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closed | 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

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

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

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:

The generated documentation for an enum formatted like this
```
## My documentation
enum MyEnum {
A,
B,
C
}
```
looks correct

### 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:

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()
```

### 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


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.

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.

### 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.

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.

### 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

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.

### 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.

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.

However when you go to page 2 or higher, the index resets, instead of taking page into account:

### 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


### 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

### 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.`

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:

After:

### 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:

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:

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:

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.

### 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

In 4.2 dev3:

### 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:

The only fix is to use:

```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


### 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:

Scene using Web 5 in Chrome:

### 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:

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:


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:

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.

### 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).`

### 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:

Checking the log in the IDE gives us:

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.

### 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?

I know this is pixels from testing it.
TileSet->Select is this Animation Separation "px" too? idk

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).

### 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.

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

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:

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" |
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