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closed | 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.



### 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.

### 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

Low Quality

### 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:

and this is the one I expect it work: (captured with godot 3)

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:

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.

_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.

The lines separate when the mouse pointer is moved over the messages area.

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.

### 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.

### 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.

### 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:

### 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.

### 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.

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`:

And in `Node`:

*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:

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?

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

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

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.


### 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:

Release build:

### 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:


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:

### 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.

### 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).

### 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"

### 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:

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:

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.

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
 
### 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?

### 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

When I click one of the items it becomes normal, but the little line on the left doesn't match the icon:

### 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:

With Turbulence:

### 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.

### 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


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.

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.

BoneMap with Fix Silhouette. The animations now line up correctly, but the model's mesh or bind poses now appear to be corrupt.

### 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.

# 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.


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:

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.

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:

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

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.

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

### 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.

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:
:
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.

### 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
-|-
 | 
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 |
| --- | --- |
|  |  |
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.


### 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:

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" |
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