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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 ![image](https://user-images.githubusercontent.com/44537737/222552338-14582898-a76d-4ec4-b877-7b822e414901.png) 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. ![Animation](https://user-images.githubusercontent.com/5057625/222493661-a16a022d-c2b6-4117-af82-822946b4f48d.gif) ### 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: ![GIF](https://user-images.githubusercontent.com/35988767/222378909-ff9828aa-6714-478a-abbe-55477f28d85d.gif) And force call `queue_redraw()`, icon size was udpate, but item border not. ![GIF](https://user-images.githubusercontent.com/35988767/222379478-832c7668-5182-4e1e-bfdb-cc137c19f77a.gif) And if resize window, itemlist update correct. ![GIF](https://user-images.githubusercontent.com/35988767/222381049-3a45383d-9a40-4598-b64d-ec10d22754d7.gif) ### 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 ![image](https://user-images.githubusercontent.com/69117768/222351990-34470553-f694-4a42-8ef4-74c4d461299a.png) 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 ![bitmapfont_issue_godot4_1](https://user-images.githubusercontent.com/14341036/222295956-984e70b1-c20c-4449-9472-860cf3e65ad6.png) This is what it looks like in 4.0 ![bitmapfont_issue_godot4_2](https://user-images.githubusercontent.com/14341036/222295971-32de7985-03c4-42d3-976c-ee0765b37e07.png) 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. ![Screenshot from 2023-03-03 16-50-53](https://user-images.githubusercontent.com/8985409/222870514-0195c4cb-bbca-4e9b-bb6a-6e2a568d2f7b.png) ### 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: ![Godot 4 0 - new animation doesnt auto-scroll to bottom](https://user-images.githubusercontent.com/1067772/222255821-50160bb8-86b7-47e2-bee7-885d24b3c5f2.gif) ### 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. ![Peek 2023-03-01 21-36](https://user-images.githubusercontent.com/372476/222154914-fce32222-cf4f-43fd-a7c1-4403e941d023.gif) ### 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: ![tool_global_position_error](https://user-images.githubusercontent.com/364501/222031460-ffb1ecbd-5175-4a42-8470-25285ba5f821.png) ### 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 ![Screenshot_20230301_025133](https://user-images.githubusercontent.com/180032/222024386-df66f0bf-8856-40fc-8e1e-5e0af7047fb6.png) ### Sky debanding disabled ![Screenshot_20230301_025145](https://user-images.githubusercontent.com/180032/222024389-28bce38b-f4a5-4ae4-a817-0eae1682f177.png) 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.* ![Screenshot_20230301_013751](https://user-images.githubusercontent.com/180032/222015520-81d2a50b-089b-4219-9680-c6539e09dfb2.png) ### After baking VoxelGI, saving then reloading the scene *This is the result when running the project from the editor too.* ![Screenshot_20230301_013757](https://user-images.githubusercontent.com/180032/222015525-5048babe-d825-4421-bd4d-054cc8eee599.png) ### VoxelGI disabled (for comparison) ![Screenshot_20230301_013802](https://user-images.githubusercontent.com/180032/222015526-fbf3a3b0-2d53-4342-85e7-cd9f88d2df02.png) ### 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 ![image](https://user-images.githubusercontent.com/69117768/221976102-1b61dc27-d104-447c-9baf-bfe82c1e1790.png) other tabs ![image](https://user-images.githubusercontent.com/69117768/221976126-09e32e2c-f63d-4728-ac56-e50d65b3ef1e.png) ### 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. ![grodmap_compatibility](https://user-images.githubusercontent.com/12220677/221861968-a5e27d68-583f-4fff-9785-fc2a756bfb03.png) #### 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. ![gridmap_mobile_renderer](https://user-images.githubusercontent.com/12220677/221861501-4ea61280-8e25-41fd-8201-4a46696f152e.png) #### 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. ![image](https://user-images.githubusercontent.com/47293702/221683765-3e46ff23-c248-470b-974b-df3dc98e4438.png) ### 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. ![Pasted image 20230227212626](https://user-images.githubusercontent.com/44676282/221680047-984fa03e-33d1-4856-9a7f-1700b28423cf.png) ### 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. ![color_picker_eyedropper_bug](https://user-images.githubusercontent.com/24484962/221575790-407918f7-1bca-49cc-938d-ffe85082a857.png) 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. ![godot windows editor dev x86_64_o4OhIi3nhL](https://user-images.githubusercontent.com/12756047/221460433-17737848-8b70-402b-b35f-ece5ac163a6e.png) ### 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. ![image](https://user-images.githubusercontent.com/7486114/221438407-27568cd4-999d-44f1-9f22-da9aa56127fa.png) ![image](https://user-images.githubusercontent.com/7486114/221438348-41e4ec78-86cb-400a-b4d1-2c735a27390a.png) 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'. ![image](https://user-images.githubusercontent.com/26794315/221426384-e21af9cb-4337-42de-bdbc-5c53b77916ad.png) ### 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 ![image](https://user-images.githubusercontent.com/342117/221366956-2a1d441d-ebf6-4dac-8058-b8e491963866.png) 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 ![image](https://user-images.githubusercontent.com/32661049/221411291-d208b0f1-ee9d-4a40-9b02-8456e4de71a6.png) ### 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. ![image](https://user-images.githubusercontent.com/55166043/221377889-51c23d72-5302-4c6d-81bc-adec25f47fb2.png) The Godot error checker does identify a variable created this way as a Vector2i, however. ![image](https://user-images.githubusercontent.com/55166043/221377935-dd62be07-f561-4fc3-becb-c72d50419fae.png) ### 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 ![image](https://user-images.githubusercontent.com/55166043/221377986-3fe223ee-a290-41c5-bfbb-f8fc091aebbe.png) 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: ![image](https://user-images.githubusercontent.com/4042962/221333149-71b904b6-3d77-40ff-8518-0f4eaea4cb78.png) 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). ![Godot4Issue](https://user-images.githubusercontent.com/12828203/221271420-32612f5d-4bf6-4096-9351-6b0975c2aac9.png) ### 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.) ![image](https://user-images.githubusercontent.com/36861435/221178950-1cade590-b928-4a8e-b002-afa8beb6125c.png) ### 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 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 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 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 ![image](https://user-images.githubusercontent.com/121591/221039996-7eef6033-e121-400a-bb77-457707be82aa.png) 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. ![Godot_v4 0-rc4_win64_k40kH6Sgmk](https://user-images.githubusercontent.com/5958083/221021782-fa8c6b60-b259-4573-b92b-202f4973f4bc.png) 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.* ![Screenshot_20230223_174332](https://user-images.githubusercontent.com/180032/220973448-44a1fdb0-ab55-40c3-b665-7dba8847c201.png) ### Mobile *Shadow casting appears different due to https://github.com/godotengine/godot/issues/73827.* ![Screenshot_20230223_174348](https://user-images.githubusercontent.com/180032/220973466-bf4d7d2a-b5c6-4a39-95ce-19421b7e209a.png) ### Compatibility *Red sphere is invisible because of the transparent texture that spans the entire sphere, as opposed to individual points.* ![Screenshot_20230223_174401](https://user-images.githubusercontent.com/180032/220973489-19d4d03a-87e9-4b85-b078-53db15c3892e.png) ### 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 ![image](https://user-images.githubusercontent.com/121614863/220851058-38439a3f-3ba8-40fa-9556-a0faf045c943.png) ### 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: 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\nTOTAL, minus reserved VM space 2.9G 2859 \n", "legacyInfo" : { "threadTriggered" : { "queue" : "com.apple.main-thread" } }, "trialInfo" : { "rollouts" : [ { "rolloutId" : "5ffde50ce2aacd000d47a95f", "factorPackIds" : { }, "deploymentId" : 240000251 }, { "rolloutId" : "62cdf63ddb3b7109d6d765cc", "factorPackIds" : { "SIRI_UNDERSTANDING_TMDC" : "62cdf6dddb3b7109d6d765cd" }, "deploymentId" : 240000007 } ], "experiments" : [ ] } } 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 ![Screenshot from 2023-02-22 09-57-27](https://user-images.githubusercontent.com/7917475/220571101-f8d60340-a910-4e90-be38-b46fdb628e03.png) ![Screenshot from 2023-02-22 09-57-20](https://user-images.githubusercontent.com/7917475/220571105-a14ac77d-641d-4ed3-8494-700bad05d10f.png) ### 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) ![grafik](https://user-images.githubusercontent.com/61663141/220451195-22a7f817-621b-4ce9-b0ea-3766ca129f6f.png) **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. ![grafik](https://user-images.githubusercontent.com/61663141/220451776-b111b10f-8dcb-452f-9c0a-d95b7094df03.png) **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: ![image](https://user-images.githubusercontent.com/22286697/220371190-810f6d14-c805-4470-95b5-73996937b1af.png) ### 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 ![image](https://user-images.githubusercontent.com/100119945/220173809-0b2b2788-d986-4fa7-815c-444268d09c32.png) 2. Get node in parent class and call childs function ![image](https://user-images.githubusercontent.com/100119945/220174167-5ff3c8e9-863e-4fbd-a3cf-d88d34597b39.png) ### 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: ![image](https://user-images.githubusercontent.com/2223172/219977766-9babbd6c-cd75-41a0-a167-fe6da039d05e.png) 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: ![image](https://user-images.githubusercontent.com/12192256/219945157-48481199-f326-4706-8285-3b96b4724e74.png) " 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: ![err](https://user-images.githubusercontent.com/58755095/219923111-6b16cb7e-a84f-4d84-a2b9-8abaef3b93c6.png) 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). ![vector2_rc1_vs_rc2](https://user-images.githubusercontent.com/35151158/219856316-8b5328ca-cd5f-470b-b39b-69569dd8abc9.png) 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. ![image](https://user-images.githubusercontent.com/1067772/219714316-ac98838f-2ad8-429f-bedf-ecd86a0c7f12.png) then click on tile to set origin: ![image](https://user-images.githubusercontent.com/1067772/219714590-cf81d6fd-45c5-487f-8811-05be918a9ddb.png) tileset.tres diff shows: > 0:0/0/texture_origin = Vector2i(-1, 2) or you can check in the Select tab, the property: ![image](https://user-images.githubusercontent.com/1067772/219715199-82e3c1fc-0756-4dcd-92c8-72a4317d5988.png) ### 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"