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closed | godotengine/godot | https://github.com/godotengine/godot | 74,259 | ["scene/resources/sky_material.cpp"] | ProceduralSkyMaterial doesn't update visually and stays completely white once a Cover Texture is added and removed | ### Godot version
4.0.stable
### System information
Windows 10, Forward+
### Issue description
While checking out the ProceduralSkyMaterial and assigning a Texture to see the Effect, I noticed that after removing it, the Sky stayed completely blank/white instead of going to its set colors, changing the Sky's Colors or any other properties doesn't seem to reset the Sky to its Colors.
At this point you either have to reopen the scene in the editor or create a new ProceduralSkyMaterial for it to update properly.
### Steps to reproduce
1. Create a ProceduralSkyMaterial as the Sky Material for the current WorldEnvironment
2. Assign a Cover Texture
3. Remove the Cover Texture
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74259 | https://github.com/godotengine/godot/pull/75469 | 58eef826a2d744044f3f0d7b9b58af5b11cf7eb2 | 65fa775ff645e9ba1cb7fdc9cd8cb439bbbaae1a | "2023-03-02T23:10:16Z" | c++ | "2023-05-22T12:13:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,256 | ["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 doesn't wrap the first word of a line | ### Godot version
4.0 stable
### System information
Manjaro Linux, kernel 6.1.1-1-MANJARO, AMD Ryzen 5 3600, AMD RX 580
### Issue description
The `wrap_mode` property of the `TextEdit` node doesn't seem to really do anything. Setting it to `LINE_WRAPPING_BOUNDARY` simply means that there won't be an horizontal scrollbar if the text overshoots the boundary, instead of actually forcing the text to the next line so that it stays visible.
### Steps to reproduce
Create a TextEdit node and set its `wrap_mode` property to `LINE_WRAPPING_BOUNDARY`
### Minimal reproduction project
[WrapBugDemo.zip](https://github.com/godotengine/godot/files/10875969/WrapBugDemo.zip)
| https://github.com/godotengine/godot/issues/74256 | https://github.com/godotengine/godot/pull/74813 | 824820d73a7a709f61950e74ff72392ab3f8be60 | 95a9089fdd850c34975233f52eb517ba1e65c966 | "2023-03-02T21:29:05Z" | c++ | "2023-06-15T14:08:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,255 | ["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 Parameter Undefined Behavior in Editor | ### Godot version
4.0.stable.mono
### System information
Windows 10, NVIDIA RTX 2060 (Driver 30.0.14.7284), Vulkan 1.2.175 Forward+ (Editor)
### Issue description
When changing certain Global Shader Parameters (in this case, a mat4) in the Project Settings, the value sent to the editor 3D view appears to be undefined, resulting in garbage values sent to the shaders.
As an example here, I'm using a mat4 to describe global light directions for a lighting shader
Note that the shader receives a different value even when the editor is being set to the same values
https://user-images.githubusercontent.com/44537737/222551889-b7c7ca63-ef65-484c-818f-c6ce47a7d3c0.mp4
Setting the global parameter from a script does pass the correct value to the shaders

I have also determined the shaders in the editor also do not get correct values from the `project.godot` when loading the project.
### Steps to reproduce
- Create a Global Shader Parameter of mat4 type (Project > Project Settings... > Shader Globals)
- Create a shader that visualizes the value of the mat4 (`global uniform mat4 global_mat`)
- Attempt to modify the global in the same Project Settings menu, the shader will receive garbage values
### Minimal reproduction project
[GlobalShaderParameters.zip](https://github.com/godotengine/godot/files/10875801/GlobalShaderParameters.zip)
| https://github.com/godotengine/godot/issues/74255 | https://github.com/godotengine/godot/pull/74937 | e188d619227990001667821dac8bc8940076d4a9 | 166643df326724ab439721dcf1eb2d367ae5b744 | "2023-03-02T21:10:42Z" | c++ | "2023-06-09T09:04:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,245 | ["doc/classes/Node.xml", "doc/classes/SceneTree.xml", "doc/classes/Tween.xml"] | Lack of documentation on impossibility to reuse SceneTreeTween | ### Godot version
3.5.1
### System information
Linux
### Issue description
See #71245
The behavior described here is not well documented, it doesn't warn against reusing SceneTreeTween or what will happen
### Steps to reproduce
_
### Minimal reproduction project
_ | https://github.com/godotengine/godot/issues/74245 | https://github.com/godotengine/godot/pull/74258 | b7c02007fbbe5f0d78808388ae388e6d02c1714a | 24d4719ac129ff9d90c193397cbcfafb6a36d0f2 | "2023-03-02T18:40:51Z" | c++ | "2023-03-05T12:25:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,240 | ["platform/windows/display_server_windows.cpp"] | Shift key remains pressing when using IME on TextEditor | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 10
### Issue description
If the shift key is pressed while using the IME, It remains pressing (not released shift key) after confirm conversion.
It's going to affect to selecting text with cursor or short cut keys.

### Steps to reproduce
1. Input text with IME, start with pressing shift key.
2. Confirm conversion.
3. Press cursor key. -> it's going to select texts.
4. Press shift key to fix this issue.
### Minimal reproduction project
I checked this issue with some IMEs:
- SKK日本語入力Fep
- Microsoft Japanese IME
| https://github.com/godotengine/godot/issues/74240 | https://github.com/godotengine/godot/pull/74474 | d35aa6a39b6e54e19eb3d8cd70dc3cddefff9ba4 | 90b516e803fd3b2e96e63d1b66b1818b2c8de204 | "2023-03-02T16:27:34Z" | c++ | "2023-03-06T09:52:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,239 | ["editor/editor_undo_redo_manager.cpp"] | [Godot 4]History do not save properties | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Debian 11
### Issue description
If I do ctrl+z I go back in the previous step but the properties are reverted to default.
### Steps to reproduce
Change some properties and do ctrl+z
### Minimal reproduction project
NA | https://github.com/godotengine/godot/issues/74239 | https://github.com/godotengine/godot/pull/74460 | f408e7a38716cf38d822b717136a1fbd91497c66 | 9fa320852ee05de6be6997eb7eafe1d68c6e1c02 | "2023-03-02T15:09:41Z" | c++ | "2023-03-06T09:53:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,233 | ["drivers/gles3/storage/texture_storage.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.cpp"] | Game crash without debug information | ### Godot version
4.0.stable
### System information
KDE Neon (Linux), OpenGL API 3.3.0 NVIDIA 525.78.01 - Compatibility - Using Device: NVIDIA Corporation - NVIDIA GeForce GTX 1660 Ti
### Issue description
Hello, my game crash without debug information.
I suspect it may be a scene I have as autoload, called curtain. In that scene I want to make it so that there is a transition after the player dies (the ship). It's probably wrong what I'm doing, but it's weird that there's no debugging information that I'm doing wrong.
If you can't replicate I make a mini video :)
### Steps to reproduce
1. Clone: https://github.com/MatiasVME/Spaceship3000 | d09a37b13b34e2decee1d31eb0ae79bf57dbaec8
2. Play game
3. Dead with the player spaceship (You can move with arrow keys)
4. wait, and crash (game without debug information)
### Minimal reproduction project
Is not a complex project.
Clone: https://github.com/MatiasVME/Spaceship3000
d09a37b13b34e2decee1d31eb0ae79bf57dbaec8 | https://github.com/godotengine/godot/issues/74233 | https://github.com/godotengine/godot/pull/74566 | 8325320192752374cd714cb870d964f575119a92 | d150bb84a6e9dc3c85d101caded35e7063af4c6b | "2023-03-02T12:43:17Z" | c++ | "2023-03-08T07:59:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,224 | ["editor/animation_track_editor.cpp", "editor/animation_track_editor.h"] | Setting handle mode on bezier curve from the inspector does nothing | ### Godot version
4.0.stable
### System information
Windows 10, Forward+, GTX 1070 driver 528.49
### Issue description
When trying to edit the handle mode of a bezier cruve key from the inspector tab, the mode doesn't change. It works fine when right clicking on the key and setting the handle mode from here though.
https://user-images.githubusercontent.com/24484962/222379540-29d71b6d-ff0c-4a21-9905-9750d0581fda.mp4
### Steps to reproduce
On an animation track using a bezier curve, select a key and try to change the handle mode from the inspector tab
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74224 | https://github.com/godotengine/godot/pull/83533 | 4b258ccdd3442e3ae4e11531cf51f53a82b56fe1 | 9cbe3cb45114410576c16d7c4087e9c2443a88ef | "2023-03-02T08:57:48Z" | c++ | "2023-12-16T16:49:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,223 | ["scene/gui/item_list.cpp"] | ItemList does not update when change property | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 10, 64bit
### Issue description
When change `ItemList`‘s icon_scale with code, itemlist not update:

And force call `queue_redraw()`, icon size was udpate, but item border not.

And if resize window, itemlist update correct.

### Steps to reproduce
/
### Minimal reproduction project
[ItemListTest.zip](https://github.com/godotengine/godot/files/10869385/ItemListTest.zip)
| https://github.com/godotengine/godot/issues/74223 | https://github.com/godotengine/godot/pull/81268 | 102f42a48dd28ee5de9ad850827f00ef0679549e | 6f87ab7244246faa5e2f010ff7ae1f8775b4ca47 | "2023-03-02T08:56:37Z" | c++ | "2023-09-06T12:49:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,214 | ["editor/editor_themes.cpp", "editor/project_manager.cpp", "editor/project_manager.h"] | Project Manager doesn't convert colors and icons to the light theme | ### Godot version
4.0 stable
### System information
win 11
### Issue description

You can hardly make out the files. And the buttons on the top left are invisible!
### Steps to reproduce
I know this is very hard, but set your editor to light theme.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74214 | https://github.com/godotengine/godot/pull/74729 | 5b775282b7f642e7b0fb2a0dc1beed6cbd1e538c | 5c5f065325f0305dcc290eda6e2e8b35a42b0e79 | "2023-03-02T06:48:04Z" | c++ | "2023-04-03T15:09:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,204 | ["editor/project_converter_3_to_4.cpp"] | The --convert-3to4 flag removes spaces around commas | ### Godot version
4.0-stable
### System information
Linux
### Issue description
The [style guide](https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html#whitespace) says
> Always use one space around operators and after commas
However, the 3to4 tool will remove these spaces when converting `connect` and `init`
```diff
- timer.connect("timeout", visual, "queue_free")
+ timer.connect("timeout",Callable(visual,"queue_free"))
- func _init(section: String, key: String, default: int, bounds: PoolIntArray).(section, key, default) -> void:
+ func _init(section: String,key: String,default: int,bounds: PackedInt32Array,section,key,default):
```
### Steps to reproduce
```extends Node
func _ready() -> void:
connect("visibility_changed",Callable(self,"_on_visibility_changed"))
func _on_visibility_changed():
pass
```
Write this to Example.gd in a godot3 project, then run `godot4 --convert-3to4`
### Minimal reproduction project
[example.zip](https://github.com/godotengine/godot/files/10867152/example.zip)
| https://github.com/godotengine/godot/issues/74204 | https://github.com/godotengine/godot/pull/74232 | a2d449f22eca3ac69e51503f4a93edd3a68f6d2a | e005da971790cd3bc475795491d481c010e4d492 | "2023-03-02T03:04:11Z" | c++ | "2023-03-03T10:07:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,200 | ["scene/resources/font.cpp"] | Bitmap fonts (.fnt or BMFont) don't seem to work in Godot 4 | ### Godot version
Godot 4.0.stable.official
### System information
Windows 11, Vulkan, GTX 980 Ti (528.02)
### Issue description
I'm not sure if there are settings I need to configure in Godot 4 for bitmap fonts to display correctly or not. But they worked fine in Godot 3.x.
This is what it looked like in 3.5

This is what it looks like in 4.0

The black outline and drop shadow are gone and the line spacing is off.
There is an example font in the [documentation](https://docs.godotengine.org/en/stable/tutorials/ui/gui_using_fonts.html) for alternatively setting up a monospaced bitmap font using an image, however I have the bitmap font file I want to use working fine in 3.5, I don't want to use a monospaced font.
### Steps to reproduce
I have included zips of both a 3.5 and 4.0 project with a label and font assigned.
### Minimal reproduction project
[BitmapFont_v3_5.zip](https://github.com/godotengine/godot/files/10866441/BitmapFont_v3_5.zip)
[BitmmapFont_v4_0.zip](https://github.com/godotengine/godot/files/10866442/BitmmapFont_v4_0.zip)
| https://github.com/godotengine/godot/issues/74200 | https://github.com/godotengine/godot/pull/74212 | 326c0f324a65d210bc4e879d1cd14bb20509cd0b | a2d449f22eca3ac69e51503f4a93edd3a68f6d2a | "2023-03-02T00:41:14Z" | c++ | "2023-03-03T10:07:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,197 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Crash when pressing any keyboard key | ### Godot version
4.0-stable, introduced on beta17
### System information
Ubuntu 16.04 LTS
### Issue description
Press any keyboard key, crash Godot.
It happened in the project manager or in the Engine.
For example, F5 is not working and it's impossible to change the name of a new project in the project manager.
After investigation, the bug was introduced on the **beta17**
```
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta17.official (c40020513ac8201a449b5ae2eeb58fef0ce0a2a4)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x354c0) [0x7f95047734c0] (??:0)
-- END OF BACKTRACE --
Abandon (core dumped)
```
### Steps to reproduce
Press any keyboard key since beta17.
### Minimal reproduction project
none | https://github.com/godotengine/godot/issues/74197 | https://github.com/godotengine/godot/pull/74222 | f033cd630fa923e82ef756be2ae48fed1f86e7ff | ed8b872ecb65a1b74a33bda10cb1085a5875ef51 | "2023-03-02T00:09:10Z" | c++ | "2023-03-02T10:19:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,189 | ["servers/rendering/shader_language.cpp"] | hint_normal_roughness_texture canvas shader compilation failing | ### Godot version
v4.0.stable.mono.official [92bee43ad], v4.1.dev.custom_build [1c1524a65]
### System information
Windows 10, Vulkan API 1.3.217 - Forward+
### Issue description
`hint_normal_roughness_texture` references a uniform that does not exist.
### Steps to reproduce
Create a `ColorRect` node and add a new shader material with this code:
```shader
shader_type canvas_item;
uniform sampler2D test : hint_normal_roughness_texture, repeat_disable, filter_nearest;
void fragment() {
float x = textureLod(test, SCREEN_UV, 0).x;
COLOR = vec4(1., 0., 0., 1.);
}
```
Built shader code is:
```shader
{
float m_x=texture(sampler2D(normal_roughness_buffer, material_samplers[0]), screen_uv).x;
color=vec4(1.0,0.0,0.0,1.0);
}
```
`normal_roughness_buffer` is referenced, but does not exist.
> E 0:00:01:0578 _compile_variant: Failed parse:
> ERROR: 0:516: 'normal_roughness_buffer' : undeclared identifier
> ERROR: 0:516: '' : compilation terminated
> ERROR: 2 compilation errors. No code generated.
>
>
>
> <C++ Source> servers/rendering/renderer_rd/shader_rd.cpp:283 @ _compile_variant()
### Minimal reproduction project
[NormalBufferNotAccessible.zip](https://github.com/godotengine/godot/files/10865539/NormalBufferNotAccessible.zip)
| https://github.com/godotengine/godot/issues/74189 | https://github.com/godotengine/godot/pull/74320 | 6c018860b3c9bf377caca8653a4080eed36a4785 | fd6910a743701f6688219ab7a6f470b4f0fffcc1 | "2023-03-01T21:42:22Z" | c++ | "2023-03-05T12:29:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,187 | ["servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp"] | Vulkan mobile: fog does not affect plain color skies even at fog_affect_sky = 1. | ### Godot version
4.0 Stable
### System information
Ubuntu 22.04
### Issue description
Setting fog_affect_sky = 1 do not have the desired effect when using a Color sky mode. It works properly if we use a procedural sky or the forward+ renderer.

### Steps to reproduce
Add a sky with a plain color mode like the Clear Color default option. Enable fog and set fog_affect_sky value to 1. Sky is still not affected by fog.
### Minimal reproduction project
[mobile_fog_sky_bug.zip](https://github.com/godotengine/godot/files/10887265/mobile_fog_sky_bug.zip)
| https://github.com/godotengine/godot/issues/74187 | https://github.com/godotengine/godot/pull/79776 | c9aa2131dcc3e565c47a7276b21629a372df46e1 | 13307e7efc5deb3b68a16361c7b0391e6eab1a3f | "2023-03-01T20:32:01Z" | c++ | "2023-08-01T15:25:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,185 | ["editor/plugins/sprite_frames_editor_plugin.cpp"] | Animation window: creating new animation beyond bottom of scrollview doesn't auto-scroll to bottom | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Linux Ubuntu 20.04 with Unity desktop
### Issue description
In the Animation window of the AnimationPlayer, when you create a new animation after many have been created, and scrollbar is not at the bottom, the new animation ends up in the hidden area at the bottom.
Usually in apps, this would auto-scroll the scroll view to the bottom, but currently it only focuses the new animation, so you still have to scroll down to the bottom manually (a trick is to press keyboard Up arrow to focus the element above, scrolling you down then press Down arrow to select the new animation). This is the trick I use in the GIF below:

### Steps to reproduce
1. Create new Animation resource with many animations (enough to cover the whole height of the scroll view)
2. Add yet another animation
3. Bonus: press Up and Down arrow key as a trick. Or just scroll down with the mouse.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74185 | https://github.com/godotengine/godot/pull/79743 | c8e191b7f4336c0746438e1ec8d5fe1cdd4bb6db | 7dbbf2eef972bd6b81013860dff7c924a5abcc2c | "2023-03-01T20:17:43Z" | c++ | "2023-07-24T17:33:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,181 | ["editor/plugins/script_editor_plugin.cpp", "editor/plugins/script_editor_plugin.h"] | Shortcuts in code editor stop working (saving with CTRL+S, script navigation with ALT+ARROW) | ### Godot version
4.0.stable
### System information
Pop!_OS 22.04
### Issue description
When writing gdscript code for extended periods of time (~10 min) some keyboard shortcuts stop working and only start working again, if I navigate away from the godot editor, the shortcuts start working again for a time and then stop again (usually after less than a minute).
This is possibly related to https://github.com/godotengine/godot/issues/63888.
### Steps to reproduce
I haven't found out, what actions exactly causes the shortcuts to stop working, so I cannot provide steps to reproduce sadly, but I know that this is an issue since at least RC 1.
But on this screencast you can see the issue. You can't see the buttons I am pressing, but I try to navigate with ALT+Left and ALT+Right between the opened scripts history and it only works unreliably.
[Screencast from 03-01-2023 08:28:08 PM.webm](https://user-images.githubusercontent.com/29783330/222245098-8b7ad9e9-fce5-4014-b2a6-3a30f200d60a.webm)
Also using CTRL+S to save only prints the letter S into the code editor instead of saving sometimes. You can see it on the following screencast. The first time I use CTRL+S it saves, but after writing a little, it only prints s:
[Screencast from 03-01-2023 08:39:35 PM.webm](https://user-images.githubusercontent.com/29783330/222246899-5a1d78cf-efa7-43b5-b90c-22e9c30e74dd.webm)
### Minimal reproduction project
Any project will do as far as I know. | https://github.com/godotengine/godot/issues/74181 | https://github.com/godotengine/godot/pull/74319 | cef35874276d350229266529697dc7b46675b81b | e359eaf4517c306721ad5818111c94b52559f649 | "2023-03-01T19:34:00Z" | c++ | "2023-04-03T14:00:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,173 | ["drivers/vulkan/rendering_device_vulkan.cpp"] | Large Texture3D gets Corrupted | ### Godot version
4.0
### System information
Windows 10
### Issue description
Image data seems to get corrupted for `Texture3D`s above a certain size.
Large `Texture3D`s seem to work just fine in Godot 3.
### Steps to reproduce
I created a large 3D texture and rendered part of it with a simple shader. It should repeat 4 times in the z-axis but if it's larger than about 256x256x256, it repeats much more than that, and some of the texture seems to be cut off in the z-axis.
I have also found on multiple-channel textures, sometimes data from one channel seems to leak into data from other channels, eg data from the alpha channel showing up as color.
### Minimal reproduction project
[Texture3dBugDemo.zip](https://github.com/godotengine/godot/files/10864257/Texture3dBugDemo.zip)
| https://github.com/godotengine/godot/issues/74173 | https://github.com/godotengine/godot/pull/74526 | 0f25dc266160d996eae7ee0914c2ca201c12fe11 | c82948af870e96bfc6c985dcc9bc256d4034e4da | "2023-03-01T18:33:35Z" | c++ | "2023-03-07T07:41:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,171 | ["editor/project_converter_3_to_4.cpp"] | 3 to 4 converter adds seemingly spurious ") #" | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 10
### Issue description
This Godot 3 line
```gdscript
assert(r.hash() == {"a":1, "b":2}.hash())
```
was converted to this:
```gdscript
assert(r.hash() == {"a":1) #,"b":2}.hash())
```
For some reason `) #` is added after `1`.
### Steps to reproduce
Just converting Godot 3 project containing the line to Godot 4.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74171 | https://github.com/godotengine/godot/pull/74567 | 217a20a8a09bc305674bf3790c29cf2e8e257553 | 49dedd6ce48b14bff89f0683a19e5904af930701 | "2023-03-01T18:11:46Z" | c++ | "2023-06-20T07:19:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,156 | ["scene/gui/line_edit.cpp", "scene/gui/text_edit.cpp"] | Wrong IME window position when renaming nodes in single window mode | ### Godot version
4.0.stable
### System information
Arch Linux with fcitx5 input method framework
### Issue description
When renaming a node in the Scene dock with an input method on:
* The IME window is always on the top left corner of the main window.
* Works fine when not in Single Window mode.
* Works fine in regular LineEdits.

### Steps to reproduce
1. Run the editor in single window mode.
2. Open any scene with an existing node.
3. When renaming the node, switch on the input method.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74156 | https://github.com/godotengine/godot/pull/74472 | 6941ffaef3be027134bc16220ac3c1adb728985f | 45738d078ad17565f2285ddeba6e6fd3662ed6af | "2023-03-01T13:42:25Z" | c++ | "2023-03-06T09:57:25Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,145 | ["editor/plugins/script_editor_plugin.cpp"] | `Find/Replace in Files` cannot search inside built-in scripts | ### Godot version
4.0 rc5, 3.x
### System information
Manjaro Linux, KDE, Nvidia 2060
### Issue description
Both `Find in Files` (Ctrl+Shift+F) and `Replace in Files` (Ctrl+Shift+R) cannot search in built-in script inside `tscn` files.
Searching Only performs in `gd` and `gdshader` files.
### Steps to reproduce
1. create node2d with attach built-in script
2. open script tab
3. `Find in Files` (Ctrl+Shift+F)
4. type "Node2D" and press enter
5. see that No Results
### Minimal reproduction project
[reproducable.zip](https://github.com/godotengine/godot/files/10857551/reproducable.zip)
| https://github.com/godotengine/godot/issues/74145 | https://github.com/godotengine/godot/pull/74401 | faf0be741a1bee30b5030ec6084b16c863825d0e | 4cdb3e3274f0a2b34d62e298398ce69693bea1ca | "2023-03-01T05:54:30Z" | c++ | "2023-03-07T11:05:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,141 | ["editor/editor_properties.cpp", "editor/editor_properties.h", "editor/editor_properties_array_dict.cpp", "scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"] | Exported Nodes are Nil in `@tool` mode | ### Godot version
4.0-rc6
### System information
Fedora 37, Mesa Intel ADL GT2
### Issue description
Code that works as expected at runtime fails with Nil references to (assigned) exported vars in the editor:

### Steps to reproduce
Try to access the `global_position` of a `Node3D` that's assigned to an exported var.
See that it works at runtime.
See that it errors in the editor with:
> Invalid get index 'global_position' (on base: 'Nil').
### Minimal reproduction project
[tool_test.zip](https://github.com/godotengine/godot/files/10856640/tool_test.zip)
| https://github.com/godotengine/godot/issues/74141 | https://github.com/godotengine/godot/pull/76389 | 3dd0307f3fd8efd45057b62dfa14b45e6db0ce49 | f77dee90a64a2d3ed3ba6b2111f3dc26f6872891 | "2023-03-01T02:44:19Z" | c++ | "2023-05-31T22:40:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,140 | ["drivers/gles3/shaders/sky.glsl", "servers/rendering/renderer_rd/shaders/environment/sky.glsl"] | PhysicalSkyMaterial and ProceduralSkyMaterial debanding doesn't take auto exposure into account | ### Godot version
4.0.rc6
### System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)
### Issue description
PhysicalSkyMaterial and ProceduralSkyMaterial debanding doesn't take autoexposure into account (to adjust the debanding filter). This causes the sky to become visibly grainy when autoexposure decreases its exposure for dark scenes:
### Sky debanding enabled

### Sky debanding disabled

Viewport debanding doesn't have this issue in comparison.
This occurs both with CameraAttributesPractical and CameraAttributesPhysical, with and without physical light units.
As a workaround, disable **Use Debanding** in the PhysicalSkyMaterial or ProceduralSkyMaterial in the Environment, then enable **Rendering > Anti Aliasing > Quality > Use Debanding** in the advanced Project Settings.
This should likely be fixed by exposing exposure as a global to sky shaders, then multiplying the strength of the debanding effect by exposure.
### Steps to reproduce
- Create a new project with a WorldEnvironment copied from the default environment.
- Add a CameraAttributesPractical to the WorldEnvironment. Enable **Auto Exposure** in this CameraAttributesPractical resource.
- Decrease **Background > Energy Multiplier** to `0.01` in the Environment resource.
- Notice the dithering pattern becoming visible on the sky.
### Minimal reproduction project
[test_sky_debanding_auto_exposure.zip](https://github.com/godotengine/godot/files/10856335/test_sky_debanding_auto_exposure.zip) | https://github.com/godotengine/godot/issues/74140 | https://github.com/godotengine/godot/pull/76053 | b917f748b5e3d17ab52b053b85eaa872eef39aef | 852740a6272fb5366c66f7fe47595997b16c3014 | "2023-03-01T01:49:37Z" | c++ | "2023-05-24T06:46:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,134 | ["scene/3d/voxel_gi.cpp", "scene/3d/voxel_gi.h"] | VoxelGI does not preserve CameraAttributes across scene reloads | - *Related to https://github.com/godotengine/godot/issues/74139.*
### Godot version
4.0.rc6
### System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)
### Issue description
VoxelGI does not preserve CameraAttributes across scene reloads. This leads to baked GI not containing light information (and only displaying ambient occlusion instead).
### After baking VoxelGI, before reloading the scene
*I increase exposure sensitivity to 3200 ISO, but this occurs with the default CameraAttributesPhysical settings too.*

### After baking VoxelGI, saving then reloading the scene
*This is the result when running the project from the editor too.*

### VoxelGI disabled (for comparison)

### Steps to reproduce
- Follow [Physical light and camera units](https://docs.godotengine.org/en/latest/tutorials/3d/physical_light_and_camera_units.html) documentation to enable physical light and camera units in a project.
- Set up VoxelGI then bake it.
### Minimal reproduction project
[physical_light_camera_units.zip](https://github.com/godotengine/godot/files/10855923/physical_light_camera_units.zip)
| https://github.com/godotengine/godot/issues/74134 | https://github.com/godotengine/godot/pull/81067 | 9be010cde4e1fa37aad8972b4bf5ab58d12a55f5 | b272d7ed58375320e59962559c0724c34b1a5123 | "2023-03-01T00:41:32Z" | c++ | "2023-08-29T10:46:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,129 | ["scene/resources/skeleton_modification_2d_twoboneik.cpp"] | SkeletonModification2DTwoBoneIK numbers in meters? | ### Godot version
4.0 rc 6
### System information
win 11
### Issue description
The suffix for target params is "m" which I think is meters, but that doesn't make any sense for 2D.
### Steps to reproduce
just make a skeletonmodification2dtwoboneik
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/74129 | https://github.com/godotengine/godot/pull/86056 | 342531597bcece932629356757b88f4ffb100446 | 63f3de3aadf9af862227815e8c82a8e6fdbde50c | "2023-02-28T22:04:30Z" | c++ | "2023-12-12T09:41:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,124 | ["editor/plugins/polygon_2d_editor_plugin.cpp", "editor/plugins/polygon_2d_editor_plugin.h"] | Texture of Polygon2D doesn't show in the right place in the Points, Polygons, and Bones tab | ### Godot version
4.0 rc6
### System information
win 11
### Issue description
UV tab

other tabs

### Steps to reproduce
make a polygon from a sprite
### Minimal reproduction project
n/A | https://github.com/godotengine/godot/issues/74124 | https://github.com/godotengine/godot/pull/84116 | 8a4a6498b0fd3e1d0a4b0f4cfd7f022f2710c4cf | 872dbb0d46aa5bae05a027caa299b06dc7cf0f6b | "2023-02-28T20:48:52Z" | c++ | "2023-12-05T14:15:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,115 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | Draw issue with focus in UI elements (Compatibility renderer) | ### Godot version
4.0.rc6.mono.official
### System information
macOS 12.0.1
### Issue description
Just a minor visual issue.
When opening an empty directory the focus highlight is drawn incorrectly. It looks like the UI is drawing a smaller rectangle within the main rect:
<img width="1058" alt="Bildschirmfoto 2023-02-28 um 14 13 31" src="https://user-images.githubusercontent.com/11627131/221868794-7450606d-e758-4104-8f33-182d9779d7f8.png">
This behavior also changes when you hover over other items in the view, so I'm not sure if this a general issue with the focus highlighting or just an issue in the directory view:
<img width="1052" alt="Bildschirmfoto 2023-02-28 um 14 32 54" src="https://user-images.githubusercontent.com/11627131/221869308-4756f26e-cda2-4057-be1e-7439030895dc.png">
### Steps to reproduce
1. New Project
2. Browse
3. Create Folder
4. Click or Tab to set focus on the empty directory view
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74115 | https://github.com/godotengine/godot/pull/85778 | f16057522eabc4fbb49cc46ac1ed559bf6d47567 | 36f260babe1d89b7a181834da125122117d54074 | "2023-02-28T13:35:21Z" | c++ | "2023-12-08T15:58:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,111 | ["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/rasterizer_scene_gles3.cpp"] | GridMap renders 3D meshes as solid black with "Compatibility" renderer | ___
***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*
___
### Godot version
v4.0.rc6.official
### System information
Linux kernel 5.15. Driver: Mesa 22.3.1. Godot renderer: compatibility
### Issue description
When using **Compatibility** renderer in Godot 4.0, _GridMap_ doesn't render 3D meshesh correctly: they are rendered as completely black. And what is interesting is that they are rendered correctly while editing before a 3D mesh is actually placed.

#### See the video below:
https://user-images.githubusercontent.com/12220677/221860974-aabde208-1999-4799-aa46-caa0bed86a1f.mp4
#### The renderers "Forward+" and "Mobile" don't have this issue.

#### Also, this issue was mentioned by other users in Godot Discord (for example, [here](https://discordapp.com/channels/212250894228652034/604227989550530561/1078143016507813898))
### Steps to reproduce
Create new project with "Compatibility" renderer.
Create a simple 3D scene (with lights, etc.) and put GridMap node on it.
Create new MeshLibrary with some 3D meshesh.
Start editing GridMap. Notice when placing 3D meshesh on it, they are rendered correctly until they are placed. One they are placed, they are rendered as completely black.
### Minimal reproduction project
[racing.tar.gz](https://github.com/godotengine/godot/files/10850429/racing.tar.gz)
| https://github.com/godotengine/godot/issues/74111 | https://github.com/godotengine/godot/pull/81575 | bfd78bb917887cfc1fd842ba23570394cad8bedb | b42aa5ad9d185a5263885755a17dc9d4e93314d5 | "2023-02-28T13:05:55Z" | c++ | "2023-10-05T08:06:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,102 | ["scene/animation/tween.cpp", "scene/animation/tween.h"] | Tween doesn't work if from() is int, while property is float | ### Godot version
v4.0.rc3.official [7e79aead9]
### System information
Windows 10
### Issue description
I'm using Tween's tween_property() to fade volume_db of an AudioStreamPlayer.
When I used from( 0 ) or any other integer value, the tween silently keeps volume_db locked at that value.
Only if I supply a float from value, does volume_db change over time as expected.
This sounds related to #71043 and #65072 but the fix for that isn't helping here.
I don't get any error messages, just silently stuck property value.
### Steps to reproduce
Minimal project below just has a Root node with a child AudioStreamPlayer.
The root script uses tween_property on the player's volume_db.
Run the project, click on Remote and navigate to the AudioStreamPlayer. You'll see volume_db doesn't change.
The tween lasts for 20 seconds, so you have time to click around.
Comment out the first tween_property, and uncomment the second one. That one works.
### Minimal reproduction project
[tween_bug.zip](https://github.com/godotengine/godot/files/10847967/tween_bug.zip)
| https://github.com/godotengine/godot/issues/74102 | https://github.com/godotengine/godot/pull/74112 | 9ab74fee3be7cd53e4cb34ae9c3f350e7a608886 | dbd76cd1f601175f9a78d9f2651475992c6037cf | "2023-02-28T08:30:49Z" | c++ | "2023-03-03T10:04:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,093 | ["modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/Common.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertiesGenerator.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSerializationGenerator.cs"] | C#: Explicit interface implementation syntax breaks `ScriptPropertiesGenerator` and `ScriptSerializationGenerator` | ### Godot version
4.0.rc6.mono
### System information
macOS 12.6.2 M2 Max (.NET 6, 7)
### Issue description
The following script that uses [Explicit Interface Implementations](https://learn.microsoft.com/en-us/dotnet/csharp/programming-guide/interfaces/explicit-interface-implementation) causes the Godot `ScriptPropertiesGenerator` and `ScriptSerializationGenerator` to produce invalid code.
```csharp
using Godot;
namespace ExplicitInterfaceImplementation
{
public partial class Main : Node2D, IMain
{
int IMain.PropertyA { get; set; } = 10;
}
public interface IMain
{
int PropertyA { get; set; }
}
}
```
---
Invalid code produced in `ExplicitInterfaceImplementation.Main_ScriptProperties.generated.cs`:
```csharp
using Godot;
using Godot.NativeInterop;
namespace ExplicitInterfaceImplementation {
partial class Main
{
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
public new class PropertyName : global::Godot.Node2D.PropertyName {
public new static readonly global::Godot.StringName ExplicitInterfaceImplementation.IMain.PropertyA = "ExplicitInterfaceImplementation.IMain.PropertyA";
}
protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value)
{
if (name == PropertyName.ExplicitInterfaceImplementation.IMain.PropertyA) {
this.ExplicitInterfaceImplementation.IMain.PropertyA = global::Godot.NativeInterop.VariantUtils.ConvertTo<int>(value);
return true;
}
return base.SetGodotClassPropertyValue(name, value);
}
protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
{
if (name == PropertyName.ExplicitInterfaceImplementation.IMain.PropertyA) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<int>(this.ExplicitInterfaceImplementation.IMain.PropertyA);
return true;
}
return base.GetGodotClassPropertyValue(name, out value);
}
internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
{
var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
properties.Add(new(type: (global::Godot.Variant.Type)2, name: PropertyName.ExplicitInterfaceImplementation.IMain.PropertyA, hint: (global::Godot.PropertyHint)0, hintString: "", usage: (global::Godot.PropertyUsageFlags)4096, exported: false));
return properties;
}
#pragma warning restore CS0109
}
}
```
Invalid code produced in `ExplicitInterfaceImplementation.Main_ScriptSerialization.generated.cs`:
```csharp
using Godot;
using Godot.NativeInterop;
namespace ExplicitInterfaceImplementation {
partial class Main
{
protected override void SaveGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info)
{
base.SaveGodotObjectData(info);
info.AddProperty(PropertyName.ExplicitInterfaceImplementation.IMain.PropertyA, global::Godot.Variant.From<int>(this.ExplicitInterfaceImplementation.IMain.PropertyA));
}
protected override void RestoreGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info)
{
base.RestoreGodotObjectData(info);
if (info.TryGetProperty(PropertyName.ExplicitInterfaceImplementation.IMain.PropertyA, out var _value_ExplicitInterfaceImplementation.IMain.PropertyA))
this.ExplicitInterfaceImplementation.IMain.PropertyA = _value_ExplicitInterfaceImplementation.IMain.PropertyA.As<int>();
}
}
}
```
### Steps to reproduce
Attach the script shown above to a node, or run the included minimal reproduction project (broken generated code included).
### Minimal reproduction project
[ExplicitInterfaceImplementation.zip](https://github.com/godotengine/godot/files/10846328/ExplicitInterfaceImplementation.zip)
| https://github.com/godotengine/godot/issues/74093 | https://github.com/godotengine/godot/pull/74375 | 9ab52d8773d7b42ce7a17618b4b4fb7866340a95 | 5dccc940e73d39a1ac4f3d64ccc92373e6609add | "2023-02-28T03:41:23Z" | c++ | "2023-03-05T12:39:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,086 | ["scene/gui/item_list.cpp"] | ItemList: Disabled items still trigger selection and activation signals on mouse | ### Godot version
4.0.rc6
### System information
Windows 10
### Issue description
Disabled items of an `ItemList` still trigger `item_selected` and `item_activated` signals when using the mouse. Even though the documentation states that:
> Disabled items cannot be selected and do not trigger activation signals (when double-clicking or pressing Enter).
Visually, they are as expected (grayed out and can't grab focus).
-----
This seems to be a recurring problem as it has happened in Godot 2 (#5683) and Godot 3 (#37277) as well.
According to the comments in #37277, PR #37285 (#60123) is supposed to fix it for Godot 4. But it still seems to be an issue.
The PR suggests using `disabled` for rendering and `selectable` for actual selection. If that's the final verdict on the matter, then the documentation should be updated to reflect this.
### Steps to reproduce
1. Create a simple scene.
2. Add an `ItemList` and add several items to it via the Inspector. Disable one or more items.
3. Attach a script to the item list with the following code:
```gdscript
extends ItemList
func _ready() -> void:
item_activated.connect(_on_item_activated)
item_selected.connect(_on_item_selected)
func _on_item_activated(item_index: int) -> void:
prints("Item Activated:", item_index)
func _on_item_selected(item_index: int) -> void:
prints("Item Selected:", item_index)
```
4. Run the project and try selecting/activating a disabled item.
5. Check the Output console for results.
### Minimal reproduction project
[ItemList_DisabledItem_Bug.zip](https://github.com/godotengine/godot/files/10844570/ItemList_DisabledItem_Bug.zip)
| https://github.com/godotengine/godot/issues/74086 | https://github.com/godotengine/godot/pull/74250 | 4b11bc2b34d3b811f3ef3dead54603757154a21e | ef77ae7d6cae331a367602f05eb0882a7df4da37 | "2023-02-27T21:58:01Z" | c++ | "2023-08-17T09:19:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,082 | ["servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.cpp", "servers/rendering/renderer_rd/storage_rd/texture_storage.h"] | Mobile: Clear color values supplied (2) differ from the amount required for framebuffer color attachments (1) | ### Godot version
v4.0.rc6.official [0cd148313]
### System information
Windows 10, GTX 1060 w driver 31.0.15.1694
### Issue description
I have stripped down my mobile project to the bare minimum to replicate the issue in a simple project.
I'm getting this error when anti_aliasing/quality/msaa_2d is > 0
and no material in the scene uses refraction.

### Steps to reproduce
- Start with a mobile project
- Create a scene with a camera and mesh node
- set anti_aliasing/quality/msaa_2d to > 0
To fix it:
Turn msaa_2d off
or enable refraction on one of the materials
### Minimal reproduction project
[mobile_vulkan_clearing.zip](https://github.com/godotengine/godot/files/10844280/mobile_vulkan_clearing.zip)
| https://github.com/godotengine/godot/issues/74082 | https://github.com/godotengine/godot/pull/74150 | 7e11cc8aa0b88caf30cae4e7b98290ee5f941d7b | 31eccb5501ddc92b4a17fd6ae33dca4ad217702c | "2023-02-27T21:08:36Z" | c++ | "2023-03-02T10:42:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,080 | ["core/io/resource.cpp", "core/io/resource.h", "scene/main/viewport.cpp", "scene/main/viewport.h"] | ViewportTexture throwing errors after running the scene. | ### Godot version
v4.0 rc6
### System information
Windows 10
### Issue description
When using a ViewportTexture from a SubViewport on a TextureRect, it throws errors after running the scene once and then switching scenes in the editor.

### Steps to reproduce
Run the canvas-scene once.
Switch to another scene in the editor.
Switch back to the canvas-scene
### Minimal reproduction project
[ViewportTextureError.zip](https://github.com/godotengine/godot/files/10844099/ViewportTextureError.zip)
| https://github.com/godotengine/godot/issues/74080 | https://github.com/godotengine/godot/pull/79201 | 1537452aa94e3fdb19386eac9f8394b391998e8a | e73a4a382ee57c9eb006d7e8f11038643081b12b | "2023-02-27T20:42:12Z" | c++ | "2023-08-17T13:43:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,069 | ["editor/editor_node.cpp", "editor/editor_node.h", "modules/gdscript/gdscript.cpp"] | Using "Save As" in script editor crashes with `DEV_ENABLED` (reference count below zero) | ### Godot version
4.0.rc (8208060c2189f972dc08554ee54e5937368e2e96)
### System information
Arch Linux
### Issue description
Using the `Save As...` function in the script editor crashes with `DEV_ENABLED` builds because the reference count of the script goes below zero.
### Steps to reproduce
- Open the script editor.
- Create a new GDScript file.
- Click on the menu `File` > `Save As...`.
- Change the name and click on `Save`.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74069 | https://github.com/godotengine/godot/pull/74615 | e7b05327dfca7b652b9d1cfcab5fc04c3b80e641 | c69ec6557cd6c9a1dcf3620c9f855e7ec2adecfc | "2023-02-27T17:17:59Z" | c++ | "2023-03-09T11:18:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,062 | ["scene/resources/texture.cpp"] | GDExtension: ImageTexture3D::create() doesn't fill in member variables width, height, depth, etc. | ### Godot version
v4.0.rc.custom_build [84a80721c]
### System information
Ubuntu 23.04 (Lunar Lobster)
### Issue description
ImageTexture3D::create() seems to create a valid texture but forgets to fill in its member variables width, height, depth, format, mipmaps.
get_width(), get_height(), get_depth() always return their default value 1, etc.
get_data() however returns valid images.
### Steps to reproduce
run the sample project:
- cd image_texture_3d_fail/test
- scons
- godot4 --path demo
this should almost immediately hit the first failing assert:
```
godot4: src/example.cpp:43: static void Example::test_image_texture_3d(): Assertion `texture->get_format() == format' failed.
Aborted (core dumped)
```
key part:
```
void Example::test_image_texture_3d()
{
size_t w{ 32 };
size_t h{ 32 };
size_t d{ 32 };
auto format = godot::Image::FORMAT_RGBA8;
godot::TypedArray<godot::Image> images;
for (size_t i = 0; i < d; i++) {
auto image = godot::Image::create(w, h, false, format);
assert(image.is_valid()); // <- ok
images.push_back(image);
}
auto texture = memnew(godot::ImageTexture3D);
auto err = texture->create(format, w, h, d, false, images);
assert(err == godot::Error::OK); // <- ok and no warnings printed either
auto rid = texture->get_rid();
assert(rid.is_valid()); // <- ok
assert(texture->get_format() == format); // <- fails
assert(texture->get_width() != 1); // <- fails
assert(texture->get_height() != 1); // <- fails
assert(texture->get_depth() != 1); // <- fails
}
```
### Minimal reproduction project
[image_texture_3d_fail.zip](https://github.com/godotengine/godot/files/10841921/image_texture_3d_fail.zip)
| https://github.com/godotengine/godot/issues/74062 | https://github.com/godotengine/godot/pull/74521 | 73f9fca1e80bdcfccd3a0cc8d2047d1d08158a0c | 0f25dc266160d996eae7ee0914c2ca201c12fe11 | "2023-02-27T16:43:03Z" | c++ | "2023-03-07T07:40:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,061 | ["editor/plugins/tiles/tile_set_atlas_source_editor.cpp", "editor/plugins/tiles/tile_set_atlas_source_editor.h"] | Delete tile tries to delete node instead | ### Godot version
4 rc 6
### System information
win 11
### Issue description
if u right click on tile in tileset editor in setup tab you get "delete delete" as an option but if u actually press the delete key it tries to delete the node in the scene tree
### Steps to reproduce
make tileset
add tile
try to delete tile with delete key
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74061 | https://github.com/godotengine/godot/pull/78920 | 64d451daac40a64ba8f4763537065f96c8699274 | e940778f0abbfd4b0bfe44e4fb9b352e050642f4 | "2023-02-27T16:22:55Z" | c++ | "2023-07-07T06:30:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,059 | ["editor/plugins/skeleton_3d_editor_plugin.cpp"] | Godot 4 crashes when updating a GLTF file's skeleton | ### Godot version
v4.0.rc6.official [0cd148313]
### System information
Windows 10, Vulkan, RTX3080
### Issue description
The Skeleton3D node of a skinned GLTF/GLB/FBX model causes Godot to crash if it's visible in the inspector as the user re-imports the model file with armature changes.
### Steps to reproduce
- Open the included reproduction file.
- Open the model_inherited.tscn scene.
- Select the Skeleton3D node so that its bone hierarchy shows up in the inspector.
- Open the included model.blend file in Blender and alter the bone structure of its armature by entering Edit Mode and moving, adding, removing, or renaming one of its bones. Either of these actions will do the job.
- Export the armature as GLB, overwriting the existing model.glb in the Godot project.
- Go back to Godot and watch it crash.
### Minimal reproduction project
[ArmatureCrashBug.zip](https://github.com/godotengine/godot/files/10841158/ArmatureCrashBug.zip)
| https://github.com/godotengine/godot/issues/74059 | https://github.com/godotengine/godot/pull/83964 | d2982000a45e4d69bfcdaa34cfc4dd32e0ac8fb3 | 53a894e520d9352a0ed6d377b03e900ffd93009b | "2023-02-27T15:23:26Z" | c++ | "2023-10-26T07:00:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,055 | ["platform/windows/display_server_windows.cpp"] | Select resource drop down menu scroll bar doesn't work | ### Godot version
4 rc6
### System information
Windows 11, Vulkan, ryzen 9 5900X, rx 6700xt
### Issue description
If you export an array and then add a resource to the array, the scrollbar for the create resource drop down doesn't work.
A workaround would be to scroll with the mouse wheel, but it's still an issue and the list can get quite long, which can make mouse wheel scrolling tedious.
### Steps to reproduce
1. Export an array (for example `@export var test: Array = []`)
2. Create a new element
3. Right click in the `<empty>` field
4. Try to use the scroll bar (it won't work)
### Minimal reproduction project
See "Steps to reproduce" | https://github.com/godotengine/godot/issues/74055 | https://github.com/godotengine/godot/pull/85484 | c2d7cfe5387db5792a8832a58d7735969a827130 | 7b1a5de2841c98c81b98b09d5e7363fed078b341 | "2023-02-27T14:26:39Z" | c++ | "2023-12-04T22:15:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,050 | ["editor/editor_properties.cpp", "editor/editor_properties.h", "editor/editor_properties_array_dict.cpp", "scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"] | Setting exported node properties from the inspector bypasses their setter | ### Godot version
v4.0.alpha11.official [afdae67cc] (when the feature was added) and newer (still happens in RC6)
### System information
Windows 10
### Issue description
I'm unable to handle when the user sets an exported node property (this feature: https://github.com/godotengine/godot/pull/62185) from a setter in the editor (tool script).
I don't know if this is intentional or not, but for me it was unexpected. I had to revert back to `NodePath`s.
### Steps to reproduce
- Create a scene
- Attach a script to a node
- Add `@tool` at the top of the script
- Export a node property with a setter, preferably with an easy way to see if it executed:
```
@export var node:Node:
set (mod_value):
prints("node", mod_value)
node = mod_value
```
- Save, close and open again the scene to make sure the tool script is running in the editor
- Set the node property from the inspector
- Observe that the setter didn't run
The setter is not bypassed when running the game, it is only bypassed in the editor.
We can compare with a `NodePath` property, which setter is not bypassed regardless if it is in the editor or in game runtime.
### Minimal reproduction project
[nodepath.zip](https://github.com/godotengine/godot/files/10840411/nodepath.zip)
| https://github.com/godotengine/godot/issues/74050 | https://github.com/godotengine/godot/pull/76389 | 3dd0307f3fd8efd45057b62dfa14b45e6db0ce49 | f77dee90a64a2d3ed3ba6b2111f3dc26f6872891 | "2023-02-27T14:11:44Z" | c++ | "2023-05-31T22:40:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,048 | ["scene/gui/color_picker.cpp", "scene/gui/color_picker.h"] | Color picker eyedropper creates a black rectangle on the editor viewport | ### Godot version
4.0.rc6
### System information
Windows 10, Forward+, GTX 1070 driver 528.49
### Issue description
As you can see on the screenshot, a black square appears with the message "Color Picking active" at the top.

The screenshot has been taken on my ultrawide monitor but it does the same on every monitor I have. Also, if I open up the eyedropper again, the black square takes the whole screen instead of a smaller part.
From there, pressing escape or clicking anywhere ON the rectangle closes the color picker and removes the black square and the selected color is black. If I click on the editor outside of the black rectangle, the color picker is closed but it doesn't select any color.
I've tested this issue on Windows with RC3, 4 5 and 6 and also with the three renderer available: Forward+, Compatibility and Mobile and the results are the same.
Someone else tried on Linux and had the same problem on the three renderer avaialble: Forward+, Compatibility and Mobile.
Linux config in case it's important:
Ubuntu 22.10 - KDE (X11)
3060 RTX mobile, driver: 525.78.01
I've seen [this issue](https://github.com/godotengine/godot/issues/70020) that seems somewhat related but they're not decribing the black square that I see.
### Steps to reproduce
In an empty Godot 4 project, try to use the color picker eydropper tool to get a color on the screen
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74048 | https://github.com/godotengine/godot/pull/74962 | 4f17a94d69373855e1c974ed03af1974c2de4049 | 5ac6e9232b257b92b227f3c1b2018f216c25c1cb | "2023-02-27T13:42:04Z" | c++ | "2023-05-22T11:48:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,023 | ["modules/openxr/action_map/openxr_action_map.cpp", "modules/openxr/action_map/openxr_interaction_profile_meta_data.cpp"] | Valve Index "Knuckles" Grip Force missing from OpenXR interaction profile | ### Godot version
4.0 rc 5
### System information
Windows 10, Vulkan API 1.3.205, Forward+, GeForce RTX 3080, Valve Index, Steam VR
### Issue description
The Valve Index "Knuckles" controllers have both capacitive/electrostatic grip sensing and a grip force sensor.
The current "Squeeze" is accessed at "/user/hand/{side}/input/squeeze/value" but this is only the capacitive proximity reading and will max out at 1.0 if touching lightly. The force with which the grip is squeezed appears[1] to be available at "/user/hand/{side}/input/squeeze/force".
There should be a "Squeeze force" so that this is accessible through a float, just as it is with the trackpad at "Trackpad force".
[1] Someone accessing the grip force using OpenMWVR: https://www.reddit.com/r/OpenMWVR/comments/tdvg40/valve_index_controller_bindings/
### Steps to reproduce
- Attempt to use the Squeeze action with Valve Index controllers.
- Note that the Squeeze action maxes out at 1.0 even though you are only barely touching the grip, this is because it is proximity and not force.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74023 | https://github.com/godotengine/godot/pull/74787 | d9bd6a359a3aec21c27807039ee737d5cbad85c4 | c0a48a343fb687a7511a639cad18f651afbedf67 | "2023-02-27T04:52:38Z" | c++ | "2023-03-15T12:39:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,016 | ["editor/editor_toaster.cpp"] | The severity circle on the notification toaster button flickers when all notifications have disappeared. | ### Godot version
1bd0b296e195a622c362a12d8e3dca51e8648578
### System information
Windows 10, Vulkan, Intel® Core™ i7-8700K, Nvidia GTX 1080 (471.11)
### Issue description
On my system, the colored circle on the notification toaster which indicates highest severity will rapidly flicker on and off when all the notifications have disappeared.

### Steps to reproduce
Simply trigger a warning or error and let the notification messages disappear. The button should start flickering once they have all faded out.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/74016 | https://github.com/godotengine/godot/pull/74017 | ec6e072836877945a01a5cf5b5b4c683317e4d81 | c46716118f39fe897baf24c647c6d5a92c7bf976 | "2023-02-27T02:40:04Z" | c++ | "2023-03-02T10:24:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 74,005 | ["drivers/gles3/rasterizer_scene_gles3.cpp", "drivers/gles3/storage/material_storage.cpp"] | 3d: certain gizmo's not showing when rendering in compatiblity mode | ### Godot version
v4.0.rc5.official [6296b4600]
### System information
Arch linux, Radeon 680M, latest drivers
### Issue description
With the `Compatiblity` renderer selected, I don't see the handles/controls on, for example, `Path3d` s or `CollisionShape3D` 's. When switching the Renderer to `Mobile` or `Forward+`, I do see them.


My apologies if this is a known issue, I couldn't find it if it was.
### Steps to reproduce
1. Create a 3D scene with Compatiblity renderer selected
2. Add a Path3D.
3. Add some nodes. Whilst doing so, notice that though the lines appear, no controls/handles at the end of those lines appear.
4. Switch the renderer to `Mobile` or `Forward+`.
5. Observe the handles are there.
### Minimal reproduction project
[HandlesMissing.zip](https://github.com/godotengine/godot/files/10834773/HandlesMissing.zip)
| https://github.com/godotengine/godot/issues/74005 | https://github.com/godotengine/godot/pull/73966 | 29723da272e4a51c33768db0cf3c177e69f0d174 | ec6e072836877945a01a5cf5b5b4c683317e4d81 | "2023-02-26T21:32:42Z" | c++ | "2023-03-02T10:23:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,996 | ["editor/project_converter_3_to_4.cpp", "editor/renames_map_3_to_4.cpp", "editor/renames_map_3_to_4.h"] | 3 to 4 converter alters strings "Room" into "Node3D" | ### Godot version
4 rc5
### System information
Windows 10, all renderers, Nvidia GTX1060
### Issue description
I did a conversion from RC2 to RC5 via the terminal `--convert-3to4` command.
Then going through changes and things to fix, I saw that Strings in my resources and code, that contain the word 'Room' (With capital -R) get changed into 'Node3D'.

### Steps to reproduce
1. Have an older Godot version project.
2. Have exported variable values with String type and contain text with the word "Room"
3. Have String values in code containing the word "Room"
### Minimal reproduction project
"N/A" | https://github.com/godotengine/godot/issues/73996 | https://github.com/godotengine/godot/pull/74040 | 3379d731d5570fe6b21ddc647b2dc9d0d2c9094d | 8208060c2189f972dc08554ee54e5937368e2e96 | "2023-02-26T18:22:40Z" | c++ | "2023-02-27T12:51:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,983 | ["core/io/resource_loader.cpp"] | Editor deadlock trying to resolve circular dependency with `class_name` and `preload` | Moved from #72959 as it's unrelated to the OP:
I have the same error I am trying with the Godot RC 5, I have problem with the RC 4 too. But RC 3 i don't found that error.
Thats happen when the editor freezes

And I have a MRP:
https://github.com/MatiasVME/Spaceship3000
1a3dcd8f8eb85a1dab006e33e5dce566a6ae5edf
Maybe that is for another thread but idk =S
I am using Compativiity Mode and OpenGL API 3.3.0 NVIDIA 525.78.01 - Compatibility - Using Device: NVIDIA Corporation - NVIDIA GeForce GTX 1660 Ti
I can't open my project. If needed I create a more elaborated thread.
_Originally posted by @MatiasVME in https://github.com/godotengine/godot/issues/72959#issuecomment-1445149920_ | https://github.com/godotengine/godot/issues/73983 | https://github.com/godotengine/godot/pull/73988 | 1bd0b296e195a622c362a12d8e3dca51e8648578 | a12ecd4c95dbb7029cb0e37fb44d473ab53534f8 | "2023-02-26T14:05:56Z" | c++ | "2023-02-26T16:35:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,978 | ["editor/editor_node.cpp"] | Shortcut key Ctrl+Alt+p is inserting 'p' into the "Filter Files" Searchbox | ### Godot version
4.0 rc5
### System information
Manjaro Linux, KDE, Nvidia 2060
### Issue description
`Focus FileSystem Filter` shortcut key `Ctrl+Alt+P` is inserting `p` into searchbox `Filter Files`
See Screenshot

### Steps to reproduce
1. Open Blank Project
2. press `Ctrl+Alt+P`
3. see that `p` is inserted into the searchbox
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73978 | https://github.com/godotengine/godot/pull/73981 | 5dc10b5aa506c4287c6ff87367efe031bc1a7d82 | a7c81f4275edc7fa2250251e7a0d9cf08f7369df | "2023-02-26T12:48:12Z" | c++ | "2023-10-30T15:25:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,951 | ["modules/gdscript/gdscript_analyzer.cpp"] | Type Safety does not show math operations of Vector2is using a variable as type safe | ### Godot version
Godot 4 RC 5
### System information
Windows 11
### Issue description
Vector2i variables created from equations involving variables of type Vector2i are not shown as type safe.

The Godot error checker does identify a variable created this way as a Vector2i, however.

### Steps to reproduce
- Create a new script
- add this code to the script
```
var success := Vector2i(3,5) + Vector2i(5,5)
var failure : Vector2i = success + Vector2i(3,6)
```
- check the type safety color with the line number

in this example, line 46 is shown as type safe and line 47 is not, although line 47 is a Vector2i
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73951 | https://github.com/godotengine/godot/pull/73957 | c118790eb9b445f7f0501a90473c60062502d8d9 | 92d47f84fe3f1485ba43c9146405ca9fabcf4899 | "2023-02-25T20:25:56Z" | c++ | "2023-02-26T14:59:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,947 | ["doc/classes/VisualInstance3D.xml"] | Decals draw order and sorting | ### Godot version
v4.0.rc5.official
### System information
Win 10, Vulkan API 1.3.224, RTX 4070 Ti
### Issue description
Decal draw order seems to collide with sorting value somehow.
Sorting has very little influence on the draw order.
This create z-fighting effect if multiple decals overlap.
https://user-images.githubusercontent.com/23294139/221376852-e3d1feb6-c976-491b-a743-6bffb1ec0ad4.mp4
### Steps to reproduce
Overlap multiple decals, and try to set desired order of drawing.
### Minimal reproduction project
[Decal_sorting.zip](https://github.com/godotengine/godot/files/10832177/Decal_sorting.zip)
| https://github.com/godotengine/godot/issues/73947 | https://github.com/godotengine/godot/pull/73956 | 84a80721c5308df36c7295949c76a622c5e0edb9 | 898ad308e5d15047f9347543fb763a6699994015 | "2023-02-25T19:54:30Z" | c++ | "2023-02-26T13:24:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,932 | ["modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/Godot.SourceGenerators.Sample.csproj", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/Godot.SourceGenerators.props", "modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPathAttributeGenerator.cs"] | can_instantiate: Cannot instance script because the associated class could not be found (Project name contains invalid characters like `#`, `;`, `'`) | ### Godot version
4.0RC5 Mono
### System information
Windows 10
### Issue description
I've seen this issue posted before and closed despite never being fixed
### Steps to reproduce
- create project
- create new scene with CharacterBody2D, let's call it "Player"
- add AnimatedSprite2D and CollosionObject2D to it as children
- create another scene and set it as main scene
- create new script that inherits from CharacterBody2D and attach by drag and drop to Player
- drag and drop Player scene to main scene
- run
### Minimal reproduction project
[Game2.zip](https://github.com/godotengine/godot/files/10831734/Game2.zip)
| https://github.com/godotengine/godot/issues/73932 | https://github.com/godotengine/godot/pull/74312 | 3f522f1b50bbe907223165ea49186d5bed722e95 | afc9d381d5de3ec04fffe9bfd256ab8ba556dd66 | "2023-02-25T16:41:37Z" | c++ | "2023-03-05T12:28:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,927 | ["modules/csg/csg.cpp"] | Editor freezes and crashes when editing CSG blocks (CSGCombiner issue) | ### Godot version
4.0 rc4/rc5
### System information
Windows 10 Pro, 16G RAM Build 19045 AMD Ryzen 5 1600 - NVIDA Geforce GTX 1070
### Issue description
I was working with csg blocks. I created a csgCombiner, then another block. Duplicated the block, renamed it then moved it to another location. I tried to adjust the Transform of the block and Godot goes unresponsive. I don't see a log to send.
I tried this on RC5 then went back to RC4, crashes in the same spot.
### Steps to reproduce
I was working with csg blocks. I created a csgCombiner, then another block. Duplicated the block, renamed it then moved it to another location. I tried to adjust the Transform of the block and Godot goes unresponsive. I don't see a log to send.
I tried this on RC5 then went back to RC4, crashes in the same spot.
With the uploaded project, try and duplicate the large csg wall, then move it to the opposite side of the floor, then fine adjust it to fit the edge. Godot will go unresponsive.
EDIT: I have been playing around with the csg blocks and haven't had another crash yet. I believe the cause is the csg combiner if that helps any.
### Minimal reproduction project
[Godot4FPCWorld.zip](https://github.com/godotengine/godot/files/10831620/Godot4FPCWorld.zip)
| https://github.com/godotengine/godot/issues/73927 | https://github.com/godotengine/godot/pull/76521 | f37fc4e70830962660a3abfb74f1cd5255738c7b | 9f12e7b52d944281a39b7d3a33de6700c76cc23a | "2023-02-25T16:02:13Z" | c++ | "2023-04-28T16:46:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,925 | ["servers/rendering/shader_preprocessor.cpp"] | Shader #include with absolute path without `res://` leads to confusing error | ### Godot version
Godot 4.0 RC5
### System information
Windows 10 64 bits NVIDIA GeForce GTX 1060
### Issue description
I had a working shader containing a `#include` with absolute path (but not containing `res://`). Now apparently that path is considered relative (got an error similar to https://github.com/godotengine/godot/issues/72120), leading to functions not being recognized (which in turn triggers another issue https://github.com/godotengine/godot/issues/72120).
However in this situation, the problem is the `#include` first, yet it isn't reported in the editor. Having an error on a function instead is very confusing.
### Steps to reproduce
Having this shader in `res://shaders/`
```
shader_type spatial;
#include "shaders/inc/included.gdshaderinc"
void fragment() {
ALBEDO.r = add(ALBEDO.r, 1.0);
}
```
And this other shader in `res://shaders/inc/`:
```
float add(float a, float b) {
return a + b;
}
```
Produces:
```
error(6): Too many arguments for "add()" call. Expected at most 0 but received 2.
```
(had to write it manually cuz it can't be copied from the UI)
If the issue is the `#include`, an error should be generated there instead.
### Minimal reproduction project
[ShaderIncludes.zip](https://github.com/godotengine/godot/files/10831556/ShaderIncludes.zip)
| https://github.com/godotengine/godot/issues/73925 | https://github.com/godotengine/godot/pull/73975 | 303430ef38933239250b53af1f53092a74d6afe5 | ad32b22bdeb17b5a5a186d7e3835480b5ae34a0d | "2023-02-25T15:28:53Z" | c++ | "2023-02-26T13:26:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,909 | ["editor/project_converter_3_to_4.cpp"] | [4.0.rc5] Converter deletes lines that use OS.window_size | ### Godot version
4.0.rc5.official
### System information
Windows 10
### Issue description
When converting a project from 3.5.1, the converter completely removes lines that use `OS.window_size` instead of upgrading them to a Godot 4 equivalent. Quite often this leads to errors, e.g. missing variable declarations, indented blocks with no opening `if` statement, etc.
### Steps to reproduce
1. Open the repro project in Godot 3.5.1 or earlier
2. Inspect contents of `demo_script.gd`
3. Close Godot 3.5.1 and run a full conversion to Godot 4
4. Open project in Godot 4
5. Observe that `demo_script.gd` is now in an error state due to lacking a variable declaration
### Minimal reproduction project
[OS Window Function Error.zip](https://github.com/godotengine/godot/files/10830465/OS.Window.Function.Error.zip)
| https://github.com/godotengine/godot/issues/73909 | https://github.com/godotengine/godot/pull/73954 | ad32b22bdeb17b5a5a186d7e3835480b5ae34a0d | c6443e9a4e2aa1a788e3ccb6e4b3bdaed21f90a0 | "2023-02-25T06:43:02Z" | c++ | "2023-02-26T13:28:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,905 | ["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/runtime/features/groups_are_not_properties.gd", "modules/gdscript/tests/scripts/runtime/features/groups_are_not_properties.out"] | Scenes with a tool script become corrupted when it accesses a variable from a parent script | ### Godot version
4.0.rc5 (6296b4600)
### System information
Windows 10
### Issue description
One of the scenes in my project with a tool script started saving a few `= null` lines in its `.tscn` file, causing it to become corrupt and unable to reopen. The game immediately closes when trying to play the scene in this state. These "null variables" can be seen in the inspector:

I've managed to narrow down the cause and found that this happens when the tool script accesses a variable in its parent script. Simply having only the name of the variable on a line is enough to cause a `= null` line in the `.tscn` file. See MRP.
Workaround for now to avoid this bug is to remove the `@tool` annotation. For scenes that have already been corrupted, you can open the `.tscn` file and manually remove the `= null` lines to open it again.
I've only occurred this bug as of 4.0.rc5. I haven't seen it in versions 4.0.rc4 and older.
Thanks
### Steps to reproduce
On a new project:
1. Create the following "parent" script:
```gdscript
class_name Parent extends Node2D
var a = 0
```
2. Create the following "child" script:
```gdscript
@tool class_name Child extends Parent
func fn(): a
```
3. Create a new Node2D scene, and attach the child script
4. Reload the scene (Scene -> Reload Saved Scene)
At this point, a "null variable" should appear in the inspector.
### Minimal reproduction project
This MRP is a simple project that replicates the above steps, but with 4 variables in the parent script instead of 1. Four "null variables" should appear in the inspector.
[bug_scene_corruption.zip](https://github.com/godotengine/godot/files/10830143/bug_scene_corruption.zip)
| https://github.com/godotengine/godot/issues/73905 | https://github.com/godotengine/godot/pull/73933 | 3863199ab940272f6844ff30910ec7a520e47f41 | 84a80721c5308df36c7295949c76a622c5e0edb9 | "2023-02-25T03:28:35Z" | c++ | "2023-02-25T19:07:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,894 | ["scene/2d/canvas_modulate.cpp", "scene/2d/canvas_modulate.h"] | Hidden `CanvasModulate` raise errors | ### Godot version
v4.0.rc4.official [e0de3573f]
### System information
macOS 13.2.1, 2.3 GHz Quad-Core Intel Core i7, Vulkan API 1.2.231 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) Iris(TM) Plus Graphics
### Issue description
Hiding a `CanvasModulate` node yield errors in the console.
<img width="590" alt="image" src="https://user-images.githubusercontent.com/2452791/221310681-0648e8e4-6afb-4492-9a93-e1dfe5c15ff2.png">
```
E 0:00:00:0988 get_canvas: Condition "!is_inside_tree()" is true. Returning: RID()
<C++ Source> scene/main/canvas_item.cpp:814 @ get_canvas()
E 0:00:00:0988 canvas_set_modulate: Condition "!canvas" is true.
<C++ Source> servers/rendering/renderer_canvas_cull.cpp:430 @ canvas_set_modulate()
E 0:00:00:0988 get_canvas: Condition "!is_inside_tree()" is true. Returning: RID()
<C++ Source> scene/main/canvas_item.cpp:814 @ get_canvas()
```
- https://github.com/godotengine/godot/blob/e0de3573f3fc86062763152f5a1ac62f5a986da3/scene/main/canvas_item.cpp#L814
- https://github.com/godotengine/godot/blob/e0de3573f3fc86062763152f5a1ac62f5a986da3/servers/rendering/renderer_canvas_cull.cpp#L430
I use a `CanvasModulate` node to add some ambient color to my scene and I usually toggle it on/off to have a better view of the scene, having it throw errors is a bit distracting.
### Steps to reproduce
- Create a `Node2D` scene
- Add a `CanvasModulate` child
- Run the Scene
- No error:
<img width="1018" alt="image" src="https://user-images.githubusercontent.com/2452791/221312208-af897bb1-db0c-4a0e-b340-096a0e63c6fa.png">
- Hide the `CanvasModulate` by clicking the eye icon
- Run the Scene
- Errors:
<img width="1027" alt="image" src="https://user-images.githubusercontent.com/2452791/221312325-0cafd9c6-18d3-4d4c-a6d2-ea4cf2c7e083.png">
### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/10829307/test.zip)
| https://github.com/godotengine/godot/issues/73894 | https://github.com/godotengine/godot/pull/79747 | 20127ab6931787fda57ceb13a6eebae63a849462 | 132b97c325f8b708cab73e544c4b9da3d01271d8 | "2023-02-24T22:51:37Z" | c++ | "2023-08-16T07:12:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,893 | ["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/runtime/features/default_set_beforehand.gd", "modules/gdscript/tests/scripts/runtime/features/default_set_beforehand.out"] | Cannot open projects anymore because of bad packed arrays usage in tool script | ### Godot version
4.0b17, 4.0rc3
### System information
Windows 11
### Issue description
Editor instantly crashes when opening a project where the setter of an exported value appends a value to a packed array initialized with "@onready" in a tool script.
It is specific to packed arrays, it does not happen with normal arrays, though I have only tried this with PackedByteArray, PackedVector3Array, and PackedVector2Array, but it is probably the same with every packed array.
It only works when the exported variable has a value given through the editor, and the "@onready" decorator seems necessary.
The compiler does not detect the issue, and the project completely crashes afterward without explanation. If the script happens to be on a node that is loaded with the project, it makes the project unopenable.
### Steps to reproduce
- Give a Node a script with the following code :
```
@tool
extends Node
@onready var my_array : PackedByteArray = PackedByteArray()
@export var trigger : int :
set(v) :
trigger=v
my_array.append(0)
```
- Change the value of the "trigger" variable
- Reload the scene and it should crash
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73893 | https://github.com/godotengine/godot/pull/73899 | c6443e9a4e2aa1a788e3ccb6e4b3bdaed21f90a0 | c118790eb9b445f7f0501a90473c60062502d8d9 | "2023-02-24T22:06:58Z" | c++ | "2023-02-26T14:59:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,889 | ["core/object/object.cpp", "modules/gdscript/gdscript_byte_codegen.cpp", "modules/gdscript/gdscript_byte_codegen.h", "modules/gdscript/gdscript_codegen.h", "modules/gdscript/gdscript_compiler.cpp"] | Godot 4.0 RC3 to RC5: breaks `timer.connect()`, the program is stopped forever | ### Godot version
v4.0.rc5.official [6296b4600]
### System information
Windows 10
### Issue description
After upgration to Godot.RC3 .. RC4 .. RC5 my plugin is broken.
I provide a function to wait for a function to provide an expected value.
As example it waits for function 'obj_value' from the instance `TestIterativeValueProvider` is providing null.
```
func test_foo(timeout = 20000) -> void:
var value_provider := TestIterativeValueProvider.new(RefCounted.new(), 5, null)
await assert_func(value_provider, "obj_value").is_null()
````
Now the execution stops at await and is not executed further
I have reduced the code as much as possible to find the root of the cause.
The problem occurs when using `timer.connect("timeout", _on_timeout)`.
### workaround
```
timer.timeout.connect(func timeout():
call_deferred("emit_signal", "done", null)
)
```
### Steps to reproduce
run the attached example
a) if you run `await assert_that().it_works()` the function is continue after the signal `done` is emitted
b) if you run `await assert_that().not_works()` the function is stuck
-- b1) also strange when using variant (b) and remove the return type from the function `assert_that` it works too
### Minimal reproduction project
[timer_await.zip](https://github.com/godotengine/godot/files/10828504/timer_await.zip)
| https://github.com/godotengine/godot/issues/73889 | https://github.com/godotengine/godot/pull/74101 | be00dcd72410fa0a62a22a393e6eda1d17788bb6 | 15d952147c5eb3e62eb1d046971b8c9f3d84713d | "2023-02-24T20:23:34Z" | c++ | "2023-04-25T07:58:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,886 | ["editor/plugins/canvas_item_editor_plugin.cpp", "editor/plugins/canvas_item_editor_plugin.h", "editor/plugins/node_3d_editor_plugin.cpp", "editor/plugins/node_3d_editor_plugin.h", "scene/gui/popup_menu.cpp"] | Godot 4 RC3 and RC4 Several builds and attempts to install when trying to remote debug in Android in Linux system | ### Godot version
Godot 4 RC3 and RC4
### System information
Pop OS
### Issue description
When selecting "Remote Debug" to Android device, in my case, to PICO 4 VR glasses, Godot builds and tries to install a lot of times. Finally the game installs and runs in the device. If you stop the several attemps with the "Esc" key in Godot window it runs as well.
In my system until Godot 4 RC2, included, and including all the betas or in any Godot 4 version in Windows, the same projects work fine, build, install and run in VR glasses at first attempt.
### Steps to reproduce
Select "Remote debug" with any project in POP!_OS 22.04 LTS linux system.
Here a video showing the issue:
https://drive.google.com/file/d/1v3bTlYi3eg4VF18Ssc5wD-1e9cqqPbo7
I attach a image with the final message showed if you let it do all the attemps (the game works in the device after this message window).

### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73886 | https://github.com/godotengine/godot/pull/73885 | 6296b46008fb8d8e5cb9b60af05fa1ea26b8f600 | daedc158c70491ea3e5f3fea888c0799e61c0a80 | "2023-02-24T19:19:14Z" | c++ | "2023-02-24T21:00:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,883 | ["editor/plugins/animation_state_machine_editor.cpp", "editor/plugins/sprite_frames_editor_plugin.cpp"] | SpriteFrames window renaming animation to empty still causes error and spurious naming conflict if already "new_animation" | ### Godot version
v4.0.rc4.official [e0de3573f]
### System information
Linux Ubuntu 20.04 with Unity desktop
### Issue description
Following PR https://github.com/godotengine/godot/pull/70788 solving issue https://github.com/godotengine/godot/issues/70769, there are still a few bugs remaining.
1. Editing any animation name to empty string will auto-fix it with "new_animation[suffix]" as expected, but still show the Output error just before:
> Animation '' doesn't exist.
Rename Animation
2. Renaming an animation already named "new_animation[suffix]" will consider the old name to be reserved, causing a conflict with itself and increment the suffix without needing to. For instance, "new_animation" -> empty string will become "new_animation_1". If "new_animation_1" already exists, it will become "new_animation_2", etc.
Basically, it should behave as if the user actually input "new_animation" instead of empty string. Looking at https://github.com/godotengine/godot/pull/70788/commits/62976659b8aa9a582550b5a19d0ea1b3af494912 I'd say that the empty -> "new_animation" fallback should be done earlier, before `if (new_name == String(edited_anim))` to fix 2. and before `if (!frames->has_animation(edited_anim))` to fix 1. But I'm not sure of possible side effects, so this needs to be tested.
### Steps to reproduce
1. In any project: create new Sprite Frames resource
2. In SpriteFrames window: you'll see "default" animation. Try to rename it to empty string -> becomes "new_animation" as it should.
3. Check the Output console: observe error "Animation '' doesn't exist."
4. Rename the animation to empty string again. This time, it becomes "new_animation_1".
5. Try various combinations of existing suffixes by adding new animations multiple times, and observe how number resolution by increment occurs as usual, but unnecessarily skipping the very animation that is renamed.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73883 | https://github.com/godotengine/godot/pull/79600 | ce92f052ec1897d7ef3d384dcd7402b460bcab37 | 7573a458be868cad9270a99ab2b42ce057d25412 | "2023-02-24T18:25:04Z" | c++ | "2023-07-21T15:54:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,879 | ["modules/mono/editor/bindings_generator.cpp"] | No way to access ResourceUid class in C# | ### Godot version
4.0.rc4.mono
### System information
Windows 10
### Issue description
In C#, I can't find anywhere to get the instance of the ResourceUid singleton. I believe this class is supposed to be static, but it currently isn't.
### Steps to reproduce
`ResourceUid.IdToText(text);` <- Cannot access non-static method 'IdToText' in static contex.
`var tmp = new ResourceUid(); `<- Cannot access internal constructor 'ResourceUid()' here.
`var tmp = GD.ResourceUid;` <- No such property/method as far as I can tell, on GD and elsewhere.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73879 | https://github.com/godotengine/godot/pull/73882 | adbabfbaa9e7560be279b6824ca725c8cad995bf | 52033c68f5d32ce53a7bcda187e3cc7ef423b381 | "2023-02-24T16:07:07Z" | c++ | "2023-02-25T00:35:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,869 | ["servers/physics_2d/godot_shape_2d.cpp", "servers/physics_2d/godot_shape_2d.h", "servers/physics_3d/godot_shape_3d.cpp"] | CollisionShape2D using CapsuleShape2D does not enter sleep | ### Godot version
4.0RC5 https://github.com/godotengine/godot/commit/6296b46008fb8d8e5cb9b60af05fa1ea26b8f600
### System information
Windows 10, Forward+, Intel HD 620
### Issue description
Using a CapsuleShape2D as a collisionshape in a Rigidbody2D, the Rigidbody never goes to sleep even when lying on a surface. The CapsuleShape2D keeps registering flickering collisions leading to micro jittering in the Rigidbody.
Using any other shape other than CapsuleShape2D works as intended, with the Rigidbody going to sleep after coming to rest.
(If the CapsuleShape2D is left unrotated it does come to rest, standing on one end.)

### Steps to reproduce
Create a static body with a rectangle collision shape.
Create two Rigidbody2D above the rectangle.
Give one rigidbody a CapsuleShape2D and the other one a different collision shape.
Rotate the rigidbodies or the shapes to any angle except 0.
Turn on visible collision shapes.
Run and observe how the red collision indicators never go out on the CapsuleShape.
### Minimal reproduction project
[MinimalReproductionCapsuleShapeCollision.zip](https://github.com/godotengine/godot/files/10824060/MinimalReproductionCapsuleShapeCollision.zip)
| https://github.com/godotengine/godot/issues/73869 | https://github.com/godotengine/godot/pull/76379 | 392fdd106da75957aed3e31c9ca26a3999aea0d6 | 70f69f6c72120c8870f3605ea76424baf59a7071 | "2023-02-24T12:30:00Z" | c++ | "2023-05-08T11:52:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,849 | ["editor/import/scene_import_settings.cpp"] | The Advanced Scene Import Dialog doesn't always switch back to a visible tab. | ### Godot version
4.0 RC4
### System information
Arch Linux, KDE Plasma Version: 5.27.0, Linux 6.1.12-zen1-1-zen, X11 AMD Ryzen 5 2400G, NVIDIA GeForce GTX 1660
### Issue description
Sometimes, nothing appears on the left side panel of the Advanced Import window when editing AnimationLibrary's.
### Steps to reproduce
1. Open a regular model.
2. pick a different tab other than the first.
3. Open an Animation Library
[advancedimportbug.webm](https://user-images.githubusercontent.com/32441086/221053564-c57dc619-d83a-4aca-bcb3-988772a6a8c4.webm)
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73849 | https://github.com/godotengine/godot/pull/73855 | 0515843f908f6fa9b28755bd692db1eb8a70191b | cd699fedd815f4411bc0c88fe3c5828796319991 | "2023-02-23T23:17:39Z" | c++ | "2023-02-24T13:00:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,843 | ["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/gdscript_parser.h", "modules/gdscript/tests/scripts/runtime/features/export_group_no_name_conflict_with_properties.gd", "modules/gdscript/tests/scripts/runtime/features/export_group_no_name_conflict_with_properties.out"] | Invalid call. Nonexistent function 'new' in base 'Nil'. if you use @export_group with same class name | ### Godot version
4.0 RC 3
### System information
Macbook m1
### Issue description
If I normally use:
```
Skeleton2D.new()
```
if works.
If I use:
```
@export_group("Skeleton2D")
...
Skeleton2D.new()
```
I get error: `Invalid call. Nonexistent function 'new' in base 'Nil'.`
### Steps to reproduce
- Run a script where you have `@export_group` with same name as a node class name that you use `.new()` on.
```
extends Node2D
class_name Test
@export_group("Skeleton2D")
# Called when the node enters the scene tree for the first time.
func _ready():
var skeleton = Skeleton2D.new()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
```
### Minimal reproduction project
[BugNew.zip](https://github.com/godotengine/godot/files/10818936/BugNew.zip)
| https://github.com/godotengine/godot/issues/73843 | https://github.com/godotengine/godot/pull/78254 | 62b4643d854755b36d7c7ace0047d7a40e812f1a | efbff1369a9eb366667c1d641ed6c853bdd8c830 | "2023-02-23T22:10:34Z" | c++ | "2023-07-31T19:01:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,842 | ["editor/plugins/canvas_item_editor_plugin.cpp", "editor/plugins/canvas_item_editor_plugin.h", "editor/plugins/node_3d_editor_plugin.cpp", "editor/plugins/node_3d_editor_plugin.h", "scene/gui/popup_menu.cpp"] | Unable to use remote export feature targeting steamdeck. | ### Godot version
4.0 rc4
### System information
Arch linux
### Issue description
Attempting remote deployment to a steamdeck as described here: https://github.com/godotengine/godot/pull/63312
However the following errors are produced and no files seem to be transferred:
```
--- Debugging process started ---
Task 'run' already exists.
Task 'savepack' already exists.
Creating temporary directory...
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
editor/progress_dialog.cpp:206 - Condition "!tasks.has(p_task)" is true. Returning: canceled
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drivers/unix/file_access_unix.cpp:153 - Condition "rename_error != 0" is true.
Cannot remove non-existent file or directory: /home/croxis/.cache/godot/packtmp
editor/export/editor_export_platform.h:173 - Save PCK: Can't open file for writing at path "/home/croxis/.cache/godot/ITF/tmp_linuxbsd_export.pck".
editor/progress_dialog.cpp:235 - Condition "!tasks.has(p_task)" is true.
Cannot remove non-existent file or directory: /home/croxis/.cache/godot/linuxbsd/tmp_linuxbsd_export.zip
editor/progress_dialog.cpp:235 - Condition "!tasks.has(p_task)" is true.
Transient parent has another exclusive child.
```
A popup with three "Unable to write to /home/croxis/.cache/godot/packtmp' file in use, locked or lacking permission appears as well.
The temp files exist while the project is packing, but the files are gone once it errors out.
### Steps to reproduce

are the settings.
### Minimal reproduction project
I can't seem to reproduce with a minimal project. | https://github.com/godotengine/godot/issues/73842 | https://github.com/godotengine/godot/pull/73885 | 6296b46008fb8d8e5cb9b60af05fa1ea26b8f600 | daedc158c70491ea3e5f3fea888c0799e61c0a80 | "2023-02-23T22:06:13Z" | c++ | "2023-02-24T21:00:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,837 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/for_range_usage.gd", "modules/gdscript/tests/scripts/analyzer/features/for_range_usage.out"] | [Godot 4 RC4] Iterating over an array backwards doesn't work anymore | ### Godot version
v4.0.rc4.official [e0de3573f]
### System information
Windows 11, Forward+
### Issue description
For my actual game I iterate over an PackedVector2Array backwards, but this happens:
> Invalid type in GDScript utility function '<unknown function>'. Cannot convert argument 3 from PackedVector2Array to float.
Because of this I took the code example of the range function for iterating backwards from the docs page, but now it gives me this error:
> Invalid type in GDScript utility function '<unknown function>'. Cannot convert argument 3 from Nil to float.

I think it has something to do with the recent changes to the range function.
### Steps to reproduce
Simply copy the code from the range() documentation page and tada...
```
var array = [3, 6, 9]
for i in range(array.size(), 0, -1):
print(array[i - 1])
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73837 | https://github.com/godotengine/godot/pull/73841 | 6c65ff82f2695c38af5d25397da7314a8b5de1f8 | 49e5e0ed79d5280629a835749c5b9f6ce053f6f4 | "2023-02-23T20:31:19Z" | c++ | "2023-02-24T12:29:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,826 | ["drivers/gles3/rasterizer_scene_gles3.cpp", "drivers/gles3/storage/material_storage.cpp"] | OpenGL: Point rendering not working | ### Godot version
4.0.rc3
### System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)
### Issue description
Enabling **Transform > Use Point Size** and changing **Transform > Point Size** in a BaseMaterial3D has no effect when using the Compatibility rendering method, but it works when using Forward+ or Forward Mobile (Vulkan).
themoleman on the Godot Contributors Chat has hinted the following:
> Just a FYI there is a bug in the compatability renderer that is preventing the gl_PointSize from being set
> I ran apitrace on godot and got the following error:
> warning C7050 `gl_pointSize` might be used before being initialized
### Forward+
*Point sizes of 1, 6 and 20 are used respectively. The red points on the right use a transparent textured material.*

### Mobile
*Shadow casting appears different due to https://github.com/godotengine/godot/issues/73827.*

### Compatibility
*Red sphere is invisible because of the transparent texture that spans the entire sphere, as opposed to individual points.*

### Steps to reproduce
- Create a MeshInstance3D with a SphereMesh.
- Add a BaseMaterial3D with **Transform > Use Point Size** enabled, then change **Transform > Point Size**.
- Notice this has no effect if the editor is currently running with the Compatibility rendering method.
### Minimal reproduction project
[test_point_rendering.zip](https://github.com/godotengine/godot/files/10816063/test_point_rendering.zip) | https://github.com/godotengine/godot/issues/73826 | https://github.com/godotengine/godot/pull/73966 | 29723da272e4a51c33768db0cf3c177e69f0d174 | ec6e072836877945a01a5cf5b5b4c683317e4d81 | "2023-02-23T16:40:00Z" | c++ | "2023-03-02T10:23:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,810 | ["modules/websocket/websocket_multiplayer_peer.cpp"] | WebSocketMultiplayerPeer server crashes if it's configured with a TLS certificate. | ### Godot version
4.0.dev
### System information
Windows 10
### Issue description
If a WebSocketMultiplayerPeer server is configured with a TLS certificate, the program crashes whenever a client tries to connect.
I don't get any error messages (which is driving me crazy)
I tried with a self-signed (in Godot) certificate and a properly signed Let's Encrypt certificate, but same results.
### Steps to reproduce
1. Configure a WebSocketMultiplayerPeer server with a TLS certificate
2. Try to connect to the server
### Minimal reproduction project
[test_client.zip](https://github.com/godotengine/godot/files/10812125/test_client.zip)
[test_server.zip](https://github.com/godotengine/godot/files/10812126/test_server.zip)
| https://github.com/godotengine/godot/issues/73810 | https://github.com/godotengine/godot/pull/73811 | 76d80c2cba0ca30585b3c39f2e5b7591b6f1726e | 09c8957f9d445a02ee167c41594ee41e48b8c60f | "2023-02-23T09:48:39Z" | c++ | "2023-02-23T12:55:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,804 | ["modules/gdscript/gdscript_tokenizer.cpp", "modules/gdscript/tests/scripts/parser/errors/multiple_number_separators.gd", "modules/gdscript/tests/scripts/parser/errors/multiple_number_separators.out", "modules/gdscript/tests/scripts/parser/errors/multiple_number_separators_after_decimal.gd", "modules/gdscript/tests/scripts/parser/errors/multiple_number_separators_after_decimal.out", "modules/gdscript/tests/scripts/parser/features/number_separators.gd", "modules/gdscript/tests/scripts/parser/features/number_separators.out"] | GDscript tokenizer : inconsistent rules for underscore usage in numbers | ### Godot version
4.0
### System information
All OS/Hardware
### Issue description
Not sure if it's a bug / inconsistency or a willingness 😄
When writing numbers in GDScript, we can use `_` character to make number more readable for a human. Rules for this character differ depending on where it is used : before or in decimal part, making its usage inconsistent.
- When use before decimal part, only an underscore can not follow another undersocre
- In decimal part, multiple underscores can be write without any complaint of tokenizer
### Steps to reproduce
Here is test functions to illustrate
```gdscript
func test_number_allowed_without_error() -> void:
var a:int = 1_2_3_4_5_6
var b:int = 123_456
var c:int = 1.2_3_4_5_6
var d:int = 1.2_____3_____4____5_____6
var e:int = 1._2_3_4_5
var f:int = 1.________23456
func test_number_not_allowed() -> void:
var a:int = 1__2
var b:int = 1__2.1__2
var c:int = _1.23456
```
With a screen to show editor syntax errors

### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73804 | https://github.com/godotengine/godot/pull/73203 | 773414606079fa745d1c37fce49324ab6a09e972 | 12e8bc558d56cb319bde0ca7ac1366675b25e232 | "2023-02-23T08:03:39Z" | c++ | "2023-06-15T13:26:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,801 | ["platform/android/audio_driver_opensl.cpp", "platform/android/java/editor/src/main/AndroidManifest.xml", "platform/android/java/editor/src/main/java/org/godotengine/editor/GodotEditor.kt", "platform/android/java/editor/src/main/java/org/godotengine/editor/GodotGame.kt", "platform/android/java/editor/src/main/java/org/godotengine/editor/GodotProjectManager.kt", "platform/android/java/lib/src/org/godotengine/godot/utils/PermissionsUtil.java"] | [Android Editor] crashing after creating a new AudioStreamMicrophone | ### Godot version
v3.6.beta.custom_build [42083f3a6]
### System information
Android 11, MediaTek Helio P35 (32bit), PowerVR Rogue GE8320, also tested on: Android 10, Snapdragon 636, Adreno 506,
### Issue description
When trying to use the microphone input in an AudioStreamPlayer node on the godot android editor, unexpectedly crashes after a few seconds regardless of whether it is a new project or not.
If the initial scene has an AudioStreamPlayer node configured with an AudioStreamMicrophone it will continuously close, not allowing to start.
### Steps to reproduce
1: Create a new project or use a existent one.
2: Press "Project" and "Project Settings"
3: Go to "Audio" and activate "Enable Audio Input"
4: After restarting, create an AudioStreamPlayer Node
5: On Stream, add a new AudioStreamMicrophone
Wait a few seconds until it crashes
### Minimal reproduction project
Use a New Project | https://github.com/godotengine/godot/issues/73801 | https://github.com/godotengine/godot/pull/77686 | d998323ab4ed8abe02b026b8672aed121da122bc | 574f917442b453b43a6313618c8077272013763c | "2023-02-23T05:21:03Z" | c++ | "2023-05-31T22:40:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,795 | ["modules/gdscript/gdscript_parser.cpp", "modules/gdscript/tests/scripts/parser/errors/bad_continue_in_lambda.gd", "modules/gdscript/tests/scripts/parser/errors/bad_continue_in_lambda.out", "modules/gdscript/tests/scripts/parser/features/good_continue_in_lambda.gd", "modules/gdscript/tests/scripts/parser/features/good_continue_in_lambda.out"] | Editor crash in GDScript parser | ### Godot version
4.0 RC 3
### System information
Linux Mint 21 (Vanessa)
### Issue description
I seem to have accidentally discovered a bug in the GDScript parser that soft bricks the related project since it causes a crash on engine start -- either the editor or a build.
I'll attach a full reproduction project but I've narrowed it down as far as this minimal reproduction script:
```
extends Node
func _ready():
for part in get_children():
var lamdas_are_cool = func ():
continue
```
I was refactoring some code and accidentally placed a `continue` inside of a lambda instead of a `return` which triggered this issue for me originally.
Interestingly the for loop is important as engine seems to behave absolutely fine in the following case, complaining about the misused continue statement:
```
extends Node
func _ready():
var lamdas_are_cool = func ():
continue
```
The issue seems to happen in the parsing stage and causes a crash regardless of whether or not the script is actually run.
### Steps to reproduce
* Create a new project
* Create a new script
* Paste the code below
* Save the file
* Observe the editor crash
```
extends Node
func _ready():
for part in get_children():
var lamdas_are_cool = func ():
continue
```
### Minimal reproduction project
[ScriptBug.zip](https://github.com/godotengine/godot/files/10807962/ScriptBug.zip)
| https://github.com/godotengine/godot/issues/73795 | https://github.com/godotengine/godot/pull/73798 | 486b0b690de1b204876367845504cce51b331f9f | 76d80c2cba0ca30585b3c39f2e5b7591b6f1726e | "2023-02-23T01:27:33Z" | c++ | "2023-02-23T12:54:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,789 | ["editor/export/editor_export_platform_pc.cpp"] | Game using HDR texture fails to load it when exported (`texture_format/bptc` defaults to `false`) | ### Godot version
4.0.rc3.official [7e79aead9]
### System information
OS: Arch Linux, CPU: i7-3770, GPU: Radeon RX 570
### Issue description
Simple project using HDR texture as PanoramaSky exported to Linux crashes when opened. Might or might not be related to #73627 and #61948.
Output displayed in the console when opening the exported game:
```
Godot Engine v4.0.rc3.official.7e79aead9 - https://godotengine.org
Vulkan API 1.3.235 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon RX 570 Series
ERROR: Unable to open file: res://.godot/imported/casual_day_4k.hdr-e91263f32fd2699bdb025dc92151c608.bptc.ctex.
at: _load_data (scene/resources/texture.cpp:846)
ERROR: Failed loading resource: res://.godot/imported/casual_day_4k.hdr-e91263f32fd2699bdb025dc92151c608.bptc.ctex. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:221)
ERROR: Failed loading resource: res://casual_day_4k.hdr. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:221)
ERROR: Can't load dependency: res://casual_day_4k.hdr.
at: load (core/io/resource_format_binary.cpp:696)
ERROR: Failed loading resource: res://.godot/exported/133200997/export-3070c538c03ee49b7677ff960a3f5195-main.scn. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:221)
ERROR: Failed loading scene: res://main.tscn
at: start (main/main.cpp:2954)
ERROR: 2 RID allocations of type 'N10RendererRD12LightStorage11ShadowAtlasE' were leaked at exit.
ERROR: 1 RID allocations of type 'N10RendererRD12LightStorage15ReflectionAtlasE' were leaked at exit.
ERROR: 1 RID allocations of type 'N10RendererRD14TextureStorage12RenderTargetE' were leaked at exit.
ERROR: 2 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
ERROR: 1 RID allocations of type 'N18RendererCanvasCull6CanvasE' were leaked at exit.
ERROR: 1 RID allocations of type 'N16RendererViewport8ViewportE' were leaked at exit.
ERROR: 1 RID allocations of type 'N17RendererSceneCull8ScenarioE' were leaked at exit.
WARNING: 4 RIDs of type "Texture" were leaked.
at: finalize (drivers/vulkan/rendering_device_vulkan.cpp:9301)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:1982)
```
### Steps to reproduce
Try to export the provided project.
### Minimal reproduction project
[New Godot 4 Project.zip](https://github.com/godotengine/godot/files/10809016/New.Godot.4.Project.zip)
| https://github.com/godotengine/godot/issues/73789 | https://github.com/godotengine/godot/pull/73829 | e0de3573f3fc86062763152f5a1ac62f5a986da3 | e930c8d3838280e40baabc4426bd8236f7ac50a3 | "2023-02-22T23:08:38Z" | c++ | "2023-02-23T19:34:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,779 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/enums_in_range_call.gd", "modules/gdscript/tests/scripts/analyzer/features/enums_in_range_call.out"] | Godot.RC3: using enum on `range()` ends now in compile error | ### Godot version
v4.0.rc3.official [7e79aead9]
### System information
all
### Issue description
i do iterate over the Key enum for my test and it is now broken on RC3
`for key in range(KEY_SPECIAL, KEY_LAUNCHF):`
Error:
`Invalid argument for "range()" call. Argument 1 should be int or float but "Key" was given.`
From the documention it has to work.
`Array range(...) vararg`
`range() converts all arguments to int before processing.`
### Steps to reproduce
```gdscript
for key in range(KEY_SPECIAL, KEY_LAUNCHF):
prints(key)
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73779 | https://github.com/godotengine/godot/pull/73796 | 845f2a801f3fba5a3750fd07e288fc7c94337d63 | 486b0b690de1b204876367845504cce51b331f9f | "2023-02-22T20:12:31Z" | c++ | "2023-02-23T12:54:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,768 | ["editor/project_manager.cpp", "editor/project_manager.h"] | Project List's "Filter Projects" doesn't load first project on Enter key, but "Sort" field does | ### Godot version
4.0.rc3
### System information
macOS 13.1, Apple M1
### Issue description
When filtering the list of projects in the Project Manager/List, nothing happens when the user presses Enter while the focus is still on the "Filter Projects" field. But when they switch to the "Sort" field with Tab and then hit Enter, the top-most project is loaded.
(On an aside, there doesn't seem to be any way to focus and navigate the project list itself. Continuously hitting Tab just focuses the "Folder" icons that let me change a project's source folder.)
https://user-images.githubusercontent.com/1061/220689063-c5248dd8-96e4-49e3-8f53-88381db4aac9.mov
### Steps to reproduce
- Start Godot and wait until you see the list of projects. Ideally, it already has a couple of projects listed :)
- Type something into the autofocused Filter Projects field
- Hit Enter (nothing happens)
- Hit Tab to jump to the "Sort" field
- Hit Enter — now the first project in the list gets opened
### Minimal reproduction project
Not applicable | https://github.com/godotengine/godot/issues/73768 | https://github.com/godotengine/godot/pull/83210 | b174f11e0a7d724b6d6a195157275d5b9d619a13 | f9c0c608d4b2337443ed7b3ee8cbc71b722e64f3 | "2023-02-22T16:21:49Z" | c++ | "2023-10-13T09:45:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,756 | ["modules/mono/mono_gd/gd_mono.cpp"] | Crash on macOS 13 when opening an existing or new project with .NET 6 | ### Godot version
v4.0.rc3.mono.official [7e79aead9]
### System information
MacOs 13.0.1 M1Macbook Air (2020) 8G RAM - drivers up to date
### Issue description
When trying to open an exsisting godot 4 project the engine crashes. Same result when creating a new project. Projects can be executed from the launcher and run fine but can not be edited / opened in the editor (same for all three modes). The base Godot 4 RC3 is running fine on the same machine. Crash-report file:
```
-------------------------------------
Translated Report (Full Report Below)
-------------------------------------
Process: Godot [82597]
Path: /Applications/Godot_mono.app/Contents/MacOS/Godot
Identifier: org.godotengine.godot
Version: 4.0 (4.0)
Code Type: ARM-64 (Native)
Parent Process: launchd [1]
User ID: 501
Date/Time: 2023-02-22 13:32:37.5731 +0100
OS Version: macOS 13.0.1 (22A400)
Report Version: 12
Anonymous UUID: 1ECE68DC-63B4-0AE0-8E07-047B7C8FBA89
Sleep/Wake UUID: 6DC2BEB0-4787-4643-8B4B-084114BF4E5E
Time Awake Since Boot: 110000 seconds
Time Since Wake: 2277 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Codes: 0x0000000000000001, 0x0000000000000000
VM Region Info: 0 is not in any region. Bytes before following region: 4330487808
REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
UNUSED SPACE AT START
--->
__TEXT 1021e0000-107e20000 [ 92.2M] r-x/r-x SM=COW ...s/MacOS/Godot
Application Specific Information:
abort() called
Kernel Triage:
VM - pmap_enter retried due to resource shortage
VM - pmap_enter retried due to resource shortage
VM - pmap_enter retried due to resource shortage
VM - pmap_enter retried due to resource shortage
VM - pmap_enter retried due to resource shortage
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x193c27224 __pthread_kill + 8
1 libsystem_pthread.dylib 0x193c5dcec pthread_kill + 288
2 libsystem_c.dylib 0x193b972c8 abort + 180
3 Godot 0x1025b9c5c 0x1021e0000 + 4037724
4 libsystem_platform.dylib 0x193c8c2a4 _sigtramp + 56
5 Godot 0x102bf248c 0x1021e0000 + 10560652
6 Godot 0x1036a5a24 0x1021e0000 + 21781028
7 Godot 0x1025fe084 0x1021e0000 + 4317316
8 Godot 0x1025e0830 0x1021e0000 + 4196400
9 dyld 0x193933e50 start + 2544
Thread 1:
0 libsystem_pthread.dylib 0x193c58e18 start_wqthread + 0
Thread 2:
0 libsystem_pthread.dylib 0x193c58e18 start_wqthread + 0
Thread 3:
0 libsystem_pthread.dylib 0x193c58e18 start_wqthread + 0
Thread 4:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x105d13c34 _IP_ResolverPrivate::_thread_function(void*) + 160
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 5:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x1062241a0 0x1021e0000 + 67387808
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 6:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x1062241a0 0x1021e0000 + 67387808
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 7:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x1062241a0 0x1021e0000 + 67387808
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 8:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x1062241a0 0x1021e0000 + 67387808
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 9:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x1062241a0 0x1021e0000 + 67387808
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 10:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x1062241a0 0x1021e0000 + 67387808
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 11:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x1062241a0 0x1021e0000 + 67387808
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 12:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x1062241a0 0x1021e0000 + 67387808
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 13:: AXSpeech
0 libsystem_kernel.dylib 0x193c1edf0 mach_msg2_trap + 8
1 libsystem_kernel.dylib 0x193c308d8 mach_msg2_internal + 80
2 libsystem_kernel.dylib 0x193c27638 mach_msg_overwrite + 540
3 libsystem_kernel.dylib 0x193c1f16c mach_msg + 24
4 CoreFoundation 0x193d3dbdc __CFRunLoopServiceMachPort + 160
5 CoreFoundation 0x193d3c4c8 __CFRunLoopRun + 1232
6 CoreFoundation 0x193d3b8a4 CFRunLoopRunSpecific + 612
7 Foundation 0x194c43e58 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212
8 libAXSpeechManager.dylib 0x21ad036a4 -[AXSpeechThread main] + 544
9 Foundation 0x194c3d470 __NSThread__start__ + 716
10 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
11 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 14:: com.apple.NSEventThread
0 libsystem_kernel.dylib 0x193c1edf0 mach_msg2_trap + 8
1 libsystem_kernel.dylib 0x193c308d8 mach_msg2_internal + 80
2 libsystem_kernel.dylib 0x193c27638 mach_msg_overwrite + 540
3 libsystem_kernel.dylib 0x193c1f16c mach_msg + 24
4 CoreFoundation 0x193d3dbdc __CFRunLoopServiceMachPort + 160
5 CoreFoundation 0x193d3c4c8 __CFRunLoopRun + 1232
6 CoreFoundation 0x193d3b8a4 CFRunLoopRunSpecific + 612
7 AppKit 0x1970be248 _NSEventThread + 172
8 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
9 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 15:: caulk.messenger.shared:17
0 libsystem_kernel.dylib 0x193c1ed6c semaphore_wait_trap + 8
1 caulk 0x19d0d6cfc caulk::mach::semaphore::wait_or_error() + 28
2 caulk 0x19d0b9634 caulk::concurrent::details::worker_thread::run() + 56
3 caulk 0x19d0b9278 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 96
4 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
5 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 16:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x193c1edf0 mach_msg2_trap + 8
1 libsystem_kernel.dylib 0x193c308d8 mach_msg2_internal + 80
2 libsystem_kernel.dylib 0x193c27638 mach_msg_overwrite + 540
3 libsystem_kernel.dylib 0x193c1f16c mach_msg + 24
4 CoreAudio 0x1960571bc HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 104
5 CoreAudio 0x195f30688 HALC_ProxyIOContext::IOWorkLoop() + 3316
6 CoreAudio 0x195f2f38c invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 100
7 CoreAudio 0x1960b137c HALB_IOThread::Entry(void*) + 88
8 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
9 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 17:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x102e792b4 0x1021e0000 + 13210292
4 Godot 0x102e79134 0x1021e0000 + 13209908
5 Godot 0x102e79060 0x1021e0000 + 13209696
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 18:
0 libsystem_kernel.dylib 0x193c223e0 __semwait_signal + 8
1 libsystem_c.dylib 0x193b2c5b0 nanosleep + 220
2 Godot 0x103167c48 0x1021e0000 + 16284744
3 Godot 0x1032af144 0x1021e0000 + 17625412
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 19:
0 libsystem_kernel.dylib 0x193c223e0 __semwait_signal + 8
1 libsystem_c.dylib 0x193b2c5b0 nanosleep + 220
2 Godot 0x103167c48 0x1021e0000 + 16284744
3 Godot 0x1033119ac EditorExportPlatformIOS::_check_for_changes_poll_thread(void*) + 496
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 20:
0 libsystem_kernel.dylib 0x193c223e0 __semwait_signal + 8
1 libsystem_c.dylib 0x193b2c5b0 nanosleep + 220
2 Godot 0x103167c48 0x1021e0000 + 16284744
3 Godot 0x1033ae1f0 0x1021e0000 + 18670064
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 21:
0 libsystem_kernel.dylib 0x193c223e0 __semwait_signal + 8
1 libsystem_c.dylib 0x193b2c5b0 nanosleep + 220
2 Godot 0x103167c48 0x1021e0000 + 16284744
3 Godot 0x103aead04 0x1021e0000 + 26258692
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 22:
0 libsystem_kernel.dylib 0x193c225e4 __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193c5e638 _pthread_cond_wait + 1232
2 libc++.1.dylib 0x193babac4 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 28
3 Godot 0x10421532c 0x1021e0000 + 33772332
4 Godot 0x105c03254 0x1021e0000 + 60961364
5 Godot 0x105c037c8 0x1021e0000 + 60962760
6 libsystem_pthread.dylib 0x193c5e06c _pthread_start + 148
7 libsystem_pthread.dylib 0x193c58e2c thread_start + 8
Thread 0 crashed with ARM Thread State (64-bit):
x0: 0x0000000000000000 x1: 0x0000000000000000 x2: 0x0000000000000000 x3: 0x0000000000000000
x4: 0x0000000000000100 x5: 0x0000000000000021 x6: 0x0000000000000000 x7: 0x0000000000000000
x8: 0xdf5d5457506a4a54 x9: 0xdf5d5456bf586f54 x10: 0x0000000000179f41 x11: 0x00000000000ff2e0
x12: 0x0000000125c00000 x13: 0x0000000108827d90 x14: 0x0000000000000000 x15: 0x0000000000000000
x16: 0x0000000000000148 x17: 0x00000001f41709a8 x18: 0x0000000000000000 x19: 0x0000000000000006
x20: 0x00000001ef322500 x21: 0x0000000000000103 x22: 0x00000001ef3225e0 x23: 0x0000000000000007
x24: 0x0000000107ac42f2 x25: 0x0000000107ac4312 x26: 0x000000016dc1cdb8 x27: 0x0000000107ac4307
x28: 0x0000000000000000 fp: 0x000000016dc1c4b0 lr: 0x0000000193c5dcec
sp: 0x000000016dc1c490 pc: 0x0000000193c27224 cpsr: 0x40001000
far: 0x00000001580cc000 esr: 0x56000080 Address size fault
Binary Images:
0x193c1e000 - 0x193c56ffb libsystem_kernel.dylib (*) <6d6644d3-3db3-34c4-b1e3-c675ec5360f0> /usr/lib/system/libsystem_kernel.dylib
0x193c57000 - 0x193c63ffb libsystem_pthread.dylib (*) <886caca0-5762-3640-8db2-3fa3b911c062> /usr/lib/system/libsystem_pthread.dylib
0x193b1e000 - 0x193b9eff3 libsystem_c.dylib (*) <a3869999-0792-3e09-b3fb-5e87ae4639be> /usr/lib/system/libsystem_c.dylib
0x1021e0000 - 0x107e1ffff org.godotengine.godot (4.0) <e1174741-4779-3df7-9978-0b18f1833799> /Applications/Godot_mono.app/Contents/MacOS/Godot
0x193c88000 - 0x193c8fffb libsystem_platform.dylib (*) <78189670-2f47-332c-9a59-a210157aa97b> /usr/lib/system/libsystem_platform.dylib
0x19392e000 - 0x1939b84bf dyld (*) <de46dd52-4994-3fd8-b4b4-e352a1a19354> /usr/lib/dyld
0x193b9f000 - 0x193c05ff3 libc++.1.dylib (*) <ae8ea4b2-b8fd-33e3-a0af-0b7485ab97c0> /usr/lib/libc++.1.dylib
0x193cbc000 - 0x194193fff com.apple.CoreFoundation (6.9) <f4ff83fc-e62c-30b4-b3a9-876c8a1fd595> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x194be7000 - 0x19561ffff com.apple.Foundation (6.9) <52b2f83f-586d-32a2-8b66-ce651400ac8c> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation
0x21acf1000 - 0x21ad0afff libAXSpeechManager.dylib (*) <b4da9fa7-ab89-3735-83e5-981546cde53a> /usr/lib/libAXSpeechManager.dylib
0x196f5b000 - 0x197e62fff com.apple.AppKit (6.9) <af9f6891-70ad-3c26-af08-b747344892d2> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
0x19d0b7000 - 0x19d0e0fff com.apple.audio.caulk (1.0) <445d1341-52c5-3468-ba85-f01410317744> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk
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Full Report
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"size" : 15761408,
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"path" : "\/System\/Library\/Frameworks\/AppKit.framework\/Versions\/C\/AppKit",
"name" : "AppKit",
"CFBundleVersion" : "2299"
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"source" : "P",
"arch" : "arm64e",
"base" : 6929739776,
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"CFBundleIdentifier" : "com.apple.audio.caulk",
"size" : 172032,
"uuid" : "445d1341-52c5-3468-ba85-f01410317744",
"path" : "\/System\/Library\/PrivateFrameworks\/caulk.framework\/Versions\/A\/caulk",
"name" : "caulk"
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"CFBundleIdentifier" : "com.apple.audio.CoreAudio",
"size" : 7208960,
"uuid" : "ad0eb60a-ba0d-3e1d-9a5b-ddc59e71d77d",
"path" : "\/System\/Library\/Frameworks\/CoreAudio.framework\/Versions\/A\/CoreAudio",
"name" : "CoreAudio",
"CFBundleVersion" : "5.0"
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"uuid" : "2d053604-1cb6-3821-a8df-360eb2eb519b"
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"vmSummary" : "ReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=2.0G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.0G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 128K 1 \nActivity Tracing 256K 1 \nCG backing stores 2176K 4 \nCG image 48K 3 \nColorSync 560K 25 \nCoreAnimation 96K 6 \nCoreGraphics 32K 2 \nCoreUI image data 1120K 7 \nFoundation 16K 1 \nFoundation (reserved) 16K 1 reserved VM address space (unallocated)\nKernel Alloc Once 32K 1 \nMALLOC 1.3G 106 \nMALLOC guard page 192K 9 \nMALLOC_LARGE (reserved) 16K 1 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 448.0M 4 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 256.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 56.4M 23 \nStack 19.7M 23 \nVM_ALLOCATE 8304K 51 \n__AUTH 1200K 271 \n__AUTH_CONST 16.9M 459 \n__CTF 756 1 \n__DATA 6209K 452 \n__DATA_CONST 22.6M 468 \n__DATA_DIRTY 1343K 161 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 768.0M 9 \n__OBJC_CONST 2955K 231 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1981K 1 \n__TEXT 470.7M 484 \ndyld private memory 448K 3 \nmapped file 187.9M 26 \nshared memory 944K 17 \n=========== ======= ======= \nTOTAL 3.6G 2859 \nTOTAL, minus reserved VM space 2.9G 2859 \n",
"legacyInfo" : {
"threadTriggered" : {
"queue" : "com.apple.main-thread"
}
},
"trialInfo" : {
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{
"rolloutId" : "5ffde50ce2aacd000d47a95f",
"factorPackIds" : {
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{
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}
Model: MacBookAir10,1, BootROM 8419.41.10, proc 8:4:4 processors, 8 GB, SMC
Graphics: Apple M1, Apple M1, Built-In
Display: Color LCD, 2560 x 1600 Retina, Main, MirrorOff, Online
Memory Module: LPDDR4, Hynix
AirPort: spairport_wireless_card_type_wifi (0x14E4, 0x4378), wl0: Sep 3 2022 03:37:22 version 18.20.379.4.7.8.143 FWID 01-e3c71b50
Bluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
USB Device: USB31Bus
USB Device: USB31Bus
Thunderbolt Bus: MacBook Air, Apple Inc.
Thunderbolt Bus: MacBook Air, Apple Inc.
```
### Steps to reproduce
1) open an existing or new project on a m1 mac (mode doesn't matter)
2) crash
### Minimal reproduction project
[CrashOnOpen.zip](https://github.com/godotengine/godot/files/10803804/CrashOnOpen.zip)
| https://github.com/godotengine/godot/issues/73756 | https://github.com/godotengine/godot/pull/73815 | 13382a88dfab32f3ce56560756926df3349e3422 | e0de3573f3fc86062763152f5a1ac62f5a986da3 | "2023-02-22T12:42:24Z" | c++ | "2023-02-23T12:56:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,745 | ["doc/classes/EditorFileDialog.xml", "editor/editor_file_dialog.cpp", "editor/editor_file_dialog.h"] | EditorFileDialog doesn't support filters | ### Godot version
4.0 RC2
### System information
Fedora, RX 590
### Issue description
Can't assign filters for file types to EditorFileDialog. Furthermore, it seems odd that it's a sibling class of FileDialog rather than being a child?
### Steps to reproduce
https://docs.godotengine.org/en/latest/classes/class_filedialog.html
https://docs.godotengine.org/en/latest/classes/class_editorfiledialog.html
Note the lack of filters option for editorfiledialog


### Minimal reproduction project
see above | https://github.com/godotengine/godot/issues/73745 | https://github.com/godotengine/godot/pull/73748 | 9e75ae878de41a75fbc15b19c2da909e3f6e3b91 | 47f7c250c0bf81c21ad551580637dee761b09e0a | "2023-02-22T08:57:43Z" | c++ | "2023-02-22T13:49:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,710 | ["core/config/project_settings.cpp", "core/string/translation.cpp", "doc/classes/ProjectSettings.xml", "scene/gui/control.cpp", "scene/main/window.cpp"] | Control Nodes Flipped Horizontally Always | ### Godot version
4.0 rc3
### System information
Window 10, Vulkan API 1.2.162 - Forward Mobile, Intel - Intel(R) UHD Graphics
### Issue description
All the control nodes always flipped horizontally Like Label , TextEdit , VBoxContainer , HBoxContainer . I tried scaling it with -1
but It dosen't solve the problem
### Steps to reproduce
I didn't add and code to node
<img width="721" alt="In Editor" src="https://user-images.githubusercontent.com/126022683/220459426-fc0aa274-b874-40a4-b518-d64d444bc781.png">
<img width="743" alt="In Game" src="https://user-images.githubusercontent.com/126022683/220459475-d59485fa-ffaa-4179-9256-999940a6c9f2.png">
### Minimal reproduction project
[TaskManager.zip](https://github.com/godotengine/godot/files/10797790/TaskManager.zip)
| https://github.com/godotengine/godot/issues/73710 | https://github.com/godotengine/godot/pull/73716 | 45738d078ad17565f2285ddeba6e6fd3662ed6af | 0b98b470ccdb2cd87b6ae3fe14b0f58920eaa6ea | "2023-02-21T21:15:09Z" | c++ | "2023-03-06T09:57:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,707 | ["doc/classes/EditorSettings.xml", "editor/editor_node.cpp", "editor/editor_settings.cpp", "editor/editor_themes.cpp", "editor/plugins/collision_shape_2d_editor_plugin.cpp", "editor/plugins/collision_shape_2d_editor_plugin.h", "editor/plugins/curve_editor_plugin.cpp", "editor/plugins/curve_editor_plugin.h"] | [Android Editor] Several controls don't respond to touch gestures | ### Godot version
Version v4.0.rc.custom_build [8c7b98d45]
### System information
Galaxy Tab S6 Lite running Android 12 with keyboard case
### Issue description
For the fun of it, I followed the [2D Tutorial](https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.html) on my Android tablet.
I noticed several steps that were impossible to repeat without a connected mouse, because interface elements simply didn't respond to touch taps.
I was unable to:
* [x] Close a Scene
* [x] Resize a CollisionShape2D
* [x] Modify a Mask property
* [x] Move Path2D Nodes
### Steps to reproduce
**Close a Scene**
In any Workspace, while several scenes are open: Press the X to close the Scene. (Image for clarity)

**Expected result**
The Scene is closed after tapping the X
**Resize a CollisionShape2D**
Try to grab and move the Gizmos to resize the Shape. I can't do it at all.
**Expected result**
The gizmos could be a smidge larger. Mostly though, they should move when I try to drag them. The viewport shouldn't.
**Modify a Mask property**
Tapping the property has no effect. Long-press can sometimes select a layer, after which it can be toggled. Very fiddly and not repeatable.

**Expected result**
The mask property should behave like a bunch of tiny toggle buttons. Alternatively tapping should enlarge the button field.
**Move Path2D Nodes**
It's not completely impossible. I can move the Node by a few pixels.
With longer movements I'll instead drag the viewport.
**Expected result**
Dragging a node should move the node and not the viewport. The node icons could be a bit larger on mobile.
What if you could only 2-finger-drag the viewport while a Node with Gizmos is selected? That could make things easier!
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73707 | https://github.com/godotengine/godot/pull/75718 | 43bf0b5e04913255fef134b7cb7ad6eccb17bfc6 | bd1bc68ba07e330e814af19faf87d59da3f0ce6f | "2023-02-21T20:45:00Z" | c++ | "2023-05-08T00:05:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,696 | ["doc/classes/SpriteFrames.xml", "editor/renames_map_3_to_4.cpp", "scene/resources/sprite_frames.cpp"] | AnimatedSprite2D loses SpriteFrames data on 3-to-4 conversion | ### Godot version
4.0.rc3
### System information
Ubuntu 20.04 LTS (probably not relevant)
### Issue description
When converting a project from v3 to v4, AnimatedSprite to AnimatedSprite2D loses data in SpriteFrames.
### Steps to reproduce
Open attached project with v4 and convert full project.
SpriteFrame data inside AnimatedSprite2D is now empty, ideally it should be preserved/converted.
Project was made with v3.4.5
### Minimal reproduction project
[AS2D34.zip](https://github.com/godotengine/godot/files/10796262/AS2D34.zip)
| https://github.com/godotengine/godot/issues/73696 | https://github.com/godotengine/godot/pull/73741 | 7fab2d7f46cc219bba04b17138e362eb5e8275e2 | 0a15f5161753e8574befb54fa72aa00214b01d35 | "2023-02-21T18:02:17Z" | c++ | "2023-02-22T09:13:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,695 | ["modules/gridmap/editor/grid_map_editor_plugin.cpp"] | Having more than one GridMap in a scene prints error when changing selected GridMap | ### Godot version
v4.0.rc3.official [7e79aead9]
### System information
Windows 10
### Issue description
When more than one GridMap exists in a scene, and one tries to select a different GridMap, this error is printed to the output:
```
Signal 'cell_size_changed' is already connected to given callable 'GridMapEditor::_draw_grids' in that object.
```
### Steps to reproduce
1. Create a new project.
2. Add two GridMaps to a single scene.
3. Change the selected node between GridMaps.
4. Observe output.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73695 | https://github.com/godotengine/godot/pull/73836 | e930c8d3838280e40baabc4426bd8236f7ac50a3 | 18053a68cb5fb500e851591d246f2b4a737c450d | "2023-02-21T17:55:38Z" | c++ | "2023-02-24T12:28:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,681 | ["platform/windows/export/export_plugin.cpp"] | Exports fail to codesign | ### Godot version
v4.0.rc2.mono.official [d2699dc7a]
### System information
Windows 10
### Issue description
I've just set up code signing but am being given a large number of the same error:

### Steps to reproduce
Unsure, attempting to codesign using Identity Type = Certificate Store with a personal code signing certificate.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73681 | https://github.com/godotengine/godot/pull/73740 | 290451408a1f2f81a1dd7cd2b4884b7d8a39d335 | 7fab2d7f46cc219bba04b17138e362eb5e8275e2 | "2023-02-21T14:24:20Z" | c++ | "2023-02-22T09:13:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,677 | ["servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl", "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl"] | Distance Directional Shadows Pixelize as you get further away | ### Godot version
4.0 rc 1
### System information
Windows 11, Vulkan, GTX 1050 Ti 528.24
### Issue description
Expected Results: Large Distance Directional Shadows start to shrink-fade as you get further from them due to the lower resolution of distant Shadow Splits. This is common Practice in Many Games, Even AAA games such as Shadow of the Tomb Raider for Directional Shadows
Wrong Results: Large Distance Directional Shadows Pixelize as you get further away from them as the shadow blur reduces ultimately resulting in hard shadows in distant splits that look significantly worse compared to simply slowly shrink-fading the shadows as they get less resolution.
This Issue prevents Longer distance Shadows from being usable unless you are intentionally going with Hard shadows which don't have Shadow blur by definition.
While this Issue is also present with Blending Splits off, it is intended behavior there, as with No blending you get Massive seams between two splits of non matching shadow blur radiuses that look significantly worse compared to a little pixelization, especially considering the fact that blending splits is not very useful for smaller distance directional shadows which benefit the most from the change as they are now cheaper to get at good quality
As such https://github.com/godotengine/godot/pull/48776 Should be modified to not work for Blending Splits on, as the usage for it is typically for larger more demanding scenes where a little cost from blending doesn't matter and where the pr causes issues, whereas Blending Splits off should keep current behavior as it provides good quality for smaller scenes where there's no point in forcing a more expensive approach
Expected Results in Alpha 1:
https://user-images.githubusercontent.com/50302479/220336549-df423292-c977-46bb-9d1c-ecd66d5c222a.mp4
Wrong Results in RC 1:
https://user-images.githubusercontent.com/50302479/220336724-045e99ef-c005-4be0-855d-33579fc22aec.mp4
### Steps to reproduce
Enable Blending, and set the Split settings to similar values as in the videos (Higher distance shadows, with significantly lower resolution in the distance compared to close up)
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73677 | https://github.com/godotengine/godot/pull/82668 | 80c3ed6845db604176428880d9cfde31480c4c73 | c1d8b53ca09c0db98e99ff482296597032327d75 | "2023-02-21T12:10:37Z" | c++ | "2023-12-18T17:17:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,638 | ["modules/gdscript/gdscript_editor.cpp"] | No autocompletion despite static typing | ### Godot version
Godot 4.0 RC 2
### System information
Windows 11
### Issue description
As the title states you get no autocompletion when statically typing.
Of course the code still works, but it shouldn't be neccessary to cast an object to a type it already is.
### Steps to reproduce
1. Create child class with some functionality

2. Get node in parent class and call childs function

### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73638 | https://github.com/godotengine/godot/pull/79386 | 375d89ced067dab809ae43232143609ca90eb9ff | dc367bec38ae27a6f2dc48495f3bbd92f478e3f8 | "2023-02-20T17:57:10Z" | c++ | "2023-12-05T12:05:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,633 | ["editor/project_converter_3_to_4.cpp", "editor/project_converter_3_to_4.h"] | Conversion to 4.0 doesn't change hex string to RGBA in Color constructor | ### Godot version
4.0.dev.dfdda9629
### System information
Windows 10
### Issue description
The way Godot parses hex Color strings is different in 4.0 (ARGB vs RGBA).
| HEX string | Godot 3 | Godot 4 |
| ----- | ----- | ----- |
| 00FFFFFF | Color(1,1,1,0) | Color(0,1,1,1) |
| 0FFF | Color(1,1,1,0) | Color(0,1,1,1) |
I think the project converter can look for the Color constructor and modify the string.
Something along the lines of `/Color\("#?([a-fA-F0-9]{8}|[a-fA-F0-9]{4})"\)/gm`.
Also, exported colors seem to reset their value because of an "@" in the `tscn` file. (`@exported_color` instead of `exported_color`)
### Steps to reproduce
1. Open MRP in Godot 3 and look at output.
2. Upgrade the project using the conversion tool.
3. Open it in Godot 4 and notice how the colors are now totally different.
### Minimal reproduction project
[color_conversion.zip](https://github.com/godotengine/godot/files/10786230/color_conversion.zip)
| https://github.com/godotengine/godot/issues/73633 | https://github.com/godotengine/godot/pull/74026 | 19890614c6a78ec36030ce65c7da05f07fcdb9ed | 0923b87179e32e0c2ce74dc0eb67e0ad99e69893 | "2023-02-20T16:39:34Z" | c++ | "2023-09-29T17:44:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,625 | ["editor/editor_node.cpp"] | [Godot 4rc2] Font size in Output tab not working | ### Godot version
v4.0.rc2.official [d2699dc7a]
### System information
Debian 11
### Issue description
I tried to change the font side in `run/output/font_size` but the font in Output Tab remain the same.
### Steps to reproduce
go to Editor->Run->Output->Font Size and change it
### Minimal reproduction project
NA | https://github.com/godotengine/godot/issues/73625 | https://github.com/godotengine/godot/pull/73708 | be336cea1ed0a39a42b3b68c39a571905993c7d5 | ba5a70ccc967deb52810f5279cfc071f1d849301 | "2023-02-20T13:44:12Z" | c++ | "2023-02-22T09:14:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,618 | ["platform/macos/display_server_macos.mm"] | Input.warp_mouse(Vector2.ZERO) moves to (0,-1) on Mac | ### Godot version
v4.0.rc2.official [d2699dc7a]
### System information
MacOS Big Sure 11.3
### Issue description
I do testing my scene runner implementation with GdUnit4.
The scene runner moves the mouse pos initial to (0,0) by using `Input.warp_mouse(Vector2.ZERO)`
It works on linux and windows but fails on MacOS.
### Steps to reproduce
create a new script and put into.
```gdscript
func _ready():
# we need to set inital a valid window otherwise the warp_mouse() is not handled
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
# set inital mouse pos to 0,0
var max_iteration_to_wait = 0
while get_global_mouse_position() != Vector2.ZERO and max_iteration_to_wait < 100:
prints(get_global_mouse_position())
Input.warp_mouse(Vector2.ZERO)
max_iteration_to_wait += 1
```
Results into
```
(-487, -209)
(0, -1)
(0, -1)
(0, -1)
(0, -1)
(0, -1)
(0, -1)
(0, -1)
(0, -1)
(0, -1)
(0, -1)
...
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73618 | https://github.com/godotengine/godot/pull/73666 | fe08570ac5f4928a0270bdf12377f34942cfb30f | 6cde3fac328e97e66b1c12d386deb25af395e215 | "2023-02-20T08:58:47Z" | c++ | "2023-02-21T07:48:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,607 | ["scene/main/scene_tree.cpp"] | SceneTreeTimer time_left property goes into negative values | ### Godot version
4.0.rc1
### System information
Linux Mint 21.1
### Issue description
When `SceneTreeTimer` is created using get_tree().create_timer(), it doesn't stop at `time_left = 0.0`, but goes into negative values. Normal `Timer` stops at exactly `0.0`, so I expected `SceneTreeTimer` to be the same.
### Steps to reproduce
1. Create an empty scene with one node.
2. Attach this script:
```gdscript
extends Node
var timer: SceneTreeTimer
func _ready() -> void:
timer = get_tree().create_timer(1.0)
func _process(delta: float) -> void:
assert(
timer.time_left >= .0,
"time_left: %f" % [timer.time_left] # time_left is negative
)
```
3. Run.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73607 | https://github.com/godotengine/godot/pull/73612 | 6596a6c1b5523b8e7b8110b14f6765da48ff62ef | e349cd8b86345d7fb38158d3b58fddbac4e79eb4 | "2023-02-20T01:52:29Z" | c++ | "2023-04-17T15:34:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,605 | ["platform/linuxbsd/tts_linux.cpp", "platform/linuxbsd/tts_linux.h"] | tts_stop freezes Godot under Godot 4 on Linux | ### Godot version
- 4.0 RC2 (.NET) x64 official binaries
- 4.0 RC1 (.NET) x64 official binaries
### System information
Manjaro (Arch) with KDE Plasma.
### Issue description
Calling `DisplayServer.tts_stop` freezes Godot. None of the subsequent actions (e.g. `print` or `tts_speak`) execute.
TTS works. I have installed `spd-say`, `festival`, and `espeakup`. Running `spd-say Hello, world!` on the console speaks the intended output.
It doesn't look like a regression per-se; RC1 and RC2 both behave the same.
On the other hand, it seems to work on Windows 10. I suspect that it's system-specific; perhaps I'm missing some pre-requisites or other libraries related to TTS?
### Steps to reproduce
- Get a voice for TTS
- Call `DisplayServer.tts_speak(long_ramble, _voice["id")`
- Call `DisplayServer.tts_stop()` while the speech is still in progress
Expected: speech stops and the game continues
Actual: speech stops and the game freezes
### Minimal reproduction project
[tts-stop-bug.zip](https://github.com/godotengine/godot/files/10778085/tts-stop-bug.zip)
- Click the first button
- Click the second button | https://github.com/godotengine/godot/issues/73605 | https://github.com/godotengine/godot/pull/73671 | 17121da9147e54ff30c95b89ebae275140a1fe77 | 662d0b188dc2bd6ca50ea0c3b3b9accb8255acfc | "2023-02-19T22:11:15Z" | c++ | "2023-02-21T10:14:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,603 | ["editor/editor_node.cpp", "editor/plugins/tiles/tile_set_atlas_source_editor.cpp"] | History mismatch when editing tile source properties | ### Godot version
4.0 9f68d06
### System information
Windows 10 x64
### Issue description
When changing any property of tile source, e.g. name:

This error appears in the output:
```
UndoRedo history mismatch: expected 0, got 2.
Set name
```
It means that there is an undo action that starts with a global object and continues with a scene one.
Only happens when the TileSet is built-in and it makes the changes to the tileset being registered as global, i.e. not related to its scene (which results in history inconsistency after closing the scene).
I did some debugging and the action comes from inspector, which edits TileSetAtlasSourceEditor and then TileSetAtlasSource. I don't know what exactly triggers it; the properties should be only set on TileSetAtlasSource.
### Steps to reproduce
1. Add scene
2. Add tilemap
3. Add tileset (don't save it to a file)
4. Edit tileset
5. Add atlas source (e.g. drop icon.svg)
6. Change atlas name
7. Observe output
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73603 | https://github.com/godotengine/godot/pull/78827 | 7c204874eb079fbd401a13e6222878425b7287bf | bc0e6460760f02ba227f72bccb7db2227262a73a | "2023-02-19T22:09:29Z" | c++ | "2023-07-26T16:39:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,591 | ["platform/macos/display_server_macos.mm", "platform/macos/godot_content_view.mm", "platform/macos/godot_window.mm"] | Godot4.0rc2 editor node rename can not use input method | ### Godot version
4.0rc2
### System information
Windows10 Vulkan API 1.2.194 - Forward Mobile - Using Vulkan Device #0: Intel - Intel(R) Iris(R) Xe Graphics
### Issue description
Same as title.
### Steps to reproduce
just normal rename steps and activate input method (from my situation is microsoft Pinyin for Chinese input).
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73591 | https://github.com/godotengine/godot/pull/78029 | da68c707f2daaf93f484f0c9de3f01430b064f57 | a5a23678c4e9bb4e137caf7db1bec8900d91cef3 | "2023-02-19T16:22:57Z" | c++ | "2023-06-09T09:08:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,583 | ["core/io/dir_access.h", "core/io/file_access.h", "drivers/windows/dir_access_windows.cpp", "drivers/windows/dir_access_windows.h", "drivers/windows/file_access_windows.cpp", "drivers/windows/file_access_windows.h"] | Condition "f.is_null()" is true at shader_rd.cpp:454 | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Intel(R) Core(TM) i7-6700HQ, RAM 8,00 GB, 64 bits, GPU geforce gtx 960m
### Issue description
I imported a .glb model (a tree) and applied a wind shader to one of its surfaces. Everything went great until I restarted the engine. Now the surface which had the shader applied is looking black (I add a tree without the shader on the right to make you have an idea of how it looks).
Then I noticed that each time the engine is started, it outputs the following error 26 times each:

" servers/rendering/renderer_rd/shader_rd.cpp:454 - Condition "f.is_null()" is true. "
### Steps to reproduce
Just have a look at the single tree scene and its materials.
### Minimal reproduction project
[godot_project.zip](https://github.com/godotengine/godot/files/10776718/godot_project.zip)
| https://github.com/godotengine/godot/issues/73583 | https://github.com/godotengine/godot/pull/76739 | 9502f4c1f369838f8b90856bccc433ef39da7df6 | a7fe5b098a7255a89c7bb0c1e8d1a2988d17878c | "2023-02-19T11:35:11Z" | c++ | "2023-05-05T11:45:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,576 | ["modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs"] | [C#] [vscode] Code navigation position is incorrect | ### Godot version
4.0.rc2.mono
### System information
Windows 11
### Issue description
When clicking on the entry in [Debugger] - [Errors], it will jump to the previous line of the target.
For example an error like this:

When you click on it, vscode positions the cursor on line 7 instead of line 8 where the error occurred
My vscode version is 1.75.1, This doesn't seem to have anything to do with extensions, it doesn't make any difference to turn off all extensions
> This question was translated from Google Translate
### Steps to reproduce
run the game and click error
### Minimal reproduction project
[vscodejump.zip](https://github.com/godotengine/godot/files/10775996/vscodejump.zip)
| https://github.com/godotengine/godot/issues/73576 | https://github.com/godotengine/godot/pull/73584 | 8357ddef6cdb3ea8ea9d3a713a8c84359157cf70 | 9f68d06ec2d8dbeb237c5aa5c6f9bbcbe26bde5d | "2023-02-19T05:05:35Z" | c++ | "2023-02-19T17:15:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,573 | ["core/math/bvh.h"] | Changing 3D collision shape when running physics on separate thread crashes | ### Godot version
v4.0.rc.custom_build [aa6ec7631]
### System information
Arch Linux, Radeon RX 6700 XT, Ryzen 5 3600
### Issue description
Using the example of a crouching mechanic, changing the collision shape for the crouch on a CharacterBody3D will cause it to suddenly crash.
Sometimes it just says `realloc(): invalid next size` in the console, and no other error. Sometimes it gives a crash like this:
```
ERROR: FATAL: Index p_index = 4294967295 is out of bounds (count = 2).
at: operator[] (./core/templates/local_vector.h:168)
================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.0.rc.custom_build (aa6ec763179e5bf1d1300aa72dc5f4172d810efa)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x38f50) [0x7fa5c131df50] (??:0)
[2] /mnt/data-drive/code/downloads/godot/bin/godot.linuxbsd.editor.x86_64(+0x4382f17) [0x556db496bf17] (??:0)
[3] /mnt/data-drive/code/downloads/godot/bin/godot.linuxbsd.editor.x86_64(+0x43878e1) [0x556db49708e1] (??:0)
[4] /mnt/data-drive/code/downloads/godot/bin/godot.linuxbsd.editor.x86_64(+0xb5a787) [0x556db1143787] (??:0)
[5] /mnt/data-drive/code/downloads/godot/bin/godot.linuxbsd.editor.x86_64(+0x4352960) [0x556db493b960] (??:0)
[6] /mnt/data-drive/code/downloads/godot/bin/godot.linuxbsd.editor.x86_64(+0x46d9625) [0x556db4cc2625] (??:0)
[7] /mnt/data-drive/code/downloads/godot/bin/godot.linuxbsd.editor.x86_64(+0x4fb5b23) [0x556db559eb23] (??:0)
[8] /usr/lib/libc.so.6(+0x85bb5) [0x7fa5c136abb5] (??:0)
[9] /usr/lib/libc.so.6(+0x107d90) [0x7fa5c13ecd90] (??:0)
-- END OF BACKTRACE --
================================================================
```
### Steps to reproduce
1. Have a character body with two collision shape, with one disabled
2. Add gravity, WASD, camera movement etc.
3. Use a e.g. crouch key to switch between the collision shapes
4. Turn on physics/3d/run_on_separate_thread
5. Especially common when standing on a pile of RigidBodies
6. Enjoy
### Minimal reproduction project
Relatively stripped away reproduction project:
https://drive.google.com/uc?export=download&id=1shYnp3GkVMfHOSKFQtUpA3YUW23QJBZY | https://github.com/godotengine/godot/issues/73573 | https://github.com/godotengine/godot/pull/73628 | dfdda9629499271c447d4935b07e583650666600 | 9c960a8c2494eb826a557a7ffc96dd4547f9d31e | "2023-02-19T01:33:27Z" | c++ | "2023-02-20T16:34:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,563 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | `DisplayServer.screen_get_refresh_rate()` is very slow if called continuously | ### Godot version
3.5.1, 4.0.rc2
### System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.60.11), Forward Plus
### Issue description
`DisplayServer.screen_get_refresh_rate()` is very slow if called continuously, at least on Linux + NVIDIA (X11). I remember not being able to reproduce this on Linux + AMD (RADV, X11), so this may be a NVIDIA-specific issue.
Running a [profiler](https://github.com/KDAB/hotspot) did not reveal anything suspicious, so this is likely X11 itself being slowed down. Even the mouse cursor movement itself becomes very slow when the project is running.
See https://github.com/godotengine/godot-demo-projects/pull/848.
This should likely be resolved by caching the value after it's been queried once.
### Steps to reproduce
Call `DisplayServer.screen_get_refresh_rate()` (4.x) or `OS.get_screen_refresh_rate()` (3.x) in `_process()` or `_physics_process()`.
### Minimal reproduction project
- 4.x: [test_refresh_rate_query_4.x.zip](https://github.com/godotengine/godot/files/10774934/test_refresh_rate_query_4.x.zip)
- 3.x: [test_refresh_rate_query_3.x.zip](https://github.com/godotengine/godot/files/10774933/test_refresh_rate_query_3.x.zip)
| https://github.com/godotengine/godot/issues/73563 | https://github.com/godotengine/godot/pull/83902 | 3f9af43e73ea99694e0bd9907f8ece6209fedb57 | 06d51891678e3abf360d6fcd2e8bd1ba96704fcc | "2023-02-18T18:40:41Z" | c++ | "2023-10-25T08:32:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,551 | ["scene/gui/rich_text_label.cpp"] | In-editor help page for Vector2 does no longer underline some outgoing links | ### Godot version
4.0 RC2, was working in 4.0 RC1
### System information
Windows 10
### Issue description
Since Godot 4.0 RC2, there's an outgoing link inside the Vector2's help page that is no longer underlined (but still clickable).

Other outgoing links, like the ones at the very beginning of the page, are underlined. There's a link on the Vector3 page inside the explanation for bezier_interpolate() which is underlined as well. The class_vector2.rst file hasn't changed since RC1.
Maybe this has something to do with the link's target, which is a .png file? Could this problem be a result of the recent font and theming changes in #73106?
EDIT: The problem was indeed introduced in this commit 0eb3b49c3997dd27781428fa9925b25aec5ea046
### Steps to reproduce
1. Open the in-editor help page for Vector2
2. Search for "Illustration" and observe that the linked text is clickable but not underlined
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73551 | https://github.com/godotengine/godot/pull/73587 | 0a15f5161753e8574befb54fa72aa00214b01d35 | be336cea1ed0a39a42b3b68c39a571905993c7d5 | "2023-02-18T11:04:30Z" | c++ | "2023-02-22T09:14:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,546 | ["main/main.cpp"] | Project icon setting should not be hidden under "Advanced Settings" | ### Godot version
v4.0.rc2.official `d2699dc7a`
### Issue description
Right now the project icon setting (`application/config/icon`) is hidden under the "Advanced Settings" switch.
I believe that this is a basic enough option that it doesn't make sense hiding it - most people, even beginners, will change the project icon sooner or later.
### Steps to reproduce
1. Open the Project Settings
2. Type `icon` in the search bar
3. Observe that no such option available until you turn on "Advanced Settings" | https://github.com/godotengine/godot/issues/73546 | https://github.com/godotengine/godot/pull/73560 | f2a2e470099c83ea8a5a1f78c910cbdd11ab4998 | 9ad8dfa6cc1ce55adaabe5336fa2c52fdc74ed0f | "2023-02-18T08:04:11Z" | c++ | "2023-02-19T09:56:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,536 | ["editor/plugins/tiles/tiles_editor_plugin.cpp"] | Deselected TileMap does not remember previously selected tile source | ### Godot version
4.0 rc2
### System information
Windows 10 x64
### Issue description
Regression from #71770
When you have a TileMap with multiple tile sources and deselect the node, it resets back to 0. It's likely because the editor edits null and resets to initial state.
This wasn't happening before.
### Steps to reproduce
1. Add TileMap
2. Add multiple tile sources
3. Select any source other than the first one
4. Click other node
5. Click TileMap again
6. Your source is no longer selected
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73536 | https://github.com/godotengine/godot/pull/74039 | 0885e4b931995f6302e219709d8610e336ab1baf | 7e11cc8aa0b88caf30cae4e7b98290ee5f941d7b | "2023-02-17T23:29:13Z" | c++ | "2023-03-02T10:41:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,533 | ["editor/plugins/tiles/tiles_editor_plugin.cpp"] | TileMap button does not appear when TileMap is first clicked, if a custom plugin handles it | ### Godot version
4.0 rc2
### System information
Windows 10 x64
### Issue description
Likely caused by #71770 and follow-ups
https://user-images.githubusercontent.com/2223172/219813543-9de517c1-221d-4c11-9624-a4732d14c6d0.mp4
I have a plugin that handles TileMaps. When I first click a TileMap, the TileMap editor does not appear (likely due to my plugin). Subsequent clicks show the editor properly.
It did not happen before. Might apply to other plugins.
It's a minor regression though and I'm opening it mostly to keep track.
### Steps to reproduce
1. Have a plugin that `_handles()` TileMap
2. Click TileMap
3. No TileMaps appear at the bottom
4. Deselect TileMap
5. Click it again
### Minimal reproduction project
[TileMapPluginBug.zip](https://github.com/godotengine/godot/files/10772345/TileMapPluginBug.zip)
| https://github.com/godotengine/godot/issues/73533 | https://github.com/godotengine/godot/pull/74039 | 0885e4b931995f6302e219709d8610e336ab1baf | 7e11cc8aa0b88caf30cae4e7b98290ee5f941d7b | "2023-02-17T23:23:48Z" | c++ | "2023-03-02T10:41:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,509 | ["editor/plugins/tiles/tile_set_atlas_source_editor.cpp"] | TileSet Paint Properties Vector2i like Texture Origin allows float input | ### Godot version
v4.0.rc2.official [d2699dc7a]
### System information
Linux Ubuntu 20.04 with Unity desktop
### Issue description
In the TileSet window, Paint tab, when selecting Paint Properties of type Vector2i like Texture Origin, you can enter floats (fractional numbers) in the fields, giving a false impression that is is a Vector2. When you click on tiles to paint though, only a Vector2i (clamped to integer nearest to zero) value is set.

then click on tile to set origin:

tileset.tres diff shows:
> 0:0/0/texture_origin = Vector2i(-1, 2)
or you can check in the Select tab, the property:

### Steps to reproduce
1. Create TileSet resource, open TileSet window, create at least 1 tile > Paint tab
2. Select Texture Origin
3. Enter float values and paint
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73509 | https://github.com/godotengine/godot/pull/73514 | 31eccb5501ddc92b4a17fd6ae33dca4ad217702c | eafc88c83527af39ab8aff55884d6348d1ca0f84 | "2023-02-17T16:52:23Z" | c++ | "2023-03-03T10:02:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 75,637 | ["editor/import/resource_importer_scene.cpp"] | Use extracted texture files when saving a mesh's material to a file in Advanced Import Settings | ### Describe the project you are working on
Trying to make 3D demo scene with multiple assets
Godot 4 rc2
### Describe the problem or limitation you are having in your project
The current import workflow consumes too much time and storage.
For GLB/GTLF w/textures the Godot Editor is extracting textures to separate files by default. This is pretty fine - the loading time is fast, reusing textures is available OOTB. But extracting materials creates *.tres files with copies of these textures inside, but saved in text file in super inefficient serialization format - comma separated decimals in ascii for each byte. This slows down the editor, slows down loading and saving times, and makes editor crashing more often.
### Describe the feature / enhancement and how it helps to overcome the problem or limitation
1. Reuse already extracted textures. That would solve described issue.
2. Avoid implicit saving binary files into tres files for any extracted/imported resource.
3. Show a warning message for big files (using a threshold configured in the editor settings, default set to 10kb).
Just let's assume that storing binary data in text files is wrong by design, and allow doing that only for special cases like storing PackedArrays of hand crafted meshes in the editor.
The above suggestions will solve other similar issues, like storing complex meshes in text files.
### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
1. Already exported resources are well known for the editor. It should just reference them if they exist instead of serializing same assets into tres file.
2. If binary resources do not exist as a separate files, extract them first.
3. Warn user if the editor is going to store "big" binary data into text file.
### If this enhancement will not be used often, can it be worked around with a few lines of script?
No. This is core of the editor and is always used.
Note: the https://github.com/godotengine/godot-proposals/issues/3443 proposal is handy but will not solve this one, because I'm talking here about default behavior.
### Is there a reason why this should be core and not an add-on in the asset library?
As above. | https://github.com/godotengine/godot/issues/75637 | https://github.com/godotengine/godot/pull/75636 | e0bff2fa0612468467220750b1911d53cd90db04 | b8375071b0633cb96aa633ee00e3878d8ab58703 | "2023-02-17T09:40:29Z" | c++ | "2023-04-05T10:03:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,488 | ["modules/gdscript/gdscript_vm.cpp", "modules/gdscript/tests/scripts/analyzer/features/native_typed_assign_null.gd", "modules/gdscript/tests/scripts/analyzer/features/native_typed_assign_null.out"] | GDScript: Cannot assign untyped `null` to a typed variable | ### Godot version
v4.0.rc.custom_build [c7aadab15]
### System information
Kubuntu 22.10
### Issue description
```gdscript
@tool
extends EditorScript
func _run() -> void:
var node_1: Node = null # OK.
const T = null
var node_2: Node = T # OK.
var t = null
var node_3: Node = t # Runtime error: Trying to assign invalid null variable.
```
In RC 2 this code works.
### Steps to reproduce
See above.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73488 | https://github.com/godotengine/godot/pull/73501 | ed8554bff65b57e987a16050cb91d9252ab93da5 | 78cd5d813b43c397552df777a86c33ecdd903a4e | "2023-02-17T08:26:58Z" | c++ | "2023-02-18T01:38:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,487 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | OpenGL: Crash when changing a LightOccluder2D in an instanced scene | ### Godot version
4.0 rc1
### System information
Windows 11
### Issue description
Modifying a `LightOccluder2D` in scene 2 that is instanced in scene 1 causes a crash when switching back to scene 1.
### Steps to reproduce
For the minimal reproduction project, simply open `test.tscn` in editor.
For full repro from black project:
1. Create blank scene `test1.tscn`
2. Add a `DirectionalLight2D` and enable shadows on it
3. Create another blank scene `test2.tscn`
4. Instance `test2.tscn` into `test1.tscn`
5. Add a `LightOccluder2D` to `test2.tscn` & draw any occluder polygon
6. Switch back to `test1.tscn`
7. If this doesn't crash, switch back to `test2.tscn` and modify the the occluder polygon a tad
8. Switch back to `test1.tscn`. This should crash.
### Minimal reproduction project
[TestCrash.zip](https://github.com/godotengine/godot/files/10764470/TestCrash.zip)
| https://github.com/godotengine/godot/issues/73487 | https://github.com/godotengine/godot/pull/73524 | 1f4f73f8602f61ef43d3dc0b99bedd1614e48283 | 37589edf17320312ed7531261bd633ed7c5563a1 | "2023-02-17T08:02:46Z" | c++ | "2023-02-18T15:19:44Z" |
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