micro Devices, Inc.; 31.0.12027.9001) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)
### Issue description
Most code editors (tested Visual Studio, VS Code, Notepad++) check for word boundaries on the edges of the possible match when doing Whole Words searches. Godot, however, only checks for non-word characters outside the possible match, not inside.
For example, most editors will find `.func` in `variable.func` when performing a Whole Words search, but Godot finds nothing.
This behavior is useful when I want to find uses of a member variable. I can do a Whole Words search for `.member` and it will match `class.member` but not `var member` or `class.membership`.
### Steps to reproduce
1. Create a script with the following content:
```
extends Node
func _process(delta: float) -> void:
self.myfunc()
self.myfunction()
pass
func myfunc():
pass
func myfunction():
pass
```
2. Perform a Whole Words search for `.myfunc`.
3. Observe that no matches are found.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82693 | https://github.com/godotengine/godot/pull/82694 | 829d9bb6ba24ad955ac8fd29a88ed25572adc1dd | aa554e82785ff4c446532f121427c6ea6b4d15e6 | "2023-10-02T21:10:20Z" | c++ | "2023-10-05T08:08:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,680 | ["editor/editor_node.cpp", "editor/editor_node.h", "modules/gltf/gltf_document.cpp", "scene/3d/bone_attachment_3d.cpp", "scene/3d/bone_attachment_3d.h"] | Model reimport causes TextureRect to throw NOTIFICATION_DRAW error | ### Godot version
v4.1.2.rc1.official [58f0cae4a]
### System information
Windows 11, Forward+, any version of Godot 4
### Issue description
Reimporting a 3D model can cause this error to appear once or multiple times:
`Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.`
### Steps to reproduce
- Open main.tscn in the included reproduction project.
- Reimport the included test.glb model by either double-clicking it and reimporting it from the Advanced Settings window, or by clicking the "Reimport" button in the Import tab.
- Notice the error messages in the console.
In general, the following conditions need to be met for the error to appear:
- A scene containing a node that inherits from the reimported model must be open.
- The open scene needs to also contain one or more TextureRect nodes with a texture of any kind assigned.
### Minimal reproduction project
[DrawErrorTest.zip](https://github.com/godotengine/godot/files/12782724/DrawErrorTest.zip) | https://github.com/godotengine/godot/issues/82680 | https://github.com/godotengine/godot/pull/82471 | 9144457484f9d2f53990a0aac37caff1c9012e6d | e2c79bcb95d923a7373529ba342cd2138b77bb30 | "2023-10-02T13:07:00Z" | c++ | "2023-10-30T09:18:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,670 | ["scene/main/node.cpp", "scene/property_utils.cpp"] | Duplicating a node with an export variable doesn't update variable's nodepath | ### Godot version
v4.2.dev.custom_build [0ca854232]
### System information
Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0GB ram
### Issue description
A node that has a script attached to it and it has a couple of child nodes (type of a child node doesn't matter). In the script you have an export variable of type Node. You save the scene into a file and you add it in level scene. When you start to duplicate that scene in the level and you'll hover over exported variable to show a node path, it will show an incorrect path.
https://github.com/godotengine/godot/assets/33091666/75088d1b-c014-41e0-bae3-46610eccbad1
### Steps to reproduce
1. create a scene with a node and a child node.
2. attach a script to the parent node and create an export variable of type Node
3. assign child node to that exported variable through the editor
4. save the scene and create a level scene where you are going to add just saved scene.
5. _Possibly requires a reboot of the engine before seeing the bug_
6. start duplicating nodes in the level scene
### Minimal reproduction project
[NodeTest.zip](https://github.com/godotengine/godot/files/12781547/NodeTest.zip)
| https://github.com/godotengine/godot/issues/82670 | https://github.com/godotengine/godot/pull/83343 | dfe0f584b40d47a6c5209419c1407c92bb4d6b23 | 13305d31b5b15b550928c238425eb21595efed3d | "2023-10-02T09:44:25Z" | c++ | "2023-12-08T14:22:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,654 | ["doc/classes/EditorNode3DGizmo.xml", "doc/classes/Node3D.xml", "doc/classes/Node3DGizmo.xml"] | How can I use the Node3DGizmo class? | ### Godot version
mono c# 4.1.1
### System information
Deepin os, opengl
### Issue description
How can I use the Node3DGizmo class? Where is the source code of this class? I could not use this feature for some reason.
### Steps to reproduce
my code:
`var gizmo = new Node3DGizmo();`
error:
'Node3DGizmo' does not contain a constructor that takes 0 arguments
### Minimal reproduction project
```
using Godot;
using System;
public partial class Gizmo : Node3D
{
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
var gizmo = new Node3DGizmo();
//AddGizmo(gizmo);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
}
``` | https://github.com/godotengine/godot/issues/82654 | https://github.com/godotengine/godot/pull/82681 | 9215b03429ade89d12f29d3f2c24158034ba7dc8 | a2f90d565ad29edcb3bdab77bc7df51cdde8514a | "2023-10-02T02:27:31Z" | c++ | "2023-10-02T17:59:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,643 | ["editor/plugins/canvas_item_editor_plugin.cpp"] | Sprite2D Position Drag Error When Parent Sprite2D is Rotated and Child Sprite2D scale is unlinked and Changed | ### Godot version
4.1.1.stable
### System information
Windows 11
### Issue description
When using the select mode tool to change a child Sprite2D's position in the editor window, the sprite will move unexpectedly. The rotation of the parent sprite, when set to some number other than 0, and the child sprite, unlinked in scale, and set to a ratio other than 1:1 causes will cause this. The more drastic the ratio, such as 1:5 or 1:20, the more intense sprite moves in the unintended direction.
The Child sprite should remain under the mouse cursor and move to the desired location regardless of parent node rotation or child node scale imbalance.
### Steps to reproduce
1. Open 2D scene editor
2. Create a Sprite2D Node
3. Add a texture for visualization
4. Add a child Sprite2D node to the 1st Sprite2D, and again add a texture
5. Rotate the parent node an arbitrary non-zero angle, 45 degrees works well
6. Unlink the child node's scale and change the node to a non 1:1 ratio. The more intense the ratio, the more noticeable
7. Using the editor window, drag the child Sprite using the select tool or the transform tool
8. Observe that the sprite no longer follows the mouse to its desired drag location.
### Minimal reproduction project
[Bug.zip](https://github.com/godotengine/godot/files/12778348/Bug.zip)
| https://github.com/godotengine/godot/issues/82643 | https://github.com/godotengine/godot/pull/82667 | c78dbca58139cea14a0db7cbc3bfcf22d8acd00a | 6bf936c4cce920c91e3c0242a73f52f2a3d77ffa | "2023-10-01T22:02:24Z" | c++ | "2023-10-22T10:11:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,637 | ["servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl", "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl"] | Vulkan: Alpha Antialiasing renders into depth prepass when it shouldn't, resulting in unexpected black pixels | ### Godot version
4.2.dev2, 4.2.dev fe8a58b9d - Does not occur in 4.2.dev1 and prior
### System information
Fedora 38, GeForce RTX 4090 (NVIDIA 535.104.05)
### Issue description
Alpha Antialiasing renders into depth prepass when it shouldn't, resulting in unexpected black pixels:

Expected appearance, which is what you get with 4.2.dev1 and prior, or when disabling depth prepass in the Project Settings:

Antialiasing still renders correctly on the alpha scissor material's edges in this case.
For context, I'm looking to address https://github.com/godotengine/godot/issues/24069 for once and all :slightly_smiling_face:
### Steps to reproduce
Note: this can be reproduced regardless of whether MSAA is active in the Project Settings. With MSAA disabled, alpha antialiasing still helps a little, but not as much as with MSAA enabled.
- Create a MeshInsatnce with a material that uses the Alpha Scissor transparency mode.
- Set the alpha antialiasing mode to to Alpha Edge Blend or Alpha Edge Clip.
- Play around with the Alpha Antialiasing Edge value.
### Minimal reproduction project
[test_alpha_antialiasing.zip](https://github.com/godotengine/godot/files/12777907/test_alpha_antialiasing.zip)
| https://github.com/godotengine/godot/issues/82637 | https://github.com/godotengine/godot/pull/84211 | 4c87145066f056dc92510352a9c3b22ab4e7accd | 93cdacbb0a30f12b2f3f5e8e06b90149deeb554b | "2023-10-01T18:31:27Z" | c++ | "2023-10-30T22:24:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,613 | ["scene/2d/physics_body_2d.cpp", "scene/3d/physics_body_3d.cpp"] | Gravity Scale slider too sensitive | ### Godot version
v4.2.dev.custom_build [ba54c3455]
### System information
Godot v4.2.dev (ba54c3455) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 980 (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 Threads)
### Issue description
The slider for the "Gravity Scale" property of RigidBody3D is too sensitive the be useful. Its range is set from -128 to 128. Moving the slider a single pixel can change the value by 2 or 3, which is too much of a jump when combined with a typical value for the gravity vector.
As this property is a value that multiplies the gravity, the range of -128 to 128 feels excessive. A more suitable range may be -8 to 8.
### Steps to reproduce
Add a RigidDynamicsBody3D to a scene.
Move the Gravity Scale slider in the Inspector.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82613 | https://github.com/godotengine/godot/pull/82634 | 9b29efd772855aee99dfcb7029abb3f05e883f3a | fab1c6f5527654ef39c4a14a5c41a651db33da00 | "2023-10-01T04:48:01Z" | c++ | "2023-10-02T11:16:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,608 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Problem inserting accented characters: 'The caller thread cannot call this function' | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Debian 12 i5 650 64 bits
### Issue description
When attempting to type accented characters in text fields or input areas in the Godot Engine, an error is displayed in the console with the message "Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead." Additionally, accented characters are not inserted correctly into the text.
**Expected Behavior:**
Accented characters should be inserted correctly into the text field without displaying errors in the console.
**Observed Behavior:**
When attempting to type accented characters, the following error message is displayed in the console:
`Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.`
Accented characters are not inserted correctly into the text.
https://github.com/godotengine/godot/assets/87171245/769c0907-e489-4bf4-84ea-8dd0573ae9de
### Steps to reproduce
Open a project in the specified version of Godot Engine.
Open a text field or input area.
Try to type an accented character, such as "á" or "é."
### Minimal reproduction project
I believe it is not necessary, as it does not involve any interference from the project settings | https://github.com/godotengine/godot/issues/82608 | https://github.com/godotengine/godot/pull/85306 | c4f872e38e577d8d6fedeaba99b144590113f751 | c44213607962f674a64d1ab41a8c9c20cd41b487 | "2023-10-01T03:03:03Z" | c++ | "2023-12-05T12:57:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,592 | ["modules/gdscript/gdscript_editor.cpp"] | Godot 4 class_name autocomplete not consistently working when attaching to parent class node despite using static type declarations and only works if "as" keyword is used | ### Godot version
4.1.1
### System information
windows 11
### Issue description
When registering a type with class_name and using that class name to declare a variable in code only, autocomplete works as expected anywhere in other nodes/scenes. However, if making a custom scene node that extends a script with the class_name, if that custom scene is instantiated in a different scene, even if the type is specified, it only shows the parent node's functions and not any of the extended functionality. I have made a basic project showing the issue
### Steps to reproduce
I have made a very simple project showing the issue. https://github.com/mmmmmmmmmmmmmmmmmmmdonuts/godot_4_autocomplete_issue essentially, the extended Node scene will only show the custom function when both the type is specified as well as the type afterwards following "as"
e.g. `@onready var my_class_4: MyClass = $MyClass4 as MyClass`
### Minimal reproduction project
https://github.com/mmmmmmmmmmmmmmmmmmmdonuts/godot_4_autocomplete_issue | https://github.com/godotengine/godot/issues/82592 | https://github.com/godotengine/godot/pull/79386 | 375d89ced067dab809ae43232143609ca90eb9ff | dc367bec38ae27a6f2dc48495f3bbd92f478e3f8 | "2023-09-30T19:53:53Z" | c++ | "2023-12-05T12:05:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,587 | ["doc/classes/ProjectSettings.xml"] | Default Node GDScript Template has Warnings/Errors with new Untyped Declaration Warning | ### Godot version
v4.2.dev5.official [e3e2528ba]
### System information
Godot v4.2.dev5 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 980 Ti (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)
### Issue description
When creating a new GDScript with the default Node template, untyped declarations are used:
```
extends Node3D
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
```
I believe this is a bug because a template that has untyped declarations will cause warnings or errors if the new "[Untyped Declaration](https://github.com/godotengine/godot/pull/81355)" warning is enabled in the project settings. Additionally, the [default template described in the documentation](https://docs.godotengine.org/en/latest/tutorials/scripting/creating_script_templates.html#default-template) uses typed declarations and does not match the default template currently used by the editor.
### Steps to reproduce
1. Ensure that no [Editor-defined templates](https://docs.godotengine.org/en/latest/tutorials/scripting/creating_script_templates.html#editor-defined-templates) exist
2. Create a new project
3. Under Project Settings (Advanced Settings) -> Debug -> GDScript -> Untyped Declaration: Set to `Warn` or `Error`
4. Create a new GDScript through the FileSystem panel or by choosing Attach Script on a new scene's root node
5. Note that the new GDScript uses untyped declarations and does not match the [documentation](https://docs.godotengine.org/en/latest/tutorials/scripting/creating_script_templates.html#default-template)


### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82587 | https://github.com/godotengine/godot/pull/82801 | ec5bfbd176c195b419074f803ace8a3dbff74734 | 608226a0972fe20dc8d04eea541376a3f5a2581a | "2023-09-30T16:42:54Z" | c++ | "2023-10-30T22:18:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,566 | ["scene/animation/animation_node_state_machine.cpp"] | GroupedStateMachine reset doesn't work correctly | ### Godot version
4.2.dev (44e399ed5fa895f760b2995e59788bdb49782666)
### System information
Any
### Issue description
GroupedStateMachine reset doesn't work correctly when traveling. Regression by https://github.com/godotengine/godot/pull/80813.
https://github.com/godotengine/godot/assets/61938263/e7b4367b-43b9-4902-b1c5-ce5e660b48e6
### Steps to reproduce
Make nested GroupedStateMachine and travel
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82566 | https://github.com/godotengine/godot/pull/82563 | b97af40ac1ef2ac6892507d9f3cfb609cd6dd896 | 0ca8542329888e8dccba89d59d3b728090c29991 | "2023-09-30T02:00:30Z" | c++ | "2023-09-30T09:04:19Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,560 | ["doc/classes/NavigationAgent2D.xml", "doc/classes/NavigationAgent3D.xml", "scene/2d/navigation_agent_2d.cpp", "scene/2d/navigation_agent_2d.h", "scene/3d/navigation_agent_3d.cpp", "scene/3d/navigation_agent_3d.h"] | NavigationAgents' `is_target_reached` returns `false` even within `target_desired_distance` to the `target_position` | ### Godot version
v4.1.1.stable.mono.official [bd6af8e0e]
### System information
Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 580 Series (Advanced Micro Devices, Inc.; 31.0.21902.5) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)
### Issue description
## Problem
When using a NavigationAgent2D/3D, if `target_desired_distance` is below `path_desired_distance` (which is the default for NavigationAgent2D), `is_target_reached` will not become `true` even if you are within `target_desired_distance` distance to the `target_position`.
The documentation says nothing about that behavior.
If `target_desired_distance` is equal or above `path_desired_distance`, the problem won't appear.
## Expected behavior
If the position of the parent node of a NavigationAgent2D/3D is within `target_desired_distance` to `target_position`, `is_target_reached` invariably returns `true`.
## Code sample
```gdscript
extends CharacterBody2D
var movement_speed: float = 200.0
@export var target_node: Node2D
@onready var navigation_agent: NavigationAgent2D = $NavigationAgent2D
func _ready():
navigation_agent.path_desired_distance = 20
navigation_agent.target_desired_distance = 10
call_deferred("actor_setup")
func actor_setup():
await get_tree().physics_frame
navigation_agent.target_position = target_node.global_position
func _physics_process(delta):
var next_path_position = navigation_agent.get_next_path_position()
var new_velocity = next_path_position - global_position
velocity = new_velocity.normalized() * movement_speed
move_and_slide()
if navigation_agent.is_target_reached():
print("Target reached") # this will never be printed
```
## Cause of the bug
I looked at the source code and the reason for this behavior is that once the last path waypoint has been reached, the distance check that changes `is_target_reached` to `true` won't run anymore.
It's an easy fix and I have a PR ready that I'll publish just after this bug report.
### Steps to reproduce
1. Open the MRP
2. Run the 2D or 3D scene
3. Observe the property values of the navigation agent that are printed to the output
### Minimal reproduction project
[Bug reproduction.zip](https://github.com/godotengine/godot/files/12772840/Bug.reproduction.zip)
| https://github.com/godotengine/godot/issues/82560 | https://github.com/godotengine/godot/pull/82561 | 58e68590a3b4455932ac931ced8ef3a5c36e4597 | 302e41c26478b72171226244ae57122581cdd880 | "2023-09-30T00:45:13Z" | c++ | "2023-12-14T20:22:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,555 | ["editor/plugins/visual_shader_editor_plugin.cpp"] | Using preprocessor in visual shader global expression produces error "Tokenizer: unknown character #35" | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 30.0.14.7141) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)
### Issue description

include directive should be parsed by preprocessor in visual shader editor. This issue affects only editor, "show generated shader code" button.
### Steps to reproduce
1. Create shader include file
2. Create visual shader
3. Add global expression node to visual shader with include directive
4. Press "show generated shader code" button. Error will be displayed.
### Minimal reproduction project
[vsshader_include.zip](https://github.com/godotengine/godot/files/12772743/vsshader_include.zip)
| https://github.com/godotengine/godot/issues/82555 | https://github.com/godotengine/godot/pull/82570 | a7c81f4275edc7fa2250251e7a0d9cf08f7369df | 55fca13dc5fa0fc6c3eec06f09699847813b4231 | "2023-09-29T23:37:17Z" | c++ | "2023-10-30T15:25:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,549 | ["editor/plugins/animation_player_editor_plugin.cpp"] | Crash when closing the editor with an empty `AnimationTree` | ### Godot version
44e399ed5fa895f760b2995e59788bdb49782666
### System information
Windows 11
### Issue description
The simple scene with a `AnimationTree`:

cause Godot heap crash when the user close the editor with the following call stack:
```
godot.windows.editor.x86_64.exe!_free_base(void * block) Line 105 C++godot.windows.editor.x86_64.exe!HashMap<StringName,Object::SignalData,HashMapHasherDefault,HashMapComparatorDefault<StringName>,DefaultTypedAllocator<HashMapElement<StringName,Object::SignalData>>>::~HashMap<StringName,Object::SignalData,HashMapHasherDefault,HashMapComparatorDefault<StringName>,DefaultTypedAllocator<HashMapElement<StringName,Object::SignalData>>>() Line 620 C++
godot.windows.editor.x86_64.exe!Object::`scalar deleting destructor'(unsigned int) C++
[Inline Frame] godot.windows.editor.x86_64.exe!memdelete(AnimationPlayer * p_class) Line 109 C++
[Inline Frame] godot.windows.editor.x86_64.exe!AnimationPlayerEditorPlugin::{dtor}() Line 2207 C++
godot.windows.editor.x86_64.exe!AnimationPlayerEditorPlugin::`scalar deleting destructor'(unsigned int) C++
[Inline Frame] godot.windows.editor.x86_64.exe!memdelete(Node *) Line 109 C++
godot.windows.editor.x86_64.exe!Node::_notification(int p_notification) Line 212 C++
[Inline Frame] godot.windows.editor.x86_64.exe!Node::_notificationv(int) Line 49 C++
godot.windows.editor.x86_64.exe!EditorNode::_notificationv(int p_notification, bool p_reversed) Line 119 C++
[Inline Frame] godot.windows.editor.x86_64.exe!Object::notification(int) Line 843 C++
[Inline Frame] godot.windows.editor.x86_64.exe!Object::_predelete() Line 198 C++
godot.windows.editor.x86_64.exe!predelete_handler(Object * p_object) Line 2027 C++
[Inline Frame] godot.windows.editor.x86_64.exe!memdelete(Node *) Line 105 C++
godot.windows.editor.x86_64.exe!Node::_notification(int p_notification) Line 212 C++
[Inline Frame] godot.windows.editor.x86_64.exe!Node::_notificationv(int) Line 49 C++
godot.windows.editor.x86_64.exe!Viewport::_notificationv(int p_notification, bool p_reversed) Line 95 C++
godot.windows.editor.x86_64.exe!Window::_notificationv(int p_notification, bool p_reversed) Line 45 C++
[Inline Frame] godot.windows.editor.x86_64.exe!Object::notification(int) Line 843 C++
[Inline Frame] godot.windows.editor.x86_64.exe!Object::_predelete() Line 198 C++
godot.windows.editor.x86_64.exe!predelete_handler(Object * p_object) Line 2027 C++
[Inline Frame] godot.windows.editor.x86_64.exe!memdelete(Window * p_class) Line 105 C++
godot.windows.editor.x86_64.exe!SceneTree::finalize() Line 628 C++
godot.windows.editor.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 182 C++
godot.windows.editor.x86_64.exe!_main() Line 206 C++
godot.windows.editor.x86_64.exe!main(int argc, char * * argv) Line 218 C++
[Inline Frame] godot.windows.editor.x86_64.exe!invoke_main() Line 102 C++
godot.windows.editor.x86_64.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!00007ffb57ce257d() Unknown
ntdll.dll!00007ffb58d0aa68() Unknown
```


### Steps to reproduce
Create a scene, add the `AnimationTree`, try to press `Reload Current Project` -> the editor will crash and will not be restarted.
### Minimal reproduction project
[TestCrash.zip](https://github.com/godotengine/godot/files/12771202/TestCrash.zip)
| https://github.com/godotengine/godot/issues/82549 | https://github.com/godotengine/godot/pull/82573 | 5fe97c58449e610eb3b261d8b03662c90b9a351d | 1d6f37f80c01cfedef365179e1749480c7924ac2 | "2023-09-29T20:00:46Z" | c++ | "2023-10-02T11:16:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,543 | ["editor/filesystem_dock.cpp", "editor/filesystem_dock.h"] | "A file or folder with this name already exists" errors when renaming folder to a different name | ### Godot version
Godot v4.2.dev (44e399ed5)
### System information
Mageia 9 - X11 - GLES3 (Compatibility) - AMD Radeon RX Vega M GL Graphics (vegam, LLVM 15.0.6, DRM 3.52, 6.4.9-desktop-4.mga9) () - Intel(R) Core(TM) i7-8705G CPU @ 3.10GHz (8 Threads)
### Issue description
I have this simple setup, using **Split Mode**:

If I try to rename a folder (e.g. `player`) in the thumbnails view, a number of bugs occur:
Start renaming with F2 or Right click > Rename
- Keep the same name, and click in the FileSystem dock: no change, no error, as expected
- Keep the same name, and click outside the FileSystem dock:
* If clicking in the Scene tree (positioned in the same column for me), no change, no error
* If clicking in the Inspector, or 3D viewport, an error is shown that it can't be renamed as the name is taken

And a transient window elusive child error from that popup.
- Change the name to something unique (e.g. `player2`), then confirm the change with the mouse:
* If clicking in the FileSystem dock, the rename works sometimes, and the folder is entered automatically, which seems weird to me. The selection is also out of sync between the tree view and the thumbnails view:

* But in other times with the same steps, it fails with the error about a file name conflict. Not sure how to reproduce reliably, it seems to happen maybe 10% of the time for me.
* If clicking in the Scene tree, same behavior as above.
* If clicking in the Inspector, or 3D viewport, same file conflict error as above.
- Change the name to something unique (e.g. `player2`), then confirm the change with the <kbd>Enter</kbd>:
* Same behavior as with mouse click.
Some of these bugs seem specific to the Split Mode, but others seem to also happen in Tree view. It feels very buggy overall, it needs a thorough fixup pass.
Seems to be a regression which happened between 4.2-dev1 and 4.2-dev3. 4.2-dev2 is outright crashing on start so I can't test further. In dev1, I don't get the dialog about file name conflicts. I do get the weird behavior that editing a folder name enters the folder, and makes the selection out of sync in Split Mode, so that's a pre-existing and different bug.
### Steps to reproduce
See above.
### Minimal reproduction project
Reproducible in a brand new project. | https://github.com/godotengine/godot/issues/82543 | https://github.com/godotengine/godot/pull/82075 | a28dab7e82eea1f49671e468ec3699d0b310ba1e | 98287fe607b5bff0035feb6988d2192c8fc5d8d1 | "2023-09-29T19:16:11Z" | c++ | "2023-10-09T21:22:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,531 | ["scene/gui/file_dialog.cpp", "scene/gui/file_dialog.h", "scene/main/window.h"] | FileDialog use_native_dialog property not applied when showing dialog using visible property | ### Godot version
4.2.dev5
### System information
macOS 13.6
### Issue description
It seems the new `use_native_dialog` property on FileDialog has no effect on macOS if you use the `visible` property to show the open dialog.

I've tried both setting the property in the inspector and via script. Turns out you need to use `popup()` on the dialog instead of using the visible property to have it open a native file picker. This is I think inconsistent with the regular FileDialog which I believe you can open and close using the visible property, so it might trip people up.
Therefore I'd say setting visible true if the panel is hidden should trigger the same native dialog as popup(), or at least there should be warnings and documentation explaining you need to use popup() to open a native dialog. Currently the docs https://docs.godotengine.org/en/latest/classes/class_filedialog.html#class-filedialog-property-use-native-dialog only have a note that the native dialog has to be supported by the DisplayServer? Maybe this refers to platforms without system open dialogs like mobile? There's also a note that the native dialog will always be used on sandboxed macOS apps, which I guess would be a further reason to open the correct dialog if it's shown via setting visible = true as well if people do this in existing projects.
### Steps to reproduce
- Create a new project
- Create an empty Control scene and add a FileDialog node to it
- Set the use_native_dialog property of the FileDialog to true
- Add a simple script that shows the FileDialog in _ready by setting visible = true
- (Set project setting to not embed subwindows, not sure if this is needed, not mentioned in the docs)
- Run
I expect to see a native file dialog, instead get the Godot one.
### Minimal reproduction project
[NativeDialogTest.zip](https://www.lostminds.com/godot/NativeDialogTest.zip) | https://github.com/godotengine/godot/issues/82531 | https://github.com/godotengine/godot/pull/82552 | 2566cbec5ca5d36b6e67a6de3da382c35d1eb812 | b97af40ac1ef2ac6892507d9f3cfb609cd6dd896 | "2023-09-29T15:01:54Z" | c++ | "2023-09-30T09:03:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,529 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_warning.cpp", "modules/gdscript/tests/scripts/analyzer/warnings/unsafe_call_argument.gd", "modules/gdscript/tests/scripts/analyzer/warnings/unsafe_call_argument.out", "modules/gdscript/tests/scripts/runtime/features/stringify.gd"] | "unsafe call argument" GDScript warning shows up with safe argument | ### Godot version
4.2.dev fbe611e45eebe48e2fdf4065fc70acad1cca2e0e
### System information
linux
### Issue description

Providing an instance of a superseding class as an argument triggers this error.
For example, a version of `Callable.new` expects an `Object`, and will complain if it's given a `Node` instead of an primitive `Object`.
### Steps to reproduce
1. enable the warning or error in the project settings (`debug/gdscript/warnings/unsafe_call_argument`)
2. put this script in a file:
```gdscript
extends Node
class_name MyNode
func _run() -> void:
Callable(self, "")
```
3. > Line 5: The argument 1 of the function "Callable()" requires the subtype "Object" but the supertype "MyNode" was provided. (Warning treated as error.)
### Minimal reproduction project
[mrp_bad_gdscript_error.zip](https://github.com/godotengine/godot/files/12761715/mrp_bad_gdscript_error.zip)
| https://github.com/godotengine/godot/issues/82529 | https://github.com/godotengine/godot/pull/82547 | 19c72e847df823a7a22cae8194080269bfbff980 | e41582f42f471fffc7302e1b6b7cbec29231c666 | "2023-09-29T14:24:07Z" | c++ | "2023-10-03T15:25:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,527 | ["editor/editor_inspector.cpp"] | Inspector sections with big custom icons don't shrink properly | ### Godot version
4.2 dev5
### 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
```GDScript
@icon("res://icon.svg")
extends Node2D
@export var test: int
```
https://github.com/godotengine/godot/assets/2223172/bfc5d213-e263-4db9-8149-dfcf1442c8f6
The section seems to have the height of the full icon before it was resized.
### Steps to reproduce
1. Put the code above in a node
2. Close and open scene tab
3. Click the node
4. Switch to Node tab and back
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82527 | https://github.com/godotengine/godot/pull/82540 | c9527516e32d7811c15e948ee867757bb47a9c2a | eb14308ebcd978e61002d25c8e289784d04218ca | "2023-09-29T13:56:40Z" | c++ | "2023-09-30T09:02:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,526 | ["modules/lightmapper_rd/lightmapper_rd.cpp"] | Lightmap artifacts around geometry edges. | ### Godot version
v4.2.dev.custom_build [19890614c]
### System information
Godot v4.2.dev (19890614c) - 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
I've been poking at @DarioSamo's JNLM denoiser for the past few days and I've been noticing these strange artifacts around the edge of lightmaps not present pre-JNLM:


I also may have identified a fix: accounting for the half-pixel offset added in 2c125bf9c0fa870c5af9a753a6b85295f01f0728 in the JNLM denoiser. I took a look at https://github.com/godotengine/godot/pull/81872 recently and tried reverting it on a guess, and the artifacts disappears completely (see below). Of course, it also unfixes the issue it solved, so reverting it isn't the right fix.
Lightmap with 2c125bf9c0fa870c5af9a753a6b85295f01f0728 reverted, for comparison:


### Steps to reproduce
I have been unable to accurately reproduce the problem, but I've identified a (freely available) model that can trigger the issue (MRP).
1. Open MRP
2. Bake lightmap
3. Artifacts can be seen throughout the scene.
### Minimal reproduction project
[lightmap_seams.zip](https://github.com/godotengine/godot/files/12766068/lightmap_seams.zip)
| https://github.com/godotengine/godot/issues/82526 | https://github.com/godotengine/godot/pull/82533 | 0cd47310f2f31b6efb61742d94c0010b58f3930a | dd3dda797cb258de5c0cc3c9a93c16ae215ac667 | "2023-09-29T13:40:16Z" | c++ | "2023-09-29T17:47:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,524 | ["doc/classes/SpinBox.xml"] | SpinBox resets to min_value or max_value when right-clicked with a disabled context menu | ### Godot version
v4.1.stable.official [970459615]
### System information
Windows 10 4.1-stable Forward+
### Issue description
After calling `SpinBox.set_context_menu_enabled(false)`, any right click from unfocused state to this `SpinBox` will reset its value to either `min_value` or `max_value` (what affects this choice is unclear to me).
This seems connected to https://github.com/godotengine/godot/issues/31069 and possibly https://github.com/godotengine/godot/issues/79507
### Steps to reproduce
1. Launch the scene `res://spinbox_input/spinbox_input.tscn`
2. Type a number (`1`- `99998`) in leftmost `SpinBox`
3. Select the `SpinBox`in the middle
4. Right click the leftmost `SpinBox`
5. Observe how it resets to either `0` or `99999` (its min and max values)
6. You can try the same with the middle `SpinBox` (with enabled context menu) and rightmost `LineEdit` (with disabled context menu); both will behave as expected
### Minimal reproduction project
[spinbox_reset.zip](https://github.com/godotengine/godot/files/12764948/spinbox_reset.zip)
| https://github.com/godotengine/godot/issues/82524 | https://github.com/godotengine/godot/pull/83038 | 230bdda872bd01a776f30f2c15ab76b354b6e900 | 1eabeb620bdd91e40f25ca09a26bbcdb335d13d8 | "2023-09-29T12:01:21Z" | c++ | "2023-10-13T09:43:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,514 | ["scene/gui/color_mode.h", "scene/gui/color_picker.cpp"] | Color value changes on update of alpha values in color Editor | ### Godot version
4.2.dev.5
### System information
Windows 11
### Issue description
After entering the color value if you update the alpha value in raw section of color editor as shown in the video. the color value changes in the RGB text field.
### Steps to reproduce
https://github.com/godotengine/godot/assets/84369217/52ea6bec-b2ec-47ee-a9be-852236eeeada
Notice in the video after entering the alpha as 0.8 the color value changed from #484848 to #474747
Apologies for tumbling in entering the value in the video as it is another issue https://github.com/godotengine/godot/issues/73926
### Minimal reproduction project
N.A | https://github.com/godotengine/godot/issues/82514 | https://github.com/godotengine/godot/pull/83851 | e0b23ac420eb54cbb83478a4724bc1bf59a11162 | 2dc932e62dcfc948e8ea989030f67ff2c0029448 | "2023-09-29T07:56:55Z" | c++ | "2023-10-24T08:54:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,506 | ["modules/gdscript/editor/gdscript_highlighter.cpp", "modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript_editor.cpp"] | Variant in for loop is not colour coded. | ### Godot version
v4.2.dev5.official [e3e2528ba]
### System information
Godot v4.2.dev5 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3742) - 13th Gen Intel(R) Core(TM) i7-13700K (24 Threads)
### Issue description
When using Variant in a for loop, it does not use the correct colour. (It is grey instead of green)
It is also worth noting that ctrl and clicking on a Variant type does not take you to the docs page.
### Steps to reproduce
Do a for loop and use Variant as the type.
```GDScript
for i: Variant in loop:
pass
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82506 | https://github.com/godotengine/godot/pull/82516 | 4e1fce3c6f11e49332111126bd02f5d44416d606 | 2af3229ce7cd0982cd45c173f0ad0c9fad53a887 | "2023-09-28T22:24:39Z" | c++ | "2023-10-03T15:24:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,505 | ["drivers/gles3/shaders/scene.glsl"] | OpenGL: DirectionalLight3D applies Fade Start incorrectly when using PSSM 2 Splits or 4 Splits mode | ### Godot version
4.2.dev fbe611e45
### System information
Fedora 38, GeForce RTX 4090 (NVIDIA 535.104.05)
### Issue description
DirectionalLight3D applies Fade Start incorrectly when using PSSM 2 Splits or 4 Splits mode. This is with Fade Start set to 1.0 – no fading should occur at all, yet the last split is always faded when using PSSM 2 Splits or PSSM 4 Splits:
Orthogonal | PSSM 2 Splits | PSSM 4 Splits
-|-|-
 |  | 
When using Forward+ or Mobile, the effective fade distance doesn't change in any way regardless of the shadow mode used (including Orthogonal). This is the expected behavior, as it allows optimal sizing of the Shadow Max Distance when tuning shadows for small/medium-sized indoor scenes.
### Steps to reproduce
- Add some meshes in a scene.
- Create a DirectionalLight3D node and enable shadows on it. Decrease its **Shadow Max Distance** to a low value like 20.
- Play around with the **Fade Start** property in DirectionalLight3D, while having one of the meshes near the end of the Shadow Max Distance (so you see the shadow fade out progressively).
- Set the shadow mode in DirectionalLight3D to Orthogonal, PSSM 2 Splits then 4 Splits.
- Notice how fading changes.
### Minimal reproduction project
[test_shadow_compatibility_fade_start.zip](https://github.com/godotengine/godot/files/12754289/test_shadow_compatibility_fade_start.zip)
| https://github.com/godotengine/godot/issues/82505 | https://github.com/godotengine/godot/pull/83252 | 68cc80ee586c9a3d78ef75afe797b86e1c13c304 | a19f05604ead0ca13b38418a8590d2faf3a1cbce | "2023-09-28T22:13:07Z" | c++ | "2023-10-13T20:18:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,503 | ["drivers/gles3/storage/light_storage.cpp"] | OpenGL: Directional shadow rendering works in the editor, but not in the running project | ### Godot version
4.2.dev fbe611e45
### System information
Fedora 38, GeForce RTX 4090 (NVIDIA 535.104.05)
### Issue description
Following the [implementation of 3D shadows](https://github.com/godotengine/godot/pull/77496), I've noticed that directional shadows fail to render in the running project, even though they work in the editor:

Decreasing Max Distance shows that the shadow map is pure black:

In the editor:

### Steps to reproduce
- Add some meshes in a scene.
- Add a DirectionalLight3D node and enable shadows on it.
### Minimal reproduction project
[test_shadow_compatibility.zip](https://github.com/godotengine/godot/files/12754239/test_shadow_compatibility.zip)
| https://github.com/godotengine/godot/issues/82503 | https://github.com/godotengine/godot/pull/83141 | 4b7cc99bc195387c784efced7fdd360501d9a5cf | 775ab4e983da2538a502fe2cec3fc3664fbcf5be | "2023-09-28T22:04:33Z" | c++ | "2023-10-11T16:30:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,501 | ["editor/editor_themes.cpp", "editor/plugins/animation_blend_tree_editor_plugin.cpp"] | No obvious way to delete `AnimationNodeBlendTree` node in `AnimationTree` editor | ### Godot version
4.2-mono-rc5
### System information
MacOS 12.3
### Issue description
When adding a new node to an `AnimationNodeBlendTree` in the `AnimationTree` editor, I can't find a way to remove it again other than undo.
- `Ctrl+Delete` removes the `AnimationTree` node.
- Right click on the node opens the `Add Node` menu.
- `Delete`/`Backspace` does nothing.
- Macbook Pro keyboard doesn't have a `Del` key.
- `Fn+Delete` (Mac `Del` emulation) does nothing.
<img width="999" alt="image" src="https://github.com/godotengine/godot/assets/5732688/7408e89e-0d11-4b2e-8b13-1947fa75cf56">
### Steps to reproduce
1. Add an `AnimationTree` node with an `AnimationNodeBlendTree`
2. Open the `AnimationTree` editor
3. Add a node
4. Try to remove it
### Minimal reproduction project
Should be easily reproducible without an MRP | https://github.com/godotengine/godot/issues/82501 | https://github.com/godotengine/godot/pull/83507 | 814de86494bb883592dac1d9c0dde5b27c9c79bb | d08d3e95c80f7e855e32ddaea0e5acd96eab21e7 | "2023-09-28T21:51:33Z" | c++ | "2023-10-23T10:40:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,496 | ["doc/classes/Mesh.xml", "doc/classes/MeshInstance3D.xml"] | Get material from Surface Material Override | ### Godot version
v4.1.2.rc1.mono.official [58f0cae4a]
### System information
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 950
### Issue description
I tried to get the Surface Material Override from a QuadMesh, to get a shader and use it in GDscript.
I saw some issues about surface_get_material(0) but I'm not sure is fixed
I used this GDScript source code :
```
func _ready():
# get values from the shader
print(mesh)
material = mesh.surface_get_material(0)
print(material)
noise = material.get_shader_parameter("wave").noise.get_semless_image(512,512)
...
```
The error is:
```
<QuadMesh#-9223372009524689752>
<Object#null>
```
### Steps to reproduce
create a QuadMesh, add a shader, and try to get the Surface Material Override
### Minimal reproduction project
Try this project to see the error
[GITHUB_Issues_catafest.zip](https://github.com/godotengine/godot/files/12753624/GITHUB_Issues_catafest.zip)
| https://github.com/godotengine/godot/issues/82496 | https://github.com/godotengine/godot/pull/82499 | 7f179e49918b3c0f6d1a80a5cf9656f3fd7d588c | fe8a58b9d7ca5b85348b3a984eeb16371a097481 | "2023-09-28T20:16:04Z" | c++ | "2023-09-29T08:21:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,489 | ["drivers/gles3/storage/particles_storage.cpp", "drivers/gles3/storage/particles_storage.h", "servers/rendering/renderer_rd/storage_rd/particles_storage.cpp", "servers/rendering/renderer_rd/storage_rd/particles_storage.h"] | "Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline" after freeing a GPUParticle2D | ### Godot version
4.1.1.stable.mono
### System information
Godot v4.1.1.stable.mono - macOS 13.6.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
### Issue description
I have a Node2D which is responsible for emitting 2 children (GPUParticles2D).
I also added the timer to the parent node and connected its Timeout signal to free the parent.
The error I get is:
```
E 0:00:07:0555 compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
<C++ Error> Method/function failed.
<C++ Source> drivers/vulkan/rendering_device_vulkan.cpp:8026 @ compute_list_dispatch()
```
I remember having this problem around 6 months ago and don't remember finding an adequate solution. What fixed it back then was changing the GPUParticle2D node type to CPUParticle2D.
### Steps to reproduce
- Create a scene and add Node2D to it
- Add a few GPUParticle2D children (duplicate one a few times favorably)
- Add a timer child
- Add a script to the parent node
- Set the timer WaitTime to the particles' LifeTime
- In the _Ready() method, add the listener to the Timeout signal of a timer, which frees the node
- In the _Ready() method, emit the particles
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82489 | https://github.com/godotengine/godot/pull/82431 | f2f6f99241c6d6a885c35dcb4d9c97e3724d5c52 | b1371806ad3907c009458ea939bd4b810f9deb21 | "2023-09-28T16:32:37Z" | c++ | "2023-10-11T22:22:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,469 | ["servers/audio/audio_stream.cpp"] | AudioStreamRandomizer.random_volume_offset_db not working | ### Godot version
Godot v4.2dev5
### System information
Godot v4.2.dev5 - Windows 11- GLES3 (Compatibility) - NVIDIA GeForce GT 1030 (NVIDIA; 31.0.15.3742) - AMD 4700S 8-Core Processor Desktop Kit (16 Threads)
### Issue description
AudioStreamRandomizer's random_volume_offset_db does not make any audio volume variations playing an WAV file through an AudioStreamPlayer.
### Steps to reproduce
- Create an AudioStreamPlayer node
- Load an AudioStreamRandomizer
- Load an WAV file
- Set Volume Offset to any value
Playing it gives the same audio level everytime
### Minimal reproduction project
[ASRandomizer Bug.zip](https://github.com/godotengine/godot/files/12745215/ASRandomizer.Bug.zip)
| https://github.com/godotengine/godot/issues/82469 | https://github.com/godotengine/godot/pull/82478 | 60e46cfeedb14fb3c9397795f23fe461ca4df1b2 | 34e34f09458e48612738b102b8ff8adad9185079 | "2023-09-28T03:30:37Z" | c++ | "2023-11-10T20:53:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,466 | ["editor/editor_node.cpp", "editor/editor_node.h", "modules/gltf/gltf_document.cpp", "scene/3d/bone_attachment_3d.cpp", "scene/3d/bone_attachment_3d.h"] | 3D Armature with BoneAttachment Glitches on Reimport | ### Godot version
4.1.1
### System information
Windows 10 - Godot v4.1.1 - Vulkan(Forward+) - dedicated
### Issue description
If a model with an **armature** AND with **direct object-to-bone parenting** (imported as **BoneAttachment3D** in Godot) is changed in blender and reimported, it can break instances of the model's armature under specific circumstances.
Use Cases: A character is rigged with an armature using vertex weights, except for a weapon parented to the hand bone, or a hat parented to the head bone.
Of Note:
- Dragging in a new instance of the model into the scene does not exhibit the bug. Only model instances which exist within scenes are affected.
**Before:**

**After another BoneAttachement3D is added over head:**

### Steps to reproduce
**Step 1**: Import model to Godot. The model is then dragged into a scene **AND** "Editable Children" is toggled. If a model is turned into a "new inherited scene", the bug will occur without needing to toggle "Editable Children".
**Step 2**: In Blender, add another object that is parented directly to a bone. Export to Godot, overwriting the previous version.


**Step 3**: Upon importing, instances of the armature within scenes will bug out. Some bones will now be oriented in erroneous directions, and some previously existing BoneAttachement3Ds may no longer have the correct "Bone Idx" (1 value off if the new object precedes it in the hierarchy).
For simple reproduction, a project zip has been included which contains a README with instructions and models already setup to reproduce the bug. You will need Blender 3.6 to reproduce the bug. This bug has been reproduced with the following file types: .fbx, .gltf, .blend. For the sake of unified export options, this reproduction uses .blend
### Minimal reproduction project
[Bug Report Bone Attachement 3d.zip](https://github.com/godotengine/godot/files/12744689/Bug.Report.Bone.Attachement.3d.zip)
| https://github.com/godotengine/godot/issues/82466 | https://github.com/godotengine/godot/pull/82471 | 9144457484f9d2f53990a0aac37caff1c9012e6d | e2c79bcb95d923a7373529ba342cd2138b77bb30 | "2023-09-28T01:54:59Z" | c++ | "2023-10-30T09:18:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,454 | ["misc/dist/ios_xcode/godot_ios.xcodeproj/project.pbxproj", "platform/ios/detect.py", "platform/ios/display_server_ios.mm", "platform/ios/godot_view.mm", "platform/ios/view_controller.mm"] | Exported XCode project won't build | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Godot v4.1.1.stable - macOS 13.5.2 - Vulkan (Mobile) - integrated Apple M2 Max - Apple M2 Max (12 Threads)
### Issue description
Generated XCode project fails immediately after trying to run:
```
Undefined symbols:
Linker command failed with exit code 1 (use -v to see invocation)
```
XCode: Version 15.0 (15A240d)
<img width="761" alt="Screenshot 2023-09-27 at 20 29 28" src="https://github.com/godotengine/godot/assets/13350684/818d75e0-c59b-4b33-847a-002206515e58">
### Steps to reproduce
1. Create a new Godot project with an empty 2d scene.
2. Export to iOS
Open the generated project in XCode. Select some simulator eg. iPhone 15 Pro & hit run.
### Minimal reproduction project
[problemdemo.zip](https://github.com/godotengine/godot/files/12741561/problemdemo.zip)
| https://github.com/godotengine/godot/issues/82454 | https://github.com/godotengine/godot/pull/82458 | 44e399ed5fa895f760b2995e59788bdb49782666 | c9527516e32d7811c15e948ee867757bb47a9c2a | "2023-09-27T17:34:41Z" | c++ | "2023-09-30T09:02:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,446 | ["servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp", "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"] | Memory leaks when playing 3d skeleton animation while TAA or FSR2.2 is enabled | ### Godot version
4.2.dev5
### System information
Windows11 - Godot v4.2.dev5 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 527.56 - AMD Ryzen 7950X
### Issue description
When anti-aliasing option that needs motion-vector buffer is enabled (TAA or FSR2.2), and then playing skeleton animation through an AnimationPlayer node will lead to memory consumption keeping growing up, which can be inspected on the debugger panel.
And toggle these AA options off, everything goes well.
It seems that this issue has appeared since v4.2.dev4 in my rough tests and compare, and v4.2.dev3 works fine.
I guess maybe related to [Add motion vector support for animated surfaces](https://github.com/godotengine/godot/pull/80618)?
And there's some little extra information that might be helpful or not. In my experiment, sometimes randomly switching through [stop] status and animation clips during runtime can temporarily stops memory consumption growing up.

### Steps to reproduce
1. Open MRP.
2. Run Project.
3. Toggle checkbutton on top-left to enable or disable TAA.
4. Look at memory usage displayed in bottom-right.
### Minimal reproduction project
[SkeletonAnimation.zip](https://github.com/godotengine/godot/files/12739840/SkeletonAnimation.zip)
| https://github.com/godotengine/godot/issues/82446 | https://github.com/godotengine/godot/pull/82451 | d8ab9534423a5537c19c2a43577c5716d3114975 | 829d9bb6ba24ad955ac8fd29a88ed25572adc1dd | "2023-09-27T14:44:46Z" | c++ | "2023-10-05T08:08:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,439 | ["core/os/os.cpp", "doc/classes/OS.xml", "platform/web/os_web.cpp", "platform/web/os_web.h"] | OS.get_unique_id() returns empty string on Web target | ### Godot version
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - AMD Radeon RX 5700 XT (Advanced Micro Devices, Inc.; 31.0.21001.45002) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)
### System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - AMD Radeon RX 5700 XT (Advanced Micro Devices, Inc.; 31.0.21001.45002) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)
### Issue description
OS.get_unique_id() returns empty string
there is an error in developer console as well
<img width="499" alt="1695812788144" src="https://github.com/godotengine/godot/assets/2174436/2267b15a-c0a8-4db9-84a1-5971922237a4">
### Steps to reproduce
func _ready():
print(OS.get_unique_id())
### Minimal reproduction project
not needed | https://github.com/godotengine/godot/issues/82439 | https://github.com/godotengine/godot/pull/82441 | bc118b36ac55d2d37b9fe6f08c8cfd42f3c69bc4 | 5fe97c58449e610eb3b261d8b03662c90b9a351d | "2023-09-27T11:07:15Z" | c++ | "2023-10-02T11:16:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,396 | ["platform/android/display_server_android.cpp"] | TouchScreenButton with is_action_just_pressed() bug | ### Godot version
4.1.2.rc1
### System information
Godot v4.1.2.rc1 - Windows 10.0.19045 - Vulkan (Mobile) - integrated AMD Radeon(TM) Vega 8 Graphics () - AMD Ryzen 3 2200G with Radeon Vega Graphics (4 Threads)
### Issue description
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
this form with "just" don't work on mobile (android)
i don't know why but when you try it in pc with mouse emulate touch it works fine but when you export the project to the mobile it don't work although is_action_pressed() works fine idk why the one with "just" don't work with TouchScreenButton on mobile please fix that
### Steps to reproduce
`if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY`
its a basic form of jump when you add TouchScreenButton and assign it with ui_accept and try it it only works in pc not actually on the mobile i cant just the Button dont work
things to note :
-TouchScreenButton work with is_action_pressed() on mobile but is_action_just_pressed() don't work
-is_action_just_pressed() work fine in pc when you click with the mouse but it don't work on mobile
-It only work on mobile if you make a signals for pressed and released for TouchScreenButton
### Minimal reproduction project

| https://github.com/godotengine/godot/issues/82396 | https://github.com/godotengine/godot/pull/83301 | 64f80295e52ff98672ae92ec57a15454b91f9b21 | 4ec07ffb44b02ee09f562cc8a8f203cb64339b13 | "2023-09-26T19:56:02Z" | c++ | "2023-10-24T08:54:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,389 | ["editor/plugins/tiles/tile_data_editors.cpp"] | You have to undo/redo twice in the tile polygon editor for everything | ### Godot version
Godot v4.2.dev5 - 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.dev5 - 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
For everything in the Tile Polygon editor, I have to undo it twice before I can undo the previous action.
My editor log looks like this:

### Steps to reproduce
Make a TileMap, add a TileSet, add a physics layer to the TileSet, go to edit it. Make a triangle. Rotate it twice. The effects will be:
- Undo 1: Last rotation undone
- Undo 2: Nothing
- Undo 3: First rotation undone
- Undo 4: Nothing
- Undo 5+: The triangle will start undoing itself, etc.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82389 | https://github.com/godotengine/godot/pull/83093 | 6f8b7e98950a30a97620f3f6575af92b5d0b33a5 | d80ce0c52a097c35bb4d441e7a9c0a76e6342ba4 | "2023-09-26T18:17:14Z" | c++ | "2023-10-10T10:34:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,363 | ["editor/editor_autoload_settings.cpp"] | Error spam when undoing deleting a singleton in the editor | ### Godot version
Godot v4.2.dev5 - 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.dev5 - 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
```
Remove Autoload
Undo: Remove Autoload
core/object/undo_redo.cpp:334 - Error calling UndoRedo method operation 'set_persisting': 'ProjectSettings::set_persisting': Method not found
core/object/undo_redo.cpp:334 - Error calling UndoRedo method operation 'set_order': 'ProjectSettings::set_order': Method expected 0 arguments, but called with 0
```
### Steps to reproduce
Project Settings > Autoloads > Press the trash can button > Press Undo
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82363 | https://github.com/godotengine/godot/pull/79832 | 460dd9fdb7a3aa9865dec344c2b54a7b93f4bb83 | 75d27e38937b0fe3649ef28156a5fae70a58719b | "2023-09-26T11:38:19Z" | c++ | "2023-11-09T17:06:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,350 | ["methods.py"] | Source fails to link on OSX 13.6 / Apple Silicon M1 | ### Godot version
4.1
### System information
osx 13.6 / Apple Silicon M1 Macbook Air 2021
### Issue description
More linking errors than fit in my terminal log are produced when following the standard build instructions on the wiki. I tried building with both the 4.1 branch and master. I also updated to the most recent XCode.
```
Error CowData<Logger*>::resize<false>(int) in os_macos.macos.editor.arm64.o
Error CowData<String>::resize<false>(int) in display_server_macos.macos.editor.arm64.o
Error CowData<Variant>::resize<false>(int) in display_server_macos.macos.editor.arm64.o
Error CowData<int>::resize<false>(int) in display_server_macos.macos.editor.arm64.o
...
"Object::call_const(StringName const&, Variant const**, int, Callable::CallError&)", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::disconnect(StringName const&, Callable const&)", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::set_script(Variant const&)", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::remove_meta(StringName const&)", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::emit_signalp(StringName const&, Variant const**, int)", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::notification(int, bool)", referenced from:
-[GodotApplicationDelegate applicationDidResignActive:] in godot_application_delegate.macos.editor.arm64.o
-[GodotApplicationDelegate applicationDidBecomeActive:] in godot_application_delegate.macos.editor.arm64.o
-[GodotApplicationDelegate showAbout:] in godot_application_delegate.macos.editor.arm64.o
handle_crash(int) in crash_handler_macos.macos.editor.arm64.o
DisplayServerMacOS::update_im_text(Vector2i const&, String const&) in display_server_macos.macos.editor.arm64.o
"Object::initialize_class()", referenced from:
DisplayServer::_initialize_classv() in display_server_macos.macos.editor.arm64.o
DirAccess::_initialize_classv() in dir_access_macos.macos.editor.arm64.o
"Object::callp(StringName const&, Variant const**, int, Callable::CallError&)", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::setvar(Variant const&, Variant const&, bool*)", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::connect(StringName const&, Callable const&, unsigned int)", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::set_meta(StringName const&, Variant const&)", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::to_string()", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"String::parse_utf8(char const*, int, bool)", referenced from:
OS_MacOS::get_granted_permissions() const in os_macos.macos.editor.arm64.o
OS_MacOS::get_bundle_resource_dir() const in os_macos.macos.editor.arm64.o
OS_MacOS::get_bundle_icon_path() const in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_dir(OS::SystemDir, bool) const in os_macos.macos.editor.arm64.o
OS_MacOS::get_executable_path() const in os_macos.macos.editor.arm64.o
OS_MacOS::create_instance(List<String, DefaultAllocator> const&, long long*) in os_macos.macos.editor.arm64.o
OS_MacOS::get_unique_id() const in os_macos.macos.editor.arm64.o
...
"String::parse_utf16(char16_t const*, int)", referenced from:
-[GodotContentView insertText:replacementRange:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView keyDown:] in godot_content_view.macos.editor.arm64.o
"String::chr(char32_t)", referenced from:
KeyMappingMacOS::keycode_get_native_string(Key) in key_mapping_macos.macos.editor.arm64.o
"String::utf8(char const*, int)", referenced from:
OS_MacOS::get_processor_name() const in os_macos.macos.editor.arm64.o
OS_MacOS::open_dynamic_library(String, void*&, bool, String*) in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_fonts() const in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_font_path_for_text(String const&, String const&, String const&, String const&, int, int, bool) const in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_font_path(String const&, int, int, bool) const in os_macos.macos.editor.arm64.o
OS_MacOS::move_to_trash(String const&) in os_macos.macos.editor.arm64.o
OS_MacOS::run() in os_macos.macos.editor.arm64.o
...
"String::utf16(char16_t const*, int)", referenced from:
KeyMappingMacOS::remap_key(unsigned int, unsigned int, bool) in key_mapping_macos.macos.editor.arm64.o
"String::String(char const*)", referenced from:
OS_MacOS::get_processor_name() const in os_macos.macos.editor.arm64.o
OS_MacOS::is_sandboxed() const in os_macos.macos.editor.arm64.o
OS_MacOS::get_name() const in os_macos.macos.editor.arm64.o
OS_MacOS::get_version() const in os_macos.macos.editor.arm64.o
OS_MacOS::open_dynamic_library(String, void*&, bool, String*) in os_macos.macos.editor.arm64.o
OS_MacOS::get_config_path() const in os_macos.macos.editor.arm64.o
OS_MacOS::get_cache_path() const in os_macos.macos.editor.arm64.o
...
"String::String(char const*, int)", referenced from:
OS_MacOS::get_system_ca_certificates() in os_macos.macos.editor.arm64.o
"String::operator=(char const*)", referenced from:
OS_MacOS::_get_default_fontname(String const&) const in os_macos.macos.editor.arm64.o
JoypadMacOS::configure_joypad(__IOHIDDevice*, joypad*) in joypad_macos.macos.editor.arm64.o
"String::operator+=(char const*)", referenced from:
JoypadMacOS::configure_joypad(__IOHIDDevice*, joypad*) in joypad_macos.macos.editor.arm64.o
"String::operator+=(String const&)", referenced from:
OS_MacOS::get_system_ca_certificates() in os_macos.macos.editor.arm64.o
JoypadMacOS::configure_joypad(__IOHIDDevice*, joypad*) in joypad_macos.macos.editor.arm64.o
"ClassDB::_add_class2(StringName const&, StringName const&)", referenced from:
void ClassDB::_add_class<DisplayServer>() in display_server_macos.macos.editor.arm64.o
void ClassDB::_add_class<DirAccess>() in dir_access_macos.macos.editor.arm64.o
void ClassDB::_add_class<RefCounted>() in dir_access_macos.macos.editor.arm64.o
"ClassDB::get_property_list(StringName const&, List<PropertyInfo, DefaultAllocator>*, bool, Object const*)", referenced from:
DisplayServer::_get_property_listv(List<PropertyInfo, DefaultAllocator>*, bool) const in display_server_macos.macos.editor.arm64.o
DirAccess::_get_property_listv(List<PropertyInfo, DefaultAllocator>*, bool) const in dir_access_macos.macos.editor.arm64.o
RefCounted::_get_property_listv(List<PropertyInfo, DefaultAllocator>*, bool) const in dir_access_macos.macos.editor.arm64.o
"OS_Unix::get_entropy(unsigned char*, int)", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::finalize_core()", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::create_process(String const&, List<String, DefaultAllocator> const&, long long*, bool)", referenced from:
OS_MacOS::create_process(String const&, List<String, DefaultAllocator> const&, long long*, bool) in os_macos.macos.editor.arm64.o
"OS_Unix::initialize_core()", referenced from:
OS_MacOS::initialize_core() in os_macos.macos.editor.arm64.o
"OS_Unix::get_stdin_string()", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::initialize_debugging()", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::close_dynamic_library(void*)", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::unix_initialize_audio(int)", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_dynamic_library_symbol_handle(void*, String, void*&, bool)", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::kill(long long const&)", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::execute(String const&, List<String, DefaultAllocator> const&, String*, int*, bool, MutexImpl<std::__1::recursive_mutex>*, bool)", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::set_cwd(String const&)", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::OS_Unix()", referenced from:
OS_MacOS::OS_MacOS() in os_macos.macos.editor.arm64.o
"Variant::_clear_internal()", referenced from:
String vformat<long long, long long, long long>(String const&, long long const, long long const, long long const) in os_macos.macos.editor.arm64.o
String vformat<String, char*>(String const&, String const, char* const) in os_macos.macos.editor.arm64.o
String vformat<String>(String const&, String const) in godot_application_delegate.macos.editor.arm64.o
handle_crash(int) in crash_handler_macos.macos.editor.arm64.o
String vformat<char const*, int>(String const&, char const* const, int const) in crash_handler_macos.macos.editor.arm64.o
String vformat<char const*>(String const&, char const* const) in crash_handler_macos.macos.editor.arm64.o
String vformat<char const*, char const*>(String const&, char const* const, char const* const) in crash_handler_macos.macos.editor.arm64.o
...
"Variant::Variant(Object const*)", referenced from:
DisplayServerMacOS::_dispatch_input_event(Ref<InputEvent> const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"Variant::Variant(char const*)", referenced from:
String vformat<String, char*>(String const&, String const, char* const) in os_macos.macos.editor.arm64.o
String vformat<char const*, int>(String const&, char const* const, int const) in crash_handler_macos.macos.editor.arm64.o
String vformat<char const*>(String const&, char const* const) in crash_handler_macos.macos.editor.arm64.o
String vformat<char const*, char const*>(String const&, char const* const, char const* const) in crash_handler_macos.macos.editor.arm64.o
-[TTS_MacOS init] in tts_macos.macos.editor.arm64.o
-[TTS_MacOS getVoices] in tts_macos.macos.editor.arm64.o
"Variant::Variant(Dictionary const&)", referenced from:
-[TTS_MacOS getVoices] in tts_macos.macos.editor.arm64.o
"Variant::Variant(Rect2i const&)", referenced from:
-[GodotWindowDelegate windowDidResize:] in godot_window_delegate.macos.editor.arm64.o
-[GodotWindowDelegate windowDidMove:] in godot_window_delegate.macos.editor.arm64.o
"Variant::Variant(String const&)", referenced from:
String vformat<String, char*>(String const&, String const, char* const) in os_macos.macos.editor.arm64.o
String vformat<String>(String const&, String const) in godot_application_delegate.macos.editor.arm64.o
String vformat<String>(String const&, String const) in crash_handler_macos.macos.editor.arm64.o
String vformat<long long, String>(String const&, long long const, String const) in crash_handler_macos.macos.editor.arm64.o
DisplayServerMacOS::dialog_input_text(String, String, String, Callable const&) in display_server_macos.macos.editor.arm64.o
String vformat<String>(String const&, String const) in display_server_macos.macos.editor.arm64.o
-[TTS_MacOS getVoices] in tts_macos.macos.editor.arm64.o
...
"Variant::Variant(Vector<String> const&)", referenced from:
____ZN18DisplayServerMacOS16file_dialog_showERK6StringS2_S2_bN13DisplayServer14FileDialogModeERK6VectorIS0_ERK8Callable_block_invoke in display_server_macos.macos.editor.arm64.o
____ZN18DisplayServerMacOS16file_dialog_showERK6StringS2_S2_bN13DisplayServer14FileDialogModeERK6VectorIS0_ERK8Callable_block_invoke.330 in display_server_macos.macos.editor.arm64.o
-[GodotContentView performDragOperation:] in godot_content_view.macos.editor.arm64.o
"Variant::Variant(Vector2 const&)", referenced from:
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"Variant::Variant(Variant const&)", referenced from:
DisplayServerMacOS::global_menu_get_item_tag(String const&, int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::process_events() in display_server_macos.macos.editor.arm64.o
CowData<Variant>::_copy_on_write() in display_server_macos.macos.editor.arm64.o
-[GodotMenuDelegate menuHasKeyEquivalent:forEvent:target:action:] in godot_menu_delegate.macos.editor.arm64.o
print_line(Variant) in tts_macos.macos.editor.arm64.o
"Variant::Variant(bool)", referenced from:
____ZN18DisplayServerMacOS16file_dialog_showERK6StringS2_S2_bN13DisplayServer14FileDialogModeERK6VectorIS0_ERK8Callable_block_invoke in display_server_macos.macos.editor.arm64.o
____ZN18DisplayServerMacOS16file_dialog_showERK6StringS2_S2_bN13DisplayServer14FileDialogModeERK6VectorIS0_ERK8Callable_block_invoke.330 in display_server_macos.macos.editor.arm64.o
"Variant::Variant(int)", referenced from:
String vformat<char const*, int>(String const&, char const* const, int const) in crash_handler_macos.macos.editor.arm64.o
DisplayServerMacOS::send_window_event(DisplayServerMacOS::WindowData const&, DisplayServer::WindowEvent) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::dialog_show(String, String, Vector<String>, Callable const&) in display_server_macos.macos.editor.arm64.o
"Variant::Variant(long long)", referenced from:
String vformat<long long, long long, long long>(String const&, long long const, long long const, long long const) in os_macos.macos.editor.arm64.o
String vformat<long long, String>(String const&, long long const, String const) in crash_handler_macos.macos.editor.arm64.o
"Variant::operator=(Variant const&)", referenced from:
String vformat<long long, long long, long long>(String const&, long long const, long long const, long long const) in os_macos.macos.editor.arm64.o
String vformat<String, char*>(String const&, String const, char* const) in os_macos.macos.editor.arm64.o
String vformat<String>(String const&, String const) in godot_application_delegate.macos.editor.arm64.o
String vformat<char const*, int>(String const&, char const* const, int const) in crash_handler_macos.macos.editor.arm64.o
String vformat<char const*>(String const&, char const* const) in crash_handler_macos.macos.editor.arm64.o
String vformat<char const*, char const*>(String const&, char const* const, char const* const) in crash_handler_macos.macos.editor.arm64.o
String vformat<String>(String const&, String const) in crash_handler_macos.macos.editor.arm64.o
...
"Callable::Callable(Callable const&)", referenced from:
DisplayServerMacOS::_dispatch_input_event(Ref<InputEvent> const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_get_item_callback(String const&, int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_get_item_key_callback(String const&, int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::file_dialog_show(String const&, String const&, String const&, bool, DisplayServer::FileDialogMode, Vector<String> const&, Callable const&) in display_server_macos.macos.editor.arm64.o
___copy_helper_block_ea8_32s40c13_ZTS8Callable in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::process_events() in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::WindowData::WindowData(DisplayServerMacOS::WindowData const&) in display_server_macos.macos.editor.arm64.o
...
"Callable::~Callable()", referenced from:
DisplayServerMacOS::_dispatch_input_event(Ref<InputEvent> const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::menu_callback(objc_object*) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::MenuCall::~MenuCall() in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_add_submenu_item(String const&, String const&, String const&, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::file_dialog_show(String const&, String const&, String const&, bool, DisplayServer::FileDialogMode, Vector<String> const&, Callable const&) in display_server_macos.macos.editor.arm64.o
___destroy_helper_block_ea8_32s40c13_ZTS8Callable in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::process_events() in display_server_macos.macos.editor.arm64.o
...
"Callable::operator=(Callable const&)", referenced from:
DisplayServerMacOS::WindowData::operator=(DisplayServerMacOS::WindowData const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::menu_callback(objc_object*) in display_server_macos.macos.editor.arm64.o
List<DisplayServerMacOS::MenuCall, DefaultAllocator>::push_back(DisplayServerMacOS::MenuCall const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_add_item(String const&, String const&, Callable const&, Callable const&, Variant const&, Key, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_add_check_item(String const&, String const&, Callable const&, Callable const&, Variant const&, Key, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_add_icon_item(String const&, Ref<Texture2D> const&, String const&, Callable const&, Callable const&, Variant const&, Key, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_add_icon_check_item(String const&, Ref<Texture2D> const&, String const&, Callable const&, Callable const&, Variant const&, Key, int) in display_server_macos.macos.editor.arm64.o
...
"Resource::Resource()", referenced from:
Ref<InputEventKey>::instantiate() in display_server_macos.macos.editor.arm64.o
Ref<Image>::instantiate() in display_server_macos.macos.editor.arm64.o
Ref<InputEventMouseButton>::instantiate() in godot_content_view.macos.editor.arm64.o
Ref<InputEventMouseMotion>::instantiate() in godot_content_view.macos.editor.arm64.o
Ref<InputEventMagnifyGesture>::instantiate() in godot_content_view.macos.editor.arm64.o
Ref<InputEventPanGesture>::instantiate() in godot_content_view.macos.editor.arm64.o
"Vector2i::operator/=(int const&)", referenced from:
DisplayServerMacOS::_create_window(DisplayServer::WindowMode, DisplayServer::VSyncMode, Rect2i const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_pixel(Vector2i const&) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_position(Vector2i const&, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::get_window_at_screen_position(Vector2i const&) const in display_server_macos.macos.editor.arm64.o
"Vector2i::operator-=(Vector2i const&)", referenced from:
DisplayServerMacOS::mouse_get_position() const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_get_position(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_get_position_with_decorations(int) const in display_server_macos.macos.editor.arm64.o
"Vector2i::operator*=(int const&)", referenced from:
DisplayServerMacOS::mouse_get_position() const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_get_position(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_get_position_with_decorations(int) const in display_server_macos.macos.editor.arm64.o
"Vector2i::operator+=(Vector2i const&)", referenced from:
DisplayServerMacOS::_create_window(DisplayServer::WindowMode, DisplayServer::VSyncMode, Rect2i const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_pixel(Vector2i const&) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_current_screen(int, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_position(Vector2i const&, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::get_window_at_screen_position(Vector2i const&) const in display_server_macos.macos.editor.arm64.o
"DirAccess::create_func", referenced from:
OS_MacOS::initialize_core() in os_macos.macos.editor.arm64.o
"DirAccess::_bind_methods()", referenced from:
DirAccess::_initialize_classv() in dir_access_macos.macos.editor.arm64.o
"DirAccess::make_dir_recursive(String)", referenced from:
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"DirAccess::dir_exists_absolute(String const&)", referenced from:
OS_MacOS::shell_show_in_file_manager(String, bool) in os_macos.macos.editor.arm64.o
"DirAccess::erase_contents_recursive()", referenced from:
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"DirAccess::copy(String, String, int)", referenced from:
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"DirAccess::create(DirAccess::AccessType)", referenced from:
OS_MacOS::open_dynamic_library(String, void*&, bool, String*) in os_macos.macos.editor.arm64.o
"StdLogger::logv(char const*, char*, bool)", referenced from:
vtable for MacOSTerminalLogger in macos_terminal_logger.macos.editor.arm64.o
"CharString::get_data() const", referenced from:
OS_MacOS::alert(String const&, String const&) in os_macos.macos.editor.arm64.o
OS_MacOS::open_dynamic_library(String, void*&, bool, String*) in os_macos.macos.editor.arm64.o
OS_MacOS::shell_show_in_file_manager(String, bool) in os_macos.macos.editor.arm64.o
OS_MacOS::shell_open(String) in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_font_path_for_text(String const&, String const&, String const&, String const&, int, int, bool) const in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_font_path(String const&, int, int, bool) const in os_macos.macos.editor.arm64.o
OS_MacOS::create_process(String const&, List<String, DefaultAllocator> const&, long long*, bool) in os_macos.macos.editor.arm64.o
...
"EGLManager::is_using_vsync() const", referenced from:
DisplayServerMacOS::window_get_vsync_mode(int) const in display_server_macos.macos.editor.arm64.o
"AtlasTexture::get_region() const", referenced from:
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"AtlasTexture::get_atlas() const", referenced from:
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"DirAccessUnix::current_is_dir() const", referenced from:
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"DirAccessUnix::get_current_dir(bool) const", referenced from:
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"DirAccessUnix::current_is_hidden() const", referenced from:
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"DirAccessUnix::get_filesystem_type() const", referenced from:
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"DisplayServer::get_screen_from_rect(Rect2 const&) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
"DisplayServer::clipboard_get_primary() const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
"DisplayServer::screen_get_orientation(int) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
"DisplayServer::is_touchscreen_available() const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
"DisplayServer::tts_get_voices_for_language(String const&) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
"DisplayServer::virtual_keyboard_get_height() const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
"VulkanContext::get_vsync_mode(int) const", referenced from:
DisplayServerMacOS::window_get_vsync_mode(int) const in display_server_macos.macos.editor.arm64.o
"VulkanContext::_compute_swapchain_extent(VkSurfaceCapabilitiesKHR const&, int*, int*) const", referenced from:
vtable for VulkanContextMacOS in vulkan_context_macos.macos.editor.arm64.o
"ProjectSettings::get_setting_with_override(StringName const&) const", referenced from:
DisplayServerMacOS::screen_set_keep_on(bool) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::DisplayServerMacOS(String const&, DisplayServer::WindowMode, DisplayServer::VSyncMode, unsigned int, Vector2i const*, Vector2i const&, int, Error&) in display_server_macos.macos.editor.arm64.o
"InputEventFromWindow::get_window_id() const", referenced from:
DisplayServerMacOS::_dispatch_input_event(Ref<InputEvent> const&) in display_server_macos.macos.editor.arm64.o
"OS::get_exit_code() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
_main in godot_main_macos.macos.editor.arm64.o
"OS::get_identifier() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS::get_model_name() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS::get_ticks_msec() const", referenced from:
DisplayServerMacOS::popup_open(int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::mouse_process_popups(bool) in display_server_macos.macos.editor.arm64.o
"OS::get_resource_dir() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS::get_executable_path() const", referenced from:
OS_MacOS::get_executable_path() const in os_macos.macos.editor.arm64.o
"OS::get_processor_count() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS::get_embedded_pck_offset() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS::get_static_memory_usage() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS::get_static_memory_peak_usage() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS::is_in_low_processor_usage_mode() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS::get_low_processor_usage_mode_sleep_usec() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"Color::to_argb32() const", referenced from:
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"Image::get_height() const", referenced from:
DisplayServerMacOS::_convert_to_nsimg(Ref<Image>&) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::set_icon(Ref<Image> const&) in display_server_macos.macos.editor.arm64.o
"Image::is_compressed() const", referenced from:
DisplayServerMacOS::global_menu_add_icon_item(String const&, Ref<Texture2D> const&, String const&, Callable const&, Callable const&, Variant const&, Key, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_add_icon_check_item(String const&, Ref<Texture2D> const&, String const&, Callable const&, Callable const&, Variant const&, Key, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_add_icon_radio_check_item(String const&, Ref<Texture2D> const&, String const&, Callable const&, Callable const&, Variant const&, Key, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_set_item_icon(String const&, int, Ref<Texture2D> const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"Image::get_data() const", referenced from:
DisplayServerMacOS::_convert_to_nsimg(Ref<Image>&) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::set_icon(Ref<Image> const&) in display_server_macos.macos.editor.arm64.o
"Image::get_pixel(int, int) const", referenced from:
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"Image::get_width() const", referenced from:
DisplayServerMacOS::_convert_to_nsimg(Ref<Image>&) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::set_icon(Ref<Image> const&) in display_server_macos.macos.editor.arm64.o
"Object::get_script() const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::has_signal(StringName const&) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::is_connected(StringName const&, Callable const&) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::get_meta_list(List<StringName, DefaultAllocator>*) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::get_signal_list(List<MethodInfo, DefaultAllocator>*) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::get_argument_options(StringName const&, int, List<String, DefaultAllocator>*) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::get_all_signal_connections(List<Object::Connection, DefaultAllocator>*) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::get_signal_connection_list(StringName const&, List<Object::Connection, DefaultAllocator>*) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::get_signals_connected_to_this(List<Object::Connection, DefaultAllocator>*) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::get_persistent_signal_connection_count() const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::get(StringName const&, bool*) const", referenced from:
handle_crash(int) in crash_handler_macos.macos.editor.arm64.o
"Object::getvar(Variant const&, bool*) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::get_meta(StringName const&, Variant const&) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Object::has_meta(StringName const&) const", referenced from:
vtable for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"Rect2i::operator Rect2() const", referenced from:
DisplayServerMacOS::_create_window(DisplayServer::WindowMode, DisplayServer::VSyncMode, Rect2i const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_position(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_size(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_dpi(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_scale(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_usable_rect(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_refresh_rate(int) const in display_server_macos.macos.editor.arm64.o
...
"String::capitalize() const", referenced from:
OS_MacOS::get_godot_dir_name() const in os_macos.macos.editor.arm64.o
"String::begins_with(char const*) const", referenced from:
OS_MacOS::shell_show_in_file_manager(String, bool) in os_macos.macos.editor.arm64.o
"String::strip_edges(bool, bool) const", referenced from:
DisplayServerMacOS::file_dialog_show(String const&, String const&, String const&, bool, DisplayServer::FileDialogMode, Vector<String> const&, Callable const&) in display_server_macos.macos.editor.arm64.o
"String::get_base_dir() const", referenced from:
OS_MacOS::open_dynamic_library(String, void*&, bool, String*) in os_macos.macos.editor.arm64.o
DisplayServerMacOS::create_func(String const&, DisplayServer::WindowMode, DisplayServer::VSyncMode, unsigned int, Vector2i const*, Vector2i const&, int, Error&) in display_server_macos.macos.editor.arm64.o
"String::get_basename() const", referenced from:
OS_MacOS::open_dynamic_library(String, void*&, bool, String*) in os_macos.macos.editor.arm64.o
"String::simplify_path() const", referenced from:
DisplayServerMacOS::create_func(String const&, DisplayServer::WindowMode, DisplayServer::VSyncMode, unsigned int, Vector2i const*, Vector2i const&, int, Error&) in display_server_macos.macos.editor.arm64.o
"String::hash() const", referenced from:
HashSet<String, HashMapHasherDefault, HashMapComparatorDefault<String>>::insert(String const&) in os_macos.macos.editor.arm64.o
HashSet<String, HashMapHasherDefault, HashMapComparatorDefault<String>>::_lookup_pos(String const&, unsigned int&) const in os_macos.macos.editor.arm64.o
HashMap<String, NSMenu* __strong, HashMapHasherDefault, HashMapComparatorDefault<String>, DefaultTypedAllocator<HashMapElement<String, NSMenu* __strong>>>::operator[](String const&) in display_server_macos.macos.editor.arm64.o
HashMap<String, NSMenu* __strong, HashMapHasherDefault, HashMapComparatorDefault<String>, DefaultTypedAllocator<HashMapElement<String, NSMenu* __strong>>>::_lookup_pos(String const&, unsigned int&) const in display_server_macos.macos.editor.arm64.o
"String::utf8() const", referenced from:
OS_MacOS::alert(String const&, String const&) in os_macos.macos.editor.arm64.o
OS_MacOS::open_dynamic_library(String, void*&, bool, String*) in os_macos.macos.editor.arm64.o
OS_MacOS::shell_show_in_file_manager(String, bool) in os_macos.macos.editor.arm64.o
OS_MacOS::shell_open(String) in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_font_path_for_text(String const&, String const&, String const&, String const&, int, int, bool) const in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_font_path(String const&, int, int, bool) const in os_macos.macos.editor.arm64.o
OS_MacOS::create_process(String const&, List<String, DefaultAllocator> const&, long long*, bool) in os_macos.macos.editor.arm64.o
...
"String::split(String const&, bool, int) const", referenced from:
DisplayServerMacOS::file_dialog_show(String const&, String const&, String const&, bool, DisplayServer::FileDialogMode, Vector<String> const&, Callable const&) in display_server_macos.macos.editor.arm64.o
"String::substr(int, int) const", referenced from:
handle_crash(int) in crash_handler_macos.macos.editor.arm64.o
"String::replace(char const*, char const*) const", referenced from:
OS_MacOS::get_locale() const in os_macos.macos.editor.arm64.o
DisplayServerMacOS::file_dialog_show(String const&, String const&, String const&, bool, DisplayServer::FileDialogMode, Vector<String> const&, Callable const&) in display_server_macos.macos.editor.arm64.o
"String::sprintf(Array const&, bool*) const", referenced from:
String vformat<long long, long long, long long>(String const&, long long const, long long const, long long const) in os_macos.macos.editor.arm64.o
String vformat<String, char*>(String const&, String const, char* const) in os_macos.macos.editor.arm64.o
String vformat<String>(String const&, String const) in godot_application_delegate.macos.editor.arm64.o
String vformat<char const*, int>(String const&, char const* const, int const) in crash_handler_macos.macos.editor.arm64.o
String vformat<char const*>(String const&, char const* const) in crash_handler_macos.macos.editor.arm64.o
String vformat<char const*, char const*>(String const&, char const* const, char const* const) in crash_handler_macos.macos.editor.arm64.o
String vformat<String>(String const&, String const) in crash_handler_macos.macos.editor.arm64.o
...
"String::get_file() const", referenced from:
OS_MacOS::open_dynamic_library(String, void*&, bool, String*) in os_macos.macos.editor.arm64.o
"String::to_lower() const", referenced from:
OS_MacOS::_get_default_fontname(String const&) const in os_macos.macos.editor.arm64.o
DisplayServerMacOS::_get_menu_root(String const&) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::_get_menu_root(String const&) in display_server_macos.macos.editor.arm64.o
"String::path_join(String const&) const", referenced from:
OS_MacOS::open_dynamic_library(String, void*&, bool, String*) in os_macos.macos.editor.arm64.o
OS_MacOS::get_config_path() const in os_macos.macos.editor.arm64.o
OS_MacOS::get_cache_path() const in os_macos.macos.editor.arm64.o
DisplayServerMacOS::create_func(String const&, DisplayServer::WindowMode, DisplayServer::VSyncMode, unsigned int, Vector2i const*, Vector2i const&, int, Error&) in display_server_macos.macos.editor.arm64.o
DirAccessMacOS::is_hidden(String const&) in dir_access_macos.macos.editor.arm64.o
"String::operator==(char const*) const", referenced from:
OS_MacOS::_get_default_fontname(String const&) const in os_macos.macos.editor.arm64.o
OS_MacOS::_check_internal_feature_support(String const&) in os_macos.macos.editor.arm64.o
DisplayServerMacOS::_get_menu_root(String const&) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::_get_menu_root(String const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::_has_help_menu() const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::_menu_add_item(String const&, String const&, Key, int, int*) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_add_submenu_item(String const&, String const&, String const&, int) in display_server_macos.macos.editor.arm64.o
...
"String::operator==(String const&) const", referenced from:
HashSet<String, HashMapHasherDefault, HashMapComparatorDefault<String>>::_lookup_pos(String const&, unsigned int&) const in os_macos.macos.editor.arm64.o
DisplayServerMacOS::_has_help_menu() const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::_menu_add_item(String const&, String const&, Key, int, int*) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::global_menu_add_submenu_item(String const&, String const&, String const&, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::create_func(String const&, DisplayServer::WindowMode, DisplayServer::VSyncMode, unsigned int, Vector2i const*, Vector2i const&, int, Error&) in display_server_macos.macos.editor.arm64.o
DisplayServer::is_class(String const&) const in display_server_macos.macos.editor.arm64.o
Object::is_class(String const&) const in display_server_macos.macos.editor.arm64.o
...
"String::operator!=(char const*) const", referenced from:
handle_crash(int) in crash_handler_macos.macos.editor.arm64.o
DisplayServerMacOS::file_dialog_show(String const&, String const&, String const&, bool, DisplayServer::FileDialogMode, Vector<String> const&, Callable const&) in display_server_macos.macos.editor.arm64.o
"String::operator+(String const&) const", referenced from:
OS_MacOS::shell_show_in_file_manager(String, bool) in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_ca_certificates() in os_macos.macos.editor.arm64.o
"OS_Unix::delay_usec(unsigned int) const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_datetime(bool) const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_unix_time() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_process_id() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_ticks_usec() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_environment(String const&) const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_memory_info() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::has_environment(String const&) const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::set_environment(String const&, String const&) const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_user_data_dir() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::unset_environment(String const&) const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_time_zone_info() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::is_process_running(long long const&) const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"OS_Unix::get_video_adapter_driver_info() const", referenced from:
vtable for OS_MacOS in os_macos.macos.editor.arm64.o
"Variant::operator String() const", referenced from:
handle_crash(int) in crash_handler_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_set_keep_on(bool) in display_server_macos.macos.editor.arm64.o
"Variant::operator bool() const", referenced from:
DisplayServerMacOS::DisplayServerMacOS(String const&, DisplayServer::WindowMode, DisplayServer::VSyncMode, unsigned int, Vector2i const*, Vector2i const&, int, Error&) in display_server_macos.macos.editor.arm64.o
"Variant::operator==(Variant const&) const", referenced from:
DisplayServerMacOS::global_menu_get_item_index_from_tag(String const&, Variant const&) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"Vector2::is_equal_approx(Vector2 const&) const", referenced from:
Geometry2D::is_point_in_polygon(Vector2 const&, Vector<Vector2> const&) in display_server_macos.macos.editor.arm64.o
"Vector2::dot(Vector2 const&) const", referenced from:
Geometry2D::segment_intersects_segment(Vector2 const&, Vector2 const&, Vector2 const&, Vector2 const&, Vector2*) in display_server_macos.macos.editor.arm64.o
"Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const", referenced from:
DisplayServerMacOS::send_window_event(DisplayServerMacOS::WindowData const&, DisplayServer::WindowEvent) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::_dispatch_input_event(Ref<InputEvent> const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::dialog_show(String, String, Vector<String>, Callable const&) in display_server_macos.macos.editor.arm64.o
____ZN18DisplayServerMacOS16file_dialog_showERK6StringS2_S2_bN13DisplayServer14FileDialogModeERK6VectorIS0_ERK8Callable_block_invoke in display_server_macos.macos.editor.arm64.o
____ZN18DisplayServerMacOS16file_dialog_showERK6StringS2_S2_bN13DisplayServer14FileDialogModeERK6VectorIS0_ERK8Callable_block_invoke.330 in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::dialog_input_text(String, String, String, Callable const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::process_events() in display_server_macos.macos.editor.arm64.o
...
"Callable::is_valid() const", referenced from:
DisplayServerMacOS::_dispatch_input_event(Ref<InputEvent> const&) in display_server_macos.macos.editor.arm64.o
"Callable::operator!=(Callable const&) const", referenced from:
DisplayServerMacOS::menu_callback(objc_object*) in display_server_macos.macos.editor.arm64.o
-[GodotMenuDelegate menuHasKeyEquivalent:forEvent:target:action:] in godot_menu_delegate.macos.editor.arm64.o
"Vector2i::operator Vector2() const", referenced from:
DisplayServerMacOS::update_mouse_pos(DisplayServerMacOS::WindowData&, CGPoint) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_position(Vector2i const&, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::process_events() in display_server_macos.macos.editor.arm64.o
-[GodotContentView processMouseEvent:index:pressed:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView mouseMoved:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView magnifyWithEvent:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView processScrollEvent:button:factor:] in godot_content_view.macos.editor.arm64.o
...
"Vector2i::operator/(int const&) const", referenced from:
DisplayServerMacOS::window_set_max_size(Vector2i, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_min_size(Vector2i, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_size(Vector2i, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_mode(DisplayServer::WindowMode, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_window_buttons_offset(Vector2i const&, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::DisplayServerMacOS(String const&, DisplayServer::WindowMode, DisplayServer::VSyncMode, unsigned int, Vector2i const*, Vector2i const&, int, Error&) in display_server_macos.macos.editor.arm64.o
-[GodotWindowDelegate windowDidExitFullScreen:] in godot_window_delegate.macos.editor.arm64.o
...
"Vector2i::operator-(Vector2i const&) const", referenced from:
DisplayServerMacOS::screen_get_position(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_usable_rect(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_current_screen(int, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::DisplayServerMacOS(String const&, DisplayServer::WindowMode, DisplayServer::VSyncMode, unsigned int, Vector2i const*, Vector2i const&, int, Error&) in display_server_macos.macos.editor.arm64.o
"Vector2i::operator*(int const&) const", referenced from:
DisplayServerMacOS::_get_native_screen_position(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_size(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::screen_get_usable_rect(int) const in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_get_size_with_decorations(int) const in display_server_macos.macos.editor.arm64.o
-[GodotContentView mouseMoved:] in godot_content_view.macos.editor.arm64.o
"Vector2i::operator!=(Vector2i const&) const", referenced from:
DisplayServerMacOS::_create_window(DisplayServer::WindowMode, DisplayServer::VSyncMode, Rect2i const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_max_size(Vector2i, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_min_size(Vector2i, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::window_set_mode(DisplayServer::WindowMode, int) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::mouse_process_popups(bool) in display_server_macos.macos.editor.arm64.o
-[GodotWindowDelegate windowDidExitFullScreen:] in godot_window_delegate.macos.editor.arm64.o
"Vector2i::operator+(Vector2i const&) const", referenced from:
DisplayServerMacOS::DisplayServerMacOS(String const&, DisplayServer::WindowMode, DisplayServer::VSyncMode, unsigned int, Vector2i const*, Vector2i const&, int, Error&) in display_server_macos.macos.editor.arm64.o
"DirAccess::_get_root_string() const", referenced from:
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"DirAccess::fix_path(String) const", referenced from:
vtable for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"typeinfo for EGLManager", referenced from:
typeinfo for GLManagerANGLE_MacOS in gl_manager_macos_angle.macos.editor.arm64.o
"typeinfo for InputEvent", referenced from:
DisplayServerMacOS::_process_key_events() in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::send_event(NSEvent*) in display_server_macos.macos.editor.arm64.o
typeinfo for InputEventFromWindow in display_server_macos.macos.editor.arm64.o
-[GodotContentView processMouseEvent:index:pressed:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView mouseMoved:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView magnifyWithEvent:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView processScrollEvent:button:factor:] in godot_content_view.macos.editor.arm64.o
...
"typeinfo for AtlasTexture", referenced from:
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"typeinfo for DirAccessUnix", referenced from:
typeinfo for DirAccessMacOS in dir_access_macos.macos.editor.arm64.o
"typeinfo for DisplayServer", referenced from:
typeinfo for DisplayServerMacOS in display_server_macos.macos.editor.arm64.o
"typeinfo for InputEventKey", referenced from:
DisplayServerMacOS::_dispatch_input_event(Ref<InputEvent> const&) in display_server_macos.macos.editor.arm64.o
"typeinfo for VulkanContext", referenced from:
typeinfo for VulkanContextMacOS in vulkan_context_macos.macos.editor.arm64.o
"typeinfo for InputEventWithModifiers", referenced from:
DisplayServerMacOS::_process_key_events() in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::send_event(NSEvent*) in display_server_macos.macos.editor.arm64.o
-[GodotContentView processMouseEvent:index:pressed:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView mouseMoved:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView magnifyWithEvent:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView processScrollEvent:button:factor:] in godot_content_view.macos.editor.arm64.o
-[GodotContentView processPanEvent:dx:dy:] in godot_content_view.macos.editor.arm64.o
...
"typeinfo for Image", referenced from:
void Ref<Image>::operator=<Resource>(Ref<Resource> const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::set_icon(Ref<Image> const&) in display_server_macos.macos.editor.arm64.o
"typeinfo for Object", referenced from:
DisplayServerMacOS::_dispatch_input_event(Ref<InputEvent> const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::_process_key_events() in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::send_event(NSEvent*) in display_server_macos.macos.editor.arm64.o
void Ref<Image>::operator=<Resource>(Ref<Resource> const&) in display_server_macos.macos.editor.arm64.o
Ref<Texture2D>::Ref<ImageTexture>(Ref<ImageTexture> const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::set_icon(Ref<Image> const&) in display_server_macos.macos.editor.arm64.o
...
"typeinfo for OS_Unix", referenced from:
typeinfo for OS_MacOS in os_macos.macos.editor.arm64.o
"typeinfo for StdLogger", referenced from:
typeinfo for MacOSTerminalLogger in macos_terminal_logger.macos.editor.arm64.o
"typeinfo for Texture2D", referenced from:
Ref<Texture2D>::Ref<ImageTexture>(Ref<ImageTexture> const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::cursor_set_custom_image(Ref<Resource> const&, DisplayServer::CursorShape, Vector2 const&) in display_server_macos.macos.editor.arm64.o
"vtable for AudioDriver", referenced from:
AudioDriverCoreAudio::~AudioDriverCoreAudio() in os_macos.macos.editor.arm64.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for InputEventKey", referenced from:
Ref<InputEventKey>::instantiate() in display_server_macos.macos.editor.arm64.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for AudioDriverCoreAudio", referenced from:
AudioDriverCoreAudio::~AudioDriverCoreAudio() in os_macos.macos.editor.arm64.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for InputEventPanGesture", referenced from:
Ref<InputEventPanGesture>::instantiate() in godot_content_view.macos.editor.arm64.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for InputEventMouseButton", referenced from:
Ref<InputEventMouseButton>::instantiate() in godot_content_view.macos.editor.arm64.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for InputEventMouseMotion", referenced from:
Ref<InputEventMouseMotion>::instantiate() in godot_content_view.macos.editor.arm64.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for InputEventMagnifyGesture", referenced from:
Ref<InputEventMagnifyGesture>::instantiate() in godot_content_view.macos.editor.arm64.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for Image", referenced from:
Ref<Image>::instantiate() in display_server_macos.macos.editor.arm64.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"operator new(unsigned long, void* (*)(unsigned long))", referenced from:
List<String, DefaultAllocator>::push_back(String const&) in os_macos.macos.editor.arm64.o
-[GodotApplicationDelegate handleAppleEvent:withReplyEvent:] in godot_application_delegate.macos.editor.arm64.o
List<String, DefaultAllocator>::push_back(String const&) in crash_handler_macos.macos.editor.arm64.o
List<DisplayServerMacOS::MenuCall, DefaultAllocator>::push_back(DisplayServerMacOS::MenuCall const&) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::update_mouse_wrap(DisplayServerMacOS::WindowData&, CGPoint&, CGPoint&, double) in display_server_macos.macos.editor.arm64.o
DisplayServerMacOS::popup_open(int) in display_server_macos.macos.editor.arm64.o
DisplayServer::_get_property_listv(List<PropertyInfo, DefaultAllocator>*, bool) const in display_server_macos.macos.editor.arm64.o
...
"operator new(unsigned long, char const*)", referenced from:
OS_MacOS::initialize_joypads() in os_macos.macos.editor.arm64.o
OS_MacOS::OS_MacOS() in os_macos.macos.editor.arm64.o
Ref<DirAccess> DirAccess::_create_builtin<DirAccessMacOS>() in os_macos.macos.editor.arm64.o
HashMap<String, NSMenu* __strong, HashMapHasherDefault, HashMapComparatorDefault<String>, DefaultTypedAllocator<HashMapElement<String, NSMenu* __strong>>>::operator[](String const&) in display_server_macos.macos.editor.arm64.o
HashMap<int, DisplayServerMacOS::WindowData, HashMapHasherDefault, HashMapComparatorDefault<int>, DefaultTypedAllocator<HashMapElement<int, DisplayServerMacOS::WindowData>>>::operator[](int const&) in display_server_macos.macos.editor.arm64.o
Ref<InputEventKey>::instantiate() in display_server_macos.macos.editor.arm64.o
Ref<Image>::instantiate() in display_server_macos.macos.editor.arm64.o
...
"operator+(char const*, String const&)", referenced from:
OS_MacOS::move_to_trash(String const&) in os_macos.macos.editor.arm64.o
OS_MacOS::get_system_ca_certificates() in os_macos.macos.editor.arm64.o
OS_MacOS::run() in os_macos.macos.editor.arm64.o
DisplayServerMacOS::set_native_icon(String const&) in display_server_macos.macos.editor.arm64.o
ld: symbol(s) not found for architecture arm64
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
scons: *** [bin/godot.macos.editor.arm64] Error 1
scons: building terminated because of errors.
[Time elapsed: 00:07:55.241]
```
### Steps to reproduce
1. Download source on M1 Macbook Air osx 13.6
2. Attempt to build source
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82350 | https://github.com/godotengine/godot/pull/82352 | 7e67b496ff7e35f66b88adcbdd5b252d01739cbb | 0a24f1dd0366fe22d967818a240bdc5ef0da2e27 | "2023-09-26T04:14:42Z" | c++ | "2023-09-26T11:44:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,349 | ["platform/macos/display_server_macos.mm"] | Changing Window.borderless property causes main window to vanish on macOS | ### Godot version
4.2.dev4.mono.official [549fcce5f]
### System information
Godot v4.2.dev4.mono - macOS 14.0.0 - Vulkan (Forward+) - integrated Apple M2 - Apple M2 (8 Threads)
### Issue description
_Note: This issue was discovered on the Mono version of Godot, but it may not be related to the Mono build itself. Additional testing on the vanilla build and other operating systems might be necessary to understand the scope of the problem entirely._
I'm using Godot to create a non-game application. I currently have a borderless splash screen that changes to a regular window when the main application scene is loaded.
Right now, changing the borderless property at runtime causes the window to just... disappear?
https://github.com/godotengine/godot/assets/58347007/26889100-6d59-4708-a28b-3a65fe56fd80
The project itself runs fine, and the script logic will execute perfectly normally, but the window itself is not present to render anything.
Additionally, it should be noted that the window is not invisible. It does not show up in my window manager at all. Mission Control treats my application as being run in the background due to having no visible window.
### Steps to reproduce
At runtime, programmatically change the main window's `borderless` property:
```gdscript
get_viewport().get_window().borderless = true
```
C#:
```c#
GetViewport().GetWindow().borderless = true
```
This may only be an issue with Mac. I will perform additional testing on my Windows build to see if it causes problems there.
### Minimal reproduction project
N/A. This was successfully reproduced on a brand new project with a single script:
```gdscript
extends Node3D
# Called when the node enters the scene tree for the first time.
func _ready():
get_viewport().get_window().borderless = true
```
Keep in mind that this might only be an issue on macOS. Specifically, I am on the Sonoma developer beta, so this _could_ be a bug with macOS itself. However, setting borderless in the project settings has worked perfectly fine so I felt confident enough to report this as an issue, as it's been heavily messing with my work. | https://github.com/godotengine/godot/issues/82349 | https://github.com/godotengine/godot/pull/82357 | 0358abbeba015ee8009186887f9269bec08b659c | 124f8983b878bd31e46c7651c58750a5d3b1d436 | "2023-09-26T02:39:40Z" | c++ | "2023-10-03T15:22:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,339 | ["scene/main/node.cpp"] | Process priority unsettable in inspector | ### Godot version
4.1.1
### System information
Win11
### Issue description
trying to set either process_priority or process_physics_priority in the inspector prints the "Set process_priority" confirmation to the console but the value stays at zero. seems to happen when the node didn't have a script attached (or didn't exist) when the scene was loaded, as attaching one and reloading the scene fixes the issue.
### Steps to reproduce
create a new scene with any node and try changing its process_priority or process_physics_priority in the inspector.
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/82339 | https://github.com/godotengine/godot/pull/82358 | 2c8c7b95aa93d0e777c2a28ddb759546819e4470 | 008b08b5fb559f896ea3a6b3b9a8de41824c5ad4 | "2023-09-25T23:07:06Z" | c++ | "2023-09-26T11:45:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,338 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Godot editor and game stop responding to any keypress after switched IME to ibus-anthy on Linux desktop | ### Godot version
4.1.1-1
### System information
Godot v4.1.1.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Thu, 21 Sep 2023 11:06:39 +0000 - Vulkan (Forward+) - dedicated AMD Radeon RX 460 Graphics () - Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 Threads)
### Issue description
After switching to ibus-anthy (Japanese IME, version 1.5.14-2), the entire Godot window stops responding to any keypress. This happened on both Godot editor and Godot projects/games.
Mouse clicks are still working. Keypress on Godot's dialog (like the dialog for closing confirmation) are also working (it looks like it only affect one window).
This problem doesn't appear when using ibus-rime (Chinese) and ibus-hangul (Korean).
There are some logs I'm able to capture when running Godot from the terminal:
```
ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
at: propagate_notification (scene/main/node.cpp:2208)
ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
at: propagate_notification (scene/main/node.cpp:2208)
ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
at: propagate_notification (scene/main/node.cpp:2208)
```
### Steps to reproduce
https://github.com/godotengine/godot/assets/45139213/5eefadc2-3107-4181-8521-f177849fc8ea
1. Go to a text box in Godot
2. Change IME to ibus-anthy
3. Type anything
4. Godot stop responding to any shortcut and input keys
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82338 | https://github.com/godotengine/godot/pull/85306 | c4f872e38e577d8d6fedeaba99b144590113f751 | c44213607962f674a64d1ab41a8c9c20cd41b487 | "2023-09-25T22:50:25Z" | c++ | "2023-12-05T12:57:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,333 | ["doc/classes/Resource.xml"] | ResourceName not saved | ### Godot version
v4.1.1.stable.mono.official [bd6af8e0e]
### System information
Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 30.0.14.9613) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)
### Issue description
Setting the resource name of a packed scene does nothing. It displays in the editor, but checking the resource_name field just gives "" and if you restart the editor your setting is gone.
This is rather unreliably to reproduce, but I eventually got the attached minimal project where it happens reliably.
This is probably the cause of https://github.com/godotengine/godot/issues/56177 and https://github.com/godotengine/godot/issues/41619, but it's hard to be sure.
### Steps to reproduce
1) Open attached project
2) open test_scene, select the Sprite2d node in editor.
3) Enter some_value in the name of the resource of the `asdf` field of the attached script.

4) Run scene.
Expected: Console Prints "resource_name is some_value"
Actual: Conole Prints "resource_name is "
5) Save everything, restart the editor
6) inspect the Sprite2d again
Expected: Resource name should be some_value
Actual: Resource name is empty
NB: Saving the scene or saving the resource seem to make no difference.
### Minimal reproduction project
[ResourceNameIssue.zip](https://github.com/godotengine/godot/files/12719515/ResourceNameIssue.zip)
| https://github.com/godotengine/godot/issues/82333 | https://github.com/godotengine/godot/pull/82406 | 6afd320984cf14198368cc6c53752813a02169e3 | 136c4e370d7bd84a4df35646d5395911f842171e | "2023-09-25T21:26:05Z" | c++ | "2023-11-01T14:09:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,311 | ["scene/resources/material.cpp"] | Triplanar World mapping - incorrect normal direction for normal map | ### Godot version
4.1.1 stable
### System information
Windows 10
### Issue description
When setting up a material using triplanar world mapping, the normal map is correctly rotated and applied.
However, the direction that the light is calculated is screwed.
**Here is the expected behaviour in Godot 3.5.2:**
https://github.com/godotengine/godot/assets/9423774/d8f0d600-cd73-4435-85f1-227922060150
**Here is the current, bugged behaviour:**
https://github.com/godotengine/godot/assets/9423774/8f639c3c-be89-4993-97c8-bc55d13a5fb7
### Steps to reproduce
- Create a mesh (e.g. plane)
- Place a light source
- Create a new material
- Under UV1 use the following settings:

- Rotate the mesh
### Minimal reproduction project
[triplanar-world-normalmaps.zip](https://github.com/godotengine/godot/files/12717396/triplanar-world-normalmaps.zip)
| https://github.com/godotengine/godot/issues/82311 | https://github.com/godotengine/godot/pull/83658 | 792afd2cad23fa8a26d4243344c511d66b549654 | b629049b547786417d62c590df7f778a7d526e65 | "2023-09-25T16:07:41Z" | c++ | "2023-10-24T08:54:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,262 | ["core/input/input.cpp", "core/input/input.h", "core/input/input_map.cpp", "core/input/input_map.h"] | X11: `is_action_pressed` returns incorrect value when key was pressed during scene loading | ### Godot version
Godot_v4.2-dev4_linux.x86_64
### System information
Ubuntu 22.04 Vulkan Forward+
### Issue description
If an action is pressed during the loading of a scene, even if the key is released, `is_action_pressed()` will always consider it pressed afterward.
The behavior is the same for `is_action_pressed` and `get_vector`, `get_axis`. On the other hand `is_key_pressed` is working as expected.
On `4.2-dev4` and `4.2-dev5`, I was able to reproduce it relatively easily (50% of the time). I could not with `4.2-dev3` or earlier or with `4.1`.
I've seen it during the first loading of a scene as well as during a `reload_current_scene()`.
### Steps to reproduce
- map an input to a key
- launch a scene
- while the scene is still launching, pressed the action key
- after the scene is launched, release the key
- print the `is_action_pressed` and `is_key_pressed`, it the issue occurs, they are not consistent
note: On a minimal project the scene is loading fast, so it's easy to miss the time window.
### Minimal reproduction project
[action_pressed_bug.zip](https://github.com/godotengine/godot/files/12709597/action_pressed_bug.zip)
| https://github.com/godotengine/godot/issues/82262 | https://github.com/godotengine/godot/pull/84685 | bc807766182ee52902464faa4cbf34756b0c868b | 747bff0bffae2a6e64a4746144c819b929e42a19 | "2023-09-24T20:30:22Z" | c++ | "2023-11-12T11:15:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,258 | ["modules/gdscript/gdscript_editor.cpp"] | "Lookup Symbol" or "Ctrl+LMB" not working for functions defined in script of another node | ___
***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*
___
### Godot version
v4.2.beta1.official [b1371806a]
### System information
Windows 10 - Godot v4.1.1.stable.official
### Issue description

Including a reference to a child node, and accessing a function on the child node works in game.
However, trying to use the "Lookup symbol" option or CTRL+LMB on the function from the script editor does not work at all.
This works fine in Godot 3.5.
Additionally, the functions defined in the child node are not suggested in auto-complete in the parent node's script.
### Steps to reproduce
1. Create a scene with a parent node and a child node (type does not matter).
ParentNode
ChildNode
2. Attach scripts to both nodes.
3. Define a function (say, foo) in the child node's script.
4. Reference the child node in the parent node's script (say, `@onready var child = $ChildNode`) Note: the issue only happens when onready is used.
5. Call the function foo from the child anywhere in the parent node's script.
6. Firstly, the function "foo" is not suggested in the auto-complete. Second, "lookup symbol" or "CTRL+LMB" don't open the function definition.
### Minimal reproduction project
[lookupBug.zip](https://github.com/godotengine/godot/files/12709418/lookupBug.zip)
| https://github.com/godotengine/godot/issues/82258 | https://github.com/godotengine/godot/pull/79386 | 375d89ced067dab809ae43232143609ca90eb9ff | dc367bec38ae27a6f2dc48495f3bbd92f478e3f8 | "2023-09-24T18:46:11Z" | c++ | "2023-12-05T12:05:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,257 | ["drivers/gles3/storage/particles_storage.cpp", "drivers/gles3/storage/particles_storage.h", "servers/rendering/renderer_rd/storage_rd/particles_storage.cpp", "servers/rendering/renderer_rd/storage_rd/particles_storage.h"] | "compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing" Error when rapidly deleting many local to scene particle systems | ### Godot version
4.1.1.stable
### System information
Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8 Threads)
### Issue description
If you instantiate a large number of GPUParticle2D nodes that use a ParticleProcessMaterial rather than a ShaderMaterial, and set the "Local to Scene" variable to true, if those nodes get deleted by calling queue_free() it will cause the error message:
`compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline`
Additionally whenever this error message appears there will also be visual artifacts of particles scaling across the whole screen.
Attempting to replicate this I set up a script that would instantiate a new particle system every frame in _process() and then queue_free() it after some number of seconds, however this does not actually cause the error. The particle systems must (as far as i know) be instantiated in _input() rather than _process().
### Steps to reproduce
1. Create a GPUParticles2D node
2. Set its ProcessMaterial as a new ParticleProcessMaterial
3. Set the ProcessMaterial variable "Local to Scene" to true
4. Add a script to the GPUParticles node that calls queue_free() after some amount of time
5. Create a node that instantiates a copy of the GPUParticles node every time a keyboard input is received in _input()
6. Run this scene and mash keyboard buttons to generate a large number of GPUParticle nodes
7. See that if multiple nodes get deleted in quick succession by queue_free() the particles will artifact and generate error codes
### Minimal reproduction project
[Minimal reproduction project.zip](https://github.com/godotengine/godot/files/12709290/Minimal.reproduction.project.zip)
Run the scene named "spawner.tscn" and mash keyboard inputs to see the error | https://github.com/godotengine/godot/issues/82257 | https://github.com/godotengine/godot/pull/82431 | f2f6f99241c6d6a885c35dcb4d9c97e3724d5c52 | b1371806ad3907c009458ea939bd4b810f9deb21 | "2023-09-24T17:57:12Z" | c++ | "2023-10-11T22:22:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,255 | ["modules/gdscript/gdscript_compiler.cpp"] | Godot Crashes Immediately Upon Opening Project | ### Godot version
4.2-dev5
### System information
Windows 11 - Ryzen 7 5800x - RX7900XTX
### Issue description
I have a project that I created and have been working on in 4.0, then 4.1. No issues between the two versions. The project still works fine in both versions. However, in 4.2-dev5, the project will not even open, and crashes with the following error.



### Steps to reproduce
Not sure how I could upload reproduction steps without sharing my entire game, so I've linked the full project below.
### Minimal reproduction project
[See this. ](https://drive.google.com/file/d/1Uzjte8vv5ZZAx7UVB9m1zmGWzB5OmbeI/view?usp=drive_link) | https://github.com/godotengine/godot/issues/82255 | https://github.com/godotengine/godot/pull/82294 | 563d22565462f35f3f592c0cdd1abd275ebe28ec | 0c626bdfb0a752f1bf8c44ab782759905462d010 | "2023-09-24T16:42:09Z" | c++ | "2023-09-26T06:31:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,243 | ["core/io/resource_loader.h"] | Dependency warning popup no longer works. | ### Godot version
fb4c0cf4624b1e3e738cf391e20cf2c08d76be9c
### System information
Windows 11
### Issue description
The window that warns and gives the user the oppertunity to fix and broken resource dependencies in scenes no longer pops up. Instead, the scene will attempt to load regardless, potentially corrupting the scene.
### Steps to reproduce
- Create a scene
- Create a Sprite2D object
- Assign the icon texture to the sprite
- Close the scene
- Delete the icon texture
- Attempt to reopen the scene
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82243 | https://github.com/godotengine/godot/pull/82244 | 42011d8673efa9d60725fa980b43d905d6a5c330 | 666a92c7c2bf449a69234268982ff47eda828444 | "2023-09-24T12:50:07Z" | c++ | "2023-09-26T11:45:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,199 | ["scene/theme/theme_owner.cpp"] | Theme type variations don't work for Panel, Label, Button, Tree, etc. | ### Godot version
4.2.dev5(c12d635)
### System information
MacOS
### Issue description
Theme type variations stopped working somewhere between 4.2dev4 and 4.2dev5.
### Steps to reproduce
Add and assign a new type variation to any of the title classes.
### Minimal reproduction project
[theme_variation_bug.zip](https://github.com/godotengine/godot/files/12706905/theme_variation_bug.zip)
| https://github.com/godotengine/godot/issues/82199 | https://github.com/godotengine/godot/pull/82218 | 37d5e1e0e3e6663e9f8ae2a30af829b089c9f95c | 7287df46335bb12143ec87d96c0518eedd89e2f9 | "2023-09-23T16:43:35Z" | c++ | "2023-09-24T21:36:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,180 | ["editor/import/scene_import_settings.cpp"] | Bounding box wires cast a shadow in the advanced 3d model import settings | ### Godot version
4.1.1
### System information
linux
### Issue description

### Steps to reproduce
- import a blend or glb file and open the import settings (double click on the file)
- select a meshinstance node in the tree
- notice how the info wireframe casts a shadow on the mesh
### Minimal reproduction project
[mrp_model.zip](https://github.com/godotengine/godot/files/12705954/mrp_model.zip)
| https://github.com/godotengine/godot/issues/82180 | https://github.com/godotengine/godot/pull/82190 | 810021c7cd47b09822e409594b51d39536d58352 | 9e011c3950ca891c22eed9063e1752e88b5818e2 | "2023-09-23T08:36:52Z" | c++ | "2023-09-24T21:35:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,175 | ["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"] | MSAA On mobile Vulkan - can't use 4 subpass path | ### Godot version
4.2 dev fe5b1c8d49313d63fbe91cb7cdf463e10fb86afa
### System information
Android
### Issue description
In Vulkan mobile we render using subpasses whenever possible to keep data within tile memory for as long as possible.
In its most optimal configuration there are 4 subpasses:
1 - opaque rendering
2 - background rendering
3 - transparent rendering
4 - tonemapping and output
Subpasses 3 and 4 will be replaced by normal passes if effects are used that require this.
Subpasses can only be used when the output buffers are of equal size (i.e. same resolution, same number of bits per pixel). When MSAA is enabled, subpasses 1 through 3 are using the MSAA buffers while subpass 3 resolves the MSAA buffer and subpass 4 uses a normal buffer. This causes an error situation. While most GPU drivers will auto correct this, it is wrong.
Note for instance renderdoc output on a MALI GPU:

You can see how after the second call to vkCmdNextSubpass, which brings us to subpass 3, which in this test doesn't have any further draw commands and just resolves, a new render pass is introduced before tonemapping is performed.
We need to make sure that when MSAA is enabled, tonemapping is executed as a normal pass.
### Steps to reproduce
1) Create a simple project that renders something in 3D
2) Make sure MSAA is enabled but things like glow are disabled
3) Run on android
4) Verify command execution with renderdoc
### Minimal reproduction project
[MSAAtest.zip](https://github.com/godotengine/godot/files/12705873/MSAAtest.zip)
| https://github.com/godotengine/godot/issues/82175 | https://github.com/godotengine/godot/pull/84169 | 9cbe3cb45114410576c16d7c4087e9c2443a88ef | ef9454565818bf4df49399a00a95fe18cd956259 | "2023-09-23T07:36:07Z" | c++ | "2023-12-16T16:49:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,169 | ["modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript.h", "modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/runtime/features/member_info_inheritance.gd", "modules/gdscript/tests/scripts/runtime/features/member_info_inheritance.out"] | Export members are duplicated on Inspector when using @tool | ### Godot version
4.2.dev
### System information
Windows 11
### Issue description
There's a bug on `4.2.dev` where the Inspector will shows the duplicated exported members of a child class that extends its parent class.
- Only happens in the latest `4.2.dev`
- Reopening the same project in **4.1.1.stable**, works as expected
- Removing the @tool and then reopening the project again, doesn't trigger the bug
### Steps to reproduce
- Make a new scene call it `animal.tscn`
- Attach new script to it `animal.gd` with this content
```gdscript
@tool
class_name Animal extends Node2D
@export var height := 50
@export var weight := 10
@export var limbs := 4
```
- Make a new scene call it `dog.tscn`
- Attach a new script to it `dog.gd` that extends the animal.gd with this content
```gdscript
@tool
class_name Dog extends Animal
@export var dog_name := "Barkie"
@export var owner_name := "Joe"
```
- Open the project using **4.2.dev** and you will see the exported members are duplicated

- Open the same project using the **4.1.1.stable** and you will see that it works as intended, no exported members duplication

### Minimal reproduction project
[sample.zip](https://github.com/godotengine/godot/files/12705726/sample.zip)
| https://github.com/godotengine/godot/issues/82169 | https://github.com/godotengine/godot/pull/82186 | 73252669b181785fdb9575f2ef2785e667fee6b4 | 78483a1df2f5109a14f82f00225bc60eff83d8c0 | "2023-09-23T05:59:15Z" | c++ | "2023-09-28T18:04:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,166 | ["scene/gui/graph_edit_arranger.cpp"] | Visual Shader Arrange Nodes button crashes Godot | ### Godot version
v4.1.1.stable.mono.official [bd6af8e0e]
### System information
Windows 10
### Issue description
In the Visual Shader editor, clicking Arrange Nodes crashes Godot.
### Steps to reproduce
Click Arrange Nodes in the Visual Shader editor with the reproduction project. Sometimes it works on first click, sometimes it takes a few clicks. Below is an image of the shader I was fiddling with that caused this to happen (I assume).

### Minimal reproduction project
[Test.zip](https://github.com/godotengine/godot/files/12705425/Test.zip)
| https://github.com/godotengine/godot/issues/82166 | https://github.com/godotengine/godot/pull/83678 | fe64786a917623bf7759c254ba7af275053534bf | 51875ac998517134d7c091ef98262cb61189d4ef | "2023-09-23T02:26:17Z" | c++ | "2023-10-28T10:30:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,094 | ["editor/plugins/skeleton_3d_editor_plugin.cpp", "editor/plugins/skeleton_3d_editor_plugin.h"] | Accumulation of VSeparator in toolbox when selecting a node | ### Godot version
4.2.dev5
### System information
Windows 10
### Issue description
In an open scene of a glb file, when selecting different nodes, seperators endlessly accumulate in the top field, then the editor slows down a lot.

### Steps to reproduce
Open the main scene and perform the above actions
### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12697345/test.zip)
| https://github.com/godotengine/godot/issues/82094 | https://github.com/godotengine/godot/pull/82131 | 317b925d97c7136a10c1decac180ee7bb1550e7a | 6d8b33f5d44e03a44e8fec7cf2efcb5062067645 | "2023-09-22T06:10:07Z" | c++ | "2023-09-24T21:33:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,091 | ["doc/classes/InputEventKey.xml"] | Documentation on physical_keycode is incorrect | ### Godot version
4.1.1.stable.official
### System information
Windows 10, Vulkan forward +
### Issue description
Current documentation:
```
● Key physical_keycode [default: 0]set_physical_keycode(value) setterget_physical_keycode() getter
Represents the physical location of a key on the 101/102-key US QWERTY keyboard, which corresponds to one of the Key constants.
To get a human-readable representation of the InputEventKey, use OS.get_keycode_string(event.keycode) where event is the InputEventKey.
```
A) The example doesn't use physical_keycode.
B) This will return the QWERTY keys, not the actual key letter the user should see if they're using a non-QWERTY layout.
The way to get the correct representation is `OS.get_keycode_string(DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode))`
I'm just opening an issue to correspond with a PR I'm writing.
### Steps to reproduce
Look at the InputEventKey documentation.
### Minimal reproduction project
N/A. | https://github.com/godotengine/godot/issues/82091 | https://github.com/godotengine/godot/pull/82092 | 75d27e38937b0fe3649ef28156a5fae70a58719b | 95a42aeb962d6d0375bcd49f072afd42f730c858 | "2023-09-22T04:50:20Z" | c++ | "2023-11-09T17:06:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,090 | ["scene/main/shader_globals_override.cpp"] | ShaderGlobalsOverride - Params changes lost on reload | ### Godot version
v4.2.dev5.official [e3e2528ba]
### System information
Godot v4.2.dev5 - Fedora Linux 38 (Workstation Edition) - X11 - GLES3 (Compatibility) - AMD Radeon RX 560 Series (polaris11, LLVM 16.0.6, DRM 3.52, 6.4.15-200.fc38.x86_64) () - Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (4 Threads)
### Issue description
I expect the `ShaderGlobalsOverride` node to retain changes to its `params` when the scene is saved and the project is reloaded. It does not.
I initially noticed this on v4.1.1.stable.official [bd6af8e0e] and tested v4.2.dev5.official [e3e2528ba] to confirm that it was still present in the dev builds.
### Steps to reproduce
1. Open the attached project in Godot v4.2-dev5.
2. Load `scenes/test_scene.tscn`.
3. Select the `ShaderGlobalsOverride` node.
4. Edit the `global_test_vec3` global shader parameter in the `ShaderGlobalsOverride` node's inspector.
5. Save the scene.
6. Close the editor.
7. Reload the editor and project.
8. Select the `ShaderGlobalsOverride` node again.
9. Observe that the modified parameter has returned to its initial value.
### Minimal reproduction project
[Godot 4.2-dev-5 - ShaderGlobalsOverride Test 1.zip](https://github.com/godotengine/godot/files/12696758/Godot.4.2-dev-5.-.ShaderGlobalsOverride.Test.1.zip) | https://github.com/godotengine/godot/issues/82090 | https://github.com/godotengine/godot/pull/82100 | dde7deeecac7d4284a6f265bae9a90ab861674c4 | 9e02dcd44c87efd9a6a49f4c410857a41040b44a | "2023-09-22T04:40:19Z" | c++ | "2023-10-11T20:50:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,081 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/errors/engine_singleton_instantiate.gd", "modules/gdscript/tests/scripts/analyzer/errors/engine_singleton_instantiate.out", "modules/gdscript/tests/scripts/analyzer/errors/extend_engine_singleton.gd", "modules/gdscript/tests/scripts/analyzer/errors/extend_engine_singleton.out"] | Empty parser error when defining a custom class extending Time | ### Godot version
v4.1.1.stable.flathub [bd6af8e0e]
### System information
Godot v4.1.1.stable (bd6af8e0e) - Freedesktop SDK 23.08 (Flatpak runtime) - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (RADV NAVI23) () - AMD Ryzen 5 5600 6-Core Processor (12 Threads)
### Issue description
Creating a custom class extending `Time`, and assigning it or instantiating it with `new()` at runtime crashes Godot with an empty parser error, and the source error:
```
E 0:00:00:0165 _populate_class_members: Condition "p_script->native.is_null()" is true. Returning: ERR_BUG
<C++ Source> modules/gdscript/gdscript_compiler.cpp:2562 @ _populate_class_members()
```
I tried to extend other classes, such as `Object`, `Resource`, `Timer`, `Node`, but none of which cause this issue. Since no other classes inherit `Time`, I cannot try with those.
## Images


### Steps to reproduce
Script a (only saved in file system):
```gdscript
extends Time
class_name c
```
Script b (attached to scene or autoload):
````gdscript
extends Node2D
var v = c
````
### Minimal reproduction project
[godot.zip](https://github.com/godotengine/godot/files/12694015/godot.zip) | https://github.com/godotengine/godot/issues/82081 | https://github.com/godotengine/godot/pull/82098 | f795e458680ce5d7879e5556f8606aa96a6832a8 | 1c10ff37b34e557afe0da0bdd6f7ae180201a533 | "2023-09-21T22:46:02Z" | c++ | "2023-09-22T20:05:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,074 | ["editor/filesystem_dock.cpp", "editor/filesystem_dock.h"] | Editor crashes when renaming a file/folder by clicking outside of it | ### Godot version
v4.2.dev5
### System information
Windows 11
### Issue description
The editor crashes when confirming a file/folder rename by clicking outside the selection.
This works fine in the Scene Tree dock.
I don't know why, but it's easier to reproduce in single window mode.
### Steps to reproduce
1. Enable single window mode in the editor settings.
2. Select a file/folder in the FileSystem dock.
3. Press F2 or select the Rename option from the context menu.
4. Click an empty area in FileSystem dock to confirm the rename.
Clicking outside the FileSystem dock shows a false warning instead.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82074 | https://github.com/godotengine/godot/pull/82075 | a28dab7e82eea1f49671e468ec3699d0b310ba1e | 98287fe607b5bff0035feb6988d2192c8fc5d8d1 | "2023-09-21T19:03:18Z" | c++ | "2023-10-09T21:22:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,062 | ["editor/export/editor_export_platform.cpp"] | TS->shaped_text_prev_character_pos ignored by LineEdit and TextEdit in exports only | ### Godot version
4.2dev5
### System information
macOS
### Issue description
For exports only, for `LineEdit` and `TextEdit`, the new `TS->shaped_text_prev_character_pos` and `TS->shaped_text_next_character_pos` act as if `caret_mid_grapheme_enabled` is enabled, whereas the cursor moves across the composite character in steps.
When the project is run in-editor, the cursor moves across the entire character as expected.
https://github.com/godotengine/godot/assets/33969780/f82e08a6-ef9b-457f-b5af-bb6ed2c4f856
https://github.com/godotengine/godot/assets/33969780/dd0fbacf-c5b3-4733-b074-77fa2c14f2b7
### Steps to reproduce
See MRP.
### Minimal reproduction project
[TS Previous Char Export Bug.zip](https://github.com/godotengine/godot/files/12689076/TS.Previous.Char.Export.Bug.zip)
| https://github.com/godotengine/godot/issues/82062 | https://github.com/godotengine/godot/pull/82103 | 5d300016a3630377a272b07cddd2975682bf5e0f | 1376a5a0ced5edde39f1d0e729ec34b25cd4ce83 | "2023-09-21T16:45:54Z" | c++ | "2023-10-03T15:21:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,041 | ["scene/gui/rich_text_label.cpp"] | Output window doesn't scroll with certain editor scale settings | ### Godot version
v4.2.dev5.official [e3e2528ba]
### System information
Godot v4.2.dev5 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)
### Issue description
#79975 closed his issue too early, it's a separate issue to #78434.
I'll just repost his same gif:

### Steps to reproduce
I had a theory it was related to editor settings and I tracked it down:
1. Editor -> `Display Scale` = Custom
2. Editor -> `Custom Display Scale` = 1.15
3. Click Save & Restart
4. Print stuff
```
var number := 0
func _process(delta: float) -> void:
number += 1
print(number)
```
The scale number matters, 1.1 seems to be fine but smaller decimal places such as 1.15 are what cause the issue.
### Minimal reproduction project
[printbug.zip](https://github.com/godotengine/godot/files/12683758/printbug.zip)
| https://github.com/godotengine/godot/issues/82041 | https://github.com/godotengine/godot/pull/82079 | 94edf0f9a16eea518119b4ba9301665964bb9ed3 | cbae80006cd622858c9afd0a39c066bbd86aa47c | "2023-09-21T11:10:25Z" | c++ | "2023-12-04T21:57:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,034 | ["editor/editor_properties.cpp"] | Can't unset values in exported typed array (of type node) via the editor | ### Godot version
4.1.1 Stable
### System information
Godot v4.1.1.stable - Fedora Linux 38 (Workstation Edition) - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 XT (RADV NAVI23) () - AMD Ryzen 5 3600X 6-Core Processor (12 Threads)
### Issue description
When exporting a Typed Array, where the type is set to Node, you can't unset elements previously added. The only way to remove the reference in the editor is to completely delete the array index.
When attempting to reset the entry to the empty default, the following error message pops up:
```
Attempted to set a variable of type 'NodePath' into a TypedArray of type 'Object'.
core/variant/array.cpp:413 - Condition "!_p->typed.validate(value, "set")" is true.
```
### Steps to reproduce
The type `Thing` exports an `Array[Thing]` (also tested with `Node` as entry type)
In the root scene, open the inspector for one of the `Thing` nodes and add another `Thing` node to the exported array Arr. Then try resetting that index's value. The error message given in the issue description will pop up and the reference stays
### Minimal reproduction project
[bug_example.zip](https://github.com/godotengine/godot/files/12682538/bug_example.zip)
| https://github.com/godotengine/godot/issues/82034 | https://github.com/godotengine/godot/pull/82287 | 4443b8f474c90a9055a09f51c91e067322e1b0b8 | 563d22565462f35f3f592c0cdd1abd275ebe28ec | "2023-09-21T09:02:28Z" | c++ | "2023-09-26T06:31:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,022 | ["doc/classes/CanvasItem.xml"] | CanvasItem `draw_rect()`, `draw_line()`, etc. functions not drawing thin-lines below `-1px` | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
v4.1.1.stable.official [bd6af8e0e]
### Issue description
I'm making some tool scripts, and I want to have varying line-width widgets which are unaffected by zoom in the editor.
The docs say negative widths are treated as non-scaling primitive thin lines, which should be able to work at sizes above 1px right? i.e. 3px-wide primitive lines should still work AFAIK.
### Steps to reproduce
**Steps:**
- Create a `@tool` script for a scene
- Give it the following `_draw()` function
**Expected Result:**
`-10` line width should draw at 10px wide regardless of zoom (just like the default `-1`)
**Actual:**
line is drawn at 1px width (image attached)

**Code:**
```gdscript
func _draw() -> void:
draw_rect(frame, Color(Color.BLUE, 0.05))
draw_rect(frame, Color.BLUE, false)
var top_left_pos = frame.position
draw_polyline([
top_left_pos + Vector2.DOWN * CORNER_SIZE_PX,
top_left_pos,
top_left_pos + Vector2.RIGHT * CORNER_SIZE_PX
], Color.GREEN)
var bottom_right_pos = frame.position + frame.size
draw_polyline([
bottom_right_pos + Vector2.LEFT * CORNER_SIZE_PX,
bottom_right_pos,
bottom_right_pos + Vector2.UP * CORNER_SIZE_PX
], Color.GREEN, -10)
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82022 | https://github.com/godotengine/godot/pull/82991 | 95a42aeb962d6d0375bcd49f072afd42f730c858 | 9ff5ee79b8d6905dfe8343777cf83fbd4fa73776 | "2023-09-21T03:20:38Z" | c++ | "2023-11-09T17:07:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,021 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/errors/for_loop_wrong_specified_type_with_literal_array.gd", "modules/gdscript/tests/scripts/analyzer/errors/for_loop_wrong_specified_type_with_literal_array.out", "modules/gdscript/tests/scripts/runtime/features/for_loop_iterator_specified_types.gd", "modules/gdscript/tests/scripts/runtime/features/for_loop_iterator_specified_types.out"] | Statically incorrect type annotations are permitted on for loop variables | ### Godot version
v4.2.dev5.official [e3e2528ba], v4.2.dev.custom_build [7b49cbade]
### System information
Godot v4.2.dev5 - Debian GNU/Linux 12 (bookworm) 12 - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 3GB (nvidia) - AMD Ryzen 7 1700X Eight-Core Processor (16 Threads)
### Issue description
Type annotations that are obviously incorrect are accepted on `for` loop variables, leading to runtime errors (specifically, "Trying to assign a value of type 'int' to a variable of type 'String'"). The implementation PR, #80247, notes that cases where the runtime type is different will cause runtime errors. However, this issue occurs even when the types should be statically known.
### Steps to reproduce
1. Create a project, populate it with a Node3D, and save the scene.
2. Attach the following script to the Node3D:
```gdscript
extends Node3D
func _ready() -> void:
for x: String in [1, 2, 3]:
print(x)
```
3. Note that the script passes typecheck.
4. Run the current project, setting the current scene as the default scene if prompted.
5. Note that a runtime error occurs.
### Extra info
Compare the script above to the following script:
```gdscript
extends Node3D
func _ready() -> void:
var x: Array[String] = [1, 2, 3]
```
This correctly produces an error at compile time:
```
Line 4: Cannot include a value of type "int" as "String".
Line 4: Cannot have an element of type "int" in an array of type "Array[String]".
```
### Minimal reproduction project
[godot issue.zip](https://github.com/godotengine/godot/files/12679431/godot.issue.zip)
| https://github.com/godotengine/godot/issues/82021 | https://github.com/godotengine/godot/pull/82030 | f2ab40cd4dcc58385f64bf74e4481a3197aafea3 | 73252669b181785fdb9575f2ef2785e667fee6b4 | "2023-09-21T02:28:43Z" | c++ | "2023-09-28T18:04:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,014 | ["editor/editor_themes.cpp", "editor/gui/scene_tree_editor.cpp", "editor/gui/scene_tree_editor.h", "editor/plugins/animation_blend_tree_editor_plugin.cpp", "editor/plugins/animation_blend_tree_editor_plugin.h", "editor/plugins/animation_state_machine_editor.cpp", "editor/plugins/animation_state_machine_editor.h", "scene/animation/animation_blend_space_1d.cpp", "scene/animation/animation_blend_space_2d.cpp"] | Broken icon in SceneTreeDialog | ### Godot version
4.2 59139df
### 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

### Steps to reproduce
1. `@export var node: Node2D`
2. Click the "Assign..." button in the inspector
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82014 | https://github.com/godotengine/godot/pull/82210 | 0b4959bdf06baf46606d4ea56eb1979ae142e2ed | 37d5e1e0e3e6663e9f8ae2a30af829b089c9f95c | "2023-09-20T21:07:10Z" | c++ | "2023-09-24T21:36:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 82,013 | ["modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectGenerator.cs", "modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs", "platform/android/export/export_plugin.cpp"] | .NET Android export should validate that the TargetFramework is `net7.0`, and that only supported architectures are selected (i.e. `x64` or `arm64-v8a`) | ### Godot version
v4.2-dev5_mono_win64 (and 4.2-dev4_mono_win64)
### System information
Godot v4.2.dev5.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 with Max-Q Design (NVIDIA; 31.0.15.3161) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)
### Issue description
Android export fails because of a non-existent NuGet package that can't be restored:

Manually trying to add this package to my project reports that the closest version available is 7.0.0, and that the platform is incompatible with the generated csproj file.
```
dotnet add package Microsoft.NETCore.App.Runtime.linux-bionic-x64 --version 6.0.21
Determining projects to restore...
Writing C:\Users\Mikey\AppData\Local\Temp\tmp1057.tmp
info : X.509 certificate chain validation will use the default trust store selected by .NET for code signing.
info : X.509 certificate chain validation will use the default trust store selected by .NET for timestamping.
info : Adding PackageReference for package 'Microsoft.NETCore.App.Runtime.linux-bionic-x64' into project 'C:\Projects.temp\Project1\Project1.csproj'.
info : Restoring packages for C:\Projects.temp\Project1\Project1.csproj...
info : CACHE https://api.nuget.org/v3-flatcontainer/microsoft.netcore.app.runtime.linux-bionic-x64/index.json
warn : NU1603: Project1 depends on Microsoft.NETCore.App.Runtime.linux-bionic-x64 (>= 6.0.21) but Microsoft.NETCore.App.Runtime.linux-bionic-x64 6.0.21 was not found. An approximate best match of Microsoft.NETCore.App.Runtime.linux-bionic-x64 7.0.0 was resolved.
error: NU1213: The package Microsoft.NETCore.App.Runtime.linux-bionic-x64 7.0.0 has a package type DotnetPlatform that is incompatible with this project.
error: Package 'Microsoft.NETCore.App.Runtime.linux-bionic-x64' is incompatible with 'all' frameworks in project 'C:\Projects.temp\Project1\Project1.csproj'.
```
running `dotnet --list-sdks` reports that I have both 6.0 and 7.0 installed:
```
dotnet --list-sdks
6.0.317 [C:\Program Files\dotnet\sdk]
7.0.400 [C:\Program Files\dotnet\sdk]
```
### Steps to reproduce
1. On Windows 11 (yes I'm running 11 -- not 10 as the system info states) -- Download and run Godot 4.2-dev4 or 4.2-dev5, and create a new project.
2. Create a simple scene with some CSG boxes, and a camera, attach a working C# script to one of the nodes.
3. Generate the C# project files, and using visual studio 2022, add some code to the script.
4. Attempt to export the APK using the automatically downloaded template.
5. It fails with the above error about the missing nuget package and incompatible framework.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/82013 | https://github.com/godotengine/godot/pull/82762 | 6b727ebdd298bdfad8b5c5ea78100bfb6a537d79 | 7233001c67f71defb05ed164c1512c758f078137 | "2023-09-20T21:06:12Z" | c++ | "2023-10-10T07:11:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,988 | ["editor/filesystem_dock.cpp"] | FileSystem Dock, during dragging, last deselected item is also taken into account | ### Godot version
v4.2.dev5.official [e3e2528ba]
### System information
Godot v4.2.dev5 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 (NVIDIA; 31.0.15.3734) - Intel(R) Core(TM) i3-8100 CPU @ 3.60GHz (4 Threads)
### Issue description
During dragging files in FileSystem Dock, last deselected item is also taken into account, but it shouldn't. I guess it was caused by changes in #71024.
### Steps to reproduce
https://github.com/godotengine/godot/assets/10379487/e1d83693-2511-4ae0-b764-71825e16f55d
### Minimal reproduction project
[test_project.zip](https://github.com/godotengine/godot/files/12674832/test_project.zip)
| https://github.com/godotengine/godot/issues/81988 | https://github.com/godotengine/godot/pull/82045 | 10cf3d05247ed8142f82bda4089f2a7d33f4a2d5 | bf5318f45eb55972e1040fe5d63dfbd66d474bd4 | "2023-09-20T15:34:13Z" | c++ | "2023-09-26T06:22:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,975 | ["core/input/input.cpp"] | `Input.is_action_just_pressed` flickers when action is tied to an input axis (joystick direction) | ### Godot version
4.2.dev5
### System information
linux, wired switch pro controller
### Issue description
may be related to https://github.com/godotengine/godot/pull/81170 (as before that, my axes were getting stuck, but since then I get this bug). (although I didn't bisect or anything, I just remember that)
I have an action tied to an input axis (a joystick direction).
This happens as I move my joystick in the direction of the action:
[simplescreenrecorder-2023-09-20_13.57.30.webm](https://github.com/godotengine/godot/assets/71937306/a0cb18dd-f66b-44f7-af75-6f20ba4cf877)
(red circle is deadzone)
### Steps to reproduce
1. assign a controller axis to an action
2. print `Input.is_action_just_pressed("your_action")` in `_process`
3. wiggle your stick
### Minimal reproduction project
[axis_jittering.zip](https://github.com/godotengine/godot/files/12672834/axis_jittering.zip)
| https://github.com/godotengine/godot/issues/81975 | https://github.com/godotengine/godot/pull/82056 | 72b14b54a1873c4b4500b9300d23dc94cc908a14 | 2f5bb6cc97695523552c0f336d078594e2e50729 | "2023-09-20T12:12:05Z" | c++ | "2023-10-16T10:59:25Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,966 | ["editor/editor_themes.cpp", "editor/gui/scene_tree_editor.cpp", "editor/gui/scene_tree_editor.h", "editor/plugins/animation_blend_tree_editor_plugin.cpp", "editor/plugins/animation_blend_tree_editor_plugin.h", "editor/plugins/animation_state_machine_editor.cpp", "editor/plugins/animation_state_machine_editor.h", "scene/animation/animation_blend_space_1d.cpp", "scene/animation/animation_blend_space_2d.cpp"] | Editor: AnimationTree node font color is black | ### Godot version
v4.2.dev5.official [e3e2528ba]
### System information
Linux Ubuntu 22.04, GeForce 1060
### Issue description
Node labels in AnimationTree editor are black and thus unreadable, for default (dark theme).

Same for a Light theme

Didn't happen before (in v4.2.dev4)
### Steps to reproduce
AnimationTree editor, with root nodes, dark theme.
### Minimal reproduction project
N/A, just editor | https://github.com/godotengine/godot/issues/81966 | https://github.com/godotengine/godot/pull/82210 | 0b4959bdf06baf46606d4ea56eb1979ae142e2ed | 37d5e1e0e3e6663e9f8ae2a30af829b089c9f95c | "2023-09-20T07:32:31Z" | c++ | "2023-09-24T21:36:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,964 | ["scene/gui/popup_menu.cpp"] | Sub-resource menu has icons too close to titles | ### Godot version
4.1.1
### System information
linux
### Issue description

### Steps to reproduce
see screenshot
### Minimal reproduction project
a `MeshInstance3D` with a material | https://github.com/godotengine/godot/issues/81964 | https://github.com/godotengine/godot/pull/83517 | 6ee666cb00db38dbe017b9539ac20520efebebb5 | 0f710e688c2e36dee4a2b7801687086d8f07ab1b | "2023-09-20T07:21:54Z" | c++ | "2023-10-18T14:54:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,955 | ["editor/import/resource_importer_scene.cpp"] | Slicing 3D animation in .glb and .blend file import breaks Save to File setting | ### Godot version
v4.1.1.stable.mono.official [bd6af8e0e]
### System information
Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3713) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)
### Issue description
Using animation slicing when importing a .glb or .blend file seems to break the Save to File option for that animation entirely, resulting in no file being saved by any part of the animation regardless of settings. Setting the slice count to 0 works around this, but that naturally means that the Save to File option is currently unusable when slicing is necessary. Also confirmed to occur on v4.2.dev5.mono.official [e3e2528ba].
### Steps to reproduce
1. Add .glb or .blend file with any animation to a project.
2. In the advanced importer, set the slice count for any animation to 1 or more.
3. Set names, ranges, and file paths for each slice.
4. Select "Save to File" for any part of that animation.
5. Reimport the asset.
### Minimal reproduction project
[AnimationSliceNoExport 4.1.1.zip](https://github.com/godotengine/godot/files/12667561/AnimationSliceNoExport.4.1.1.zip)
| https://github.com/godotengine/godot/issues/81955 | https://github.com/godotengine/godot/pull/83036 | b733901e9e650fc2f1a43627be2379f5ba200f8d | 802813d8f94bb37e06366073e7fc5cc6caa8a3de | "2023-09-20T00:59:48Z" | c++ | "2023-11-03T11:52:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,948 | ["platform/macos/detect.py"] | Compiling ARM64 error after installing Xcode15 | ### Godot version
4.2.dev [e3e2528ba]
### System information
Godot v4.2.dev (e3e2528ba) - macOS 14.0.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
### Issue description
When I wanted to compile Godot for Apple Silicon today, I have encountered such an error:
```shell
scons: Reading SConscript files ...
Auto-detected 8 CPU cores available for build parallelism. Using 7 cores by default. You can override it with the -j argument.
Building for macOS 11.0+.
MoltenVK found at: ../MoltenVK/MoltenVK/MoltenVK.xcframework/macos-arm64_x86_64/
Building for platform "macos", architecture "arm64", target "editor".
Checking for C header file mntent.h... (cached) no
scons: done reading SConscript files.
scons: Building targets ...
[ 96%] Linking Program bin/godot.macos.editor.arm64 ...
[100%] progress_finish(["progress_finish"], [])
[100%] 0 0x10069f648 __assert_rtn + 72
1 0x1005c7c5c ld::Fixup::applyFixup(ld::Atom const*, ld::LayoutLinkedImage const&, unsigned char*) const + 8268
2 0x10065a7d8 ___ZN2ld16LayoutExecutable27writeContentWithoutLinkEditENSt3__14spanIhLm18446744073709551615EEEy_block_invoke + 332
3 0x18ed51950 _dispatch_client_callout2 + 20
4 0x18ed64ba0 _dispatch_apply_invoke + 176
5 0x18ed51910 _dispatch_client_callout + 20
6 0x18ed633cc _dispatch_root_queue_drain + 864
7 0x18ed63a04 _dispatch_worker_thread2 + 156
8 0x18eefb0d8 _pthread_wqthread + 228
ld: Assertion failed: (extras.otherInstrOffset != 0 && "Kind::arm64_adrp_ldr missing extra info"), function applyFixup, file Fixup.cpp, line 793.
clang: error: linker command failed with exit code 1 (use -v to see invocation)
scons: *** [bin/godot.macos.editor.arm64] Error 1
scons: building terminated because of errors.
```
### Steps to reproduce
It's the command I used:
```shell
scons platform=macos arch=arm64 target=editor vulkan_sdk_path='../MoltenVK'
```
I'm sure there was no problem until I updated XCode15, but `x86_64` is done:
```shell
scons platform=macos arch=x86_64 target=editor vulkan_sdk_path='../MoltenVK'
scons: Reading SConscript files ...
Auto-detected 8 CPU cores available for build parallelism. Using 7 cores by default. You can override it with the -j argument.
Building for macOS 10.13+.
MoltenVK found at: ../MoltenVK/MoltenVK/MoltenVK.xcframework/macos-arm64_x86_64/
Building for platform "macos", architecture "x86_64", target "editor".
Checking for C header file mntent.h... (cached) no
scons: done reading SConscript files.
scons: Building targets ...
[100%] progress_finish(["progress_finish"], [])
[100%] scons: done building targets.
```
### Minimal reproduction project
So what should I do to build the arch of arm64? | https://github.com/godotengine/godot/issues/81948 | https://github.com/godotengine/godot/pull/81968 | 0c71c7cc6f21c5a7b89b0409c60a3311e50da1ad | 58750df3a3095201040e56d8947053261c9eaf75 | "2023-09-19T21:30:01Z" | c++ | "2023-09-20T16:55:25Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,926 | ["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/rasterizer_scene_gles3.cpp"] | MultiMesh won't display in web (MultiMeshInstance2D & RenderingServer) | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 31.0.15.3623) - 11th Gen Intel(R) Core(TM) i7-11700 @ 2.50GHz (16 Threads)
### Issue description
Browser receives errors when trying to use both MultiMeshInstance2D and RenderingServer.multimesh_*
**Chrome - Version 116.0.5845.188 (Official Build) (64-bit):**
[.WebGL-00007DF006C86900] GL_INVALID_OPERATION: Vertex shader input type does not match the type of the bound vertex attribute.

**Firefox - 117.0.1 (64-bit):**
WebGL warning: drawElementsInstanced: Vertex attrib 5 requires data of type UINT, but is being supplied with type FLOAT.

### Steps to reproduce
Can view files and Itch.IO project here - https://quietgodot.itch.io/web-multimesh?secret=hyR14x8ZiMmxMP6X4rx9476fmTo
Was using the following minimal code:
For MultiMeshInstance2D
```
func _ready() -> void:
for index in multimesh.instance_count:
multimesh.set_instance_transform_2d(index, Transform2D(0, Vector2(index * 16 + 16, 16)))
```
For RenderingServer
```
var unit_texture: Texture2D = preload("icon.svg")
var unit_size: Vector2 = Vector2(16.0, 16.0)
var unit_mid: Vector2 = Vector2(8.0, 8.0)
var unit_count: int = 100
var quad_mesh: QuadMesh = QuadMesh.new()
var unit_rid: RID = RenderingServer.canvas_item_create()
var mesh_rid: RID = RenderingServer.multimesh_create()
func _ready() -> void:
quad_mesh.size = unit_size
quad_mesh.center_offset = Vector3(unit_mid.x, unit_mid.y, 0.0)
RenderingServer.multimesh_set_mesh(mesh_rid, quad_mesh.get_rid())
RenderingServer.multimesh_allocate_data(mesh_rid, unit_count, RenderingServer.MULTIMESH_TRANSFORM_2D)
RenderingServer.canvas_item_set_parent(unit_rid, get_canvas_item())
for unit_index in unit_count:
RenderingServer.multimesh_instance_set_transform_2d(mesh_rid, unit_index, Transform2D(0, Vector2(randi() % 1025, randi() % 769)))
RenderingServer.canvas_item_add_multimesh(unit_rid, mesh_rid, unit_texture)
```
### Minimal reproduction project
[project.zip](https://github.com/godotengine/godot/files/12660765/project.zip)
| https://github.com/godotengine/godot/issues/81926 | https://github.com/godotengine/godot/pull/81575 | bfd78bb917887cfc1fd842ba23570394cad8bedb | b42aa5ad9d185a5263885755a17dc9d4e93314d5 | "2023-09-19T13:32:46Z" | c++ | "2023-10-05T08:06:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,920 | ["editor/plugins/tiles/tile_map_editor.cpp"] | Tilemap selection tool: can't remove from the current selection with ctrl+click | ### Godot version
v4.1.1.stable.mono.official [bd6af8e0e]
### System information
Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 580 Series (Advanced Micro Devices, Inc.; 31.0.21029.1006) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)
### Issue description
## Problem
The documentation on the tilemap selection tool states that you can remove from the current selection by ctrl+click.
However doing so does nothing.
https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html#selection
> To remove from the current selection, hold Ctrl then select a tile.
## Expectation
Ctrl+click on a tilemap selection should remove the clicked tile from the selection.
## Demonstration

## Notes
I unsure if this is a bug with the engine or the documentation that is outdated (it's stated on the documentation page that `This page is up to date for Godot 4.1` though).
If it's a problem with the documentation, tell me so and I will file a bug there.
### Steps to reproduce
1. create a tilemap node
2. create a tileset with a single atlas, import a texture
3. paint some tiles in the 2d editor
4. select the tiles with the tilemap selection tool
5. try to remove a tile from the selection with ctrl+click
### Minimal reproduction project
[Bug.zip](https://github.com/godotengine/godot/files/12659553/Bug.zip)
| https://github.com/godotengine/godot/issues/81920 | https://github.com/godotengine/godot/pull/81925 | 73d76517843636c31b145d74ff4e7ae92510468d | b7c524d35870d07e7327f58375378723de7768e3 | "2023-09-19T12:33:22Z" | c++ | "2023-09-20T11:10:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,918 | ["editor/plugins/tiles/tile_map_editor.cpp", "editor/plugins/tiles/tile_map_editor.h", "scene/resources/tile_set.h"] | Rotating and flipping tiles doesn't work with Scene Collections. | ### Godot version
v4.2.dev5.official [e3e2528ba]
### System information
Godot v4.2.dev5 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti (NVIDIA; 31.0.15.3713) - 11th Gen Intel(R) Core(TM) i5-11400F @ 2.60GHz (12 Threads)
### Issue description
The newly re-introduced per-tile rotation and flipping does not work with scene collections, making a different colored error box depending on the state of the flip. In this case the scene is a simple sprite with a collision shape.

### Steps to reproduce
Make a Scenes Collection in a Tileset, and try flipping or/and rotating one of the tiles.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/81918 | https://github.com/godotengine/godot/pull/81971 | 44ea5f94707b718335cea619207c06ce836d611f | fb4c0cf4624b1e3e738cf391e20cf2c08d76be9c | "2023-09-19T12:19:03Z" | c++ | "2023-09-21T12:25:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,916 | ["editor/plugins/gizmos/gizmo_3d_helper.cpp"] | New 3D scaling gizmos not snapping to grid correctly | ### Godot version
v4.2.dev5.official
### System information
Godot v4.2.dev5 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 30.0.15.1179) - AMD Ryzen 3 1200 Quad-Core Processor (4 Threads)
### Issue description
When using the new 3D scaling gizmos and grid snapping, they seem to sometimes snap correctly, but occasionally, it will start moving in smaller increments until the size is completely off the grid. I also think that there are some problems due to the fact that the transform gizmo is in the centre of these types of nodes, so even if the edges of the node are snapped, the position will almost never be snapped. Maybe adding an option to switch between a centered transform gizmo, and a corner transform gizmo could solve some problems.

### Steps to reproduce
Create a node that uses these gizmos, and with grid snapping on, keep moving the handles until it goes off the grid. You have to keep letting go of it, and click/dragging it again. When you initially grab the handle, and it snaps, it will continue to snap, it's when you click it again that it sometimes goes off.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/81916 | https://github.com/godotengine/godot/pull/82381 | afa262ae6bd1229c45a65d89103aba5b1c78182b | fc6d6b2c00a0ccc6a1fa148df2a4866b8d438308 | "2023-09-19T12:06:48Z" | c++ | "2023-10-13T20:16:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,910 | ["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"] | Vulkan Mobile - MSAA resolve breaks on some systems if no transparent objects are rendered. | ### Godot version
4.0 dev e3e2528ba7f6e85ac167d687dd6312b35f558591
### System information
Android
### Issue description
When enabling MSAA on Android with the Vulkan Mobile renderer the screen can end up black. This is not happening on all devices so this seems driver related.
Was able to reproduce this on a Quest Pro and with experimenting found the cause. It's possible this effects certain brands of phones as well.
Depending on what is being rendered, the mobile renderer will attempt to use as many subpasses to perform the rendering as possible to keep data in tile memory for as long as possible. The issue appears if 3 or 4 subpasses are used and MSAA is enabled.
For illustration we'll use a 4 subpass scenario. The 4 subpasses will be:
- Rendering opaque objects to MSAA buffer
- Rendering our background sky
- Rendering our transparent objects to MSAA buffer and resolve to non MSAA buffer
- Perform tonemapping and exposure on non MSAA buffer and output to render target.
The issue happens in the 3rd pass. If there are no transparent objects, even though we trigger our 3rd subpass and should thus finish with a resolve, the pass is skipped in its entirety. The resolve does not happen, and our rendering is lost.
### Steps to reproduce
Create a new project, set MSAA to 2x, enable OpenXR and enable stereo shaders.
Add an environment and light
Add an XROrigin and XRCamera
Add some opaque geometry
Add some code to the root node:
```
func _ready():
var xr_interface = XRServer.find_interface("OpenXR")
if xr_interface and xr_interface.is_initialized():
get_viewport().use_xr = true
```
Install the openxr loader plugin
ENABLE THE PLUGIN!!
Setup android export with the correct loader selected, OpenXR enabled and using gradlew build
Install android templates
Run project
Should give a nice black screen
Add a transparent object visible to the camera
Rendering works fine.
(Make it small, child it to the camera, and we have a workaround)
### Minimal reproduction project
See instructions above. | https://github.com/godotengine/godot/issues/81910 | https://github.com/godotengine/godot/pull/84169 | 9cbe3cb45114410576c16d7c4087e9c2443a88ef | ef9454565818bf4df49399a00a95fe18cd956259 | "2023-09-19T09:43:18Z" | c++ | "2023-12-16T16:49:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 81,879 | ["scene/resources/curve.cpp", "tests/scene/test_curve_3d.h"] | Path3D Up Vector miscalculation | ### Godot version
v4.2.dev4.mono.official [549fcce5f]
### System information
Godot v4.2.dev4.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3619) - Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz (20 Threads)
### Issue description
Since somewhere around 4.1, when a point on a Path3D is moved on the Y-axis, it flips itself and all points after it upside-down:

Moving one of the points that come before it on the X-axis seems to fix the problem?

Though even this seems to have a few errors here and there: (from the repro project)

Expected no flipping, as it worked in previous versions such as v4.0.3.stable.mono.official [5222a99f5] here:

### Steps to reproduce
1. Create a Path3D
2. Add 2 points at the same Y position
3. Move one of them on the Y-axis
### Minimal reproduction project
[PathBug.zip](https://github.com/godotengine/godot/files/12652576/PathBug.zip) | https://github.com/godotengine/godot/issues/81879 | https://github.com/godotengine/godot/pull/81885 | f0a9931eb750474fef5d44c74327636fc9080d37 | 571cd0eb791b37e9a8adda9f909251138170f6b7 | "2023-09-18T19:43:48Z" | c++ | "2023-09-19T07:05:17Z" |
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