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godotengine/godot
https://github.com/godotengine/godot
80,751
["servers/rendering/renderer_viewport.cpp"]
Debanding stops applying when the project restarts or TAA is toggled
### Godot version 4.2 dev 3 ### System information Windows 11, i3-10105f, RX6600 23.7.2, Forward+ ### Issue description Debanding doesn't seem to apply when the Project is loaded. Both in Editor and Running Project. Haven't found any other settings that seem to behave like that (Soft Shadows, Shadow Resolution, MSAA, FXAA, TAA...) ### Steps to reproduce Turn Debanding On Debanding is Applied Save Close Editor Start Editor Load Project Debanding is not Applied but Project settings state On Turn it off and on again Debanding is Applied ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80751
https://github.com/godotengine/godot/pull/82766
7a9947f7f52acdb639682f1169a3a9b5d2ba1c56
ccbb91137f94e62d35b715fd3aea3ec30a29d680
"2023-08-18T09:53:43Z"
c++
"2023-10-04T13:45:39Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,750
["editor/gui/editor_file_dialog.cpp"]
`FileDialog` considers `/path/to/dir/`'s parent directory to be `path/to/dir`
### Godot version 4.1.1 ### System information linux ### Issue description - When favoriting a path in a `FileDialog`, clicking on it travels to `path/to/dir/`. - When going up a level from there, it doesn't go to `path/to` but to `path/to/dir` (without the `/`). [simplescreenrecorder-2023-08-18_09.38.37.webm](https://github.com/godotengine/godot/assets/71937306/00c20ad3-292f-4961-84ed-dbc64906df52) The problem is either (or both) that: - loaded path has a trailing `/` - parent dir of `stuff/` is considered to be `stuff` ### Steps to reproduce favorite a directory and use the feature to navigate to it ### Minimal reproduction project any (i.e. the project manager's "new project" dialog has one)
https://github.com/godotengine/godot/issues/80750
https://github.com/godotengine/godot/pull/80821
97f3f97cc01205f329b10c1f5103ba2aeb1c6944
88269cfb865077a0af3ea2f93a2584910e4a41f7
"2023-08-18T07:41:29Z"
c++
"2023-09-07T11:50:55Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,748
["editor/editor_node.cpp"]
Dock windows are empty if they were hidden when loading a layout that make them floating
### Godot version 4.1.1 ### System information linux ### Issue description If a dock isn't visible in the editor (in an unshown tab), loading an editor layout that undocks it will result in this behavior: [simplescreenrecorder-2023-08-18_08.58.08.webm](https://github.com/godotengine/godot/assets/71937306/08aea47c-e948-4345-9943-71fc0bbadd3e) This also happen *sometimes* when the docks are visible before undocking, but I can't reproduce it :upside_down_face: ### Steps to reproduce See video above: 1. save a layout with a floating dock, 2. restore the default layout or manually close the dock window, 3. hide this particular dock, 4. load the previously created layout. ### Minimal reproduction project Here's the editor layout I use in the clip, though it needs to be recreated locally because of monitors and coordinates etc.: <details> append to `~/.config/godot/editor_layouts.cfg` ``` [test] dock_1_selected_tab_idx=0 dock_2_selected_tab_idx=0 dock_3_selected_tab_idx=0 dock_4_selected_tab_idx=0 dock_5_selected_tab_idx=0 dock_6_selected_tab_idx=0 dock_7_selected_tab_idx=0 dock_8_selected_tab_idx=0 dock_floating={ "FileSystem": { "window_rect": Rect2i(2669, 319, 228, 302), "window_screen": 0, "window_screen_rect": Rect2i(1990, 27, 2490, 1413) }, "Inspector": { "window_rect": Rect2i(2927, 323, 270, 300), "window_screen": 0, "window_screen_rect": Rect2i(1990, 27, 2490, 1413) }, "Scene": { "window_rect": Rect2i(2388, 315, 252, 300), "window_screen": 0, "window_screen_rect": Rect2i(1990, 27, 2490, 1413) } } dock_split_2=0 dock_hsplit_1=0 dock_hsplit_2=337 dock_hsplit_3=-337 dock_hsplit_4=0 dock_filesystem_split=0 dock_filesystem_display_mode=0 dock_filesystem_file_sort=0 dock_filesystem_file_list_display_mode=1 dock_filesystem_selected_paths=PackedStringArray("res://") dock_filesystem_uncollapsed_paths=PackedStringArray("res://") dock_3="Import,Scene" dock_5="Node,History,Inspector" dock_4="FileSystem" dock_split_3=0 ``` </details>
https://github.com/godotengine/godot/issues/80748
https://github.com/godotengine/godot/pull/82742
85e508b5700382809c5bdbf406914663177aa7d3
230bdda872bd01a776f30f2c15ab76b354b6e900
"2023-08-18T07:09:37Z"
c++
"2023-10-13T09:43:35Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,744
["scene/gui/file_dialog.cpp"]
FileDialog automatically selects first folder in Open Folder mode
### Godot version 4.1.1 ### System information Windows 10 ### Issue description When using a FileDialog in Open Folder mode to browse and select a folder, the file/directory browser seems to select the first directory in the list by default. This is confusing because if you double click a folder to enter it and then click "select this folder" it will actually select the first folder in the list (which is now selected by default) instead of the one you just entered. In Godot 3.x, there was no folder selected in the list until explicitly clicked on. This appears to have the same underlying cause as #62890 ### Steps to reproduce * Run a scene containing a FileDialog node which has set its File Mode to Open Folder and the Access to File System to ensure you will have access to folders with subdirectories in them. * Double click to select and enter a directory. * Observe that the first directory in the list is selected. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80744
https://github.com/godotengine/godot/pull/81034
55282ddc106cb0b2fd8750e710fbd49efab5f56a
49cdd330be770cbc25e126d0020d5496a76022d9
"2023-08-18T02:34:07Z"
c++
"2023-10-10T20:49:16Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,734
["modules/gdscript/editor/gdscript_docgen.cpp"]
In Custom Class Documentation a Function cannot return 'Variant'
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Windows 10 ### Issue description As said in the Title Custom Class Documentation a Function cannot return 'Variant' and will instead be shown to return void, even though Built-in Classes are shown to return 'Variant', an example would be 'Array' ![image](https://github.com/godotengine/godot/assets/34311843/fb8ad532-c37a-43c0-a95f-d70af7ea6894) ![image](https://github.com/godotengine/godot/assets/34311843/3cc1e07b-02e1-4f33-bc98-0fa016b4d864) ### Steps to reproduce ```gdscript extends Node class_name CustomClass func VariantFunction() -> Variant: return 10 ``` Now when checking the Generated Documentation it will appear like: `void VariantFunction()` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80734
https://github.com/godotengine/godot/pull/80745
56dd0edf588fb72f38c02d81dfda08bc3df8e313
9becff0c54ffb5aee65d0abef6443cdf2b01dfbb
"2023-08-17T19:20:23Z"
c++
"2023-08-21T06:22:31Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,728
["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/errors/engine_singleton_instantiate.gd", "modules/gdscript/tests/scripts/analyzer/errors/engine_singleton_instantiate.out", "modules/gdscript/tests/scripts/analyzer/errors/extend_engine_singleton.gd", "modules/gdscript/tests/scripts/analyzer/errors/extend_engine_singleton.out"]
Misleading error message when attempting to create an instance of a singleton
### Godot version 0511f9d9a7d56c742d87fafdcea8785d40ad14b3 4.2.dev (current master as of writing) ### System information macOS 13.4.1 (this issue affects all systems) ### Issue description When trying to construct a built-in singleton (ex: `DisplayServer.new()`), this error message is misleading: <img width="800" alt="Screenshot 2023-08-17 at 11 30 46 AM" src="https://github.com/godotengine/godot/assets/1646875/74965bb3-ba26-43dc-8b1b-12046551f421"> The error message says it's abstract, which seems like it should indicate that you need to use a derived class. However, this is a singleton, and you are meant to use its methods directly. Instead of the current error text, it should say something about how it's a singleton and you should use its methods directly. ### Steps to reproduce Write `DisplayServer.new()` in the script editor. ### Minimal reproduction project Since it's one line I am not going to bother making a MRP.
https://github.com/godotengine/godot/issues/80728
https://github.com/godotengine/godot/pull/82098
f795e458680ce5d7879e5556f8606aa96a6832a8
1c10ff37b34e557afe0da0bdd6f7ae180201a533
"2023-08-17T16:37:28Z"
c++
"2023-09-22T20:05:34Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,718
["scene/2d/tile_map.cpp"]
filter not works in Tilemap.get_used_cells_by_id()
### Godot version 4.2.dev3.official[013e8e3af] ### System information Godot v4.2.dev3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Fri, 11 Aug 2023 11:03:36 +0000 - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 2060 (nvidia; 535.98) - Intel(R) Core(TM) i7-10875H CPU @ 2.30GHz (16 Threads) ### Issue description `TileMap.get_used_cells_by_id()` seems not work as expected. It seems that this method will return the same result as "TileMap.get_used_cells()" since Godot 4.2dev2. The arguments (`source_id: int`, `atlas_coords: Vector2i`, `alternative_tile: int`) of `get_used_cells_by_id()` seems not make the filter working as expected. It would only return the same result as `get_used_cells()`, contains all the tiles on the layer. ### Steps to reproduce 1. create a tilemap scene 2. attach a tileset, that contains at least 2 tiles , paint some tiles. 3. calls Tilemap.get_used_cells_by_id(layer, source_id, atlas_coords,alternative_tile) 4. run it ### Minimal reproduction project run tile_map.tscn by Godot4dev3 (or custom build) [tilemap_debug.zip](https://github.com/godotengine/godot/files/12369631/tilemap_debug.zip)
https://github.com/godotengine/godot/issues/80718
https://github.com/godotengine/godot/pull/80729
8c0e08481d69b4114f46506c72acda044875c28b
5f247652deb730b98468514236e8411d7228dfed
"2023-08-17T13:11:32Z"
c++
"2023-08-17T22:42:25Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,707
["editor/scene_tree_dock.cpp"]
Dragging node in place creates useless undo action
### Godot version 4.2 f7bc653 ### System information Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) ### Issue description https://github.com/godotengine/godot/assets/2223172/1f014ed1-771e-4fc1-b889-b366b8a0397c Nothing changed, but the scene was "modified". ### Steps to reproduce 1. Have at least 2 nodes on a scene 2. Drag one node on the position between the nodes (doesn't work if drop position is too close to the center) ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80707
https://github.com/godotengine/godot/pull/80817
d80ce0c52a097c35bb4d441e7a9c0a76e6342ba4
fc64dfedfbb2513e8c07de9d59d058b1683c850b
"2023-08-17T09:12:40Z"
c++
"2023-10-10T13:06:06Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,685
["editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp"]
Position moves when resizing BoxShape3D using grab handles
### Godot version 4.2.dev3 ### System information Windows 10 ### Issue description Testing 4.2 dev 3, when I resize a BoxShape3D (as seen in https://github.com/godotengine/godot/pull/71092) , the position of the BoxShape moves as well. If the parent of the BoxShape3D is located at (0,0,0), then the BoxShape resizes (but doesn't move) as expected. If the parent of the BoxShape3D is not (0,0,0), resizing the shape sees the position change unexpectedly. Resize works as expected if the parent node is at (0,0,0) Resize works correctly if you edit the size values in the inspector, it's only grabbing the handles with the mouse that causes the position to change. ### Steps to reproduce Create a new 3D scene. Move the Node3D root to any location (eg. (1,0,1)) Create a CollisionShape3D child of the Node3D Configure the CollisionShape3D as a BoxShape3D Pull any of the grab handles to resize the Box The Box will move as well as resize when it should only resize ### Minimal reproduction project ![boxshape-resize](https://github.com/godotengine/godot/assets/5151242/64379566-83b8-4da3-b61c-9bae95bb26ea)
https://github.com/godotengine/godot/issues/80685
https://github.com/godotengine/godot/pull/80689
c7356c795b3c8cec2453061299e85cb315a9a6a7
a42f95f9e26fcd8be952b7db5cd85961114fe335
"2023-08-16T13:39:31Z"
c++
"2023-08-17T09:27:28Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,664
["editor/gui/editor_spin_slider.cpp", "scene/gui/spin_box.cpp"]
Some editor fields don't accept comma as a decimal separator
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Windows 10 ### Issue description Most numerical fields in editor like inspector properties and settings accept comma as input (eg. `5,5` gets parsed to `5.5`). However, there's some inconsistency in this support. Color picker doesn't support this and also Input Map's deadzone fields. ![comma](https://github.com/godotengine/godot/assets/1621768/ce2aa211-5b13-4cec-82c5-b8aec3b30e0c) ### Steps to reproduce Open any color picker in inspector or Input Map settings, try to input value like `0,5` in it. ### Minimal reproduction project Any project
https://github.com/godotengine/godot/issues/80664
https://github.com/godotengine/godot/pull/80699
813cd1dfc8fb7e6b8cfbc6945ecdf550a7f673a2
4f0e2ea86e84e369b249bdcdffec254f28e948e2
"2023-08-15T16:48:08Z"
c++
"2023-09-28T18:04:02Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,646
["servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp", "servers/rendering/renderer_rd/renderer_canvas_render_rd.h", "servers/rendering/renderer_rd/storage_rd/texture_storage.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.h"]
2d hdr + font msdf causes broken text rendering
### Godot version 4.2.dev3 ### System information Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads) ### Issue description After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering. 2d hdr off: ![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12) 2d hdr on: ![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114) ### Steps to reproduce 1. Open msdf for default font or custom font. 2. Turn on 2d hdr. 3. Add a Label node and enter text, the text rendering is destroyed. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80646
https://github.com/godotengine/godot/pull/80651
f8aa7caf1d438f1620f0ebce5585ddff5186676c
623156a05c07cc7625679ce730a16129a06edc8b
"2023-08-15T04:06:19Z"
c++
"2023-08-16T07:17:01Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,640
["scene/animation/animation_player.cpp"]
AnimationPlayer seek() does not skip Call Method Track Keys
### Godot version 4.1.1 stable 4.2. dev3 ### System information Win 10 ### Issue description [seek()](https://docs.godotengine.org/en/stable/classes/class_animationplayer.html?rtd_search=add_color_override#class-animationplayer-method-seek) is supposed to skip the keys inbetween current Timestamp and it's argument value Timestamp. When playing an Animation in the AnimationPlayer which has a Call Method track key somewhere in the middle section for example, and then the user tries to "skip" that middle section using `seek()`, the Call Method track keys in the middle section are still handled, even though animation has skipped the middle section and the `update` argument is `false`. So it basically behaves like [advance()](https://docs.godotengine.org/en/stable/classes/class_animationplayer.html?rtd_search=add_color_override#class-animationplayer-method-advance) should behave. However, advance also does not behave as it should, since it advances further than it should and when setting Update in the seek() method to `true`, the Call Method track key is actually called twice! ### Steps to reproduce Create an AnimationPlayer Animation of 5 seconds, Add a script with two functions: One to seek(4.0) and another one to print("hi") Add a Call Method Track and at Timestamp second 1.0 add a key to the seek() method and on Timestamp 2.5 add a key to print(). Play the scene and observe "hi" being printed ![image](https://github.com/godotengine/godot/assets/47016402/41f6dab0-9af6-46cd-95f1-e680a398e6af) Set seek(4.0, true) to enable Update (like in advance method), and observe "hi" being printed twice! Maybe related: https://github.com/godotengine/godot/issues/76773 ### Minimal reproduction project 4.2. dev3 (issue is the same in 4.1.1 stable) [animation_seek_bug.zip](https://github.com/godotengine/godot/files/12340066/animation_seek_bug.zip)
https://github.com/godotengine/godot/issues/80640
https://github.com/godotengine/godot/pull/80708
e73a4a382ee57c9eb006d7e8f11038643081b12b
0511f9d9a7d56c742d87fafdcea8785d40ad14b3
"2023-08-14T22:48:56Z"
c++
"2023-08-17T13:44:03Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,636
["servers/rendering/renderer_rd/storage_rd/material_storage.cpp"]
Sprite 3D doesnt work with Viewport texture on android.
### Godot version 4.1.1 ### System information Windows 10, Godot 4.1.1 Latest, Vulkan API 1.3.206 - Forward Mobile. ### Issue description I was trying to make ProgressBar for 3d Object. I used Sprite3D with SubViewPort as a texture. In edit page it works correctly, in run page too. After exporting to android device its not. It works not only with ProgressBar, with all textures to sprite3D with SubViewPort as a texture. ### Steps to reproduce 1. Create godot(4.1.1) project Mobile. 2. Add 3D Node and any 2d stuff, for ex, ColorRect, u can choos button, progressbar, sprite2d etc. 3.Join it as a child to SubViewport 4.Create Sprite3D and pick texture to it as SubViewport, and choose SubViewport with 2d stuff as a child. 5.place camera 3D so when u run scene u can see our 2d stuff in 3d space. ![image](https://github.com/godotengine/godot/assets/106619492/4c7ea961-20e8-4ff6-ad0a-2168ab7e780c) ![image](https://github.com/godotengine/godot/assets/106619492/51c27be8-1928-4b72-938d-0bcf2bae9659) 6. As we can see, all works properly. Then export it to android, and check. We see nothing. ### Minimal reproduction project -
https://github.com/godotengine/godot/issues/80636
https://github.com/godotengine/godot/pull/81607
b42aa5ad9d185a5263885755a17dc9d4e93314d5
c255acebe867b65bd7cd81a900c0e3144e2d472a
"2023-08-14T20:06:49Z"
c++
"2023-10-05T08:07:16Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,625
["scene/resources/particle_process_material.cpp"]
In the particle shader the deterministic sequence of random values is not guaranteed
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 SUPER (NVIDIA; 31.0.15.3130) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads) ### Issue description I think I found a bug in the particle shader. It revolves around the following line: ``` // apply linear acceleration force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : vec3(0.0); ``` As long as VELOCITY is greater than 0, "rand_from_seed(alt_seed)" is called among other things. Thereby "alt_seed" is changed. But if now damping is active, VELOCITY reaches 0 at some point. Then "rand_from_seed(alt_seed)" is NOT called anymore. That means: all following random values, which depend on "rand_from_seed()", change once abruptly. ### Steps to reproduce The error probably manifests itself in very different ways. As soon as damping brings the speed to 0, there will be one-time jumpy changes in all aspects that use edge_fom_seed: - radial acceleration - tangential acceleration - orbit velocity - damping - angular velocity - animation offset and speed - hue ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80625
https://github.com/godotengine/godot/pull/80638
1d852cb75ea004054621fe7976c44adc63d572b3
ed1180a97e5e1bd333895e7e3937c83622674c34
"2023-08-14T15:41:21Z"
c++
"2023-08-16T07:16:14Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,593
["editor/export/editor_export_platform.cpp"]
Export plugin not working with GdExtensions
### Godot version 4.1.1-stable ### System information macOS 13.4.1 arm64 ### Issue description Implementing `_export_file`, `_export_begin` and `_export_end` in a gdextension export plugin does nothing. In engine we have this code: ```cpp EditorExportPlatform::ExportNotifier::ExportNotifier(EditorExportPlatform &p_platform, const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) { HashSet<String> features = p_platform.get_features(p_preset, p_debug); Vector<Ref<EditorExportPlugin>> export_plugins = EditorExport::get_singleton()->get_export_plugins(); //initial export plugin callback for (int i = 0; i < export_plugins.size(); i++) { export_plugins.write[i]->set_export_preset(p_preset); if (export_plugins[i]->get_script_instance()) { //script based PackedStringArray features_psa; for (const String &feature : features) { features_psa.push_back(feature); } export_plugins.write[i]->_export_begin_script(features_psa, p_debug, p_path, p_flags); } else { export_plugins.write[i]->_export_begin(features, p_debug, p_path, p_flags); } } } ``` We can see it will call `_export_begin_script` if a script instance is attached to the export plugin, otherwise it calls `_export_begin`. `_export_begin_script` does a `GDVIRTUAL_CALL` call, so it works within a script language. On another side `_export_begin` rely on classic cpp virtual call. In the GdExtension case, we have no script instance attached, so we end up in classic cpp vtable case, but gdextensions does not use cpp vtable for inheritance. This ends up with no call to gdextension implementation. Currently, the only work around to make a gdextension export plugin work is to create a script proxy for it, here is my example. gdextension: ```cpp namespace godot { class FmodEditorExportPlugin : public EditorExportPlugin { GDCLASS(FmodEditorExportPlugin, EditorExportPlugin) public: void _export_begin(const PackedStringArray &features, bool is_debug, const String &path, uint32_t flags) override; void _export_file(const String& path, const String& type, const PackedStringArray& features) override; String _get_name() const override; static void _bind_methods(); FmodEditorExportPlugin() = default; ~FmodEditorExportPlugin() = default; }; } ``` Proxy script: ```gdscript @tool class_name FmodEditorExportPluginProxy extends FmodEditorExportPlugin ``` I think we should always rely on `GDVIRTUAL_CALL` and avoid check on script instance, so that both script and gdextensions are handled. ### Steps to reproduce Create a gdextension export plugin and add it using editor plugin. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80593
https://github.com/godotengine/godot/pull/80999
ea3c5f96e5254de94263e05d031d7db17c59e035
9a140f92be687cb9c79e0a354e915372bd5b0645
"2023-08-13T16:44:47Z"
c++
"2023-08-28T10:06:39Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,588
["editor/editor_node.cpp", "editor/plugins/script_editor_plugin.cpp", "editor/plugins/script_editor_plugin.h"]
CollisionShape3D Shape Size handles missing when Script editor floating
### Godot version 4.1.1.stable ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.15.1295) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads) ### Issue description When undocking the script editor so that it's floating, CollisionShape3D Shape Size handles stop working. If they were visible on a Shape, they remain visible on that shape and still work for that shape; but they will not appear on any other collision object when selecting it. If you launch the editor with the Script panel already in a floating state, no shape handles ever become visible. If you dock the Script editor again, everything goes back to normal and works fine. ### Steps to reproduce Create a 3D scene with some collision shapes. Undock the Script editor ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80588
https://github.com/godotengine/godot/pull/80647
04306777a7c75d49bfb47f484cda29ef939a92b7
c7356c795b3c8cec2453061299e85cb315a9a6a7
"2023-08-13T09:50:38Z"
c++
"2023-08-17T09:27:04Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,574
["platform/android/java/lib/src/org/godotengine/godot/Godot.kt"]
Immersive mode no longer works on android, both the notification bar and the navigation bar are still visible.
___ ***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* ___ ### Godot version v4.2.dev2.official [da81ca62a] ### System information Windows 11 - Vulkan (Forward+) ### Issue description Immersive mode seems to no longer works on android, both the notification bar and the navigation bar are still visible. The pinhole cutout is has also gained a black bar. Tried creating a completely blank project and the problem still arises. Godot 4.2 dev 2: ![Screenshot_20230813-015546](https://github.com/godotengine/godot/assets/34485270/450b8891-463a-429a-9d4f-5ee7166b8ecd) Godot 4.1: ![Screenshot_20230813-015227](https://github.com/godotengine/godot/assets/34485270/aad6e35c-6c8a-4cb3-8b17-243facb335ad) I am using a Pixel 7 with Android 13 ### Steps to reproduce Export to android ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80574
https://github.com/godotengine/godot/pull/84102
b096174259e1db12ae7cd30ea5fe3a3176c51029
fd49c428a3eb0b05b15d656e50d00df198abb161
"2023-08-13T01:16:17Z"
c++
"2023-10-28T16:35:45Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,570
["drivers/vulkan/vulkan_context.cpp"]
Vulkan Validation Error when resizing
### Godot version master [4714e95896c8db02616ea6ec7f9aff92dec1cae4] ### System information Godot v4.2.dev (4714e9589) - Ubuntu 20.04.6 LTS (Focal Fossa) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6800 XT - AMD Ryzen 9 5900X 12-Core Processor (24 Threads) ### Issue description Sometimes when resizing the window on Linux X11 we may get the following validation error: ``` ERROR: VALIDATION - Message Id Number: -370888023 | Message Id Name: VUID-vkAcquireNextImageKHR-semaphore-01286 Validation Error: [ VUID-vkAcquireNextImageKHR-semaphore-01286 ] Object 0: handle = 0xdcc8fd0000000012, type = VK_OBJECT_TYPE_SEMAPHORE; | MessageID = 0xe9e4b2a9 | vkAcquireNextImageKHR: Semaphore must not be currently signaled or in a wait state. The Vulkan spec states: If semaphore is not VK_NULL_HANDLE it must be unsignaled (https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-vkAcquireNextImageKHR-semaphore-01286) ``` I nailed down the problem. In `VulkanContext::prepare_buffers` we have the following loop (I simplified to highlight the problem): ```cpp do { err = fpAcquireNextImageKHR(device, w->swapchain, UINT64_MAX, w->image_acquired_semaphores[frame_index], VK_NULL_HANDLE, &w->current_buffer); if (err == VK_SUBOPTIMAL_KHR) { // Swapchain is not as optimal as it could be, but the platform's // presentation engine will still present the image correctly. print_verbose("Vulkan: Early suboptimal swapchain, recreating."); Error swap_chain_err = _update_swap_chain(w); if (swap_chain_err == ERR_SKIP) { break; } } while (err != VK_SUCCESS); ``` The problem is that vkAcquireNextImageKHR returned VK_SUBOPTIMAL_KHR but it already signaled the semaphore (because it is possible to continue normally with a VK_SUBOPTIMAL_KHR result). Then we recreate the swapchain and reuse the w->image_acquired_semaphores[frame_index] which is in an inconsistent state. I will handle this bug. ### Steps to reproduce 1. Open the Editor on any project 2. Resize the project until it happens Reproducibility is much more frequent after applying PR #80566 ### Minimal reproduction project Any.
https://github.com/godotengine/godot/issues/80570
https://github.com/godotengine/godot/pull/80571
6c3735cb7c9600abfb18b683b06b4c6d00a09d07
d1b8e9abd618a21daaec56cf4c71e4eedae51910
"2023-08-12T23:10:39Z"
c++
"2023-08-16T07:13:53Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,564
["modules/gdscript/gdscript_parser.cpp"]
Mistake in godot debug error message
### Godot version 4.1.1.stable.official ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - Intel(R) HD Graphics 4600 (Intel Corporation; 20.19.15.5126) - Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 Threads) ### Issue description So theres this error message: Expected error after ">" operator." there appears to be a useless " at the end. Is this intentional? ![image](https://github.com/godotengine/godot/assets/95637172/b7763908-596e-47e6-b632-bd5ceceab9db) ### Steps to reproduce attach a script and write a ternary operator line, But do after the operator do not write the other piece of code. var test = 1 if a > # leave it out so it gives an debug error message at edit time you'll see the debug error message ### Minimal reproduction project go to scenes\enemys\frog\frog.gd youll see line 24 which includes the bug [test.zip](https://github.com/godotengine/godot/files/12328367/test.zip)
https://github.com/godotengine/godot/issues/80564
https://github.com/godotengine/godot/pull/80568
4714e95896c8db02616ea6ec7f9aff92dec1cae4
7ba79d68bd0f97797d7cb37452da6a036ba7c7c9
"2023-08-12T22:01:01Z"
c++
"2023-08-13T09:23:22Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,556
["scene/gui/tree.cpp"]
Control Tree range slider not working (also affects input action deadzone editor)
### Godot version 4.1.1-stable_win64 ### System information Windows 10 ### Issue description Range cell within Tree control not update when using slider. Also it would be nice, if I could change few settings for range mode: 1. Visibility of slider. Not always is necessery. 2. Visibility of spin box. As above 3. Slider theme variant. Now it takes default variant, but I would want to set dedicated variant for it. 4. Turn off context menu under RMB. Editable cells in general. Not only range ### Steps to reproduce 1. Create Tree control 2. Add TreeItem. Set it's cell in range mode and editable 3. Run scene. Try to change value of cell using slider. ### Minimal reproduction project [TreeRange.zip](https://github.com/godotengine/godot/files/12327982/TreeRange.zip)
https://github.com/godotengine/godot/issues/80556
https://github.com/godotengine/godot/pull/81174
0d4fe74043125f4c7e0291687e2820e8a5c67cb0
0c7ac25b470cf4fa44b15dae0e3097a50d998cf6
"2023-08-12T18:05:53Z"
c++
"2023-10-02T11:16:03Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,553
["scene/gui/rich_text_label.cpp", "scene/gui/scroll_bar.cpp"]
Updating RichTextLabel's Text while using scrollbar prevents release
### Godot version v4.1.stable.official [970459615] ### System information Windows 10 ### Issue description Changing a RichTextLabel's text property while dragging the scrollbar causes releasing the mouse to not actually prevent further dragging. Technically it's more pervasive than this since the scrollbar stops reporting other mouse input events (stops being highlighted when hovered, can't release) in general when updating every frame. This works fine for 3.5. This is still broken for 4.2dev3. ### Steps to reproduce Change a RichTextLabel's text property while dragging the scrollbar. MRP attached. https://github.com/godotengine/godot/assets/3820082/99c961af-e31c-4dde-8fd5-061e2e9e5fdc ### Minimal reproduction project [rtl-scrollbar-mrp.zip](https://github.com/godotengine/godot/files/12327813/rtl-scrollbar-mrp.zip)
https://github.com/godotengine/godot/issues/80553
https://github.com/godotengine/godot/pull/80606
4ed3f67229d2c8b8dbdc9306e41e22dda7b33889
da80a033f118b44334a2c0b6d75e1df39236191e
"2023-08-12T16:32:15Z"
c++
"2023-08-16T07:14:40Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,524
["editor/editor_inspector.cpp", "editor/editor_inspector.h"]
Can't reorder OptionButton Items if there are more than five items
### Godot version v4.1.stable.official [970459615] ### System information Windows 10, Forward+, AMD Radeon R9 290X ### Issue description There's no way to reorder items "across" pages in paged lists in the inspector - items can only be rearranged within the page they're already in. The "Max Array Dictionary Items per Page" setting doesn't seem to affect OptionButton Item lists. There are two ways around the issue: add a script that orders the items as desired, or delete items until the item you need to reorder is on the right page, then re-add the items you deleted. ### Steps to reproduce 1. Create an OptionButton 2. Add six items 3. See that the last item is on a new page 4. There's no way to change the position of the last item ### Minimal reproduction project [OptionButtonItemListIssueMRP.zip](https://github.com/godotengine/godot/files/12323899/OptionButtonItemListIssueMRP.zip)
https://github.com/godotengine/godot/issues/80524
https://github.com/godotengine/godot/pull/80617
3417f34a374ea08720758f067c77436d3bfcb53c
c1e85c65930c515c0d6627a9f6b5e6b131767dea
"2023-08-11T17:38:32Z"
c++
"2023-08-29T10:43:34Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,509
["modules/navigation/nav_mesh_generator_3d.cpp"]
NavigationRegion3D generates inexplicable hole at (0,0,0) against HeightMapShape3D with values at -0.5 to -1.75...
### Godot version 4.1.1 Stable ### System information Windows 11, RTX 3070TI, Vulcan ### Issue description NavigationRegion3D generates inexplicable hole at (0,0,0) against HeightMapShape3D with values at -0.5 to -1.75 Not sure how this hasn't been noticed before, but the NavigationMeshRegion3D bakes a single square unit size hole at (0,0,0) against HeightMapShape3D if it is using values between -0.5 and -1.75... I have attached a MRP that is very easy to use and demonstrate the error happening. ### Steps to reproduce Create a HeightMapShape3D, set values between -0.5 and -1.75, bake NavigationRegion3D mesh on it. Observe hole in mesh at (0,0,0). In MRP with the "main" node selected, you can adjust the "height_map_value" export variable to move a dynamically generated heightmapshape3d up and down, the script will automatically rebake the navmesh when the value is changed. When values are between -0.5 and -1.75 a hole will appear at (0,0,0) [MRP_NavMeshHole.zip](https://github.com/godotengine/godot/files/12319007/MRP_NavMeshHole.zip) ![image](https://github.com/godotengine/godot/assets/8258356/fce5e31a-65e9-4e37-9aee-aa399b6c28a3) ### Minimal reproduction project In MRP with the "main" node selected, you can adjust the "height_map_value" export variable to move a dynamically generated heightmapshape3d up and down, the script will automatically rebake the navmesh when the value is changed. When values are between -0.5 and -1.75 a hole will appear at (0,0,0)
https://github.com/godotengine/godot/issues/80509
https://github.com/godotengine/godot/pull/83783
17aa5c51705bd67f0c1ab4d532aa884bbc66433d
912366093d5b665bed1674c746cbec08bf8ddb0f
"2023-08-11T06:23:16Z"
c++
"2023-10-23T10:42:28Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,508
["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/inner_class_access_from_inside.gd", "modules/gdscript/tests/scripts/analyzer/features/inner_class_access_from_inside.out"]
Inner class in GDScript can no longer refer to its own name
### Godot version 4.2.dev commit 013e8e3afb982d4b230f0039b6dc248b48794ab9 ### System information Any ### Issue description The following code from [dialogic](https://github.com/coppolaemilio/dialogic) no longer works in 4.2-dev, but does in 4.1 and before: ```gdscript class VariableFolder: var data = {} var path = "" var outside func _init(_data, _path, _outside): data = _data path = _path outside = _outside func _get(property): property = str(property) if property in data: if typeof(data[property]) == TYPE_DICTIONARY: return VariableFolder.new(data[property], path+"."+property, outside) ### <====== ERROR ### else: return DialogicUtil.logical_convert(data[property]) func _set(property, value): property = str(property) if not value is VariableFolder: outside._set_value_in_dictionary(path+"."+property, outside.dialogic.current_state_info['variables'], value) return true elif VariableFolder: return true ``` On compilation this will give the error ``` SCRIPT ERROR: Compile Error: Identifier not found: VariableFolder at: GDScript::reload (res://addons/dialogic/Modules/Variable/subsystem_variables.gd:182) ``` (line 182 is the `VariableFolder.new` line) i bisected it to the following commit, from #79880: ``` d53fc92b4c6b5e4484e8f0bfff6ac55163dde3fb is the first bad commit commit d53fc92b4c6b5e4484e8f0bfff6ac55163dde3fb Author: Danil Alexeev <[email protected]> Date: Tue Jul 25 14:21:49 2023 +0300 GDScript: Fix bug with identifier shadowed below in current scope ``` ### Steps to reproduce i think the issue description is complete enough to allow reproduction, let me know if there's any problems. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80508
https://github.com/godotengine/godot/pull/80510
0308422f461dce11339896249e23ff02d978bfa0
6b5e44f3ca1664448c1ecc185a1a03efe557b2e9
"2023-08-11T06:22:21Z"
c++
"2023-08-14T13:28:57Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,507
["editor/plugins/asset_library_editor_plugin.cpp", "editor/plugins/asset_library_editor_plugin.h", "scene/gui/link_button.cpp", "scene/gui/link_button.h"]
AssetLib: Long plugin name break the UI
### Godot version v4.1.1.stable.arch_linux ### System information OpenGL API 4.2 (Core Profile) Mesa 23.1.4 - Compatibility - Using Device: Intel - Mesa Intel(R) HD Graphics 2500 (IVB GT1) ### Issue description The AssetLib container is set to the size of their children and will automatic resize itself to display all the text, ignore user and windows manager setting. ![20230811_12h25m58s_grim](https://github.com/godotengine/godot/assets/68549456/9c4e61e3-4673-4823-af49-b31cc029f6fc) ### Steps to reproduce Find some plugin that has very long name like _VRM Importer and MToon Shader - Humanoid 3d Avatar Model Format_ ### Minimal reproduction project n/a
https://github.com/godotengine/godot/issues/80507
https://github.com/godotengine/godot/pull/80555
365ee4196cbf8c2d64e118b51473de75ae3a6b6a
2d6cee48f6a407f171e4802d242fb6731ad020ad
"2023-08-11T05:36:43Z"
c++
"2023-10-02T13:18:38Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,493
["servers/rendering/renderer_rd/effects/tone_mapper.cpp"]
Vulkan Mobile error with OpenXR at Scale 1: "Draw command lacks indices, but pipeline format does not use vertices"
### Godot version v4.2.dev3.official [013e8e3af] ### System information Godot v4.2.dev3 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3667) - AMD Ryzen 7 5800X3D 8-Core Processor (16 Threads) ### Issue description When I open my OpenXR mobile project in 4.2.dev3 I get the error > "Draw command lacks indices, but pipeline format does not use vertices". The 3D Viewport is completely black when this error is going. The error disappears and 3D Viewport works again as soon as scaling (both bilinear and FSR) are changed to anything other than 1. It only happens when Project Settings > Rendering > Scaling 3D > Scale == 1 This error also disappears when switching to the Foward+ renderer. I tried to see if disabling OpenXR Shaders would fix things but it crashes the editor and makes a project unopenable. This occurs with the base Godot XR Template (which is what my XR project is based on). Additionally, at the beginning of opening the project there will be several errors when loading various scripts from the godot-xr-tools addon: > Failed to load script "res://addons/godot-xr-tools/functions/movement_sprint.gd" with error "Compilation failed". This may have been introduced by the fix in: https://github.com/godotengine/godot/pull/80368 ### Steps to reproduce Open the [OpenXR template](https://github.com/GodotVR/godot-xr-template) and set renderer to Mobile ### Minimal reproduction project [Open XR Template](https://github.com/GodotVR/godot-xr-template)
https://github.com/godotengine/godot/issues/80493
https://github.com/godotengine/godot/pull/80502
a8edbcfe134590cc98e4f19855d1f95dbc932564
4714e95896c8db02616ea6ec7f9aff92dec1cae4
"2023-08-10T19:13:34Z"
c++
"2023-08-11T08:33:47Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,442
["editor/debugger/editor_debugger_inspector.cpp"]
Crash on breakpoint if freed node exists
### Godot version v4.2.dev2.official [da81ca62a] ### System information Godot v4.2.dev2 - 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 a freed node exists when editor breaks on breakpoint, Godot crashes. My guess is that debug view tries to show the freed node and somehow fails. If the freed node is set to null before the breakpoint, crash doesn't happen. `v4.1.1.stable.official` works fine, but `v4.2.dev2.official` crashes. ### Steps to reproduce ```gdscript extends Node2D func _ready() -> void: var node = Node.new() node.free() #node = null # uncomment this line to prevent crash pass # add breakpoint here to crash ``` ### Minimal reproduction project [g42_crash.zip](https://github.com/godotengine/godot/files/12300368/g42_crash.zip)
https://github.com/godotengine/godot/issues/80442
https://github.com/godotengine/godot/pull/80256
835957b1fc418c5506c40aa23cc2d9b1d327e06c
75c979e48df935b15eeb8c7f33b1f7dc50527526
"2023-08-09T09:06:54Z"
c++
"2023-08-09T13:20:20Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,434
["doc/classes/Callable.xml", "modules/gdscript/gdscript_lambda_callable.cpp", "modules/gdscript/gdscript_lambda_callable.h", "modules/gdscript/gdscript_rpc_callable.cpp", "modules/gdscript/gdscript_rpc_callable.h"]
Can't get method name from named lambda
### Godot version 4.2 f7bc653 ### 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 `get_method()`: ``` Returns the name of the method represented by this Callable. If the callable is a lambda function, returns the function's name ``` However calling it on a named lambda results in ``` Can't get method on CallableCustom "test(lambda)". ``` (ironically the error even contains the function's name...) `get_method()` in GDScriptLambdaCallable is likely unimplemented or is wrong. It should work for named lambdas. ### Steps to reproduce ```GDScript var fun = func test(): pass print(fun.get_method()) ``` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80434
https://github.com/godotengine/godot/pull/80506
8b3de35c6431dddd34def48cca491daa994f9411
e1bb9b523d144fcc8c30aff02270604043ba8ab1
"2023-08-08T21:55:52Z"
c++
"2023-08-14T07:36:35Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,425
["scene/gui/dialogs.cpp", "scene/gui/popup.cpp"]
OptionButton menu not closable with joypad
### Godot version v4.1.stable.official [970459615] ### System information Godot v4.1.stable - Windows 10.0.22000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.15.1295) - Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 Threads) ### Issue description `OptionButton` menu's do not seem to be closable using a joypad. They can be closed using `ESC` on a keyboard. Setting a `ui_cancel` mapping for the joypad does not fix the issue. Further, the `MenuButton` seems to exhibit the same behaviour based on this [Reddit post](https://www.reddit.com/r/godot/comments/142d8pa/how_to_exit_a_menubutton_with_gamepad/). I would expect to be able to close the menu from the joypad using a button mapped to `ui_cancel`. ### Steps to reproduce 1. Add an OptionButton to project 2. Setup `ui_cancel` input mapping to have a joypad mapping 3. Run the project and open the OptionButton menu. 4. Try to close the window without selecting an option using the joypad. This is the step that does not work. Pressing `ESC` will close the window. ### Minimal reproduction project [OptionButtonReproProject.zip](https://github.com/godotengine/godot/files/12294459/OptionButtonReproProject.zip)
https://github.com/godotengine/godot/issues/80425
https://github.com/godotengine/godot/pull/80594
122f3730ca28654c173ba4c26c9a0e96909433f6
0308422f461dce11339896249e23ff02d978bfa0
"2023-08-08T18:01:31Z"
c++
"2023-08-14T07:38:08Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,420
["modules/openxr/openxr_api.cpp", "modules/openxr/openxr_api.h", "modules/openxr/openxr_interface.cpp"]
Multiple OpenXR Action Sets in Godot does not work
### Godot version 4.2 dev 2 ### System information Windows 10 Godot Engine v4.2.dev2.mono.official.da81ca62a - https://godotengine.org OpenGL API 3.3.0 NVIDIA 536.67 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce GTX 980 Ti ### Issue description If you have multiple openxr action sets it will fail to load all of the action sets after the first one loaded ### Steps to reproduce Have multiple openxr action sets ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80420
https://github.com/godotengine/godot/pull/80419
a017e9c69877be77744dfb2bff0bbc2a811427cf
8a02cd088320cb428c5ea157a26ce739aab8f0cd
"2023-08-08T15:17:33Z"
c++
"2023-08-18T07:30:52Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,417
["core/io/resource.cpp", "core/io/resource.h", "scene/main/viewport.cpp", "scene/main/viewport.h"]
When scene is reloaded after changing instance, ViewportTextures break
### Godot version 4.2 eca6f0e ### System information Windows 10 x64 ### Issue description https://github.com/godotengine/godot/assets/2223172/a2796263-4e2e-4b14-a080-b3ad034cc141 ### Steps to reproduce 1. Add SubViewport 2. Add Sprite2D 3. Set spirte's texture to ViewportTexture 4. Create new scene 5. Instance the new scene inside the scene with viewport 6. Make sure both scenes are opened 7. Go to instance scene and save it 8. Go to viewport scene You will see error spam. Reloading the scene fixes it. ### Minimal reproduction project [vip.zip](https://github.com/godotengine/godot/files/12292386/vip.zip)
https://github.com/godotengine/godot/issues/80417
https://github.com/godotengine/godot/pull/79201
1537452aa94e3fdb19386eac9f8394b391998e8a
e73a4a382ee57c9eb006d7e8f11038643081b12b
"2023-08-08T14:28:35Z"
c++
"2023-08-17T13:43:38Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,403
["editor/editor_themes.cpp", "editor/plugins/texture_region_editor_plugin.cpp", "editor/plugins/texture_region_editor_plugin.h", "scene/resources/atlas_texture.cpp"]
Region Editor not showing the correct image when using Atlas texture in StyleBoxTexture
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 615 (AML-KBL) () - Intel(R) Core(TM) i3-10100Y CPU @ 1.30GHz (4 Threads) ### Issue description Summary: When editing the subregion of a StyleBoxTexture, it shows me the entire spritesheet of the Atlas texture, instead of the selected portion of the atlas, making it difficult (and non-intuitive) to correctly select the subregion I need. What I expect: I understand that the sub-region may be used to emulate the behavior of a nine-patch. So I would expect to see there the subregion that i selected previously from the Atlas as the texture to be shown. I have only tested this in a Panel Container ### Steps to reproduce I found this problem when doing these steps: - Add a PanelContainer node - In the inspector select Theme Overrrides -> Style -> new StyleBoxTexture - In the texture of the StyleBoxTexture select new AtlasTexture - Dropped the spritesheet in the Atlas of the AtlasTexture - In Region of the AtlasTexture, selected Edit Region and drew the rectangle on the texture i want: ![image](https://github.com/godotengine/godot/assets/1207326/2e9624b1-63bc-4267-8d7f-59e82df7896e) - Back in the StyleBoxTexture options, in Sub-Region, clicked on Edit Region to select the nine-patch region i need - Here is where the region editor shows me the entire spritesheet and not the sub-texture i selected from the atlas. The image below shows the axis correctly positioned for the nine-patch to work, but it is not intuitive because it has to be positioned without seeing the correct texture, making it difficult to finetune for some textures. ![image](https://github.com/godotengine/godot/assets/1207326/a5023afd-7e4b-47c8-adfc-03fda7f6301b) ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80403
https://github.com/godotengine/godot/pull/80435
2c0a74a14938e053fc44e32b7fc134513c6f3bb5
33a3e12fe1a0060197c77ba9531ebe5528543356
"2023-08-08T07:28:04Z"
c++
"2023-08-28T10:04:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,399
["editor/plugins/tiles/tiles_editor_plugin.cpp", "editor/plugins/tiles/tiles_editor_plugin.h"]
TileSet options get hidden after every change
### Godot version v4.2.dev2.mono.official ### System information Godot v4.2.dev2.mono - Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads) ### Issue description When making a change on a TileSet, the TileSet tab will close, so you have to reopen it to continue doing what you want to do. https://github.com/godotengine/godot/assets/88297220/b9f727d8-3ced-404a-9eb0-06f22c66bb99 ### Steps to reproduce 1. Add a TileMap 2. Assign a TileSet to the TileMap 3. Add a new layer or make a change to the TileSet. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80399
https://github.com/godotengine/godot/pull/80462
d76b97e9040fb620ef71160a7ddd118199485461
013e8e3afb982d4b230f0039b6dc248b48794ab9
"2023-08-08T04:50:51Z"
c++
"2023-08-09T22:44:13Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,397
["editor/connections_dialog.cpp"]
Custom signal descriptions are not displayed in Node > Signals tab
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information v4.1.1.stable.official [bd6af8e0e] ### Issue description In-script documentation (`##`) for `signal` members is not appearing in the _Node_ tab as expected. Other documentation appears to work correctly in the _Inspector_ tab. Working example (exported variable): ![GodotDocumentationWorking](https://github.com/godotengine/godot/assets/13528480/ab9b19d4-c9f7-4658-8379-f2c2699310b8) Non-working example (`signal`) ![GodotDocumentationNotWorking](https://github.com/godotengine/godot/assets/13528480/06824f6a-b135-4454-a06e-7c6feb34060b) I have tried deselecting and reselecting the associated Node, changing between the tabs on the left pane, changing active scripts and even restarting Godot - nothing makes it work. According to the [GScript Documentation on Documentation Comments](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_documentation_comments.html), this **should** work, right? Or is there something completely obvious that I am missing? ### Steps to reproduce 1. In Godot, create a new Node of type `Node` 2. Attach a new script to this Node, accepting all current defaults 3. In the script editor create a `signal` called `Foo` and right above it, create a `##` comment for it 4. Also create an `@export`ed integer variable called `Bar` and also create a `##` comment for it 5. Unselect and reselect the Node in the _Scene_ tab to refresh the _Inspector_ and _Node_ tabs 6. Hover over the variable in the _Inspector_ tab and see that the added description is shown correctly 7. Hover over the signal in the _Node_ tab and see that the added description is **not** shown and "_No description._" is shown instead This is an example of the script that could be added: ``` ## This is signal foo! signal Foo ## This is exported signal bar! @export var Bar : int = 0 ``` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80397
https://github.com/godotengine/godot/pull/80411
06eade1bc274c42fa3fb9d27108056ce91780840
417239ee6dd795fd064e635b022895a50698fe0e
"2023-08-08T03:29:14Z"
c++
"2023-08-17T09:25:51Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,396
["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/rasterizer_canvas_gles3.h"]
GLES3: Color.WHITE or Color(1, 1, 1, 1) is black when used inside _draw() function
### Godot version 4.1.1-stable ### System information Windows 10 ### Issue description this will draw black rect ```gdscript func _draw(): draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color(1, 1, 1, 1), false) func _draw(): draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color.WHITE, false) ``` ![image](https://github.com/godotengine/godot/assets/53877170/dda910f2-e767-47bf-b3f9-7d194fcc7085) while this will draw white rect ```gdscript func _draw(): draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color(0.99, 1, 1, 1), false) ``` while this is weird but making circle draws Color(0.99, 1, 1, 1) makes also the _draw_rect to get fixed! ![image](https://github.com/godotengine/godot/assets/53877170/e84862be-0652-49ee-a5f9-435a234bd354) ### Steps to reproduce use Color.WHITE inside any _draw() function or Color(1, 1, 1, 1) and it will draw black color instead of white color ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80396
https://github.com/godotengine/godot/pull/80151
c72b851dfb46606d3d04d00c79abd555309cae33
5541567c1a8a8159b7041049a89310616afa0065
"2023-08-08T03:25:27Z"
c++
"2023-08-17T09:23:24Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,388
["scene/animation/tween.cpp"]
Using SetDelay() in Godot 4 Tweeners makes them start from the value at the start of the delay rather than at the start of the interpolation
### Godot version v4.1.stable.mono.official [970459615] ### System information Godot v4.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.1640) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads) ### Issue description When you use SetDelay() with a Tweener the initial value that gets interpolated is the value at the start of the delay, rather than the value at the start of the tweening. If the Tween has been set to run in parallel using SetParallel(true) then this essentially has the same effect as if all the Tweeners were created with FromCurrent(). If the Tween is not set to run in parallel then the Tweeners use the initial value from the end of the last tween that run (ie before the delay) rather than the value when they actually start (ie. after the delay). I would expect the same behavior from running two tweens in series and running two tweens in parallel where one has a delay set that's equal to the duration of the other one. The documentation isn't 100% clear on whether the intended behavior is to tween from the start of the tweening or from the start of the delay, but this definitely feels like the less natural way for this to work, and it makes a number of things rather more difficult. An example of where this becomes very important is in a turn based game where a move triggers a series of events where various objects are tweened to a series of new positions (eg. slide, then fall). You could use a different tween to move each object (on non-parallel mode), but then if the turn is interrupted (eg. by an undo command during the turn) then you need to keep track of all the running tweens and stop them one-by-one. Another wat to make this work currently would be to keep track of the previous position of every object being moved and manually feed in that using From(), but this is also a lot of extra overhead. ### Steps to reproduce Run minimal reproduction project. Left click anywhere and the white square will be tweened to a new position, then a 1 second delay, then tweened back to its original position. Now try doing this again but right-click during the delay and the square will be moved right by 100 pixels. When the tween starts again after the delay it starts from the position when the delay started rather than its new position at the end of the delay. ### Minimal reproduction project [tweener test.zip](https://github.com/godotengine/godot/files/12284031/tweener.test.zip)
https://github.com/godotengine/godot/issues/80388
https://github.com/godotengine/godot/pull/80702
c28cc5d5ebf1be0b7d22eeaa008942b2e97e9ec0
c5a7462a00a665a72c7c1a746c105e3c1c475c96
"2023-08-07T18:28:51Z"
c++
"2023-08-17T09:28:15Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,385
["scene/gui/button.cpp"]
Text in Checkboxes and CheckButtons can go out of Node bounds if "Text Overrun Behavior" is set to anything other than "Trim Nothing"
### Godot version v4.1.stable.official [970459615] ### System information Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.21001.45002) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads) ### Issue description When using CheckBoxes and CheckButtons, the text is able to go beyond node bounds if Text Overrun Behavior is set to any option other than "Trim Nothing", seemingly because it does not account correctly for the space taken by the icon integrated in these two types of Nodes. The expected behavior is that the text never leaves the Node Size bounds nor overlaps with the icon that is part of the CheckBox or CheckButton. It's alignment and trimming all occur within the expected bounds. ### Steps to reproduce 1. Create a _CheckBox_ or _CheckButton_ node. 2. Within the Node Properties: Button/Text Behavior/Text Overrun Behavior. Set to anything other than "Trim Nothing". 3. Write text in the button until it fills its width entirely, triggering the "trimming". Resizing the button for better visibility is recommended. It should be visible how the text either: A) Goes beyond the node's bounds (size). or B) Overlaps with the icon of the _CheckBox_ or _CheckButton_, depends on the button used for reproduction. Which of these two cases occur depends on the text alignment and the type of button chosen, but both are caused by the same issue: trimming not accounting for the integrated icon of _CheckBox_ and _CheckButton_. ### Minimal reproduction project [Checkbox_Text_Bug.zip](https://github.com/godotengine/godot/files/12283225/Checkbox_Text_Bug.zip)
https://github.com/godotengine/godot/issues/80385
https://github.com/godotengine/godot/pull/80402
310553f2a30a8937c02aa52d2f57838db0f4a650
0ce1ca4677ad4d9b5952747f7940e712d561655e
"2023-08-07T16:58:43Z"
c++
"2023-08-08T15:00:46Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,379
["editor/filesystem_dock.cpp"]
Scene becomes corrupted or Godot crashes when renaming a scene that involves dependencies
### Godot version v4.1.stable.official [970459615] ### System information Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.21001.45002) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads) ### Issue description When renaming a scene in specific conditions regarding inheritance, the scene is wrongly marked as corrupt or Godot just crashes. The setup for the bug to happen involves having 3 scenes, one being within the other (forming a 1->2->3 order), having all 3 scenes opened in the editor, and then renaming the 3rd scene while scene 1 is open, causing the 2nd become corrupt or Godot to crash. This also occurs if the name of the folder where the 3rd scene is contained is changed, instead of the scene itself. I presume the path of the 3rd scene changing at all while the 1st scene is opened results in the bug. Given that having multiple scenes with dependencies with each other seems to cause this bug, it is probable that his bug occurs _beyond_ the aforementioned 3-scene setup, but it is a scenario where the bug can be consistently reproduced. It could be that the bug described in issue #80324 is related if not the same as the one described here. ### Steps to reproduce **Empty Project:** 1. Create an empty Godot project. 2. Create 3 scenes, each just being a Node. The contents of the scenes seem irrelevant beyond the dependencies explained in the following steps. 3. Make the 2nd scene a child of the 1st, and the 3rd a child of the 2nd. 4. Have all three of them opened, but have the 1st scene as the active one in the viewport. 5. Rename the 3rd scene in the File System. **Minimal Reproduction Project:** 1. Open all 3 scenes in the project, but have the 1st scene as the active one in the viewport. 2. Rename the 3rd scene in the File System OR the folder containing it. Either works. The 2nd scene should now be marked as corrupt, and the user will be unable to open it until Godot has been restarted. Alternatively, Godot will have crashed. ### Minimal reproduction project [Rename_Scene_Bug.zip](https://github.com/godotengine/godot/files/12282031/Rename_Scene_Bug.zip)
https://github.com/godotengine/godot/issues/80379
https://github.com/godotengine/godot/pull/80503
475860839cd0cf2ce3c938290a7c7bbc69c3ecbd
e83fc9c03aaa598c8f8d0526b4d467786569a480
"2023-08-07T15:26:47Z"
c++
"2023-09-12T10:00:49Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,371
["drivers/vulkan/rendering_device_vulkan.cpp", "drivers/vulkan/rendering_device_vulkan.h"]
OBJ meshes get corrupted on reimport on Android editor
### Godot version 4.1.stable ### System information Android13 ### Issue description I'm trying to import the obj model file on Android but there seems to be some compatibility issues? You can do two tests on both the computer and the mobile side to make sure what I'm saying is true. ![Screenshot_2023-08-07-19-44-12-648_org godotengine editor v4](https://github.com/godotengine/godot/assets/64678717/69e05974-96df-460b-b062-ae99f62b8af2) ### Steps to reproduce Create an obj file and import it into the Godot engine on Android. ### Minimal reproduction project [test.zip](https://github.com/godotengine/godot/files/12279298/test.zip)
https://github.com/godotengine/godot/issues/80371
https://github.com/godotengine/godot/pull/84852
8a9e3ad8d5623bad204964795504e5cd10289dad
a9ba8695d4ac453c5edc8339371116ea28f403aa
"2023-08-07T11:48:46Z"
c++
"2023-12-04T22:06:04Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,347
["editor/editor_node.cpp", "editor/plugins/canvas_item_editor_plugin.cpp", "editor/scene_tree_dock.cpp"]
Some Menu Items that Trigger a Secondary Interface are Missing an Ellipsis
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.14.7311) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads) ### Issue description OK, so this is minor, but having a bit of UI experience on Windows it is a bit of a _pet peeve_. Most of Godot's menu items get this right, but some are missing it when they should have it, and most of the context menu items are definitely missing it. To recap standard Windows UI behavior: if you have a menu item that when activated, raises a modal dialog that **_must be interacted with in order to complete the functionality indicated by the menu item_**, it should have an ellipsis at the end of it. OK, so that is a mouthful so I will provide two examples of when you do and do not include the ellipsis. When you right-click on a Node and select "**Add Child Node**" from the context menu, the menu item should really have an ellipsis and be shown as "**Add Child Node...**" Why? Because the user **must interact** with the following modal dialog in order to complete the functionality of _adding a child node_. Also, they have the option to _cancel_ the operation entirely. On the other hand, the ubiquitous **Help --> About** menu item generally does NOT get an ellipsis. Why not? Because once you have activated the menu item and shown the about box, the user does not have to do anything to complete the "about" functionality. It is **_done_** - the showing of the _About_ dialog _completed_ the requested functionality. The only thing they can do is dismiss the dialog. Because the functionality is actually completed by activation of the menu item alone, there is no need for an ellipsis. That said, most of the main menu items are correct, but there are a few like **Project --> Version Control -->***, whose subitems should likely have the ellipsis. But quite a few of the context or pop-up menu items are missing them. Also, right-clicking on an empty scene raises a menu with **Add Node Here** and **Instantiate Scene Here**, both of which should have an ellipsis on them. On the context menu for the Scene pane, the context menu has a few items that are missing an ellipsis including the ones mentioned above as well as **Attach Script** and **Change Type**. ### Steps to reproduce Open Godot and open the **Project --> Version Control** submenu. Note the subitems are missing an ellipsis but should likely have them. Create an empty 2D Scene and then right-click on the Node to raise the context menu. The **Add Child Node**, **Instantiate Child Scene**, **Attach Script**, and **Change Type** should have an ellipsis because they all raise an interface that must be used to complete the functionality. Right-click on the empty 2D view and note that **Add Node Here** and **Instantiate Scene Here** are missing an ellipsis because both commands raise an interface that must be used to complete the functionality. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80347
https://github.com/godotengine/godot/pull/80355
11ea4dc46647693eb41179b641b3c4f261b4fef4
8375f73680c742d59c7119c430e64a307f52af26
"2023-08-06T18:37:28Z"
c++
"2023-08-09T15:46:26Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,333
["editor/editor_plugin_settings.cpp"]
make_mesh_previews() crashes Godot
### Godot version 4.1.1 ### System information Windows 11 - Godot 4.1.1 ### Issue description Using EditorPlugin.make_mesh_previews() crashes Godot. The MRP contains a minimal EditorPlugin. ### Steps to reproduce ``` @tool extends EditorPlugin func _ready(): var _mesh = preload("res://box.tres") var _mesh_arr : Array[Mesh] _mesh_arr.append(_mesh) var _2d_array : Array[Texture2D] = get_editor_interface().make_mesh_previews(_mesh_arr, 128) ``` ### Minimal reproduction project [MakeMeshPreview.zip](https://github.com/godotengine/godot/files/12269663/MakeMeshPreview.zip)
https://github.com/godotengine/godot/issues/80333
https://github.com/godotengine/godot/pull/81121
356624ce6d59682fa874487bbad43fe163d4ed42
102f42a48dd28ee5de9ad850827f00ef0679549e
"2023-08-06T13:08:01Z"
c++
"2023-09-06T12:49:09Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,302
["modules/noise/noise_texture_3d.cpp", "modules/noise/noise_texture_3d.h"]
Editor crashes when trying to create a NoiseTexture3D in Compatibility renderer
### Godot version 4.1.1 ### System information Godot v4.1.1.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Thu, 27 Jul 2023 22:02:18 +0000 - Vulkan (Compatibility) - AMD Radeon Graphics (raphael_mendocino, LLVM 15.0.7, DRM 3.52, 6.4.7-arch1-1) () - AMD Ryzen 5 7520U with Radeon Graphics (8 Threads) ### Issue description When trying to create a NoiseTexture3D while in the Compatability Renderer the editor hard crashes with the following StackTrace: ``` ================================================================ handle_crash: Program crashed with signal 4 Engine version: Godot Engine v4.1.1.stable.arch_linux Dumping the backtrace. Please include this when reporting the bug to the project developer. [1] /usr/lib/libc.so.6(+0x39ab0) [0x7f065ec4fab0] (??:0) [2] /usr/bin/godot(+0x6537e0) [0x5563005cd7e0] (??:?) [3] /usr/bin/godot(+0x2882300) [0x5563027fc300] (??:?) [4] /usr/bin/godot(+0x28a7a87) [0x556302821a87] (??:?) [5] /usr/bin/godot(+0x1f932ec) [0x556301f0d2ec] (??:?) [6] /usr/bin/godot(+0x1f9b289) [0x556301f15289] (??:?) [7] /usr/bin/godot(+0x1fe2b93) [0x556301f5cb93] (??:?) [8] /usr/bin/godot(+0x21e0935) [0x55630215a935] (??:?) [9] /usr/bin/godot(+0x1faf642) [0x556301f29642] (??:?) [10] /usr/bin/godot(+0x21caf58) [0x556302144f58] (??:?) [11] /usr/bin/godot(+0x21cb545) [0x556302145545] (??:?) [12] /usr/bin/godot(+0x4cd9461) [0x556304c53461] (??:?) [13] /usr/bin/godot(+0x18f7f48) [0x556301871f48] (??:?) [14] /usr/bin/godot(+0x341598f) [0x55630338f98f] (??:?) [15] /usr/bin/godot(+0x306f1ae) [0x556302fe91ae] (??:?) [16] /usr/bin/godot(+0x30b05bc) [0x55630302a5bc] (??:?) [17] /usr/bin/godot(+0x30b423b) [0x55630302e23b] (??:?) [18] /usr/bin/godot(+0x30e1b27) [0x55630305bb27] (??:?) [19] /usr/bin/godot(+0x1201969) [0x55630117b969] (??:?) [20] /usr/bin/godot(+0x493ecc1) [0x5563048b8cc1] (??:?) [21] /usr/bin/godot(+0x49401d1) [0x5563048ba1d1] (??:?) [22] /usr/bin/godot(+0x1204931) [0x55630117e931] (??:?) [23] /usr/bin/godot(+0x11758c4) [0x5563010ef8c4] (??:?) [24] /usr/lib/libc.so.6(+0x23850) [0x7f065ec39850] (??:0) [25] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f065ec3990a] (??:0) [26] /usr/bin/godot(+0x11843e5) [0x5563010fe3e5] (??:?) -- END OF BACKTRACE -- ================================================================ ``` This only happens in the Compatability Renderer and not in either of the vulkan renderers. ### Steps to reproduce Open/Create a project using the Compatability Renderer. Create a NoiseTexture3D through the Filesystem window. Editor crashes ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80302
https://github.com/godotengine/godot/pull/80407
0ce1ca4677ad4d9b5952747f7940e712d561655e
ff1f50f952c4eb9f7877ef6d4b6d79dc8c947810
"2023-08-05T17:22:01Z"
c++
"2023-08-08T15:01:10Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,291
["servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp"]
`POINT_SIZE` does not work in canvas item shader (Godot 3 to 4 regression)
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 980 (nvidia; 535.54.03) - Intel(R) Core(TM) i5-4670 CPU @ 3.40GHz (4 Threads) ### Issue description I'm trying to migrate a project from Godot 3 to 4, but I'm running into an apparent showstopper: The project relies on some fancy 2d shaders based on `PRIMITIVE_POINTS` meshes in combination with adjusting the `POINT_SIZE` in the vertex shader (amongst other things, see the nice [Antialiased 2D Grid, Marker, and Arrow Shaders](https://jcgt.org/published/0003/04/01/paper.pdf) paper for motivation). This used to work well under Godot 3, but unfortunately it looks like it is no longer possible in Godot 4. The approach relies on being able to set the `POINT_SIZE` in the vertex shader. Reduced to its minimal form: ```glsl shader_type canvas_item; void vertex() { // The vertex shader should be able to control the point size. POINT_SIZE = 10.0; } void fragment() { COLOR = vec4(1.0, 0.0, 0.0, 1.0); } ``` Using this minimal bootstrap code: ```gdscript extends Node2D func _ready(): var points = PackedVector2Array() points.push_back(Vector2(10, 30)) points.push_back(Vector2(100, 100)) points.push_back(Vector2(30, 10)) var arrays = [] arrays.resize(ArrayMesh.ARRAY_MAX) arrays[ArrayMesh.ARRAY_VERTEX] = points var mesh = ArrayMesh.new() mesh.add_surface_from_arrays(Mesh.PRIMITIVE_POINTS, arrays) var mesh_instance = MeshInstance2D.new() mesh_instance.mesh = mesh mesh_instance.material = load("res://shader_material.tres") add_child(mesh_instance) ``` the output in Godot 4 is: ![image](https://github.com/godotengine/godot/assets/3620703/7e0d0a44-ab2c-4cfc-89e0-5a3a55b86fd2) Notice that the three points are just single pixels. Doing the same in Godot 3 (of course replacing `PackedVector2Array` by `PoolVector2Array`) has the expected outcome, i.e., setting `POINT_SIZE` is not ignored: ![image](https://github.com/godotengine/godot/assets/3620703/ffbebd60-6354-4827-9645-bd28839ee53d) ### Steps to reproduce Basically as already described above. ### Minimal reproduction project [ShaderPointSize.zip](https://github.com/godotengine/godot/files/12266592/ShaderPointSize.zip) Or on GitHub: - [Godot 4 version reproduction example](https://github.com/bluenote10/GodotDebugProjects/tree/master/Godot4/ShaderPointSize) (having the issue) - [Godot 3 version reproduction example](https://github.com/bluenote10/GodotDebugProjects/tree/master/Godot3/ShaderPointSize) (working fine)
https://github.com/godotengine/godot/issues/80291
https://github.com/godotengine/godot/pull/80323
23db0240a2e8ef7edb76616be5cb169c0b06e766
10b1f823bc500ca5d915a1b31402b16b64b33e1a
"2023-08-05T08:37:34Z"
c++
"2023-08-21T06:21:14Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,286
["servers/rendering/renderer_rd/environment/gi.cpp"]
Having multiple VoxelGIs in a scene causes Vulkan error: Did not create swapchain successfully. VK_NOT_READY and Vulkan error: Cannot submit graphics queue. VK_ERROR_DEVICE_LOST
### Godot version 4.1.1 ### System information Windows 10, Nvidia GTX 1660Ti, Vulkan ### Issue description Having multiple VoxelGI nodes and trying to bake them consistently causes never ending Vulkan error spam as seen in the image below. This completely stops the editor as well as the project itself and it's impossible to work on the project or play it. For me it's just 5 VoxelGI nodes but it could be higher/lower for you. Considering the bake says it's about 8MB and my GPU has 6GB it shouldn't be not enough vram issue? Sometimes I get to bake 4 of them and it breaks while baking the fifth one. Sometimes jsut having 5 GIs in and baking only one is enough to break it. One way or another it happens everytime, no exceptions. I've tried this on a number of older drivers as well as brand new ones (yesterday updated to the latest stable) but the issue is the same. ![obrazek](https://github.com/godotengine/godot/assets/33526847/e8fe0adb-8d1f-4e3c-8249-d2b0b5b67323) ### Steps to reproduce In the test project it will either be already broken or not. 1. If it's not broken then click on each VoxelGI node and bake them until you get the error, if nothing happens duplicate them and carry on until you get the error. 2. If it's already broken and you want to reproduce then create a new project, 3d scene, add couple voxelGI nodes, move them aside so they don't overla and just bake them one after another until it breaks and your project is no longer usable. ### Minimal reproduction project [VGITestGD.zip](https://github.com/godotengine/godot/files/12266313/VGITestGD.zip)
https://github.com/godotengine/godot/issues/80286
https://github.com/godotengine/godot/pull/80356
ff70ce158c0d021352ace5579912d524ef471af1
8a3a3aaebebf31a604c670d01476c6d9951d2da0
"2023-08-05T06:26:09Z"
c++
"2023-08-07T12:55:33Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,280
["modules/gdscript/gdscript_editor.cpp"]
Some completion options are placed too much down because there locations default to location others
### Godot version 16a93563bf ### System information macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads) ### Issue description As tittle says some properties are badly located as location others whoch means they are put way below others. One of such example is the property `texture` of `Sprite2D`. ### Steps to reproduce in any script write ``` var sprite : Sprite2D sprite.text ``` and autocomplete at the end texture will appears below a lot of other signal and constants starting with texture which should come afterward ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80280
https://github.com/godotengine/godot/pull/80283
01758ea4cebc6bfe959be0f3f8d049887f81720f
40363a88bde046c5330781ad6cc7cee05f1b8c8b
"2023-08-05T00:11:10Z"
c++
"2023-08-07T12:53:10Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,266
["modules/gdscript/gdscript_analyzer.cpp"]
Parser Bug While Entering Code
### Godot version v4.1.stable.official [970459615] ### System information Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3179) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads) ### Issue description While typing code (a match statement in case it's relevant) into the IDE, I started seeing parser errors. ### Steps to reproduce Opened my project Started editing code ran project once Continued editing code, this is when I started seeing the parser errors In the test project (attached), it just started happening while making the const values ### Minimal reproduction project [GodotTest.zip](https://github.com/godotengine/godot/files/12262760/GodotTest.zip)
https://github.com/godotengine/godot/issues/80266
https://github.com/godotengine/godot/pull/83257
18f12d1a1e06f88b644793ea604a2a13a321de68
ddb7969cb65f5e068265e200a378c1f75518b2e3
"2023-08-04T16:44:40Z"
c++
"2023-10-16T16:44:27Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,255
["editor/editor_node.cpp", "editor/import/resource_importer_layered_texture.cpp", "editor/import/resource_importer_layered_texture.h", "editor/import/resource_importer_scene.cpp", "editor/import/resource_importer_scene.h", "editor/import/resource_importer_texture.cpp", "editor/import/resource_importer_texture.h"]
Random crash when trying to open a scene
### Godot version 4.2 eb4301b ### 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 Sometimes when trying to open a scene from filesystem dock, the editor will crash. It happened 3 times to me already, but I don't know what exactly causes it. ``` [0] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115) [1] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115) [2] FileSystemDock::_tree_activate_file (C:\godot_source\editor\filesystem_dock.cpp:1187) [3] call_with_variant_args_helper<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:308) [4] call_with_variant_args<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:418) [5] CallableCustomMethodPointer<FileSystemDock>::call (C:\godot_source\core\object\callable_method_pointer.h:105) [6] Callable::callp (C:\godot_source\core\variant\callable.cpp:51) [7] Object::emit_signalp (C:\godot_source\core\object\object.cpp:1073) [8] Node::emit_signalp (C:\godot_source\scene\main\node.cpp:3577) [9] Object::emit_signal<> (C:\godot_source\core\object\object.h:891) [10] Tree::gui_input (C:\godot_source\scene\gui\tree.cpp:3867) [11] Control::_call_gui_input (C:\godot_source\scene\gui\control.cpp:1806) [12] Viewport::_gui_call_input (C:\godot_source\scene\main\viewport.cpp:1565) [13] Viewport::_gui_input_event (C:\godot_source\scene\main\viewport.cpp:1794) [14] Viewport::push_input (C:\godot_source\scene\main\viewport.cpp:3129) [15] Window::_window_input (C:\godot_source\scene\main\window.cpp:1482) [16] call_with_variant_args_helper<Window,Ref<InputEvent> const &,0> (C:\godot_source\core\variant\binder_common.h:303) [17] call_with_variant_args<Window,Ref<InputEvent> const &> (C:\godot_source\core\variant\binder_common.h:418) [18] CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call (C:\godot_source\core\object\callable_method_pointer.h:105) [19] Callable::callp (C:\godot_source\core\variant\callable.cpp:51) [20] DisplayServerWindows::_dispatch_input_event (C:\godot_source\platform\windows\display_server_windows.cpp:2612) [21] DisplayServerWindows::_dispatch_input_events (C:\godot_source\platform\windows\display_server_windows.cpp:2577) [22] Input::_parse_input_event_impl (C:\godot_source\core\input\input.cpp:722) [23] Input::flush_buffered_events (C:\godot_source\core\input\input.cpp:979) [24] DisplayServerWindows::process_events (C:\godot_source\platform\windows\display_server_windows.cpp:2296) [25] OS_Windows::run (C:\godot_source\platform\windows\os_windows.cpp:1479) [26] widechar_main (C:\godot_source\platform\windows\godot_windows.cpp:182) [27] _main (C:\godot_source\platform\windows\godot_windows.cpp:204) [28] main (C:\godot_source\platform\windows\godot_windows.cpp:218) [29] WinMain (C:\godot_source\platform\windows\godot_windows.cpp:232) [30] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288) [31] <couldn't map PC to fn name> ``` ### Steps to reproduce 1. Open a project 2. Open a scene I think the scene needs to be opened early enough. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80255
https://github.com/godotengine/godot/pull/80377
8375f73680c742d59c7119c430e64a307f52af26
1b132b7c231453fa3c321c41013c3a8da3954b30
"2023-08-04T14:47:23Z"
c++
"2023-08-09T15:46:33Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,244
["doc/classes/MeshDataTool.xml"]
The description of get_vertex in MeshDataTool documentation can be misleading
### Godot version 4.1.1 ### System information WIn 11 ### Issue description The description of get_vertex in MeshDataTool documentation can be misleading. It actually returns the vertex position by index. ![tmpF560](https://github.com/godotengine/godot/assets/52212525/fa97de13-3359-49e6-a10f-c1dc6b47a196) ![tmpFF16](https://github.com/godotengine/godot/assets/52212525/5d7c5c6f-c4be-41bf-8a5f-23f004c1bada) ### Steps to reproduce no ### Minimal reproduction project no
https://github.com/godotengine/godot/issues/80244
https://github.com/godotengine/godot/pull/81212
c326914c4919955337822f7c96e361cbc5afc465
f383249f6fecd5320fa5287e5f8bc531aada0411
"2023-08-04T08:56:43Z"
c++
"2023-09-02T12:31:00Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,238
["platform/windows/export/export_plugin.cpp"]
"Icon" and "Console Wrapper Icon" are swapped when a wrapper icon is specified (Windows)
### Godot version 4.1.1stable ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads) ### Issue description An incredibly minor issue - when exporting with a console wrapper icon specified it gets applied to the wrong one. ### Steps to reproduce ![image](https://github.com/godotengine/godot/assets/40964335/d3bc3cd2-6e25-402d-802d-6d87ab142f7f) ![image](https://github.com/godotengine/godot/assets/40964335/4a3e14d5-535e-45ae-88e7-b55c5ea9e46f) As you can see, the purple godot is the main icon. The gray one is the wrapper icon. ![image](https://github.com/godotengine/godot/assets/40964335/59883a9e-bde1-4094-a4d5-372ee031e936) Yet when we export, they are flipped. ![image](https://github.com/godotengine/godot/assets/40964335/877ec766-0b5b-4e92-b3c9-50dd05b3be39) ![image](https://github.com/godotengine/godot/assets/40964335/1dcad3c7-b036-40ee-b05d-1f3be4e16341) They both are the main one when only the main icon is specified. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80238
https://github.com/godotengine/godot/pull/80357
f6b9d445b58123a169006c34d015fdf626a5d5b9
08e5dea630d5671792ff9ad6e9a37258ae738310
"2023-08-04T05:34:19Z"
c++
"2023-08-09T13:20:28Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,236
["editor/debugger/editor_debugger_inspector.cpp"]
Crash when the debugger encounters FileAccess.open return is null.
### Godot version 4.2.dev2 ### System information Godot v4.2.dev2 - Windows 10.0.19044 - GLES3 (Compatibility) - AMD Radeon(TM) Vega 8 Graphics (Advanced Micro Devices, Inc.; 31.0.14051.5006) - AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx (8 Threads) ### Issue description 4.2.dev1 will not crash. When running the following code, because `FileAccess.open`cannot create a folder, it will return a null, and the debugger will trigger a breakpoint, causing the editor to crash. ```gdscript extends Node func _ready() -> void: var f := FileAccess.open("user://log/log.gd",FileAccess.READ_WRITE) print(f.get_open_error()) #var fok:FileAccess = null # This is ok. #print(fok.get_open_error()) ``` backtrace ``` godot_windows_editor_x86_64!EncodedObjectAsID::get_object_id godot_windows_editor_x86_64!EditorDebuggerInspector::add_stack_variable godot_windows_editor_x86_64!ScriptEditorDebugger::_parse_message godot_windows_editor_x86_64!ScriptEditorDebugger::_notification godot_windows_editor_x86_64!ScriptEditorDebugger::_notificationv godot_windows_editor_x86_64!Object::notification godot_windows_editor_x86_64!SceneTree::_process_group godot_windows_editor_x86_64!SceneTree::_process godot_windows_editor_x86_64!SceneTree::process godot_windows_editor_x86_64!Main::iteration godot_windows_editor_x86_64!OS_Windows::run godot_windows_editor_x86_64!widechar_main godot_windows_editor_x86_64!_main godot_windows_editor_x86_64!main godot_windows_editor_x86_64!invoke_main godot_windows_editor_x86_64!__scrt_common_main_seh KERNEL32!BaseThreadInitThunk ntdll!RtlUserThreadStart ``` ### Steps to reproduce 1. Add the above code to the project and run it. The debugger will encounter an error and crash. 2. Test the commented code, but the editor will not crash. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80236
https://github.com/godotengine/godot/pull/80256
835957b1fc418c5506c40aa23cc2d9b1d327e06c
75c979e48df935b15eeb8c7f33b1f7dc50527526
"2023-08-04T03:52:54Z"
c++
"2023-08-09T13:20:20Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,234
["editor/plugins/tiles/tile_set_atlas_source_editor.cpp"]
Alternative Tile 'Plus' Icon incorrectly sized for small tile sizes
### Godot version v4.1.stable.mono.official [970459615] ### System information Godot v4.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated GeForce GTX 1660 () - AMD Ryzen 7 2700 Eight-Core Processor (16 Threads) ### Issue description In the TileSet module, the 'plus' icon to add an alternative tiles resizes when *interacting anywhere in the Tileset module* and obscures other alternative tiles, making them hard/impossible to select for tile sizes smaller than the default 16x16 (in my case, 8x8). I have tried adjusting TileMap values in the inspector (and elsewhere) to see if this changes the behaviour, but it seems like the icon reverts to a 16x16 size if the TileSet Atlas' texture region is smaller than that, as sizes of 15x15, 14x14... demonstrate the overlapping issue. Larger tile sizes (e.g. 20x20, 32x32, etc.) are handled fine and the icon resizes accordingly. It is possible to get around this by reopening the TileSet module (e.g. switching to TileMap and back) where the icon resizes correctly (even for smaller sizes), but breaks again when interacting with the module. https://github.com/godotengine/godot/assets/1772788/01d6a942-b5fb-4a6b-8dbb-4a70280dc1ca ### Steps to reproduce 1. Navigate away from the TileSet module (so that it loses focus). 2. Navigate to the TileSet module. 3. Interact with any element that _forces the module to redraw_ (select a tile/tab, or change a property on a tile) 4. (Optional) Adjust the Tile Atlas `Texture Region Size` to a size smaller than 16x16 and repeat Steps 1-3. ### Minimal reproduction project [AlternativeTileBugProject.zip](https://github.com/godotengine/godot/files/12256488/AlternativeTileBugProject.zip)
https://github.com/godotengine/godot/issues/80234
https://github.com/godotengine/godot/pull/80968
b6c4efe1b1a223c113d4c2d7a4b8ca8056bbcd85
6da4ad16624484398331f393b503f8b5e2888c51
"2023-08-04T02:45:53Z"
c++
"2023-08-25T19:26:50Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,224
["scene/gui/popup_menu.cpp"]
PopupMenu scrolling is unusable with keyboard/controller input
### Godot version 4.2.dev (latest) ### System information Arch Linux ### Issue description Selecting items on `PopupMenu`s by using a keyboard/controller is unusable due to a visual bug. The scrolling position jumps constantly back and forth: https://github.com/godotengine/godot/assets/6501975/a9e995e6-7a73-4027-8961-b63cb25cac25 The selection itself is working properly; only the logic for scrolling to the selected item is wrong. I've bisected it to https://github.com/godotengine/godot/pull/57692 (cc @YeldhamDev), and restoring the `scroll_to_item` code to before this PR fixes the issue: https://github.com/godotengine/godot/pull/57692/files#diff-7ee2fe488be40211cc85edff72e3668728514546ee530987099f7dc1f057f85cR1294-R1306 ### Steps to reproduce - Have an `OptionButton` with enough options to make it scrollable. - Attempt to scroll by holding the up/down keys to traverse items. - Items out of the initial selection will make the scroll position jump back and forth. ### Minimal reproduction project [Repro.zip](https://github.com/godotengine/godot/files/12252179/Repro.zip)
https://github.com/godotengine/godot/issues/80224
https://github.com/godotengine/godot/pull/80271
c6635b4640813cbf0e30da94c334089989c5c9d0
c1fed539435b61fe5d6b05bee96d3280e746eebe
"2023-08-03T15:08:01Z"
c++
"2023-10-09T13:30:57Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,221
["editor/plugins/tiles/tile_map_editor.cpp", "editor/plugins/tiles/tile_map_editor.h"]
TileMap editor shortcuts are not handled properly
### Godot version 4.2 725beaa ### 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 are using TileMap editor, some shortcuts are not working. Most notable is E, which is supposed to toggle the Erase too, but instead if changes to Rotate tool in 2D editor. The editor might needs something similar to #79529, but the buttons are not inside menu and their actions are called directly from pressed callback. ### Steps to reproduce 1. Open TileMap editor 2. Add TileSet 3. Select a tile 4. Press E to enable erase tool ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80221
https://github.com/godotengine/godot/pull/80317
0fff0b10543abb4e0efbccaf5865620060d9be77
8d0c9a4c872f13cd7df6100f1fa40d1d4474d386
"2023-08-03T14:00:55Z"
c++
"2023-08-17T09:24:39Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,201
["doc/classes/OptionButton.xml", "scene/gui/option_button.cpp", "scene/gui/option_button.h"]
OptionButton Item Shortcut is broken
### Godot version 4.1.1-stable ### System information Windows 10 ### Issue description OptionButton items shortcut is not working
https://github.com/godotengine/godot/issues/80201
https://github.com/godotengine/godot/pull/80203
12a9ed0fbf9e5be281091d913f8c1fd79b7805c5
0fff0b10543abb4e0efbccaf5865620060d9be77
"2023-08-03T04:20:11Z"
c++
"2023-08-17T09:24:14Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,186
["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/rasterizer_canvas_gles3.h"]
GLES3: Godot game is not loading shadow_atlas_size defined in project settings
### Godot version 4.1.1-stable ### System information Windows 10 ### Issue description When the project loads in editor, all the settings defined in project settings will be loaded over the default values, but when running the game nearly 95% of them will be ignored resulting in just loading the default settings. here it's just loading only 4 variables from project setting and i have added the fifth in this pull request https://github.com/godotengine/godot/pull/80151 ![image](https://github.com/godotengine/godot/assets/53877170/926168a6-e6d3-4983-b59d-7fd202db681d)
https://github.com/godotengine/godot/issues/80186
https://github.com/godotengine/godot/pull/80151
c72b851dfb46606d3d04d00c79abd555309cae33
5541567c1a8a8159b7041049a89310616afa0065
"2023-08-02T19:55:16Z"
c++
"2023-08-17T09:23:24Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,158
["doc/classes/Input.xml"]
when the mouse is moving quickly and clicked, the click event is triggered twice
### Godot version 4.1.1 ### System information WIn 11 ### Issue description I encountered a strange problem - when the mouse is moving quickly and clicked, the click event is triggered twice. I tried left click, right click, and middle click, they all have the same problem. I also tried replacing the mouse but still got the same error no matter using is_action_just_pressed or is_action_just_released. https://github.com/godotengine/godot/assets/52212525/d1ae00d0-ea1b-486e-9637-1d38c6703445 ### Steps to reproduce mouse is moving quickly and clicked ### Minimal reproduction project [mouse.zip](https://github.com/godotengine/godot/files/12238065/mouse.zip)
https://github.com/godotengine/godot/issues/80158
https://github.com/godotengine/godot/pull/80185
8ebb3c7f8580dc03f81dd7fd35ceb0d20e8fe8a0
5a0c6a8d694559bf13f81476082e7914ce056a39
"2023-08-02T08:47:31Z"
c++
"2023-11-10T20:52:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,157
["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/runtime/features/first_class_callable_and_signal.gd", "modules/gdscript/tests/scripts/runtime/features/first_class_callable_and_signal.out"]
Accessing to the signal of the Control class reports an error.
### Godot version 4.2 (c5da2e54fe50cad34b5f93fa10538978b33af88d) ### System information Windows 11 ### Issue description Attempting to run a scene with the following script report Identifier not found error: ![image](https://github.com/godotengine/godot/assets/3036176/3a63b930-0588-499d-80a2-4f88f5f07116) This does not happen on 4.1.1 so this is a regression. ### Steps to reproduce Create a script derived from Control and try to get access to the mouse_entered signal. ### Minimal reproduction project [TestBug.zip](https://github.com/godotengine/godot/files/12237764/TestBug.zip)
https://github.com/godotengine/godot/issues/80157
https://github.com/godotengine/godot/pull/80165
8b6c867c81f171f24d3daca5d6eb9d07fbd09f27
95d71dbad1287af72d8d77bd249631d9599c9d9c
"2023-08-02T08:21:16Z"
c++
"2023-08-03T12:46:48Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,152
["editor/editor_node.cpp"]
Editor deadlock on exit when using Thread/Semaphore in autoloaded tool script
### Godot version v4.1.1.stable.mono.official [bd6af8e0e] ### System information Godot v4.1.1.stable.mono - macOS 13.4.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads) ### Issue description After creating a `@tool` script that is autoloaded and uses Semaphores and a Thread, when exiting the editor it freezes and stops responding on MacOS. Editor not responding after closing the editor: ![image](https://github.com/godotengine/godot/assets/29845000/1a08e748-5ca9-4ed1-9bf0-a1399aab7629) ![image](https://github.com/godotengine/godot/assets/29845000/fa60171c-3123-4e85-b3ca-ab806d4f7bde) The editor must then be force quit and produces the following error information: https://gist.github.com/Trikzon/dc3e1ed7a258fa9cc2c363b18b43c353 A full minimal reproducible product is provided, but the important snippets are: ``` @tool extends Node var mutex: Mutex var semaphore: Semaphore var thread: Thread var exit_thread := false func _ready(): mutex = Mutex.new() semaphore = Semaphore.new() exit_thread = false thread = Thread.new() thread.start(_thread_function) func _thread_function(): while true: semaphore.wait() mutex.lock() var should_exit = exit_thread mutex.unlock() if should_exit: break # Actual thread work goes here func _exit_tree(): mutex.lock() exit_thread = true mutex.unlock() semaphore.post() thread.wait_to_finish() ``` At first I thought that `_exit_tree()` was not being called when the editor closed, but I found that it is because placing a `ResourceSaver.save()` in `_exit_tree()` creates a file when the editor closes. ### Steps to reproduce Create a `@tool` script using Semaphores and a Thread and set it as an autoloading script in-editor. The [Using Multiple Threads#Semaphores](https://docs.godotengine.org/en/stable/tutorials/performance/using_multiple_threads.html#semaphores) guide can be used as a base. ### Minimal reproduction project [Thread Tools Test.zip](https://github.com/godotengine/godot/files/12237193/Thread.Tools.Test.zip) Note: I use a mono build of Godot, but this does not contain any C#. Contains an autoloaded tool script that is a slightly modified version of the [Using Multiple Threads#Semaphores](https://docs.godotengine.org/en/stable/tutorials/performance/using_multiple_threads.html#semaphores) guide. Also contains a test scene with a tool script where changing a number in-editor will post the semaphore to see that the thread is running correctly in the background.
https://github.com/godotengine/godot/issues/80152
https://github.com/godotengine/godot/pull/80161
f415200323d0684942184818ab0fecdb994b54d8
79f6ac5cd5809e559477c97e89a2f7efb8d82ab2
"2023-08-02T07:36:59Z"
c++
"2023-08-02T19:37:13Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,148
["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/rasterizer_canvas_gles3.h"]
GLES3 changing 2d shadow atlas size is broken
### Godot version 4.1.1 stable ### System information Windows 10 ### Issue description this is the default size loaded on startup 1024 which seems fine but it actually have loaded the default [2048] and ignored the size in project settings ![image](https://github.com/godotengine/godot/assets/53877170/c8c71de7-468a-487f-8e6c-dba1ce0f8fa5) changing it now to any size will break it [2048] ![image](https://github.com/godotengine/godot/assets/53877170/3082ff09-b7d7-41f7-8fbb-813074a54135) [512] ![image](https://github.com/godotengine/godot/assets/53877170/5ea4620f-52b5-4d0e-a5f5-747e777cd59d) ### Steps to reproduce change 2d shadow atlas size in project settings while using compatibility renderer. ### Minimal reproduction project _
https://github.com/godotengine/godot/issues/80148
https://github.com/godotengine/godot/pull/80151
c72b851dfb46606d3d04d00c79abd555309cae33
5541567c1a8a8159b7041049a89310616afa0065
"2023-08-02T05:07:18Z"
c++
"2023-08-17T09:23:24Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,134
["platform/linuxbsd/x11/display_server_x11.cpp", "platform/windows/display_server_windows.cpp", "scene/main/window.cpp"]
Random crashes from `Window::_event_callback`
### Godot version 2992ffd25523cb8b3e0ef1b873c40115b8940178 ### System information Windows 10 ### Issue description Godot crashes randomly within a few seconds after project start when moving with the mouse. ![win_err](https://github.com/godotengine/godot/assets/52464204/1da28596-d95b-40f3-b32f-12219ec02c5d) Started after recent merge of https://github.com/godotengine/godot/pull/67791. I can confirm that reverting the pr fixes the crashes. ### Steps to reproduce see desc ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80134
https://github.com/godotengine/godot/pull/80142
ba3fb66d71cef59c1152a13eab9491ea25953ff3
933281f7ec16af679a63b18746984d9e2c3e7a62
"2023-08-01T19:18:31Z"
c++
"2023-08-02T05:42:37Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,132
["editor/editor_file_system.cpp"]
MeshInstance3D loses reference to mesh resource
### Godot version 4.1 ### System information Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.2802) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads) ### Issue description Saving a MeshInstance3D with a mesh resource imported from a blender file will lose the reference to the mesh resource when reopening de project. When testing I have found that the uid referencing the mesh saved in the .tscn is the same as the one int the .blend.import and not an unique one for the specific mesh uid in .tscn: ![image](https://github.com/godotengine/godot/assets/6534007/19458a77-e4a8-4075-b641-d71c043dfca3) uid in .blend.import: ![image](https://github.com/godotengine/godot/assets/6534007/4208e451-c308-4845-81d4-a45bed8a3169) I don't know if that is the cause of the error but I have found a way to force it to generate a unique uid: 1. select the mesh in the MeshInstance3D and "Make Unique" 2. reassign the mesh resource to the MeshInstance3D now the .tscn has a unique uid for the mesh and remains referenced when reopening the project (this happens randomly sometimes too when working on the scene) ![image](https://github.com/godotengine/godot/assets/6534007/3e58b449-4e85-4f1f-9e62-2bd3c62f98ff) Related: [ #57053](https://github.com/godotengine/godot/issues/57053) ### Steps to reproduce 1. import a .blend file with a mesh (if the .blend has multiple mesh the error doesn't seems reproduce) 2. open the blender importer, set mesh paths and reimport 3. create a new MeshInstance3D node and assign the created .res as a mesh resource 4. save the scene and restart Godot. ### Minimal reproduction project [mesh_test.zip](https://github.com/godotengine/godot/files/12232647/mesh_test.zip)
https://github.com/godotengine/godot/issues/80132
https://github.com/godotengine/godot/pull/85922
e1d4b3cc07605a28f182e23d1924b6432fda2186
e551672c2d7e0b4a484a647d5bf07acf08f59766
"2023-08-01T18:11:00Z"
c++
"2023-12-11T23:33:25Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,130
["core/string/translation.cpp"]
Changing the locale breaks remapped fonts
### Godot version 4.1.stable.official ### System information Arch Linux ### Issue description I'm porting part of an old project that uses remapped font resources over to Godot 4. When the locale is changed, these fonts break, and an error is logged. In the minimal project I've attached the error looks like: ``` E 0:00:00:0730 main.gd:4 @ _ready(): Condition "!font_owner.get_or_null(p_fonts[i])" is true. Returning: false <C++ Source> modules/text_server_adv/text_server_adv.cpp:4031 @ _shaped_text_add_string() <Stack Trace> main.gd:4 @ _ready() ``` In my full project I get many many errors that look like this (but I think the cause is the same): ``` E 0:00:05:0248 _font_draw_glyph: Condition "!fd" is true. <C++ Source> modules/text_server_adv/text_server_adv.cpp:3370 @ _font_draw_glyph() ``` I remap the font resources to change the font that gets used when playing in Chinese, Japanese, or Korean. (Setting CJK fonts as fallbacks would be suboptimal, since the same unicode code point can often look different in Japanese vs Simplified Chinese.) ### Steps to reproduce 1. Download the attached minimal reproduction project. 2. Run the `main.tscn` scene. 3. Note that the text of the `RichTextLabel` node does not display. 4. Note the error that gets logged. ### Minimal reproduction project [godot4-font-remap.zip](https://github.com/godotengine/godot/files/12232624/godot4-font-remap.zip)
https://github.com/godotengine/godot/issues/80130
https://github.com/godotengine/godot/pull/84873
70ec97aadf2be992edf7a95ecccc00f0891d82d2
40cdd22d570024d906c9a5795fa079342dce2197
"2023-08-01T17:49:28Z"
c++
"2023-11-14T11:17:39Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,120
["platform/android/java/lib/src/org/godotengine/godot/Godot.kt"]
Quest 2 export in 4.2.dev2 not working
### Godot version 4.2.dev2 ### System information MacOS 13.5 - Godot 4.2.dev2 - Mobile ### Issue description UPDATE: It is a Quest2 specific issue. I tried it using a regular renderer on a Android Samsung phone and it works fine in 4.2.dev2 Dear developers, I was happy to see the XR action map working in 4.2.dev2. Unfortunately when I try to export to the Quest 2, the executable crashes on the Quest 2. Enabling debugging on the Quest 2 yields more information in version 4.1.1 of Godot than in 4.2.dev2 (see enclosed screenshots). <img width="998" alt="Godot411" src="https://github.com/godotengine/godot/assets/3133763/219b3cee-65cd-4da8-8cb2-0af27376149e"> Debug messages from the quest 2 in 4.1.1 <img width="998" alt="Godot42dev2" src="https://github.com/godotengine/godot/assets/3133763/58d1af15-f66f-44f1-80fd-fd3b2cec8e80"> Debug messages from the quest 2 in 4.2.dev2 I tried several things to find more information: - Renamed the export templates from 4.1.1 to 4.2dev2. Prevents crashing, but shows a black windowed screen on the quest 2. - Used the changed files from 4.2dev2 (SCsub, config.py and OpenXR_api.cpp) to get the XR action map editor working in 4.1.1. This was stupid and did not work at all. - Recompiled 4.2dev2. Didn't do anything. - Tried different Android versions (30, 33, 34), which didn't work either. I am not sure whether it is a MacOS specific issue. I haven't been able to test this on a Windows machine. ### Steps to reproduce Just make a simple XR project, using a tutorial: - A Node3D as root. - XR Origin - XRCamera3D pointing at the plane and capsule - MeshInstance3D - Plane (10x10) - MeshInstance3D - Capsule - A simple OmniLight3D to light the scene. Use standard white materials for the plane and capsule. Loaded: XRTools, XR Loaders, Android build templates (need to change the version in gradle-wrapper.properties to 7.6 in the URL to get a working compile) Settings: OpenXR Enabled in project settings, ASTC texture compression enabled Export Settings: Android Export - Gradle build - Android target platform 33 - Godot OpenXR for Meta - XR Mode: OpenXR Connect Quest 2 headset via USB Enable "deploy with remote debug" in the editor Use the run remote to run the apk on the Oculus 2. In 4.1.1 this yields a basic scene you can navigate. In 4.2.dev2 this crashes on the headset. ### Minimal reproduction project Just extract the following files in a OpenXR42 directory and follow the steps written earlier. [minimal project.zip](https://github.com/godotengine/godot/files/12230070/minimal.project.zip)
https://github.com/godotengine/godot/issues/80120
https://github.com/godotengine/godot/pull/79681
79d3468246939795e82677e9f185b20875a3eaff
9fbb349a337b76b6559c1c3aeed7379b8049202e
"2023-08-01T14:05:54Z"
c++
"2023-07-31T19:01:25Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,118
["scene/animation/animation_blend_tree.cpp"]
AnimationTree: animation_started signal is always emitted twice
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i5-8500 CPU @ 3.00GHz (6 Threads) ### Issue description When connecting the `animation_started` signal from an animation tree, the connected method is always called twice. This only occurs with the `animation_started` signal, the `animation_finished` signal is only emitted once. This unfortunately makes relying on the signal impossible. ### Steps to reproduce (See minimal production project) - Use `animation_started.connect()` - Print something out in the connected method (the example project prints the `anim_name` parameter) - method is called twice -> two prints in the console ### Minimal reproduction project [anim_tree_signal_bug.zip](https://github.com/godotengine/godot/files/12229864/anim_tree_signal_bug.zip) The animation tree travels to the 'move' animation when `ui_accept` is pressed (see `anim_tree.gd`) and has print statements inside the methods connected to both the `animation_started` and `animation_finished` signal.
https://github.com/godotengine/godot/issues/80118
https://github.com/godotengine/godot/pull/80367
e71ec0b5ebe05a162bec4e8383d4105d60f56a0d
06eade1bc274c42fa3fb9d27108056ce91780840
"2023-08-01T13:46:40Z"
c++
"2023-08-17T09:25:28Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,099
["servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp"]
SSIL has validation errors
### Godot version master [75f9c97deaa8378477441e07ea1782ecab6d2eca] ### System information Godot v4.2.dev (262d1eaa6) - Ubuntu 20.04.6 LTS (Focal Fossa) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6800 XT - AMD Ryzen 9 5900X 12-Core Processor (24 Threads) ### Issue description I get SSIL spams in the log with: ``` ERROR: VALIDATION - Message Id Number: -564812795 | Message Id Name: VUID-VkDescriptorImageInfo-imageLayout-00344 Validation Error: [ VUID-VkDescriptorImageInfo-imageLayout-00344 ] Object 0: handle = 0xdc9e5a0, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xde55a405 | vkCmdDispatch: Cannot use VkImage 0xc3e06d00000048ea[RenderBuffer render_buffers/depth] (layer=0 mip=0) with specific layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL that doesn't match the previous known layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL. The Vulkan spec states: imageLayout must match the actual VkImageLayout of each subresource accessible from imageView at the time this descriptor is accessed as defined by the image layout matching rules (https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-VkDescriptorImageInfo-imageLayout-00344) Objects - 1 Object[0] - VK_OBJECT_TYPE_COMMAND_BUFFER, Handle 231335328 Command Buffer Labels - 1 Label[0] - Downsample Depth{ 1, 1, 1, 1 } at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:267) ERROR: VALIDATION - Message Id Number: -439258052 | Message Id Name: VUID-vkCmdDispatch-None-02699 Validation Error: [ VUID-vkCmdDispatch-None-02699 ] Object 0: handle = 0x22f9750000004c6b, name = RID:572218492846533, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; | MessageID = 0xe5d1743c | Descriptor set VkDescriptorSet 0x22f9750000004c6b[RID:572218492846533] encountered the following validation error at vkCmdDispatch time: Image layout specified at vkUpdateDescriptorSet* or vkCmdPushDescriptorSet* time doesn't match actual image layout at time descriptor is used. See previous error callback for specific details. The Vulkan spec states: Descriptors in each bound descriptor set, specified via vkCmdBindDescriptorSets, must be valid if they are statically used by the VkPipeline bound to the pipeline bind point used by this command (https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-vkCmdDispatch-None-02699) Objects - 1 Object[0] - VK_OBJECT_TYPE_DESCRIPTOR_SET, Handle 2520174109350972523, Name "RID:572218492846533" at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:267) ERROR: VALIDATION - Message Id Number: -564812795 | Message Id Name: VUID-VkDescriptorImageInfo-imageLayout-00344 Validation Error: [ VUID-VkDescriptorImageInfo-imageLayout-00344 ] Object 0: handle = 0xd9da440, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xde55a405 | vkCmdDispatch: Cannot use VkImage 0xc3e06d00000048ea[RenderBuffer render_buffers/depth] (layer=0 mip=0) with specific layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL that doesn't match the previous known layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL. The Vulkan spec states: imageLayout must match the actual VkImageLayout of each subresource accessible from imageView at the time this descriptor is accessed as defined by the image layout matching rules (https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-VkDescriptorImageInfo-imageLayout-00344) Objects - 1 Object[0] - VK_OBJECT_TYPE_COMMAND_BUFFER, Handle 228435008 Command Buffer Labels - 1 Label[0] - Downsample Depth{ 1, 1, 1, 1 } at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:267) ERROR: VALIDATION - Message Id Number: -439258052 | Message Id Name: VUID-vkCmdDispatch-None-02699 Validation Error: [ VUID-vkCmdDispatch-None-02699 ] Object 0: handle = 0x22f9750000004c6b, name = RID:572218492846533, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; | MessageID = 0xe5d1743c | Descriptor set VkDescriptorSet 0x22f9750000004c6b[RID:572218492846533] encountered the following validation error at vkCmdDispatch time: Image layout specified at vkUpdateDescriptorSet* or vkCmdPushDescriptorSet* time doesn't match actual image layout at time descriptor is used. See previous error callback for specific details. The Vulkan spec states: Descriptors in each bound descriptor set, specified via vkCmdBindDescriptorSets, must be valid if they are statically used by the VkPipeline bound to the pipeline bind point used by this command (https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-vkCmdDispatch-None-02699) Objects - 1 Object[0] - VK_OBJECT_TYPE_DESCRIPTOR_SET, Handle 2520174109350972523, Name "RID:572218492846533" at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:267) ERROR: VALIDATION - Message Id Number: -564812795 | Message Id Name: VUID-VkDescriptorImageInfo-imageLayout-00344 Validation Error: [ VUID-VkDescriptorImageInfo-imageLayout-00344 ] Object 0: handle = 0xdd1e910, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xde55a405 | vkCmdDispatch: Cannot use VkImage 0xc3e06d00000048ea[RenderBuffer render_buffers/depth] (layer=0 mip=0) with specific layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL that doesn't match the previous known layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL. The Vulkan spec states: imageLayout must match the actual VkImageLayout of each subresource accessible from imageView at the time this descriptor is accessed as defined by the image layout matching rules (https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-VkDescriptorImageInfo-imageLayout-00344) Objects - 1 Object[0] - VK_OBJECT_TYPE_COMMAND_BUFFER, Handle 231860496 Command Buffer Labels - 1 Label[0] - Downsample Depth{ 1, 1, 1, 1 } at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:267) ERROR: VALIDATION - Message Id Number: -439258052 | Message Id Name: VUID-vkCmdDispatch-None-02699 Validation Error: [ VUID-vkCmdDispatch-None-02699 ] Object 0: handle = 0x22f9750000004c6b, name = RID:572218492846533, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; | MessageID = 0xe5d1743c | Descriptor set VkDescriptorSet 0x22f9750000004c6b[RID:572218492846533] encountered the following validation error at vkCmdDispatch time: Image layout specified at vkUpdateDescriptorSet* or vkCmdPushDescriptorSet* time doesn't match actual image layout at time descriptor is used. See previous error callback for specific details. The Vulkan spec states: Descriptors in each bound descriptor set, specified via vkCmdBindDescriptorSets, must be valid if they are statically used by the VkPipeline bound to the pipeline bind point used by this command (https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-vkCmdDispatch-None-02699) Objects - 1 Object[0] - VK_OBJECT_TYPE_DESCRIPTOR_SET, Handle 2520174109350972523, Name "RID:572218492846533" at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:267) ERROR: VALIDATION - Message Id Number: -564812795 | Message Id Name: VUID-VkDescriptorImageInfo-imageLayout-00344 Validation Error: [ VUID-VkDescriptorImageInfo-imageLayout-00344 ] Object 0: handle = 0xdd13710, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xde55a405 | vkCmdDispatch: Cannot use VkImage 0xc3e06d00000048ea[RenderBuffer render_buffers/depth] (layer=0 mip=0) with specific layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL that doesn't match the previous known layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL. The Vulkan spec states: imageLayout must match the actual VkImageLayout of each subresource accessible from imageView at the time this descriptor is accessed as defined by the image layout matching rules (https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-VkDescriptorImageInfo-imageLayout-00344) Objects - 1 Object[0] - VK_OBJECT_TYPE_COMMAND_BUFFER, Handle 231814928 Command Buffer Labels - 1 Label[0] - Downsample Depth{ 1, 1, 1, 1 } at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:267) ERROR: VALIDATION - Message Id Number: -439258052 | Message Id Name: VUID-vkCmdDispatch-None-02699 Validation Error: [ VUID-vkCmdDispatch-None-02699 ] Object 0: handle = 0x22f9750000004c6b, name = RID:572218492846533, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; | MessageID = 0xe5d1743c | Descriptor set VkDescriptorSet 0x22f9750000004c6b[RID:572218492846533] encountered the following validation error at vkCmdDispatch time: Image layout specified at vkUpdateDescriptorSet* or vkCmdPushDescriptorSet* time doesn't match actual image layout at time descriptor is used. See previous error callback for specific details. The Vulkan spec states: Descriptors in each bound descriptor set, specified via vkCmdBindDescriptorSets, must be valid if they are statically used by the VkPipeline bound to the pipeline bind point used by this command (https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-vkCmdDispatch-None-02699) Objects - 1 Object[0] - VK_OBJECT_TYPE_DESCRIPTOR_SET, Handle 2520174109350972523, Name "RID:572218492846533" at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:267) ``` ### Steps to reproduce 1. Create an empty project 2. Create a WorldEnvironment node 3. Add a custom color background (unknown if this has an effect) 4. Enable SSIL ### Minimal reproduction project I will handle this bug myself during the weekend. I'm reporting it for tracking purposes. [EmptyGodotProject.zip](https://github.com/godotengine/godot/files/12224010/EmptyGodotProject.zip)
https://github.com/godotengine/godot/issues/80099
https://github.com/godotengine/godot/pull/80315
0422e9e2a279744f2805265e31f2b4de50071c47
ff70ce158c0d021352ace5579912d524ef471af1
"2023-08-01T02:49:17Z"
c++
"2023-08-07T12:55:10Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,098
["platform/windows/display_server_windows.cpp"]
"window_set_mouse_passthrough" With Transparent Window causes white flickering during runtime
### Godot version 4.1.1.stable ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads) ### Issue description https://github.com/godotengine/godot/assets/75141902/a8fa0a11-3a8b-474b-8a70-80dab030a947 When using window_set_mouse_passthrough with a transparent window in my project (a desktop Tamagotchi-like game) it causes white flickering/flashing across the newly set passthrough area (but not consistently)? I used the same setup in Godot 3.5 without flickering. The issue is occurring in my project when the player performs an action that would update the mouse passthrough such as dragging the device around on the monitor or adding new charms/etc which change the clickable area (and is very disorienting)! ### Steps to reproduce Set up a clickthrough area with a transparent window + change the clickable area periodically. Display > Window settings: ![f5e9c76abf2620a9fac93d6c487ac283](https://github.com/godotengine/godot/assets/75141902/fdb192ed-09bb-49ca-9b5d-a3c668ebddcf) ### Minimal reproduction project This project is set up the way mine is which causes the MOST flickering (setting the window area to cover all monitors), however you can **_comment out set_game_window() to only cover a normal project area_** (flickering happens way less often but still happens). Pressing TAB while the window is selected will cause the selected area to swap between full coverage and the little red square (present for your sanity). You will likely have to click the red square to actually focus on the window! [Test_passthrough_Flicker.zip](https://github.com/godotengine/godot/files/12222888/Test_passthrough_Flicker.zip)
https://github.com/godotengine/godot/issues/80098
https://github.com/godotengine/godot/pull/80153
f823bccdf889094bd4d13acf653227fba8505ce5
dca12c2e54bc9a91c490479ec0db38e6f69d122b
"2023-07-31T23:20:39Z"
c++
"2023-08-02T10:23:12Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,074
["core/variant/method_ptrcall.h", "core/variant/typed_array.h"]
GDExtension: `PtrToArg::convert()` creates unnecessary copies
### Godot version 4.2-dev (branched off 75f9c97deaa8378477441e07ea1782ecab6d2eca) ### System information Windows 10 ### Issue description Stumbled upon this while debugging equality between `StringName` instances (for unrelated issue #78580). The GDExtension function pointer for equality calls `OperatorEvaluatorEqual<StringName, StringName>::ptr_evaluate()`. This one checks `PtrToArg<A>::convert(left) == PtrToArg<B>::convert(right)`. The function `PtrToArg::convert()` is defined as follows (substituted `m_type` with `StringName`): ```cpp template <> struct PtrToArg<m_type> { _FORCE_INLINE_ static StringName convert(const void *p_ptr) { return *reinterpret_cast<const StringName *>(p_ptr); } } ``` `reinterpret_cast` returns an expression of type `const StringName*`. Dereferencing that yields `const StringName&` (and **not `StringName`**). The return type of `convert()` however is `StringName` (by value). Unless I'm missing something, the C++ compiler cannot apply RVO here because we don't have a value, only a const-reference. So this calls the copy-constructor `StringName::StringName(const StringName &p_name)` -- I verified this via debugger. This copy is unnecessary for many operations which only have read access, like equality here. Even if `StringName` is cheap to copy, this still comes with refcount inc/dec + locking, when it would mostly need to compare two hashes. ### Steps to reproduce Equality-compare two `StringName` objects in a GDExtension binding and step in via debugger. Copy constructor of `StringName` is invoked. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80074
https://github.com/godotengine/godot/pull/80075
c63e0aefcf9d29dc4684efe893aceea6efac2bb6
61df1deb61b97028087dcbca8e68c82d0756d5f1
"2023-07-30T20:57:51Z"
c++
"2023-09-17T12:46:13Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,041
["scene/gui/code_edit.cpp"]
The engine crashes after changing the path to the node
### Godot version v4.1.1-stable_mono_win64 ### System information Windows 11 ### Issue description I removed the node to replace it with another, but when I change the path in the code, the engine crashes for me. ### Steps to reproduce I did a screen recording as it happens: https://github.com/godotengine/godot/assets/116289408/b2fd2689-8d82-44e8-8e02-be01674842e1 ### Minimal reproduction project [MixApo.zip](https://github.com/godotengine/godot/files/12208403/MixApo.zip)
https://github.com/godotengine/godot/issues/80041
https://github.com/godotengine/godot/pull/80472
6eed73788b6b8540c944ec0e0bcdf35f54498570
850b9b1f40563dab392babacf1fa3980a5a1d87d
"2023-07-30T02:15:12Z"
c++
"2023-08-10T12:55:09Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,015
["editor/editor_node.cpp", "editor/plugins/script_editor_plugin.cpp", "editor/plugins/script_editor_plugin.h"]
If the script editor is floating, auto switching to 2D view when clicking Control nodes doesn't work
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Ubuntu 23.04 23.04 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (nvidia; 535.54.03) - 12th Gen Intel(R) Core(TM) i9-12900F (24 Threads) ### Issue description As per the issue title - in a 3D scene which contains a Control node, clicking that node will switch to the 2D view and allow you to edit the controls visually. Likewise, clicking a node that derives from Node3D will switch back to the 3D view so you can continue to visually work with the selected nodes. When going into the script window and clicking the button to open the script into a floating window, however, the aforementioned actions no longer work. Closing the script window so it is no longer floating will restore the functionality. ### Steps to reproduce 1. Create a 3D scene 2. Add a Node3D 3. Add a Control 4. Click the Node3D node and see that the editor shows the 3D view 5. Click the Control and see that the editor shows the 2D view 6. Go to the Script tab and click the button to open it as a floating window 7. Repeat steps 4 and 5 to see that either the 3D view or 2D view will remain the active view regardless of which node is selected 8. Close the floating script window and repeat steps 4 and 5 to see they are now working again ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80015
https://github.com/godotengine/godot/pull/80647
04306777a7c75d49bfb47f484cda29ef939a92b7
c7356c795b3c8cec2453061299e85cb315a9a6a7
"2023-07-29T14:35:12Z"
c++
"2023-08-17T09:27:04Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,011
["doc/classes/Node.xml", "scene/main/viewport.cpp", "scene/main/viewport.h", "scene/main/window.cpp", "scene/main/window.h", "tests/scene/test_window.h", "tests/test_main.cpp"]
Area2D receives mouse input events from outside root viewport
### Godot version v4.1.1.stable.official [bd6af8e0e] ### System information Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads) ### Issue description `Area2D`s which extend beyond the bounds of the root viewport, eg. when using a `canvas_items` stretch mode, receive mouse input events even in the black bands letterboxing the game: https://github.com/godotengine/godot/assets/441188/3beb962f-c1fa-4098-a375-f3d862013577 ### Steps to reproduce 1. Set project stretch mode to either `canvas_items` or `viewport` 2. Have an `Area2D` whose `CollisionShape` extends beyond the bounds of the rendered region 3. Connect the `Area2D`'s `mouse_[entered|exited]` signal to something 4. Wave the mouse around in the black areas outside the rendered game ### Minimal reproduction project Project used for video demo above: [area2d-oob.zip](https://github.com/godotengine/godot/files/12207031/area2d-oob.zip) This only demos `mouse_[entered|exited]`, but I first encountered this with the `Area2D.input_event` signal, where it received mouse clicks as well.
https://github.com/godotengine/godot/issues/80011
https://github.com/godotengine/godot/pull/80334
132b97c325f8b708cab73e544c4b9da3d01271d8
a7dc4c22a927eb27c81619720548fe2a9516c193
"2023-07-29T12:00:23Z"
c++
"2023-08-16T07:12:42Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,010
[".github/workflows/web_builds.yml", "platform/web/detect.py"]
Compiling Godot web export template with LTO fails with Emscripten 3.1.42+
### Godot version 3.5.2 ### System information AMD EPYC 7B13; 32 GB RAM Ubuntu 22.04.2 LTS; Python 3.11.1; Emscripten 3.1.44; clang 17; Scons 4.0.1 ### Issue description Compiling with LTO gives this error: ``` [Initial build] Compiling ==> core/bind/core_bind.cpp [Initial build] Creating 'bin/godot.javascript.opt.engine.js' [Initial build] Install file: "misc/dist/html/offline-export.html" as "bin/.javascript_zip/godot.offline.html" [Initial build] Install file: "misc/dist/html/service-worker.js" as "bin/.javascript_zip/godot.service.worker.js" [Initial build] progress_finish(["progress_finish"], []) [Initial build] Linking Static Library ==> core/libcore.javascript.opt.a Ranlib Library ==> core/libcore.javascript.opt.a [Initial build] Linking Program ==> bin/godot.javascript.opt.js cache:INFO: generating system asset: symbol_lists/df45337bb9df6876919ba6b0bb4825c9a26cbd2f.json... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/symbol_lists/df45337bb9df6876919ba6b0bb4825c9a26cbd2f.json" for subsequent builds) cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libGL-webgl2-ofb.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libGL-webgl2-ofb.a" for subsequent builds) system_libs:INFO: compiled 4 inputs cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libal.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libal.a" for subsequent builds) system_libs:INFO: compiled 1 inputs cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libhtml5.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libhtml5.a" for subsequent builds) system_libs:INFO: compiled 3 inputs cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libstubs.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libstubs.a" for subsequent builds) system_libs:INFO: compiled 2 inputs cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libc.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libc.a" for subsequent builds) system_libs:INFO: compiled 1023 inputs cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libdlmalloc.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libdlmalloc.a" for subsequent builds) system_libs:INFO: compiled 1 inputs cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libcompiler_rt.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libcompiler_rt.a" for subsequent builds) system_libs:INFO: compiled 175 inputs cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libc++-noexcept.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libc++-noexcept.a" for subsequent builds) system_libs:INFO: compiled 49 inputs cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libc++abi-noexcept.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libc++abi-noexcept.a" for subsequent builds) system_libs:INFO: compiled 16 inputs cache:INFO: - ok cache:INFO: generating system library: sysroot/lib/wasm32-emscripten/lto/libsockets.a... (this will be cached in "/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libsockets.a" for subsequent builds) system_libs:INFO: compiled 21 inputs cache:INFO: - ok wasm-ld: error: /workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto/libc.a(scalbnf.o): attempt to add bitcode file after LTO. em++: error: '/workspace/web/emsdk/upstream/bin/wasm-ld -o bin/godot.javascript.opt.wasm platform/javascript/audio_driver_javascript.javascript.opt.o platform/javascript/godot_webgl2.javascript.opt.o platform/javascript/http_client_javascript.javascript.opt.o platform/javascript/javascript_singleton.javascript.opt.o platform/javascript/javascript_main.javascript.opt.o platform/javascript/os_javascript.javascript.opt.o platform/javascript/api/javascript_tools_editor_plugin.javascript.opt.o platform/javascript/javascript_runtime.javascript.opt.o main/libmain.javascript.opt.a modules/libmodules.javascript.opt.a platform/libplatform.javascript.opt.a drivers/libdrivers.javascript.opt.a scene/libscene.javascript.opt.a servers/libservers.javascript.opt.a core/libcore.javascript.opt.a modules/freetype/libfreetype_builtin.javascript.opt.a -L/workspace/web/emsdk/upstream/emscripten/cache/sysroot/lib/wasm32-emscripten/lto -lGL-webgl2-ofb -lal -lhtml5 -lstubs -lc -ldlmalloc -lcompiler_rt -lc++-noexcept -lc++abi-noexcept -lsockets -mllvm -combiner-global-alias-analysis=false -mllvm -enable-emscripten-sjlj -mllvm -disable-lsr /tmp/tmpk0a0yca9libemscripten_js_symbols.so --strip-debug --export-if-defined=main --export-if-defined=__start_em_asm --export-if-defined=__stop_em_asm --export-if-defined=__start_em_lib_deps --export-if-defined=__stop_em_lib_deps --export-if-defined=__start_em_js --export-if-defined=__stop_em_js --export-if-defined=__main_argc_argv --export-if-defined=fflush --export=stackSave --export=stackRestore --export=stackAlloc --export=__errno_location --export=__get_temp_ret --export=__set_temp_ret --export=__funcs_on_exit --export=__wasm_call_ctors --export-table -z stack-size=65536 --initial-memory=33554432 --no-entry --max-memory=2147483648 --global-base=1024' failed (returned 1) scons: *** [bin/godot.javascript.opt.js] Error 1 scons: building terminated because of errors ``` ### Steps to reproduce 1. Install the requirements listed on https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_web.html. 2. Run `scons platform=javascript tools=no target=release use_lto=yes` ### Does anyone else have this issue? ### Is it something related to a newer version of Emscripten? Python? Scons? ### I did not have this issue before. I am using a fresh build setup.
https://github.com/godotengine/godot/issues/80010
https://github.com/godotengine/godot/pull/81340
0a7f75ec7b465604b6496c8f5f1d638aed250d6d
bceac8c34f2cd6f9f156b3b1b9cbd012bc45d928
"2023-07-29T11:30:18Z"
c++
"2023-09-06T11:50:39Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,004
["editor/pot_generator.cpp"]
Impossible to generate well formated POT files when a `String` with `\"` is used
### Godot version v4.1.stable.official [970459615] ### System information Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 (NVIDIA; 31.0.15.3667) - Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz (8 Threads) ### Issue description When generating a POT file using Godot Editor, if the `String` contains double quotes, its entry in the POT file will be wrong (see below). ### Steps to reproduce Create this script: ``` extends Control func _ready(): var a: String = tr("\"Problematic\" string") print(a) ``` And then generate a POT file from it. You will get something like: ``` # LANGUAGE translation for Bugs for the following files: # res://main.gd # # FIRST AUTHOR < EMAIL @ADDRESS>, YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: Bugs\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" #: main.gd msgid ""Problematic" string" msgstr "" ``` The problem cames from the extra double quotes inside the string, they will raise an error when generating a PO file. A possible solution would be to make: ``` extends Control func _ready(): TranslationServer.set_locale("fr") var a: String = tr("\\\"Problematic\\\" string") print(a) ``` Therefore, the POT file: ``` # LANGUAGE translation for Bugs for the following files: # res://main.gd # # FIRST AUTHOR < EMAIL @ADDRESS>, YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: Bugs\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" #: main.gd msgid "\"Problematic\" string" msgstr "" ``` But then, the string is not recognized. This is the PO file with an extra entry added manually: ``` # LANGUAGE translation for Bugs for the following files: # res://main.gd # # FIRST AUTHOR < EMAIL @ADDRESS>, 2023. # msgid "" msgstr "" "Project-Id-Version: Bugs\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Last-Translator: Automatically generated\n" "Language-Team: none\n" "Language: fr\n" "Plural-Forms: nplurals=2; plural=(n > 1);\n" #: main.gd msgid "\"Problematic\" string" msgstr "TEST0" msgid "\\\"Problematic\\\" string" msgstr "TEST1" ``` Then `print(a)` prints `TEST1` instead of `TEST0`. ### Minimal reproduction project [project.zip](https://github.com/godotengine/godot/files/12207357/project.zip)
https://github.com/godotengine/godot/issues/80004
https://github.com/godotengine/godot/pull/80058
c5903cf381972b1bc909cc9fa3aabd9a5f0f60ac
dfebfd10a863b6df8491933384d00f6757da0a66
"2023-07-29T09:41:36Z"
c++
"2023-08-01T15:36:07Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,003
["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/warnings/shadowning.gd", "modules/gdscript/tests/scripts/analyzer/warnings/shadowning.out"]
Variable name shadowing class_name class doesn't trigger any error/warning
### Godot version v4.1.stable.official [970459615] ### System information Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 (NVIDIA; 31.0.15.3667) - Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz (8 Threads) ### Issue description If you define a `class_name` and then use the same name in a variable, no shadowing error/warning is triggered. This also create some bad references (see below). ### Steps to reproduce Just do something like: ``` class_name Foo extends Control var Foo: Foo ``` In another script you can also do: ``` extends Node var Foo: Foo #= Foo.new() # this raises an error if uncommented: Parse Error: Could not resolve member "Foo": Cyclic reference func _ready(): Foo ## This refers to main.gd and not to the local variable ``` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80003
https://github.com/godotengine/godot/pull/80587
017541bcec6a6887a0e68d6eaa770163ed7b1846
10c3941a9a85958ec9fb2bd296a466659fb5363c
"2023-07-29T08:59:00Z"
c++
"2023-09-26T11:44:56Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,002
["core/object/message_queue.cpp"]
set_deferred method is invalid
### Godot version 4.2 Dev 2 ### System information Win10 ### Issue description An area node, and setting area.set_deferred ('monitoring', true) in gdscript,and then 4.2 Dev 1 and below are no problem. Updating to Dev2 failed, and tests found that setting other properties was also ineffective, such as Sprite2D.set_deferred('position', Vector2(100,100)) ### Steps to reproduce add area node in scene write the code in _read callback ```gdscript func _ready() -> void: area_2d.set_deferred('monitoring',true) ``` run,observe the node properties in the property inspector ### Minimal reproduction project [test_bug.zip](https://github.com/godotengine/godot/files/12206623/test_bug.zip)
https://github.com/godotengine/godot/issues/80002
https://github.com/godotengine/godot/pull/80081
262d1eaa631e9cefc3f6f09845579cef2af37576
3fa8fad26b97a8af20e7996b7e17d8f23fc04b89
"2023-07-29T08:10:26Z"
c++
"2023-07-31T10:26:41Z"
closed
godotengine/godot
https://github.com/godotengine/godot
80,001
["editor/editor_log.cpp", "editor/editor_log.h"]
BBCode tags are closed prematurely in "print_rich()" method if the provided text contains "\n" in it
### Godot version 4.2.dev1 ### System information Manjaro Linux (DE: Cinnamon v5.8.4) 64 bits ### Issue description The title already explains it. Take a look at the steps to reproduce below. ### Steps to reproduce In a GDScript `_ready()` function write this: ```print_rich("[color=red]Red line\n2nd red line[/color]")``` the second line is not red and the output is as follow: ![Capture d’écran du 2023-07-29 05-50-16](https://github.com/godotengine/godot/assets/102065761/554038c6-d128-40c9-8c88-237b44b35b12) I tested all the the possible BBCodes for the print_rich() method (as stated in the documentation), and of course they all failed. The RichTextLabel in my projects works as expected. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/80001
https://github.com/godotengine/godot/pull/80476
5ba34564b91dfdc3b9b72e2dd6db6615aa04d4d1
7df393312fa8eab98231f2c335366a1ef6205367
"2023-07-29T04:06:03Z"
c++
"2023-08-10T12:55:56Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,994
["editor/editor_themes.cpp"]
Editor scroll bar's gutter don't reach its ends
### Godot version v4.2.dev2.official [da81ca62a], v4.1.1.stable.official [bd6af8e0e], v4.0.3.stable.official [5222a99f5] ### System information N/A ### Issue description When dragging an in-editor scrollbar there's still a visible gap even when dragged to one of its ends. ![Godot_v4 1 1-stable_win64_ScSqvdHDW6](https://github.com/godotengine/godot/assets/9283098/293f3b89-a5fe-46cc-8b3a-08a6deb7ff14) ![mM1F5CBeol](https://github.com/godotengine/godot/assets/9283098/e6b9d47e-ca47-45d8-9e89-b8350695949d) ![C08GzUS3Er](https://github.com/godotengine/godot/assets/9283098/c88133e9-6037-4ec7-b3ff-022a2811d343) Comparison with v3.5.2.stable.official [170ba337a] (from Project Manager): ![3IiHwl2W0e](https://github.com/godotengine/godot/assets/9283098/79ebdcf9-385f-498a-bd7d-e8e0f60d42f1) ![nUdKx6VATf](https://github.com/godotengine/godot/assets/9283098/d250c2d8-c977-4841-8688-80ad98ca87df) ### Steps to reproduce Try dragging any (?) scrollbar in the editor. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/79994
https://github.com/godotengine/godot/pull/83868
ba79e53dd06dc9e6ce4a59e711cb72da1865eabb
a725e847ea533e09d9068f155ae59e24767d256e
"2023-07-28T17:31:24Z"
c++
"2023-10-27T15:45:20Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,987
["scene/3d/multimesh_instance_3d.cpp", "scene/3d/multimesh_instance_3d.h", "scene/3d/voxel_gi.cpp", "scene/3d/voxelizer.cpp"]
VoxelGI dynamic meshes linger in original position in GI data after bake, have lower energy when moved.
### Godot version 4.1.1.stable ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.3667) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads) ### Issue description When baking VoxelGI with a dynamic GI mesh, that mesh appears to stay in place in the GI data when moved. Furthermore, the mesh appears to emit less energy in the GI solution when it does move. ### Steps to reproduce Open the repro project Select VoxelGI to rebake Move the box named Dynamic and notice 1) it's original GI data stays in place and 2) it is somewhat darker. ### Minimal reproduction project [BugProject.zip](https://github.com/godotengine/godot/files/12195684/BugProject.zip)
https://github.com/godotengine/godot/issues/79987
https://github.com/godotengine/godot/pull/81616
bf46ee144d898017c0777774d0d027de1eb6cb1e
23b1f213a8bd1e0355f0affcd7f0286a68372c8d
"2023-07-28T14:54:21Z"
c++
"2023-10-26T13:58:29Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,979
["editor/editor_node.cpp"]
Extended class shows wrong icon
### Godot version 4.1.1 ### System information Linux Mint, Godot 4.1.1 ### Issue description Hi, I've extended my own class, which extends "Node2D". Now, in the create node menu, the icon from the "Node" class is displayed instead of the icon from the extended "Node2d"-class. Here is a screenshot to show how it looks: ![Bildschirmfoto vom 2023-07-28 10-18-12](https://github.com/godotengine/godot/assets/34768615/378773cb-e47c-4cde-adeb-2444802058d7) But after you create the node, the correct Icon is picked: ![Bildschirmfoto vom 2023-07-28 10-20-07](https://github.com/godotengine/godot/assets/34768615/3e8dc583-55fa-401e-a574-2d97297333a6) Regards abgenullt ### Steps to reproduce Extend from a custom class and check the icon in the menu. ### Minimal reproduction project [InheritTest.zip](https://github.com/godotengine/godot/files/12192148/InheritTest.zip)
https://github.com/godotengine/godot/issues/79979
https://github.com/godotengine/godot/pull/81336
2282fc5de992a278e6a4e9c279f4bf8086203b48
8449592d92eaeef990f5502b419d491ee3eeb7a6
"2023-07-28T08:26:41Z"
c++
"2023-09-06T14:10:33Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,944
["editor/editor_node.cpp"]
Error "Index p_idx = -1 is out of bounds (edited_scene.size() = 1)" emitted during opening of a Godot editor
### Godot version 4.2.dev [202e4b2c1e7f8b25738b93d0e4d5066453d3edf3] ### System information Godot v4.2.dev (202e4b2c1e) - SteamOS holo - X11 - Vulkan (Forward+) - integrated AMD Custom GPU 0405 (RADV VANGOGH) () - AMD Custom APU 0405 (8 Threads) ### Issue description Opening any project with Godot COULD emit error message `Index p_idx = -1 is out of bounds (edited_scene.size() = 1).`. This error message will be visible in Godot editor as well as in the terminal (if Godot is opened from terminal). After some debugging, I have come to following conclusion and found the root cause. Godot editor saves the editor state like the list of all opened scenes and the current edited scene in `.godot/editor/editor_layout.cfg` (project relative path). The problem is that current edited scene (represented as `current_scene` in `EditorNode` section of the configuration file) was not updated when all scenes are closed while the list of all opened scenes is properly updated. This leaves the value for `current_scene` to the value from the previous Godot editor launch: ``` [EditorNode] open_scenes=PackedStringArray() current_scene="res://scenes/node2.tscn" center_split_offset=0 selected_default_debugger_tab_idx=0 selected_main_editor_idx=1 ``` Godot editor, when started, will read this configuration file and open all scenes listed in `open_scenes` and select the scene tab represented by `current_scene`. Since `res://scenes/node2.tscn` is not found in the list of opened scenes, the error message is emitted: ``` ERROR: Index p_idx = -1 is out of bounds (edited_scene.size() = 1). ``` Issue was introduced in: ``` commit 454befc880f391448bbd1dce56a38897f5dd3037 Author: Alex Drozd <[email protected]> Date: Mon Jun 12 20:00:42 2023 +0200 Prevent non-existent scene from being saved to persistent editor config ``` It is only reproducible on master branch. ### Steps to reproduce This issue can be reproduced with ANY project by following steps: 1. Start Godot editor. 2. Open a scene (any one). 3. Quit Godot editor. 4. Start Godot editor. 5. Close the opened scene. The issue can only be triggered when you closed ALL opened scenes. 6. Quit Godot editor. 7. Start Godot editor. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/79944
https://github.com/godotengine/godot/pull/79945
f15898161a6e7f186a160ae2c3ced3d075ce0867
fbe7602bd329c9cf4dcbf836e2ad9f81544c2e0a
"2023-07-27T05:31:01Z"
c++
"2023-07-31T19:01:43Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,943
["editor/editor_node.cpp"]
Godot editor crash with signal SIGSEGV when "Close All Tabs" is selected
### Godot version 4.1.1.stable ### System information Godot v4.1.1.stable (bd6af8e0e) - Freedesktop SDK 22.08 (Flatpak runtime) - Vulkan (Forward+) - integrated AMD Custom GPU 0405 (RADV VANGOGH) () - AMD Custom APU 0405 (8 Threads) ### Issue description Closing all scene tabs in Godot results with a crash with following signature: ``` Godot Engine v4.1.1.stable.flathub.bd6af8e0e - https://godotengine.org Vulkan API 1.3.246 - Forward+ - Using Vulkan Device #0: AMD - AMD Custom GPU 0405 (RADV VANGOGH) handle_crash: Program crashed with signal 11 Engine version: Godot Engine v4.1.1.stable.flathub (bd6af8e0ea69167dd0627f3bd54f9105bda0f8b5) Dumping the backtrace. Please include this when reporting the bug to the project developer. ERROR: FATAL: Index p_index = 1 is out of bounds (size() = 0). at: get (./core/templates/cowdata.h:155) ``` Since this is a release build which is missing debug symbols, the whole backtrace is not visible. Due to that, I have downloaded source code and build myself a debug version (latest commit on master available at the time) of Godot and got the following more insightful backtrace: ``` handle_crash: Program crashed with signal 11 Engine version: Godot Engine v4.2.dev.custom_build (6588a4a29af1621086feac0117d5d4d37af957fd) Dumping the backtrace. Please include this when reporting the bug to the project developer. [1] /usr/lib/libc.so.6(+0x38a00) [0x7f11002dea00] (??:0) [2] /run/media/mmcblk0p1/godot/bin/godot.linuxbsd.editor.dev.x86_64(__dynamic_cast+0x2d) [0x55bffe1e44bd] (??:?) [3] Node* Object::cast_to<Node>(Object*) (/opt/workspace/./core/object/object.h:764 (discriminator 1)) [4] VariantObjectClassChecker<Node*>::check(Variant const&) (/opt/workspace/./core/variant/binder_common.h:230) [5] VariantCasterAndValidate<Node*>::cast(Variant const**, unsigned int, Callable::CallError&) (/opt/workspace/./core/variant/binder_common.h:256 (discriminator 2)) [6] void call_with_variant_args_helper<__UnexistingClass, Dictionary, Node*, 0ul, 1ul>(__UnexistingClass*, void (__UnexistingClass::*)(Dictionary, Node*), Variant const**, Callable::CallError&, IndexSequence<0ul, 1ul>) (/opt/workspace/./core/variant/binder_common.h:303 (discriminator 4)) [7] void call_with_variant_args_dv<__UnexistingClass, Dictionary, Node*>(__UnexistingClass*, void (__UnexistingClass::*)(Dictionary, Node*), Variant const**, int, Callable::CallError&, Vector<Variant> const&) (/opt/workspace/./core/variant/binder_common.h:451) [8] MethodBindT<Dictionary, Node*>::call(Object*, Variant const**, int, Callable::CallError&) const (/opt/workspace/./core/object/method_bind.h:331) [9] Object::callp(StringName const&, Variant const**, int, Callable::CallError&) (/opt/workspace/core/object/object.cpp:739 (discriminator 1)) [10] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (/opt/workspace/core/variant/callable.cpp:62) [11] CallQueue::_call_function(Callable const&, Variant const*, int, bool) (/opt/workspace/core/object/message_queue.cpp:220) [12] CallQueue::flush() (/opt/workspace/core/object/message_queue.cpp:326) [13] SceneTree::physics_process(double) (/opt/workspace/scene/main/scene_tree.cpp:473) [14] Main::iteration() (/opt/workspace/main/main.cpp:3396) [15] OS_LinuxBSD::run() (/opt/workspace/platform/linuxbsd/os_linuxbsd.cpp:912) [16] /run/media/mmcblk0p1/godot/bin/godot.linuxbsd.editor.dev.x86_64(main+0x19f) [0x55bff8d0f4e8] (/opt/workspace/platform/linuxbsd/godot_linuxbsd.cpp:76) [17] /usr/lib/libc.so.6(+0x23290) [0x7f11002c9290] (??:0) [18] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f11002c934a] (??:0) [19] /run/media/mmcblk0p1/godot/bin/godot.linuxbsd.editor.dev.x86_64(_start+0x25) [0x55bff8d0f285] (??:?) -- END OF BACKTRACE -- ``` Based on the fact that I am a total beginner with Godot code base, and that I know that the Godot 4.0.3 doesn't have this issue, and the fact that this is trivial to reproduce, I have decided to use `git bisect` to find the first bad commit which is: ``` commit ddc856702264cf892cea6e19f57d750ab824952a Author: kobewi <[email protected]> Date: Fri Oct 14 20:41:05 2022 +0200 Scene tab closing refactor ``` This commit from Kobe helped me tremendously to focus on just a small code path. Together with this information and a couple of sessions with GDB, I have found the following: ``` Thread 1 "godot.linuxbsd." received signal SIGSEGV, Segmentation fault. 0x000055555d3a4e3d in __dynamic_cast () (gdb) bt #0 0x000055555d3a4e3d in __dynamic_cast () #1 0x0000555557d4d700 in Object::cast_to<Node> (p_object=0x555560f5eee0) at ./core/object/object.h:754 #2 0x00005555587413e6 in VariantObjectClassChecker<Node*>::check (p_variant=...) at ./core/variant/binder_common.h:220 #3 0x0000555558741290 in VariantCasterAndValidate<Node*>::cast (p_args=0x7fffffffd860, p_arg_idx=1, r_error=...) at ./core/variant/binder_common.h:246 #4 0x00005555598ab795 in call_with_variant_args_helper<__UnexistingClass, Dictionary, Node*, 0ul, 1ul> (p_instance=0x55556382d4c0, p_method=(void (__UnexistingClass::*)(__UnexistingClass * const, Dictionary, Node *)) 0x555559839456 <EditorNode::_set_main_scene_state(Dictionary, Node*)>, p_args=0x7fffffffd860, r_error=...) at ./core/variant/binder_common.h:293 #5 0x00005555598a9ef1 in call_with_variant_args_dv<__UnexistingClass, Dictionary, Node*> (p_instance=0x55556382d4c0, p_method=(void (__UnexistingClass::*)(__UnexistingClass * const, Dictionary, Node *)) 0x555559839456 <EditorNode::_set_main_scene_state(Dictionary, Node*)>, p_args=0x7fffffffda80, p_argcount=2, r_error=..., default_values=...) at ./core/variant/binder_common.h:440 #6 0x00005555598a491a in MethodBindT<Dictionary, Node*>::call (this=0x55557108d130, p_object=0x55556382d4c0, p_args=0x7fffffffda80, p_arg_count=2, r_error=...) at ./core/object/method_bind.h:324 #7 0x000055555ce7c423 in Object::callp (this=0x55556382d4c0, p_method=..., p_args=0x7fffffffda80, p_argcount=2, r_error=...) at core/object/object.cpp:733 #8 0x000055555cac8c13 in Callable::callp (this=0x7ffff2753af0, p_arguments=0x7fffffffda80, p_argcount=2, r_return_value=..., r_call_error=...) at core/variant/callable.cpp:62 #9 0x000055555ce76036 in MessageQueue::_call_function (this=0x555561238e60, p_callable=..., p_args=0x7ffff2753b08, p_argcount=2, p_show_error=false) at core/object/message_queue.cpp:229 #10 0x000055555ce7639d in MessageQueue::flush (this=0x555561238e60) at core/object/message_queue.cpp:275 #11 0x000055555ab31046 in SceneTree::physics_process (this=0x5555638337f0, p_time=0.016666666666666666) at scene/main/scene_tree.cpp:430 #12 0x0000555557d44ea0 in Main::iteration () at main/main.cpp:3131 #13 0x0000555557cbab78 in OS_LinuxBSD::run (this=0x7fffffffdd90) at platform/linuxbsd/os_linuxbsd.cpp:889 #14 0x0000555557cb12d8 in main (argc=4, argv=0x7fffffffe2d8) at platform/linuxbsd/godot_linuxbsd.cpp:73 (gdb) frame 9 #9 0x000055555ce76036 in MessageQueue::_call_function (this=0x555561238e60, p_callable=..., p_args=0x7ffff2753b08, p_argcount=2, p_show_error=false) at core/object/message_queue.cpp:229 (gdb) p *p_callable.method._data $4 = {refcount = {count = {value = {<std::__atomic_base<unsigned int>> = {static _S_alignment = 4, _M_i = 8}, static is_always_lock_free = true}}}, static_count = {value = {<std::__atomic_base<unsigned int>> = {static _S_alignment = 4, _M_i = 1}, static is_always_lock_free = true}}, cname = 0x0, name = {_cowdata = {_ptr = 0x55557108a8d0 U"_set_main_scene_state"}, static _null = 0 U'\000', static invalid_node_name_characters = {_cowdata = {_ptr = 0x555560f14470 U". : @ / \" %"}, static _null = 0 U'\000', static invalid_node_name_characters = <same as static member of an already seen type>}}, debug_references = 0, idx = 10433, hash = 704063681, prev = 0x0, next = 0x55556319f4a0} ``` From this backtrace, it can be seen that the method `_set_main_scene_state` is called deferred (on the next call to physics_process) for each of the scenes that Godot actually removed. Since a scene is removed (memory holding this scene has been de-allocated), `dynamic_cast` casts an invalid address (address that Godot now doesn't have an access to anymore) which results in SIGSEGV. This issue is reproducible on 4.1 as well as on master branch. ### Steps to reproduce Issue is trivial to reproduce with reproduction rate of 100%. No special project configuration is needed. The only precondition is to have multiple scene files available in a project. For your convenience, attached is a test project from which this issue can be reproduced. Steps to reproduce this issue are following: 1. Open the attached project in Godot. 2. Open two or more scenes. More then one scene has to be open for editing, otherwise the issue will not be triggered. 3. Right click on one of the opened scene tabs and from the popup menu click on "Close All Tabs". The last step will cause Godot to crash. ### Minimal reproduction project [test.tar.gz](https://github.com/godotengine/godot/files/12179462/test.tar.gz)
https://github.com/godotengine/godot/issues/79943
https://github.com/godotengine/godot/pull/79917
3de7dd902c3b491b92cad822eb1ce7018001c24b
f15898161a6e7f186a160ae2c3ced3d075ce0867
"2023-07-27T05:14:50Z"
c++
"2023-07-31T19:01:40Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,942
["scene/gui/tree.cpp"]
Tree.propagate_check() does not uncheck parents
### Godot version 4.2 dev1 ### 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 Calling `Tree.propagate_check()` after an item is unchecked does not properly uncheck the parents. They are left in partially checked state. It's easy to observe in theme editor: https://github.com/godotengine/godot/assets/2223172/71d0479c-0a5e-48d3-957f-d90379a95c22 ### Steps to reproduce 1. Edit a Theme resource 2. Go to Manage Items... menu 3. Go to Import Items tab 4. Unfold something 5. Check and uncheck a child checkbox ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/79942
https://github.com/godotengine/godot/pull/79946
de0a06ee80794beab79a66fa2fb4489640f58e09
88068a0374f01f2cfed140f206429e4d36696dd5
"2023-07-27T00:21:54Z"
c++
"2023-08-01T18:03:43Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,936
["editor/import/resource_importer_texture.cpp"]
Godot Editor crashes whenever I try and open or create a project using the compiled master branch.
### Godot version 4.0 master commit: 8367152723ebb96b1c799a9c6c9ac1d85178f80a ### System information ``` `-/osyhddddhyso/-` angle@Sager .+yddddddddddddddddddy+. ----------- :yddddddddddddddddddddddddy: OS: Xubuntu 23.04 x86_64 -yddddddddddddddddddddhdddddddy- Kernel: 6.2.0-26-generic odddddddddddyshdddddddh`dddd+ydddo Uptime: 2 hours, 14 mins `yddddddhshdd- ydddddd+`ddh.:dddddy` Packages: 5713 (dpkg), 11 (brew), 21 sddddddy /d. :dddddd-:dy`-ddddddds Shell: bash 5.2.15 :ddddddds /+ .dddddd`yy`:ddddddddd: Resolution: 1920x1080 sdddddddd` . .-:/+ssdyodddddddddds DE: Xfce 4.18 ddddddddy `:ohddddddddd WM: Xfwm4 dddddddd. +dddddddd WM Theme: Default sddddddy ydddddds Theme: Greybird [GTK2/3] :dddddd+ .oddddddd: Icons: elementary-xfce-darker [GTK2/ sdddddo ./ydddddddds Terminal: xfce4-terminal `yddddd. `:ohddddddddddy` Terminal Font: Monospace 12 oddddh/` `.:+shdddddddddddddo CPU: Intel i5-6500 (4) @ 3.600GHz -ydddddhyssyhdddddddddddddddddy- GPU: NVIDIA GeForce GTX 1050 Ti :yddddddddddddddddddddddddy: Memory: 6966MiB / 23975MiB .+yddddddddddddddddddy+. `-/osyhddddhyso/-` ``` ### Issue description When I compile the latest version of Godot Engine, and then try to run it and open a 4.1 project, or even create a new project, it crashes silently, usually without any kind of error message. I've been having this problem for almost a week now, and it has persisted across me pulling master and recompiling several times. Only once did I manage to get any kind of error message: ``` Godot Engine v4.2.dev.custom_build.29c21e020 - https://godotengine.org OpenGL API 3.3.0 NVIDIA 525.125.06 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce GTX 1050 Ti Project is missing: /home/angle/Documents/Programming/GodotEngine/Projects/4.0/Advanced Movement System Godot (AMSG) Template/project.godot Editing project: /home/angle/Documents/Programming/GodotEngine/Projects/4.0/Omnicraft Godot Engine v4.2.dev.custom_build.29c21e020 - https://godotengine.org Vulkan API 1.3.224 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1050 Ti WARNING: Invalid pipelines cache header. at: _load_pipeline_cache (drivers/vulkan/rendering_device_vulkan.cpp:9071) ``` ### Steps to reproduce Compile the latest version of Godot from the master branch on a linux machine and then run it and try to create a new project. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/79936
https://github.com/godotengine/godot/pull/79954
4e22ce827a7cf769df4bc773802c4279b4d2297e
a0f572494e6602e0927bc3de61e9093c37da60f0
"2023-07-26T18:16:20Z"
c++
"2023-07-27T13:23:05Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,931
["servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp"]
Clear color is lighter on mobile renderer
### Godot version 4.1.1 ### System information windows 11, mobile renderer ### Issue description On Mobile Vulkan renderer, the clear color is 50% lighter than expected See steps to reproduce and Minimal reproduction project below. The box and background have the same color on Forward+ and compatibility, but not on Mobile happens also in runtime on exported project, not only in editor preview Images of the same scene from compatibility: ![compatibility](https://github.com/godotengine/godot/assets/11915378/a874fa86-c16f-43ef-aed7-c2066b770ac1) Forward+: ![forward](https://github.com/godotengine/godot/assets/11915378/e416f9a6-dfd4-4c47-bbc2-b552ca58f83c) Mobile: ![mobile](https://github.com/godotengine/godot/assets/11915378/e28e2db8-f7c3-47e2-8c0a-44ce937c9270) ### Steps to reproduce - add a CSGBox3D with "unshaded" shading, and albedo of #545454 - add environment with Background = Custom color and color of #545454 Box and background are not the same color ### Minimal reproduction project [bg_color.zip](https://github.com/godotengine/godot/files/12174822/bg_color.zip)
https://github.com/godotengine/godot/issues/79931
https://github.com/godotengine/godot/pull/80933
79e87eee1d377504a51fe8256149f62031a13b11
aa9f3583e83338a7fa8f2c092cbb65996186c805
"2023-07-26T16:13:43Z"
c++
"2023-08-31T06:53:41Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,927
["scene/gui/tree.cpp", "scene/gui/tree.h"]
Too many warnings in the debugger causing editor lag especially in Chinese language and GLES3 (Compatibility) .
### Godot version v4.2.dev1.official [0c2144da9] ### System information Godot v4.2.dev1 - Windows 10.0.19044 - GLES3 (Compatibility) - AMD Radeon(TM) Vega 8 Graphics (Advanced Micro Devices, Inc.; 31.0.14051.5006) - AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx (8 Threads) ### Issue description **Edit: Bug introduced between 4.1.dev2 and 4.1.dev3. In dev2, the scrollbars can be dragged very smoothly, and even if the scrollbars are at the bottom, there is no performance loss.** When there are too many warnings in the debugger and render mode is GLES3 (Compatibility). The lag situation of the editor is positively correlated with the position of the scroll bar. The closer the scroll bar is to the bottom, the more lagging the editor becomes. Although the English version may be a bit lag, the situation is much better, but the Chinese version will be very poor. In forward+ mode, both Chinese and English perform similarly, with slight performance impact. Chinese: https://github.com/godotengine/godot/assets/45038185/2449fedb-113e-45b6-ba6a-0fbd3652175d English: https://github.com/godotengine/godot/assets/45038185/ff3448e5-d08e-4077-93ac-32e180a8cf3b ### Steps to reproduce 1. Run Project. 2. Waiting for warnings of around 1000. 3. When the scroll bar in the error panel of the debugger is at the top, test the editor. 4. Test the editor when the scroll bar is at the bottom. 5. Try Chinese language mode. 6. Try foward+ and GLES3 (Compatibility). When switching languages, you may need to use arrow keys because of other bugs. ### Minimal reproduction project [WarningLag.zip](https://github.com/godotengine/godot/files/12174463/WarningLag.zip)
https://github.com/godotengine/godot/issues/79927
https://github.com/godotengine/godot/pull/79325
bf8069e80100b27b390c8e393bba04fcec961000
ad2295e35b755295eaddf3102567c1e27985c2f4
"2023-07-26T15:48:31Z"
c++
"2023-08-04T14:59:07Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,910
["scene/gui/label.cpp"]
`Label`'s `vertical_alignment` still affects the position even at minimum size
### Godot version 4.2.dev [202e4b2] ### System information N/A ### Issue description Changing the property `vertical_alignment` in a `Label` still changes the position of the letters, even if said `Label` is at its minimum size, implying that it could be shrunk further: ![image](https://github.com/godotengine/godot/assets/30739239/7fdd87bd-53b1-4397-8594-1ee4e5efbcf5) ### Steps to reproduce Create a `Label` node, type anything in it, and the `vertical_alignment` property. ### Minimal reproduction project N/A, trivially reproducible.
https://github.com/godotengine/godot/issues/79910
https://github.com/godotengine/godot/pull/79913
7fe88c771017cbd1cf17701ce5d149dce6f111f2
7305318a884ebc9e8602e1fff7321bb28a900e15
"2023-07-26T01:20:10Z"
c++
"2023-07-26T16:40:42Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,896
["modules/mono/csharp_script.cpp", "modules/mono/csharp_script.h", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ManagedCallbacks.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs", "modules/mono/mono_gd/gd_mono_cache.cpp", "modules/mono/mono_gd/gd_mono_cache.h"]
CSharp static methods not visible/accessible
### Godot version v4.1.stable.mono.official [970459615] ### System information Windows 10 ### Issue description I want to load an external class that was loaded into the project via nuget package and access the static methods provided. Accessing the static methods does not work, the methods are not found. I am using the same approach I used in Godot3, but it seems to be broken in Godot4. ### Steps to reproduce I build a simple test project with a given c# class containig two methods. ``` public partial class TestClass : Node { public static string Foo() { return "foo"; } public string Bar() { return "bar"; } } ``` And load them via `const TestClass = preload("res://TestClass.cs")` i can access the method `Bar()` but the static method `Foo` is not accessible. The only way around this problem is to write a wrapper method to call the static method it contains, but this is extremely inconvenient. ``` // GdUnit4 c# API wrapper public partial class GdUnit4MonoApi : GdUnit4.GdUnit4MonoAPI { public bool _IsTestSuite(string classPath) { return GdUnit4.GdUnit4MonoAPI.IsTestSuite(classPath); } } ``` Load the attached example to reproduce. ### Minimal reproduction project [csharp-statics.zip](https://github.com/godotengine/godot/files/12164244/csharp-statics.zip)
https://github.com/godotengine/godot/issues/79896
https://github.com/godotengine/godot/pull/81783
6df12fe1873c7c477454bc87effe1c87a9735ddd
ce0fa4c691638949387d25fc19fcfe10898d218c
"2023-07-25T18:09:18Z"
c++
"2023-09-20T16:55:10Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,869
["doc/classes/Tween.xml", "scene/animation/tween.cpp"]
Using `queue_free` after `Tween.Stop` causes a memory leak
### 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 (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads) ### Issue description Running the following code causes a memory leak: ``` var tween = get_tree().create_tween() tween.stop() queue_free() ``` ### Steps to reproduce 1. Create a Tween 2. Use `tween.stop()` 3. `queue_free()` the Node that created the Tween ### Minimal reproduction project [TweenMemoryLeak.zip](https://github.com/godotengine/godot/files/12156855/TweenMemoryLeak.zip)
https://github.com/godotengine/godot/issues/79869
https://github.com/godotengine/godot/pull/79879
fc1b392e085ff61a729b30722aeaa9b8bfdde13b
a581bf0a24cc2db0b56477101c0bd180333edccd
"2023-07-25T04:11:01Z"
c++
"2023-07-25T19:51:35Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,862
["editor/plugins/node_3d_editor_plugin.cpp", "editor/plugins/node_3d_editor_plugin.h"]
Editor 3d transform snap parameters randomly become very small
### Godot version since 3.x, still there in 4.1.1 ### System information ubuntu ### Issue description Resulting from I don't know what, this sometimes happen automatically: ![image](https://github.com/godotengine/godot/assets/71937306/6ee0bed1-f53d-478f-84a1-d0a508509d9e) related: #39507 maaaybe related: #77414 ### Steps to reproduce I couldn't isolate it yet. Update: I can't reproduce it yet, but it just happened just after I pressed the manual snap button. That is: - I checked before, the value was okay - I toggled the manual snap - when I tried to move a mesh, it didn't snap - I opened the snapping settings and indeed, it was all messed up again. The way I find out this happened is I try to snap using Ctrl, and the thing doesn't visibly snap. ### Minimal reproduction project none
https://github.com/godotengine/godot/issues/79862
https://github.com/godotengine/godot/pull/84049
868392faedad2b44c2b2aee6a392855a3ba1f4ee
f1f92bdb30f119cac2ab922b03b54b302c72d75b
"2023-07-24T16:59:38Z"
c++
"2023-10-31T19:15:30Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,861
["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/gdscript_parser.h", "modules/gdscript/tests/scripts/runtime/features/export_group_no_name_conflict_with_properties.gd", "modules/gdscript/tests/scripts/runtime/features/export_group_no_name_conflict_with_properties.out"]
@export_category creates a variable that causes issues if another one has the same name
### Godot version 4.1.1stable ### System information Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.3179) - 11th Gen Intel(R) Core(TM) i5-11300H @ 3.10GHz (8 Threads) ### Issue description So, to make my code better I was using `@export_category("HEALTH")` to create categories in the editor. Also, right under that, I had ```@export var HEALTH = 30; var current_health: float```. Turns out, the `@export_category` creates a boolean variable with the same name as my health variable with caused issues when I wanted to set `current_health` to `HEALTH`. Never in the editor this was said or implied by a console error. I simply fixed it by removing `@export_category` even though I could have changed the name of the category instead. Just wanted to point that out in case this wasn't intended. ### Steps to reproduce Try the following code: ```gdscript @export_category("NAME") @export var NAME = 1 var my_name: int func _ready(): my_name = NAME func _physics_process(delta): print(NAME) print(my_name) ``` ### Minimal reproduction project N/A _Bugsquad edit:_ Fix formatting.
https://github.com/godotengine/godot/issues/79861
https://github.com/godotengine/godot/pull/78254
62b4643d854755b36d7c7ace0047d7a40e812f1a
efbff1369a9eb366667c1d641ed6c853bdd8c830
"2023-07-24T16:35:48Z"
c++
"2023-07-31T19:01:03Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,850
["editor/filesystem_dock.cpp", "editor/filesystem_dock.h"]
Crashing and breaking a scene when moved with parent scene
### Godot version 4.1.1 ### System information Godot v4.1.1.stable - Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 3GB (nvidia; 525.125.06) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads) ### Issue description If I move inherited scene, with the scene that I had inherited from + if those two scenes are open in the editor, it crashes, and the inherited scene is breaking. ### Steps to reproduce ![image](https://github.com/godotengine/godot/assets/33228017/565d8b78-345f-4ae8-a1a6-99ef03e951b3) The project is already set up, the only thing that you need to do, is to open two scenes and then select them both and try to drug them to "directory" folder, and it should crash. ### Minimal reproduction project [Bug report.zip](https://github.com/godotengine/godot/files/12144957/Bug.report.zip)
https://github.com/godotengine/godot/issues/79850
https://github.com/godotengine/godot/pull/81657
25688079413707851c1cc921308b03a531bd6f25
e5ad3d4d58fff417a9306bd802d622402ba303c7
"2023-07-24T10:52:23Z"
c++
"2023-09-15T17:48:33Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,838
["servers/text_server.cpp"]
Ellipsis in `Button` nodes are drawn without outlines
### Godot version 4.2.dev [6588a4a] ### System information N/A ### Issue description While using `Button`s and when setting `text_overrun_behavior` to anything that adds ellipsis, they are drawn completely ignoring the outline values of the text. `Label` is able to do it correctly: ![image](https://github.com/godotengine/godot/assets/30739239/5154c841-479e-478b-aaa5-7b2e61876bed) ### Steps to reproduce Create a `Button` and set `text_overrun_behavior` to anything that has ellipsis in it. ### Minimal reproduction project N/A, trivially reproducible.
https://github.com/godotengine/godot/issues/79838
https://github.com/godotengine/godot/pull/79844
0cbdad47f9fd0ad5c5161c9d91957d24abd0a25c
ee06d3e83ff16489cd4690dd972bc402ef9400af
"2023-07-23T21:47:45Z"
c++
"2023-07-24T17:33:45Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,835
["scene/2d/physics_body_2d.cpp", "scene/2d/physics_body_2d.h", "scene/3d/physics_body_3d.cpp", "scene/3d/physics_body_3d.h"]
[GodotPhysics] Unexpected behavior while interacting with linear_velocity and state.linear_velocity.
### Godot version Godot 4 stable and Godot 3.x LTS ### System information Fedora linux ### Issue description If you use some custom logic inside _integrate_forces() to alter the state linear velocity and there is any reference to linear_velocity in physics process, the result in godot 3.5 is that it moves just a little bit, while in godot 4 is totally still. ### Steps to reproduce For the example i created a simple scene in which i apply a force on the linear velocity in _integrate_forces() and added a line that add zero to it in physics process. You will not see any move, but it will work fine if you comment the line adding zero. ### Minimal reproduction project [PhysicsBugReproduction.zip](https://github.com/godotengine/godot/files/12139772/PhysicsBugReproduction.zip)
https://github.com/godotengine/godot/issues/79835
https://github.com/godotengine/godot/pull/79977
88068a0374f01f2cfed140f206429e4d36696dd5
e8106711160686219fc878e09289929472898b44
"2023-07-23T19:10:05Z"
c++
"2023-08-01T18:03:47Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,804
["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/gdscript_parser.h", "modules/gdscript/tests/scripts/runtime/features/export_group_no_name_conflict_with_properties.gd", "modules/gdscript/tests/scripts/runtime/features/export_group_no_name_conflict_with_properties.out"]
Using the same export_group name in an inherited class and re-saving that class while the project is running crashes the project and sometimes the editor
### Godot version 4.1.0 ### System information Windows 10, i711800H, Forward+ Vulkan ### Issue description When using @export_group("Name") in a BaseClass, then inheriting from that BaseClass in another class and there also using @export_group("Name"), with the same group name, then running the project and re-saving the inherited class the project crashes with ``` ERROR: FATAL: Index p_index = 3 is out of bounds (size() = 3). at: get (./core/templates/cowdata.h:155) ``` sometimes the editor crashes too after a while. ### Steps to reproduce 1. open reproduction project 2. Run the project. 3. Open the "super"script 4. Press CTRL + S to save it. ### Minimal reproduction project [MRP_.zip](https://github.com/godotengine/godot/files/12137412/MRP_.zip)
https://github.com/godotengine/godot/issues/79804
https://github.com/godotengine/godot/pull/78254
62b4643d854755b36d7c7ace0047d7a40e812f1a
efbff1369a9eb366667c1d641ed6c853bdd8c830
"2023-07-22T23:35:46Z"
c++
"2023-07-31T19:01:03Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,778
["drivers/gles3/rasterizer_scene_gles3.cpp", "drivers/gles3/storage/render_scene_buffers_gles3.cpp", "drivers/gles3/storage/render_scene_buffers_gles3.h", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp"]
Viewport background transparency not working with custom clear color in Mobile and Compatibility renderers
### Godot version 4.1.1.stable, 4.2.dev [6588a4a] ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1080 Ti (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads) ### Issue description This is related to #72602, but since this also affects the Mobile renderer, this is likely a separate issue. Setting the "Transparent BG" setting on a viewport is supposed to always keep the background transparent. On the Forward+ renderer, this setting is respected for all Environment Background Modes . On both the Mobile and Compatibility renderers, using the "Clear Color" background mode works with the transparent background, but using a "Custom Color" background does not render it as transparent. Using Custom Color: ![bug](https://github.com/godotengine/godot/assets/607715/63032a9b-be99-459e-a4f6-a84faa0d7dc0) Using Clear Color: ![clear](https://github.com/godotengine/godot/assets/607715/5c839062-a3b0-4fd9-9a8d-ff169eec7bfd) ### Steps to reproduce 1. Add a SubViewport to render some 3D scene and a way to view it (eg. a Sprite2D using the viewport as its texture) 2. Enable the "Transparent BG" option on the SubViewport 3. Setup an Environment for the 3D scene being rendered to the SubViewport (either on the Camera3D node or on a WorldEnvironment node) 4. Change the Background Mode of the Environment to Custom Color. ### Minimal reproduction project [SkyTest.zip](https://github.com/godotengine/godot/files/12135972/SkyTest.zip)
https://github.com/godotengine/godot/issues/79778
https://github.com/godotengine/godot/pull/79876
0be587521e5eeb6b3d3d057b2f3f57e9a23a2aea
8b12849fef2059421583e4e5bf2a27f654d8ab42
"2023-07-22T08:22:51Z"
c++
"2023-07-31T19:01:32Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,769
["drivers/gles3/storage/mesh_storage.cpp"]
Skeleton meshes not updating in XR modes under gl_compatibility
### Godot version 4.1.1 ### System information Meta Quest 2 - GLES3 ### Issue description When writing VR applications on Godot 4 using gl_compatibility, skeleton-driven meshes like hands are often rendered corrupted, or sometimes update slowly. ### Steps to reproduce The godot-xr-tools demo projects have these issues in the climbing/gliding and pointer-demo scenes if the project is switched to gl_compatibility mode and run on a mobile VR headset. ### Minimal reproduction project The godot-xr-tools demo project has been the testing project for this issue.
https://github.com/godotengine/godot/issues/79769
https://github.com/godotengine/godot/pull/79772
7dbbf2eef972bd6b81013860dff7c924a5abcc2c
b1f4e58bbf338b74de25ab9181ca414c04001132
"2023-07-21T23:11:06Z"
c++
"2023-07-24T17:33:27Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,759
["scene/main/viewport.cpp"]
Undescriptive "affine_invert: Condition det == 0 is true" error after minimizing a borderless window resized to full screen with display/window/stretch/mode set to viewport.
### Godot version v4.1.1.stable.official.bd6af8e0e ### System information Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GT 540M- Intel Core i7-2670QM CPU @ 2.20GHz (8 Threads) ### Issue description Making the root window borderless, resizing it to full screen size, and hen minimizing it with display/window/stretch/mode set to viewport in project settings, causes a weird "affine_invert: Condition det == 0 is true" error to appear from one to three times in the console. https://github.com/godotengine/godot/assets/84321760/e753b201-d411-49d4-94fc-c2d5f331c68c ### Steps to reproduce 0. Use the minimal reproduction project. 1. Run the project. 2. Once the game resizes to full screen, defocus it to make the script minimize it. 3. Observe the error in the console. ### Minimal reproduction project [Affine-Invert-Window-Problem-Test-4.1.1.zip](https://github.com/godotengine/godot/files/12131401/Affine-Invert-Window-Problem-Test-4.1.1.zip)
https://github.com/godotengine/godot/issues/79759
https://github.com/godotengine/godot/pull/79766
951691a9a9064fa41dbe8727960692a400753e19
712f49ec5770fe46207b5f72b9cbb8406190a111
"2023-07-21T18:24:51Z"
c++
"2023-07-26T16:40:26Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,751
["editor/scene_create_dialog.cpp", "editor/scene_create_dialog.h"]
When creating a new scene the default root node name doesn't respect the `editor/naming/node_name_casing` project setting
### Godot version 4.1.stable ### System information Windows 11 ### Issue description The Create New Scene dialog always defaults the scene root node name to the filename. If you're following the recommended (and default) naming conventions for filenames (snake_case) and node names (PascalCase), this default name always needs to be changed. It would be lovely if the default root node name respected the `editor/naming/node_name_casing` project setting. Also, I have already implemented this in my fork and would be happy to contribute it. This was my "dip my toes" into Godot engine development idea since it was simple and has bothered me for a while. I consider this more of an oversight bug than a feature proposal which is why I'm opening the issue here instead of on the proposals repo. ### Steps to reproduce 1. Create and open new project 2. (only if you've changed this) In project settings set `editor/naming/node_name_casing` to PascalCase 3. In Filesystem view, right click | Create new | Scene 4. Enter a filename like "test_scene" and click Ok Notice the root node of the new scene will also be named "test_scene" instead of "TestScene" ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/79751
https://github.com/godotengine/godot/pull/79756
3e958cfa8ddae44fc9440ae4841308db464af4d2
93c69a2db620224380ad3dac4b7d8da4b17e5002
"2023-07-21T15:49:12Z"
c++
"2023-08-02T10:19:11Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,697
["modules/gdscript/editor/gdscript_translation_parser_plugin.cpp"]
Crash on 'Generate POT' when Dictionary-modifying Method is Present
### Godot version 4.0 -> latest **I've tested all this versions:** 4.0, 4.0.1, 4.0.2, 4.0.3, 4.0.4 4.1, 4.1.1 4.2 dev 4 in all this versions problem exists. ### System information Fedora 38, macOS ### Issue description I have found a very strange bug while generating translations. The presence of a method modifying the dictionary's content causes the editor to crash during the generation of the translation template. The mere presence of an uninvoked method causes a crash. **Edit: The issue occurs not only with singletons. Any script containing a method that modifies any dictionary leads to a crash.** ### Steps to reproduce **Project -> Project Settings -> Localizations -> Generate POT -> Add (Add your singleton)** ``` extends Node var session_data = { "coins" : 0, "power": 0 } var shop_items = [ { "id": "max_hp", "name": tr("First Shop Item"), "desc": tr("Great tool."), } ] func add_power(val: int): session_data["power"] += val ``` _⚠️ Problem is in add_power method, not in shop_items._ **Project -> Project Settings -> Localizations -> Generate POT -> Generate** And... Crash. [Nagranie ekranu z 2023-09-14 13-10-42.webm](https://github.com/godotengine/godot/assets/5132385/6a00805a-34c8-408e-9b00-eb5875301312) ### Minimal reproduction project [translation_gm_crash.zip](https://github.com/godotengine/godot/files/12104763/translation_gm_crash.zip) _Just open project and go to: Project -> Project Settings -> Localizations -> Generate POT -> Generate_
https://github.com/godotengine/godot/issues/79697
https://github.com/godotengine/godot/pull/81653
1328367abd5d5201537496181e5c70c88a91dd68
a79955c440b5ec65507994441f5f55a90af4fc96
"2023-07-20T10:00:26Z"
c++
"2023-09-14T21:41:21Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,689
["doc/classes/CPUParticles2D.xml", "doc/classes/CPUParticles3D.xml", "doc/classes/GPUParticles2D.xml", "doc/classes/GPUParticles3D.xml"]
GPUParticles3D: Emitting with oneshot + explosiveness within editor doesn't work if triggered soon after 1st time.
## Godot version v4.1.1.stable.mono.official [bd6af8e0e] ## System information Godot v4.1.1.stable.mono - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.3598) - AMD Ryzen 9 5900HX with Radeon Graphics (16 Threads) # Issue description ### Situation If One Shot checkbox is enabled, Emitting will uncheck itself after its lifetime. Normal procedure so far. ### Problem As soon as Emitting boolean is automatically unchecked, hitting it again will not work (it unchecks itself again, but the particles do not show). It seems you have to wait an additional amount of time on top of its Lifetime to preview its emission properly. It wouldn't be a problem if the particle's Lifetime was less than a second. However, it's time-consuming with long-lasting particle emissions (eg. Lifetime >= 1.5s ). I can tell this extra delay is roughly proportional to the Lifetime value. ### Example: 1. Set Lifetime to 1.0s 2. Set Emitting to true (particles spawned successfully) 3. Emitting automatically sets to false after 1.0s 4. (Wait twice its Lifetime since turning Emitting ON to expectedly emit again.) 5. Set Emitting to true (particles spawned successfully again) 6. Emitting automatically sets to false after 1.0s 7. Set Emitting to true (it fails: close to zero or no particles emitted) The 4th step has been mandatory ever since I started with Godot 3, regardless of hardware. Note that I'm running an arguable high-end computer and this still happens. At this point, I assume this is an engine issue. # Steps to reproduce ## Case A: Without explosiveness 1. New project 2. Create GPUParticles3D with basic setup * Amount = 4 * Time -> One Shot = ON * Time -> Lifetime = 1 (default) * Process Material -> New ParticleProcessMaterial * Draw Passes -> Pass 1 -> New QuadMesh 3. Emitting = true 4. Do it again, as soon as Emitting changes to false. When activating Emitting **a second time**, immediately after it turns false, one of two happens: A. Spawns one or two particles, Emitting turns false immediately. B. No particle spawning at all, Emitting turns false abruptly. ## Case B: Explosiveness ON 1. Same steps above, with an additional in GPUParticles3D * Time -> Explosiveness = 1 (or higher values than 0.5) When activating Emitting a second time, while done as soon as it was turned false automatically, no particle spawns at all and Emitting turns false with approx. same delay as Lifetime value. If you don't wait at least twice as long as its Lifetime before turning Emitting ON again, it will still not emit. # Minimal reproduction project [Godot411-GPUParticles3D-oneshot.zip](https://github.com/godotengine/godot/files/12103554/Godot411-GPUParticles3D-oneshot.zip)
https://github.com/godotengine/godot/issues/79689
https://github.com/godotengine/godot/pull/79720
0e9e373b870676b69f6378c286ad8b4960652a61
d60f42a64ed979447c0c8b98029d6eb254ec143b
"2023-07-20T08:06:15Z"
c++
"2023-07-25T19:26:06Z"
closed
godotengine/godot
https://github.com/godotengine/godot
79,684
["editor/export/project_export.cpp", "editor/export/project_export.h"]
Exporting specific resources is broken, includes resources it should not include
### Godot version 4.1.1 stable ### System information Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads) ### Issue description To start, let me explain the setup: ![image](https://github.com/godotengine/godot/assets/40964335/d85426ca-620e-4e89-a18c-5f73c72d01d1) Here I have a nearly empty project. I've added two folders. "Large" is for resources with a large file size, and "Small" is for resources with a small file size. Contained in the "Large" folder is two needlessly-large images, used to represent actual game assets with a justified file size. ![image](https://github.com/godotengine/godot/assets/40964335/525d6b9d-6470-4bf7-8469-0212606255e7) Contained in the "Small" folder is a singular 4 kilobyte image. ![image](https://github.com/godotengine/godot/assets/40964335/cc503b3f-bf7b-49f8-8c45-458d9deef902) Now that I have explained the project, lets export it! We will be exporting using these four presets: (All have embedded pcks for convenience but issue does not rely on that) ![image](https://github.com/godotengine/godot/assets/40964335/1ef81e90-beb4-42bc-b47b-8d092dd4edb7) **Small Images Only Dedicated Server** exports only the "Small" folder using the **"Export as dedicated server"** option. **Everything Dedicated Server** exports the entire project, including the large folder, using the **"Export as dedicated server"** option. **Small Images Only Desktop** exports only the small folder using **"Export selected resources (and dependencies)"** **Everything Desktop** exports the entire project with everything selected using "**Export selected resources (and dependencies)"** The expected file sizes should be: Everything Desktop > Everything Server > Small Images Desktop > Small Images Server Small Images Server the smallest because it only has the singular png file, being stripped. Small Images Desktop is next because it has only the small image, but unstripped. Then, Everything Server, because it has all of the images but they are stripped. And finally, Everything Desktop containing every resource unstripped. ![image](https://github.com/godotengine/godot/assets/40964335/ecf706c0-03a2-4102-94fb-dc436085c85e) But this isn't the case. ![image](https://github.com/godotengine/godot/assets/40964335/cc1477ce-c6f9-4244-b44e-1b7d351c46a0) (export without embedded pck version) Everything Desktop > Small Images Only Dedicated Server > Everything Server > Small Images Only Desktop Having only selected a **4 kilobyte image** in the small images dedicated server, it should not be 106 mb. The everything server has a proper file size, implying the images were stripped properly. ![image](https://github.com/godotengine/godot/assets/40964335/52538afe-109b-44a7-ab62-abbd3dbe25d8) As you can see, only a singular folder with a 4kb image is selected. Yet the file size is the same as the builds with the images unstripped and in their raw form. The expected behavior is that the dedicated server with only one file selected should only include the data for that one file, not the rest of the project. ### Steps to reproduce Open the project, and then go to the export project menu. Observe the selected resources for each one to ensure they match the name, and then export them and observe their file sizes. ### Minimal reproduction project [ResourceExportExample.zip](https://github.com/godotengine/godot/files/12101349/ResourceExportExample.zip) *Note - I have reduced the file size of the large images from 20~ mb to 6~ mb in order to upload it. ![image](https://github.com/godotengine/godot/assets/40964335/aada8688-996b-48b7-8353-df3811029474) The issue still stands regardless.
https://github.com/godotengine/godot/issues/79684
https://github.com/godotengine/godot/pull/79725
fa54bc3eca13fb34bedfd408642ac1c2eda91e3e
ca6b404739566b918ba00a6c16b53ed27f43562d
"2023-07-20T01:52:46Z"
c++
"2023-10-30T22:16:54Z"