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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. ![image](https://github.com/godotengine/godot/assets/660911/14336bb3-12ca-48c8-b030-8ada6ac27ec6) ### 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. ![no anisotropic](https://github.com/godotengine/godot/assets/607715/4c3f2c68-6284-412c-9adf-625f4c3e2ab6) 2. Switch the filtering mode of the material to one with anisotropic filtering enabled. ![with anisotropic](https://github.com/godotengine/godot/assets/607715/b67e5bb5-68f8-4934-bf0f-35836666724e) 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. ![bug anisotropic](https://github.com/godotengine/godot/assets/607715/05037b2e-be9f-4351-8a77-b9b73c832696) ### 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: ![image](https://github.com/godotengine/godot/assets/71937306/436cb73b-c101-40ba-9220-3c2474a3a61c) - 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. ![afbeelding](https://github.com/godotengine/godot/assets/66079814/287f0a28-a4c1-4143-a3c1-a33c4d279efb) 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) ![afbeelding](https://github.com/godotengine/godot/assets/66079814/1d384851-5816-4ea1-8e5e-41e2a98576ff) (Blender Eevee, with the mirror is tinted red to show whats reflection and whats not) ![afbeelding](https://github.com/godotengine/godot/assets/66079814/256b4190-73be-4df8-ad5f-694af796de60) (Blender cycles) ![afbeelding](https://github.com/godotengine/godot/assets/66079814/ae3c052a-1cf6-43b7-966a-b41cbb79ddae) ### 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. ![image](https://github.com/godotengine/godot/assets/35647672/6c277402-2f43-4ec7-9f26-72d4717754d9) 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. ![bug](https://github.com/godotengine/godot/assets/3350340/38c7904b-4e0c-4267-8cec-fca08da87013) ### 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: ![test_class_with_preload_screenshot](https://github.com/godotengine/godot/assets/68911895/f1457b81-1e2c-4848-93a2-0ff2dd6cc452) 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 ![Godot_light_issue](https://github.com/godotengine/godot/assets/116759222/9fc1dfe0-e8cf-4ec9-9ce8-3c70f1b7f894) 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` ![Screenshot_20230714_010300](https://github.com/godotengine/godot/assets/180032/a428d8f5-5bcb-42a0-923e-a11a619687de) ### 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.* ![Screenshot_20230714_010324](https://github.com/godotengine/godot/assets/180032/b5ea67b4-8191-4640-8f2f-c2349ce124bf) ### Max Distance = `262144.1` + custom ambient color set to red *Only the automatic ambient generation is broken, not the custom color shader.* ![Screenshot_20230714_010346](https://github.com/godotengine/godot/assets/180032/28e8421d-7a49-4a1e-af17-9df8dce894d1) ### 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. ![image](https://github.com/godotengine/godot/assets/95942443/a2a9dd46-a34d-4209-b974-db10d29b7f8f) ### 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 `#` &mdash; 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 ![image](https://github.com/godotengine/godot/assets/14089949/03411389-c0c2-4527-8946-b1fdf348abe8) ### 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 ![Screenshot 2023-07-09 190118](https://github.com/godotengine/godot/assets/78328941/60bfb2c0-6aec-4981-a957-114a9d3fca8d) Scene ![Screenshot 2023-07-09 190138](https://github.com/godotengine/godot/assets/78328941/b8b0c21a-d82b-4979-8328-f7f07ae9140a) ![Screenshot 2023-07-09 190131](https://github.com/godotengine/godot/assets/78328941/80a2424b-6d18-4a40-bb20-1bba0c4bfc3a) Code ![Screenshot 2023-07-09 190148](https://github.com/godotengine/godot/assets/78328941/d4712bce-30d7-4783-afac-ebda410b5cf4) ### 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: ![image](https://github.com/godotengine/godot/assets/9107253/a4b2f5a5-beab-4c8f-9a1f-dab39ea3ea6e) 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`. ![image](https://github.com/godotengine/godot/assets/6299227/ce5f696a-d86a-402f-98f7-6a762f15543e) 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: ![Screenshot_20230706_123457](https://github.com/godotengine/godot/assets/441188/eb5dc8e3-9941-4cac-8cb8-17167d1f33bf) (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: ![Screenshot_20230706_121443](https://github.com/godotengine/godot/assets/441188/7e62f67c-664f-4f5f-8f84-0cd0084679a6) 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, [...]));` ![image](https://github.com/godotengine/godot/assets/18100602/c94d25eb-2e31-4e97-99ed-1a6f9f8780b9) ![image](https://github.com/godotengine/godot/assets/18100602/5348a6af-5b75-4c62-a205-5f51a2e0e30d) ### 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™ ![image](https://github.com/godotengine/godot/assets/2223172/cb33110f-a5b0-400a-951f-3fa425f05714) 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. ![working](https://github.com/godotengine/godot/assets/56048350/5fc45659-7a4d-4744-a7cd-1647497a0c97) ![nonworking_multiline](https://github.com/godotengine/godot/assets/56048350/8c2a1845-ca48-4484-a637-0af3d6b5582d) ![nonworking_category](https://github.com/godotengine/godot/assets/56048350/84ada88f-8a7b-49e7-9a6e-4cb188cc9dae) ### 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.". ![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216) **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 ![image](https://github.com/godotengine/godot/assets/4489798/cf4d2074-7d8a-48d4-ba87-ba04d7f2dda1) 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. ![gpuparticleissue](https://github.com/godotengine/godot/assets/4315463/63f9a403-1ab9-439a-a138-26726e77a00a) ### 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 ![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387) ### 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) ![Screenshot-1](https://github.com/godotengine/godot/assets/12751629/d87890d0-225b-4226-9393-b05106968d87) 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. ![image](https://github.com/godotengine/godot/assets/84369217/88ee079e-e186-4955-a736-50d732a41edd) 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`: ![image](https://github.com/godotengine/godot/assets/4701338/739f13b9-d274-4176-aff5-8b527f7777c7) 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: ![image](https://github.com/godotengine/godot/assets/4701338/22350c38-3105-4ce2-baa2-136cce989325) With #76431 reverted and #75415 rebased (using the [classref](https://github.com/akien-mga/threen/compare/classref) branch for Threen): ![image](https://github.com/godotengine/godot/assets/4701338/bada7e82-45f4-4d3e-95d8-9aba7d0804d6) 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 ![image](https://github.com/godotengine/godot/assets/28286958/abec9d3c-e078-424c-9430-d9fe8897aad6) ### 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: ![image](https://github.com/godotengine/godot/assets/28286958/c2d58151-d6d2-4305-b4da-36e76e316caf) ### 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) ![image](https://github.com/godotengine/godot/assets/45302427/d11a515e-47b6-40a8-af81-670407bfda1a) It only works when Project > "Reload Current Project" ![image](https://github.com/godotengine/godot/assets/45302427/8de25a6f-d851-4d58-881b-673060d89741) ### 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"