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closed | godotengine/godot | https://github.com/godotengine/godot | 76,144 | ["scene/gui/rich_text_label.cpp"] | Extreme editor slowdown when using "Collapse Lines" with many different lines. | ### Godot version
4.0.2
### System information
Ubuntu 22.04.1 LTS
### Issue description
When "Collapse Lines" in the output dock is enabled, having a lot of different lines in the output makes the editor extremely slow / unusable when trying to add new lines.
This has frozen Godot many times for me when I'm using tool scripts, as every time I get spammed with warnings and errors, the editor quickly becomes unusable, even if my output dock is closed.
### Steps to reproduce
Enable the Collapse Lines functionality. Then add this script to a node:
```gdscript
@tool
extends Node
func _ready() -> void:
for i in 600: # 600 different lines. You might have to raise this higher to notice the slowdown.
print(i)
func _process(_delta: float) -> void:
print(Time.get_ticks_msec() / 1000) # Should add as many messages per line as the FPS.
```
You can close the scene, clear the output, and reopen it to restart the test or after adjusting the number of unique lines to be added initially. For me, the editor becomes unusable at around 2000 different lines and pretty much frozen at around 8000 different lines. This problem is completely absent without the Collapse Lines functionality.
### Minimal reproduction project
I provided a script | https://github.com/godotengine/godot/issues/76144 | https://github.com/godotengine/godot/pull/80857 | 6f90b23702be158349aa544cf1d6b231600bae92 | ffdb4662fe886e25bb0cc7c292913fbf0e475714 | "2023-04-16T20:19:09Z" | c++ | "2023-08-25T19:26:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,141 | ["doc/classes/Callable.xml"] | Callable unbind doesn't actually unbind arguments | ### Godot version
4.0.2
### System information
Linux 5.10.167-2-MANJARO
### Issue description
Calling `unbind` on a callable doesn't actually unbind the arguments. However it makes godot think the arguments are unbound, thus requiring you to call the callable with fewer arguments. But some of the arguments passed along in the call will be ignored, and the original bound arguments are used instead.
### Steps to reproduce
Run
```gdscript
func foo(a: int, b: int, c: int):
print("a: ", a)
print("b: ", b)
print("c: ", c)
func _ready():
var callable = foo.bind(1,2)
callable = callable.unbind(1)
callable.call(4,5)
# errors
# callable.call(4)
```
The printed output is:
```
a: 4
b: 1
c: 2
```
Whereas id expect to see something like
```
a: 4
b: 5
c: 1
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/76141 | https://github.com/godotengine/godot/pull/76158 | 96580689b0d87266bc1b862c10bf7defad535bb3 | 5625399680a54bd481c1dec580da1ce4e7d0e58d | "2023-04-16T18:13:06Z" | c++ | "2023-04-17T18:14:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,135 | ["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 pass color arrays through shader parameters | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
GNU/Linux, GLES3 & Vulkan, Intel UHD 770
### Issue description
When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.
And source_color hint does not convert colors correctly when passed through an array.
```
var colors := [
Color.hex(0x0088ffff),
Color.hex(0xff000088),
Color.hex(0x00ff0000),
Color.hex(0x0000ffff),
]
func _ready() -> void:
var shader: ShaderMaterial = mesh.material
shader.set_shader_parameter("vec4_no_hint", colors)
shader.set_shader_parameter("vec4_hint", colors)
shader.set_shader_parameter("vec3_no_hint", colors)
shader.set_shader_parameter("vec3_hint", colors)
var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```
Result With GLES3:

Result With Vulkan:

### Steps to reproduce
Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.
### Minimal reproduction project
[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)
| https://github.com/godotengine/godot/issues/76135 | https://github.com/godotengine/godot/pull/74937 | e188d619227990001667821dac8bc8940076d4a9 | 166643df326724ab439721dcf1eb2d367ae5b744 | "2023-04-16T14:56:03Z" | c++ | "2023-06-09T09:04:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,119 | ["editor/editor_themes.cpp"] | Project theme LineEdit override breaks some LineEdits in Editor | ### Godot version
4.0.1, 4.0.2, probably 4.0 (Mono version, not sure about regular)
### System information
Windows 10
### Issue description
Setting LineEdit override in default theme in project settings (not editor settings!) affects editor settings. It breaks some of the LineEdits in editor (see screenshot 1), making their `minimum_character_width` equal to 0 (default value in import without data).

Affected components are ColorPicker and Sprite2D region editor (in grid mode). It might also affect Tilemap editor too. Setting `minimum_character_width` to some value (3, for example) "fixes" editor too, and it looks like other settings are not affecting editor theme (at least style overrides, see screenshot 2).

### Steps to reproduce
1. Create new project.
2. Add new theme.
3. Set it as default theme in Project settings (not Editor settings!).
4. Restart Godot (as requested by UI).
5. Add LineEdit override.
6. Change scene in Editor or restart it.
7. Try to open ColorPicker color selection menu or Region editor of Sprite2D.
### Minimal reproduction project
[ProjectThemeLineEditBug.zip](https://github.com/godotengine/godot/files/11241546/ProjectThemeLineEditBug.zip)
| https://github.com/godotengine/godot/issues/76119 | https://github.com/godotengine/godot/pull/76123 | 3db40355a0232bd8f22faa64f09a8b3c122106ff | d6dde819be6e02de133fe1b9f97c8fa6ce8668bb | "2023-04-16T07:48:11Z" | c++ | "2023-04-17T22:14:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,117 | ["editor/import/resource_importer_imagefont.cpp"] | Bitmap fonts render incorrectly if glyph dimensions are not even numbers | ### Godot version
4.0.2.stable.mono.official [7a0977ce2]
### System information
Windows 10 Pro, HP EliteBook 840 G3, Intel HD Graphics 520
### Issue description
Bitmap fonts (pixel fonts) render incorrectly if their glyph dimensions are not an even number.
Godot allows an image to be imported as Font Data (Monospace Image Font). A single image is automatically chopped into glyphs when told how many columns and rows there are. There is no problem so long as the resulting glyphs have even dimensions (e.g. 6x10). However, the font becomes malformed if the resulting glyphs have odd dimensions (e.g. 5x9).

My hypothesis is that Godot's attempt to center a glyph halves its dimensions but does not truncate the result to an integer. This places the glyph halfway between two pixels, requiring an anti-aliasing or nearest-neighbor solution. This may be acceptable for vector fonts, but bitmap fonts should truncate the resolved position to an integer to avoid this distortion.
### Steps to reproduce
1. Create a bitmap image whose glyphs are odd-numbered in dimensions (e.g. 5x9).
2. Import this image as Font Data (Monospace Image Font).
3. With GDScript, load this font and attempt to draw_string() with it.
4. The font will be distorted.
### Minimal reproduction project
[Bitmap Font Render Error.zip](https://github.com/godotengine/godot/files/11241458/Bitmap.Font.Render.Error.zip)
| https://github.com/godotengine/godot/issues/76117 | https://github.com/godotengine/godot/pull/76136 | df0ad7502d3d9a55197d7f20c220df82706129ba | ecc219de4628847ac17208a125b6fa996e56d4bb | "2023-04-16T06:54:12Z" | c++ | "2023-04-18T21:40:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,116 | ["servers/rendering/shader_preprocessor.cpp", "servers/rendering/shader_preprocessor.h"] | Shader Editor: disable preprocessor causes error highlight to offset 1 line. | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
Kubuntu 22.10
### Issue description
When put `#pragma disable_preprocessor` at the head of the shader:

Expected:

### Steps to reproduce
1. Put `#pragma disable_preprocessor` at the head of a shader.
2. Make an error.
### Minimal reproduction project
[ShaderEditorBug.zip](https://github.com/godotengine/godot/files/11241305/ShaderEditorBug.zip)
| https://github.com/godotengine/godot/issues/76116 | https://github.com/godotengine/godot/pull/76479 | 359b494cbed7c6cb0b15f1e532e48e1d71e972d3 | 5a1d4bd8ab8149bbd7db7f5c2b601213d212472f | "2023-04-16T05:30:37Z" | c++ | "2023-04-27T06:19:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,113 | ["editor/editor_properties_array_dict.cpp"] | nested Packed Arrays serialize as a generic Array once a value inside is edited | ### Godot version
4.1.dev (a7276f1ce0)
### System information
MacOS 13.3 M1 Pro
### Issue description
This issue was found by @don-tnowe while testing #76078
When nesting a Packed Array in an Array or a Dictionary and then updating one of the element of the Packed array, the packed Array will be recasted to an untyped Array.
### Steps to reproduce
1. export an Array or dictionary
2. create an item in your `Array`/`Dictionary` with a `PackedArray` setup
3. add an item to the `PackedArray` and modify it
4. refresh the `EditorProprety` of your `Array`/`Dict` by closing it and reopening it
5. see that now your `PackedArray` is an `Array`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/76113 | https://github.com/godotengine/godot/pull/76114 | c2edf14faf3abdaba9a82651f202dd102703f041 | df0ad7502d3d9a55197d7f20c220df82706129ba | "2023-04-16T02:36:39Z" | c++ | "2023-04-18T21:40:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,110 | ["servers/debugger/servers_debugger.cpp"] | Texture duplicated in Vram (Compatibility renderer) | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
OpenGL API 4.2 (Core Profile) Mesa 22.2.5 - Compatibility - Using Device: Intel - Mesa Intel(R) HD Graphics 2500 (IVB GT1)
### Issue description
Note the abnormal high RAM usage, I checked the _Video RAM_ tab and found this.

_Video mem_ in _Monitor tab_ is 0 so I check the RAM usage in htop and it seems correct.
However, when switch to foward+/moblie render, the issue disappear.

This time, _Video RAM_ tab is 0.
Vulkan API 1.3.224 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) HD Graphics 2500 (IVB GT1).
### Steps to reproduce
1. Display a Texture2D in a Sprite2D.
2. Switch to Compatibility render.
### Minimal reproduction project
[Compatibility renderer Vram bug.zip](https://github.com/godotengine/godot/files/11241010/Compatibility.renderer.Vram.bug.zip)
| https://github.com/godotengine/godot/issues/76110 | https://github.com/godotengine/godot/pull/75782 | 804297881550a9ff9440c6f026442fb102636b05 | f7308f45026f14e93ad3ca82dafb491950d14c64 | "2023-04-16T01:12:48Z" | c++ | "2023-04-17T12:27:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,094 | ["modules/gdscript/language_server/gdscript_extend_parser.cpp", "modules/gdscript/language_server/gdscript_workspace.cpp", "modules/gdscript/language_server/godot_lsp.h"] | [LSP] Cannot rename inner method variables | ### Godot version
4.0.2
### System information
Linux (Ubuntu 22.04), Vulkan, Radeon RX Vega 64 (eGPU)
### Issue description
It is not possible to use the rename feature available with the Godot LSP to rename inner method variables.
It works for class properties, though.
Relates to #65563, but this one is more specific.
https://user-images.githubusercontent.com/270928/232242064-4c1ecf8b-f158-49b0-b950-5bf16dc4104a.mp4
### Steps to reproduce
1. Open a project in Godot
2. Open that project in vscode with the `godot-tools` extension installed
3. Make sure that the LSP is connected
4. Rename a inner method variable using the F2 key
The inner method variable should be able to be renamed with the F2 rename.
### Minimal reproduction project
[lsp-rename.zip](https://github.com/godotengine/godot/files/11240176/lsp-rename.zip)
| https://github.com/godotengine/godot/issues/76094 | https://github.com/godotengine/godot/pull/76095 | 13544fb508454b5e37d815d6e7a00cd627d12e79 | d45c6fd5911a0026a43e0c908c30464718a6f014 | "2023-04-15T17:21:48Z" | c++ | "2023-04-24T14:44:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,083 | ["editor/plugins/script_editor_plugin.cpp"] | "Close documentation" does not appear in the context menu. | ### Godot version
v3.6.beta1.official [632a544c6]
### System information
w10 64
### Issue description
The "Close Documentation" option only appears in the "File" menu.
Does not appear in context menu:

It appears in the "File" menu:

### Steps to reproduce
...
### Minimal reproduction project
... | https://github.com/godotengine/godot/issues/76083 | https://github.com/godotengine/godot/pull/76210 | f8fdacae64c0646425d7c92f4f4fd6289d79cbbd | 8d68162976e4c80f4662e01007af4814404f2e8d | "2023-04-15T08:42:09Z" | c++ | "2023-04-18T16:15:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,071 | ["scene/main/viewport.cpp"] | Tooltips and PopupMenus can't be made transparent anymore (DisplayServer regression) | ### Godot version
4.0
### System information
Windows 10
### Issue description
If you modify a theme with ToolTipPanel and you modify the texture of the tooltip, some odd color is behind it.
I tried going through almost every theme node and tried to set the color or panel empty and nothing removes the background color.
I even set the tooltip panel, panel to none/empty and it still shows some black texture behind it.
IMO, if its not broke, dont fix it
when ran:

texture:

theme menu thingy:

### Steps to reproduce
1. Make a project
2. add a button
3. set the button tooltip text to anything
4. make a theme from the button
5. add tooltip panel to the theme
6. add panel style
7. set the panel style to styelboxtexture
8. add a texture
9. run the game
10. move your mouse over the button and wait for the tooltip to appear
it will show a color behind it. Very annoying.
### Minimal reproduction project
do what is shown in "Steps to reproduce" | https://github.com/godotengine/godot/issues/76071 | https://github.com/godotengine/godot/pull/81669 | e5ad3d4d58fff417a9306bd802d622402ba303c7 | dd3638d425eb8c93ff2142dff1b566475b34340f | "2023-04-14T22:43:41Z" | c++ | "2023-09-15T17:48:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,070 | ["editor/gui/scene_tree_editor.cpp", "editor/gui/scene_tree_editor.h", "editor/rename_dialog.cpp"] | Batch Rename try to update `NodePath` but fails which results in invalid `NodePath` error | ### Godot version
4.1.dev (a7276f1ce0)
### System information
MacOS 13.3 M1 Pro
### Issue description
when doing a Batch rename with two nodes being present in a `NodePath`. Batch Rename will try to update the `NodePath` but will fail which will results in this error
<img width="515" alt="Capture d’écran 2023-04-14 à 23 59 02" src="https://user-images.githubusercontent.com/66184050/232161972-57b49435-7707-4e41-bfed-613b073477b7.png">
### Steps to reproduce
1. Open the minimal reproduction project or follow the instruction below:
1. first reproduce the following tree (this is because of #76069) <img width="235" alt="Capture d’écran 2023-04-14 à 23 09 47" src="https://user-images.githubusercontent.com/66184050/232155382-da3f9e22-26fb-4e10-bdcb-07cb60c25ea1.png">
2. add a script to the root and export a `NodePath` variable
3. Set the exported variable to the `GrandChild` node
4. select all node except the root.
5. Batch rename `C` to `T` for example
6. Inspect the root node. You should have a broken `NodePath` and an error.
### Minimal reproduction project
[test1.zip](https://github.com/godotengine/godot/files/11237175/test1.zip) | https://github.com/godotengine/godot/issues/76070 | https://github.com/godotengine/godot/pull/76376 | 0b30785bca3255b9c5a9cbcc381b584209b5044b | 2c51ecac5a829f998c386bcfc7366761cf0c87ae | "2023-04-14T22:06:24Z" | c++ | "2023-06-15T08:39:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,059 | ["modules/gdscript/gdscript_parser.cpp", "modules/gdscript/tests/scripts/parser/errors/duplicate_icon.gd", "modules/gdscript/tests/scripts/parser/errors/duplicate_icon.out", "modules/gdscript/tests/scripts/parser/errors/duplicate_tool.gd", "modules/gdscript/tests/scripts/parser/errors/duplicate_tool.out"] | No error if a script has multiple `@tool` annotations at the top. | ### Godot version
4.0.2
### System information
All Systems
### Issue description
Title is explanatory enough.
```
@tool
@tool
extends Node
```
I expect an error or warning on line 2, because it doesn't do anything.
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/76059 | https://github.com/godotengine/godot/pull/76065 | db1302637023168f7becceb1c4ce13228e1b2a43 | a1d2396ab9f486a56a1669546d08759d45012181 | "2023-04-14T13:13:53Z" | c++ | "2023-04-20T16:07:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,054 | ["modules/gdscript/gdscript_parser.cpp"] | `Mismatch in extents tracking stack` spam with a hanging `const` keyword | ### Godot version
4.0.2.stable
### System information
Windows 10
### Issue description
Engine keeps spamming me this

### Steps to reproduce
No steps, issue happens from time to time absolutely randomly
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/76054 | https://github.com/godotengine/godot/pull/79301 | a55e714b561ffb963a4f15cbbf393f43f7a77c77 | 6c4f85a879cc0641ac23d58c33b311e9f35ef4b4 | "2023-04-14T10:23:12Z" | c++ | "2023-07-12T19:03:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,050 | ["doc/classes/PhysicsDirectBodyState2D.xml", "doc/classes/PhysicsDirectBodyState3D.xml", "servers/physics_3d/godot_body_pair_3d.cpp"] | PhysicsDirectBodyState2D: `get_contact_local_position` and `get_contact_collider_position` are inconsistent with 3D analogues | ### Godot version
4.0.2-stable
### System information
Ubuntu 22.04
### Issue description
The documentation of [PhysicsDirectBodyState2D's `get_contact_local_position`](https://docs.godotengine.org/en/latest/classes/class_physicsdirectbodystate2d.html#class-physicsdirectbodystate2d-method-get-contact-local-position) states
> Returns the local position of the contact point.
It actually returns a position on the body given in global coordinates.
The documentation of [`get_contact_collider_position`](https://docs.godotengine.org/en/latest/classes/class_physicsdirectbodystate2d.html#class-physicsdirectbodystate2d-method-get-contact-collider-position) is vague:
> Returns the contact position in the collider.
It returns a position on the colliding body, also given in global coordinates.
The recent PR https://github.com/godotengine/godot/pull/58880 fixed a bug in the 3D analogue of these methods, making them return an offset from each body's origin. I thought that was the intended implementation, but now the 2D and 3D methods are inconsistent.
Something should be done about this, either in 2D or in 3D. It is a bit awkward for a `_local_position` method to return a point in global coordinates, but on the other hand it has been this way in 2D ever since Godot was made open source.
### Steps to reproduce
1. Look at the positions of the bodies in the MRP below.
2. Run the MRP.
3. See global coordinates printed.
### Minimal reproduction project
[contact_position_2d.zip](https://github.com/godotengine/godot/files/11230801/contact_position_2d.zip)
| https://github.com/godotengine/godot/issues/76050 | https://github.com/godotengine/godot/pull/76088 | 081808be498d501bac042148e4b547b52fbe0e4e | 769d8a7bbe6f59a8a7cae0194b65bf078c9bb2b4 | "2023-04-14T09:03:23Z" | c++ | "2023-05-10T07:09:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,044 | ["servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp"] | Enabling SSR with a Canvas Sky creates ghosting on any element in the environment (but not on macOS) | ### Godot version
v4.0.2.stable.custom_build [285ca4637]
### System information
Windows 10, Forward+
### Issue description
Spent a few days working on macOS and in that time, re-did my skybox to use canvas layers, all was well. Returned to my windows machine to find ghost artifacts everywhere.
Isolated it to the SSR setting on the global world environment. Seems some combination of Canvas BG and SSR is the culprit.
Tested on a double precision custom build as well as 4.0 - 4.02 official builds.

### Steps to reproduce
Create a background CanvasLayer
Set world environment background to Canvas, ensure layer it set to include previous step
Add something to the scene (MeshInstance3D)
Add Camera
Move the camera
### Minimal reproduction project
[canvas-ghost.zip](https://github.com/godotengine/godot/files/11228426/canvas-ghost.zip)
| https://github.com/godotengine/godot/issues/76044 | https://github.com/godotengine/godot/pull/78624 | 0c1442f82a4fd5020ed621731e479a71e89b4cb3 | ea3aaeac05813d8ead8f5fb8b3ad704939d56465 | "2023-04-14T03:05:35Z" | c++ | "2023-07-08T16:16:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,041 | ["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/runtime/features/assign_operator.gd", "modules/gdscript/tests/scripts/runtime/features/assign_operator.out"] | Array += Array is broken | ### Godot version
4.1.dev (4dcf2c5431ea6894c268c384df0d81e7fd96c341)
### System information
Debian Linux, rendering N/A
### Issue description
I noticed the following strange behavior on master as of 4dcf2c5431ea6894c268c384df0d81e7fd96c341:
```
func _ready():
var list: Array = []
list = [1,2,3,4]
list += [1,2]
print(list) # should print: [1,2,3,4,1,2] prints: [1,2]
list += []
print(list) # should print: [1,2,3,4,1,2] prints: []
var list2: Array = [1,2,3]
list += list2
print(list) # should print: [1,2,...2,3] prints: [1,2,3]
```
It appears that `+=` overwrites the current data instead of appending.
FWIW, just writing `var list = []` doesn't trigger the problem. So it's likely something with type `Array`. `Array.append_array` doesn't suffer from the problem.
~~The problem is similar to #72948, however this involves not a typed array only the type Array, and I haven't seen an error. The data just disappears silently. But it might still be fixed by #73540. Haven't tested yet.~~
### Steps to reproduce
See issue description.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/76041 | https://github.com/godotengine/godot/pull/75885 | efb42c3101a12120fb85ea6b5a1c03192591b152 | 45cd5dcad39274da18440d6ea3c2121bec248eaa | "2023-04-13T20:57:48Z" | c++ | "2023-04-25T14:17:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,035 | ["scene/2d/camera_2d.cpp"] | Bottom Panel Plugin with SubViewport and Camera causes crash | ### Godot version
4.0-stable
### System information
Fedora Linux 37
### Issue description
When a plugin adds a bottom panel to the editor with `add_control_to_bottom_panel(control: Control, title: String)`, if the bottom panel scene contains a `SubViewport` with a `Camera2D`, the editor will crash with the following back trace:
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.stable.official (92bee43adba8d2401ef40e2480e53087bcb1eaf1)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib64/libc.so.6(+0x3cb20) [0x7f899af8fb20] (??:0)
[2] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x312ab03] (??:0)
[3] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x4568594] (??:0)
[4] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x2b594c9] (??:0)
[5] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x2b5b552] (??:0)
[6] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x2b5b701] (??:0)
[7] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x2b5b7eb] (??:0)
[8] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x2b2aa46] (??:0)
[9] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x128ca03] (??:0)
[10] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x118b77f] (??:0)
[11] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x458c73b] (??:0)
[12] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x43c69a4] (??:0)
[13] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x4b84d75] (??:0)
[14] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x45dac77] (??:0)
[15] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0x2bd1cc8] (??:0)
[16] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0xebffb6] (??:0)
[17] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0xe027f3] (??:0)
[18] /lib64/libc.so.6(+0x27510) [0x7f899af7a510] (??:0)
[19] /lib64/libc.so.6(__libc_start_main+0x89) [0x7f899af7a5c9] (??:0)
[20] /home/max/godot/Godot_v4.0-stable_linux.x86_64() [0xe2286e] (??:0)
-- END OF BACKTRACE --
================================================================
```
The only time I have found this error to not occur is if you enable said plugin when the bottom panel scene is already open in the editor
### Steps to reproduce
1. Create a new plugin
3. Create a new scene with a control node root
4. Add a `SubViewport` as a child of the scene
5. Add a `Camera2D` as a child of the `SubViewport`
6. Use `add_control_to_bottom_panel` in the plugin script to add said scene to the bottom panel
7. Have said plugin enabled when said scene is not loaded in the editor
To trigger the crash in the minimal reproduction project, make sure the `bottom_panel_example.tscn` scene is closed then go to Project -> Project Settings -> Plugins and click enable next to `example_plugin`
### Minimal reproduction project
[MinimalReproductionProject.zip](https://github.com/godotengine/godot/files/11224815/MinimalReproductionProject.zip)
| https://github.com/godotengine/godot/issues/76035 | https://github.com/godotengine/godot/pull/79645 | 18437819186efd7e785100a2741d0a7667fdf2ca | 7a313318b289fe499f1beadc79d8817f1aabb0eb | "2023-04-13T17:27:46Z" | c++ | "2023-07-21T15:54:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,028 | ["core/variant/variant.cpp"] | Unbinding an argument on signal callback incorrectly throws argument count error | ### Godot version
4.0.2-stable
### System information
Windows 11
### Issue description
When connecting a signal to a method and unbinding arguments from that method, an error is incorrectly thrown showing a miscount of arguments expected.
Example connect code:
`$Emitter.connect("action", action.unbind(1))`
Error thrown:
```
E 0:00:01:0133 Emitter.gd:6 @ _ready(): Error calling from signal 'action' to callable: 'Node(Receiver.gd)::action': Method expected 0 arguments, but called with 0.
<C++ Source> core/object/object.cpp:1058 @ emit_signalp()
<Stack Trace> Emitter.gd:6 @ _ready()
```
### Steps to reproduce
- Download the minimal reproduction project
- Run the project. The error will be shown immediately.
### Minimal reproduction project
[godot-signal-bug.zip](https://github.com/godotengine/godot/files/11222597/godot-signal-bug.zip)
| https://github.com/godotengine/godot/issues/76028 | https://github.com/godotengine/godot/pull/76259 | f6bb71fc77fa6cbb0ec870b3e75399027c9a9556 | e83d3060a8efa1465d3498f09347c26cc07a03a7 | "2023-04-13T13:26:23Z" | c++ | "2023-04-20T10:43:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,013 | ["core/io/image.cpp", "doc/classes/Image.xml"] | [C#] Image.CompressMode lacks Astc | ### Godot version
Godot_v4.0.2-stable_mono_win64
### System information
Windows 11 22H2
### Issue description
enum CompressMode in C# glue lacks the Astc option

### Steps to reproduce
1. Download godot mono version.
2. use some IDE to see the C# glue source code, search `CompressMode` and jump to that class.
3. see the lackage of Astc option.
### Minimal reproduction project
N/A
### Workaround
use `Image.CompressMode.Bptc + 1` instead of the non-existing `Image.CompressMode.Astc` | https://github.com/godotengine/godot/issues/76013 | https://github.com/godotengine/godot/pull/76014 | 467b3e524abbc1fb60aaac3df2c23ffd21fcaec7 | 68b8156fe3075e0e45b070d26fce2a0baae6f293 | "2023-04-13T07:17:52Z" | c++ | "2023-04-13T07:57:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 76,006 | ["drivers/gles3/storage/texture_storage.cpp"] | Can't filter ViewportTexture in GLES3 renderer | ### Godot version
4.0.2
### System information
Windows 11, GLES3, nVidia RTX 3070, driver 528.49
### Issue description
When drawing a viewport in Compatibility (GLES3) mode, the filter mode for the CanvasItem doing the drawing is ignored and nearest is always used. This is true regardless of using SubViewportContainer or TextureRect to perform the drawing.
From https://github.com/godotengine/godot-proposals/issues/1467, the culprit appears to be here:
https://github.com/godotengine/godot/blob/677b63d7656fd0f11e224e0858fcf9479486595d/drivers/gles3/rasterizer_gles3.cpp#L302
### Steps to reproduce
- Open the minimal reproduction project.
- Run the project with Compatibility renderer.
- Viewport texture is not filtered even though it's explicitly set to use Linear.
- Set renderer to Forward+ or Mobile.
- Run the project.
- Viewport texture is filtered.
### Minimal reproduction project
[ViewportTextureFilterBug.zip](https://github.com/godotengine/godot/files/11216987/ViewportTextureFilterBug.zip)
| https://github.com/godotengine/godot/issues/76006 | https://github.com/godotengine/godot/pull/78285 | c6d9139f165727a9effc6d270e3af9d942075b3f | 1710a7d30313728e90ea35243b0230e411e17483 | "2023-04-13T00:16:40Z" | c++ | "2023-06-16T08:22:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,989 | ["editor/editor_themes.cpp", "editor/plugins/texture_region_editor_plugin.cpp", "editor/plugins/texture_region_editor_plugin.h", "scene/resources/atlas_texture.cpp"] | Region Editor shows wrong texture when using Canvas Texture | ### Godot version
v4.0.1.stable.official [cacf49999]
### System information
Windows 10
### Issue description
If you use Sprite2D with a regular CompressedTexture and set a Region on it, then use a Sprite2D with a CanvasTexture and a different texture in the diffuse, and try to set a Region, the Region Editor display will show the texture from the first sprite2D node. I would expect it to show the diffuse texture from the current Sprite2D.


### Steps to reproduce
Make a sprite2D node
add a texture to it
set Region to Enabled
click Edit Region under 'Region'
set any region
Make another sprite2D node
add a CanvasTexture to it
add a different texture to the Diffuse part
set Region to Enabled
click Edit Region under 'Region'
see wrong texture
### Minimal reproduction project
[RegionEditorBug.zip](https://github.com/godotengine/godot/files/11212626/RegionEditorBug.zip)
| https://github.com/godotengine/godot/issues/75989 | https://github.com/godotengine/godot/pull/80435 | 2c0a74a14938e053fc44e32b7fc134513c6f3bb5 | 33a3e12fe1a0060197c77ba9531ebe5528543356 | "2023-04-12T14:44:27Z" | c++ | "2023-08-28T10:04:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,982 | ["editor/editor_properties_array_dict.cpp"] | Node arrays appear as Object arrays in the inspector | ### Godot version
4.1 cd03028
### System information
Windows 10 x64
### Issue description

Exported node arrays display Object instead of the node type. This does not happen with Resources.
### Steps to reproduce
1.
```GDScript
@export var nodes: Array[Node2D]
```
2. Check the inspector
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75982 | https://github.com/godotengine/godot/pull/76530 | a1a102299a044c310784e340ebb1f4e6cb7bc975 | c90654b565474eec6fd8fa26d06348402c873254 | "2023-04-12T12:50:16Z" | c++ | "2023-05-12T10:46:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,981 | ["editor/editor_properties.cpp", "editor/editor_properties.h", "editor/editor_properties_array_dict.cpp", "scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"] | NodePaths display incorrectly in the inspector arrays | ### Godot version
4.0.2
### System information
Windows 10 x64
### Issue description

Both paths point to the same node, but the second one appears as if the node wasn't found. I assume this is because the NodePaths in array don't have the scene's node as "parent", so the path can't be resolved properly.
### Steps to reproduce
1.
```GDScript
@export var np1: NodePath
@export var np2: Array[NodePath]
```
2. Assign the same node
3. Compare the results
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75981 | https://github.com/godotengine/godot/pull/76389 | 3dd0307f3fd8efd45057b62dfa14b45e6db0ce49 | f77dee90a64a2d3ed3ba6b2111f3dc26f6872891 | "2023-04-12T12:42:04Z" | c++ | "2023-05-31T22:40:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,969 | ["modules/gltf/gltf_document.cpp"] | Animation from GLB file not playing properly | ### Godot version
v4.0.1.stable.official [cacf49999]
### System information
macOS M1 ARM
### Issue description
A GLB file with a single animation (which was created in Houdini) imports without warnings in Godot. The mesh and material loads properly and the presence of the animation is detected, but trying to play the animation results in no movement.
### Steps to reproduce
1. Open attached Godot project
2. Open `repro.tscn` in the editor.
3. Select the `AnimationPlayer` node and open the `Animation` tab along the bottom.
4. Play the animation.
Expected result:
The cube explodes into a number of pieces. To see the expected behavior, try an online gltf viewer like [this one](https://playcanvas.com/viewer) or [this one](https://gltf-viewer.donmccurdy.com/). Note in particular that this GLB file passes the [Khronos GLTF validator](https://github.khronos.org/glTF-Validator/)
_Note: the GLB file does not load at all in Blender, an issue I am still investigating._
Actual result:
Godot seems to think that the animation is 1 frame long (it is actually 24 frames long). As no actual movement occurs in the first frame of the animation in the file, nothing happens.
### Minimal reproduction project
[glb_animation_test.zip](https://github.com/godotengine/godot/files/11207194/glb_animation_test.zip)
| https://github.com/godotengine/godot/issues/75969 | https://github.com/godotengine/godot/pull/75990 | 87b8eea9f6c516b4a362f8b80095e3a037ade225 | a19db2b03725cc5b794d46f57d30c1d401d94cff | "2023-04-12T04:42:42Z" | c++ | "2023-04-13T07:54:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,946 | ["doc/classes/TextServer.xml", "modules/text_server_adv/text_server_adv.cpp", "modules/text_server_fb/text_server_fb.cpp", "scene/gui/line_edit.cpp", "scene/gui/rich_text_label.cpp", "scene/gui/text_edit.cpp", "servers/text_server.cpp", "servers/text_server.h"] | TextServer shaped_text_get_carets returns incorrect l_caret at image texture char location | ### Godot version
4.0.x
### System information
MacOS, Windows, X11
### Issue description
`TextServer::shaped_text_get_carets()` incorrectly returns a default `Rect()` (0, 0, 0, 0) for `l_caret` at the char location of an image texture within a line RID.
It correctly returns the `t_caret` CaretInfo.
With the current master `RichTextLabel`, the bug is not visible because the background selection is not invoking `TS->shaped_text_get_carets()`.
Any enhancement to RTL to add cursor functionality will uncover this bug as shown below. The pink cursor is being drawn at `l_caret` and jumps to char `0` when the cursor is at the image char location. The underlying char index is correct because the bg selection is not disturbed by the caret Rect(). Also, the typing was entered when the cursor was at the image location.
https://user-images.githubusercontent.com/33969780/231232632-09fa96a4-ffc5-4ff0-ae57-abfbb3ab6786.mov
Here is the same thing with a workaround that substitues the next char's `l_caret` when the char index is not `0` and `l_caret` == `Rect()`:
https://user-images.githubusercontent.com/33969780/231233535-2e96b60f-e695-44a4-aff5-de29461255ec.mov
### Steps to reproduce
If the following line is called with the char set to the char location of an image texture, it will return `Rect(0, 0, 0, 0)` for the `l_caret` value.
This can be tested in `RichTextLabel::_draw_line()`
CaretInfo ts_caret = TS->shaped_text_get_carets(line_range_rid, char);
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75946 | https://github.com/godotengine/godot/pull/75974 | 412721d51a61be62ad4fdb6fd0bb60e710cbc8eb | 15316416ab011671611372e103d3a006b36e8368 | "2023-04-11T16:53:00Z" | c++ | "2023-04-12T11:28:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,929 | ["scene/gui/tree.cpp"] | TreeItem scroll doesn't properly follow selected item when there is hidden items. | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
Windows 10
### Issue description
The vertical scroll bar should follow the selected item as we select another. This works fine unless some items have been hidden, which the scroll bar seems to ignore, leading to undesirable results.
### Steps to reproduce
Steps to reproduce with the Minimal reproduction project:
Launch the project. Write "za" in the LineEdit at the top. Unfold some items in order to have a Vertical ScrollBar. Go to the bottom and select one item. Then use the keyboard to go up. At some point, the selected item will be no longer on sight.
https://user-images.githubusercontent.com/27439119/231142108-8cccef01-8360-4b17-baba-9311b0dcbcd8.mp4
### Minimal reproduction project
[filtered_tree2.zip](https://github.com/godotengine/godot/files/11199543/filtered_tree2.zip)
| https://github.com/godotengine/godot/issues/75929 | https://github.com/godotengine/godot/pull/75977 | fb3e4e7967f9b75b48438fb47d86f03355cc9028 | cd03028915295e67d72cd91dbd46eafb207f92d1 | "2023-04-11T11:07:51Z" | c++ | "2023-04-12T11:28:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,915 | ["scene/3d/skeleton_3d.cpp", "scene/3d/skeleton_3d.h"] | Skeleton3D find_bone() is too slow | ### Godot version
c3ed7af
### System information
Windows 10
### Issue description
The Skeleton.find_bone() function is too slow with complex skeletons that have many bones.
While this was always the issue with find_bone() even far back as in Godot 3 the issue with its slowness is now amplified due to other more recent changes to skeletons and the asset import.
E.g. in Godot 4 the asset importer adds extra bones for each bone attachment. You end up with a lot more bones than usual to search. If you have 100 meshes all parented to the same bone in e.g. Blender you end up with 100 extra bones in Godot.
Godot 3 did not add extra bones for each bone attachment but this was apparently changed to solve other bugs with index shuffling like https://github.com/godotengine/godot/issues/64512 and https://github.com/godotengine/godot/issues/61641.
The old workaround of using the bone index instead of the name to do e.g. runtime skeleton mods does not work well now that the bone index are shuffled still with every changed attachment that adds new bones. The current situation requires to use a custom cache for bone name to bone index instead of using the slow Skeleton find_bone() function.
The solution could possibly be to use an internal HashMap for bone_name_to_bone_index instead of the current find_bone() loop that goes over the entire bone array everytime.
### Steps to reproduce
```gdscript
func _ready() -> void:
var skeleton : Skeleton3D = Skeleton3D.new()
var bone_names : Array = []
for i in 500:
var bone_name : String = "bone_%s" % str(i)
bone_names.push_back(bone_name)
skeleton.add_bone(bone_names[i])
var bone_map : Dictionary = {}
for bone_name in bone_names:
var bone_index : int = skeleton.find_bone(bone_name)
bone_map[bone_name] = bone_index
var time : int = 0
var time_total : int = 0
time = Time.get_ticks_usec()
for bone_name in bone_names:
var bone_index : int = skeleton.find_bone(bone_name)
time_total = Time.get_ticks_usec() - time
print("Time find_bone(): %s" % time_total)
time = Time.get_ticks_usec()
for bone_name in bone_names:
var bone_index : int = bone_map[bone_name]
time_total = Time.get_ticks_usec() - time
print("Time Dictionary: %s" % time_total)
# E.g. result:
# Time find_bone(): 5907
# Time Dictionary: 201
```
### Minimal reproduction project
see steps | https://github.com/godotengine/godot/issues/75915 | https://github.com/godotengine/godot/pull/77307 | 8f9e0672fb015b11d8b03a35e077f16e60308042 | 4e9e5e85b608f23b5b88c8fa1c0f08678acdc0fe | "2023-04-10T23:58:54Z" | c++ | "2023-05-23T17:14:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,902 | ["editor/editor_log.cpp", "modules/text_server_adv/text_server_adv.cpp", "modules/text_server_adv/text_server_adv.h", "scene/gui/rich_text_label.cpp", "scene/gui/rich_text_label.h"] | one-liner Godot crash when printing odd characters on MacOS | <details>
<summary>Previous issue</summary>
### Godot version
v4.0.1.stable.official [cacf49999]
### System information
MacOS Ventura 13.2.1
### Issue description
Using `String.get_string_from_ascii` on specific string makes Godot crash.
Well, I'm not sure on which function makes Godot crash, my is that it's either `get_string_from_ascii` or `print`.
### Steps to reproduce
```gdscript
func _ready() -> void:
print("simon".sha1_buffer().get_string_from_ascii())
```
### Minimal reproduction project
[very-very-minimal-example.zip](https://github.com/godotengine/godot/files/11192251/very-very-minimal-example.zip)
</details>
### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
MacOS Ventura 13.2.1
### Issue description
Printing odd characters on MacOS makes Godot crash. It doesn't seem to occur on Windows.
### Steps to reproduce
```gdscript
func _ready() -> void:
print("\u001e A")
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75902 | https://github.com/godotengine/godot/pull/75975 | 15316416ab011671611372e103d3a006b36e8368 | fb3e4e7967f9b75b48438fb47d86f03355cc9028 | "2023-04-10T16:59:37Z" | c++ | "2023-04-12T11:28:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,897 | ["scene/gui/color_picker.cpp"] | Color pick Hex code field too small | ### Godot version
4.0.2
### System information
Windows 11
### Issue description
The field for entering a hex value in the color picker is only large enough to show three characters.

### Steps to reproduce
Open the color picker and enter a 6-character hex code.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75897 | https://github.com/godotengine/godot/pull/75905 | f7f7250c0dabc6b4439d4fcd359217b57ae41c26 | cbf7412e387fc39cb868103af76801f166cbfe50 | "2023-04-10T15:57:47Z" | c++ | "2023-04-11T17:40:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,896 | ["drivers/gles3/storage/material_storage.cpp", "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp"] | NODE_POSITION_VIEW shader built-ins does not work correctly | ### Godot version
v4.0.2.stable.official
### System information
Windows 10
### Issue description
Shader built-in NODE_POSITION_VIEW should show the coordinates of the node in the local space of the camera, but if the node has some rotation, it does not work correctly.
In the following video, you can see that when a node is rotated, its position relative to the camera does not change, but the NODE_POSITION_VIEW value (which is passed to ALBEDO) reacts to the rotation, and this is a bug.
https://user-images.githubusercontent.com/130088064/230925447-66b6b5a2-b248-4f42-a81b-d2aad12987b0.mp4
This bug occurs both when using Forward+ and when using mobile rendering.
### Steps to reproduce
1) Create MeshInstance3D and set some mesh
2) Add shader material
3) Create a new shader
4) Set value from NODE_POSITION_VIEW as ALBEDO
5) Rotate the MeshInstance3D node
6) You can see how mesh changes in color, but it shouldn't because its position relative to the camera doesn't change
### Minimal reproduction project
[NodePositionViewBug.zip](https://github.com/godotengine/godot/files/11191396/NodePositionViewBug.zip)
| https://github.com/godotengine/godot/issues/75896 | https://github.com/godotengine/godot/pull/76109 | d481fca9865cbfa3c75ad6960940af207f30c6f6 | 39d85308fdc7c44b25b4d8f57a958cafefdfe323 | "2023-04-10T15:34:22Z" | c++ | "2023-05-05T12:35:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,893 | ["core/input/input.cpp"] | Android [split_config.arm64_v8a.apk!libc++_shared.so] std::__ndk1::recursive_mutex::lock() ANR | ### Godot version
3.6.1.beta
### System information
Android, GLES2
### Issue description
Multiple ANRs.
```
"main" tid=1 Native
#00 pc 0x000000000001ed2c /system/lib64/libc.so (syscall+28)
#01 pc 0x000000000002202c /system/lib64/libc.so (__futex_wait_ex(void volatile*, bool, int, bool, timespec const*)+140)
#02 pc 0x00000000000840f0 /system/lib64/libc.so (NonPI::MutexLockWithTimeout(pthread_mutex_internal_t*, bool, timespec const*)+632)
#03 pc 0x00000000000c2d30 /data/app/com.mygame-8MPfiTRLHD8Ji_TFwFmX5g==/split_config.arm64_v8a.apk (std::__ndk1::recursive_mutex::lock()+12)
at org.godotengine.godot.GodotLib.touch (Native method)
at org.godotengine.godot.input.GodotInputHandler.onTouchEvent (GodotInputHandler.java:175)
at org.godotengine.godot.GodotView.onTouchEvent (GodotView.java:108)
at android.view.View.dispatchTouchEvent (View.java:12555)
at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3083)
at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2741)
at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3083)
at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2741)
at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3083)
at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2741)
at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3083)
at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2741)
at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3083)
at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2741)
at com.android.internal.policy.DecorView.superDispatchTouchEvent (DecorView.java:474)
at com.android.internal.policy.PhoneWindow.superDispatchTouchEvent (PhoneWindow.java:1830)
at android.app.Activity.dispatchTouchEvent (Activity.java:3400)
at com.android.internal.policy.DecorView.dispatchTouchEvent (DecorView.java:432)
at android.view.View.dispatchPointerEvent (View.java:12799)
at android.view.ViewRootImpl$ViewPostImeInputStage.processPointerEvent (ViewRootImpl.java:5314)
at android.view.ViewRootImpl$ViewPostImeInputStage.onProcess (ViewRootImpl.java:5108)
at android.view.ViewRootImpl$InputStage.deliver (ViewRootImpl.java:4621)
at android.view.ViewRootImpl$InputStage.onDeliverToNext (ViewRootImpl.java:4674)
at android.view.ViewRootImpl$InputStage.forward (ViewRootImpl.java:4640)
at android.view.ViewRootImpl$AsyncInputStage.forward (ViewRootImpl.java:4780)
at android.view.ViewRootImpl$InputStage.apply (ViewRootImpl.java:4648)
at android.view.ViewRootImpl$AsyncInputStage.apply (ViewRootImpl.java:4837)
at android.view.ViewRootImpl$InputStage.deliver (ViewRootImpl.java:4621)
at android.view.ViewRootImpl$InputStage.onDeliverToNext (ViewRootImpl.java:4674)
at android.view.ViewRootImpl$InputStage.forward (ViewRootImpl.java:4640)
at android.view.ViewRootImpl$InputStage.apply (ViewRootImpl.java:4648)
at android.view.ViewRootImpl$InputStage.deliver (ViewRootImpl.java:4621)
at android.view.ViewRootImpl.deliverInputEvent (ViewRootImpl.java:7394)
at android.view.ViewRootImpl.doProcessInputEvents (ViewRootImpl.java:7346)
at android.view.ViewRootImpl.enqueueInputEvent (ViewRootImpl.java:7297)
at android.view.ViewRootImpl$WindowInputEventReceiver.onInputEvent (ViewRootImpl.java:7551)
at android.view.InputEventReceiver.dispatchInputEvent (InputEventReceiver.java:186)
at android.os.MessageQueue.nativePollOnce (Native method)
at android.os.MessageQueue.next (MessageQueue.java:327)
at android.os.Looper.loop (Looper.java:196)
at android.app.ActivityThread.main (ActivityThread.java:6760)
at java.lang.reflect.Method.invoke (Native method)
at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:493)
at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:911)
"Signal Catcher" tid=3 Runnable
#00 pc 0x00000000003c7ac4 /system/lib64/libart.so (art::DumpNativeStack(std::__1::basic_ostream<char, std::__1::char_traits<char>>&, int, BacktraceMap*, char const*, art::ArtMethod*, void*, bool)+220)
#01 pc 0x0000000000496520 /system/lib64/libart.so (art::Thread::DumpStack(std::__1::basic_ostream<char, std::__1::char_traits<char>>&, bool, BacktraceMap*, bool) const+352)
#02 pc 0x00000000004b0564 /system/lib64/libart.so (art::DumpCheckpoint::Run(art::Thread*)+996)
#03 pc 0x00000000004a9208 /system/lib64/libart.so (art::ThreadList::RunCheckpoint(art::Closure*, art::Closure*)+488)
#04 pc 0x00000000004a864c /system/lib64/libart.so (art::ThreadList::Dump(std::__1::basic_ostream<char, std::__1::char_traits<char>>&, bool)+1036)
#05 pc 0x00000000004a8154 /system/lib64/libart.so (art::ThreadList::DumpForSigQuit(std::__1::basic_ostream<char, std::__1::char_traits<char>>&)+884)
#06 pc 0x0000000000478004 /system/lib64/libart.so (art::Runtime::DumpForSigQuit(std::__1::basic_ostream<char, std::__1::char_traits<char>>&)+188)
#07 pc 0x0000000000483ecc /system/lib64/libart.so (art::SignalCatcher::HandleSigQuit()+1372)
#08 pc 0x0000000000482bc0 /system/lib64/libart.so (art::SignalCatcher::Run(void*)+256)
#09 pc 0x0000000000083134 /system/lib64/libc.so (__pthread_start(void*)+36)
#10 pc 0x00000000000233bc /system/lib64/libc.so (__start_thread+68)
"Jit thread pool worker thread 0" tid=2 Native
#00 pc 0x000000000001ed2c /system/lib64/libc.so (syscall+28)
#01 pc 0x00000000000d7424 /system/lib64/libart.so (art::ConditionVariable::WaitHoldingLocks(art::Thread*)+148)
#02 pc 0x00000000004b1ddc /system/lib64/libart.so (art::ThreadPool::GetTask(art::Thread*)+260)
#03 pc 0x00000000004b1334 /system/lib64/libart.so (art::ThreadPoolWorker::Run()+124)
#04 pc 0x00000000004b0de4 /system/lib64/libart.so (art::ThreadPoolWorker::Callback(void*)+148)
#05 pc 0x0000000000083134 /system/lib64/libc.so (__pthread_start(void*)+36)
#06 pc 0x00000000000233bc /system/lib64/libc.so (__start_thread+68)
"ReferenceQueueDaemon" tid=4 Waiting
at java.lang.Object.wait (Native method)
at java.lang.Daemons$ReferenceQueueDaemon.runInternal (Daemons.java:178)
at java.lang.Daemons$Daemon.run (Daemons.java:103)
at java.lang.Thread.run (Thread.java:764)
"FinalizerDaemon" tid=5 Waiting
at java.lang.Object.wait (Native method)
at java.lang.Object.wait (Object.java:422)
at java.lang.ref.ReferenceQueue.remove (ReferenceQueue.java:188)
at java.lang.ref.ReferenceQueue.remove (ReferenceQueue.java:209)
at java.lang.Daemons$FinalizerDaemon.runInternal (Daemons.java:232)
at java.lang.Daemons$Daemon.run (Daemons.java:103)
at java.lang.Thread.run (Thread.java:764)
"FinalizerWatchdogDaemon" tid=6 Waiting
at java.lang.Object.wait (Native method)
at java.lang.Daemons$FinalizerWatchdogDaemon.sleepUntilNeeded (Daemons.java:297)
at java.lang.Daemons$FinalizerWatchdogDaemon.runInternal (Daemons.java:277)
at java.lang.Daemons$Daemon.run (Daemons.java:103)
at java.lang.Thread.run (Thread.java:764)
"HeapTaskDaemon" tid=7 Waiting
#00 pc 0x000000000001ed2c /system/lib64/libc.so (syscall+28)
#01 pc 0x00000000000d7424 /system/lib64/libart.so (art::ConditionVariable::WaitHoldingLocks(art::Thread*)+148)
#02 pc 0x000000000022f7d8 /system/lib64/libart.so (art::gc::TaskProcessor::GetTask(art::Thread*)+504)
#03 pc 0x0000000000230050 /system/lib64/libart.so (art::gc::TaskProcessor::RunAllTasks(art::Thread*)+96)
at dalvik.system.VMRuntime.runHeapTasks (Native method)
at java.lang.Daemons$HeapTaskDaemon.runInternal (Daemons.java:475)
at java.lang.Daemons$Daemon.run (Daemons.java:103)
at java.lang.Thread.run (Thread.java:764)
"Binder:18496_1" tid=8 Native
#00 pc 0x000000000006f6ec /system/lib64/libc.so (__ioctl+4)
#01 pc 0x0000000000029168 /system/lib64/libc.so (ioctl+136)
#02 pc 0x000000000005a844 /system/lib64/libbinder.so (android::IPCThreadState::talkWithDriver(bool)+260)
#03 pc 0x000000000005aa20 /system/lib64/libbinder.so (android::IPCThreadState::getAndExecuteCommand()+24)
#04 pc 0x000000000005b174 /system/lib64/libbinder.so (android::IPCThreadState::joinThreadPool(bool)+60)
#05 pc 0x000000000007bc4c /system/lib64/libbinder.so (android::PoolThread::threadLoop()+28)
#06 pc 0x000000000000fc08 /system/lib64/libutils.so (android::Thread::_threadLoop(void*)+280)
#07 pc 0x00000000000b6634 /system/lib64/libandroid_runtime.so (android::AndroidRuntime::javaThreadShell(void*)+140)
#08 pc 0x0000000000083134 /system/lib64/libc.so (__pthread_start(void*)+36)
#09 pc 0x00000000000233bc /system/lib64/libc.so (__start_thread+68)
"Binder:18496_2" tid=9 Native
#00 pc 0x000000000006f6ec /system/lib64/libc.so (__ioctl+4)
#01 pc 0x0000000000029168 /system/lib64/libc.so (ioctl+136)
#02 pc 0x000000000005a844 /system/lib64/libbinder.so (android::IPCThreadState::talkWithDriver(bool)+260)
#03 pc 0x000000000005aa20 /system/lib64/libbinder.so (android::IPCThreadState::getAndExecuteCommand()+24)
#04 pc 0x000000000005b174 /system/lib64/libbinder.so (android::IPCThreadState::joinThreadPool(bool)+60)
#05 pc 0x000000000007bc4c /system/lib64/libbinder.so (android::PoolThread::threadLoop()+28)
#06 pc 0x000000000000fc08 /system/lib64/libutils.so (android::Thread::_threadLoop(void*)+280)
#07 pc 0x00000000000b6634 /system/lib64/libandroid_runtime.so (android::AndroidRuntime::javaThreadShell(void*)+140)
#08 pc 0x0000000000083134 /system/lib64/libc.so (__pthread_start(void*)+36)
#09 pc 0x00000000000233bc /system/lib64/libc.so (__start_thread+68)
"Profile Saver" tid=10 Native
#00 pc 0x000000000001ed2c /system/lib64/libc.so (syscall+28)
#01 pc 0x00000000000d7424 /system/lib64/libart.so (art::ConditionVariable::WaitHoldingLocks(art::Thread*)+148)
#02 pc 0x00000000003261a0 /system/lib64/libart.so (art::ProfileSaver::Run()+384)
#03 pc 0x00000000003295ac /system/lib64/libart.so (art::ProfileSaver::RunProfileSaverThread(void*)+92)
#04 pc 0x0000000000083134 /system/lib64/libc.so (__pthread_start(void*)+36)
#05 pc 0x00000000000233bc /system/lib64/libc.so (__start_thread+68)
"ScionFrontendApi" tid=12 Timed Waiting
at java.lang.Object.wait (Native method)
at java.lang.Thread.parkFor$ (Thread.java:2137)
at sun.misc.Unsafe.park (Unsafe.java:358)
at java.util.concurrent.locks.LockSupport.parkNanos (LockSupport.java:230)
at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.awaitNanos (AbstractQueuedSynchronizer.java:2101)
at java.util.concurrent.LinkedBlockingQueue.poll (LinkedBlockingQueue.java:467)
at java.util.concurrent.ThreadPoolExecutor.getTask (ThreadPoolExecutor.java:1091)
at java.util.concurrent.ThreadPoolExecutor.runWorker (ThreadPoolExecutor.java:1152)
at java.util.concurrent.ThreadPoolExecutor$Worker.run (ThreadPoolExecutor.java:641)
at java.lang.Thread.run (Thread.java:764)
"GmsDynamite" tid=14 Waiting
at java.lang.Object.wait (Native method)
at com.google.android.gms.dynamite.zza.run (com.google.android.gms:play-services-basement@@18.1.0:2)
"WM.task-1" tid=15 Waiting
at java.lang.Object.wait (Native method)
at java.lang.Thread.parkFor$ (Thread.java:2137)
at sun.misc.Unsafe.park (Unsafe.java:358)
at java.util.concurrent.locks.LockSupport.park (LockSupport.java:190)
at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await (AbstractQueuedSynchronizer.java:2059)
at java.util.concurrent.LinkedBlockingQueue.take (LinkedBlockingQueue.java:442)
at java.util.concurrent.ThreadPoolExecutor.getTask (ThreadPoolExecutor.java:1092)
at java.util.concurrent.ThreadPoolExecutor.runWorker (ThreadPoolExecutor.java:1152)
at java.util.concurrent.ThreadPoolExecutor$Worker.run (ThreadPoolExecutor.java:641)
at java.lang.Thread.run (Thread.java:764)
"WM.task-2" tid=16 Waiting
at java.lang.Object.wait (Native method)
at java.lang.Thread.parkFor$ (Thread.java:2137)
at sun.misc.Unsafe.park (Unsafe.java:358)
at java.util.concurrent.locks.LockSupport.park (LockSupport.java:190)
at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await (AbstractQueuedSynchronizer.java:2059)
at java.util.concurrent.LinkedBlockingQueue.take (LinkedBlockingQueue.java:442)
at java.util.concurrent.ThreadPoolExecutor.getTask (ThreadPoolExecutor.java:1092)
at java.util.concurrent.ThreadPoolExecutor.runWorker (ThreadPoolExecutor.java:1152)
at java.util.concurrent.ThreadPoolExecutor$Worker.run (ThreadPoolExecutor.java:641)
at java.lang.Thread.run (Thread.java:764)
"GoogleApiHandler" tid=17 Native
#00 pc 0x000000000006f600 /system/lib64/libc.so (__epoll_pwait+8)
#01 pc 0x0000000000014248 /system/lib64/libutils.so (android::Looper::pollInner(int)+144)
#02 pc 0x0000000000014114 /system/lib64/libutils.so (android::Looper::pollOnce(int, int*, int*, void**)+60)
#03 pc 0x00000000001231e4 /system/lib64/libandroid_runtime.so (android::android_os_MessageQueue_nativePollOnce(_JNIEnv*, _jobject*, long, int)+44)
at android.os.MessageQueue.nativePollOnce (Native method)
at android.os.MessageQueue.next (MessageQueue.java:327)
at android.os.Looper.loop (Looper.java:196)
at android.os.HandlerThread.run (HandlerThread.java:65)
"magnifier pixel copy result handler" tid=18 Native
#00 pc 0x000000000006f600 /system/lib64/libc.so (__epoll_pwait+8)
#01 pc 0x0000000000014248 /system/lib64/libutils.so (android::Looper::pollInner(int)+144)
#02 pc 0x0000000000014114 /system/lib64/libutils.so (android::Looper::pollOnce(int, int*, int*, void**)+60)
#03 pc 0x00000000001231e4 /system/lib64/libandroid_runtime.so (android::android_os_MessageQueue_nativePollOnce(_JNIEnv*, _jobject*, long, int)+44)
at android.os.MessageQueue.nativePollOnce (Native method)
at android.os.MessageQueue.next (MessageQueue.java:327)
at android.os.Looper.loop (Looper.java:196)
at android.os.HandlerThread.run (HandlerThread.java:65)
"GLThread 1442" tid=19 Native
#00 pc 0x0000000000070124 /system/lib64/libc.so (read+4)
#01 pc 0x000000000007b55c /system/lib64/libc.so (__sread+44)
#02 pc 0x000000000007b4bc /system/lib64/libc.so (__srefill+268)
#03 pc 0x000000000007f1f8 /system/lib64/libc.so (fread_unlocked+200)
#04 pc 0x000000000007f0e8 /system/lib64/libc.so (fread+72)
#05 pc 0x0000000000037dd4 /system/lib64/libc.so (android_getaddrinfofornetcontext+2388)
#06 pc 0x0000000000037458 /system/lib64/libc.so (android_getaddrinfofornet+56)
#07 pc 0x000000000002acd8 /system/lib64/libjavacore.so (Linux_android_getaddrinfo(_JNIEnv*, _jobject*, _jstring*, _jobject*, int)+336)
at libcore.io.Linux.android_getaddrinfo (Native method)
at libcore.io.BlockGuardOs.android_getaddrinfo (BlockGuardOs.java:172)
at java.net.Inet6AddressImpl.lookupHostByName (Inet6AddressImpl.java:137)
at java.net.Inet6AddressImpl.lookupAllHostAddr (Inet6AddressImpl.java:105)
at java.net.InetAddress.getAllByName (InetAddress.java:1154)
at com.android.okhttp.Dns$1.lookup (Dns.java:39)
at com.android.okhttp.internal.http.RouteSelector.resetNextInetSocketAddress (RouteSelector.java:175)
at com.android.okhttp.internal.http.RouteSelector.nextProxy (RouteSelector.java:141)
at com.android.okhttp.internal.http.RouteSelector.next (RouteSelector.java:83)
at com.android.okhttp.internal.http.StreamAllocation.findConnection (StreamAllocation.java:174)
at com.android.okhttp.internal.http.StreamAllocation.findHealthyConnection (StreamAllocation.java:126)
at com.android.okhttp.internal.http.StreamAllocation.newStream (StreamAllocation.java:95)
at com.android.okhttp.internal.http.HttpEngine.connect (HttpEngine.java:299)
at com.android.okhttp.internal.http.HttpEngine.sendRequest (HttpEngine.java:237)
at com.android.okhttp.internal.huc.HttpURLConnectionImpl.execute (HttpURLConnectionImpl.java:472)
at com.android.okhttp.internal.huc.HttpURLConnectionImpl.getResponse (HttpURLConnectionImpl.java:418)
at com.android.okhttp.internal.huc.HttpURLConnectionImpl.getResponseCode (HttpURLConnectionImpl.java:549)
at com.android.okhttp.internal.huc.DelegatingHttpsURLConnection.getResponseCode (DelegatingHttpsURLConnection.java:105)
at com.android.okhttp.internal.huc.HttpsURLConnectionImpl.getResponseCode (HttpsURLConnectionImpl.java:26)
at com.mygame.GPack.isConnectedToInternet (GPack.java:395)
at com.mygame.GPack.askForReview (GPack.java:125)
at org.godotengine.godot.GodotLib.step (Native method)
at org.godotengine.godot.GodotRenderer.onDrawFrame (GodotRenderer.java:57)
at org.godotengine.godot.gl.GLSurfaceView$GLThread.guardedRun (GLSurfaceView.java:1576)
at org.godotengine.godot.gl.GLSurfaceView$GLThread.run (GLSurfaceView.java:1278)
"queued-work-looper" tid=22 Native
#00 pc 0x000000000006f600 /system/lib64/libc.so (__epoll_pwait+8)
#01 pc 0x0000000000014248 /system/lib64/libutils.so (android::Looper::pollInner(int)+144)
#02 pc 0x0000000000014114 /system/lib64/libutils.so (android::Looper::pollOnce(int, int*, int*, void**)+60)
#03 pc 0x00000000001231e4 /system/lib64/libandroid_runtime.so (android::android_os_MessageQueue_nativePollOnce(_JNIEnv*, _jobject*, long, int)+44)
at android.os.MessageQueue.nativePollOnce (Native method)
at android.os.MessageQueue.next (MessageQueue.java:327)
at android.os.Looper.loop (Looper.java:196)
at android.os.HandlerThread.run (HandlerThread.java:65)
"ConnectivityThread" tid=11 Native
#00 pc 0x000000000006f600 /system/lib64/libc.so (__epoll_pwait+8)
#01 pc 0x0000000000014248 /system/lib64/libutils.so (android::Looper::pollInner(int)+144)
#02 pc 0x0000000000014114 /system/lib64/libutils.so (android::Looper::pollOnce(int, int*, int*, void**)+60)
#03 pc 0x00000000001231e4 /system/lib64/libandroid_runtime.so (android::android_os_MessageQueue_nativePollOnce(_JNIEnv*, _jobject*, long, int)+44)
at android.os.MessageQueue.nativePollOnce (Native method)
at android.os.MessageQueue.next (MessageQueue.java:327)
at android.os.Looper.loop (Looper.java:196)
at android.os.HandlerThread.run (HandlerThread.java:65)
"GoogleApiHandler" tid=25 Native
#00 pc 0x000000000006f600 /system/lib64/libc.so (__epoll_pwait+8)
#01 pc 0x0000000000014248 /system/lib64/libutils.so (android::Looper::pollInner(int)+144)
#02 pc 0x0000000000014114 /system/lib64/libutils.so (android::Looper::pollOnce(int, int*, int*, void**)+60)
#03 pc 0x00000000001231e4 /system/lib64/libandroid_runtime.so (android::android_os_MessageQueue_nativePollOnce(_JNIEnv*, _jobject*, long, int)+44)
at android.os.MessageQueue.nativePollOnce (Native method)
at android.os.MessageQueue.next (MessageQueue.java:327)
at android.os.Looper.loop (Looper.java:196)
at android.os.HandlerThread.run (HandlerThread.java:65)
"AdWorker(NG) #1" tid=26 Timed Waiting
at java.lang.Object.wait (Native method)
at java.lang.Thread.parkFor$ (Thread.java:2137)
at sun.misc.Unsafe.park (Unsafe.java:358)
at java.util.concurrent.locks.LockSupport.parkNanos (LockSupport.java:230)
at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.awaitNanos (AbstractQueuedSynchronizer.java:2101)
at java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take (ScheduledThreadPoolExecutor.java:1132)
at java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take (ScheduledThreadPoolExecutor.java:849)
at java.util.concurrent.ThreadPoolExecutor.getTask (ThreadPoolExecutor.java:1092)
at java.util.concurrent.ThreadPoolExecutor.runWorker (ThreadPoolExecutor.java:1152)
at java.util.concurrent.ThreadPoolExecutor$Worker.run (ThreadPoolExecutor.java:641)
at java.lang.Thread.run (Thread.java:764)
"pool-4-thread-1" tid=28 Timed Waiting
at java.lang.Object.wait (Native method)
at java.lang.Thread.parkFor$ (Thread.java:2137)
at sun.misc.Unsafe.park (Unsafe.java:358)
at java.util.concurrent.locks.LockSupport.parkNanos (LockSupport.java:230)
at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.awaitNanos (AbstractQueuedSynchronizer.java:2101)
at java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take (ScheduledThreadPoolExecutor.java:1132)
at java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take (ScheduledThreadPoolExecutor.java:849)
at java.util.concurrent.ThreadPoolExecutor.getTask (ThreadPoolExecutor.java:1092)
at java.util.concurrent.ThreadPoolExecutor.runWorker (ThreadPoolExecutor.java:1152)
at java.util.concurrent.ThreadPoolExecutor$Worker.run (ThreadPoolExecutor.java:641)
at java.lang.Thread.run (Thread.java:764)
"Chrome_ProcessLauncherThread" tid=30 Native
#00 pc 0x000000000006f600 /system/lib64/libc.so (__epoll_pwait+8)
#01 pc 0x0000000000014248 /system/lib64/libutils.so (android::Looper::pollInner(int)+144)
#02 pc 0x0000000000014114 /system/lib64/libutils.so (android::Looper::pollOnce(int, int*, int*, void**)+60)
#03 pc 0x00000000001231e4 /system/lib64/libandroid_runtime.so (android::android_os_MessageQueue_nativePollOnce(_JNIEnv*, _jobject*, long, int)+44)
at android.os.MessageQueue.nativePollOnce (Native method)
at android.os.MessageQueue.next (MessageQueue.java:327)
at android.os.Looper.loop (Looper.java:196)
at android.os.HandlerThread.run (HandlerThread.java:65)
"GoogleApiHandler" tid=33 Native
#00 pc 0x000000000006f600 /system/lib64/libc.so (__epoll_pwait+8)
#01 pc 0x0000000000014248 /system/lib64/libutils.so (android::Looper::pollInner(int)+144)
#02 pc 0x0000000000014114 /system/lib64/libutils.so (android::Looper::pollOnce(int, int*, int*, void**)+60)
#03 pc 0x00000000001231e4 /system/lib64/libandroid_runtime.so (android::android_os_MessageQueue_nativePollOnce(_JNIEnv*, _jobject*, long, int)+44)
at android.os.MessageQueue.nativePollOnce (Native method)
at android.os.MessageQueue.next (MessageQueue.java:327)
at android.os.Looper.loop (Looper.java:196)
at android.os.HandlerThread.run (HandlerThread.java:65)
"Chrome_IOThread" tid=34 Native
#00 pc 0x000000000006f600 /system/lib64/libc.so (__epoll_pwait+8)
#01 pc 0x00000000045144c0 /data/app/com.android.chrome-5y1WJhCX8DHAFFN7LHLdNw==/base.apk
"ThreadPoolForeg" tid=35 Native
#00 pc 0x000000000001ed30 /system/lib64/libc.so (syscall+32)
#01 pc 0x000000000002202c /system/lib64/libc.so (__futex_wait_ex(void volatile*, bool, int, bool, timespec const*)+140)
#02 pc 0x00000000000826e0 /system/lib64/libc.so (pthread_cond_timedwait+120)
#03 pc 0x00000000022aa348 /data/app/com.android.chrome-5y1WJhCX8DHAFFN7LHLdNw==/base.apk
"Binder:18496_3" tid=36 Native
#00 pc 0x000000000006f6ec /system/lib64/libc.so (__ioctl+4)
#01 pc 0x0000000000029168 /system/lib64/libc.so (ioctl+136)
#02 pc 0x000000000005a844 /system/lib64/libbinder.so (android::IPCThreadState::talkWithDriver(bool)+260)
#03 pc 0x000000000005aa20 /system/lib64/libbinder.so (android::IPCThreadState::getAndExecuteCommand()+24)
#04 pc 0x000000000005b174 /system/lib64/libbinder.so (android::IPCThreadState::joinThreadPool(bool)+60)
#05 pc 0x000000000007bc4c /system/lib64/libbinder.so (android::PoolThread::threadLoop()+28)
#06 pc 0x000000000000fc08 /system/lib64/libutils.so (android::Thread::_threadLoop(void*)+280)
#07 pc 0x00000000000b6634 /system/lib64/libandroid_runtime.so (android::AndroidRuntime::javaThreadShell(void*)+140)
#08 pc 0x0000000000083134 /system/lib64/libc.so (__pthread_start(void*)+36)
#09 pc 0x00000000000233bc /system/lib64/libc.so (__start_thread+68)
"PlatformServiceBridgeHandlerThread" tid=37 Native
#00 pc 0x000000000006f600 /system/lib64/libc.so (__epoll_pwait+8)
#01 pc 0x0000000000014248 /system/lib64/libutils.so (android::Looper::pollInner(int)+144)
```
In Google Play Dashboard there is extra message about the ANR:
**This native synchronization routine is blocking the main thread, causing an ANR**
I'm using quite a few Android plugins (I put the all in one plugin):
```
implementation 'com.google.firebase:firebase-analytics:21.2.0'
implementation 'com.google.android.gms:play-services-ads:21.3.0'
implementation 'com.google.android.ump:user-messaging-platform:2.0.0'
implementation "com.google.android.gms:play-services-games-v2:17.0.0"
implementation 'com.google.android.play:review:2.0.1'
```
I use also GodotGooglePlayBilling
I'm not sure if it is bug or misuse of the engine - but I cannot provide you the steps to reproduce or MRP.
### Steps to reproduce
I cannot provide this.
### Minimal reproduction project
I cannot provide this. | https://github.com/godotengine/godot/issues/75893 | https://github.com/godotengine/godot/pull/76399 | 00215ec9041c7b5e58f8d3ff36840293c5e550ac | 49ba2e04479791e9186e72e004a64f3abc68c375 | "2023-04-10T15:07:45Z" | c++ | "2023-05-08T10:20:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,886 | ["editor/gui/editor_zoom_widget.cpp", "editor/gui/editor_zoom_widget.h", "editor/plugins/canvas_item_editor_plugin.cpp", "editor/plugins/tiles/tile_atlas_view.cpp", "editor/plugins/tiles/tile_data_editors.cpp"] | TileSet editor's zoom values are clamped poorly | ### Godot version
4.0.2
### System information
All systems
### Issue description
TileSet clamps the zoom level between 1% and 10000%. This isn't ideal because hitting the min/max zoom level means you're no longer on a multiple of 2. For instance, the canvas editor's max zoom level is 12800% and the minimum is 0.78125%
Meanwhile, the Tile Polygon editor doesn't clamp its values at all, allowing you to break it if you so desire.

### Steps to reproduce
Make a tileset, add icon.png as an atlas for example. Play around with the zoom level there.
Add a physics layer from the inspector, then go back to the tileset editor, select a tile, select Physics, go to the tile polygon editor, and play around with the zoom level there.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75886 | https://github.com/godotengine/godot/pull/81812 | c4effea5e6fefc0194f52247a21d9fc5d916b2c3 | 7513ae6d06347d4aa66e26f9e98be647706bf5c4 | "2023-04-10T13:05:03Z" | c++ | "2023-10-09T13:31:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,871 | ["editor/plugins/canvas_item_editor_plugin.cpp"] | Strange cursor icon behavior when panning in the 2D view | ### Godot version
4.0.2
### System information
Windows 10
### Issue description
I noticed there are two strange cursor interactions when panning in the 2D view via holding the spacebar and click+dragging. (I suspect they're directly related, which is why I only opened one issue.)
1. If you hold the spacebar in the 2D view, your mouse cursor does not change to the "panning" icon until you move your mouse. I expected the cursor icon would change as soon as the spacebar press was detected.
2. If you hold the spacebar, click and drag in the 2D view, and then release the mouse button, the cursor icon remains as the "panning" icon whenever it is hovering over the 2D view. It only returns to normal once you click somewhere in the 2D view. I expected the cursor to return to normal as soon as the spacebar was released.
These issues are fairly minor but they confused me as a new user trying to understand how panning works in the editor.
### Steps to reproduce
See above.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75871 | https://github.com/godotengine/godot/pull/75997 | 13f2a4c7ae8ee40944e735a76c7e4d5bebdc4182 | 4cfa71857996a388f82dffd4d498b239403057c7 | "2023-04-09T22:51:12Z" | c++ | "2023-04-13T07:55:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,870 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/errors/extend_non_class_constant_1.gd", "modules/gdscript/tests/scripts/analyzer/errors/extend_non_class_constant_1.out", "modules/gdscript/tests/scripts/analyzer/errors/extend_non_class_constant_2.gd", "modules/gdscript/tests/scripts/analyzer/errors/extend_non_class_constant_2.out", "modules/gdscript/tests/scripts/analyzer/errors/extend_variable.gd", "modules/gdscript/tests/scripts/analyzer/errors/extend_variable.out"] | Declaring an inner class that extends a variable name crashes the engine, instead of just reporting an error (GDScript) | ### Godot version
4.0 stable official
### System information
Windows 10
### Issue description
This has been posted by an user over at godotforums.org, in a more complicated form. I just made a super-minimal example that's trivial to reproduce. Don't know if this was already reported.
Engine crashes to desktop without a warning when following script is created and then saved:
~~~
var B = 1
class A extends B:
pass
~~~
I also tried it in console version with verbose and debug flags enabled. The output to console was:
ERROR: FATAL: Condition "!exists" is true.
at: operator[] (./core/templates/hash_map.h:504)
### Steps to reproduce
1. Create a new GDScript script file
2. Enter the following code
~~~
var B = 1
class A extends B:
pass
~~~
3. Save the script file.
4. Engine crashes immediately upon save.
### Minimal reproduction project
N/A, trivial to reproduce. | https://github.com/godotengine/godot/issues/75870 | https://github.com/godotengine/godot/pull/75879 | bd3286eed23718afc87e7a6013aa88639f1d3da1 | afca0b8fdd07ff2e50f421a0e5424897cff1eb77 | "2023-04-09T20:25:04Z" | c++ | "2023-04-14T11:21:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,866 | ["core/io/http_client.cpp"] | HTTPClient doesn't work with a body containing special characters | ### Godot version
Godot 4
### System information
Linux
### Issue description
When using HTTPClient from GDScript having non ASCII characters like "안녕하세요" causes the request to fail/not work correctly. This only affects HTTPClient and not HTTPRequest. Issue is it using the size before converting to utf8 for the request body in the _request method.
### Steps to reproduce
see mrp. Just use HttpClient and put some unicode characters that are not ascii characters in the request body.
### Minimal reproduction project
[http_client_unicode_issue.zip](https://github.com/godotengine/godot/files/11186119/http_client_unicode_issue.zip)
| https://github.com/godotengine/godot/issues/75866 | https://github.com/godotengine/godot/pull/75867 | ffd32a244b43ff58c13819c2debf8cf3b58ecbdc | fb10f45efe52e330496e325b6b7efd0e52f769b0 | "2023-04-09T19:02:26Z" | c++ | "2023-05-14T14:05:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,852 | ["editor/project_converter_3_to_4.cpp"] | Conversion tool: exported variable types are incorrect | ### Godot version
4.0.2.stable
### System information
Ubuntu 22.10
### Issue description
This happens when converting a godot3 project to a godot4 project.
Godot3 source
```gdscript
extends Node2D
export(int) var integer := 2
export(Resource) var resource: Resource = null
```
Result
```gdscript
extends Node2D
@export var integer: int := 2
@export var resource: Resource: Resource = null
```
Expected result
```gdscript
extends Node2D
@export var integer := 2
@export var resource: Resource = null
```
If someone can point to where in the code this might be fixed maybe I can fix it myself, sounds like a good first issue.
### Steps to reproduce
Open the given project (or any project really) and convert it to a godot 4 project
### Minimal reproduction project
[Conversion Tool Typing Problem.zip](https://github.com/godotengine/godot/files/11185334/Conversion.Tool.Typing.Problem.zip)
| https://github.com/godotengine/godot/issues/75852 | https://github.com/godotengine/godot/pull/75900 | 9be0aab79044625803c66b57d7923eca163bdaab | efea8aed68d2990ece73e0ed98dd31b0a2c158c0 | "2023-04-09T11:53:06Z" | c++ | "2023-06-12T20:53:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,849 | ["editor/debugger/debug_adapter/debug_adapter_protocol.cpp", "modules/gdscript/language_server/gdscript_language_protocol.cpp"] | LSP and DAP connections are not terminating | ### Godot version
latest
### System information
Arch Linux
### Issue description
> **Note**
> this issue was reported by @glimpsebeyond, @kkhhaann and others on [godot-vscode-plugin](https://github.com/godotengine/godot-vscode-plugin/issues/389#issuecomment-1302540744)
Since https://github.com/godotengine/godot/pull/59582, LSP and DAP clients aren't properly disconnected from Godot as the status isn't updated with a `poll` call. This eventually makes it reach the clients limit (8), and refuse further connections. This issue is more problematic for DAP as connections are almost always reset for every new debugging session.

### Steps to reproduce
- Open a project with an external tool and either use LSP (code completion) or DAP (debugging) protocol from Godot
- Notice that Godot receives connections (`[LSP] Connection taken`), but doesn't disconnect clients when they disappear (no `[LSP] Disconnected` message)
- Reload external tools to reconnect, until the limit is reached and no more clients are accepted
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75849 | https://github.com/godotengine/godot/pull/75850 | c3ed7af12347aa04a3d3bb91bc726170e894758e | 4ab0b389406a1119db3ea59d827904a24ed1ffaa | "2023-04-09T11:34:37Z" | c++ | "2023-04-11T08:19:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,834 | ["editor/debugger/debug_adapter/debug_adapter_parser.cpp", "editor/debugger/debug_adapter/debug_adapter_parser.h"] | DAP fails with path mismatch on Windows | ### Godot version
4.0.dev (61630d4e1e279278d29576b979b710b9025f473e)
### System information
Windows 10
### Issue description
> **Note**
> this issue was reported by @glimpsebeyond on [godot-vscode-plugin](https://github.com/godotengine/godot-vscode-plugin/issues/389#issuecomment-1302540744)
On Windows, due to a path separator mismatch (Godot: `/` and Windows: `\`), the debug adapter protocol fails as it thinks the opened project is in a different directory.
Likewise, there are other scenarios where this check is too strict, failing as well due to the drive letter's capitalization (`c:\` vs `C:\`. Good example from the linked issue:
```
[error] The editor and client are working on different paths; the client is on
"d:\gameDev\gd4proj\builder\pawn.cs", but the editor is on "D:/gameDev/gd4proj/builder": CodeExpectedError:
The editor and client are working on different paths;
the client is on "d:\gameDev\gd4proj\builder\pawn.cs", but the editor is on "D:/gameDev/gd4proj/builder"
```
### Steps to reproduce
- Try using DAP from a project on Windows (like [VSCode's extension](https://github.com/godotengine/godot-vscode-plugin))
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75834 | https://github.com/godotengine/godot/pull/75836 | cdc68c28877a7394a83f2e31755b57dd0d3b3a28 | 7b170d12cf0f8b3a15572fd203aa5cba840975f3 | "2023-04-08T17:50:25Z" | c++ | "2023-06-19T14:38:19Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,833 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | MultiMesh InstanceCount 1 not working | ### Godot version
4.0.2.stable
### System information
Windows 11
### Issue description
MultiMeshInstance2D MultiMesh does not work in the editor and in game with InstanceCount 1
Doesn't work well in the editor, but works fine in game if InstanceCount is > 1
### Steps to reproduce
1) Put a MultiMeshInstance2D in the scene, set godot icon texture and mesh to be default quad with 64x64 size.
2) Increase instance count to 1 and try putting the data in buffer (since buffer it's not documented an alternative in the next step)
3) Add to the object this ready script
```gdscript
func _ready():
multimesh.instance_count = 1
for i in range(multimesh.instance_count):
self.multimesh.set_instance_transform_2d(i, Transform2D(0, Vector2(i * 64, 0)))
```

Result with identity matrix
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75833 | https://github.com/godotengine/godot/pull/75954 | 1b14e1a2933ebd6e5f73178c132ad088b8a69dba | ecbb196728ec45ad80ff4f1b7c475cd29c35a42f | "2023-04-08T17:38:48Z" | c++ | "2023-04-12T07:08:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,832 | ["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/runtime/features/assign_operator.gd", "modules/gdscript/tests/scripts/runtime/features/assign_operator.out"] | Multiplication of integer and float gives wrong result | ### Godot version
4.1 61630d4
### System information
Windows 10 x64
### Issue description
```GDScript
var a := 1
a *= 1.0
prints("Result:", a)
```
Produces
```
Result: 4607182418800017408
```
Does not happen in 4.0 branch.
### Steps to reproduce
1. Run the code above
2. Observe the result
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75832 | https://github.com/godotengine/godot/pull/75885 | efb42c3101a12120fb85ea6b5a1c03192591b152 | 45cd5dcad39274da18440d6ea3c2121bec248eaa | "2023-04-08T17:34:55Z" | c++ | "2023-04-25T14:17:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,826 | ["platform/linuxbsd/x11/display_server_x11.cpp", "platform/macos/display_server_macos.mm", "platform/web/display_server_web.cpp", "platform/windows/display_server_windows.cpp"] | Input.set_custom_mouse_cursor() doesn't work with AtlasTexture | ### Godot version
4.1.dev (c151d3231)
### System information
Windows 10
### Issue description
Passing AtlasTexture to `Input.set_custom_mouse_cursor()` changes the cursor to a black square and causes the engine to output the following error:
```
E 0:00:00:0693 main.gd:11 @ _ready(): Index p_x = -1 is out of bounds (width = 64).
<C++ Source> core\io\image.cpp:3264 @ Image::get_pixel()
<Stack Trace> main.gd:11 @ _ready()
```
I expect `Input.set_custom_mouse_cursor()` to work with AtlasTexture.
### Steps to reproduce
1. Create AtlasTexture.
2. Pass it to `Input.set_custom_mouse_cursor()` as argument.
Run the minimal reproduction project normally. The error will show up on startup.
### Minimal reproduction project
[custom-cursor-bug.zip](https://github.com/godotengine/godot/files/11183351/custom-cursor-bug.zip)
| https://github.com/godotengine/godot/issues/75826 | https://github.com/godotengine/godot/pull/75827 | fff0ee0fc40646012294889e032183ab53d72fa9 | f7f7250c0dabc6b4439d4fcd359217b57ae41c26 | "2023-04-08T14:55:27Z" | c++ | "2023-04-11T17:40:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,813 | ["scene/resources/shader.cpp", "scene/resources/shader_include.cpp", "servers/rendering/shader_preprocessor.cpp"] | Cyclic Dependencies in shader freeze | ### Godot version
4.0.1(flatpak)
### System information
Linux openSUSE
### Issue description
Cyclic Dependencies in shader result in infinite loop
### Steps to reproduce
Create 'main' shader that includes other shader, let's say `inc_me1` and `inc_me2` if 'inc_me1' that includes 'main' shader and 'inc_me2' includes 'inc_me1'. It results in a freeze.
### Minimal reproduction project
[Shader dependency.zip](https://github.com/godotengine/godot/files/11547654/Shader.dependency.zip)
uncomment include, and the editor will freeze and crash | https://github.com/godotengine/godot/issues/75813 | https://github.com/godotengine/godot/pull/77608 | 3a895eafc0839c44f12843edf8fed60a01433968 | faa73c9fcbe3d55fc738962effc9dc40fb83b687 | "2023-04-08T08:05:00Z" | c++ | "2023-05-30T13:32:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,803 | ["doc/classes/PhysicsDirectBodyState3D.xml", "doc/classes/PhysicsDirectBodyState3DExtension.xml", "servers/extensions/physics_server_3d_extension.cpp", "servers/extensions/physics_server_3d_extension.h", "servers/physics_3d/godot_body_3d.h", "servers/physics_3d/godot_body_direct_state_3d.cpp", "servers/physics_3d/godot_body_direct_state_3d.h", "servers/physics_3d/godot_body_pair_3d.cpp", "servers/physics_server_3d.cpp", "servers/physics_server_3d.h"] | PhysicsDirectBodyState3D.get_local_contact_position sometimes returns incorrect position, scene order dependent | ### Godot version
4.0.1.stable.mono.official.cacf49999, 4.0.2.stable.mono.official.7a0977ce2
### System information
Manjaro Linux
### Issue description
When querying the local position of a collision of a `RigidBody3D`, the reported collision is supposed to be in "local" coordinates, that is, relative to the `RigidBody3D`'s origin (or at least, that's how I interpret it, the documentation doesn't say anything more than "local").
Instead, it seems this depends on the order of the two colliding objects in the scene: if the "other" colliding object comes after the `RigidBody3D`, then the reported position is local, else if the `RigidBody3D` comes after in the scene, the reported position is ... well, it's not local to the rigid body. My suspicion is that it's local to the other object, but I didn't dig further.
The minimal repro project has a ground plane and a rigid body, and it prints the collision position every iteration.
Minimal repro project screenshot when rigid body comes after ground plane (as attached):

Notice the reported position is `(-2, 0.039999, -2)`, while if it was local to the rigid body it should be `(0, -1, 0)`.
Minimal repro project screenshot when rigid body comes first (just moving the rigid body before the ground plane):

### Steps to reproduce
1. Create a `CSGBox3D` or other collision enabled node
2. Create a `RigidBody3D`, place it right after the previous one in the scene
3. Create a script for the `RigidBody3D`
4. In the script, implement `_integrate_forces` and try using `state.get_contact_local_position`, e.g.:
```
func _integrate_forces(state):
for k in range(state.get_contact_count()):
var collisionPos = state.get_contact_local_position(k)
print("\t Collision " + str(k) + ": " + str(collisionPos))
```
### Minimal reproduction project
[BugReproRigidBodyCollision.zip](https://github.com/godotengine/godot/files/11182298/BugReproRigidBodyCollision.zip)
| https://github.com/godotengine/godot/issues/75803 | https://github.com/godotengine/godot/pull/58880 | 5860b02b63943bd5c75c14244cb6b92fd4382ccc | f850bfa92d3fd82abefec9441ba6c8bc1559d0a0 | "2023-04-08T01:53:50Z" | c++ | "2023-04-13T07:51:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,802 | ["core/object/message_queue.cpp"] | Exported Version of Game Crashes at Random When Switching Scenes/Levels (slot >= slotmax) | ### Godot version
v4.0.2.stable.official.7a0977ce2
### System information
Windows 10
### Issue description
I started a brand new project last week and I was testing an exported version of the game just to test my scene switcher and to make sure that everything was working as intended (in a previous Godot 4 project I made the exported game would also crash randomly when switching scenes). After exporting the game and running it, the scene switcher worked great for the first few attempts, and then crashed on about the 4th scene switch. I spent hours rewriting and reformatting my code and nothing seemed to work so I deleted the project and started from scratch, rebuilding everything I had made from the ground up. After running the new game in the editor, I then exported it and ran it just to be 100% sure that everything was working. I switched levels about 10 times and it worked flawlessly. I closed the .exe and re-ran it just to make sure that it wasn't a fluke and on the 3rd level change it crashed. I spent more time trying to fix it and nothing worked so I went onto the Godot discord for help and after a few hours of discussion, I finally found the culprit:

The game runs perfectly fine in a debug export version of the game and in Godot itself, it's just the normal .exe export that's causing issues, which isn't good since that's obviously the version used for distributing the game publicly.
When I looked up the error in the Godot GitHub it became apparent that one of my resource IDs was corrupted, which shouldn't be possible considering this project is obviously a completely different project file than the first one. This is super frustrating and is clearly beyond my ability to fix and I can't continue work on my game until the issue is resolved.
### Steps to reproduce
1.) Export a normal version of the game (NOT a debug export) and run it.
2.) The game starts in a top-down hub world where you use the arrow keys to move. Move towards
the flag and when you get close to it a "play" button will appear in the top left. Press it to switch scenes from the hub world to level 1.
3.) Once you're in level 1, run towards the right until you see the flag at the end of the level. Run into it to change scenes back to the hub world. (use space to jump and left and right arrow keys to move)
4.) Repeat steps 2 and 3 until you crash. Switch between scenes/levels 10 times. The game should crash before you reach 10 the first time you launch it. If you switch levels/scenes 10 times and nothing happens, close the .exe and re-launch it and try again and it should crash on the 2nd-4th scene switch. On very rare occasions the game will crash when you press the play button in the hub world.
### Minimal reproduction project
[slotmaxerror.zip](https://github.com/godotengine/godot/files/11182054/slotmaxerror.zip)
| https://github.com/godotengine/godot/issues/75802 | https://github.com/godotengine/godot/pull/78987 | bc0e6460760f02ba227f72bccb7db2227262a73a | 2c8cbcd1a025f7211db87bca4c9c3cdec2ef6eab | "2023-04-07T23:24:27Z" | c++ | "2023-07-26T16:39:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,801 | ["editor/scene_tree_dock.cpp", "editor/scene_tree_dock.h", "scene/resources/packed_scene.cpp"] | Can't disconnect a connection after making an instance local | ### Godot version
4.0.2
### System information
Windows 10 x64
### Issue description
Regression from #69661
The PR added a transient flag that makes instantiated connections uneditable. However when you make the instance local, the flag leaks to the local scene, making the connection impossible to remove other than by manually editing the tscn file.
### Steps to reproduce
1. Make scene A
2. Connect some signal from the root node
3. Make scene B
4. Instantiate A inside B
5. Right click A and use "Make Local"
6. You can no longer disconnect
### Minimal reproduction project
[BuggersDisconnectioners.zip](https://github.com/godotengine/godot/files/11181849/BuggersDisconnectioners.zip)
| https://github.com/godotengine/godot/issues/75801 | https://github.com/godotengine/godot/pull/81737 | 50d17f6b8c5cfc6e225c67a7699a5d5f8ebe5654 | f41e07bfe6e2ead2f2d0c2248b40c5c2cf799056 | "2023-04-07T22:18:17Z" | c++ | "2023-10-24T08:53:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,794 | ["servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp"] | Normal Buffer not working as expected if the current scene has no environment | ### Godot version
4.0.2 stable
### System information
issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050
### Issue description
When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.
Running correctly in editor:

Solid colour in debug:

### Steps to reproduce
*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:
```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;
uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;
void vertex(){
VERTEX *= 2.0;
POSITION = vec4(VERTEX, 1.0);
}
void fragment(){
ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75794 | https://github.com/godotengine/godot/pull/77808 | d214dc5a0c539412a1f40a406222df78e25e3c50 | 91cddd6c3980971e9ac4160a27e6b80f10478650 | "2023-04-07T20:20:09Z" | c++ | "2023-06-05T11:42:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,790 | ["editor/plugins/visual_shader_editor_plugin.cpp"] | Attempting to add a Ceil Vector2 to a visual shader will crash the engine. | ### Godot version
4.0.2 Stable
### System information
Windows 10, RTX 2060, Bug occurs on all backends.
### Issue description
Attempting to add a Ceil Vector2 to a visual shader will immediately crash the engine.
All other ceils work fine, and so does changing one to a Ceil Vector2, Only crashes when trying to directly create one from the right click menu.
### Steps to reproduce
1: Create new visual shader, or just open a preexisting one.
2: Try to add a Vector2 ceil
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75790 | https://github.com/godotengine/godot/pull/75809 | cfab3d2f57976913a03a891b30eaa0a5da4ff64f | e684d126ed605899267ee37cc143f072b93b4d04 | "2023-04-07T18:13:55Z" | c++ | "2023-04-08T19:05:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,774 | ["scene/gui/code_edit.cpp", "tests/scene/test_code_edit.h"] | extends BASE in path form lead suggestion about super extra quote appeared | ### Godot version
4.0.2.stable
### System information
window10,forward+
### Issue description

> extends "../DmUtils/tween_panel.gd"
>
> """gd"""
> func _ready() -> void:
> ____"super" # Suggestions willl extra quote added!
### Steps to reproduce
1. foo BASE.gd
2. another subclass extends it (extends "../folder/BASE.gd")
3. type subclass callback say: _ready(): TYPE super THEN "super" appeared
### Minimal reproduction project
none | https://github.com/godotengine/godot/issues/75774 | https://github.com/godotengine/godot/pull/85191 | 718598e470300daa92043216d0c59e25e3e2da66 | 40e71923932962eebc7e59c52492b9250afb3ff9 | "2023-04-07T06:37:39Z" | c++ | "2023-12-20T14:07:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,773 | ["doc/classes/SyntaxHighlighter.xml", "scene/resources/syntax_highlighter.cpp", "scene/resources/syntax_highlighter.h"] | Should _get_line_syntax_highlighting(line) in SyntaxHighlighter be a const function while get_text_edit() is not? | ### Godot version
4.0
### System information
Linux Mint
### Issue description
`_get_line_syntax_highlighting(line)` is declared as a const function. But when using GDExtension, it needs to call `get_text_edit()` which is not a const function.
Link with: https://github.com/godotengine/godot-cpp/issues/1084
### Steps to reproduce
Try to use `get_text_edit()` from `_get_line_syntax_highlighting(line)` in a GDExtension.
### Minimal reproduction project
Not needed. | https://github.com/godotengine/godot/issues/75773 | https://github.com/godotengine/godot/pull/75777 | b6cf8959e45f064f0bc7664daa469fe2a0207181 | 8784f95e1f5b7112beefeaf8ef6bdd2ca6c907f2 | "2023-04-07T05:49:02Z" | c++ | "2023-04-10T10:49:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,766 | ["editor/editor_inspector.cpp"] | Adding a GDScript inner class makes inspector tooltip for exported variables not work | ### Godot version
master
### System information
W11
### Issue description
This issue is present in `master` and 4.0.2 at least.
Without an inner class:

With an inner class:

### Steps to reproduce
Drop this script onto a node and mouse-over the inspector exported variable.
```GDScript
extends Node
## This doc works
@export var my_var : int
class InnerClass:
pass
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75766 | https://github.com/godotengine/godot/pull/76105 | ed62d965eb573f69c131df73ee875ac18b04ca16 | 8cc1762398b7cb810a966721c0c8bd5678f9837e | "2023-04-06T19:25:59Z" | c++ | "2023-04-25T07:59:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,764 | ["editor/editor_inspector.cpp"] | Error when assigning unnamed GDScript with exported variables | ### Godot version
master
### System information
W11
### Issue description
This issue only happens in `master`, it does not occur in 4.0.2 so it is a recent regression.
When assigning a script without a `class_name` and with at least one `@export` variable to a node in the scene tree (and every time you save the script after), you will get an error: `Class name cannot be empty`.
The error appears to originate from the first line of `Ref<Texture2D> EditorNode::get_class_icon(const String &p_class, const String &p_fallback)`:
`ERR_FAIL_COND_V_MSG(p_class.is_empty(), nullptr, "Class name cannot be empty.");`
### Steps to reproduce
Create a script with
```GDScript
extends Node
@export var x : int
```
Then assign it to a node in your scene. The error will occur. Remove the `@export` and it will no longer occur. Add it again, and it will, every time you save the file.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75764 | https://github.com/godotengine/godot/pull/75938 | 95791889e2dbd8ed5988e343d1dfc5049440199c | bba753db0dac7a2b775ce38eeb0761db8c58b261 | "2023-04-06T19:19:48Z" | c++ | "2023-04-11T17:41:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,757 | ["core/variant/variant_internal.h"] | [GDExtension] Cannot convert `Variant` to other types correctly | ### Godot version
4.0.2.stable.official.7a0977ce2
### System information
Linux
### Issue description
The following code fails with godot-cpp
```c++
Variant variant_int = 1234;
double double_value = variant_int;
UtilityFunctions::print(double_value); // prints 0. it must be 1234
Variant double_variant = 6789.0;
int int_value = double_variant;
UtilityFunctions::print(int_value); // prints 0. it must be 1234
Variant variant_string = "12345";
StringName string_name = variant_string;
UtilityFunctions::print(string_name); // Segmentation Fault!
```
When godot-cpp converts a `Variant` to another type, it calls `type_from_variant_constructor` without checking its type. It only does `reinterpret_cast` and does no type conversion.
I think this issue can be solved by implementing type conversion on the godot-cpp side or by making `type_from_variant_constructor` do the type conversion.
### Steps to reproduce
Unzip the minimal reproduction project and run `scons` to build the GDExtension.
### Minimal reproduction project
[variant-conversion-issue.zip](https://github.com/godotengine/godot/files/11171860/variant-conversion-issue.zip)
| https://github.com/godotengine/godot/issues/75757 | https://github.com/godotengine/godot/pull/75758 | 01e84b1da126026742fa769624332865d070539e | b8bf28e2b60ca8d2e5ba68ba417390d07b5f3bb4 | "2023-04-06T15:03:29Z" | c++ | "2023-06-19T08:27:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,754 | ["platform/android/java_godot_lib_jni.cpp", "platform/android/plugin/godot_plugin_jni.cpp"] | Plugins causing crashes when emitting signals with arguments in some devices | ### Godot version
4.0.2stable
### System information
Samsung SM-J701MT, GLES3
### Issue description
I've had 2 users reporting that my game is crashing on startup just after a few frames. Both users had similar devices: LG K10 and LG K12. Later on I discovered that my old phone (Samsung SM-J701MT) also had the same exact issue. Disabling plugins solved the issue entirely, but you could also run the app with plugins as long as you don't do any calls to the plugins.
I have over 100 users testing on higher end phones playing with the same plugins active and without any issues.
The only error I get is:
`Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x91df4018 in tid 14201 (GLThread 10481), pid 13924 (ploadsimulator2)`
After further investigation I've noticed that the crashes happen exactly at the moment a plugin emit a signal with an argument, if you remove the signals with arguments from the plugins it will no longer crash.
Note that I am using 4 different plugins, and all of them have the same exact issue. Changing the plugin library version does nothing (I've tried 4.0.2, 4.0 and 3.5 libraries).
### Steps to reproduce
Export any project with a plugin and emit a signal with an argument using the plugin.
High end devices won't be affected, but older devices will crash.
### Minimal reproduction project
Add the plugin to your export and run
`Engine.get_singleton("TestingPlugin").start()`
It will emit one signal without arguments and another with arguments. It will also log whenever that happens.
[TestingPlugin.zip](https://github.com/godotengine/godot/files/11172155/TestingPlugin.zip)
| https://github.com/godotengine/godot/issues/75754 | https://github.com/godotengine/godot/pull/76640 | 9f12e7b52d944281a39b7d3a33de6700c76cc23a | ee865051367a78bf20f50500520af13ef8f1097b | "2023-04-06T14:28:50Z" | c++ | "2023-05-01T18:11:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,752 | ["drivers/vulkan/vulkan_context.cpp"] | [Linux] Upon any file/folder creation inside of Godot; crashes the Hyprland session | ### Godot version
4.0.x-stable
### System information
Hyprland Arch Linux v0.23.0beta
### Issue description
By simply just creating any file, resource or directory the Hyprland session crashes. It is quite difficult to give more context than that. In the aftermath of the crash, it does spam the message:
```
"!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. returning Variant()
at: _EDITOR_GET (editor/editor_settings.cpp:1101)
```
I do not believe that this is the cause of the crash. Because I am not interacting with the editor settings at all.
However, I did get another error message in some of my tests, when the spam stopped
```
Fatal glibc error: pthread_mutex_lock.c:94 (___pthread_mutex_lock): assertion failed: mutex->__data.owner == 0
```
This tells us that something tried to lock a thread but failed. Not sure if that specifically is Godot's side or Hyprland's side.
I would also like to mention I have tried Godot 3.x versions, it works just fine.
This crash might be due to the setup I have or on Hyprland's part.
I would like to briefly mention that Hyprland is a window tile manager, and works similarly to i3/sway. Though I have not tested if this crash happens there too. The reason why I am mentioning this is mostly because there _might_ be some conflicts between when Godot opens a new window, and how Hyprland handles windows. If, we keep in mind what I mentiond earlier about the mutex error. So it could be a Hyprland problem.
Other than that, there is not a whole lot to work off of from here. I might just have to wait this out and see if it might be because of my setup. So I might have to wait for new updates and such.
And the reason as to why I do not think I have to open an issue in the Hyprland repo. Is because it seems to be a Godot 4.0.x specific issue.
Also one more thing, it seems this does not happen with the saving scenes window, but only when you right-click the FileSystem-tab and attempt to create any resource from there.
UPDATE: Got some more errors that might be a little more helpful
```
ERROR:connection.cc(46) X connection error received
```
So XWayland may be involved in this
Additionally, I can create sub-resources in the inspector (i.e. a new Shader) and store the file that way. That works. Odd...
### Steps to reproduce
Setup a Hyprland session, then install Godot 4.0.x (be it through the website or through pacman/yay it does not matter)
Create/import any project
Attempt to create a file or a directory inside of godot
Then prepare for the session to crash
### Minimal reproduction project
Any project. | https://github.com/godotengine/godot/issues/75752 | https://github.com/godotengine/godot/pull/79143 | 83cc5d4914a6bff76069ac19191192337e4df3de | 1453dc9d5dea8934f26d157b78aa8ed3b7a8a500 | "2023-04-06T13:03:56Z" | c++ | "2023-07-09T10:24:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,747 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | Particles don't work in Compatiblity mode with amount set to 1 | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
Windows 10, NVIDIA GeForce GTX1060 6G
### Issue description
When emitting a particle with the amount set to 1, no particle is visible in Compatibility mode. In Mobile and Forward+, it does work.
Might be related, but seems to be a different issue: https://github.com/godotengine/godot/issues/72960
### Steps to reproduce
1. Create a GPUParticles2D or CPUParticles2D node
2. Assign a texture
3. Set the amount to 1 (particle is visible)
4. Set the rendering mode to Compatibility (particle is no longer visible)
### Minimal reproduction project
[Particle.zip](https://github.com/godotengine/godot/files/11170294/Particle.zip)
| https://github.com/godotengine/godot/issues/75747 | https://github.com/godotengine/godot/pull/75954 | 1b14e1a2933ebd6e5f73178c132ad088b8a69dba | ecbb196728ec45ad80ff4f1b7c475cd29c35a42f | "2023-04-06T11:56:40Z" | c++ | "2023-04-12T07:08:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,735 | ["scene/resources/visual_shader.cpp"] | Visual Shader not declaring a parameter when the nodes are only connected to a VaryingSetter | ### Godot version
v4.0.2.stable.mono.official [7a0977ce2]
### System information
Windows 10
### Issue description
When using the Visual Shader editor, if the output of a set of nodes only connects to a VaryingSetter, any Parameter nodes will fail to declare themselves in the generated code. This causes an error in the shader when the missing parameter is accessed, breaking the whole shader.
This happens in both the Vertex and Fragment functions (that I've tested) and with different types of parameters.
### Steps to reproduce

**To Reproduce:**
1. Create a new visual shader
2. In one of the shader functions (for example Vertex) create a new varying with the "manage varyings" button
3. Add a varying setter node and set it to the new varying
4. Add a parameter node of an appropriate type and connect to the varying setter
5. Click on the "show generated shader code" button, you should see the unknown identifier error
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75735 | https://github.com/godotengine/godot/pull/83189 | 94a8d37d5408e3b0d5f6ada3562860f2a0a8780a | 8f98f13c88b3af2f99f4722695299bf25e192292 | "2023-04-06T04:55:08Z" | c++ | "2023-10-13T09:44:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,734 | ["servers/physics_3d/godot_collision_solver_3d_sat.cpp"] | RigidBody3D in Convex Shape will sometimes pass through each other. | ### Godot version
4.0.2
### System information
Windows10, Vulkan, amd6700xt
### Issue description

### Steps to reproduce
Run the project below.
Keep in mind that I'm using a custom Convex Shape, not Box Shape.
### Minimal reproduction project
[bugs2.zip](https://github.com/godotengine/godot/files/11166484/bugs2.zip)
| https://github.com/godotengine/godot/issues/75734 | https://github.com/godotengine/godot/pull/75835 | d54266899a84631b39ab1892e0bf249a4ecaf26d | 040330c63c3f2858220b90db27223c1b41273e52 | "2023-04-06T04:47:38Z" | c++ | "2023-04-10T10:37:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,729 | ["editor/plugins/canvas_item_editor_plugin.cpp"] | 2d-editor exec [Make bone2d node from Node (ctrl + shift + B)] make gd quit unnormally | ### Godot version
4.0.1.stable
### System information
window10,forward+
### Issue description
2d-editor press (ctrl + shift + b) will root panel node selected will trigger gd quit.
**Quit unnormally** is unnormal-case should guard it if operation is unacceptable I think
### Steps to reproduce
1. 2d-editor select single & root panel node
2. ctrl + shift + B
### Minimal reproduction project
none | https://github.com/godotengine/godot/issues/75729 | https://github.com/godotengine/godot/pull/77160 | 6e1fec0abc81bc337332f113674fdf1bf53cc6c6 | 6d3935d42d3360b975fab867cb8db62e19b20001 | "2023-04-06T01:43:24Z" | c++ | "2023-05-17T13:59:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,727 | ["scene/2d/audio_stream_player_2d.cpp", "scene/2d/audio_stream_player_2d.h"] | Tooltip with physics running on separate thread bug | ### Godot version
4.0.2-stable
### System information
Windows 10
### Issue description
When running physics on a separate thread the tooltip of a control node may cause a crash when you play audio from an AudioStreamPlayer2D node at the same time as the tooltip would try to appear.
Error message:
```
Godot Engine v4.0.2.stable.official.7a0977ce2 - https://godotengine.org
Vulkan API 1.1.95 - Forward Mobile - Using Vulkan Device #0: NVIDIA - GeForce GT 750M
USER ERROR: Space state is inaccessible right now, wait for iteration or physics process notification.
at: space_get_direct_state (servers/physics_2d/godot_physics_server_2d.cpp:282)
```
### Steps to reproduce
Run the project in the attached file, press spacebar to play audio stream while moving cursor to show tooltip of the icon on screen -> crashes
### Minimal reproduction project
[godot-tooltip-bug.zip](https://github.com/godotengine/godot/files/11164009/godot-tooltip-bug.zip)
| https://github.com/godotengine/godot/issues/75727 | https://github.com/godotengine/godot/pull/75728 | 8c551374cada11b4b24045f9017d8b585d66335e | f1f0e5f91d02484f45ea69b76d1b9c7c6a335109 | "2023-04-05T23:32:28Z" | c++ | "2023-04-07T10:46:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,712 | ["editor/editor_asset_installer.cpp", "editor/editor_asset_installer.h", "editor/plugins/asset_library_editor_plugin.cpp"] | Editor treats custom repository host zips differently. | I noticed that some plug-ins that have their repository host set as custom seem to have their zips treated differently. For example, some plug-ins I have downloaded, the editor seems to ignore the base folders and just dump the contents into the project's root. However, ones that have, say, Github listed as the repository host with a commit hash to get the zips, those unzip correctly.
In both cases, the editor seems to see the folders. It just doesn't install correctly for some reason. Not sure if this is intended, a bug, or what. | https://github.com/godotengine/godot/issues/75712 | https://github.com/godotengine/godot/pull/81358 | 3815b2f98e51f918d6d4526547fdcedd40491c76 | 7343ad9e4fa7906ceec6b3779221e176cab33665 | "2023-04-05T19:49:53Z" | c++ | "2023-09-08T21:14:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,711 | ["scene/main/viewport.cpp", "scene/main/viewport.h"] | Area2D mouse_entered/mouse_exited doesn't update properly with Camera2D movement | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
Windows 10, Linux
### Issue description
When the `mouse_entered` and `mouse_exited` signals are used with an `Area2D` node, the signals are not emitted if the `Camera2D` moves the viewport such that the mouse enters or leaves the area.

### Steps to reproduce
Open the attached minimal project...
1) Put the mouse cursor inside the circular area
2) Move the camera with WASD or arrow keys such that the mouse cursor enters and leaves the area (don't move the mouse in this step)
3) Watch as the label doesn't update properly
### Minimal reproduction project
[Area2D bug.zip](https://github.com/godotengine/godot/files/11162322/Area2D.bug.zip)
| https://github.com/godotengine/godot/issues/75711 | https://github.com/godotengine/godot/pull/78017 | 0cee1e0d4fe4652b9161175089c2162e1508c4b0 | 2a8e83ccadd5a859c765a9d805bd9b5e1a07f02f | "2023-04-05T19:43:09Z" | c++ | "2023-06-09T11:44:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,707 | ["doc/classes/StyleBoxFlat.xml", "scene/resources/style_box.cpp", "scene/resources/style_box.h"] | The new default UI theme has blurry edges | ### Godot version
4.0-stable x86_64
### System information
Ubuntu 22.04, Intel Iris Plus Graphics G7, Xorg
### Issue description
The default UI theme has blurred edges around focus boxes. Perhaps other lines of rectangles used in the UI have a slight blur.

It is a good thing to antialias the corners; I would expect the straight edges of the rectangle to be pixel-perfect for a polished look.

The blurry edges on the sides make the default theme look a bit unfinished. Even if a bit outdated, the previous default UI theme in Godot 3.5 had a more polished look with crisp edges.
It is noticeable especially on full HD, non Retina / high-dpi screens where the grid of pixels is still visible.
### Steps to reproduce
Create new project and a Control scene.
Add a few Button and LineEdit controls. Run the scene.
See that the outline around the focused control has a blurry edge.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75707 | https://github.com/godotengine/godot/pull/76132 | 5625399680a54bd481c1dec580da1ce4e7d0e58d | 3db40355a0232bd8f22faa64f09a8b3c122106ff | "2023-04-05T18:29:05Z" | c++ | "2023-04-17T20:20:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,696 | ["servers/physics_2d/godot_body_pair_2d.cpp", "servers/physics_3d/godot_body_pair_3d.cpp"] | Rigidbody collision against CharacterBody3D doesn't always trigger on_body_entered signal | ### Godot version
Godot 4.0.2
### System information
Windows 10, NVIDIA GeForce 1060 GTX 3GB, Vulkan
### Issue description
Rigidbody collision against CharacterBody3D doesn't always trigger on_body_entered signal.
This happens when both objects are moving in the same direction
### Steps to reproduce
Play the test scene.
Press the right arrow key to move the character away from the rigid body. On contact no signal is emitted.
### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/11160540/test.zip)
| https://github.com/godotengine/godot/issues/75696 | https://github.com/godotengine/godot/pull/76138 | cce100a84058999ad28007efe36bac32896e8cc9 | 7ff0a3086def515d725dc64d4719c0f256c7e246 | "2023-04-05T15:38:07Z" | c++ | "2023-06-19T20:34:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,684 | ["editor/editor_file_system.cpp"] | Headless export doesn't generate `.godot/global_script_class_cache.cfg` properly when global script classes are used | ### Godot version
4.x
### System information
Fedora 37, ubuntu:latest
### Issue description
When a repo with a Godot 4.x project is cloned and `godot --headless --export-release <NAME> <PATH>` is executed, it will fail to find GDScript classes (those not attached to any Scene or Resource but used as global resources).
Locally, it can be worked around by executing the Godot Editor once without using the `--headless` option, to let it create the `.godot` subdir. Therefore, the headless export depends on files in `.godot` which it cannot create by itself.
Precisely, if `.godot/global_script_class_cache.cfg` is added to SCM, the headless run with an otherwise empty `.godot` will succeed.
However, with Godot 4.x, a `.gitignore` file is added by default, which does ignore `.godot/`. In order to add `global_script_class_cache.cfg`, the `.gitignore` needs to be modified:
```gitignore
/.godot/**/*.*
!/.godot/global_script_class_cache.cfg
```
See https://github.com/itsas-taldea/moon/commit/d12a5ccd41f1ecc2308721cc12d83d603c1df4d2
I don't know what the solution would be:
- Should Godot regenerate the config file transparently without errors?
- Does that info need to be saved in the project file (which is checked in SCM) instead of in subdir `.godot`?
### Steps to reproduce
```sh
git clone https://github.com/itsas-taldea/moon
cd moon
git checkout -b test-bug bada535a
cd godot
# This will produce errors such as: 'SCRIPT ERROR: Parse Error: Identifier "Utils" not declared in the current scope.'
godot --headless --export-release Linux ./moon.linux
rm -rf .godot
# Open the project in Godot "normally", then close it.
# Now, it will not produce SCRIPT ERRORs:
godot --headless --export-release Linux ./moon.linux
# Let's copy the problematic config file for later use
cp .godot/global_script_class_cache.cfg ../
rm -rf .godot
# It will produce errors again
godot --headless --export-release Linux ./moon.linux
rm -rf .godot
mkdir .godot
mv ../global_script_class_cache.cfg .godot/
# It will succeed now
godot --headless --export-release Linux ./moon.linux
```
### Minimal reproduction project
See subdir in https://github.com/itsas-taldea/moon. Note that branch `main` includes `.godot/global_script_class_cache.cfg`. That needs to be removed in order to reproduce this issue.
See https://github.com/itsas-taldea/moon/actions/runs/4614444782/jobs/8157419040 and https://github.com/itsas-taldea/moon/actions/runs/4614591084/jobs/8157704125.
| https://github.com/godotengine/godot/issues/75684 | https://github.com/godotengine/godot/pull/75798 | fad039bf86cba2d730c55e9eb0186fafceb53818 | 9be0aab79044625803c66b57d7923eca163bdaab | "2023-04-05T10:57:37Z" | c++ | "2023-06-12T20:53:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,681 | ["platform/web/dom_keys.inc"] | Physical keys are not correct in web exports | ### Godot version
4.0.2
### System information
Windows 10, web
### Issue description
Hi,
It seems physcial keys are not correct when I export to web format.
For example, I use this input map to move a character, on my windows build and with my french keyboard, everything is ok BUT when i export to web, only the qwerty mapping works. This is not the expected behaviour, my french azerty keyboard should work
as it does on the windows build.

### Steps to reproduce
enter a physical key in the input map (let's say W). with an non-qwerty keyboard, the web export should be able to use the key with the same position on the keyboard ( z in french for example )
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75681 | https://github.com/godotengine/godot/pull/75738 | 47af40c71fbfcb66af130ea58b2b2c95ad5d48cb | 8c551374cada11b4b24045f9017d8b585d66335e | "2023-04-05T08:51:01Z" | c++ | "2023-04-07T10:44:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,676 | ["scene/main/canvas_item.cpp", "scene/main/canvas_item.h"] | Accessing global_position before a scene instance is added to the scene tree can cause its position to reset to zero | ### Godot version
4.0.2
### System information
Windows 10
### Issue description
If a script accesses the `global_position` of an object instantiated from a packed scene before it's added to the scene tree, and then once added to the scene if its global position is modified by anything (including the physics engine) before its `position` is modified, it ends up at the origin, regardless of where it's placed in the editor. And for objects instantiated via script, regardless of what its `position` was set to before adding it with add_child()
The bug does not occur if the object is not a scene instance. Its position is preserved.
### Steps to reproduce
instantiate a scene
access its global_position
add it to the scene tree
modify its global position
### Minimal reproduction project
[min.zip](https://github.com/godotengine/godot/files/11156256/min.zip)
| https://github.com/godotengine/godot/issues/75676 | https://github.com/godotengine/godot/pull/75509 | 989fa49e71a305a26d7692c4ac399c953eafea11 | 3695dfb357c80e2222d2d0c16855b9d102f7beb4 | "2023-04-05T07:35:54Z" | c++ | "2023-04-19T08:13:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,655 | ["editor/editor_settings.cpp"] | Add `.xml` to the default TextFile Extensions editor setting | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
Windows 10
### Issue description
Drag'n'droping .xml files into a project, copies that file into the project as expected, but it doesn't show up in the FileSystem, I can only see that the file exists if I use my OS explorer. I expect to see the file in the FileSystem just like any .txt file
https://user-images.githubusercontent.com/59066133/229884648-bc64a18c-c290-48af-a661-ddcea9ad8c46.mp4
### Steps to reproduce
Drag and drop any .xml file into the project, it just won't show up
### Minimal reproduction project
[TestXML.zip](https://github.com/godotengine/godot/files/11151846/TestXML.zip)
| https://github.com/godotengine/godot/issues/75655 | https://github.com/godotengine/godot/pull/81625 | 77623d0a36d66b7b979c2b0a3141b99796deb860 | 10bac385983a23d3595a10da73b200c1fd3bf684 | "2023-04-04T18:29:54Z" | c++ | "2023-09-18T08:38:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,645 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_parser.cpp", "modules/gdscript/gdscript_parser.h", "modules/gdscript/tests/scripts/analyzer/errors/get_node_shorthand_in_static_function.gd", "modules/gdscript/tests/scripts/analyzer/errors/get_node_shorthand_in_static_function.out"] | Accessing scene unique nodes in a static function from a different node causes error instead of returning null | ### Godot version
ef025711a
### System information
ArchLinux x11
### Issue description
Accessing a scene unique node like this:
```gdscript
class_name Class extends Node
static func get_label() -> Label:
return %label
```
and then accessing that class later:
```gdscript
func _ready() -> void:
Main.get_label().text = "hello world"
```
causes a strange error when in the editor, and a normal error when run directly.

```c++
ERROR: Node not found: "%label" (relative to "/root/main").
at: get_node (scene/main/node.cpp:1364)
```
Instead of returning null.
As opposed to when using `get_node`:
```
SCRIPT ERROR: Cannot call method 'get_node' on a null value.
at: get_label (res://main.gd:5)
SCRIPT ERROR: Invalid set index 'text' (on base: 'Nil') with value of type 'String'.
at: _ready (res://control.gd:4)
```
### Steps to reproduce
Run mrp or follow outlined steps
### Minimal reproduction project
[bug.zip](https://github.com/godotengine/godot/files/11148287/bug.zip)
| https://github.com/godotengine/godot/issues/75645 | https://github.com/godotengine/godot/pull/78552 | 229af8e5731030064deb5777f6adf3838618df54 | 4f00f925b3ba18c7832781035c2829a3388c7544 | "2023-04-04T12:05:16Z" | c++ | "2023-08-17T09:20:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,634 | ["servers/physics_server_2d.cpp", "servers/physics_server_3d.cpp"] | [GodotPhysics] RigidBody3D Objects Overlapping | ### Godot version
4.0.2 RC.2
### System information
Windows 11, Vulkan Mobile, NVidia RTX 3070 TI
### Issue description
RigidBody3D Objects overlap when sitting on top of each other.

This has actually been around since Godot 3 using built-in physics:


### Steps to reproduce
Create pretty much any RigidBody3D objects stacked on top of each other - or on top of some StaticBody3D objects, and the RigidBody3D objects will overlap each other and into the static bodies.
A demo project is attached with a special material on the RigidBody3D meshes which shows which parts of them have overlapped into the StaticBody3D meshes of the scene.

### Minimal reproduction project
[RigidBodyOverlap.zip](https://github.com/godotengine/godot/files/11143760/RigidBodyOverlap.zip)
| https://github.com/godotengine/godot/issues/75634 | https://github.com/godotengine/godot/pull/75665 | cbb2e17369302eed28cd72b64a2687299ac8f045 | 47af40c71fbfcb66af130ea58b2b2c95ad5d48cb | "2023-04-04T01:23:15Z" | c++ | "2023-04-07T10:43:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,599 | ["drivers/vulkan/rendering_device_vulkan.cpp", "drivers/vulkan/rendering_device_vulkan.h"] | Mobile Renderer makes Meshes unreadable/uneditable on Android | ### Godot version
4.0.1-stable
### System information
Android 12, Mobile Renderer
### Issue description
When retrieving Mesh data from a MeshInstance3D like so...
```GDScript
var mesh = self.get_mesh()
var mesh_array = mesh.surface_get_arrays(0)
var vertex_array = mesh_array[Mesh.ARRAY_VERTEX]
var index_array = mesh_array[Mesh.ARRAY_INDEX]
```
...the index_array contains vertex indices that are not within the vertex_array.
This issue does not occur in the Linux editor, but does occur on my Android build:
Android 12
arm64v8
sdk version 32.0.0
ndk version 23.2.8568313
### Steps to reproduce
Download the minimal reproduction project, which contains an example ArrayMesh and GDScript script which has the code shown above. Build to Android using the 4.0.1 build template and test.
### Minimal reproduction project
[Array_Mesh_Test.zip](https://github.com/godotengine/godot/files/11133179/Array_Mesh_Test.zip)
| https://github.com/godotengine/godot/issues/75599 | https://github.com/godotengine/godot/pull/84852 | 8a9e3ad8d5623bad204964795504e5cd10289dad | a9ba8695d4ac453c5edc8339371116ea28f403aa | "2023-04-02T20:05:16Z" | c++ | "2023-12-04T22:06:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,558 | ["modules/navigation/nav_map.cpp"] | 4.0.2 RC1 - Enabling Avoidance in NavigationAgent2D (3D) causes Godot to crash | ### Godot version
4.0.2 RC1
### System information
Windows 10, nVidia GT1030, Compatibility mode in Godot
### Issue description
Enabling the **Avoidance Enabled** setting causes Godot to crash and close. This error is repeated both in the 2D scene and in 3D. There are no errors in the console.
### Steps to reproduce
- Create a new scene
- Create a **CharacterBody2D/3D** node
- Create a child node **NavigationAgent2D/3D**
- In the settings of this node, in the **Avoidance** section, enable the **Avoidance Enabled** option.
### Minimal reproduction project
The project is not required. | https://github.com/godotengine/godot/issues/75558 | https://github.com/godotengine/godot/pull/75560 | d22e9effa20f639b72ace2e1306c83e8afec094f | 7e30fa30bafe295614e083997e907566e102871f | "2023-04-01T09:31:40Z" | c++ | "2023-04-02T15:33:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,549 | ["servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp"] | GPUParticles3D double their position when using precision=double | ### Godot version
v4.0.2.rc.custom_build [50f26811b]
### System information
Windows 10
### Issue description

When `precision=double` is turned on, GPUParticles3D are positioned wrong. Their global position seems to be doubled for actual draw.
### Steps to reproduce
1. Add a GPUParticles3D.
2. Globally position it away from origin.
### Minimal reproduction project
[double-particles.zip](https://github.com/godotengine/godot/files/11128223/double-particles.zip)
| https://github.com/godotengine/godot/issues/75549 | https://github.com/godotengine/godot/pull/76003 | 1a90031f3c25fa15904c3d44e2223bc29cfd1633 | 0ec2be1213549520c3575219dd4233bf037f24d3 | "2023-04-01T02:09:03Z" | c++ | "2023-04-13T07:56:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,546 | ["doc/classes/CanvasItem.xml", "doc/classes/Node.xml"] | [4.01] TabContainer Self Modulate has no effect | ### Godot version
v4.0.1.stable.official [cacf49999]
### System information
Windows 11 Home 22H2 22621.1413
### Issue description
In `Godot 3` when you applied a `Self Modulate` colour to the `TabContainer` it would affect the colour of the tabs but not the content.
In `Godot 4` when you applied a `Self Modulate` colour to the `TabContainer` it does nothing.
I am expecting the behaviour from `Godot 3`.
### Steps to reproduce
1. Add a `TabContainer` to a scene
1. Set the `Self Modulate` colour to another colour
Observe the colour of the `TabContainer` in the editor does not change colour.
### Minimal reproduction project
Not provided (repro steps are trivial) | https://github.com/godotengine/godot/issues/75546 | https://github.com/godotengine/godot/pull/75565 | df7834ac96398da0cb6b09f77ec010d4dff467f7 | 76444699cb6592da467cf1527bfdc1f57bd0daa9 | "2023-04-01T00:18:34Z" | c++ | "2023-04-03T13:03:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,545 | ["modules/gdscript/gdscript_cache.cpp"] | No runtime errors when running a script with a syntax error (Unexpected "identifier" in class body) | ### Godot version
Godot Engine v4.0.1.stable.official.cacf49999
### System information
Windows 10, Vulkan API 1.3.205 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeFor ce RTX 3080
### Issue description
Creates coding in an external text editor.
Run the script as follows.
godot_console.exe --ext gd


### Steps to reproduce
no code
### Minimal reproduction project
[test_script.zip](https://github.com/godotengine/godot/files/11128000/test_script.zip)
| https://github.com/godotengine/godot/issues/75545 | https://github.com/godotengine/godot/pull/83540 | 15955e5d9e5fc13744e0cb7f77a9ef84676d3510 | 7270da76bae70172b413ad4a65176ea23df00be6 | "2023-04-01T00:16:04Z" | c++ | "2023-10-20T13:09:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,531 | ["scene/gui/texture_progress_bar.cpp", "scene/gui/texture_progress_bar.h"] | Texture Progress Bar Node Hot Reload Image Bug | ### Godot version
4.0
### System information
Windows 11, Vulkan
### Issue description
When using the Texture Progress Bar Node and setting one or more of the three texture parameters, if you hot reload the textures, the texture bounds do not get set to the new texture size if the texture size was adjusted.
### Steps to reproduce
1. Create a new Texture Progress Bar Node, and set one of the three texture parameters to an imported texture.
2. Go to an image editing software and change the size/resolution of the image, for example if the image was imported as a 100x100px image change it to 50x50px.
3. If you were changing the image that is in the Godot Project folder, upon saving in your image editing software it should hot reload the image in Godot.
4. The Bounds will be stuck at 100x100px, but the image will be smaller than the bounds at 50x50px.
5. See error
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75531 | https://github.com/godotengine/godot/pull/75532 | 11b7f552ca78f1d1a45d35c75c9d7dcfbc1cc1d5 | d22e9effa20f639b72ace2e1306c83e8afec094f | "2023-03-31T10:51:38Z" | c++ | "2023-04-02T15:33:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,525 | ["editor/editor_file_system.cpp"] | Glb import error | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 10, 64bit
### Issue description
First, please run the reproduction project.
When I run the test scene, It report error like follow and app exited.

And I don't know where was error.
### Steps to reproduce
1. Open the reproduction project.
2. Open scene 'user:\\xd\XActors\Weapon\Gun\Rifle\XRifle.tscn'
3. Assign the scene's Meshinstance's mesh with 'user:\\xd\XActors\Weapon\Gun\Rifle\XRifle01.res'
4. Run the scene
Opps, the scene exited.

### Minimal reproduction project
[GlbTest.zip](https://github.com/godotengine/godot/files/11120181/GlbTest.zip)
NOTE: The project that I provided was picked up from my owner project. Sorry I can't provide a minimal reproduction project because I don't know which step cause this issue. I was test like this:
Create a project, import the glb file, create meshinstance and assign mesh, but there was not error!
| https://github.com/godotengine/godot/issues/75525 | https://github.com/godotengine/godot/pull/85922 | e1d4b3cc07605a28f182e23d1924b6432fda2186 | e551672c2d7e0b4a484a647d5bf07acf08f59766 | "2023-03-31T09:11:28Z" | c++ | "2023-12-11T23:33:25Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,521 | ["core/core_bind.cpp", "core/core_bind.h", "core/os/os.cpp", "core/os/os.h", "doc/classes/OS.xml", "drivers/unix/os_unix.cpp", "drivers/unix/os_unix.h", "platform/linuxbsd/detect.py", "platform/windows/os_windows.cpp", "platform/windows/os_windows.h"] | OS::get_free_static_memory not exposed to gdscript | ### Godot version
4.1-dev
### System information
Windows 11 64-bit
### Issue description
Although the method exists in OS and can be implemented by platforms, this os function isn't accessible from gdscript while get_static_memory_usage and get_static_memory_peak_usage are.
### Steps to reproduce
create a gdscript script
try to access OS::get_free_static_memory()
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75521 | https://github.com/godotengine/godot/pull/75640 | 54b0e8123ebd6c2f6d1d0eb547f03907bbd7e9f5 | 4970c52a7a2ffb35ce5d7f5f730305fce18e641f | "2023-03-31T04:46:16Z" | c++ | "2023-04-24T14:43:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,501 | ["scene/gui/rich_text_label.cpp", "scene/gui/rich_text_label.h"] | Quotes in RichTextLabel BBCode string arguments are passed as-is, which is inconsistent with string arguments elsewhere | ### Godot version
4.0.1.stable
### System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.89.02)
### Issue description
The following BBCode in a RichTextLabel:
```
[p align=center]p align center[/p]
[p align="center"]p align "center"[/p]
[p align='center']p align 'center'[/p]
```
Results in:

I'd expect all 3 to be center-aligned, parsing the `align` argument's value as `center` and not `"center"` or `'center'` with the quotes. This is the behavior found in any programming language, HTML/CSS, etc. This can cause difficult-to-diagnose issues as to why string parameters aren't behaving as expected in BBCode, especially when file paths are involved.
We should handle string paths with quotes (single or double) in RichTextLabel to avoid this kind of issue. It should be as simple as calling `.trim_prefix("\"").trim_suffix("\"").trim_prefix("'").trim_suffix("'")` when parsing a string parameter in RichTextLabel's BBCode parser.
See https://github.com/godotengine/godot-docs/issues/6574#issuecomment-1377460963 where this issue was originally encountered.
Modifying this behavior is technically a breaking change, but the chance that someone is relying on the current behavior (string arguments containing their beginning/end quotes) is very low.
### Steps to reproduce
- Add a RichTextLabel node with BBCode enabled.
- Write `[p align="center"]p align "center"[/p]` within the Text property.
- Notice how the label isn't centered because `center` is surrounded by quotes.
### Minimal reproduction project
[test_richtextlabel_string_quotes.zip](https://github.com/godotengine/godot/files/11114324/test_richtextlabel_string_quotes.zip)
| https://github.com/godotengine/godot/issues/75501 | https://github.com/godotengine/godot/pull/75622 | 513f43e774627636e38c88e870eab7542e5b9f6d | a1058313a9c4743fa8c9377b59cf3ae34d7fd087 | "2023-03-30T17:35:18Z" | c++ | "2023-05-24T06:45:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,490 | ["modules/text_server_adv/thorvg_svg_in_ot.cpp", "modules/text_server_adv/thorvg_svg_in_ot.h", "modules/text_server_fb/thorvg_svg_in_ot.cpp", "modules/text_server_fb/thorvg_svg_in_ot.h"] | Editor crashes using the "Noto Color Emoji" font | ### Godot version
4.0.1.stable.official [cacf49999]
### System information
Windows 10, OpenGL API 3.3.0 NVIDIA 528.49
### Issue description
The editor hard crashes when a specific sequence of actions is done on the `Label Settings` of a `Label` control. It _seems_ that selecting only one specific font as a SystemFont the editor crashes. For me it happens with "NotoColorEmoji-Regular.ttf" (version `2.038;GOOG;noto-emoji:20220906:4b1c5bfb0d5b1f5c69aa321d5b6e70656ead1d30`) installed in `C:\Users\MYUSERNAME\AppData\Local\Microsoft\Windows\Fonts`; it might be because only that one font file sits there as the only Noto font file installed system wide, but regardless the Godot Editor should probably not hard-crash when this happens?
### Steps to reproduce
**Edit: even easier steps**
1. Download https://fonts.google.com/noto/specimen/Noto+Color+Emoji/
2. Create new project
3. Drag the `.ttf` to the Godot window file root
- Result: the font file name shortly appears in Godot's file explorer before it crashes
**Original steps**
1. Create a new project
5. Add a root `Control` scene
6. Add a `Label` child
7. Add "New Label Settings" and expand it
8. Expand the "Font" section, click the "<empty>" in the dropdown, pick "`New SystemFont`"
9. Click "SystemFont" to expand it
10. Click "Font Names" value "PackedStringArray (size 0)" to expand it
11. Pick "+ Add Element" and choose "Courier New"
12. Pick "+ Add Element" and choose "Noto Color Emoji"
13. Click the trash icon next to "Courier New" to delete it
- Result: editor window immediately crashes and closes down
- Expected: array of font names to go back to 1, or a warning that my operation is not allowed
- Variant steps: at step 8 (when no fonts are picked yet at all), add "Noto Color Emoji" as the first one
### Minimal reproduction project
See steps to reproduce, it happens when starting clean as well.
Hope this helps! Let me know if I can add more details. | https://github.com/godotengine/godot/issues/75490 | https://github.com/godotengine/godot/pull/75675 | 0d6a07c031f7dbac9225e52da4db62e559ec1a6b | 44d539465acca7592e0c88748e231fe5f151da37 | "2023-03-30T09:31:18Z" | c++ | "2023-04-05T10:03:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,480 | ["core/input/input.cpp", "core/input/input.h", "doc/classes/Input.xml", "platform/linuxbsd/joypad_linux.cpp"] | Controller events detected as InputEventKey when Steam is open (due to Steam Input event injection) | ### Godot version
4.0, 4.0.1
### System information
Windows 10
### Issue description
If Steam is open on your computer, input from a controller can be incorrectly detected as an InputEventKey. Closing Steam corrects this error.
Controller inputs should never be detected as an InputEventKey: According to the current documentation an InputEventKey is [only for keyboard events.](https://docs.godotengine.org/en/4.0/classes/class_inputeventkey.html)
**Video demonstration:** https://youtu.be/9krmPx9vYoc
**Controller used:** Dualshock 4
### Steps to reproduce
1. Run minimal reproduction project (or a script with the following code):
```
func _input(event : InputEvent) -> void:
if event is InputEventKey:
print ("Keyboard Event Detected")
```
2. Test if "Keyboard Event Detected" prints on Controller input with Steam open vs. with Steam closed.
### Minimal reproduction project
[InputEventKey Controller Test.zip](https://github.com/godotengine/godot/files/11106151/InputEventKey.Controller.Test.zip) | https://github.com/godotengine/godot/issues/75480 | https://github.com/godotengine/godot/pull/76045 | 4d862d6cc9bfe2c2d772f16222e00996b6aee943 | 55b74c7cdf5157312ef9e7086cd3d3725249f315 | "2023-03-29T22:41:02Z" | c++ | "2023-07-12T15:16:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,473 | ["scene/main/window.cpp"] | Editor dialogs now appear centered on the whole desktop instead of screen | ### Godot version
v4.1.dev136.mono.custom_build [23394bebe]
### System information
Windows
### Issue description
Dialogs in the editor and project manager now appear centered on the whole desktop instead of centered on the current screen.
This is especially annoying with 2 screens where the new position usually in between the screens instead of at an area where one would focus on. Also it is probably possible to have setups where these dialogs now appear completely off-screen.
Expected:
https://user-images.githubusercontent.com/10944644/228656668-dd6ae1bf-a7dd-43a0-b667-3fa73eac5028.mp4
Actual:
https://user-images.githubusercontent.com/10944644/228654489-cb6619bf-9fa7-4e20-818a-f5890996a6c9.mp4
- Regression from https://github.com/godotengine/godot/pull/75141, reverting it fixes the issue; cc: @rcorre
### Steps to reproduce
Open any dialog in project manager or editor, not sure if this change also extends to projects.
| https://github.com/godotengine/godot/issues/75473 | https://github.com/godotengine/godot/pull/75475 | 6612068f3f23c9b1a9445b7f11b885aa3ca7babd | 499493340d1bbb604a1c25371e759bbe58c4fbd8 | "2023-03-29T20:15:26Z" | c++ | "2023-03-30T16:23:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,470 | ["doc/classes/Vector2i.xml", "doc/classes/Vector3i.xml", "doc/classes/Vector4i.xml", "modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs"] | C# Vector2I inconsistent rounding behavior | ### Godot version
v4.0.1.stable.mono.official
### System information
Windows 10
### Issue description
In C# Vector2I conversion produces inconsistent rounding behavior. `GD.PrintS((Vector2I)(new Vector2(0.5f, 0.51f)), (int)(0.5f), (int)(0.51f));` will print `(0, 1) 0 0` (note that y component is rounded to 1). On the other hand, such conversion in GDScript produces consistent result, both `print(Vector2i(0.5, 0.51))` and `print(Vector2i(Vector2(0.5, 0.51)))` will output `(0, 0)`.
It looks like Vector2I conversion in C# uses Round() instead of Truncate() (taking into account negative values).
### Steps to reproduce
Run following codes in C#:
`GD.PrintS((Vector2I)(new Vector2(0.5f, 0.51f)), (int)(0.5f), (int)(0.51f));`
and GDScript:
`print(Vector2i(0.5, 0.51))` and `print(Vector2i(Vector2(0.5, 0.51)))`
then compare results.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75470 | https://github.com/godotengine/godot/pull/75477 | 8f6ce4c8f9a45f5abf604513bf4b95377c9a67d1 | ce03630f34bff8388e65391fd08a1ed2da3b20af | "2023-03-29T18:36:19Z" | c++ | "2023-03-31T11:01:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,446 | ["scene/main/node.cpp", "tests/scene/test_node.h"] | FindChildren not finding nested children | ### Godot version
4.0.1-stable_mono_win64
### System information
Windows 10 19044
### Issue description
I'm writing a C# script and trying to use `FindChildren` in my `_Ready` method.
My scene is like this with a root node with the script attached:

Calling `FindChildren("face_*")` is returning an empty array where I instead expect it to return a collection of the 6 nodes under `cube_rounded`.
If I call `FindChild("face_*")` instead it properly returns the `face_front` first node at the top of the tree, so the singular child function is working, but not the collection one.
`FindChildren("Pivot")` does find its immediate child, so it looks like maybe the `recursive` property is being ignored? Explicitly setting it to `true` changes nothing.
### Steps to reproduce
1. Install C# version of Godot
2. Setup a 3D scene of nodes (any type) with hierarchy:
- RigidBody3D (names not important here)
- Pivot
- cube_rounded
- face_front
- face_left
- face_right
- face_back
- face_top
- face_bottom
3. Create a new C# script on the root node inheriting from `Node3D`
4. Add `var test = FindChildren("face_*");` in the `_Ready()` method
5. set a breakpoint in Visual Studio and debug the project
See after executing the line that test is an empty array instead of the 6 expected nodes.
Repros in 4.0.0-stable as well (checked for new version and tried on 4.0.1 when I saw it had released, same issue).
### Minimal reproduction project
Minimal project with same structure above of just Node3D objects:
[FindChildrenRepro.zip](https://github.com/godotengine/godot/files/11097185/FindChildrenRepro.zip)
Setup to output in Console:
```
--- Debugging process started ---
Godot Engine v4.0.1.stable.mono.official.cacf49999 - https://godotengine.org
Vulkan API 1.3.205 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080
Children Count: 0 expect 6
Can find child instead: True
```
Should see `Children Count: 6 expect 6` instead.
Included the call to `FindChild` which shows the exact same pattern working to find a child there, but the aggregate call with `FindChildren` fails. | https://github.com/godotengine/godot/issues/75446 | https://github.com/godotengine/godot/pull/75459 | 080d471e9812323b177492ec90fad34c3da38869 | cce100a84058999ad28007efe36bac32896e8cc9 | "2023-03-29T05:47:35Z" | c++ | "2023-06-19T20:33:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,445 | ["editor/plugins/canvas_item_editor_plugin.cpp"] | Changes in Inspector does not reflect properly for Scenes Collection inside TileMap | ### Godot version
v4.0.1.stable.official [cacf49999]
### System information
Windows 10
### Issue description
With Scenes Collection feature in TileMap, you can conveniently paint Scenes into the environment. Although these Scenes are not visible in the Scene dock, you can still select them via dragging in the viewport. Issues arise when you try to tamper with the Inspector of these Scenes (for example: modulate value, @export var in script, etc)

In the minimal reproduction project, I've placed 4 identical playable characters by using Scenes Collection in TileMap
### 1. All changes in the inspector for these Scenes are not saved
In the editor, I try to set different colors for these character. However, these changes does not carry over when the project is run


In the editor, if I leave the current scene and reopen it again, all changes in the inspector will be reset and I occasionally get errors like this:
` editor/editor_data.cpp:1059 - Condition "!p_node->is_inside_tree()" is true.`
### 2. While the project is running, only 1 instance of the Scenes properly reflects the changes in the Inspector
While the project is running, if I select all 4 of these characters and turn them all into a different color in the editor, only 1 character will get their color changed in the game window



### Steps to reproduce
1. Set up any scene you want to use in a tilemap and save it as .tscn
2. Create a new TileMap and a new TileSet
3. In the new TileSet, add a Scenes Collection and insert your Scene.tscn
4. Paint the Scene into the TileMap
5. Deselect the TileMap (press ESC)
6. In the viewport, click and drag to select any Scene inside the TileMap
7. Change any value in the Inspector of the selected Scene (preferably something visible)
8. Run the project. Your changes will not carry over in the game window (Bug 1)
9. Without stopping the project, go back to editor and select all identical Scenes in the TileMap
10. Change any values in the inspector for all selected scenes (preferably something visible)
11. Return to the game window. Only one object (or none) will properly reflect the changes you made (Bug 2)
### Minimal reproduction project
[TilemapSceneBug.zip](https://github.com/godotengine/godot/files/11096936/TilemapSceneBug.zip)
| https://github.com/godotengine/godot/issues/75445 | https://github.com/godotengine/godot/pull/75492 | c29866dbc05694594b9be68b8d451816c7a0889d | 6612068f3f23c9b1a9445b7f11b885aa3ca7babd | "2023-03-29T05:46:51Z" | c++ | "2023-03-30T16:22:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,418 | ["scene/resources/material.cpp"] | Shader Group Uniforms are displayed in alphabetical order in Inspector | ### Godot version
4.0 stable
### System information
Windows 10 960m
### Issue description
Group uniforms in shaders list in alphabetical order in the inspector, instead of the way that they are listed in the shader code. This also occurs with unform sub groups. This is far from ideal, as this tends to list them in an illogical order, which becomes a big issue when you have many groups.
@Chaosus I know that you fixed this same issue with uniform alphabetical order, so not sure if this is a known issue with groups?
Here is a basic example:

### Steps to reproduce
- create a new shader
- add some group uniforms with a uniform underneath each
- note the order in the shader as compared to how it is listed in the inspector
### Minimal reproduction project
[group_uniforms_order.zip](https://github.com/godotengine/godot/files/11088103/group_uniforms_order.zip)
| https://github.com/godotengine/godot/issues/75418 | https://github.com/godotengine/godot/pull/75427 | ce75c463312450fc85c5e0d28eb822661317f337 | 12e4323f17739fd78d169314eaca4c7419386a47 | "2023-03-28T10:14:36Z" | c++ | "2023-05-05T16:08:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,393 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/typed_array_usage.gd", "modules/gdscript/tests/scripts/runtime/errors/typed_array_assign_wrong_to_typed.gd", "modules/gdscript/tests/scripts/runtime/errors/typed_array_assign_wrong_to_typed.out"] | Typed arrays won't accept node references with $ | ### Godot version
4.0.1
### System information
Windows 11, Vulkan, ryzen 9 5900X, rx 6700xt
### Issue description
When creating a typed array
(take `var wheels: Array[VehicleWheel3D]` as an example)
and then trying to add a node to the array by referencing it with `$`
(for example `var wheels: Array[VehicleWheel3D] = [$BackLeftWheel]`)
it will return the following error:
_Cannot have an element of type "Node" in an array of type "Array[VehicleWheel3D]"_
I have a theory that this is due to `$MyNode` being the same as `get_node("MyNode")` for the parser and `get_node()` has a return type of `Node`, so the parser thinks that you are trying to append a `Node` to the array (Haven't checked that in the source code, it's just a theory).

This can be worked around by casting the node as the intended type
(`var wheels: Array[VehicleWheel3D] = [$BackLeftWheel as VehicleWheel3D]`)
### Steps to reproduce
See "Issue description" and "Minimal reproduction project"
### Minimal reproduction project
[Typed Array issue rep project.zip](https://github.com/godotengine/godot/files/11080146/Typed.Array.issue.rep.project.zip)
| https://github.com/godotengine/godot/issues/75393 | https://github.com/godotengine/godot/pull/75419 | 0ebd2aea4576c2b15a15b2fde489e9124c69d3ff | 8b62c52d1cf1bd38fdd379eeb8dd91644a42a70e | "2023-03-27T14:54:15Z" | c++ | "2023-06-14T07:23:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,380 | ["scene/resources/visual_shader.cpp"] | Alpha/Opacity not displaying through Visual Shader properly, even with "Depth prepass Alpha" enabled. | ### Godot version
v4.0.1.stable.official [cacf49999]
### System information
Windows 10, Vulkan, Ryzen 3900, NVIDIA GTX 2080 SUPER
### Issue description
I noticed that the Draw prepath Alpha for the Visual Shader isn't working correctly, for some reason it causes the object to fade/turn black when the float function is set to "0"...
This is through the Visual Shader Material:

While this is what was supposed to happen, albeit done with Spatial's "Depth Depth Mode" (done using the built-in spatial material):

### Steps to reproduce
If anybody is interested to recreate this weird effect, just make a visual shader with a float parameter, and connect it to the "Alpha":

Attach the visual shader to any mesh, preferrably a mesh with fingers or claws. Then change the slider under the "Shader Parameters" in the material/material override section:

Make sure you enable the Draw prepath Alpha in the visual shader material as well:

### Minimal reproduction project
Here is the project file to test it on. Had to use a different model instead of the one generated from Character Creator:
"[Alpha_Test_Debug.zip](https://github.com/godotengine/godot/files/11081051/Alpha_Test_Debug.zip)
| https://github.com/godotengine/godot/issues/75380 | https://github.com/godotengine/godot/pull/75957 | 11798fa420f4f9612b61f9ba3e18e0162dceb01b | d4dad2b2f88968ff329145f3dab5290478bae886 | "2023-03-27T08:12:59Z" | c++ | "2023-04-12T15:01:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,377 | ["scene/3d/camera_3d.cpp"] | Camera3D orthogonal size inspector slider does not have useful limits | ### Godot version
v4.0.1.stable.official [cacf49999]
### System information
Windows 10
### Issue description
Using the grabber to adjust an orthogonal Camera3D's `size` value is not very useful. The slider's minimum and maximum values are so extreme that dragging the grabber a single pixel in any direction changes the value by a very large amount.
By contrast, clicking and dragging directly in the value field itself gives more useful deltas.
[Camera3D Orthogonal Size Slider.webm](https://user-images.githubusercontent.com/227734/227844703-5b4ba28f-612a-438e-9cda-65b8773c5a71.webm)
### Steps to reproduce
Shown and described above.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75377 | https://github.com/godotengine/godot/pull/82604 | 34e34f09458e48612738b102b8ff8adad9185079 | 28ada4582e445a41562b58b3bf5b7436c05adc5c | "2023-03-27T05:04:25Z" | c++ | "2023-11-10T20:54:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,358 | ["doc/classes/AnimatableBody2D.xml", "doc/classes/AnimatableBody3D.xml", "doc/classes/StaticBody2D.xml", "doc/classes/StaticBody3D.xml"] | Area2D has inconsistent interactions with StaticBody2D when the Area2D is moving or still | ### Godot version
4.0.1 stable
### System information
MacOS 13.0, Forward+, M1 Metal
### Issue description
Area2D has an inconsistent interaction with StaticBody2Ds. When Area2D holds still, it can't see the moving StaticBody2D.
For my project, I'm scaling StaticBody2D for interactions between CharacterBody2D and Area2D. I discovered an inconsistency when these scaled StaticBody2Ds entered into the Area2D's collision bodies. The Area2D didn't send the body_entered(body) signal unless the Area2D was in motion. A simple rotation on the Area2D will do the trick. Here's a short video of my test case:
https://user-images.githubusercontent.com/6932210/227780426-52fe7c25-435f-4c9b-8076-b335733b500a.mov
My expectation is that an Area2D would detect the StaticBody2D whether or not the Area2D is in motion.
tl;dr: StaticBody2D plays a game of "Red Light, Green Light" with Area2D.
### Steps to reproduce
Play the sample scene called "scene" in the attached project.
For my simple example, I created an Area2D scene that turns red when a body enters it, and reverts back to white when the body exits. I scale a StaticBody2D using an AnimationPlayer node. Instancing the Area2D scene three times, one instance stays still, one rotates constantly, and another moves into the StaticBody2D then holds still and lets the StaticBody2d move out of its collision body on its own.
The Area2D that doesn't move ignores the StaticBody2D and never sends the appropriate signals.
The Area2D that moves into the StaticBody2D then holds still sends the appropriate signals. I was wondering if moving into the StaticBody2D would send the body_entered(body) signal, and if holding still wouldn't send the body_exited(body) signal, but that works as expected.
The rotating Area2D also successfully sends the body_entered(body) and body_exited(body).
### Minimal reproduction project
[Areas and Static Bodies.zip](https://github.com/godotengine/godot/files/11071737/Areas.and.Static.Bodies.zip)
| https://github.com/godotengine/godot/issues/75358 | https://github.com/godotengine/godot/pull/75471 | f3033da97de83a04bd5051cccbc763711177c387 | f8fdacae64c0646425d7c92f4f4fd6289d79cbbd | "2023-03-26T13:54:21Z" | c++ | "2023-04-18T16:01:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,354 | ["editor/plugins/tiles/atlas_merging_dialog.cpp"] | Atlas Merge Tool crashes when selecting entries to merge | ### Godot version
v4.0.1.stable.official [cacf49999]
### System information
Windows 11
### Issue description
When trying to select multiple entries inside the Atlas Merge Tool, the engine crashes.

Thanks for the help!
### Steps to reproduce
1. Import multiple sprites (at least 2)
2. Create a Tilemap and its Tileset
3. Drag sprites into Tileset window
4. Create the Tiles for every sprite

5. Open Atlas Merging tool
6. Try to select the sprites you want to merge
### Minimal reproduction project
[Atlas Merging Bug.zip](https://github.com/godotengine/godot/files/11071428/Atlas.Merging.Bug.zip)
| https://github.com/godotengine/godot/issues/75354 | https://github.com/godotengine/godot/pull/75361 | 1222d35cdd832b3d4dfd96722d746d312e69a9bb | 23394bebed07e172f77601baedbd78fd4f423694 | "2023-03-26T11:30:02Z" | c++ | "2023-03-28T18:35:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,351 | ["servers/rendering/shader_compiler.cpp"] | Unary minus does not work in gdshaders | ### Godot version
v4.1.dev.custom_build [6ef2f358c]
### System information
Fedora 37 KDE, RTX 3080
### Issue description
Godot's shader compiler removes spaces and parentheses from expression, causing unary minus (and probably the less common unary plus) to merge with adjacent operator tokens.
Addtionally, the only error logged in the editor is:
> servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp:171 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
If running the editor from a console, it prints the compiled shader, the error message from the glsl compiler, and then it prints the compiled shader again.
### Steps to reproduce
```
void fragment() {
float a = 0.5;
float b = 1.0 - -a;
float c = 1.0 - -0.5;
float d = 1.0 - (-0.5);
float e = 1.0 - -(0.5);
}
```
```
2145 | {
2146 | float m_a=0.5;
2147 | float m_b=(1.0--m_a);
2148 | float m_c=(1.0--0.5);
2149 | float m_d=(1.0--0.5);
2150 | float m_e=(1.0--0.5);
2151 | }
```
### Minimal reproduction project
Trivial. Just copy one of the expressions into a new shader. | https://github.com/godotengine/godot/issues/75351 | https://github.com/godotengine/godot/pull/75366 | ba27db36e935f0f5c95df8d57f842d564b7e9b3c | 9dcfdc205103979cd1fcd8f3a52fba5e1ed1c9dc | "2023-03-26T10:01:12Z" | c++ | "2023-04-03T20:32:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,329 | ["editor/editor_node.cpp"] | The editor crashes after turning off a plugin and closing the current scene | ### Godot version
Godot 4.0.1
### System information
Windows 10 64 bits NVIDIA GeForce GTX 1060
### Issue description
The editor crashes without any information after turning off a GDScript plugin and then close the current scene.
I tried:
- Using a debug build with the debug MSVC runtime (off by default)
- Using a C++ debugger
But oddly enough, neither gave me any call stack. All I get is:
```
Exception thrown at 0x00007FF668765716 in godot.windows.editor.dev.x86_64.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.
The program '[14300] godot.windows.editor.dev.x86_64.exe' has exited with code 1 (0x1).
```
However, I'm one of the few weirdos in the world who compiles debug builds with the Tracy profiler. I attached Tracy as well, and it turns out Tracy did catch something:

Which led me to add these prints:
```cpp
void EditorNode::_plugin_over_edit(EditorPlugin *p_plugin, Object *p_object) {
CRASH_COND(p_plugin == nullptr);
print_line("EditorNode::_plugin_over_edit BEGIN");
if (p_object) {
print_line("EditorNode::_plugin_over_edit A");
editor_plugins_over->add_plugin(p_plugin);
print_line("EditorNode::_plugin_over_edit B");
p_plugin->make_visible(true);
print_line("EditorNode::_plugin_over_edit C");
p_plugin->edit(p_object);
} else {
print_line("EditorNode::_plugin_over_edit D");
editor_plugins_over->remove_plugin(p_plugin);
print_line("EditorNode::_plugin_over_edit G");
if (ObjectDB::get_instance(p_plugin->get_instance_id()) == nullptr) {
print_line("p_plugin is garbage");
}
print_line("EditorNode::_plugin_over_edit E");
p_plugin->make_visible(false);
print_line("EditorNode::_plugin_over_edit F");
p_plugin->edit(nullptr);
}
print_line("EditorNode::_plugin_over_edit END");
}
```
And surely enough, `p_plugin is garbage` occurs.
### Steps to reproduce
In the provided reproduction project:
- Enable the plugin
- Open `main.tscn`
- Select the `Child` node (the plugin `_handles` `Node`)
- Turn off the plugin
- Close the scene
If it does not reproduce for you, keep trying, or use the prints I added in C++ to highlight the problem.
### Minimal reproduction project
[TurnOffPluginCrash.zip](https://github.com/godotengine/godot/files/11069938/TurnOffPluginCrash.zip)
| https://github.com/godotengine/godot/issues/75329 | https://github.com/godotengine/godot/pull/75331 | b136677facec02fe468e9ca685a27e1f28961c88 | b57f3c2e6762a7146c46108a58bfa64b63b5ecf1 | "2023-03-25T19:49:07Z" | c++ | "2023-03-27T09:42:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,311 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_editor.cpp"] | `_parse_property` autocomplete generate function signature with wrong types in parameters | ### Godot version
4.0.1 stable
### System information
Manjaro Linux using i3, Foward+
### Issue description
When you create the `_parse_property` function and let Godot autocomplete for you you get this:

And have to manually correct it to look like this:

which honestly is kind of weird because you cant use `Variant.Type`, `PropertyHint` or `PropertyUsageFlags` any where else that I know of. I even tried to use `PropertyHint.PROPERTY_` to see if it would give me a list of property hint constants, but Godot doesn't seem to recognize any of these "types" outside of the parameters of this specific function.
which makes me think the first signature is more "correct" even though the second one is the one that works and what was given as fix for #72963, so maybe it's just missing something to update the automplete?
### Steps to reproduce
Create a new `EditorInspectorPlugin` script anywhere and let godot create the `_parse_property` function.
### Minimal reproduction project
See steps to reproduce as they're minimal enough. | https://github.com/godotengine/godot/issues/75311 | https://github.com/godotengine/godot/pull/75691 | afca0b8fdd07ff2e50f421a0e5424897cff1eb77 | a7276f1ce0c2911216a2c4718efddab98ddffd8f | "2023-03-25T08:43:19Z" | c++ | "2023-04-14T18:01:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,302 | ["servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl"] | SSR Reflections fade out very early on non-metallic materials | ### Godot version
4.0 Stable
### System information
Windows 11, Nvidia RTX4070ti, AMD Ryzen7700x
### Issue description
Godot's SSR reflections fade out far too early. There is commonly more than enough screen information for a reflection to persist before it fades out into nothing. This might be a conscious choice to reduce visual artifacts, but every SSR implementation I've seen fades out much later and there's no user-facing option to enforce this behavior in Godot.
In this scene the box reflects nicely onto the plane below:

However this is reduced entirely while there is still relevant scene information to retain a reflection:

In another more complex example:

The reflection is gone entirely once the objects casting them reach the top half of the screen:

### Steps to reproduce
- Initiate SSR with a large Max Steps count (256 used in the above examples)
### Minimal reproduction project
[SSRShortRange.zip](https://github.com/godotengine/godot/files/11067484/SSRShortRange.zip)
| https://github.com/godotengine/godot/issues/75302 | https://github.com/godotengine/godot/pull/75368 | 08c1b55862240e298a751ab4189e9a003f313be7 | cbb2e17369302eed28cd72b64a2687299ac8f045 | "2023-03-25T00:36:05Z" | c++ | "2023-04-07T10:40:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,299 | ["doc/classes/@GlobalScope.xml"] | Log function working wrong | ### Godot version
4.1
### System information
Windows 10
### Issue description

I printed log(9) but it result seems like 2.192
### Steps to reproduce
var digitCount : int = int(log(9))
print(digitCount)
### Minimal reproduction project
I don't have a .godot file for this | https://github.com/godotengine/godot/issues/75299 | https://github.com/godotengine/godot/pull/75300 | 6ef2f358c741c993b5cdc9680489e2c4f5da25cc | 9b0bee860f4d53614c218d28c9c32f88cf8b5cff | "2023-03-24T19:48:48Z" | c++ | "2023-03-26T21:58:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,291 | ["editor/editor_themes.cpp", "editor/plugins/texture_region_editor_plugin.cpp", "editor/plugins/texture_region_editor_plugin.h", "scene/resources/atlas_texture.cpp"] | Atlas texture region editor displaying wrong texture | ### Godot version
4.0.1.official
### System information
Windows 10
### Issue description
I wanted to use a multiple atlas textures to crop out a character from a tilemap while saving all animations in one atlas texture and having other atlas textures inherit the first one and crop out the induvidual frames.
But opening the region editor after using the created atlas texture in the new atlas texture shows the original texture scaled to the size of the cropped texture. Using the editor and setting the correct values works just fine and the preview shows the correct result.
Result:

### Steps to reproduce
- Open MRP
- Open "character_sprite_1.tres"
- Click on "Edit Region"
### Minimal reproduction project
[AtlasBug.zip](https://github.com/godotengine/godot/files/11063481/AtlasBug.zip)
| https://github.com/godotengine/godot/issues/75291 | https://github.com/godotengine/godot/pull/80435 | 2c0a74a14938e053fc44e32b7fc134513c6f3bb5 | 33a3e12fe1a0060197c77ba9531ebe5528543356 | "2023-03-24T14:52:44Z" | c++ | "2023-08-28T10:04:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,270 | ["drivers/gles3/shaders/particles.glsl"] | GPUParticles2D not emitted in web export | ### Godot version
4.0.1.stable
### System information
Windows 10, NVIDIA GeForce GTX 960M (31.0.15.3141), GLES3
### Issue description
GPUParticles2D are not displayed when exporting for web. CPUParticles2D appear to work as expected but the GPUParticles2D displays nothing upon playing the exported project in a browser.
I've tested in Chrome and Firefox using both Forward+ and Compatibility renderers which all produce the same result for me. Additionally, I've tested a similar project exported using Godot 3.5.2 GLES3 and found that both particles are displayed and emitting correctly in that version.
### Steps to reproduce
1. Create a new project using either Forward+ or Compatibility renderer
2. Create a main scene with Node2D as the root node
3. Set up a CPUParticles2D node and a GPUParticles2D node as child nodes
4. Export for web with default settings
5. Deploy a dev server to play/debug the exported web project
### Minimal reproduction project
[Web Particle Test.zip](https://github.com/godotengine/godot/files/11055295/Web.Particle.Test.zip)
| https://github.com/godotengine/godot/issues/75270 | https://github.com/godotengine/godot/pull/75795 | 1433c98e9f75e4ccbbb873bad0ca006b2f7937fc | 6a6e36ec6a0f4740f0766dfeb0fdb2785a3548f1 | "2023-03-23T19:48:49Z" | c++ | "2023-04-12T07:06:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,256 | ["scene/2d/animated_sprite_2d.cpp"] | Setting sprite_frames in AnimatedSprite2D node by code generates undesirable warning. | ### Godot version
4.0.1 stable
### System information
Windows 11
### Issue description
When setting sprite_frames by code in AnimatedSprite2D node, a warning saying: "Setting autoplay after the node has been added to the scene has no effect." is presented. The point is that I don't need to set autoplay and I'm not setting autoplay setting anywhere.
(I think It's a behavior of the set_sprite_frames()).
### Steps to reproduce
1. Create a new project
2. Create a SpriteFrames resource
3. Create a scene with AnimatedSprite2D node
4. Try to set AnimatedSprite2D.sprite_frames at runtime
### Minimal reproduction project
[animated_sprite.zip](https://github.com/godotengine/godot/files/11050818/animated_sprite.zip)
| https://github.com/godotengine/godot/issues/75256 | https://github.com/godotengine/godot/pull/75258 | 8f2c41b4dd71ef89e975ab1ecef7e4996e352826 | 32c65c92a2c2c2b505f1abccc4db1d0f4ec5c81d | "2023-03-23T12:45:59Z" | c++ | "2023-03-25T13:28:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,252 | ["platform/macos/display_server_macos.h", "platform/macos/display_server_macos.mm"] | Godot 4.0.1 is crashing while saving with a non US keyboard input on macOS. | ### Godot version
4.0.1
### System information
macOS Ventura 13.2.1, MacBook Pro 16" 2019
### Issue description
So, Godot 4.0.1 is crushing every time I try to save a project (command + s) while a non US keyboad input is set. If input is US everything is fine. I tested this with Russian and Hebrew inputs. There is no such thing in v. 4.0.0.
### Steps to reproduce
Open a project, choose non US keyboad input, press command + s.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75252 | https://github.com/godotengine/godot/pull/75254 | dbf1a7277f70c63b2012e40d6850bc45e67fb35f | db77702177ba259d375dae3fb88473a8711c4faa | "2023-03-23T10:20:39Z" | c++ | "2023-03-30T21:09:42Z" |
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