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closed | godotengine/godot | https://github.com/godotengine/godot | 77,961 | ["editor/editor_log.cpp", "scene/gui/rich_text_label.cpp", "scene/gui/rich_text_label.h"] | Editor Log flickering on continuous text | ### Godot version
v4.1.beta.custom_build [ea6a141ff]
### 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
I noticed editor log misbehaving when a text is being printed. It seems to be mostly noticeable (or exclusive to?) when collapsing of duplicate messages is enabled.
https://github.com/godotengine/godot/assets/2223172/4ccfaa70-8991-4f5d-95ec-c732600b82ec
It looks like the log rebuilds from scratch with every message. If it had already some content, the text might be printed faster than it appears, causing it to be unreadable:
https://github.com/godotengine/godot/assets/2223172/6b69d308-37f1-4d8f-b47c-09f2e42eda43
### Steps to reproduce
```GDScript
func _process(delta: float) -> void:
print("spam")
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77961 | https://github.com/godotengine/godot/pull/77973 | 54a8adfd504be9088ee315d33651f3944704887c | 380ee3c0c05bbb9ff7d497ec34e6e2a61ef3f523 | "2023-06-07T13:50:38Z" | c++ | "2023-06-12T20:54:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,947 | ["doc/classes/Control.xml"] | Multi selection does not work in gdscript flag properties size_flags_horizontal | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Windows 11
### Issue description
In the control component, it is possible to select multiple values in the container sizing horizontal property, but there is no way to select multiple values via gdscript
### Steps to reproduce

### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77947 | https://github.com/godotengine/godot/pull/77948 | ec999b24ee7388bb6beeaad88af34dc40fc7ed03 | d8ef8fba728252a3e0d4090153515a9d7aed01b2 | "2023-06-07T09:15:49Z" | c++ | "2023-06-07T10:08:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,944 | ["editor/debugger/script_editor_debugger.cpp"] | Clicking a selected item in the error log doesn't scroll back to it | ### Godot version
Godot 4.1.dev4
### System information
Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 4400 (HSW GT2) () - Intel(R) Core(TM) i7-4600U CPU @ 2.10GHz (4 Threads)
### Issue description

Let's suppose I clicked this item, then scrolled around in my script, and I then wanted to check out the warning's line again. It wouldn't work without selecting another item first.
Should be an easy fix by setting `allow_reselect = true` in the underlying tree.
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77944 | https://github.com/godotengine/godot/pull/78093 | 7db29c04cdbd7902ec117c9f58d4d2cfc4430091 | d4951ead3ae64a76e7a985827e228fa71d64f25e | "2023-06-07T06:32:30Z" | c++ | "2023-06-12T09:40:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,931 | ["editor/renames_map_3_to_4.cpp"] | BoxShape3D and RectangleShape2D has incorrect size after project conversion due to change how size/extents are treated in 4.x | ### Godot version
v4.1.dev.custom_build [0a0132ccf]
### System information
Windows 10
### Issue description
When converting a project from 3 to 4, any BoxShape3D resources will end up being half the size they were in Godot 3.x
This seems to be due to the fact BoxShape3D's dimensions were defined by half extents, and now Godot 4.x uses full extents.
So a BoxShape3D that had extents of 1,1,1 in Godot 3 was actually 2m x 2m x 2m, whereas now in Godot 4 those same values would be treated as 1m x 1m x 1m
### Steps to reproduce
Create a Godot 3.x project with a BoxShape3D shape as part of a collider
Convert the project to 4.x using the project converter and open it
Notice that the BoxShape3D now appears to be half the size in the editor despite the values being the same
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77931 | https://github.com/godotengine/godot/pull/82754 | 7f0b25e0578e177901db32ec3d10aae85a58e5af | 7a9947f7f52acdb639682f1169a3a9b5d2ba1c56 | "2023-06-06T21:49:14Z" | c++ | "2023-10-04T13:45:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,928 | ["core/core_bind.cpp"] | Starting a thread in GDScript that calls function with arguments will print error message in recent Godot build | ### Godot version
Godot 4.1-dev (ed63b9ea23)
### System information
Manjaro Gnome
### Issue description
`thread.start(test.bind(0))` prints the following error:
```
ERROR: Caller thread can't call this function in this node. Use call_deferred() or call_thread_group() instead.
at: get_script (scene/main/node.cpp:3536)
```
### Steps to reproduce
```
func _ready() -> void:
var thread := Thread.new()
thread.start(test.bind(0))
func test(i: int) -> void:
pass
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77928 | https://github.com/godotengine/godot/pull/77974 | ab167154099c598e3f057feb2961c59c7b5d7292 | b761c3a54da01305e22588708d8c7778a6186c28 | "2023-06-06T21:15:52Z" | c++ | "2023-06-08T14:55:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,913 | ["modules/multiplayer/scene_replication_interface.cpp"] | Using 2 Watched MultiplayerSynchronizer nodes crashes the server | ### Godot version
4.1.dev4
### System information
Windows 10 - Godot 4.1.dev4 - Compatibility
### Issue description
When you syncronize 2 variables and both are in watched mode (taking out the "sync" property too) the server crashes
### Steps to reproduce
Create a MultiplayerSynchronizer, export 2 variables from a script, connect the server and the client and the server will crash instantly
In the project I give, the server and client are connected automatically when you use 2 debug instances when pressing play
### Minimal reproduction project
[minimalproject.zip](https://github.com/godotengine/godot/files/11665652/minimalproject.zip)
| https://github.com/godotengine/godot/issues/77913 | https://github.com/godotengine/godot/pull/78112 | 9fca49864776c06ba92a2738d9661be217faeffa | 686d3efa394aadd78177a079df3d126c64220064 | "2023-06-06T14:14:43Z" | c++ | "2023-06-12T09:56:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,905 | ["editor/gui/scene_tree_editor.cpp"] | NodePath filter failure after nodes filter used. | ### Godot version
v4.0.3.stable.mono.official [5222a99f5]
### System information
Windows 11
### Issue description
In the "Select a Node" windows, popped up when pressed the "Assign..." button of a `NodePath` property in the inspector.
Input any character in the "Filter Nodes" line, then clear it.
All ancestors of target type nodes become selectable.
I think it's because the correct result is supposed to be like this:

but the invalid ancestors, which should be leaved in the dialog but set to unselectable, are in the wrong state.
### Steps to reproduce
- Create a new project.
- Create a new scene like this.

- Select `BoneAttachment3D` node, turn on `Use External Skeleton`

- Hit the "Assign..." button, open the dialog, it's good at this moment.

- Input any character in the "Filter Nodes" line (like `d`).

### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77905 | https://github.com/godotengine/godot/pull/77982 | ad85ecef8da194548f6eba4bb778a4d1def1215c | b203651ad7120bbb6652ca73147fd0828620457f | "2023-06-06T10:43:43Z" | c++ | "2023-06-13T11:52:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,896 | ["modules/multiplayer/doc_classes/SceneReplicationConfig.xml", "modules/multiplayer/editor/replication_editor.cpp", "modules/multiplayer/editor/replication_editor.h", "modules/multiplayer/scene_replication_config.cpp", "modules/multiplayer/scene_replication_config.h"] | Improve MultiplayerSynchronizer editor UX to prevent setting both Sync and Watch | ### Godot version
4.1.dev4
### System information
Windows 10 Godot 4.1.dev4
### Issue description
The watched property in the Multiplayer Synchronizer node is supposed to pass the variable through the network only when it changes, but as I use the network profiler, it is evidently not working as intended
### Steps to reproduce
Open 2 debug instances on the project I will give, use the network profiler and you will see the variable does not change, although it goes up to 780b/s on the network
### Minimal reproduction project
[minimalproject.zip](https://github.com/godotengine/godot/files/11659414/minimalproject.zip)
| https://github.com/godotengine/godot/issues/77896 | https://github.com/godotengine/godot/pull/81136 | 1594acc64efd84504b8e56d61b7ac58cd86ff1cf | 98f684455400461c91641bd55533d8706b1439b4 | "2023-06-06T02:43:17Z" | c++ | "2023-08-31T06:55:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,885 | ["scene/gui/container.cpp", "scene/gui/control.cpp"] | Container size not updating correctly when using call_deferred | ### Godot version
543750a1b3f5696f9ba8e91cb49dc7db05d2ae62
### System information
Windows 10, Vulkan
### Issue description
This is a regression since v4.1.dev4.official [5c2295ff5], I can't bisect atm to find the commit that caused it, maybe https://github.com/godotengine/godot/pull/77651 but that's just a guess.
When a HBoxContainer has a label child, and that label's text is changed, one used to be able to find the new size of the container by using call_deferred, this is no longer the case.
MRP correct behavior (v4.1.dev4.official [5c2295ff5]):

MRP incorrect (543750a1b3f5696f9ba8e91cb49dc7db05d2ae62):

### Steps to reproduce
```gdscript
extends Control
@onready var h_box_container: HBoxContainer = $HBoxContainer
@onready var label: Label = $HBoxContainer/Label
func _ready() -> void:
label.text = "larger non default text"
print("h_box_container size.x: ", h_box_container.size.x)
call_deferred("size_after_text_changed")
func size_after_text_changed() -> void:
print("deferred h_box_container size.x: ", h_box_container.size.x)
```
### Minimal reproduction project
[call_deferred bug.zip](https://github.com/godotengine/godot/files/11654441/call_deferred.bug.zip)
| https://github.com/godotengine/godot/issues/77885 | https://github.com/godotengine/godot/pull/78009 | 35ff936b93969f3e6d316a485cee3722bb17bba0 | 1b5620d2a9d30598f68a828b3dd4a07296e2c546 | "2023-06-05T16:00:04Z" | c++ | "2023-06-12T12:14:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,878 | ["core/object/class_db.cpp", "core/object/class_db.h", "editor/editor_help.cpp", "editor/editor_node.cpp", "editor/editor_settings.cpp", "editor/editor_settings.h"] | `EditorSettings` doc is not present inside the editor when using doc cache | ### Godot version
4.0.dev [0f76ff2]
### System information
Kubuntu GNU/Linux 23.04
### Issue description
In the current `master` (stable seems fine), the `EditorSettings` doc is nowhere to be found in the editor, even though it exists: https://github.com/godotengine/godot/blob/master/doc/classes/EditorSettings.xml
### Steps to reproduce
Search for "EditorSettings" in the help dialog, or try clicking in a reference to it.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77878 | https://github.com/godotengine/godot/pull/78615 | c4e582262fa45483b1d68c5e7fa05351070355a0 | 92960b7a22dabe26bb724b7b0d00a5fd03324f3a | "2023-06-05T12:51:14Z" | c++ | "2023-07-26T16:39:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,859 | ["editor/plugins/path_3d_editor_plugin.cpp", "editor/plugins/path_3d_editor_plugin.h"] | Missing button for moving control points on Path3D | ### Godot version
4.1.dev (4d5f10fc3a)
### System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
### Issue description
Here is the toolbar button for Path 3D <img width="213" alt="Capture d’écran 2023-06-05 à 01 33 46" src="https://github.com/godotengine/godot/assets/66184050/be23b414-43ca-4775-a91e-e12d4581af4f">. As you can see it is missing the secod button from PAth2D ones <img width="243" alt="Capture d’écran 2023-06-05 à 01 33 34" src="https://github.com/godotengine/godot/assets/66184050/aba2435d-bb16-43e9-af18-30b64e38255f">. This is the one about setting up the control nodes.
However control nodes are actually implemented and accessible by holding `Shift` so it's only missing a button that makes it looks like control node are not a thing on `Path3D`.
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77859 | https://github.com/godotengine/godot/pull/77860 | 89ef3e2c16eaafea802615ce5cfe89de69082d1f | 67c0467e04f005484181157089bf52b26f950c2b | "2023-06-05T02:56:00Z" | c++ | "2023-06-05T16:05:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,848 | ["editor/plugins/node_3d_editor_plugin.cpp"] | Panning the 3D view with trackpad goes the wrong way | ### Godot version
4.1.dev (4d5f10fc3a)
### System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
### Issue description
When panning the 3D View it will move the world in the direction opposite you are panning instead of going in the direction you are panning. This is a bug as in for example in 2D view the world is moved in the direction you are panning and the only other 3D program view I know (blender) do move the world in the direction you are panning.
### Steps to reproduce
1. open 3D view
2. Pan with a Trackpad
3. try the same on 2D or on another program doing 3DView
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77848 | https://github.com/godotengine/godot/pull/77852 | 0010b34a37b4bc0536b2bbf93b4e1a52d50ec2e8 | 89ef3e2c16eaafea802615ce5cfe89de69082d1f | "2023-06-04T19:50:37Z" | c++ | "2023-06-05T16:04:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,837 | ["platform/windows/display_server_windows.cpp"] | When renaming a node, Microsoft Pinyin input method cannot be switched to Chinese | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
windows 10 v4.0.3.stable.official [5222a99f5] - Compatibility
### Issue description
When renaming a node, Microsoft Pinyin input method cannot be switched to Chinese.
But nodes can actually be named in Chinese. We can only do this by copying strings from Notepad and pasting them into the renamed text box.
(It's worth noting that I used Shift to switch between Microsoft Pinyin and English.)
### Steps to reproduce
Rename a node
### Minimal reproduction project
none | https://github.com/godotengine/godot/issues/77837 | https://github.com/godotengine/godot/pull/77977 | 9b31d257ae0489337cc9ce87f91054cda136927d | 759309ba18ffda9c472af97a3b1068bcedb96f80 | "2023-06-04T14:42:19Z" | c++ | "2023-06-09T09:06:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,833 | ["editor/editor_properties_array_dict.cpp"] | Dictionary allows remove item on non existent keys/values causing the inspector to break | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Linux - v4.0.stable.official [92bee43ad]
### Issue description
It gives you the possibility of removing unexisting key/value pairs from a dictionary.
### Steps to reproduce



### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77833 | https://github.com/godotengine/godot/pull/77861 | 7c718449997209c1779de3c49f3df197458e2363 | 9b31d257ae0489337cc9ce87f91054cda136927d | "2023-06-04T13:09:31Z" | c++ | "2023-06-09T09:05:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,817 | ["doc/classes/Node.xml", "doc/classes/SceneTree.xml", "scene/main/scene_tree.cpp"] | The 'get_multiplayer' method cannot obtain the value obtained by the 'set_multiplayer' method | ### Godot version
4.1.dev
### System information
Window 10
### Issue description
If the result is what you expect, why not block it when you set the value, the value is successfully set in the Map, but when you get it, it's not what you expect, and you make mistakes.

### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77817 | https://github.com/godotengine/godot/pull/77829 | 1aa2d8ba1981f3d266b16681a2e614127b5c6c83 | 79805262f18bb1b00b84061994825db5afe94144 | "2023-06-03T20:51:51Z" | c++ | "2023-09-26T06:17:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,803 | ["scene/gui/spin_box.cpp"] | Mouse disappear when SpinBox is being hidden while there is a Drag | ### Godot version
4.1.dev (db5113de36)
### System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
### Issue description
When hiding a SpinBox during a grab modification. The mouse will stay hidden eternally as SpinBox would stop receiving inputs. Because of how SpinBox is implemented, there is another way to trigger this bug that is shown in MRP.
This issue was found while debugging #76729. fixing this issue would not fix this other one but would prevent the mouse from disappearing in this other issue.
### Steps to reproduce
- create a SpinBox
- add a script that in `_gui_input` wait for the mouse mode to be `MOUSE_MODE_CAPTURED` and then hide the spin box
- launch the game and do a drag modificiation on the `SpinBox`
- Congratulations your mouse is locked and you need to Alt + Tab to go back to the editor and force quit your game
### Minimal reproduction project
[test1.zip](https://github.com/godotengine/godot/files/11642625/test1.zip) | https://github.com/godotengine/godot/issues/77803 | https://github.com/godotengine/godot/pull/77804 | 0923b87179e32e0c2ce74dc0eb67e0ad99e69893 | 7469b4339260d828ffda43535b15422988b7a7ab | "2023-06-03T12:39:15Z" | c++ | "2023-09-29T17:45:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,801 | ["scene/3d/navigation_region_3d.cpp"] | `NavigationMesh` does not complete when running on main thread | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Mac
### Issue description
The following code will not print any vertices, nor polygons.
The `NavigationMesh` resource will not be saved correctly.
Even though we specify `bake_navigation_mesh(false)` (on the main thread)
```gdscript
func _ready() -> void:
var navreg = $NavigationRegion3D
navreg.bake_navigation_mesh(false)
print(navreg.navmesh.get_vertices())
print(navreg.navmesh.get_polygon_count())
var to_save = preload("res://testresource.gd").new(navreg.navmesh)
ResourceSaver.save(
to_save,
"output.tres",
ResourceSaver.SaverFlags.FLAG_BUNDLE_RESOURCES
)
```
### Steps to reproduce
1. Download minimal repo below
2. Run the repo
3. Check the console
4. Check `output.tres`
<img width="316" alt="Screenshot 2023-06-03 at 19 05 22" src="https://github.com/godotengine/godot/assets/100964/83ea661d-1c5a-4044-b9cc-2a5434a89280">
<img width="1028" alt="Screenshot 2023-06-03 at 19 05 34" src="https://github.com/godotengine/godot/assets/100964/cb099d0c-f626-48a4-b4f4-9a57b7988df1">
### Minimal reproduction project
[test-navmesh.zip](https://github.com/godotengine/godot/files/11642578/test-navmesh.zip)
| https://github.com/godotengine/godot/issues/77801 | https://github.com/godotengine/godot/pull/79465 | f8f06d3d38a0fb9726d864647ca0ed99ec47ef27 | 182b94c86afdf125278a15e3a2352e00d1622d47 | "2023-06-03T12:05:42Z" | c++ | "2023-07-18T11:15:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,793 | ["doc/classes/Node.xml"] | Collision exception and node freeing error in Godot 4.0.3 | ### Godot version
4.0.3
### System information
Win10
### Issue description
I encountered a bug in Godot 4.0.3 when I tried to add a collision exception and free a character body 2D node. The code is as follows:
```gdscript
func _ready():
character_body_2d.add_collision_exception_with(character_body_2d_2)
character_body_2d_2.queue_free()
# Called every frame. "delta" is the elapsed time since the previous frame.
func _process(delta):
character_body_2d.get_collision_exceptions()
```
> The error message is:
```text
ERROR: Condition "!body" is true. Returned: ObjectID()
at: body_get_object_instance_id (servers/physics_2d/godot_physics_server_2d.cpp:690)
```
> I think this is a bug because the documentation says that `add_collision_exception_with` should prevent collisions between two bodies, and `queue_free` should defer the deletion of a node until it is safe. However, it seems that the node is freed before the collision exception is applied, causing an error when calling `get_collision_exceptions`. Can anyone confirm this issue and provide a workaround? Thank you.
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77793 | https://github.com/godotengine/godot/pull/77814 | 91cddd6c3980971e9ac4160a27e6b80f10478650 | 9d3d2ead6918db686ae8512e332590b976e4ce4c | "2023-06-03T07:30:59Z" | c++ | "2023-06-05T11:43:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,790 | ["drivers/vulkan/vulkan_context.cpp"] | Editor crashes on minimising. | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Windows 11, AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx 2.10 GHz
### Issue description
The editor crashes when it is minimised if it isn't the foreground window, eg. via Windows key + M. This didn't occur in 4.0.2, but is now occurring in 4.0.3. I'll just mention that /interface/editor/save_on_focus_loss is false because another issue mentions something like this but with that property set to true.
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77790 | https://github.com/godotengine/godot/pull/78235 | 3dca469f8c1bbeaca867dee2fe8954c7b7a1f413 | 81c386430658ea738c0738ff8a66230f1bdba30e | "2023-06-03T05:51:21Z" | c++ | "2023-06-15T08:50:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,787 | ["scene/gui/container.cpp", "scene/gui/control.cpp"] | Script name tooltips are oversized | ### Godot version
4.1 db5113d
### 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

Notice the empty space to the right. I actually have a worse case in my project, but I couldn't reproduce it outside:

Regression from #77651
CC @Rindbee
### Steps to reproduce
1. Add a new script
2. Name it `;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;.gd`
3. Hover its name in the Script Editor
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77787 | https://github.com/godotengine/godot/pull/78009 | 35ff936b93969f3e6d316a485cee3722bb17bba0 | 1b5620d2a9d30598f68a828b3dd4a07296e2c546 | "2023-06-02T21:25:19Z" | c++ | "2023-06-12T12:14:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,783 | ["editor/code_editor.cpp"] | Bookmarks don't draw | ### Godot version
4.1 dev4
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
### Issue description
https://github.com/godotengine/godot/assets/2223172/fe382ae2-04bb-4efa-b666-9e94ebb56a9c
### Steps to reproduce
1. Go to Script Editor
2. Toggle bookmark (Go To -> Toggle Bookmark)
3[.](https://media.tenor.com/_BiwWBWhYucAAAAd/what-huh.gif) It's not visible
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77783 | https://github.com/godotengine/godot/pull/77784 | db5113de36aa59b3b3ffcd3399d06f4b76476df8 | 2b69d681d06b8b2bb0ef668f1f4cde340b13d866 | "2023-06-02T20:05:12Z" | c++ | "2023-06-02T23:38:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,777 | ["doc/classes/LightmapGIData.xml", "scene/3d/lightmap_gi.cpp", "scene/3d/lightmap_gi.h"] | LightmapGI : Duplicating any LightmapGIData crashes the engine | ### Godot version
v4.1.dev.custom_build [2e273f0e35800f2bcc7c05db54100caa97928f69]
### System information
Windows 11 x64, Vulkan (Forward+), NVIDIA GeForce GTX 1650
### Issue description
Duplicating `LightmapGIData` crashes the engine. Only caused when running the project. Not in the editor.
Traceback :
```
0000000000000000() Unknown
> godot.windows.editor.dev.x86_64.exe!LightmapGIData::_get_light_textures_data() Line 179 C++
godot.windows.editor.dev.x86_64.exe!call_with_variant_args_retc_helper<LightmapGIData,Array>(LightmapGIData * p_instance, Array(const LightmapGIData::*)() p_method, const Variant * * p_args, Variant & r_ret, Callable::CallError & r_error, IndexSequence<> __formal) Line 806 C++
godot.windows.editor.dev.x86_64.exe!call_with_variant_args_retc_dv<LightmapGIData,Array>(LightmapGIData * p_instance, Array(const LightmapGIData::*)() p_method, const Variant * * p_args, int p_argcount, Variant & r_ret, Callable::CallError & r_error, const Vector<Variant> & default_values) Line 568 C++
godot.windows.editor.dev.x86_64.exe!MethodBindTRC<LightmapGIData,Array>::call(Object * p_object, const Variant * * p_args, int p_arg_count, Callable::CallError & r_error) Line 581 C++
godot.windows.editor.dev.x86_64.exe!ClassDB::get_property(Object * p_object, const StringName & p_property, Variant & r_value) Line 1184 C++
godot.windows.editor.dev.x86_64.exe!Object::get(const StringName & p_name, bool * r_valid) Line 343 C++
godot.windows.editor.dev.x86_64.exe!Resource::duplicate(bool p_subresources) Line 261 C++
godot.windows.editor.dev.x86_64.exe!call_with_variant_args_retc_helper<Resource,Ref<Resource>,bool,0>(Resource * p_instance, Ref<Resource>(const Resource::*)(bool) p_method, const Variant * * p_args, Variant & r_ret, Callable::CallError & r_error, IndexSequence<0> __formal) Line 806 C++
godot.windows.editor.dev.x86_64.exe!call_with_variant_args_retc_dv<Resource,Ref<Resource>,bool>(Resource * p_instance, Ref<Resource>(const Resource::*)(bool) p_method, const Variant * * p_args, int p_argcount, Variant & r_ret, Callable::CallError & r_error, const Vector<Variant> & default_values) Line 568 C++
godot.windows.editor.dev.x86_64.exe!MethodBindTRC<Resource,Ref<Resource>,bool>::call(Object * p_object, const Variant * * p_args, int p_arg_count, Callable::CallError & r_error) Line 581 C++
godot.windows.editor.dev.x86_64.exe!Object::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 739 C++
godot.windows.editor.dev.x86_64.exe!Variant::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Variant & r_ret, Callable::CallError & r_error) Line 1174 C++
godot.windows.editor.dev.x86_64.exe!GDScriptFunction::call(GDScriptInstance * p_instance, const Variant * * p_args, int p_argcount, Callable::CallError & r_err, GDScriptFunction::CallState * p_state) Line 1662 C++
godot.windows.editor.dev.x86_64.exe!GDScriptInstance::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 1787 C++
godot.windows.editor.dev.x86_64.exe!Node::_gdvirtual__ready_call<0>() Line 322 C++
godot.windows.editor.dev.x86_64.exe!Node::_notification(int p_notification) Line 192 C++
godot.windows.editor.dev.x86_64.exe!Node::_notificationv(int p_notification, bool p_reversed) Line 49 C++
godot.windows.editor.dev.x86_64.exe!Node3D::_notificationv(int p_notification, bool p_reversed) Line 52 C++
godot.windows.editor.dev.x86_64.exe!Object::notification(int p_notification, bool p_reversed) Line 798 C++
godot.windows.editor.dev.x86_64.exe!Node::_propagate_ready() Line 244 C++
godot.windows.editor.dev.x86_64.exe!Node::_propagate_ready() Line 235 C++
godot.windows.editor.dev.x86_64.exe!Node::_set_tree(SceneTree * p_tree) Line 2913 C++
godot.windows.editor.dev.x86_64.exe!SceneTree::initialize() Line 449 C++
godot.windows.editor.dev.x86_64.exe!OS_Windows::run() Line 1476 C++
godot.windows.editor.dev.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 181 C++
godot.windows.editor.dev.x86_64.exe!_main() Line 203 C++
godot.windows.editor.dev.x86_64.exe!main(int argc, char * * argv) Line 217 C++
godot.windows.editor.dev.x86_64.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 231 C++
```
### Steps to reproduce
1. Baking lightmaps in any scenes
2. Trying to duplicate a LightmapGIData resource in run-time
Example using GDScript :
```GDScript
func _ready() :
$lightmapgi.light_data.duplicate()
```
3. Run the project
4. Crash
### Minimal reproduction project
Doesn't need MRP. Just do the steps above | https://github.com/godotengine/godot/issues/77777 | https://github.com/godotengine/godot/pull/77788 | 46cb7f94f755d452b146aca52c36e3d3523ad807 | bf46ee144d898017c0777774d0d027de1eb6cb1e | "2023-06-02T17:52:40Z" | c++ | "2023-10-26T13:57:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,773 | ["scene/main/node.cpp"] | Color picker gets stuck after mouse button released | ### Godot version
v4.1.dev4.official [5c2295ff5]
### System information
Godot v4.1.dev4 - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 30.0.14.9709) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)
### Issue description
The RGB sliders of color picker don't lose focus correctly, causing them to keep moving even after the mouse button is released.
Note: Does not reproduce with v4.0.3 nor v4.1.dev3
### Steps to reproduce
Open any color picker and click once on any of the RGB sliders. Release LMB and move the mouse over the slider. Notice it still responds to input.
If additional sliders are clicked, all of them keep moving when the mouse hovers over them, until the color picker is closed.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77773 | https://github.com/godotengine/godot/pull/77867 | d0dfc01035d15162d1140fda1d6c65acf2700c1f | 85c908654cc25c51842f03bdad3cdedafd30cf5f | "2023-06-02T14:41:30Z" | c++ | "2023-06-05T11:43:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,764 | ["core/core_bind.cpp", "core/core_bind.h", "core/io/resource_loader.cpp", "core/object/worker_thread_pool.cpp", "doc/classes/Thread.xml", "scene/gui/rich_text_label.cpp"] | Creating themable Control nodes in thread results in an error | ### Godot version
4.1 621d68e
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
### Issue description
When you create a Control node, that contains theme items, in a thread, e.g.
```GDScript
func _ready() -> void:
var thread := Thread.new()
thread.start(make_control)
thread.wait_to_finish()
func make_control():
var vb = VBoxContainer.new()
add_child.call_deferred(vb)
```
it results in an error
```
Control::get_theme_constant: This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
```
The error comes from the `var vb = VBoxContainer.new()` line, so using `call_deferred()` is obviously not possible (unless we were able to await it somehow). The reason for error is that controls initialize their theme cache in `NOTIFICATION_POSTINITIALIZE`.
The code above is perfectly thread-safe and not allowing it makes it very inconvenient to create Control branches in thread (e.g. when you populate a list or something). Well, it does work, but the error results in a spam, so it should be prevented. Either we could remove the theme initialization from POSTINITIALIZE (the node is not inside tree yet, so not sure how much is it useful) or remove it, but only when the node is not in main thread.
### Steps to reproduce
Run the code above.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77764 | https://github.com/godotengine/godot/pull/78000 | 65969dd51a1a763b583755ffafd908e9d8022eae | 37d1dfef9d81aade27ab0c56fc6b6f12f6a08045 | "2023-06-02T09:09:58Z" | c++ | "2023-06-10T10:12:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,762 | ["scene/resources/placeholder_textures.cpp", "scene/resources/placeholder_textures.h"] | `PlaceholderCubemapArray.new()` causes memory leak with GLES3 | ### Godot version
4.0 621d68e4129e7e343ff21eb3a5f4e8c1d6bbf456
### System information
Ubuntu 22.04 CI
### Issue description
```
PlaceholderCubemapArray.new()
```
leaks memory only in GLES3
```
ERROR: Cubemap Arrays are not supported in the GL Compatibility backend.
at: texture_2d_layered_initialize (drivers/gles3/storage/texture_storage.cpp:757)
ERROR: Attempting to use an uninitialized RID
at: get_or_null (./core/templates/rid_owner.h:198)
ERROR: Condition "!t" is true.
at: texture_free (drivers/gles3/storage/texture_storage.cpp:700)
WARNING: Could not create texture atlas, status: 0
at: update_texture_atlas (drivers/gles3/storage/texture_storage.cpp:1581)
ERROR: 1 RID allocations of type 'N5GLES37TextureE' were leaked at exit.
```
### Steps to reproduce
Above
### Minimal reproduction project
Above | https://github.com/godotengine/godot/issues/77762 | https://github.com/godotengine/godot/pull/79874 | 77785c340daf8ea8a71632884a24e8e9e160d733 | 8965e24ddead340237fd7e92528ffc3d6f920890 | "2023-06-02T05:34:42Z" | c++ | "2023-08-01T15:25:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,755 | ["doc/classes/Viewport.xml", "misc/extension_api_validation/4.0-stable.expected", "scene/gui/spin_box.cpp", "scene/main/viewport.cpp", "scene/main/viewport.h"] | Crash when removing SpinBox node during text submit signal | ### Godot version
4.1.dev 2e273f0e35800f2bcc7c05db54100caa97928f69
### System information
macOS 13.4
### Issue description
Removing a SpinBox from the node tree using `remove_child` during the line edit text submit signal will crash the engine.
```
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.dev.custom_build (2e273f0e35800f2bcc7c05db54100caa97928f69)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] 1 libsystem_platform.dylib 0x0000000183b5aa24 _sigtramp + 56
[2] Viewport::gui_get_focus_owner() (in godot.macos.editor.arm64) + 32
[3] SpinBox::_line_edit_focus_exit() (in godot.macos.editor.arm64) + 28
[4] CallQueue::_call_function(Callable const&, Variant const*, int, bool) (in godot.macos.editor.arm64) + 336
[5] CallQueue::flush() (in godot.macos.editor.arm64) + 908
[6] SceneTree::physics_process(double) (in godot.macos.editor.arm64) + 244
[7] Main::iteration() (in godot.macos.editor.arm64) + 528
```
### Steps to reproduce
Open the minimal reproduction project, click on the SpinBox, press enter, and the engine crashes.
### Minimal reproduction project
[SpinBoxTextSubmitCrash.zip](https://github.com/godotengine/godot/files/11631081/SpinBoxTextSubmitCrash.zip)
| https://github.com/godotengine/godot/issues/77755 | https://github.com/godotengine/godot/pull/77757 | 7d3eca38f0dd3a6025753e9f90d59cd3608c102a | d7a01709714edceb2f7c0bcdf6d8b93f18a6ab9d | "2023-06-02T01:45:38Z" | c++ | "2023-06-05T11:42:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,752 | ["scene/gui/dialogs.cpp"] | Confirming a warning dialog crashes the editor | ### Godot version
621d68e4129e7e343ff21eb3a5f4e8c1d6bbf456
### System information
Windows
### Issue description
Pressing on the OK button of an warning dialog in the editor crashes the godot editor.
The easiest warnings I found for testing are baking an LightmapGI in an unsaved scene (like #74625, but not as the root node) and loading an invalid bus layout in the audio panel.
The crash only happens when using the OK, button to close the dialog, closing it with the X does not trigger a crash.
The problem seems to be that `Viewport::push_input` only works when inside the tree, which is also checked, but closing the dialog removes it from the tree during input handling breaking the rest of the method as the input event is also not marked as handled.
```
ERROR: Condition "!data.tree" is true. Returning: nullptr
at: Node::get_tree (C:\dir\godot\scene/main/node.h:411)
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.1.dev.mono.custom_build (4412c1d989fd49479b274c05972a2f66487dd1a5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] mtx_do_lock (D:\a\_work\1\s\src\vctools\crt\github\stl\src\mutex.cpp:88)
[1] SceneTree::_call_input_pause (C:\dir\godot\scene\main\scene_tree.cpp:1148)
[2] Viewport::_push_unhandled_input_internal (C:\dir\godot\scene\main\viewport.cpp:3048)
[3] Viewport::push_input (C:\dir\godot\scene\main\viewport.cpp:3005)
[4] Window::_window_input (C:\dir\godot\scene\main\window.cpp:1467)
[5] Viewport::_sub_windows_forward_input (C:\dir\godot\scene\main\viewport.cpp:2951)
[6] Viewport::push_input (C:\dir\godot\scene\main\viewport.cpp:2981)
[7] Window::_window_input (C:\dir\godot\scene\main\window.cpp:1467)
[8] CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call (C:\dir\godot\core\object\callable_method_pointer.h:104)
[9] Callable::callp (C:\dir\godot_3\core\variant\callable.cpp:51)
[10] DisplayServerWindows::_dispatch_input_event (C:\dir\godot\platform\windows\display_server_windows.cpp:2369)
[11] Input::_parse_input_event_impl (C:\dir\godot_3\core\input\input.cpp:708)
[12] Input::flush_buffered_events (C:\dir\godot_3\core\input\input.cpp:967)
[13] DisplayServerWindows::process_events (C:\dir\godot\platform\windows\display_server_windows.cpp:2063)
[14] OS_Windows::run (C:\dir\godot\platform\windows\os_windows.cpp:1478)
[15] widechar_main (C:\dir\godot\platform\windows\godot_windows.cpp:181)
[16] _main (C:\dir\godot\platform\windows\godot_windows.cpp:205)
[17] main (C:\dir\godot\platform\windows\godot_windows.cpp:217)
[18] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[19] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
```
(This is the unrelated crash mentioned https://github.com/godotengine/godot/pull/77751#pullrequestreview-1456392218)
Apparently did not happen on 9b9bb418cb1137e69b5131ec9fa7b41c0396db28 (https://github.com/godotengine/godot/issues/74625#issuecomment-1462867707)
### Steps to reproduce
Trigger any warning dialog in the editor.
1. Open the attached project
2. Click OK on the Dialog that pops up after loading
### Minimal reproduction project
[Test_77752.zip](https://github.com/godotengine/godot/files/11630679/Test_77752.zip) (yes it is just a project.godot and nothing else)
| https://github.com/godotengine/godot/issues/77752 | https://github.com/godotengine/godot/pull/77765 | 3e633c970613aafd189686367ea1614e9fb2c530 | e7d2e49688bdaec65e326e7b2bfcc0642b4f2a8d | "2023-06-01T23:51:44Z" | c++ | "2023-06-05T16:27:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,746 | ["thirdparty/README.md", "thirdparty/tinyexr/tinyexr.h"] | LightmapGI : Cannot reimport lightmaps' EXR files after baked lightmaps | ### Godot version
v4.1.dev.custom_build [2e273f0e35800f2bcc7c05db54100caa97928f69]
### System information
Windows 11 x64, Vulkan (Forward+), NVIDIA GeForce GTX 1650
### Issue description
Importing EXR files from baking lightmaps will always fail. But the files aren't corrupted and can be opened in other software like Krita.
### Steps to reproduce
Do these in the MRP
1. Find `lm` node in the scene `000.tscn`, And press `Bake Lightmaps`
2. After finished baking, The lightmaps should be rendering normally and several error messages will be printed out. They say :
- Invalid/Corrupted data found when decoding pixels.
- Error loading image: res://000.exr
- Error importing 'res://000.exr'.
3. When trying to reopen `000.tscn`, The lightmaps won't render in the scene anymore.
( Optional )
4. If trying to put the lightmap data `000.lmbake` into the `lm` node. It will spam these out :
- Uniforms were never supplied for set (1) at the time of drawing, which are required by the pipeline
- Texture (binding: 7) is an array of (8) textures, so it should be provided equal number of texture IDs to satisfy it (IDs provided: 7).
Then all the meshes go black immediately.
### Minimal reproduction project
[i_5222a99f5_001.zip](https://github.com/godotengine/godot/files/11629095/i_5222a99f5_001.zip)
| https://github.com/godotengine/godot/issues/77746 | https://github.com/godotengine/godot/pull/77868 | 85c908654cc25c51842f03bdad3cdedafd30cf5f | 0f76ff2115ae56e6638e1e2bdb8851d470e6e0e3 | "2023-06-01T20:17:31Z" | c++ | "2023-06-05T11:43:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,745 | ["scene/resources/gradient.cpp"] | Godot 4.1.dev4 gradient color picker regression | ### Godot version
4.1.dev4
### System information
Godot v4.1.dev4 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 Ti (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)
### Issue description
When modifying any gradients in the property inspector, the color picker will close automatically when trying to adjust any values. It might also fail to open. Continued interaction will result in more inconsistent behavior.
This applies to editing any gradient property, for example Line2D.gradient or a GradientTexture1D or GradientTexture2D resource.
This issue does not occur in Godot 4.1.dev3.
### Steps to reproduce
Create a new scene with a Line2D node, set the gradient property to a new gradient, and try adjusting its colors.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77745 | https://github.com/godotengine/godot/pull/77772 | 5b3019dbca7ff5854898ca1e0fda3bdf60f4a426 | 543750a1b3f5696f9ba8e91cb49dc7db05d2ae62 | "2023-06-01T20:04:51Z" | c++ | "2023-06-02T23:42:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,726 | ["scene/gui/code_edit.cpp", "tests/scene/test_code_edit.h"] | Code Completion suggests everything as strings | ### Godot version
4.0.2.stable
### System information
Manjaro Linux 5.15.113-1-MANJARO
### Issue description
When I was trying to figure out #77725 i stumbled upon this:

pressing enter results in

It looks simmilar to #48436 , but it started happening to every code completion and I have absolutely no clue how it happened.
It happened after I moved(using shift+arrow keys to select, tab to indent and alt+arrow keys to move down) the three dicts in the picture to within the function and added the dict 4.
### Steps to reproduce
Here's roughly what I did
(might be slightly inaccurate, I was basically messing around to try and see the scope of $77725 when it happened)
1) create an empty script
2) declare a couple of dictionaries
3) declare a function
4) try out code completion within the function
5) create a lambda within the function and try 4) again
6) move the dictionaries' declaration within the function using keyboard shortcuts and try 4)
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77726 | https://github.com/godotengine/godot/pull/85191 | 718598e470300daa92043216d0c59e25e3e2da66 | 40e71923932962eebc7e59c52492b9250afb3ff9 | "2023-06-01T10:21:47Z" | c++ | "2023-12-20T14:07:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,701 | ["editor/plugins/shader_editor_plugin.cpp"] | Editor Crash when pressing "Control + S" with .gdshaderinc open in shader editor | ### Godot version
Godot Engine v4.1.dev3 [a67d37f7c]
### System information
Windows 10, i711800H, Forward+ Vulkan
### Issue description
If I have a .gdshaderinc open in the bottompanel shader editor and then press CTRL + S to save the current scene the editor crashes and closes. However, it seems to work if I press save via File > Save File.
This is even an issue with an empty .gdshaderinc file
### Steps to reproduce
1. Open Main Scene
2. Open .gdshaderinc
3. Press CTRL + S
### Minimal reproduction project
[MRP.zip](https://github.com/godotengine/godot/files/11616811/MRP.zip)
| https://github.com/godotengine/godot/issues/77701 | https://github.com/godotengine/godot/pull/77467 | d984ad64d440320e40e85dbcb79b8e9240f75493 | 5de3f5c31757b1891d15fdcda38fdcb2e5839cfb | "2023-05-31T17:05:33Z" | c++ | "2023-05-26T16:15:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,689 | ["editor/filesystem_dock.cpp"] | Can't move directories in filesystem dock | ### Godot version
4.1 dev3
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
### Issue description
Trying to move a folder results in moving error and it's not moved.
Regression from #75330
A fix already exists, but I'm opening an issue so it's not lost (the PR isn't ready and not very active).
### Steps to reproduce
1. Add 2 folders in filesystem
2. Move one folder into another one
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77689 | https://github.com/godotengine/godot/pull/78057 | 9fdce6635b2dff6246f8e694adb0063bc50a2a93 | 7db29c04cdbd7902ec117c9f58d4d2cfc4430091 | "2023-05-31T09:46:19Z" | c++ | "2023-06-12T09:40:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,687 | ["editor/editor_properties_vector.cpp", "editor/editor_properties_vector.h"] | Linked vector properties break their ratio when going through zero | ### Godot version
4.0+
### System information
Windows 11 22H2
### Issue description
The new feature to link components of a vector value in the inspector, so changing them individually maintains a ratio, has a flaw when it comes to zero values. Since you can't use 0 to build a sensible ratio (what's the ratio of 0 / 20 or 12 / 0 / 5?), having any component reach this value results in values not being updated in a sensible manner anymore.
In plain terms, if you set up some ratio, enable linking, and then drag one of the components in the inspector through the value of 0 multiple times, eventually every component will have the same value (sometimes they will have different signs, depending on the exact starting values). It looks like this:
https://github.com/godotengine/godot/assets/11782833/b5c9b04e-0895-465d-8976-0ba2872149c6
https://github.com/godotengine/godot/assets/11782833/35b9d12a-2994-4d53-b297-f1721036d6e0
https://github.com/godotengine/godot/assets/11782833/09de4cce-5012-4f4c-9aeb-bf48f2bf019f
https://github.com/godotengine/godot/assets/11782833/ee5940b9-c2bd-4b3b-a7d7-b86984bc4250
### Steps to reproduce
You can reproduce it with any engine property with linking available, such as position of spatial (2D, 3D) nodes. Here's a short script I used to test all Vector2/3/4 types (relies on changes from https://github.com/godotengine/godot/pull/77135):
```gdscript
@tool
extends Node3D
var my_vector2 : Vector2
var his_vector2i : Vector2i
var your_vector3 : Vector3
var her_vector3i : Vector3i
var their_vector4 : Vector4
var our_vector4i : Vector4i
func _get_property_list() -> Array:
return [
{
"name": "my_vector2",
"type": TYPE_VECTOR2,
"hint": PROPERTY_HINT_LINK,
},
{
"name": "his_vector2i",
"type": TYPE_VECTOR2I,
"hint": PROPERTY_HINT_LINK,
},
{
"name": "your_vector3",
"type": TYPE_VECTOR3,
"hint": PROPERTY_HINT_LINK,
},
{
"name": "her_vector3i",
"type": TYPE_VECTOR3I,
"hint": PROPERTY_HINT_LINK,
},
{
"name": "their_vector4",
"type": TYPE_VECTOR4,
"hint": PROPERTY_HINT_LINK,
},
{
"name": "our_vector4i",
"type": TYPE_VECTOR4I,
"hint": PROPERTY_HINT_LINK,
},
]
```
### Minimal reproduction project
See above. | https://github.com/godotengine/godot/issues/77687 | https://github.com/godotengine/godot/pull/77699 | 9723077f4f91598152013b02b6c7d0576c74b319 | c3a45e771b3ec3661c4cd717b62c8bb725c7835f | "2023-05-31T08:46:17Z" | c++ | "2023-06-10T10:10:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,673 | ["editor/plugins/tiles/tiles_editor_plugin.cpp"] | Invalid tiles in a TileSet causes Godot to crash | ### Godot version
v4.0.3.stable.mono.official [5222a99f5]
### System information
Ubuntu 22.04 LTS
### Issue description
This issue is similar to #61296, but instead of being spammed with errors Godot simply crashes when loading the tileset
I've tried to edit the .tres file to remove the invalid tiles, but the crash still happens.
### Steps to reproduce
- Open the reproduction project in the Godot editor;
- Try to open the Terrain.tres file.
After doing so Godot should crash with the following output:
```shell
Godot Engine v4.0.3.stable.mono.official.5222a99f5 - https://godotengine.org
Vulkan API 1.3.224 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) HD Graphics 5500 (BDW GT2)
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
at: _editor_init (modules/gltf/register_types.cpp:70)
ERROR: The TileSetAtlasSource atlas has no tile at (1, 35).
at: get_tile_data (scene/resources/tile_set.cpp:4515)
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.3.stable.mono.official (5222a99f5d38cd5346254cefed8f65315bca4fcb)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/dotnet/shared/Microsoft.NETCore.App/6.0.16/libcoreclr.so(+0x4b674e) [0x7f13c0ddb74e] (??:0)
[2] /usr/lib/dotnet/shared/Microsoft.NETCore.App/6.0.16/libcoreclr.so(+0x4b5cd7) [0x7f13c0ddacd7] (??:0)
[3] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f13e49d3520] (??:0)
[4] godot() [0x27187bb] (??:0)
[5] godot() [0x427f8d5] (??:0)
[6] godot() [0x4e6bfa0] (??:0)
[7] /lib/x86_64-linux-gnu/libc.so.6(+0x94b43) [0x7f13e4a25b43] (??:0)
[8] /lib/x86_64-linux-gnu/libc.so.6(+0x126a00) [0x7f13e4ab7a00] (??:0)
-- END OF BACKTRACE --
================================================================
Aborted (core dumped)
```
### Minimal reproduction project
[reproduction-project.zip](https://github.com/godotengine/godot/files/11605655/reproduction-project.zip)
| https://github.com/godotengine/godot/issues/77673 | https://github.com/godotengine/godot/pull/78165 | b203651ad7120bbb6652ca73147fd0828620457f | 52493767fcb793e27a7caea30c4eef1c2d0b5ecc | "2023-05-30T21:11:55Z" | c++ | "2023-06-13T11:52:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,672 | ["editor/plugins/tiles/tile_atlas_view.cpp", "editor/plugins/tiles/tile_atlas_view.h"] | Tiles in the tile picker aren't rendered with their material | ### Godot version
4.1.dev
### System information
Linux Vulkan mobile renderer
### Issue description
In my game I'm using alternatives to create variations of tiles. Because these can't be achieved by changing built-in properties, I'm doing this by attaching a shader with different parameters that will change something in the tile's rendering. However, these differences don't show up in the selection pane at the bottom. Neither in the TileMap editor nor the TileSet editor. This makes it difficult to pick the right one :smile:

They do show up in the TileMap editor in the scene view itself, as well as in the game, just not in this preview pane.
### Steps to reproduce
- Create a 2D scene with a TileMap
- Create a TileSet resource and add it
- Add a texture, define a tile
- Create alternatives of this tile, have them use a material with different shaders, or the same shader with different parameters
"Tiles" picker will show them all the same.
### Minimal reproduction project
I am not sure this is necessary as this issue is not specific to any project. If it's desirable I'm happy to create one, though. | https://github.com/godotengine/godot/issues/77672 | https://github.com/godotengine/godot/pull/77909 | bd62d8ee100c771b15436a15fe8a7e172a864c27 | 0fbe906ce873374540364e80d46d199b7f78d8d4 | "2023-05-30T21:02:54Z" | c++ | "2023-06-07T09:02:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,670 | ["scene/2d/camera_2d.cpp"] | Editor crashes on load when a main screen plugin contains a viewport | ### Godot version
4.0.3 stable
### System information
Windows 11
### Issue description
When a main screen plugin contains a viewport, the editor crashes on load.
### Steps to reproduce
(See attached repro project below)
1. Launch the project
2. In project settings, turn on the plugin
3. Close the project
4. Open the project
5. Observe that the editor crashes on load
### Minimal reproduction project
[main_screen_viewport.zip](https://github.com/godotengine/godot/files/11605004/main_screen_viewport.zip)
I uploaded a project where the plugin is turned off so you can look at the project without having to open any script editor to remove the plugin from the enabled list. | https://github.com/godotengine/godot/issues/77670 | https://github.com/godotengine/godot/pull/79645 | 18437819186efd7e785100a2741d0a7667fdf2ca | 7a313318b289fe499f1beadc79d8817f1aabb0eb | "2023-05-30T20:11:46Z" | c++ | "2023-07-21T15:54:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,666 | ["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/gdscript_compiler.h", "modules/gdscript/gdscript_parser.cpp", "modules/gdscript/gdscript_parser.h", "modules/gdscript/tests/scripts/runtime/features/reset_local_var_on exit_block.gd", "modules/gdscript/tests/scripts/runtime/features/reset_local_var_on exit_block.out", "modules/gdscript/tests/scripts/runtime/features/reset_unassigned_variables_in_loops.gd", "modules/gdscript/tests/scripts/runtime/features/reset_unassigned_variables_in_loops.out"] | [GDScript 2] Reference leaking inside IF scope | ### Godot version
v4.0.3.stable.official [5222a99f5]
Master [6101240231600c871f5c5473872532c68ea3268c] (confirmed by https://github.com/godotengine/godot/issues/77666#issuecomment-1568952502)
### System information
Window 10
### Issue description
References are not unreferenced at the end of `if` scopes.
### Steps to reproduce
Copy, paste and run the snippet below, check the results:
```gdscript
extends Node
func _ready() -> void:
var ref := RefCounted.new()
var ref_count : int
# OK
ref_count = ref.get_reference_count()
print('Expected: 1, Result: %d' % ref_count)
# OK
if true:
var temp := ref
temp = null
ref_count = ref.get_reference_count()
print('Expected: 1, Result: %d' % ref_count)
# FAIL
if true:
var temp := ref
ref_count = ref.get_reference_count()
print('Expected: 1, Result: %d' % ref_count)
```
Output example:
```
Expected: 1, Result: 1
Expected: 1, Result: 1
Expected: 1, Result: 2
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77666 | https://github.com/godotengine/godot/pull/77744 | 81a0199be46679213bd2a46cb75394c05eb52c30 | faf3faa8c85a4bad00bc944a90e7f75e7ba5d519 | "2023-05-30T18:28:43Z" | c++ | "2023-06-21T19:51:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,659 | ["scene/resources/material.h"] | ORM Material broken with WorldEnvironment energy multiplier animation | ### Godot version
4.0.3 stable
### System information
Windows 10 - Godot v4.0.3 - Vulkan (Forward+) - Nvidia GTX 1070Ti
### Issue description
The ORM material does not pick up the animated WorldEnvironment ambient lighting. It works in the viewport but not when running the game.
https://github.com/godotengine/godot/assets/42893106/4cdff3d4-4418-4d66-ac6a-a911fc137d45
### Steps to reproduce
1. Create a 3D scene.
2. Create a mesh and apply a ORM material to it
3. Create a WorldEnvironment node
4. Create an AnimationPlayer
5. Animate the WorldEnvironment energy multiplier from 0 to 1
6. Play the animation in the viewport and then play the scene and see the difference.
### Minimal reproduction project
[ORM_bug.zip](https://github.com/godotengine/godot/files/11602866/ORM_bug.zip)
| https://github.com/godotengine/godot/issues/77659 | https://github.com/godotengine/godot/pull/77969 | e67de695738f13e9bccd68197011fe06911ee07f | fad61679cce9f6e1b524b6db308c73109fa3d43e | "2023-05-30T12:03:03Z" | c++ | "2023-06-08T07:11:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,649 | ["scene/register_scene_types.cpp"] | Error in dedicated server export with disable_3d=yes build if project uses shaders | ### Godot version
4.0.2.stable (7a0977c)
### System information
Ubuntu 22.04, x86_64, LLVM
### Issue description
When performing a dedicated server export with:
- a `ShaderMaterial` (a `canvas_item` shader used on a `Panel` in the example below)
- a build with `disable_3d=yes`
the resulting export gives the following error when run:
```
ERROR: Cannot get class 'PlaceholderMaterial'.
at: instantiate (core/object/class_db.cpp:326)
ERROR: res://main.tscn:Resource of unrecognized type in file: PlaceholderMaterial.
at: load (core/io/resource_format_binary.cpp:778)
ERROR: Failed loading resource: res://.godot/exported/206107301/export-3070c538c03ee49b7677ff960a3f5195-main.scn. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:223)
ERROR: Failed loading scene: res://main.tscn
at: start (main/main.cpp:2965)
```
I would expect things to work here without an error - there's no 3D in use here and a normal export with the same build does run as expected.
### Steps to reproduce
1. Build godot with `disable_3d=yes`.
2. Create a new project, and add a `Panel` node.
3. Add a `canvas_item` shader as the material for the `Panel` node.
4. Perform a dedicated server export using the build from step 1.
5. Run the exported binary and observe the error.
### Minimal reproduction project
[DedicatedServer2DTest.zip](https://github.com/godotengine/godot/files/11597444/DedicatedServer2DTest.zip)
| https://github.com/godotengine/godot/issues/77649 | https://github.com/godotengine/godot/pull/77654 | 3119255c0bb853a4f9acd575053425e211165bca | c4aacb9e27dc9d10d944dd90b9336abbe29024da | "2023-05-30T07:55:47Z" | c++ | "2023-05-30T13:41:25Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,642 | ["platform/web/js/libs/library_godot_fetch.js"] | [Web] `HTTPClient.get_response_body_length()` incorrect on Web | ### Godot version
master, 4.0.3
### System information
* OS: Windows 10.0.22621
* Godot Version: 4.1.dev.mono.custom_build
* Rendering Driver: vulkan
* Rendering Method: Mobile
* Graphics Card: NVIDIA GeForce RTX 2050 (dedicated)
* Graphics Card Driver: NVIDIA, version 31.0.15.2656
* CPU: 12th Gen Intel(R) Core(TM) i5-12500H (16 Threads)
### Issue description
`HTTPClient.get_response_body_length()` always return -1 on Web.
### Steps to reproduce
Create Node and attach the script:
```gdscript
extends Node
func _ready():
test_body_length()
# GET https://api.github.com/repos/godotengine/godot/releases/latest
func test_body_length():
var http = HTTPClient.new()
var err = http.connect_to_host("https://api.github.com")
assert(err == OK)
while http.get_status() == HTTPClient.STATUS_CONNECTING or http.get_status() == HTTPClient.STATUS_RESOLVING:
http.poll()
await get_tree().create_timer(0.1).timeout
err = http.request(HTTPClient.METHOD_GET, "/repos/godotengine/godot/releases/latest", [])
assert(err == OK)
while http.get_status() == HTTPClient.STATUS_REQUESTING:
http.poll()
await get_tree().create_timer(0.1).timeout
assert(http.get_status() == HTTPClient.STATUS_BODY or http.get_status() == HTTPClient.STATUS_CONNECTED)
if http.has_response():
var length = http.get_response_body_length()
print("body size: ", length) # ~28047
http.close()
```
Running this node will print a response body length of ~28047 on Windows, but always -1 on the Web.
### Minimal reproduction project
[web_http_bug.zip](https://github.com/godotengine/godot/files/11596678/web_http_bug.zip)
| https://github.com/godotengine/godot/issues/77642 | https://github.com/godotengine/godot/pull/77648 | c0ee762f461cf35e94c62de64fd660afd0fc68f3 | a86429858bd7ae88b5609dd1c104157004dde2c8 | "2023-05-30T06:33:56Z" | c++ | "2023-05-30T14:10:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,641 | ["scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"] | Exported node arrays only work when debugging in the editor, but not with exported projects | ### Godot version
4.1.dev3
### System information
Tested with Linux and Android
### Issue description
Since #73256 you can now export a typed array of nodes which holds references to the nodes assigned in the inspector. However, if you export the project you just get an empty array.
### Steps to reproduce
Export a project that makes use of exported node arrays.
### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/11596494/test.zip)
| https://github.com/godotengine/godot/issues/77641 | https://github.com/godotengine/godot/pull/77735 | b06b00eb447526739e854cc30c4edb1445ba9325 | 75ef6e486c7f0e1e50463c54b65f454810608a21 | "2023-05-30T06:12:45Z" | c++ | "2023-06-19T22:04:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,635 | ["scene/gui/text_edit.cpp"] | Dragging from a line number in script editor crashes godot. | ### Godot version
v4.1.dev3.official [a67d37f7c]
### System information
Windows 10
### Issue description
dragging upwards from the a line number in a script inside godots script editor crashes Godot. Tested in a brand new project and still occurred. Does not seem to crash when dragging downwards but dragging from a number on the lower end of the script editor seems to cause the crash often.
### Steps to reproduce
start dragging upwards from the very last line index in the script editor. Start the drag from the line number itself. Starting the drag from the line contents works as expected. Seems to crash more in scripts with more lines.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77635 | https://github.com/godotengine/godot/pull/77667 | 6306eb40474fad5afe6177cf84934f2fb47d8fe0 | fa536571a483dbea623772c12dcc061e34794d6d | "2023-05-30T01:15:18Z" | c++ | "2023-06-12T15:10:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,634 | ["editor/import/audio_stream_import_settings.cpp", "editor/plugins/audio_stream_editor_plugin.cpp"] | Crash double-clicking on audio file in file tree | ### Godot version
4.0.2
### System information
Linux 6.3.4-arch1-1
pipewire 0.3.71 (with pipewire-pulse)
### Issue description
When double-clicking on an audio file in the file explorer, Godot crashes.
```
(gdb) bt
#0 __pthread_kill_implementation (threadid=<optimized out>, signo=signo@entry=6, no_tid=no_tid@entry=0) at pthread_kill.c:44
#1 0x00007f3722f8d2d3 in __pthread_kill_internal (signo=6, threadid=<optimized out>) at pthread_kill.c:78
#2 0x00007f3722f3da08 in __GI_raise (sig=sig@entry=6) at ../sysdeps/posix/raise.c:26
#3 0x00007f3722f26538 in __GI_abort () at abort.c:79
#4 0x00005607e81bfaa8 in handle_crash (sig=<optimized out>) at platform/linuxbsd/crash_handler_linuxbsd.cpp:141
#5 <signal handler called>
#6 0x00005607ea0e4d66 in AudioStreamEditor::_draw_preview (this=0x56080a6490d0) at ./core/templates/vector.h:52
#7 0x00005607ea0e920f in call_with_variant_args_helper<AudioStreamEditor>(AudioStreamEditor*, void (AudioStreamEditor::*)(), Variant const**, Callable::CallError&, IndexSequence<>) (p_method=<optimized out>, r_error=..., p_instance=<optimized out>,
p_args=<optimized out>) at ./core/variant/binder_common.h:293
#8 call_with_variant_args<AudioStreamEditor> (p_instance=<optimized out>, p_method=<optimized out>, p_argcount=-291670784, r_error=..., p_args=<optimized out>) at ./core/variant/binder_common.h:407
#9 CallableCustomMethodPointer<AudioStreamEditor>::call (this=0x560803dd6920, p_arguments=<optimized out>, p_argcount=-291670784, r_return_value=..., r_call_error=...) at ./core/object/callable_method_pointer.h:104
#10 0x00005607ec6c6d7a in Callable::callp (this=<optimized out>, p_arguments=0x5607f34b4e70, p_argcount=-291670784, r_return_value=..., r_call_error=...) at core/variant/callable.cpp:50
#11 0x00005607eca890e6 in Object::emit_signalp (this=0x56080c7dc110, p_name=..., p_args=0x0, p_argcount=0) at core/object/object.cpp:1046
#12 0x00005607ea7b9ddc in Object::emit_signal<>(StringName const&) (this=0x56080c7dc110, p_name=...) at ./core/object/object.h:869
#13 CanvasItem::_redraw_callback (this=0x56080c7dc110) at scene/main/canvas_item.cpp:136
#14 0x00005607e99949af in call_with_variant_args_helper<CanvasItem>(CanvasItem*, void (CanvasItem::*)(), Variant const**, Callable::CallError&, IndexSequence<>) (p_method=<optimized out>, r_error=..., p_instance=<optimized out>, p_args=<optimized out>)
at ./core/variant/binder_common.h:293
#15 call_with_variant_args<CanvasItem> (p_instance=<optimized out>, p_method=<optimized out>, p_argcount=-291670784, r_error=..., p_args=<optimized out>) at ./core/variant/binder_common.h:407
#16 CallableCustomMethodPointer<CanvasItem>::call (this=0x56080c72c050, p_arguments=<optimized out>, p_argcount=-291670784, r_return_value=..., r_call_error=...) at ./core/object/callable_method_pointer.h:104
#17 0x00005607ec6c6d7a in Callable::callp (this=<optimized out>, p_arguments=0x5607f34b4e70, p_argcount=-291670784, r_return_value=..., r_call_error=...) at core/variant/callable.cpp:50
#18 0x00005607eca7f925 in MessageQueue::_call_function (this=<optimized out>, p_callable=..., p_args=p_args@entry=0x7f371b9f20f8, p_argcount=0, p_show_error=false) at core/object/message_queue.cpp:229
#19 0x00005607eca7fc0c in MessageQueue::flush (this=0x5607ee9d71b0) at core/object/message_queue.cpp:275
#20 0x00005607ea85808c in SceneTree::physics_process (this=0x5607f23a1640, p_time=<error reading variable: That operation is not available on integers of more than 8 bytes.>) at scene/main/scene_tree.cpp:430
#21 0x00005607e823f31b in Main::iteration () at main/main.cpp:3131
#22 0x00005607e81cb38d in OS_LinuxBSD::run (this=0x7ffddeb8c910) at platform/linuxbsd/os_linuxbsd.cpp:889
#23 0x00005607e81bf69c in main (argc=<optimized out>, argv=<optimized out>) at platform/linuxbsd/godot_linuxbsd.cpp:73
```
### Steps to reproduce
1. Open the example project
2. Double-click `land.wav`
### Minimal reproduction project
[example.zip](https://github.com/godotengine/godot/files/11594375/example.zip)
| https://github.com/godotengine/godot/issues/77634 | https://github.com/godotengine/godot/pull/77663 | f912457d10b35638998c636a1bd355940bb62467 | 0b5c5022f2fbd88255b33a3a5821c5f82b4ef454 | "2023-05-29T22:28:18Z" | c++ | "2023-06-01T13:52:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,610 | ["scene/main/node.cpp"] | Not all children nodes receive _ready() call | ### Godot version
4.1 dev
### System information
Win 10
### Issue description
Have a node and bunch of child nodes.
Some get _ready called, and some do not.
### Steps to reproduce
create a scene and bunch of child nodes with different sripts.
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/77610 | https://github.com/godotengine/godot/pull/78654 | a791103069f0547c9f3ba0055292301e91b20cb6 | e0de078d65ef6225dab8355a5140a0ada2822bf9 | "2023-05-29T13:46:10Z" | c++ | "2023-06-26T08:11:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,605 | ["doc/classes/CanvasLayer.xml", "doc/classes/ParallaxBackground.xml"] | ParallaxBackground not showing in secondary viewports | ### Godot version
v4.1.dev3.official [a67d37f7c]
### System information
- OS: Windows 11
- Godot version: v4.1.dev3.official [a67d37f7c]
- Renderer: Vulkan
- Videocard: GTX1060
### Issue description
When adding an extra viewport for a split-screen game and two camera's the ParallaxBackground TileMap doesn't show on the second viewport (All other nodes do show). In the player code I use these lines to assign the camera to the right viewport:

```
func _ready():
var viewport = get_node('/root/BugDemo/GridContainer/SubViewportContainer' + str(player) + '/SubViewport')
var game = get_node('/root/BugDemo/GridContainer/SubViewportContainer1/SubViewport/Game')
viewport.world_2d = game.get_viewport().world_2d
$Camera2D.custom_viewport = viewport
$Camera2D.make_current()
```
The ParallaxBackground TileMap only shows in the first viewport.
### Steps to reproduce
The example project below demonstrates the issue.
### Minimal reproduction project
[parallaxissue.zip](https://github.com/godotengine/godot/files/11589518/parallaxissue.zip)
| https://github.com/godotengine/godot/issues/77605 | https://github.com/godotengine/godot/pull/77727 | 2a50f8c10762ef0176ce15e8c6f13e0d7c890f10 | eab4075f1ec76ddc55a4b33344ff8636c7ebbdf2 | "2023-05-29T07:29:43Z" | c++ | "2023-06-02T10:53:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,603 | ["platform/windows/display_server_windows.cpp"] | Godot 4 Resizable Flag is disabling minimizing too | ### Godot version
4.0.3stable
### System information
-OS: Windows 11
### Issue description
When I set "display/window/size/resizable" flag in godot 4 it destroys minimize button only shows close button. In godot 3 it disables maximize button
Godot 4:

Godot 3:

### Steps to reproduce
1. I opened **Project Settings/Display/Window**
2. Then I uncheck "Resizable" option both in godot 3/4
3. In Godot 3 it only disabled maximize button
4. In Godot 4 it destroyed maximize and minimize buttons.
### Minimal reproduction project
[FloweyFight.zip](https://github.com/godotengine/godot/files/11589075/FloweyFight.zip)
| https://github.com/godotengine/godot/issues/77603 | https://github.com/godotengine/godot/pull/77770 | 91e2859cd33bc57d98d15a4a3e6176c45cfb5dbd | 26e5a98306fc74871646b6c579a6ced7e8766ffd | "2023-05-29T06:32:49Z" | c++ | "2023-06-12T09:39:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,600 | ["drivers/gles3/shaders/scene.glsl", "drivers/gles3/storage/material_storage.cpp", "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp", "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl", "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl"] | Overhead in fragment discard for opaque_prepass | ### Godot version
4.x
### System information
Any
### Issue description
Myself and @clayjohn looked into this before but were busy focusing on other things at the time so didn't investigate this further.
In the scene shader of the compatibility renderer, the forward and mobile implementation we have a variation of this check:
```
#ifdef USE_OPAQUE_PREPASS
if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
```
As best as I can tell USE_OPAQUE_PREPASS is set by default for our StandardMaterial so this code is always included however for normal fully opaque materials we wouldn't want this code to be included especially when we're optimising for depth prepass or shadow rendering and want the fragment code completely filtered out. The scenario we were investigating had this introducing a needless texture read because it couldn't filter out this check. While it was inconclusive how much impact this had, theory states that including this when not needed has a detrimental impact.
I'm not entirely sure what the check is supposed to accomplish but it seems to only be applicable when rendering transparent objects during depth pre-pass or shadow rendering.
### Steps to reproduce
Create any scene that includes a `StandardMaterial` and uses an albedo texture. Examine the shader code sent to the depth pre-pass and shadow passes.
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/77600 | https://github.com/godotengine/godot/pull/79865 | 08cffc128f5db79ae1ab6e59bf1ca7078ecc1cc6 | 3f2e901633d570af16c3116bd127785e5f30f066 | "2023-05-29T02:45:06Z" | c++ | "2023-07-25T19:26:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,586 | ["scene/gui/code_edit.cpp"] | Minor annoyances around $Node/Paths in scripts | ### Godot version
4.0.2
### System information
Windows 11
### Issue description
Double clicking on `$MyNode` in the script editor will select the whole name including the "$".
But double clicking on `%MyNode` (unique name) will select the name but will not include the "%".
Dragging a node from the scene tree into the script editor brings up the property/method hint list, even though a "." has not been typed. Pressing enter appends "new()" even though this makes no sense as there is no period so it is just appending it directly to the node name: `$MyNodenew()`
### Steps to reproduce
Type `%MyNode` in a script and double click on it.
Type `@onready var x =` in a script, drag a node from the scene tree, then press enter.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77586 | https://github.com/godotengine/godot/pull/77722 | ca3283b22b80a7f6a53ec05c5042d751cacff407 | 0653f7a5b05861288d6ffe519de2a2cf5ee21d8e | "2023-05-28T20:05:11Z" | c++ | "2023-06-20T07:20:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,562 | ["editor/plugins/tiles/tile_atlas_view.cpp"] | Center View button in TileMap editor is in awkward spot | ### Godot version
4.1 dev3
### System information
W10
### Issue description
The button is pushed to the far right. Maybe it tries to escape, idk.

It used to be more to the left. Not sure when it changed.
Seems correct in 4.0.3

### Steps to reproduce
1. Add TileMap
2. Look to the right
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77562 | https://github.com/godotengine/godot/pull/77674 | afb2480947585edf62d3f95ca1a1e12261502bb6 | dc8a0c3cd1ddd8649a73fa74ec432de359d8cb51 | "2023-05-28T00:33:43Z" | c++ | "2023-06-02T13:52:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,558 | ["scene/gui/rich_text_label.cpp", "scene/gui/rich_text_label.h"] | Built in doc's layout is broken when the engine is restarted. | ### Godot version
master ([06ccbfe](https://github.com/godotengine/godot/commit/06ccbfe8eec6e840db3df2360dc2804386f940b8))
### System information
PopOS 22.04
### Issue description
Sometimes the doc page is broken when the engine is closed and then restarted.
Closing the doc and opening it again fixes it.

### Steps to reproduce
- Open a documentation page for any node
- Restart Godot
### Minimal reproduction project
NA
EDIT : Added the commit hash @Calinou | https://github.com/godotengine/godot/issues/77558 | https://github.com/godotengine/godot/pull/78241 | 58416245ce257c1d659910acbecf91f1128b4add | f9e0c649057ba3e15fd0c304512240c9287af94e | "2023-05-27T20:21:34Z" | c++ | "2023-06-15T13:26:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,548 | ["scene/main/scene_tree.cpp"] | Setting bone rotation in _process gets overridden by running animation in 4.1-dev3 | ### Godot version
4.1 dev3
### System information
Windows 11, Forward+, Intel 13700k, 4070ti
### Issue description
In 4.0.x and in 4.1 dev2, if you overwrite the rotation of a bone in `_process` it has preferred over the currently running animation. In 4.1 dev3, the running animation takes precedence and overwrites any changes in `_process`. This happens both with a simple animation and with an animation tree, and happens in-editor and in-game.
### Steps to reproduce
1. Open the attached project.
2. Click on `AnimationPlayer` and pick an animation, e.g. `Armature|Standing`. Set it to looping if it's not already. (@RandomShaper's note: and play it).
3. Click on the `PointOfInterest` and move it along the X axis.
4. If you're on:
- 4.0.x or 4.1-dev2: Notice the head rotating
- 4.1-dev3: Notice that nothing happens
### Minimal reproduction project
[BoneRotationIssue-4.0.3.zip](https://github.com/godotengine/godot/files/11582187/BoneRotationIssue-4.0.3.zip)
[BoneRotationIssue-4.1-dev.zip](https://github.com/godotengine/godot/files/11582188/BoneRotationIssue-4.1-dev.zip)
Should include all licensing stuff for the model, but let me just add [the link](https://opengameart.org/content/human-model-ready-for-animation) for good measure. | https://github.com/godotengine/godot/issues/77548 | https://github.com/godotengine/godot/pull/78713 | 3aaa7870949853d3f42a1f8b67d16f8f2602931c | 61937011c93e4baff879548932c4406406114ff5 | "2023-05-27T14:17:47Z" | c++ | "2023-06-26T15:28:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,542 | ["scene/resources/surface_tool.cpp"] | SurfaceTool add_triangle_fan function parameters mismatched | ### Godot version
4.1 RC3
### System information
Windows 11 AMD Ryzen 5950x
### Issue description
Actually should be pretty simple, as of commit: https://github.com/godotengine/godot/commit/1c93606e470f0cad5f14af104ccb89a95a89931c
SurfaceTool's add_triangle_fan() maps its parameters like so:
`add_triangle_fan(p_vertices, p_uv2s, p_colors, p_uv2s, p_normals, Variant(p_tangents));`
As you can see its using **p_uv2s** as the 2nd _and_ 4th parameters, and isn't using **p_uvs** at all which ought to be the 2nd parameter. The 2nd parameter at the moment does nothing at all.
As a result I had to change my code from:
`surface_tool.add_triangle_fan(vertices, [uvs[0], uvs[1], uvs[2], uvs[1], uvs[3], uvs[2]])`
To:
`surface_tool.add_triangle_fan(vertices, [], [], [uvs[0], uvs[1], uvs[2], uvs[1], uvs[3], uvs[2]])`
### Steps to reproduce
Use add_triangle_fan and place your UVs as the 2nd parameter, your mesh will be black. When you change your uvs to the 4th parameter, it correctly maps.
### Minimal reproduction project
Should be trivial to reproduce (and to see why it's broken in this commit) | https://github.com/godotengine/godot/issues/77542 | https://github.com/godotengine/godot/pull/78007 | 3566c563fa7ce860ee51b316116bc9b4b688e6bc | 1e39eb071187d138b29b9f980aa0f40a36fde6bd | "2023-05-27T07:00:36Z" | c++ | "2023-06-08T17:41:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,535 | ["scene/animation/animation_blend_tree.cpp"] | Problem with Animations on BlendTrees and Negative TimeScales | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Windows 10
### Issue description
In an _Animation BlendTree_, if you connect a **TimeScale node with a negative value** (to play an animation, in this case, with Linear Loop, in reverse) after a **Transition node with XFade Time**, and request a **switch between states**, the resulting animation gets completely messed up.
Putting the timescale before the transition (and right after the Animation nodes) solves the problem, but creates an excessively large number of repeated nodes if you have several animations to transition between.
Other issues may steam from improper handling of animations being played in reverse, specially in complex Animation BlendTrees. Blend2 doesn't seem to take too kindly to them, with weird blending between looped animations with positive and negative timescales.
### Steps to reproduce
1. Create a BlendTree for an animated character (in my case Imported from Blender as a .glb file and created as an Inherited Scene).
2. Setup your BlendTree like this:

3. Click in the Transition node (Make sure it has an XFade Time of like 0.25s) to switch between states.
4. Watch as your character takes off.
### Minimal reproduction project
[TestRoom.zip](https://github.com/godotengine/godot/files/11580499/TestRoom.zip) | https://github.com/godotengine/godot/issues/77535 | https://github.com/godotengine/godot/pull/79403 | fb2c3ae8f757184f537350876b4487436264075b | 752b89dc36587b474647c55407a23628cf5ecb80 | "2023-05-26T23:50:13Z" | c++ | "2023-07-24T17:32:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,529 | ["modules/gdscript/editor/gdscript_translation_parser_plugin.cpp"] | Generate POT from GDScript does not include tr("...").format({...}) | ### Godot version
v4.1.dev.custom_build.2210111eb
### System information
Linux 6.1.0-9-amd64 #1 SMP PREEMPT_DYNAMIC Debian 6.1.27-1 (2023-05-08) x86_64 GNU/Linux
### Issue description
Using the editor's feature to generate a .pot from a .gd script captures only 3 of these 5 `tr` strings. It misses the ones that call `format`:
```
func something():
print(tr("A simple string"))
print(tr("Found target: {name}, and test it").format({name="test"}))
print(tr("A string with {placeholder}, but without the format call"))
var test1 = tr("An unused string, {name}")
var test2 = tr("A formatted string, {name}").format({name="test"})
```
Using `format` in this way is expected to work, because it's documented in https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html#placeholders .
The resulting .pot contains only the strings that were not formatted:
```
# LANGUAGE translation for Temp for the following files:
# res://test_script.gd
#
# FIRST AUTHOR < EMAIL @ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Temp\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
#: test_script.gd
msgid "A simple string"
msgstr ""
#: test_script.gd
msgid "A string with {placeholder}, but without the format call"
msgstr ""
#: test_script.gd
msgid "An unused string, {name}"
msgstr ""
```
### Steps to reproduce
This can be reproduced by pasting the 5 `tr` lines into an existing .gd file, so I've not attached a .zip with the minimal project.
Detailed reproduction steps:
1. Create a new project
1. Create a new .gd file containing just that `something` function
1. Open "Project settings", "Localization", sub-tab "POT Generation"
1. Click "Add" and add that .gd file
1. Click "Generate POT", choose a filename and save
1. Check which strings were included in .pot file
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77529 | https://github.com/godotengine/godot/pull/77538 | 7483864b79cac7acb69a2ccc92e6f93be58b65af | cbf4abfb4f2dd68cb03cc94a818d0b2560914053 | "2023-05-26T21:07:31Z" | c++ | "2023-05-27T15:22:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,527 | ["editor/filesystem_dock.cpp", "editor/filesystem_dock.h"] | Cannot rename items in the FileSystem dock | ### Godot version
v4.1.dev3.official [a67d37f7c]
### System information
Windows 10 64-bit
### Issue description
When trying to rename anything (a scene, script, folder, etc) instead of selecting the item itself, it highlights the current folder in the FileSystem tab instead.
Upon pressing enter or confirm the name change a Warning dialogue appears with the following text:
> This file extension is not recognized by the editor.
If you want to rename it anyway, use your operating system's file manager.
After renaming to an unknown extension, the file won't be shown in the editor anymore.
If no new text is entered, the warning box instead states
> Name contains invalid characters.
Upon pressing Ok, the folder name in the FileSystem tab is visually changed to match the name of the item you attempted to rename (regardless of the entered text) including the extension if any. The folder name remains the same in the file system, but visually in the editor it is the name of the item.
In the output log, there is a message
> scene/main/viewport.cpp:3005 - Condition "!is_inside_tree()" is true.

### Steps to reproduce
1. Create or open a project
2. Rename any item (scene, script, folder, etc) by right clicking or pressing F2 (or corresponding shortcut for rename)
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77527 | https://github.com/godotengine/godot/pull/77632 | 543750a1b3f5696f9ba8e91cb49dc7db05d2ae62 | e3681eb05f2843f88320432b6b697c5fec13c0e3 | "2023-05-26T19:57:52Z" | c++ | "2023-06-05T11:42:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,515 | ["servers/rendering/renderer_rd/environment/fog.cpp", "servers/rendering/renderer_rd/environment/fog.h"] | Changing between scenes that use volumetric fog causes unending error spam | ### Godot version
v4.1.dev.custom_build [a67d37f7c]
### System information
Windows 10, Vulkan
### Issue description
When changing between scenes that have volumetric fog enabled in the world environment, for example with `change_scene_to_file`, after changing there will be a continuous stream of errors that doesn't seem to stop.
Leaving a copy of one of the errors here so it's findable when searching the issue:
"RenderingDeviceVulkan::compute_list_bind_uniform_set: Condition "!uniform_set" is true.
<C++ Source> drivers\vulkan\rendering_device_vulkan.cpp:7816 @ RenderingDeviceVulkan::compute_list_bind_uniform_set()"
The MRP is the volumetric fog demo, with its main scene duplicated, and the left/right arrow keys being used to change between scenes.
Disabling vol fog in either scene makes the errors go away.

### Steps to reproduce
Use left/right arrow keys to change scene and back, then error spam should begin.
### Minimal reproduction project
[new hot volumetric_fog bug.zip](https://github.com/godotengine/godot/files/11575612/new.hot.volumetric_fog.bug.zip)
| https://github.com/godotengine/godot/issues/77515 | https://github.com/godotengine/godot/pull/77703 | 9ce42d176dc0ded24c8ea1c0d6e74d78022c8535 | 7c718449997209c1779de3c49f3df197458e2363 | "2023-05-26T13:23:51Z" | c++ | "2023-06-09T09:05:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,501 | ["editor/import/post_import_plugin_skeleton_rest_fixer.cpp"] | Rest fixer skin calculation is broken | ### Godot version
4.1.dev (2eec9a67d564b11326f44c5ef8b6b6f9aec251b9)
### System information
Any
### Issue description
Regression by #77123.

The transformation must also apply the calculation to Skin. It is implemented in #65278, but removed by #77123.
### Steps to reproduce
Open MRP and check retargeted `siren_head_monkey_run.glb`
### Minimal reproduction project
[ANIM_siren.zip](https://github.com/godotengine/godot/files/11572033/ANIM_siren.zip)
---
Test model
Siren Head Monkey Run / CC by [The Pre Alpha Man](https://sketchfab.com/theprealphaman)
https://sketchfab.com/3d-models/siren-head-monkey-run-2654e635af28463f86f71f9720b914e6 | https://github.com/godotengine/godot/issues/77501 | https://github.com/godotengine/godot/pull/77505 | 2cade057ec92e8ec1c8f1a073e7fa4f98fbe1d75 | 15b7a8e7f1c645a7fc868a0053379d1ae196c3b6 | "2023-05-26T06:06:35Z" | c++ | "2023-05-26T09:02:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,491 | ["scene/resources/particle_process_material.cpp"] | Particle turbulence behaves very differently in 4.1.dev3 | ### Godot version
4.1.dev3.official [a67d37f]
### System information
Windows 11 [Vulkan]
### Issue description
The work performed in #77154 drastically changed the visual characteristics of particle turbulence. I am no longer able to get the same "turbulent" behaviour that existed before these changes - no matter which turbulence settings I change. Please let me know if there's something I'm missing about the new implementation that would give this result.

### Steps to reproduce
To reproduce this is fairly simple:
1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000)
3. Set Initial Velocity [Max] to around 250, and Direction Spread to 180. Enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence appears in v4.1.dev3.official with the changes in #77154 versus the previous build without these changes. The new implementation just results in some minor particle "jitter", but not the actual turbulence that it's supposed to have.
### Minimal reproduction project
No sample project provided, as the reproduction is quite simple to replicate. | https://github.com/godotengine/godot/issues/77491 | https://github.com/godotengine/godot/pull/77631 | e7345c3e896beb307b586b7eeaf1ef9f6b27ae2e | 943e5b9019011645045923f4e14401afb4323c91 | "2023-05-25T23:45:47Z" | c++ | "2023-05-31T10:49:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,486 | ["modules/mono/csharp_script.cpp", "modules/mono/mono_gd/gd_mono.cpp"] | System.AccessViolationException: Attempted to read or write protected memory on ShuttingDown() | ### Godot version
4.0.3 mono stable
### System information
Windows 10, NvidiaRTX 2070
### Issue description
Following from: [#66174 ]
This issue is driving me nuts, it happens very randomly and I have no idea how to reproduce it... sometimes just by opening and closing the game it triggers, normally it freezes the game for a while before it closes.. but I'm also experiencing A LOT of editor crashes without any logs that might be related to this. Yesterday the editor crashed at least 20 times during a season making development unsustainable and frustrating. I've only noticed that once this issue triggers... it will keep triggering way more often unless I restart Godot.
> Unloading: Disposing tracked instances...
> Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
> at Godot.NativeInterop.NativeFuncs.godotsharp_internal_object_get_associated_gchandle(IntPtr)
> at Godot.GodotObject.Dispose(Boolean)
> at Godot.GodotObject.Dispose()
> at Godot.DisposablesTracker.OnGodotShuttingDownImpl()
> at Godot.DisposablesTracker.OnGodotShuttingDown()
If someone can shed some light on how to debug this, I would be more than grateful. I'm using vscode and I can't analyze what's going on on Godot.NativeInterop.NativeFuncs.godotsharp_internal_object_get_associated_gchandle(IntPtr).
### Steps to reproduce
Start the project and close it (closing the project window, not stopping the project) the issue should trigger after some attempts.
The issue seems to trigger more often if you modify something from the TileSet.
Go to the GameBoard scene > GameBoard > BoardMap go to the TileSet option and activate or deactivate "Use Texture Padding (for example)".
### Minimal reproduction project
[Godot4.zip](https://github.com/godotengine/godot/files/11714101/Godot4.zip)
| https://github.com/godotengine/godot/issues/77486 | https://github.com/godotengine/godot/pull/78157 | 8fc215893af3ea54a8fbd001caee0ce968d206d9 | 6afd320984cf14198368cc6c53752813a02169e3 | "2023-05-25T20:01:12Z" | c++ | "2023-10-31T19:52:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,484 | ["scene/animation/animation_player.cpp"] | AnimationPlayer changes speed when selected in scene tree in Godot 4 | ### Godot version
v4.0.3.stable.mono.official [5222a99f5]
### System information
Windows 10
### Issue description
If you have an Animation Player playing an animation and the speed_scale property is set to something other than 1, the speed changes cumulatively every time it's selected in the scene tree.
Example recording:
https://github.com/godotengine/godot/assets/59898064/a6174329-c002-459c-89e4-5243de19d48d
### Steps to reproduce
Add a AnimationPlayer to a new scene. Give it an animation and set it to loop. Then give it a speed_scale different than 1.
Play the animation, and then repeatedly select and deselect the node in the scene tree. The speed is multiplied by the speed_scale every time the animation player is selected.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77484 | https://github.com/godotengine/godot/pull/77500 | 8848cbcca904f9d42585f14ef510193cba8bb68a | c9241e31daedc09bb8c2e305edbd4381c5222f44 | "2023-05-25T18:50:11Z" | c++ | "2023-05-26T09:02:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,477 | ["doc/classes/TileMap.xml", "scene/2d/tile_map.compat.inc", "scene/2d/tile_map.cpp", "scene/2d/tile_map.h"] | Tilemaps on ParallaxLayers are very slow | ### Godot version
4.0.stable
### System information
Ubuntu, AMD Ryzen 5 2600, GTX 1650, Vulkan
### Issue description
When putting Tilemaps with lots of tiles on Parallaxlayers, it massively slows down Godot from roughly around 600fps to 20fps. This happens whether or not the parallaxlayers are invisible, have lightoccluder information, or have collision. It seems just the process of having lots of tiles exist slows it down.
### Steps to reproduce
Open the minimal project and convert the 2 parallaxlayers from parallaxlayers to basic node2ds and watch the FPS massively increase.
### Minimal reproduction project
[ParallaxTilemap.zip](https://github.com/godotengine/godot/files/11566812/ParallaxTilemap.zip)
| https://github.com/godotengine/godot/issues/77477 | https://github.com/godotengine/godot/pull/78328 | bf73ac28915e6a050d89206133db08ef60e70d9e | ac0204b2016192cfc3c25ee8c2488cd81876951a | "2023-05-25T15:44:34Z" | c++ | "2023-07-21T15:15:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,474 | ["scene/gui/line_edit.cpp"] | LineEdit with expand_to_text_length don't fits content size perfectly | ### Godot version
4.0.2.stable.official [7a0977ce2]
### System information
Windows 10
### Issue description
LineEdit node with enabled "expand_to_text_length" option and "minimum_character_width = 0" and cleared margins in style overrides still has some empty space inside



### Steps to reproduce
1. Add LineEdit node
2. Set expand_to_text_length = true
3. Set minimum_character_width in theme overrides = 0
4. Set normal to StyleBoxEmpty
### Minimal reproduction project
[LineEdit can't be zero sized.zip](https://github.com/godotengine/godot/files/11566017/LineEdit.can.t.be.zero.sized.zip)
| https://github.com/godotengine/godot/issues/77474 | https://github.com/godotengine/godot/pull/77507 | 72f7131be1be81e3b8c3d45732d55e5765b95dde | df30c9d6e7bb59de109b800d47b9d49c49df9e9b | "2023-05-25T14:31:25Z" | c++ | "2023-05-30T07:32:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,464 | ["scene/3d/skeleton_ik_3d.cpp", "scene/3d/skeleton_ik_3d.h"] | SkeletonIK3D use-after-free if Skeleton3D is freed | ### Godot version
4.1dev 4c677c88
### System information
Windows 10
### Issue description
A use-after-free situation exists in SkeletonIK3D because it holds hard references to both SkeletonIK3D and the target node Node3D.
### Steps to reproduce
1. Open the attached reference project.
2. It should already have a scene named `vrm_1_constraint_twist_sample.tscn` open. If not, open that specific scene.
3. Select the SkeletonIK3D node and click Play IK in the toolbar (this step is usually not necessary)
4. Middle click the scene tab or close the scene tab another way.
5. It crashes because bones._cowdata._ptr[172] and higher (up to [400]) have corrupt data on my system. This type of memory corruption is often caused by use-after-free.
That said, due to the nature of memory allocations and undefined behavior, this problem may be uniquely reproducible on my system.
### Minimal reproduction project
[crash_when_closing_tab.zip](https://github.com/godotengine/godot/files/11561795/crash_when_closing_tab.zip)
| https://github.com/godotengine/godot/issues/77464 | https://github.com/godotengine/godot/pull/77465 | fa971b7b5e20e598607bd8f8645a48f6619f24de | 243c8e0b403c3ca7d32d59d3dbe23c3f14082f5f | "2023-05-25T06:40:18Z" | c++ | "2023-06-19T22:02:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,462 | ["doc/classes/Object.xml"] | Notification method argument type does not match Notification constant types | ### Godot version
4.0.3
### System information
Windows 10
### Issue description
_Notification override method in C# requires int, not long. In the documentation linked [here](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-notification), the method in the C# version of the snippet uses long for the argument what. For my constants, I was using NotificationApplicationFocusIn and its type is long. The required parameter of the override method _Notification is int, which does not match the documentation, or the specific Notification constants.
### Steps to reproduce
In a generated CS script file for a Node, override the _Notification method.
```
public override void _Notification(int what) {
switch (what)
{
case NotificationApplicationFocusIn:
break;
}
}
```
The previous snippet results in an error in my IDE.
`Cannot convert expression of type 'long' to type 'int`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77462 | https://github.com/godotengine/godot/pull/77468 | 24a258d8a0679f7ec3989961775fe47540ecb726 | 89913c4e9367c393f6d6c49b4e7fbedf2ea8e1bc | "2023-05-25T05:18:49Z" | c++ | "2023-05-25T13:58:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,443 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | Font with LCD subpixel antialiasing in compatibility mode messes up color | ### Godot version
4.0.2.stable, 4.0.3.stable
### System information
Win10, i7-10870H, Intel UHD Graphics / GeForce RTX 3060 Laptop(31.0.15.3203)
### Issue description
In Compatibility mode Control nodes (tested Label, Button, LineEdit, RichTextLabel, probably others) with imported Font with LCD subpixel antialiasing enabled messes up non-standard font-color if there is Control with default font (or non LCD subpixel antialiased) present. It also somehow depends on node hierarchy and which nodes are currently visible.
https://github.com/godotengine/godot/assets/8860283/484f6479-7866-4f14-9071-06dccd539d80
### Steps to reproduce
1. import any font and enable LCD subpixel antialiasing for it;
2. Create at least 1 control with text with this font and at least 1 for default or non-LCDspa so that LCDspa font precedes non-LCDspa one in hierarchy;
3. Change default color for LCDspa font;
4. Move around so that you see only LCDspa node or both and observe unintended color change;
5. (optional) other LCDspa node positioned after non-LCDspa in hierarchy prevents color change when visible.
### Minimal reproduction project
[LCD_Subpixel_n_ColorRect_antialiasing_bug.zip](https://github.com/godotengine/godot/files/11556585/LCD_Subpixel_n_ColorRect_antialiasing_bug.zip)
| https://github.com/godotengine/godot/issues/77443 | https://github.com/godotengine/godot/pull/77946 | e3f446a123ab404687bc6b7b69ebcafb8dd8141f | e75285f69fab7ea4277a69f0ef625260988b1372 | "2023-05-24T16:00:07Z" | c++ | "2023-06-07T09:02:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,430 | ["doc/classes/EditorInterface.xml", "editor/editor_interface.cpp", "editor/editor_interface.h", "editor/editor_node.cpp", "editor/editor_node.h", "scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"] | Crash on exit in SceneShaderForwardClustered destructor | ### Godot version
4.1.dev (094e88416ab84cc4e391703453fb46528739cd69)
### System information
Mageia 9, Linux
### Issue description
I'm seeing a crash on exit in one of my test projects, which seems to be a recent regression.
The crash happens when quitting the 3D gameplay in https://github.com/team-godog/NGJ2023_Godog
There are errors about leaking `GodotBody3D` and `GodotShape3D`, and then leaking two shaders:
```
ERROR: 5 RID allocations of type 'P11GodotBody3D' were leaked at exit.
ERROR: 4 RID allocations of type 'P12GodotShape3D' were leaked at exit.
ERROR: Pages in use exist at exit in PagedAllocator: N33RendererSceneRenderImplementation22RenderForwardClustered32GeometryInstanceSurfaceDataCacheE
at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N33RendererSceneRenderImplementation22RenderForwardClustered32GeometryInstanceForwardClusteredE
at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: 2 shaders of type SceneForwardClusteredShaderRD were never freed
at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:708)
ERROR: FATAL: DEV_ASSERT failed "_first == nullptr" is false.
at: ~List (./core/templates/self_list.h:114)
Thread 1 "godot-git" received signal SIGILL, Illegal instruction.
0x0000000009c2e943 in SelfList<RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData>::List::~List (this=0xd048958, __in_chrg=<optimized out>) at ./core/templates/self_list.h:114
114 DEV_ASSERT(_first == nullptr);
(gdb) bt
#0 0x0000000009c2e943 in SelfList<RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData>::List::~List (this=0xd048958, __in_chrg=<optimized out>) at ./core/templates/self_list.h:114
#1 0x0000000009c29747 in RendererSceneRenderImplementation::SceneShaderForwardClustered::~SceneShaderForwardClustered (this=0xd048958, __in_chrg=<optimized out>)
at servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp:473
#2 0x0000000009c0fc10 in RendererSceneRenderImplementation::RenderForwardClustered::~RenderForwardClustered (this=0xd046d40, __in_chrg=<optimized out>)
at servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp:4026
#3 0x0000000009b60da2 in memdelete<RendererSceneRenderRD> (p_class=0xd046d40) at ./core/os/memory.h:109
#4 0x0000000009b5f396 in RendererCompositorRD::finalize (this=0xcc78be0) at servers/rendering/renderer_rd/renderer_compositor_rd.cpp:149
#5 0x0000000009a64601 in RenderingServerDefault::_finish (this=0xcc368b0) at servers/rendering/rendering_server_default.cpp:217
#6 0x0000000009a64839 in RenderingServerDefault::finish (this=0xcc368b0) at servers/rendering/rendering_server_default.cpp:244
#7 0x000000000584fee4 in finalize_display () at main/main.cpp:313
#8 0x0000000005868d56 in Main::cleanup (p_force=false) at main/main.cpp:3597
#9 0x00000000057dae8a in main (argc=1, argv=0x7fffffffd688) at platform/linuxbsd/godot_linuxbsd.cpp:75
```
The crash is on a `DEV_ASSERT` (so `dev_build=yes`), might not happen in a non-dev build.
Doesn't happen in 4.0.3-stable, and I don't remember seeing it a couple of weeks ago, so I expect this is a recent regression.
### Steps to reproduce
- Clone https://github.com/team-godog/NGJ2023_Godog
- Edit it with latest Godot `master`, game commit 212feb11867bb4468b357e96756fef40d904e614
- Press "Play", watch the intro (or skip with Esc), wait for the gameplay to start (takes a while to load in a dev build)
- When in game (sliding dog on a slope), press Esc to show the pause menu, and press Quit - it should crash
### Minimal reproduction project
See Steps to reproduce. It's not really minimal, I might try to narrow it down further but this is a relatively simple open source project and I think the regression can be easily pinpointed to recent changes to shader freeing.
CC @BastiaanOlij @clayjohn | https://github.com/godotengine/godot/issues/77430 | https://github.com/godotengine/godot/pull/77750 | c3e4dd86fff7a1c55c368a3e7774c8604bc28ba8 | ad85ecef8da194548f6eba4bb778a4d1def1215c | "2023-05-24T09:44:22Z" | c++ | "2023-06-13T11:52:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,427 | ["servers/rendering/renderer_rd/environment/gi.cpp"] | Enabling SDFGI for the first time causes artefacts due to corrupted textures | ### Godot version
v4.0.3.stable.official
### System information
Windows 10, Vulkan (Forward+), GTX 1060
### Issue description
When turning on SDFGI for the first time, you will see highly bright lights or sometimes random colours. Sometimes it does not happen and seems to be very random.
https://github.com/godotengine/godot/assets/76781125/029d1e8b-7bc7-43b0-883b-a88fefb19548
I used Renderdoc, and I may have found the issue, though I have very little idea how to actually use this. I found 5 textures that were corrupted and all look like this:

they are all labelled as VoxelGI though I think this is some mistake as my scene doesn't use voxelgi. Regardless, these textures seem to be the cause of the strange artefacts, because the issue seems to go away after some frames, and the textures return to normal.
these textures are:
lightprobe_history_texture
lightprobe_average_texture
lightprobe_history_scroll_texture
lightprobe_average_scroll_texture
lightprobe_average_parent_texture
### Steps to reproduce
Enable SDFGI for the first time in a scene, and you may see how the colours start off extremely bright and random, then slowly calm down to form a normal image.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77427 | https://github.com/godotengine/godot/pull/80889 | 9229ea121cab7416d08dd6170f1535ce314c91ca | 22b7fcabc689149fdba09325a9e9ff1939d83373 | "2023-05-24T07:49:36Z" | c++ | "2023-08-28T18:37:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,426 | ["editor/editor_node.cpp", "editor/progress_dialog.cpp", "editor/progress_dialog.h", "scene/gui/popup.cpp", "scene/main/window.cpp"] | "Attempting to parent and popup a dialog that already has a parent" error raised for each asset import | ### Godot version
4.1.dev (dc625bcbfc5b587ba8867481ee7a1f6a567c25d0)
### System information
Mageia 9, Linux
### Issue description
When importing a project in current `master`, the following error is raised for each asset that gets imported:
```
Attempting to parent and popup a dialog that already has a parent.
```
It seems to be raised once per asset, caused by the progress dialog.
CC @bruvzg
### Steps to reproduce
- Import a new project in Godot that contains importable assets, e.g. https://github.com/RPicster/godot4-demo-desert-light
### Minimal reproduction project
See above. | https://github.com/godotengine/godot/issues/77426 | https://github.com/godotengine/godot/pull/77433 | 97a6b40e4e491aed22269bb9e2df3513390e9f34 | ee7b26403b239fceffc543052d947ab77666925e | "2023-05-24T07:43:48Z" | c++ | "2023-05-29T15:30:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,424 | ["core/config/project_settings.cpp"] | [Editor] "project_settings_override" is merged into "project.godot" when editor opens | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
Windows 10
### Issue description
The settings found in **application/config/project_settings_override** end up being written to the `res://project.godot` every time the editor is started.
I find this inconvenient, `res://project.godot` is always on the changelist in git because of this.
I think it would be better if settings with the same value as found in **application/config/project_settings_override** were persisted in `res://project.godot` **only** when set by the "editor interface" or "by code" and not by the "merge" that happens at the start of the editor.
### Steps to reproduce
1. Before opening the MRP in the editor, note **window/size/mode** value within `res://project.godot`;
2. Now open it in the editor and check the `res://project.godot`, notice that **window/size/mode** was changed by the contents of `res://project_override.cfg` (which is the **application/config/project_settings_override** file).
### Minimal reproduction project
[Projects Override Merging Into Project Godot.zip](https://github.com/godotengine/godot/files/11555239/Projects.Override.Merging.Into.Project.Godot.zip) | https://github.com/godotengine/godot/issues/77424 | https://github.com/godotengine/godot/pull/77459 | aefc468fe162693a88a076901cfb90258232ba37 | eb5e0e07b4bc1ce45184fbc7e48b7b3fefdea6f8 | "2023-05-24T06:47:24Z" | c++ | "2023-05-31T11:09:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,422 | ["scene/2d/tile_map.cpp"] | TileMap.set_pattern causing game to silently crash | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Mac OS 12.6.5 (Apple Silicon)
### Issue description
I'm trying to implement a city builder, using `TileMapPattern`s on a `TileMap` layer to (a) hover buildings as the mouse moves and (b) place them on click.
Problem is, when I attempt to use `TileMap.set_pattern(...)`, the game silently crashes. The Godot debugger isn't aware of anything, the editor itself is unaffected, but shortly after I always get an OS-level error (i.e., a separate popup showing that the error is some kind of segfault). I can dump the full error report, but these feel like the most relevant lines:
```
Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x000000000000027c
Exception Codes: 0x0000000000000001, 0x000000000000027c
Exception Note: EXC_CORPSE_NOTIFY
VM Region Info: 0x27c is not in any region. Bytes before following region: 105553518919044
REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
UNUSED SPACE AT START
--->
MALLOC_NANO (reserved) 600018000000-600020000000 [128.0M] rw-/rwx SM=NUL ...(unallocated)
Application Specific Information:
abort() called
```
### Steps to reproduce
1. Make a Node2D. Give it a script, and change its `_input(event)` function to the code below these steps.
2. Make a `TileMap` as a child of that Node2D. Give it a `TileSet`, and make at least one pattern for that `TileSet`.
3. Run the game, and press 1. The game will seemingly close itself without errors, but the OS will report a segfault.
```gdscript
func _input(event):
if event is InputEventMouseMotion:
mouse_tile = $TileMap.local_to_map($TileMap.get_local_mouse_position())
if event is InputEventKey:
if int(OS.get_keycode_string(event.keycode)) == 1:
print(mouse_tile) # this also won't print if the line below is not commented out
$TileMap.set_pattern(0, mouse_tile, 0)
```
### Minimal reproduction project
I can do this if needed, though the setup isn't very complicated. | https://github.com/godotengine/godot/issues/77422 | https://github.com/godotengine/godot/pull/77440 | 95bea896da7e48f94e7c104c220601fdc40a5372 | 4c677c88e918e22ad696f225d189124444f9665e | "2023-05-24T05:49:27Z" | c++ | "2023-05-24T16:36:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,416 | ["scene/resources/material.cpp"] | Threaded resource loader loses textures | ### Godot version
4.0.dev (f581f21dd61a8fb581b80d07755cdf60c95d146d)
### System information
Windows 10 - Ryzen 7 - 4070ti
### Issue description
When using the threaded resource loader, textures on materials are lost.
This is the scene being loaded in the IDE:

This is the result in runtime:

### Steps to reproduce
Use code such as the following to load a scene:
```
func _load_scene(p_scene_path):
var new_scene : PackedScene
if ResourceLoader.has_cached(p_scene_path):
# Load cached scene
new_scene = ResourceLoader.load(p_scene_path)
else:
# Start the loading in a thread
ResourceLoader.load_threaded_request(p_scene_path)
# Loop waiting for the scene to load
while true:
var progress := []
var res := ResourceLoader.load_threaded_get_status(p_scene_path, progress)
if res != ResourceLoader.THREAD_LOAD_IN_PROGRESS:
break;
_progress_bar = progress[0]
await get_tree().create_timer(0.1).timeout
# Get the loaded scene
new_scene = ResourceLoader.load_threaded_get(p_scene_path)
$CanvasLayer.visible = false
add_child(new_scene.instantiate())
```
Now create a scene to load that has a material with a texture.
### Minimal reproduction project
[TestResourceLoader.zip](https://github.com/godotengine/godot/files/11549692/TestResourceLoader.zip)
| https://github.com/godotengine/godot/issues/77416 | https://github.com/godotengine/godot/pull/77692 | 83d5cbf519c3864fe793a84ed6ae0f74a0f91660 | c3e512eda4b776ade554c2a9b43ae0d442f661dd | "2023-05-24T01:54:35Z" | c++ | "2023-05-31T12:35:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,405 | ["modules/gltf/structures/gltf_skin.cpp"] | `GLTFSkin` does not report the class_name of the `godot_skin` property. | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
Windows 10
### Issue description
The entry for `godot_skin` in `get_property_list` should be:
```
{ "name": "godot_skin", "class_name": &"Skin", "type": 24, "hint": 0, "hint_string": "", "usage": 6 }
```
But is
```
{ "name": "godot_skin", "class_name": &"", "type": 24, "hint": 0, "hint_string": "", "usage": 6 }
```
### Steps to reproduce
Execute this code:
```
var skin := GLTFSkin.new()
for property in skin.get_property_list():
if property["name"] == "godot_skin":
prints(property)
```
### Minimal reproduction project
[GLTFSkinProperty.zip](https://github.com/godotengine/godot/files/11547845/GLTFSkinProperty.zip)
(A simple project that executes the code shared above). | https://github.com/godotengine/godot/issues/77405 | https://github.com/godotengine/godot/pull/77413 | 5562100d33ffe9bb9d5c4787315497b53cebc910 | dc625bcbfc5b587ba8867481ee7a1f6a567c25d0 | "2023-05-23T19:52:15Z" | c++ | "2023-05-24T06:50:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,381 | ["editor/plugins/tiles/atlas_merging_dialog.cpp"] | Crash when using tile atlas merge with recreated alt tile | ### Godot version
v4.1.dev.custom_build [809a98216]
### System information
Windows 11, Core i5-12400F, RX 6600
### Issue description
Godot crashes when you select a tile atlas for merge that has a deleted and recreated alternative tile.
### Steps to reproduce
1. Drag 2 tile sprites to merge into a new tileset.
2. Add one tile each. Add one alt tile to one.
3. Merge works.
4. Remove alt tile and add it again
5. Merge crashes
### Minimal reproduction project
https://github.com/rakkarage/TestNow
NEWWW.tscn is setup like this and ready for crash merge | https://github.com/godotengine/godot/issues/77381 | https://github.com/godotengine/godot/pull/77382 | 15b7a8e7f1c645a7fc868a0053379d1ae196c3b6 | 95d745f8dc76a76592ecc391282ccf490de75078 | "2023-05-23T00:52:02Z" | c++ | "2023-05-26T09:23:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,378 | ["platform/windows/display_server_windows.cpp", "scene/main/window.cpp"] | Fullscreened debug builds of projects sometimes freeze temporarily shortly after starting | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Windows 11, Intel i7-9750H, NVIDIA GeForce RTX 2060 (Driver Version 528.79)
### Issue description
When the window is set to fullscreen, running a project in the debugger will sometimes freeze for several seconds or more.
Freezes appear to last a minimum of 2 to 15 seconds. After that point, clicking the window will cause it to flicker and then resume functioning normally. Tabbing out of the window and then back in can also unfreeze it, possibly faster than just waiting and clicking. The window will not unfreeze if you don't click or tab out.
- The freezes occur a very specific amount of time after the project starts running - almost exactly 0.3 seconds.
- Freezes have an estimated 25-30% chance of occurring.
- The freeze is **not** visual-only, all the program logic will stop and then pick up where it left off when the window unfreezes.
- The `delta` parameter of `_process` does not reflect the freeze. For example, I had a freeze that lasted 20 seconds. There were a handful of frames with high deltas (in the 0.1-0.15 range) but nowhere near 20 seconds.
- Exported versions of projects do not appear to be affected.
- It's not clear if this applies to all projects.
- It's likely windows-only.
Other notes:
- Once, while trying to reproduce this bug, my entire system froze and I had to restart with the power button.
- While preparing my MRP, I deleted icon.svg. This appeared to fix the freezes (somehow). I also started getting the following error, which may be related to the freezing stopping: `load_image: Error opening file 'res://icon.svg'`.
- I restored icon.svg and deleted it again, and after that I couldn't reproduce the bug even after restoring it again. Definitely seems like it's related somehow.
- Exclusive Fullscreen produces the same results.
Edit: Deleting icon.svg in my original project (NOT the MRP) did not fix the issue there (and caused the same load_image error). There are no other svg files in the project, but there are some .png files. May be related to image files in general.
### Steps to reproduce
1) Open the MRP and run it several times, closing if the window doesn't freeze.
2) Generally within about five tries, the freeze will occur.
### Minimal reproduction project
[FullscreenFreeze2.zip](https://github.com/godotengine/godot/files/11537899/FullscreenFreeze2.zip)
| https://github.com/godotengine/godot/issues/77378 | https://github.com/godotengine/godot/pull/79016 | 7cd92ad02322815fd4196cc3fdcd4d2dd48e6313 | 988abb2161f73a56795e4f82a93e32b945ce5c8e | "2023-05-23T00:16:20Z" | c++ | "2023-07-08T16:21:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,370 | ["modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs"] | Editor crashes when replacing built C# dlls | ### Godot version
5dc093b19a26b5055ceecaf1e1076bb5b4529a5a
### System information
macOS 13.3.1
### Issue description
Note: I first encountered this issue in 4.0.3-rc (didn't use Godot 4 versions before that) and reproduced it on the commit noted above. I did not have this issue on Godot 3.
When I started using Godot 4 and converted my C# Godot 3 project, I noticed it crashed when I tried to build. A lot of testing later, and I figured out that my editor crashes, exactly when:
1. I build my project
2. My project has changes (so the new dlls are different from the old ones)
3. The editor believes (rightly or wrongly) that there are already built dlls in `.godot/mono/temp/bin/Debug`
This means building a new project does not crash (because there are no dlls to overwrite). A non-clean build afterwards does crash. However, cleaning the build manually (deleting `.godot` or any part of its substructure) only prevents the crash if the editor is closed. So, "build -> make change -> delete `.godot` -> build" crashes the editor, but "build -> make change -> delete `.godot` -> close and reopen editor -> build" does not crash the editor.
Crash image and full log attached:
<img width="1877" alt="Crash Message" src="https://github.com/godotengine/godot/assets/11003232/96961d8f-bb34-4347-9e3f-166ad8d013b4">
[Editor Crash Report.txt](https://github.com/godotengine/godot/files/11536385/Editor.Crash.Report.txt)
### Steps to reproduce
1. Create a new project
2. Create a new scene
3. Attach a C# script to the root node
4. Save
5. Build
6. Make a change to the C# script (e.g. add a comment)
7. Build
8. Editor crashes
### Minimal reproduction project
[MRP.zip](https://github.com/godotengine/godot/files/11536226/MRP.zip)
| https://github.com/godotengine/godot/issues/77370 | https://github.com/godotengine/godot/pull/77377 | 56a15a552d6cae064170171d81a24f7d63369412 | ea5322fce2e233cb250d6311c9a0292b548bc59c | "2023-05-22T19:40:49Z" | c++ | "2023-05-23T17:14:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,359 | ["editor/plugins/canvas_item_editor_plugin.cpp"] | Editor crashes after Ctrl + Shift + B on new tab (2D Workspace) | ### Godot version
Godot 4.0.3 stable
### System information
Linux Debian 11, Ryzen 5700x, Vullkan, RTX 3060
### Issue description
When open a new tab, without scene and nodes, in the toolbar of the 2D Workspace, if select: `Skeleton Options → Make Bone2D Node(s) from Node(s)`, the whole Editor crashes.
### Steps to reproduce
Open new tab, select `Skeleton Options → Make Bone2D Node(s) from Node(s)`
### Minimal reproduction project
any godot project | https://github.com/godotengine/godot/issues/77359 | https://github.com/godotengine/godot/pull/77473 | 89913c4e9367c393f6d6c49b4e7fbedf2ea8e1bc | 2eec9a67d564b11326f44c5ef8b6b6f9aec251b9 | "2023-05-22T17:08:32Z" | c++ | "2023-05-25T13:59:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,356 | ["doc/classes/LightmapGI.xml", "doc/classes/ProjectSettings.xml", "modules/lightmapper_rd/lightmapper_rd.cpp", "modules/lightmapper_rd/lightmapper_rd.h", "modules/lightmapper_rd/lm_common_inc.glsl", "modules/lightmapper_rd/lm_compute.glsl", "modules/lightmapper_rd/register_types.cpp", "scene/3d/lightmap_gi.cpp", "scene/3d/lightmap_gi.h", "scene/3d/lightmapper.h"] | Vulkan: LightmapGI has incorrect indirect light probes when using static directional light | ### Godot version
v4.1.dev.custom_build [437041a98]
### System information
Ubuntu with Nvidia 2060
### Issue description
When baking static directional light, lightmap probes don't work as expected like with dynamic bake.
Dynamic Bake

Static Bake

### Steps to reproduce
Use MRP
Bake directional light as dynamic
Disable and enable sphere mesh to apply probes lighting
Bake directional light as static
Disable and enable sphere mesh to apply probes lighting
See the same result as image above
### Minimal reproduction project
[lightmap.zip](https://github.com/godotengine/godot/files/11533271/lightmap.zip)
| https://github.com/godotengine/godot/issues/77356 | https://github.com/godotengine/godot/pull/82068 | 74d7796dbd28cf1e054120ba18d3ca668b487c39 | afa262ae6bd1229c45a65d89103aba5b1c78182b | "2023-05-22T15:49:47Z" | c++ | "2023-10-13T20:16:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,343 | ["modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs"] | Fatal error. System.AccessViolationException: Attempted to read or write protected memory. | ### Godot version
v4.0.3.stable.mono
### System information
Windows 10 22H2
### Issue description
Godot editor crashes on launch after I added this code to the `SpellBook.cs` file:
`[Export]
public NodePath[] NodePaths { get; set; }`
Error that I get in the console:
```
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at Godot.NativeInterop.NativeFuncs.godotsharp_internal_script_debugger_send_error(Godot.NativeInterop.godot_string ByRef, Godot.NativeInterop.godot_string ByRef, Int32, Godot.NativeInterop.godot_string ByRef, Godot.NativeInterop.godot_string ByRef, Godot.NativeInterop.godot_bool, godot_stack_info_vector ByRef)
at Godot.NativeInterop.ExceptionUtils.SendToScriptDebugger(System.Exception)
at Godot.NativeInterop.ExceptionUtils.LogException(System.Exception)
at Godot.Bridge.ScriptManagerBridge.GetPropertyDefaultValuesForType(System.Type, IntPtr, Void (IntPtr, Void*, Int32)) at Godot.Bridge.ScriptManagerBridge.GetPropertyDefaultValues(IntPtr, Void (IntPtr, Void*, Int32))
at Godot.NativeInterop.NativeFuncs.godotsharp_internal_reload_registered_script(IntPtr)
at Godot.Bridge.ScriptManagerBridge.CreateScriptBridgeForType(System.Type, Godot.NativeInterop.godot_ref*)
at Godot.Bridge.ScriptManagerBridge.GetOrCreateScriptBridgeForType(System.Type, Godot.NativeInterop.godot_ref*)
at Godot.Bridge.ScriptManagerBridge.GetOrCreateScriptBridgeForPath(Godot.NativeInterop.godot_string*, Godot.NativeInterop.godot_ref*)
```

My dotnet info:
```
dotnet --info
.NET SDK (reflecting any global.json):
Version: 6.0.408
Commit: 0c3669d367
Runtime Environment:
OS Name: Windows
OS Version: 10.0.19045
OS Platform: Windows
RID: win10-x64
Base Path: C:\Program Files\dotnet\sdk\6.0.408\
Host:
Version: 7.0.5
Architecture: x64
Commit: 8042d61b17
.NET SDKs installed:
3.1.426 [C:\Program Files\dotnet\sdk]
5.0.303 [C:\Program Files\dotnet\sdk]
5.0.403 [C:\Program Files\dotnet\sdk]
5.0.407 [C:\Program Files\dotnet\sdk]
5.0.408 [C:\Program Files\dotnet\sdk]
5.0.416 [C:\Program Files\dotnet\sdk]
6.0.408 [C:\Program Files\dotnet\sdk]
.NET runtimes installed:
Microsoft.AspNetCore.All 2.1.30 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.All]
Microsoft.AspNetCore.App 2.1.30 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 3.1.21 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 3.1.24 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 3.1.26 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 3.1.32 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 5.0.9 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 5.0.10 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 5.0.12 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 5.0.16 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 5.0.17 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 6.0.16 [C:\Program Files\dotnet\shared\Microsoft.AspNetCore.App]
Microsoft.NETCore.App 2.1.30 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 3.1.21 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 3.1.24 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 3.1.26 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 3.1.32 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 5.0.9 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 5.0.10 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 5.0.12 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 5.0.16 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 5.0.17 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 6.0.16 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 7.0.5 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.WindowsDesktop.App 3.1.21 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 3.1.24 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 3.1.26 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 3.1.32 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 5.0.9 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 5.0.10 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 5.0.12 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 5.0.16 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 5.0.17 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 6.0.16 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Microsoft.WindowsDesktop.App 7.0.5 [C:\Program Files\dotnet\shared\Microsoft.WindowsDesktop.App]
Other architectures found:
arm64 [C:\Program Files\dotnet]
registered at [HKLM\SOFTWARE\dotnet\Setup\InstalledVersions\arm64\InstallLocation]
x86 [C:\Program Files (x86)\dotnet]
registered at [HKLM\SOFTWARE\dotnet\Setup\InstalledVersions\x86\InstallLocation]
Environment variables:
Not set
global.json file:
Not found
Learn more:
https://aka.ms/dotnet/info
Download .NET:
https://aka.ms/dotnet/download
```
### Steps to reproduce
Open MRP with Godot editor, build it then Run the project
### Minimal reproduction project
[MRP.zip](https://github.com/godotengine/godot/files/11530846/MRP.zip)
| https://github.com/godotengine/godot/issues/77343 | https://github.com/godotengine/godot/pull/77377 | 56a15a552d6cae064170171d81a24f7d63369412 | ea5322fce2e233cb250d6311c9a0292b548bc59c | "2023-05-22T12:14:41Z" | c++ | "2023-05-23T17:14:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,334 | ["editor/input_event_configuration_dialog.cpp"] | Physical Keycode and Key Label options appear grayed out in the input editor when editing an existing key | ### Godot version
4.0.2.stable
### System information
Fedora 37, GeForce RTX 4090 (NVIDIA 530.41.03)
### Issue description
Physical Keycode and Key Label options appear grayed out in the input editor when editing an existing key, even though I should logically be able to change it:

If I set the key to another key then change it back, then the **Physical Keycode** and **Key Label** options are no longer grayed out.
cc @bruvzg
### Steps to reproduce
- Open the Project Settings > Input Map tab.
- Create an action, with an associated key. Save it.
- Click the edit button next to the key, and try to change the type without touching the actual key's value.
- Change the key's value back and forth and try to change the type using the dropdown again.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77334 | https://github.com/godotengine/godot/pull/77900 | 9fbbb4592d5e027d3fab10aac95961ad161b79f1 | 70a82c0b2f3cb0f0fd4438a72348706b09e3502a | "2023-05-22T08:30:30Z" | c++ | "2023-06-06T10:31:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,328 | ["core/object/undo_redo.cpp", "core/object/undo_redo.h"] | Tilemaps no longer reflect changes via live updates | ### Godot version
v4.0.3.stable.mono.official [5222a99f5]
### System information
Windows 10
### Issue description
When updating a Tilemap's cells via the editor, the changes are not reflected in the game. This worked fine in 3.5
### Steps to reproduce
1. Create a TileMap and Tileset with a tile you'd like to paint with. (I've been testing with the godot icon.)
2. Make sure "Synchronize Scene Changes" is turned on.
3. Launch your game, and paint some tiles in the TileMap.
4. Save if you want, but, it shouldn't matter. Godot 3.5 behavior didn't require a save for changes to appear.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77328 | https://github.com/godotengine/godot/pull/83146 | 50620c736160d0f325858e20367fdc8686699c74 | 4a6e8dc57bf55c96c60cdfb2a9cbfa2964f39b68 | "2023-05-22T03:14:47Z" | c++ | "2023-10-16T08:39:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,325 | ["servers/rendering/shader_compiler.cpp"] | Simplex noise in the Spatial shader has an incorrect result | ### Godot version
4.0.3 stable
### System information
Windows 10, gtx 1080, driver version 531.79 Vulkan backend.
### Issue description
I am implementing 3d simplex noise in a spatial shader using this implementation https://github.com/ashima/webgl-noise/blob/master/src/noise3Dgrad.glsl
In shadertoy the implementation produces the expected result:

But using almost identical code in a Godot shader (only modified to give functions unique names since Godot doesn't support shader function overloading) produces an incorrect result with splotches of the noise falling well outside the [-1, 1] range it is suppose to be in, some even falling outside [-10, 10]:

Stepping through the shader code in shadertoy and Godot, the values begin to diverge at the line
```
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
```
### Steps to reproduce
Create a new 3D scene, add a MeshInstance3D node as a child of the root. Give mesh instance node a new PlaneMesh (or any other mesh) and under Surface Material Override, add a new material by selecting New ShaderMaterial.
Open the text editor of the shader material and paste the following shader:
```
shader_type spatial;
render_mode unshaded;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289vec4(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289vec4(((x*34.0)+10.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v, out vec3 gradient)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
vec4 m2 = m * m;
vec4 m4 = m2 * m2;
vec4 pdotx = vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3));
// Determine noise gradient
vec4 temp = m2 * m * pdotx;
gradient = -8.0 * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3);
gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3;
gradient *= 105.0;
return 105.0 * dot(m4, pdotx);
}
float snoise01(vec3 position) {
vec3 grad;
float n = snoise(position, grad);
return n * 0.5 + 0.5;
}
void fragment() {
float n = snoise01(vec3(UV * 10.0, 0));
ALBEDO = vec3(n);
}
```
To see the shadertoy comparison, go to https://www.shadertoy.com/new and paste the following code:
```
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+10.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v, out vec3 gradient)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
vec4 m2 = m * m;
vec4 m4 = m2 * m2;
vec4 pdotx = vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3));
// Determine noise gradient
vec4 temp = m2 * m * pdotx;
gradient = -8.0 * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3);
gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3;
gradient *= 105.0;
return 105.0 * dot(m4, pdotx);
}
float snoise01(vec3 position) {
vec3 grad;
float n = snoise(position, grad);
return n * 0.5 + 0.5;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
float n = snoise01(vec3(uv * 10.0, 0));
fragColor = vec4(vec3(n), 1.0);
}
```
### Minimal reproduction project
[shader_bug.zip](https://github.com/godotengine/godot/files/11526301/shader_bug.zip)
| https://github.com/godotengine/godot/issues/77325 | https://github.com/godotengine/godot/pull/78972 | b3c2b52025f0ec8a94d002666f235d273f9ddc42 | b2ada1b69089817000c5522f2a48924cfd72e312 | "2023-05-22T02:20:56Z" | c++ | "2023-07-07T06:32:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,317 | ["core/io/file_access_pack.cpp", "core/io/file_access_pack.h", "core/io/pck_packer.cpp"] | Inconsistent file path behavior when loading files from a pck | ### Godot version
4.0.3
### System information
Windows 10
### Issue description
When loading files from a `pck` generated by Godot, file paths must match the exact string path that they were packed in.
Usually when loading files using `FileAccess`, redundant `/`s will be handled correctly. For example, `res://my//path////here` will resolve to `res://my/path/here`. This is not true for `pck`s.
---
Assuming the default `icon.svg` file has been moved into a new directory at `res://assets/`
```gdscript
# This is valid
FileAccess.open("res://assets/icon.svg", FileAccess.READ)
# This is also valid
FileAccess.open("res://assets//////icon.svg", FileAccess.READ)
```
When loading from a `pck`, the path must match exactly.
```gdscript
var packer := PCKPacker.new()
packer.pck_start("res://test.pck")
packer.add_file("res://my//path/icon.svg", "res://assets/icon.svg")
packer.flush()
ProjectSettings.load_resource_pack("res://test.pck")
# This is valid
FileAccess.open("res://my//path/icon.svg", FileAccess.READ)
# This is not valid
FileAccess.open("res://my/path/icon.svg", FileAccess.READ)
# This is also not valid
FileAccess.open("res://my//path/////icon.svg", FileAccess.READ)
```
### Steps to reproduce
Create a `pck` file and start adding files.
Load the `pck` and try to access files with redundant `/`s (or with the correct number of `/`s, if the files were added with redundant `/`s).
### Minimal reproduction project
Available as a repo here: https://github.com/you-win/pck-loading-inconsistency
Available as a zip:
[pck_loading_inconsistency.zip](https://github.com/godotengine/godot/files/11525206/pck_loading_inconsistency.zip)
| https://github.com/godotengine/godot/issues/77317 | https://github.com/godotengine/godot/pull/77361 | e4deaa2727377cc37456e687c68bbf8ead465c93 | fa971b7b5e20e598607bd8f8645a48f6619f24de | "2023-05-21T18:04:06Z" | c++ | "2023-06-19T22:02:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,314 | ["editor/project_converter_3_to_4.cpp", "editor/project_converter_3_to_4.h"] | Input Map's joypad button numbers are not converted to new numbers in 3->4 conversion | ### Godot version
v4.0.3.rc2.official [2ac4e3bb3]
### System information
Windows 10
### Issue description
It seems that joypad button numbers are changed in Godot 4. The Godot 3->4 conversion doesn't change the button numbers.
This Godot 3 Input Map:

is converted to this:

It seems that only buttons 0-3 are same in Godot 3 and 4:

### Steps to reproduce
Convert any Godot 3 project having joypad buttons assigned to inputs.
### Minimal reproduction project
[conv_test.zip](https://github.com/godotengine/godot/files/11525027/conv_test.zip)
| https://github.com/godotengine/godot/issues/77314 | https://github.com/godotengine/godot/pull/77615 | 2b373f795c42f330c02998c3a889d17752f1b3ba | abb6744d6c01df676d0ae8a8ffa6300f108409a1 | "2023-05-21T16:27:48Z" | c++ | "2023-06-13T12:41:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,311 | ["editor/project_converter_3_to_4.cpp", "editor/project_converter_3_to_4.h"] | Refusal to open a scene with a syntax error in the embedded script | ### Godot version
4.0.3.stable
### System information
Win 10, i5-11400H, 16GB RAM, RTX3050M
### Issue description

The scene does not load due to the fact that there is a syntax error in the embedded script. Of course, I can't fix the script because it is built-in (except through an external editor). This behavior is abnormal, the scene should still load even if there is an error in its script.
Breaking the scene code example:
```
var dirSAV = DirAccess.new()
var path = \"user://SaveGame/Worlds/\" + str(name_save)
if !dirSAV.dir_exists(path):
dirSAV.make_dir_recursive(path)
```
### Steps to reproduce
Create a project in 3 godot create a scene there with a built-in script, for example, create a folder, then transfer the project to 4 godot and try to open the scene.
### Minimal reproduction project
Link to my repository - https://github.com/Miskler/kHUTER
Branch `godot4` | https://github.com/godotengine/godot/issues/77311 | https://github.com/godotengine/godot/pull/77399 | 59a35194bf806f0b6db695837013a6f40f554c21 | f581f21dd61a8fb581b80d07755cdf60c95d146d | "2023-05-21T14:00:12Z" | c++ | "2023-05-23T17:15:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,289 | ["editor/filesystem_dock.cpp", "editor/filesystem_dock.h"] | Packed scene files sometimes get "corrupted" when moving files within editor | ### Godot version
4.0.3
### System information
Windows 11
### Issue description
I reorganised a project by dragging some files (various types including .tscn, .tres, .gd, images) into subdirectories within the project's filetree. This was all done within the editor.
After doing this I found two scene files would not open, giving the alarming popup message "scene file is invalid/corrupt".
After panicked googling and deleting the .godot directory (which did not fix the problem), I found that the problem was that scene A (the scene named in the message) contained an instance of scene B, and in scene B's .tscn file, the root node had been saved with a name but no type, i.e. instead of the line in the .tscn file saying:
`[node name="PlayerScene" type="ActorScene" groups=["players"]]`
It said:
`[node name="PlayerScene"]`
So Godot seems to have "lost" the root node's type when moving the scene file. Manually typing in the missing info enabled the file to load. The other "corrupt" scene depended on this scene, so it now loaded as well.
This seems like a really serious bug, as it means Godot's management of the project filetree is untrustworthy. It's worsened by the fact that the message produced by the editor is so opaque and unhelpful. It doesn't even identify the file causing the problem (scene B).
### Steps to reproduce
Not sure but I think it would involve having a scene that contains child nodes which are instances of other scenes, then moving the .tscn files to other directories.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77289 | https://github.com/godotengine/godot/pull/81725 | 55ba576c58fd0e537f239243c3b87e818d97e558 | 48ef57d465aaad97982f223cf98b69e4ccbee336 | "2023-05-20T21:57:33Z" | c++ | "2023-09-29T17:46:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,271 | ["core/math/basis.cpp", "scene/3d/skeleton_ik_3d.cpp"] | SkeletonIK3D bone roll axis is not working correctly | ### Godot version
4.0.2
### System information
Windows 10 960m
### Issue description
When using the skeltonIK3d on a simple bone chain, the roll axis of bones are not working correctly. As can be seen in this clip comparing 3.5 to 4.0.2, when moving the ik target on the x axis, the bone roll of the shin bone twists in a very strange way.
When the ik target is just moving up and down on the y axis 4.0.2 looks the same as 3.5. I have tried many ways of setting the roll axis in blender before exporting, but this seems to make no difference in godot.
https://github.com/godotengine/godot/assets/7741669/524f9450-8582-4336-96a2-397ffe915d2d
@lyuma I also tried this with your recent fix in master and it does not fix this issue, unfortunately. I did try the scorpion demo scene and I can see that it resolved that. Simple 2 or 3 bone chains seem to exhibit this odd roll issue...maybe the long chain on the scorpion tail is covering up the issue?
On a side note, I am getting tons of crashes trying to test out simple ik with the standard tool script. Especially just clicking in the skeletonik3d node.
### Steps to reproduce
- import a simple 2 or 3 bone skeleton such as a leg
- add a skeltonik3d node
- fill in the node parameters and add a marker3d as target
- add a tool script to start off the ik solve
- move the ik target on the x axis and observe the twisting
### Minimal reproduction project
This has the 3.5, 4.0.2 file and the blend file
[ik_roll_bug.zip](https://github.com/godotengine/godot/files/11521836/ik_roll_bug.zip)
| https://github.com/godotengine/godot/issues/77271 | https://github.com/godotengine/godot/pull/77469 | e2fcc4de348d9b2dc9e73a0bc3b9f34891c1205b | 2a1bc05901ec8644911544a085f1e618bd8cc627 | "2023-05-20T07:56:09Z" | c++ | "2023-06-06T18:39:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,268 | ["scene/gui/label.cpp"] | Labels with lots of text very slow in Godot 4 | ### Godot version
4.0.3 stable
### System information
Windows 10, i5 8600, RTX3060, 64 GB ram
### Issue description
In Godot 4, labels with lots of text cause scenes to load extremely slowly, both in the editor and in-game.
I measured a few game starts with different amounts of text in a label:
Text length | Game start time
-- | --
11323 | 2.33
22693 | 7.93
34064 | 19.69
45431 | 40.59
In Godot 3, the startup times for all test lengths was almost instantaneous.
The text I used was multiple copies of the license agreement for Google's [Roboto](https://fonts.google.com/specimen/Roboto) font. A "credits" page on a game could easily get well above this length.
Looking at a scatter plot with a best fit, it's pretty clearly increasing at around n^2:

Results are the same whether I'm using the built-in font or a custom font, and results are similar across all renderers. Settings like text wrapping don't seem to affect it either.
### Steps to reproduce
Create a scene, add a label to that scene, and fill the label with a large amount of text. Try to launch the game and load that scene.
### Minimal reproduction project
[Godot3LargeLabel.zip](https://github.com/godotengine/godot/files/11521494/Godot3LargeLabel.zip)
[Godot4LargeLabel.zip](https://github.com/godotengine/godot/files/11521495/Godot4LargeLabel.zip)
| https://github.com/godotengine/godot/issues/77268 | https://github.com/godotengine/godot/pull/77280 | df616c9a17dfd9e5248c8fdebe20bd192f95266f | b156e24216f81aefcbc4f7983cdb7c6515d7ac76 | "2023-05-20T03:39:17Z" | c++ | "2023-08-02T10:15:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,262 | ["scene/gui/control.cpp"] | Node is created outside of the viewport in RTL editors | ### Godot version
4.1 dev2, 4.0.3
### System information
Windows 10, ryzen 5900x, radeon 6950xt (driver: 23.2.2)
### Issue description
There are two bugs:
- When I create a new node, it is created outside of the viewport. (as in first video)
- When I run the project, all the content inside the viewport dont appear. (as in second video)
I believe the second issue is related to the first.
Note: these problems are in RTL editors.
https://github.com/godotengine/godot/assets/121864036/84f0d434-0d1b-4c23-9fb0-510257e2e191
https://github.com/godotengine/godot/assets/121864036/b2bc20c7-1e2e-4d04-99e7-d66860ffced2
### Steps to reproduce
Videos explain.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77262 | https://github.com/godotengine/godot/pull/77901 | 37fc598ee168329d456a6290f97ccf4fdf07ab26 | 4d05edd75d081062208b66ed7c18bc8986ed5355 | "2023-05-20T00:10:01Z" | c++ | "2023-06-09T10:15:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,249 | ["editor/editor_audio_buses.cpp", "editor/editor_node.cpp", "editor/editor_node.h", "editor/plugins/animation_player_editor_plugin.cpp", "editor/plugins/debugger_editor_plugin.cpp", "editor/plugins/shader_editor_plugin.cpp"] | Crash when adding a new animation in AnimationFrame | ### Godot version
master
### System information
PopOs 22.04, Nvidia
### Issue description
Under some conditions, adding a new animation to an AnimationFrame resource crashes the engine.
This happens only after restarting the engine, and trying to add a new animation on an AnimationFrame
https://github.com/godotengine/godot/assets/3624853/2586869b-bf0a-4840-a75a-f38f9c0bf649
Crash log :
```
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.dev.custom_build (dc46163b121993229fedc7853000bd9bcb9ec2de)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f1e1f242520] (??:0)
[2] HashMap<StringName, SpriteFrames::Anim, HashMapHasherDefault, HashMapComparatorDefault<StringName>, DefaultTypedAllocator<HashMapElement<StringName, SpriteFrames::Anim> > >::_lookup_pos(StringName const&, unsigned int&) const (/Projects/godot/./core/templates/hash_map.h:100)
[3] HashMap<StringName, SpriteFrames::Anim, HashMapHasherDefault, HashMapComparatorDefault<StringName>, DefaultTypedAllocator<HashMapElement<StringName, SpriteFrames::Anim> > >::has(StringName const&) const (/Projects/godot/./core/templates/hash_map.h:310)
[4] SpriteFrames::has_animation(StringName const&) const (/Projects/godot/scene/resources/sprite_frames.cpp:106)
[5] SpriteFramesEditor::_animation_add() (/Projects/godot/editor/plugins/sprite_frames_editor_plugin.cpp:1001)
[6] void call_with_variant_args_helper<SpriteFramesEditor>(SpriteFramesEditor*, void (SpriteFramesEditor::*)(), Variant const**, Callable::CallError&, IndexSequence<>) (/Projects/godot/./core/variant/binder_common.h:308)
[7] void call_with_variant_args<SpriteFramesEditor>(SpriteFramesEditor*, void (SpriteFramesEditor::*)(), Variant const**, int, Callable::CallError&) (/Projects/godot/./core/variant/binder_common.h:418)
[8] CallableCustomMethodPointer<SpriteFramesEditor>::call(Variant const**, int, Variant&, Callable::CallError&) const (/Projects/godot/./core/object/callable_method_pointer.h:105)
[9] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (/Projects/godot/core/variant/callable.cpp:51)
[10] Object::emit_signalp(StringName const&, Variant const**, int) (/Projects/godot/core/object/object.cpp:1068)
[11] Error Object::emit_signal<>(StringName const&) (/Projects/godot/./core/object/object.h:870)
[12] BaseButton::_pressed() (/Projects/godot/scene/gui/base_button.cpp:139)
[13] BaseButton::on_action_event(Ref<InputEvent>) (??:?)
[14] BaseButton::gui_input(Ref<InputEvent> const&) (/Projects/godot/scene/gui/base_button.cpp:69)
[15] Control::_call_gui_input(Ref<InputEvent> const&) (/Projects/godot/scene/gui/control.cpp:1752)
[16] Viewport::_gui_call_input(Control*, Ref<InputEvent> const&) (/Projects/godot/scene/main/viewport.cpp:1511)
[17] Viewport::_gui_input_event(Ref<InputEvent>) (/Projects/godot/scene/main/viewport.cpp:1781)
[18] Viewport::push_input(Ref<InputEvent> const&, bool) (/Projects/godot/scene/main/viewport.cpp:2944)
[19] Window::_window_input(Ref<InputEvent> const&) (/Projects/godot/scene/main/window.cpp:1389)
[20] void call_with_variant_args_helper<Window, Ref<InputEvent> const&, 0ul>(Window*, void (Window::*)(Ref<InputEvent> const&), Variant const**, Callable::CallError&, IndexSequence<0ul>) (/Projects/godot/./core/variant/binder_common.h:303)
[21] void call_with_variant_args<Window, Ref<InputEvent> const&>(Window*, void (Window::*)(Ref<InputEvent> const&), Variant const**, int, Callable::CallError&) (/Projects/godot/./core/variant/binder_common.h:418)
[22] CallableCustomMethodPointer<Window, Ref<InputEvent> const&>::call(Variant const**, int, Variant&, Callable::CallError&) const (/Projects/godot/./core/object/callable_method_pointer.h:105)
[23] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (/Projects/godot/core/variant/callable.cpp:51)
[24] DisplayServerX11::_dispatch_input_event(Ref<InputEvent> const&) (/Projects/godot/platform/linuxbsd/x11/display_server_x11.cpp:3593)
[25] DisplayServerX11::_dispatch_input_events(Ref<InputEvent> const&) (/Projects/godot/platform/linuxbsd/x11/display_server_x11.cpp:3565)
[26] Input::_parse_input_event_impl(Ref<InputEvent> const&, bool) (/Projects/godot/core/input/input.cpp:705)
[27] Input::flush_buffered_events() (/Projects/godot/core/input/input.cpp:964)
[28] DisplayServerX11::process_events() (/Projects/godot/platform/linuxbsd/x11/display_server_x11.cpp:4661)
[29] OS_LinuxBSD::run() (/Projects/godot/platform/linuxbsd/os_linuxbsd.cpp:889)
[30] bin/godot.linuxbsd.editor.dev.x86_64.llvm(main+0x1fe) [0x55755e8189ae] (/Projects/godot/platform/linuxbsd/godot_linuxbsd.cpp:73)
[31] /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f1e1f229d90] (??:0)
[32] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f1e1f229e40] (??:0)
[33] bin/godot.linuxbsd.editor.dev.x86_64.llvm(_start+0x25) [0x55755e8186e5] (??:?)
-- END OF BACKTRACE --
```
### Steps to reproduce
Open the MRP, and click `Add Animation`

### Minimal reproduction project
[Godot4Test.zip](https://github.com/godotengine/godot/files/11518538/Godot4Test.zip)
| https://github.com/godotengine/godot/issues/77249 | https://github.com/godotengine/godot/pull/78586 | fa7f8e34f221c16719390865f538561350febef6 | 75f5e003de35f784f7527333e5903c9c3b55ec63 | "2023-05-19T16:01:54Z" | c++ | "2023-06-23T09:59:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,248 | ["servers/rendering/renderer_rd/storage_rd/texture_storage.cpp"] | ImageTexture3D update crashes game. | ### Godot version
4.1-dev master commit 9ad9820f5d2a4357ad16480f88a679fce8ecd492
### System information
```
`-/osyhddddhyso/-` angle@Sager
.+yddddddddddddddddddy+. -----------
:yddddddddddddddddddddddddy: OS: Xubuntu 22.10 x86_64
-yddddddddddddddddddddhdddddddy- Kernel: 5.19.0-1021-lowlatency
odddddddddddyshdddddddh`dddd+ydddo Uptime: 56 mins
`yddddddhshdd- ydddddd+`ddh.:dddddy` Packages: 5478 (dpkg), 11 (brew), 38 (flatpak), 40 (snap)
sddddddy /d. :dddddd-:dy`-ddddddds Shell: bash 5.2.2
:ddddddds /+ .dddddd`yy`:ddddddddd: Resolution: 1920x1080
sdddddddd` . .-:/+ssdyodddddddddds DE: Xfce 4.16
ddddddddy `:ohddddddddd WM: Xfwm4
dddddddd. +dddddddd WM Theme: Default
sddddddy ydddddds Theme: Greybird [GTK2/3]
:dddddd+ .oddddddd: Icons: elementary-xfce-darker [GTK2/3]
sdddddo ./ydddddddds Terminal: xfce4-terminal
`yddddd. `:ohddddddddddy` Terminal Font: Monospace 12
oddddh/` `.:+shdddddddddddddo CPU: Intel i5-6500 (4) @ 3.600GHz
-ydddddhyssyhdddddddddddddddddy- GPU: NVIDIA GeForce GTX 1050 Ti
:yddddddddddddddddddddddddy: Memory: 3945MiB / 24000MiB
```
### Issue description
When I create an ImageTexture3D and then try and update it, even with the same exact data I just created it with, it causes the entire game to crash, with no explanation, beyond *sometimes* saying 'With signal 11'.
### Steps to reproduce
Download and run the repro project with godot.
### Minimal reproduction project
https://gitlab.com/AngularAngel/TextureCrashMinimalRepro | https://github.com/godotengine/godot/issues/77248 | https://github.com/godotengine/godot/pull/77266 | 05ddc822fb40f058b880b737c1215a877540ecda | 10863757859a4a44490be20b16117bb66b793306 | "2023-05-19T15:57:19Z" | c++ | "2023-05-22T11:49:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,235 | ["editor/editor_node.cpp", "editor/editor_node.h"] | Crash on loading complex scene | ### Godot version
master (92b7da9832f21314ca3c656bae9d1ffa31f6c614)
### System information
Windows - RTX 4070
### Issue description
Loading up a more complex project results in a crash in the threaded resource loader.
This issue happens during conversion of images and other resources on a freshly cloned project. It looks like the code is trying to open up one of the error messages but it is doing this from a thread while the code expects to be run on the main thread.
Note that this issue may be a result of another problem as it seems the conversion of various resources is failing. Once we fix the crash in relating the error we'll find the causing error.

### Steps to reproduce
Freshly clone a larger project such as XR Tools and import it into Godot.
### Minimal reproduction project
https://github.com/godotvr/godot-xr-tools | https://github.com/godotengine/godot/issues/77235 | https://github.com/godotengine/godot/pull/77251 | a3bbb4661b705d1c4067015855af67f0ac754836 | fb613fd430a9033ff11a495866ce5905672decfa | "2023-05-19T10:43:49Z" | c++ | "2023-05-22T11:49:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,222 | ["core/io/resource_loader.cpp", "core/object/message_queue.cpp", "core/object/message_queue.h"] | Skeletal animations are not working | ### Godot version
master (5bb7d585a5e151f3fa387de7dd97d7aebc5abfd5)
### System information
Windows - RTX 4070
### Issue description
Animations are either not loaded correctly or not processed properly.
In the logs it's remarked that the skeleton data is missing:

I'm testing with GDQuests mannequin :

Often the model doesn't render at all until you select the skeleton node.
### Steps to reproduce
Obtain the mannequin model from GDQuests github repo here:
https://github.com/GDQuest/godot-3d-mannequin/tree/master/godot/assets/3d/mannequiny
Add it to a 3D scene in Godot.
Try and play the animations
### Minimal reproduction project
See above | https://github.com/godotengine/godot/issues/77222 | https://github.com/godotengine/godot/pull/77229 | 150acefb39baf20f28ef92ee438add6571d1826b | 9ad9820f5d2a4357ad16480f88a679fce8ecd492 | "2023-05-18T23:22:35Z" | c++ | "2023-05-19T12:30:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,219 | ["scene/main/viewport.cpp"] | When creating ViewporTexture, a Window can be selected, but not afterwards | ### Godot version
4.1 dev2
### System information
Windows 10 x64
### Issue description
Title.
https://github.com/godotengine/godot/assets/2223172/1be0f361-d691-446d-89f0-ff2158c6f4ab
Window-based nodes are a valid target, so I think they should be available when re-selecting the node.
### Steps to reproduce
1. Create a scene with a SubViewport, Window and a Sprite2D
2. Add ViewportTexture to the sprite
3. Both SubViewport and Window are a valid target
4. After confirming the target, click the texture and re-assign it
5. Only SubViewport can be selected
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77219 | https://github.com/godotengine/godot/pull/77312 | 6a3095acb84ae786222c985a11da06f158d67d5d | ab935aaac63bdfcbd34eb06f6f94111b84d27e84 | "2023-05-18T22:42:19Z" | c++ | "2023-05-22T15:02:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,218 | ["core/io/resource_loader.cpp", "core/object/message_queue.cpp", "core/object/message_queue.h"] | Issue with threaded loading of TileMaps | ### Godot version
Latest master b40b35fb39f0d0768d7ec2976135adffdce1b96d, not in official release
### System information
Ubuntu 20.04.6 LTS, Intel i7-8700K, NVIDIA GeForce GTX 1060 6GB
### Issue description
When loading a scene with a TileMap using ResourceLoader the tile graphics don't show up (the physics shapes and such are, if there are any). Seems to have been introduced in 5a4613f5512b84a758d7cb4850f6e35db2bcceba
### Steps to reproduce
Load and add a scene with a TileMap using ResourceLoader.
### Minimal reproduction project
[TileLoadTest.zip](https://github.com/godotengine/godot/files/11511332/TileLoadTest.zip)
The image is loaded to show that other stuff does load, the tiles have physics bodies to show that it's just the graphics that are missing. | https://github.com/godotengine/godot/issues/77218 | https://github.com/godotengine/godot/pull/77229 | 150acefb39baf20f28ef92ee438add6571d1826b | 9ad9820f5d2a4357ad16480f88a679fce8ecd492 | "2023-05-18T20:28:15Z" | c++ | "2023-05-19T12:30:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,214 | ["editor/editor_properties.cpp"] | Inspector auto-translates assigned NodePath variables | ### Godot version
4.1 dev2
### System information
Windows 10 x64
### Issue description
I exported a NodePath and assigned a node called Node and this is the result:

It translated the name as a generic "Node" word.
### Steps to reproduce
1. Switch to non-English language that has Node word translated
2. Add Node to scene
3. Add a script with `@export var n: NodePath`
4. Assign the Node
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77214 | https://github.com/godotengine/godot/pull/77217 | 9a0e2506383809dcdcf6de36c53957494d2108c7 | 9dfae0eb0f747cd0b0bf21cef1348737c4bdbe24 | "2023-05-18T19:16:15Z" | c++ | "2023-05-19T08:11:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,212 | ["scene/gui/view_panner.cpp"] | Horizontal mouse wheel scrolling causes zooming in the 2D editor in 4.x (unlike 3.x) | ### Godot version
v4.0.3.rc2.official [2ac4e3bb3]
### System information
Windows 10
### Issue description
I have a Logitech G502 mouse. Scroll wheel is also the middle button. Scroll wheel can be toggled to two different modes. Scrolling is either done in steps or in a continuous "free" mode.
Pressing middle mouse button sometimes causes involuntary zooming in, if the middle mouse button is pressed just after zooming by scroll wheel.
It doesn't matter, which scroll mode (stepped/free) of this mouse is used.
The initial zooming direction by wheel doesn't matter, the involuntary zooming is always in.
This problem doesn't happen with v3.5.2.stable.official [170ba337a]
### Steps to reproduce
1. Open 2D view of any scene
2. Use mouse scroll wheel to zoom either in or out
3. Immediately after zoom in/out, press middle button (which is also the scroll wheel)
4. **Problem:** The view starts zooming in
5. Stop pressing the middle button, zooming in stops
6. Press middle button again
7. **Problem:** The view starts zooming in again
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77212 | https://github.com/godotengine/godot/pull/85473 | d8a65b3f460e0a1007aad422c0edef360740d80a | 547374b07a20a145149bc036c93a25c0c56236fa | "2023-05-18T18:00:03Z" | c++ | "2023-12-19T12:02:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,207 | ["scene/main/viewport.cpp", "scene/main/viewport.h"] | Changing the `viewport_path` of the `ViewportTexture` in a material renders it white | ### Godot version
v4.1.dev.custom_build [18112ba36]
### System information
Linux Mint 21.1, NVIDIA GeForce GTX 1050 Ti, Vulkan API 1.3.205
### Issue description
This is a regression from #64388.
Textures seem to be used differently in 2D and 3D. They are rendered using the `RID` in 3D, and changing the `viewport_path` will cause the `RID` to change.
https://github.com/godotengine/godot/assets/30386067/ad393fe8-50c1-4a89-870d-58d4e224bcc6
### Steps to reproduce
1. Download and import MRP.
2. Open 1.tscn, and try to switch the `viewport_path` of the `MeshInstance3D:mesh:material:albedo_texture` in the MeshInstance3D node.
3. After switching, the MeshInstance3D is rendered as white in the editor;
4. Close and then reopen 1.tscn.
### Minimal reproduction project
[ViewportTexture-change-viewport_path.zip](https://github.com/godotengine/godot/files/11509010/ViewportTexture-change-viewport_path.zip)
| https://github.com/godotengine/godot/issues/77207 | https://github.com/godotengine/godot/pull/77209 | 300748e52c03fd1761b716fc7eea2b9fb97b86f9 | 8acf6b41a4bc0723c828f27d6a23310152a0a31e | "2023-05-18T15:32:36Z" | c++ | "2023-06-09T13:10:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,193 | ["core/io/resource_loader.cpp", "core/object/message_queue.cpp", "core/object/message_queue.h"] | Confusing visibility issues with meshes that have skeletons assigned. | ### Godot version
v4.1.dev.custom_build [18112ba36]
### System information
Arch Linux (6.3.2-arch1-1)
### Issue description
When a mesh instance is loaded after its assigned Skeleton3D, it displays in editor, but not when running the project. However, if there is another mesh instance that shares the same skin and skeleton of the mesh that fails to display (does not have to share the same mesh) that is loaded before that Skeleton3D, the original mesh instance and that new mesh instance display normally.
But to add more factors, if the project's .godot folder is deleted, two meshes are broken in editor in addition to while running the project, and adding/reparenting a mesh instance to align with the above situation where the meshes display properly does not cause the broken instances to reappear, only when selecting, then deselecting the Skeleton3D node the meshes are assigned to do they return to above behavior. (Sometimes userdata folder for the project must be deleted as well, but I can't figure out what causes this.)
This second situation also seems to occur if two meshes that are children of their assigned Skeleton3D node are both unparented from that Skeleton3D node in the same action.
I feel like #77192 is related given the solution to second situation's problem has the same solution as the mentioned issue.
I apologize for how scatterbrained and difficult to read this issue is, but I really have trouble understanding this bug.
### Steps to reproduce
This issue seems quite inconsistent, with some solid pieces, so overall, solid reproduction steps can't be listed, but things to try in the reproduction project -
- Play reproduction project on import to observe missing meshes in both editor and while running.
- Toggle TestSkeleton2's edit mode, or select and deselect to observe it's child meshes appearing only in editor
- Delete generic named MeshInstance3D to observe previously working child mesh instance of TestSkeleton no longer being visible while running project
- Unparent both TestCube and TestCube2 from TestSkeleton2 in the same action to observe them both disappearing from editor and while running
### Minimal reproduction project
[SkeletonAndMeshBugTest.zip](https://github.com/godotengine/godot/files/11506107/SkeletonAndMeshBugTest.zip) (Same as #77192) | https://github.com/godotengine/godot/issues/77193 | https://github.com/godotengine/godot/pull/77229 | 150acefb39baf20f28ef92ee438add6571d1826b | 9ad9820f5d2a4357ad16480f88a679fce8ecd492 | "2023-05-18T10:19:23Z" | c++ | "2023-05-19T12:30:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,192 | ["core/io/resource_loader.cpp", "core/object/message_queue.cpp", "core/object/message_queue.h"] | Animations not affecting Skeleton3D until entering edit mode or deselecting Skeleton3D node | ### Godot version
v4.1.dev.custom_build [18112ba36]
### System information
Arch Linux (6.3.2-arch1-1)
### Issue description
Animations which have Skeleton3D tracks do not update the bones until manually toggling edit mode on the animated skeleton, or doing something to deselect that Skeleton3D node.
### Steps to reproduce
- Import model with skeleton
- Add AnimationPlayer node
- Create animation, animating Skeleton3D bones
- Play animation
- Toggle edit mode on Skeleton or deselect Skeleton3D node at any point in animation to update it.
### Minimal reproduction project
[SkeletonAndMeshBugTest.zip](https://github.com/godotengine/godot/files/11506107/SkeletonAndMeshBugTest.zip)
| https://github.com/godotengine/godot/issues/77192 | https://github.com/godotengine/godot/pull/77229 | 150acefb39baf20f28ef92ee438add6571d1826b | 9ad9820f5d2a4357ad16480f88a679fce8ecd492 | "2023-05-18T09:31:31Z" | c++ | "2023-05-19T12:30:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,190 | ["editor/editor_properties_array_dict.cpp"] | When an array contains more than 1 000 000 elements the size `EditorSpinSlider` stays to 1 000 000 | ### Godot version
4.1.dev (a8453cb333)
### System information
MacOS 13.3 M1 Pro
### Issue description
When editing an array in the `EditorInspector` if it contains more than 1 000 000 elements the size `EditorSpinSlider` will stay to 1 000 000.
This should be a good first issue.
### Steps to reproduce
1. export an array
2. enter 1 000 000 as size
3. add some elements with the Add Element button
4. look at the `EditorSpinSlider` it will still say 1 000 000
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/77190 | https://github.com/godotengine/godot/pull/77225 | 65fa775ff645e9ba1cb7fdc9cd8cb439bbbaae1a | 5d16efae9ae069b1899edb7440e293803a8beec4 | "2023-05-18T08:16:42Z" | c++ | "2023-05-22T15:02:09Z" |
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