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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 ![Screenshot_1](https://github.com/godotengine/godot/assets/8627933/086aa5c8-fe16-4fb7-8df2-faa22683f8a9) ### 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 ![image](https://github.com/godotengine/godot/assets/85438892/a61e8333-d9f0-40ec-a508-d301850d05e9) 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: ![image](https://github.com/godotengine/godot/assets/3178725/7d8ef6a2-d9f0-444e-8b18-0f251d553a1d) 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. ![image](https://github.com/godotengine/godot/assets/3178725/84acde89-a6a9-4ba7-adb4-f883531bd51a) - Select `BoneAttachment3D` node, turn on `Use External Skeleton` ![image](https://github.com/godotengine/godot/assets/3178725/fd9fd252-253d-4a48-ba2b-764cef276738) - Hit the "Assign..." button, open the dialog, it's good at this moment. ![image](https://github.com/godotengine/godot/assets/3178725/511d6fb8-4c83-408b-9717-0726cb7568ad) - Input any character in the "Filter Nodes" line (like `d`). ![image](https://github.com/godotengine/godot/assets/3178725/cc60b4e4-c890-4c81-ae16-edc28fc18b57) ### 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]): ![image](https://github.com/godotengine/godot/assets/115422160/1b4a2b6f-ef19-42c1-b3e5-9f0c499a7a8c) MRP incorrect (543750a1b3f5696f9ba8e91cb49dc7db05d2ae62): ![image](https://github.com/godotengine/godot/assets/115422160/25b711ae-7c3a-4c48-aff7-383bb8f600c3) ### 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 ![image](https://github.com/godotengine/godot/assets/69520693/35beadbe-bfdd-4176-9b26-222bbf69cafa) ![image](https://github.com/godotengine/godot/assets/69520693/7ed647e0-a2af-4e58-9f00-f77b7bc7bb02) ![image](https://github.com/godotengine/godot/assets/69520693/f08bf824-8408-45eb-bb84-f1dc7e19e392) ### 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. ![微信图片编辑_20230604044018](https://github.com/godotengine/godot/assets/28644312/3f525466-0d6c-4eb4-8fef-45072ebad798) ### 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 ![image](https://github.com/godotengine/godot/assets/2223172/ee391a0d-44b7-4a35-bfa5-40d47af75f65) Notice the empty space to the right. I actually have a worse case in my project, but I couldn't reproduce it outside: ![](https://chat.godotengine.org/file-upload/X3RMM5A9gN7RZEizo/Clipboard%20-%202%20czerwca%202023%2022:54) 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: ![image](https://github.com/godotengine/godot/assets/14893831/364b89ce-00b2-4aef-a85e-f10c16936005) pressing enter results in ![image](https://github.com/godotengine/godot/assets/14893831/07d53b82-c919-4635-80e2-e1809b6bb11f) 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: ![image](https://github.com/godotengine/godot/assets/43048142/f4b9ffc8-1de2-4693-8fcb-2adcc6f62705) 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: ![image](https://github.com/godotengine/godot/assets/91064515/8142f613-cb2c-4014-a11c-4c14c15c05b2) ``` 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: ![image](https://github.com/godotengine/godot/assets/78092286/715e34b7-42a6-4d06-88c3-c66f8c0e1bb7) Godot 3: ![image](https://github.com/godotengine/godot/assets/78092286/da53df91-1ae0-4145-9192-1f13240b519c) ### 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. ![image](https://github.com/godotengine/godot/assets/2223172/becb32f6-f725-4564-952e-946ec544c376) It used to be more to the left. Not sure when it changed. Seems correct in 4.0.3 ![image](https://github.com/godotengine/godot/assets/2223172/3e3d206a-481d-415a-acb4-40cbf4a60fc0) ### 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. ![2023-05-27_22-15](https://github.com/godotengine/godot/assets/3624853/ed202a55-03e8-420a-bc1c-ccfc7f7cd02a) ### 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: ![image](https://github.com/godotengine/godot/assets/9821920/c7de45f7-3143-4e38-9e5c-073a9f65af17) 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. ![sample](https://github.com/godotengine/godot/assets/9257713/35ee2446-507b-4cfb-a9ab-6d46ae484feb) ### 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. ![image](https://github.com/godotengine/godot/assets/115422160/f2c8ef63-f3f3-49ed-8a44-bbee88c9c352) ### 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. ![image](https://github.com/godotengine/godot/assets/61938263/438ce080-13ae-4fd5-bbe6-9adc726cd651) 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. ![image](https://github.com/godotengine/godot/assets/8756569/05a338a3-140b-4353-ae11-62ec9714b3d1) ### 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 ![node](https://github.com/godotengine/godot/assets/23380802/86c79678-8422-4a98-8406-602edd7dc48b) ![node settings](https://github.com/godotengine/godot/assets/23380802/11d04d71-bbf1-4c16-8155-fe39b5bbd66b) ![style overrides](https://github.com/godotengine/godot/assets/23380802/6b3c3925-b4bd-455b-aac1-ddeb54a4d796) ### 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: ![image](https://github.com/godotengine/godot/assets/76781125/5251dedf-3206-47f2-8b14-7220271372bc) 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: ![image](https://github.com/godotengine/godot/assets/1945449/232dd16b-81c4-49cf-a980-3efcfa97ff79) This is the result in runtime: ![image](https://github.com/godotengine/godot/assets/1945449/235176d3-6058-4bed-8fbe-cad14a5e0d32) ### 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 ![Screenshot from 2023-05-22 12-43-42](https://github.com/godotengine/godot/assets/1168582/269a235e-9a3b-406d-b36c-248df1ff915c) Static Bake ![Screenshot from 2023-05-22 12-44-52](https://github.com/godotengine/godot/assets/1168582/0e9fb7e9-e683-4d3a-946d-0db513ea4f47) ### 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*) ``` ![image](https://github.com/godotengine/godot/assets/8630984/d125afa9-e394-476b-9b89-2e9087a648f8) 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: ![image](https://github.com/godotengine/godot/assets/180032/54d4c3a5-4da5-4448-b42a-42f0c6870cc2) 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: ![image](https://github.com/godotengine/godot/assets/43307034/035c5c16-ecae-45eb-99b9-b77edd881b7e) 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]: ![image](https://github.com/godotengine/godot/assets/43307034/0993266d-8641-49fa-b41c-b2a995923dba) 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: ![kuva](https://github.com/godotengine/godot/assets/49998025/86a7db2a-b5b5-48a3-84f9-999de1ed584a) is converted to this: ![kuva](https://github.com/godotengine/godot/assets/49998025/30ef5803-0559-4408-b0ac-e878bf167ff7) It seems that only buttons 0-3 are same in Godot 3 and 4: ![kuva](https://github.com/godotengine/godot/assets/49998025/37818929-9582-4a11-bdbe-617fd51dd501) ### 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 ![image](https://github.com/godotengine/godot/assets/69055489/edb7f792-1148-45ed-bb71-0be3fbd246df) 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: ![image](https://github.com/godotengine/godot/assets/8082633/6e2a9c41-f3fb-429d-acd3-288c24c6b744) 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` ![2023-05-19_17-58](https://github.com/godotengine/godot/assets/3624853/68c41e03-eb6c-451e-8f69-9689eb3d6d55) ### 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. ![image](https://github.com/godotengine/godot/assets/1945449/e46f0206-5ff0-4ecd-ad1a-bb06327d2052) ### 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: ![image](https://github.com/godotengine/godot/assets/1945449/7828fecb-125e-45aa-b4b6-fcd1a590132e) I'm testing with GDQuests mannequin : ![image](https://github.com/godotengine/godot/assets/1945449/6e2bd72d-8404-4367-bffc-6d28a86dc8e8) 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: ![image](https://github.com/godotengine/godot/assets/2223172/0c82059a-82b7-410d-b811-aa2a0a0c6759) 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"