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closed | godotengine/godot | https://github.com/godotengine/godot | 75,239 | ["doc/classes/PhysicsServer3D.xml"] | Area3D created in Physicsserver3D dont work | ### Godot version
4.0 stable
### System information
Windows 10 64bit RTX-3060
### Issue description
I create a Area3D via Physicsserver3D, including callback.
On input press, a second area was created the same way in same position, but the callbacks was not trigered.
I created a Area3D with nodes and move it over a "server-area", but wether the "server area" nor the "node area" callbacks was trigered
### Steps to reproduce
create a new project scene in 3d, paste below code on a script on the root node,
press ui_right to move the "node area" towards where the "server area" should be : no trigger
press ui_down to create a second area on same position where the first is: no trigger
**edit: added the .gd script for reproduce the problem**
### Minimal reproduction project
```gdscript
extends Node3D
var area_node
var area_rid
var collider
var area_rid2
func _ready():
collider = PhysicsServer3D.box_shape_create()
area_node = Area3D.new()
var colsh = CollisionShape3D.new()
colsh.shape = BoxShape3D.new()
area_node.add_child(colsh)
area_node.transform.origin.x = -2
add_child(area_node)
area_node.area_entered.connect(area_enter)
area_rid = PhysicsServer3D.area_create()
PhysicsServer3D.shape_set_data(collider, Vector3.ONE)
PhysicsServer3D.area_set_space(area_rid, get_world_3d().space)
PhysicsServer3D.area_add_shape(area_rid, collider, transform)
PhysicsServer3D.area_set_collision_mask(area_rid, 1)
PhysicsServer3D.area_set_collision_layer(area_rid, 1)
PhysicsServer3D.area_set_monitorable(area_rid, true)
PhysicsServer3D.area_set_monitor_callback(area_rid, area_enter2)
func _process(delta):
if Input.is_action_just_pressed("ui_right"):
area_node.translate(Vector3(0.5,0,0))
if Input.is_action_just_pressed("ui_down"):
area_rid2 = PhysicsServer3D.area_create()
PhysicsServer3D.area_set_space(area_rid2, get_world_3d().space)
PhysicsServer3D.area_add_shape(area_rid2, collider, transform)
PhysicsServer3D.area_set_collision_mask(area_rid2, 1)
PhysicsServer3D.area_set_collision_layer(area_rid2, 1)
PhysicsServer3D.area_set_monitorable(area_rid2, true)
PhysicsServer3D.area_set_monitor_callback(area_rid2, area_enter2)
func area_enter(area:Area3D):
print("entered")
func area_enter2(a, b, c, d, e):
print("entered")
```
[RID_Test_.zip](https://github.com/godotengine/godot/files/11044788/RID_Test_.zip)
| https://github.com/godotengine/godot/issues/75239 | https://github.com/godotengine/godot/pull/75251 | d20c520d96ec2c119ae00bf87868d0ddf436dc14 | 18f70195e6d415b1ba7f37cdf016f0927624e746 | "2023-03-22T20:46:37Z" | c++ | "2023-03-25T14:43:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,236 | ["editor/import/resource_importer_wav.cpp"] | Godot 4 "Trim" audio import setting does nothing | ### Godot version
4.0.1 official release
### System information
Windows 10, Forward+, AMD Radeon R9 290X
### Issue description
When importing small wav files, the "Trim" setting in the import dock has no effect. I noticed it for the first time on a ported 3.5 project (where Trim did work).
Expected behavior: trimmed audio files lose the silence at the beginning and end of the stream, so when you play them the actual sound part of the file plays immediately.
Not sure if this is only an issue with wav files, I haven't tried other audio formats.
Not sure if it's related to file length, I've only tried short samples.
### Steps to reproduce
1. Create a wav file with some silence at the beginning and then a sound.
2. Import into a godot 4 project, turn on Trim in import settings for that file.
3. Play audio stream in Inspector or assign it to an AudioStreamPlayer and play in-game.
### Minimal reproduction project
[no_trim_issue_project.zip](https://github.com/godotengine/godot/files/11043682/no_trim_issue_project.zip)
| https://github.com/godotengine/godot/issues/75236 | https://github.com/godotengine/godot/pull/75261 | a08aa9627cdadc4a4c159301bcbbc31e9acaf3a2 | 0e0758c5cd2c7e463a94573e65fc19ffd0a5ebf8 | "2023-03-22T18:51:40Z" | c++ | "2023-06-09T13:31:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,234 | ["scene/resources/gradient.cpp"] | Gradient.reverse() appears broken. | ### Godot version
4.0.1
### System information
Ubuntu 22.04.1 LTS
### Issue description
Reversing a gradient causes its first color to dominate. Reversing it back to how it was fixes it.
Here's a TextureRect with a GradientTexture1D that calls `texture.gradient.reverse()` periodically:
https://user-images.githubusercontent.com/85438892/226996337-d2e38c80-06fc-4ab8-bfcc-dd561575122d.mp4
### Steps to reproduce
Pretty much explained above. Also see the MRP.
### Minimal reproduction project
[BrokenGradientReverse.zip](https://github.com/godotengine/godot/files/11043313/BrokenGradientReverse.zip)
| https://github.com/godotengine/godot/issues/75234 | https://github.com/godotengine/godot/pull/75235 | 8b092484150b59489c1b88efc7188a6c58330e48 | 2be7a9be59601899c0e9d1e4bd31a96d9f3b2f63 | "2023-03-22T18:02:12Z" | c++ | "2023-03-25T13:59:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,233 | ["scene/2d/shape_cast_2d.cpp", "scene/2d/shape_cast_2d.h", "scene/3d/shape_cast_3d.cpp"] | Signal already connected error when instantiating scene with root node `ShapeCast2D` when shape is "Local to Scene" | ### Godot version
4.0.1
### System information
Fedora 37, Forward+, Intel(R) UHD Graphics 620 (WHL GT2)
### Issue description
When a scene has a `ShapeCast2D` as root node, and the shape of the `ShapeCast2D` is set to be "Local to Scene", if you try to instantiate this scene (either by script or just by placing it in another scene), and run this scene, the following error comes up:
```
E 0:00:00:0406 connect: Signal 'changed' is already connected to given callable 'ShapeCast2D::_redraw_shape' in that object.
<C++ Error> Method/function failed. Returning: ERR_INVALID_PARAMETER
<C++ Source> core/object/object.cpp:1270 @ connect()
```
The game seems to keep working as normal, however I'm not sure if there are other side effects to this error.
The expected behavior is for the game to run without errors.
### Steps to reproduce
1. Create a new scene -> `Other Node` -> `ShapeCast2D`
2. Add a `RectangleShape2D` (or any other shape) as shape to `ShapeCast2D` from the inspector
3. Open the `RectangleShape2D` -> `Resource` -> Enable `Local to scene`
4. Save this scene
5. Create a 2D scene and save it
6. Add the `ShapeCast2D` scene (created earlier) to this 2D scene
7. Run the project (use 2D scene as the main scene)
8. Error
### Minimal reproduction project
[ShapeCast2D.zip](https://github.com/godotengine/godot/files/11043144/ShapeCast2D.zip)
| https://github.com/godotengine/godot/issues/75233 | https://github.com/godotengine/godot/pull/75266 | c95b88cbe951d64105f93fcdf40d9242d8631468 | 2659fc1a34634b2d5c445a92e768847892d2eecf | "2023-03-22T17:46:43Z" | c++ | "2023-03-27T11:08:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,220 | ["editor/editor_node.cpp"] | EditorSettings's `Show Hidden Files` affects user FileDialog nodes as well | ### Godot version
3.5.2.stable, 4.0.1.stable
### System information
Arch Linux
### Issue description
When the `Show Hidden Files` property is enabled in the Editor Settings:

Any `FileDialog` nodes from the project will inherit this setting, and their `Show Hidden Files` property is set to true everytime the scene is re-opened:
https://user-images.githubusercontent.com/6501975/226909135-a8fafdf7-ca36-40aa-b69a-a7baf2d7ae4f.mp4
This occurs on 3.5.2 as well.
### Steps to reproduce
- Enable `Show Hidden Files` property in the Editor Settings:
- Reload Godot for the bug to occur
- Create a FileDialog node, and set it's `Show Hidden Files` property to false
- Save and close the scene, and reopen it
- The `Show Hidden Files` property is reset to true.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75220 | https://github.com/godotengine/godot/pull/75226 | a3a8d3463ecdabc4efdd2bdbbbeee0a814b4ebd4 | a08aa9627cdadc4a4c159301bcbbc31e9acaf3a2 | "2023-03-22T12:52:30Z" | c++ | "2023-06-09T13:30:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,218 | ["scene/2d/gpu_particles_2d.cpp", "scene/3d/gpu_particles_3d.cpp"] | GPUParticles2D Ignore Parent's "Disabled" Process Mode When Running Game | ### Godot version
v4.0.1.stable.official [cacf49999]
### System information
macOS Ventura 13.0.1 (22A400)
### Issue description
I expected GPUParticles2D to not run when in a process mode = disabled subtree when set to process mode = inherit. But the GPUParticles2D process material still emits particles (while running, editor is fine).
https://user-images.githubusercontent.com/3022/226890480-3146676a-77b1-4a2f-828a-c0ec5bd3bffd.mp4
### Steps to reproduce
1. Add parent node, set to process mode disabled.
2. Add GPUParticles2D as a child, keep process mode inherit.
3. In the editor, the particles are stopped (or jittering back and forth)
4. When running the "game", particles are emitted and move normally.
### Minimal reproduction project
[BugDisabledGPUParticles2D.zip](https://github.com/godotengine/godot/files/11039431/BugDisabledGPUParticles2D.zip)
| https://github.com/godotengine/godot/issues/75218 | https://github.com/godotengine/godot/pull/75398 | f818d2b98f33199f480a8f59c8ce1e00876cc834 | 1222d35cdd832b3d4dfd96722d746d312e69a9bb | "2023-03-22T11:30:58Z" | c++ | "2023-03-28T14:34:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,213 | ["editor/plugins/tiles/tile_atlas_view.cpp", "editor/plugins/tiles/tile_set_atlas_source_editor.cpp"] | Can't drag a tile on the second row to expand over the first row | ### Godot version
4.0.1.stable
### System information
Arch Linux
### Issue description
In the tileset atlas source editor, you can drag to expand the tile after selecting it with the pink handles.
However, you can't drag the top handle up if the tile is on the second row, even if the first row is empty.

### Steps to reproduce
1. Create a tile on the second row.
2. Make sure the first row is empty.
3. Try to drag the top handle up.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75213 | https://github.com/godotengine/godot/pull/76152 | ada712e06a471da2a2f4646237830bbd7980c114 | 4fc045e9b53becf063b50a457709ade403235d80 | "2023-03-22T08:20:26Z" | c++ | "2023-06-21T09:19:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,208 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_analyzer.h", "modules/gdscript/gdscript_parser.cpp", "modules/gdscript/tests/scripts/analyzer/features/allow_get_node_with_onready.gd", "modules/gdscript/tests/scripts/analyzer/features/allow_get_node_with_onready.out", "modules/gdscript/tests/scripts/analyzer/warnings/shadowning.gd", "modules/gdscript/tests/scripts/analyzer/warnings/shadowning.out"] | Using @warning_ignore to ignore "shadowed_global_identifier" still issues warning(s) | ### Godot version
Godot 4.0.1.stable
### System information
Windows 10, Forward+
### Issue description
Example code:
```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
```
the warning is ignored by pressing [ignore] in the warnings panel.
pressing it multiple times results in:
```gdscript
@warning_ignore("shadowed_global_identifier", "shadowed_global_identifier")
```
### Steps to reproduce
Shadowing a global function with a method of script:
```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
```
### Minimal reproduction project
```gdscript
@warning_ignore("shadowed_global_identifier")
static func print_debug(msg: String):
pass
``` | https://github.com/godotengine/godot/issues/75208 | https://github.com/godotengine/godot/pull/75620 | f6187014ec1d7a47b7201f64f3a8376a5da2f42d | 0e1c9531b516fb804c4c5bd799a45fe45386c9d8 | "2023-03-22T07:29:15Z" | c++ | "2023-07-25T19:25:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,191 | ["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"] | Shader uniform parameter vec4 without source_color hint does not follow explicit default value, and source_color default differs between vec3 and vec4 | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Linux Ubuntu 22.04 with Unity desktop
### Issue description
In a shader using uniform parameters of type vec3 and vec4, the way defaults work is inconsistent.
* vec3 param => OK, default is (0, 0, 0) and explicit default is honored
* vec3 param : source_color => OK, default is black and explicit default is honored
* vec4 param => not OK, default is (0, 0, 0, 0) but explicit default is ignored and keeps using (0, 0, 0, 0)
* vec4 param : source_color => OK, default is white and explicit default is honored
So there are two issues:
* vec4 param without source_color hint ignores explicit default
* vec3 and vec4 react differently when source_color is used but there is no explicit default, to pick a default
Here is a sum-up screenshot of the default values for each case:
EDIT: I realized some vec3 labels are incorrect: since there is no alpha, Clear should be Black and Alpha Gray should just be Gray. This also means that it's normal that the source_color preview looks different on vec4 for those two.

### Steps to reproduce
1. Open the sample project attached, open the demo scene
2. Click on Sprite2D
3. In the inspector, unfold Material info and check the shader values (there should be no Revert button visible, so they are the default values). You should see the same inconsistent values as in the screenshot above
4. When an explicit default value is set, you can also modify the value and click on the Revert button to make sure that we refreshed to the last default values
### Minimal reproduction project
[v4.0 - Shader vec3 vec4 default inconsistencies.zip](https://github.com/godotengine/godot/files/11031311/v4.0.-.Shader.vec3.vec4.default.inconsistencies.zip) | https://github.com/godotengine/godot/issues/75191 | https://github.com/godotengine/godot/pull/74937 | e188d619227990001667821dac8bc8940076d4a9 | 166643df326724ab439721dcf1eb2d367ae5b744 | "2023-03-21T16:46:47Z" | c++ | "2023-06-09T09:04:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,176 | ["doc/classes/CompressedCubemap.xml", "doc/classes/CompressedCubemapArray.xml", "doc/classes/CompressedTexture2D.xml", "doc/classes/CompressedTexture2DArray.xml", "doc/classes/CompressedTextureLayered.xml", "doc/classes/TextureLayered.xml"] | The description in the `CompressedTextureLayered` docs is problematic | ### Godot version
4.0
### System information
Linux mint 21.1, Vulkan API 1.3.205, NVIDIA GeForce GTX 1050 Ti
### Issue description
Currently, the description of `CompressedTextureLayered` is pieced together from `CompressedTexture2DArray` and `CompressedTexture2D`, it seems that the correct description is missing.



### Steps to reproduce
See above.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75176 | https://github.com/godotengine/godot/pull/75241 | f1f0e5f91d02484f45ea69b76d1b9c7c6a335109 | 3abe4781b636dc2262ef3a00ac37f9bbf9e20aae | "2023-03-21T08:19:25Z" | c++ | "2023-04-07T11:08:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,156 | ["platform/macos/display_server_macos.h", "platform/macos/display_server_macos.mm"] | Editor crashes when using the save scene or save all scenes option on MacOS (M1) | ### Godot version
4.0.1
### System information
MacOS M1 / Vulkan
### Issue description
When pressing the Save Scene or Save All Scenes options in the editor a small black rectangle appears in the middle and a few seconds later the editor quits. No log appears to be produced.
Note: It does NOT crash when it autosaves the scenes after running.
It doesn't matter what the contents of the scene is, I've tried empty scenes and scenes with content with no difference. I've also tried multiple projects including newly created ones.
### Steps to reproduce
- Open or create a project
- Add a scene
- Make some change to the scene that requires saving
- Use the Scene -> Save Scene or Scene -> Save All Scenes option
- Editor crashes
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75156 | https://github.com/godotengine/godot/pull/75254 | dbf1a7277f70c63b2012e40d6850bc45e67fb35f | db77702177ba259d375dae3fb88473a8711c4faa | "2023-03-20T22:29:59Z" | c++ | "2023-03-30T21:09:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,152 | ["modules/mono/csharp_script.cpp"] | First-time build of .NET glue from source generates .NET runtime errors because config file does not yet exist | ### Godot version
4.1dev (a7d0e18a31)
### System information
Windows 11, .NET SDK 6.0.407/7.0.202
### Issue description
When following the instructions on the [Compiling with .NET guide](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_with_dotnet.html), the very first attempt at the ["Generate the glue"](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_with_dotnet.html#generate-the-glue) step, with a clean `bin` directory, generates errors about being unable to find the .NET runtime, even with x64 .NET SDKs installed. These errors are apparently due to a missing configuration file, and do not actually seem to prevent successfully completing a .NET build. However, they could certainly appear to be showstopping issues to new users.
After invoking:
```
> scons p=windows target=editor module_mono_enabled=yes vsproj=yes [dev_build=yes]
> bin\godot.windows.editor[.dev].x86_64.mono --headless --generate-mono-glue modules\mono\glue
```
The following command-line errors and pop-up error dialog are shown (although the Godot binary proceeds to generate a large number of `.cs` files afterward):
```
ERROR: hostfxr_initialize_for_runtime_config failed with code: -2147450733
at: (modules\mono\mono_gd\gd_mono.cpp:201)
ERROR: .NET: Failed to load compatible .NET runtime
at: (modules\mono\mono_gd\gd_mono.cpp:278)
ERROR: Parameter "godot_plugins_initialize" is null.
at: GDMono::initialize (modules\mono\mono_gd\gd_mono.cpp:411)
```
<img width="294" alt="Error dialog" src="https://user-images.githubusercontent.com/23439518/226438453-8b33739c-444b-498e-84af-57eaea2e0660.png">
With a dev build, debugging shows the failure is in an attempt to load the configuration file `bin\GodotSharp\Api\Debug\GodotPlugins.runtimeconfig.json`. This file does not yet exist, but _will be generated as part of the next step in the instructions_, ["Building the managed libraries"](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_with_dotnet.html#building-the-managed-libraries).
After building the managed libraries, once the JSON config file is in place, the .NET errors do not appear in subsequent invocations of the Godot binary for generating the glue code, and the resulting dev build appears to successfully open and run a .NET Godot project.
I've prepared an edit to the Compiling with .NET documentation page, which I could set up a PR for -- it places a note on the glue step warning users about these errors. However, I'm unsure if that's the "right" solution or if some other change to the code or the docs is more appropriate (e.g., if the configuration file could be generated as part of the glue step, instead of the managed-libraries step).
### Steps to reproduce
- Clone a clean copy of the Godot source on Windows 11 with the .NET SDK installed, or delete all contents of the `bin` directory in the Godot source folder in an existing copy
- Run `scons` with `module_mono_enabled=yes`
- Run `bin\godot.windows.edit.x86_64.mono --headless --generate-mono-glue modules\mono\glue`
- Errors appear
- To resolve, run `python modules\mono\build_scripts\build_assemblies.py --godot-output-dir=bin` and try the `--generate-mono-glue` step again
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75152 | https://github.com/godotengine/godot/pull/76659 | 9ad9820f5d2a4357ad16480f88a679fce8ecd492 | 156a2fabea05f6b44649a6d35814e5c4e5a07a30 | "2023-03-20T19:32:59Z" | c++ | "2023-05-19T15:10:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,144 | ["core/input/input.cpp", "core/input/input_event.cpp", "core/input/input_event.h", "doc/classes/InputEvent.xml", "doc/classes/InputEventMouseButton.xml", "doc/classes/InputEventScreenTouch.xml", "platform/android/android_input_handler.cpp", "platform/android/android_input_handler.h"] | Cannot use curve menus on points in the Godot Android editor | ### Godot version
4.0 - android
### System information
Android 13, Samsung Galaxy 7 FE
### Issue description
It's not possible to bring up the right click menus for the 1D cruve resource editor on the android build. Double tap and log tap don't work.

### Steps to reproduce
Create a new curve resource in the android editor, then try to add points or right click the points
### Minimal reproduction project
see above. | https://github.com/godotengine/godot/issues/75144 | https://github.com/godotengine/godot/pull/76719 | 019fef758f13b975cc1f4423808440aec8b2e1d9 | b0f49266f9b2fea49af4d3436cf0c31a2b119a59 | "2023-03-20T14:20:34Z" | c++ | "2023-05-17T09:25:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,139 | ["scene/gui/code_edit.cpp", "tests/scene/test_code_edit.h"] | Script editor indents when colon is in comment | ### Godot version
92bee43ad 4.0.stable
### System information
ArchLinux x11
### Issue description
When pressing enter after:
```gdscript
var a:
```
the result will be
```gdscript
var a:
TAB
```
This is only a problem when you have a colon in a comment, eg:
```gdscript
var a := 4 # TODO: make this variable meaningful
```
Which also results in a tab.
### Steps to reproduce
- make script
- type:
```gdscript
var a:
```
- press enter
- observe
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/75139 | https://github.com/godotengine/godot/pull/76145 | 91bcfa8896d8a5e4175ddeeedff94045fd9fe6c8 | c0ee2b4968044533ab39a92569c39130115c1a2f | "2023-03-20T09:42:15Z" | c++ | "2023-04-24T14:45:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,138 | ["platform/windows/display_server_windows.cpp"] | Keyboard language switch breaks script editor | ### Godot version
4.0.1-RC2
### System information
Windows 10, with multiple keyboard layouts
### Issue description
Arrow keys, backspace, enter stop working if I switch language.
I have English, Estonian, Russian layouts. If I switch those in editor using WIN+Space shortcut only the letter keys work. CTRL, ALT, arrows and enter stop working.
### Steps to reproduce
Steps:
1. Open the editor script window
2. Type aa and erase them with backspace
3. Hit Win+Space
4. Type aa and erase them with backspace
Backspace fails to work until I restart the editor.
Notes:
- There is a similar issue [mentioned for Ubuntu](https://github.com/godotengine/godot/issues/49771)
- I did not experience this in Godot 4.0.0
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75138 | https://github.com/godotengine/godot/pull/75172 | a008a06fcb3a65d5fc3694d3cb215bfb60397fe6 | a44fde12f7f4e4dc2ba47b5ef1232951b95b07b4 | "2023-03-20T09:27:55Z" | c++ | "2023-03-21T10:35:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,126 | ["editor/editor_inspector.cpp"] | Right clicking the label of an element of an array/dictionary will select the element but it will never be unselected | ### Godot version
4.1.dev (4d5f10fc3a)
### System information
MacOS 13.1 M1 Pro
### Issue description
When right clicking an element of an array/dictionary it will select it but it will never be unselected (not if you select another node nor by reselecting the node). This leads to a lot of element being marked as selected which makes it a little less readable. When doing a left click it won't select.
### Steps to reproduce
1. export an array
2. add an element
3. try left click it won't select
4. try right click it will select
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75126 | https://github.com/godotengine/godot/pull/77148 | 6a1d3198d1d7f81d2207da3948a51ca8034c7dac | 5b5186383ede61a9bcd30b2e20321ba93a2cbcaa | "2023-03-20T00:30:59Z" | c++ | "2023-06-02T11:10:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,120 | ["scene/main/viewport.cpp"] | Area2D and Area3D don't trigger the mouse_entered and mouse_exited when dragging from a Control | ### Godot version
4.0.stable
### System information
Windows 10
### Issue description
The Area2D and the Area3D do not trigger the signals mouse_entered and mouse_exited if the mouse is dragging from inside a Control. But, a Control triggers the signals mouse_entered and mouse_exited when dragging from another Control.
I don't know if this is intended, or it is a bug, but I think that the two nodes should behave the same.
https://user-images.githubusercontent.com/54667250/226214034-cd57654b-3bcf-4700-8cc3-e6ce256b03df.mp4
### Steps to reproduce
Execute the project below. When hovering the "Area" and the "Control", the color_rect turns red. But if dragging from the "Drag", only the "Control" turns red.
### Minimal reproduction project
[MouseInputTest.zip](https://github.com/godotengine/godot/files/11012484/MouseInputTest.zip)
| https://github.com/godotengine/godot/issues/75120 | https://github.com/godotengine/godot/pull/79443 | e25a3681335d4bc1534d0b6d90910d7f4a132675 | 1de9171c324741b1e50f2da2b3ffaeabae8ba36a | "2023-03-19T22:41:55Z" | c++ | "2023-07-26T16:40:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,118 | ["scene/gui/line_edit.cpp", "scene/gui/rich_text_label.cpp", "scene/gui/text_edit.cpp"] | RichTextLabel doesn't get _get_drag_data called. | ### Godot version
v4.0.1.rc1.official [d23922ffe]
### System information
Ubuntu 22.04
### Issue description
RichTextLabel doesn't get **_get_drag_data** called.
### Steps to reproduce
Just drag the labels, the **Label** one prints drag to output, the **RichTextLabel** doesn't
### Minimal reproduction project
[drag_test.zip](https://github.com/godotengine/godot/files/11012271/drag_test.zip)
| https://github.com/godotengine/godot/issues/75118 | https://github.com/godotengine/godot/pull/75122 | 66ff25a3eccf5d6e320428b3ad8df181816ca859 | f3d1cc39a20446656862f8f34ed411cd4c1e80c8 | "2023-03-19T20:56:03Z" | c++ | "2023-03-21T11:15:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,105 | ["scene/main/node.cpp"] | Signal binds not duplicated when duplicating node | ### Godot version
4.0.1
### System information
Windows 11
### Issue description
When you have binds set for a given signal in the editor and then duplicate the node with ctrl + D, it does not maintain the bind values; they are simply ignored. I can't imagine this is not a bug, so reporting it. If absolutely needed, I can produce a repro project for this, it's just very simple and probably an obvious bug somewhere in the duplication code.
### Steps to reproduce
1. Create a basic project. (One is not included because the issue requires actually doing the steps, rather than looking at what's there.)
2. Create a Node2D as the root of a scene. Give it an Area2D.
3. Add a script to the Node2D and connect the area_entered signal of Area2D to the Node2D's script, including one or more extra bound values in the advanced editor.
4. Duplicate the Area2D; note that the signal connections themselves are duplicated, but the binds array has not been.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75105 | https://github.com/godotengine/godot/pull/75382 | 549fcce5f8f7beace3e5c90e9bbe4335d4fd1476 | 39b1d860c3c3c24c525efb2f8644e245c089636a | "2023-03-19T15:18:45Z" | c++ | "2023-09-01T14:00:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,085 | ["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/rasterizer_scene_gles3.cpp"] | Ambient light not affecting gridmap in compatibility renderer | ### Godot version
4.0.1rc1
### System information
Windows10, AMD Ryzen 9 5900X, NVIDIA GeForce RTX 3060 Ti, driver version 30.0.15.1179, compatibility.
### Issue description
Ambient lighting set in the environment does not affect gridmaps when using the compatibility render pipeline.
### Steps to reproduce
Just add a gridmap and turn up ambient light. See how everything else gets bright but not the gridmap.
### Minimal reproduction project
[godot_repex.zip](https://github.com/godotengine/godot/files/11009650/godot_repex.zip)
| https://github.com/godotengine/godot/issues/75085 | https://github.com/godotengine/godot/pull/81575 | bfd78bb917887cfc1fd842ba23570394cad8bedb | b42aa5ad9d185a5263885755a17dc9d4e93314d5 | "2023-03-18T21:36:59Z" | c++ | "2023-10-05T08:06:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,084 | ["editor/create_dialog.cpp", "editor/editor_help_search.cpp", "editor/editor_settings_dialog.cpp", "editor/export/project_export.cpp", "editor/project_settings_editor.cpp", "scene/main/viewport.cpp", "scene/main/window.cpp", "scene/main/window.h"] | Project/Editor settings dialog saved position in single window mode does not work well with resizing the editor | ### Godot version
4.0
### System information
Linux
### Issue description
I'm using a tiling window manager (`dwm`) and running the editor in single window mode.
When `godot` is maximized, the project and editor settings dialogs are properly centered in Godot's window.
When `godot` is tiled to a half or quarter of the screen, these dialogs do not use space effectively



Other dialogs, like `Export`, seem better:

### Steps to reproduce
1. Open the project settings dialog
2. Tile `godot` to half or a quarter of the display.
### Minimal reproduction project
Can repro with an empty project. | https://github.com/godotengine/godot/issues/75084 | https://github.com/godotengine/godot/pull/75141 | 2a275b985ef8a2af9ad07a3572bcfe693f58b7c1 | f818d2b98f33199f480a8f59c8ce1e00876cc834 | "2023-03-18T21:22:44Z" | c++ | "2023-03-28T08:54:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,078 | ["drivers/unix/file_access_unix.cpp"] | Godot creates a lot of temporary files in the project directory on Linux/macos | ### Godot version
4.1.dev (a7d0e18a31)
### System information
Linux (Ubuntu 22.04), Vulkan, Radeon RX Vega 64 (eGPU)
### Issue description
A regression was introduced in https://github.com/godotengine/godot/pull/73156 (both a git bisection and the PR itself mentions it) where temp files would be created in the project directory.

#75074 seems to fix this issue.
### Steps to reproduce
1. Open any project in Linux since #73156
2. See that temp files are created
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/75078 | https://github.com/godotengine/godot/pull/75074 | 7752b52aa35aa4ae2e0ac03fa1249a874018888d | 4d5f10fc3ad4e72c22391663c37d1f46510bb291 | "2023-03-18T19:52:13Z" | c++ | "2023-03-19T07:37:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,063 | ["drivers/gles3/rasterizer_scene_gles3.cpp"] | Sorting is broken in compatibility pipeline | ### Godot version
4.0.1rc1
### System information
Windows10, AMD Ryzen 9 5900X, NVIDIA GeForce RTX 3060 Ti, driver version 30.0.15.1179, compatibility.
### Issue description
Particle systems with transparent planes don't work in compatibility render pipeline. See comparison with mobile render pipeline, everything else identical:


It could possibly be related to the add blend mode that is broken. Not sure.
### Steps to reproduce
Configure a CPUParticles3D system and with transparent particle and watch the sorting.
### Minimal reproduction project
[godot_repex.zip](https://github.com/godotengine/godot/files/11008506/godot_repex.zip)
| https://github.com/godotengine/godot/issues/75063 | https://github.com/godotengine/godot/pull/75968 | ecbb196728ec45ad80ff4f1b7c475cd29c35a42f | 6e0c7d6a98b351923d8a3fa4d40cd89b3faf27c7 | "2023-03-18T12:30:05Z" | c++ | "2023-04-12T07:08:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,059 | ["doc/classes/VehicleWheel3D.xml", "scene/3d/vehicle_body_3d.h"] | VehicleWheel3D default suspension travel is too high (5 meters) | ### Godot version
4.0
### System information
Any
### Issue description
This should be changed to something sensible like 0.5, the tooltip also suggests this in 4.0 thankfully but I think 5 entire metres is a bit of a stretch (ha)
When I was a non-docs-reading noob, this caused me many hours of pain because i put my wheels next to my car expecting them to work but the car would always sink flat into the wheels or too over
### Steps to reproduce
Make a car visually ‘accurate’ with nodes, put the wheels in the right spot, don’t change any settings for anything, and then run the project to see your vehicle sink into the floor.
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/75059 | https://github.com/godotengine/godot/pull/75080 | c31149060004a0c177d1a7e9b0acd2844520e47a | b6d033b0e6477c22d4933d7f6d92d06e3ab7fe6a | "2023-03-18T10:15:48Z" | c++ | "2023-03-20T18:04:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,033 | ["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"] | Global shader uniform vec4 does not accept Vector4 when setting | ### Godot version
4.0 (.NET)
### System information
Windows 11
### Issue description
I have a global uniform vec4 in my shader. I was trying to set this value from code, using:
`RenderingServer.GlobalShaderParameterSet("vector4test", new Vector4(1f, 0.0f, 0.0f, 1.0f))`
This did not work, it seems the uniform was still at some default or invalid value. This is confirmed by running this afterwards:
`RenderingServer.GlobalShaderParameterGet("vector4test").As<Vector4>()`
Which also returns a zero'ed Vector4, not the vector I passed in.
After some time of head-scratching, I tried passing the value as a Plane instead of a Vector4. Then, it worked.
The [documentation](https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html) says that Vector4 type can be used to set vec4 shader types in GDscript (no mention of C# but I assume it should be the same). However this implementation seems to be broken.
### Steps to reproduce
Run attached project. Observe that nothing is visible. Change the line in the MeshInstance3D.cs script and observe that the plane with the shader suddenly appears when running it again.
### Minimal reproduction project
[Vector4Test.zip](https://github.com/godotengine/godot/files/11003334/Vector4Test.zip)
| https://github.com/godotengine/godot/issues/75033 | https://github.com/godotengine/godot/pull/74937 | e188d619227990001667821dac8bc8940076d4a9 | 166643df326724ab439721dcf1eb2d367ae5b744 | "2023-03-17T16:07:26Z" | c++ | "2023-06-09T09:04:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,019 | ["doc/classes/Viewport.xml", "editor/editor_command_palette.cpp", "scene/gui/subviewport_container.cpp", "scene/gui/subviewport_container.h", "scene/main/viewport.cpp", "scene/main/window.cpp"] | InputEvent emitted by TouchScreenButton does not reach _unhandled_input | ### Godot version
4.0.stable
### System information
Arch Linux
### Issue description
Pressing a `TouchScreenButton` can produce a corresponding `InputEventAction`.
In 3.x, the event works the same as regular input events. You can receive it in `_input()` and `_unhandled_input()`, and it can be checked via `Input.is_action_just_pressed()`.
In 4.0, the event is not available in `_unhandled_input()`.
### Steps to reproduce
Use the MRP.
There's a `TouchScreenButton` assigned the action `custom_action`.
* Press the space bar, there are three entries in the Output panel.
* Click the button, there are only two entries in the Output panel, `_unhandled_input()` is not reached.
### Minimal reproduction project
[test-4.zip](https://github.com/godotengine/godot/files/10999615/test-4.zip)
| https://github.com/godotengine/godot/issues/75019 | https://github.com/godotengine/godot/pull/57894 | 6980b2bf1761b9b980920dc5a4d32f240d88e211 | 72323a57d031f4447d758916fa8e2fc32bec4070 | "2023-03-17T09:05:47Z" | c++ | "2023-05-09T08:43:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,015 | ["doc/classes/Viewport.xml", "editor/editor_command_palette.cpp", "scene/gui/subviewport_container.cpp", "scene/gui/subviewport_container.h", "scene/main/viewport.cpp", "scene/main/window.cpp"] | `SubViewport`s dont process object picking when under `Panel` with mouse mode set to stop | ### Godot version
92bee43ad 4.0.stable
### System information
ArchLinux x11
### Issue description
If a panel is above a viewport in the tree, the viewport does not process object picking.
```gdscript
Panel # needs mouse mode to be set to ignore, if it isnt set to ignore, object picking doesnt occur.
└── SubViewportContainer
└── ViewportContainer
└── StaticBody3D
```
I believe this is non standard behaviour, as `Panel` -> `Button` works just fine.
### Steps to reproduce
- Run `view.tscn` in mrp
- Verify that it prints `input` when you mouse over the cube
- Run `main.tscn`
- See that it no longer prints `input` when you mouse over the cube
### Minimal reproduction project
[bug.zip](https://github.com/godotengine/godot/files/10998751/bug.zip)
| https://github.com/godotengine/godot/issues/75015 | https://github.com/godotengine/godot/pull/57894 | 6980b2bf1761b9b980920dc5a4d32f240d88e211 | 72323a57d031f4447d758916fa8e2fc32bec4070 | "2023-03-17T07:18:56Z" | c++ | "2023-05-09T08:43:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,009 | ["doc/classes/RichTextLabel.xml", "scene/gui/rich_text_label.cpp", "scene/gui/rich_text_label.h"] | RichTextLabel bbcode refers to the wrong unicode for [ul] bullet points | ### Godot version
4.0.stable.official
### System information
Ubuntu 22.04.2
### Issue description
When creating an unordered list with RichTextLabel's bbcode, some fonts will display an oversized bullet point, while others appear normal. I'm 99% sure that this is because Godot is referencing the incorrect Unicode for bullet points.
Here are three identical RichTextLabels except for their differing fonts. I used [Franklin Gothic Demi Regular](https://fontsgeek.com/fonts/Franklin-Gothic-Demi-Regular), [Ubuntu Regular](https://fonts.google.com/specimen/Ubuntu), and [Kanit Regular](https://fonts.google.com/specimen/Kanit?category=Sans+Serif,Monospace¬o.script=Latn).

The reason I suspect incorrect unicode is that I dug into the TTF files for these three fonts. They all have normal and similar-sized bullet points at the usual unicode: U+2022. But I believe Godot is actually referencing U+25cf ("black circle"). Franklin Gothic Demi, the font that works as expected, has an entry for U+25cf. The other two fonts do not.
I also found this other open issue #69920 that seems to show that Godot is using U+25cf for bullet points.
### Steps to reproduce
Download a few different fonts, assign them to different RichTextLabels, enable bbcode and type some list items with the `[ul]{ list }[/ul]` format.
### Minimal reproduction project
N/A (I tried adding one but either Chrome or Linux isn't cooperating, sorry. I'll try again later.)
| https://github.com/godotengine/godot/issues/75009 | https://github.com/godotengine/godot/pull/75017 | b6d033b0e6477c22d4933d7f6d92d06e3ab7fe6a | 05d373c64b7da1063020dceec6970c438f5af7a6 | "2023-03-16T23:26:28Z" | c++ | "2023-03-20T18:08:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,969 | ["editor/plugins/tiles/tile_map_editor.cpp"] | Tilemap preview visual skewed incorrectly | ### Godot version
4.0, 4.0.1
### System information
Windows 11,
### Issue description
When I load up a new tileset, and change the Node2D "skew" property it looks like the tilemap skews properly, but when placing new tiles the ghost is just stretched, not skewed
I've tested this on Compatibility, Mobile, and Forward rendering types, Tile shape seems to have nothing to do with it
I'm attaching a square tilemap with a skew of 70

### Steps to reproduce
Make a new 2d project, and add a tilemap to it
Give the tilemap a tile set, anything should work
give the tilemap a skew
go to place a new tile
### Minimal reproduction project
N/A
| https://github.com/godotengine/godot/issues/74969 | https://github.com/godotengine/godot/pull/74982 | 27038ca74fe01d21c794daf1a6da2ef12ecdb451 | 6e5713cc961bd04b5a3c7e2b7eb0bc455a4fc02a | "2023-03-16T02:46:46Z" | c++ | "2023-03-20T15:26:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,968 | ["drivers/unix/file_access_unix.cpp"] | Godot 4 crashes from time to time | ### Godot version
v4.0.1.rc1.official (d23922ffebe48f29126c003411495737d07e5a9f)
### System information
Ubuntu 18.04.06 LTS
### Issue description
The crash usually happens when I have another window focused (browser) for sometime and then Godot crashes.
The backtrace:
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.1.rc1.official (d23922ffebe48f29126c003411495737d07e5a9f)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x3ef10) [0x7f61122a5f10] (??:0)
[2] /usr/local/bin/godot() [0x361d8d9] (??:0)
[3] /usr/local/bin/godot() [0x1108da4] (??:0)
[4] /usr/local/bin/godot() [0x361d88f] (??:0)
[5] /usr/local/bin/godot() [0x2e3add7] (??:0)
[6] /usr/local/bin/godot() [0x2c7899a] (??:0)
[7] /usr/local/bin/godot() [0x45714f4] (??:0)
[8] /usr/local/bin/godot() [0x2ac7606] (??:0)
[9] /usr/local/bin/godot() [0x4b8cde5] (??:0)
[10] /usr/local/bin/godot() [0x45e3117] (??:0)
[11] /usr/local/bin/godot() [0x2bd8b28] (??:0)
[12] /usr/local/bin/godot() [0xec1b76] (??:0)
[13] /usr/local/bin/godot() [0xe04023] (??:0)
[14] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f6112288c87] (??:0)
[15] /usr/local/bin/godot() [0xe2409e] (??:0)
-- END OF BACKTRACE --
================================================================
```
Maybe there is something related to `libc` in my machine. Running `ldd --version` gives me the following:
```
ldd (Ubuntu GLIBC 2.27-3ubuntu1.6) 2.27
```
Some notes:
- Right now I'm using `v4-rc1` but this was happening with `v4` stable as well
- My laptop is not that powerful, that's why I use Ubuntu 18
- I got these logs running the engine from the terminal
### Steps to reproduce
Honestly don't know. Maybe you can try running any small project.
### Minimal reproduction project
I don't think it's required. | https://github.com/godotengine/godot/issues/74968 | https://github.com/godotengine/godot/pull/75074 | 7752b52aa35aa4ae2e0ac03fa1249a874018888d | 4d5f10fc3ad4e72c22391663c37d1f46510bb291 | "2023-03-16T01:32:00Z" | c++ | "2023-03-19T07:37:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,957 | ["platform/windows/display_server_windows.cpp"] | Cannot use 'backspace' key and key combinations are not working after alt-tabbing | ### Godot version
4.0.1.rc1
### System information
Windows 11
### Issue description
The backspace key is not functioning in the 'Create New Node' pop-up in Godot 4.0.1.rc1.
Noted also that the Ctrl+A is not functioning for adding new child nodes in the scene tree.
No errors were shown in the logs or console.
Edit: After restarting Godot Editor, the backspace key was working. So there must be more steps to reproduce this issue.
The Ctrl+A was also working after restarting Godot Editor.
### Steps to reproduce
Edit: After restarting Godot Editor, the backspace key was working. So there must be more steps to reproduce this issue.
The Ctrl+A was also working after restarting Godot Editor.
Right click in the scene tree to add a new node. Ctrl+A does not seem to be working either, another bug report.
Click on "Add Child Node"
Expected: "Create New Node" pop-up is shown.
In my test the text was re-populated with 'sprite'.
Press 'backspace' on the keyboard to delete the text.
Expected: The text is edited showing 'sprit'.
Actual: The text will not 'backspace' remove from the end.
Workaround:
Click the 'x' at the right on the textbox to delete the text.
Now you can type text in the textbox, but still cannot use 'backspace' key.
### Minimal reproduction project
Edit: After restarting Godot Editor, the backspace key was working. So there must be more steps to reproduce this issue.
The Ctrl+A was also working after restarting Godot Editor.
*Bugsquad edit (keywords for easier searching): keypress, shortcuts, respond, responding, input method* | https://github.com/godotengine/godot/issues/74957 | https://github.com/godotengine/godot/pull/75172 | a008a06fcb3a65d5fc3694d3cb215bfb60397fe6 | a44fde12f7f4e4dc2ba47b5ef1232951b95b07b4 | "2023-03-15T20:38:04Z" | c++ | "2023-03-21T10:35:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,951 | ["editor/editor_node.cpp", "editor/plugins/script_editor_plugin.cpp", "editor/project_manager.cpp"] | Some dialogs are too big | ### Godot version
4.0
### System information
Windows 10 x64
### Issue description
Some dialogs are too big. Examples:
Version confirmation in Project Manager

Quit confirmation for unsaved scenes

The empty space should be trimmed. I tried using `reset_size()`; it doesn't work when called before popup and calling it after popup results in... this thing

We might need a method that resets vertical size and call it for every popup that's too big. Not sure why resetting size *before* popup does not work though. This might be the root of this issue 🤔
### Steps to reproduce
1. Make project in some Godot version
2. Open it in a different version (4.0+)
3. Observe the warning dialog
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74951 | https://github.com/godotengine/godot/pull/75895 | aed655ff80d0176b756a58d5329894432203bf84 | 3e295f3f933a8b37ccfcef164fd2de078b3834d2 | "2023-03-15T19:14:36Z" | c++ | "2023-04-10T18:13:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,942 | ["editor/animation_track_editor.cpp"] | AnimationTrackKeyEdit 's Args Type can't change back to string type from other type except stringname. | ### Godot version
4.0.dev
### System information
win11,core i7 13700, GTX4090
### Issue description
Just look at this gif.

It seems that it was block by Static Type Checking.

If it's right.
Why it doesn't just disable other option except for String and StringName?
### Steps to reproduce
1. first select string type
2. input a text
3. change type
4. change back to string -- it don't work
5. change to stringname -- it works
6. change back to string -- it works
### Minimal reproduction project
I think it don't need reproduction project. | https://github.com/godotengine/godot/issues/74942 | https://github.com/godotengine/godot/pull/74948 | a5de7e3820bb6bb09c58bc4e351d70420af54424 | a3a8d3463ecdabc4efdd2bdbbbeee0a814b4ebd4 | "2023-03-15T15:17:02Z" | c++ | "2023-06-09T13:30:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,929 | ["modules/openxr/action_map/openxr_action_map.cpp", "modules/openxr/extensions/openxr_htc_controller_extension.cpp"] | Unsupported paths being reported in OpenXR | ### Godot version
4.0.stable
### System information
Windows
### Issue description
Using SteamVR the following errors are logged due to mismatches in the default action map

### Steps to reproduce
Run an OpenXR project on SteamVR
### Minimal reproduction project
Any basic OpenXR project will do, but easy to test with https://github.com/GodotVR/godot-xr-tools | https://github.com/godotengine/godot/issues/74929 | https://github.com/godotengine/godot/pull/74930 | eebb1d8effb0ec69c7f418f49d9d4388d263d7de | 00215ec9041c7b5e58f8d3ff36840293c5e550ac | "2023-03-15T03:00:45Z" | c++ | "2023-05-08T10:20:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,919 | ["doc/classes/EditorSettings.xml", "editor/debugger/editor_debugger_node.cpp", "editor/debugger/editor_profiler.cpp", "editor/editor_settings.cpp"] | Incorrect Setting Values Shown in Remote Scene Tree [Editor Settings] | ### Godot version
Godot Engine v4.0.stable.official.92bee43ad
### System information
Windows 11, Vulkan API 1.3.237 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon RX 6800M
### Issue description
While messing with Editor Settings i noticed that changing `debugger/remote_scene_tree_refresh_interval` and `debugger/remote_inspect_refresh_interval` to 0 they became -0.
*(PropertyPath for Convenience)*
Located under the Network Dropdown
Upon hovering over the values both seem to be a type of float that only rounds for the TextBox and not the EditorHint.
Examples Below:




### Steps to reproduce
Open Editor Settings.
Navigate to Debugger.
Hover or change value.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74919 | https://github.com/godotengine/godot/pull/75200 | 867ea7fe591a7f1af367c71da693a3ab8140374e | 080d471e9812323b177492ec90fad34c3da38869 | "2023-03-14T18:52:47Z" | c++ | "2023-06-19T19:39:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,905 | ["core/variant/array.cpp", "tests/core/variant/test_array.h"] | In GdScript4, using Array.slice() with a step size greater than 1 omits the last expected value | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 10
### Issue description
I would like to slice an array of 12 values to get the values at index 2, 6, and 10 with Array.slice() using a step size of 4. However, this seems to be impossible in gdscript4. No matter what I try, it won't include the last expected value (10).
It is worth mentioning that it was possible to get the value at index 10 in Godot version 3.5 (when the end of slice was inclusive rather than exclusive)
### Steps to reproduce
Create a node with the following script and run it:
```
extends Node
func _ready():
var array = range(12)
print("expectation: should be able to use array.slice to get [2,6,10] from range(12)")
print("array = " + str(array))
print("array.slice(2,11,4) = " + str(array.slice(2,11,4)))
print("array.slice(2,12,4) = " + str(array.slice(2,12,4)))
print("array.slice(2,INF,4) = " + str(array.slice(2,INF,4)))
get_tree().quit()
```
You will (incorrectly) get the output:
```
expectation: should be able to use array.slice to get [2,6,10] from range(12)
array = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]
array.slice(2,11,4) = [2, 6]
array.slice(2,12,4) = [2, 6]
array.slice(2,INF,4) = []
```
However, in Godot 3.5 you would have (correctly) got:
```
expectation: should be able to use array.slice to get [2,6,10] from range(12)
array = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]
array.slice(2,11,4) = [2, 6, 10]
array.slice(2,12,4) = [2, 6, 10]
array.slice(2,INF,4) = []
```
### Minimal reproduction project
[array_slice_bug.zip](https://github.com/godotengine/godot/files/10968580/array_slice_bug.zip)
| https://github.com/godotengine/godot/issues/74905 | https://github.com/godotengine/godot/pull/74909 | c981a305a559cca7553888b7d37a6ee98dedde2d | 6f4646c6bff26461195f9e34031dbb744fa36f32 | "2023-03-14T12:36:58Z" | c++ | "2023-03-15T13:25:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,879 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/warning_ignore_annotation.gd", "modules/gdscript/tests/scripts/analyzer/warnings/redundant_await.gd", "modules/gdscript/tests/scripts/analyzer/warnings/redundant_await.out", "modules/gdscript/tests/scripts/runtime/features/await_without_coroutine.gd"] | REDUNDANT_AWAIT error incorrectly reported on `await callable.call()` | ### Godot version
4.0.stable
### System information
Windows 10
### Issue description
The issue seems to be related to #61373.
My specific use-case is using await to stall until a callable.call is finished. When I use 'await' here it *does await*, so I think the warning is incorrect.
Actual code is like this:
```swift
for connection in connections:
var callable : Callable = connection["callable"]
print(callable.get_object())
await callable.call()
```

### Steps to reproduce
1. Create a script, which uses `await callable.call()` on a callable. For example, based on the connections in a signal.
2. Run project
3. View warning
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74879 | https://github.com/godotengine/godot/pull/74949 | 5461b9976cc3457cfb2017e2ab1c42caca6f8eea | 215893ebca9514cb2f98d901a72cf9e8c4be398e | "2023-03-13T20:43:28Z" | c++ | "2023-03-20T18:14:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,868 | ["scene/main/viewport.cpp", "scene/main/viewport.h", "scene/main/window.cpp", "scene/main/window.h"] | TreeItem buttons do not function in a SubViewport using the push_input method. | ### Godot version
4.0.stable
### System information
Windows 10
### Issue description
In my project, we are rendering a GUI to a QuadMesh as an in-game interactive display. We push mouse click events when the player clicks the display. This worked fine during 4.0 beta, but after moving to the stable release the buttons on TreeItems stopped working. I put together a MRP and went back through the versions and it seems the issue started in RC1.
### Steps to reproduce
When running the MRP, it has a standard GUI on the left hand side of the screen and a QuadMesh rendered GUI on the right hand side. If you click the + button on an item, it will add another item to the list. On the QuadMesh you will see that you can highlight and collapse items in the list, but the + button does not function. If you run the MRP on 4.0.beta17 everything will function as expected.
### Minimal reproduction project
[TreeUI_through_SubViewport.zip](https://github.com/godotengine/godot/files/10959159/TreeUI_through_SubViewport.zip)
| https://github.com/godotengine/godot/issues/74868 | https://github.com/godotengine/godot/pull/77923 | 4d05edd75d081062208b66ed7c18bc8986ed5355 | 0cee1e0d4fe4652b9161175089c2162e1508c4b0 | "2023-03-13T15:50:06Z" | c++ | "2023-06-09T10:15:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,867 | ["scene/2d/tile_map.cpp"] | TileMap Unable to Clear Scene Tiles | ### Godot version
4.0 stable
### System information
Windows 10
### Issue description
Running .clear() on a TileMap with Scene tiles leaves the tiles in place, as though nothing happened.
This appears to be the same issue as raised in [#69596](https://github.com/godotengine/godot/issues/69596), [#72456](https://github.com/godotengine/godot/pull/72456), and [67330](https://github.com/godotengine/godot/pull/67330). None of the previous issues seem to have presented a fix for this issue besides running some dummy operations on the TileMap, which have not had any effect for me.
Manually running queue_free() on each tile scene doesn't work, presumably since they are being cached. And running a dummy operation on the TileMap doesn't have any impact to speak of.
Not sure how to proceed, or if it's just impossible to remove Scene tiles once they're created.
### Steps to reproduce
The minimal reproduction project has a TileMap with several simple scene tiles. The attached script attempts to .clear() the TileMap when the user presses Enter, demonstrating my issue.
### Minimal reproduction project
[TileMapMinimumRecreationProject.zip](https://github.com/godotengine/godot/files/10959111/TileMapMinimumRecreationProject.zip)
| https://github.com/godotengine/godot/issues/74867 | https://github.com/godotengine/godot/pull/79941 | a0f572494e6602e0927bc3de61e9093c37da60f0 | 1e314d55019d890d5f7572ad3e114d0f4eff4a60 | "2023-03-13T15:45:20Z" | c++ | "2023-07-27T17:09:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,865 | ["scene/resources/curve.cpp"] | Curve Editor gets re-constructed after every operation. | ### Godot version
4.0
### System information
Ubuntu 22.04.1 LTS
### Issue description
The CurveEditor constructor is called every time you do any operation. This is for example why handles get deselected after you drag them.
Upon investigation, it appears that this is because Curve's methods `add_point()` and `remove_point()` call `notify_property_list_changed()`. This was added as a fix in #61628, which fixed a regression most likely from #58023.
This bug isn't a big deal at the moment, but I'm currently making a PR to rework the curve editor and this bug is blocking it completely.
### Steps to reproduce
Create a Curve.
Add a point.
Move the point.
Watch it get deselected.
### Minimal reproduction project
N/A takes 10sec to set up, moreover the best way to see this is by playing with the source code. | https://github.com/godotengine/godot/issues/74865 | https://github.com/godotengine/godot/pull/74927 | 6f4646c6bff26461195f9e34031dbb744fa36f32 | 0247a376963b2f6bcd0b75962b1d96f7bcfad141 | "2023-03-13T15:09:26Z" | c++ | "2023-03-15T13:26:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,862 | ["modules/mono/csharp_script.cpp", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/PropertyInfo.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptMethodsGenerator.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/PropertyInfo.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs"] | Signal parameter type is always considered Object in signal connection dialog in C# (but not in GDScript) | ### Godot version
4.0-stable_mono_win64
### System information
Windows 11 22H2
### Issue description
>


Expected: The parameter type of OnChildEnteredTree (underlined) in the dialog is Node, not Object.
### Steps to reproduce
1. Write a public (signal listener) C# function with a Node parameter.
2. Build .NET project.
3. Try to connect some suitable signal (e.g. "child_entered_tree") to that function, and it won't appear in the Pick dialog if `Compatible Methods Only` is on.
### Minimal reproduction project
[SignalParamBug.zip](https://github.com/godotengine/godot/files/10958019/SignalParamBug.zip)
| https://github.com/godotengine/godot/issues/74862 | https://github.com/godotengine/godot/pull/78349 | b7976f4ad65bbda075f400843a40d6c75c385b49 | 19e0135acb64f6f1e119add0806763315c125e9f | "2023-03-13T13:53:13Z" | c++ | "2023-06-18T14:31:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,857 | ["modules/openxr/extensions/openxr_extension_wrapper.h", "modules/openxr/extensions/openxr_opengl_extension.cpp", "modules/openxr/extensions/openxr_opengl_extension.h", "modules/openxr/openxr_api.cpp"] | OpenXR/OpenGL(ES) rendering has washed out colors on some android devices | ### Godot version
4.0.stable
### System information
Android
### Issue description
Using OpenXR with the OpenGL (`gl_compatibility`) renderer often results in washed out colors. There are differences between different devices and XR runtimes but this is mainly due to us attempting to work around this problem.
These issues also existed in Godot 3 and were worked around, they have returned in Godot 4 as most of this information was lost as it was poorly documented. I'll attempt to sketch the full issue here for prosperity.
Godot has always handled linear to sRGB internally as much as possible as the 2D rendering pipeline is fully sRGB oriented and doesn't require any conversions (one of the reasons Godot has a leg up on the competition), and 3D rendering in Godot 3 was performed in linear color space with a conversion to sRGB in the tone-mapping stage. I believe for Godot 4 we've decided to do all 3D rendering in OpenGL in sRGB color space.
OpenGL(ES) has build in functionality to perform linear to sRGB conversion (and back)
As Godot handles all conversions for it's own buffers normal variants of `GL_RGBA8` buffers are used ensuring no hardware conversions are applied.
This proved to be an issue for OpenXR as we are now sending our rendering result to a 3rd party system. The OpenXR specification clearly states that:
- `GL_RGBA8` and similar image formats are assumed to contain linear color data
- `GL_SRGB_ALPHA8` and similar image formats are assumed to contain sRGB color data.
The footnote here is that some XR runtimes ignore the above and always assume data is in sRGB color space when 8bit color data is used, this is important because it explains why our current workaround sometimes works.
This is why our OpenXR implementation overrides Godots default logic and uses `GL_SRGB_ALPHA8` as the color format for our render target. This ensures OpenXR handles the images correctly.
But on Android devices it broke.
In OpenGL the problem they had when adding sRGB image format support was that many solutions out there already output sRGB color data from the fragment shader. From the documentation on the Khronos website:
> When the output buffer is linear RGB, the answer is assumed to be linear. But if we are writing to an sRGB image, it is entirely reasonable for a shader to want to write linear values which will be automatically converted to sRGB for storage. However, at other times, it is entirely reasonable for a shader to want to write sRGB values directly, and therefore want to store the written provided without any conversion.
A decision was thus made to make this a setting that by default is off. This setting is called `GL_FRAMEBUFFER_SRGB`.
When off, whatever the fragment shader outputs is written into the buffer
When on, the output of the fragment shader is assumed linear, and if a sRGB image format is used, OpenGL will convert the color to sRGB before writing it into the buffer.
Even though Godot is an OpenGLES renderer, we're still using OpenGL on desktop machines and without ever enabling `GL_FRAMEBUFFER_SRGB` we're good.
In OpenGLES however we have no such setting. OpenGLES always assumes fragment shader output is linear. No problem when the `GL_RGBA8` image format is used as OpenGLES assumes that is a linear buffer, but when a `GL_SRGB_ALPHA8` is used, it will apply the conversion. However as we've already converted the data to sRGB, this doubles up, and we get washed out colors.
The workaround that was implemented a few months ago was to change the logic around choosing the image format. In OpenXR, the XR runtime supplies us with a list of formats it supports. On most desktop system this only returns `GL_SRGB_ALPHA8` while on most Android devices it uses both `GL_RGBA8` and `GL_SRGB_ALPHA8`. So we changed the order around and use `GL_RGBA8` on Android if available. As I mentioned up above, certain runtimes ignore the rule and will treat a `GL_RGBA8` buffer as containing sRGB data. However as we found out, Quest is not one of them, and we're running into trouble with other devices also handling this wrong.
We need to undo this work around and return the logic to what it was and always use `GL_SRGB_ALPHA8` when available.
As 2D rendering to XR viewports isn't supported, we can detect in the rendering pipeline if an sRGB image format is used and if we're either using GLES or if `GL_FRAMEBUFFER_SRGB` is enabled, we have to ensure our fragment shaders are outputting linear color space even if this means doing an sRGB to linear conversion, only for the hardware to convert it back.
For more understanding of linear v.s. sRGB color space as implemented in OpenGL/OpenGLES, please see:
https://learnopengl.com/Advanced-Lighting/Gamma-Correction
https://www.khronos.org/opengl/wiki/Framebuffer
Note, this issue is not relevant for Vulkan due to Vulkan implementing this much better and giving us the needed control.
### Steps to reproduce
Undo the workaround and thus change this code back the way it was:
```
void OpenXROpenGLExtension::get_usable_swapchain_formats(Vector<int64_t> &p_usable_swap_chains) {
p_usable_swap_chains.push_back(GL_SRGB8_ALPHA8);
p_usable_swap_chains.push_back(GL_RGBA8);
}
```
Run any XR project on a Quest or other mobile device
### Minimal reproduction project
The demo project for XR Tools can be used for this:
https://github.com/GodotVR/godot-xr-tools | https://github.com/godotengine/godot/issues/74857 | https://github.com/godotengine/godot/pull/74892 | 44cc6e5c86f2bb1ce5bf2ffdecd2fe36436ce353 | dd8841a8ec304322f40f0d0c2a299d0e897f6cba | "2023-03-13T11:59:38Z" | c++ | "2023-03-16T10:59:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,845 | ["editor/project_converter_3_to_4.cpp", "editor/project_converter_3_to_4.h"] | Camera2D Process Mode is "When Paused" by default, was this intentional? | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 10
### Issue description
After migrating to Godot 4, I was surprised that the camera wasn't moving, then I discovered that Camera2D Process Mode is "When Paused" by default, was this intentional? It seems strange to pause the camera when the game is unpaused and to unpause it when the game is paused.
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74845 | https://github.com/godotengine/godot/pull/76179 | 7ff0a3086def515d725dc64d4719c0f256c7e246 | 764193629ff0bac11c4a6ddfa946f1dd3d841799 | "2023-03-12T23:50:42Z" | c++ | "2023-06-19T20:34:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,828 | ["drivers/gles3/rasterizer_gles3.cpp"] | GLES3 not working on android emulator + workaround | ### Godot version
9b9bb418cb1137e69b5131ec9fa7b41c0396db28
### System information
Android12 emulator, GLES3
### Issue description
Using Godot 4 on an Android emulator with the GLES3 renderer results in a black screen and no crash / erros.
I managed to resolve the issue with the following change:
```
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -1599,9 +1599,9 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
Config *config = Config::get_singleton();
- rt->color_internal_format = rt->is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+ rt->color_internal_format = rt->is_transparent ? GL_RGBA8 : GL_RGBA8;
rt->color_format = GL_RGBA;
- rt->color_type = rt->is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
+ rt->color_type = rt->is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_BYTE;
rt->image_format = Image::FORMAT_RGBA8;
```
Which effectively disables the RGB10_A2 internal format for render targets and uses RGBA8 instead.
These 2 format changes fix rendering on my android emulator.
Im not sure what RGB10_A2 is used for (HDR?), but my workaround does not seem like the best solution.
Perhaps someone who knows a little bit more about the code here could suggest a different solution.
### Steps to reproduce
Run any godot project on android emulator using GLES3 renderer.
Might be relevant:
my host machine is an M1 macbook pro
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74828 | https://github.com/godotengine/godot/pull/74945 | 7f6b28321227705d10e948a5b9328515fbfcdbe5 | e370b3538b0a55b7fc280cad0b864c01fc431d07 | "2023-03-12T16:13:10Z" | c++ | "2023-05-08T11:52:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,821 | ["modules/gdscript/gdscript_parser.cpp"] | Dictionary syntax error assumes LUA knowledge | ### Godot version
4.0 stable
### System information
Fedora, RX 590
### Issue description
I made a dictionary, and instead of using `:` to separate between key and value, i accidentally used `=`.
The error message was not clear at all `Parse Error: Expected identifier or string as LUA-style dictionary key.`
I don't think assuming that people know how dictionaries are made in LUA is reasonable. And if this is not about LUA the programming language, i don't even know what this is about :D
I think this error should be replaced with something of the sort "Please use `:` as separator instead of `=` in your dictionary"
### Steps to reproduce
Paste this code in a script:
```
var dict = {
1 = "lala"
}
```
Observe the error message

### Minimal reproduction project
see above | https://github.com/godotengine/godot/issues/74821 | https://github.com/godotengine/godot/pull/75051 | 1a62f1e4fc853963664ab7afed0085159dcc8082 | fcc39d498b3dfc9037de27162de98778d7fcf0c6 | "2023-03-12T14:01:23Z" | c++ | "2023-06-18T14:28:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,818 | ["platform/web/api/web_tools_editor_plugin.cpp"] | "Download Project Source" broken in web editor | ### Godot version
4.0.stable
### System information
Ubuntu 22.04.2 LTS, tested on Firefox and Chromium
### Issue description
The web editor no longer allows downloading your project's source from Project > Tools > Download Project Source. This is a critical issue for the web since there is no other way to backup or move your projects, seeing as neither version control nor cloud backup is yet supported (something I am hoping to investigate in future). Every web editor project is essentially stuck in a virtual filesystem limbo.
Reintroduces #71702
### Steps to reproduce
- Open the web editor at https://editor.godotengine.org/releases/4.0.1.stable/
- Create and open a new project, or open an existing one
- Go to Project > Tools > Download Project Source
- Check whether anything is downloaded, and look at the output - it should read:
- `not enough arguments for format string`
- `Unable to create ZIP file.`
### Minimal reproduction project
Uploading a project to the web editor would be more effort that it's worth. | https://github.com/godotengine/godot/issues/74818 | https://github.com/godotengine/godot/pull/75194 | ce90d77a1857e9cee4b7571258d6e917bf4ba268 | 0291fcd7b66bcb315a49c44de8031e5596de4216 | "2023-03-12T13:38:29Z" | c++ | "2023-03-22T10:34:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,812 | ["doc/classes/EditorSettings.xml", "doc/classes/TextEdit.xml", "editor/code_editor.cpp", "editor/editor_settings.cpp", "scene/gui/text_edit.cpp", "scene/gui/text_edit.h", "tests/scene/test_text_edit.h"] | TextEdit wrapmode not work | ### Godot version
Godot 4.0 statble
### System information
Windows 10
### Issue description
TextEdit boundary wrapmode not works, it only removes the horizontal scrollbar
### Steps to reproduce
Add a textedit in editor, set the wrap mode to boundary, type something.
### Minimal reproduction project


| https://github.com/godotengine/godot/issues/74812 | https://github.com/godotengine/godot/pull/74813 | 824820d73a7a709f61950e74ff72392ab3f8be60 | 95a9089fdd850c34975233f52eb517ba1e65c966 | "2023-03-12T10:12:10Z" | c++ | "2023-06-15T14:08:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,805 | ["scene/gui/subviewport_container.cpp", "scene/main/viewport.cpp", "tests/scene/test_viewport.h"] | Control Default Cursor Shape has no effect in a SubViewport | ### Godot version
4.0
### System information
Windows 11
### Issue description
When using a SubViewport contained within a SubviewportContainer, none of my child Control nodes within the Subviewport have their mouse cursors changed to align with their Control's default mouse cursor option. They are always unchanged, even when an attempt is made to change the default with code. It seems like being within a SubViewport disables it's ability to know when it needs to change mouse cursors inside that SubViewport.
### Steps to reproduce
* Create a Control node root.
* Put a SubViewportContainer inside it
* Put a SubViewport inside of that
* Put a ColorRect inside of the SubViewport and change it's default cursor to something else, such as "Forbidden"
* Hit "Play" and mouse over the ColorRect.
### Minimal reproduction project
[TestRepro.zip](https://github.com/godotengine/godot/files/10950080/TestRepro.zip)
| https://github.com/godotengine/godot/issues/74805 | https://github.com/godotengine/godot/pull/79805 | 712f49ec5770fe46207b5f72b9cbb8406190a111 | d50c52652f76f4095f1ed41e8d38fe908d2127f8 | "2023-03-12T06:04:25Z" | c++ | "2023-07-26T16:40:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,802 | ["editor/code_editor.cpp"] | Commenting collapsed function not working properly | ### Godot version
4.0 stable
### System information
Windows 10
### Issue description
If select and comment collapsed function, only the first line will be commented.

### Steps to reproduce
Collapse function.
Select line with mouse,
Press Ctrl + K
Expand collapsed function
You will see that all lines are not commented.
### Minimal reproduction project
```
func dummy() -> void:
print (1)
print (2)
print (3)
```
| https://github.com/godotengine/godot/issues/74802 | https://github.com/godotengine/godot/pull/75070 | 49c17bb26217a763db2335f20459c54331a4a97b | aeb4489e63c5ff3e96fd43b2d86966e1aff9a63b | "2023-03-12T02:41:20Z" | c++ | "2023-04-03T13:38:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,756 | ["servers/physics_3d/godot_body_pair_3d.cpp"] | Roughly Perpendicular Collisions with Concave Polygon are not detected and stick | ### Godot version
4.0.stable
### System information
Windows 10
### Issue description
When you launch (apply_impulse) a RigidBody3D (sphere_shape) in a line which is roughly perpendicular to a wall (StaticBody), it collides with the wall, `on_body_entered` is never called and the RigidBody3D sticks to the wall.
I noticed this after updating to godot 4 stable, I don't think the issue exited in the RCs or betas.
Video showing it: https://streamable.com/lr0ydn
### Steps to reproduce
Launch the minimal reproduction project, then aim at a wall in so that a raycast coming out of the center of your screen would be roughly perpendicular to the wall or floor, upon firing, the projectile simply just sticks onto the wall and `on_body_entered` is never called.
### Minimal reproduction project
[projectile-collision.zip](https://github.com/godotengine/godot/files/10947822/projectile-collision.zip)
| https://github.com/godotengine/godot/issues/74756 | https://github.com/godotengine/godot/pull/74861 | 1e0f7a12f7c762ee1d73795485b0d00db3cf2ac8 | a7d0e18a317085068c43be29bca1d280d03423a2 | "2023-03-11T06:51:58Z" | c++ | "2023-03-17T09:56:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,753 | ["scene/3d/skeleton_3d.cpp"] | SkeletonIK (3D) Regression in Godot 4.0 | ### Godot version
4.0
### System information
Windows 11
### Issue description
SkeletonIK behaves completely differently in Godot 4.0 than it did in Godot 3.5 when using the same setting (magnet, etc).
In addition, it is difficult to test this because the IK stops whenever you select a node other than the SkeletonIK3D node - this also doesn't occur in Godot 3.5.
It easiest to demonstrate this with a video:
https://user-images.githubusercontent.com/34499900/224465490-cc05d34b-fc60-4e9c-b77e-412c39e2c69a.mov
### Steps to reproduce
- Import a model with an armature.
- Create an inherited scene for the model.
- Create a `SkeletonIK3D` as a child of the `Skeleton3D` node. Assign the "root bone" and "tip bone" properties to some bones in the model.
- Create a Node3D to act as the target, and assign the "target node" property of the SkeletonIK3D to this new node.
- Write a `@tool` script which starts the SkeletonIK3D on `_ready`.
- Re-open the scene, and then wiggle the `target` node. Observe the behaviour.
### Minimal reproduction project
[SkeletonIKRegression.zip](https://github.com/godotengine/godot/files/10947631/SkeletonIKRegression.zip)
| https://github.com/godotengine/godot/issues/74753 | https://github.com/godotengine/godot/pull/77194 | 77991a048c2c128b5c838b1e8e66993e0314474f | ca8bbf24aecd4e8dc1be36d5e6b82eb3d7de2dd4 | "2023-03-11T04:50:28Z" | c++ | "2023-05-18T16:55:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,748 | ["core/variant/variant_utility.cpp"] | Max/min functions throw incorrect error when comparing Vectors | ### Godot version
4.0
### System information
Debian
### Issue description
When using 2 vectors (Vector2 or Vector3) in a max or min function, the editor will throw an error saying that the second argument should be a float. Turn the second argument into a float and it will throw an error saying that it should be a vector again.
I would expect it to compare them by their size, or to just throw an error saying they don't accept vectors.
### Steps to reproduce
```
#Invalid argument for "max()" function: argument 2 should be "float" but is "Vector3".
max(Vector3(1, 0, 0), Vector3(1, 0, 0))
Invalid argument for "max()" function: argument 2 should be "Vector3" but is "float".
max(Vector3(1, 0, 0), 1.0)
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74748 | https://github.com/godotengine/godot/pull/74770 | f2eb40d8a4b390263393fa9acb180004f7b84b88 | 896cae3bc18123fc2cc6ed6712e6cf05268c264f | "2023-03-10T23:11:21Z" | c++ | "2023-03-15T12:37:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,728 | ["core/templates/rid_owner.h"] | Servers may rarely return an invalid RID | ### Godot version
4.0.stable
### System information
Linux 5.10.167-1-MANJARO
### Issue description
After roughly 2-billion calls to `rid_allocate_id()`, if you then make a call to a server that creates and returns a new RID, and no other calls have been made to that function. The server will then return an invalid RID.
Attempting to free this RID will make godot crash without errors, unlike what normally happens when you try to free an invalid RID.
This happens because the function that generates the RID only uses the lower 31 bits of the generated id from `rid_allocate_id`. In combination with an index into the array of elements of that `RID_Owner`. So if you generate `2^31` total ids, it will overflow (without any actual integer overflow happening, as the id is 64 bits long) and become 0. then if the array is empty, the index is 0 as well, so it will generate an rid = 0.
### Steps to reproduce
Call `rid_allocate_id()` until the returned value is `0x7FFFFFFF`. Then make a call (such as `PhysicsServer3D.area_create()`) which will print an error in the console and return an invalid RID.
### Minimal reproduction project
Let the project run, eventually (takes a couple of minutes on my machine) the error will show up and a print message indicating that an invalid RID has been returned.
[repro.zip](https://github.com/godotengine/godot/files/10943606/repro.zip)
| https://github.com/godotengine/godot/issues/74728 | https://github.com/godotengine/godot/pull/74759 | dbe8712d4eda555829283624df7c79faa4bc02ea | 7dc69ff2302fb1d1f47c3d0307915af063977b6b | "2023-03-10T15:53:37Z" | c++ | "2023-06-20T12:56:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,726 | ["core/variant/dictionary.cpp", "tests/core/variant/test_dictionary.h"] | Read-only dictionaries can still have keys added | ### Godot version
4.0 (c1128e911ccd6f1e8c35646df804d894652a58f1)
### System information
Arch Linux
### Issue description
Read-only dictionaries can still have new keys added. The value for the new key isn't set (it is kept `null`).
This is caused by `Dictionary::operator[]` not checking if the key exists when it is read only mode. Accessing a key in the underlying HashMap will create if it does not exist. The actual value isn't set because it only returns a dummy reference.
### Steps to reproduce
Run the following snippet:
```gdscript
var dict = {}
dict.make_read_only()
prints("dict", dict) # {}
dict.foo = "hi"
prints("dict", dict) # { "foo": <null> }
```
### Minimal reproduction project
[DictReadOnlyAddKey.zip](https://github.com/godotengine/godot/files/10943387/DictReadOnlyAddKey.zip)
| https://github.com/godotengine/godot/issues/74726 | https://github.com/godotengine/godot/pull/74730 | c211c22abc8320a38ecb66a977fff4df10ccdd5b | 867ea7fe591a7f1af367c71da693a3ab8140374e | "2023-03-10T15:21:20Z" | c++ | "2023-06-19T19:38:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,709 | ["scene/resources/sky_material.cpp"] | Panorama texture displays incorrectly in Procedural and Physical sky materials | ### Godot version
4.0.stable
### System information
Windows 10, Compatibility, Intel HD Graphics 4400
### Issue description
I am using a Spacescape cubemap converted to panorama with [the tool recommended in the documentation](https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html) as a texture for different sky materials. It works as intended with PanoramaSkyMaterial:

The description of sky_cover property of ProceduralSkyMaterial states it should be a texture 'similar to PanoramaSkyMaterial'. First, it is impossible to use an actual PanoramaSkyMaterial resource as it is not a texture, the wording is ambiguous. Second, the texture that is compatible with the PanoramaSky is displayed incorrectly. It is stretched at the top of y axis and has a noticeable seam between the positive y axis and negative z axis:

The same happens with the night_sky texture of PhysicalSkyMaterial:

### Steps to reproduce
Open panorama.tscn, procedural.tscn and physical.tscn for respective examples
### Minimal reproduction project
[sky_issue.zip](https://github.com/godotengine/godot/files/10940684/sky_issue.zip) | https://github.com/godotengine/godot/issues/74709 | https://github.com/godotengine/godot/pull/74740 | 00d7d516244f38fbc6bbaa323d74ef2490c0203c | b31d00a9144a481b25d078b1b3ed6ff55c0e3a48 | "2023-03-10T09:46:49Z" | c++ | "2023-03-10T21:49:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,705 | ["scene/gui/menu_bar.cpp"] | MenuBar property exports as wrong type | ### Godot version
4.0.stable
### System information
Windows 10
### Issue description
The MenuBar node's `start_index` property exports as a boolean in the editor, when [it is actually an integer](https://docs.godotengine.org/en/4.0/classes/class_menubar.html).
### Steps to reproduce
1. Create a MenuBar control node.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74705 | https://github.com/godotengine/godot/pull/74736 | da955dbba90e965ffc7fcfa9628c8bf3f8c0de82 | 00d7d516244f38fbc6bbaa323d74ef2490c0203c | "2023-03-10T08:29:10Z" | c++ | "2023-03-10T21:49:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,696 | ["modules/navigation/nav_map.cpp"] | NavigationAgent2D gives incorrect path | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
windows 10
### Issue description
best explained with pictures:

precise position of target:

as you can see, when the target is on the seam between triangles that runs from one hole to another, the path gains an erroneous point at the corner of one of the holes, before doubling back to the target.
only happens at very precise target positions.
seems related to #67480. hopefully the more minimal repro can be of help.
### Steps to reproduce
run repro project, enable visible navigation, and try to position the mouse as shown in the above image.
i tried printing out the mouse position when the bug was occurring and setting the target to that value, but wasn't able to reproduce the bug that way.
### Minimal reproduction project
[bug.zip](https://github.com/godotengine/godot/files/10937539/bug.zip)
| https://github.com/godotengine/godot/issues/74696 | https://github.com/godotengine/godot/pull/79228 | dc05278b03851df00f4cf5e70d20764892cbe90f | d7f07820aa9ce658df6bb0fd2691adf181a4c6fb | "2023-03-10T01:02:10Z" | c++ | "2023-08-02T19:36:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,687 | ["modules/gdscript/gdscript_editor.cpp"] | Autocomplete no longer infers type from `is` operator | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 10
### Issue description
Using the `is` operator does not allow autocomplete to infer the type of a variable. See steps to reproduce for an example.
This functionality was last working in rc2 and broken in rc3. I suspect this was caused by #73489, but have not confirmed.
### Steps to reproduce
``` gdscript
extends Node
func _input(event: InputEvent) -> void:
if event is InputEventKey:
event.keycode
```
Members of `InputEventKey` such as `keycode` are no longer shown in autocomplete list.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74687 | https://github.com/godotengine/godot/pull/74689 | 2dc8ad294898df0d5cfb6ea88679297b11e3f798 | 567dc78e62d33f4c6e9ef07d3ca4221b096ea48e | "2023-03-09T21:34:05Z" | c++ | "2023-03-10T21:47:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,680 | ["scene/resources/material.cpp"] | Shader array uniforms dont always update in editor correctly | ### Godot version
4.0 stable
### System information
Forward+ renderer, rx470
### Issue description
Creating a uniform array in shader and then changing its value in inspector will lock the variable type for some reason
### Steps to reproduce
1. Create a shader with something like uniform vec3[10] whatever;
2. Add something to the array
3. Change the array to something else, maybe vec4
4. Uniform will still show as vec3 in editor
seems to happen with all datatypes though, ive currently got it stuck on int array somehow even though it is clearly a vec4
reloading shader/scene/engine or even changing the variable name doesnt fix it, annoying
### Minimal reproduction project
trivial recreation | https://github.com/godotengine/godot/issues/74680 | https://github.com/godotengine/godot/pull/76438 | 2ff3cf9bf91dc532b0f435079aaf2ae6eee8609f | 5cc50c11d501d6f2634a4b0aa9888df182f9890d | "2023-03-09T20:08:10Z" | c++ | "2023-04-27T21:55:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,650 | ["editor/project_converter_3_to_4.cpp", "editor/project_converter_3_to_4.h"] | Converter 3 -> 4: Replaces all connect() functions although not signal | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 10
### Issue description
In my project i have a function name called "get_or_connect" which also had 3 arguments, where the Conversion then put the last 2 args inside of a callable, bricking the method.
Here it seems that it has a regex like "connect(" and if that would be expanded to ".connect(" this kinds of false replacements could be prevented.
### Steps to reproduce
Open the MRP and open it with godot 4 and convert it to godot 4.
Now there should be a lot of renames in the one Script "Main.gd" which are incorrect. You can check the script before the conversion to check or see in the comments
### Minimal reproduction project
[Reproduction connect replacement.zip](https://github.com/godotengine/godot/files/10930057/Reproduction.connect.replacement.zip)
| https://github.com/godotengine/godot/issues/74650 | https://github.com/godotengine/godot/pull/75002 | 46321379ba6f3c47001bd371bcac3a30a01a1eda | fad039bf86cba2d730c55e9eb0186fafceb53818 | "2023-03-09T09:54:49Z" | c++ | "2023-06-12T20:53:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,649 | ["scene/resources/texture.cpp", "scene/resources/texture.h"] | Texture2DArray lacks the CreateFromImages method | ### Godot version
4.0 mono
### System information
Win10 Vulkan/GLES3 Intel(R) UHD Graphics 750
### Issue description
Texture2DArray lacks the CreateFromImages method in c# and even in gdscript, there is no corresponding syntax hint.

I found in the decompiled ImageTextureLayered that the CreateFromImages access level is internal.

### Steps to reproduce
-
### Minimal reproduction project
- | https://github.com/godotengine/godot/issues/74649 | https://github.com/godotengine/godot/pull/74668 | 015cec0a6ba8f93f2b54c76496f89c19b3056ab7 | d3e448d1aea18d3abcc5d861e83a0797ea323dc1 | "2023-03-09T09:49:51Z" | c++ | "2023-03-10T13:04:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,647 | ["thirdparty/vulkan/patches/VMA-fix-gcc13.patch", "thirdparty/vulkan/vk_mem_alloc.h"] | FTBFS with GCC 13 | ### Godot version
4.0
### System information
Linux
### Issue description
Please cherry-pick https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/commit/29d492b60c84ca784ea0943efc7d2e6e0f3bdaac in order to support the upcoming GCC 13 compiler.
### Steps to reproduce
Build with gcc 13.
### Minimal reproduction project
... | https://github.com/godotengine/godot/issues/74647 | https://github.com/godotengine/godot/pull/74648 | b201db0cc1ee0897211f451c81c723e5a4a94736 | d3415ae5aa18e124f65161881ec45e9930e79d36 | "2023-03-09T09:16:18Z" | c++ | "2023-03-09T11:21:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,628 | ["doc/classes/MultiplayerPeerExtension.xml", "scene/main/multiplayer_peer.cpp"] | MultiplayerPeerExtension requires more overrides than docs specify | ### Godot version
4.0-stable
### System information
Linux
### Issue description
https://docs.godotengine.org/en/stable/classes/class_multiplayerpeerextension.html#class-multiplayerpeerextension says:
> All the methods below must be implemented to have a working custom multiplayer implementation
I've implemented all methods listed in the docs, but I get:
```
ERROR: Required virtual method MultiplayerPeerExtension::_get_packet_channel must be overridden before calling.
at: _gdvirtual__get_packet_channel_call (scene/main/multiplayer_peer.h:142)
ERROR: Required virtual method MultiplayerPeerExtension::_get_packet_mode must be overridden before calling.
```
These aren't mentioned in the docs. I'm not sure if this is just a doc issue or an implementation issue.
### Steps to reproduce
1. Extend `MultiplayerPeerExtension` in GDScript
2. Implement all methods listed in the docs
3. Try to use it as a multiplayer peer.
### Minimal reproduction project
[example.zip](https://github.com/godotengine/godot/files/10926357/example.zip)
| https://github.com/godotengine/godot/issues/74628 | https://github.com/godotengine/godot/pull/75116 | 7ca4ad86477169343e25eabdea2d1873362a5d91 | b1c18f807bfa3ad2e807ad920bc5f55b5e4061bd | "2023-03-09T00:01:02Z" | c++ | "2023-03-20T15:39:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,625 | ["editor/plugins/lightmap_gi_editor_plugin.cpp"] | Crashes when baking Lightmap on unsaved Scene with only LightmapGi Node | ### Godot version
4.0 Stable
### System information
Windows 11, Nvidia RTX 3070ti, Ryzen 2600. Driver Version: 531.18, Vulkan
### Issue description
Baking a Lightmap on a Scene that isn't Saved and only has the LightmapGi node itself inside crashes the editor.
I'm not sure how to provide Error Logs, because I don't know where to find them.
(There aren't any log files in ```C:\Users\USERNAME\AppData\Roaming\Godot\app_userdata\projectTest```, I'm not sure if the crash logs are saved there though.)
### Steps to reproduce
1: Open a new Scene that is using the LightmapGi as the Base Node (don't save the Scene!)
2: Press the "Bake Lightmaps" button
3: Editor crashes.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74625 | https://github.com/godotengine/godot/pull/77751 | 621d68e4129e7e343ff21eb3a5f4e8c1d6bbf456 | 300b73607435fa9d7f71b813bd8b12b8ea4d5c64 | "2023-03-08T22:57:27Z" | c++ | "2023-06-02T10:19:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,609 | ["doc/classes/ProjectSettings.xml", "platform/macos/os_macos.h", "platform/macos/os_macos.mm", "servers/rendering_server.cpp"] | Constant project.godot and re-importing when using MacOS and Windows | ### Godot version
4.0.stable
### System information
Windows 10, MacOS
### Issue description
Some combination of ~~#72301~~#72031 and #73829 and the differing platform default settings + not including default values in project.godot has created a frustrating problem.
When a developer on the project opens it in Windows, it deletes `rendering/textures/vram_compression/import_s3tc_bptc=true` from project.godot. When that happens, the MacOS version then re-imports everything as only ASTC and updates all the `.import` files. And then it deletes `rendering/textures/vram_compression/import_etc2_astc=true` from project.godot. Then the windows machine re-imports everything, and forever and ever they fight over import files, unless we're diligent about not letting that particular change in `project.godot`.
This has made cross-platform development very obnoxious and with high quality textures, the constant re-imports can take a very long time.
### Steps to reproduce
1. Add a VRAM Compressed Texture to a project.
2. Attempt to make both platforms happy by enabling both VRAM compression formats.
3. Re-open on both Windows and MacOS.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74609 | https://github.com/godotengine/godot/pull/77105 | 504acb9a15edac60b3c5c6d7a13726c8c4e936b5 | 9723077f4f91598152013b02b6c7d0576c74b319 | "2023-03-08T15:34:55Z" | c++ | "2023-06-09T23:04:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,594 | ["editor/editor_node.cpp", "editor/plugins/tiles/tile_set_atlas_source_editor.cpp"] | Godot 4 crashes when setting tileset texture region size | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows10,64,OpenGL API 3.3.0 NVIDIA 425.25 - Compatibility - Using Device: NVIDIA Corporation - GeForce MX250
### Issue description
When I change the tileset texture area size, godot crashes with the following error
The tileset contains a 107*35 sprite sheet
```
ERROR: UndoRedo history mismatch: expected 0, got 2.
at: (editor/editor_undo_redo_manager.cpp:108)
```
### Steps to reproduce
1. create a tilemap node
2. create a tileset
3. click the tileset
4. drag the spritesheet(107*35) into the tileset
5. click yes with "auto create tiles in non-tra... "pop
6. change the tileset texture region size
7. program freezes
8.
```
ERROR: UndoRedo history mismatch: expected 0, got 2.
at: (editor/editor_undo_redo_manager.cpp:108)
```
### Minimal reproduction project
[test1.zip](https://github.com/godotengine/godot/files/10918599/test1.zip)
| https://github.com/godotengine/godot/issues/74594 | https://github.com/godotengine/godot/pull/78827 | 7c204874eb079fbd401a13e6222878425b7287bf | bc0e6460760f02ba227f72bccb7db2227262a73a | "2023-03-08T08:13:36Z" | c++ | "2023-07-26T16:39:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,577 | ["editor/animation_bezier_editor.cpp", "editor/animation_bezier_editor.h"] | Animation bezier curve editor's track list can't be scrolled | ### Godot version
v4.1.dev.custom_build [013a45706], also 4.0
### System information
Windows 10
### Issue description
There is no scrollbar that could be used to scroll though track list in animation editor when using it in the bezier curve editor mode. Using the scroll wheel of a mouse doesn't scroll the track list area either, but tracks themselves instead.
Video:
https://user-images.githubusercontent.com/50438441/223568028-091a9687-701a-4332-94bb-702080d9df84.mp4
When editing a lot of tracks this makes selecting tracks to be edited, shown, hid, locked etc. cumbersome and finally impossible when the screen area is no longer enough to show all tracks at once (even when stretched to max height).
### Steps to reproduce
Add a lot of bezier tracks into an animation. Once there are enough tracks it will become impossible to select them from the list as the list can't be scrolled.
### Minimal reproduction project
[AnimBezierEditorNoScrollbar.zip](https://github.com/godotengine/godot/files/10914566/AnimBezierEditorNoScrollbar.zip)
| https://github.com/godotengine/godot/issues/74577 | https://github.com/godotengine/godot/pull/83776 | e2dc96b66b4e69784841eb699374ede81075138a | 943b7419cb0a189f2863443fe7ddbaba1787653a | "2023-03-07T22:59:42Z" | c++ | "2023-10-23T10:41:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,562 | ["drivers/gles3/storage/texture_storage.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.cpp"] | GLES3 Texture - malloc_consolidate(): invalid chunk size / corrupted size vs. prev_size in fastbins | ### Godot version
4.0-stable and master
### System information
Ubuntu 20.04 LTS
### Issue description
When switching away from a certain scene for the second time, (after running from Godot a second time), I get this message, the game quits, and returns to editor:
`corrupted size vs. prev_size in fastbins`
Or, sometimes this message instead (at the same point):
`malloc_consolidate(): invalid chunk size`
Usually it happens after running the game once after opening the editor, quitting, then running again, then switching scenes, then the second time the scene switches, it crashes. (There is a third message I've seen, but it doesn't happen as often and I didn't copy it.) The same game does not crash in Godot 3.4/3.5, and although a lot of changes were done in the conversion, no new features/behaviors were added.
**How do I debug this?** I've tried --verbose and using a debug build, but all I get is the one line.
Also mentioned in this Q+A: https://godotengine.org/qa/148717/malloc_consolidate-invalid-corrupted-prev_size-fastbins
### Steps to reproduce
Usually it happens after running the game once after opening the editor, switching scenes over and over, quitting, then running again, then switching scenes, then the second time it switches, it crashes.
### Minimal reproduction project
First I would like help debugging this. Then I will try to create an MRP. It would take a lot of effort and I don't know if it would even end up reproducing it, so I'd like some advice first | https://github.com/godotengine/godot/issues/74562 | https://github.com/godotengine/godot/pull/74566 | 8325320192752374cd714cb870d964f575119a92 | d150bb84a6e9dc3c85d101caded35e7063af4c6b | "2023-03-07T17:23:54Z" | c++ | "2023-03-08T07:59:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,543 | ["doc/classes/EditorPlugin.xml", "editor/plugins/tiles/tile_map_editor.cpp", "editor/plugins/tiles/tile_map_editor.h", "editor/plugins/tiles/tile_set_atlas_source_editor.cpp", "editor/plugins/tiles/tile_set_editor.cpp", "editor/plugins/tiles/tiles_editor_plugin.cpp", "editor/plugins/tiles/tiles_editor_plugin.h", "editor/register_editor_types.cpp"] | Keep getting `Condition "plugins_list.has(p_plugin)" is true.` when selecting Tilemap Node and TileSet resource is open in the inspector | ### Godot version
4.0 stable
### System information
Manjaro Linux using i3, Foward+
### Issue description
Whenever the tileset property of any tilemap node is like open in the editor like this:

If I select any other node and then select the TileMap node again it will print this error:

` editor/editor_node.cpp:8152 - Condition "plugins_list.has(p_plugin)" is true.`
This seems to be actually true to any plugin or `EditorInspectorPlugin` that edits node. In my project I have a InspectorPlugin that adds some buttons in `_parse_begin` for a specific kind of node, and that node also has an exported custom resource, and whenever I select any of that Node and their resource is open for edit in the Inspector I get the same error.
### Steps to reproduce
- Create a TileMap node on any scene
- Create a new TileSet resource on the TileMap node
- click on the TileSet resource to edit it in place in the TileMap node
- Select any other node
- Select the TileMap node again.
### Minimal reproduction project
[plugin_error_resource_edit.zip](https://github.com/godotengine/godot/files/10909135/plugin_error_resource_edit.zip)
- Open main scene
- Select the TileMap node
- Click the tileset resource in the inspector
- Select the root node
- Select TileMap node again | https://github.com/godotengine/godot/issues/74543 | https://github.com/godotengine/godot/pull/74717 | 1e314d55019d890d5f7572ad3e114d0f4eff4a60 | 6c11fcd01a44d1e252489e33b40402ad959e6dc8 | "2023-03-07T12:07:08Z" | c++ | "2023-07-27T17:11:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,534 | ["core/extension/extension_api_dump.cpp", "core/extension/make_interface_dumper.py"] | Segfault when using --dump-extension-api in a non-writable directory | ### Godot version
4.0.stable.official.92bee43ad
### System information
Arch Linux x86_64
### Issue description
Using `--dump-extension-api` while in a non-writable directory produces a segfault, rather than an error message and clean abort. A very minor issue, but an issue nonetheless.
### Steps to reproduce
Writable directory, all good:
```
$ cd /tmp
$ godot4 --headless --dump-extension-api
Dumping Extension API
Godot Engine v4.0.stable.official.92bee43ad - https://godotengine.org
Vulkan API 1.3.230 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon RX 6600 (RADV NAVI23)
```
Unwritable directory (as non-root), crash:
```
$ cd /
$ godot4 --headless --dump-extension-api
Dumping Extension API
Godot Engine v4.0.stable.official.92bee43ad - https://godotengine.org
================================================================
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] /usr/lib/libc.so.6(+0x38f50) [0x7f0a3f803f50] (??:0)
[2] godot4() [0xf0a3c3] (??:0)
[3] godot4() [0xe027b2] (??:0)
[4] /usr/lib/libc.so.6(+0x23790) [0x7f0a3f7ee790] (??:0)
[5] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f0a3f7ee84a] (??:0)
[6] godot4() [0xe2286e] (??:0)
-- END OF BACKTRACE --
================================================================
Aborted (core dumped)
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74534 | https://github.com/godotengine/godot/pull/74590 | d150bb84a6e9dc3c85d101caded35e7063af4c6b | 8b1568af70eea62e34267ee4949170d7e2c4faa0 | "2023-03-07T07:58:38Z" | c++ | "2023-03-08T07:59:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,528 | ["editor/code_editor.cpp"] | Code editor line spacing setting is not applied immediately on change | ### Godot version
4.0-stable x86_64
### System information
Ubuntu 22.04, Intel Iris Plus Graphics G7, Wayland
### Issue description
The code editor line spacing is not applied when the value is changed. It is taken into account after a Godot restart only.
This is a regression from the 3.x branch in which the change was applied immediately. There is no prompt telling that the settings will apply after restart either.
I confirm that the corresponding theme constant (CodeEdit > Constants > line_spacing) is not overridden.
### Steps to reproduce
Have the script editor visible with some multiline code in it. Quickly creating a new scene with the default node script is enough.
Open the Editor Settings window (Main menu > Editor > Editor settings).
Go to Text Editor > Appearance section.
Change the Spaces > Space between lines value (as highlighted on the screenshot). In this case, you can lower it to 0 and expect to see the code editor lines closer together.

See that the new line height does not apply.
Save, quit Godot, restart, reopen the project, and notice that the new line spacing is taken into account.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74528 | https://github.com/godotengine/godot/pull/76396 | 60a335b24b0fad5b4b208a602c09e6b1d34e833a | 9098698d17c85601fd8f807ddd29d6a6d9db2f4a | "2023-03-07T01:27:02Z" | c++ | "2023-04-24T14:48:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,508 | ["platform/linuxbsd/x11/display_server_x11.cpp", "platform/macos/display_server_macos.mm", "platform/windows/display_server_windows.cpp"] | set_custom_mouse_cursor(null) makes the cursor disappear. | ### Godot version
Godot Engine v4.0.stable.official.92bee43ad
### System information
Windows 10
### Issue description
The documentation states that passing ```null``` into the image parameter of ```set_custom_mouse_cursor``` will change it back to the system cursor, however I find that it removes the cursor's image entirely, rather than setting it to the system's cursor.
### Steps to reproduce
```var isimage = false
var theimage = load("res://final.png")
func _on_my_button_pressed():
if isimage == false:
Input.set_custom_mouse_cursor(theimage, Input.CURSOR_ARROW, Vector2(16,16))
isimage = true
else:
Input.set_custom_mouse_cursor(null)
isimage = false```
When the button is pressed, the cursor is meant to change to the new cursor. When it has been pressed a second time, it changes back to the default cursor. However, upon pressing it a second time, it simply disappears. The cursor becomes visible again when the cursor exits and re-enters the window.
### Minimal reproduction project
[null mouse.zip](https://github.com/godotengine/godot/files/10901969/null.mouse.zip)
| https://github.com/godotengine/godot/issues/74508 | https://github.com/godotengine/godot/pull/74511 | 764193629ff0bac11c4a6ddfa946f1dd3d841799 | 356a602186eff924eb282c889028b419719aceee | "2023-03-06T19:11:58Z" | c++ | "2023-06-19T22:00:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,498 | ["modules/text_server_adv/text_server_adv.cpp", "modules/text_server_fb/text_server_fb.cpp", "platform/linuxbsd/os_linuxbsd.cpp"] | Adding hebrew text to an ItemList when theme uses a non-hebrew font causes a crash | ### Godot version
v4.0.stable.flathub [92bee43ad]
### System information
Fedora Linux 37 (Workstation Edition)
### Issue description
Adding Hebrew text to an ItemList seems to cause it to crash, **unless** a Hebrew font (such as Noto Sans Hebrew) is applied to the node.
### Steps to reproduce
1. Create a new scene with a control node as the root
2. Add an ItemList node as a child of the root
3. Add a script to the ItemList node with the following content:
```gdscript
func _ready():
add_item("עברית")
```
4. Try to run the scene and have it crash.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74498 | https://github.com/godotengine/godot/pull/74702 | d9da625f85221737803d96d9d147f652c8cb2b5a | fcbb3e638830f9a4340ec238af6004a868f40bef | "2023-03-06T16:49:49Z" | c++ | "2023-03-10T13:06:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,487 | ["scene/gui/text_edit.cpp"] | When use CJK characters, TextEdit draw not exist spaces. | ### Godot version
4.0.stable
### System information
Windows 11, Vulkan, AMD Radeon 5500XT(31.0.14033.1012)
### Issue description
When I wrote CJK characters in TextEdit and enabled draw spaces, dots were drawn even though there was no spaces between characters.
This picture was taken under minimum projects.

This pcture was taken for clarity.

### Steps to reproduce
1. Add TextEdit to scene.
2. Enable draw spaces property.
3. Write texts in CJK languages.
4. I think it will be reproduced.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74487 | https://github.com/godotengine/godot/pull/74488 | f17864eab0736aef4f548aadd8e8cc6bef293360 | 3695fe5a573678c6491a6a33f19f9329d3256a48 | "2023-03-06T12:46:17Z" | c++ | "2023-03-06T15:23:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,484 | ["editor/plugins/shader_editor_plugin.cpp", "editor/plugins/text_shader_editor.cpp", "editor/plugins/text_shader_editor.h"] | Shader editor does not respect `Trim Trailing Whitespace On Save` editor setting | ### Godot version
v4.1.dev.custom_build [4fceabc30]
### System information
Windows 10, Vulkan, Geforce RTX 2060
### Issue description
While the regular text editor works as expected, the shader editor does not trim whitespace even if the settings option is enabled. This is somewhat unexpected because I assumed the setting also covers the shader editor since it is used to edit text.
### Steps to reproduce
Open the MRP and make sure that `Trim Trailing Whitespace On Save` is enabled in the editor settings. Open the `box.gdshader` file, edit it, and save. Observe how all the whitespace is happily trailing.
### Minimal reproduction project
[shader-no-trim.zip](https://github.com/godotengine/godot/files/10897965/shader-no-trim.zip)
| https://github.com/godotengine/godot/issues/74484 | https://github.com/godotengine/godot/pull/74660 | b5845f87fc875a9a8c6ec0a603495cfb7367df90 | f9125e6cf1332725768ae18c1811624f1eb94e52 | "2023-03-06T12:06:23Z" | c++ | "2023-03-15T14:05:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,478 | ["core/templates/self_list.h", "doc/classes/TileMap.xml", "scene/2d/tile_map.cpp", "scene/2d/tile_map.h"] | Godot 4.0 tilemaps has huge performance issues with ysorted tilemaps | ### Godot version
4.0.stable
### System information
Windows 10, OpenGL ES
### Issue description
When I create a scene with tilemap ( in my case it is isometric) it has ok performance but after I enable y-sort which is required for isometric it has huge performance impact. This is not a big case where tilemap is small but it gets worse with tilemap size. (I think y-sort is calculated for offscreen elements on every frame :( )
### Steps to reproduce
Create a isometric tilemap add big tile (In my case 400x400) enable y-sort for both layer and for tilemap. when you run game it is 1-2 fps
### Minimal reproduction project
[tilemap_performance_issue.zip](https://github.com/godotengine/godot/files/10897237/tilemap_performance_issue.zip)
| https://github.com/godotengine/godot/issues/74478 | https://github.com/godotengine/godot/pull/73813 | fcbc50ec144df458aee75db94cdbf6396bd408ed | 023b6b30c10afad72e3a1e0aca633d7e8a9e7056 | "2023-03-06T10:45:08Z" | c++ | "2023-09-25T20:47:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,458 | ["scene/gui/code_edit.h"] | First CodeEdit typed line gets slightly offset to the left | ### Godot version
4.0
### System information
PopOs 22.04, any renderer
### Issue description
When typing the first line into a CodeEdit node with a gutter enabled, the text is offset to the left, very close to the numbers.
It only gets adjusted correctly when pressing `Enter` to go to a new line. And it does that by itself.
### Steps to reproduce
- Add a CodeEdit
- Enable gutter and number
- Start the project and directly type some text
https://user-images.githubusercontent.com/3624853/222994405-e240580f-4882-439b-8f01-0b6c04b34251.mp4
### Minimal reproduction project
[CodeEdit.zip](https://github.com/godotengine/godot/files/10893316/CodeEdit.zip)
| https://github.com/godotengine/godot/issues/74458 | https://github.com/godotengine/godot/pull/74537 | 8e87806c8ec9f39c7c08119ae71c3f24300f7a7f | cfe2a14ec3b4b675ac151a20868e38aa1099a50a | "2023-03-06T00:16:25Z" | c++ | "2023-03-20T14:31:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,453 | ["editor/connections_dialog.cpp"] | Signal receiver method picker; built-in scripts don't update until scene is reopened | ### Godot version
4.0
### System information
Win 10
### Issue description
When you press Pick, it only shows newly written script methods for scripts that are saved separately. Scripts that are built-in to the scene don't get updated in the picker until the scene is closed and reopened in editor.
### Steps to reproduce
Add a method to a built-in script then attempt to connect a signal to it in editor. Fail.
Add a method to a saved script then attempt to connect a signal to it in editor. Success!
### Minimal reproduction project
Load the project
Uncomment both the Saved and Built-In version of `func button()` (Ctrl+K shortcut)
Attempt to connect the Button to both and notice only in Saved does the signal receiver method picker see changes.
[min_built_in_pick.zip](https://github.com/godotengine/godot/files/10893008/min_built_in_pick.zip)
| https://github.com/godotengine/godot/issues/74453 | https://github.com/godotengine/godot/pull/74495 | d665455a2383aa4cfd6c332cb0c85fda8035dfad | ff58c41193dc4c897fca54af9e1bbfb22b403d33 | "2023-03-05T21:31:14Z" | c++ | "2023-03-07T09:33:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,452 | ["doc/classes/SurfaceTool.xml"] | C# API for SurfaceTool `set_smooth_group` has incorrect type `uint`: should be `int` | ### Godot version
v4.0.stable.mono.official [92bee43ad]
### System information
Windows 10 x64
### Issue description
https://docs.godotengine.org/en/stable/classes/class_surfacetool.html#class-surfacetool-method-set-smooth-group says to use `-1` to tell SurfaceTool to generate flat normals. The C# API uses the wrong type, so you can't pass `-1`.
Workaround: use `s.SetSmoothGroup(uint.MaxValue)`, which has the same raw binary representation as `(int)-1`.
### Steps to reproduce
1. Write `new SurfaceTool().SetSmoothGroup(-1);`
2. Build
3. See `...: Argument 1: cannot convert from 'int' to 'uint'`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74452 | https://github.com/godotengine/godot/pull/76107 | a7276f1ce0c2911216a2c4718efddab98ddffd8f | 8b286865a54680532032ba9336f199283f80d346 | "2023-03-05T21:14:16Z" | c++ | "2023-04-17T12:03:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,451 | ["editor/export/editor_export_platform.cpp"] | Godot attempting to load BPTC textures on Android | ### Godot version
Godot 4.0 Stable
### System information
Windows 11, Vulkan Mobile, NVidia RTX 3070 TI - targeting Quest 2
### Issue description
When running the Godot-XR-Tools demo project natively on the Quest, the main scene fails to load because the resource loader tries to load the BPTC version of the texture, even though the ASTC version was bundled into the APK.
Unable to open file: res://.godot/imported/SkyOnlyHDRI023_2K-TONEMAPPED.jpg-bcb5464e5ed42ee2463b71652f907f38.bptc.ctex.
### Steps to reproduce
Build the latest godot-xr-tools demo project (https://github.com/GodotVR/godot-xr-tools) targeting the Quest.
The project has both S3TC/BPTC and ETC2/ASTC texture compression formats enabled.
The .import files mention both the S3TC/BPTC and ETC2/ASTC formats; however when exporting for Quest 2 (an Android target) Godot automatically enables the astc and etc2 features and bundles only the ASTC and ETC2 textures into the APK.
At startup the resource importer reads the .import files, sees S3TC/BPTC as the first enabled texture, sees that S3TC/BPTC is supported on the platform, and picks that format - totally ignoring what was actually bundled into the installer.
### Minimal reproduction project
Build the latest godot-xr-tools demo project (https://github.com/GodotVR/godot-xr-tools) targeting the Quest.
| https://github.com/godotengine/godot/issues/74451 | https://github.com/godotengine/godot/pull/74684 | a7d0e18a317085068c43be29bca1d280d03423a2 | 7752b52aa35aa4ae2e0ac03fa1249a874018888d | "2023-03-05T20:44:31Z" | c++ | "2023-03-19T07:06:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,439 | ["modules/gltf/editor/editor_scene_importer_blend.cpp"] | OCIO Environment variable breaks Blender version detection | ### Godot version
4.0 Stable
### System information
Windows 10
### Issue description
If using OCIO colour management, Blender outputs the default configuration file as part of the first line of its `--version` output. This breaks the version detection used by the automatic .blend file import, preventing you from importing .blend files directly.
As an example:
```
C:\Users\Mitch>"C:/Program Files/Blender Foundation/Blender 3.4/blender.exe" --version
Color management: Using C:\Users\Mitch\Documents\OCIO\config.ocio as a configuration file
Blender 3.4.1
build date: 2022-12-20
build time: 01:51:19
build commit date: 2022-12-19
build commit time: 17:00
build hash: 55485cb379f7
build platform: Windows
build type: release
build c flags: /W3 /w34062 /w34115 /w34189 /w35038 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /wd4848 /we4013 /we4133 /we4431 /we4033 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP /bigobj /Zc:inline -openmp
build c++ flags: /W3 /w34062 /w34115 /w34189 /w35038 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /wd4848 /we4013 /we4133 /we4431 /we4033 /DWIN32 /D_WINDOWS /W3 /EHsc /nologo /J /Gd /MP /EHsc /bigobj /Zc:inline /permissive- /Zc:twoPhase- -openmp /Zc:__cplusplus
build link flags: /MACHINE:X64 /SUBSYSTEM:CONSOLE /STACK:2097152 /ignore:4049 /ignore:4217 /ignore:4221
build system: CMake```
### Steps to reproduce
1. Create an environment variable to set the OCIO configuration file. See https://docs.blender.org/manual/en/latest/render/color_management.html#opencolorio-configuration for extra info.
2. Add any `.blend` file to your project.
3. See the .blend auto-import fail
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74439 | https://github.com/godotengine/godot/pull/74496 | eb60042fad94e8797d44ee1d2dd7c7a71776fc36 | 13ad374102128033cb162ea00d1fc091560873a3 | "2023-03-05T15:11:17Z" | c++ | "2023-03-07T07:39:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,429 | ["modules/gridmap/grid_map.cpp"] | gridmap spamming thousands of errors | ### Godot version
4 stable
### System information
Windows 10
### Issue description
getting this error hundreds of times if I just paint anywhere for 1 second with Gridmap
`modules/navigation/godot_navigation_server.cpp:760 - Condition ""Attempted to free a NavigationServer RID that did not exist (or was already freed)."" is true.`

### Steps to reproduce
It happened (I think) after I cleared a baked navigation mesh, but not sure.
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/74429 | https://github.com/godotengine/godot/pull/74889 | ed13a52f94601c00e1c8a967fbbdbbbf5228212f | e76c7122b84a9cedf04e10c87fdf10f4f018ea62 | "2023-03-05T12:33:27Z" | c++ | "2023-03-21T13:35:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,427 | ["doc/classes/OptionButton.xml", "doc/classes/PopupMenu.xml", "doc/classes/TreeItem.xml"] | OptionButton does not work properly with large in-bound custom IDs (> 32 bits) | ### Godot version
v3.5.1.stable.official [6fed1ffa3]
### System information
Linux (6.1.x-LTS, 64-bit), X11, GLES2
### Issue description
Option button method `void add_item(label: String, id: int = -1)` is expected to accept custom `id`s of type `int`.
Methods `get_item_id` and `get_selected_id` are also expected to return `int`.
The built-in integer type (`int`) is described as "Signed 64-bit integer type" in the documentation.
`OptionButton` seems not to work properly with in-bound large integers used as custom id (let's say `2^63 - 4`).
> This issue may also exist in the underlying `PopupMenu`.
### Steps to reproduce
1. Create an `OptionButton` and fill it with items having large integers (i.e. `>= 2^31 - 1`) as their custom ID
3. Get selected item's ID
```GDScript
extends Control
const BITS: int = 63 # Any value `>= 32` causes the issue
onready var BIG_INT: int = (pow(2, BITS) as int) - 1
onready var Options: OptionButton = $Rows/OptionButton
onready var SelectedIdx: Label = $Rows/SelectionIndex
onready var SelectedId: Label = $Rows/SelectedId
onready var SelectedIdIndirect: Label = $Rows/SelectedIdIndirect
func _ready():
# ...
for idx in range(0, 9):
var unqiue_id: int = (BIG_INT - idx)
var name = "Index: {0}, UID: {1}".format([idx, unqiue_id])
Options.add_item(name, unqiue_id)
# ...
Options.connect("item_selected", self, "handle_selection", [], CONNECT_DEFERRED)
handle_selection() # (for the initial view)
pass
func handle_selection(idx: int = -1) -> void:
SelectedIdx.set_text("Selected option index: from signal = %s, from control = %s" % [idx, Options.get_selected()])
SelectedId.set_text("UID from `get_selected_id()` method: %s" % Options.get_selected_id())
SelectedIdIndirect.set_text("UID from `get_item_id(get_selected())` method: %s" % Options.get_item_id(Options.get_selected()))
pass
```
+ Using `BITS = 31` we get:

+ Using `BITS = 63` we get:

### Minimal reproduction project
[minimal-reproduction-project.zip](https://github.com/godotengine/godot/files/10891591/minimal-reproduction-project.zip)
| https://github.com/godotengine/godot/issues/74427 | https://github.com/godotengine/godot/pull/77231 | 4fd64edc30c71db0d9ad73c1991d08798686d270 | a54c011285b75215cd7bebc6dc75407438137dac | "2023-03-05T10:53:54Z" | c++ | "2023-05-22T11:49:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,415 | ["platform/web/dom_keys.inc"] | Web exported control/shift/alt keys are reported as KEY_C/KEY_S/KEY_A | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Linux (Debian 11.6), Firefox 102.8.0esr (64-bit) and Chromium 110.0.5481.177
### Issue description
In 4.0 web exports, the call `Input.is_physical_key_pressed(key)` returns `true` for key value `KEY_A` when Alt is pressed, for `KEY_S` when Shift is pressed, and for `KEY_C` when Control is pressed. I assume it is somehow due to the first character of the full key name matching.
This only affects `Input.is_physical_key_pressed` on web exports in 4.0. I've confirmed that `Input.is_key_pressed` works as expected in web exports, that both functions work as expected when launching a game from the editor, and that web exports in 3.5.1 work as expected. So it is only the combination of 4.0 + web export + `Input.is_physical_key_pressed` that is misbehaving.
I tested using both Firefox and Chromium under Linux.
### Steps to reproduce
1. Download and import the attached project.
2. Export it for the web.
3. Open the exported game in your browser.
4. Press Alt, Shift, and Control, and see that the game reports that `KEY_A`, `KEY_S`, and `KEY_C` are being pressed.
### Minimal reproduction project
[godot_web_keys.zip](https://github.com/godotengine/godot/files/10890872/godot_web_keys.zip)
| https://github.com/godotengine/godot/issues/74415 | https://github.com/godotengine/godot/pull/74476 | 0b98b470ccdb2cd87b6ae3fe14b0f58920eaa6ea | 2267646bf4c29acf1342951d8726626817c742bd | "2023-03-05T05:47:37Z" | c++ | "2023-03-06T09:59:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,392 | ["editor/plugins/shader_editor_plugin.cpp"] | Drag-dropping an .gdshaderinc into the shader editor does not open the shader | ### Godot version
4.0
### System information
Fedora Linux 37, Nvidia 4090, Vulkan 1.3, nv 525.60.11
### Issue description
Dropping a .gdshaderinc file from the FileSystem tab into the Shader Editor tab does not open the file like is done when a .gdshader is dropped
### Steps to reproduce
Create a .gdshaderinc file and drop it into the Shader Editor
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74392 | https://github.com/godotengine/godot/pull/74869 | 7b1b5117a6502f185b51d6443763d7051f6cd87e | f08ffdc3729278f86f78b7dbe6bb7f727b41edd1 | "2023-03-04T21:24:54Z" | c++ | "2023-03-15T15:17:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,389 | ["editor/input_event_configuration_dialog.cpp"] | Editor Shortcuts reset after restarting Godot | ### Godot version
4.0
### System information
windows 10
### Issue description
If you change only the modifier keys such as alt,shift,ctrl of a shortcut, it won't save these changes when godot is restarted. They will be reset to the previous settings.
It only saves if you change the actual key(not the modifiers).
### Steps to reproduce
Got to the Editor settings and change the modifier keys for a shortcut.. then restart godot and check it again. They will be reset to previous settings.
### Minimal reproduction project
any | https://github.com/godotengine/godot/issues/74389 | https://github.com/godotengine/godot/pull/74858 | 2e509f426a492b95d37757532619b0923d33b6dc | f2eb40d8a4b390263393fa9acb180004f7b84b88 | "2023-03-04T20:30:30Z" | c++ | "2023-03-15T12:32:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,377 | ["editor/plugins/theme_editor_plugin.cpp"] | Theme editor : font_size property cannot be removed | ### Godot version
4.0 stable
### System information
Windows 11
### Issue description
On the theme editor, font_size proprety of any items cannot be remove after they are added
### Steps to reproduce
Create a new project.
Add a new theme
Edit any items
Add font_size proprety
font_size proprety cannot be delete anymore
### Minimal reproduction project
[Font_size bug.zip](https://github.com/godotengine/godot/files/10889359/Font_size.bug.zip)
In this project, font_size proprety cannot be remove. | https://github.com/godotengine/godot/issues/74377 | https://github.com/godotengine/godot/pull/74547 | 23bbf6b37c8f11f8d2e5006cc552317171396333 | 540c8eb095276795f5c7158ebca38ed5939911c6 | "2023-03-04T18:26:52Z" | c++ | "2023-03-08T07:57:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,374 | ["editor/editor_audio_buses.cpp", "editor/editor_audio_buses.h"] | Renaming an audio bus crashes the editor | ### Godot version
4.0 release
### System information
nixos-unstable
### Issue description
I've tried renaming audio busses, and it most of the time seems to crash godot. I've gotten lucky once renaming it to "test", so I thought it was just 3 letter names, but apparently renaming it without crashing was a fluke.
### Steps to reproduce
1. open a blank Project
2. go to Audio, add A bus
3. rename it "sfx"
4. hit enter to confirm
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74374 | https://github.com/godotengine/godot/pull/74560 | d8e242cba8fe33f2d4e3c3e4d5f08038ab063888 | 2dc8ad294898df0d5cfb6ea88679297b11e3f798 | "2023-03-04T17:55:43Z" | c++ | "2023-03-10T21:47:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,372 | ["editor/plugins/sprite_frames_editor_plugin.cpp", "editor/plugins/sprite_frames_editor_plugin.h"] | Adding sprites from spritesheet in "SpriteFrames" editor yields an error instead of helpful message | ### Godot version
4.0
### System information
PopOs 22.04, any renderer
### Issue description
When there are no animations in the "SpriteFrames" editor, trying to add frames generates an error.
It should rather display a helpful message for the user like "You need to add a new animation before proceeding" in a friendly popup.
Or maybe have the "Add frames from sprite sheet" button grayed out if there are no animations.
### Steps to reproduce
Here :
https://user-images.githubusercontent.com/3624853/222919146-e96c33cd-48b3-4f3d-86f2-52a37f36da2e.mp4
### Minimal reproduction project
No need. Just create an SpriteFrame resource. | https://github.com/godotengine/godot/issues/74372 | https://github.com/godotengine/godot/pull/77221 | 9dfae0eb0f747cd0b0bf21cef1348737c4bdbe24 | 150acefb39baf20f28ef92ee438add6571d1826b | "2023-03-04T17:08:34Z" | c++ | "2023-05-19T08:11:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,370 | ["servers/rendering/renderer_rd/shaders/environment/sky.glsl"] | Background energy multiplier affects fog rendering | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 11, Forward+, AMD Radeon RX 6700 XT
### Issue description
When fogs are rendered over the background, they get affected by the background energy multiplier, which is incorrect. If the multiplier is at 0, fogs will be rendered completely black unless they render over a mesh.


### Steps to reproduce
1. Set up a scene with a cube, a spotlight, and any kind of fog enabled
2. Change the background energy multiplier
### Minimal reproduction project
[Fog Problem.zip](https://github.com/godotengine/godot/files/10889174/Fog.Problem.zip)
| https://github.com/godotengine/godot/issues/74370 | https://github.com/godotengine/godot/pull/75812 | 6fedcfab3e98c767a08672ae9742eb079d4ea146 | ef17794d1736a361cba1fcbebca6b82df695b50d | "2023-03-04T16:45:17Z" | c++ | "2023-04-11T17:40:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,368 | ["editor/fbx_importer_manager.cpp", "editor/fbx_importer_manager.h", "modules/gltf/register_types.cpp", "scene/gui/link_button.cpp"] | Linkbutton doesn't get underlined | ### Godot version
v4.0.stable.mono.official.92bee43ad
### System information
Windows 11, Vulkan API 1.3.224 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3060 Laptop GPU
### Issue description
LinkButton does not get underlined when when the Underline property is 'Always' or 'On Hover'
https://user-images.githubusercontent.com/12375347/222917320-ae46d590-02e7-4aa9-9e7b-54988ea940e1.mp4
### Steps to reproduce
Put a LinkButton inside an Control and set the Underline property
### Minimal reproduction project
[LinkButtonUnderline.zip](https://github.com/godotengine/godot/files/10889142/LinkButtonUnderline.zip)
| https://github.com/godotengine/godot/issues/74368 | https://github.com/godotengine/godot/pull/74293 | 7b31c7b72abacc4c56a772bab5d4ec62d980134a | 6941ffaef3be027134bc16220ac3c1adb728985f | "2023-03-04T16:32:24Z" | c++ | "2023-03-06T09:55:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,359 | ["modules/text_server_adv/text_server_adv.cpp", "modules/text_server_fb/text_server_fb.cpp"] | Justifying text in RichTextLabel | ### Godot version
4.0 Stable
### System information
Windows 7
### Issue description
Using BBCodes in RichTextLabel and setting text justifying to "fill" i have a justified text in single-line paragraphs although this line must be justified as last. Also words delimited by '-' have a unnecessary space

### Steps to reproduce
Create RichTextLabel, set BBCodes on, enter short text with [fill]...[/fill] tags. If text has single line described effect will appear
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74359 | https://github.com/godotengine/godot/pull/74477 | c74e1498113c1b49abd8b9aa055ec22af1bfd772 | eb60042fad94e8797d44ee1d2dd7c7a71776fc36 | "2023-03-04T14:28:57Z" | c++ | "2023-03-07T07:39:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,337 | ["editor/plugins/sprite_frames_editor_plugin.cpp"] | SpriteFrames window does not respect Project Settings Default Texture Filter | ### Godot version
4.0.stable.official [92bee43ad]
### System information
Windows 10
### Issue description
In Project Settings > Rendering > Textures > Canvas Textures > Default Texture Filter is set to "Nearest" or "Nearest Mipmap".
When interacting with the textures with SpriteFrames, the filter is not respected and applied.
Here's an example frame imported in SpriteFrames compared with the one imported in-scene,
with Nearest as the Default Texture Filter:

As a result, this has made it hard to import frames, especially in cases where similar colors blend too much to make them distinguishable unless the filter is applied.
Back in Godot 3.5, this could have been easily solved by setting the filter in the Import tab.
### Steps to reproduce
1. In Project Settings, set Rendering > Textures > Canvas Textures > Default Texture Filter to "Nearest" or "Nearest Mipmap"
2. Create a SpriteFrames resource
3. Add a frame from a sprite sheet that has a low resolution per frame (anything less than 24 x 24px will do)
4. The imported frame does not respect Nearest texture filter
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74337 | https://github.com/godotengine/godot/pull/74341 | 809a98216267f3066b9fec2f02b2042bdc9d3e0d | 4f17a94d69373855e1c974ed03af1974c2de4049 | "2023-03-04T04:46:27Z" | c++ | "2023-05-22T11:48:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,325 | ["modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml", "modules/multiplayer/doc_classes/SceneReplicationConfig.xml", "modules/multiplayer/editor/replication_editor.cpp"] | MultiplayerSynchronizer doesn't update Texture property | ### Godot version
4.0 official
### System information
SolusOS
### Issue description
When setting up the MultiplayerSynchronizer to update TextureRect:Texture or Sprite2D:Texture it fails and may even cause issues.
When testing with two MultiplayerSynchronizers, one for a Label:text and one for a TextureRect:Texture it overwrote the settings IN THE EDITOR that was veeeery weird, I'm going to report this in another issue. You can see the tests in the video below:
https://youtu.be/JOtoQWPdjRU
### Steps to reproduce
1. Setup a server/client using ENetMultiplayerPeer
2. Create a scene that is dynamically spawned across peers using the MultiplayerSpawner
3. When spawning the above scene, change its texture
4. Make sure the above scene has a MultiplayerSynchronizer trying to sync the "Texture" property
It's complex, but that's the gist of it.
### Minimal reproduction project
1. Toggle at least 2 Debug Instances in the Debug Menu
1. Open the `03.making-lobby-to-gather-players/MainMenu.tscn` scene
1. On one instance, press the "Server" button
1. On another instance, press the "Client" button
1. Look at the Server instance as it has a scene with a different texture than the Client instance
1. Look at the Client instance and notice it has none or the default texture
[multiplayer-synchronizer-bug.zip](https://github.com/godotengine/godot/files/10886219/multiplayer-synchronizer-bug.zip)
| https://github.com/godotengine/godot/issues/74325 | https://github.com/godotengine/godot/pull/74443 | c36b1d58919c9f763dff937b8939f6c81eaab325 | b7032b5ecf8ac247e01acd5e54c9028c0dfe52df | "2023-03-03T21:39:30Z" | c++ | "2023-05-24T14:08:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,307 | ["modules/mono/csharp_script.cpp"] | C# script naming is too relaxed and it can generate invalid class names | ### Godot version
v4.0.stable.mono.official [92bee43ad]
### System information
Windows 10
### Issue description
C# script names are too relaxed because class names generated are not valid when used non alphanumeric chars.
### Steps to reproduce
Try creating a C# script named `tuk-a.cs`. Godot editor will consider it valid and create class named `tuk-a_w`. Which is an invalid C# name because it contains - char. One can also use , char and perhaps others invalid.
### Minimal reproduction project
[ScriptNamesProblem.zip](https://github.com/godotengine/godot/files/10883318/ScriptNamesProblem.zip)
Sample project with a C# script named Invalid,Name-Text.cs | https://github.com/godotengine/godot/issues/74307 | https://github.com/godotengine/godot/pull/74330 | fd6910a743701f6688219ab7a6f470b4f0fffcc1 | b2622218f9baf6d9aa1f447d0eb532226f27c0bb | "2023-03-03T15:17:47Z" | c++ | "2023-03-05T12:29:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,286 | ["platform/windows/display_server_windows.cpp"] | Fullscreen window with [Resizable] == false starts without focus. | ### Godot version
4.0-stable
### System information
Windows 10, Forward+, Intel HD 620
### Issue description
If you set Window mode = Fullscreen and Resizable = False, the game window starts without focus, meaning that it won't receive keyboard input events.
This happens both in the editor and in a windows binary export.
If Resizable == True the window starts with focus as expected. Also if Window mode is anything other than Fullscreen or Exclusive fullscreen.
I'm not sure what Resizable does when in Fullscreen but this issue had me confused, trying to find other causes for the events not working.
I believe it did not work this way in 3.x.
### Steps to reproduce
Set window mode to Fullscreen or Exclusive fullscreen
Set Resizable to False
Start the game.
It will not detect keyboard input until receiving focus.
### Minimal reproduction project
[MRP_keyboard_focus.zip](https://github.com/godotengine/godot/files/10880977/MRP_keyboard_focus.zip)
| https://github.com/godotengine/godot/issues/74286 | https://github.com/godotengine/godot/pull/78151 | a3c49ad2f0120f41789836a523698db0d4a9f0f2 | 9e7349bda317948e950a16327768165a485e0fcd | "2023-03-03T10:35:33Z" | c++ | "2023-06-13T08:27:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,275 | ["editor/editor_inspector.cpp", "editor/editor_inspector.h"] | Resetting "Libraries" field on AnimationPlayer results in Project crash and not being able to re-open project | ### Godot version
4.0 stable
### System information
Windows 10
### Issue description
It should remove the animation library without crash
Or honestly it's probably fine to not be able to reset this field
### Steps to reproduce
Create new project
Add AnimationPlayer node
Create new animation

Click the reset button here, next to Libraries

Godot will crash and you will be unable to re-open the project
On a related note... any advice on how I can recover my project? :(
### Minimal reproduction project
[test2.zip](https://github.com/godotengine/godot/files/10879267/test2.zip)
| https://github.com/godotengine/godot/issues/74275 | https://github.com/godotengine/godot/pull/74564 | 2dc16f3c5889aa8e1bb12bf215d38aed82b3a733 | d418def752febfcdc59ed102b89c8ce1b8b110c0 | "2023-03-03T07:30:24Z" | c++ | "2023-03-16T16:42:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,273 | ["drivers/gles3/storage/material_storage.cpp"] | OpenGL: Shader uses incorrect default repeat/filter | ### Godot version
4.0.stable
### System information
Windows 11, GLES3, AMD RX 580 (4 GB), AMD Adrenalin 23.2.2
### Issue description
I have two palette swap shaders ([this one](https://github.com/KoBeWi/Godot-Palette-Swap-Shader) and another simpler one I found by googling "godot palette swap shader"). They behave correctly in 3.5.1.stable and 4.0.stable when using the Vulkan renderers, but do not work correctly at all in the GLES renderer on 4.0. The first shader doesn't change, and the second shader sets the entire sprite to be a color which is blended between the two colors I have in my palette texture.

*Shaders rendering correctly when using Mobile renderer*

*Shaders rendering incorrectly when using Compatibility renderer*
### Steps to reproduce
1. Download reproduction project
2. Toggle between compatibility and either Mobile or Forward+ renderer
3. Witness shaders behaving incorrectly
### Minimal reproduction project
[broken shaders.zip](https://github.com/godotengine/godot/files/10879123/broken.shaders.zip)
| https://github.com/godotengine/godot/issues/74273 | https://github.com/godotengine/godot/pull/74315 | afc9d381d5de3ec04fffe9bfd256ab8ba556dd66 | 6c018860b3c9bf377caca8653a4080eed36a4785 | "2023-03-03T07:15:27Z" | c++ | "2023-03-05T12:28:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,270 | ["modules/mono/editor/bindings_generator.cpp"] | Using ResourceUid in C# gives error | ### Godot version
4.0.stable.mono
### System information
Windows 10
### Issue description
When calling `ResourceUid.TextToId(text)` or `ResourceUid.IdToText(id)` in C# it causes this error:
```
Failed to retrieve non-existent singleton 'ResourceUid'.
modules/mono/glue/runtime_interop.cpp:1303 - System.ArgumentNullException: Value cannot be null. (Parameter 'ptr')
at Godot.NativeCalls.godot_icall_1_922(IntPtr method, IntPtr ptr, String arg1) in /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Generated/NativeCalls.cs:line 8450
at Godot.ResourceUid.TextToId(String textId) in /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Generated/GodotObjects/ResourceUid.cs:line 58
at uidtest.set_Text(String value) in D:\Documents\Repos\Godot\CitrusOrchestra\uidtest.cs:line 14
at uidtest.SetGodotClassPropertyValue(godot_string_name& name, godot_variant& value) in D:\Documents\Repos\Godot\CitrusOrchestra\Godot.SourceGenerators\Godot.SourceGenerators.ScriptPropertiesGenerator\uidtest_ScriptProperties.generated.cs:line 16
at Godot.Bridge.CSharpInstanceBridge.Set(IntPtr godotObjectGCHandle, godot_string_name* name, godot_variant* value) in /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/CSharpInstanceBridge.cs:line 57
```
### Steps to reproduce
Add script below to a node, build, and write some number in the Id property in inspector. See error in output.
### Minimal reproduction project
```CSharp
using Godot;
using System;
[Tool]
public partial class uidtest : Node
{
[Export]
public string Text
{
get => text;
set
{
text = value;
GD.Print(ResourceUid.TextToId(text));
}
}
[Export]
public long Id
{
get => id;
set
{
id = value;
GD.Print(ResourceUid.IdToText(id));
}
}
private string text;
private long id;
}
``` | https://github.com/godotengine/godot/issues/74270 | https://github.com/godotengine/godot/pull/74280 | 24d4719ac129ff9d90c193397cbcfafb6a36d0f2 | dd1b158ff30d9f607da1057f44f9cfa7c64d3f80 | "2023-03-03T04:44:19Z" | c++ | "2023-03-05T12:26:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,268 | ["modules/gltf/gltf_document.cpp"] | Unlit (unshaded) material property is ignored in glTF files | ### Godot version
4.0
### System information
windows 10
### Issue description
Gltf files that have KHR_materials_unlit (unshaded mode), won't be set to Unshaded in Godot.
### Steps to reproduce
The example project contains a gltf model that is suppose to be unlit/unshaded. However, Godot imports it incorrectly with its Shading mode set to per-pixel instead.
### Minimal reproduction project
[gltfUnshadedBug.zip](https://github.com/godotengine/godot/files/10877513/gltfUnshadedBug.zip)
| https://github.com/godotengine/godot/issues/74268 | https://github.com/godotengine/godot/pull/74287 | cf1739fcc67e580bd2073a49e15fd7d5ba40dbd9 | a18820a5da00d41e8581ae1b0b65983197e5ea21 | "2023-03-03T02:11:17Z" | c++ | "2023-03-06T09:48:47Z" |
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