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closed | godotengine/godot | https://github.com/godotengine/godot | 79,679 | ["scene/2d/canvas_modulate.cpp", "scene/2d/canvas_modulate.h"] | CanvasModulate not remembering what color assigned to | ### Godot version
4.1.1.stable
### System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - Intel(R) HD Graphics 5500 (Intel Corporation; 20.19.15.4835) - Intel(R) Core(TM) i7-5600U CPU @ 2.60GHz (4 Threads)
### Issue description
CanvasModulate color reset to default when changing between scene that has CanvasModulate.
https://github.com/godotengine/godot/assets/55371083/ed6ca028-59c1-415d-9801-4965e52949dc
### Steps to reproduce
create two scene with CanvasModulate and switch back and forth.
### Minimal reproduction project
[canvas_modulate.zip](https://github.com/godotengine/godot/files/12100607/canvas_modulate.zip)
| https://github.com/godotengine/godot/issues/79679 | https://github.com/godotengine/godot/pull/79747 | 20127ab6931787fda57ceb13a6eebae63a849462 | 132b97c325f8b708cab73e544c4b9da3d01271d8 | "2023-07-19T22:38:05Z" | c++ | "2023-08-16T07:12:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,670 | ["scene/gui/rich_text_label.cpp"] | RichTextLabel select_all method has no visual indicator | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce MX330 (NVIDIA; 30.0.15.1169) - 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz (8 Threads)
### Issue description
Calling `RichTextLabel`'s `select_all` method has no visual indicator, but it must have one.
### Steps to reproduce
- Add `RichTextLabel` node
- Set `selection_enabled` value to be `true`
- Call `$RichTextLabel.select_all() `method in `_ready`
### Minimal reproduction project
[RichTextLabel_bug.zip](https://github.com/godotengine/godot/files/12098913/RichTextLabel_bug.zip)
| https://github.com/godotengine/godot/issues/79670 | https://github.com/godotengine/godot/pull/79818 | 6da4ad16624484398331f393b503f8b5e2888c51 | b00796eb1af9257f9fda22839447f765b3193161 | "2023-07-19T18:21:07Z" | c++ | "2023-08-28T10:03:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,663 | ["editor/scene_tree_dock.cpp", "editor/scene_tree_dock.h"] | Scene tree filter menu icon doesn't get updated on theme switch | ### Godot version
v4.1.1.stable.official [bd6af8e0e]
### System information
Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 520 (SKL GT2) () - Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz (4 Threads)
### Issue description
After right clicking in thet "Filter Nodes" menu in the scene tree dock, the sub-menu is populated with a "Search" icon.
If I later switch themes in the same session, this icon is never updated to match the new theme.

### Steps to reproduce
1. Right click in the "Filter Nodes" menu in scene tree dock
2. Switch themes
3. Right click again in the "Filter Nodes" menu
Expected result: Icon has updated to match the theme I am currently using
Actual result: Icon is still using the theme I launched Godot with
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79663 | https://github.com/godotengine/godot/pull/79650 | d8cbb6d645b4083584b7a4b094b92ebd76081bf0 | 1cc377b4e009ba24a56ad42123866155a23280dd | "2023-07-19T13:18:50Z" | c++ | "2023-08-02T10:18:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,658 | ["doc/classes/TileMap.xml", "misc/extension_api_validation/4.1-stable.expected", "scene/2d/tile_map.compat.inc", "scene/2d/tile_map.cpp", "scene/2d/tile_map.h", "scene/resources/tile_set.h"] | PathFollower2D Does NOT Update the Position and Collision of Child Tilemap with collision_animatable True | ### Godot version
4.1.x
### System information
Windows 11
### Issue description
When a Tilemap node is attached as a child node of PathFollower2D node, with `collision_animatable` on in the inspector, the tilemap will stuck at (0, 0) if you scripted the movement of the PathFollower2D node with `progress` changed; while the tiles run as usual if `collision_animatable` is **false**.
This is very weird because the documentation said that "you can make Animatablebody2D move with script", and I used but it feedbacked a strange result, which is unacceptable and unwilling to see.
More detailed info please see the minimal project
P.S. Only under PathFollower2D, you add a RemoteTransformer2D that linked to a Tilemap can the tiles move as usual with `collision_animatable` on.
### Steps to reproduce
In the minimal reproduction project:
1. Make the `collision_animatable` of Tilemap and run the project, and you can see the tilemap moves as usual
2. Then tick on the property and run the game again, in which you can see the tilemap stuck at (0, 0) permanently.
### Minimal reproduction project
[bug report.zip](https://github.com/godotengine/godot/files/12094949/bug.report.zip) | https://github.com/godotengine/godot/issues/79658 | https://github.com/godotengine/godot/pull/81070 | 8c1817f755b63a69378774d8d0f74499f663afe2 | 5fef875cd85492ab15177f5b3ff8a8b177c6656c | "2023-07-19T12:45:05Z" | c++ | "2023-09-08T21:13:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,630 | ["editor/scene_tree_dock.cpp", "editor/scene_tree_dock.h"] | Editor : Right-clicking 'Filter Nodes' field duplicates 'Filters' section in dropdown | ### Godot version
4.1.stable
### System information
Windows 11 (x64), Intel(R) Core(TM) i5-9400 CPU, Vulkan, NVIDIA GeForce GTX 1660 Ti driver version 528.24
### Issue description
Every time you right click the Filter Nodes field, it duplicates the 'Filters' section in the dropdown.
https://github.com/godotengine/godot/assets/104696964/b8d867c9-ba31-47c5-91c8-23cfa02f1c89
### Steps to reproduce
Rightclick the Filter Nodes field.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79630 | https://github.com/godotengine/godot/pull/79650 | d8cbb6d645b4083584b7a4b094b92ebd76081bf0 | 1cc377b4e009ba24a56ad42123866155a23280dd | "2023-07-18T19:10:25Z" | c++ | "2023-08-02T10:18:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,629 | ["scene/gui/tree.cpp", "scene/gui/tree.h"] | Editor : Scene Tree icons' tooltips dont match icon when narrow | ### Godot version
4.1.stable
### System information
Windows 11 (x64), Intel(R) Core(TM) i5-9400 CPU, Vulkan, NVIDIA GeForce GTX 1660 Ti driver version 528.24
### Issue description
When resizing the Scene Tree view, making it narrow, the tooltips of the icons no longer match the position of the icons.
The tooltip rect is pushed off to the side.
Video showing bug:
https://github.com/godotengine/godot/assets/104696964/bc9918a0-4f4c-4722-aee3-7887d0e3dd5d
### Steps to reproduce
Make your Scene Tree view narrow. Hover over the icons. The tooltip activation area does not match the icon.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79629 | https://github.com/godotengine/godot/pull/79792 | dd4fae6162d74c147afc9c7814142fb06fbc87ec | 92da5a765448ae9e8b37d3a90edcc5a73a4fe4f2 | "2023-07-18T19:02:04Z" | c++ | "2023-09-04T07:07:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,602 | ["servers/rendering/renderer_scene_cull.cpp"] | Shader instance uniforms are updated with one frame delay | ### Godot version
Godot v4.2.dev (57919beb05687cf2ee80ed0d3ccac6445c7edea9)
### System information
Godot v4.2.dev (57919beb05687cf2ee80ed0d3ccac6445c7edea9) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)
### Issue description
I already have a possible PR incoming to fix this issue, but I'm creating this report in case the fix needed is more complex.
Unlike normal shader uniforms set using `ShaderMaterial.set_shader_parameter()`, instance uniforms set using `GeometryInstance3D.set_instance_shader_parameter()` are is some situations updated one or more frames later. This causes all kinds of headaches as you have to add a sentinel value check (or some other similar workaround) to your shaders to see if the instance uniform has been updated yet.
### Steps to reproduce
Download the MRP project and run it (it's a modified MRP from https://github.com/godotengine/godot/issues/79167 where I noticed this issue). Press and hold left mouse button and you can "paint" and create new cubes on the ground where the raycast hits. Note that all newly created cubes have a black color during their first frame of lifetime. After the first frame their instance uniform is updated and the cube gets it's real color. Hopefully, this should be pretty easy to see when dragging the mouse.
### Minimal reproduction project
[InstanceUniformUpdateBug.zip](https://github.com/godotengine/godot/files/12078755/InstanceUniformUpdateBug.zip)
| https://github.com/godotengine/godot/issues/79602 | https://github.com/godotengine/godot/pull/79603 | 623787061aef11d294aca38d73748f05ef85fd2a | 0e9e373b870676b69f6378c286ad8b4960652a61 | "2023-07-18T09:27:34Z" | c++ | "2023-07-25T19:26:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,594 | ["drivers/unix/file_access_unix.cpp"] | Godot Editor does not import files correctly in web editor. | ### Godot version
v4.1.1 stable
### System information
Windows 11 - Chrome & Firefox - Godot 4.1.1 - Web Editor
### Issue description
This issue also happens on Chromebook.
Every file won't import correctly and will always show an 'X' next to it. It is not possible to use these files basically making the editor worthless.
### Steps to reproduce
1. Open Godot Web Editor
2. Create Project
3. Open It
4. Check the FileSystem in the bottom-left
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79594 | https://github.com/godotengine/godot/pull/79866 | 3f2e901633d570af16c3116bd127785e5f30f066 | 7bb732cc38b98641dff60556f107e72e76afb219 | "2023-07-18T00:26:08Z" | c++ | "2023-07-25T19:26:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,583 | ["scene/resources/tile_set.cpp"] | Deleting Terrains in the tileset resource, on terrain sets, will cause a crash. | ### Godot version
4.1 Stable
### System information
Windows 11, Intel(R) Core(TM) i5-10400F CPU, NVIDIA GeForce GTX 1060 6GB, 24 ram
### Issue description
When deleting Terrains in the tileset resource, on terrain sets, then going on terrains on the tilemap editor, on the tilemap tab, it crashes for some reason, it even happens eventually if you delete the Tile images under the TileSet Tab before you delete the terrains under terrain sets.
### Steps to reproduce
1. Drag and drop my tilemap packed scene onto the overworld scene.
2. Make the packed scene local, then make the tileset resource unique.
3. Delete those Terrains in the tileset resource, on terrain sets.
4. Go on terrains on the tilemap editor, on the tilemap tab. If it doesnt crash at first, switch back to the tileset tab and then go back to the tilemap tab and in the terrains section.
### Minimal reproduction project
[BreezeVillage.zip](https://github.com/godotengine/godot/files/12069715/BreezeVillage.zip)
| https://github.com/godotengine/godot/issues/79583 | https://github.com/godotengine/godot/pull/79618 | ea756c67a5eb5ea141b375d52535f4cc2e2e5a92 | 7835d42971ec6cff25a18dabe1d334eaf9b6a0db | "2023-07-17T13:26:06Z" | c++ | "2023-07-21T15:15:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,582 | ["modules/openxr/SCsub", "modules/openxr/config.py", "modules/openxr/openxr_api.cpp"] | XR Action Map not working in Mac OS | ### Godot version
4.1 stable
### System information
Mac OS 13.4.1 - Macbook M1 Max 32c
### Issue description
I want to develop standalone apps for the Oculus Quest 2. I use the Mobile+ setting and OpenXR. A lot of functionality is working properly. However, I need direct access to events generated by the buttons and joysticks on the touch controllers. This is accomplished by the XR action map editor. However, potentially due to the lack of support for OpenXR on the MacOS this map editor is not enabled when creating an OpenXR project. Adding actions in code or manually adding "openxr_action_map.tres" to the project yield errors due to unknown references to OpenXRAction, OpenXRInteractionProfile and OpenXRIPBinding.
I really want to help to fix this. If there is anything I could do to enable OpenXR action maps in projects on systems without native OpenXR support. I'd love to help.
Kind regards,
Eelco
### Steps to reproduce
1. Enable OpenXR in the project settings -> OpenXR Action Map should be a tab next to the tab "Shader Editor"
2. Importing "openxr_action_map.tres" in the project and double clicking it in the resource pane should yield multiple errors.
### Minimal reproduction project
Just an empty project -> Add OpenXR support. (see: https://docs.godotengine.org/en/stable/tutorials/xr/xr_action_map.html) | https://github.com/godotengine/godot/issues/79582 | https://github.com/godotengine/godot/pull/79614 | 360633089cd4ffa6127bd35e3deb5af8dd41e5b6 | 9a7d8dc27486319abbd0d30517f7b67b9f24f69a | "2023-07-17T13:20:24Z" | c++ | "2023-07-24T17:32:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,569 | ["platform/macos/display_server_macos.mm"] | V-Sync doesn't limit FPS when switching virtual desktops | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - macOS 13.4.1 - Vulkan (Forward+, Mobile, Compatability) - integrated Apple M1, 60Hz display - Apple M1 (8 Threads)
### Issue description
When using V-Sync to limit FPS (the default), I noticed my CPU and GPU usage skyrocketing when I switched from Godot to other applications on other virtual desktops (e.g., to check documentation and tutorials, or to post this issue). My laptop would become quite warm, which is hard to do on an M1 chip unless you are maxing out the processor. This was quite surprising to me, as I only started using Godot last week, and I have only just begun a new project with maybe a dozen nodes and very light scripting, which should be light years away from approaching Godot's limitations.
I eventually determined that the same thing happens even for an empty scene, for both `Node2D` and `Node3D`. Concretely, I created a new scene, ran it (in focus), then switched desktops (triple finger scroll to the side, or triple finger scroll up, or selecting an app that lives on a different desktop). I tried this for all three Vulkan renderers, and the FPS always became unlimited upon desktop switch.
|Renderer|Expected FPS|Focused FPS|Switched Desktop FPS|
|-|-|-|-|
|Forward+|60|60|2000+|
|Mobile|60|60|2000+|
|Compatibility|60|120|~1000|
FPS has also appeared to be sometimes unstable when switching to other windows on the same virtual desktop, but it has been difficult to reliably reproduce this. However, the above steps will reliably cause the FPS to become unlimited every time, typically driving CPU and GPU usage to around 90%.
For what it's worth, if I switch to a different app on the same desktop, then move _that app_ to another desktop and follow it there, the FPS stays the same as when it was in focus 🤷.
If I manually limit the FPS to 60, the FPS remains limited as it should, so this is a V-Sync issue.
Related issues/pull requests:
- #68269
There, the CPU and GPU usage are high just from running the scene, but for me, the problem begins once I switch to another virtual desktop.
- #64475
- #56355
These two were both closed saying that V-Sync issues with Vulkan were solved in macOS 13, but my issue occurs on macOS 13. I also seem to be observing a similar effect to those issues in the Compatibility renderer (even in focus), since my FPS is twice the refresh rate of my display.
- #66367
Might help? It would be great to never see FPS above the monitor refresh rate, even if it isn't V-Sync.
### Steps to reproduce
1. Create a new project with any Vulkan renderer.
2. Create a new `Node2D` or `Node3D` scene.
3. Run the scene (V-Sync'd FPS).
4. Switch to a different virtual desktop (unlimited FPS).
### Minimal reproduction project
I display the FPS by adding a `Label` to the `Node2D` or `Node3D` with the following script:
```GDscript
extends Label
func _process(delta):
text = "%s: %d" % [get_parent().name, Engine.get_frames_per_second()]
``` | https://github.com/godotengine/godot/issues/79569 | https://github.com/godotengine/godot/pull/79572 | 77d96b24ca9e30ad0f7d4941bc950354b5c7aa81 | ec66c53d52a16bf5e78d0d5fb902bd46a08b3616 | "2023-07-17T06:20:05Z" | c++ | "2023-07-18T13:10:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,567 | ["drivers/gles3/storage/texture_storage.h"] | Anisotropic Filtering not disabled when switching filtering mode in Compatibility renderer | ### Godot version
4.1.stable
### System information
Windows 10 22H2 - GLES3 - GTX 1080 Ti (driver 536.40)
### Issue description
I noticed this bug in the code while debugging #79315, and confirmed the issue with testing. If you take a material using a filtering mode that has anisotropic filtering (eg `RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC` aka "Linear Mipmap Anisotropic") and switch it to a filtering mode that doesn't have anisotropic filtering (eg `RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS` aka "Linear Mipmap"), the anisotropic filtering remains enabled for the texture until it gets reloaded (eg by reloading the scene). I've only tested this in the editor, but this should also apply to games themselves if they change the filtering mode of a texture through code. This issue doesn't occur with the Mobile renderer (and I assume the Forward+ renderer).
### Steps to reproduce
1. View a surface with a material with anisotropic filtering disabled at an angle that you can tell it's disabled.

2. Switch the filtering mode of the material to one with anisotropic filtering enabled.

3. Switch the filtering mode of the material back to a mode with anisotropic filtering disabled, and note how the surface still has anisotropic filtering applied.

### Minimal reproduction project
I used the texture repeat test program from #79315 for the example pictures, so I'll use that as the minimum reproduction: [RepTest.zip](https://github.com/godotengine/godot/files/12011701/RepTest.zip). Just make sure to rotate the camera for the test, as the default position in that project isn't in a good spot for testing anisotropic filtering. | https://github.com/godotengine/godot/issues/79567 | https://github.com/godotengine/godot/pull/79568 | 15c0e403750ef5fa21b1bf83420912c22940f1f6 | 4acb8c66a1eb2cde8a0b78cbdb38fe13de9beab1 | "2023-07-17T05:17:36Z" | c++ | "2023-07-21T15:15:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,553 | ["doc/classes/TileMap.xml", "scene/2d/tile_map.compat.inc", "scene/2d/tile_map.cpp", "scene/2d/tile_map.h"] | TileMap Memory Leak caused by switching collidable tiles in cells | ### Godot version
4.1.stable
### System information
Godot v4.1.stable - elementary OS 7 Horus 7 (Ubuntu 22.04) - Vulkan (Mobile) - dedicated AMD Radeon RX 6600 (RADV NAVI23) () - Intel(R) Core(TM) i5-8500 CPU @ 3.00GHz (6 Threads)
### Issue description
Tilemap has a memory leak where if you repeatedly change the tile (that has collidable physics) of cells, the static memory (shown in the debugger) increases and stays there. This only happens if you have a physics layer in the Tileset and one of the tiles is collidable.
Also the memory usage is extremely high even when generating the map once. A 1000x1000 tiles map uses 1.4 GB of memory!
Workaround is simple. Simply clear the tilemap with `clear()` before you change the map.
### Steps to reproduce
1. Create a TileMap node
2. Create a TileSet containing two tiles on the atlas coordinates `(0, 0)` and `(1, 0)`
3. Create a Physics Layer in the TileSet and make one of the tiles fully collidable
4. Attach a script to the TileMap
5. Set the script to this
```
extends TileMap
func _process(delta):
if Input.is_key_pressed(KEY_SPACE):
for i in range(5000):
set_cell(0, Vector2i(i, 0), 0, Vector2i(randi_range(0, 1), 0))
```
6. Run the scene
7. Go into "Debugger" tab in the editor while the scene is running
8. Press the "Monitors" tab press and observe the "Static" memory
9. Now hold down the space bar and observe the static memory climbing but never coming down
10. To workaround the problem simply add `clear()` before the loop like this:
```
extends TileMap
func _process(delta):
if Input.is_key_pressed(KEY_SPACE):
clear()
for i in range(5000):
set_cell(0, Vector2i(i, 0), 0, Vector2i(randi_range(0, 1), 0))
```
### Minimal reproduction project
[tilemapmemoryleak.zip](https://github.com/godotengine/godot/files/12064640/tilemapmemoryleak.zip) | https://github.com/godotengine/godot/issues/79553 | https://github.com/godotengine/godot/pull/78328 | bf73ac28915e6a050d89206133db08ef60e70d9e | ac0204b2016192cfc3c25ee8c2488cd81876951a | "2023-07-16T17:16:10Z" | c++ | "2023-07-21T15:15:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,550 | ["editor/import/resource_importer_texture.cpp"] | Import error message doesn't cite the involved resources | ### Godot version
4.1
### System information
linux
### Issue description
I upgraded to 4.1 and got this useful message:

- the message should tell me which files I need to reimport,
- the puncuation sounds off to me, I would remove the comma between "please" and "reimport",
- could those files be reimported automatically?
### Steps to reproduce
it's about the content of an error message
### Minimal reproduction project
/ | https://github.com/godotengine/godot/issues/79550 | https://github.com/godotengine/godot/pull/80107 | eda04c565883901ca842aa0a94425d3e6083a692 | 2bd1d8ac28378bbde94d6ac01470d2cac73bd2aa | "2023-07-16T15:27:29Z" | c++ | "2023-08-01T15:26:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,549 | ["servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl"] | Screen-Space reflections (SSR) are semi-transparent. | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 Threads)
### Issue description
### The screen space reflections are semi-transparent.
The problem occurs on any reflective surface (any material with a low roughness). The reflection seems to be more transparent the darker the color of the reflected object.

The sky should not shine through the reflection of the 2 cubes.
### Here are a few examples of what the reflections should look like
(Blender Eevee)

(Blender Eevee, with the mirror is tinted red to show whats reflection and whats not)

(Blender cycles)

### Steps to reproduce
1. Create a mirror like object by setting the roughness to 0 and the metallic to 1 on the material.
(The issue shows up in every single material with a low roughness, but it becomes really clear with this material.)
2. Enable SSR and the issue should be visible. If not, set max steps to the highest possible and set fade in/out to 0.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79549 | https://github.com/godotengine/godot/pull/79921 | 9957f1ad4e24235a1266754bb8be9fbba5499141 | 09b92a144de730970f8e5db987abb1bc04e914d7 | "2023-07-16T14:47:01Z" | c++ | "2023-10-11T20:37:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,539 | ["scene/main/viewport.cpp"] | is_input_handled() is True by default even though set_input_as_handled() has not been called | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3598) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)
### Issue description
is_input_handled() is returning True, even though set_input_as_handled() has not been called.
Example:
`func _input_event(viewport, event, shape_idx):
print(viewport.is_input_handled())`
Returns 'True', should return 'False'
### Steps to reproduce
1. Create a new project and add a Node2D as the root
2. Add a child Area2D node containing a CollisionShape2D and a Sprite2D
3. Either create the _input_event(viewport, event, shape_idx) or connect _on_input_event(viewport, event, shape_idx)
4. Print viewport.is_input_handled()
5. True is printed.
### Minimal reproduction project
[input_test.zip](https://github.com/godotengine/godot/files/12063748/input_test.zip)
| https://github.com/godotengine/godot/issues/79539 | https://github.com/godotengine/godot/pull/79546 | de0f7935ddd5f464f3ea982ff9229f4acef4c976 | 15c0e403750ef5fa21b1bf83420912c22940f1f6 | "2023-07-16T10:22:25Z" | c++ | "2023-07-21T15:15:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,534 | ["doc/classes/RichTextLabel.xml"] | RichTextLabel text padding options do not affect highlighted text | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3598) - 11th Gen Intel(R) Core(TM) i5-11400 @ 2.60GHz (12 Threads)
### Issue description
Based on #63590 and the [documentation](https://docs.godotengine.org/en/stable/classes/class_richtextlabel.html#class-richtextlabel-theme-constant-text-highlight-v-padding) for text_highlight_h_padding and text_highlight_v_padding, changes to these values should affect the width and height of the color box created from highlighting text, but this is not the case as the size of the color box remains the same.
Note that these values do affect the size of the color box created by the [bgcolor] bbcode.

This image depicts a RichTextLabel with both text_highlight_h_padding and text_highlight_v_padding set to 10, a magenta bgcolor, and the text being highlighted.
### Steps to reproduce
Add a RichTextLabel and enable text selection.
Change the values of text_highlight_h_padding or text_highlight_v_padding to something non-zero.
Run the project and highlight the text.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79534 | https://github.com/godotengine/godot/pull/79571 | dcbee437f7f238801e0c1a19a12a8d0e0aec63b4 | fa54bc3eca13fb34bedfd408642ac1c2eda91e3e | "2023-07-16T08:24:15Z" | c++ | "2023-10-30T22:16:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,525 | ["modules/gdscript/language_server/gdscript_language_server.cpp"] | LSP: Thread error when connecting to language server with VScode | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Ubuntu 22.04.2 LTS 22.04 - Vulkan (Mobile) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)
### Issue description
Opening the project and connecting to the language server with VScode causes error messages to appear on the editor output. This happens even on a empty project I just created to test. This seems to stop if i disable the "use thread" box on `Editor Settings>Network>Language Server`. But, by doing it, suggestions and syntax checking on VScode to become very slow :smiling_face_with_tear:
Saving the file on VScode (any file, even without any changes) causes the errors to be logged again.
Im using geequlim.godot-tools extension.
```
Godot Engine v4.1.stable.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
modules/gltf/register_types.cpp:73 - Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
--- Debug adapter server started ---
--- GDScript language server started ---
[LSP] Connection Taken
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@PanelContainer@7498/@VBoxContainer@7499/@EditorLog@7529/@VBoxContainer@7513/@RichTextLabel@7515). Use call_deferred() or call_thread_group() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@PanelContainer@7498/@VBoxContainer@7499/@EditorLog@7529/@VBoxContainer@7513/@RichTextLabel@7515). Use call_deferred() or call_thread_group() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@PanelContainer@7498/@VBoxContainer@7499/@EditorLog@7529/@VBoxContainer@7513/@RichTextLabel@7515). Use call_deferred() or call_thread_group() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@PanelContainer@7498/@VBoxContainer@7499/@EditorLog@7529/@VBoxContainer@7513/@RichTextLabel@7515). Use call_deferred() or call_thread_group() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@PanelContainer@7498/@VBoxContainer@7499/@EditorLog@7529/@VBoxContainer@7513/@RichTextLabel@7515). Use call_deferred() or call_thread_group() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@PanelContainer@7498/@VBoxContainer@7499/@EditorLog@7529/@VBoxContainer@7517/@Button@7528) can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@PanelContainer@7498/@VBoxContainer@7499/@EditorLog@7529/@VBoxContainer@7517/@Button@7528). Use call_deferred() or call_thread_group() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@PanelContainer@7498/@VBoxContainer@7499/@EditorLog@7529/@VBoxContainer@7517/@Button@7528) can only be accessed from the main thread. Use call_deferred() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637). Use call_deferred() or call_thread_group() instead.
```
Saving the file on VScode:
```
Caller thread can't call this function in this node (/root/@EditorNode@17637/@EditorFileSystem@694). Use call_deferred() or call_thread_group() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@ConfirmationDialog@11194) can only be accessed from the main thread. Use call_deferred() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10643/@ItemList@10646). Use call_deferred() or call_thread_group() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10643/@ItemList@10646). Use call_deferred() or call_thread_group() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394) can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10653/@ItemList@10659). Use call_deferred() or call_thread_group() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10653/@ItemList@10659). Use call_deferred() or call_thread_group() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10653/@ItemList@10661). Use call_deferred() or call_thread_group() instead.
Caller thread can't call this function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10653/@ItemList@10661). Use call_deferred() or call_thread_group() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10653/@HBoxContainer@10654/@Button@10656) can only be accessed from the main thread. Use call_deferred() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10653/@ItemList@10659) can only be accessed from the main thread. Use call_deferred() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10653) can only be accessed from the main thread. Use call_deferred() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394/@VBoxContainer@10637/@HSplitContainer@10640/@VSplitContainer@10642/@VBoxContainer@10653/@ItemList@10661) can only be accessed from the main thread. Use call_deferred() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394) can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
This function in this node (/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@WindowWrapper@11395/@ScriptEditor@11394) can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
```
### Steps to reproduce
It happens even on a empty project. Just create one and connect to language server with VScode
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79525 | https://github.com/godotengine/godot/pull/80686 | ca005205258585a2ee73cb66ec50077ac21695d8 | e43370d0fa5c1006b197c6ce0f689bd355d89484 | "2023-07-16T00:05:43Z" | c++ | "2023-08-21T17:26:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,521 | ["core/object/object.cpp", "core/object/script_language.h", "core/object/script_language_extension.cpp", "core/object/script_language_extension.h", "doc/classes/ScriptExtension.xml", "modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript.h", "modules/gdscript/tests/scripts/runtime/features/static_method_as_callable.gd", "modules/gdscript/tests/scripts/runtime/features/static_method_as_callable.out"] | Callables of static methods are not valid if accessed via the class's name | ### Godot version
v4.1.stable.official [970459615], v4.1.1.rc1.official [e709ad4d6]
### System information
Ubuntu 23.04
### Issue description
4.1 introduced support for using static methods as callables. However, if the callable is accessed via the class's name, it is considered invalid. This makes using static methods from other classes as callables very difficult.
### Steps to reproduce
```gdscript
class_name Test extends Node
static func static_func() -> void:
pass
func _ready() -> void:
print(Test.static_func.is_valid()) # prints false
print(static_func.is_valid()) # prints true
```
### Minimal reproduction project
[ClassNameCallables.zip](https://github.com/godotengine/godot/files/12062908/ClassNameCallables.zip)
| https://github.com/godotengine/godot/issues/79521 | https://github.com/godotengine/godot/pull/82767 | 5c26550b862da9c03dfda3f5994ccc480fcac44a | 5cee7b02640f1223f478504ca136d1cc0806e5b9 | "2023-07-15T22:19:31Z" | c++ | "2023-10-05T08:09:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,515 | ["scene/resources/particle_process_material.cpp"] | GPUParticles2D animated particles with random offsets stutter between frames when emitted | ### Godot version
v4.1.1.rc1.official [e709ad4d6]
### System information
Godot v4.1.1.rc1 - Windows 10.0.22621 - Vulkan (Compatibility) - Intel(R) UHD Graphics 620 (Intel Corporation; 30.0.101.1338) - Intel(R) Core(TM) i5-8350U CPU @ 1.70GHz (8 Threads)
### Issue description
When a GPUParticles2D has a random animation offset, particles appear to suddenly switch between frames when the particles are first emitted.
CPUParticles2D do not exhibit this behavior, they exhibit what we'd expect. (Particles start on the random frame and do not change)
In the video, CPUParticles2D is on the left, and GPUParticles2D is on the right. Note the stuttering on GPUParticles2D when the particles are first emitted/spawned.
https://github.com/godotengine/godot/assets/77651264/bba15e03-a0c0-4ca0-a4d1-7b2353fb092b
This behavior is also exhibited when the project is run in debug mode.
https://github.com/godotengine/godot/assets/77651264/cdde483a-4ac4-40c9-a291-a45fa495285d
Notable Observations:
Setting anim_offset_min and anim_offset_max to equal values does not exhibit this stuttering behavior.
I discovered this bug in 4.1 stable while trying to pinpoint another visual bug with GPUParticles2D.
### Steps to reproduce
1. Create a GPUParticles2D node
2. Give it a texture
3. Give it a CanvasItemMaterial, set particles_animation to on, and set either particles_anim_h_frames or particles_anim_v_frames to an integer value greater than 1.
4. Give it a ParticleProcessMaterial, set anim_offset_min and anim_offset_max to unequal values.
### Minimal reproduction project
[ParticleAnimationOffsetIssueMRP.zip](https://github.com/godotengine/godot/files/12062700/ParticleAnimationOffsetIssueMRP.zip)
| https://github.com/godotengine/godot/issues/79515 | https://github.com/godotengine/godot/pull/80984 | 359bb3833021b401ad3cb34e266aaf2dc8756411 | 2f826873343629d1385f69dde160de0b4ef10b17 | "2023-07-15T20:15:23Z" | c++ | "2023-08-28T10:05:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,507 | ["scene/gui/spin_box.cpp", "scene/gui/spin_box.h"] | SpinBox resets text when tooltip is showed | ### Godot version
4.1
### System information
win 10
### Issue description
If you type text (not pressing enter) and hover mouse so tooltip shows up, then text dissapears.

### Steps to reproduce
1. Add a SpinBox
2. Add a Tooltip Text
3. Run
4. type some text. DON'T PRESS ENTER
5. wait a second until tooltip will show up
6. Observe how text dissapeared.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79507 | https://github.com/godotengine/godot/pull/81638 | dce1aab174369e9124507f4614fc007301df52e7 | 680b59954ba57eedeeb81fc456ea72df4888a9d2 | "2023-07-15T17:30:21Z" | c++ | "2023-10-18T14:54:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,503 | ["servers/rendering/rendering_server_default.cpp", "servers/rendering/rendering_server_default.h"] | Game crash when using compatibility rendering method | ### Godot version
4.1 and 4.0.3 debug build
### System information
OS: Manjaro Linux x86_64
Kernel: 6.1.38-1-MANJARO
CPU: AMD Ryzen 5 5600X (12) @ 3.700GHz
GPU: NVIDIA GeForce RTX 3070 Ti
X11 backend
OpenGL API 3.3.0 NVIDIA 535.54.03
### Issue description
Game crashes silently after switching to compatibility rendering method.
It's a pure 2D game. Forward+ and mobile work fine.
logs in console:
[4.0.3 debug build](https://github.com/Calinou/godot-debug-builds):
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.3.stable.custom_build (5222a99f5d38cd5346254cefed8f65315bca4fcb)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x39ab0) [0x7fe425c9dab0] (??:0)
[2] /usr/lib/libGLdispatch.so.0(+0x4d6c9) [0x7fe4176de6c9] (??:0)
-- END OF BACKTRACE --
================================================================
```
4.1 official:
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.stable.official (970459615f6b2b4151742ec6d7ef8559f87fd5c5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x39ab0) [0x7fc48dfd9ab0] (??:0)
[2] /usr/lib/libGLdispatch.so.0(+0x4d6c9) [0x7fc48462b6c9] (??:0)
-- END OF BACKTRACE --
================================================================
```
### Steps to reproduce
Switch to compatibility rendering method and run game in editor.
### Minimal reproduction project
[signal11.zip](https://github.com/godotengine/godot/files/12061947/signal11.zip)
| https://github.com/godotengine/godot/issues/79503 | https://github.com/godotengine/godot/pull/79528 | e8af22d3de637e59f5cf1c75cb89f725b6cfd713 | dd05012122f77a915e4ba9dd6b43bae878667fbc | "2023-07-15T14:48:51Z" | c++ | "2023-07-20T14:28:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,497 | ["main/main.cpp"] | --doctool --gdscript-docs doesn't work with preload or global class names | ### Godot version
4.1-stable
### System information
Windows 11
### Issue description
I love the new GDScript API documentation in Godot 4 and had hoped to use the new command line feature in Godot 4.1 to export it for use as online documentation. However, I ran into the following problem:
Using the command line options from #76490 (Dump API docs from inline GDScript comments using --doctool --gdscript-docs PATH) results in errors when parsing a script containing `preload` or that references a custom global class by its name.
This script works without any errors:
`test_class.gd`
```gdscript
class_name TestClass
extends Node
## Test description.
## Test loaded object.
var my_loaded_object : Node = load("res://my_node.gd").new()
## Test loaded texture.
var icon : Texture2D = load("res://icon.svg")
## Test core object.
var node := Node2D.new()
## Test variable.
var test_var : bool
## Test function.
func test_function() -> void:
pass
```
Result:
```xml
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TestClass" inherits="Node" version="4.1">
<brief_description>
Test description.
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="test_function">
<return type="void" />
<description>
Test function.
</description>
</method>
</methods>
<members>
<member name="icon" type="Texture2D" setter="" getter="">
Test loaded texture.
</member>
<member name="my_loaded_object" type="Node" setter="" getter="">
Test loaded object.
</member>
<member name="node" type="Node2D" setter="" getter="">
Test core object.
</member>
<member name="test_var" type="bool" setter="" getter="">
Test variable.
</member>
</members>
</class>
```
But scripts with the following modifications result in errors:
`test_class_with_preload.gd`
```gdscript
## Test loaded object.
var my_loaded_object := preload("res://my_node.gd").new()
## Test loaded texture.
var icon : Texture2D = preload("res://icon.svg")
```
```
SCRIPT ERROR: Parse Error: Preload file "res://my_node.gd" does not exist.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_preload.gd:6)
SCRIPT ERROR: Parse Error: Cannot infer the type of "my_loaded_object" variable because the value doesn't have a set type.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_preload.gd:6)
SCRIPT ERROR: Parse Error: Preload file "res://icon.svg" does not exist.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_preload.gd:9)
SCRIPT ERROR: Parse Error: Could not resolve type for variable "icon".
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_preload.gd:9)
```
`test_class_with_preload_script.gd`
```gdscript
const MyUnnamedNode := preload("res://my_unnamed_node.gd")
```
```
SCRIPT ERROR: Parse Error: Preload file "res://my_unnamed_node.gd" does not exist.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_preload_script.gd:5)
SCRIPT ERROR: Parse Error: Cannot infer the type of "MyUnnamedNode" constant because the value doesn't have a set type.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_preload_script.gd:5)
```
`test_class_with_class_name.gd`
```gdscript
## Test loaded object.
var my_loaded_object : MyNode = load("res://my_node.gd").new()
```
```
SCRIPT ERROR: Parse Error: Could not find type "MyNode" in the current scope.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_class_name.gd:6)
```
The MRP includes a scene with all the scripts attached to nodes to show that they will run without error. And they do show up correctly in the editor help section:

I also tried adding `--path <project-path>` to the command line, thinking it needed to load the project to find the dependencies, but that results in a different error:
```
SCRIPT ERROR: Parse Error: Class "MyNode" hides a global script class.
at: GDScript::reload (C:\Projects/DocToolsTest/my_node.gd:1)
SCRIPT ERROR: Parse Error: Class "TestClass" hides a global script class.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class.gd:1)
SCRIPT ERROR: Parse Error: Class "TestClassWithClassName" hides a global script class.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_class_name.gd:1)
SCRIPT ERROR: Parse Error: Class "TestClassWithPreload" hides a global script class.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_preload.gd:1)
SCRIPT ERROR: Parse Error: Class "TestClassWithPreloadScript" hides a global script class.
at: GDScript::reload (C:\Projects/DocToolsTest/test_class_with_preload_script.gd:1)
```
### Steps to reproduce
Download the MRP below and run Godot 4.1-stable with the command line arguments: `--doctool <output-path> --gdscript-docs <project-path>`
### Minimal reproduction project
[DocToolsTest.zip](https://github.com/godotengine/godot/files/12061396/DocToolsTest.zip)
| https://github.com/godotengine/godot/issues/79497 | https://github.com/godotengine/godot/pull/82116 | 1c10ff37b34e557afe0da0bdd6f7ae180201a533 | c12d63556b5c1da03a00dd4c45c40e60bd8d68c2 | "2023-07-15T12:44:51Z" | c++ | "2023-09-22T20:05:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,487 | ["modules/enet/enet_multiplayer_peer.cpp"] | Packet losses in reliable RPCs | ### Godot version
4.1 stable
### System information
Godot v4.1.stable - Artix Linux #1 SMP PREEMPT_DYNAMIC Thu, 03 Nov 2022 21:10:08 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (nvidia; 520.56.06) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)
### Issue description
I apologize in advance for the wall of text, you will lose 10 minutes of your life to even understand what's going on.
Context: I was making an online fully turn-based tactical card game (no timers)
Over the past months I have noticed some packet losses here and there, on **reliable** RPCs. This is a critical bug because it causes a desync I cannot catch (or must make a bloated wrapper to detect desyncs and resync, hence wasting months of work). Yet, these packet drops were not rare as they happened on less than 4 minutes of gameplay to get 1 packet loss (1 move desynced ggwp), as displayed in the screen recordings below.
So, the server sends an RPC to a client, but the message never arrives to client and ofc a desync between server and client(s) is achieved. I would love to debug it but the 2 debugging methods ([console log printing](https://github.com/godotengine/godot/issues/79482) + [watchdog variables](https://github.com/godotengine/godot/issues/79246)) are both bugged and I am also a pleb at wireshark.
Now, I tried to strip down my project heavily to get it to MRP form, I did my best, and focused exclusively on the scenario of the very start of the game, where enemy deck shows his second deck to the other player, where the cards are placed on the appropriate deck slot. (i apologize for the boring context, but its required for the screen recording of the bug)
The annoying thing and why I am writing this wall of text is that this bug's MRP is not deterministic. It just happens once in around 40 use-cases with this MRP, so I doubt anyone will figure out the root of the problem, but with the following screen recordings, its **at least proven that packets do get dropped on reliable RPCs**.
[See start and skip to 2:40](https://files.catbox.moe/mpr0do.mkv)
[Skip to 3:21](https://files.catbox.moe/07q5jv.mkv)
(The print messages shown^ are out of order because of [another bug with RPCs](https://github.com/godotengine/godot/issues/79482))
Ideally, I would have provided an MRP or use-case scenario where I automate RPCs via timer and basically count how many were sent from the client, and arrived to server, but I thought of this too late, and did it all by hand.
Note that I am using localhost, [without any packet jumbler of sorts](https://github.com/jagt/clumsy) so it makes no sense packets drop. Ofc, I have also tested on a real network via UPNP/Port Forwarding, and packets drop there too.
### Steps to reproduce
See both videos above, and also endure that you have to run the below scenario around 40 times to get a visible packet loss. Spam F5/F8.
1. Debug -> Run 3 Instances
2. Host with one of the instances and ignore this window
3. Join with player1
4. Join with player2
At this step, the old player must have the cards of the second deck **of the opponent** on the board. If the slot where these cards go is empty, then that's a packet loss as displayed via the print messages.
### Minimal reproduction project
[somewhat-rare-packet-loss.zip](https://github.com/godotengine/godot/files/12053767/somewhat-rare-packet-loss.zip)
| https://github.com/godotengine/godot/issues/79487 | https://github.com/godotengine/godot/pull/80293 | 40363a88bde046c5330781ad6cc7cee05f1b8c8b | e43ae7c039dc5f1f3ade3807dc88ad04109c9e1b | "2023-07-14T20:40:07Z" | c++ | "2023-08-07T12:53:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,478 | ["editor/editor_undo_redo_manager.cpp"] | `history_changed` events stop emitting when clicking the same inspector attribute twice. | ### Godot version
4.1 Stable
### System information
MacBook Ventura 13.4
### Issue description
Undo/Redo manager `history_changed` events stop being emitted when clicking on the same editor inspector property. This also stops creating Undo/Redo events, so "undo" actions stop working.
### Steps to reproduce
The steps to reproduce is kind of finnicky, but I was able to reproduce it with relative easy using the "position" propert:
- Click "Y" position and change it to any value; press Enter.
- Click the "Y" position again and change it to any value; press Enter.
- Click the "Y" position again (again), and change it to any value; press Enter.
On the third time changing the value, "history_changed" events stop being emitted. Checking the "History" tab, you'll see only the two events are logged (other changes in the position are not).
### Minimal reproduction project
This can be reproduced in any project, but I'm attaching a project with an addon that logs a "history_changed" event on the console so you know when it stops being emitted.
[HistoryIssue.zip](https://github.com/godotengine/godot/files/12053128/HistoryIssue.zip)
| https://github.com/godotengine/godot/issues/79478 | https://github.com/godotengine/godot/pull/79484 | 7bc8a52edf355caaf6069e58528f07a790dfa18c | 851bc640ddf7225a4b52bb15cc50c249df119953 | "2023-07-14T18:46:22Z" | c++ | "2023-07-16T12:42:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,473 | ["editor/plugins/tiles/tile_set_atlas_source_editor.cpp", "editor/plugins/tiles/tile_set_atlas_source_editor.h", "editor/plugins/tiles/tile_set_editor.cpp", "editor/plugins/tiles/tile_set_editor.h"] | Atlas Merging Tool not working | ### Godot version
4.1.stable
### System information
Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - Intel(R) HD Graphics 4600 (Intel Corporation; 20.19.15.5126) - Intel(R) Core(TM) i3-4330 CPU @ 3.50GHz (4 Threads)
### Issue description
When I try to join 68 images of 128x128 resolution in an atlas it returns a transparent 1x1 image
I tried using few images and it doesn't work either
It doesn't work either with 16x16, 32x32, 64x64 resolutions
- Google Translate :)
### Steps to reproduce
https://github.com/godotengine/godot/assets/136469511/ca5f64c2-f0c5-486f-a13e-b941ae2dea7d
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79473 | https://github.com/godotengine/godot/pull/79678 | 120abd12c2775968d86d83092885d517b59a6fe5 | a7ded904de7b07e8b339107cb768ffdbd5a503f4 | "2023-07-14T17:39:12Z" | c++ | "2023-08-28T13:02:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,463 | ["drivers/gles3/rasterizer_scene_gles3.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h", "servers/rendering/renderer_rd/storage_rd/forward_id_storage.h", "servers/rendering/renderer_rd/storage_rd/light_storage.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.cpp"] | Godot weird light issues | ### Godot version
v4.1.1.rc1.official [e709ad4d6]
### System information
Godot v4.1.1.rc1 - Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GT 630M () - Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz (4 Threads)
### Issue description
As you can see in the picture, there is something weird about the floor, and sometimes when i look at a light it the light dies

more info's:
max light pre object: 1024
max renderable lights : 256
### Steps to reproduce
when opening the game, only care about the "lvl 0 " scene, then when you respawn, go forward. and then you will see the floor error , and for the light error, its the same path except you will see to big blocks, stand front of them and look at a light.
### Minimal reproduction project
[Kenophobia remake.zip](https://github.com/godotengine/godot/files/12050073/Kenophobia.remake.zip)
| https://github.com/godotengine/godot/issues/79463 | https://github.com/godotengine/godot/pull/83493 | 8d7f3d6bc9a8ccf9c2e4080c45f4079103f3017e | 814de86494bb883592dac1d9c0dde5b27c9c79bb | "2023-07-14T11:55:00Z" | c++ | "2023-10-23T10:40:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,458 | ["doc/classes/Area2D.xml", "doc/classes/Area3D.xml", "scene/2d/area_2d.cpp", "scene/3d/area_3d.cpp"] | Node-based Area3Ds can't tell when overlapping with PhysicsServer instanced ones. | ### Godot version
v4.1.stable.official [970459615], Also tested on v3.5.2.stable.official [170ba337a]
### System information
Godot v4.1.stable - macOS 13.4.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
### Issue description
When creating Area3Ds using `PhysicsServer.area_create()`, an Area3D node doesn't see them in `get_overlapping_areas()`, (it returns `[]`). Interestingly, the Node Area3D's `has_overlapping_areas()` shows true at the correct time.
I have ensured that I am setting the correct collision layer & mask on both, and I have tried using `area_set_area_monitor_callback()` on the PhysicsServer area to no avail.
I tested and this also doesn't seem to be working in 3.5 (using the correct class names ofc), so this could be intended behaviour? Either way it would be really nice to be able to have these collisions detected without having to use PhysicsServer for everything.
### Steps to reproduce
Take a look at the projects uploaded. You can use the up/down arrow keys to move the Area3D node up and down, while the RichText gives info on what it's seeing.
### Minimal reproduction project
[Godot 4.1 PhysicsServer.zip](https://github.com/godotengine/godot/files/12047556/Godot.4.1.PhysicsServer.zip)
[Godot 3.5 PhysicsServer.zip](https://github.com/godotengine/godot/files/12047555/Godot.3.5.PhysicsServer.zip) | https://github.com/godotengine/godot/issues/79458 | https://github.com/godotengine/godot/pull/79460 | ee9ff6a52ce9f398682d7e7d64c2e9cd7e2ebc4d | 612791ef8b93e3b14307066ddfdc5c8df0d0c5c7 | "2023-07-14T07:46:15Z" | c++ | "2023-12-18T17:17:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,453 | ["scene/2d/node_2d.cpp", "scene/gui/control.cpp", "scene/main/canvas_item.cpp", "scene/main/canvas_item.h", "tests/scene/test_control.h", "tests/scene/test_node_2d.h", "tests/test_main.cpp"] | Node2D global_position does not update when set before it's added to the scene tree | ### Godot version
4.1 stable, 4.1.1 rc1
### System information
Windows 10, Forward +
### Issue description
When updating the global_position of a Node2D that's outside of the scene tree, the global_position does not update. I came across this issue because when I instantiate a scene, I usually set the instantiated object's properties before adding it to the scene tree. When I tried setting the global_position, I noticed the value seems to stay at (0,0). Interestingly, even though the global_position does not update, the position property does. Is it fine to update a node's (global) position when it's not inside the scene tree? Or should we not do this
Also possibly related to #75676
### Steps to reproduce
```gdscript
extends Node
func _ready() -> void:
var a = Node2D.new()
a.global_position = Vector2(1, 1)
assert(a.global_position == Vector2(1, 1))
```
The above assertion fails on 4.1 stable and 4.1.1 rc1, but succeeds on 4.0.2 and 4.0.3. I didn't test other versions besides these
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79453 | https://github.com/godotengine/godot/pull/80105 | b00796eb1af9257f9fda22839447f765b3193161 | 2c0a74a14938e053fc44e32b7fc134513c6f3bb5 | "2023-07-14T03:49:19Z" | c++ | "2023-08-28T10:03:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,449 | ["editor/debugger/script_editor_debugger.cpp", "modules/mono/glue/GodotSharp/GodotSharp/Core/DebuggingUtils.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs", "modules/mono/glue/runtime_interop.cpp"] | In C#, Polling for InputMap action that does not exist produces a difficult to debug error. | ### Godot version
v4.1.stable.mono.official [970459615]
### System information
Godot v4.1.stable.mono - macOS 13.4.1 - Vulkan (Mobile) - dedicated AMD Radeon Pro 5300M - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)
### Issue description
When polling for an InputAction that does not exist from C#, Godot produces the following error, which is so long that it is impossible to read on a normal display.
```
E 0:00:01:0823 Godot.NativeInterop.NativeFuncs.generated.cs:345 @ void Godot.NativeInterop.NativeFuncs.godotsharp_method_bind_ptrcall(IntPtr , IntPtr , System.Void** , System.Void* ): The InputMap action "Jump" doesn't exist.
```
The expected error in this case would be something along the lines of
```
Error: The InputMap action "Jump" doesn't exist.
```
But instead this is what the console ends up looking like:
<img width="1037" alt="image" src="https://github.com/godotengine/godot/assets/44267994/a64f7c29-706a-4b91-acab-09bf1ee789e5">
### Steps to reproduce
Poll an Action that does not exist in C#:
```
Input.GetActionStrength(action_name);
```
The resulting error should be very difficult to parse.
### Minimal reproduction project
This is a very simple error to reproduce (simply poll for a nonexistent Action with C#) so I don't think a reproduction project is necessary. | https://github.com/godotengine/godot/issues/79449 | https://github.com/godotengine/godot/pull/79280 | ae8f1015e0ce7c55bf795c4c70c8369a76303588 | 8b6c867c81f171f24d3daca5d6eb9d07fbd09f27 | "2023-07-13T23:28:12Z" | c++ | "2023-08-03T12:46:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,448 | ["scene/3d/reflection_probe.cpp"] | Vulkan: Reflection probe rendering breaks if Max Distance is greater than 262144 | ### Godot version
4.1.stable
### System information
Godot v4.2.dev (287f3aa4e) - Fedora Linux 38 (KDE Plasma) - Vulkan (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 535.54.03) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
### Issue description
Reflection probe rendering breaks if **Max Distance** is greater than 262144. This can be reproduced in both Forward+ and Mobile rendering methods. (Compatibility doesn't have reflection probes implemented yet.)
We can probably fix this by clamping the value in `set_max_distance()`, so that you can't set it to a value higher than 262144 (including with the inspector's `or_greater` hint). See also https://github.com/godotengine/godot/pull/61492.
### Max Distance = `262144`

### Max Distance = `262144.1`
*Notice how ambient light on the boxes appears slightly darker, as ambient is no longer generated correctly. It looks the same as the **Disabled** ambient mode.*

### Max Distance = `262144.1` + custom ambient color set to red
*Only the automatic ambient generation is broken, not the custom color shader.*

### Steps to reproduce
- Create a ReflectionProbe and two meshes with a reflective material to view its results.
- Set its **Max Distance** to `262144`. Notice the reflection and ambient light computation being functional.
- Set its **Max Distance** to `262144.1`. Notice the reflection and ambient light breaking.
### Minimal reproduction project
[test_reflection_probe_max_distance.zip](https://github.com/godotengine/godot/files/12045033/test_reflection_probe_max_distance.zip)
| https://github.com/godotengine/godot/issues/79448 | https://github.com/godotengine/godot/pull/82415 | 9f20a4a3917bca1776e598d4c2e4344762e3f552 | 79e9e201e89a0bc0bf971b275124a3b7dfc33b58 | "2023-07-13T23:08:08Z" | c++ | "2023-10-26T06:57:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,445 | ["editor/plugins/sprite_frames_editor_plugin.cpp"] | Unexpected behavior on SpriteFrames animation FPS config | ### Godot version
v4.1.stable.official.970459615
### System information
Vulkan API 1.2.231 - Forward Mobile - Using Vulkan Device #0: Apple - Apple M1 Max
### Issue description
When changing a specific animation (eg. animation_a) FPS if you click on another animation name (eg. animation_b), the new FPS value is assigned to both animations.
### Steps to reproduce
- Create two animations
- Select one animation
- Click on FPS input and change to a new value
- Click on another animation name
- Now both animation with have the same FPS value.
https://github.com/godotengine/godot/assets/3025661/89c406ac-a98b-4285-a586-831e9e9a5e13
### Minimal reproduction project
Doesn't need a specific project, just create a new project and a new AnimatedSprite2D and assign new sprite frames and follow above steps. | https://github.com/godotengine/godot/issues/79445 | https://github.com/godotengine/godot/pull/79692 | ee32ddb4d5a0d2477e96158c937793b3733c767f | 3cf1bc0a24e1c33c10825f2c6cc4867551fb9d1e | "2023-07-13T21:36:24Z" | c++ | "2023-10-05T20:47:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,441 | ["scene/main/viewport.cpp"] | Physics Mouse Picking happens in `SubViewport` even with `MOUSE_FILTER_IGNORE` | ### Godot version
v4.2.dev.custom_build [60f3b7967]
### System information
Debian Linux X11 Xfce
### Issue description
Physics Picking within a `SubViewport` happens with `InputEventMouse` even when mouse events are disabled via `SubViewportContainer.mouse_filter = Control.MOUSE_FILTER_IGNORE`
The problem is that passive hovering still happens in the `SubViewport` with `SubViewportContainer.mouse_filter = Control.MOUSE_FILTER_IGNORE`.
I assume that it is a regression from #78017.
This was initially reported as a side-effect in #79271, which got closed, because the main issue was resolved.
### Steps to reproduce
1. Load and run MRP
2. move mouse over Icon
I would expect, that the `Area2D` receives no `InputEventMouse`, however it gets `_input_event` and also mouse-entered and mouse-exited signals.
### Minimal reproduction project
[IgnorePassiveHover.zip](https://github.com/godotengine/godot/files/12044510/IgnorePassiveHover.zip)
| https://github.com/godotengine/godot/issues/79441 | https://github.com/godotengine/godot/pull/79443 | e25a3681335d4bc1534d0b6d90910d7f4a132675 | 1de9171c324741b1e50f2da2b3ffaeabae8ba36a | "2023-07-13T21:06:47Z" | c++ | "2023-07-26T16:40:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,412 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_parser.cpp", "modules/gdscript/tests/scripts/analyzer/features/export_enum_as_dictionary.gd", "modules/gdscript/tests/scripts/analyzer/features/export_enum_as_dictionary.out", "modules/gdscript/tests/scripts/utils.notest.gd"] | Exporting an enum sourced from a Resource doesn't work. | ### Godot version
4.1.stable
### System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.3141) - Intel(R) Core(TM) i7-10870H CPU @ 2.20GHz (16 Threads)
### Issue description
Loading constants from a resource should work fine. This is something I do in older versions (pre-3.0) since constants seem to still be only directly accessible by other scripts if they're part of an instance, otherwise I'd have to be calling static functions to get the constant values (yuck!). Even in 4.1, it's useful so that exported values can be tweaked from the inspector while still being treated as constants.
In this case, the issue came up because the plugin I'm writing is configured this way. Upon entering the tree, it ensures the configuration resources exist. An alternative might be to auto-generate a script extending the script containing the constants and overriding the values in the `_init` function, but there shouldn't be an issue with going through the Resource.
The only issue I've encountered is that exporting an enum doesn't work this way, it just shows a SpinBox as if I exported an integer. Loading the script just to get the enums while using the resource for everything else works, but it's not ideal.
Tiny update:
I tried assigning the type of `direction` more explicitly like this: `@export var direction: Constants.Direction = Constants.Direction.SOUTH`
And got these errors:
`Parse Error: "Constants" is a constant but does not contain a type.`
`Parse Error: Cannot use simple "@export" annotation because the type of the initialized value can't be inferred.`
### Steps to reproduce
Write a script named `constants.gd` containing the following code:
```GDScript
@tool
extends Resource
enum Direction {
WEST = 0,
EAST = 1,
NORTH = 2,
SOUTH = 3,
}
```
Create a new Resource named `constants.tres`, and assign this script to it.
Create a scene with a script associated, something like `character.gd`.
Copy this code to it:
```GDScript
@tool
extends Node3D
const Constants = preload( "res://constants.tres" )
const Direction = Constants.Direction
@export var direction := Direction.SOUTH
```
In the inspector, it should show an OptionButton with all the enum values, but instead, you'll only see "3".
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79412 | https://github.com/godotengine/godot/pull/79510 | 21b132616bf167bf42e019cf3b7757ca56ea28b3 | 971f678442a3754d4a2f1dd53b97a8e900fa9a4c | "2023-07-13T08:25:56Z" | c++ | "2023-09-20T11:09:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,391 | ["editor/editor_node.cpp"] | Godot 4.1 Copy System Info doesn't copy the correct rendering driver when using ```--rendering-driver opengl3``` and Compatibility engine | ### Godot version
4.1.1rc1
### System information
Godot v4.1.1.rc1 - Windows 10.0.19045 - OpenGL3 (Compatibility) - GeForce GT 630M () - Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz (8 Threads)
### Issue description
When I run Godot using ```--rendering-driver opengl3```, **Help > Copy System Info** reports that I am using the Vulkan rendering engine, producing a message like this: **_Godot v4.1.1.rc1 - Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GT 630M () - Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz (8 Threads)_**, where I would expect it to say **_OpenGl3 (Compatibility)_** in place **_Vulkan Compatibility_**.
### Steps to reproduce
1. Open Godot using ```--rendering-driver opengl3```
2. Switch to Compatibility rendering engine
3. Go to **_Help > Copy System Info_**
4. Paste the system info and see that it reports Vulkan to be the rendering driver
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79391 | https://github.com/godotengine/godot/pull/79416 | c528f1fc27c1f5edf932db5044acab3dd837d064 | 79a9e7956164742f2616ab74dc3855736b56ac16 | "2023-07-12T19:54:27Z" | c++ | "2023-07-18T11:28:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,389 | ["scene/2d/navigation_obstacle_2d.cpp"] | NavigationObstacle2D's not displayed correctly in editor | ### Godot version
4.1 stable
### System information
Windows 11 64bit
### Issue description
A dynamic `NavigationObstacle2D` with radius > 0 is not displayed properly in editor when setting it to a position other than the origin. The center of the avoidance circle is not at the correct position after switching scenes or hiding/showing the obstacle.
It looks like some transform is applied twice.
### Steps to reproduce
- create an empty 2D scene
- add a `NavigationObstacle2D` and change it's radius to something greater zero
- set it to a position other than the origin
- hide and show the obstacle or switch to another scene and back
- observe that the center of the avoidance circle is not longer at the correct position
### Minimal reproduction project
- | https://github.com/godotengine/godot/issues/79389 | https://github.com/godotengine/godot/pull/79392 | 177768a7e4c1c772eed62ea433439662953fd1fb | ab77d4494db03276cbe4329ea6e7e674a36fa044 | "2023-07-12T19:17:50Z" | c++ | "2023-07-14T16:49:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,380 | ["editor/editor_node.cpp"] | Missing word in alert popup | ### Godot version
v4.1.stable.official
### System information
Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon (TM) RX 480 (Advanced Micro Devices, Inc.; 31.0.14057.5006) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)
### Issue description
There is a missing word in an alert popup. Will include a screenshot.
The alert should read, "Missing file '(filename' or one of its dependencies".
Instead it reads, "Missing file '(filename' or one its dependencies".
(it's missing the word "of").
NOTE: THE IMPORT ERROR IS NOT THE ISSUE, ITS THE WORDING IN THE ALERT POPUP.
This report should be of LOW priority.
(p.s. If I'm missing any info you'll have to forgive me; this is my first issue/bug report.

### Steps to reproduce
Using your file manager, copy a scene with a script attached (just the .tscn and .gd files) into a different project's root res:// folder.
Then try opening the pasted scene and you will get the alert.
### Minimal reproduction project
N/A requires two projects. | https://github.com/godotengine/godot/issues/79380 | https://github.com/godotengine/godot/pull/79381 | 6c4f85a879cc0641ac23d58c33b311e9f35ef4b4 | 60f3b7967cbd00b4e1f52d33d372646f7bec02f6 | "2023-07-12T14:18:52Z" | c++ | "2023-07-12T19:03:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,379 | ["editor/editor_node.cpp"] | Godot 4.1 crashes on simple plugin print statement | ### Godot version
v4.1.stable.official [970459615]
### System information
MacOS Big Sure 11.3
### Issue description
I got a bug report on my project and then did a deeper analysis to find the rootcause of Godot crashing on exit.
https://github.com/MikeSchulze/gdUnit4/issues/225
short story
- i removed all classes and resources step by step but still crashs at Godot exit
- finally i find out a simple print statement in the `func _exit_tree():` let the editor crash at exit.
### Steps to reproduce
Step one
- Create a new Project
- Create a new plugin over the editor provided plugin creation tool
- activate and exit ... works
Step two
- open the `plugin.gd` and add a print statement to `func _exit_tree():`
```
@tool
extends EditorPlugin
func _enter_tree():
# Initialization of the plugin goes here.
pass
func _exit_tree():
prints("_exit_tree")
# Clean-up of the plugin goes here.
pass
```
- close/restart the editor is crashing at exit
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/79379 | https://github.com/godotengine/godot/pull/80161 | f415200323d0684942184818ab0fecdb994b54d8 | 79f6ac5cd5809e559477c97e89a2f7efb8d82ab2 | "2023-07-12T14:11:25Z" | c++ | "2023-08-02T19:37:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,372 | ["scene/resources/animation.cpp"] | tween_property on a "Basis" property doesn't change its value until the end of the duration | ### Godot version
4.1.stable
### System information
Ubuntu 22.04
### Issue description
When using a Tween with tween_property on a property of class `Basis`, it doesn't seem to update its value. It only changes at the end of the tweening. This issue wasn't in 3.5 for me, and I found [this 3 month old conversation](https://www.reddit.com/r/godot/comments/12bt6us/issue_bug_trying_to_tween_basis_of_a_cube_in/) about the issue.
### Steps to reproduce
Try to tween a `Basis` property, or just run the code bellow
### Minimal reproduction project
This simple code will print the same values for five seconds and then the final value, the tweening doesn't occur.
```
extends Node
var basis = Basis(Vector3.RIGHT, Vector3.UP, Vector3.BACK)
var target_basis = Basis(Vector3.LEFT, Vector3.DOWN, Vector3.FORWARD)
func _ready():
create_tween().tween_property(self, "basis", target_basis, 5.0)
func _process(delta):
print(basis)
``` | https://github.com/godotengine/godot/issues/79372 | https://github.com/godotengine/godot/pull/79426 | ac16c2696e99cec92febb461e6e69f61a3891c9e | 16565fb630b7e1df1ce789573738c3b155490354 | "2023-07-12T12:34:17Z" | c++ | "2023-07-14T16:50:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,371 | ["scene/main/viewport.cpp"] | Chance of crash when Control overrides mouse input on Area2D | ### Godot version
4.0.3.stable
### System information
Windows 10/11
### Issue description
I want the player's cursor to change when highlighting pickable Area2Ds; to do this, I have the areas modify the `mouse_default_cursor_shape` property on an external Control when the mouse enters or exits. If another Control appears in front of the Area2D while the mouse is over it, there is a chance that the project will crash.
Nothing prints to the IDE's output on this crash. If running the editor with console, then
```
ERROR: Condition "slot >= slot_max" is true. Returning: nullptr
at: get_instance (./core/object/object.h:972)
```
will sometimes appear alongside the crash. If it appears, it always appears twice.
When I run a debug build of the editor through WinDbg, WinDbg will catch the following exception:
```
(3b58.2aac): Access violation - code c0000005 (!!! second chance !!!)
godot_windows_editor_x86_64!ObjectDB::get_instance [inlined in godot_windows_editor_x86_64!Viewport::_cleanup_mouseover_colliders+0x6f]:
00007ff6`ac254a1f 488b5310 mov rdx,qword ptr [rbx+10h] ds:cccccccc`c31c419b=????????????????
```
When using this method, the exception is not random; it always occurs on the first attempt.
### Steps to reproduce
- Open the minimal reproduction project in the editor.
- Run the project.
- Click on the Area2D (you'll want visible collision shapes on).
- A full-screen button will pop up. If the game does not crash at this point, clicking the button will hide it so you can try again. It should crash within a few seconds of mashing.
### Minimal reproduction project
[Crash Test.zip](https://github.com/godotengine/godot/files/12027772/Crash.Test.zip)
| https://github.com/godotengine/godot/issues/79371 | https://github.com/godotengine/godot/pull/81006 | 6636ccc3eaebb9afb97b3f49d71dcacd348c66e2 | 8b8b6d1e87e7546193743d10dc23a1b004c0c679 | "2023-07-12T12:23:23Z" | c++ | "2023-08-28T13:04:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,365 | ["modules/websocket/library_godot_websocket.js"] | [Web] `WebSocketPeer.get_close_reason()` always returns empty string. | ### Godot version
4.1 and master
### System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce RTX 2050 (NVIDIA; 31.0.15.2656) - 12th Gen Intel(R) Core(TM) i5-12500H (16 Threads)
### Issue description
```gdscript
extends Control
var socket = WebSocketPeer.new()
# test on https://www.piesocket.com/websocket-tester
const WEBSOCKET_TEST_URL = "wss://demo.piesocket.com/v3/channel_123?api_key=123"
func _ready():
set_process(false)
func _on_connect_pressed():
set_process(true)
$Connect.disabled = true
socket.connect_to_url(WEBSOCKET_TEST_URL)
func _process(delta):
socket.poll()
var state = socket.get_ready_state()
if state == WebSocketPeer.STATE_OPEN:
while socket.get_available_packet_count():
print("[WS]Packet: ", socket.get_packet().get_string_from_utf8())
socket.close(1000, "my reason")
elif state == WebSocketPeer.STATE_CLOSED:
var code = socket.get_close_code()
var reason = socket.get_close_reason()
print("[WS]Closed. code: %d, reason: %s" % [code, reason])
set_process(false)
$Connect.disabled = false
```
On Windows(expected):
```
[WS]Packet: {"error":"Unknown api key"}
[WS]Closed. code: 1000, reason: my reason
```
On Web:
```
[WS]Packet: {"error":"Unknown api key"}
[WS]Closed. code: 1000, reason:
```
### Steps to reproduce
Connect to WebSocket and then close it to get reason text. See reproduction below.
### Minimal reproduction project
[web_websocket_bug.zip](https://github.com/godotengine/godot/files/12025837/web_websocket_bug.zip) | https://github.com/godotengine/godot/issues/79365 | https://github.com/godotengine/godot/pull/79407 | ee118e7ffd97f478de73f4b344fddc0203ef7cca | 5e9d096f06fb2fc78723e6a764478839d5163931 | "2023-07-12T08:47:32Z" | c++ | "2023-10-13T09:42:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,360 | ["modules/noise/noise_texture_3d.cpp", "modules/noise/noise_texture_3d.h"] | Adding a NoiseTexture3D within a VisualShader crashes Godot | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Windows 10.0.22621 (this is what "copy system info" says, but I'm running Windows 11 Home) - Vulkan (Compatibility) - NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3168) - 12th Gen Intel(R) Core(TM) i7-12700F (20 Threads)
### Issue description
Adding a NoiseTexture3D to a Visual Shader crashes Godot.
### Steps to reproduce
- In a new project, create a "MeshInstance3D"
- Set the mesh to any mesh that has the "Surface Material Overide" property (New BoxMesh for instance)
- In said property, create a "New ShaderMaterial"
- Set the ShaderMaterial's shader to a new shader, with the type: "VisualShader"
- Edit the VisualShader
- Add a Texture3D node
- Set the texture to "New NoiseTexture3D"
Godot then crashes (note, the crash takes place even if you remove the "MeshInstance3D")
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79360 | https://github.com/godotengine/godot/pull/80407 | 0ce1ca4677ad4d9b5952747f7940e712d561655e | ff1f50f952c4eb9f7877ef6d4b6d79dc8c947810 | "2023-07-12T06:55:30Z" | c++ | "2023-08-08T15:01:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,348 | ["platform/windows/display_server_windows.cpp"] | Color Picker Eyedropper does not pick the same Color as getting the Color from the image data | ### Godot version
4.1
### System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 30.0.101.1660) - 12th Gen Intel(R) Core(TM) i7-1260P (16 Threads)
### Issue description
I made an image with only one color and no partially transparent tiles. When I get the list of all colors through code, I get one color. When I use the eyedropper on a color picker to get the same color, the color is different. For example, using a color of 23674e gets me (0.1373, 0.4039, 0.3059, 1) as the color from the image data, and (0.1367, 0.4023, 0.3047, 1) as the color from the color picker eyedropper. This is not close enough for `Color.is_equal_approx` to count it as the same color.
### Steps to reproduce
1. Make an image
2. Get an array of colors from the image via the Image class
3. Get a color from the image via the Color Picker eyedropper
4. The color isn't in the array.
### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12017629/test.zip)
| https://github.com/godotengine/godot/issues/79348 | https://github.com/godotengine/godot/pull/79350 | 5ae617627d71bc0773c6493b728d45cc8410f32b | 88c1e0d528ede5b76cdbc45c61fbb826d5f9d5ab | "2023-07-11T17:49:59Z" | c++ | "2023-07-21T15:54:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,339 | ["modules/gdscript/gdscript_editor.cpp"] | Static vars don't autocomplete when referencing class | ### Godot version
v4.1.stable.official [970459615]
### System information
Windows 10.0.19045
### Issue description
Static vars don't autocomplete when referencing class
This is useful when getting static variables of one class from a different class
### Steps to reproduce
```gdscript
class_name CustomClass
static var Variable : int = 10
func _process(delta):
Variable #Valid, Does Autocomplete
CustomClass.Variable #Valid, Doesn't Autocomplete
```
```gdscript
class_name DifferentClass
func _process(delta):
CustomClass.Variable #Valid, Doesn't Autocomplete
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79339 | https://github.com/godotengine/godot/pull/83150 | 3126001ef061f1d6683e8a83f0050b246b0ec1ed | 2c79bc686e2d7c0e42c86ea2ef01d2618df8bb91 | "2023-07-11T13:23:12Z" | c++ | "2023-10-11T20:44:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,338 | ["scene/gui/color_picker.cpp"] | Allow HTML color codes surrounded by spaces in the color picker | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Pop!_OS 22.04 LTS - Vulkan (Compatibility) - NVIDIA GeForce MX350 (nvidia; 525.116.04) - 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz (8 Threads)
### Issue description
When I use the color picker to change a color, I can paste an HTML color code or write it myself. I can also prefix my text with a `#` — the color picker will accept it as a valid color and update the corresponding element with that color. This is especially useful when I copy an HTML color code from a color palette like the one on lospec.com, since they always have a hash in front of them.
However, I cannot paste HTML color codes with surrounding spaces into this text box, even though the color code (without the spaces) is valid.
I would definitely call this behaviour a bug, since other programs like Affinity Designer, Blender or Gimp are very permissive about the input of HTML color codes. Or according to Jon Postel, *Be conservative in what you send, be liberal in what you accept.*
### Steps to reproduce
Preparation:
1. create a new Godot project
2. create a new 2d scene
3. add a ColorRect node.
4. open the color picker for the color attribute in the inspector tab.
Explore the bug:
1. enter a valid HTML color code like `000` (black) => color is updated.
2. enter a valid HTML color code like `#fff` (white) => color is updated.
3. enter a valid HTML color code with leading space, for example ` #000` => color is not updated.
4. enter a valid HTML color code like `#000`(black) => color is updated.
5. enter a valid HTML color code with surrounding spaces, e.g. ` fff ` => color is not updated.
6. enter a valid HTML color code like `fff`=> color is updated.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79338 | https://github.com/godotengine/godot/pull/79782 | 3ca4943fdc31225c1d9327e19cb0d9cb93a01d44 | d06779cc07b92429df48bb84b58caa7c83c920ca | "2023-07-11T13:07:33Z" | c++ | "2023-07-24T17:33:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,327 | ["doc/classes/HTTPClient.xml", "platform/web/http_client_web.cpp", "platform/web/http_client_web.h", "platform/web/js/libs/library_godot_fetch.js"] | Web export HTTPRequest returns RESULT_CANT_CONNECT when API uses compression | ### Godot version
v4.1.stable.official [970459615]
EDIT: Also v4.1.1.stable.official [bd6af8e0e]
### System information
Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-7400 CPU @ 3.00GHz (4 Threads)
### Issue description
Using HTTPRequest `request()` on a Web export with `accept_gzip = false` on an API that can use compression results in a RESULT_CANT_CONNECT error `[2, 0, [], []]`. This does not happen on any other export nor can I find a reason for it to fail as the API in question can also return uncompressed data if the `Accept-Encoding` header is not used.
### Steps to reproduce
```
var http:HTTPRequest = HTTPRequest.new()
add_child(http)
http.accept_gzip = false
http.request("https://dev.playkantti.fi/ok.php")
var result = await http.request_completed
print(result)
```
The result of this code will be normal on every export except on Web where it will be `[2, 0, [], []]`. You can also use the project and web export below to try it out. It's a bit more visual than the code above.
### Minimal reproduction project
Web export: https://dev.playkantti.fi/
Project: [NetworkTest.zip](https://github.com/godotengine/godot/files/12013294/NetworkTest.zip) | https://github.com/godotengine/godot/issues/79327 | https://github.com/godotengine/godot/pull/79846 | ee06d3e83ff16489cd4690dd972bc402ef9400af | bec47cdbbc4aae37f8cb44c5d6169cf99117da55 | "2023-07-11T10:00:02Z" | c++ | "2023-07-24T17:33:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,300 | ["CHANGELOG.md", "doc/classes/ResourceLoader.xml"] | `ResourceLoader::get_dependencies` breaking change in 4.1 | ### Godot version
v4.1.stable.official [970459615]
### System information
Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon (TM) RX 470 Graphics (Advanced Micro Devices, Inc.; 31.0.12027.9001) - AMD FX(tm)-8300 Eight-Core Processor (8 Threads)
### Issue description
`ResourceLoader::get_dependencies` returns a `PackedStringArray` with the resource's dependencies.
In **4.0.3**, each string is in the following format:
**uid://dvddbduy2au8w**.
But in **4.1**, each string is in the following format:
**uid://dvddbduy2au8w::::res://scenes/main_menu/main_menu_btn_pressed_style.tres**.
The change causes some errors that did not happen previously:
1. When fetching dependencies recursivelly, using the new output as input to `ResourceLoader::get_dependencies`;
2. When trying to load the new ouput with ``ResourceLoader::load``.
### Steps to reproduce
Run the **main** scene of the MRP.
### Minimal reproduction project
[get_dependencies.zip](https://github.com/godotengine/godot/files/12004931/get_dependencies.zip) | https://github.com/godotengine/godot/issues/79300 | https://github.com/godotengine/godot/pull/79306 | 23318e877890029f35856036b9c4e0bfa09cacc6 | aa353df8cb4cd4d767f83a9bc2f1c9b8996b4347 | "2023-07-10T17:05:40Z" | c++ | "2023-07-12T11:03:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,292 | ["scene/gui/tree.cpp", "scene/gui/tree.h"] | The tree in the Scene dock has noticeable lag further down you scroll in 4.1 | ### 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 1050 Ti (NVIDIA; 31.0.15.3179) - AMD Ryzen 3 3200G with Radeon Vega Graphics (4 Threads)
### Issue description
I have a scene with a large amount of InstanceMesh3D, StaticBody3D which are in a Map node. This scene does not cause any lags for me, but as soon as I expand the Map node, my scene starts to lag and it is impossible to work with the project at all. Before that I moved my project from 4.0.2.stable to 4.1.stable. The previous version did not cause such problems.
### Steps to reproduce
Create a scene of over +500 MeshInstance3D with any shape that is in a Node3D node. Try to open and close Node3D and you will see the performance drop.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79292 | https://github.com/godotengine/godot/pull/79325 | bf8069e80100b27b390c8e393bba04fcec961000 | ad2295e35b755295eaddf3102567c1e27985c2f4 | "2023-07-10T15:16:19Z" | c++ | "2023-08-04T14:59:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,276 | ["SConstruct", "editor/project_converter_3_to_4.cpp", "editor/project_manager.cpp", "modules/gdscript/gdscript_parser.cpp", "modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out", "platform/uwp/export/export_plugin.cpp"] | Version number in conversion prompt is 4.0 but might be current version, or 4.x | ### Godot version
4.1.stable.flathub
### System information
Ubuntu 22
### Issue description
I'm converting my project and just caught the version 4.0 in _`"to work in Godot 4.0"`_ instead of current version. I'm not sure if it's intended but I feel like it would make more sense to have current version or just 4.x

### Steps to reproduce
Try converting a project to Godot 4 from Godot 3
### Minimal reproduction project
Default Godot 3 project opened with Godot 4 | https://github.com/godotengine/godot/issues/79276 | https://github.com/godotengine/godot/pull/79277 | 232611b44795834bdcb6352f20a1c03054201957 | b8ed596769d2114797015833ce86f86ee872ecfa | "2023-07-10T10:55:42Z" | c++ | "2023-07-10T11:18:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,263 | ["core/input/input.cpp", "core/input/input.h"] | Controller Triggers stay pressed on Android | ### Godot version
4.1.stable
### System information
Android 12, OneUI 4.1, Galaxy S10e | Godot 4.1.stable
### Issue description
### Description
On Android, Controller Triggers once pressed, stay pressed until the game is restarted
### Video:
On Windows - everything works as intended.
https://github.com/godotengine/godot/assets/78328941/ee7976ab-b35a-4f91-888b-f3774c42e1b0
On Android - Once a Trigger is pressed, it stays pressed (Inverted triggers is a separate issue).
https://github.com/godotengine/godot/assets/78328941/981b514a-1c17-4490-9313-f72d89dec4d4
### The Setup
Input Map

Scene


Code

### Steps to reproduce
1. Set up triggers in Input Map
2. Make them do anything...
3. Export to Android
4. Press the Trigger, and thing only happens once, even if pressed multiple times.
### Minimal reproduction project
[controller trigger test.zip](https://github.com/godotengine/godot/files/11996634/controller.trigger.test.zip)
| https://github.com/godotengine/godot/issues/79263 | https://github.com/godotengine/godot/pull/81322 | f333e4acf5b9cb04b3fba5dfc554107295db87b1 | e6e9b04aab254da5fb09f9548153f0a21c418a43 | "2023-07-10T00:29:28Z" | c++ | "2023-10-20T20:02:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,255 | ["editor/gui/scene_tree_editor.cpp"] | Dragged nodes have no icon size limit in script editor | ### Godot version
4.1
### 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/2223172/3c8ee782-9d5f-42e3-a70f-d2aa59a233dd
We correctly clamp the size to 16x16 everywhere except here (probably).
### Steps to reproduce
1. Add a class with custom icon, e.g.
```GDScript
@icon("res://icon.svg")
extends Node
class_name Icon
```
2. Add it to scene
3. Open Script Editor and drag the node to script editor
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79255 | https://github.com/godotengine/godot/pull/79283 | f53329d045ac51ba37c54e7d52c2e6f30273a269 | bec5650a5f1378b7603a79b9d7c4ff94a9c3f40a | "2023-07-09T20:46:32Z" | c++ | "2023-07-12T15:16:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,247 | ["modules/gdscript/editor/gdscript_docgen.cpp"] | Generated documentation show all arrays as untyped | ### Godot version
4.1.stable
### System information
Linux 5.10.181-2-MANJARO
### Issue description
A class with a function defined like this:
```gdscript
class_name Foo extends Node
func my_func(arr: Array[int]) -> Array[int]:
return arr
```
Will show up in the docs as:

Whereas i'd expect it to show up as
```
Array[int] my_func(arr: Array[int])
```
The same seems to be true for properties.
### Steps to reproduce
1. Add script
```gdscript
class_name Foo extends Node
func my_func(arr: Array[int]) -> Array[int]:
return arr
```
2. open class `Foo` in help
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79247 | https://github.com/godotengine/godot/pull/80745 | 56dd0edf588fb72f38c02d81dfda08bc3df8e313 | 9becff0c54ffb5aee65d0abef6443cdf2b01dfbb | "2023-07-09T17:45:07Z" | c++ | "2023-08-21T06:22:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,242 | ["scene/resources/animation.cpp"] | Tweening `Transform2D` borken when initial scale is not `(1, 1)` | ### Godot version
v4.1.stable.official [970459615] < Steam
### System information
Godot v4.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)
### Issue description
When a tween is performed on a `Transform2D`, where the starting value has a scale which isn't `(1, 1)`, both the position and scale of the intermediate values will be incorrect. However, the correct transform will be applied at the end of the tween:
https://github.com/godotengine/godot/assets/441188/d190e224-3212-457a-9ba6-563b09abe930
### Steps to reproduce
Eg:
```
var tween := create_tween()
var start := Transform2D(Vector2.RIGHT, Vector2.DOWN, Vector2(100,100)) * 0.5
var end := Transform2D(Vector2.RIGHT, Vector2.DOWN, Vector2(200, 100))
(tween.tween_property($Tweened, "transform", end, 2.0)
.from(start)
)
```
### Minimal reproduction project
Single self-contained scene. Click to start the tween:
[tween_transform2d.zip](https://github.com/godotengine/godot/files/11995298/tween_transform2d.zip)
| https://github.com/godotengine/godot/issues/79242 | https://github.com/godotengine/godot/pull/79279 | 0231611ee025d98709e6ccd99345069aa2070b70 | de14f09c1d903c808a50aab7b04574ca44e6016d | "2023-07-09T14:06:27Z" | c++ | "2023-07-14T16:49:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,235 | ["doc/classes/SubViewportContainer.xml", "doc/classes/Viewport.xml", "scene/gui/subviewport_container.cpp", "scene/gui/subviewport_container.h", "scene/main/viewport.cpp"] | `InputEventKey` not reaching focused Control when embedding Windows inside SubViewports | ### Godot version
v4.2.dev.custom_build [c3b0a92c3]
### System information
Debian Linux X11 Xfce
### Issue description
In the following scene tree it is not possible to write anything in `LineEditB`.

I would expect, that it is possible to focus `LineEditB` with a mouse click and write into it.
Regression from #58334
### Steps to reproduce
1. Load and run MRP
2. Mouse Click into the left LineEditB
3. Type Keyboard => No letters appear in the LineEditB
Variant:
1. Load and run MRP
2. Mouse Click into the right LineEditA
3. Mouse Click into the left LineEditB
4. Type Keyboard => Letters appear in LineEditA instead of LineEditB
### Minimal reproduction project
[BugKeyInputRouting.zip](https://github.com/godotengine/godot/files/11994804/BugKeyInputRouting.zip)
| https://github.com/godotengine/godot/issues/79235 | https://github.com/godotengine/godot/pull/79248 | 921776f0a505ca3328356c3ae8978109815bc65b | 67873d0d5da011995cee1043c46bada1857395ae | "2023-07-09T09:17:38Z" | c++ | "2023-07-26T16:39:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,227 | ["scene/resources/packed_scene.h"] | The Updating Scene popup pops up constantly when switching scenes | ### Godot version
v4.2.dev.custom_build [ec395516e]
### System information
Linux Mint 21.1 (Vera) - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (nvidia; 515.105.01) - Intel(R) Core(TM) i5-7300HQ CPU @ 2.50GHz (4 Threads)
### Issue description
When the sub-scene is saved and closed, if it automatically switches to the main scene, then opens the sub-scene again. Later, every time you switch to the main scene, the **Updating Scene** popup will pop up.
```diff
diff --git a/editor/editor_data.cpp b/editor/editor_data.cpp
index af7163eec1..3e08b2f02f 100644
--- a/editor/editor_data.cpp
+++ b/editor/editor_data.cpp
@@ -662,6 +662,7 @@ bool EditorData::_find_updated_instances(Node *p_root, Node *p_node, HashSet<Str
if (!checked_paths.has(path)) {
uint64_t modified_time = FileAccess::get_modified_time(path);
if (modified_time != ss->get_last_modified_time()) {
+ print_line(p_root, p_node, ss, ss->get_last_modified_time(), modified_time);
return true; //external scene changed
}
```
In later switches, `ss->get_last_modified_time()` keeps returning `0`.
```output
Main:<Node2D#1762429819445> Sub:<Node2D#1762446543234> <SceneState#-9223370274575945336> 1688862627 1688863516
Main:<Node2D#2462106842463> Sub:<Node2D#2462123619739> <SceneState#-9223369575788120694> 0 1688863516
Main:<Node2D#2677157197217> Sub:<Node2D#2677173974273> <SceneState#-9223369575788120694> 0 1688863516
Main:<Node2D#2781830246877> Sub:<Node2D#2781847025065> <SceneState#-9223369575788120694> 0 1688863516
```
### Steps to reproduce
1. Open MRP, and make sure the main scene and sub scene are opened;
2. Switch to sub scene, save the scene, and close;
3. With switching to the main scene, the **Updating Scene** pop-up window will appear automatically;
4. Open the sub scene again, and switch between the main scene and the sub scene. Whenever you switch to the main scene, the **Updating Scene** pop-up window will appear.
https://github.com/godotengine/godot/assets/30386067/3bf45b6f-ac8c-4188-8158-9e5e2130bd88
### Minimal reproduction project
[update-scene-issue.zip](https://github.com/godotengine/godot/files/11992813/update-scene-issue.zip)
| https://github.com/godotengine/godot/issues/79227 | https://github.com/godotengine/godot/pull/79237 | e4be11b2733f2cbb213a2146d606d0839b38a236 | aa2a4d23d8cab912235b7f9445f6c0ed214c02d9 | "2023-07-09T00:44:15Z" | c++ | "2023-07-10T08:36:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,210 | ["scene/gui/file_dialog.cpp"] | Save button of FileDialog keeps disabled after changing file_mode. | ### Godot version
v4.1.stable.official [970459615]
### System information
Windows 10
### Issue description
When changing the `file_mode` of `FileDialog` from "Open File" to "Save File" via code the "Save" button keeps disabled until a file or folder is selected if the "Open" button was disabled before.
Basically the button activity has to be updated when `file_mode` is changed. I have made the change already but the last time I opened an PR without an issue some people requested I open one. So here you are!
### Steps to reproduce
- Open the MRP and start it
- click anywere to open the dialog
- after 10 seconds the dialog changes file_mode
- if the button is disabled before the change it is as well after it
### Minimal reproduction project
[file_dialogue_test.zip](https://github.com/godotengine/godot/files/11991311/file_dialogue_test.zip)
| https://github.com/godotengine/godot/issues/79210 | https://github.com/godotengine/godot/pull/79211 | 1453dc9d5dea8934f26d157b78aa8ed3b7a8a500 | 1017077b7fc34672ab0ee3680c1db9f495cb5ce6 | "2023-07-08T16:50:05Z" | c++ | "2023-07-09T10:24:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,190 | ["doc/classes/RenderingServer.xml", "servers/rendering/rendering_server_default.cpp"] | Calling force_draw from a thread crashes compatibility renderer | ### Godot version
v4.1.stable.official.970459615
### System information
Windows 10 OpenGL API 3.3.0
### Issue description
Calling force_draw from a thread crashes compatibility renderer. Not sure if bug or this is not something that we should be doing, but it seems to not cause any issue with mobile/desktop forward+ renderer. Reason why i do this because it lets the engine run at a higher frame rate than the renderer.
### Steps to reproduce
🧵
### Minimal reproduction project
[forcedraw.zip](https://github.com/godotengine/godot/files/11988748/forcedraw.zip)
| https://github.com/godotengine/godot/issues/79190 | https://github.com/godotengine/godot/pull/82953 | 0481a0b8b3f8db1f2cb4c341eab870782f34815e | dfe0f584b40d47a6c5209419c1407c92bb4d6b23 | "2023-07-08T06:43:04Z" | c++ | "2023-12-08T14:22:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,159 | ["editor/editor_file_system.cpp", "modules/mono/csharp_script.cpp"] | 4.1 Mono Regression - Export via CLI is broken (not saving all required resources) | ### Godot version
v4.1.stable.mono
### System information
Windows 11
### Issue description
The automated build system I set up (via Gitlab CI/CD) for exporting my game is no longer working in 4.1.
The `.pck` file generated during export is orders of magnitude smaller than I'd expect, and the game doesn't get past the first frame of the splash screen due to the lack of resources. I've noticed the `savepack` part of the export process seems to skip some steps...
```
savepack: begin: Packing steps: 102
savepack: step 2: Storing File: res://build/springdash.ico
savepack: step 102: Storing File: res://.godot/global_script_class_cache.cfg
savepack: step 102: Storing File: res://icons/spring_dash.png
savepack: step 102: Storing File: res://.godot/uid_cache.bin
savepack: step 102: Storing File: res://project.binary
```
Exporting through the UI works as expected, but exporting via CLI (e.g. via something like `godot4 --export-release windows-64bit export/test.exe`) results in the issue described above.
### Steps to reproduce
- Setup a basic project that relies on some resources (e.g. an image) in Godot 4.1 (or use the one provided)
- Export via the UI and notice that it works
- Export via the CLI and notice that it doesn't, and the `.pck` file is either not present or much smaller than expected
### Minimal reproduction project
[export-cli.zip](https://github.com/godotengine/godot/files/11983031/export-cli.zip)
| https://github.com/godotengine/godot/issues/79159 | https://github.com/godotengine/godot/pull/79173 | bdcbfd71a87f446b9742d690d92838aad16f2bcb | 157973ad5e44c20249b8f68d3b96945585610491 | "2023-07-07T14:33:54Z" | c++ | "2023-07-08T16:23:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,153 | ["modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript_compiler.cpp"] | Project broken following upgrade from 4.0.3 - "Parser Error: Identifier not found: (x)" error on all child classes from a global script class | ### Godot version
4.1 Stable
### System information
Linux Mint 21.1 - Godot 4.1 Stable - Vulkan (Forward+) - i7-12700K - RTX 2060
### Issue description
Hi folks!
My project worked back on Godot 4.0.3 but since upgrading to 4.1 the project instantly crashes when testing, with the parser reporting that it was unable to find pretty much all inherited members with the following error:
Parser Error: Identifier not found: [variable name here]
My characters are currently made up of three classes, starting with Actor_Base inheriting from CharacterBody3D, then two child classes named Actor_Simple and Actor_Player_NPC inheriting from Actor_Base, which can be found in the project’s Scripts/Actors folder.
To explain the problem, two members inherited from Actor_Base that first manifested this problem in my child classes after upgrading were “ActorActive” and “ActorAlive”, both of which appear to be correctly recognised as inherited members from Actor_Base in child scripts by the editor’s script parser, but no longer seem to be detected as inherited members by the in-game script parser, instantly causing a crash.
Commenting out each now-offending variable call revealed it appears to have a problem with pretty much every member inherited from my custom parent class. Putting “self.” at the start of each call appeared to work around the issue, but this meant that another script/node that instances these actors broke as it was unable to access and set the inherited “ActorDefinition” resource member.
As even the editor’s script parser can’t find any issues with these scripts, I am at a loss for what’s happened here.
_Unfortunately as I can’t guarantee that I can reproduce the same symptoms for the same reasons on a minimal project, I have included the entire project as the Minimal Reproduction Project._
To reiterate, the project worked just fine back on 4.0.3, but has completely broken since the upgrade, with this issue backporting to 4.0.3 and thus leaving me stranded. I have also tried to start a new project and copy the original files in, which produced the same results.
Any help is greatly appreciated!
-CFR
### Steps to reproduce
Run test on included project
### Minimal reproduction project
[TPAction_Broken_GH.zip](https://github.com/godotengine/godot/files/11981632/TPAction_Broken_GH.zip)
| https://github.com/godotengine/godot/issues/79153 | https://github.com/godotengine/godot/pull/79205 | 5954c58ee1912d6ddceb165edfc27cc6084a4fa2 | 2c552140686b5366e48c61a1a15001f15359cccc | "2023-07-07T12:02:43Z" | c++ | "2023-07-17T17:15:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,149 | ["editor/plugins/sprite_frames_editor_plugin.cpp", "editor/plugins/sprite_frames_editor_plugin.h"] | Switch animation while renaming other animation in SpriteFrames crash | ### Godot version
v4.0.3.stable.mono.official [5222a99f5]
### System information
6.1.31-2-MANJARO
### Issue description
In the SpriteFrames in the bottom panel, while editing animation name, Godot crashes (freezes for a short moment then quits) if you switch to another animation (to rename) without entering enter to the currently being-edited (while it has text focus) animation name.
### Steps to reproduce
1. Create SpriteFrames for AnimatedSprite2D node and create atleast two animations.
2. Try to rename one. While editing that one, don't press enter and switch to rename the other. (while the previous still has focus). Make sure to add or delete atleast one new letter while editing
3. It crashes from here
### Minimal reproduction project
[SpriteFrameNameCrash.tar.gz](https://github.com/godotengine/godot/files/11981249/SpriteFrameNameCrash.tar.gz)
| https://github.com/godotengine/godot/issues/79149 | https://github.com/godotengine/godot/pull/81643 | 680b59954ba57eedeeb81fc456ea72df4888a9d2 | 5fd3354655bff7efeec4f93a8c78632c2c46028f | "2023-07-07T11:04:59Z" | c++ | "2023-10-18T14:54:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,096 | ["scene/gui/dialogs.cpp", "scene/gui/dialogs.h"] | Version upgrade/downgrade confirmation dialog buttons misaligned | ### Godot version
v4.1.stable.official [970459615] < Steam
### System information
Godot v4.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)
### Issue description
After Godot got upgraded 4.0 -> 4.1, when opening a project from the earlier version, I noticed that the buttons in the confirmation dialog look a bit squiffy:

(Somewhat aside, but that dialog should probably be able to deduce and be more precise about whether it's an upgrade or downgrade!)
### Steps to reproduce
1. Have a project from Godot 4.0
2. Upgrade Godot to 4.1
3. Open project manager
Alternatively:
1. Create a new project in 4.1
2. Quit Godot
3. Edit the `project.godot`'s `config/features` to read `4.0` instead of `4.1`
4. Open project manager
### Minimal reproduction project
[default.zip](https://github.com/godotengine/godot/files/11967512/default.zip)
| https://github.com/godotengine/godot/issues/79096 | https://github.com/godotengine/godot/pull/79274 | f438fdb752cc3417d3926c20c50c92d615cfca0c | 23318e877890029f35856036b9c4e0bfa09cacc6 | "2023-07-06T11:20:49Z" | c++ | "2023-07-11T11:19:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,095 | ["editor/project_manager.cpp", "editor/project_manager.h"] | Misleading / unhelpful warning tooltip on 4.0 -> 4.1 upgrade | ### Godot version
v4.1.stable.official [970459615] < Steam
### System information
Godot v4.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)
### Issue description
After being upgraded to 4.1 via Steam (before any release announcement even! The speed!), I saw the warning marker against my game in the project manager, and noticed that the tooltip wasn't all that helpful:

It seems to think that the old version number is a deprecated feature? :/
### Steps to reproduce
1. Have a project from Godot 4.0
2. Upgrade Godot to 4.1
3. Open project manager
Alternatively:
1. Create a new project in 4.1
2. Quit Godot
3. Edit the `project.godot`'s `config/features` to read `4.0` instead of `4.1`
4. Open project manager
### Minimal reproduction project
[default.zip](https://github.com/godotengine/godot/files/11967512/default.zip)
| https://github.com/godotengine/godot/issues/79095 | https://github.com/godotengine/godot/pull/79118 | b8ed596769d2114797015833ce86f86ee872ecfa | 349e44091da989c63b19b214e125b2368a76c06c | "2023-07-06T11:08:00Z" | c++ | "2023-07-10T13:33:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,093 | ["core/variant/array.cpp", "doc/classes/Array.xml", "tests/core/variant/test_array.h"] | Slice array with negative step and out of bound index crash the engine | ### Godot version
v4.0.3.stable.arch_linux
### System information
archlinux
### Issue description
The code below will crash the engine without any error or warning from the editor.
```
var arr := [1,2,3,4,5,6,7,8,9]
func _ready():
print(arr.slice(50, 0, -1))
```
Here the console log:
```
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.0.3.stable.arch_linux
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x39ab0) [0x7f886a04fab0] (??:0)
[2] /usr/bin/godot(+0x46ee2f3) [0x56088fdb82f3] (??:?)
[3] /usr/bin/godot(+0x472b175) [0x56088fdf5175] (??:?)
[4] /usr/bin/godot(+0x47383d8) [0x56088fe023d8] (??:?)
[5] /usr/bin/godot(+0x1512883) [0x56088cbdc883] (??:?)
[6] /usr/bin/godot(+0x13fa8fd) [0x56088cac48fd] (??:?)
[7] /usr/bin/godot(+0x2e5fe23) [0x56088e529e23] (??:?)
[8] /usr/bin/godot(+0x3389728) [0x56088ea53728] (??:?)
[9] /usr/bin/godot(+0x48ba7a8) [0x56088ff847a8] (??:?)
[10] /usr/bin/godot(+0x2e28d96) [0x56088e4f2d96] (??:?)
[11] /usr/bin/godot(+0x2e28d37) [0x56088e4f2d37] (??:?)
[12] /usr/bin/godot(+0x2e5d5bf) [0x56088e5275bf] (??:?)
[13] /usr/bin/godot(+0x2e5eb33) [0x56088e528b33] (??:?)
[14] /usr/bin/godot(+0x10a1479) [0x56088c76b479] (??:?)
[15] /usr/lib/libc.so.6(+0x23850) [0x7f886a039850] (??:0)
[16] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f886a03990a] (??:0)
[17] /usr/bin/godot(+0x10afda5) [0x56088c779da5] (??:?)
-- END OF BACKTRACE --
```
### Steps to reproduce
n/a
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/79093 | https://github.com/godotengine/godot/pull/79103 | b7c3998669bc58c8a4a561986e6b99f99cbaf713 | 3d04a22d7cb8b5756ddb314cbccd799630e18d47 | "2023-07-06T10:10:24Z" | c++ | "2023-07-17T14:48:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,085 | ["editor/gui/scene_tree_editor.cpp"] | Renaming unique node to the same name results in an error dialog | ### Godot version
4.1
### 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/2223172/852654b0-dadd-411e-8fe5-f9c00492a497
### Steps to reproduce
1. Add a Node to the scene
2. Right click it and mark it as unique name
3. Start renaming the node
4. Press Enter
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79085 | https://github.com/godotengine/godot/pull/78925 | 2935a2b1de2f722aa9f931f22e4188db5ef7ef33 | a2604ff7123174fd95c22a4c7f3e2972bb4fb514 | "2023-07-05T23:53:26Z" | c++ | "2023-07-07T14:04:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,071 | ["modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ExtensionMethods.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs", "modules/mono/glue/GodotSharp/Godot.SourceGenerators.Internal/ExtensionMethods.cs"] | Exporting nullable Node in C# does not show the node selector inspector | ### Godot version
v4.1.rc3.mono.official [cdd2313ba]
### System information
Godot v4.1.rc3.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i5-12600KF (16 Threads)
### Issue description
When exporting a nullable Node field (`Node?` with [Nullable reference types](https://learn.microsoft.com/en-us/dotnet/csharp/nullable-references) enabled), the inspector does not show the node selector.
- Exporting Node-derived classes such as `Node3D?` works as intended.
- Removing the `?` works as intended.
- **ONLY** `Node?` causes the bug afaik
The bug is probably tied to the source generator, as the `PropertyHint` changes in the `GetGodotPropertyList` method based on the type:
- `Node?` : `properties.Add(new([...], hint: (global::Godot.PropertyHint)0, [...]));`
- `Node` : `properties.Add(new([...], hint: (global::Godot.PropertyHint)34, [...]));`
- `Node3D?` : `properties.Add(new([...], hint: (global::Godot.PropertyHint)34, [...]));`


### Steps to reproduce
1. Create a C# script and assign it to a Node
2. Build the project
3. Notice the node selector inspector not available
### Minimal reproduction project
Add the following script
```csharp
public partial class TestScript : Node
{
[Export] private Node? _node
}
``` | https://github.com/godotengine/godot/issues/79071 | https://github.com/godotengine/godot/pull/79094 | 69dbbcc313c45496347a82a094cc421e5b990fb9 | 26a58976e7c650b29ae9c48777a65f03ebb3812b | "2023-07-05T16:52:58Z" | c++ | "2023-07-07T06:35:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,052 | ["scene/gui/dialogs.cpp", "scene/gui/dialogs.h"] | Can't open filters in non-exclusive FileDialog | ### Godot version
v4.1.rc3.official [cdd2313ba]
### System information
Godot v4.1.rc3 - Windows 10.0.19045 - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)
### Issue description
Trying to open the filters (file types) menu in a non-exclusive FileDialog makes it automatically close and brings up the following error in the console/debugger:
```
ERROR: Condition "!windows.has(p_window)" is true. Returning: Rect2i()
at: window_get_popup_safe_rect (platform/windows/display_server_windows.cpp:2426)
```
This seems to have been broken somewhere between 4.1 beta 2 and beta 3.
### Steps to reproduce
- Create a FileDialog
- Untick the "Exclusive" box
- Make it visible / pop it up / etc
- Try opening the `All Files (*)` menu
### Minimal reproduction project
[dialog_test.zip](https://github.com/godotengine/godot/files/11955537/dialog_test.zip)
| https://github.com/godotengine/godot/issues/79052 | https://github.com/godotengine/godot/pull/79084 | 5d23586faf8d9f185b8d941f6ccf97e5af8a480e | 26cde77b69a48a109551548861bcec702b75599b | "2023-07-05T08:15:57Z" | c++ | "2023-07-07T06:34:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,051 | ["platform/android/android_input_handler.cpp", "platform/android/android_input_handler.h", "platform/android/java/lib/src/org/godotengine/godot/GodotLib.java", "platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java", "platform/android/java/lib/src/org/godotengine/godot/input/GodotTextInputWrapper.java", "platform/android/java_godot_lib_jni.cpp", "platform/android/java_godot_lib_jni.h"] | Bluetooth keyboard events not handling echo properly on Android | ### Godot version
4
### System information
Android 13
### Issue description
If I go in my game, godot seem to not see the keyboard. I saw my script for errors, but it seem correct. I used a script for move the characters as people show in the tutorials, so it should be correct and I saw it many times. there aren't sinctasys errors.
Godot don't move the characters with bluetooth keyboard.
I went to settings of the projects - imputs for add the buttons to "up, down, left, right". Godot took my buttons, but as physics button. And even in this way the character doesn't move.
### Steps to reproduce
Connect a keyboard.
Create the basic script.
Start the game.
### Minimal reproduction project
This was the script
```gdscript
extends CharacterBody2D
@export var speed: int = 35
func handleInput():
var moveDirection = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
velocity = moveDirection*speed
func _physics_process(delta):
handleInput()
move_and_slide()
``` | https://github.com/godotengine/godot/issues/79051 | https://github.com/godotengine/godot/pull/79089 | aa353df8cb4cd4d767f83a9bc2f1c9b8996b4347 | 64689c146ca7905836b5c30bffe2d34fa2cafce0 | "2023-07-05T08:06:21Z" | c++ | "2023-07-12T12:18:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,044 | ["core/os/os.cpp", "doc/classes/OS.xml"] | Trying to open the folder of a project from the Project Manager (or a project's `user://` from the editor) opens its parent folder instead | ### Godot version
v4.1.rc3.official [cdd2313ba]
### System information
Godot v4.1.rc3 - KDE neon 5.27 22.04 - Vulkan (Forward+) - integrated AMD Radeon Vega 11 Graphics (RADV RAVEN) () - AMD Ryzen 5 3400G with Radeon Vega Graphics (8 Threads)
### Issue description
Trying to open the folder containing a project from the Project Manager, by clicking the small folder icon beneath the project's name, opens its parent folder in the file manager instead.
Likewise, trying to open the project's data folder from the game editor shows me its parent folder, either the one containing the data folders of all other Godot projects, or even my `~/.local/share` if I set a custom data folder in the project settings.
Using the shortcut menu to open any folder in the File System dock works as intended.
### Steps to reproduce
- In the Project Manager projects list, click the folder icon under the project name;
- Inside the game editor, use the `Project → Open User Data Folder` menu.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79044 | https://github.com/godotengine/godot/pull/79087 | 26cde77b69a48a109551548861bcec702b75599b | 8a84a3914eaad96f52779ffd7112f02aaaee0ace | "2023-07-04T23:19:45Z" | c++ | "2023-07-07T06:34:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,036 | ["core/typedefs.h", "doc/classes/@GlobalScope.xml", "tests/core/math/test_math_funcs.h"] | `sign` returns `1` for NAN | ### Godot version
4.1.rc3
### System information
Linux 5.10.181-2-MANJARO
### Issue description
`sign(NAN)` and `signf(NAN)` both return `1`. But this doesn't seem right, as `NAN > 0` is false (as all other `NAN` comparison are). These should really return `NAN` not `1`.
### Steps to reproduce
run
```gdscript
print(sign(NAN), " ", signf(NAN))
```
output is:
`1 1`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79036 | https://github.com/godotengine/godot/pull/81464 | 3e68ed0ca13f4ce3556d0d79771e5d4eae71ec94 | 38ca83e16f09ff977e5197e103c73168a0b5de70 | "2023-07-04T19:18:00Z" | c++ | "2023-09-12T10:01:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,022 | ["editor/editor_node.cpp"] | Editor starts with glitched bottom panel if closed with temporary editor | ### Godot version
4.1 rc3
### 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
This™

It can still happen, but it's more difficult to trigger.
### Steps to reproduce
1. Create a new scene with a Control node
2. Add Theme to the Control
3. Open Theme Editor
4. Clear the `theme` property in Control
5. Save, with Theme Editor opened
6. Restart
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/79022 | https://github.com/godotengine/godot/pull/79078 | 349e44091da989c63b19b214e125b2368a76c06c | ef155c1aeb216fa5a732913b6f2dc321e4b512dc | "2023-07-04T13:38:10Z" | c++ | "2023-07-10T14:30:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,019 | ["modules/openxr/action_map/openxr_action_map.cpp", "modules/openxr/action_map/openxr_interaction_profile.cpp", "modules/openxr/action_map/openxr_interaction_profile_metadata.cpp", "modules/openxr/action_map/openxr_interaction_profile_metadata.h", "modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml", "modules/openxr/extensions/openxr_pico_controller_extension.cpp"] | Pico Neo 3: The Pico Interaction Profile is not used | ### Godot version
v4.0.2.stable.official [7a0977ce2] and v4.0.3.stable.official [5222a99f5]
### System information
Pico Neo 3 Pro Eye; PUI Version 4.8.19; Android 10
### Issue description
When trying to use the controllers, only the menu button and trigger works because the Simple controller profile is used. The system refuses to use the Pico profile (or any other profile). Also creating a custom map and/or deleting the Simple Controller profile did not work.
I expected the Pico Profile to work on a Pico Neo 3.
For clarification, this is the controller I am using: https://sdk.picovr.com/docs/NativeSDK/en/chapter_five.html#id4
### Steps to reproduce
- Just create a Project as shown here: https://www.youtube.com/watch?v=ZckQ-6ocHrI
- Add a script to the XRController3D node that outputs the signals. Export and start the project.
### Minimal reproduction project
[pico_.zip](https://github.com/godotengine/godot/files/11949055/pico_.zip)
Note: I have also deleted the Android folder.
| https://github.com/godotengine/godot/issues/79019 | https://github.com/godotengine/godot/pull/79570 | 8edc0b43b94bcc04defeeebd7ce120a0131ff511 | 34a4885579f5c590594a14e74adeddf23574d3bc | "2023-07-04T12:16:19Z" | c++ | "2023-08-30T06:45:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 79,012 | ["scene/animation/animation_node_state_machine.cpp"] | Crash when setting AnimationTree active with circular dependency (infinite loop) | ### Godot version
v4.1.rc2.official [46424488e]
### System information
Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3623) - AMD Ryzen 7 5700G with Radeon Graphics (16 Threads)
### Issue description
When setting the AnimationTree to active, Godot crashes.
### Steps to reproduce
https://github.com/godotengine/godot/assets/46705245/dbe5eb81-1357-43e8-ac80-a4eb97eea9fc
### Minimal reproduction project
[Crash.zip](https://github.com/godotengine/godot/files/11945826/Crash.zip)
| https://github.com/godotengine/godot/issues/79012 | https://github.com/godotengine/godot/pull/79141 | 5205ff69ca1cf971cadbf4c418fb99179f2bf6e8 | dcbbde5e235e611275d9972890c8993449ac0194 | "2023-07-04T07:09:00Z" | c++ | "2023-07-07T14:05:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,981 | ["core/input/input_event.cpp", "core/input/input_event.h"] | Some command palette commands do nothing | ### Godot version
v4.1.rc2.official [46424488e]
### System information
Windows 11
### Issue description
Selecting some of the commands from command palette do nothing. Seems like commands that should open a popup/window fail, while other commands work. Selecting faulty commands from menu directly work.
https://github.com/godotengine/godot/assets/15647621/41deb0b8-3896-4d08-bc10-92d900254de7
### Steps to reproduce
1. Open commands palette (Ctrl+Shift+P).
2. Select "Editor Settings" from the list.
3. Confirm command selection with either return keyboard key or by clicking on "OK" button.
**Expected behaviour**
Command palette popup hides.
Editor Settings popup opens.
**Actual behaviour**
Command palette popup hides but Editor Settings popup does not open.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/78981 | https://github.com/godotengine/godot/pull/82203 | d8c31155a872f502902ecb47498233ebe0e6ed99 | 0b4959bdf06baf46606d4ea56eb1979ae142e2ed | "2023-07-03T13:00:00Z" | c++ | "2023-09-24T21:36:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,949 | ["platform/windows/os_windows.cpp"] | Project Manager, comma in project name, breaks open project folder button | ### Godot version
v4.1.rc2.official [46424488e]
### System information
Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GTX 550 Ti () - Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz (4 Threads)
### Issue description
In the Project Manager.
With a project that has a comma in the name, for example: `one, two`
When the open project folder button is pressed, then two issues can occur:
- If there is no other project with the name before the comma: `one`
Then the default Godot project folder opens: `C:/Users/username/Documents`
- If there is another project with the name: `one`
Then the `one` project folder opens.
(the project `one` doesn't need to be listed in the Project Manager,
it just has to exist in the same folder as the `one, two` folder)
Expected:
The `one, two` project folder should open.
Notes:
The open project folder button works when there isn't a comma in the project name.
For example: `three`, or `three four`
### Steps to reproduce
- Download the attached zip file: [two projects.zip](https://github.com/godotengine/godot/files/11929652/two.projects.zip)
- Extract the zip file into an empty folder.
- Open the Godot Project Manager.
- Scan the extracted folder.
There should now be two projects with the names: `one` and `one, two`.
- Click on the `one, two` projects, open project button, to the left of the project path.
### Observed
The project `one` folder opens.
### Expected
The project `one, two` folder should have opened.
### Continued reproduction steps
- Now remove the `one` folder from the extracted folder.
It doesn't matter that it's still listed in the Project manager.
- Click on the `one, two` projects, open project button.
### Observed 2
Now the default Godot project folder opens: `C:/Users/username/Documents`
### Expected 2
Same as above, the `one, two` project folder should have opened.
### Minimal reproduction project
[two projects.zip](https://github.com/godotengine/godot/files/11929652/two.projects.zip)
| https://github.com/godotengine/godot/issues/78949 | https://github.com/godotengine/godot/pull/78963 | 2d423574648f7bc32b0a7855ae6573532ca78a83 | 6584cd88d9b7e45160ec153ae743801db93d0ab3 | "2023-07-02T13:39:04Z" | c++ | "2023-08-28T13:01:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,943 | ["modules/navigation/nav_map.cpp"] | Navigation recomputes incorrect longer path to unreachable target | ### Godot version
v4.1.rc2.official.46424488e
### System information
Ubuntu 23.04, Vulkan, NVIDIA GeForce RTX™ 2060 / NVIDIA GeForce RTX™ 2060, NVIDIA Driver Version: 525.105.17, NVML Version: 12.525.105.17
### Issue description
Navigation server should compute (and recompute) the shortest path to the target. In this example I have two unlinked nav meshes and we want to showcase the edge connection feature in v4.1 with this moving platform. When the connection gets broken and the agent needs to recompute the path it goes to the side instead of remaining stationary.
Expected result is like in the first part of the demo where the agent moves to the edge of the nav mesh then waits for the platform.
https://github.com/godotengine/godot/assets/1177508/7d1b307b-d7c9-4042-b3c2-ab1ae695ebab
### Steps to reproduce
Run the demo and notice that when the agent has to recompute the path because the link is broken due to the moving platform it computes a path to the side which is not what's expected. The expected behavior is to find the point closest to the target position (on the other island) which in this case should be the middle of the platform where the moving platform connects.
This looks like a bug to me.
### Minimal reproduction project
[godot-4-dbg.zip](https://github.com/godotengine/godot/files/11929237/godot-4-dbg.zip)
| https://github.com/godotengine/godot/issues/78943 | https://github.com/godotengine/godot/pull/79004 | 0bf8261f2596914e21d7eadb844603abee53b530 | 1b8cbfe6e3dce27ea3c1c8d065c0186549ac3f5c | "2023-07-02T10:35:14Z" | c++ | "2023-07-09T21:53:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,934 | ["core/object/object.cpp", "core/object/object.h", "editor/connections_dialog.cpp", "editor/connections_dialog.h", "editor/editor_inspector.cpp", "editor/editor_inspector.h"] | GDScript documentation comments: description tooltips are omitted when applied to @export variables with multiline arguments, as well as @export_category | ### Godot version
4.1.rc2.mono.official
### System information
Godot v4.1.rc2.mono - EndeavourOS #1 SMP PREEMPT_DYNAMIC Thu, 11 May 2023 16:40:42 +0000 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 4400 (HSW GT2) () - Intel(R) Core(TM) i7-4500U CPU @ 1.80GHz (4 Threads)
### Issue description
When using [GDScript documentation comments](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_documentation_comments.html) to create description tooltips for [@export variables](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html), they do not show up in the editor if:
- The export variable requires arguments (eg. [@export_enum](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html#exporting-enums)), and the arguments are declared across more than 2 lines. [(recommended by GDScript style guide)](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html#format-multiline-statements-for-readability)
- A description is applied to an [@export_category](https://docs.godotengine.org/en/stable/classes/class_%40gdscript.html#class-gdscript-annotation-export-category).
- This error also applies to all variables within the category
To illustrate, here are some screenshots from the included minimal reproduction project.



### Steps to reproduce
Copy-paste this code into a new node's script. A minimal reproduction project with all this prepared is included below for convenience.
```
extends Node
## This shows up in the editor.
@export_enum("example1", "example2",) var good_enum
## [i]This shows up in the editor, but goes against recommended practices.[/i]
@export_enum(
"example1", "example2",) var poor_practice_multiline
## THIS DOES NOT SHOW UP IN THE EDITOR.
@export_enum(
"example1",
"example2",
) var bad_enum
## THIS DOES NOT SHOW UP IN THE EDITOR.
@export_category("Categories truncate comments")
## THIS DOES NOT SHOW UP IN THE EDITOR.
@export var bad: int
```
### Minimal reproduction project
[tooltip-bug.zip](https://github.com/godotengine/godot/files/11928865/tooltip-bug.zip)
| https://github.com/godotengine/godot/issues/78934 | https://github.com/godotengine/godot/pull/81221 | 497ca8c4338b75e0c185858266b12fb0df38d720 | fa3428ff25bc577d2a3433090478a6d615567056 | "2023-07-02T07:00:08Z" | c++ | "2023-09-02T22:21:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,932 | ["scene/gui/rich_text_label.cpp"] | RichTextLabel freezes Godot 4.1-rc2 on Fit Content | ### Godot version
v4.1.rc2.official [46424488e]
### System information
Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti with Max-Q Design (NVIDIA; 30.0.15.1278) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)
### Issue description
Under certain circumstances, attempting to set Fit Content on a RichTextLabel causes Godot to freeze and eventually just close. The problem doesn't seem to happen for me on Godot_v4.0.3-stable_win64 using the same sample project.
### Steps to reproduce
I start a new scene with a Control node as root. I add a RichTextLabel as child of the Control and put some random text in it. Then under Layout->transform for the label, I reset the size, which results in x of 1 and y of 0.
At this point, I check and then uncheck the Fit Content option in RichTextLabel. Everything works as expected. If after I uncheck the box, I switch over to the Control node and then switch immediately back and try to check the Fit Content box again, Godot freezes and eventually crashes.
It's happened randomly at other times, but this is the most reliable way I've found to make it always crash for me.
If I open the attached sample project, switch to the label, check and uncheck Fit Content, switch to the Control and immediately back to the label and then try to check Fit Content again, it crashes every time.
### Minimal reproduction project
[RichText Error.zip](https://github.com/godotengine/godot/files/11928707/RichText.Error.zip)
| https://github.com/godotengine/godot/issues/78932 | https://github.com/godotengine/godot/pull/78975 | 03f0e5eb15d674b2e86deecd425d4dd4c3a0984a | 1b38e9258bbfe68d3c239f4f1d0ef1919ccd5a53 | "2023-07-02T04:48:09Z" | c++ | "2023-07-03T13:26:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,930 | ["scene/2d/touch_screen_button.cpp", "scene/2d/touch_screen_button.h"] | Touch buttons' graphics fail to convert to Godot 4 | ### Godot version
v4.1.beta1.official [828ec2c5d]
### System information
Godot v4.1.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.14.7247) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)
### Issue description
Converting a project from Godot 3.5 to Godot 4.1 fails to convert the texture references on TouchScreenButton nodes. Before, my TouchScreenButton scene has a Normal and a Pressed texture assigned; after, the scene has no textures assigned!
This seems to be because the converter fails to update the TouchScreenButton node's `normal` and `pressed` properties to `texture_normal` and `texture_pressed`.
Expected behavior is, of course, that the textures convert properly.
### Steps to reproduce
1. Open repro project in Godot 3.5.*. Observe the graphics on the button in `TouchScreenButton.tscn`.
2. Convert the project to Godot 4.1.*. Observe the lack of graphics on the same button.
### Minimal reproduction project
[GD4 Touch Button Convert.zip](https://github.com/godotengine/godot/files/11928549/GD4.Touch.Button.Convert.zip)
| https://github.com/godotengine/godot/issues/78930 | https://github.com/godotengine/godot/pull/78940 | 0df423756ec09ec4803353f9223f3853d447f21b | 7cd92ad02322815fd4196cc3fdcd4d2dd48e6313 | "2023-07-02T02:38:47Z" | c++ | "2023-07-08T16:20:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,922 | ["editor/gui/scene_tree_editor.cpp"] | Renaming unique node name to the same name | ### Godot version
v4.1.rc2.official [46424488e]
### System information
Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)
### Issue description
A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert.
**Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names.
### Steps to reproduce
1. In any scene
2. Add or make a Node uniquely named (%)
3. Rename the Node to the same it had
You get an alert saying "Another node already uses this unique name in the scene.".

**Addendum 2**: <strike>It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. </strike> It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.*
### Minimal reproduction project
*Any project would do* | https://github.com/godotengine/godot/issues/78922 | https://github.com/godotengine/godot/pull/78925 | 2935a2b1de2f722aa9f931f22e4188db5ef7ef33 | a2604ff7123174fd95c22a4c7f3e2972bb4fb514 | "2023-07-01T23:25:48Z" | c++ | "2023-07-07T14:04:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,913 | ["modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs"] | Exception when sending code completion message for NodePath via GodotTools.IdeMessaging (C#) | ### Godot version
4.1.rc2
### System information
Window 11/MacOS
### Issue description
We integrated `GodotTools.IdeMessaging` into the Rider Godot-Support plugin to get auto completion for `NodePath` and input actions to get more feature parity with VS Code and the Godot Editor itself (https://github.com/JetBrains/godot-support/pull/102). We tested against 4.0.3 and everything works fine. But with 4.1.rc2 we get an exception thrown in the Godot Editor:
```
Caller thread can't call this function in this node (/root/@EditorNode@17664/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@CanvasItemEditor@10090/@VSplitContainer@9915/@HSplitContainer@9917/@HSplitContainer@9919/@Control@9920/@SubViewportContainer@9921/@SubViewport@9922/player). Use call_deferred() or call_thread_group() instead.
```
I'm not really sure what's happening here but it seems to be a problem in the editor?
### Steps to reproduce
- use Godot 4.1.rc2
- create new C# project
- build and run godot-support plugin
- (in rider directory) `gradlew runIde`
- open Godot project in Rider
- try to get Code Completion for `GetNode("")`
### Minimal reproduction project
An Empty project with a single, empty C# script is enough. | https://github.com/godotengine/godot/issues/78913 | https://github.com/godotengine/godot/pull/78928 | 73a529df4cf164fa892b4ce9520be27c592afe9c | e044e13d5a77bcecb9a5c97f94065fcf5dd0ce30 | "2023-07-01T15:40:53Z" | c++ | "2023-07-03T13:51:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,912 | ["scene/gui/rich_text_label.cpp"] | Moving RichTextLabel into a CenterContainer node causes editor to crash | ### Godot version
v4.1.rc2.mono.official [46424488e]
### System information
Windows 11 - v4.1.rc2 - Vulkan
### Issue description
I tried to move a RichTextLabel into a CenterContainer node and the editor crashed.
It seems the latest working version was **v4.1.beta2.mono.official [a2575cba4]**
I have a crash with all the snapshots that came after that one.
`ERROR: Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory.
at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory.
at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory.
at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory.
at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: EditorToaster::_error_handler_impl. Message queue out of memory. Message queue out of memory. Try increasing '.
at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: EditorToaster::_error_handler_impl. Message queue out of memory. Message queue out of memory. Try increasing '.`
### Steps to reproduce
- Open the project and the main scene
- Move the RichTextLabel into the CenterContainer
- Editor should crash
### Minimal reproduction project
[bug-ui.zip](https://github.com/godotengine/godot/files/11926495/bug-ui.zip)
| https://github.com/godotengine/godot/issues/78912 | https://github.com/godotengine/godot/pull/78975 | 03f0e5eb15d674b2e86deecd425d4dd4c3a0984a | 1b38e9258bbfe68d3c239f4f1d0ef1919ccd5a53 | "2023-07-01T15:26:31Z" | c++ | "2023-07-03T13:26:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,899 | ["scene/gui/rich_text_label.cpp"] | Scrollbar in output window does not work correctly | ### Godot version
4.1.rc2
### System information
MacOS 13.4.1
### Issue description

Scrollbar does not show when output values are provided after starting the game. Also, it does not scroll to the bottom automatically need to press the search button to show the scrollbar or any button that refreshes the output window.
### Steps to reproduce
1. Create a project
2. Run in _process function a `print()` with some values to output it in the `output window`
3. Turn the game on and off until the scrollbar stops appearing.
### Minimal reproduction project
[ScrollbarBug.zip](https://github.com/godotengine/godot/files/11924845/ScrollbarBug.zip)
| https://github.com/godotengine/godot/issues/78899 | https://github.com/godotengine/godot/pull/78968 | 2926ddec1c07b9343f12f82d49dc28f6a9954111 | 2912fd4c5163e5d393df9b9296c0628f4bb41b8c | "2023-07-01T07:02:05Z" | c++ | "2023-07-03T13:26:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,898 | ["drivers/gles3/storage/particles_storage.cpp", "drivers/gles3/storage/particles_storage.h", "servers/rendering/renderer_rd/storage_rd/particles_storage.cpp", "servers/rendering/renderer_rd/storage_rd/particles_storage.h"] | QueueFree on GPUParticles causes visual artifacts | ### Godot version
v4.1.rc2.mono.official [46424488e]
### System information
Godot v4.1.rc2.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 Ti (NVIDIA; 31.0.15.1694) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)
### Issue description
When I use QueueFree on a GPUParticles3D, sometimes weird artifacts show up at other locations. These artifacts are purple to green, in completely off shapes. This only happens when I set vertex_color_use_as_albedo to true in the draw pass material. All other settings are default.

### Steps to reproduce
Create GPUParticle3D, set vertex_color_use_as_albedo to true and call QueueFree on it.
### Minimal reproduction project
[IssueMRP.zip](https://github.com/godotengine/godot/files/11924840/IssueMRP.zip)
Run Test.tscn. Spawner will periodically spawn new "Cannonballs" which include a GPUParticle3D. The auto-run animation in Cannonball::AnimationPlayer will call QueueFree on the Cannonball. As the issue does not show at every QueueFree, you may need to run the scene a little bit. It is intended, that you cannot see the particles themselves, but you'll see the artifact. | https://github.com/godotengine/godot/issues/78898 | https://github.com/godotengine/godot/pull/82431 | f2f6f99241c6d6a885c35dcb4d9c97e3724d5c52 | b1371806ad3907c009458ea939bd4b810f9deb21 | "2023-07-01T06:56:29Z" | c++ | "2023-10-11T22:22:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,896 | ["servers/rendering/shader_compiler.cpp"] | Floating point literals are modified in generated native shader code | ### Godot version
v4.1.rc2.official [46424488e]
### System information
Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)
### Issue description
The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".
float rand(vec2 x) {
return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}
It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.
### Steps to reproduce
Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

### Minimal reproduction project
[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)
| https://github.com/godotengine/godot/issues/78896 | https://github.com/godotengine/godot/pull/78972 | b3c2b52025f0ec8a94d002666f235d273f9ddc42 | b2ada1b69089817000c5522f2a48924cfd72e312 | "2023-07-01T06:45:03Z" | c++ | "2023-07-07T06:32:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,888 | ["main/main.cpp"] | Can't run Godot OpenGL 3 on ATI Radeon HD 3650 since shader cache addition | ### Godot version
4.1 (many ver.)
### System information
Windows 10 - 4.1 (many ver.) - OpenGL 3.3 compatibility
### Issue description
I installed several versions of godot to test, **_as I have a very old computer_**.
i don't know if this is a BUG, or just my OLD Hardware be incompatible.
**HARDWARE:**
intel q6600 quadcore, 4gb ram, windows 10(last update), ATI Radeon HD 3650 - 512mb VRAM.
**OpenGL Extensions Viewer 6.4.1.1:**
OpenGL Version 3.3 (3.3.11672 core profile forward-compatible context)
Driver Version: 8.970.100.9001 (13-jan-15)
DirectX: 10.1, 9
Shader model: 4.1
Vulkan: N/A
VERSIONS TESTED and **WORK** fine:
**3.5.2stable**_win64 -> OK _(NO extra cmds prompt needed)_
**3.6beta2**_win64 -> OK _(NO extra cmds prompt needed)_
**4.0.3stable**_win64 -> OK with some errors but work
**4.1-dev1**_win64 -> OK with some error but work _(see image TOP)_
VERSIONS TESTED and **ALL THAT NOT WORK**:
4.1-beta1_win64 -> don't launch
4.1-beta2_win64 -> don't launch
4.1-beta3_win64 -> don't launch
4.1-dev2_win64 -> don't launch
4.1-dev3_win64 -> don't launch
4.1-dev4-win64 -> don't launch
4.1-rc1_win64 -> don't launch
4.1-rc2_win64 -> don't launch _(see image Bottom)_
* ALL 4.x i have used (**--rendering-driver opengl3 --rendering-method gl_compatibility**)
I would really like to use the latest version (4.1rc2) and later/future the 4.1 stable , but I couldn't get last version it to work at all, not even loading a project directly into the editor.
i have a screenshot showing the las lines of prompt (top is working "4.1_dev1", botton don't work "4.1_rc2)

if you need any LOG or other file with details, please let me know which one, and how preferably.
### Steps to reproduce
I don't know what to put here, I explained the best way possible in the description of the problem.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/78888 | https://github.com/godotengine/godot/pull/85273 | 5352490cc98735652fd881db0632d156dc05ee45 | 748113280f3ec6e16a449c667a2d87f563d9b668 | "2023-06-30T21:27:12Z" | c++ | "2023-12-12T09:39:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,887 | ["editor/filesystem_dock.cpp"] | FileSystem Dock: Drag and drop file from res:// to res:// prompts to overwrite/rename; should be a no-op | ### Godot version
v4.1.rc2.official [46424488e]
### System information
Godot v4.1.rc2 - Linux Mint 20 (Ulyana) - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia; 515.105.01) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)
### Issue description
Dragging and dropping a file to a new position inside its current folder, or onto the icon for its current folder - when that folder is the project root folder :res// - will be treated as though you were dropping a different file with the same name.
Expectation: for nothing to happen.
Also tried it in 4.0.3 and 4.1-dev3, where it behaves as expected.
https://github.com/godotengine/godot/assets/64640811/90de1120-dd92-41b8-b202-db77c343103a
### Steps to reproduce
1. New or existing project.
2. Click and drag a file in :res// in FileSystem dock.
3. Drop the file back into :res//.
4. Be prompted to overwrite or rename.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/78887 | https://github.com/godotengine/godot/pull/78914 | 963cf54486f57f249851e12c8f9fa7f9d96b9e63 | 64d451daac40a64ba8f4763537065f96c8699274 | "2023-06-30T20:07:14Z" | c++ | "2023-07-07T06:30:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,881 | ["doc/classes/String.xml", "doc/classes/StringName.xml", "editor/import/resource_importer_scene.cpp"] | Import Hints are no Longer Processed if the Object Name ends with a Number | ### Godot version
4.1 rc2
### System information
Manjaro GL-Compatibility
### Issue description
When using import hints, such as -col or -colonly, on object names Godot used to accept the hint even if it was followed by Blender's auto duplicate naming scheme such as .001 or .002. This is no longer the case, items name to the likes of "object-col.001" will not import with collision.
I noticed that, prior to 4.1, Godot would remove periods from imported object names. Object.001 would import as Object001, but now it would import as Object_001. Perhaps this change broke the import hint behavior.
### Steps to reproduce
Export a scene with object names using import hints, such as -col or -convcol, where some of the objects have '.001' or similar appended to the end of their names. Import the scene into Godot and create an inherited scene.
### Minimal reproduction project
[ImportHints.zip](https://github.com/godotengine/godot/files/11919131/ImportHints.zip)
| https://github.com/godotengine/godot/issues/78881 | https://github.com/godotengine/godot/pull/79050 | e5cca53a94f8d0ab543eeb2d70c7e48ebe838cd6 | c16afc1c2d1869117caa313243549475e05d66d2 | "2023-06-30T17:31:44Z" | c++ | "2023-07-05T13:59:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,868 | ["scene/gui/button.cpp"] | Justification flags properties of Label overriding the Scrollbar | ### Godot version
4.1.rc.1
### System information
Windows 11
### Issue description
Text of Justification flags are overriding the scrollbar, It should be under.

The Justification flags are too much to the eye. I will create a proposal for it in case not there.
### Steps to reproduce
In any project open the settings of a Label.
Reduce the size of property window if it is too large.
### Minimal reproduction project
N.A | https://github.com/godotengine/godot/issues/78868 | https://github.com/godotengine/godot/pull/79455 | 16565fb630b7e1df1ce789573738c3b155490354 | 7b0f8d76ada911ee8694a10327c43698590e96e8 | "2023-06-30T10:21:34Z" | c++ | "2023-07-14T16:50:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,853 | ["scene/2d/navigation_agent_2d.cpp", "scene/3d/navigation_agent_3d.cpp"] | Instantiating NavigationAgent3D at runtime adds invisible obstacle at the global origin position (0,0,0) | ### Godot version
v4.1.rc1.mono.official [1f9e540f1]
### System information
Godot v4.1.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti with Max-Q Design (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)
### Issue description
When NavigationAgent3D is instantiated at runtime and added to the scene tree, invisible/impassable obstacle is added at the global origin position (0, 0, 0).
### Steps to reproduce
1. Run attached MRP
2. Click with `left mouse button` at the world origin to make agent walk
3. Click `space` on your keyboard to instantiate NavigationAgent3D
4. Click left mouse button to walk through world origin position again
5. Player gets stuck on obstacle at the world origin position
https://github.com/godotengine/godot/assets/8630984/fc9b32fb-25cb-46d6-9a98-ff299e2c0b1c
### Minimal reproduction project
[MRP.zip](https://github.com/godotengine/godot/files/11910363/MRP.zip)
| https://github.com/godotengine/godot/issues/78853 | https://github.com/godotengine/godot/pull/78857 | 9da070fe054f53647f8ecbd3494e81fd96232aad | 813ff4b460eaf73f9cd59d734a7d2cd361313a49 | "2023-06-29T20:43:44Z" | c++ | "2023-07-03T13:26:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,849 | ["scene/gui/rich_text_label.cpp"] | Executing `RichTextLabel.parse_bbcode` freeze Godot | ### Godot version
4.1.rc.custom_build. c83f912bc
### System information
Ubuntu 22.04 CI
### Issue description
When executing
```
extends Node
func _process(delta):
var temp_variable35241 = RichTextLabel.new()
add_child(temp_variable35241)
temp_variable35241.set_fit_content(true)
temp_variable35241.parse_bbcode("3188932498")
temp_variable35241.queue_free()
```
this code freeze project in CI for at least 60 seconds
### Steps to reproduce
Above
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/78849 | https://github.com/godotengine/godot/pull/78975 | 03f0e5eb15d674b2e86deecd425d4dd4c3a0984a | 1b38e9258bbfe68d3c239f4f1d0ef1919ccd5a53 | "2023-06-29T19:07:14Z" | c++ | "2023-07-03T13:26:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,840 | ["scene/2d/navigation_agent_2d.cpp", "scene/3d/navigation_agent_3d.cpp"] | Navigation Avoidance enabled agent continues in one direction after reaching target | ### Godot version
4.1 rc 1
### System information
Windows 11
### Issue description
When an agent with navigation avoidance enabled reaches a target, it will continue going past it in the same direction. In 4.0, it would change direction and move towards the target again.
### Steps to reproduce
Set up a simple navigation scene with no additional code to stop once the agent reaches the target. You should see the agent continue past the target once it reaches it.
To use the MRP, just run the main scene.
### Minimal reproduction project
[Navigation Avoidance MRP.zip](https://github.com/godotengine/godot/files/11908180/Navigation.Avoidance.MRP.zip)
| https://github.com/godotengine/godot/issues/78840 | https://github.com/godotengine/godot/pull/78850 | 46424488edc341b65467ee7fd3ac423e4d49ad34 | 9da070fe054f53647f8ecbd3494e81fd96232aad | "2023-06-29T16:29:09Z" | c++ | "2023-07-03T13:26:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,829 | ["editor/doc_tools.cpp"] | In-editor API reference for GDExtension-defined classes is missing | ### Godot version
4.1.rc (c83f912bcb33d441b90afe36bad38880acbe5f15)
### System information
Mageia 9, Linux
### Issue description
Doing some testing with @Riteo, we noticed that my PoC for in-editor API reference with descriptions for GDExtension was no longer working in latest `master` (#75415).
After further testing, I noticed that even without #75415, the editor used to be able to show the skeleton of a GDExtension class' API (without descriptions), but in latest `master`, this no longer works and it loads an empty page.
This appears to be a regression from #76431, reverting it (or at least the `editor` changes) fixes it.
Testing with my [Threen](https://github.com/akien-mga/threen/) extension, trying to load its docs by Ctrl+clicking the `Threen` symbol.
Current `master`:

And indeed, the verbose logs show:
```
Class 'EditorPropertyNameProcessor' is not exposed, skipping.
Class 'FramebufferCacheRD' is not exposed, skipping.
Class 'GDScriptEditorTranslationParserPlugin' is not exposed, skipping.
Class 'GDScriptNativeClass' is not exposed, skipping.
Class 'GLTFDocumentExtensionPhysics' is not exposed, skipping.
Class 'GLTFDocumentExtensionTextureWebP' is not exposed, skipping.
Class 'GodotPhysicsServer2D' is not exposed, skipping.
Class 'GodotPhysicsServer3D' is not exposed, skipping.
Class 'IPUnix' is not exposed, skipping.
Class 'MovieWriterMJPEG' is not exposed, skipping.
Class 'MovieWriterPNGWAV' is not exposed, skipping.
Class 'ResourceFormatImporterSaver' is not exposed, skipping.
Class 'ResourceImporterMP3' is not exposed, skipping.
Class 'ResourceImporterOggVorbis' is not exposed, skipping.
Class 'SceneCacheInterface' is not exposed, skipping.
Class 'SceneRPCInterface' is not exposed, skipping.
Class 'SceneReplicationInterface' is not exposed, skipping.
>> Class 'Threen' belongs neither to core nor editor, skipping. <<
Class 'UniformSetCacheRD' is not exposed, skipping.
```
With #76431 reverted:

With #76431 reverted and #75415 rebased (using the [classref](https://github.com/akien-mga/threen/compare/classref) branch for Threen):

That last part is just to give a glimpse of what's coming, this is not the expected behavior for 4.1.
I'll make a PR, just wrote this issue to document it properly.
### Steps to reproduce
- Download https://github.com/akien-mga/threen/releases/tag/1.0-beta3 or compile it from source, or any GDExtension that registers a class
- Load it in a project
- Try to search the class in the "Search Help" dialog, or ctrl+click the matching class name in the script editor
### Minimal reproduction project
See above. | https://github.com/godotengine/godot/issues/78829 | https://github.com/godotengine/godot/pull/78830 | c83f912bcb33d441b90afe36bad38880acbe5f15 | f228fb715cc1f4621d13a0870f226babac16586c | "2023-06-29T09:52:28Z" | c++ | "2023-06-29T11:25:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,819 | ["platform/macos/display_server_macos.mm"] | MacOS crash when trying to Run project with corrupted custom icon (.icns) | ### Godot version
v4.1.rc1.official [1f9e540f1]
### System information
Godot v4.1.rc1 - macOS 13.3.1 - Vulkan (Mobile) - dedicated AMD Radeon Pro 5300M - Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 Threads)
### Issue description
Here is the [MacOS error report](https://pastebin.com/0SBBpCc6) and the [Terminal output](https://pastebin.com/RTB98aYF) when running my project from the terminal.
I have tested this on a new and clean project with only a Node2D as the root and a Sprite2D as a child, and the project Runs fine, so it has to be something I have done. I have no Shaders, no Particles, and the only thing left is trying to write to the user:// folder, but I have commented those out and it still crashes. My project currently consists of Control nodes, this project is mainly UI focused.
Oddly enough, I can build for iOS just fine, but when trying to export for MacOS it does the exact same crash, with the same error log. I only use my Macbook when I'm not at home, I usually use my desktop, which is running Windows 11 and it works just fine.
pycbouh over on Reddit had me try different versions and I went all the way back to 4.1 dev 4 and still the same issue.
### Steps to reproduce
After selecting my project and the Editor opens, I click the Run button and it crashes back to the Editor. Usually no error in console, and sometimes MacOS will provide an error popup.
### Minimal reproduction project
I would like to supply a reproduction project, but this project isn't something I am comfortable giving out publicly. | https://github.com/godotengine/godot/issues/78819 | https://github.com/godotengine/godot/pull/79010 | ecca4e5e2f8bd650498878b9b7f90513b78311d6 | 9522ef67d5ddfdf00d8d52bcf26dedbb5545cb37 | "2023-06-29T01:21:11Z" | c++ | "2023-07-07T06:32:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,810 | ["editor/scene_tree_dock.cpp", "scene/main/node.cpp", "scene/main/node.h"] | Incorrect behaviour when reordering TabContainer children | ### Godot version
v4.1.rc1.official [1f9e540f1]
### System information
Windows 10
### Issue description
Attempting to reorder the children of a TabContainer results in an unintended ordering and incorrect undo states.
Also happens in v4.0.3.stable.official [5222a99f5].
https://github.com/godotengine/godot/assets/3820082/2c2458e3-88ad-46d9-8a04-f289a049984a
### Steps to reproduce
1. Add a new TabContainer
2. Add a few children to it
3. Drag and drop to erroneously reorder them
4. Attempt to undo the change
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/78810 | https://github.com/godotengine/godot/pull/78816 | 20e24bd2bb033d3fe019bd2a1a8c4f1590c1399b | c081d1bd24fcf81856b9055f342c2a84dbac48c1 | "2023-06-28T19:33:18Z" | c++ | "2023-08-16T14:54:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,800 | ["servers/rendering/shader_language.cpp"] | Shader cannot use unsigned int suffix with hex | ### Godot version
4.0.3
### System information
Win7
### Issue description

### Steps to reproduce
1. Create shader
2. Add uint with hex, e.g. 0xffffu
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/78800 | https://github.com/godotengine/godot/pull/78906 | b8f28e287e853ffdb57564515ccf35ef03a98104 | 25ec523596da13fe4b8c27cb9e39b1ad64579cc6 | "2023-06-28T15:21:03Z" | c++ | "2023-07-07T06:29:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,799 | ["editor/plugins/text_shader_editor.cpp"] | Shader preprocessor #if and #else highlighted with wrong color | ### Godot version
4.0.3
### System information
Win7
### Issue description
#if and #else highlighted with the color same as if and else shader statement:

### Steps to reproduce
1. Create shader
2. Add #if and #else
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/78799 | https://github.com/godotengine/godot/pull/79112 | f1e63b808a163a9e4ffde8a6dc33290754d5289d | 443820686cad24bbdd7e7050fa3d3f33f43a7bb5 | "2023-06-28T15:13:08Z" | c++ | "2023-07-07T06:36:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,788 | ["doc/classes/SceneTree.xml", "scene/main/scene_tree.cpp", "scene/main/scene_tree.h"] | VideoStreamPlayer causes random crashes on a Windows export without "Export with Debug" | ### Godot version
4.1.beta3, 4.0.3.stable
### System information
Godot v4.1.beta3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)
### Issue description
The game crashes on a Windows export without "Export with Debug" when I use VideoStreamPlayer node as a background in my scene.
I have created 2 simple scenes with VideoStreamPlayer and a button in each to switch between them. When I run the game in the editor, it works fine, when I export it with debug it works fine. As soon as I untick "Export with Debug" the game crashes randomly, sometimes after a few button clicks(changing scenes), sometimes on the first click... The console gives no errors whatsoever...
Tried to do it in both: Godot 4.0.3 and 4.1 beta3, the result is the same.
I have also recreated this in Godot 3.5.2, the exported game without "Export with Debug" works fine, without crashes at all.
I have spent 4-5 hours yesterday searching internet and trying to fix it, but I couldn't. Tried different ffmpeg builds to convert the video, tried different video framerates, with audio and without audio... Looks like it's a Godot 4 issue.
### Steps to reproduce
1 - create a scene, add VideoStreamPlayer node, assign your video to it.
2 - create another scene with a VideoStreamPlayer node and assign your video to it.
3 - create buttons on each scene to switch between them.
4 - export your project for windows without "Export with Debug"
5 - play the game, after switching the scenes a couple of time, the game will crash.
### Minimal reproduction project
[Crash_Test_3.zip](https://github.com/godotengine/godot/files/11893147/Crash_Test_3.zip)
| https://github.com/godotengine/godot/issues/78788 | https://github.com/godotengine/godot/pull/78988 | 2c8cbcd1a025f7211db87bca4c9c3cdec2ef6eab | e8df8c5e2c067edfbe5ca448e4ba1c266f653843 | "2023-06-28T10:44:59Z" | c++ | "2023-07-26T16:39:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,786 | ["drivers/vulkan/rendering_device_vulkan.cpp"] | Game quits after rendering calls on main rendering device if multithreaded rendering is enabled | ### Godot version
v4.1.beta3.official [ada712e06]
### System information
Godot v4.1.beta3 - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2080 with Max-Q Design (NVIDIA; 31.0.15.3161) - Intel(R) Core(TM) i9-8950HK CPU @ 2.90GHz (12 Threads)
### Issue description
I am using the main renderingdevice to do offscreen drawing to a texture. If I use the same code on a local rendering device created using `RenderingServer.create_local_rendering_device()`, it works fine, but the moment I do anything on the main rendering device (from RenderingServer.get_rendering_device() ), my code will run for one or two frames, then the game quits silently.
I've narrowed it down with a passthrough shader and no actual draw calls - just any call to `draw_list_begin` and `draw_list_end`, and it dies.
If you use single threaded renderingdevice, it works.
I feel like this is a good test of the stability of the vulkan multithreading ( see https://github.com/godotengine/godot-proposals/discussions/7163 ) - if we want to allow multithreaded use of a single renderingdevice, then this should work.
### Steps to reproduce
Hit play on the project below. It will hopefully print out before, inside, after, then silently quit. Does on mine at least, on dev builds and on 4.1b3. If you set rendering to single-threaded (safe or unsafe), then it works happily.
### Minimal reproduction project
[crashtest.zip](https://github.com/godotengine/godot/files/11892220/crashtest.zip)
| https://github.com/godotengine/godot/issues/78786 | https://github.com/godotengine/godot/pull/78794 | 73ca58b45fe39de87e4b664f8c1c09416b18596e | 98358b282286c1d61e6ef3e66b7d2dbda6fc3e11 | "2023-06-28T08:58:21Z" | c++ | "2023-07-08T16:17:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,771 | ["scene/resources/particle_process_material.cpp"] | Particles change when they are fully stopped | ### Godot version
v4.1.rc1.official [1f9e540f1]
### System information
Godot v4.1.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.3623) - AMD FX(tm)-6300 Six-Core Processor (6 Threads)
### Issue description
When damping is used and a particle is fully stopped, it gets new shape, color, angular velocity, etc. It looks like it's being recreated from scratch.
### Steps to reproduce
1. Run the project.
2. Open block_hit_particles.tscn.
### Minimal reproduction project
[Bugged Particles.zip](https://github.com/godotengine/godot/files/11887286/Bugged.Particles.zip)
| https://github.com/godotengine/godot/issues/78771 | https://github.com/godotengine/godot/pull/80638 | 1d852cb75ea004054621fe7976c44adc63d572b3 | ed1180a97e5e1bd333895e7e3937c83622674c34 | "2023-06-27T21:06:18Z" | c++ | "2023-08-16T07:16:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,765 | ["modules/mono/csharp_script.cpp"] | [Godot 4.1 RC1] [.NET/C#] Inspector does not show updated members of classes or type changes; Only appear after "Reload Current Project" | ### Godot version
Godot 4.1 Release Candidate 1
### System information
Godot v4.1.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.1694) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)
### Issue description
Godot 4.1 RC1 does not update the [Export]ed members or the name of a type/class in inspector when
- ... creating a new class.cs file that inherits from node/resource
- ... renaming a class from A.cs to B.cs
- ... removing and adding the class to a Node/Resource
- ... adding enum values to an existing enum (doesnt matter if its [Flags])
- ... adding/removing [Export] on any member variable
- ... (and probably more use cases)

It only works when Project > "Reload Current Project"

### Steps to reproduce
Create a new .cs file that inherits from a Node or Resource
Assign it a Node/Resource
Add any sort of variables to the .cs file
Add the [Export] attribute to these variables/members
Build the Code using Alt+B
Watch what happens in the inspector: Nothing!
If nothing happens: Project > Reload Current Project
Test Project attached below
### Minimal reproduction project
[inspector-update-fails.zip](https://github.com/godotengine/godot/files/11886640/inspector-update-fails.zip)
| https://github.com/godotengine/godot/issues/78765 | https://github.com/godotengine/godot/pull/78787 | d95b516d312a9f3930a96c0fdd51cf975345f16f | 9a09ee5d0217c4d5e5668fccddfa477bf16af357 | "2023-06-27T19:44:22Z" | c++ | "2023-06-28T10:51:59Z" |
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