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godotengine/godot
https://github.com/godotengine/godot
81,852
["modules/mono/csharp_script.cpp", "modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs", "modules/mono/mono_gd/gd_mono.cpp", "modules/mono/mono_gd/gd_mono.h"]
4.2-dev4 C# export to Android generates the APK fine, but fails finding .NET assemblies for arm64 at runtime
### Godot version 4.2 dev 4 ### System information mac 12.6.7 ### Issue description ![Screenshot_2023-09-20-15-48-42-963_org godotengine godot](https://github.com/godotengine/godot/assets/17978212/186c802d-e33e-49a6-a002-4683deefb3a4) Why is this? What can I do to fix it? ### Steps to reproduce . ### Minimal reproduction project [godot.zip](https://github.com/godotengine/godot/files/12645613/godot.zip)
https://github.com/godotengine/godot/issues/81852
https://github.com/godotengine/godot/pull/83422
aa0be93a89b93a04be1fbc01ca89302fddb33df7
5fb9ff9986a8597c3afc0a0eec92da312c3811f5
"2023-09-18T07:54:06Z"
c++
"2023-10-16T08:43:49Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,836
["doc/classes/TabBar.xml", "doc/classes/TabContainer.xml", "scene/gui/tab_bar.cpp", "scene/gui/tab_bar.h"]
TabBar: mouse events crash when tab size changes depending on hover state
### Godot version 4.2 dev 4 ### System information Godot v4.2.dev4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i7-12700KF (20 Threads) ### Issue description The game crashes entirely with no log/feedback when just moving the mouse from a tab to another when the size between the tabs isn't the same. It seems to depend on what style is different. Adding margins (mrp) breaks it, so does adding a border, but the skew or shadows don't etc. ### Steps to reproduce Just move the mouse from one tab to another, moving in/out of the same tab is fine. https://github.com/godotengine/godot/assets/17103048/a06729dc-4d6a-4bcd-9792-1af289f69411 ### Minimal reproduction project [mrp.zip](https://github.com/godotengine/godot/files/12643956/mrp.zip)
https://github.com/godotengine/godot/issues/81836
https://github.com/godotengine/godot/pull/82384
214c978f4be618fd5618c86ef67b94c609fee495
048abcb2bb4f13ca5058d326efa225edb032087a
"2023-09-17T23:59:51Z"
c++
"2023-09-27T12:03:43Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,830
["doc/classes/DisplayServer.xml"]
Mouse Events weird when using DisplayServer.window_set_window_event_callback
### Godot version 4.2 dev 4 ### System information Godot v4.2.dev4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i7-12700KF (20 Threads) ### Issue description I have an issue that starts from 4.2 dev 4 and up where the mouse_entered/exited events just not trigger and after a bit of initial confusion I understand it comes from using `DisplayServer.window_set_window_event_callback`. Now I might just be using that wrong but yeah basically it seems like you can't use your own callback anymore, I'm not sure. It might be related to #80334 ? ### Steps to reproduce Check the script and toggle line 4. ### Minimal reproduction project [mrp.zip](https://github.com/godotengine/godot/files/12643757/mrp.zip)
https://github.com/godotengine/godot/issues/81830
https://github.com/godotengine/godot/pull/84669
8c53a72a49e560011369fcc8555fd4c99d45ef9a
4eae6f8028b0f1b97735e774dc512252043adfd9
"2023-09-17T21:38:48Z"
c++
"2023-11-10T09:46:06Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,826
["modules/gridmap/grid_map.cpp"]
Gridmap not immeditely updating meshes list from mesh library
### Godot version master branch commit 4df80b0e629e25653a706f6721c13a1f9d1da368 ### System information Linux Mint 21.2 (Victoria) - integrated Intel(R) HD Graphics 620 (KBL GT2) () - Intel(R) Core(TM) i5-7200U CPU @ 2.50GHz (4 Threads) ### Issue description the meshes section remains empty when i add a mesh library and won't update itself unless i manually select another node and re-select grid map ![Screenshot from 2023-09-18 00-06-06](https://github.com/godotengine/godot/assets/77773850/09fe6224-1d47-47cd-9bd3-e46bc264edf5) this also causes a bug discussed below ### Steps to reproduce 1. Add a mesh library and manually refresh it (by deselecting gridmap and reselecting) so that it starts showing meshes 2. now replace that resource in gridmap with another (smaller) mesh library. 3. now click on the old library mesh icons (they are not removed), errors should also appear in terminal https://github.com/godotengine/godot/assets/77773850/048c1760-b2c2-4180-b3c3-a9b93ccd13ab ### Minimal reproduction project [New Game Project.zip](https://github.com/godotengine/godot/files/12643574/New.Game.Project.zip)
https://github.com/godotengine/godot/issues/81826
https://github.com/godotengine/godot/pull/81914
52104ded6961e3339002d1e03f1de4a0d3be2453
0ba19c3e4afc7dccbc7beb481537383bb7a49a37
"2023-09-17T19:39:11Z"
c++
"2023-09-20T13:18:28Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,816
["platform/windows/joypad_windows.cpp"]
Right stick up-down input not working properly with Xbox Elite Wireless Controller Series 2
### 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 4090 (NVIDIA; 31.0.15.3713) - 13th Gen Intel(R) Core(TM) i7-13700K (24 Threads) ### Issue description When I move right stick to right-top corner I expect to see `Right Stick Up`, but actual is `Right Stick Down`. I've tested controller in another games and programs and it works as expected. **Controller**: Xbox Elite Wireless Controller Series 2 **Connection type**: wireless **upd. I've tested controller using wire and it works well, so problem with wireless only** ### Steps to reproduce 1. Create inputs: - `joy_look_up` - Joypad Axis 3 (Right Stick Up, ... - All Devices) - `joy_look_down` - Joypad Axis 3 (Rgith Stick Down, ... - All Devices) 1. Add simple debug info inside `_process(delta)`: ``` # Debug info if Input.is_action_pressed("joy_look_up"): print("up %f" % Input.get_action_strength("joy_look_up", true)) if Input.is_action_pressed("joy_look_down"): print("down %f" % Input.get_action_strength("joy_look_down", true)) ``` 3. Move right stick to right-top and see `down` in chat (but expected `up` only) [Video Demo](https://www.youtube.com/watch?v=6tqY_SO3JJg) ### Minimal reproduction project [controller.zip](https://github.com/godotengine/godot/files/12706864/controller.zip)
https://github.com/godotengine/godot/issues/81816
https://github.com/godotengine/godot/pull/82508
7513ae6d06347d4aa66e26f9e98be647706bf5c4
5a3befd6c96c93e46dd75bdfda2ce3f29c278bea
"2023-09-17T17:24:23Z"
c++
"2023-10-09T13:32:13Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,811
["platform/macos/display_server_macos.mm"]
Clicking on Color Picker in Compatibility mode crashes the application on MacOS
### Godot version 4.1.1 [bd6af8e0e] ### System information macOS Monterey Version 12.6.3 ### Issue description When opening any Colour Window in Compatibility, the application crashes once the colour picker is clicked. The application simply quits and does not show any message or error. ### Steps to reproduce 1. Create a new project. 2. Set it to Compatibility Mode. 3. Create a scene node. 4. Select Visibility. 5. Open the Colour Window for Modulate. 6. Click on the Color Picker. ### Minimal reproduction project [testColorPicker.zip](https://github.com/godotengine/godot/files/12643180/testColorPicker.zip)
https://github.com/godotengine/godot/issues/81811
https://github.com/godotengine/godot/pull/82037
cc0a02c75c0e158f54127fd779afeacabf46be52
603119d301bf7c47d44ea53afcc71d895976f80a
"2023-09-17T15:52:22Z"
c++
"2023-09-21T12:27:42Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,804
["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/errors/virtual_super_not_implemented.gd", "modules/gdscript/tests/scripts/analyzer/errors/virtual_super_not_implemented.out", "modules/gdscript/tests/scripts/analyzer/features/virtual_method_implemented.gd", "modules/gdscript/tests/scripts/analyzer/features/virtual_method_implemented.out"]
Calling `super()` when base implementation does not exist doesn't give any error until runtime
### Godot version 4.2 dev4 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description When you override a native virtual function and call `super()`, you won't see any error until you run the project. This is most prominent when using `_ready()`. If you have a script that extends another script and use `super()`, you need to open the base script to know whether the base class already implements `_ready()` or not. If it doesn't, you'll get runtime error. Custom script methods properly report if the base doesn't exist, e.g. ```GDScript func anything(): super() ``` ### Steps to reproduce 1. Create script extending Node 2. Create another script extending node 3. Add `_ready()` method to the second script *only* and use `super()` 4. No parse error 5. Run the project 6. `Invalid call. Nonexistent function '_ready'.` ### Minimal reproduction project ```GDScript @tool extends EditorScript class Class1 extends Node: pass class Class2 extends Class1: func _ready() -> void: super() func _run() -> void: get_editor_interface().get_edited_scene_root().add_child(Class2.new())
https://github.com/godotengine/godot/issues/81804
https://github.com/godotengine/godot/pull/81808
9a1b4f338b3ea4bf7c3e9746669a43fd1e5560d7
3d3a9ee827893d9c3e0930ac71896262fbc4dff9
"2023-09-17T13:54:59Z"
c++
"2023-09-19T07:03:42Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,799
["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_compiler.cpp"]
"Invalid call. Nonexistent function '_ready'" error when I call super() in child class _ready
### Godot version v4.2.dev4.official [549fcce5f] ### System information Godot v4.2.dev4 - Linux Mint 21.1 (Vera) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (RADV NAVI22) () - 12th Gen Intel(R) Core(TM) i5-12400 (12 Threads) ### Issue description Switching my project from 4.1.1 to 4.2.dev4, I can't launch it anymore. I have a BaseClass and an InheritedClass, both implementing _ready. InheritedClass::_ready calls super(). When I launch, I have a `Invalid call. Nonexistent function '_ready'` error on the super() line. ### Minimal reproduction project [MRP_InvalidCallNonExistentReady.zip](https://github.com/godotengine/godot/files/12643270/MRP_InvalidCallNonExistentReady.zip)
https://github.com/godotengine/godot/issues/81799
https://github.com/godotengine/godot/pull/81577
7ca579cb2742e3a7f758903736cc53b9c8ae2c2d
e5ac7cf034a05ace9120445ccef812d292546a52
"2023-09-17T13:21:41Z"
c++
"2023-09-16T19:23:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,787
["scene/gui/item_list.cpp"]
Thin separator line between filesystem items in split mode
### Godot version 4.1.1 ### System information linux ### Issue description ![image](https://github.com/godotengine/godot/assets/71937306/9a9f3f33-4d57-44d0-bb8d-03f9c2f06024) this line appears between each rows of icons, it shouldn't be visible. ### Steps to reproduce - enable the FileSystem dock's split mode - enable big icons - create enough empty folders ### Minimal reproduction project I think zipping 5 empty folders is silly
https://github.com/godotengine/godot/issues/81787
https://github.com/godotengine/godot/pull/82236
7287df46335bb12143ec87d96c0518eedd89e2f9
df0a822323a79e1a645f0c6a17d51c7602f23166
"2023-09-17T08:16:59Z"
c++
"2023-09-24T21:37:20Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,769
["editor/animation_track_editor.cpp"]
AnimationPlayer: Editor crashes when clicking on "Interpolation Mode" with nonexistent node path
### Godot version 4.1.1.stable ### System information Ubuntu 22.04 ### Issue description The editor crashes when clicking on "Interpolation Mode" when a path points to a none-existing `NodePath`. I noticed this issue when I duplicated an `AnimationPlayer` from one scene to another. I expect some sort of error message but not a crash. ### Steps to reproduce Create a new project with a simple scene and add an `AnimationPlayer` as a child node. Change a path (tracks/0/path) to something that doesn't exist. Click on the button for "Interpolation Mode". ### Minimal reproduction project [AnimationPlayerCrash.zip](https://github.com/godotengine/godot/files/12641629/AnimationPlayerCrash.zip)
https://github.com/godotengine/godot/issues/81769
https://github.com/godotengine/godot/pull/81779
c1fed539435b61fe5d6b05bee96d3280e746eebe
c4effea5e6fefc0194f52247a21d9fc5d916b2c3
"2023-09-16T21:59:19Z"
c++
"2023-10-09T13:31:21Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,681
["doc/classes/LineEdit.xml", "scene/gui/line_edit.cpp", "scene/gui/line_edit.h"]
LineEdit secret character hard to change/enter
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Plus Graphics (Intel Corporation; 27.20.100.9621) - Intel(R) Core(TM) i5-1035G7 CPU @ 1.20GHz (8 Threads) ### Issue description LineEdits secret character property is hard to edit in the inspector. It won't let me input more or less than one character so when I try and delete the default `.` to input my own character it gives me an error in the Output panel and does not change the `.`. You can change it by highlighting the `.` and typing the new character but that feels unintuitive to me so it took me a while to work out how to change it. ### Steps to reproduce 1. Create a `LineEdit` node 2. Try and edit its Secret Character property in the Inspector without highlighting the `.`. ### Minimal reproduction project Not really required but I'll add one if anyone asks.
https://github.com/godotengine/godot/issues/81681
https://github.com/godotengine/godot/pull/81724
aa3beb5f114044f5fdb763c0371ec78d3c555856
a434062e2c70af63b6f9f235e9f3692d7ff5e8af
"2023-09-15T07:02:31Z"
c++
"2023-10-20T13:07:29Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,647
["scene/gui/tab_bar.cpp"]
TabBar metadata is not reassigned if the data is an empty Array or Dictionary
### Godot version v4.2.dev4.official [549fcce5f] ### System information Godot v4.2.dev4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3699) - AMD Ryzen 5 2600X Six-Core Processor (12 Threads) ### Issue description If we assign empty arrays or dictionary to tab metadata, they will not be reassigned if new and old data is empty. ### Steps to reproduce ```gdscript var tab_bar := TabBar.new() tab_bar.add_tab() var data_a : Array = [] # Old empty data. tab_bar.set_tab_metadata(0, data_a) var data_b : Array = [] # New empty data. tab_bar.set_tab_metadata(0, data_b) print(is_same(data_b, tab_bar.get_tab_metadata(0))) # false, but must be true. print(is_same(data_a, tab_bar.get_tab_metadata(0))) # true, but must be false. ``` ### Minimal reproduction project [demo.zip](https://github.com/godotengine/godot/files/12608972/demo.zip)
https://github.com/godotengine/godot/issues/81647
https://github.com/godotengine/godot/pull/81648
6b70dfe7e2182b8c6a551115700838c6d5133668
0d034447b7b781812bc21584f455ac91e96abfb5
"2023-09-14T13:05:25Z"
c++
"2023-10-02T11:16:23Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,604
["editor/plugins/node_3d_editor_plugin.cpp"]
Incorrect Node3D transform when moving and rotating with the gizmo in local space if parent node's coordinates are not in (0,0,0)
### Godot version v4.2.dev4.official [549fcce5f] ### System information Windows 10 - Godot v4.2.dev4.official - Vulkan (Forward+) editor ### Issue description Version **4.2-dev4** introduced incorrect behavior when transforming nodes in local space (Node "jumps" to unwanted position). In the previous version everything works correctly. https://github.com/godotengine/godot/assets/97123013/d098cfc9-6a34-4674-b042-2ef74f4a46b8 ### Steps to reproduce 1. Create any **Node3D** 3. Add any child **Node3D** 4. Move parent node away from **(0,0,0)** or/and rotate it 5. Enable **"use local space"** 6. Try to move child node with gizmo and see undesired behavior when transforming ### Minimal reproduction project [translate_localspace_editor_bug.zip](https://github.com/godotengine/godot/files/12593837/translate_localspace_editor_bug.zip)
https://github.com/godotengine/godot/issues/81604
https://github.com/godotengine/godot/pull/81609
6c1be308361eb7b4f09a526d67bfb6bc5e510152
91dee347ad263345c0ff5c6210300dd23f3125cf
"2023-09-13T06:02:31Z"
c++
"2023-09-16T19:24:06Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,602
["editor/scene_tree_dock.cpp"]
AnimationPlayer unexpectedly deletes or adds tracks when Undo after nodes are deleted.
### Godot version Godot v4.1.1.stable (bd6af8e0e) ### System information Manjaro Linux - Vulkan (Compatibility) - NVIDIA GeForce RTX 3060 (nvidia; 535.104.05) - 12th Gen Intel(R) Core(TM) i7-12700 (20 Threads) ### Issue description AnimationPlayer unexpectedly deletes or adds tracks when nodes with animations also present in the animation clip are deleted, followed by an Undo. https://github.com/godotengine/godot/assets/6387498/f28f363b-08dc-40c1-ae03-4a97162a7512 ### Steps to reproduce 1. Add Node3d nodes. 2. Add AnimationPlayer node 3. Create move / rotate / scale keys in the animation clip. 4. Delete one of those nodes. 5. Undo the delete step. 6. You will find some tracks are duplicated and some tracks are missing in the animation clip. ### Minimal reproduction project [AnimationPlayerBug.zip](https://github.com/godotengine/godot/files/12593861/AnimationPlayerBug.zip)
https://github.com/godotengine/godot/issues/81602
https://github.com/godotengine/godot/pull/81651
b797fa18c8daf39ab9ed8816d086dd804ccc2fc4
25688079413707851c1cc921308b03a531bd6f25
"2023-09-13T05:55:45Z"
c++
"2023-09-15T17:48:30Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,578
["modules/gdscript/gdscript_parser.cpp", "modules/gdscript/gdscript_parser.h", "modules/gdscript/gdscript_tokenizer.h"]
Generated documentation for single line enum duplicates the same documentation for each enumeration
### Godot version v4.2.master.custom_build [98b50eb30] ### System information Ubuntu 20.04 LTS ### Issue description Reproducible on 4.2dev3, 4.2dev4, and master. This is not reproducible on 4.1.1-stable and 4.2dev1 (4.2dev2 crashed). By `single line enum` I mean: ``` ## My documentation enum MyEnum { A, B, C } ``` The generated documentation looks like this: ![enumdocumentationbug](https://github.com/godotengine/godot/assets/135338122/ecfa38cf-3914-4a87-8c87-3424645b16b7) The generated documentation for an enum formatted like this ``` ## My documentation enum MyEnum { A, B, C } ``` looks correct ![enumdocumentationbug_good](https://github.com/godotengine/godot/assets/135338122/b3c3ae16-030e-415e-b793-7f06c4138dbc) ### Steps to reproduce 1. Attach a script to a node 2. Add this: ``` ## My documentation enum MyEnum { A, B, C } ``` 3. Open the documentation for that node ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81578
https://github.com/godotengine/godot/pull/81699
cc7227c98cba01a8ba0d9ea723ab61ebe30781e4
281439ce2039de2768e01f97f9c9bb41edc90daf
"2023-09-12T15:18:28Z"
c++
"2023-09-20T11:09:32Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,558
["editor/plugins/canvas_item_editor_plugin.cpp"]
Animation tools do not get hidden correctly when switching scenes
### Godot version v4.2.dev (221884e6b) ### System information Godot v4.2.dev (221884e6b) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti Laptop GPU (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads) ### Issue description When you are switching between open scenes the animation toolbar above the viewport can appear out of context. One example is having an animation player in a 3D scene (there is no animation toolbar in the 3D viewport), then switching to a 2D scene. The toolbar would be visible and the bottom panel would be expanded, despite no animation player or active animation being present in the second scene. Toggling the bottom panel fixes the state. ### Steps to reproduce https://github.com/godotengine/godot/assets/11782833/f60cef64-1abc-4908-91ef-a8d12204383c ### Minimal reproduction project N/a
https://github.com/godotengine/godot/issues/81558
https://github.com/godotengine/godot/pull/81606
48e1c19deaadac57172b8d3e3cf13cd53a1c8341
2febb246e110f110569dd244c89bbd97822f0b69
"2023-09-11T22:09:34Z"
c++
"2023-09-15T17:48:23Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,548
["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_compiler.cpp"]
Using the class_name of a subclass results in spurious 'nonexistent function' errors at runtime
### Godot version 4.2-dev4 ### System information Godot v4.2.dev4 - Arch Linux #1 SMP PREEMPT_DYNAMIC Sat, 10 Jun 2023 00:35:35 +0000 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia; 530.41.03) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads) ### Issue description I tried updating a project from Godot 4.1 to 4.2 using the dev snapshot and encountered this issue. One of my editor plugins has a class called 'Table', that both preloads and uses the class_name of one of its subclasses (let's call it DerivedTable). This seems to trigger a bug in 4.2 that wasn't present in 4.1. At runtime, the engine reports an error that a static function doesn't exist, when it clearly does. From the attached reproducer: table.gd: ```GDScript extends Resource class_name Table static func from_directory(path: String, extension := "tres"): return preload("derived_table.gd").some_method() static func from_array(array: Array): var table := DerivedTable.new() table.set_data(array) return table ``` derived_table.gd: ```GDScript extends Table class_name DerivedTable static func some_method(): pass ``` Then when you call `Table.from_directory("")`, the engine reports: ``` SCRIPT ERROR: Invalid call. Nonexistent function 'from_directory' in base 'GDScript'. ``` ### Steps to reproduce 1. Run the attached reproduction project. ### Minimal reproduction project [Reproducer](https://github.com/godotengine/godot/files/12578722/4.2-static-methods.zip)
https://github.com/godotengine/godot/issues/81548
https://github.com/godotengine/godot/pull/81577
7ca579cb2742e3a7f758903736cc53b9c8ae2c2d
e5ac7cf034a05ace9120445ccef812d292546a52
"2023-09-11T17:11:09Z"
c++
"2023-09-16T19:23:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,513
["editor/gui/editor_scene_tabs.cpp", "editor/gui/editor_scene_tabs.h"]
Switching scene tabs with many tabs may hide tabs
### Godot version 4.2 dev4 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description When you have many tabs opened and they are overflowing with the < > buttons, when you switch scene tab it may hide some tabs in specific circumstances: https://github.com/godotengine/godot/assets/2223172/e5904497-6e3f-48af-815a-3a156ca15018 I'd expect that simply switching to another tab has no effect on visibility. ### Steps to reproduce 1. Open many scene tabs 2. Repeat what I did on the video May depend on tab names and window size. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81513
https://github.com/godotengine/godot/pull/83957
c978f6bb3dca396416b6776b40889e29b3e124c0
19f4dfbdfb82203dcc479144acf627a5e43338dc
"2023-09-10T13:32:21Z"
c++
"2023-12-14T16:38:09Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,512
["doc/classes/ScrollContainer.xml"]
scroll_started and scroll_ended signals don't get emitted for ScrollContainer on Windows but they do work on Android
### Godot version 4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 27.21.14.6660) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads) ### Issue description scroll_started and scroll_ended signals don't get emitted for ScrollContainer on Windows (haven't tested on linux or mac), but they do work on Android (haven't tested on iOS) ### Steps to reproduce You can connect scroll_started or scroll_ended signal of a ScrollContainer control to a function and you will notice that the callback is never called on windows, but when tested on android it works. ### Minimal reproduction project [scroll_event_issue.zip](https://github.com/godotengine/godot/files/12568250/scroll_event_issue.zip)
https://github.com/godotengine/godot/issues/81512
https://github.com/godotengine/godot/pull/81517
43c7e8d3b597cfc0e088851b3ff04d564a859dda
218a27a85984ba51c5bf0fa38966ecde23d139b6
"2023-09-10T13:13:48Z"
c++
"2023-09-11T13:40:28Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,507
["editor/scene_tree_dock.cpp"]
Crash when click "paste from clipboad"
### Godot version 4.2.dev ### System information Godot v4.2.dev (fc99492d3) - Arch Linux #1 SMP PREEMPT_DYNAMIC Thu, 24 Aug 2023 00:38:14 +0000 - Wayland - Vulkan (Forward+) - dedicated Intel(R) Arc(tm) A730M Graphics (DG2) () - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads) ### Issue description Hello! I'm new to godot engine. I just follow the First3D game toturial, when it's time to create another scene (2nd section: https://docs.godotengine.org/en/latest/getting_started/first_3d_game/02.player_input.html). I use `ctrl+x` to clip node, and create anothre scene. There was a `Paste from clipboad` button. Then I clicked, the editor was crashed. I tried `ctrl+c`, it still. Seems will crash when do past operation. ### Steps to reproduce Copy or clicp some nodes, and click `pasted from clipboard button` in another scene. The console logs: ```log → godot:(godot) $ godot.linuxbsd.editor.x86_64 Godot Engine v4.2.dev.custom_build.fc99492d3 - https://godotengine.org WARNING: XOpenIM failed at: DisplayServerX11 (platform/linuxbsd/x11/display_server_x11.cpp:5695) WARNING: XCreateIC couldn't create wd.xic at: _create_window (platform/linuxbsd/x11/display_server_x11.cpp:5323) OpenGL API 4.6 (Core Profile) Mesa 23.1.6-arch1.4 - Compatibility - Using Device: Intel - Mesa Intel(R) Graphics (ADL GT2) Editing project: /home/nono/godot_projects/squash_the_creeps_start_1.1.0 Godot Engine v4.2.dev.custom_build.fc99492d3 - https://godotengine.org WARNING: XOpenIM failed at: DisplayServerX11 (platform/linuxbsd/x11/display_server_x11.cpp:5695) WARNING: XCreateIC couldn't create wd.xic at: _create_window (platform/linuxbsd/x11/display_server_x11.cpp:5323) Vulkan API 1.3.246 - Forward+ - Using Vulkan Device #1: Intel - Intel(R) Arc(tm) A730M Graphics (DG2) → godot:(godot) $ WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported. at: _editor_init (modules/gltf/register_types.cpp:63) ================================================================ handle_crash: Program crashed with signal 11 Engine version: Godot Engine v4.2.dev.custom_build (fc99492d3066098e938449b10e02f8e01d07e2d1) Dumping the backtrace. Please include this when reporting the bug to the project developer. [1] /usr/lib/libc.so.6(+0x3e710) [0x7f859f83e710] (??:0) [2] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x447f230) [0x56540599e230] (??:0) [3] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x2600760) [0x565403b1f760] (??:0) [4] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x1a12a63) [0x565402f31a63] (??:0) [5] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x1a13b08) [0x565402f32b08] (??:0) [6] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x418b5cb) [0x5654056aa5cb] (??:0) [7] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x4432c67) [0x565405951c67] (??:0) [8] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x26eff9f) [0x565403c0ef9f] (??:0) [9] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x26f0ce3) [0x565403c0fce3] (??:0) [10] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x26f1086) [0x565403c10086] (??:0) [11] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x2678230) [0x565403b97230] (??:0) [12] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x2681640) [0x565403ba0640] (??:0) [13] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x2698666) [0x565403bb7666] (??:0) [14] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x26d89e5) [0x565403bf79e5] (??:0) [15] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x57532f) [0x565401a9432f] (??:0) [16] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x4125a3f) [0x565405644a3f] (??:0) [17] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x412841d) [0x56540564741d] (??:0) [18] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x57693b) [0x565401a9593b] (??:0) [19] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x550b00) [0x565401a6fb00] (??:0) [20] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x543898) [0x565401a62898] (??:0) [21] /usr/lib/libc.so.6(+0x27cd0) [0x7f859f827cd0] (??:0) [22] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f859f827d8a] (??:0) [23] /apt/godot/bin/godot.linuxbsd.editor.x86_64(+0x54e115) [0x565401a6d115] (??:0) -- END OF BACKTRACE -- ================================================================ ``` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81507
https://github.com/godotengine/godot/pull/81415
d08401236c8e13165550724f646f0f458b0f0895
3669188607df52915bf3173a207c536c729f5cdb
"2023-09-10T07:13:23Z"
c++
"2023-09-11T13:38:31Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,491
["editor/scene_tree_dock.cpp"]
"Some nodes are referenced by animation tracks" when deleting instance
### Godot version 4.2 dev4 ### 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 #58598 introduced a warning when deleting nodes referenced animations. However, in very specific circumstances (which I couldn't determine) the warning will appear when deleting instanced scene, which is wrong: ![image](https://github.com/godotengine/godot/assets/2223172/dbb6d013-b74e-47ac-96d9-625e1c272ca8) I tried recreating the issue, but I wasn't able to. I have an affected scene that I could share. ### Steps to reproduce 1. Open the MPR 2. Go to node_2d.tscn 3. Delete MudGolem ### Minimal reproduction project [Wrongning.zip](https://github.com/godotengine/godot/files/12566186/Wrongning.zip)
https://github.com/godotengine/godot/issues/81491
https://github.com/godotengine/godot/pull/82486
8c25a98fdf68dc388eddaefa188f3386236cdfe4
e19acaab479b84410751e5787c0e815b59ed02fd
"2023-09-09T15:59:47Z"
c++
"2023-10-23T10:39:15Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,476
["modules/raycast/raycast_occlusion_cull.cpp", "modules/raycast/raycast_occlusion_cull.h"]
Using SubViewport with own_world_3d = true causes memory leak.
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - macOS 13.5.2 - Vulkan (Forward+) - integrated Apple M2 Max - Apple M2 Max (12 Threads) ### Issue description Memory allocated when using SubViewport with own_world_3d = true is not released when own_world_3d = false or queue_free. The set_use_own_world_3d function is called when own_world_3d is changed. When true is given, it seems that own_world_3d is created, but the opportunity to destroy it is not given. ### Steps to reproduce This bug can be reproduced with the following code. ```gdscript func _process(delta): var v = SubViewport.new() for n in range(128): v.own_world_3d = true v.own_world_3d = false v.queue_free() ``` ![ss_capture](https://github.com/godotengine/godot/assets/5047878/253f059e-8c43-4ad2-99e5-a70b9fe683a5) ### Minimal reproduction project [viewport_memory_leak.zip](https://github.com/godotengine/godot/files/12564712/viewport_memory_leak.zip)
https://github.com/godotengine/godot/issues/81476
https://github.com/godotengine/godot/pull/82291
2a31f2deacb29e640e552d7b4adc8fd3dab89bd3
4c95ebddd6db36f01cde1fbcae79f133971f0cd9
"2023-09-09T05:41:19Z"
c++
"2023-09-28T18:04:25Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,474
["editor/code_editor.cpp"]
Empty lines should be ignored when comment/uncomment code
### Godot version Godot v4.2.dev (fc99492d3) ### System information Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i7-12700F (20 Threads) ### Issue description 1. Inserting a newline in the commented code and then uncomment all of them won't work, godot will think the new line (usually just a '\t' or '\n') is uncommented, so it assumes the whole code block is uncommented and will comment all the code again. 2. Comment will work when comment a empty line, by empty I mean the line only consist of '\t' '\n' and ' ' ### Steps to reproduce For 1, write some code like this: ``` var a = 1 var b = 2 ``` comment them by ctrl + k, and press enter after `#var a = 1` to make a new line, it should look like this: ``` #var a = 1 #var b = 2 ``` And uncomment all the three lines together, you will get this instead of uncommentting all the lines ``` ##var a = 1 # ##var b = 2 ``` For 2, it's trivial to reproduce. ### Minimal reproduction project Any project should work. I has already fixed it in my local branch, but I think it need mroe disscussion about which behavior is intented and which is not. I can understand the behaviour of point 2 to some extent but point 1 really brings inconvenience. After the disscussion, I can update my fix and create a pr for it if necessary.
https://github.com/godotengine/godot/issues/81474
https://github.com/godotengine/godot/pull/81486
e25408df4b4967dfbddbeb9c9b16de78ee5ead31
3c63b09a706163ffaab7d39a0313c5f374a2a2c1
"2023-09-09T04:04:45Z"
c++
"2023-09-26T06:20:05Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,473
["servers/rendering/shader_compiler.cpp"]
Shaders fail to compile with matrix-type global uniforms (4.1 Compatibility renderer)
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Linux Mint 20.2 (Uma) - Vulkan (Compatibility) - NVIDIA GeForce GTX 1660 Ti (nvidia; 470.199.02) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads) ### Issue description When using the Compatibility renderer, shaders fail to compile if a matrix-type global uniform is used in `vertex()`. The error given is an internal cast from `int` to `uint`: ``` drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Vertex shader compilation failed: error C7011: implicit cast from "int" to "uint" ``` ### Steps to reproduce Add a matrix global shader uniform (like a `mat3`, below) in the project settings. This shader will fail to compile: ``` shader_type spatial; global uniform mat3 bug; void vertex() { mat3 cannot_compile = bug; } ``` ### Minimal reproduction project [Reproduction 9-8-23.zip](https://github.com/godotengine/godot/files/12564495/Reproduction.9-8-23.zip)
https://github.com/godotengine/godot/issues/81473
https://github.com/godotengine/godot/pull/81494
4363ae34fa3f52223ae78ff2f2c187ab99827e3a
2bc35308fc796bdf18e8eb6b823dfbf2125db826
"2023-09-09T03:19:31Z"
c++
"2023-10-31T19:14:14Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,467
["scene/gui/popup_menu.cpp"]
Editor submenu popups are misaligned
### Godot version 4.1.1 ### System information linux ### Issue description ![image](https://github.com/godotengine/godot-proposals/assets/71937306/04dcf0e9-1c0d-4a7f-8ca9-827dd281253a) ![image](https://github.com/godotengine/godot-proposals/assets/71937306/aa70e31e-0486-455a-b8b4-7e589ec7b754) notice how the first option in the list is never aligned with the button that spawned it. ### Steps to reproduce right click in the FileSystem dock and hover over the `Create New →` option. ### Minimal reproduction project editor
https://github.com/godotengine/godot/issues/81467
https://github.com/godotengine/godot/pull/81477
3669188607df52915bf3173a207c536c729f5cdb
013bbd1a1e226cc4e2127569390375a07239ca19
"2023-09-08T20:37:40Z"
c++
"2023-09-11T13:38:54Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,447
["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_compiler.cpp"]
'Invalid get index' cyclic issues.
### Godot version Godot v4.2.dev4 ### System information Godot v4.2.dev4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3713) - 13th Gen Intel(R) Core(TM) i7-13700K (24 Threads) ### Issue description I am having a lot of what i think are cyclic issues since using Godot v4.2.dev1 through to Godot v4.2.dev4. Looking through the release notes i suspect it has something to do with #79205. Due to how large my project is i am unable to create an mrp so i will do my best to describe what is happening. I also make heavy use of custom classes as i use a lot of RefCounted only which i suspect is causing me issues. ### Steps to reproduce In the video below you can see that upon loading the editor, the Asset class does not know it is inheriting from Entity. If i remove a referenced class on Entity (Or force it to reload) then it registers that it is now inherited from Entity, at least in the editor. The problem now though is that when i run the game, once it gets to this script, it will not call any functions on the Entity class. Instead it shows the following error: `Invalid get index 'take_damage' (on base: 'Node2D (Asset)').` (take_damage is a method on Entity.) If however i put the take_damage method onto the Asset class too, then it will run without throwing the error. https://github.com/godotengine/godot/assets/8760003/4230317d-3892-4abf-b229-bf41f6f22b8b This same issue seems to happen for quite a few of my classes so currently i cannot even get my project to run in v4.2. I also notice on some classes i need to remove references to static classes, ie classes with just static variables and methods which i use for utility classes. Sometimes i cannot call methods on the class itself either so it seems something is stopping the class from compiling at all. I get no errors in the editor, only when i run the game and it comes to the specific class/method. ### Minimal reproduction project Unfortunately my project is quite large so i am unable to pinpoint the exact issue to create a Mrp. I was debating if i should file this report because of this reason.
https://github.com/godotengine/godot/issues/81447
https://github.com/godotengine/godot/pull/81577
7ca579cb2742e3a7f758903736cc53b9c8ae2c2d
e5ac7cf034a05ace9120445ccef812d292546a52
"2023-09-08T09:58:51Z"
c++
"2023-09-16T19:23:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,441
["scene/gui/line_edit.cpp"]
Error when typing in the script editor after text search
### Godot version v4.2.dev4.official [549fcce5f] ### System information Windows 10 ### Issue description `scene/main/node.cpp:1757 - Parameter "p_node" is null.` when attempting to type after using find function. Does not happen in 4.2dev3. https://github.com/godotengine/godot/assets/3820082/4a2818f7-cc3b-4b46-a0b1-5bc6a85b4abc ### Steps to reproduce 1) Open any script in the script editor 2) Ctrl+F to select some text that exists in the script 3) Hit escape to re-focus the script editor without placing the caret 4) Attempt to type ### Minimal reproduction project [find-mrp.zip](https://github.com/godotengine/godot/files/12555561/find-mrp.zip)
https://github.com/godotengine/godot/issues/81441
https://github.com/godotengine/godot/pull/81450
6c1241dcf612a13f4cf608a5af72682f9dbb0803
867e20e7b9357e7f13003077b8852aaac5027c53
"2023-09-08T04:46:12Z"
c++
"2023-09-08T21:15:41Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,436
["editor/filesystem_dock.cpp"]
Using Duplicate To for folders in the filesystem dock may cause unexpected behavior
### Godot version v4.2.dev4.official [549fcce5f] ### System information Godot v4.2.dev4 - Linux Mint 21.2 (Victoria) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (nvidia; 535.86.05) - Intel(R) Core(TM) i5-7300HQ CPU @ 2.50GHz (4 Threads) ### Issue description Select a folder A in the FileSystem dock, right-click to open the context menu, select **Move/Duplicate To...**, select another folder B in the popup dialog, and check **Copy File(s)** , click the **Copy** button to copy: 1. if A is an empty directory, duplication has no effect. 2. If B already contains A, trying the **Keep Both** option will result in a path like `B/A (2)/A/`. https://github.com/godotengine/godot/assets/30386067/06514c43-8806-4d3c-b10f-206fd9a2f843 The second case above also applies to Move To. https://github.com/godotengine/godot/assets/30386067/f7a86a92-8144-4b59-ab21-846d3938c08d ### Steps to reproduce See above. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81436
https://github.com/godotengine/godot/pull/81437
f71f4b80e32f6e98a4cd3cb1c06071223297e8fc
c78dbca58139cea14a0db7cbc3bfcf22d8acd00a
"2023-09-08T00:15:32Z"
c++
"2023-10-22T10:11:00Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,417
["scene/2d/tile_map.cpp"]
[Godot4.2dev2] When tileMap has multiple layers, the data returned by calling get_used_rect() is problematic.
### Godot version 4.2 dev2 ### System information windows10 ### Issue description There is a bug in calling get_used_rect() after creating multiple layers in TileMap. Draw area not covered (0, 0) coordinates, but using get_used_rect () to obtain data for [P: (0, 0), S: (3, 3)], expect is [P (1, 1), S: (2, 2)]. In minimal reproduction project, in the main scene, TileMap1 has only one layer and TileMap2 has two layers, They are in the same position and draw the same content, But calling get_used_rect() gets a different value. ![image](https://github.com/godotengine/godot/assets/63633253/5f9d5e69-c1d3-4d60-97d5-04e124caef8e) Note: This bug still exists in dev4, but not in dev1. ### Steps to reproduce In minimal reproduction project, running the main scene, you can see the data from TileMap1 and TileMap2 calling get_used_rect() in the console. ### Minimal reproduction project [TestTileMap.zip](https://github.com/godotengine/godot/files/12549069/TestTileMap.zip)
https://github.com/godotengine/godot/issues/81417
https://github.com/godotengine/godot/pull/81423
0545ed5c7112387b2ee5b4b1998c262df8d061d3
64fce49dc677a3d66176ce73948b1f515ca36a6b
"2023-09-07T13:20:37Z"
c++
"2023-09-12T06:50:21Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,411
["scene/gui/line_edit.cpp"]
Clearing LineEdit doesn't scroll it to the beginning
### Godot version 4.2 dev4 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description When you write a text in LineEdit (e.g. in the inspector) and the text is long enough to be scrolled, and then you delete all text with Ctrl + A -> Backspace, writing again will not show the first character. https://github.com/godotengine/godot/assets/2223172/6432d029-6e56-404d-b159-1bd532513dc6 ### Steps to reproduce - add some node with a single-line text property - edit the property, write something that doesn't fit the LineEdit width - Ctrl + A -> Backspace - write something again ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81411
https://github.com/godotengine/godot/pull/81443
b39303abae6be4bda534a16ac8de1a4661c8a145
baad99220ec3e52f17d32382221714ed0d6e73b4
"2023-09-07T12:22:56Z"
c++
"2023-09-08T09:50:49Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,404
["editor/filesystem_dock.cpp"]
Folder path printed to ouput when folder is moved
### Godot version v4.2.dev4.official [549fcce5f] ### System information Godot v4.2.dev4 - 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 When folder is moved in project's file structure, folder's path is printed to Output. Most likely a forgotten debug print as it doesn't contain any useful information. ![kuva](https://github.com/godotengine/godot/assets/49998025/6167610f-c61b-4361-875a-86ba4ac18575) ### Steps to reproduce 1. Create folder structure: ``` res:// foo bar ``` 2. Move "bar" folder one level up ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81404
https://github.com/godotengine/godot/pull/81407
a16e178c64d3a53d64ddb5a1c2641c27b227360c
5c7b0ed29930c2e7d37fa93e69eddb5b97a64670
"2023-09-07T08:59:47Z"
c++
"2023-09-07T12:04:34Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,397
["modules/text_server_adv/text_server_adv.cpp", "modules/text_server_fb/text_server_fb.cpp", "scene/resources/font.cpp"]
Zooming in the script editor freezes the editor
### Godot version 8449592d92eaeef990f5502b419d491ee3eeb7a6 ### System information Windows 11 ### Issue description Zooming in the script editor on an empty script freezes the entire editor for a few seconds, but if the file is large then it freezes for 4-5 seconds (which is unacceptable). Looks like a recent regression. ### Steps to reproduce Just zoom in/out on the large script file. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81397
https://github.com/godotengine/godot/pull/81406
119f379a3d6993612e018f2f8224f7a7a7daf49d
31a7fd1951f6e9f68faa6edd2aaff87cb922a31c
"2023-09-07T06:50:07Z"
c++
"2023-09-08T07:11:23Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,382
["drivers/gles3/rasterizer_canvas_gles3.cpp"]
Clear color alpha value affects 2D editor in Compatibility renderer
### Godot version 4.1.1.stable, 4.2.dev (2282fc5de) ### System information Arch Linux - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (nvidia; 535.104.05) - 13th Gen Intel(R) Core(TM) i5-13400F (16 Threads) ### Issue description When using Compatibility renderer, adjusting the Alpha component of clear color affects 2D editor content. This does not happen when using Forward+ or Mobile renderer. Does not affect 3D editor and the running game. https://github.com/godotengine/godot/assets/372476/e398522e-590a-4832-959f-ea8ba8e71c5d ### Steps to reproduce 1. Create a project using Compatibility renderer. 2. Adjust the clear color's alpha component in Project Settings. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81382
https://github.com/godotengine/godot/pull/81395
7663c6992235f25af90df9fd57f76ac1d12d3869
8f3042ed46443221ebf89291c990c41f83a5da01
"2023-09-06T14:31:48Z"
c++
"2023-09-07T11:54:10Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,366
["editor/filesystem_dock.cpp", "editor/filesystem_dock.h"]
Folder color resets if folder is renamed or moved
### Godot version v4.2.dev4.official [549fcce5f] ### System information Godot v4.2.dev4 - 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 If the folder has assigned a color, the color is reset to default when the folder name is changed. Also subfolder colors are reset. Also moving a folder resets its and its subfolders' colors. I would expect that renaming or moving doesn't rest the folder color. Especially if you have a large folder structure with many folder levels and assigned colors, it is a unfortunate to have all colors reset if the top level folder is renamed. ### Steps to reproduce 1. Create folder structure ``` level1 level2 level3 ``` 2. Set folder colors to `level1` and `level2.` 3. Rename `level1` to `foobar` -> All folders are now using the default color. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81366
https://github.com/godotengine/godot/pull/81380
7343ad9e4fa7906ceec6b3779221e176cab33665
6c1241dcf612a13f4cf608a5af72682f9dbb0803
"2023-09-06T09:19:32Z"
c++
"2023-09-08T21:15:17Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,364
["platform/ios/export/export_plugin.h"]
iOS Export dialogue for XCode project export still shows .ipa extension
### Godot version 4.2.dev4 ### System information macOS 13.5.1 ### Issue description The recent addition of an option in iOS export templates to "Export project only" is a welcome addition, since I've always had to set up some final things in XCode anyway for the builds to work. ![Screenshot 2023-09-06 at 10 35 58](https://github.com/godotengine/godot/assets/17763524/672816ec-253a-4c66-a256-f2b627d7f857) However, a small issue is that even when it's enabled the export Save dialogue lists the file extension as .ipa as if it's still going to export an app archive and not just the xcode project as expected. ### Steps to reproduce - Create an iOS export template. - Enable the "Export project only" option - Click "Export project..." - Observe that the export save dialogue still lists the format as ipa. ![Screenshot 2023-09-06 at 10 40 57](https://github.com/godotengine/godot/assets/17763524/fb6c4e25-ecfc-4619-a04b-504a743d1d9b) ### Minimal reproduction project Not project related, general export UI.
https://github.com/godotengine/godot/issues/81364
https://github.com/godotengine/godot/pull/81365
3a585a6bcfa7a674ba090c95847ac11bcf410823
2ced50f310b2ab13249e55bc967a18e100aba321
"2023-09-06T08:42:26Z"
c++
"2023-09-06T12:49:40Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,362
["modules/gdscript/editor/gdscript_highlighter.cpp"]
Incorrect GDScript highlighting of variables passed as values in dictionary function arguments.
### Godot version 4.2.dev4 ### System information Godot v4.2.dev4 - 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 ![image](https://github.com/godotengine/godot/assets/85438892/cd9f31f3-3b65-4433-a24b-9c59204ead47) I noticed the bug in a real use case here. Note that `w` and `h` are highlighted like they are types. ### Steps to reproduce ```gdscript var a = 3 f({"a": a}) ``` Paste this into a script ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81362
https://github.com/godotengine/godot/pull/82326
68926d591987b2036d66f5216ad0a20ee2c40590
1edf0f35b151ab3a8e3140aeaef08609e011ebdb
"2023-09-06T08:07:25Z"
c++
"2023-10-05T20:49:47Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,349
["scene/gui/text_edit.cpp", "tests/scene/test_text_edit.h"]
`TextEdit.get_rect_at_line_column` returns negative pos even though cursor is in viewable area of the control
### Godot version 3.5.2, 4.1.1 ### System information Godot v3.5.2.stable and v4.1.1.stable - Ubuntu 20.04.6 LTS (Focal Fossa) - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia; 525.125.06) - Intel(R) Core(TM) i7-10700KF CPU @ 3.80GHz (16 Threads) ### Issue description * What does not work: accurately returning the x and y pixel positions of the active cursor in TextEdit * What did you expect: return position of cursor while it is inside of the viewable area of the control Note: as `get_pos_at_line_column` calls `get_rect_at_line_column`, it is affected as well. **In Godot 3:** Always incorrect for last column. **In Godot 4:** Always incorrect if the line has only 0 or 1 characters. And starting with second line when there's exactly 1 character. Pinging @YuriSizov and @Paulb23, as they worked on the Godot 4 version. * https://github.com/godotengine/godot/pull/55102 * https://github.com/godotengine/godot/pull/60438 ### Steps to reproduce Read pixel rect/pos of cursor while cursor is in last column of line Currently, the result in Godot **3.5.2** is: [Godot 3](https://github.com/godotengine/godot/assets/6639237/b12e6d8a-5bbc-4e98-b4bc-bc8fd501176b) Recorded while using `get_pos_at_line_column`, but MRP uses `get_rect_at_line_column` In Godot **4.1.1**: [textedit-bug_godot-4.webm](https://github.com/godotengine/godot/assets/6639237/6883919c-69b1-4257-b78b-bbd5f08cf3dd) ### Minimal reproduction project Godot 3.5.2 [textedit-bug.tar.gz](https://github.com/godotengine/godot/files/12525602/textedit-bug.tar.gz) for project migration to Godot 4, change line 24 to `l.text = var_to_str(pos)`. Beware: terrible performance in Godot 4
https://github.com/godotengine/godot/issues/81349
https://github.com/godotengine/godot/pull/81354
3e233e1f2417b6831220c950ab4747b6c47cbda8
77623d0a36d66b7b979c2b0a3141b99796deb860
"2023-09-05T16:04:00Z"
c++
"2023-09-18T08:37:59Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,348
["modules/text_server_adv/text_server_adv.cpp"]
Using only symbols are not RTL when running the project with internationalization/locale/test=ar
### Godot version v4.2.dev4.official [549fcce5f] ### System information Ubuntu 20.04 LTS ### Issue description See title. ### Steps to reproduce 1. Create a new project 2. Create a csv file that includes the following ``` key,ar key,placeholder ``` 3. Add the generated `.translation` file to Project -> Project Settings... -> Localization 4. In Project -> Project Settings... -> Internationalization -> Locale, set `Test` to `ar` 5. Add a `LineEdit` node and type `-=[]{}` 6. Run the project, and notice that the text is on the right side, but the symbols are incorrectly in LTR (`-=[]{}`). Correct output is `{}[]=-` 7. Back in the editor, add a single Arabic letter (any will do), and notice that `LineEdit` immediately (and correctly) flips the symbols, and the newly-added Arabic letter, to RTL. **Notes** - Identical behavior is seen with `TextEdit`. - The purpose of steps 2-4 are to simulate an Arabic environment when the project is run, despite `OS.get_locale() == "en"` (or your system's current language). ### Minimal reproduction project [rtlsymbols.zip](https://github.com/godotengine/godot/files/12525509/rtlsymbols.zip)
https://github.com/godotengine/godot/issues/81348
https://github.com/godotengine/godot/pull/81361
698df41dac8d2de3ad9b535ca8a72edcbf45ff4a
632bbc66b68c9d5878e48536c18450637f150447
"2023-09-05T15:53:50Z"
c++
"2023-09-07T11:52:57Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,342
["editor/filesystem_dock.cpp"]
Folder color is not retained after editor restart
### Godot version 4.2.dev.4 ### System information Windows 11 ### Issue description With the new feature in 4.2, user can color folder in different colors. You can change the color in the editor, and it reflects it in the file system dock. When you restart the editor with the same project or reload the project the color changes to the folders are lost. ### Steps to reproduce - Create a project - Add a folder in the file system. - Change the color of the folder by right clicking and setting the folder color. - Now reload the project using menu `Project > Reload Current Project `or simply close the editor and reopen the project again. - The color changes will be lost ### Minimal reproduction project N.A
https://github.com/godotengine/godot/issues/81342
https://github.com/godotengine/godot/pull/81344
07176632a6f670779d9eddcfd93f95b6b9272c80
008dc63fe69248832a6f1cb7733205a1bf65c65d
"2023-09-05T14:13:31Z"
c++
"2023-09-06T12:49:34Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,338
["doc/classes/ProjectSettings.xml", "doc/classes/XRInterface.xml", "main/main.cpp", "modules/openxr/openxr_api.cpp", "modules/openxr/openxr_api.h", "modules/openxr/openxr_interface.cpp", "modules/openxr/openxr_interface.h", "servers/xr/xr_interface.cpp", "servers/xr/xr_interface.h"]
Passthrough not working on Godot 4 OpenXR with a Varjo XR3 Headset
### Godot version 4.1 ### System information Windows 10 - Godot 4.1.1 - Compatibility ### Issue description When trying to use the Varjo XR3 headset (in OpenXR mode) with Godot 4 (with OpenXR and passthrough activated), the passthrough does not work, i.e. the scene is rendered on a black background instead of the camera stream. It seems to me that are two problems in the openxr module, more precisely in the openx_api.cpp file (fixing them solves the issue) : 1. The XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT is only set when the number of layers is > 1, which is fine for the Meta Quest headset but does not work for the Varjo since it only requires one layer. 2. The environment blend mode XR_ENVIRONMENT_BLEND_MODE_ALPHA_BLEND is only really set when the XRFbPassthrough extension is present, which is not the case with the Varjo runtime. I am not sure how to fix this without causing issues for other headsets. 1. Would it be an issue to always activate the XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT ? 2. Could blend modes be activated even if they are not supported by an extension ? ### Steps to reproduce - Create a Godot 4 project with OpenXR activated in Compatibility mode - Add the code to activate OpenXr and to enable passthrough : https://docs.godotengine.org/en/stable/tutorials/xr/openxr_passthrough.html#passthrough-extension - Start the Varjo Base software and activate OpenXR - Run the Godot project ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81338
https://github.com/godotengine/godot/pull/81561
56e54b49b65c0feb4368ec88a89c2d40af1b4ad3
495b89ece928cbc5dd0779273e5e72587023f226
"2023-09-05T12:56:12Z"
c++
"2023-09-14T13:21:49Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,323
["editor/scene_tree_dock.cpp"]
Attaching a script to a node make the inspector inspect the script instead of the selected node
### Godot version 4.1.1 ### System information linux ### Issue description [simplescreenrecorder-2023-09-05_03.04.35.webm](https://github.com/godotengine/godot/assets/71937306/4bd85088-dbc1-40ea-8b0a-5565db06dec0) as you can see in this clip attaching a script to a node makes the inspector inspect the script rather than the node. this makes it inconvenient because you always want to inspect the node and not the script, and it forces you to reselect the node you just added a script to to interact with its properties. ### Steps to reproduce 1. select a node 2. attach it a script through the dialog 3. notice how the inspected thing is the script rather than the selected node ### Minimal reproduction project any
https://github.com/godotengine/godot/issues/81323
https://github.com/godotengine/godot/pull/81510
06d51891678e3abf360d6fcd2e8bd1ba96704fcc
9f20a4a3917bca1776e598d4c2e4344762e3f552
"2023-09-05T01:07:42Z"
c++
"2023-10-26T06:57:01Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,318
["scene/resources/text_file.h"]
Changing text files in an external editor doesn't cause them to reload in Script Editor
### Godot version v4.2.dev.custom_build [75de1ca76], v4.1.stable.official [970459615] ### System information Godot v4.2.dev (75de1ca76) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 SUPER (NVIDIA; 31.0.15.3640) - AMD Ryzen 5 3500 6-Core Processor (6 Threads) ### Issue description TextFile's don't reload in the ScriptEditor when being changed in external editors. After clicking reload in the reload dialog box when changes are detected. ![image](https://github.com/godotengine/godot/assets/7538857/035f8519-6671-4e73-9603-e00092e0af6b) ### Steps to reproduce 1. Create and load new project 2. Right click in FileSystem dock and create new text file 3. Open new text file in the script editor 4. Right click new text file and pick "Open in external program" 5. Make a change and save it in external program. 6. Go back to godot and click reload ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81318
https://github.com/godotengine/godot/pull/81319
3cf17679cac3b0f065c283e44f80a86242facb8f
6b70dfe7e2182b8c6a551115700838c6d5133668
"2023-09-04T23:26:12Z"
c++
"2023-10-02T11:16:17Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,317
["core/string/ustring.cpp", "tests/core/string/test_string.h"]
`"%+f" % -0.0` evaluates to `"+-0.000000"` instead of `"-0.000000"`
### Godot version 4.1.1 ### System information linux ### Issue description The `"%+f"` format adds a `+` sign in front of positive numbers. If you try to format `-0.0`, it breaks and displays both a `+` and a `-`. ### Steps to reproduce ```gdscript @tool extends EditorScript func _run() -> void: print("%+f" % -0.0) ``` ### Minimal reproduction project see above
https://github.com/godotengine/godot/issues/81317
https://github.com/godotengine/godot/pull/81328
59d3a36fbee958c9b049e58d242c75b052ddcbc4
95b00b11b0c54ba6140aa3f794b717762882ba73
"2023-09-04T23:24:49Z"
c++
"2023-09-05T13:14:36Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,311
["editor/editor_asset_installer.cpp", "editor/editor_asset_installer.h", "editor/plugins/asset_library_editor_plugin.cpp"]
Addon is empty after downloading from asset lib
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (NVIDIA; 31.0.15.3667) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads) ### Issue description This [addon](https://godotengine.org/asset-library/asset/1989) is shown as empty when downloaded via the editor. If downloading from the website everything works fine and there is content in the zip file. ![image](https://github.com/godotengine/godot/assets/10883690/259f114a-6ac0-4dd2-b71f-75c35d91ba85) The asset uses `Custom` as repository host, linking with URL to `https://github.com/kenyoni-software/godot-addons/releases/download/hide_private_properties-1.0.1/hide_private_properties-1_0_1.zip` ### Steps to reproduce Go to the Asset Lib and download [Hide Private Properties](https://godotengine.org/asset-library/asset/1989). ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81311
https://github.com/godotengine/godot/pull/81358
3815b2f98e51f918d6d4526547fdcedd40491c76
7343ad9e4fa7906ceec6b3779221e176cab33665
"2023-09-04T20:02:48Z"
c++
"2023-09-08T21:14:51Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,294
["editor/script_create_dialog.cpp"]
Dragging nodes into built-in scripts causes error: "Can't drop nodes because script 'xxxx::xxxxxxx' does not inherit Node"
### Godot version v4.2.dev3.mono.official [013e8e3af] ### System information Godot v4.2.dev3.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads) ### Issue description When creating and attaching a built-in script to any type of node, trying to drag nodes from the scene-tree results in an error that appears at the bottom-right of the editor, but not in the console window. The error states: `Can't drop nodes because script 'xxxxxxxx::xxxxxxx' does not inherit Node.` Even though the script clearly extends Node or any other type. ### Steps to reproduce 1. Create and add any node type to the scene tree. 2. Attach a new script, choose Built-in from the dialog. 3. Save the scene first, as at the time of writing, Godot suffers from a bug that causes it to crash if the scene was not saved first. 4. Try dragging or even ctrl-dragging a node to the script. 5. Observe the error appear at the bottom-right in a yellow-accent pop-up. 6. Nod and confirm that the bug exists. ### Minimal reproduction project [can't drag nodes into built-in scripts.zip](https://github.com/godotengine/godot/files/12511196/can.t.drag.nodes.into.built-in.scripts.zip) Loose files in the archive. Extract into their own folder.
https://github.com/godotengine/godot/issues/81294
https://github.com/godotengine/godot/pull/81299
c5562d105838ee8016d37e8b831e86b4662519de
d2cc6897d426a645f7da407c5656e4a29a0de3c9
"2023-09-04T07:32:22Z"
c++
"2023-09-06T12:49:24Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,289
["scene/resources/animation.cpp"]
C# method tweens can't handle 64 bit integer types
### Godot version v4.2.dev3.mono.official [013e8e3af] ### System information Windows 11, Godot 4.2-dev3 ### Issue description I wanted to create a Tween that interpolates a method in value range of a long type (64 bit). When the tweened method gets called with values outside the "classical" 32 bit number range (-2147483647 till 2147483647) the method gets only a constant value of -2147483647. Surprisingly the last call of the tween passes in the correct value then. ### Steps to reproduce Use the code snippet on any Node C# script (it was a control node in my case): ``` public partial class CurrencyView : Control { public override void _Ready() { this.SetValue(long.MaxValue); } public void SetValue(long value) { Tween tween = this.CreateTween(); tween.TweenMethod(new Callable(this, MethodName.OnValueTweener), 0L, value, 0.8d); } private void OnValueTweener(long value) { GD.Print(value); } } ``` Then just run any scene with a node in it that has this script attached. You should see log with the wrong numbers: ``` -2147483648 -2147483648 -2147483648 -2147483648 -2147483648 -2147483648 9223372036854775807 ``` ### Minimal reproduction project [tween-bug-project.zip](https://github.com/godotengine/godot/files/12508074/tween-bug-project.zip)
https://github.com/godotengine/godot/issues/81289
https://github.com/godotengine/godot/pull/81296
d90918194f5be43c9641570524844eb15da25c2a
cfdc01603846e4f0c39896b8ac7eb70cb4b180e3
"2023-09-03T23:11:51Z"
c++
"2023-09-05T13:14:21Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,283
["editor/editor_inspector.cpp"]
Property array tooltip shows wrong ID on later pages
### Godot version 4.2 dev3 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description When you have a property array, e.g. layer list in TileMap, and hover on the side of the array, a tooltip showing (presumably) element index appears. ![image](https://github.com/godotengine/godot/assets/2223172/7c331c9c-4c1d-4d85-a660-3355a2f3332e) However when you go to page 2 or higher, the index resets, instead of taking page into account: ![image](https://github.com/godotengine/godot/assets/2223172/588e20cd-24f6-4e64-88e3-e6b09e9133c1) ### Steps to reproduce 1. Add TileMap 2. Add enough layers to make the inspector's array have more pages 3. Go to another page 4. Hover array element ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81283
https://github.com/godotengine/godot/pull/81408
5c7b0ed29930c2e7d37fa93e69eddb5b97a64670
d6d8cb1a171b0aa74bc54e615e7c1e068af5a5d8
"2023-09-03T20:15:33Z"
c++
"2023-09-07T12:04:58Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,272
["editor/gui/editor_spin_slider.cpp"]
EditorSpinSlider: Change input via ´down´ or ´up´ arrow key
### Godot version v4.1.1.stable.official [bd6af8e0e] and v4.2.dev4.official [549fcce5f] ### System information macOS 13.4.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads) ### Issue description If the input is set to -1 and you want to change the value back to 0 by pressing the arrow key up, the value is increased by 0.001 only. This looks like a rounding error (see video below). In version 3.5.2 it was still ok. ### Steps to reproduce 1. create `Node2D` 2. Inspector -> Transform -> x - Position 3. enter `-1` 4. press the arrow keys `up` several times, then `down` again. https://github.com/godotengine/godot/assets/41921395/2ff82b7f-b24d-4039-88b3-30328258791d ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81272
https://github.com/godotengine/godot/pull/81278
b9c36c930b217e9310959532b8a17c15315d9839
480590ceb27b7dee068ffdb81803584003159026
"2023-09-03T13:49:30Z"
c++
"2023-09-26T06:19:15Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,257
["doc/classes/CanvasItem.xml", "doc/classes/CanvasLayer.xml"]
CanvasLayer Child Controls Z-Index Layering Issue
### Godot version 4.0.3 ### System information Windows -Godot 4.0.3 ### Issue description I need to change the rendering order of controls within the same Layer, but when I use two CanvasLayer nodes with the same Layer and place controls inside them, changing the z-index of child components does not affect their rendering order. I believe this may be incorrect; within the same layer, I should be able to change a control's z-index to alter its rendering order. ### Steps to reproduce ![_% D 8 DH}{`I5I$)7WTMPG](https://github.com/godotengine/godot/assets/42311029/79bab451-7f0e-4bef-8718-1c0842c4bf3b) ![%W0R{~VLQZBKB508}EL4A T](https://github.com/godotengine/godot/assets/42311029/a780edb1-823c-442d-9ddc-d8ffa07e4854) ### Minimal reproduction project [demo.zip](https://github.com/godotengine/godot/files/12504514/demo.zip)
https://github.com/godotengine/godot/issues/81257
https://github.com/godotengine/godot/pull/81270
b45933931b9a6a57ed73bea9dfdd56574958974e
b9c36c930b217e9310959532b8a17c15315d9839
"2023-09-02T18:22:44Z"
c++
"2023-09-26T06:18:49Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,225
["editor/gui/editor_file_dialog.cpp"]
The scene's default save name missing
### Godot version v4.2.dev4.mono.official [549fcce5f] ### System information window10 64bit ### Issue description ![GIF 2023-9-1 22-39-07](https://github.com/godotengine/godot/assets/35988767/d7be4a45-f5f0-4408-8758-f4bf9f3c9c5d) ### Steps to reproduce / ### Minimal reproduction project /
https://github.com/godotengine/godot/issues/81225
https://github.com/godotengine/godot/pull/81226
6c4266271d901c14b2bd96a3712691542ca84d4f
72ceaa8d9c75b16707a0ae3d35e21857969f2f8d
"2023-09-01T14:40:04Z"
c++
"2023-09-08T09:50:42Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,215
["servers/rendering/shader_language.cpp", "servers/rendering/shader_language.h", "servers/rendering/shader_preprocessor.cpp"]
"Invalid include exit hint @@< without matching enter hint." error setting built-ins after shader #include
### Godot version 4.1.1.stable.official ### System information Windows 10, Vulkan forward + ### Issue description When trying to use shader includes inside the body of the fragment() function, an error occurs when setting EMISSION after the include: `Invalid include exit hint @@< without matching enter hint.` ![image](https://github.com/godotengine/godot/assets/7751182/84ed4eef-3615-49f0-b5d5-eaaa0b91921c) Edit: Seems this also happens setting ALPHA, ROUGHNESS, etc. Likely any built-in that can be set. ### Steps to reproduce Create a material. Convert it to a shader material. Copy the contents in the fragment() function into a new shader include. Include the shader include inside the fragment() function. Set EMISSION to something after the include. Note error. Setting before the include works fine. ### Minimal reproduction project (upload failed, will post in reply).
https://github.com/godotengine/godot/issues/81215
https://github.com/godotengine/godot/pull/81381
480590ceb27b7dee068ffdb81803584003159026
e25408df4b4967dfbddbeb9c9b16de78ee5ead31
"2023-09-01T01:05:16Z"
c++
"2023-09-26T06:19:40Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,173
["servers/rendering/renderer_rd/storage_rd/material_storage.cpp"]
On Vulkan, Sprite3D with ViewportTexture and SubViewport doesn't work in exported project.
### Godot version 4.1.1 stable ### System information Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 31.0.21023.2010) - AMD Ryzen 5 5600 6-Core Processor (12 Threads) ### Issue description Even though everything is fine in the editor, exporting with either the debug or release template breaks `Sprite3D` nodes with `ViewportTexture`. The problem is present in forward and mobile renderer, not on compatibility. I have an AMD GPU on Windows 11. Tests on other operating systems and GPU vendors are appreciated. ### Steps to reproduce Create a 3D scene with `WorldEnvironment` and `Camera3D`. Add a `Sprite3D` node in view of the camera. Create a `SubViewport` node and place something as it's child. Create a new `ViewportTexture` in the sprite texture property and select the viewport. Run the scene, it works fine. Export the project and run it, the sprite is broken. ### Minimal reproduction project [empty_project.zip](https://github.com/godotengine/godot/files/12477738/empty_project.zip)
https://github.com/godotengine/godot/issues/81173
https://github.com/godotengine/godot/pull/81607
b42aa5ad9d185a5263885755a17dc9d4e93314d5
c255acebe867b65bd7cd81a900c0e3144e2d472a
"2023-08-30T15:48:37Z"
c++
"2023-10-05T08:07:16Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,166
["scene/resources/gradient_texture.cpp", "scene/resources/gradient_texture.h"]
Particles rendered incorrectly with a gradient texture
### Godot version 9f9210e60cddb2fa82ce5f7d71fcba340f2edbd1 ### System information Windows 11 ### Issue description I found that one of particles shaders in my project begin working incorrectly after the recent fixes. I've bisected it to 9f9210e60cddb2fa82ce5f7d71fcba340f2edbd1. Before: ![image](https://github.com/godotengine/godot/assets/3036176/556bb0ed-6214-42ce-b194-8b54b0349b18) After: ![image](https://github.com/godotengine/godot/assets/3036176/b3fa0b8a-20a6-4c5a-aea7-3e1ec465ea3e) ### Steps to reproduce Download the provided test project and compare changes with different version. ### Minimal reproduction project [bug.zip](https://github.com/godotengine/godot/files/12476303/bug.zip)
https://github.com/godotengine/godot/issues/81166
https://github.com/godotengine/godot/pull/81198
e3522e0d85d49d99ad0b48c2e607b4c898941e4f
80bfca20c6577083e9e4070723512ff2c3f32d0b
"2023-08-30T13:47:08Z"
c++
"2023-09-01T14:03:22Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,164
["core/input/input.cpp", "core/input/input.h"]
Axis-based actions can get stuck as pressed
### Godot version 4.2 bc88dca ### 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 After #80859 if you have an action that uses joypad axis, it can get stuck very easily and don't get released until more input. The `pressed` counter can go above 1, because multiple pressed events are received in a row, without equivalent release events that would release the action. ### Steps to reproduce 1. Create an action that uses joypad axis event 2. Start the project and press the action a few times 3. Eventually it will not release ### Minimal reproduction project [BrokenAxis.zip](https://github.com/godotengine/godot/files/12476218/BrokenAxis.zip)
https://github.com/godotengine/godot/issues/81164
https://github.com/godotengine/godot/pull/81170
ca2d5b25fdb7d62322fc6705ee5f074167ba01bb
5f5ca23586d1e9928b1fb7a7a8f604fe02f3a824
"2023-08-30T13:36:38Z"
c++
"2023-09-11T13:37:42Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,162
["editor/editor_node.cpp"]
editor layout loading breaks when docks are floating
### Godot version 4.1.1 ### System information linux ### Issue description [simplescreenrecorder-2023-08-30_15.06.02.webm](https://github.com/godotengine/godot/assets/71937306/7e5e8c1e-7a24-4c8e-a528-7a3298540ad5) as you can see in this video, layouts load wrongly under some circumstances. ### Steps to reproduce create layouts like in the clip and try switching from one to another like shown. ### Minimal reproduction project none
https://github.com/godotengine/godot/issues/81162
https://github.com/godotengine/godot/pull/82742
85e508b5700382809c5bdbf406914663177aa7d3
230bdda872bd01a776f30f2c15ab76b354b6e900
"2023-08-30T13:08:59Z"
c++
"2023-10-13T09:43:35Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,161
["editor/editor_layouts_dialog.cpp", "editor/plugins/theme_editor_plugin.cpp"]
Pressing space when entering the name of an editor layout confirm the save dialog
### Godot version 4.1.1 ### System information linux ### Issue description [simplescreenrecorder-2023-08-30_15.01.51.webm](https://github.com/godotengine/godot-proposals/assets/71937306/537d92b9-4f98-4fe6-adf4-71297be0471a) I guess this wasn't the case before since I could save a layout named "2 monitors". ### Steps to reproduce press space ### Minimal reproduction project none
https://github.com/godotengine/godot/issues/81161
https://github.com/godotengine/godot/pull/81189
d18963485eb53ac78bb606340104615d4096f902
07035466e81ce9e1f5df8deed2f415757e855772
"2023-08-30T13:03:42Z"
c++
"2023-09-02T12:30:12Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,150
["drivers/gles3/shader_gles3.cpp"]
OpenGL shader cache is not prefixed with GPU model, causing it to be invalidated when switching GPUs on a project
### Godot version 4.2.dev d2f76e878 ### System information Godot v4.2.dev (d2f76e878) - Fedora Linux 38 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Laptop GPU () - 13th Gen Intel(R) Core(TM) i9-13900H (20 Threads) ### Issue description > **Note** > > This is now fixed in Vulkan thanks to https://github.com/godotengine/godot/pull/80296, but a separate fix is needed for OpenGL (Compatibility rendering method). > > OpenGL does not support `--gpu-index`, so you must use system overrides to control which GPU Godot runs on (or use llvmpipe) to test this issue. Vulkan pipeline cache is not prefixed with the GPU model name (or perhaps GPU index), causing it to be invalidated when switching GPUs on a project. This unnecessarily increases loading times when you switch GPUs back and forth, which is something you may have to do frequently when benchmarking. (Remember that pipeline cache isn't compatible across GPU models, so it has to be made unique for each GPU.) ``` WARNING: Invalid pipelines cache header. at: _load_pipeline_cache (drivers/vulkan/rendering_device_vulkan.cpp:9187) ``` For reference, here's the system information with the integrated GPU used in Godot (this is `--gpu-index 0` on my end, but Godot picks the dedicated GPU first if not told explicitly): > Godot v4.2.dev (d2f76e878) - Fedora Linux 38 (KDE Plasma) - X11 - Vulkan (Forward+) - integrated Intel(R) Graphics (RPL-P) () - 13th Gen Intel(R) Core(TM) i9-13900H (20 Threads) ### Steps to reproduce You need a system with access to 2 different GPUs. A laptop with hybrid graphics makes this easy, but you can also use a desktop with a dedicated GPU and integrated graphics explicitly enabled in the UEFI. - Open the editor on a project, or run a project with `--gpu-index 0` for the first time. Notice the "invalid Vulkan pipeline cache" warning message. - Do the same a second time. Notice there is no warning message. - Do the same, but with `--gpu-index 1`. Notice the warning message again. - Do the same a second time. Notice there is no warning message. - Use `--gpu-index 0` again, and notice the warning message appearing. **This is the unexpected part.** ### Minimal reproduction project Any project can be used to reproduce this issue, but I've used https://github.com/Calinou/godot-reflection to test this.
https://github.com/godotengine/godot/issues/81150
https://github.com/godotengine/godot/pull/82359
92ac0e54fec5c910058bcdeac80b66d0037fbf02
36945dad0730ee013547493df60c4c59567b4290
"2023-08-30T05:00:32Z"
c++
"2023-09-26T14:36:57Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,149
["editor/plugins/script_text_editor.cpp"]
Godot crashes when adding built-in scripts and defining variables before saving: ERROR: FATAL: Index p_index = 0 is out of bounds (size() = 0)
### Godot version v4.2.dev3.mono.official [013e8e3af] ### System information Windows 11 - Godot 4.2.dev3.mono, Vulkan API 1.3.242 - Forward+ dedicated NVIDIA ### Issue description Adding a new built-in script to a node and while defining new variables in the script before saving the scene or the node/script, Godot will freeze momentarily after a couple of seconds then exit with the error: ERROR: FATAL: Index p_index = 0 is out of bounds (size() = 0). at: operator[] (./core/templates/list.h:521) If the scene was saved before editing the script Godot does not crash. If I edit the script anywhere other than the area for defining variables after the `extends xxx` and before the `func _ready()`, Godot does not crash whether the scene was saved or not. Defining any kind of variable, whether `@export`, `const`, or `var` causes the crash. If a normal (not built-in) script was added, Godot does not crash, whether the script was saved before editing or not. ### Steps to reproduce 1. Create a new scene. 2. Add a new script to the root node, either from the "Attach new script" button in the scene hierarchy, or by choosing "New Script" from the drop-down in front of "Script" in the inspector under "Node" section. 3. Check the "Built-in Script" option and click the "Create" button. Giving a name has no change on the crash behavior. 4. Try adding a new variable definition after the `extends` line. 5. Godot will crash while typing the variable definition line. ### Minimal reproduction project Unable to provide one, since Godot crashes because the scene and script crashes before they can be saved. The steps to reproduce the crash are already trivial and don't require much setting up.
https://github.com/godotengine/godot/issues/81149
https://github.com/godotengine/godot/pull/81156
46ff9aa2ca545a66552ebb073e87395951ed166d
56a5fb26a08ee3fdccd59dea31e962650ec3ffbf
"2023-08-30T04:16:54Z"
c++
"2023-08-31T06:56:04Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,143
["drivers/gles3/rasterizer_scene_gles3.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h", "servers/rendering/renderer_rd/storage_rd/forward_id_storage.h", "servers/rendering/renderer_rd/storage_rd/light_storage.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.cpp"]
Vulkan Mobile: Decal Rendering Issues, Doubling Up?
### Godot version 4.1.1.stable ### System information Windows 11 - Vulkan (Mobile) - NVidia GTX 1070 537.13 ### Issue description When placing more decals equal to or around the max of 8 decals for a surface, issues begin to occur. Setting a decal to be slightly transparent, depending on the viewing angle decals are rendered twice which means they are no longer blended with the surface correctly. Also when moving the camera around, sometimes a decal will also move around along the surface. This issues occurs on both StandardMaterial3D & ShaderMaterial. Screenshot: ![image](https://github.com/godotengine/godot/assets/112617916/6222c1f6-da3d-43db-a89c-d9b303c4ad7f) https://github.com/godotengine/godot/assets/112617916/ead9fae0-762f-4002-9b0e-e1f181a8d78b ### Steps to reproduce - Make a New 3D Project - Set rendering Mode to Mobile - Add a MeshInstance3D - Place around 8 decals on the surface - Move the camera around until you see issues described/shown in video ### Minimal reproduction project [Mobile Decal Issues.zip](https://github.com/godotengine/godot/files/12469892/Mobile.Decal.Issues.zip)
https://github.com/godotengine/godot/issues/81143
https://github.com/godotengine/godot/pull/83493
8d7f3d6bc9a8ccf9c2e4080c45f4079103f3017e
814de86494bb883592dac1d9c0dde5b27c9c79bb
"2023-08-29T22:02:49Z"
c++
"2023-10-23T10:40:07Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,142
["scene/gui/item_list.cpp"]
`ItemList` guides should always be drawn behind selected style box
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Ubuntu 22.04.3 LTS 22.04 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 980 (nvidia; 535.86.05) - Intel(R) Core(TM) i5-4670 CPU @ 3.40GHz (4 Threads) ### Issue description The guides of a style box should always be drawn behind the style box used for selection. This seems to be the case by default, but when setting an explicit guide color, the guides seem to get priority over select style box, messing up the appearance of the selected style box: ![image](https://github.com/godotengine/godot/assets/3620703/ed7a22e1-e93c-4f95-8332-88ca3df50f99) Notice that the bottom border of the selected style box gets overdrawn by the guide. Since the guides are "low priority" visual elements compared to emphasized nature of "selected" style box, this should probably not be the case. Also, if I comment out the explicitly set `guide_color` in the reproduction code, the behavior switches back to the expected behavior: ![image](https://github.com/godotengine/godot/assets/3620703/018db6ff-91c7-4f8b-9c31-297bc10dbc9b) I.e., the fact of changing the guide color seems to change the priority, which I'd assume is not intended? This seems to prevent setting a custom `guide_color` (I just wanted to make it a bit more lighter). ### Steps to reproduce Self-bootstrapping example scene: ```gdscript extends MarginContainer func _ready(): var item_list = ItemList.new() for i in 100: item_list.add_item("Item %d" % i) add_child(item_list) var custom_theme = Theme.new() custom_theme.set_constant("margin_left", "MarginContainer", 20) custom_theme.set_constant("margin_right", "MarginContainer", 20) custom_theme.set_constant("margin_bottom", "MarginContainer", 20) custom_theme.set_constant("margin_top", "MarginContainer", 20) # This line messes up the priority of the guides custom_theme.set_color("guide_color", "ItemList", Color(0.95, 0.95, 0.95)) var style_box style_box = StyleBoxFlat.new() style_box.bg_color = Color(1, 1, 1) style_box.set_border_width_all(1) style_box.set_content_margin_all(20) custom_theme.set_stylebox("panel", "ItemList", style_box) style_box = StyleBoxFlat.new() style_box.bg_color = Color(0.9, 0.9, 1) style_box.border_color = Color(0.5, 0.5, 1) style_box.set_border_width_all(1) custom_theme.set_stylebox("selected", "ItemList", style_box) custom_theme.set_stylebox("selected_focus", "ItemList", style_box) custom_theme.set_stylebox("focus", "ItemList", StyleBoxEmpty.new()) set_theme(custom_theme) ``` ### Minimal reproduction project [ItemListStyleBox.zip](https://github.com/godotengine/godot/files/12469029/ItemListStyleBox.zip)
https://github.com/godotengine/godot/issues/81142
https://github.com/godotengine/godot/pull/81155
56b13b6865475c7a42ddd5337402552b60476513
bc88dca176cef6b8943ded58c68a60f7c127baea
"2023-08-29T20:47:22Z"
c++
"2023-08-30T10:16:29Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,133
["modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs", "modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs"]
Generating the C# project fails when .Net 8 Sdk is installed.
### Godot version 4.1.1.stable.mono ### System information Godot v4.1.1.stable.mono - Windows 10.0.23531 ### Issue description When I install .Net 8 on my system (I'm using the preview version of Visual Studio, so I can't uninstall .Net 8), I get the message "Failed to create C# project." when I create a C# script file, and it doesn't generate the corresponding project files. ``` modules/mono/glue/runtime_interop.cpp:1324 - System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. System cannot find the specified file. File name: 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' at GodotTools.ProjectEditor.ProjectGenerator.GenAndSaveGameProject(String dir, String name) at GodotTools.CsProjOperations.GenerateGameProject(String dir, String name) in /root/godot/modules/mono/editor/GodotTools/GodotTools/CsProjOperations.cs:line 13 Transient parent has another exclusive child. ``` ### Steps to reproduce 1. Install the latest preview version of .Net 8 Sdk. 2. Create a new godot project. 3. Add a scene root node. 4. Attach a C# script to the node. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81133
https://github.com/godotengine/godot/pull/83325
4ec07ffb44b02ee09f562cc8a8f203cb64339b13
398b254f277311f77c91b82140d4f4e900e67d80
"2023-08-29T16:21:13Z"
c++
"2023-10-24T08:54:04Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,118
["core/variant/callable_bind.cpp"]
Inconsistent `Signal.is_connected` behaviour for callables that combine `bind` and `unbind`
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads) ### Issue description :+1: For `Callable`s which have had `bind` *xor* `unbind` called on them, `Signal.is_connected` will return `true` so long as the base callable is the same. :warning: For `Callable`s which have had `bind` *and* `unbind` called on them, `Signal.is_connected` seems to only return `true` for the exact `Callable` object. I would expect `is_connected` to return `true` in the same manner for either case. ### Steps to reproduce ```gdscript extends Node2D signal boop(doot) signal beep(doot) signal baap(doot) func _ready(): boop.connect(translate.bind(Vector2.ZERO)) print(boop.is_connected(translate)) # true print(boop.is_connected(translate.bind(Vector2.ZERO))) # true boop.disconnect(translate.bind(Vector2.ZERO)) beep.connect(translate.unbind(1)) print(beep.is_connected(translate)) # true print(beep.is_connected(translate.bind(Vector2.ZERO))) # true print(beep.is_connected(translate.unbind(1))) # true beep.disconnect(translate.unbind(1)) var handler = translate.bind(Vector2.ZERO).unbind(1) baap.connect(handler) print(baap.is_connected(translate)) # false print(baap.is_connected(translate.bind(Vector2.ZERO))) # false print(baap.is_connected(translate.unbind(1))) # false print(baap.is_connected(translate.bind(Vector2.ZERO).unbind(1))) # false print(baap.is_connected(handler)) # true # Attempting this `disconnect` triggers "Attempt to disconnect a nonexistent connection..." baap.disconnect(translate.bind(Vector2.ZERO).unbind(1)) ``` ### Minimal reproduction project Self-contained _scene_: [test.zip](https://github.com/godotengine/godot/files/12463837/test.zip)
https://github.com/godotengine/godot/issues/81118
https://github.com/godotengine/godot/pull/81131
a47729d16bb37c5d368226ff83b61676492edbb8
bbdd1aaa385ed893dc836f2ec0c24eae8beac7de
"2023-08-29T11:15:32Z"
c++
"2023-09-01T14:02:35Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,085
["editor/plugins/theme_editor_plugin.cpp"]
Editor crashes and leaks RIDs when you open and close a custom theme preview tab
### Godot version master (541674d10692cf608f1245d7eede459bdc96b74f), 4.2.dev3, 4.1.stable, 4.0.3.stable ### System information Godot v4.2.dev (541674d10) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti Laptop GPU (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads) ### Issue description A crash with a leak happens on editor exit if you use custom theme previews in the theme editor. Using the theme editor normally with the default preview doesn't produce a crash. Opening a custom preview tab doesn't cause a crash either. However, opening a custom preview tab and then closing it will cause a leak and a crash on exit. There are no immediate errors when you close the tab and everything appears to be working normally. Leaks are reported like so: ``` ERROR: 4 RID allocations of type 'struct RendererRD::LightStorage::ShadowAtlas' were leaked at exit. ERROR: 4 RID allocations of type 'struct RendererRD::TextureStorage::RenderTarget' were leaked at exit. ERROR: 87 RID allocations of type 'class RendererRD::TextureStorage::Texture' were leaked at exit. ERROR: 50 RID allocations of type 'struct RendererCanvasCull::Item' were leaked at exit. ``` The crash happens as we're trying to free various rendering structs: ``` godot.windows.editor.dev.x86_64.exe!RendererCanvasRender::Polygon::~Polygon() Line 154 (c:\Projects\godot-engine\master\servers\rendering\renderer_canvas_render.h:154) godot.windows.editor.dev.x86_64.exe!RendererCanvasRender::Item::CommandPolygon::~CommandPolygon() (Unknown Source:0) godot.windows.editor.dev.x86_64.exe!RendererCanvasRender::Item::CommandPolygon::`scalar deleting destructor'(unsigned int) (Unknown Source:0) godot.windows.editor.dev.x86_64.exe!memdelete<RendererCanvasRender::Item::Command>(RendererCanvasRender::Item::Command * p_class) Line 112 (c:\Projects\godot-engine\master\core\os\memory.h:112) godot.windows.editor.dev.x86_64.exe!RendererCanvasRender::Item::clear() Line 417 (c:\Projects\godot-engine\master\servers\rendering\renderer_canvas_render.h:417) godot.windows.editor.dev.x86_64.exe!RendererCanvasRender::Item::~Item() Line 470 (c:\Projects\godot-engine\master\servers\rendering\renderer_canvas_render.h:470) godot.windows.editor.dev.x86_64.exe!RendererCanvasCull::Item::~Item() (Unknown Source:0) godot.windows.editor.dev.x86_64.exe!RendererCanvasCull::Item::`scalar deleting destructor'(unsigned int) (Unknown Source:0) godot.windows.editor.dev.x86_64.exe!RID_Alloc<RendererCanvasCull::Item,1>::~RID_Alloc<RendererCanvasCull::Item,1>() Line 349 (c:\Projects\godot-engine\master\core\templates\rid_owner.h:349) godot.windows.editor.dev.x86_64.exe!RID_Owner<RendererCanvasCull::Item,1>::~RID_Owner<RendererCanvasCull::Item,1>() (Unknown Source:0) godot.windows.editor.dev.x86_64.exe!RendererCanvasCull::~RendererCanvasCull() Line 2163 (c:\Projects\godot-engine\master\servers\rendering\renderer_canvas_cull.cpp:2163) godot.windows.editor.dev.x86_64.exe!RendererCanvasCull::`scalar deleting destructor'(unsigned int) (Unknown Source:0) godot.windows.editor.dev.x86_64.exe!memdelete<RendererCanvasCull>(RendererCanvasCull * p_class) Line 112 (c:\Projects\godot-engine\master\core\os\memory.h:112) godot.windows.editor.dev.x86_64.exe!RenderingServerDefault::~RenderingServerDefault() Line 430 (c:\Projects\godot-engine\master\servers\rendering\rendering_server_default.cpp:430) godot.windows.editor.dev.x86_64.exe!RenderingServerDefault::`scalar deleting destructor'(unsigned int) (Unknown Source:0) godot.windows.editor.dev.x86_64.exe!memdelete<RenderingServer>(RenderingServer * p_class) Line 112 (c:\Projects\godot-engine\master\core\os\memory.h:112) godot.windows.editor.dev.x86_64.exe!finalize_display() Line 318 (c:\Projects\godot-engine\master\main\main.cpp:318) godot.windows.editor.dev.x86_64.exe!Main::cleanup(bool p_force) Line 3707 (c:\Projects\godot-engine\master\main\main.cpp:3707) godot.windows.editor.dev.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 184 (c:\Projects\godot-engine\master\platform\windows\godot_windows.cpp:184) godot.windows.editor.dev.x86_64.exe!_main() Line 204 (c:\Projects\godot-engine\master\platform\windows\godot_windows.cpp:204) ``` I assume that the leak and the crash are related. So without rebuilding from source I've tested various previous official releases, and I can reproduce the leak in all previous 4.2 dev snapshots, in 4.1.stable and in 4.0.3.stable. ``` ERROR: 4 RID allocations of type 'N10RendererRD12LightStorage11ShadowAtlasE' were leaked at exit. ERROR: 4 RID allocations of type 'N10RendererRD14TextureStorage12RenderTargetE' were leaked at exit. ERROR: 87 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit. ERROR: 50 RID allocations of type 'N18RendererCanvasCull4ItemE' were leaked at exit. ``` ### Steps to reproduce Open any project and create a GUI scene and an empty Theme resource. Open the resource for editing and in the theme editor click on "Add Preview", select the GUI scene. Close the newly opened tab and exit the editor. If you have a debugger attached, you should catch a crash, if you have a terminal open, you should see the leak. ### Minimal reproduction project N/a
https://github.com/godotengine/godot/issues/81085
https://github.com/godotengine/godot/pull/82442
aa82cccc41a0fc1b1f9b6cfa4b5d93635ea1b20b
46e48c5a3defbad502c1ac3f4d55869c409075a2
"2023-08-28T19:18:02Z"
c++
"2023-09-27T17:08:04Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,082
["scene/resources/material.cpp", "scene/resources/material.h"]
StandardMaterial3D with certain property values is not applied on MeshInstance3D upon reopening scene
### Godot version Godot v4.1.1.stable (bd6af8e0e) ### System information Archlinux - Freedesktop SDK 22.08 (Flatpak runtime) - Vulkan (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i9-12900H (20 Threads) ### Issue description Certain property values in StandardMaterial3D cause the material in MeshInstance3D to be displayed incorrectly after reopening a scene. The issue is reproducible on Windows and with Forward+ renderer as well. Similar issue in Godot 3.x: [#42675](https://github.com/godotengine/godot/issues/42675) ### Steps to reproduce 1. Add MeshInstance3D 2. Set its `mesh` to `New BoxMesh` 3. Set `material_override` to `New StandardMaterial3D` 4. Set `shading_mode` to `Unshaded` 5. Set `texture_filter` to `Nearest` 6. Disable `texture_repeat` 7. Save & Reload Saved Scene [material_test1.webm](https://github.com/godotengine/godot/assets/67646403/6cc42dab-c2e2-4da7-a54f-818d7dffcfa4) ### Minimal reproduction project [material_test.zip](https://github.com/godotengine/godot/files/12456922/material_test.zip)
https://github.com/godotengine/godot/issues/81082
https://github.com/godotengine/godot/pull/83145
ae5be1f9afe3f1f7176285022f350014c3ae402e
05d6183dee671ccbb47339a26228f69e83756c19
"2023-08-28T17:49:26Z"
c++
"2023-10-11T16:31:06Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,071
["scene/gui/spin_box.cpp"]
SpinBox does not clear text on Enter key if the text is "Nil".
### Godot version 4.2.dev3.official ### System information Windows 10 - GLES3 (Compatibility) ### Issue description When a text is typed into the SpinBox node, and the `Enter` key is pressed, the text is normally removed, and the last valid number value of the SpinBox is restored. However, when the string that is input is `"Nil"`, pressing `Enter` won't remove it, as it would do with any other text. https://github.com/godotengine/godot/assets/141344817/a866a597-02db-4195-b45e-87578e0f1f92 ### Steps to reproduce 0. Create a new project. 1. Add SpinBox node. 2. Run the project. 3. Input any valid number into the SpinBox. 4. Try to input some text into the SpinBox. 5. Try to type and input "Nil" text into the SpinBox. ### Minimal reproduction project [SpinBox Nil - MRP.zip](https://github.com/godotengine/godot/files/12453969/SpinBox.Nil.-.MRP.zip)
https://github.com/godotengine/godot/issues/81071
https://github.com/godotengine/godot/pull/81094
13f0ab88f2923c7dfa5f105db10d12a10d3445dc
ca2d5b25fdb7d62322fc6705ee5f074167ba01bb
"2023-08-28T11:40:59Z"
c++
"2023-09-11T13:37:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,057
["scene/gui/range.cpp"]
SpinBox accepts NAN as input.
### Godot version 4.2.dev3.official ### System information Windows 10 - GLES3 (Compatibility) ### Issue description When using the SpinBox node, it is possible for a user to input `NAN` into it (by clicking it and writing "NAN" as text). I believe this should either be prevented (for example with an `allow_nan` property), or [documented](https://docs.godotengine.org/en/latest/classes/class_spinbox.html), as developers might not know that they should be checking the SpinBox's value against it. ![image](https://github.com/godotengine/godot/assets/141344817/ba1455e2-36b8-45f1-940d-32b9da92f1c4) ### Steps to reproduce 0. Create a new project. 1. Add a SpinBox node. 2. Run the project. 3. Click the SpinBox. 4. Type "NAN". 5. Press enter. ### Minimal reproduction project [SpinBox NAN - MPR.zip](https://github.com/godotengine/godot/files/12448902/SpinBox.NAN.-.MPR.zip)
https://github.com/godotengine/godot/issues/81057
https://github.com/godotengine/godot/pull/81076
ba1089689af0f77b501b2b8915808e4540b7c6a2
541674d10692cf608f1245d7eede459bdc96b74f
"2023-08-27T21:53:53Z"
c++
"2023-08-28T18:38:22Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,055
["editor/gui/scene_tree_editor.cpp", "editor/gui/scene_tree_editor.h"]
Foreign nodes are no longer highlighted
### Godot version 4.2 6da4ad1 ### 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 ![image](https://github.com/godotengine/godot/assets/2223172/d65ab202-93dd-4d83-bcef-c2b34bfa23f3) In 4.2 dev3: ![image](https://github.com/godotengine/godot/assets/2223172/8621ec24-65d4-490d-bfc1-7e6e8aa3606a) ### Steps to reproduce 1. Create a scene with some children 2. Instantiate it in another scene 3. Enable editable children ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/81055
https://github.com/godotengine/godot/pull/81061
cd5c0076286641b65cd95784eee3ac9e76b692b0
b3811a3e4fca3a16e004257f327c3e540f5f05bb
"2023-08-27T20:08:26Z"
c++
"2023-08-28T10:11:59Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,028
["drivers/gles3/environment/gi.cpp", "drivers/gles3/environment/gi.h", "editor/editor_node.cpp", "servers/rendering/dummy/environment/gi.h", "servers/rendering/environment/renderer_gi.h", "servers/rendering/renderer_rd/environment/gi.cpp", "servers/rendering/renderer_rd/environment/gi.h", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/rendering_server_default.h", "servers/rendering_server.h"]
SDFGI propagating light to other scenes and reflections (also not updating until movement)
### 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 3070 Ti Laptop GPU (NVIDIA; 31.0.15.3713) - 12th Gen Intel(R) Core(TM) i9-12900H (20 Threads) ### Issue description I was expecting the SDFGI to update constantly in the scene, but it only does when moving the 3d camera around. It also will send emission light to other scenes and reflections. It will stay in the reflections until that instance is checked again. I posted a long video of it here, but the short video below is the main thing: https://pixeldrain.com/u/9bVF7xPy I have been testing with various elements to get good emission materials that light up the scene. At first I could not get it to work so added some spotlight and volume fog to fake it. (Those are still in the ship scene just not visible) But with an emission material at high enough energy and sdfgi and glow on it does mostly what I expect, but also sends the emission light to other scene tabs. Only in the viewer not when running it as the game though. ### Steps to reproduce Short video of the steps: https://github.com/godotengine/godot/assets/43964088/cd6dc2ed-56b6-4d84-9bb7-ad036a621c08 (you may want to move the 3d camera around in each scene to get the full effect) goto the lightemit scene then the lighttest scene then the test scene from there you will see the red on the plane and the red reflected in the ship the red in the reflection will stay even when moving the 3d camera around for that to go away goto the ship scene and then back to the test scene ### Minimal reproduction project Here is the scene I have been working with in the video: https://pixeldrain.com/u/gBmokbbz ### *Edit 1* simpler example scene: After some further testing here is a basic scene, (not using the spaceship model I made): [sdfgi test2.zip](https://github.com/godotengine/godot/files/12447211/sdfgi.test2.zip) I will record another video of it tomorrow if need be but it follows the same principle: with each step move the 3d view some: 1. load "glow" 2. load "test_light" 3. load "test_reflect" to clear load "reflect" You will see the cube reflected in the sphere and the glow as well. ### *Edit 2* better base example: I added a camera to show off the blow out effect. I also added a script to change scene between the 2 test scene, and it also shows the reflection running the game too. Here is the video and project file for it: [sdfgi test3.zip](https://github.com/godotengine/godot/files/12448179/sdfgi.test3.zip) https://github.com/godotengine/godot/assets/43964088/f278cc0e-fe72-4cb9-b3bc-bfc38c107ff7
https://github.com/godotengine/godot/issues/81028
https://github.com/godotengine/godot/pull/81167
e8d57afaeccf0d9f9726746f49936eb93aa0039b
f021d3394034833379f9e081aad9e9696475a028
"2023-08-27T01:01:54Z"
c++
"2023-10-25T08:27:03Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,024
["doc/classes/ProjectSettings.xml"]
When using integer scaling, resizing the window to be smaller than `content_scale_size` (the original viewport size) will clip the contents.
### Godot version master ### System information Windows ### Issue description Follow-up to https://github.com/godotengine/godot/pull/81012#pullrequestreview-1596954975. This causes contents of the viewport to be clipped out of the window, which is not desirable, and also causes a problem with the implemented `Window.move_to_center()` when used with embedded windows. ### Steps to reproduce Create a 2D scene, set the window stretch mode to `canvas_items` and stretch scale mode to `integer` in the project settings, and resize the window to be smaller than the original viewport size. Result demonstrated in linked comment. ### Minimal reproduction project In linked comment.
https://github.com/godotengine/godot/issues/81024
https://github.com/godotengine/godot/pull/81176
ca6b404739566b918ba00a6c16b53ed27f43562d
be8761a801501ae4e095211284a1606ae8937eba
"2023-08-26T20:31:42Z"
c++
"2023-10-30T22:17:21Z"
closed
godotengine/godot
https://github.com/godotengine/godot
81,000
["modules/gridmap/grid_map.cpp"]
Gridmap shows after reload_current_scene() if hidden in editor
### Godot version 3.5.2 RC2 ### System information Windows 10 ### Issue description If a gridmap is hidden in the editor and `get_tree().reload_current_scene()` is used, the gridmap will reappear on reset. Using `hide()` or `visible = false` in `_ready()` will not work: ![image](https://github.com/godotengine/godot/assets/16231628/1843f94c-1106-4f6a-ba97-4063174d8714) The only fix is to use: ![image](https://github.com/godotengine/godot/assets/16231628/e2392aa2-3e79-4d43-bc92-0457319a4b60) ```swift func _ready(): show() hide() ``` ### Steps to reproduce - Add a gridmap node - Set visibility in editor to false - Use `get_tree().reload_current_scene()` ### Minimal reproduction project [brokenhideshow.zip](https://github.com/godotengine/godot/files/12441673/brokenhideshow.zip)
https://github.com/godotengine/godot/issues/81000
https://github.com/godotengine/godot/pull/81106
bb61a932c2c67ea54b005832078c42b7cc0bb271
d18963485eb53ac78bb606340104615d4096f902
"2023-08-25T16:33:21Z"
c++
"2023-09-02T12:29:48Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,989
["scene/gui/tab_container.cpp", "scene/gui/tab_container.h"]
Can't set tab's hover color by theme
### Godot version v4.2.dev3.official [013e8e3af] ### System information Windows 10, 64bit ### Issue description ![image](https://github.com/godotengine/godot/assets/35988767/ccdac68c-a60d-491b-a406-d6e3bc1c95ae) ![GIF](https://github.com/godotengine/godot/assets/35988767/7d230faf-0260-4bc3-92e8-11cd026931a8) ### Steps to reproduce / ### Minimal reproduction project /
https://github.com/godotengine/godot/issues/80989
https://github.com/godotengine/godot/pull/81040
59de8f913d16f8655abc9428ea9f98a3aed40904
ae7bab8c37fb09e892542486be8911ecb07929dc
"2023-08-25T10:37:17Z"
c++
"2023-08-31T06:54:29Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,986
["drivers/gles3/rasterizer_canvas_gles3.cpp"]
Crash when TextureRect is visible and TileMap is scaled down
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Gentoo 2.14 - Vulkan (Compatibility) - AMD Radeon Vega 8 Graphics (raven, LLVM 16.0.6, DRM 3.49, 6.1.41-gentoo-x86_64) () - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads) ### Issue description This minimal project crashes when run with the background TextRect visible, but if you toggle its visibility, no crash occurs. Note that this only started when I scaled down the TileMap to half (either by scaling MapCenter or Dungeon). ```================================================================ [0/93533] handle_crash: Program crashed with signal 11 Engine version: Godot Engine v4.1.1.stable.official (bd6af8e0ea69167dd0627f3bd54 f9105bda0f8b5) Dumping the backtrace. Please include this when reporting the bug to the project developer. [1] /lib64/libc.so.6(+0x38790) [0x7fd308df7790] (??:0) [2] /lib64/libc.so.6(+0x14e237) [0x7fd308f0d237] (??:0) [3] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c66508] (??:0) [4] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c71f1b] (??:0) [5] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9c1d3] (??:0) [6] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9ff22] (??:0) [7] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4339a9c] (??:0) [8] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4342037] (??:0) [9] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x3dcc902] (??:0) [10] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xf16a56] (??:0) [11] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe46444] (??:0) [12] /lib64/libc.so.6(+0x2364a) [0x7fd308de264a] (??:0) [13] /lib64/libc.so.6(__libc_start_main+0x85) [0x7fd308de2705] (??:0) [14] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe777ae] (??:0) -- END OF BACKTRACE -- ================================================================ ``` ### Steps to reproduce 1. Run the attached project to see the crash. 2. Click the "toggle visibility" button beside Background to see no crash. ### Minimal reproduction project [mrp.zip](https://github.com/godotengine/godot/files/12437395/mrp.zip)
https://github.com/godotengine/godot/issues/80986
https://github.com/godotengine/godot/pull/81036
231daee7b456b7b2831d1ee579738de79f1e4aeb
5491dcd38749cae086b14a8941b3124a81630e24
"2023-08-25T08:57:45Z"
c++
"2023-08-28T10:09:24Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,980
["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/rasterizer_scene_gles3.cpp"]
Web export fails to display Gridmap that works well in editor and Windows export
### Godot version 4.1.1-stable ### System information Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated GeForce GTX 1050 () - Intel(R) Core(TM) i7-8650U CPU @ 1.90GHz (8 Threads) ### Issue description I have a project that I have been developing for a while. It uses a gridmap with a meshlib to display stages and it works fine in the editor and on Windows exports. Today I tried to run it in Web 5 for the first time and everything works okay except the gridmap is not displayed at all. The javascript console in Chrome shows the following error 256 times: [.WebGL-00001640BE358700] GL_INVALID_OPERATION: Vertex shader input type does not match the type of the bound vertex attribute. (even with a single tile in the gridmap) The problem occurs in both Chrome (116.0.5845.110 (Official Build) (64-bit) (cohort: M116_Respin)) and Firefox (116.0.3). Scene when run from the editor: ![image](https://github.com/godotengine/godot/assets/8712/a8672db1-eade-4b42-996f-97303de6153a) Scene using Web 5 in Chrome: ![image](https://github.com/godotengine/godot/assets/8712/dbd3c7ef-65cd-4fe1-b2be-97c71319d08d) ### Steps to reproduce Run the attached scene from the editor or a Windows export and it'll display a cylinder and a gridmap (with a single tile). Run the attached scene on a web export (e.g. by using the editor Run in Browser or doing a full web export) and only the cylinder is displayed, with the error mentioned above. ### Minimal reproduction project [web5_gridmap_bug.zip](https://github.com/godotengine/godot/files/12435058/web5_gridmap_bug.zip)
https://github.com/godotengine/godot/issues/80980
https://github.com/godotengine/godot/pull/81575
bfd78bb917887cfc1fd842ba23570394cad8bedb
b42aa5ad9d185a5263885755a17dc9d4e93314d5
"2023-08-25T02:55:31Z"
c++
"2023-10-05T08:06:39Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,974
["editor/editor_properties_array_dict.cpp"]
Paste Value can empty an array depending on right-click location
### Godot version 4.2.dev 6758a7f8c ### System information Godot v4.2.dev (6758a7f8c) - Fedora Linux 38 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 535.98) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads) ### Issue description - *Related to https://github.com/godotengine/godot/issues/75124.* **Paste Value** on an exported Array property can empty the array depending on right-click location: https://github.com/godotengine/godot/assets/180032/e9cf313b-bb09-4712-95cd-f53481fa33e4 ### Steps to reproduce - Create a script with an exported array property. - Save the scene (and script) and select the node. - Add 3 items to the array with any type (`int` is used in this example). - Set non-default values for each item. - Right-click an item and choose **Copy Value**. - Aim to the left of the item's name (near the drag-and-drop reorder icon), right-click another item and choose **Paste Value**. - Notice how the array's size is reset to 0 and all values are lost (this can be undone). ### Minimal reproduction project [test_array_paste_value_empty.zip](https://github.com/godotengine/godot/files/12433905/test_array_paste_value_empty.zip)
https://github.com/godotengine/godot/issues/80974
https://github.com/godotengine/godot/pull/80977
5680d729f28cd83c4e7da7d3e42bccfb97cbf8f1
219a5eff6f252e8d016fbb351d93dc7a36e5e0e9
"2023-08-24T22:45:24Z"
c++
"2023-10-04T13:33:52Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,947
["editor/plugins/canvas_item_editor_plugin.cpp"]
Undoing guide creation makes empty array in scene file
### Godot version 4.2 dev3 ### 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 Basically variation of #33995 ### Steps to reproduce 1. Open 2D scene 2. Drag a guide 3. Undo 4. Save ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80947
https://github.com/godotengine/godot/pull/81011
9a140f92be687cb9c79e0a354e915372bd5b0645
8f076448676ed920f477dd35ae1788ebd28cd929
"2023-08-23T23:32:27Z"
c++
"2023-08-28T10:07:03Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,940
["editor/filesystem_dock.cpp"]
renaming a folder and pressing `enter` enters the folder
### Godot version 4.1.1 ### System information linux ### Issue description [simplescreenrecorder-2023-08-23_19.45.00.webm](https://github.com/godotengine/godot/assets/71937306/95f761ff-8589-4612-8916-ec76603284bf) as you can see, renaming a folder and then pressing the `enter` key to confirm both confirms and navigate inside the folder.. ### Steps to reproduce 1. FileSystem in split mode 2. rename a folder in the bottom view and confirm by pressing `enter` ### Minimal reproduction project any
https://github.com/godotengine/godot/issues/80940
https://github.com/godotengine/godot/pull/81007
e95b7e84a46fb47a7981b030a07499dba969fb95
0d4fe74043125f4c7e0291687e2820e8a5c67cb0
"2023-08-23T17:46:50Z"
c++
"2023-10-02T11:15:57Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,937
["editor/filesystem_dock.cpp"]
double clicking to preview a resource scrolls the filesystem view when in split mode
### Godot version 4.1.1 ### System information linux ### Issue description [simplescreenrecorder-2023-08-23_18.31.23.webm](https://github.com/godotengine/godot/assets/71937306/0b9a3971-a793-41a5-874c-e5f98bbc98d4) In this clip I'm double-clicking textures to preview them and as you can see the file view scrolls to put the clicked file at the bottom of the panel. The behavior should be: scroll to have the clicked item fully in view *only* if said item was partially out of the view to begin with. ### Steps to reproduce 1. filesystem in split mode (thumbnail grid or item list, doesn't matter). 2. have enough resources to scroll 3. scroll down so the bug can occur (since it will auto scroll *up*) 4. double click on a texture to view it in the inspector ### Minimal reproduction project [filesystem_view_auto_scroll.zip](https://github.com/godotengine/godot/files/12421448/filesystem_view_auto_scroll.zip)
https://github.com/godotengine/godot/issues/80937
https://github.com/godotengine/godot/pull/82806
09946f79bd8215b2c6332de8821737580909a91c
8919d1c2b5da6d647ca4b53dea80ae3d2ad0b73b
"2023-08-23T16:51:47Z"
c++
"2023-10-27T09:35:40Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,924
["editor/animation_track_editor.cpp"]
Method track shows lines between keys
### Godot version 4.2 dev3 ### 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 If you have a Method Track with multiple calls to the same method, they are joined together and makes things unreadable: ![image](https://github.com/godotengine/godot/assets/2223172/a2ab8446-28a1-440b-b0d5-5049f5d705b4) The horizontal line shouldn't be used here. I think it might be a regression. ### Steps to reproduce 1. Add AnimationPlayer 2. Add a Method Track (with Add Track button) 3. Add some key to the track 4. Add another key with the same method ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80924
https://github.com/godotengine/godot/pull/81563
cc61c9d63d947b12b45a671c657e568cdcbd2bad
183850ee244b81ee871917e946324afe2115bc08
"2023-08-23T12:27:02Z"
c++
"2023-09-12T10:02:26Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,919
["scene/gui/rich_text_label.cpp"]
`get_character_line` reports wrong line in RichTextLabel
### Godot version Master branch [6758a7f] ### System information Manjaro ### Issue description `get_character_line` returns the wrong line on some characters when Autowrap Mode is not set to "Off". I couldn't understand the source of error, but apparently it happens when the text breaks lines in Autowrap "Arbitrary", or when the text auto-formats to remove extra space characters. The following images shows a case when this error happens: ![test1](https://github.com/godotengine/godot/assets/7095429/f8ff8eed-31aa-47ba-824e-2c0f18b1cf8e) ![test2](https://github.com/godotengine/godot/assets/7095429/994ee968-7418-4530-aa94-75eb1d6a9b61) The problem is obvious on the the last two "c"s that should been on line 4, but instead only the last one is. This offset happened on the second letter "b", that should been line 1 (but it's shown as line 0). ### Steps to reproduce Use a RichText label and set Autowrap mode to any option but "Off". Some texts might have this problem when you query for a character line. ### Minimal reproduction project [bug_character_line.zip](https://github.com/godotengine/godot/files/12416662/bug_character_line.zip)
https://github.com/godotengine/godot/issues/80919
https://github.com/godotengine/godot/pull/81064
b3811a3e4fca3a16e004257f327c3e540f5f05bb
713bfaf5eac1eb8a770e5ee825db29de99f3d0f7
"2023-08-23T07:57:00Z"
c++
"2023-08-28T10:12:22Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,917
["drivers/gles3/rasterizer_scene_gles3.cpp", "drivers/gles3/storage/material_storage.cpp", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp"]
GDShader Render_Mode world_vertex_coords requires referencing VERTEX
### Godot version 4.1.1 Stable ### System information Windows 11, RTX 3070TI, Vulcan ### Issue description Here's another odd-ball one for y'all. When using a Spatial GDShader, if you apply the render_mode 'world_vertex_coords', the shader will produce really bad artifacts on the material/mesh surface UNTIL you attempt to assign a value to the VERTEX variable in the vertex() shader portion. Oddly enough you do not have to set it, and it never even has to be called or evaluated to eliminate the artifacts, see the following example: ![image](https://github.com/godotengine/godot/assets/8258356/39cef9dc-1a31-4e34-9efd-669a6a2a7b7e) uncommenting the ``` if(false) { VERTEX = VERTEX; } ``` will result in the artifacts disappearing, even though logically the code is never executed and a value should never be assigned. Comment the if statement back out and the artifacts return. [MRP_WorldVertexCoords.zip](https://github.com/godotengine/godot/files/12415916/MRP_WorldVertexCoords.zip) ### Steps to reproduce Create a new Spatial shader, and add the line ```render_mode world_vertex_coords;``` You will not see artifacts on the material/mesh. ### Minimal reproduction project open the main.gdshader and comment/uncomment the if(false) statement to demonstrate the issue.
https://github.com/godotengine/godot/issues/80917
https://github.com/godotengine/godot/pull/82886
3075e4ef1d279876e71c8bfdc89ebfeb962d8cb5
670de082f9c33b1c3dce0579cd35518717a68ef2
"2023-08-23T06:34:26Z"
c++
"2023-10-06T10:53:02Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,915
["scene/gui/color_picker.cpp", "scene/gui/color_picker.h", "scene/gui/range.h", "scene/gui/slider.cpp"]
Color picker sliders modification will call color changed signal even when deferred mode is active
### Godot version v4.2.dev.custom_build [0511f9d9a] ### System information macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads) ### Issue description Even when the deferred mode from Color picker is enabled modifying the value from one of the sliders will triger the `color_changed` signal for every little change which will cause performance issue in some cases. This does not happen with the main widget only with the sliders. ### Steps to reproduce 1. Create a scene with a color picker and set deferred 2. connect the signal to any high consuming function that you should not call too often (a lot of prints should be good eenough) 3. run the scene and try to modify the value through the sliders ### Minimal reproduction project [Test.zip](https://github.com/godotengine/godot/files/12415304/Test.zip)
https://github.com/godotengine/godot/issues/80915
https://github.com/godotengine/godot/pull/80916
51f81e1c88499f04d2ebdcc0be0b34e73f5e90eb
74d7796dbd28cf1e054120ba18d3ca668b487c39
"2023-08-23T05:11:19Z"
c++
"2023-10-13T20:15:45Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,910
["platform/android/detect.py", "platform/android/export/export.cpp"]
ANDROID_SDK_ROOT is deprecated, use ANDROID_HOME instead
### Godot version all | 6758a7f ### System information Windows 10 21H2 ### Issue description Building export templates with scons requires user to define the `ANDROID_SDK_ROOT` variable, which has been made deprecated long ago, `ANDROID_HOME` should be used instead. This will avoid people having to figure out why android isn't considered a valid platform when having a proper setup. see [this section](https://developer.android.com/tools/variables#:~:text=ANDROID_SDK_ROOT%2C%20which%20also%20points%20to%20the%20SDK%20installation%20directory%2C%20is%20deprecated.%20If%20you%20continue%20to%20use%20it%2C%20Android%20Studio%20and%20the%20Android%20Gradle%20plugin%20will%20check%20that%20the%20old%20and%20new%20variables%20are%20consistent.) | [fallback](https://developer.android.com/tools/variables#envar) They may not check for `ANDROID_SDK_ROOT` in the future, so it's advised to use this newer variable instead. ### Steps to reproduce N/A ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80910
https://github.com/godotengine/godot/pull/84316
95b8a75aafebecbb6e0fc116078680c0d9e3e814
da0b1eb128a522bbef083b9f2a5cc2da6917c3d8
"2023-08-23T00:17:59Z"
c++
"2023-11-02T08:12:19Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,905
["platform/linuxbsd/freedesktop_portal_desktop.cpp", "platform/linuxbsd/freedesktop_portal_desktop.h", "platform/linuxbsd/x11/display_server_x11.cpp", "platform/macos/display_server_macos.mm", "platform/windows/display_server_windows.cpp"]
Window loses focus after using native file dialog via DisplayServer.file_dialog_show()
### Godot version 4.2.dev3 ### System information Godot v4.2.dev3 - macOS 13.5.0 - GLES3 (Compatibility) - Apple M1 - Apple M1 (8 Threads) ### Issue description After a file is selected in the native file dialog the application window does not get focus back. You have to click it first and then you can click UI again. ### Steps to reproduce - Open a native file dialog via DisplayServer.file_dialog_show() - Select a file or close it ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80905
https://github.com/godotengine/godot/pull/80952
cb4879a876fa01b42495af09174d315588e37317
31dbbc2c5ac406d8d44655fd7a39f22ace958da0
"2023-08-22T21:40:17Z"
c++
"2023-10-03T15:13:58Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,895
["scene/gui/text_edit.cpp"]
Multi carets cannot be deselected
### Godot version 4.1 ### System information Windows ### Issue description Being able to have multiple cursors similarly to vscode is a great feature, however it's only possible to add carets, not remove them. By left clicking you can remove all extra cursors but you cannot remove a specific one so after selecting multiple lines a single missclick, you have to reselect them all again. Looking at the original pr there was a remove_caret function added so it would make sense to be able to remove carets when clicking again, like in vscode. ![image](https://github.com/godotengine/godot/assets/19669673/3867c00e-9faa-4429-9c6d-f2d6d3883044) ### Steps to reproduce - Alt click to add multiple carets - Alt click on the same position again - Nothing happens ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80895
https://github.com/godotengine/godot/pull/80956
df5376c4c0b6be9bb395d6d3c717fff9abbb57fa
afd01030a85b5e7d7cf8c04e14045658de4d7d9c
"2023-08-22T14:02:56Z"
c++
"2023-09-11T13:36:21Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,883
["editor/editor_node.cpp", "editor/editor_node.h"]
Broken warning popup after creating a C# plugin
### Godot version 4.2.dev.mono.custom_build.8e0346bad ### System information macOS ### Issue description After finishing the creating a plugin using the `Create New Plugin` flow, a warning popup appear all red making it impossible to know what the warning is about. ### Steps to reproduce 1) Go to Project Settings 2) Under the Plugins tab, create a new plugin 3) Fill up the detail (I created a C# script) 4) A warnning should appear after closing the creation window Looking at the console, this could be the warning `Another resource is loaded from path 'res://addons/my_other_plugin/OtherPlugin.cs' (possible cyclic resource inclusion).` ![image](https://github.com/godotengine/godot/assets/11413364/1455f0a1-b27f-40ca-8c8b-cba636f37217) ### Minimal reproduction project [CSPlugin.zip](https://github.com/godotengine/godot/files/12406521/CSPlugin.zip)
https://github.com/godotengine/godot/issues/80883
https://github.com/godotengine/godot/pull/83576
8c7e20d97e181823adf1bb00cfe0c188ba25fe6a
8f0b742a9afd7942a8fea990e0e28181cc99783c
"2023-08-22T08:12:13Z"
c++
"2023-10-30T16:47:23Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,873
["editor/editor_node.cpp", "editor/editor_node.h", "platform/android/export/export_plugin.cpp"]
Android build issue - access to logs
### Godot version 4.2 master 8e0346badefcd69656e1ae3ba12d6eaafd7a4fae ### System information Android - Windows editor ### Issue description The root cause may be an issue with building the XR loader plugin (https://github.com/godotvr/godot_openxr_loaders) but it highlights a usability problem when diagnosing Android export issues. Exporting gives this cryptic error: ![image](https://github.com/godotengine/godot/assets/1945449/7c3ca8bf-2fe9-4ca0-b24d-b8d545be4d34) Checking the log in the IDE gives us: ![image](https://github.com/godotengine/godot/assets/1945449/260191a4-e63a-4ca4-b568-bb77e4cf8a83) The error given here, "cannot remove non-existent file or directory..." is a dud, this is just a result of the export failing. The real issue happens during the gradlew build and as the first error states "check output for the error", however Godot has closed the gradlew build window and there doesn't seem any (obvious) place to access this. We need to either keep this window open on error and only close it on success, or we need to provide access to the last log somehow. I ended up rerunning gradlew from the command line which gives me: ``` > Task :compileDebugJavaWithJavac FAILED C:\Projects\godot-assets\godot_openxr_loaders\demo\android\build\src\com\godot\game\GodotApp.java:33: error: package org.godotengine.godot does not exist import org.godotengine.godot.GodotActivity; ^ C:\Projects\godot-assets\godot_openxr_loaders\demo\android\build\src\com\godot\game\GodotApp.java:41: error: cannot find symbol public class GodotApp extends GodotActivity { ^ symbol: class GodotActivity C:\Projects\godot-assets\godot_openxr_loaders\demo\android\build\src\com\godot\game\GodotApp.java:42: error: method does not override or implement a method from a supertype @Override ^ C:\Projects\godot-assets\godot_openxr_loaders\demo\android\build\src\com\godot\game\GodotApp.java:44: error: cannot find symbol setTheme(R.style.GodotAppMainTheme); ^ symbol: method setTheme(int) location: class GodotApp C:\Projects\godot-assets\godot_openxr_loaders\demo\android\build\src\com\godot\game\GodotApp.java:45: error: cannot find symbol super.onCreate(savedInstanceState); ^ symbol: variable super location: class GodotApp 5 errors ``` These errors suggest an issue with the loader plugin configuration though I don't rule out an issue in the export on Godot itself. ### Steps to reproduce - clone https://github.com/godotvr/godot_openxr_loaders - build godot_openxr_loaders by executing `./gradlew.bat build` on the command line - open up the demo project in this repo using Godot master - install the android template - run `Export Project` for the Android preset in this project (you don't need a headset to test the export) ### Minimal reproduction project https://github.com/godotvr/godot_openxr_loaders
https://github.com/godotengine/godot/issues/80873
https://github.com/godotengine/godot/pull/84779
ef2cc1cc2bf4ffbeb999d375ee02cb8ee61d74dc
87ba798cba5122304154a2a2e6f8dff90ac740d6
"2023-08-22T02:18:20Z"
c++
"2023-11-12T11:15:54Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,870
["editor/plugins/tiles/atlas_merging_dialog.cpp"]
RGB8 images not shown or copied when TileSet Atlas Merge
### Godot version v4.2.dev3.official [013e8e3af] ### System information Windows 11, Core i5-12400F, RX 6600 ### Issue description Any images without transparency become RGB8. Any images with transparency become RGBA8. When doing a TileSet Atlas Merge RGB8 images do not show up in merge dialog (just empty space) and do not merge. ![image](https://github.com/godotengine/godot/assets/962340/9cd422ce-2f86-41aa-b4f1-97bcba2db003)![Screenshot 2023-08-21 203922](https://github.com/godotengine/godot/assets/962340/905fe87d-c641-4c6e-bd0e-c47fe997c2ff) ### Steps to reproduce - merge any solid image with no transparency ### Minimal reproduction project https://github.com/rakkarage/TestTestTest333 EDIT: Added simpler example Test2.tscn, without margin, separation, and using real default size tiles...
https://github.com/godotengine/godot/issues/80870
https://github.com/godotengine/godot/pull/80943
fd7b27a47372f153503888941b647c2fd41060d6
6636ccc3eaebb9afb97b3f49d71dcacd348c66e2
"2023-08-22T00:46:12Z"
c++
"2023-08-28T13:04:16Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,869
["editor/plugins/tiles/tile_set_atlas_source_editor.cpp"]
TileSet `Separation` missing "px" like similar values?
### Godot version v4.2.dev3.official [013e8e3af] ### System information Windows 11, Core i5-12400F, RX 6600 ### Issue description TileSet->Setup->Separation maybe should have "px" like rest? ![Screenshot 2023-08-21 162202](https://github.com/godotengine/godot/assets/962340/3c6b9a97-7520-4610-8153-7882cc9c303f) I know this is pixels from testing it. TileSet->Select is this Animation Separation "px" too? idk ![Screenshot 2023-08-21 162131](https://github.com/godotengine/godot/assets/962340/fcb580e3-9ff7-41d8-92d3-e585841d3803) I tried setting up animation separation and got a not enough room error, so maybe not "px". idk Thanks. ### Steps to reproduce - open TileSet->Setup->Separation, note some have "px" and one doesn't - open TileSet->Select, is this separation "px" too? ### Minimal reproduction project n/a
https://github.com/godotengine/godot/issues/80869
https://github.com/godotengine/godot/pull/80934
548bfa836594f439f5e1af7cab8a53ca31997cf6
43f61836adc60ebc4cde3dc278088032f36a40e9
"2023-08-22T00:33:16Z"
c++
"2023-08-25T19:26:41Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,867
["editor/import_defaults_editor.cpp"]
Project -> Project Settings -> Import Defaults -> The selection list 'Importer' is initialized incorrectly
### Godot version v4.2.dev3.official [013e8e3af] ### System information Godot v4.2.dev3 - macOS 13.4.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads) ### Issue description The content is empty. In the list `<Select Importer> `should be preselected, if possible. Or directly show the settings for "Animation Library" (check first selection). ![Bildschirmfoto 2023-08-22 um 01 29 44](https://github.com/godotengine/godot/assets/41921395/8300a756-ff54-4310-a0ad-04ad9525aeb9) ### Steps to reproduce 1. Project 2. Project Settings 3. Import Defaults https://github.com/godotengine/godot/assets/41921395/cb263c7d-27f0-4053-a555-0ed03ac7ef2a ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80867
https://github.com/godotengine/godot/pull/80914
ffdb4662fe886e25bb0cc7c292913fbf0e475714
3c71214a70755d1af7ff9aad3370e6d7e44613c9
"2023-08-21T23:43:25Z"
c++
"2023-08-25T19:26:34Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,866
["scene/resources/image_texture.cpp", "scene/resources/image_texture.h"]
ImageTexture3D serialization bug
### Godot version 4.1 stable and 4.2.dev3 ### System information Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - integrated Intel(R) Iris(R) Plus Graphics (Intel Corporation; 27.20.100.9621) - Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHz (8 Threads) ### Issue description When I create a ImageTexture3D, populate it and then save it I obtain a 1x1x1 Lum8 pink texture instead of the one I created (I think it is properly created beacause it behaves well when I use it in a custom shader). This happens whether - it is running as tool or not - I try to save in a res or in a tres file - I put flags in the `ResourceSaver.save` function or not and it don't give errors. And when It is in a shader uniform in editor, working properly - If I save the scene and reopen it, there's pink where the texture is involved and the 1x1x1 in the uniform field. ### Steps to reproduce - Create a project and a scene - Give the root the script below - Close the scene and reopen it to make sure that `@tool` takes effect - Try running the scene or checking the `save` boolean field in the inspector - Check if the `ImageTexture3D` got saved properly in the FileSystem Dock ``` @tool extends Node @export var save := false : set(v) : ResourceSaver.save(_get_grad_tex(), "res://tex3D.res") ResourceSaver.save(_get_grad_tex(), "res://tex3D.tres") func _ready() -> void : if Engine.is_editor_hint() : return ResourceSaver.save(_get_grad_tex(), "res://tex3D.tres") ResourceSaver.save(_get_grad_tex(), "res://tex3D.res") func _get_grad_tex() -> ImageTexture3D: var res := ImageTexture3D.new() var imgs : Array[Image] = [] for i in 10 : var img := Image.create(10, 10, false, Image.FORMAT_RGB8) imgs.push_back(img) for x in 10 : for z in 10 : for y in 10 : imgs[z].set_pixel(x, y, Color(x/10., y/10., z/10.)) res.create(Image.FORMAT_RGB8, 10, 10, 10, false, imgs ) return res ``` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80866
https://github.com/godotengine/godot/pull/82055
f41e07bfe6e2ead2f2d0c2248b40c5c2cf799056
e02e38d2d5cd88a6d6f0e4328d51ea4bb8196b19
"2023-08-21T23:27:16Z"
c++
"2023-10-24T08:53:46Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,832
["modules/gltf/gltf_document.cpp"]
Error when generating multiple Godot scenes from one GLTFState
### Godot version Latest master 4.2.dev 5444afae63f37cb4b890c781e5679a3b7ee5a392 ### System information macOS 13.4.1 ### Issue description The GLTF code has the file parsing and node generation steps split up. This should allow generating multiple Godot scenes from the same imported GLTF file. However, this does not currently work as expected. Example GDScript code: ```gdscript func _ready() -> void: var gltf_document := GLTFDocument.new() var gltf_state := GLTFState.new() gltf_document.append_from_file("res://mannequiny-0.3.0.glb", gltf_state) var scene_node: Node = gltf_document.generate_scene(gltf_state) add_child(scene_node) scene_node = gltf_document.generate_scene(gltf_state) add_child(scene_node) ``` Basically, the Godot node generation should all be happening in the orange circle, but the current code has a problem where some of it is happening in the red circle: <img width="400" alt="Godot GLTF import" src="https://github.com/godotengine/godot/assets/1646875/28dfcae7-0ddd-42ef-bc89-c8e186de338d"> ### Steps to reproduce Open the minimal reproduction project and hit the play button. The project contains the above code. With the current master: Godot crashes. With only #80272: The second scene is missing a skeleton, and errors are spammed in the console. With both #80272 and #80831: Both scenes have a skeleton (the correct behavior). ### Minimal reproduction project [GLTFGenerateMultipleScenes.zip](https://github.com/godotengine/godot/files/12389153/GLTFGenerateMultipleScenes.zip)
https://github.com/godotengine/godot/issues/80832
https://github.com/godotengine/godot/pull/80831
94377f50b2d5057ce08793d28b45825099d8db8f
7f179e49918b3c0f6d1a80a5cf9656f3fd7d588c
"2023-08-20T20:41:06Z"
c++
"2023-09-29T08:20:43Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,828
["editor/action_map_editor.cpp"]
Project -> Project Settings -> Input Map -> Show Built-In Actions - does not keep its state after editor restart.
### Godot version 4.2.dev3.official ### System information Godot v4.2.dev3 - Windows 10.0.19045 - GLES3 (Compatibility) ### Issue description The toggle button "Show Built-In Actions" in the "Input Map" tab of the Project Settings window does not keep its ON state after restarting the editor - it always resets to being OFF. This is different than the behaviour of the "Advanced Settings" toggle button in the "General" tab of the Project Settings - this one does keep its state between editor restarts. I'm not sure if what I am reporting is an issue or the intended behaviour. ### Steps to reproduce 1. Create a new project. 2. Go to Project -> Project Settings -> Input Map and toggle "Show Built-In Actions" button to ON. 3. Restart the Godot editor. 4. Check if the setting was kept or changed. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80828
https://github.com/godotengine/godot/pull/80879
ba1be04547eb4347578091fdeef8e351db65c19c
6340fb34791347a26d89a20c5dcd513055c1f940
"2023-08-20T19:22:29Z"
c++
"2023-08-25T12:58:44Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,812
["core/io/resource.cpp", "core/io/resource.h", "core/io/resource_format_binary.cpp", "core/io/resource_loader.cpp", "modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript.h", "scene/resources/resource_format_text.cpp"]
Crash when opening preloaded scene
### Godot version 4.2 5444afa ### 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 ``` CrashHandlerException: Program crashed Engine version: Godot Engine v4.2.dev.custom_build (5444afae63f37cb4b890c781e5679a3b7ee5a392) Dumping the backtrace. Please include this when reporting the bug to the project developer. [0] List<ScriptLanguage::ScriptError,DefaultAllocator>::operator[] (C:\godot_source\core\templates\list.h:521) [1] ScriptTextEditor::_validate_script (C:\godot_source\editor\plugins\script_text_editor.cpp:490) [2] ScriptTextEditor::enable_editor (C:\godot_source\editor\plugins\script_text_editor.cpp:168) [3] ScriptEditor::edit (C:\godot_source\editor\plugins\script_editor_plugin.cpp:2399) [4] ScriptEditor::edit (C:\godot_source\editor\plugins\script_editor_plugin.h:513) [5] ScriptEditor::set_scene_root_script (C:\godot_source\editor\plugins\script_editor_plugin.cpp:3543) [6] EditorNode::_set_main_scene_state (C:\godot_source\editor\editor_node.cpp:3569) [7] call_with_variant_args_helper<EditorNode,Dictionary,Node *,0,1> (C:\godot_source\core\variant\binder_common.h:308) [8] call_with_variant_args_dv<EditorNode,Dictionary,Node *> (C:\godot_source\core\variant\binder_common.h:451) [9] MethodBindT<EditorNode,Dictionary,Node *>::call (C:\godot_source\core\object\method_bind.h:333) [10] Object::callp (C:\godot_source\core\object\object.cpp:741) [11] Callable::callp (C:\godot_source\core\variant\callable.cpp:62) [12] CallQueue::_call_function (C:\godot_source\core\object\message_queue.cpp:220) [13] CallQueue::flush (C:\godot_source\core\object\message_queue.cpp:326) [14] SceneTree::physics_process (C:\godot_source\scene\main\scene_tree.cpp:474) [15] Main::iteration (C:\godot_source\main\main.cpp:3463) [16] OS_Windows::run (C:\godot_source\platform\windows\os_windows.cpp:1479) [17] widechar_main (C:\godot_source\platform\windows\godot_windows.cpp:182) [18] _main (C:\godot_source\platform\windows\godot_windows.cpp:204) [19] main (C:\godot_source\platform\windows\godot_windows.cpp:218) [20] WinMain (C:\godot_source\platform\windows\godot_windows.cpp:232) [21] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288) [22] <couldn't map PC to fn name> -- END OF BACKTRACE -- ``` Probably related to #72854 ### Steps to reproduce 1. Open MRP 2. Open Preload.gd 3. Open Scene.tscn ### Minimal reproduction project [Preload.zip](https://github.com/godotengine/godot/files/12387842/Preload.zip)
https://github.com/godotengine/godot/issues/80812
https://github.com/godotengine/godot/pull/80281
89f2f7f278b27db396589d50e51be8a1e6dca919
8928b2044b76fb3160c5c17a48a93331233f01f9
"2023-08-20T09:43:54Z"
c++
"2023-11-12T11:13:55Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,810
["editor/scene_create_dialog.cpp"]
Root name gets translated
### Godot version 4.2 dev3 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description When you create a new scene and type scene name with available translation, the Root Name, which is autocompleted from scene name, will get translated. ![image](https://github.com/godotengine/godot/assets/2223172/5aa4b0f2-6445-4d79-8524-cacc0b1ad0fb) When you create the scene, root will have the English name normally. ### Steps to reproduce 0. Make sure you are using non-English language 1. Right click in Filesystem Dock and Create New -> Scene 2. In Scene Name field type something that has available translation ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80810
https://github.com/godotengine/godot/pull/80811
76a4b5d71077a59a17516d5aeee7cfa5de6ea65e
5c690c324ecfa280838a5a6d142e650594530811
"2023-08-20T09:08:55Z"
c++
"2023-08-21T06:25:50Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,801
["scene/gui/text_edit.cpp"]
Editor crashes if trying to highlight part of a really long line of text.
### Godot version 4.1 ### System information Windows 10 ### Issue description I have this config file and thought I'd try and edit it. The editor opens the .cfg file with no issue but highlighting the text crashes the editor. Also adding and deleting text is very delayed. This is probably a performance issue, I'm not sure if the editor would unfreeze if I waited a while. Note: The text highlights fine but crashes when I let go of the mouse. ### Steps to reproduce Try highlighting some of the text from this file, I dare you! [AStar Data.zip](https://github.com/godotengine/godot/files/12387133/AStar.Data.zip) ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80801
https://github.com/godotengine/godot/pull/80809
ab1d97fbeab564fc6a932e6e700bdf5c937d5456
76a4b5d71077a59a17516d5aeee7cfa5de6ea65e
"2023-08-20T03:05:16Z"
c++
"2023-08-21T06:25:26Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,793
["scene/gui/item_list.cpp"]
The hover area of files in FileSystem is sometimes smaller than the text
### Godot version The "Copy System Info" button does this already, but whatever... Godot 4.2 dev3 ### System information Godot v4.2.dev3 - 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 ![image](https://github.com/godotengine/godot/assets/85438892/a57313e5-ba65-4d84-83c8-7b2354e717aa) If you look at the hovered file, you'll see the text stretches lower than its bounds. This seems to not happen 80% of the time: ![image](https://github.com/godotengine/godot/assets/85438892/607e9c75-51d7-41fd-a9b6-1154e81802cd) But after a lot of going in various folders, I have still not found out when this occurs. ### Steps to reproduce Click Import in the project manager (the window that opens when you launch Godot, I'm not speaking of Akien or Yuri) and start going in various folders on your computer - You'll likely find this soon. Or copy my folder setup. Would be cool to find out the exact reproduction steps though. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80793
https://github.com/godotengine/godot/pull/82660
28ada4582e445a41562b58b3bf5b7436c05adc5c
7f8edaa23833279c07d606eb8232d26b54b61ac6
"2023-08-19T18:30:31Z"
c++
"2023-11-10T20:54:33Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,786
["modules/ktx/SCsub", "modules/ktx/config.py", "thirdparty/README.md"]
Cannot compile minimal Godot build after #76572
### Godot version 5444afae63f37cb4b890c781e5679a3b7ee5a392 ### System information Ubuntu 22.04 CI ### Issue description After #76572, cannot compile Godot with this command ``` scons -j2 dev_build=yes target=editor use_asan=yes use_ubsan=yes linker=gold module_basis_universal_enabled=no module_bmp_enabled=no module_camera_enabled=no module_csg_enabled=no module_cvtt_enabled=no module_dds_enabled=no module_denoise_enabled=no module_enet_enabled=no module_etcpak_enabled=no brotli=no module_gltf_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jpg_enabled=no module_jsonrpc_enabled=no module_lightmapper_rd_enabled=no module_mbedtls_enabled=no module_meshoptimizer_enabled=no module_minimp3_enabled=no module_mobile_vr_enabled=no module_msdfgen_enabled=no module_multiplayer_enabled=no module_noise_enabled=no module_ogg_enabled=no module_openxr_enabled=no module_raycast_enabled=no module_regex_enabled=no module_squish_enabled=no graphite=no module_text_server_adv_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webp_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_webxr_enabled=no module_xatlas_unwrap_enabled=no ``` show error ``` modules/ktx/texture_loader_ktx.cpp:318: error: undefined reference to 'ktxTexture2_TranscodeBasis' collect2: error: ld returned 1 exit status scons: *** [bin/godot.linuxbsd.editor.dev.x86_64.san] Error 1 ``` ### Steps to reproduce Above ### Minimal reproduction project Above
https://github.com/godotengine/godot/issues/80786
https://github.com/godotengine/godot/pull/80789
4e8bfe6989e46be835678dfe1caf2b99d36f312c
90e96e055ff43e83dd2d82453ecbe342f3d2c52b
"2023-08-19T13:37:08Z"
c++
"2023-08-21T06:24:36Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,769
["doc/classes/Viewport.xml"]
Viewport physics_object_picking_sort does not always pick the top objects by z-index/scene tree order in an area with more than 64 objects
### Godot version 4.2 dev 3 [013e8e3af] ### System information Godot v4.2.dev3 - Windows 10.0.22621 - GLES3 (Compatibility) - AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.21023.2010) - AMD Ryzen 9 6900HS with Radeon Graphics (16 Threads), Web Browser: Chrome 116.0.5845.96 ### Issue description The physics_object_picking_sort property on viewports does not work 100% of the time when a large amount of physics objects are in the same place. EDIT: This appears to be due how the raycast to detect pickable physics objects works. Basically, the raycast has a 64 object limit, and the 64 objects it picks could be any random 64 objects in an area, not explicitly the top 64 objects in an area. All the physics_object_picking_sort property does is sort the random 64 objects hit by z-index and scene tree order. I suggest that if physics_object_picking_sort is set to true, the raycast should only call input_event on the top 64 objects hit by the raycast by z-index or scene tree order. My current project, see how my selection is not always the top most item in the scene tree. https://github.com/godotengine/godot/assets/56272643/c59ea07d-39a9-4650-b7d5-a10bc33e0eca My minimal example project (the output is showing the index and name of the first item that has _on_area2d_input_event fired: https://github.com/godotengine/godot/assets/56272643/dcc8f77e-9907-461a-834c-2613d376cfff I believe this is happening due to how picking works. I remember hearing that picking uses a raycast to determine overlapping physics objects, and that ray is limited to 64 objects. The problem is, the 64 objects it chooses are not necessarily in scene tree order or z-index order even if physics_object_picking_sort=true. ### Steps to reproduce - Create a project with over 64 overlapping Area2Ds with the pickable property set to on. Set the viewport's physics_object_picking_sort property to true. - Connect the input_event signal to each Area2D printing identifying info about the Area2D (name perhaps, or index). - Notice how the topmost object does not always fire an input event when picking. ### Minimal reproduction project [godot-bug-report.zip](https://github.com/godotengine/godot/files/12384014/godot-bug-report.zip)
https://github.com/godotengine/godot/issues/80769
https://github.com/godotengine/godot/pull/80875
b195b0a7d4b09c40c85514ab515d5432fb5a9b9a
6758a7f8c07d1f4c8ec4f052ded6d26402967ebe
"2023-08-18T21:14:24Z"
c++
"2023-08-22T07:09:35Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,767
["scene/main/viewport.cpp"]
SIGILL when hiding with focus_exited signal while popping up a child window
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Debian GNU/Linux 12 (bookworm) 12 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 5500 (BDW GT2) () - Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 Threads) ### Issue description Attempting to open a child window from a window while having the `focus_exited` signal connected to the `hide` method, crashes Godot with signal 4 (SIGILL) I have a backtrace, though it may not really be useful, since I didn't want to make my own build of godot with debug symbols. I hope however that the MRE makes up for the lack of a proper backtrace on my side. ``` ================================================================ handle_crash: Program crashed with signal 4 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(+0x3bf90) [0x7f586db17f90] (??:0) [2] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2d5f7b6] (??:0) [3] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2d5fa78] (??:0) [4] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2dfcdf7] (??:0) [5] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2dfd587] (??:0) [6] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2dfe1b9] (??:0) [7] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2d98f17] (??:0) [8] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x47d7128] (??:0) [9] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x461cac4] (??:0) [10] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x483b9d1] (??:0) [11] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2ded3de] (??:0) [12] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2dede9d] (??:0) [13] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2d365f0] (??:0) [14] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2d7c325] (??:0) [15] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2d7f9ec] (??:0) [16] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2d802e4] (??:0) [17] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x2da6ca5] (??:0) [18] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0xeb6b10] (??:0) [19] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x45be723] (??:0) [20] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0x45bf97e] (??:0) [21] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0xeb71bf] (??:0) [22] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0xe46433] (??:0) [23] /lib/x86_64-linux-gnu/libc.so.6(+0x2718a) [0x7f586db0318a] (??:0) [24] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x85) [0x7f586db03245] (??:0) [25] /home/monix/.local/share/hourglass/versions/4.1.1/godot() [0xe777ae] (??:0) -- END OF BACKTRACE -- ================================================================ ``` What I expect to happen instead: Either the engine failing with a proper error, or hiding the window, or keeping both windows visible. ### Steps to reproduce Download, and run the MRE Press the Browse button in the window that appears Crash occurs ### Minimal reproduction project [sigill-mre.zip](https://github.com/godotengine/godot/files/12383126/sigill-mre.zip)
https://github.com/godotengine/godot/issues/80767
https://github.com/godotengine/godot/pull/80780
a723a8d8229e44519189f6617f3d8e93e6a3a77d
b24eb34669c21596b5339ac05bc7774ce1dc9cd9
"2023-08-18T18:40:12Z"
c++
"2023-08-21T06:23:23Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,755
["scene/gui/range.cpp"]
Editor view can be moved to infinity, making the scene permanently uneditable
### Godot version 4.2 ff5c884 ### 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 Using expressions, you can move a node to infinity. When you focus on the node afterwards, the 2D editor becomes unusable: https://github.com/godotengine/godot/assets/2223172/ed4c252a-39e8-46a1-a513-340b26216210 You can't pan or center on other objects, no node is visible in the viewport. If you save the scene in this state, the edit state file saves `ofs = Vector2(nan, nan)`, making the scene uneditable until you fix the edit state file in the `.godot` folder. ### Steps to reproduce 1. Add some 2D node 2. Change it's position to infinity (can't be directly entered; use `pow()` method) 3. Focus on that object by pressing F ### Minimal reproduction project N/A EDIT: Apparently #80699 is required to use `pow()`. Not sure how to make `inf` otherwise.
https://github.com/godotengine/godot/issues/80755
https://github.com/godotengine/godot/pull/81076
ba1089689af0f77b501b2b8915808e4540b7c6a2
541674d10692cf608f1245d7eede459bdc96b74f
"2023-08-18T12:20:17Z"
c++
"2023-08-28T18:38:22Z"