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godotengine/godot
https://github.com/godotengine/godot
77,178
["core/io/resource_loader.cpp", "core/os/thread_safe.cpp", "core/os/thread_safe.h", "editor/plugins/tiles/tiles_editor_plugin.cpp", "main/main.cpp", "scene/gui/rich_text_label.cpp", "scene/main/node.h"]
Using built-in Help will spam you with error logs
### Godot version 4.1.dev (da21cb7) ### System information Windows 11 ### Issue description There's a nasty bug going on with the latest master branch. The built-in help will spit out hundreds of errors in Editor Log. And if you keep navigating through, it will eventually crash the IDE. ![image](https://github.com/godotengine/godot/assets/13846022/15a41721-d099-46fa-820e-08abff3587de) ![image](https://github.com/godotengine/godot/assets/13846022/f441c83e-40fe-4bff-9c16-7234ea2c8033) ![image](https://github.com/godotengine/godot/assets/13846022/cdc00a57-b815-418d-8ef1-7e52a9605e97) ### Steps to reproduce 1. Open a new project 2. Create a new scene, save it. 3. Create a new script, save it. 4. Open the Script Editor, and perform Ctrl+Click on the class name (ie. Node2D) ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/77178
https://github.com/godotengine/godot/pull/77234
f581f21dd61a8fb581b80d07755cdf60c95d146d
adbdf9a86ef87f5c19d192e22095446c93ba26c3
"2023-05-17T21:57:02Z"
c++
"2023-05-24T06:42:59Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,177
["modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ManagedCallbacks.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs", "modules/mono/managed_callable.cpp", "modules/mono/mono_gd/gd_mono_cache.cpp", "modules/mono/mono_gd/gd_mono_cache.h"]
Can't disconnect from system signal from C#
### Godot version 4.1 ### System information Macbook M2 ### Issue description I can't disconnect a signal using regular C# subscription. In the example, if I connect a delegate and then try to disconnect it again, I've got a ` Disconnecting nonexistent signal 'pressed', callable: Delegate::Invoke.` error. ![image](https://github.com/godotengine/godot/assets/194074/b59613f0-3260-493f-9311-7d93f41e1a6c) ### Steps to reproduce - Create a delegate with the code to connect the signal. - Use it to connect a signal - Use it again to disconnect. The third step shows an error and it doesn't disconnect the signal, as expected. ### Minimal reproduction project [error-on-disconnect.zip](https://github.com/godotengine/godot/files/11502664/error-on-disconnect.zip)
https://github.com/godotengine/godot/issues/77177
https://github.com/godotengine/godot/pull/77199
a30a55dd1ff9b07b403aabbacf051a4517a4dbf2
4fd64edc30c71db0d9ad73c1991d08798686d270
"2023-05-17T21:38:08Z"
c++
"2023-05-22T11:48:58Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,172
["scene/resources/resource_format_text.cpp"]
All ExtResource ids change after saving (4.1 regression)
### Godot version v4.1.dev.custom_build [a8453cb33] ### System information Windows 11, Core i5-12400F, RX 6600 ### Issue description in recent custom 4.1 builds it is regening every ext id on every save even if just one simple file [gd_scene load_steps=2 format=3 uid="uid://bj3w1run711x7"] [ext_resource type="Texture2D" uid="uid://c082xolc76p8n" path="res://icon.svg" id="1_ftki2"] [node name="Node2D" type="Node2D"] [node name="Sprite2D" type="Sprite2D" parent="."] position = Vector2(351, 294) texture = ExtResource("1_ftki2") can use a script like this save all files and regen all ext ids in project @tool extends EditorScript func listFiles(path: String, extensions: Array = []) -> Array: var list := [] for dir in DirAccess.get_directories_at(path): if not dir.begins_with("."): list.append_array(listFiles(path + dir + "/", extensions)) for file in DirAccess.get_files_at(path): var ext := file.split(".")[-1] if not file.begins_with(".") and ext != "import": if extensions.is_empty() or ext in extensions: list.append(path + file) return list func _run() -> void: for file in listFiles("res://", ["tscn", "tres"]): ResourceSaver.save(load(file)) in 4.0.2 this script does not regen every ext id in the project each time it is run (just when needed) but in latest 4.1 it does but just ctrl+s works'nt too thanks thought it was related to this but maybe not https://github.com/godotengine/godot/issues/76693 ### Steps to reproduce - make new scene with ext resource (new control, new sprite, set texture to icon) 1 - save, stage changes 2 - goto 1 or can use script on any project to see that it applies to everything, everywhere, all at once ### Minimal reproduction project n/a
https://github.com/godotengine/godot/issues/77172
https://github.com/godotengine/godot/pull/77749
2e273f0e35800f2bcc7c05db54100caa97928f69
621d68e4129e7e343ff21eb3a5f4e8c1d6bbf456
"2023-05-17T18:55:07Z"
c++
"2023-06-01T23:00:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,169
["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"]
LightmapGI: Baking lightmap in medium quality or more generate green invalid probes (low generate black invalid probes)
### Godot version v4.1.dev.custom_build [437041a98] ### System information Ubuntu with Nvidia 2060 ### Issue description IDK the reason why but in medium quality or bigger, invalid probes are green. They should not be taking into account Medium Quality ![Screenshot from 2023-05-17 15-22-34](https://github.com/godotengine/godot/assets/1168582/1cb65f50-f82b-4386-b4df-0761e3e02e3b) Low Quality ![Screenshot from 2023-05-17 15-16-32](https://github.com/godotengine/godot/assets/1168582/b937c390-43c2-46ef-874b-067cb5da3cb3) ### Steps to reproduce Use MRP Bake the lightmap (in medium quality) Move the mesh in the editor to get the dynamic lighting. You will get same result as the picture above ### Minimal reproduction project [lightmap.zip](https://github.com/godotengine/godot/files/11501429/lightmap.zip)
https://github.com/godotengine/godot/issues/77169
https://github.com/godotengine/godot/pull/82068
74d7796dbd28cf1e054120ba18d3ca668b487c39
afa262ae6bd1229c45a65d89103aba5b1c78182b
"2023-05-17T18:24:06Z"
c++
"2023-10-13T20:16:13Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,144
["core/math/plane.cpp", "doc/classes/Plane.xml", "doc/classes/WorldBoundaryShape2D.xml", "editor/plugins/collision_shape_2d_editor_plugin.cpp", "scene/resources/world_boundary_shape_2d.cpp"]
WorldBoundaryShape2D only allows positive distance.
### Godot version 4.0.2 ### System information Ubuntu 22.04.1 LTS ### Issue description WorldBoundary2D tries to imitate a line in hessian normal form, since unlike the Plane variant, Godot doesn't have a Line variant. But the distance in the property spinbox is forced above 0.01px for no reason, as negative values work just fine and make sense in the context. ### Steps to reproduce Create a WorldBoundary2D, see the distance property's input field. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/77144
https://github.com/godotengine/godot/pull/77236
01453ab7f3e6940ecd611d63d675a484b2f55cb4
eeb7f48203872b20bf0c588333ac851fa3fdca73
"2023-05-16T23:33:18Z"
c++
"2023-06-14T16:49:38Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,138
["scene/3d/skeleton_3d.cpp"]
Janky inverse kinematics on legs
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Manjaro Linux, Intel Core i3-3220, Intel(R) HD Graphics 2500 Rendering Method=Mobile ### Issue description when applying inverse kinamatics on the legs, the legs looked like it got twisted around, however it works well on the arms here's the screenshot of it: ![1](https://github.com/godotengine/godot/assets/46246619/0e0887fa-2cf1-4243-8935-55291ce2d249) and this is the one I expect it work: (captured with godot 3) ![2](https://github.com/godotengine/godot/assets/46246619/b505b68c-a93a-4f96-a5a2-ae2dcf420d0e) here's a [sample project](https://w5ybg-my.sharepoint.com/:u:/g/personal/jil_w5ybg_onmicrosoft_com/EbA_2dp8ZZdEqmeqR02ca_UBmSgZgjeNzKW1JHnzfCZ2vg?e=cnsuNZ) with the mentioned issue ### Steps to reproduce - import a humanoid mesh to godot - create new 3d scene - instantiate the humanoid mesh - enable editable children - add a skeletonIK child node under Skeleton3D - set the root bone to upper leg and tip bone to foot - add a marker3D as target for skeletonIk - play IK ### Minimal reproduction project https://w5ybg-my.sharepoint.com/:u:/g/personal/jil_w5ybg_onmicrosoft_com/EaztHHOuCJBGpz8p4dbs3u0BFiVS3smgcBiPypLfAKWwkw?e=V0gaXV
https://github.com/godotengine/godot/issues/77138
https://github.com/godotengine/godot/pull/77194
77991a048c2c128b5c838b1e8e66993e0314474f
ca8bbf24aecd4e8dc1be36d5e6b82eb3d7de2dd4
"2023-05-16T20:44:06Z"
c++
"2023-05-18T16:55:00Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,136
["drivers/gles3/shader_gles3.cpp"]
OpenGL backend (e.g. in Project Manager) shows blank screen / corrupted visuals due to invalid shader cache (e.g. after driver upgrade)
### Godot version v4.1.dev.custom_build.1c7a62d2c ### System information Windows 10, OpenGL API 3.3.0 NVIDIA 531.79 - Compatibility - Using Device: NVIDIA Corporation - NVIDIA GeForce GTX 1070 ### Issue description I build Godot from the `master` branch nightly on Windows. For a while the Project Manager has been displaying corrupted visuals as below: ![image](https://github.com/godotengine/godot/assets/82860/0b727f18-8c4d-4cc4-9577-9e23590f1d26) I went back through the commits from the past month and determined that it first appears when compiling PR #76092 with the commit ID of 1c7a62d2c0. For now I can work around the issue by starting Godot with my project directly. In doing this I've not noticed any other issues beyond the Project Manager. ### Steps to reproduce No, sample code. Just building Godot on Windows 10. ### Minimal reproduction project No project needed.
https://github.com/godotengine/godot/issues/77136
https://github.com/godotengine/godot/pull/77163
05cc281e4d1a7855b1229f06a96d90f06b4943a7
72e98fc8e414b3a66342b0e58e6baf6d39cad14f
"2023-05-16T18:56:56Z"
c++
"2023-05-17T17:11:28Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,131
["core/object/worker_thread_pool.cpp"]
Scene testruns with `threading/worker_pool/max_threads` set to 0 get stuck after recent WorkerThreadPool changes
### Godot version 508a5bf16ea50552c56539da4c96ea13fdf8853e ### System information Windows 10, Intel i9-11900K ### Issue description Godot runs fine in the Editor but any test run of a (3D) scene freezes the window up. Even a test scene with just a single Node3D freezes. All the test project runs fine with slightly older versions of master / Godot 4.1. There are no errors but after bisecting it the problem points at changes from pr https://github.com/godotengine/godot/pull/76945 so properly some kind of thread deadlock. ![bisect_result](https://github.com/godotengine/godot/assets/52464204/85442c3c-7df2-43ca-85ef-e555055eec3d) _edit_ Seems to be caused by ProjectSettings `threading/worker_pool/max_threads` set to 0 and `shader_compiler/shader_cache/enabled`=false ### Steps to reproduce set ProjectSettings `threading/worker_pool/max_threads` to 0 and `shader_compiler/shader_cache/enabled`=false and testrun a scene from the Editor. ### Minimal reproduction project [WorkerThreadPoolIssue.zip](https://github.com/godotengine/godot/files/11489032/WorkerThreadPoolIssue.zip)
https://github.com/godotengine/godot/issues/77131
https://github.com/godotengine/godot/pull/78845
b7c2fd2e9a7f01644e15fef86083a3e0e0221e4d
862a2841c0806e12f03cf608001d905318932e40
"2023-05-16T10:32:15Z"
c++
"2023-07-07T06:27:43Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,077
["platform/android/android_keys_utils.h"]
DPAD Center key of Android TV remote controller is detected as "Uknown" key, not a specific key.
### Godot version 4.0.2 ### System information Android TV (1080p) API 29(Android 10), Google Chromecast(Android 12) ### Issue description Pressing or releasing a DPAD Center key of Android TV remote controller is detected as an InputEventKey of "Uknown" key, not a specific key. The cause is that there is no key mapping of Android dpad center key. I tried writing a patch adding key mapping for Android DPAD center. https://github.com/hrk4649/godot_fork/tree/support_android_dpad_center I added some lines after referencing how to deal with "JIS_KANA" in the godot code, as a similar key to Android DPAD center. This patch looks working but I am not sure if it is correct solution. ### Steps to reproduce Using the reproduction project zip file below, 1 setup a project to export Android. export_presets.cfg is like following. Setting release keystore is required. ``` gradle_build/use_gradle_build=true architectures/armeabi-v7a=true architectures/arm64-v8a=true architectures/x86=true architectures/x86_64=true keystore/release="XXX" keystore/release_user="XXX" keystore/release_password="XXX" package/unique_name="xxx.InputEventSample" ``` 2 prepare a device which is a real device or an Android TV emulator. 3 run the project on the device. 4 press DPAD center key of a remote controller. Input events will be displayed on the screen or Logcat. Following output is expected. ``` InputEventKey: keycode=8388607 (Unknown), mods=none, physical=false, pressed=true, echo=false InputEventKey: keycode=8388607 (Unknown), mods=none, physical=false, pressed=false, echo=false ``` ### Minimal reproduction project [input_event_sample.zip](https://github.com/godotengine/godot/files/11473067/input_event_sample.zip)
https://github.com/godotengine/godot/issues/77077
https://github.com/godotengine/godot/pull/77115
7a176459b10d7b095620f67ab4843f4949e04095
a14ef21c2565c11cc1903c31b5c9f0674dab8b3c
"2023-05-14T22:30:41Z"
c++
"2023-05-22T11:48:51Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,067
["doc/classes/TreeItem.xml", "scene/gui/tree.cpp", "scene/gui/tree.h"]
4.1, Overlapping multiline error/warning messages in Debugger (Tree node bug)
### Godot version v4.1.dev2.official [668cf3c66] ### System information Windows 10 22H2, Compatibility, Geforce GTX 550 Ti ### Issue description Issue observed in: - v4.1.dev2.official [668cf3c66] Multiline error and warning messages overlap, in the Debugger. ![Godot_v4 1-dev2_win64_2ibVIIumDO_cropped](https://github.com/godotengine/godot/assets/13420573/9d49f426-80fa-4741-ae12-002e33ac0da4) The lines separate when the mouse pointer is moved over the messages area. ![Godot_v4 1-dev2_win64_hLDo8PGppT_cropped](https://github.com/godotengine/godot/assets/13420573/1170cbbb-7c08-421e-94e3-b16c8847cf83) It doesn't happen in: - v4.0.3.rc1.official [2d74ee0e5] - v4.0.2.stable.official [7a0977ce2] Because they don't show multiline messages. The messages appear on a single line. ![Godot_v4 0 3-rc1_win64_ArM9g0CTyo_cropped](https://github.com/godotengine/godot/assets/13420573/24e6a4c0-69a4-4dc8-a2b3-c49b76de6b93) ### Steps to reproduce - open the attached project: [issue, overlapping multiline text.zip](https://github.com/godotengine/godot/files/11472223/issue.overlapping.multiline.text.zip) - run the project - open the Debugger (at the bottom left, to the right of the Output button) - open the tab: Errors ### Observed The multiline error (red) and warning (yellow) messages are overlapping. ![Godot_v4 1-dev2_win64_2ibVIIumDO](https://github.com/godotengine/godot/assets/13420573/ce684090-5798-489a-918f-130a0131e557) ### Expected The error/warning messages shouldn't overlap. They become "unoverlapped" when the mouse pointer is moved over the overlapping messages area. This is probably how they should appear as soon as the Debugger, Errors tab opens. ![Godot_v4 1-dev2_win64_hLDo8PGppT](https://github.com/godotengine/godot/assets/13420573/a54d0f1d-c79c-401d-8944-3a7949c84401) ### Minimal reproduction project [issue, overlapping multiline text.zip](https://github.com/godotengine/godot/files/11472223/issue.overlapping.multiline.text.zip)
https://github.com/godotengine/godot/issues/77067
https://github.com/godotengine/godot/pull/77802
a9350d40885763abfcd8ec418cdd20c50c612428
bd62d8ee100c771b15436a15fe8a7e172a864c27
"2023-05-14T15:05:11Z"
c++
"2023-06-07T09:02:02Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,066
["modules/gdscript/gdscript_analyzer.cpp"]
Parser bug when trying to access attribute inside method call with variant type argument
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Pop!_OS 22.04 LTS ### Issue description `Parser bug (please report): Trying to check compatibility of unset value type` happens whenever a `.` is used to access a variable's attribute as part of an expression for an argument with explicit type "Variant". See reproduction steps for an example with a user-defined function, but the bug also happens with e.g. `Array.count()` or `Dictionary.has()`. ### Steps to reproduce In a new script, define a new function: ``` func my_function(safe_argument, bad_argument:Variant): pass ``` then in e.g. `_ready()` start typing out a call to `my_function` where the argument will be an attribute of some variable: ``` func _ready(): my_function(safe_variable.property, bad_variable.property) ``` The parser bug will occur when the `.` character is typed after `bad_variable`. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/77066
https://github.com/godotengine/godot/pull/77091
b497729c925d5b869f35e854e8d599ce436ca2a7
5adac3c6807c4414bc9629054f340a9da773d2cb
"2023-05-14T15:03:16Z"
c++
"2023-05-15T11:46:54Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,058
["doc/classes/PlaceholderCubemap.xml", "doc/classes/PlaceholderCubemapArray.xml", "doc/classes/PlaceholderTexture2D.xml", "doc/classes/PlaceholderTexture2DArray.xml", "doc/classes/PlaceholderTexture3D.xml", "doc/classes/PlaceholderTextureLayered.xml"]
'UV' appears to be calculated incorrectly for `PlaceholderTexture2D` in Canvas Item shader
### Godot version 4.0.2-stable ### System information Windows 10, NVIDIA GeForce GTX 1660 ti ### Issue description The `UV` field in shaders **APPEARS** to be incorrect for `NoiseTexture2D` and `PlaceholderTexture2D`. I am still a shader noob so it's possible this is somehow intended. There are additional details and screenshots in the reproduction, but here is a screenshot, showing how `PlaceholderTexture2D` is acting different than a manually imported texture: ![image](https://github.com/godotengine/godot/assets/18729296/5ca06bf1-80e8-4aee-81f1-3e1bc540e367) ### Steps to reproduce Create a shader with the following simple code: ```glsl shader_type canvas_item; void fragment() { COLOR.rgb = vec3(UV.y); } ``` Create a number of `Sprite2D` nodes. Apply the material to all of them. Additionally, export a 500x500 blank texture from your application of choice. Or download something from the internet. Next, apply textures using the drop-down. Here are my results: 1. PlaceholderTexture2D, with size set to 500x500: Sprite2D remains pure white, except for a small strip of gradient on the top (incorrect UV) 2. NoiseTexture2D, with size set to 500x500: Sprite2D remains pure white, except for a small strip of gradients on the top (incorrect UV) 3. Manually imported 500x500 texture: Sprite2D shows the correct gradient, matching the preview and the shader code. 4. GradientTexture2D, with size set to 500x500: Sprite2D shows the correct gradient, matching the preview and the shader code. Please note that the default `GradientTexture2D` is an x-axis gradient, this is why I made my shader code use `UV.y` Expected results: I expect a `PlaceholderTexture2D` to act the same as an imported texture of the same size. ### Minimal reproduction project Reproduction steps are very simple. But tag me and I can create a .zip if you feel it's really required.
https://github.com/godotengine/godot/issues/77058
https://github.com/godotengine/godot/pull/77061
f57fcc95f0a1c77d12d9dc250e8953635e606df3
7349789a48775d4c9bb26a0f58b1a8a53b044cf2
"2023-05-14T10:42:04Z"
c++
"2023-05-15T11:45:43Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,051
["servers/physics_3d/godot_shape_3d.cpp"]
CharacterBody3D randomly teleports around when moving near the scene origin
### Godot version 4.1.dev (70f69f6c7 to ffd32a244) ### System information Windows 11, Intel Core i9-12900K, Forward+, NVIDIA GeForce RTX 2080 SUPER driver v31.0.15.2849 ### Issue description When I move the CharacterBody3D with move_and_slide() close to 0,0,0 it sometimes teleports the character. It appears to be teleporting the character to ~25.574m from the origin along the X or Z axis (ex: (0, y, ~25.574) or (~25.574, y ,0)). https://github.com/godotengine/godot/assets/5546400/df24a0fa-b8e5-4945-bf16-9e40fa622470 (Note: the white cube in the center does not have a collider) I narrowed it down to PR #76379 introducing this bug since the commit right before it does not exhibit this behavior. ### Steps to reproduce See player.gd in the reproduction project. The gist is I get the input and add it to the velocity with some gravity then call move_and_slide(). The controls are WASD and click the window to cursor lock and rotate left/right. ### Minimal reproduction project [repro.zip](https://github.com/godotengine/godot/files/11471103/repro.zip)
https://github.com/godotengine/godot/issues/77051
https://github.com/godotengine/godot/pull/77171
e9ba45e12ede5c9b518edcf13e5a682301ad83bc
91f3cdfde0e8c5be58004228d62799912b8e4db7
"2023-05-14T04:10:43Z"
c++
"2023-05-18T17:10:19Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,050
["editor/editor_file_system.cpp"]
Godot will not display an asset folder in `FileSystem` if there is a `project.godot` file in the folder
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Windows 10 Home 22H2 ### Issue description Godot will not display an asset folder in `FileSystem` if there is a `project.godot` file in the folder. Which might be a sound idea to prevent the user from messing with another project's resources, but as it is now the case of a disappearing folder is both confusing and not really searchable as a problem. I suggest it should be displayed in a way that makes it clear that something is wrong with the folder - greyed out or in cursive, or with a special icon. ![Screenshot 2023-05-14 065128](https://github.com/godotengine/godot/assets/37928431/ce771f26-22f1-45b0-a341-e65b624d90a3) ### Steps to reproduce 1. Create a new project. 2. Create a new resource folder with any name via the FileSystem tab. 3. Open the new resource folder using the `Open in file manager` option in FileSystem. 4. Drop a copy of `project.godot` into the new resource folder. 5. The new resource folder is now gone from the FileSystem tab and no explanation or indication is provided. ### Minimal reproduction project [Invisible Assets.zip](https://github.com/godotengine/godot/files/11471096/Invisible.Assets.zip)
https://github.com/godotengine/godot/issues/77050
https://github.com/godotengine/godot/pull/77081
965db42911e967ce442549900570dc44d6bbbfa1
557fa5c31a073fdc4df5fd63091c53055d446b21
"2023-05-14T04:05:03Z"
c++
"2023-05-16T09:01:55Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,046
["editor/editor_inspector.cpp", "editor/editor_inspector.h", "editor/plugins/skeleton_3d_editor_plugin.cpp", "editor/plugins/skeleton_3d_editor_plugin.h"]
Godot 4.0.3 RC2 exits immediately after clicking on a Skeleton3D node
### Godot version v4.0.3.rc2.official.2ac4e3bb3 ### System information Windows 10, NVIDIA GeForce GTX 745 ### Issue description Godot 4.0.3 RC2 exits immediately after clicking on a Skeleton3D node. This does not happen with 4.0.3 RC1, so it appears to be a regression with RC2. ### Steps to reproduce 1. Open model.tscn in attached project. 2. Click on Skeleton3D node 3. Observe that Godot draw a box briefly, then exits before showing skeleton hierarchy. ![click_on_skeleton](https://github.com/godotengine/godot/assets/2000051/21a94e7f-3b5e-4722-89bc-7303613cf065) Expected behavior (from RC1). I am having trouble recording mouse cursor, but basically I clicked on Skeleton3D on the left and the bone hierarchy shows up on the right. https://github.com/godotengine/godot/assets/2000051/a97ad85e-7059-4a5c-92fb-03f3e748fdbe Actual behavior (from RC2). The yellow box shows up, and Godot exits abruptly, which causes the recorder to stop. https://github.com/godotengine/godot/assets/2000051/60ab12c8-2903-4e5b-9b80-bf660713b2cc ### Minimal reproduction project [skeleton_test.zip](https://github.com/godotengine/godot/files/11470841/skeleton_test.zip)
https://github.com/godotengine/godot/issues/77046
https://github.com/godotengine/godot/pull/77074
7866050e36bcfbbdc104a8a7a674b935b5227ac2
b497729c925d5b869f35e854e8d599ce436ca2a7
"2023-05-14T00:16:48Z"
c++
"2023-05-15T11:46:30Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,045
["doc/classes/TileSet.xml", "doc/classes/TileSetSource.xml", "scene/resources/tile_set.cpp", "scene/resources/tile_set.h"]
Tile Custom Data cleared when selecting "Local to Scene"
### Godot version 4.01 ### System information Windows 10 ### Issue description It seems a tiles Custom Data is cleared/not set when "Local to Scene" is enabled for the TileMap in the Resource section. At least the custom data isn't set by the time of the _ready function in the script attached to the TileMap. ### Steps to reproduce create TileMap and tileset with custom data and attached script. in _ready method attempt to read custom data from a used cell. In Attached project run it. It will print_debug if it found custom data or not. "Local to Scene" is enabled so it will not find the custom data. ### Minimal reproduction project [TileMapCustomDataLocalBugReproduce.zip](https://github.com/godotengine/godot/files/11470771/TileMapCustomDataLocalBugReproduce.zip)
https://github.com/godotengine/godot/issues/77045
https://github.com/godotengine/godot/pull/78477
e002fb232a36e652bd2bdebf1dda6837ed89f51c
58fae90ff39c30d19ecd902d3ae9a4de136ca501
"2023-05-13T22:30:59Z"
c++
"2023-06-20T18:49:16Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,043
["scene/gui/item_list.cpp"]
Changes' names don't appear in History dock when using a language other than English
### Godot version 4.1 dev2, 4.0.3 ### System information Windows 10, ryzen 5900x, radeon 6950xt (driver: 23.2.2) ### Issue description Hello there, I'm working on Godot editor to translate it to Arabic, but I noticed 3 or 4 bugs in History block in the editor: - Godot history doesnt show full name for changes record. - Sometime Godot history records a change but with "blank name". - In 4.1 dev2: When I "**hover**" over a change name in History it (the word itself or the name of record) moves forward quickly until it disappears. - in 4.0.3 rc1: When I "**click**" on a change in History it moves one step forward. so, one step for each click. - Sometime when I click on a record in History, Godot crashs. I think this crash is related to these bugs. Note: those bugs just happen in Arabic version of Godot, English version works fine. I will attach a captured video to clarify. Also, Im sorry to report more than a bug in one issue but they seem related. https://github.com/godotengine/godot/assets/121864036/1530ef49-df4f-46db-918f-e65d8d7978f9 ### Steps to reproduce - open Godot editor (Arabic version). - do any change on your project. - go to History block to go back to some previous changes. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/77043
https://github.com/godotengine/godot/pull/77166
a14ef21c2565c11cc1903c31b5c9f0674dab8b3c
a30a55dd1ff9b07b403aabbacf051a4517a4dbf2
"2023-05-13T20:43:42Z"
c++
"2023-05-22T11:48:54Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,023
["scene/3d/sprite_3d.cpp"]
Setting SpriteFrames for AnimatedSprite3D results in spamming message
### Godot version 4.0.2.stable ### System information Linux Mint 20.3; Kernel: 5.15.0-71; CPU: AMD Ryzen 9 3900X; GPU: AMD 5700XT, Vulkan ### Issue description Setting SpriteFrames property for AnimatedSprite3D generates a spam message even if autoplay is not selected. It is the same issue as #75256 but for 3D. ### Steps to reproduce Launch a 3D scene with an AnimatedSprite3D and change the sprite_frames property to a new SpriteFrame even with autoplay off. Notice in the debugger the spamming of the message each time you change the SpriteFrame to a new set. Or you can simply run the attached reproduction project, and it will happily cause the spamming error message, even though you are not doing anything wrong. Thank you all for the Godot Engine, 4.0+ is awesome! ### Minimal reproduction project [AnimatedSprite3D.zip](https://github.com/godotengine/godot/files/11468571/AnimatedSprite3D.zip)
https://github.com/godotengine/godot/issues/77023
https://github.com/godotengine/godot/pull/77028
0f5e9a52da84e6b4d32c9cafcdf746c334aec614
8ff9480c0773cb33b4a9294f3a054270a5b08afa
"2023-05-13T01:22:25Z"
c++
"2023-05-15T07:34:12Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,014
["editor/editor_help.cpp"]
Incorrect Array type document generation
### Godot version v4.1.dev2.official [668cf3c66] ### System information Windows 10 ### Issue description The documentation is generating the text for typed `Array` types like this: `Array[Type[]]` when it should be like this: `Array[Type]`. This happens in both return types and parameters. For example in `Geometry3D`: ![image](https://github.com/godotengine/godot/assets/1212509/7cd6e85d-748d-4dbd-b479-f35be240a51b) And in `Node`: ![image](https://github.com/godotengine/godot/assets/1212509/943aba11-4da0-43a8-a75b-cc1f9bc6439e) *This is likely related to https://github.com/godotengine/godot/pull/72095* ### Steps to reproduce Open the documentation in the editor and browse to any case of a typed `Array`. ### Minimal reproduction project NA
https://github.com/godotengine/godot/issues/77014
https://github.com/godotengine/godot/pull/77033
8ff9480c0773cb33b4a9294f3a054270a5b08afa
716f788b98074ddceb236f714f23a2ddcd430501
"2023-05-12T18:47:13Z"
c++
"2023-05-15T07:34:35Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,013
["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"]
Restarting editor with folded TileMap selected results in empty editor
### Godot version 4.0 fb10f45 ### System information Windows 10 x64 ### Issue description Behold, empty TileSet editor, with no TileMap node nor bottom button visible: ![image](https://github.com/godotengine/godot/assets/2223172/0f052770-4946-40eb-a790-a995dbe2599c) Regression from #72277 (most likely, I didn't test) ### Steps to reproduce 1. Add some Node to your scene 2. Add a TileMap as a child 3. Select TileMap 4. Fold its parent in the scene tree 5. Restart the editor 6. The TileMap selection is restored and so is the folded node, resulting in a weird paradox ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/77013
https://github.com/godotengine/godot/pull/78586
fa7f8e34f221c16719390865f538561350febef6
75f5e003de35f784f7527333e5903c9c3b55ec63
"2023-05-12T18:43:13Z"
c++
"2023-06-23T09:59:45Z"
closed
godotengine/godot
https://github.com/godotengine/godot
77,008
["doc/classes/ProjectSettings.xml", "modules/noise/doc_classes/NoiseTexture2D.xml", "modules/noise/doc_classes/NoiseTexture3D.xml"]
NoiseTexture2D changed size seamless shows seam?
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Windows 11, Core i5-12400F, RX 6600 ### Issue description the noise looks good @ 512x512 but as you lower the size the seam becomes more and more pronounced? ![NOISE](https://github.com/godotengine/godot/assets/962340/67158871-b97b-4714-b04a-37e34202639d) sorry if I am doing something wrong? ### Steps to reproduce - set size to 128x128 or lower - notice seam - adjust skirt not fix ### Minimal reproduction project https://github.com/rakkarage/NewNewNew
https://github.com/godotengine/godot/issues/77008
https://github.com/godotengine/godot/pull/77017
c4aacb9e27dc9d10d944dd90b9336abbe29024da
f067e27e0ba02d2b09a66fe69d3a114c7f5bd766
"2023-05-12T16:54:51Z"
c++
"2023-05-30T13:43:22Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,990
["platform/linuxbsd/os_linuxbsd.cpp"]
`OS.has_feature("linux")` returns false on linux
### Godot version c80a2b4fe ### System information ArchLinux x11 ### Issue description ```gdscript OS.has_feature("linux") ``` returns false. This is a problem because: - its a regression - [documentation](https://docs.godotengine.org/en/stable/tutorials/export/feature_tags.html#default-features) tells you it works - it works on other platforms - it breaks gdextension, where you specify libs with feature tags: `linux.release.x86_64 = "res://lib.so"` Regression introduced somewhere between bd1bc68..6980b2b <sup>Causes [gdext#270](https://github.com/godot-rust/gdext/issues/270)</sup>
https://github.com/godotengine/godot/issues/76990
https://github.com/godotengine/godot/pull/76974
e4f81fb79e75e8e5d17d7906479c37eaf51b9be2
1c07717d3e69002000da742ca3c4583ec1e8686f
"2023-05-12T05:24:52Z"
c++
"2023-05-12T08:06:08Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,973
["doc/classes/CanvasItem.xml", "editor/animation_track_editor_plugins.cpp", "editor/editor_resource_picker.cpp", "editor/import/audio_stream_import_settings.cpp", "editor/plugins/audio_stream_editor_plugin.cpp", "scene/2d/marker_2d.cpp"]
Marker2D does not draw
### Godot version 4.1 dev2 ### System information Windows 10 x64 ### Issue description Regression from #74883 ``` (2) servers/rendering/renderer_canvas_cull.cpp:1181 - Condition "p_colors.size() != 1 && p_colors.size() * 2 != p_points.size()" is true. ``` CC @dalexeev ### Steps to reproduce 1. Add Marker2D ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76973
https://github.com/godotengine/godot/pull/76989
70dcfdab1f4fd348925264c241e28f99349a1e0d
591115dcdee93133f6c9206eb02e9b44db45be90
"2023-05-11T21:50:54Z"
c++
"2023-05-15T11:44:09Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,971
["editor/editor_help.cpp"]
ImageTexture class reference has a pointless section
### Godot version 4.0.2 ### System information Ubuntu 22.04.1 LTS ### Issue description ![image](https://github.com/godotengine/godot/assets/85438892/47baf956-c28c-4f8f-aed5-c515528d4ed6) Normally, the "Property descriptions" section would be skipped in this case, but because there's an overridden property (which doesn't need a description) this section shows up without needing to. ### Steps to reproduce Open ImageTexture's class reference. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76971
https://github.com/godotengine/godot/pull/77027
2161444ed0fa13dd980617527e3fe78bf5d936e0
0f5e9a52da84e6b4d32c9cafcdf746c334aec614
"2023-05-11T21:35:07Z"
c++
"2023-05-15T07:33:48Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,968
["scene/gui/color_mode.cpp", "scene/gui/color_picker.cpp", "scene/gui/color_picker.h"]
Color Widget's HSV mode doesn't update the hue properly when saturation is 0.
### Godot version 4.0.2 ### System information Ubuntu 22.04.1 LTS ### Issue description ![image](https://github.com/godotengine/godot/assets/85438892/4bd89bb0-f4d9-4aa9-8846-0a728e97e1bc) Notice how the hue is on the blue color, but the saturation is insists on remaining red. If I change the saturation a little bit, the correct value will apply. But if I adjust the value or the alpha, the blue hue will be punched out and become red again. ### Steps to reproduce Go to a ColorPicker in the editor (say, the modulate property of Node2D), open the color picker, and copy the above configuration in the HSV tab. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76968
https://github.com/godotengine/godot/pull/77863
26e5a98306fc74871646b6c579a6ced7e8766ffd
bcbc2fb087688eee7d25296b9d72768c1053e269
"2023-05-11T21:05:36Z"
c++
"2023-06-12T09:39:31Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,963
["platform/android/doc_classes/EditorExportPlatformAndroid.xml", "platform/android/export/export_plugin.cpp", "platform/android/export/gradle_export_util.cpp"]
Unable to modify AndroidManifest.xml.
___ ***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* ___ ### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Ubuntu 22.04 ### Issue description I followed this tutorial https://docs.godotengine.org/en/stable/tutorials/export/android_custom_build.html#doc-android-custom-build. I want to create Android launcher app to do this i added following code to AndroidManifest.xml in Android Studio. `<category android:name="android.intent.category.HOME" /> <category android:name="android.intent.category.DEFAULT" />` But when I export APK my modifications are removed from AndroidManifest.xml. ### Steps to reproduce Followed this tutorial https://docs.godotengine.org/en/stable/tutorials/export/android_custom_build.html#doc-android-custom-build. then open android project in Android studio and edit AndroidManifest.xml. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76963
https://github.com/godotengine/godot/pull/78164
2a595c26d970e20e30ae36ca8e8f7863d8240047
70b5330b461bb0a210e8b8bcd76f2cb282262b3d
"2023-05-11T18:44:35Z"
c++
"2023-07-14T16:48:54Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,953
["core/object/object.h", "doc/classes/@GlobalScope.xml", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotEnums.cs"]
C# Export attribute error
### Godot version v4.1.dev.mono.custom_build [f717cc0a3] ### System information Windows 10, Vulkan API 1.3.236 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1050 Ti, Intel i5-8300H ### Issue description When I use the "Export" attribute to export variables in C#, regardless of whether they are of type "Node" or "Resource", the creation dialog in the inspector in the editor is always the one for creating a "Resource", and it contains all "Resource" types instead of the matching ones. ![@178RCSD21_F0FHMZIUQ{R7](https://github.com/godotengine/godot/assets/60731523/ef00f757-8db7-4e14-880c-74ce0900e5c4) ![image](https://github.com/godotengine/godot/assets/60731523/20758324-cf13-43f2-a89c-61c82da8500e) ### Steps to reproduce "Open the "Test" scene in the "Demo" project, which contains two "Export" variables - one is of type "Texture2D" and the other is of type "Node". Please check and create them in the inspector of the editor interface." ### Minimal reproduction project [Demo.zip](https://github.com/godotengine/godot/files/11453248/Demo.zip)
https://github.com/godotengine/godot/issues/76953
https://github.com/godotengine/godot/pull/76978
1c07717d3e69002000da742ca3c4583ec1e8686f
8f17f2623376a7409a4208d1c990d161227c3fe6
"2023-05-11T14:39:01Z"
c++
"2023-05-12T08:06:32Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,941
["modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript_cache.cpp"]
[GDScript] Loading non-existing gdscript returns valid instance.
### Godot version 4.1.dev ### System information Win11 ### Issue description I load a non-existing GDScript, but it still returns a valid instance instead of null. ```gdscript @tool extends EditorScript func _run(): var s = ResourceLoader.load("non_exists.gd", "", ResourceLoader.CACHE_MODE_IGNORE) print(s) assert(s == null) ``` ``` Attempt to open script 'res://non_exists.gd' resulted in error 'File not found'. <GDScript#-9223369015982753437> res://new_script.gd:7 - Assertion failed. ``` ### Steps to reproduce N/A ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76941
https://github.com/godotengine/godot/pull/76954
7b170d12cf0f8b3a15572fd203aa5cba840975f3
5f9175f969807410bc077fc9caa0fa53febd4319
"2023-05-11T09:07:53Z"
c++
"2023-06-19T19:17:47Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,940
["doc/classes/DisplayServer.xml", "platform/ios/display_server_ios.mm"]
Setting screen orientation at run-time not working on iOS
### Godot version 3.5.1 ### System information iOS ### Issue description It seems that `OS.set_screen_orientation(OS.SCREEN_ORIENTATION_SENSOR_PORTRAIT)` or `OS.set_screen_orientation(OS.SCREEN_ORIENTATION_SENSOR_LANDSCAPE)` does not force a scene into the respective orientation on iOS devices. On Android this behavior seems to work as intended. ### Steps to reproduce 1. Create a new project 2. Create two buttons and attach a method that sets the screen orientation 3. It does not change anything on iOS ### Minimal reproduction project [RotationTest.zip](https://github.com/godotengine/godot/files/11450022/RotationTest.zip)
https://github.com/godotengine/godot/issues/76940
https://github.com/godotengine/godot/pull/78132
e95decf34369ba1bc925c59dfc2d791254bf41d9
b2335c0df78e1585dd6de92e7a3a8082a25e463d
"2023-05-11T08:26:21Z"
c++
"2023-06-12T12:16:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,938
["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_analyzer.h", "modules/gdscript/tests/scripts/analyzer/errors/virtual_method_not_implemented.gd", "modules/gdscript/tests/scripts/analyzer/errors/virtual_method_not_implemented.out", "modules/gdscript/tests/scripts/analyzer/errors/virtual_super_not_implemented.gd", "modules/gdscript/tests/scripts/analyzer/errors/virtual_super_not_implemented.out", "modules/gdscript/tests/scripts/analyzer/features/virtual_method_implemented.gd", "modules/gdscript/tests/scripts/analyzer/features/virtual_method_implemented.out"]
super() causing script error when overriding _init() on the child class and not the parent in release builds
### Godot version 4.0.3, 4.1-dev1, 4.1-dev2 ### System information Windows 11, ASUS Zephyrus G14 2022, Ryzen 9, Radeon 6700S ### Issue description If you create a custom class script and extend it in a custom sub class script using GDScript, override `_init()` in the sub class but not in the parent class, and then call `super()` in the sub class, it will run fine in the editor or if exported with the debug template. However, if you export a release build, the `super()` call will induce a script error. I think the bug is that the debugger should throw an error in this case. Trying the same with methods like `_ready` for classes extending nodes or even `_to_string` for a RefCounted class and running in the editor will cause a script error to be caught by the debugger. In editor: ![debug](https://github.com/godotengine/godot/assets/125445387/f6da77c5-c9d3-4bb9-a4b0-80d2f9218033) Release build: ![release_error](https://github.com/godotengine/godot/assets/125445387/73a9d098-7c3b-45e4-8761-e3f40ffd3bc9) ### Steps to reproduce Create two classes ClassTwo extends ClassOne ClassTwo overrides virtual method _init() (**ClassOne does not**) ClassTwo calls super() in _init() No error in debug/editor Error in release ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76938
https://github.com/godotengine/godot/pull/77324
3b4504afea33e4b35ac18ac1ce9c2c2726a46573
49b774e009826ec582fba0e144439c98f2eca09d
"2023-05-11T06:51:57Z"
c++
"2023-06-15T13:26:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,934
["doc/classes/Window.xml", "scene/main/window.cpp"]
get_window_id () function not exposed.
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Windows 11, AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx 2.10 GHz ### Issue description The get_window_id () function in the Window class is not exposed and yet nearly every function in DisplayServer pertaining to window management requires a window ID as an argument, however, there's no way to retrieve this information from a window?!?!? ### Steps to reproduce N/A ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76934
https://github.com/godotengine/godot/pull/77288
9dc286967fec1f902daedd2376bb0dbbd422a4af
012541763d45afe0d9c937709fded80c173a6812
"2023-05-11T01:31:47Z"
c++
"2023-05-23T17:14:24Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,919
["modules/gdscript/gdscript_editor.cpp"]
Weird things appear in autocomplete
### Godot version 4.0.2 ### System information Ubuntu 22.04.1 LTS ### Issue description So far I've found these ones: ![Screenshot from 2023-05-10 17-56-42](https://github.com/godotengine/godot/assets/85438892/b161b14a-cb7d-46fe-8398-816bf354a929) ![Screenshot from 2023-05-10 18-01-02](https://github.com/godotengine/godot/assets/85438892/b0fefcfb-4246-4ebb-ae7b-dd798d7a1d63) But there are likely more like them. They are invalid, at least in the context I encountered them here (at the beginning of a regular line of script) ### Steps to reproduce Type `Anchor` in the code editor. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76919
https://github.com/godotengine/godot/pull/85196
4bc4817055d32bc0f12aae758bb69d957bff7ac4
7c8dfea9e320b720a271a4e17bf9b8bda559375a
"2023-05-10T16:04:04Z"
c++
"2023-12-05T12:05:18Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,907
["thirdparty/rvo2/rvo2_2d/Definitions.h", "thirdparty/rvo2/rvo2_3d/Agent3d.h"]
Build error: 'uint32_t' does not name a type
### Godot version master (bee96aa5cb2e353cbbfc1cb346cf2c27e9748746) ### System information Arch Linux ### Issue description The updated rvo2 seems lacking a header include: ``` Building Godot (master) ... scons: Reading SConscript files ... Automatically detected platform: linuxbsd Using linker program: mold Building for platform "linuxbsd", architecture "x86_64", target "editor". NOTE: Developer build, with debug optimization level and debug symbols (unless overridden). Scons cache enabled... (path: '/tmp/godot-cache/master') Checking for C header file mntent.h... (cached) yes scons: done reading SConscript files. scons: Building targets ... [ 7%] Linking Static Library tests/libtests.linuxbsd.editor.dev.x86_64.san.a ... Ranlib Library tests/libtests.linuxbsd.editor.dev.x86_64.san.a ... [ 24%] Linking Static Library modules/libmodule_multiplayer.linuxbsd.editor.dev.x86_64.san.a ... Ranlib Library modules/libmodule_multiplayer.linuxbsd.editor.dev.x86_64.san.a ... [ 24%] Compiling thirdparty/rvo2/rvo2_2d/Agent2d.cpp ... In file included from thirdparty/rvo2/rvo2_2d/Agent2d.cpp:33: thirdparty/rvo2/rvo2_2d/Agent2d.h:104:17: error: 'uint32_t' does not name a type 104 | uint32_t avoidance_layers_ = 1; | ^~~~~~~~ thirdparty/rvo2/rvo2_2d/Agent2d.h:43:1: note: 'uint32_t' is defined in header '<cstdint>'; did you forget to '#include <cstdint>'? 42 | #include "RVOSimulator2d.h" +++ |+#include <cstdint> 43 | thirdparty/rvo2/rvo2_2d/Agent2d.h:105:17: error: 'uint32_t' does not name a type 105 | uint32_t avoidance_mask_ = 1; | ^~~~~~~~ thirdparty/rvo2/rvo2_2d/Agent2d.h:105:17: note: 'uint32_t' is defined in header '<cstdint>'; did you forget to '#include <cstdint>'? In file included from thirdparty/rvo2/rvo2_2d/Agent2d.cpp:36: thirdparty/rvo2/rvo2_2d/Obstacle2d.h:62:17: error: 'uint32_t' does not name a type 62 | uint32_t avoidance_layers_ = 1; | ^~~~~~~~ thirdparty/rvo2/rvo2_2d/Obstacle2d.h:1:1: note: 'uint32_t' is defined in header '<cstdint>'; did you forget to '#include <cstdint>'? +++ |+#include <cstdint> 1 | /* thirdparty/rvo2/rvo2_2d/Agent2d.cpp: In member function 'void RVO2D::Agent2D::insertAgentNeighbor(const RVO2D::Agent2D*, float&)': thirdparty/rvo2/rvo2_2d/Agent2d.cpp:370:22: error: 'avoidance_mask_' was not declared in this scope 370 | if ((avoidance_mask_ & agent->avoidance_layers_) == 0) { | ^~~~~~~~~~~~~~~ thirdparty/rvo2/rvo2_2d/Agent2d.cpp:370:47: error: 'const class RVO2D::Agent2D' has no member named 'avoidance_layers_'; did you mean 'avoidance_priority_'? 370 | if ((avoidance_mask_ & agent->avoidance_layers_) == 0) { | ^~~~~~~~~~~~~~~~~ | avoidance_priority_ thirdparty/rvo2/rvo2_2d/Agent2d.cpp: In member function 'void RVO2D::Agent2D::insertObstacleNeighbor(const RVO2D::Obstacle2D*, float)': thirdparty/rvo2/rvo2_2d/Agent2d.cpp:409:22: error: 'avoidance_mask_' was not declared in this scope 409 | if ((avoidance_mask_ & nextObstacle->avoidance_layers_) == 0) { | ^~~~~~~~~~~~~~~ thirdparty/rvo2/rvo2_2d/Agent2d.cpp:409:54: error: 'const class RVO2D::Obstacle2D' has no member named 'avoidance_layers_' 409 | if ((avoidance_mask_ & nextObstacle->avoidance_layers_) == 0) { | ^~~~~~~~~~~~~~~~~ scons: *** [thirdparty/rvo2/rvo2_2d/Agent2d.linuxbsd.editor.dev.x86_64.san.o] Error 1 scons: building terminated because of errors. ``` CC @smix8 ### Steps to reproduce Build godot. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76907
https://github.com/godotengine/godot/pull/76913
4e1d5be9d33e8a14254f0ccd0910743073970413
c80a2b4fe99dcd0bba6fc24ed2748b1474b24448
"2023-05-10T09:19:48Z"
c++
"2023-05-10T14:43:01Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,871
["doc/classes/Control.xml", "doc/classes/Input.xml", "doc/classes/Viewport.xml"]
Input propagation.
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Windows 11, AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx 2.10 GHz ### Issue description When entering a key in a control, eg. a LineEdit, that is also used by an input map, causes the control to receive the input and the input map action to occur. For example, a body is controlled by WASD, and you type in either of those letters into a LineEdit, the control should be the only sink for that input because it has the focus and only one thing should have the focus. This is a problem if an interface in a game is active while the action is occurring. ### Steps to reproduce N/A ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76871
https://github.com/godotengine/godot/pull/76874
e56427b4f54c855cb68ca41effb2b951b083bd3a
b0b23082c4d8cdcf20c090159f33726317504bdc
"2023-05-09T02:39:13Z"
c++
"2023-05-09T15:44:56Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,864
["editor/plugins/script_text_editor.cpp"]
Regression with right click on selection in script editor
### Godot version cf8ad12 ### System information Windows10 ### Issue description #76472 introduce a regression when right clicking on the main selection or first selection of multiselection. The selection is deselected and popup menu that appears is the "no selection" version. ### Steps to reproduce Select a part of script Right click on it, it will be deselected. ### Minimal reproduction project Not necessary.
https://github.com/godotengine/godot/issues/76864
https://github.com/godotengine/godot/pull/76865
cf8ad12b56df4ae7bba4c73070dd035693a880e4
6980b2bf1761b9b980920dc5a4d32f240d88e211
"2023-05-08T20:06:42Z"
c++
"2023-05-08T21:01:32Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,863
["drivers/vulkan/rendering_device_vulkan.cpp"]
`buffer_get_data()` returns zeroed array the first time, but works the second time
### Godot version v4.0.2.stable.mono.official [7a0977ce2] ### System information Windows 10, Vulkan API 1.3.217 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon(TM) Graphics ### Issue description The first call to `buffer_get_data()` returns a zeroed array. The second call works correctly. ### Steps to reproduce ```gdscript extends Node func _ready(): var rd := RenderingServer.create_local_rendering_device() var rid := rd.storage_buffer_create(1) rd.buffer_update(rid, 0, 1, [123]) var b1 := rd.buffer_get_data(rid) print("b1: ", b1[0]) # prints 0 (I would have expected 123) var b2 := rd.buffer_get_data(rid) print("b2: ", b2[0]) # prints 123 (as expected) ``` Same issue using `RenderingServer.get_rendering_device()` instead of `create_local_rendering_device()`. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76863
https://github.com/godotengine/godot/pull/77022
6f34a234397b9c536efa3d9eb90b9e521135301e
8b0530be64234152d2abb7ce1ccd404fae02928c
"2023-05-08T19:56:14Z"
c++
"2023-05-24T06:47:19Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,857
["core/math/basis.cpp", "core/math/math_funcs.h", "core/math/quaternion.cpp", "doc/classes/@GlobalScope.xml", "tests/core/math/test_math_funcs.h"]
MotionCollision get_angle() returns NAN
### Godot version master (e684d126ed6) ### System information Windows 10 ### Issue description MotionCollision's get_angle() function can return NAN. According to the docs it should always return a positive value. I believe I'm running into the same scenario as https://github.com/godotengine/godot/issues/8111 as applying a CLAMP within the acos() seems to fix the issue. ### Steps to reproduce In my case I had a platform that could rotate along the z axis and an independent character controller who's gravity would automatically adjust to the down vector of the rotating platform and the character controller would rotate towards the gravity so it's down vector also aligned with the platform's. Using get_angle against the ground from the player's up direction would occasionally result in NAN at various platform rotations despite the vectors being perpendicular and normalized. It would also seemingly result in weird behavior in move_and_slide() where the velocity would continuously have gravity added to it despite the character controller not moving. In the minimal reproduction project there's a single scene with a platform that's named something along the lines of rotate me. If you run that project and slowly rotate the z axis from the remote tree eventually you should see an instance where "nan!" gets printed indicating it ran into the issue. It's very finicky and the character controller can fall through the platform so it might take a few tries. ### Minimal reproduction project [GetAngle.zip](https://github.com/godotengine/godot/files/11424308/GetAngle.zip)
https://github.com/godotengine/godot/issues/76857
https://github.com/godotengine/godot/pull/76906
f78c2dd82fd45ac2c17303b8894b80e36e9d177a
fd4a06c51555904104b18494d0224f450d74fe2a
"2023-05-08T19:03:26Z"
c++
"2023-05-11T11:33:37Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,847
["platform/windows/display_server_windows.cpp"]
First time switching to WINDOWED from FULLSCREEN when set in project settings does not work
### Godot version v4.0.2.stable.official [7a0977c] ### System information Window 10 ### Issue description If your project is set to `WINDOW_MODE_FULLSCREEN` in project settings, the first time you try to switch mode for `WINDOWED`, it will not switch properly. ### Steps to reproduce 1. Create a new project 2. Change project settings `Display > Window > Mode` for `FullScreen` 3. Run the following code : Code that reproduce the issue: ``` func _ready(): DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) DisplayServer.window_set_size(Vector2i(800,600)) ``` ## Workaround Calling the `window_set_mode` twice solve the issue... ``` func _ready(): DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) DisplayServer.window_set_size(Vector2i(800,600)) ``` ### Minimal reproduction project N/A: reproduction steps are trivial
https://github.com/godotengine/godot/issues/76847
https://github.com/godotengine/godot/pull/78151
a3c49ad2f0120f41789836a523698db0d4a9f0f2
9e7349bda317948e950a16327768165a485e0fcd
"2023-05-08T15:32:42Z"
c++
"2023-06-13T08:27:14Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,815
["modules/gdscript/gdscript_parser.cpp"]
Multi-line class documentation comments begin with an extra space
### Godot version v4.0.stable.official [92bee43ad] ### System information Steam OS Holo, Steam Deck ### Issue description Using a `[br]` tag at the end of a line in a documentation comment adds an additional space at the beginning of the following line: ![image](https://user-images.githubusercontent.com/857660/236700815-c78a317f-cdf8-4f3c-8489-41f9559ffe6d.png) ### Steps to reproduce The script below is what I used to generate the image above: ```gdscript class_name Test extends Node ## High-level description ## ## First line of detail.[br] ## Second line of detail. ``` Removing the space between `##` and `Second` doesn't change the output. The only workaround I've found so far is to remove the linebreak after the `[br]` tag, but this makes the documentation comments harder to read in the editor: ```gdscript class_name Test extends Node ## High-level description ## ## First line of detail.[br]Second line of detail. ``` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76815
https://github.com/godotengine/godot/pull/75043
46c406882140427b2d454b67ae0a857bf8a7d818
bcdf3fe9841a21f0dd0732beefda2cae67025bc2
"2023-05-07T20:26:08Z"
c++
"2023-06-06T18:38:47Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,758
["scene/gui/rich_text_label.cpp"]
RichTextLabel returns invalid line and paragraph index for first respective characters
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Windows 10, not platform specific ### Issue description Methods `get_character_line` and `get_character_paragraph` return wrong indices for characters that are first in the respective line/paragraph. See the attached screenshot. ![image](https://user-images.githubusercontent.com/892180/236546781-692603be-eb09-419e-822e-d4152a66d9b6.png) ### Steps to reproduce Run attached project. The script goes through all characters in `RichTextLabel` and prints the respective character, line index, and paragraph index. None of them should be -1 since we are iterating through valid indices. ### Minimal reproduction project [RichTextLabel.zip](https://github.com/godotengine/godot/files/11409399/RichTextLabel.zip)
https://github.com/godotengine/godot/issues/76758
https://github.com/godotengine/godot/pull/76759
a3a7e1fa3bf0ca0aab1462bc095b9e1b464f383b
e38dc581992f4963b8d3590193fb77c1810ff8eb
"2023-05-05T19:08:11Z"
c++
"2023-07-21T15:54:11Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,742
["editor/plugins/node_3d_editor_plugin.cpp"]
Sky energy is an integer in preview environment.
### Godot version 4.0.3 ### System information Windows 10 ### Issue description In the preview environment popup environment energy is an integer which makes it different to adjust. Related to #76677 While reporting this i don't notice that environment panel also have the same problem. I will try to fix this too. ### Steps to reproduce Go to preview environment popup. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76742
https://github.com/godotengine/godot/pull/76743
9ce31941d937f4e88a8e304a4058931f11baf97e
115fa34cb41b48037c67f7741a4742093ce86b5a
"2023-05-05T02:54:36Z"
c++
"2023-05-06T12:44:16Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,729
["scene/gui/spin_box.cpp"]
AnimatedSprite2d: SpriteFrames Editor
### Godot version v4.1.dev1.official [db1302637] ### System information Windows 10, Compatibility Rendering Driver, GTX 1660 Ti (531.79) ### Issue description The mouse cursor disappears when i'm clicking and holding the mouse button on the little arrows in the Frame Duration option and moving the mouse over the Edit Box (with the x1 text). ![image](https://user-images.githubusercontent.com/7002131/236234058-e90c859a-4676-47b4-b2ee-e1ca79a0b2bc.png) ### Steps to reproduce 1. Add AnimatedSprite2d node 2. Load spritesheet 3. Open SpriteFrames editor 4. Select a frame 5. click and hold the mouse button over the little up or down arrow on the Frame Duration Option 6. While holding the mouse button move left over the edit box. ### Minimal reproduction project [FrameDurationTest.zip](https://github.com/godotengine/godot/files/11398451/FrameDurationTest.zip)
https://github.com/godotengine/godot/issues/76729
https://github.com/godotengine/godot/pull/77804
0923b87179e32e0c2ce74dc0eb67e0ad99e69893
7469b4339260d828ffda43535b15422988b7a7ab
"2023-05-04T14:21:46Z"
c++
"2023-09-29T17:45:03Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,724
["platform/windows/joypad_windows.cpp"]
Xbox bluetooth controller detected as 2 devices, triggering 2 events instead of 1
### Godot version 3.5.2 stable, 3.6 beta 1 ### System information Windows 11, all amd system, GLES3 ### Issue description Printed output says that the controller is in fact two controllers: ``` XInput Gamepad Bluetooth LE XINPUT compatible input device ``` controllers of other makes only report as a single device (tested with nintendo pro controller, dual sense, steam deck) Tested controllers: - xbox elite controller - xbox one s - ~~haven't tested with xbox series controller, will report back when i have~~ Xbox series *(pink)* works fine Effect: - on a fresh new project it seems that the issue is only that the gamepad is reported as two - in a project we are working on in godot 3.5.2, the double sent events propagate into the game (skips a button when going up for instance) I am aware of https://github.com/godotengine/godot/issues/41684 and https://github.com/godotengine/godot/pull/71784 which mentions that a fix had been cherry picked, in my testing however the issue remains. ### Steps to reproduce - create a simple ui scene with a couple of buttons - add a script that prints the device name using: `print(Input.get_joy_name(event.device))` when event is InputEventJoypadButton in the _input function - run the game and press a button on a bluetooth connected xbox gamepad ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76724
https://github.com/godotengine/godot/pull/78043
8acf6b41a4bc0723c828f27d6a23310152a0a31e
859b02e78d24e9e7069aa0862647c68cf25c9b3e
"2023-05-04T05:09:11Z"
c++
"2023-06-09T13:11:06Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,718
["core/doc_data.h", "doc/classes/FileAccess.xml", "doc/classes/Image.xml", "doc/classes/PackedByteArray.xml", "doc/classes/ProjectSettings.xml", "doc/classes/StreamPeer.xml", "doc/classes/String.xml", "doc/classes/StringName.xml", "editor/doc_tools.cpp", "platform/ios/doc_classes/EditorExportPlatformIOS.xml"]
Godot's class reference is not sorted naturally (i.e. a8 appears after a16)
### Godot version 4.0.2 ### System information Ubuntu 22.04.1 LTS ### Issue description I was reading the class reference of FileAccess and noticed some jank. `get_8()` was positioned after `get_16()`, `get_32()`, and `get_64()`. This shouldn't be the case, as I would expect natural sorting to be used for the strings (`naturalnocasecmp_to`). ### Steps to reproduce Look at the class reference of FileAccess. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76718
https://github.com/godotengine/godot/pull/76730
0f444f101a5282a3131698b5843f4a39714f6764
ccf802991054194ff41a41f9392d9dc1114f7819
"2023-05-04T00:43:37Z"
c++
"2023-05-09T17:28:38Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,717
["platform/android/display_server_android.h", "platform/ios/display_server_ios.h", "platform/linuxbsd/x11/display_server_x11.h", "platform/macos/display_server_macos.h", "platform/web/display_server_web.h", "platform/windows/display_server_windows.h"]
GDScript autocomplete suggests nonexistent `DisplayServerMacOS` type
### Godot version 4.0.2.stable ### System information macOS 12.6.3 ### Issue description `DisplayServerMacOS` seems to be a suggested type, but when I command-click for documentation, it brings up a blank page. I also can't find a reference to this on the online stable docs. Was this a removed type that got overlooked? I asked some collaborators on Windows if they see this as well, and it seem like this option isn't suggested for them. <img width="230" alt="image" src="https://user-images.githubusercontent.com/22134557/236076348-72490a2e-a1aa-4e5e-9a19-4c089e98dc6e.png"> ### Steps to reproduce 1. Open up a GDScript file on a macOS build of the IDE 2. Start typing "Display" ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76717
https://github.com/godotengine/godot/pull/76856
a745bf38025470a84d8e7e39029be2b288e9b5b9
a1db628eb359a24f494d03370f74bb44906277d5
"2023-05-04T00:05:13Z"
c++
"2023-05-11T09:47:58Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,705
["editor/export/project_export.cpp"]
In Export popup > Resources tab, when using "Export all resources in the project except resources checked below", it is written "Resources to export" instead of "Resources to exclude"
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Linux Ubuntu 22.04 with Unity desktop ### Issue description In the Export window, there are different modes to manage Resources in the Resources tab. One is "Export all resources in the project except resources checked below". When selected, the label below still reads: "Resources to export" instead of "Resources to exclude" ![image](https://user-images.githubusercontent.com/1067772/235989788-1474390c-ac79-454f-ab90-e09030e0431c.png) ### Steps to reproduce 1. Open Export popup > Resources tab 2. Switch mode to Export all resources in the project except resources checked below ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76705
https://github.com/godotengine/godot/pull/76967
c90654b565474eec6fd8fa26d06348402c873254
65778525bf5a6f030a4cd60c49588a213023264e
"2023-05-03T17:09:39Z"
c++
"2023-05-12T10:46:50Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,693
["scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"]
Local to Scene SubResource Ids change after saving
### Godot version 4.0.2 & 4.0.3 RC1 ### System information Windows 10, Vulkan API 1.3.224, NVIDIA RTX A2000 Laptop GPU ### Issue description When saving a scene containing another recently saved instatiated scene with one or more resources being local to scene, Godot changes the affected Resource ID. This only happens if the Node containing the resource being local to scene is the root. This Occurance is espacially problematic when working in a team with any source control solution. ### Steps to reproduce - Create a new scene containing a MeshInstance3D node and make it the scene root. - Assign a mesh and set the property resource_local_to_scene to true - Create a second scene and instantiate the scene containing the MeshInstance3D node - Without needing to change either scenes, save the MeshInstance3D scene (or any other instantiated child scene) first, then the scene where the MeshInstance3D scene is initiated ### Minimal reproduction project [IdChange.zip](https://github.com/godotengine/godot/files/11380909/IdChange.zip) In this example saving either child scene before the main scene will cause the error, but only the IDs of the Node labeled "ChanginIDs" will change.
https://github.com/godotengine/godot/issues/76693
https://github.com/godotengine/godot/pull/65011
31a7fd1951f6e9f68faa6edd2aaff87cb922a31c
4330a94b1382937783f67f4f05173d025639300a
"2023-05-03T08:53:07Z"
c++
"2023-09-08T09:50:30Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,681
["editor/plugin_config_dialog.cpp", "editor/plugin_config_dialog.h"]
Create Plugin dialog's validation should be changed for consistency
### Godot version 4.0 ### System information Windows 10 x64 ### Issue description We have an established way to inform about invalid input fields: using red/green/yellow labels at the bottom: ![](https://user-images.githubusercontent.com/2223172/235779087-7db4a899-dd41-40c7-8cb3-b295a42eec5e.png) It's used in Create New Scene dialog, Add Metadata dialog, New Folder dialog, Create Script dialog and probably others. Meantime the New Plugin dialog (accessible in Project Settings -> Plugins) looks like this: ![image](https://user-images.githubusercontent.com/2223172/235783588-ef5e560c-8620-4017-9b50-86f8477fe40e.png) Instead of info labels, it uses info icons that show message on hover. This dialog was created before we had an established way of validating input, so it needs updating. ### Steps to reproduce 1. Project 2. Project Settings 3. Plugins 4. Create New Plugin 5. 👀 ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76681
https://github.com/godotengine/godot/pull/76778
33198d0df01b1a95f7f40084a45ab6a6eba7dcd3
a22cadfee92c6ee0c70a6168b643b581fb61e07f
"2023-05-02T20:53:59Z"
c++
"2023-08-11T08:32:36Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,680
["editor/gui/scene_tree_editor.cpp", "editor/gui/scene_tree_editor.h", "editor/rename_dialog.cpp"]
Renaming node with Batch Rename with invalid character will lead to bad `NodePath` update
### Godot version 4.1.dev (1becfea37c) ### System information MacOS 13.3 M1 Pro ### Issue description When renaming with Batch Rename using invalid character `NodePath` will be updated with the invalid new name. ### Steps to reproduce 1. open MRP 2. batch rename all nodes except the root from `e` to `%` 3. look at the `NodePath` on the root ### Minimal reproduction project [test1.zip](https://github.com/godotengine/godot/files/11377324/test1.zip)
https://github.com/godotengine/godot/issues/76680
https://github.com/godotengine/godot/pull/76376
0b30785bca3255b9c5a9cbcc381b584209b5044b
2c51ecac5a829f998c386bcfc7366761cf0c87ae
"2023-05-02T20:06:01Z"
c++
"2023-06-15T08:39:48Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,679
["editor/gui/scene_tree_editor.cpp", "editor/gui/scene_tree_editor.h", "editor/rename_dialog.cpp"]
Batch Rename lets you rename to invalid name without error or warnings
### Godot version 4.1.dev (1becfea37c) ### System information MacOS 13.3 M1 Pro ### Issue description When you use batch rename you can ask him to rename to invalid node names. it won't raise any warning nor error it will just rename to a valid node names without informing you of the change. For comparison with simple renames this is shown as warning <img width="452" alt="Capture d’écran 2023-05-02 à 21 49 47" src="https://user-images.githubusercontent.com/66184050/235771076-a2f09307-6c8d-4687-8d31-58234e8e2bf1.png"> ### Steps to reproduce 1. create a root Node and two Node children 2. select the two children 3. Batch rename the `e` to `%` 4. See that childrens have been renamed to `Nod_` and `Nod_2` without warning ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76679
https://github.com/godotengine/godot/pull/76376
0b30785bca3255b9c5a9cbcc381b584209b5044b
2c51ecac5a829f998c386bcfc7366761cf0c87ae
"2023-05-02T19:55:03Z"
c++
"2023-06-15T08:39:48Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,678
["doc/classes/@GlobalScope.xml", "doc/classes/InputEventMIDI.xml"]
4.0, MIDI input: releasing key on MIDI device returns event.message 0x9 (MIDI_MESSAGE_NOTE_ON); should be 0x8 (MIDI_MESSAGE_NOTE_OFF)
### Godot version 4.0.2.stable.mono ### System information Windows 10 ### Issue description Hello! I'm playing around with the MIDI input in Godot 4, and I've run into the issue where releasing a key on my MIDI keyboard does not return event.message 0x8, MIDI_MESSAGE_NOTE_OFF, but rather 0x9, which is MIDI_MESSAGE_NOTE_ON. This is not the case in Godot 3. I created an identical script in each to test this out, and releasing the key in 3.x always returns 0x8, whereas releasing the key in 4 always returns 0x9. ### Steps to reproduce ``` func _ready(): OS.open_midi_inputs() func _input(event): if event is InputEventMIDI: print(event.message) ``` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76678
https://github.com/godotengine/godot/pull/77103
18112ba368030bed71e78425388d9b6adfbc87a6
b40b35fb39f0d0768d7ec2976135adffdce1b96d
"2023-05-02T19:40:05Z"
c++
"2023-05-18T10:52:19Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,677
["editor/plugins/node_3d_editor_plugin.cpp"]
Sun Energy is int instead of float .
### Godot version 4.0.3 ### System information windows 10 amdA6 integrated graphics ### Issue description The sun energy value displayed in the Preview Sun window is shown as an integer instead of a float value. This makes it difficult to adjust the sun energy efficiency precisely. Currently, when i attempt to adjust the sun energy i are only able to do so in whole numbers. This is not ideal, as we often need to make more precise adjustments to get the desired lighting effect. ![ScreenCapture20230428_233022_881](https://user-images.githubusercontent.com/132071423/235744769-70e85c4c-f476-46ce-8f10-6de960fb1e29.png) I would like to look into it if you also thinks its minor bug and can be a good first contribution. ### Steps to reproduce go to the panel in the image. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76677
https://github.com/godotengine/godot/pull/76722
8c729f0f34a92b92a1a8204e1d56b6ad05cfd27b
d023e51363a800a89a8ef30259ac4410dd544354
"2023-05-02T17:54:42Z"
c++
"2023-05-04T20:29:31Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,673
["scene/gui/popup_menu.cpp"]
Changing node type from PopupMenu to ItemList causes Godot to crash
### Godot version 4.0.2 ### System information Windows 11 ### Issue description Changing node type from PopupMenu to ItemList causes Godot to crash ### Steps to reproduce Change node type from PopupMenu to ItemList ### Minimal reproduction project n/a
https://github.com/godotengine/godot/issues/76673
https://github.com/godotengine/godot/pull/76854
eab4075f1ec76ddc55a4b33344ff8636c7ebbdf2
6a1d3198d1d7f81d2207da3948a51ca8034c7dac
"2023-05-02T10:36:02Z"
c++
"2023-06-02T11:03:55Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,663
["editor/gui/scene_tree_editor.cpp"]
Custom node appears in the node list with the wrong type when it is instanced
### Godot version 4.0.2 ### System information Windows 10 ### Issue description I created a custom node (a class named CustomNode that extends Sprite2D) and, when I instance a scene containing it, it will appear as a Sprite2D instead of CustomNode in the node list. ### Steps to reproduce 1. Create a class extending Sprite2D. 2. Create a scene with a custom node with this class. 3. Create another scene and add the previous scene into it The custom node's tooltipo will say the node type is the inherited class (Sprite2D) instead of CustomNode. ### Minimal reproduction project [TestCustomNodeIssue.zip](https://github.com/godotengine/godot/files/11368445/TestCustomNodeIssue.zip)
https://github.com/godotengine/godot/issues/76663
https://github.com/godotengine/godot/pull/76672
356a602186eff924eb282c889028b419719aceee
bfec390026ada5e2a3c054d5f508d5c69bb0fafc
"2023-05-01T22:28:00Z"
c++
"2023-06-19T22:01:29Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,642
["editor/editor_properties.cpp", "editor/editor_properties.h", "editor/editor_properties_array_dict.cpp", "scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"]
Typed arrays exported from tool scripts cannot be edited
### Godot version 9f12e7b52d944 ### System information arch linux ### Issue description Attempting to edit from the editor a typed array exported from a tool script fails, any value is immediately reset, setters are never called. ### Steps to reproduce Create a script such as follows and try to add and then change items of the array in the inspector. ```gdscript @tool extends Node @export var x: Array[String] ``` ### Minimal reproduction project n/a
https://github.com/godotengine/godot/issues/76642
https://github.com/godotengine/godot/pull/76389
3dd0307f3fd8efd45057b62dfa14b45e6db0ce49
f77dee90a64a2d3ed3ba6b2111f3dc26f6872891
"2023-05-01T06:19:39Z"
c++
"2023-05-31T22:40:40Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,634
["scene/2d/audio_stream_player_2d.cpp", "scene/main/viewport.cpp", "scene/resources/world_2d.cpp", "scene/resources/world_2d.h"]
Audio only plays on one viewport
### Godot version 4.0.3-rc1, 4.1-dev1 ### System information Windows 11 ### Issue description In Godot 3 audio used to be played on each viewport, e.g. in a 2D splitscreen scenario, you could hear the sounds from each viewport. In Godot 4 audio seems to be only played for one viewport. I dont think this is intended? ### Steps to reproduce 1. Create two viewports and cameras, displaying the same 2D scene. 2. Set audio_listener_enable_2d of the cameras to true 3. Add AudioStreamplayer2D to the scene 4. Move the AudioStreamplayer2D and cameras around 5. Notice: You will only hear the audio for one viewport ### Minimal reproduction project note available
https://github.com/godotengine/godot/issues/76634
https://github.com/godotengine/godot/pull/76713
f868b4781b0c2eedb6499d3ecf2c99d5e86513b7
12b7a56202857d1c4fe53fe3f3ede1937ca1bfee
"2023-04-30T23:32:07Z"
c++
"2023-05-16T09:00:45Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,628
["editor/editor_node.cpp"]
Editor resets position to primary display after project finishes loading on macOS
### Godot version 4.0, 4.1.dev ### System information macOS Monterey, macOS Ventura ### Issue description When the editor is opening a project, if you drag the window onto another screen before it is finished, the editor will return to the "default" monitor upon loading being complete. This might first appear to be an instance of #26877, but from my experience it is not. ### Steps to reproduce Open any project on macOS, and drag it onto a second display while it is in the process of opening. This is easier to notice on larger projects that take longer to load. ### Minimal reproduction project Happens on any project.
https://github.com/godotengine/godot/issues/76628
https://github.com/godotengine/godot/pull/84927
6ae6cc0bf5911308f1171092d21bee5628189424
b049ac43baa90ea37b43f3688ceebe93ecf91c6c
"2023-04-30T20:18:12Z"
c++
"2023-11-16T13:52:28Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,623
["scene/resources/curve.cpp", "tests/scene/test_curve.h"]
Curve::sample_baked gives incorrect values as offset approaches 1
### Godot version 4.1 ### System information MacOS 12.0.1 ### Issue description Note: This bug report created by request in order to link to the pull-request #76617 which fixes it. See the pull request for more information. ### Steps to reproduce 1. Obtain & run [minimum reproducible project](https://github.com/tektrip-biggles/Godot_MRP_CurveError) 2. Select the `x ^ 2` curve 3. Switch between `sample` & `sample_baked` to see how the latter introduces an anomalous "kink" with associated flat, horizontal section at the end (top right of the curve) 4. With `sample_baked` selected, increase or decrease the `bake_resolution` setting to see how this affects the anomalous section ### Minimal reproduction project [Godot_MRP_CurveError-main.zip](https://github.com/godotengine/godot/files/11361984/Godot_MRP_CurveError-main.zip)
https://github.com/godotengine/godot/issues/76623
https://github.com/godotengine/godot/pull/76617
405fe7aa1a0de55907eff6e24bb658bbbc04a3ef
6b3a79261ab35cc7764d0c65a565c08ecf0fceb0
"2023-04-30T18:01:18Z"
c++
"2023-05-22T11:48:39Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,614
["editor/scene_tree_dock.cpp"]
Branch loses unique name when saving as scene.
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Windows 10 ### Issue description When using the `Save Branch as Scene` feature on a node which is marked as scene unique node the node will lose it. ### Steps to reproduce - create a scene - add a child node - mark it as scene unique node - save the branch as scene - the unique node status is gone ![Godot_v4 0 2-stable_win64_theTynFXz1](https://user-images.githubusercontent.com/9283098/235357102-0941def7-3d03-4ac0-9bdb-3eb67f444b09.png) ![q92mXtX2y2](https://user-images.githubusercontent.com/9283098/235357105-c1c57a70-b7d9-46c7-9c73-1fbfd6abfa72.png) ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76614
https://github.com/godotengine/godot/pull/76609
cbc99ee46024c140b54dc1f182ee329a44d9a5a8
f0080279d31acec4d67904d20192d6d6a67287ad
"2023-04-30T14:43:44Z"
c++
"2023-05-03T17:40:30Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,587
["platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.kt"]
double_tap & drag on Android fails to detect drag
### Godot version v4.0.1.stable.official [cacf49999] ### System information Windows 11 ### Issue description Pretty easy to reproduce, in a blank project, add a script that logs all input events: ```gdscript extends Node2D func _input(event): print(event) ``` If you double tap & drag (as in, 2 "down" events, 1 "up" event) no drag events are emitted no matter how much you move your finger. If you tap another finger on the screen, it seems to "unblock" and now the drag events on the original finger register. This doesn't happen when testing on a computer, just on my Android Pixel 6. ### Steps to reproduce See above ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76587
https://github.com/godotengine/godot/pull/76791
1a987eb9ba106b68879222e36fb4018a46b9481e
d550fdd7a40818d6271f107b1b1db8f8a4e6ee58
"2023-04-29T18:15:57Z"
c++
"2023-05-09T08:45:59Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,578
["scene/gui/tab_container.cpp"]
TabContainer : ERROR signal is already connected ; when setting all_tabs_in_front to true in editor
### Godot version 4.0.2.stable ### System information Windows 10 ### Issue description When I set all_tabs_in_front is a TabContainer, immediately (and then each time scene is loaded), there is 3 errors pushed telling a signal is already connected. Disabling the feature remove errors. Here are exact errors : - Signal 'size_flags_changed' is already connected to given callable 'Container::queue_sort' in that object. - Signal 'minimum_size_changed' is already connected to given callable 'Container::_child_minsize_changed' in that object. - Signal 'visibility_changed' is already connected to given callable 'Container::_child_minsize_changed' in that object. And stack trace when running scene : E 0:00:02:0143 connect: Signal 'size_flags_changed' is already connected to given callable 'Container::queue_sort' in that object. <Erreur C++> Method/function failed. Returning: ERR_INVALID_PARAMETER <Source C++> core/object/object.cpp:1270 @ connect() Pointing to : [object.cpp#L1270](https://github.com/godotengine/godot/blob/7a0977ce2c558fe6219f0a14f8bd4d05aea8f019/core/object/object.cpp#L1270) It does not seem blocking anything but it could help to find some important flaws and message seems strange though. ### Steps to reproduce Just instanciate a TabContainer control as base node and activate the all_tabs_in_front feature by clicking in editor ### Minimal reproduction project Here is content of a minimal tab_container.tscn file to reproduce [gd_scene format=3 uid="uid://dh3nybprc67cg"] [node name="TabContainer" type="TabContainer"] offset_right = 40.0 offset_bottom = 40.0 all_tabs_in_front = true
https://github.com/godotengine/godot/issues/76578
https://github.com/godotengine/godot/pull/76597
ee865051367a78bf20f50500520af13ef8f1097b
4a208699e8dd35be1a24956257d4fbf87577869e
"2023-04-29T11:40:53Z"
c++
"2023-05-02T19:28:53Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,569
["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"]
Uninitialized variables not null in loops with branching
### Godot version v4.0.2.stable.custom_build (nixpkgs version) ### System information NixOS ### Issue description The [docs](https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#variables) seem to specify that uninitialized variables are null (as noted in this comment on the related issue: https://github.com/godotengine/godot/issues/56223#issuecomment-1175794500): `var a # Data type is 'null' by default.` This isn't always the case inside branches within loops. Instead, the variables can take on values from other branches. ### Related - https://github.com/godotengine/godot/issues/56223 ### Steps to reproduce ``` @tool extends EditorScript func _run(): for i in 5: if i % 2: var j = i print("i = %s, j = %s" % [i, j]) else: var k print("i = %s, k = %s" % [i, k]) ``` Running this prints: ``` i = 0, k = <null> i = 1, j = 1 i = 2, k = 1 i = 3, j = 3 i = 4, k = 3 ``` This version also gives the exact same result: ``` @tool extends EditorScript func _run(): for i in 5: match i % 2: 1: var j = i print("i = %s, j = %s" % [i, j]) 0: var k print("i = %s, k = %s" % [i, k]) ``` In addition, behavior similar to that described in https://github.com/godotengine/godot/issues/56223#issuecomment-1000996579 can still be reproduced as follows: ``` @tool extends EditorScript func _run(): for i in 3: if i % 2: for j in range(1, 6, 3): pass print("i = %s" % i) else: var k var l var m print("i = %s, k = %s, l = %s, m = %s" % [i, k, l, m]) ``` Which prints: ``` i = 0, k = <null>, l = <null>, m = <null> i = 1 i = 2, k = 4, l = 7, m = (1, 6, 3) ``` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76569
https://github.com/godotengine/godot/pull/77744
81a0199be46679213bd2a46cb75394c05eb52c30
faf3faa8c85a4bad00bc944a90e7f75e7ba5d519
"2023-04-29T04:21:13Z"
c++
"2023-06-21T19:51:05Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,564
["modules/gdscript/gdscript_parser.cpp"]
Parser bug: Mismatch in extents tracking stack.
### Godot version 4.0.2 ### System information Windows 10 ### Issue description EDIT: this was fixed by removing the offending files listed with the MRP and then dragging them back in from my desktop after opening the project~ I was developing my game then suddenly this started happening. I can no longer playtest my game. I am not 100% sure what caused this but I believe at the time I was making a new inherited scene, saved it, then moved some scenes in the FileSystem tab? ![image](https://user-images.githubusercontent.com/75141902/235264827-62419c7d-963b-4002-9452-a6493a9bfe25.png) ### Steps to reproduce No idea aaa- x-x ### Minimal reproduction project Since I have no idea what caused it here's my early project :'D https://drive.google.com/file/d/14JFZ420AelUNjBIth78msHY29rNjB55_/view?usp=share_link I was working on these when the error occurred: - Slot_0.tcsn - Slot_Clickable.tscn - Slot_Orphan.tscn - Slot_Orphan.gd
https://github.com/godotengine/godot/issues/76564
https://github.com/godotengine/godot/pull/79301
a55e714b561ffb963a4f15cbbf393f43f7a77c77
6c4f85a879cc0641ac23d58c33b311e9f35ef4b4
"2023-04-28T22:47:53Z"
c++
"2023-07-12T19:03:12Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,562
["platform/android/java/editor/src/main/AndroidManifest.xml", "platform/android/java/editor/src/main/java/org/godotengine/editor/GodotEditor.kt", "platform/android/java/lib/src/org/godotengine/godot/utils/ProcessPhoenix.java"]
Godot opens the last edited project while switching to another one
### Godot version 4.0.2, 4.0.3 RC1, 4.1.0dev3 ### System information Android 13, Samsung Galaxy Tab S8+ ### Issue description - The issue happens when you have few projects loaded/created in Godot already. - When you open project 1, then close it and try to open project 2, the editor opens project 1 instead. - Default project folder is set to _emulated/0/Documents/Godot projects_. There are 3 projects inside, all are listed in **Local projects** tab. Notes: - ⚠️The only workaround I've found to this moment - reload the Godot app (close it and open again). - I also tried to change the default project folder (and moving projects accordingly), it did not help. - I've search for this issue in the tracker, but haven't found any (at least recent or open). Google found some mentions of similar stuff happening on older versions of Godot and other platforms, [but from like 2016](https://github.com/godotengine/godot/issues/4787) :( ### Steps to reproduce 1. Open Godot 2. Load a a few projects from _Asset library_ (at least 2) 3. Open project 1 4. Close project 1 (_Project > Quit to Project List_) 5. Open project 2 UPD: mixed up actual and expected result somehow, fixed now. **Expected result:** Project 2 is opened. **Actual result:** Project 1 is opened in the editor. ### Minimal reproduction project Issue reproduced with any few projects from _Asset Library_.
https://github.com/godotengine/godot/issues/76562
https://github.com/godotengine/godot/pull/78129
055986c8704ccbfd82ba9417bae02ce77c5b1a88
54ab17eb2111604f9d28c09b30083dbdae32d765
"2023-04-28T22:31:59Z"
c++
"2023-06-12T09:57:59Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,543
["editor/plugins/collision_shape_2d_editor_plugin.cpp", "editor/plugins/collision_shape_2d_editor_plugin.h"]
Crash upon creation CollisionShape2D
### Godot version Godot v4.1.dev.custom_build [240ed2829] ### System information Windows 10, GLES3, Nvidia GTX 1070 (31.0.15.2849) ### Issue description When creating a CollisionShape2D with double click, pressing enter, or the create button, the editor crashes. ### Steps to reproduce 1.Create a CharacterBody2D scene 2.Create a Sprite2D scene 3.Try to create a CollisionShape2D scene 4.The editor crashes ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76543
https://github.com/godotengine/godot/pull/76546
012e2b741152e14bbe70297779b8029278690301
e8f5d0f6e8867902874f663b3dbf339a7fe61b45
"2023-04-28T13:04:03Z"
c++
"2023-04-28T15:08:33Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,509
["editor/gui/editor_run_bar.cpp"]
Warning emitted when opening any project: "Attempting to access theme items too early; prefer NOTIFICATION_POSTINITIALIZE and NOTIFICATION_THEME_CHANGED"
### Godot version 4.1.dev (240ed28291ae87f06f7bcaa66e3d08530f210bf2) ### System information Mageia 9, Linux ### Issue description Since a few days, I've seen this warning show up in the console when editing a project with Godot 4.1.dev: ``` WARNING: Attempting to access theme items too early; prefer NOTIFICATION_POSTINITIALIZE and NOTIFICATION_THEME_CHANGED at: get_theme_icon (scene/gui/control.cpp:2433) ``` It doesn't happen in 4.1.dev1 (db1302637), so it's a recent regression introduced between db1302637 and 240ed28291. ### Steps to reproduce - Create new project - Open it - Check console ### Minimal reproduction project n/a
https://github.com/godotengine/godot/issues/76509
https://github.com/godotengine/godot/pull/76513
390aed9f11b509b00a691c5c5e1158e080b48151
b81387d6b77104d8b1cb0a73e522aa425c4a08b1
"2023-04-27T15:59:22Z"
c++
"2023-04-27T21:57:00Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,507
["scene/gui/tree.cpp", "scene/gui/tree.h"]
Problems rendering multiline items in Tree.
### Godot version 4.1.dev ### System information Ubuntu 22.04.1 LTS ### Issue description ![image](https://user-images.githubusercontent.com/85438892/234891938-c03c1172-9a55-493f-aa20-47d83cc449ef.png) When I click one of the items it becomes normal, but the little line on the left doesn't match the icon: ![image](https://user-images.githubusercontent.com/85438892/234892457-57af338a-16fe-4d82-8a41-c19ff8225e84.png) ### Steps to reproduce Go to the Node tab in the editor. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76507
https://github.com/godotengine/godot/pull/76532
3b8c82815976f8d5e422f94079ffa8ec08cd7ed6
4d703280d51595286d39375be0980f76d29ed97b
"2023-04-27T14:27:16Z"
c++
"2023-05-10T08:19:37Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,501
["doc/classes/ParticleProcessMaterial.xml"]
GPU usage increases considerably only enabling 2D particles turbulence
### Godot version 4.x ### System information Windows 10, RTX 3070 ### Issue description Using 2D particles when enabling turbulence GPU usage increases dramatically. Without Turbulence: ![ParticlesNoTurbulence](https://user-images.githubusercontent.com/58271518/234839571-1b957633-1eaa-458e-8a0b-6ad3534386f8.png) With Turbulence: ![ParticlesWithTurbulence](https://user-images.githubusercontent.com/58271518/234839606-e3f3c417-76d8-4475-a9c7-2f09f6c5c805.png) ### Steps to reproduce Add GPUParticles2D, add particle process material and enable turbulence ### Minimal reproduction project see steps
https://github.com/godotengine/godot/issues/76501
https://github.com/godotengine/godot/pull/76598
4a208699e8dd35be1a24956257d4fbf87577869e
68724aa6ed1b88c86ccb3dba40741c682caf2a00
"2023-04-27T10:50:50Z"
c++
"2023-05-02T20:40:25Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,473
["core/object/undo_redo.cpp"]
Crash while CTRL+SHIFT tilemap on viewport
### Godot version Godot Engine v4.0.2.stable.official.7a0977ce2 ### System information Ubuntu 22.10, 64bit, NVIDIA GeForce GTX 1650, Vulkan API 1.3.224 ### Issue description Godot crashes while painting a tilemap of a 900x900 pixels png texture while CTRL+SHIFT in the viewport. ### Steps to reproduce 1) Create 2D node scene. 2) Add child of type TileMap. 3) On the inspector, create new TileSet. 4) On the TileSet tab, drag and drop a 900x900 px png image. 5) Click on yes to the atlas prompt. 6) On the TileMap tab, select the whole picture. 7) Zoom out the viewport so you have enough room for loads of tiles. In my case 5% is enough to reproduce the bug. 8) In the viewport, click somewhere on the top left corner while pressing CTRL and SHIFT. 9) Drag the rect to the bottom right. 10) Release the click. There I see the crash. ![Peek 2023-04-26 14-16](https://user-images.githubusercontent.com/130976509/234572280-44f81866-770e-4134-ab39-61f6b3815cf1.gif) ### Minimal reproduction project [CrashDemo.zip](https://github.com/godotengine/godot/files/11332654/CrashDemo.zip)
https://github.com/godotengine/godot/issues/76473
https://github.com/godotengine/godot/pull/76548
829b8656eed2142a38b31d5153e728dc4d6bd647
fc420652816f41e352ed49bf691c69c8c91aa371
"2023-04-26T12:19:25Z"
c++
"2023-06-18T14:29:23Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,454
["editor/editor_command_palette.cpp"]
Command Palette search uses only localized command names
### Godot version 4.0.2 ### System information Windows 10 x64 ### Issue description ![image](https://user-images.githubusercontent.com/2223172/234429596-72f52461-7a4c-4dae-a160-725438154038.png) ![image](https://user-images.githubusercontent.com/2223172/234429629-8d41e485-8480-4bd0-916b-35894c1b13d9.png) Maybe it could use the `key_name` which is already stored in items metadata. Right now it only uses `display_name`, which seems to be localized. ### Steps to reproduce 1. Change editor language to non-English. 2. Open Command Palette (Ctrl+Shift+P) 3. Search command by it's original, English name ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76454
https://github.com/godotengine/godot/pull/76523
7780926b25567d098c36439d8b12b1c6d4631f86
e6dba24a26628bc582738f318fabe99e447e8ee6
"2023-04-25T23:34:16Z"
c++
"2023-04-28T09:09:59Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,448
["editor/import/post_import_plugin_skeleton_rest_fixer.cpp"]
Fix Silhoutte breaks some meshes in A-Pose
### Godot version 4.0.2-stable ### System information Windows 10 ### Issue description I have a model in A-Pose. I was expecting to be able to import this model to Godot using its humanoid retargeter, by adapting it to T-Pose with the Fix Silhouette option. As noted in the documentation, this option "should be enabled for A-pose models.". However, the resulting mesh looks wrong. In contrast, the resulting skeleton/armature looks correct. ![silhouette_fix_bug](https://user-images.githubusercontent.com/39946030/234375705-4912af99-0e60-4172-afa1-90e6e7f5ad80.png) If the mesh deformed with this armature, it should not have been broken in this way, so it must be caused by a bug. Here is the real world example which inspired this testcase. However, it is a paid asset and cannot be redistributed. BoneMap but without Fix Silhouette. The bone rotations are not suitable for animation retargeting because the original model was in A-pose. ![image](https://user-images.githubusercontent.com/39946030/234375933-567672aa-2806-4056-8f78-c6f96fafbf3f.png) BoneMap with Fix Silhouette. The animations now line up correctly, but the model's mesh or bind poses now appear to be corrupt. ![image](https://user-images.githubusercontent.com/39946030/234375955-889cb4cb-07ac-46b6-8455-b553b1f55440.png) ### Steps to reproduce 1. Open the attached project 2. Allow the models to import. 3. In main_scene, compare the models in front (no Fix Silhouette) to the model behind (Fix Silhouette). They should look the same, except one will be in A-Pose and the other in T-Pose. ### Minimal reproduction project [SilhouetteFix.zip](https://github.com/godotengine/godot/files/11325908/SilhouetteFix.zip) Here is the blender model pre-export [fix_silhouette.blend.zip](https://github.com/godotengine/godot/files/11325932/fix_silhouette.blend.zip)
https://github.com/godotengine/godot/issues/76448
https://github.com/godotengine/godot/pull/76499
c4a9d3212689a54679eebbce0a8525bd027ba101
0fc3ba2ea7b4ad31e21cd055dec49906370783c0
"2023-04-25T19:05:07Z"
c++
"2023-04-27T14:56:33Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,417
["editor/plugins/script_text_editor.cpp", "scene/gui/text_edit.cpp"]
Inconsistant behavior when right clicking in a multiple selection
### Godot version 4.0.2 ### System information Windows 10, Linux ### Issue description # Issue : When having multiple selection, right clicking in one of them didn't produce always the same effect. Right click in the selection of the main caret will disabled all other selections and act like if it was only this selection. Right click in all other selection, will disable all selection and show the popup that normaly pops when there isn't any selection. Seems that multicarret is not correctly managed here : it's only check if mouse is in selection for the main caret and considere that mouse is outside any selection as long as it's outside the first caret selection. Notice that @Paulb23 report me that for him, no selection is removed. So this issue may need testing for bug confirmation or not. ![mutlicaret](https://user-images.githubusercontent.com/3649998/234114388-906b1754-3bd2-4bd5-9006-5284d8da4e11.gif) # Expected behaviour Whatever caret the selection belongs to, it should keep only this selection and show the popup for this selection. ### Steps to reproduce Select several parts of code maintaining alt key to do a multiple selection. Right click on the first one : other selection disapeared (as expected I think), selection menu popup. Do it again but right click on the second selection (not the main caret selection) : all selection are discared and no selection menu pops. ### Minimal reproduction project Any script will do the job.
https://github.com/godotengine/godot/issues/76417
https://github.com/godotengine/godot/pull/76472
49ba2e04479791e9186e72e004a64f3abc68c375
32fbba4bf6692d77ace59044d9080f5d1aa9113a
"2023-04-24T20:57:02Z"
c++
"2023-05-08T10:20:25Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,415
["editor/debugger/script_editor_debugger.cpp", "modules/mono/glue/GodotSharp/GodotSharp/Core/DebuggingUtils.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs", "modules/mono/glue/runtime_interop.cpp"]
C# Selecting an error makes a "Save Resource As" menu appears when running the project
### Godot version 4.0.2 ### System information Windows 10 ### Issue description If an error in the Debugger/Errors menu caused by a C# script is selected every time the project is executed a "Save Resource As" menu appears. ![Erro1](https://user-images.githubusercontent.com/6534007/234107005-1455895e-50d3-452a-b153-dae219f98211.PNG) ![Erro2](https://user-images.githubusercontent.com/6534007/234107008-315b7fed-d0ef-4573-ad76-9f0992f83a51.PNG) The only way to stop it for appearing is restarting Godot. ### Steps to reproduce 1. Execute a C# script with an error 2. Select the error in the Debugger/Errors menu 3. Click "run project" 4. A "Save Resource As" menu appears. ### Minimal reproduction project Example code with error: ```csharp using Godot; using System; public partial class ErrorTest : Node { public override void _Ready() { Node nullNode = null; nullNode.ToString(); } } ```
https://github.com/godotengine/godot/issues/76415
https://github.com/godotengine/godot/pull/79280
ae8f1015e0ce7c55bf795c4c70c8369a76303588
8b6c867c81f171f24d3daca5d6eb9d07fbd09f27
"2023-04-24T20:31:30Z"
c++
"2023-08-03T12:46:44Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,407
["doc/classes/@GlobalScope.xml"]
Documentation of `hint_string` format for PROPERTY_HINT_TYPE_STRING seems wrong
### Godot version 4.0.2.stable ### System information Linux 5.10.167-2-MANJARO ### Issue description In the docs for PROPERTY_HINT_TYPE_STRING under [PropertyHint](https://docs.godotengine.org/en/stable/classes/class_%40globalscope.html#enum-globalscope-propertyhint) it provides these example for what the hint_string should look like: ```gdscript hint_string = "%s:" % [TYPE_INT] # Array of integers. hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats. hint_string = "%s/%s:Resource" % [TYPE_OBJECT, TYPE_OBJECT] # Array of resources. hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] # Two-dimensional array of resources. ``` From what i can tell though, the value that comes after the `/` shouldn't be a type, but a propertyhint. i.e the second and third ones should be: ```gdscript hint_string = "%s/%s:Resource" % [TYPE_OBJECT, PROPERTY_HINT_RESOURCE_TYPE] # Array of resources. hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of resources. ``` In addition the docs seem to imply that this `PropertyHint` is only used for specifying the type contained in the array, but it can do other things too. For instance it can be used to specify that the elements of the array are each strings that should be exported like multistrings. I'm not entirely sure about everything that it can do, but it seems that it's under-documented as is. ### Steps to reproduce N/A ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76407
https://github.com/godotengine/godot/pull/77734
bc42d5c32cc5db6288ff3d2c827bb245dcbda135
b06b00eb447526739e854cc30c4edb1445ba9325
"2023-04-24T17:13:00Z"
c++
"2023-06-19T22:03:37Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,384
["main/main.cpp"]
Error about input event in project manager at every launch
### Godot version 4.1 24cb43a ### System information Windows 10 x64 ### Issue description Every time I launch Godot, I'm greeted with this in my console: ``` ERROR: Resource file not found: res://InputEventKey_7cuxk. at: (core\io\resource_loader.cpp:227) ``` Seems to be only happening in Project Manager and comes from this: ![](https://chat.godotengine.org/file-upload/udqZP8NQfogp4rjRL/Clipboard%20-%2021%20kwietnia%202023%2022:24) It's part of my `editor_settings-4.tres`. I didn't test, but I think it applies to any shortcut that you customize. For some reason ResourceLoader tries to load it as a project resource, while it's a sub-resource. Does not happen in 4.0.2. ### Steps to reproduce 1. Open Godot 4.1 project manager 2. Check the console ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76384
https://github.com/godotengine/godot/pull/78054
adef9fb3d210409eda7355d497933f778dce85d2
56ac32feabf807d1d08fea35dabeb0ecfccc0450
"2023-04-23T21:01:37Z"
c++
"2023-06-14T07:24:45Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,369
["editor/plugins/canvas_item_editor_plugin.cpp"]
Godot Crashing when switching to the animation tab and clicking on key symbol
### Godot version 4.0.2 ### System information Windows 10,Radeon RX 550/550 Series,23.3.2,Vulkan ### Issue description After Switching to the animations tabs and pressing the key symbol because I wanted to know what it does, Godot crashes ### Steps to reproduce Go into a project Switch to the Animations Tab, make sure no animation is active And then press on the key symbol here is a video demonstrating the bug https://user-images.githubusercontent.com/59411880/233839816-5489899e-828f-4ac9-9de3-7914f727f754.mp4 ### Minimal reproduction project The File [package.zip](https://github.com/godotengine/godot/files/11303712/package.zip)
https://github.com/godotengine/godot/issues/76369
https://github.com/godotengine/godot/pull/76398
db08287b18cdba4377a42304f4b2b192b6e856e5
ab545ece85016ad16f0274ba6f40d1ea3d81d9a8
"2023-04-23T12:29:55Z"
c++
"2023-06-20T18:39:52Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,350
["doc/classes/Engine.xml", "doc/classes/Timer.xml"]
Changing the Timescale of the engine messes with the timer, if the timescale is set too high -> Timer continues to stay at high timescale even if changed back to normal
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Windows 10 ### Issue description I have a timer, four buttons and a counter. One button sets the timescale to 1, the other to 2, 3 and 20. the timer, upon completion, adds 1 to the counter. If the timer is above or at 0.3 seconds, the buttons behave as they should, as does the counter. If the timer is below 0.3 seconds, when the speed of the timescale is set to 20 and back, it takes the timer a couple seconds to update back to the original timescale. This does not seem to happen when the timescale is set to something more reasonable like 2 or 3. ### Steps to reproduce Create a counter that counts up. Create a timer that counts down from 0.2 or fewer. set the timescale to twenty, and then back to one. the timer wont update immediatly and will take a few seconds to register the timescale changed back to one. ### Minimal reproduction project [Demonstration.zip](https://github.com/godotengine/godot/files/11302251/Demonstration.zip)
https://github.com/godotengine/godot/issues/76350
https://github.com/godotengine/godot/pull/76359
cc0edf810fa8fc489897c7908370f807a040a186
f6190fb538ea578143e38a75c004eed1110bac6d
"2023-04-22T20:42:58Z"
c++
"2023-04-26T09:35:59Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,338
["modules/gltf/editor/editor_scene_importer_blend.cpp", "modules/gltf/editor/editor_scene_importer_blend.h"]
Failure to import `.blend` with Blender package from Arch Linux
### Godot version 4.0.2-stable ### System information Fedora 37 ### Issue description This is related to #67275. I noticed my `.blend` imports failing after my recent upgrade from Blender 3.3.1 to 3.5.0. Blender 3.5 hasn't yet been discussed in that issue, and so @lyuma suggested this may be a different problem to the ones we've experienced between 3.0 & 3.4. I have also confirmed this isn't a problem with Blender 3.4.1. ![Screenshot from 2023-04-22 10-05-26](https://user-images.githubusercontent.com/4892574/233774664-5a08720b-b16b-404e-a233-27294b380ec4.png) As is the case with #67275, the import keeps happening on a loop, which prevents me from working because the import modal repeatedly pops up: ![Screenshot from 2023-04-22 10-05-09](https://user-images.githubusercontent.com/4892574/233774746-7b27b100-f527-4454-aa79-8ed8520df2fc.png) Aside: it'd be useful to be able to debug this from the production editor build, perhaps by dumping Blender stderr into `.godot/` somewhere. ### Steps to reproduce - Ensure Blender 3.5 is installed + configured for Godot and that imports are enabled on the current project - Add any `.blend` file to the project You'll need to keep mashing Ctrl+Q to get the editor to quit after this. ### Minimal reproduction project [src.zip](https://github.com/godotengine/godot/files/11300810/src.zip)
https://github.com/godotengine/godot/issues/76338
https://github.com/godotengine/godot/pull/81194
0c7ac25b470cf4fa44b15dae0e3097a50d998cf6
3cf17679cac3b0f065c283e44f80a86242facb8f
"2023-04-22T09:09:21Z"
c++
"2023-10-02T11:16:11Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,337
["editor/plugins/material_editor_plugin.cpp", "editor/plugins/material_editor_plugin.h"]
Editor: 2D shader preview draws over uniform
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Kubuntu 22.10 ### Issue description ![image](https://user-images.githubusercontent.com/68549456/233769702-2d8799a2-2a9e-4cfd-95b2-8826e39a15d6.png) Just a small bug, but kinda annoying. Change the preview Rect draw order should fix it. ### Steps to reproduce 1. Create a custom Canvas Item Shader. 2. ``` void vertex() { VERTEX.y += 200.0; } ``` ### Minimal reproduction project [Canvas shader preview Bug.zip](https://github.com/godotengine/godot/files/11300522/Canvas.shader.preview.Bug.zip)
https://github.com/godotengine/godot/issues/76337
https://github.com/godotengine/godot/pull/76555
f0080279d31acec4d67904d20192d6d6a67287ad
2816825e44218fbf35c57b1d771edcc474f3db27
"2023-04-22T07:28:54Z"
c++
"2023-05-03T18:07:00Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,336
["editor/project_converter_3_to_4.cpp", "editor/project_manager.cpp"]
Input Map keys are not converted by the project converter tool
### Godot version 4.0.2.stable ### System information Windows 10 ### Issue description Input Map values I had added and set were unset when I migrated to version 4.0.2. Notably only keyboard mappings reset changed to "(Unset)" while mouse mappings remained. Both "Key" and "Physical key" get reset, can reproduce test manually. ### Steps to reproduce Migrate project from 3.4.4-stable to 4.0.2-stable. ### Minimal reproduction project N/A -- Steps are creating project in 3.4.4 and adding function to input map and assigning key/physical key (both are unset), then running "Convert Full Project" to begin editting in 4.0.2.
https://github.com/godotengine/godot/issues/76336
https://github.com/godotengine/godot/pull/77134
2488f3c2ade812a8de530c754eccb9133e5262a4
b9c93ac78f6d66eebddec0a330d425fd84c982b4
"2023-04-22T07:15:28Z"
c++
"2023-05-17T13:59:14Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,334
["drivers/gles3/storage/material_storage.cpp"]
OpenGL: Blend modes other than Mix don't work unless Depth Draw Mode is set to Never
### Godot version v4.1.dev1.official [db1302637] ### System information Windows 10, Compatibility, NVIDIA GeForce GTX 1050 Ti (528.24) ### Issue description Setting the blend mode to something besides mix behaves the same as mix. This is the same whether is a ShaderMaterial or a StandarMaterial3D. ![Blend-Add](https://user-images.githubusercontent.com/6643844/233757918-79725cfc-eb03-4c48-8a31-bcaca180600c.gif) I think this should have been fixed by #75968 unless I misunderstood the PR, and it does seem to be included in this version (4.1 dev1). It does work if you set the **Depth Draw Mode** to **Never** though. ### Steps to reproduce - Add a MeshInstance3D with a mesh of any type - Add a StandarMaterial3D - Set the blend mode to add (or any other than mix) - It won't work unless you set the depth draw mode to Never ### Minimal reproduction project [BlendAdd.zip](https://github.com/godotengine/godot/files/11300080/BlendAdd.zip)
https://github.com/godotengine/godot/issues/76334
https://github.com/godotengine/godot/pull/77409
b7032b5ecf8ac247e01acd5e54c9028c0dfe52df
2ab0f17f3b2577759930442714ef42911f7852bf
"2023-04-22T02:46:43Z"
c++
"2023-05-24T16:36:06Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,327
["scene/main/canvas_item.cpp", "scene/main/canvas_item.h"]
Area2D has stange position of colliders
### Godot version 4.0.2 ### System information Fedora Linux 38 ### Issue description In the script I use instantiate/add_child to create an object with Area2D that should detect collisions, but it doesn't. But when I put tscn with this object on scene, it interacts normally. After some testing and investigation, I found that the colliders are not where they are displayed, they are outside the top of the window and I can interact with them if the second area2d has a negative Y coordinate. Or i can resize window and these invisible area2d (or collision shapes?) will be lit lower than the top side of the window. p.s. sorry for my English)) ### Steps to reproduce ![Screenshot](https://user-images.githubusercontent.com/37698016/233737986-df5d301e-2a29-432e-989d-05235c496007.png) ### Minimal reproduction project [test.zip](https://github.com/godotengine/godot/files/11300664/test.zip)
https://github.com/godotengine/godot/issues/76327
https://github.com/godotengine/godot/pull/75509
989fa49e71a305a26d7692c4ac399c953eafea11
3695dfb357c80e2222d2d0c16855b9d102f7beb4
"2023-04-21T21:45:47Z"
c++
"2023-04-19T08:13:48Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,320
["scene/resources/surface_tool.cpp"]
SurfaceTool create_from_blend_shape() creates broken mesh
### Godot version 65d8659 ### System information Win 10 ### Issue description Using SurfaceTool `create_from_blend_shape()` to bake a BlendShape into a new mesh creates a broken mesh. ![blendshapemesh](https://user-images.githubusercontent.com/52464204/233682518-be02145d-d99e-4ee7-b2ee-0638ebafc61f.png) On that note using SurfaceTool `create_from` with the same mesh creates a new mesh that is working so it is a blendshape specific issue. ### Steps to reproduce Create a SurfaceTool and use `create_from_blend_shape()` to bake a BlendShape into a new mesh. ### Minimal reproduction project [BlendShapeBug.zip](https://github.com/godotengine/godot/files/11297431/BlendShapeBug.zip)
https://github.com/godotengine/godot/issues/76320
https://github.com/godotengine/godot/pull/76669
2816825e44218fbf35c57b1d771edcc474f3db27
1f104b4a6095be28a00475315c7dcb8a6ea86d12
"2023-04-21T16:05:35Z"
c++
"2023-05-03T18:11:08Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,318
["editor/editor_settings.cpp", "editor/project_manager.cpp"]
Godot 4: Engine crashes before opening the project manager
### Godot version 4.0.2.stable ### System information Linux, GLES3, Intel(R) HD Graphics (HSW GT1) ### Issue description When running from the applications menu, Godot closes before opening the project manager screen, when running from the terminal, i receive this output: ``` ╭─mat at mat-pc in ~ 23-04-21 - 12:40:03 ╰─○ godot Godot Engine v4.0.2.stable.arch_linux - https://godotengine.org OpenGL API 4.6 (Core Profile) Mesa 23.0.2 - Compatibility - Using Device: Intel - Mesa Intel(R) HD Graphics (HSW GT1) ================================================================ handle_crash: Program crashed with signal 11 Engine version: Godot Engine v4.0.2.stable.arch_linux Dumping the backtrace. Please include this when reporting the bug to the project developer. [1] /usr/lib/libc.so.6(+0x38f50) [0x7f2173f69f50] (??:0) [2] godot(+0x4779737) [0x5628a8e7f737] (??:?) [3] godot(+0x1f40328) [0x5628a6646328] (??:?) [4] godot(+0x1f56ba5) [0x5628a665cba5] (??:?) [5] godot(+0x1f5c64c) [0x5628a666264c] (??:?) [6] godot(+0xf7c1fd) [0x5628a56821fd] (??:?) [7] godot(+0xee4a2b) [0x5628a55eaa2b] (??:?) [8] /usr/lib/libc.so.6(+0x23790) [0x7f2173f54790] (??:0) [9] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f2173f5484a] (??:0) [10] godot(+0xef33e5) [0x5628a55f93e5] (??:?) -- END OF BACKTRACE -- ================================================================ [1] 5388 IOT instruction (core dumped) godot ``` https://user-images.githubusercontent.com/69222460/233681203-e172875d-72ec-4b06-98e5-6f90dfb15826.mp4 ### Steps to reproduce Run godot ### Minimal reproduction project No project required
https://github.com/godotengine/godot/issues/76318
https://github.com/godotengine/godot/pull/76331
220d44eff40209531eb97160846b59c8264fda88
24cb43a8741c7b10abbbbc77bb6e2bc188662ce0
"2023-04-21T15:58:13Z"
c++
"2023-04-22T11:20:21Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,303
["editor/project_manager.cpp"]
3->4 project conversion from Project Manager fails without Vulkan support even with "--rendering-driver opengl3"
### Godot version 4.0.2 ### System information Windows 10, GPU with no Vulkan support ### Issue description My GPU doesn't support Vulkan. I run Godot 4 with "--rendering-driver opengl3" argument. I have tried to open my Godot 3 project from Godot 4 Project Manager. It asked me whether I want my project to be converted. I pressed "full conversion". Very shortly it gave me a error that it can't run Vulkan app and that I should use "--rendering-driver opengl3", which I already run. After it closed Project Manager for me and I reopened it, I could find the project in the Project Manager list and then open it. There was no error. However the convertion was minimal, just enough to run it in Godot 4. I believe that it didn't run a full auto-convertion. This always happens when I repeat these steps. Next I have used command line and launched Godot 4 from it with "--convert-3to4" argument, doing it on second copy of the same Godot 3 project. (Had to increase limits for it to convert everything.) The process went smoothly and final project could be opened without error as well. However it had a more full conversion in comparison. This makes me believe that conversion process fails in Project Manager method by not respecting "--rendering-driver opengl3" argument in the process (I don't know how it actually looks as I can't run it). P.S. I also run Godot 4 with "--single-window" argument, as it glitches out for me otherwise. I don't know if it has an impact on my experience, but worth mentioning. Bonus: I have a suspicion that this issue https://github.com/godotengine/godot/issues/74159 is related to this one and is actually a result of a failed conversion. ### Steps to reproduce Get GPU with no Vulkan support and try to convert any Godot 3 project from Project Manager while running with "--rendering-driver opengl3". ### Minimal reproduction project Any Godot 3 project, it just has to error on attempt.
https://github.com/godotengine/godot/issues/76303
https://github.com/godotengine/godot/pull/78795
98358b282286c1d61e6ef3e66b7d2dbda6fc3e11
19c6294a6607b339650ee9b6db0159d0f1f01e8a
"2023-04-20T21:17:09Z"
c++
"2023-07-08T16:18:10Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,278
["modules/multiplayer/multiplayer_spawner.cpp"]
`MultiplayerSpawner.spawn_function` should not be saved to `.tscn` files.
### Godot version 4.0.2 ### System information Win10 ### Issue description Assigning a `MultiplayerSpawner.spawn_function` with a `@tool` script causes it to corrupt a `.tscn` file. The resulting file will have a line that looks like this: ``` spawn_function = ``` Which cases the file to fail to load. Removing that line fixes the file. ### Steps to reproduce ```python @tool extends MultiplayerSpawner func _ready(): spawn_function = spawnerFunction func spawnerFunction(): pass ``` Create this minimum GDScript, add it to a new `MultiplayerSpawner`, then save that file. You might need to to re-load the engine, modify the scene, and re-save to trigger the bug. When the scene is saved, you'll see something like the below, which will refuse to load with this error message: ![image](https://user-images.githubusercontent.com/1642297/233248706-f87e35ce-76fd-4002-ad18-654ba197d468. ### Minimal reproduction project ``` [gd_scene load_steps=2 format=3 uid="uid://is84hf1r3l7u"] [sub_resource type="GDScript" id="GDScript_hbm3l"] script/source = "@tool extends MultiplayerSpawner func _ready(): spawn_function = spawnerFunction func spawnerFunction(): pass " [node name="BrokenSpawner" type="MultiplayerSpawner"] spawn_path = NodePath(".") spawn_function = script = SubResource("GDScript_hbm3l") ```
https://github.com/godotengine/godot/issues/76278
https://github.com/godotengine/godot/pull/78409
fee49f4f9d9603a041cc30e85e33712a72fb8fc4
2d19cec17417f21408b16e0a9fe420ab500c32fc
"2023-04-20T03:14:31Z"
c++
"2023-06-23T08:13:11Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,253
["editor/filesystem_dock.cpp", "editor/filesystem_dock.h"]
File overwrite confirmation dialogue can be taller than screen
### Godot version 4.0.2.stable.official.7a0977ce2 ### System information Windows 11, NVIDIA - NVIDIA GeForce RTX 3070 Ti ### Issue description I have two folders with identical files - about 50 files in total. If I drag all the files from folder A to B, I get a popup asking me to confirm the overwrite. Problem is the confirmation window lists all the file names to be overwritten and because there's so many, I can't actually see the confirm or cancel buttons at the bottom of the popup. The popup isn't scrollable and I can't resize it to make it smaller vertically. ![image](https://user-images.githubusercontent.com/334808/233058529-b9793379-f435-45dc-a0d9-61e5d6d33403.png) ### Steps to reproduce Have a folder 'foo' with 50 files in it. Doesn't matter what the files are. Empty resources will work. Duplicate the folder and name the duplicate 'bar'. In the FileSystem drag all the files in 'foo' into 'bar'. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76253
https://github.com/godotengine/godot/pull/77179
5dc093b19a26b5055ceecaf1e1076bb5b4529a5a
903dda8337b7766924854fb64726496e7d27cde1
"2023-04-19T11:16:34Z"
c++
"2023-05-22T18:17:26Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,250
["editor/editor_help.cpp", "editor/editor_help.h", "modules/mono/editor/bindings_generator.cpp"]
Building C# Assemblies fails because of missing generated files
``` ❯ ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --push-nupkgs-local ~/dev/LocalNugetSource Running MSBuild: /usr/bin/dotnet msbuild /home/geo/dev/godot/modules/mono/glue/GodotSharp/GodotSharp.sln /restore /t:Build /p:Configuration=Debug /p:NoWarn=1591 /p:ClearNuGetLocalCache=true /p:PushNuGetToLocalSource=/home/geo/dev/LocalNugetSource MSBuild version 17.4.1+fedecea9d for .NET Determining projects to restore... All projects are up-to-date for restore. /home/geo/dev/godot/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj(142,3): error MSB4019: The imported project "/home/geo/dev/godot/modules/mono/glue/GodotSharp/GodotSharp/Generated/GeneratedIncludes.props" was not found. Confirm that the expression in the Import declaration "Generated/GeneratedIncludes.props" is correct, and that the file exists on disk. /home/geo/dev/godot/modules/mono/glue/GodotSharp/GodotSharpEditor/GodotSharpEditor.csproj(43,3): error MSB4019: The imported project "/home/geo/dev/godot/modules/mono/glue/GodotSharp/GodotSharpEditor/Generated/GeneratedIncludes.props" was not found. Confirm that the expression in the Import declaration "Generated/GeneratedIncludes.props" is correct, and that the file exists on disk. /home/geo/dev/godot/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj(142,3): error MSB4019: The imported project "/home/geo/dev/godot/modules/mono/glue/GodotSharp/GodotSharp/Generated/GeneratedIncludes.props" was not found. Confirm that the expression in the Import declaration "Generated/GeneratedIncludes.props" is correct, and that the file exists on disk. Godot.SourceGenerators.Internal -> /home/geo/dev/godot/modules/mono/glue/GodotSharp/Godot.SourceGenerators.Internal/bin/Debug/netstandard2.0/Godot.SourceGenerators.Internal.dll ``` I've been using the same script to build the dotnet version of godot for months: ```sh #!/usr/bin/env bash git tag -d last-build git tag last-build set -e scons module_mono_enabled=yes ./bin/godot.linuxbsd.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue #dotnet nuget add source ~/dev/LocalNugetSource --name LocalNugetSource rm -rf ~/.local/share/godot/mono/GodotNuGetFallbackFolder mkdir -p ~/.local/share/godot/mono/GodotNuGetFallbackFolder ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin \ --push-nupkgs-local ~/dev/LocalNugetSource # Export templates #scons target=template_debug module_mono_enabled=yes #scons target=template_release module_mono_enabled=yes ``` It recently stared to fail so I tried to delete everything extra via `git clean -xfd` and now I'm unable to build the mono version. _Originally posted by @geowarin in https://github.com/godotengine/godot/issues/75152#issuecomment-1513810811_ --- @geowarin Moving to a new issue, because it doesn't look like it has anything to do with that issue. Please post your system configuration, in particular the output of `dotnet --info`. Additionally please post the full output of the `godot --generate-mono-glue` command.
https://github.com/godotengine/godot/issues/76250
https://github.com/godotengine/godot/pull/76288
bf62af334bc6bc120593f901facb0021e00fbba4
4abb7a6bac00e5d3a5b9e32c6b8e3bba7d779cd8
"2023-04-19T08:28:14Z"
c++
"2023-04-20T16:09:10Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,243
["servers/rendering/renderer_rd/environment/fog.cpp", "servers/rendering/renderer_rd/environment/fog.h", "servers/rendering/renderer_rd/environment/gi.cpp", "servers/rendering/renderer_rd/storage_rd/light_storage.h"]
Vulkan: Volumetric fog glitches out in builds that use `optimize=none`, but not other optimization levels
### Godot version 4.0.2.stable (compiled from source) ### System information Fedora 37, GeForce RTX 4090 (NVIDIA 530.41.03) ### Issue description Volumetric fog glitches out with NaN/INF values depending on the compiler optimization level: Glow disabled | Glow enabled -|- ![Screenshot_20230419_040319 webp](https://user-images.githubusercontent.com/180032/232953404-80ba1871-c000-495d-bc26-ebf9b1bd57a8.png) | ![Screenshot_20230419_040324 webp](https://user-images.githubusercontent.com/180032/232953409-f187b812-d047-489b-b92e-73465b9edb5e.png) This occurs regardless of whether SDFGI or VoxelGI or any other effects (glow, SSR, SSAO, SSIL) is used. - `optimize=speed`, `optimize=speed_trace`, `optimize=debug` and `optimize=size` work as expected. - `optimize=none` causes the glitch. I'm using GCC 12.2.1 from the Fedora 37 repositories. **Edit:** I've tried reproducing this again with `optimize=none` and can't reproduce this anymore, even if I clean all SCons files and rebuild. However, when I could reproduce the issue, I could always reproduce it with a binary using `optimize=none` and never with a binary using `optimize=speed`. ### Steps to reproduce - Use a self-compiled build on Linux with `optimize=none` (GCC, not tested with Clang). - Open the Reflection project linked below in the editor and move the 3D camera around. Fog will eventually glitch out. ### Minimal reproduction project I haven't managed to reproduce this issue in a minimal project so far, only in https://github.com/Calinou/godot-reflection.
https://github.com/godotengine/godot/issues/76243
https://github.com/godotengine/godot/pull/76550
c14f8701a7d807fac7fb847525ba2f1640745258
ba32279cd013b0bc1ee15ae898e4ea64ed70d7c0
"2023-04-19T02:45:52Z"
c++
"2023-05-03T18:24:05Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,237
["servers/rendering/renderer_rd/pipeline_cache_rd.cpp", "servers/rendering/renderer_rd/pipeline_cache_rd.h"]
Objects that use a shader with render_mode wireframe will cause memory to increase continuously!!
### Godot version 4.0.2 ### System information Windows 10 ### Issue description I have a meshinstance3d with a shader attached, and this is inside a subviewport. ( I instanced a bunch to make the memory rise faster, for testing purposes ). The shader uses render_mode wireframe. Whenever the object is onscreen, the memory will increase continuously! If the object goes offscreen, it will stop. If I remove render_mode wireframe from the shader, the memory won't increase. If I set debug_mode to wireframe on the subviewport, the memory won't increase. Edit: I originally thought a subviewport was required, but it isn't. It happens even when there are no subviewports being used! ### Steps to reproduce Open the attached project, and run the test.tscn Watch as your memory continues to go up. It stops if you either remove render_mode wireframe from the shader, or if you set the subviewport debug_mode to wireframe. It also stops if the object isn't onscreen. ### Minimal reproduction project [subViewportWireframeBug.zip](https://github.com/godotengine/godot/files/11267138/subViewportWireframeBug.zip)
https://github.com/godotengine/godot/issues/76237
https://github.com/godotengine/godot/pull/78200
e0651ed4b50d11127be21a6e78b08e29d5d222b0
16c2fede71a750dfd8d6d515cfaf32fbd5d140b1
"2023-04-18T23:47:51Z"
c++
"2023-06-14T07:27:10Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,233
["drivers/gles3/shaders/canvas.glsl", "servers/rendering/renderer_rd/shaders/canvas.glsl"]
Weird Lighting and Artifacts with Normal Maps under Godot 4
### Godot version 4.0.2.stable ### System information Windows11, Forward+, NVIDIA GeForce RTX 3080 Ti (31.0.15.2849) ### Issue description I have detected some strange Lighting issues in the new Godot 4. Under Godot 3.5.1 the problem does not exist. 1. there are some artifacts at the edges of a normal map graphic 2. the lighting directions seem not to be correct (wrong angle, height < 0?) The problem I have already discussed in the Godot Forum: https://godotforums.org/d/33500-weird-artifacts-with-normal-maps-under-godot-4 ### Steps to reproduce 1. I have made 2 reproduction projects, one for Godot 3.5.1 and one for Godot 4.x. Both projects are in the Zip File. 2. These Projects include a normal map test example picture from wikipedia. The diffuse picture is just a white png File of 4096x4096 pixels. https://en.wikipedia.org/wiki/File:Normal_map_example_with_scene_and_result.png 3. The second image "spaceship" shows another normal map graphics where the issue is also visible at the edges Additionaly the lighting direction seems to be wrong for the Godot 4.x version (see also the difference-videos in the forum post) 4. With the PointLight2D you can test around to see the difference between Godot 3.5.1 and Godot 4.x 5. Important for the ReproductionProject_Godot_3.5.1: That the normal map is working correctly under Godot 3.5.1, the `normal_map_invert_y` selection must be activated for the two normal map pictures and they must be reimported (the normal map y-axis has somehow changed with godot 4.x ??) ### Minimal reproduction project [ReproductionProjects.zip](https://github.com/godotengine/godot/files/11266784/ReproductionProjects.zip)
https://github.com/godotengine/godot/issues/76233
https://github.com/godotengine/godot/pull/76240
c01b11ec8176c94a1b26ab3ed3b311e4fecd51be
27253f3eb2c78a9ad5114c92eae2036b10e1d7e0
"2023-04-18T22:24:20Z"
c++
"2023-04-19T08:13:56Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,218
["core/string/string_name.h"]
StringName comparisons give wrong and inconsistent results
### Godot version 4.0.2 ### System information Linux 5.10.167-2-MANJARO ### Issue description Comparing StringNames will give wrong and inconsistent results, running the provided code will give the results: ``` a < b false a > b false a <= b true a >= b true a == b false ``` The documentation for `<` on `StringName` says: > Returns true if the left String comes before right in Unicode order, which roughly matches the alphabetical order. Useful for sorting. However then "a < b" should be true, not false. In addition `a <= b` and `b <= a` is true, yet `a == b` is false. Which is inconsistent. ### Steps to reproduce run ```gdscript func _ready(): var a = &"a" var b = &"b" print("a < b ", a < b) print("a > b ", a > b) print("a <= b ", a <= b) print("a >= b ", a >= b) print("a == b ", a == b) ``` ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76218
https://github.com/godotengine/godot/pull/77197
dca343aabbaf5af0704df9bdbb64cce1faac6d55
77991a048c2c128b5c838b1e8e66993e0314474f
"2023-04-18T18:02:34Z"
c++
"2023-05-18T16:42:19Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,198
["servers/text_server.cpp"]
CJK characters repeated when autowrapped
### Godot version 4.0.2.stable, master(d6dde81) ### System information Arch Linux ### Issue description When using Arbitrary or Word (Smart) auto wrap mode and the label's width is smaller than one character, CJK characters are repeated unexpectedly when autowrapped. In the following screenshot, the three labels are all narrower than a character: * にほんご * 简体中文 * 한국어 | Expected | Actual | | --- | --- | | ![ksnip_20230418-152604](https://user-images.githubusercontent.com/372476/232703096-5b9819ec-0a48-4f54-9ba9-754f7a8b6229.png) | ![ksnip_20230418-152547](https://user-images.githubusercontent.com/372476/232703148-57c07818-aa99-4638-aa6b-5a55d3b0cd1c.png) | All characters expect the last one is repeated. ### Steps to reproduce Use the MRP. ### Minimal reproduction project [test-4.zip](https://github.com/godotengine/godot/files/11259001/test-4.zip)
https://github.com/godotengine/godot/issues/76198
https://github.com/godotengine/godot/pull/77514
9128ed47198630026737366d788a4a2478853750
c87dc07fdd52de4437f828b26eb0c958168efdb0
"2023-04-18T07:37:36Z"
c++
"2023-05-27T15:49:49Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,195
["modules/navigation/nav_mesh_generator_3d.cpp"]
Baking a NavigationMesh for HeightMapShape creates incorrect NavMesh
### Godot version 4.0.2.stable ### System information Windows 10, Vulkan, Nvidia RTX 3060 Ti ### Issue description When baking a NavMesh from code for a StaticBody3D that has a HeightMapShape as its Shape, the resulting navmesh is offset and skewed strangely. Here's a simple example where a radial gradient image is used to generate cone shaped collision for a HeightMapShape. As you can see the navmesh is offset and distorted compared to the collision. ![radial](https://user-images.githubusercontent.com/2095704/232678050-92ba1034-b5c2-4eea-9750-fb0a5f96ad61.png) ![navmesh](https://user-images.githubusercontent.com/2095704/232677883-d218bb1b-aa10-42bf-aa2d-9b0f2413771d.jpg) ### Steps to reproduce Please see the Minimal Repro project attached below. When you run it, you can move the debug camera with WASD and rotate it by holding down the right mouse button. The project is structured like this: ![navmesh_proj](https://user-images.githubusercontent.com/2095704/232680231-8b8b1549-1ade-4d9a-8876-7802ec7971e8.jpg) Note: The **Parsed Geometry Type** of the **NavigationMesh** is set to **Static Colliders** The script on the root node generates collision from an image and then bakes the navmesh. ### Minimal reproduction project [NavmeshBug.zip](https://github.com/godotengine/godot/files/11258220/NavmeshBug.zip)
https://github.com/godotengine/godot/issues/76195
https://github.com/godotengine/godot/pull/83783
17aa5c51705bd67f0c1ab4d532aa884bbc66433d
912366093d5b665bed1674c746cbec08bf8ddb0f
"2023-04-18T05:38:48Z"
c++
"2023-10-23T10:42:28Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,194
["scene/gui/menu_button.cpp"]
Camera Zoom affects Menu Popup position and size
### Godot version 4.0.2.stable ### System information Ubuntu ### Issue description when zooming in and then pressing on any menu button the popup position and size changes depends on the current Camera 2d zoom value, if Zoom is equal (1, 1) it works normaly but when zoomed in the popup keeps moving down and its width changes ### Steps to reproduce open the project attached, it's a 2d node and has camera and canvas layer as children, press on menu button or color wheel picker shape button and see the popup appears far away from the button and its size and position gets affected by 2d camera zoom, change the camera zoom by pressing on zoom in or zoom out buttons and try again the menu only appears normaly if the zoom is (1, 1) ### Minimal reproduction project [test_project.zip](https://github.com/godotengine/godot/files/11257709/test_project.zip)
https://github.com/godotengine/godot/issues/76194
https://github.com/godotengine/godot/pull/78269
491693e6409d4835b812bfb47253ebb1b3848f4f
a48285db7bb565083408cd55b7db6e7ece4efe85
"2023-04-18T03:54:15Z"
c++
"2023-06-15T14:08:40Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,183
["scene/resources/shader.cpp", "scene/resources/shader_include.cpp"]
Folder reappearing after being deleted and crashes editor when clicked
### Godot version 4.0.1stable ### System information Windows 11 ### Issue description I had a project that previously contained multiple folders, scripts, scenes, etc. However, I decided to delete everything except for a MeshInstance3D node and its associated script in order to start something new from that. The MeshInstance3D node has a material_overwrite property set with a shader material that was originally located in one of the folders I deleted carelessly. Now, whenever I try to save the scene, the previously deleted "shader" folder reappears in the project directory. However, when I try to click on the folder, the entire project freezes before eventually crashing. I created a new project and attempted to attach a Shader Material, stored in a folder, to a MeshInstance3D node. I deleted the original folder that contained the shader material, and then saved the scene. The previously deleted folder did not reappear in the project directory, I was unable to reproduce the issue and I believe that the data stored in the scene is responsible for that behaviour. I have my own project folder that make it happen consistently which I'll join. ### Steps to reproduce Just import the project and once it is opened, press "ctrl + s" to save, that will make a folder named "Shader" appear, if you click on that folder everything will freeze before eventually crashing. ### Minimal reproduction project [reproduction_project.zip](https://github.com/godotengine/godot/files/11255484/reproduction_project.zip)
https://github.com/godotengine/godot/issues/76183
https://github.com/godotengine/godot/pull/80705
a7ded904de7b07e8b339107cb768ffdbd5a503f4
1c9e45f5ddfd7d7a18ebb4f68cbb3c95a9db8ad0
"2023-04-17T20:29:18Z"
c++
"2023-08-28T13:03:02Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,181
["drivers/gles3/shaders/scene.glsl", "drivers/gles3/storage/material_storage.cpp", "editor/plugins/visual_shader_editor_plugin.cpp", "scene/resources/visual_shader.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", "servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl", "servers/rendering/shader_types.cpp"]
Shader errors freeze Godot Editor.
### Godot version Godot_v4.0.2-stable_linux.x86_64 ### 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 Shaders, specifically those with matrix multiplcation using the view matrics in the light function, will have lots of errors, and if you view these errors they can freeze the entire Godot editor. ### Steps to reproduce Download this project: https://gitlab.com/AngularAngel/godot-shader-problem-example Load it in Godot, run it, then examine the errors in the debugger. Your Godot Editor should freeze after viewing a few of the errors. I suggest killing the editor soon after, or it may freeze your entire desktop environment and force a computer restart. ### Minimal reproduction project https://gitlab.com/AngularAngel/godot-shader-problem-example ### Contact I am available on Discord at: Angle#9413 if you need to ask me questions!
https://github.com/godotengine/godot/issues/76181
https://github.com/godotengine/godot/pull/76290
1a6d1987597816796538e92426201be566ab864e
77fc22d6e215d976d1d13e7babd21f4c16f523fc
"2023-04-17T19:50:17Z"
c++
"2023-04-21T13:50:27Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,177
["editor/project_settings_editor.cpp"]
Error reordering Input Maps
### Godot version v4.0.2.stable.official [7a0977ce2] ### System information Windows 10 ### Issue description Following **Steps to reproduce**, these are the printed lines: ``` Request for nonexistent project setting: ProjectSettings. Request for nonexistent project setting: script. ``` ### Steps to reproduce 1. Go to **Project Settings** -> **Input Map**; 2. Create at least two custom input maps; 3. Move one input map up or down in the list dragging it; 4. The order will change; 5. Two error lines will be printed in the **Output**. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76177
https://github.com/godotengine/godot/pull/77009
591115dcdee93133f6c9206eb02e9b44db45be90
9853da4bfeda7f60c5ec83cea97fbca7083e925e
"2023-04-17T17:29:44Z"
c++
"2023-05-15T11:44:33Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,169
["doc/classes/Gradient.xml"]
Gradient.reverse() produces unexpected result on constant gradients
### Godot version 4.0.2 ### System information All systems ### Issue description https://user-images.githubusercontent.com/85438892/232497823-8a87f39f-eb15-4fca-a1d8-356d3af26247.mp4 This behavior of `Gradient.reverse()` is quite surprising at first. It's caused by the points being mirrored around the gradient's middle, but maybe it should be different for constant interpolation. ### Steps to reproduce Add a gradient, make its interpolation constant, use the Reverse Gradient button. ### Minimal reproduction project N/A
https://github.com/godotengine/godot/issues/76169
https://github.com/godotengine/godot/pull/76168
92e5f4f73aa50f38cee80511fd05396699307784
c89b3710cb1a936e0b771f4f69043167d5fcaea9
"2023-04-17T13:26:55Z"
c++
"2023-04-25T12:44:02Z"
closed
godotengine/godot
https://github.com/godotengine/godot
76,157
["drivers/gles3/storage/material_storage.cpp", "editor/shader_globals_editor.cpp", "scene/main/shader_globals_override.cpp", "scene/resources/material.cpp", "servers/rendering/renderer_rd/storage_rd/material_storage.cpp", "servers/rendering/shader_language.cpp", "servers/rendering/storage/variant_converters.h"]
Unable to get color data from an array of source_color type in shader.
### Godot version v4.1.dev.custom_build.a7276f1ce ### System information Win10, AMD 2600, GeForce GTX 1060, Vulkan API 1.3.205 ### Issue description I can't get correct color data from an array of source_color type. The color data is saved as **Color** in the file: `shader_parameter/palette = [Color (1, 0, 0, 1), Color (0, 1, 0, 1), Color (0, 0, 1, 1)]` Shouldn't it be saved as PackedColorArray? ### Steps to reproduce 1.Declare an array of source_color type. 2.Set colors. ### Minimal reproduction project [shadertest.zip](https://github.com/godotengine/godot/files/11246504/shadertest.zip)
https://github.com/godotengine/godot/issues/76157
https://github.com/godotengine/godot/pull/74937
e188d619227990001667821dac8bc8940076d4a9
166643df326724ab439721dcf1eb2d367ae5b744
"2023-04-17T05:36:35Z"
c++
"2023-06-09T09:04:16Z"