status
stringclasses
1 value
repo_name
stringclasses
13 values
repo_url
stringclasses
13 values
issue_id
int64
1
104k
updated_files
stringlengths
11
1.76k
title
stringlengths
4
369
body
stringlengths
0
254k
issue_url
stringlengths
38
55
pull_url
stringlengths
38
53
before_fix_sha
stringlengths
40
40
after_fix_sha
stringlengths
40
40
report_datetime
unknown
language
stringclasses
5 values
commit_datetime
unknown
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: ![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png) Result With Vulkan: ![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png) ### 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). ![diabc2y5g6](https://user-images.githubusercontent.com/8537487/232281252-16013f05-77d1-47ec-ac44-7bed00cbe923.png) 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). ![Godot_v4 0 2-stable_mono_win64_Wt5CaTFSSo](https://user-images.githubusercontent.com/8537487/232281300-e825ab5d-3cfb-4035-875c-b64504f2a4a7.png) ### 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). ![image](https://user-images.githubusercontent.com/19721089/232278282-ae939a58-2eef-490b-a753-fbe8efc11744.png) 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: ![image](https://user-images.githubusercontent.com/68549456/232272872-80267f4c-d0dc-49e5-8d71-2cc86180faad.png) Expected: ![image](https://user-images.githubusercontent.com/68549456/232272893-5d218db4-30a8-4c40-94c2-6c0cdce24766.png) ### 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. ![Screenshot_20230416_075952](https://user-images.githubusercontent.com/68549456/232260619-f1890ae9-42bf-4f22-ac7b-2b1d2e14e153.png) _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. ![Screenshot_20230416_075913](https://user-images.githubusercontent.com/68549456/232260736-a099c90c-e6a1-491f-9275-b673863e8f39.png) 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: ![Captura2](https://user-images.githubusercontent.com/19652075/232201683-b214d464-ed62-46be-86e6-aeff38474527.PNG) It appears in the "File" menu: ![Captura4](https://user-images.githubusercontent.com/19652075/232201698-1317c20c-df4c-49c4-a6a3-750a010cba43.PNG) ### 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: ![ApplicationFrameHost_H7004DMbK4](https://user-images.githubusercontent.com/5901214/232165919-29d9a898-c624-473e-a5cc-8c39a471a772.png) texture: ![Aseprite_lhJJaFwi12](https://user-images.githubusercontent.com/5901214/232165955-b814b7d6-8046-4f81-9cc7-dadf2cb86edd.png) theme menu thingy: ![Godot_Zhwfs9zFpf](https://user-images.githubusercontent.com/5901214/232165970-57526322-8a24-4943-9f7d-0289cbe4ac14.png) ### 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 ![изображение](https://user-images.githubusercontent.com/89089095/232018878-1584ed55-5867-4883-9519-67b82ef93813.png) ### 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. ![anim](https://user-images.githubusercontent.com/175568/231931089-01f858cd-1e95-427f-8b6c-a253ea4fa9f9.gif) ### 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 ![image](https://user-images.githubusercontent.com/43518523/231683044-5d96c429-036e-4d26-9e73-ac2439ea74ed.png) ### 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. ![image](https://user-images.githubusercontent.com/7292421/231493673-4eb152e0-81ed-4248-8465-71242c291cd2.png) ![image](https://user-images.githubusercontent.com/7292421/231493749-6173993b-e77c-4899-961e-9a055c07e351.png) ### 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 ![image](https://user-images.githubusercontent.com/2223172/231462261-fbb21a2c-362b-48a4-846a-f685bcbfbaf8.png) 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 ![image](https://user-images.githubusercontent.com/2223172/231459722-294d88f9-dae3-4a3f-8e7f-e5340ca0dd25.png) 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. ![colorpicker](https://user-images.githubusercontent.com/677791/230940556-41c23276-acfd-400a-9f92-8755f3a4791c.png) ### 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. ![image](https://user-images.githubusercontent.com/85438892/230903309-f605a369-bf51-4012-9b6c-816355906659.png) ### 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. ![image](https://user-images.githubusercontent.com/6501975/230770063-b0c5ee46-6135-4a41-8263-2896008d3965.png) ### 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))) ``` ![image](https://user-images.githubusercontent.com/10617344/230735323-d9ee0d7d-e904-4918-badd-6328344a4f8a.png) 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): ![Godot_BugRepro_Screenshot_20230407_183145](https://user-images.githubusercontent.com/7019416/230698010-f01be61d-3c3d-49bb-a1e1-fbcfe2623a1c.png) 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): ![Godot_BugRepro_RigidBody3d_before_GroundPlane_Screenshot_20230407_183145](https://user-images.githubusercontent.com/7019416/230697956-d9314d49-f466-44c0-89c7-04258089915e.png) ### 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: ![slotmaxerror](https://user-images.githubusercontent.com/128104472/230690002-810d4269-fb87-4a6c-aa12-294c4d33b931.png) 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: ![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png) Solid colour in debug: ![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png) ### 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 ![](https://i.postimg.cc/sXJvX6YG/4-7-2023-2-31-56-PM.jpg) > 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: ![image](https://user-images.githubusercontent.com/1133892/230475632-a11035fd-ce02-4233-8a8a-35a6107f16eb.png) With an inner class: ![image](https://user-images.githubusercontent.com/1133892/230475753-91a3d8be-a4f9-47c3-bd9e-912af18357c8.png) ### 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 ![GodotVSBug](https://user-images.githubusercontent.com/47618902/230274231-9cef179a-133e-4e10-856a-1693c9da8c34.png) **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 ![az](https://user-images.githubusercontent.com/75767374/230274252-6d97df39-440e-435e-b0fd-3d115853386b.gif) ### 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. ![area](https://user-images.githubusercontent.com/118939014/230185696-4154ce92-b6da-4c28-a5f8-b088900d7ac8.gif) ### 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. ![Capture d’écran du 2023-04-05 20-05-40](https://user-images.githubusercontent.com/26961646/230171327-6b5b3873-b6bc-4bde-82d5-2cc35aa40ed9.png) 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. ![blurry](https://user-images.githubusercontent.com/26961646/230171282-7c81e109-b808-4d36-acf8-0bac2b857d6e.png) 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. ![image](https://user-images.githubusercontent.com/7558109/230026310-4fb83bda-c35c-4fa6-a5c4-3f630c02419c.png) ### 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. ![image](https://user-images.githubusercontent.com/70787919/229785642-6aad4e31-6bd9-4eb5-bee4-7445b48a99bb.png) ```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. ![image](https://user-images.githubusercontent.com/1863707/229661553-b88af6a4-a5a9-49e4-a47c-f9550a844e98.png) This has actually been around since Godot 3 using built-in physics: ![image](https://user-images.githubusercontent.com/1863707/229661469-78ee0f19-27eb-4b8a-821c-b15dc200a354.png) ![image](https://user-images.githubusercontent.com/1863707/229661476-0692a629-3bad-4419-8e18-bfdcca4fbc1f.png) ### 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. ![image](https://user-images.githubusercontent.com/1863707/229661941-5bf47bac-1bb1-4437-aec5-34d5939e5ca6.png) ### 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 ![anim](https://user-images.githubusercontent.com/175568/229261008-17e1d058-c11a-4af1-868d-cc47451d9556.gif) 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 ![31](https://user-images.githubusercontent.com/7263243/229255150-896db8e0-2116-4385-b585-99be4bdf7df9.png) ![32](https://user-images.githubusercontent.com/7263243/229255155-6f888f1d-1965-4833-94c5-45b34ebe3015.png) ### 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. ![image](https://user-images.githubusercontent.com/35988767/229076194-f737bcb6-6c9b-4aa0-9bd5-3dbd36bc8d03.png) 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. ![GIF](https://user-images.githubusercontent.com/35988767/229077075-4b18b9e0-933e-47f6-b6a8-0af966574884.gif) ### 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: ![image](https://user-images.githubusercontent.com/180032/228917871-0ec379bd-bd02-4710-b848-613a3e784c82.png) 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 &nbsp; - 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: ![image](https://user-images.githubusercontent.com/8959496/228436785-897dbbf3-eca6-4b3e-940c-17ada4e305e8.png) 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) ![image](https://user-images.githubusercontent.com/114894326/228426682-a6561613-2141-4c31-87a0-9910942ca21c.png) 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 ![image](https://user-images.githubusercontent.com/114894326/228427934-ee769cf4-d597-42b9-8853-4ec5591821ed.png) ![image](https://user-images.githubusercontent.com/114894326/228428532-d106e0f6-8429-4c32-8854-3f965c8eb032.png) 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 ![image](https://user-images.githubusercontent.com/114894326/228430416-7288c7ed-74c7-45f8-b243-3e39942a250e.png) ![image](https://user-images.githubusercontent.com/114894326/228431070-7c7bc2a0-f495-4b12-9883-e5914ed187bb.png) ![image](https://user-images.githubusercontent.com/114894326/228431090-ca0ba89f-8cbf-428a-8d39-b6a121b3fa54.png) ### 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: ![group_uniform](https://user-images.githubusercontent.com/7741669/228202761-26794b8a-13fd-40a4-be5c-57e7fd38370e.jpg) ### 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 `$MyNode` being the same as `get_node("MyNode")` for the parser and `get_node()` has a return type of `Node`, so the parser thinks that you are trying to append a `Node` to the array (Haven't checked that in the source code, it's just a theory). ![image](https://user-images.githubusercontent.com/111653551/227974121-e0be38bc-8c99-47f1-adf6-775083805cff.png) This can be worked around by casting the node as the intended type (`var wheels: Array[VehicleWheel3D] = [$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: ![BrokenHand1](https://user-images.githubusercontent.com/5027750/227879642-538579e8-57e4-454b-8bc6-ad7b95c6f18e.gif) While this is what was supposed to happen, albeit done with Spatial's "Depth Depth Mode" (done using the built-in spatial material): ![BrokenHand2](https://user-images.githubusercontent.com/5027750/227879798-5b1363d9-6d97-4876-9988-6bb4a090408c.gif) ### 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": ![image](https://user-images.githubusercontent.com/5027750/227880097-0af13822-8ab7-4508-9ed7-57ddcd498000.png) 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: ![image](https://user-images.githubusercontent.com/5027750/227880492-9a167ee7-2891-48d9-b776-d16d69fa43e5.png) Make sure you enable the Draw prepath Alpha in the visual shader material as well: ![image](https://user-images.githubusercontent.com/5027750/228007434-3090655a-e3b5-46d0-a20a-3134eaa25860.png) ### 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. ![grafik](https://user-images.githubusercontent.com/22257030/227772543-fd4da037-1b23-4ec7-ae47-aff1843f0794.png) 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 ![grafik](https://user-images.githubusercontent.com/22257030/227772780-12467a89-7057-4088-8bfa-a6ac7ecd08a8.png) 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: ![image](https://user-images.githubusercontent.com/1311555/227738344-81b18807-1af9-4c03-b4f9-d29ab049f2bd.png) 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: ![image](https://user-images.githubusercontent.com/13070158/227706727-d942c52e-9e06-4dc3-9c30-b6d371a8e4f0.png) And have to manually correct it to look like this: ![image](https://user-images.githubusercontent.com/13070158/227706807-876480ce-fa46-4b0d-a32e-28ee8b553e65.png) 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: ![Godot_SSRRangeBug01](https://user-images.githubusercontent.com/70243134/227663409-0ed9e9e4-c5fd-4306-935c-e63c62b2ca3a.jpg) However this is reduced entirely while there is still relevant scene information to retain a reflection: ![Godot_SSRRangeBug02](https://user-images.githubusercontent.com/70243134/227663519-d257a519-2ea6-457d-9280-8f04e0f89429.jpg) In another more complex example: ![Godot_SSRRangeBug03](https://user-images.githubusercontent.com/70243134/227663569-df66daf2-8540-4ccb-94ca-0329584134ae.jpg) The reflection is gone entirely once the objects casting them reach the top half of the screen: ![Godot_SSRRangeBug04](https://user-images.githubusercontent.com/70243134/227663660-7fa08fbc-f4d5-43fb-a7bf-06c89ee55111.jpg) ### 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 ![image](https://user-images.githubusercontent.com/36006828/227624624-ba37becb-cc5a-4274-a6ba-917fe87a1ba8.png) 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: ![screenshot](https://user-images.githubusercontent.com/50096015/227557377-da899d85-f7b7-43f1-847c-79f8b27a64ef.png) ### 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"