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closed | godotengine/godot | https://github.com/godotengine/godot | 73,480 | ["doc/classes/CodeEdit.xml", "editor/plugins/script_text_editor.cpp", "modules/gdscript/gdscript_editor.cpp", "scene/gui/code_edit.cpp", "scene/gui/code_edit.h"] | The "Lookup Symbol" button don't appears for custom class names. | ### Godot version
4.0 dev_build
### System information
Ubuntu 22.04.1
### Issue description
The "Lookup Symbol" button don't appears for custorm class names.
Related issues: #68475, #73167.
I tried apply #68311, #69473 and #73196. It don't helps.
The `Ctrl+LMB` works right for all cases.
### Steps to reproduce
Right click to the `CustomClassA` symbol in the `custom_class_b.gd` anywhere. The `Lookup Symbol` button don't appears in the context menu.
### Minimal reproduction project
Example from #68475. | https://github.com/godotengine/godot/issues/73480 | https://github.com/godotengine/godot/pull/73196 | d6bb6d42b2d26d15e6362983232e211907f24886 | 2bd904e3db8a82464e623768b5fd08114e2186ee | "2023-02-17T03:51:24Z" | c++ | "2023-07-24T17:32:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,476 | ["scene/gui/text_edit.cpp", "tests/scene/test_text_edit.h"] | Ctrl-Backspace crashes editor with multiple cursors on same line | ### Godot version
v4.0.rc2.official
### System information
Window 10
### Issue description
If multiple cursors are selecting two words on the same line in the code editor, pressing Control + Backspace crashes the program. This only seems to happen if they are on the same line (different lines are fine as far as I've seen). The steps below have crashed 100% of the time for me with error
```
ERROR: FATAL: Index p_index = 10 is out of bounds (size() = 9).
at: get (./core/templates/cowdata.h:155)
```
### Steps to reproduce
Paste the following anywhere into the code editor
```
fun crash
```
Place a cursor at the end of each word
```
fun| crash|
```
Press control + backspace.
The following will not crash
```
var| fun| = crash
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73476 | https://github.com/godotengine/godot/pull/73586 | 9ad8dfa6cc1ce55adaabe5336fa2c52fdc74ed0f | ba0dc8ee95aa45618ce41c6d5acd2c43c12f793a | "2023-02-17T02:22:41Z" | c++ | "2023-02-19T15:33:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,473 | ["scene/gui/popup_menu.cpp"] | List selection does not work in 3D editor | ### Godot version
4.0 rc2
### System information
Windows 10 x64
### Issue description
https://user-images.githubusercontent.com/2223172/219531151-6d10e5f3-7a35-4457-91f9-68b733b00c3a.mp4
### Steps to reproduce
1. Have 2+ 3D nodes on the scene, overlapping
2. Alt + Right Click them
3. Select a node from the list
4. Does not get selected
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73473 | https://github.com/godotengine/godot/pull/73508 | 28db611f0f27c37d2d02fc986e9edbb8a8725267 | 6bb4b00647326c971f61c5fd6ff0b7064a01120b | "2023-02-17T02:07:45Z" | c++ | "2023-02-17T18:17:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,469 | ["editor/editor_node.cpp"] | Selecting and Moving a group of Tiles erases the Selection both in the origin and the destination | ### Godot version
v4.0.rc2.official [d2699dc7a]
### System information
Windows 10
### Issue description
Instead of moving a selection of tiles, both the tiles in the destination (When you release the selection while moving it) and the tiles you had selected dissapear, making it look like it's an erasing selection despite not having the Eraser enabled.
https://user-images.githubusercontent.com/25066388/219513252-9a255bf2-f8a4-4eb0-aac7-f8416201355c.mp4
What I expect it to do is to place the original selection of tiles in the destination.
### Steps to reproduce
- Create a Tilemap Node.
- Add a new Tileset in its Inspector.
- Drop a Tileset on the TileSet tab.
- Go back to the TileMap tab.
- Paint some tiles.
- Select some tiles.
- Move the Selection over other tiles.
- Both the selection and the other tiles are gone.
https://user-images.githubusercontent.com/25066388/219514953-eb841048-25f6-4456-952a-c42bef4745e0.mp4
### Minimal reproduction project
I'm attaching it with a free tileset since the one shown in the videos is licensed but the behavior is the same.
[tile_map.zip](https://github.com/godotengine/godot/files/10761961/tile_map.zip)
| https://github.com/godotengine/godot/issues/73469 | https://github.com/godotengine/godot/pull/73512 | 24344de4f5baf7b5d4d459d7a2918e1ff635006f | 0c27edf3d971bd3accffbaee5c57da33d0549284 | "2023-02-17T00:12:36Z" | c++ | "2023-02-17T20:41:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,466 | ["scene/gui/view_panner.cpp"] | drag gesture scrolls the visual shader editor and drags nodes at the same time | ### Godot version
4.0 RC2
### System information
Android 13, Samsung Galaxy 7 FE
### Issue description
I tried to use visual shaders on tablet but when i try to move a block it also scrolls the view. I believe that the 2D editor has the same issue, but i couldn't find it.
### Steps to reproduce
create a visual shader, add a node, drag that node around. Even without any node, if you pan with a single finger it will select and drag the view
### Minimal reproduction project
see above. | https://github.com/godotengine/godot/issues/73466 | https://github.com/godotengine/godot/pull/75113 | b63c77acebda0d46af9e2cad81568215b2f05aa3 | 5cf878c090ad38d2beead0423ddd931343c920d5 | "2023-02-16T23:18:01Z" | c++ | "2023-04-05T18:21:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,457 | ["scene/2d/touch_screen_button.cpp"] | Emulate touch from mouse won't work with TouchScreenButton node | ### Godot version
4.0.rc2
### System information
windows 10
### Issue description
The "emulate touch from mouse" project setting has no effect when trying to click a TouchScreenButton node. It may be a problem specific to the TouchScreenButton node OR it may be the entire touch emulation that doesn't work, but I haven tested deeply enough to check this.
### Steps to reproduce
1. Turn on the "emulate touch from mouse" project setting
2. Create a TouchScreenButton
3. Connect the "pressed" and "released" signals to a function that prints something
4. Run the scene, try to press the button and notice how the methods connected to the pressed and released signals doesn't get called.
### Minimal reproduction project
[EmulateTouchFromMouseWontWork.zip](https://github.com/godotengine/godot/files/10760029/EmulateTouchFromMouseWontWork.zip)
| https://github.com/godotengine/godot/issues/73457 | https://github.com/godotengine/godot/pull/73470 | e80e21b5e8bfb0af04b5d87bfdfc67ffe95121ac | da11c59918721ab44e8986ce47ab3d65764c4e28 | "2023-02-16T19:45:33Z" | c++ | "2023-02-17T13:00:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,445 | ["editor/input_event_configuration_dialog.cpp"] | Event Configuration dialog uses project's theme font | ### Godot version
4.0.dev (953383328af17e8c9fd6359285c12617cb22f636)
### System information
Windows 10
### Issue description
Give a value to Project Settings -> Theme -> Custom Font, then restart.
Then go to Project Settings -> Input Map and open the dialog for adding a new action. It will use the project's custom font in the header.

### Steps to reproduce
See above
### Minimal reproduction project
[EventConfigFont.zip](https://github.com/godotengine/godot/files/10757968/EventConfigFont.zip)
The bug may not happen if the .godot folder had to be regenerated (must first reload project then).
| https://github.com/godotengine/godot/issues/73445 | https://github.com/godotengine/godot/pull/73447 | 57419dcd88553bde0b78a49dab8d94523eb95a8c | d768be419970eedca1f96d8fbf8c91c02a3ffda2 | "2023-02-16T16:07:25Z" | c++ | "2023-02-16T17:34:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,414 | ["editor/plugins/script_text_editor.cpp", "editor/plugins/text_editor.cpp"] | If two carets are on the same line, they interfere each other's Toggle Folding (Alt+F) | ### Godot version
4.0.rc2
### System information
Ubuntu 22.04.1 LTS
### Issue description
Leftover from #72410. If you place two carets on a line and press Alt+F (Toggle Folding), it will have no effect (in reality, the second caret will undo what the first one did). This behavior is rather unexpected.
### Steps to reproduce
Place two carets on a function declaration in some script and do Alt+F
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73414 | https://github.com/godotengine/godot/pull/73704 | 49c1902a04d961a75b964404da0beb15853d63ec | 9b774ef350a589cb20d11159a992ed276c0e70c7 | "2023-02-16T06:19:16Z" | c++ | "2023-02-21T22:35:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,404 | ["scene/resources/material.cpp"] | Parallax mapping not rendering in stereoscopic 3D in VR | ### Godot version
4.0 rc2
### System information
Windows 10, Vulkan, GTX 1070
### Issue description
Parallax occlusion mapping does not show in stereoscopic 3D, the shader seems to not be using individual eye positions like it does in 3.5.
### Steps to reproduce
See attached project
### Minimal reproduction project
[VR test scene.zip](https://github.com/godotengine/godot/files/10750730/VR.test.scene.zip)
| https://github.com/godotengine/godot/issues/73404 | https://github.com/godotengine/godot/pull/79049 | 8e5a01fcf484067f97156cb57596b7e5bbe9eee3 | 5d23586faf8d9f185b8d941f6ccf97e5af8a480e | "2023-02-16T01:12:58Z" | c++ | "2023-07-07T06:33:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,395 | ["scene/gui/label.cpp"] | Godot 4 rc2: Inspector - name of selected scene is not output correctly | ### Godot version
4.0 rc2
### System information
Linux Ubuntu
### Issue description
Select a node from the scene tab, and then in the inspector the name (first field in the inspector) is either chopped off by a few characters or it has unnecessary ellipses added.


### Steps to reproduce
Click on a node in the scene tree and see that the inspector is not reflecting the entire node name.
### Minimal reproduction project
<no script> | https://github.com/godotengine/godot/issues/73395 | https://github.com/godotengine/godot/pull/73426 | 6b7c0a1f2afbda1bee84e9f6d8e5d6203238014c | f9dbbc3d725ed1cfef185ec234489bae454bb687 | "2023-02-15T19:35:56Z" | c++ | "2023-02-16T17:33:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,393 | ["editor/project_converter_3_to_4.cpp"] | Godot 4 project convertor failing to load a music file | ### Godot version
4.0 RC1
### System information
Linux Mint 20.3 Cinnamon
### Issue description
Tried converting a 3.5 game to 4.0 RC1. The conversion popup menu closed after a few seconds, and trying to edit the game crashes the entire engine with the following errors, which seem to be related to one music file not loading:

Not sure what's causing the issue, because when I created a new project with only that file and converted it I didn't get these errors, but consistently get them when trying to convert that game.
### Steps to reproduce
- Download the reproduction project below
- Import in Godot 4.0, and click "convert full project"
- If the bug happens, the engine will crash whenever trying to edit or run the converted project
### Minimal reproduction project
[Music Convertor Crash Demo.zip](https://github.com/godotengine/godot/files/10746591/Music.Convertor.Crash.Demo.zip)
| https://github.com/godotengine/godot/issues/73393 | https://github.com/godotengine/godot/pull/74580 | 9c41c4ecb6d122792fae2060e2a411ecf6812add | a7a1012d98cac2e104da8a619012290b5de6b816 | "2023-02-15T19:21:39Z" | c++ | "2023-06-16T08:18:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,385 | ["scene/gui/label.cpp", "scene/gui/label.h"] | Resizing Ninepatchrect horizontaly does not draw child label text. | ### Godot version
v4.0.rc2.official [d2699dc7a]
### System information
Windows 10
### Issue description
Resizing a ninepatchrect horizontally causes child label text to not show.
Vertical resizing is fine.
If you resize it enough that label has to re-do the text wrap then text shows up.
Toggle the visibility and text will show up.
Resize the 9patch Vertically and text will show up.
I would think a comparison between the Vertical and Horizontal handling in the code would show the issue.
https://user-images.githubusercontent.com/3193592/219109730-d19edde5-6049-4460-9cab-f15ec2a3ea4a.mp4
### Steps to reproduce
In attached project, resize the 9pathc node and observe the label text behavior. Also, see attached video
### Minimal reproduction project
[ninepatch_bug.zip](https://github.com/godotengine/godot/files/10745926/ninepatch_bug.zip)
| https://github.com/godotengine/godot/issues/73385 | https://github.com/godotengine/godot/pull/73343 | f2aae8fa5c2e9d9323832fb43c8446c2e518d698 | 2874961309853dce3019dfef7bfa2d4f4afb03d9 | "2023-02-15T17:48:57Z" | c++ | "2023-02-15T21:34:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,372 | ["modules/text_server_adv/text_server_adv.cpp", "modules/text_server_fb/text_server_fb.cpp", "platform/linuxbsd/os_linuxbsd.cpp"] | Crash when clicking on "Donors" in About dialog | ### Godot version
v4.0.rc2.official [d2699dc7a]
### System information
Garuda Linux, AMD 6900XT, Kernel 6.1 xanmod
### Issue description
Start Godot and Project > Go to Help > About
Clicking on Tab "Donors" makes Godot Crash.
### Steps to reproduce
Start Godot and Project > Go to Help > About
Clicking on Tab "Donors" makes Godot Crash.
### Minimal reproduction project
Start Godot and Project > Go to Help > About
Clicking on Tab "Donors" makes Godot Crash. | https://github.com/godotengine/godot/issues/73372 | https://github.com/godotengine/godot/pull/74702 | d9da625f85221737803d96d9d147f652c8cb2b5a | fcbb3e638830f9a4340ec238af6004a868f40bef | "2023-02-15T15:29:36Z" | c++ | "2023-03-10T13:06:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,367 | ["editor/code_editor.cpp"] | Godot 4 rc2: shortcut for line comment toggling, bug if cursor at beginning of line | ### Godot version
4.0 rc2
### System information
Linux Ubuntu
### Issue description
If the cursor is at the beginning of the line and then using the comment line toggle shortcut the # is placed AFTER the cursor instead of before it. This behavior has changed since rc1 I believe because I would have noticed it.
The expected behavior is that the # will be placed before the cursor.
I often go to the beginning of a blank line, invoke the toggle comment shortcut, and then start typing. With this current behavior it starts pushing the # which is unexpected and more work while then I have to move the cursor to after the #.
### Steps to reproduce
On Linux version, Godot 4 rc2 place your cursor on a blank empty line, or at the beginning of a code line.
Invoke line comment toggle shortcut, the described above behavior occurs with the # being placed after the cursor instead of in front of it.
### Minimal reproduction project
<no script> | https://github.com/godotengine/godot/issues/73367 | https://github.com/godotengine/godot/pull/73440 | ec2f9a78f7e8e9ad767a34f77ad2f825c3f59c63 | 57419dcd88553bde0b78a49dab8d94523eb95a8c | "2023-02-15T15:13:28Z" | c++ | "2023-02-16T17:34:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,366 | ["editor/plugins/script_editor_plugin.cpp"] | Saving a builtin gdscript of an unsaved scene crashes the engine | ### Godot version
4.0 Beta RC2
### System information
Windows 11, Nvidia GTX 3070, Vulkan
### Issue description
When saving a builtin gdscript of an unsaved scene, the engine gets no respond and then crashes.
https://user-images.githubusercontent.com/28104173/219067204-5c651fa2-cf54-42b8-ad7a-1b3522408dd8.mp4
### Steps to reproduce
1. Create a new project
2. Create a 2D scene as root (DON'T SAVE IT)
3. Select root node and click "+"
4. Add a builtin GDScript
5. Press CTRL+S to save (CRASH!!)
### Minimal reproduction project
You need to create a new project. | https://github.com/godotengine/godot/issues/73366 | https://github.com/godotengine/godot/pull/73375 | e178042866e55d1ee043e46f3fa7176e3cb00982 | 373cbbe7b20621795e3a09dd9e1d501894db72b1 | "2023-02-15T15:06:44Z" | c++ | "2023-02-16T10:01:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,355 | ["modules/gdscript/gdscript_byte_codegen.cpp", "modules/gdscript/gdscript_byte_codegen.h"] | GDScript FileAccess reference scope bug | ### Godot version
4.0 dev d2b1474da79a4dce5c2031b3a3fafe8aaa2a161f
### System information
Windows 10
### Issue description
It seems like scoped reference objects like FileAccess sometimes live longer than they should, leading to all kind of strange behaviors. Mostly related to file handling encountering weird causality issues, like seeing temporary files that should no longer exist, files not existing even though you just wrote to them, reading back partially written files even though they should be already closed etc. Needless to say, these can cause subtle bugs and corrupted data in tool scripts. These are some reports that I suspect are caused by this bug:
* https://github.com/godotengine/godot/issues/73311
* https://github.com/godotengine/godot/issues/69551
* https://github.com/godotengine/godot/issues/68614
* https://github.com/godotengine/godot/issues/66818
This issue probably also applies to other classes than FileAccess, but it's the easiest place to see these things happen especially as the files are now closed by dropping all references to it instead of calling .close() which makes this bug easy to encounter.
In short, code like:
``` gdscript
var file = FileAccess.open("res://somefile.something", FileAccess.WRITE)
...
file = null
```
does not always free the reference and close the file, sometimes it happens only once the function/variable scope ends.
### Steps to reproduce
Open the script editor and run test_editor_script.gd (right click -> Run). Observe output. Uncomment test_2_ok(), run again and observe correct output. You can also run the project which calls the same code.
Make sure "filesystem/on_save/safe_save_on_backup_then_rename" is enabled (in Editor -> Editor Settings... -> FileSystem -> On Save). Then restart editor. Enabling temp files in not required, it just makes the bug easier to see in action. The test projects prints these temp files so the issue is easier to see as the temp files are renamed to overwrite the real file when the FileAccess object is actually closed. I guess this might affect a lot of scoped reference objects, but it's probably easiest to see when it manifests in external resources like files.
Optionally, apply this patch to the Godot source code C++ file access and rebuild the engine. It simply logs when a file with a certain type of name is actually closed. Note that this one is only for Windows FileAccess, each platform has its own.
```
@@ -155,10 +155,14 @@ Error FileAccessWindows::open_internal(const String &p_path, int p_mode_flags) {
void FileAccessWindows::_close() {
if (!f) {
return;
}
+ if (path.find("bugfile") != -1) {
+ print_line("Close file: " + path);
+ }
+
fclose(f);
f = nullptr;
if (!save_path.is_empty()) {
bool rename_error = true;
```
Then run the test project.
``` gdscript
func test_fails():
var file = FileAccess.open("res://bugfile_1.noextension", FileAccess.WRITE)
var file2 = FileAccess.open("res://bugfile_2.noextension", FileAccess.WRITE)
#These do not close both files, patch FileAccess C++ code to log file close calls.
#Only first file is closed, file2 is closed only after function scope ends.
file = null
file2 = null
print("The End")
```
With the patched engine this produces output
```
Close file: E:/Repositories/projects/file-close-bug/bugfile_1.noextension.tmp
The End
Close file: E:/Repositories/projects/file-close-bug/bugfile_2.noextension.tmp
```
Huh. Note that file2 is closed only after the print("The End") and once the function scope ends. Simply adding a junk reference counted variable "fixes" this:
``` gdscript
func test():
var file = FileAccess.open("res://bugfile_1.noextension", FileAccess.WRITE)
var file2 = FileAccess.open("res://bugfile_2.noextension", FileAccess.WRITE)
#Simply adding this will close both files correctly and cleans up temp files
#before function scope ends. Moving this before file creation will restore buggy file2 close behavior.
var useless = RefCounted.new()
file = null
file2 = null
print("The End")
```
This produces correct output:
```
Close file: E:/Repositories/projects/file-close-bug/bugfile_1.noextension.tmp
Close file: E:/Repositories/projects/file-close-bug/bugfile_2.noextension.tmp
The End
```
Looks like the last reference counted object in the stack has some lifetime issues or something similar? Using an int or string instead of RefCounted doesn't seem to work to "fix" the second test. It's kind of hard to say what is the root cause for this behavior. At first I was even thinking maybe print()'s were just buffered in wrong order somehow, but in the test project you can see the behavior with temp files, too.
### Minimal reproduction project
[file-close-bug.zip](https://github.com/godotengine/godot/files/10743162/file-close-bug.zip)
| https://github.com/godotengine/godot/issues/73355 | https://github.com/godotengine/godot/pull/73448 | 6bb4b00647326c971f61c5fd6ff0b7064a01120b | 24344de4f5baf7b5d4d459d7a2918e1ff635006f | "2023-02-15T13:22:15Z" | c++ | "2023-02-17T20:22:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,342 | ["core/math/rect2.h", "core/variant/variant.h", "scene/animation/animation_mixer.cpp", "scene/animation/animation_mixer.h", "scene/animation/tween.cpp", "scene/resources/animation.cpp", "scene/resources/animation.h"] | `Animation::blend_variant()` can't handle Array type | ### Godot version
4rc2
### System information
Windows 10, Vulcan, Intel HD graphics 620
### Issue description
In Godot 3.5 AnimationTree works fine with animated polygons with Continuous update mode. But in 4.0 branch it works only with Discrete update type.
### Steps to reproduce
Add Polygon2D.
Add AnimationPlayer
Animate polygon property of Polygon2D. Set Continuous update type.
Trigger that animation with AnimationTree.
And poly will disappear.
### Minimal reproduction project
Scene
```
[gd_scene load_steps=5 format=3 uid="uid://b6crv38nygato"]
[sub_resource type="Animation" id="Animation_5ir0w"]
resource_name = "new_animation"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Polygon2D:polygon")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [PackedVector2Array(-89, -164, 282, -91, 246, 16, -263, 20), PackedVector2Array(298, -267, 282, -91, 246, 16, -263, 20)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_2re6j"]
_data = {
"new_animation": SubResource("Animation_5ir0w")
}
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_knmkm"]
animation = &"new_animation"
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_fiaw4"]
graph_offset = Vector2(-467.78, 0)
nodes/Animation/node = SubResource("AnimationNodeAnimation_knmkm")
nodes/Animation/position = Vector2(-120, 120)
node_connections = [&"output", 0, &"Animation"]
[node name="Node2D" type="Node2D"]
[node name="Polygon2D" type="Polygon2D" parent="."]
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_2re6j")
}
[node name="AnimationTree" type="AnimationTree" parent="."]
tree_root = SubResource("AnimationNodeBlendTree_fiaw4")
anim_player = NodePath("../AnimationPlayer")
active = true
``` | https://github.com/godotengine/godot/issues/73342 | https://github.com/godotengine/godot/pull/84815 | ce9901ef54537eb81e77667f82a2adc68d1d913c | 6ae6cc0bf5911308f1171092d21bee5628189424 | "2023-02-15T08:04:41Z" | c++ | "2023-11-16T13:52:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,341 | ["scene/gui/code_edit.cpp"] | Autocompletion popup remains when you backspace to the beginning of a line | ### Godot version
4.0.rc2
### System information
Ubuntu 22.04.1 LTS
### Issue description
The autocomplete popup stays when you prompt it, then keep it while you backspace to the beginning of a line. Errors are also thrown.
### Steps to reproduce
1. Place your caret on an empty line
2. Type "r" and let autocompletion pop up
3. Backspace
4. Watch autocomplete persist even though you're on an empty line, and also some error spam in Output.
Backspacing on more empty lines causes more "Caret column exceeds line length." errors
### Minimal reproduction project
Any script | https://github.com/godotengine/godot/issues/73341 | https://github.com/godotengine/godot/pull/73344 | 088d227812a7947dbd8d5412c76d72e614b79411 | 0ddbd9bd2d0926a5acc79fd1a27b3a7445abd0c5 | "2023-02-15T08:02:10Z" | c++ | "2023-02-15T08:52:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,336 | ["editor/plugins/text_shader_editor.cpp", "servers/rendering_server.cpp"] | Shader project settings not showing until shader editor is open | ### Godot version
v4.0.rc2.official [d2699dc7a]
### System information
Kubuntu 22.10
### Issue description
Shader project settings (`debug/shader_language/*`) only appear after the shader editor is opened for the first time.
Before:

After:

Related:
* #55730
### Steps to reproduce
1. Open the Godot editor.
2. Open the Project Settings, enable Advanced Settings and make sure the section is not visible.
3. Create a new shader resource in the Inspector so that the shader editor appears in the bottom panel.
4. Open the Project Settings and you will see that the section has appeared.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73336 | https://github.com/godotengine/godot/pull/73588 | b0b23082c4d8cdcf20c090159f33726317504bdc | de14109862edd8f8e27fa0f6ec92f5d7f2b9df7f | "2023-02-15T06:25:22Z" | c++ | "2023-05-09T17:28:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,334 | ["editor/plugins/gdextension_export_plugin.h"] | Godot does not include the gdextension library files correctly when generating a multiarchitecture apk | ### Godot version
4.0 rc1
### System information
build system debian 11
### Issue description
when exporting an apk with multiarch support that uses gdextension libraries, only one gdextension library architecture is copied into the apk





### Steps to reproduce
create a Godot project, including a gdextension library with support for multiple architectures (armv8 and x86_64 for example), now export the project in an apk with the architectures marked, then extract the apk and check the libraries that were included in it (in /lib) only one architecture will always be included, in this case armv8 but not x86_64, which makes your game work correctly if it is installed in an armv8 cell, but not if it is installed in an x86_64, as it exports only one architecture
### Minimal reproduction project
I hosted it on google drive because it exceeds 25 mb: https://drive.google.com/file/d/1g60X0dXd5li4c4RWIS4ZMVbtvcFHivg5/view?usp=sharing | https://github.com/godotengine/godot/issues/73334 | https://github.com/godotengine/godot/pull/74057 | aa9de8a930abd8a65cecb370638e9bde4f9ec222 | f61da1e3806d35ac72d5d5b0c1dd5874478dc213 | "2023-02-15T06:19:54Z" | c++ | "2023-03-02T10:21:45Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,325 | ["modules/gltf/editor/editor_scene_importer_blend.cpp", "modules/gltf/editor/editor_scene_importer_fbx.cpp", "modules/gltf/editor/editor_scene_importer_gltf.cpp"] | Crash previewing .blend file for import. | ### Godot version
v4.0.rc.custom_build [b5549a871]
### System information
Windows 10, Forward+
### Issue description
Double clicking on a blend file (attached below) crashes the editor.
Call stack:
```
godot.windows.editor.x86_64.exe!HashMap<StringName,Variant,HashMapHasherDefault,HashMapComparatorDefault<StringName>,DefaultTypedAllocator<HashMapElement<StringName,Variant>>>::operator[](const StringName & p_key) Line 504 C++
> godot.windows.editor.x86_64.exe!EditorSceneFormatImporterBlend::import_scene(const String & p_path, unsigned int p_flags, const HashMap<StringName,Variant,HashMapHasherDefault,HashMapComparatorDefault<StringName>,DefaultTypedAllocator<HashMapElement<StringName,Variant>>> & p_options, List<String,DefaultAllocator> * r_missing_deps, Error * r_err) Line 217 C++
godot.windows.editor.x86_64.exe!ResourceImporterScene::pre_import(const String & p_source_file, const HashMap<StringName,Variant,HashMapHasherDefault,HashMapComparatorDefault<StringName>,DefaultTypedAllocator<HashMapElement<StringName,Variant>>> & p_options) Line 2299 C++
godot.windows.editor.x86_64.exe!SceneImportSettings::open_settings(const String & p_path, bool p_for_animation) Line 593 C++
godot.windows.editor.x86_64.exe!FileSystemDock::_select_file(const String & p_path, bool p_select_in_favorites) Line 1011 C++
godot.windows.editor.x86_64.exe!FileSystemDock::_tree_activate_file() Line 1071 C++
godot.windows.editor.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 51 C++
godot.windows.editor.x86_64.exe!Object::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 1047 C++
godot.windows.editor.x86_64.exe!Object::emit_signal<>(const StringName & p_name) Line 869 C++
godot.windows.editor.x86_64.exe!Tree::gui_input(const Ref<InputEvent> & p_event) Line 3691 C++
godot.windows.editor.x86_64.exe!Control::_call_gui_input(const Ref<InputEvent> & p_event) Line 1747 C++
godot.windows.editor.x86_64.exe!Viewport::_gui_call_input(Control * p_control, const Ref<InputEvent> & p_input) Line 1373 C++
godot.windows.editor.x86_64.exe!Viewport::_gui_input_event(Ref<InputEvent> p_event) Line 1599 C++
godot.windows.editor.x86_64.exe!Viewport::push_input(const Ref<InputEvent> & p_event, bool p_local_coords) Line 2816 C++
godot.windows.editor.x86_64.exe!Window::_window_input(const Ref<InputEvent> & p_ev) Line 1366 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args_helper(Window *) Line 293 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * *) Line 407 C++
godot.windows.editor.x86_64.exe!CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 104 C++
godot.windows.editor.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 51 C++
godot.windows.editor.x86_64.exe!DisplayServerWindows::_dispatch_input_event(const Ref<InputEvent> & p_event) Line 2314 C++
godot.windows.editor.x86_64.exe!Input::_parse_input_event_impl(const Ref<InputEvent> & p_event, bool p_is_emulated) Line 690 C++
godot.windows.editor.x86_64.exe!Input::flush_buffered_events() Line 941 C++
godot.windows.editor.x86_64.exe!DisplayServerWindows::process_events() Line 2008 C++
godot.windows.editor.x86_64.exe!OS_Windows::run() Line 1296 C++
godot.windows.editor.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 181 C++
godot.windows.editor.x86_64.exe!_main() Line 205 C++
godot.windows.editor.x86_64.exe!main(int argc, char * * argv) Line 217 C++
[Inline Frame] godot.windows.editor.x86_64.exe!invoke_main() Line 102 C++
godot.windows.editor.x86_64.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!BaseThreadInitThunk() Unknown
ntdll.dll!RtlUserThreadStart() Unknown
```
Crashes on this CRASH_COND::
```
const TValue &operator[](const TKey &p_key) const {
uint32_t pos = 0;
bool exists = _lookup_pos(p_key, pos);
CRASH_COND(!exists);
return elements[pos]->data.value;
}
```
Looks like maybe we're trying to look up animation options that don't exist?
```
return gltf->generate_scene(state, (float)p_options["animation/fps"], (bool)p_options["animation/trimming"], (bool)p_options["animation/remove_immutable_tracks"]);
```
animation/remove_immutable_tracks is not in my .import file, so maybe that's causing the issue.
### Steps to reproduce
I couldn't get this to reproduce with a fresh project, as it keeps reimporting the .blend file. I think you have to open the project with an older version of Godot 4, let it import, then use the newer version.
Reimporting the .blend file on the project I was having issues with fixed the crash. Pretty sure it was just that property missing from the .import file.
### Minimal reproduction project
[test_blend_import_crash.zip](https://github.com/godotengine/godot/files/10738450/test_blend_import_crash.zip)
| https://github.com/godotengine/godot/issues/73325 | https://github.com/godotengine/godot/pull/73345 | 47a8ee8814fedaa89816612137f4469fb2318d93 | 1f6a5426e2a473e978ab24e6fdd38b84b82f2018 | "2023-02-15T01:56:30Z" | c++ | "2023-02-15T08:53:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,320 | ["drivers/gles3/shaders/stdlib_inc.glsl"] | Godot 4 RC 2 completely gets rid of viewport lines on OpenGL. | ### Godot version
4.0 RC 2
### System information
Windows 11, AMD Radeon RX 6700 XT, OpenGL
### Issue description
OpenGL:

Vulkan:

Note:
All I did was switch from forward+ to compatibility at the top right.
### Steps to reproduce
1: New project, rendering device = compatibility
2. See the problem?
### Minimal reproduction project
[rc2test.zip](https://github.com/godotengine/godot/files/10738273/rc2test.zip)
| https://github.com/godotengine/godot/issues/73320 | https://github.com/godotengine/godot/pull/73332 | 2874961309853dce3019dfef7bfa2d4f4afb03d9 | aa6ec763179e5bf1d1300aa72dc5f4172d810efa | "2023-02-15T01:15:47Z" | c++ | "2023-02-15T21:46:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,319 | ["editor/fbx_importer_manager.cpp", "editor/fbx_importer_manager.h", "modules/gltf/register_types.cpp", "scene/gui/link_button.cpp"] | FBX2glTF dialog appears in a loop after clicking Cancel | ### Godot version
v4.0.rc2.official [d2699dc7a]
### System information
Linux Mint 20.3
### Issue description
I'm trying to import some Assets.
I receive the message that I need "FBX2glTF" to import FBX files (fig. 1).

I don't have FBX2glTF, so I click "Cancel".
It then proceeds to (Re)Import the assets (fig. 2)

and at the end I receive the same message (fig. 1). The process continues and can not be canceled. If I try to shut down Godot, next time I open the project, the first thing it does is to (Re)Import the assets and continue with the same loop.
I suppose that if I don't have the program needed to import the assets, clicking "Cancel" would cancel the import process and return to the project.
### Steps to reproduce
Trying to import an Asset that contains assets that need to be converted by a third party program.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73319 | https://github.com/godotengine/godot/pull/74293 | 7b31c7b72abacc4c56a772bab5d4ec62d980134a | 6941ffaef3be027134bc16220ac3c1adb728985f | "2023-02-15T01:10:52Z" | c++ | "2023-03-06T09:55:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,315 | ["scene/resources/packed_scene.cpp"] | PackedScenes created with `PackedScene.pack()` have their exported nodes become `null` | ### Godot version
4.0.rc2
### System information
Ubuntu 22.04.1 LTS
### Issue description
Like the title says. I expect the nodes to be converted to node paths after packing, and then swiftly restored.
### Steps to reproduce
Add exported node variables to a node. Then pack that node into a PackedScene and instantiate it again.
Or just download the MRP, read `Shrek.gd`, and run it and see what's printed.
### Minimal reproduction project
[pack() bug.zip](https://github.com/godotengine/godot/files/10737654/pack.bug.zip)
| https://github.com/godotengine/godot/issues/73315 | https://github.com/godotengine/godot/pull/75429 | 15d952147c5eb3e62eb1d046971b8c9f3d84713d | ed62d965eb573f69c131df73ee875ac18b04ca16 | "2023-02-14T23:15:08Z" | c++ | "2023-04-25T07:58:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,311 | ["modules/gdscript/gdscript_byte_codegen.cpp", "modules/gdscript/gdscript_byte_codegen.h"] | DirAccess.rename() fails with files opened in same function | ### Godot version
v4.0.rc2.official [d2699dc7a]
### System information
Windows 10
### Issue description
If a file has been previously opened in the same function, it can't be renamed ...sometimes. The behavior differs from 3.5.1, where renaming works as long as the file is closed.
3.5.1: works
```gdscript
var dir: Directory = Directory.new()
if dir.open("res://") != OK:
return
var file: File = File.new()
file.open("res://test.sav.temp", File.WRITE)
file.close()
dir.rename("res://test.sav.temp", "res://test.sav")
```
rc2: test1 fails, but test2 works
```gdscript
func test1() -> void:
var dir_access: DirAccess = DirAccess.open("res://")
var file_access: FileAccess = FileAccess.open("res://failed1.txt", FileAccess.WRITE)
file_access = null
dir_access.rename("failed1.txt", "ok1.txt") # FAILS
func test2() -> void:
var file_access: FileAccess = FileAccess.open("res://failed2.txt", FileAccess.WRITE)
file_access = null
var dir_access: DirAccess = DirAccess.open("res://")
dir_access.rename("failed2.txt", "ok2.txt") # OK
```
See reproduction section for different cases where the rename works and fails.
### Steps to reproduce
```gdscript
extends Node
func _ready() -> void:
test1() # FAIL
test2() # OK
test3() # OK
test4() # FAIL
test5() # OK
test6() # FAIL
func test1() -> void:
var dir_access: DirAccess = DirAccess.open("res://")
var file_access: FileAccess = FileAccess.open("res://failed1.txt", FileAccess.WRITE)
file_access = null
dir_access.rename("failed1.txt", "ok1.txt")
func test2() -> void:
var file_access: FileAccess = FileAccess.open("res://failed2.txt", FileAccess.WRITE)
file_access = null
var dir_access: DirAccess = DirAccess.open("res://")
dir_access.rename("failed2.txt", "ok2.txt")
func test3() -> void:
(func (): var file_access: FileAccess = FileAccess.open("res://failed3.txt", FileAccess.WRITE)).call()
DirAccess.rename_absolute("res://failed3.txt", "res://ok3.txt")
func test4() -> void:
if true:
var file_access: FileAccess = FileAccess.open("res://failed4.txt", FileAccess.WRITE)
DirAccess.rename_absolute("res://failed4.txt", "res://ok4.txt")
func test5() -> void:
if true:
var file_access: FileAccess = FileAccess.open("res://failed5.txt", FileAccess.WRITE)
file_access = null
await get_tree().process_frame
DirAccess.rename_absolute("res://failed5.txt", "res://ok5.txt")
func test6() -> void:
var file_access: FileAccess = FileAccess.open("res://failed6.txt", FileAccess.WRITE)
file_access = null
DirAccess.rename_absolute("res://failed6.txt", "res://ok6.txt")
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73311 | https://github.com/godotengine/godot/pull/73448 | 6bb4b00647326c971f61c5fd6ff0b7064a01120b | 24344de4f5baf7b5d4d459d7a2918e1ff635006f | "2023-02-14T22:43:32Z" | c++ | "2023-02-17T20:22:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,296 | ["scene/gui/label.cpp", "scene/gui/label.h"] | [4.0 RC2] Label with autowrap and blank text does not show new text after the first frame | ### Godot version
4.0 rc2
### System information
openSUSE Tumbleweed, compatibility renderer
### Issue description
A regression from RC1, most likely due to #73234. If we have a Label node with no text and with an autowrap mode set to something other than `Off`, and then we try to change the text into something else, the new text does not appear. Changing the text again does work, as long as the text is not the same as the previous text.
It does seem to work properly if the change happens immediately in the first frame of the game, but it does not work if the text changes in any other frame. Resizing the game window also seems to make the text visible. This did not occur in RC1.
### Steps to reproduce
Create a new Label node with no text and set its autowrap mode to something other than off. Then, change the text of that label after the first frame, either with a timer, an `await get_tree().process_frame` signal, an AnimationPlayer, or anything at all. Run the project, and the label will still appear empty.
Alternatively, simply download the MRP linked below, and run it. The text "This doesn't appear" will not appear, and after one second, the text "This appears" will appear. The expected behavior would be for both texts to appear.

### Minimal reproduction project
[BlankLabelBug.zip](https://github.com/godotengine/godot/files/10734583/BlankLabelBug.zip)
| https://github.com/godotengine/godot/issues/73296 | https://github.com/godotengine/godot/pull/73343 | f2aae8fa5c2e9d9323832fb43c8446c2e518d698 | 2874961309853dce3019dfef7bfa2d4f4afb03d9 | "2023-02-14T16:18:25Z" | c++ | "2023-02-15T21:34:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,295 | ["doc/classes/LightmapGI.xml", "doc/classes/ProjectSettings.xml", "modules/lightmapper_rd/lightmapper_rd.cpp", "modules/lightmapper_rd/lightmapper_rd.h", "modules/lightmapper_rd/lm_common_inc.glsl", "modules/lightmapper_rd/lm_compute.glsl", "modules/lightmapper_rd/register_types.cpp", "scene/3d/lightmap_gi.cpp", "scene/3d/lightmap_gi.h", "scene/3d/lightmapper.h"] | LightmapGI: Lightmap bounces increase indirect light energy too much | ### Godot version
v4.0.beta17.official [c40020513]
### System information
Ubuntu with Nvidia 2060
### Issue description
Lightmap bounces increase indirect energy too much. Here is a comparison (2 bounces vs 5 bounces)
2 bounces

5 bounces

2 bounces

5 bounces

2 bounces

5 bounces

2 bounces

5 bounces

2 bounces

5 bounces

2 bounces

5 bounces

### Steps to reproduce
Bake light with 2 bounces
Bake light with 5 bounces
compare!
### Minimal reproduction project
No needed | https://github.com/godotengine/godot/issues/73295 | https://github.com/godotengine/godot/pull/82068 | 74d7796dbd28cf1e054120ba18d3ca668b487c39 | afa262ae6bd1229c45a65d89103aba5b1c78182b | "2023-02-14T15:39:03Z" | c++ | "2023-10-13T20:16:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,284 | ["editor/animation_track_editor_plugins.cpp"] | AudioPlaybackTrack put an infinite length rectangle when the waveform cannot be read | ### Godot version
4.0.rc
### System information
Any
### Issue description
Placing an empty AudioStream or a procedural AudioStream will cause AudioPlaybackTrack to place an infinite length rectangle. It is not useful and should at least be a diamond.

### Steps to reproduce
Put AudioStreamRandomizer or some procedural AudioStream on AudioPlaybackTrack
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73284 | https://github.com/godotengine/godot/pull/73340 | 69becc83697ca8c14c0de3877936dbf6a30bbe03 | 088d227812a7947dbd8d5412c76d72e614b79411 | "2023-02-14T12:38:48Z" | c++ | "2023-02-15T08:51:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,280 | ["modules/gdscript/gdscript_analyzer.cpp"] | GDScript: Some lines are wrongly marked as type safe | ### Godot version
v4.0.rc.custom_build [d2699dc7a]
### System information
Kubuntu 22.10
### Issue description
See https://github.com/godotengine/godot/issues/56171#issuecomment-1424665569.
Line 6 should be marked as unsafe, since `Variant + String` is unsafe. If you explicitly specify the Variant type, then this works correctly (line 9).

### Steps to reproduce
See above.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73280 | https://github.com/godotengine/godot/pull/73291 | 3e0a989bd1c3e592f23b49bc824441b038d862c6 | 6bf63a3542f77443f3453bd02ac316d6c9de6f98 | "2023-02-14T11:51:58Z" | c++ | "2023-02-20T14:41:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,273 | ["modules/gdscript/gdscript_parser.cpp", "modules/gdscript/tests/scripts/parser/errors/lambda_no_continue_on_new_line.gd", "modules/gdscript/tests/scripts/parser/errors/lambda_no_continue_on_new_line.out", "modules/gdscript/tests/scripts/parser/features/lambda_ends_with_new_line.gd", "modules/gdscript/tests/scripts/parser/features/lambda_ends_with_new_line.out"] | Parser error with lambda assignment after if statement | ### Godot version
4.0.rc1
### System information
windows 10
### Issue description
When assigning a lambda to a variable right after an if statement, the parser seems to understand that a ternary expression is happening when in fact it is not.

### Steps to reproduce
Put the code bellow on a script on an empty project
```gdscript
func test():
var v
if true: v = (func(): test())
if true: v = (func(): test())
if true: v = (func(): test())
if true: v = func(): test()
if true: v = func(): test()
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73273 | https://github.com/godotengine/godot/pull/78494 | ee41b2097c7881bcd63bb7d5d5690fad8a9ade1d | a2ce7a8f8817f516995c0e88cae4519a50ab9639 | "2023-02-14T09:14:19Z" | c++ | "2023-06-21T11:52:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,271 | ["thirdparty/minizip/patches/empty-zip-fix.patch", "thirdparty/minizip/unzip.c"] | ZIPReader cannot open empty zip file | ### Godot version
4.0.rc1
### System information
Windows 10
### Issue description
ZIPReader cannot open empty zip files.
When trying to open an empty zip file, a very generic error FAILED (1) is returned, if opening an empty zip file should fail, the returned error code should at least be more specific.
The issue is probably related to no file index in an empty zip file.
### Steps to reproduce
For convenience, empty.zip and not_empty.zip are created in user:// , with an empty text file in not_empty.zip
```
func _ready() -> void:
var zip := ZIPReader.new();
var error := zip.open("user://empty.zip");
print(error_string(error)); # -> FAILED
var error2 := zip.open("user://not_empty.zip");
print(error_string(error2)); # -> OK
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73271 | https://github.com/godotengine/godot/pull/73310 | 661c3954a6f76aa58ecce5dc2e0e476a7c8ec6b1 | 2c8d61cd9be5902ab387b9b22b25802cbc212e78 | "2023-02-14T08:04:11Z" | c++ | "2023-07-12T15:15:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,267 | ["editor/export/editor_export_platform_pc.cpp"] | 4.0beta17/4.0rc1 Project stopped working in exported version after upgrade | ### Godot version
v4.0.rc1.mono.official [8843d9ad3]
### System information
Windows 10, Forward+ (Vulcan), NVIDIA GeForce GTX 1050 Ti
### Issue description
I made simple project with panorama sky and basic ui with 3d scene in background. In beta 16 (v4.0.beta16.mono.official [518b9e580]) project works both in editor using play and using export to windows.
In beta 17 (v4.0.beta17.mono.official [c40020513]) I noticed that my project works normally when using play in editor but when i export project for windows. Compiled build doesn't work and makes this output:
```
ERROR: .NET: Failed to load hostfxr
at: (modules/mono/mono_gd/gd_mono.cpp:394)
ERROR: Unable to open file: res://.godot/imported/industrial_sunset_02_puresky_4k.exr-fb33adb88c5253d1c44585a4ba1f1a66.bptc.ctex.
at: (scene/resources/texture.cpp:846)
ERROR: Failed loading resource: res://.godot/imported/industrial_sunset_02_puresky_4k.exr-fb33adb88c5253d1c44585a4ba1f1a66.bptc.ctex. Make sure resources have been imported by opening the project in the editor at least once.
at: (core/io/resource_loader.cpp:221)
ERROR: Failed loading resource: res://industrial_sunset_02_puresky_4k.exr. Make sure resources have been imported by opening the project in the editor at least once.
at: (core/io/resource_loader.cpp:221)
ERROR: Can't load dependency: res://industrial_sunset_02_puresky_4k.exr.
at: (core/io/resource_format_binary.cpp:696)
ERROR: Failed loading resource: res://.godot/exported/133200997/export-83e0d428f1cad8b2c6d76f22094daa71-Env.res. Make sure resources have been imported by opening the project in the editor at least once.
at: (core/io/resource_loader.cpp:221)
ERROR: Can't load dependency: res://Env.tres.
at: (core/io/resource_format_binary.cpp:696)
ERROR: Failed loading resource: res://.godot/exported/133200997/export-bcb0d2eb5949c52b6a65bfe9de3e985b-Main.scn. Make sure resources have been imported by opening the project in the editor at least once.
at: (core/io/resource_loader.cpp:221)
ERROR: Failed loading scene: res://Main.tscn
at: (main/main.cpp:2927)
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:9290)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:1982)
```
I checked in 4.0rc1 (v4.0.rc1.mono.official [8843d9ad3]) and it has same result as beta 17.
I checked also in non mono version of Godot (v4.0.rc1.official [8843d9ad3] and v4.0.beta15.official [4fa6edc88]) on this more basic project and they act the same way as mono version.
### Steps to reproduce
1. Open project
2. Export Project to Windows
3. Try to run exported project
### Minimal reproduction project
I tested using this basic project: https://github.com/patrykjadamczyk/fluffy-spork | https://github.com/godotengine/godot/issues/73267 | https://github.com/godotengine/godot/pull/73286 | 93d1cfe5252fb7c033c5483ef4267d3b2d30bb4e | 8c7b98d4526c6ba66d7f1636abb71ccbe54727c6 | "2023-02-14T04:17:17Z" | c++ | "2023-02-14T14:58:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,266 | ["servers/rendering/renderer_canvas_cull.cpp"] | Set Y Sort Enabled On brake Highlight Selected TileMap Layer | ### Godot version
4.0rc1
### System information
Windows 11, Vulkan API 1.3.224 - Vulkan NVIDIA GeForce RTX 3080 Ti
### Issue description
When I change de Y Sort Enabled On/Off. The Highlight seems to brake:

### Steps to reproduce
1. Make a simple TileMap with a TileSet
2. Set 2 Layers
3. Set the CanvasItem -> Ordering Y Sort Enabled -> On
4. On/Off Y Sort Enabled
### Minimal reproduction project
[Minimal.zip](https://github.com/godotengine/godot/files/10728595/Minimal.zip)
| https://github.com/godotengine/godot/issues/73266 | https://github.com/godotengine/godot/pull/77079 | 8b0530be64234152d2abb7ce1ccd404fae02928c | 082126216772e78338bf53d8fedc930604852a54 | "2023-02-14T03:54:04Z" | c++ | "2023-05-24T06:47:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,258 | ["modules/gdscript/gdscript_compiler.cpp"] | Crash when formatting string | ### Godot version
4.0-dev (381590311958ab00251639af6d7efc6934dd3c72)
### System information
Windows 10, Nvidia RTX 3080, Vulkan Forward +
### Issue description
When formatting a string in certain instances, Godot will crash.
Relevant code snippet and [link to repo with file](https://github.com/godot-package-manager/godot-plugin/blob/godot-4/addons/godot-package-manager/gpm.gd#L106):
```GDScript
const ADDONS_DIR_FORMAT := "res://addons/%s"
const DEPENDENCIES_DIR_FORMAT := "res://addons/__gpm_deps/%s/%s"
... omitted for brevity ...
func update_package(package: Package) -> int:
operation_started.emit("Update package %s@%s" % [package.name, package.version])
var response := await npm.get_tarball_url(package.name, package.version)
if response.is_empty():
message_logged.emit("Could not get tarball url for %s@%s" % [
package.name, package.version])
return ERR_DOES_NOT_EXIST
var host_path_pair := _get_host_path_pair(response)
var bytes := await net.get_request(host_path_pair.host, host_path_pair.path, [200])
# TODO remove directory recursively if it already exists?
# THIS LINE IS WHERE THE CRASH OCCURS
var package_dir := ADDONS_DIR_FORMAT % package.unscoped_name() if not package.is_indirect else \
DEPENDENCIES_DIR_FORMAT % [package.version, package.unscoped_name()]
... omitted for brevity ...
```
The `package.unscoped_name()` and `package.version` calls result in `String`s.
The first string format at `operation_started.emit("Update package %s@%s" % [package.name, package.version])` works as expected, and all other string format operations before this function call work as expected.
Substituting the crash line with the below code results in a similar crash (where `package.name.get_file()` is what `package.unscoped_name()` is doing):
```GDScript
var package_dir := ADDONS_DIR_FORMAT % package.name.get_file()
if package.is_indirect:
package_dir = DEPENDENCIES_DIR_FORMAT % [package.version, package.unscoped_name()]
```
Interestingly, using the below lines works as expected.
```GDScript
var package_dir := ADDONS_DIR_FORMAT % package.unscoped_name()
if package.is_indirect:
package_dir = DEPENDENCIES_DIR_FORMAT % [package.version, package.unscoped_name()]
```
If backtrace
```
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.rc.custom_build (381590311958ab00251639af6d7efc6934dd3c72)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] std::_Atomic_integral<unsigned int,4>::fetch_add (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\include\atomic:1553)
[1] std::_Atomic_integral<unsigned int,4>::fetch_add (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\include\atomic:1553)
[2] std::_Atomic_integral_facade<unsigned int>::fetch_sub (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\include\atomic:1782)
[3] SafeNumeric<unsigned int>::decrement (C:\Users\theaz\dev\godot-4\core\templates\safe_refcount.h:84)
[4] CowData<char32_t>::_unref (C:\Users\theaz\dev\godot-4\core\templates\cowdata.h:202)
[5] CowData<char32_t>::_ref (C:\Users\theaz\dev\godot-4\core\templates\cowdata.h:399)
[6] String::operator= (C:\Users\theaz\dev\godot-4\core\string\ustring.h:452)
[7] VariantInternalAccessor<String>::set (C:\Users\theaz\dev\godot-4\core\variant\variant_internal.h:862)
[8] call_with_validated_variant_args_retc_helper<String,String> (C:\Users\theaz\dev\godot-4\core\variant\binder_common.h:369)
[9] call_with_validated_variant_args_retc<String,String> (C:\Users\theaz\dev\godot-4\core\variant\binder_common.h:613)
[10] vc_validated_call<String,String> (C:\Users\theaz\dev\godot-4\core\variant\variant_call.cpp:120)
[11] `_register_variant_builtin_methods'::`2'::Method_String_get_file::validated_call (C:\Users\theaz\dev\godot-4\core\variant\variant_call.cpp:1688)
[12] GDScriptFunction::call (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_vm.cpp:2071)
[13] GDScriptFunctionState::resume (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:252)
[14] GDScriptFunctionState::_signal_callback (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:202)
[15] MethodBindVarArgTR<GDScriptFunctionState,Variant>::call (C:\Users\theaz\dev\godot-4\core\object\method_bind.h:254)
[16] Object::callp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:733)
[17] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:62)
[18] CallableCustomBind::call (C:\Users\theaz\dev\godot-4\core\variant\callable_bind.cpp:141)
[19] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:51)
[20] Object::emit_signalp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:1047)
[21] Object::emit_signal<Variant> (C:\Users\theaz\dev\godot-4\core\object\object.h:869)
[22] GDScriptFunctionState::resume (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:272)
[23] GDScriptFunctionState::_signal_callback (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:202)
[24] MethodBindVarArgTR<GDScriptFunctionState,Variant>::call (C:\Users\theaz\dev\godot-4\core\object\method_bind.h:254)
[25] Object::callp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:733)
[26] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:62)
[27] CallableCustomBind::call (C:\Users\theaz\dev\godot-4\core\variant\callable_bind.cpp:141)
[28] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:51)
[29] Object::emit_signalp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:1047)
[30] Object::emit_signal<Variant> (C:\Users\theaz\dev\godot-4\core\object\object.h:869)
[31] GDScriptFunctionState::resume (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:272)
[32] GDScriptFunctionState::_signal_callback (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:202)
[33] MethodBindVarArgTR<GDScriptFunctionState,Variant>::call (C:\Users\theaz\dev\godot-4\core\object\method_bind.h:254)
[34] Object::callp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:733)
[35] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:62)
[36] CallableCustomBind::call (C:\Users\theaz\dev\godot-4\core\variant\callable_bind.cpp:141)
[37] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:51)
[38] Object::emit_signalp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:1047)
[39] Object::emit_signal<> (C:\Users\theaz\dev\godot-4\core\object\object.h:869)
[40] SceneTree::process (C:\Users\theaz\dev\godot-4\scene\main\scene_tree.cpp:461)
[41] Main::iteration (C:\Users\theaz\dev\godot-4\main\main.cpp:3159)
[42] OS_Windows::run (C:\Users\theaz\dev\godot-4\platform\windows\os_windows.cpp:1296)
[43] widechar_main (C:\Users\theaz\dev\godot-4\platform\windows\godot_windows.cpp:181)
[44] _main (C:\Users\theaz\dev\godot-4\platform\windows\godot_windows.cpp:203)
[45] main (C:\Users\theaz\dev\godot-4\platform\windows\godot_windows.cpp:217)
[46] WinMain (C:\Users\theaz\dev\godot-4\platform\windows\godot_windows.cpp:231)
[47] __scrt_common_main_seh (d:\a01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[48] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
```
Ternary backtrace
```
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.rc.custom_build (381590311958ab00251639af6d7efc6934dd3c72)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] std::_Atomic_integral<unsigned int,4>::fetch_add (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\include\atomic:1553)
[1] std::_Atomic_integral<unsigned int,4>::fetch_add (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\include\atomic:1553)
[2] std::_Atomic_integral_facade<unsigned int>::fetch_sub (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\include\atomic:1782)
[3] SafeNumeric<unsigned int>::decrement (C:\Users\theaz\dev\godot-4\core\templates\safe_refcount.h:84)
[4] CowData<char32_t>::_unref (C:\Users\theaz\dev\godot-4\core\templates\cowdata.h:202)
[5] CowData<char32_t>::_ref (C:\Users\theaz\dev\godot-4\core\templates\cowdata.h:399)
[6] String::operator= (C:\Users\theaz\dev\godot-4\core\string\ustring.h:452)
[7] OperatorEvaluatorStringFormat<String,String>::validated_evaluate (C:\Users\theaz\dev\godot-4\core\variant\variant_op.h:1003)
[8] GDScriptFunction::call (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_vm.cpp:712)
[9] GDScriptFunctionState::resume (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:252)
[10] GDScriptFunctionState::_signal_callback (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:202)
[11] MethodBindVarArgTR<GDScriptFunctionState,Variant>::call (C:\Users\theaz\dev\godot-4\core\object\method_bind.h:254)
[12] Object::callp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:733)
[13] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:62)
[14] CallableCustomBind::call (C:\Users\theaz\dev\godot-4\core\variant\callable_bind.cpp:141)
[15] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:51)
[16] Object::emit_signalp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:1047)
[17] Object::emit_signal<Variant> (C:\Users\theaz\dev\godot-4\core\object\object.h:869)
[18] GDScriptFunctionState::resume (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:272)
[19] GDScriptFunctionState::_signal_callback (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:202)
[20] MethodBindVarArgTR<GDScriptFunctionState,Variant>::call (C:\Users\theaz\dev\godot-4\core\object\method_bind.h:254)
[21] Object::callp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:733)
[22] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:62)
[23] CallableCustomBind::call (C:\Users\theaz\dev\godot-4\core\variant\callable_bind.cpp:141)
[24] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:51)
[25] Object::emit_signalp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:1047)
[26] Object::emit_signal<Variant> (C:\Users\theaz\dev\godot-4\core\object\object.h:869)
[27] GDScriptFunctionState::resume (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:272)
[28] GDScriptFunctionState::_signal_callback (C:\Users\theaz\dev\godot-4\modules\gdscript\gdscript_function.cpp:202)
[29] MethodBindVarArgTR<GDScriptFunctionState,Variant>::call (C:\Users\theaz\dev\godot-4\core\object\method_bind.h:254)
[30] Object::callp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:733)
[31] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:62)
[32] CallableCustomBind::call (C:\Users\theaz\dev\godot-4\core\variant\callable_bind.cpp:141)
[33] Callable::callp (C:\Users\theaz\dev\godot-4\core\variant\callable.cpp:51)
[34] Object::emit_signalp (C:\Users\theaz\dev\godot-4\core\object\object.cpp:1047)
[35] Object::emit_signal<> (C:\Users\theaz\dev\godot-4\core\object\object.h:869)
[36] SceneTree::process (C:\Users\theaz\dev\godot-4\scene\main\scene_tree.cpp:461)
[37] Main::iteration (C:\Users\theaz\dev\godot-4\main\main.cpp:3159)
[38] OS_Windows::run (C:\Users\theaz\dev\godot-4\platform\windows\os_windows.cpp:1296)
[39] widechar_main (C:\Users\theaz\dev\godot-4\platform\windows\godot_windows.cpp:181)
[40] _main (C:\Users\theaz\dev\godot-4\platform\windows\godot_windows.cpp:203)
[41] main (C:\Users\theaz\dev\godot-4\platform\windows\godot_windows.cpp:217)
[42] WinMain (C:\Users\theaz\dev\godot-4\platform\windows\godot_windows.cpp:231)
[43] __scrt_common_main_seh (d:\a01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[44] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
```
### Steps to reproduce
Open the linked repo in Godot 4 and hit play.
### Minimal reproduction project
[Original repo](https://github.com/godot-package-manager/godot-plugin/tree/godot-4/addons/godot-package-manager)
[MRP repo](https://github.com/you-win/string-format-mrp)
[MRP: string-format-mrp.zip](https://github.com/godotengine/godot/files/10788845/string-format-mrp.zip)
Instructions: open the project and run.
| https://github.com/godotengine/godot/issues/73258 | https://github.com/godotengine/godot/pull/73964 | 92d47f84fe3f1485ba43c9146405ca9fabcf4899 | 1bd0b296e195a622c362a12d8e3dca51e8648578 | "2023-02-13T23:21:58Z" | c++ | "2023-02-26T15:00:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,231 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | CanvasItemMaterials can only apply to one 2D node with Compatibility GLES3 renderer | ### Godot version
4.0.rc1.mono
### System information
Windows 11 Home, AMD Ryzen 7 5700G with Radeon Graphics, 3800 Mhz, 8 Core(s), 16 Logical Processor(s)
### Issue description
A regression from how it was in 3.x, if you attempt to apply the same material to multiple 2D nodes (most readily by simply duplicating the node itself), the material will only apply to the first node in the tree that uses it. Everything that comes after it in tree order will appear as if it is not using any material.
Note: This _can_ be remedied by making each instance unique, but that seems like poor resource management.
Here it is tested with Sprite2D and GPUParticles2D, with and without the first node with each material visible:


### Steps to reproduce
- Create a new project using the Compatibility GLES3 renderer.
- Create a 2D node, a Sprite2D works best.
- Create a CanvasItemMaterial for the node, set its blend mode to something other than Mix (Add, Subtract, and Multiply work best for this demonstration).
- Duplicate the Sprite2D node, notice how the new sprite does not appear to use the blend mode of the previous one.
- Hide the first sprite, notice that the second one is properly blended so long as it's the only one visible.
- Move the second sprite above the first in the tree, notice that it is now the one that gets blended properly.
### Minimal reproduction project
[GLES Test.zip](https://github.com/godotengine/godot/files/10723958/GLES.Test.zip)
| https://github.com/godotengine/godot/issues/73231 | https://github.com/godotengine/godot/pull/73255 | 4848877b802b17f4ab1aecfde42c81a7cc9b6f08 | 1f18e16a32223cfead38ff935f876ce8cb7d59c7 | "2023-02-13T16:07:23Z" | c++ | "2023-02-14T10:01:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,230 | ["scene/gui/label.cpp"] | Some tooltips in the editor don't show their text content | ### Godot version
v4.0.rc.custom_build [4a2c2170b]
### System information
Linux X11 Xfce
### Issue description
Some tooltips in the editor appear black without content.

Apparently not all tooltips have this problem.

I would expect, that all tooltips show their content.
Bisecting lead to #72387
### Steps to reproduce
Hover the mouse over CanvasItem-Editor Icons.
### Minimal reproduction project
Happens in the editor | https://github.com/godotengine/godot/issues/73230 | https://github.com/godotengine/godot/pull/73234 | cf859db34a6e3fa65c2200502a957d3981b4dbd4 | 1ecf486ef0a0e58ca7df6f84fb324b5766c66614 | "2023-02-13T15:26:38Z" | c++ | "2023-02-13T18:14:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,227 | ["doc/classes/Color.xml"] | Wrong channel order in docs for Color.hex and Color.hex64: ARGB should be RGBA | ### Godot version
4.0rc1
### System information
n/a
### Issue description
The [docs](https://docs.godotengine.org/en/latest/classes/class_color.html#class-color-method-hex) for `Color.hex` and `Color.hex64` claim that the order is ARGB. But looking at the [implementation](https://github.com/godotengine/godot/blob/4a2c2170b40b4e5562c9ad0f1e0ed84c6bf5c7b7/core/math/color.cpp#L277-L299), it's actually RGBA for both.
### Steps to reproduce
```gdscript
print(Color.hex(0x01020304))
```
Output:
```
(0.0039, 0.0078, 0.0118, 0.0157)
```
This is consistent with RGBA ordering, not ARGB.
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/73227 | https://github.com/godotengine/godot/pull/73275 | 76876a73375b4983cf20075d633868dd5356095e | d2699dc7ab96fbd75faccc1f32f55baebf1d84dc | "2023-02-13T14:54:54Z" | c++ | "2023-02-14T10:07:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,209 | ["modules/gdscript/gdscript_analyzer.cpp"] | Godot incorrectly set variable as read-only when inferring type | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Windows 10
### Issue description
When Godot infers the type of a variable from a read-only property the variable is taken to be as readonly.
### Steps to reproduce
Declare a variable assigning a read-only property to it, and do it inferring the type. Then try to assign something else to the variable. Result: `Parse Error: Cannot assign a new value to a read-only property.`.
Example:
```
var animation_player := AnimationPlayer.new()
var fail := animation_player.current_animation_position
fail = 42.0 # ERROR HERE
```
### Minimal reproduction project
[readonlyprop.zip](https://github.com/godotengine/godot/files/10720874/readonlyprop.zip)
| https://github.com/godotengine/godot/issues/73209 | https://github.com/godotengine/godot/pull/73238 | 5cb32d8476468836baa67d9a0e39523d4e922acc | f3934d1bf5a2374af1fdd59a3eb7dce917e0bc59 | "2023-02-13T09:45:38Z" | c++ | "2023-02-16T17:34:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,192 | ["editor/editor_properties.cpp"] | 4.0.rc1, inc-decrement buttons missing from process priority input box | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Windows 10 22H2, Compatibility, Geforce GTX 550 Ti
### Issue description
The inc-decrement buttons are missing from the Process Priority input box.
The issue is observed in: v4.0.rc1.official [8843d9ad3]

The expected behavior is observed in: v3.5.2.rc2.official [1a2bf3eb4] and v3.5.1.stable.official [6fed1ffa3]

### Steps to reproduce
- open the attached project: [issue, inc-decrement buttons missing from process priority input box.zip](https://github.com/godotengine/godot/files/10717722/issue.inc-decrement.buttons.missing.from.process.priority.input.box.zip)
- in the `Inspector` panel, left-click on the `Process` property group to unfold it's properties.
Look at the `Priority` input box.
### Expected
There should be increment and decrement buttons on the right side of the input box.
### Observed
There are no increment and decrement buttons on the right side of the input box.
### Minimal reproduction project
### v4.0.rc1.official [8843d9ad3]
[issue, inc-decrement buttons missing from process priority input box.zip](https://github.com/godotengine/godot/files/10717722/issue.inc-decrement.buttons.missing.from.process.priority.input.box.zip)
### v3.5.2.rc2.official [1a2bf3eb4] and v3.5.1.stable.official [6fed1ffa3]
[inc-decrement buttons in process priority input box.zip](https://github.com/godotengine/godot/files/10717723/inc-decrement.buttons.in.process.priority.input.box.zip)
| https://github.com/godotengine/godot/issues/73192 | https://github.com/godotengine/godot/pull/73361 | 373cbbe7b20621795e3a09dd9e1d501894db72b1 | 9f07643c8c42cb3239556f77c4fb9fa8d75bd690 | "2023-02-13T00:36:26Z" | c++ | "2023-02-16T10:01:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,167 | ["doc/classes/CodeEdit.xml", "editor/plugins/script_text_editor.cpp", "modules/gdscript/gdscript_editor.cpp", "scene/gui/code_edit.cpp", "scene/gui/code_edit.h"] | Lookup Symbol does not always work (regression in 4.0 RC 1) | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Windows 11 Pro 64Bit
### Issue description
Hi,
Found a rather annoying bug in 4.0 RC1 official on Windows 11:
When right clicking on a function in code and selecting "Lookup Symbol" - it does not always work?
Sometimes it works, sometimes it does not work?
Any ideas?
Jesse
### Steps to reproduce
Right click on a function in code and select "Lookup Symbol".
(it does not work always?)
### Minimal reproduction project
N.A. | https://github.com/godotengine/godot/issues/73167 | https://github.com/godotengine/godot/pull/73196 | d6bb6d42b2d26d15e6362983232e211907f24886 | 2bd904e3db8a82464e623768b5fd08114e2186ee | "2023-02-12T18:00:05Z" | c++ | "2023-07-24T17:32:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,166 | ["core/templates/paged_array.h", "tests/core/templates/test_paged_array.h"] | 3D Meshes disappearing (glitching?) in worlds with lots of objects. | ### Godot version
4.0 RC1 dotnet
### System information
Windows 10, Nvidia GTX 1660Ti, Vulkan
### Issue description
I was, just out of curiosity, testing what performance godot can give with larger worlds with just default settings dropping lots of objects in so I made a pretty big map (in the example below it was about 50000 objects, I went up to 400000 after that), I understand that there are optimization steps such as MultiMesh or the particle system or GeometryShaders, I did NOT use any of these.
As you can see sometimes something glitches, I thought maybe it was an issues with not having properly set up shadow map or something but in the video editor I noticed that some meshes jsut completely disappear. I'm not sure if this is an actual bug or maybe just my computer not being strong enough to handle this? (the scene was running at smooth 60 fps).
I also tried this on a smaller scene with couple hundreds objects but I had no issues there, I have them only when I add large number of objects.
It also doesn't seem to be an issues of distance since it happens to both distant objects as well as nearby ones. In the video you can see I even jump to increase the distance with objects below but they get back to normal when I move.
It also happens only at certain camera angles I guess (or at least it seems to be related to a camera angle or some world positions?).
I'm sorry if this is not an issues I wasn't sure if this is worth a report or if this is just my HW?
Please check the entire video below, I've also took couple screenshots to showcase what exactly happens because some of these happen in just a frame or so (in a video editing program I've took screenshots of exact moments of the issues).
Video: https://youtu.be/63NRSsudxu0 (check timestamps)
Images:
Issues apparent in the distance (long grea area from left to right) and meshes disappear in the bottom right corner.

Well lots of meshes disappeared, compared to the video if needed it's the last couple seconds)

Well lots of meshes disappeared, compared to the video if needed it's the last couple seconds)

### Steps to reproduce
Using Minimal Reproduction Project:
1. Play the project.
2. If it doesn't load in a reasonable time (my old computer takes couple seconds) then play stop and then press the play button again (yeah for some reason if your project adds a lot of stuff in Godot at the beginning it doesn't start away and you need to stop and play it again - NOT pause!)
3. Take your hands off mouse so you don't move the character wrong.
4. Press CTRL + E (your character will be moved to position and rotated properly where I get the issues every time)
5. Observer (check screen/video below to see what it looks like)
6. If you don't see any issues then you might need to walk around for quiet a while and find perfect spot + rotation, it only happens under certain conditions, I have no idea what these are), if your HW is better than mine then you might need to increase the number of objects in the screen by clicking on Main node and changing Size (but be careful how much you change this value, it roughly equals to `(rows * columns) * 3 * 1.5`, the current 325 is about 400k objects!)
(In your own custom project: Add lots of objects to the scene and move around, observe what was in the video.)
### Minimal reproduction project
[LotsObjectsGlitchRepro.zip](https://github.com/godotengine/godot/files/10721849/LotsObjectsGlitchRepro.zip)
Video from minimal repro project: https://youtu.be/Hi9m2Q-kAcY
(At the beginning there's just couple frames showcasing it happening in other parts of the world but you have to pause the video and really just move frame by frame to see these, the second part of the video shows the saved location you can get to with CTRL + E) | https://github.com/godotengine/godot/issues/73166 | https://github.com/godotengine/godot/pull/73460 | b51290383f2d8e4460ea6a9ad25ded6bc6396fee | e80e21b5e8bfb0af04b5d87bfdfc67ffe95121ac | "2023-02-12T17:57:53Z" | c++ | "2023-02-17T12:42:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,164 | ["modules/gdscript/gdscript_editor.cpp"] | Automplete breaks when using @onready paired with get_node() | ### Godot version
4.0 rc1
### System information
Windows 11, GTX 1080Ti, Vulkan
### Issue description
Automplete can't find any variables and methods on custom classes when the nodes are loaded with `@onready`:
simple_rotate.gd:
```gdscript
extends Node2D
class_name SimpleRotate
@export var shouldRotate : bool = true
```
machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $Wheel
func start_motor():
wheel1.sho... # Doesn't autocomplete, it can't find shouldRotate
```
If I add another cast like below, autocomplete does work:
machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $Wheel as SimpleRotate
func start_motor():
wheel1.shouldRotate = true # Autocomplete works
```
To make things even weirder, it does work if I make Wheel into a unique name and access it using %:
machine.gd:
```gdscript
@onready var wheel1 : SimpleRotate = $"%Wheel"
func start_motor():
wheel1.shouldRotate = true # Autocomplete works
```
### Steps to reproduce
- Create a script with a class_name
- Add that script to a node
- Create another script referencing the node with the type of the script
- Try to let automcomplete find any methods or variables on the script with the class_name
- Notice that it fails
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73164 | https://github.com/godotengine/godot/pull/79386 | 375d89ced067dab809ae43232143609ca90eb9ff | dc367bec38ae27a6f2dc48495f3bbd92f478e3f8 | "2023-02-12T15:50:43Z" | c++ | "2023-12-05T12:05:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,160 | ["scene/gui/subviewport_container.cpp", "scene/gui/subviewport_container.h", "scene/main/viewport.cpp", "scene/main/viewport.h"] | get_global_mouse_position() is shifted in the viewport's transform | ### Godot version
4.0rc1
### System information
Linux
### Issue description
This is a copy of https://github.com/godotengine/godot/issues/30215, as it seems it was incorrectly closed (or there's a regression).
When I use the get_global_mouse_position() in a normal scene, the coordinates are right, but when I use in a scene that uses a viewport container to render pixelated the scene, the coordinates are incorrect.
### Steps to reproduce
Add a viewport node with a non-1:1 scale. Note that `get_global_mouse_position` returns the wrong coordinates.
### Minimal reproduction project
[scale-bug-4rc1.zip](https://github.com/godotengine/godot/files/10716275/scale-bug-4rc1.zip)
| https://github.com/godotengine/godot/issues/73160 | https://github.com/godotengine/godot/pull/73188 | c3c425c25f847d13eb9e4b50302057d0d228210a | 0ef3d1bf56c7ec8aabd5af6f09b38d1c98bb6881 | "2023-02-12T14:33:31Z" | c++ | "2023-03-07T11:04:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,155 | ["scene/animation/animation_blend_tree.cpp"] | BlendTree: NodeOneShot blending mode broken on master (still worked in RC1) | ### Godot version
v4.0.rc.custom_build.a4c2d8dc7
### System information
Manjaro Linux
### Issue description
One-Shot Nodes in BlendTrees used to correctly blend and filter the selected animation tracks.
However, some change between the RC1 release and current master broke this functionality.
Now, all animation tracks from the one-shot animation are always applied and the other animation is paused, no filtering happens. However, it works when using the "add"-mode instead of "blend".
https://user-images.githubusercontent.com/4104810/218312448-fbb044a5-edd1-4d39-ac4b-c8caa4d2bf19.mp4
### Steps to reproduce
Create an animation blend tree, add two animation nodes, connect them via a one-shot node (and filter some of the animation tracks). Trigger the one-shot node.
### Minimal reproduction project
[oneshot_broken_minimal_repro.zip](https://github.com/godotengine/godot/files/10716098/oneshot_broken_minimal_repro.zip)
| https://github.com/godotengine/godot/issues/73155 | https://github.com/godotengine/godot/pull/73187 | 3cc78567d7ee5209f7b316f2bb556e57d2e789c7 | 3281f2618265f94f1dc7032aa2f577d676e17a75 | "2023-02-12T12:59:15Z" | c++ | "2023-02-13T08:11:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,143 | ["editor/renames_map_3_to_4.cpp"] | 3-to-4 conversion renames all "remove" functions | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Steam OS Holo, Steam Deck
### Issue description
The conversion rule renaming `remove` to `remove_at` for `Array` objects is applied to all functions named `remove`.
### Steps to reproduce
Create a 3.0 project with a function called "remove" in any script:
```gdscript
extends Node
func remove():
pass
```
After converting to 4.0, the function will be called "remove_at":
```gdscript
extends Node
func remove_at():
pass
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73143 | https://github.com/godotengine/godot/pull/73220 | 47e030251f0dd1af16763ea25e036af00001bc63 | 37cd20b38d2cfcf05467975a4f60c51c1071f76a | "2023-02-12T04:21:47Z" | c++ | "2023-02-17T13:41:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,141 | ["doc/classes/ProjectSettings.xml", "main/main.cpp", "modules/openxr/register_types.cpp"] | OpenXR Intrusive alert dialog when OpenXR HMD is not connected | ### Godot version
4.0.rc1
### System information
Windows 11Pro 10.0.22000
### Issue description
Starting a project with OpenXR enabled (and otherwise configured as per the documentation) but without an HMD connected, results in an operating system message box indicating that OpenXR was requested but failed to start, and suggests checking if an HMD is connected.
I would expect this message to be a log message in the console (and/or the Output window), The operating system dialog is intrusive (especially after the first time it's experienced) and in my case was an obstacle in my workflow. My workflow involves implementing and testing features outside of VR (game logic, behavior, visual effects, storyboarding, blocking out, etc) and then hopping into VR for usability testing and further adjustments. I had to disable OpenXR (and restart the editor), in order to prevent the OpenXR interface from loading, and had to repeat that step whenever I wanted to jump into VR and examine my work.
And for clarity, the OpenXR can fail to load if the HMD is in standby mode or StreamVR is not running, which can happen when the device is sitting without activity or a while, or Stream is not running, which is not infrequent when developing features.
### Steps to reproduce
Ensure an HMD is not connected, and StreamVR (or alternative OpenXR implementation) is not running.
1. Create a new project
2. Navigate to Project Settings
3. Navigate to the OpenXR section under the XR header
4. Ensure Enabled = On (checked)
5. Navigate to the Shaders section under the XR header
6. Ensure Enabled = On (checked)
7. Restart the editor
8. Create a 3D scene, save the scene, and start the project
9. Observe that an operating system dialog appears (see attached screenshot)

### Minimal reproduction project
[OpenXRAlertIssue.zip](https://github.com/godotengine/godot/files/10715237/OpenXRAlertIssue.zip)
| https://github.com/godotengine/godot/issues/73141 | https://github.com/godotengine/godot/pull/73144 | c0a48a343fb687a7511a639cad18f651afbedf67 | c981a305a559cca7553888b7d37a6ee98dedde2d | "2023-02-12T03:40:23Z" | c++ | "2023-03-15T13:07:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,139 | ["doc/classes/Tree.xml", "editor/editor_themes.cpp", "scene/gui/tree.cpp", "scene/gui/tree.h", "scene/resources/default_theme/default_theme.cpp"] | Scrollbar overlaps text in Godot 4 RC1 "About" Dialog box | ### Godot version
Godot 4 RC1
### System information
MacOS Ventura 13.2
### Issue description
The scrollbars overlap text in the Godot "About" dialog box.
<img width="1024" alt="image" src="https://user-images.githubusercontent.com/8476589/218290294-8bad2151-9f83-45b6-a024-f518e1f966a6.png">
### Steps to reproduce
1. Open the Godot Help
2. Go to the "Third-party licenses" tab
3. Observe text overlap as per screenshot.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73139 | https://github.com/godotengine/godot/pull/70901 | 920e8067f7ce0938d9ba76bd5300a5c77d1e7f37 | a13635cdf888c005631b3f8b915005e7855e66af | "2023-02-12T02:55:15Z" | c++ | "2023-04-07T11:24:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,124 | ["servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl", "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl"] | LightmapGI: Some meshes become completely unlit or black when baking lightmaps | ### Godot version
Godot 4 RC1
### System information
Windows 10, GeForce 3070
### Issue description
When baking lightmaps, some meshes will occasionally show as completely unlit. Sometimes they will bake properly, and sometimes they will not, but I have not been able to find any sort of pattern to it. None of the LightmapGI settings I have tried, nor settings on the meshes themselves, have had any effect. All of the meshes in this scene were imported with Light Baking set to Static Lightmaps and they have their Global Illumination mode set to Static. They are all instances and share the exact settings, but some of them become completely black after baking. On occasion, they will bake correctly even if I have not changed any settings.

### Steps to reproduce
1. Create a scene where all the static meshes are imported with Light Baking set to Static Lightmaps and their Global Illumination mode is set to Static.
1. Place a directional light in that scene with shadows enabled and the Bake Mode set to Static.
1. Add a LightmapGI and Bake the Lightmaps for the scene.
### Minimal reproduction project
[RC1_LightmapGI_UnlitMeshes.zip](https://github.com/godotengine/godot/files/10714656/RC1_LightmapGI_UnlitMeshes.zip)
| https://github.com/godotengine/godot/issues/73124 | https://github.com/godotengine/godot/pull/81951 | 5fd8506e19ef5cdf82097ef67dfc615a225a7488 | 3cce7309750b0a397ef5479a6478d7a27d3610c6 | "2023-02-11T20:32:35Z" | c++ | "2023-09-20T16:55:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,122 | ["scene/3d/lightmap_gi.cpp"] | LightmapGI: Lightmaps for direct lighting not displaying correctly at runtime or when re-opening the project | ### Godot version
Godot 4 RC1
### System information
Windows 10, GeForce 3070
### Issue description
When baking lighting from a directional light with everything set to static, the lightmaps for the direct lighting don't display correctly when running the scene, even when they look correct in the editor viewport. Additionally, when closing and re-opening the project, the lightmaps no longer look correct in the editor viewport either. In the included screenshot, the left shows the scene in editor, and the right is at runtime in the gameplay window. You can see the edges of the shadows are splotchy.
I've played around with a bunch of settings, such as the Quality and the Lightmap resolution, none seem to have any effect.




### Steps to reproduce
1. Create a scene where all the static meshes are imported with Light Baking set to Static Lightmaps and there Global Illumination mode is set to Static.
2. Place a directional light in that scene with shadows enabled and the Bake Mode set to Static.
3. Add a LightmapGI and Bake the Lightmaps for the scene.
4. Run the game.
### Minimal reproduction project
[RC1_LightmapGI_RuntimeTest.zip](https://github.com/godotengine/godot/files/10714625/RC1_LightmapGI_RuntimeTest.zip)
| https://github.com/godotengine/godot/issues/73122 | https://github.com/godotengine/godot/pull/73136 | a4c2d8dc7a7f74bd3769dc0616d726f7a02968e2 | c3a04f71fd4e1b417dd579d23cf3281821f55e86 | "2023-02-11T20:20:58Z" | c++ | "2023-02-12T09:35:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,113 | ["doc/classes/AnimationNodeOneShot.xml", "scene/animation/animation_blend_tree.cpp", "scene/animation/animation_blend_tree.h"] | Resetting the animation during the Xfade produced a strange condition | ### Godot version
4.0.rc (Also 3.x)
### System information
Any
### Issue description
Here is an example of a NodeTransition case. (NodeOneShot and StateMachine are also weird.)
During a 3-second crossfade from Animation A to Animation B, the parent's OneShot or Transition resets their state after 1 second has elapsed.
In this case, animation B is reset and played back, but the 2-second fade of animation A is still there.
https://user-images.githubusercontent.com/61938263/218276567-30469283-13c2-4674-9d3e-cfe25af22575.mp4
So, it is necessary to detect the reset and remove the remaining fade.
### Steps to reproduce
Use Xfade transition and reset it during fading
### Minimal reproduction project
[fadetest.zip](https://github.com/godotengine/godot/files/10714525/fadetest.zip)
| https://github.com/godotengine/godot/issues/73113 | https://github.com/godotengine/godot/pull/74190 | 1d83a4c5a588ae839983ed9a7227c7d2911a856c | 88f5b8d68767a4a4ef94b2780dc4d416df6fd721 | "2023-02-11T18:44:01Z" | c++ | "2023-05-15T11:43:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,105 | ["platform/android/android_input_handler.cpp", "platform/android/android_input_handler.h", "platform/web/display_server_web.cpp", "platform/web/display_server_web.h", "platform/windows/display_server_windows.cpp"] | Wrong input mapping for modifier keys in html5 export | ### Godot version
4.0-beta17
### System information
Ubuntu 20.04
### Issue description
HTML5 exports handle input events for modifier keys differently from running the project in the editor. For example: if shift is mapped to an event named "shift" and S is mapped to an event named "down", they trigger the correct events in the editor, but in HTML5, pressing shift triggers "down" instead of "shift". I also exported the project for linux and it worked the same way as the editor. I haven't tested windows/macOS.
When I made the minimal reproduction project to investigate, I also noticed a difference in the input events: `event.as_text()` in the editor shows "Shift", "Alt", and "Ctrl", as expected, but after exporting to HTML5 they become "Shift+Shift", "Ctrl+Ctrl", and "Alt+Alt". That doesn't necessarily explain why shift is getting mixed up with S and may be an unrelated issue, but I would expect them to match.
### Steps to reproduce
Run the reproduction project in the editor. When you press a key, a label should show the key pressed and the action name, if applicable. WASD keys map to "up", "left", "down", "right" respectively. Shift maps to "shift".
Run [the html5 export](https://tetrapteryx.itch.io/test-godot-bug?secret=Nymj68e0XaYmGMfhvHwi4lLOxo) of the project and do the same thing. The WASD keys should all work the same as in the editor, but pressing modifier keys shows "Shift+Shift", "Ctrl+Ctrl", and "Alt+Alt", and shift maps to "down" instead of "shift".
### Minimal reproduction project
Project: [test-input-bug.zip](https://github.com/godotengine/godot/files/10714016/test-input-bug.zip)
[HTML5 export](https://tetrapteryx.itch.io/test-godot-bug?secret=Nymj68e0XaYmGMfhvHwi4lLOxo) | https://github.com/godotengine/godot/issues/73105 | https://github.com/godotengine/godot/pull/73268 | 0ddbd9bd2d0926a5acc79fd1a27b3a7445abd0c5 | 47a8ee8814fedaa89816612137f4469fb2318d93 | "2023-02-11T16:25:35Z" | c++ | "2023-02-15T08:52:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,094 | ["editor/editor_help.cpp", "editor/editor_help.h", "editor/editor_node.cpp", "editor/editor_settings.cpp"] | Godot 4.0 RC1 "Text Editor Help" font size changes have no effect | ### Godot version
Godot 4.0 RC1
### System information
MacOS Ventura 13.2
### Issue description
When in the "Text Editor" Help section and trying to change either the:
* Help Font Size
* Help Source Font Size
* Help Title Font Size
Changing the font size has zero effect on the font size.
See below example where "Help Font Size" is 40 however this does not reflect in the godot docs.
<img width="1259" alt="image" src="https://user-images.githubusercontent.com/8476589/218257090-04d14178-a9b7-4c3b-95e4-cb9a99f7f022.png">
### Steps to reproduce
1. Open Editor Settings
2. Click on "Help" within the "Text Editor" section
3. Change the font sizes (Help Font Size, Source Font Size, Title font size)
4. Close the editor settings
5. Observe that changes to the font size had no effect on the font size within the editor godot docs text.
Even restarting Godot has no effect on the font size within Help.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73094 | https://github.com/godotengine/godot/pull/73106 | c7d5596955d817db26284fa53c43a35a18e50ba0 | b601f7959b359425094009d22e408b2283ba5bbf | "2023-02-11T12:09:09Z" | c++ | "2023-02-11T21:01:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,090 | ["editor/animation_track_editor.cpp", "editor/animation_track_editor.h"] | Bezier edit button update timing is weird | ### Godot version
4.0.rc
### System information
Any
### Issue description
If the RESET animation is generated at the same time as the Bezier track is generated, the bezier edit button will not be active.

Also, if you delete a track in the Bezier Editor, or in undo redo, it will not update correctly.
### Steps to reproduce

### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73090 | https://github.com/godotengine/godot/pull/73091 | ab2952580ce4f70bc2f95ad6eb3f749c00c3e7a4 | 0e81e2a30f9fd0cbe83d101cf324fc76801c1fc6 | "2023-02-11T11:44:59Z" | c++ | "2023-02-11T13:38:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,073 | ["scene/gui/code_edit.cpp", "scene/gui/text_edit.cpp"] | Editor: Pressing CapsLock hides code completion | ### Godot version
4.0-rc1
### System information
Windows 10; Ubuntu VM
### Issue description
In Godot's GDScript Editor and Shader Editor, when pressing CapsLock, the code completion closes.
I'm using AutoHotkey to have arrows on ijkl, when CapsLock is pressed. Works fine in VS and VS Code.
### Steps to reproduce
- Edit a GDScript file with Godot
- Bring up code completion (by typing `self.` in any function or `Ctrl+Space`)
- Press CapsLock.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/73073 | https://github.com/godotengine/godot/pull/73074 | 253b4875f337ee84476507ce11838f839986910d | 420ea5c0adada47fa83047e1d8449e2f13f515ec | "2023-02-11T05:02:53Z" | c++ | "2023-04-03T13:58:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,067 | ["scene/2d/line_builder.cpp"] | LineBuilder end cap mode `Line2D::LINE_CAP_BOX` produces incorrect UVs | ### Godot version
3.5.1 custom build
### System information
N/A
### Issue description
When using Line2D, I noticed a discrepancy with UVs depending on the end cap mode.
Here are some examples using a tiled repeating texture:
### No capping ✔️

### Begin cap: Box ✔️

### End cap: Box ❌

### Steps to reproduce
Create a Line2D
Add a texture with repeating enabled
Set end cap mode to Box
### Minimal reproduction project
not needed, bugfix pr incoming | https://github.com/godotengine/godot/issues/73067 | https://github.com/godotengine/godot/pull/73069 | ec552784155fe677b06f1af1e6fdb6f78cd37573 | beab9a7cf2adf6c797e3c76e852ed7437b75a199 | "2023-02-11T01:39:26Z" | c++ | "2023-02-11T13:40:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,054 | ["doc/classes/EditorExportPlugin.xml"] | Error when using EditorExportPlugin | ### Godot version
4.0 ed85a2c
### System information
Windows 10 x64
### Issue description
I have a custom EditorExportPlugin. Whenever I export, I get this error:
```
editor/export/editor_export_plugin.h:125 - Required virtual method EditorExportPlugin::_get_name must be overridden before calling.
```
This was not happening before. I assume the call was changed from `GDVIRTUAL_CALL` to `GDVIRTUALL_REQUIRED_CALL` and started to spam errors for no reason. Why is this even required? Works fine unnamed.
In any case, the documentation does not mention it, so it should be updated. This might apply to other virtual methods too.
### Steps to reproduce
1. Add EditorExportPlugin without `_get_name()` implemented
2. Export project
### Minimal reproduction project
Some example plugin with this problem
https://github.com/KoBeWi/Godot-Auto-Export-Version | https://github.com/godotengine/godot/issues/73054 | https://github.com/godotengine/godot/pull/74038 | 2e530c13175021c6c9ff71ed8f8539679035827a | 3379d731d5570fe6b21ddc647b2dc9d0d2c9094d | "2023-02-10T20:12:05Z" | c++ | "2023-02-27T12:51:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,039 | ["drivers/wasapi/audio_driver_wasapi.cpp", "platform/windows/display_server_windows.cpp", "platform/windows/os_windows.cpp", "platform/windows/tts_windows.cpp"] | Godot 4 beta versions after 7 does not launch | ### Godot version
4.0 RC1
### System information
windows 11, nvidia gtx 970m
### Issue description
The last version i could launch is godot 4.0 beta 7. After that, no version of godot is launching. I tried;
- clean install windows 11
- upgrade graphic driver
- downgrade graphic driver
- C sharp version of godot
nothing works. I used console, lauched godot from command prompt etc. no error message shows up. I believe, some feature that is introduced at 4.0 beta 8 introduced a bug that prevents godot from running on certain systems. Maybe, related to vulkan i don't know.
### Steps to reproduce
launch godot on specific system
### Minimal reproduction project
launch godot on specific system | https://github.com/godotengine/godot/issues/73039 | https://github.com/godotengine/godot/pull/75881 | c4dba9a5efdbd84b67f87def16f7b51321209697 | c2edf14faf3abdaba9a82651f202dd102703f041 | "2023-02-10T13:39:55Z" | c++ | "2023-04-18T21:40:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,025 | ["modules/mono/glue/GodotSharp/GodotSharp/Core/GodotSynchronizationContext.cs"] | GodotSynchronizationContext.Send should be implemented | ### Godot version
929ee61170ec4d431d6d2cfeddccdec2a59a11b7
### System information
Windows 10
### Issue description
`GodotSynchronizationContext` only implements `Post` (the asynchronous method) but doesn't implement `Send` (the synchronous method). While this doesn't affect any major systems that I am aware of (async/await only uses `Post` behind the scenes, for example), we shouldn't leave `Send` unimplemented, as the default behavior of invoking the callback on the current thread is unexpected. We should implement `Send` to queue the callback onto the main Godot thread (just like `Post`) and then block until it is complete. This is the expected behavior for a custom `SynchronizationContext` implementation which queues to a worker thread.
### Steps to reproduce
The following snippet illustrates the issue:
```csharp
using System.Threading.Tasks;
using Godot;
using Environment = System.Environment;
namespace SyncContextSendExample;
public partial class Main : Node3D
{
public override void _Ready()
{
var context = Dispatcher.SynchronizationContext;
GD.Print($"Main Godot Thread: {Environment.CurrentManagedThreadId}");
// Queues up a callback on the .NET ThreadPool
Task.Run(() =>
{
GD.Print($"Task.Run Thread: {Environment.CurrentManagedThreadId}");
context.Post(_ =>
{
GD.Print($"Post Thread: {Environment.CurrentManagedThreadId}");
}, null);
context.Send(_ =>
{
GD.Print($"Send Thread: {Environment.CurrentManagedThreadId}");
}, null);
});
}
}
```
When running this in a scene, the output will look something like:
```
Main Godot Thread: 1
Task.Run Thread: 4
Post Thread: 1
Send Thread: 4
```
where the unexpected part is that the `Send` callback is invoked on the thread that it was called on (the `Task.Run` thread), rather than the main Godot thread like `Post`.
The only expected difference between `Send` and `Post` is that `Send` will block the caller until the callback is finished.
### Minimal reproduction project
[SyncContextSendExample.zip](https://github.com/godotengine/godot/files/10703742/SyncContextSendExample.zip)
| https://github.com/godotengine/godot/issues/73025 | https://github.com/godotengine/godot/pull/73026 | 34cc5fc03f1bd3aca18506422f66ae30aff89544 | 49e8a2fb6698de7e2dd248e8f846824dfbaccdb1 | "2023-02-10T04:49:41Z" | c++ | "2023-02-12T21:34:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,011 | ["scene/animation/animation_blend_tree.cpp"] | Animation Tree / Blendtree is buggy when going between 2D animation | ### Godot version
4.0.rc1
### System information
Windows 10
### Issue description
I'm not 100% sure what's causing it, but something in the blend tree of the animation tree doesn't play the correct animations when running.
The problem happens when you jump for a 2nd time. It plays the fall animation for 1 loop before switching to the jump animation. It should only play the jump animation when moving upwards. Same effect happens rarely with the idle playing while jumping.

I think it has something to do with the transition nodes and some kind of blend between the 2 animations. Even though the xfade time is set to 0 on all transition nodes. Here's an image of the whole animation tree/ blend tree.

I have a simple script, mostly made of integrated/default code + a small amount I added for adjusting what animation to play in the blend tree. 3 animations. Idle, jump, and fall, shown below.

### Steps to reproduce
open included project, start game, press jump button (space) twice. (it works like it should the first time. But only the first time)
### Minimal reproduction project
[BlendTreeBug.zip](https://github.com/godotengine/godot/files/10702792/BlendTreeBug.zip)
| https://github.com/godotengine/godot/issues/73011 | https://github.com/godotengine/godot/pull/73024 | 008cafc10323d64665e7209be4af11f660ab5f45 | cac4cda89b34de9730ffde279e98120dfdb18fd0 | "2023-02-10T01:04:55Z" | c++ | "2023-02-10T14:08:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,010 | ["scene/2d/camera_2d.cpp", "scene/2d/camera_2d.h"] | reparenting camera2D ignores enabled flag | ### Godot version
4.0 rc1
### System information
Arch Linux
### Issue description
according to the docs:
"Controls whether the camera can be active or not. If true, the Camera2D will become the main camera when it enters the scene tree and there is no active camera currently (see Viewport.get_camera_2d())."
This is not the case if entering the scene tree happens as a result of `void reparent(new_parent: Node, keep_global_transform: bool = true)`... _or reparenting manually for that matter_. It seems to work as expected when entering the tree when the scene first loads, but doesn't function properly after that point. It also seems that adding new cameras works as expected. It just seems to be that the current camera is not actually defined by an enabled camera entering the tree... but actually entering the tree for the **first time**. It may be that some code that is supposed to run upon `_enter_tree()` isn't actually being run where it is supposed to be?
This seems to be related to the changes made in https://github.com/godotengine/godot/pull/72550
This can be worked around with a call to `make_current.call_deferred()`
### Steps to reproduce
add a camera2D to a scene
set your camera to "enabled"
allow your camera to become the current camera, by it being enabled and it entering the scene tree upon loading the scene
reparent the camera
note that the current camera is now the default one used when `get_viewport().get_camera2d() == null`, not the camera you created
### Minimal reproduction project
the attached project includes a sample scene with a camera and two parents that the camera will swap between. (the godot icon, and an upside down godot icon)
- pressing `ui_left` will reparent the camera (not keeping its global transform so you can see it is being reparented)
- pressing `ui_right` will reparent the camera with a `make_current.call_deferred()` work around
- pressing `ui_up` will set the camera to `enabled = true`, which will make the camera current again, despite it was **already enabled**, and is in fact the only camera, with some console output to prove it. This only works if you do this outside of the frame where the camera is reparented, either by doing it in another frame or by deferring the call (the same as `make_current()`).
- pressing `ui_down` will create a new camera that is effectively a copy of the camera that should be current but isn't, showing that the new camera does in fact become current upon entering the tree for the first time. Additionally to ensure this new camera is the only one, the old camera will call `queue_free()`
additionally, some text is printed to the console showing the id of the camera created in the scene, what the value of `enabled` and `get_viewport().get_camera2d()` is before and after certain actions, and lets you know when the camera enters the tree.
[camera_reparent.zip](https://github.com/godotengine/godot/files/10702761/camera_reparent.zip) | https://github.com/godotengine/godot/issues/73010 | https://github.com/godotengine/godot/pull/73063 | f7c177b9727895d89dbdf8e7dada2e9f53d3ee57 | 38d7583f86e9b297175137cc246f6e6369a9c210 | "2023-02-10T00:59:57Z" | c++ | "2023-02-11T13:36:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 73,004 | ["modules/mono/editor/bindings_generator.cpp"] | Mono glue generates invalid code when casting negative number | ### Godot version
3.5.1, though it may also affect later versions
### System information
Windows 11
### Issue description
I'm building snopek games' sg_physics_2d module with godot 3.5, and this bit of C++ code
```C++
// From sg_physics_2d_server.h
RID collision_object_create(CollisionObjectType p_object_type, BodyType p_body_type = BODY_UNKNOWN);
// From sg_physics_2d_server.cpp
ClassDB::bind_method(D_METHOD("collision_object_create", "object_type", "body_type"), &SGPhysics2DServer::collision_object_create, DEFVAL(BODY_UNKNOWN));
```
gets converted into
```C#
/// <summary>
/// <para>Creates a collision object.</para>
/// </summary>
[GodotMethod("collision_object_create")]
public static RID CollisionObjectCreate(SGPhysics2DServer.CollisionObjectType objectType, SGPhysics2DServer.BodyType bodyType = (SGPhysics2DServer.BodyType)-1)
{
return new RID(NativeCalls.godot_icall_2_881(method_bind_12, ptr, (int)objectType, (int)bodyType));
}
```
Note that BODY_UNKNOWN is an enum value that evaluates to -1. Notice how there are no parentheses around the -1 in C# code, leading to a compiler error. Instead of `(SGPhysics2DServer.BodyType)-1`, it should be `(SGPhysics2DServer.BodyType)(-1)`
### Steps to reproduce
N/A
### Minimal reproduction project
See [snopek games' sg-physics-2d repository](https://gitlab.com/snopek-games/sg-physics-2d) | https://github.com/godotengine/godot/issues/73004 | https://github.com/godotengine/godot/pull/77018 | 1c8b203f70042b4e8acd840662aad76a20a88ca0 | c64afeb01731c477813d959daee99a99612d8077 | "2023-02-09T23:15:37Z" | c++ | "2023-05-12T21:27:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,999 | ["editor/editor_resource_picker.cpp"] | Clicking Show in FileSystem while FileSystem dock is floating causes crash | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Windows 10
### Issue description
Attempting to locate a resource in the FileSystem while the Filesystem dock is in its own subwindow causes the editor to crash

### Steps to reproduce
1. Open Editor
2. Make FileSystem dock floating

4. Switch to 2D editor
5. Drag icon.svg into scene
6. Select Icon node in scene tree
7. Right click `Texture` property, select Show in FileSystem

8. Crash
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72999 | https://github.com/godotengine/godot/pull/74591 | bed6c1dc4913b7137ba5dca814544c58f8dd34e0 | 9b9bb418cb1137e69b5131ec9fa7b41c0396db28 | "2023-02-09T22:18:06Z" | c++ | "2023-03-08T14:04:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,989 | ["editor/editor_file_system.cpp"] | Global script classes not recognized properly after defining them, or when `.godot/global_script_class_cache.cfg` was just generated or is out of sync | ### Godot version
4.0.dev
### System information
Pop! OS
### Issue description
I came here to report what seems to have been reported in #72219, yet when I started making the minimal reproduction project in RC1 it seems to have gotten worse yet.
I have created a simple hierarchy here:

`Vehicle` extends `Resoure`, `Car` extends `Vehicle`.
I then have a node `Garage` which exports a variable of type `Vehicle`.
Now, as I try to create a new `Car` resource using the dropdown, it displays "Resource" instead of "Car."

And then, this hilarious error.

When dragging a resource from the filesystem it won't let me put it there either.
That's the case for `Vehicle` resources, too, not just `Car`.

I use Resources A LOT in my workflow (I'd really like to put my Nissan Toyota in my garage, that is), and I'd think I've have found more talk about this.
### Steps to reproduce
Create a class `A` that extends `Resource`.
Create a script that exports a variable of type `A`.
Try to assigning an object of type `A` to the variable. (You can't)
### Minimal reproduction project
[resource_export_issue.zip](https://github.com/godotengine/godot/files/10701397/resource_export_issue.zip)
| https://github.com/godotengine/godot/issues/72989 | https://github.com/godotengine/godot/pull/71850 | b0200c1c469f1aaac3db24e9bd30390a860bbbd9 | e9c7b8d2246bd0797af100808419c994fa43a9d2 | "2023-02-09T20:52:10Z" | c++ | "2023-02-18T09:40:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,987 | ["servers/rendering/renderer_viewport.cpp"] | WorldEnvironment BackgroundMode Canvas renders streaking/ghosting in editor viewport background | ### Godot version
4.0beta17
### System information
Windows 11, mono, (Forward+ and Mobile)
### Issue description
When using a WorldEnvironment with background Mode set to **Canvas**, the editor view now unexpectedly renders no clearing background (e.g., "Keep" render mode) while navigating the 3D scene in the editor:
https://user-images.githubusercontent.com/143504/217915941-94116069-4d28-45b5-bf0d-dfdd3fc46e26.mp4
Previous versions (4.0beta16 and earlier), would use a default clear color or sky when the Canvas BackgroundMode is selected while in the editor viewport. This behaviour appears to have changed in beta17 through rc1.
In-game builds correctly show the canvas in all three versions.
Ideally, when Canvas is selected, the actual canvas content would be rendered as the background while previewing the 3D parts of the scene to better emulate runtime. Alternatively, using a default sky or clear color would prevent the streaking that makes following the grid and in-viewport edit widgets more difficult to see and utilize
### Steps to reproduce
* Create a 3D Scene using a WorldEnvironment
* Place some 3D objects into the scene
* Set the Background Mode to Canvas
* (not sure if necessary) Configure CanvasLayer, e.g., with ParallaxLayer, Sprite2D to render as the background in-game
### Minimal reproduction project
[CanvasBG-Repro.zip](https://github.com/godotengine/godot/files/10700907/CanvasBG-Repro.zip)
| https://github.com/godotengine/godot/issues/72987 | https://github.com/godotengine/godot/pull/73055 | 126025d2ddf1315c6ec9ccf1520cf441c17a56a3 | 61a39a8e6139209b35d1248bb7757fd2ae565b9c | "2023-02-09T19:46:03Z" | c++ | "2023-02-11T13:32:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,986 | ["servers/rendering/shader_compiler.cpp"] | Regression: textureSize() of screen/depth texture causes internal errors and editor hang | ### Godot version
v4.0.rc.custom_build [b12bf7ff0]
### System information
Ubuntu 23.04 (Lunar Lobster)
### Issue description
In a spatial shader: calling textureSize with a texture with hint_screen_texture or hint_depth_texture causes a long list of errors in the terminal, hangs the editor for a minute and fails to run the shader. Shaders using textureSize built fine two weeks ago.
### Steps to reproduce
Open sample project. Errors should be printed to console right away.
[terminal_output.txt](https://github.com/godotengine/godot/files/10700615/terminal_output.txt)
### Minimal reproduction project
[textureSize.zip](https://github.com/godotengine/godot/files/10700628/textureSize.zip)
Shader for MeshInstance3D with a plane mesh:
```
shader_type spatial;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
void fragment() {
textureSize(SCREEN_TEXTURE, 0); // <- culprit
ALBEDO = vec3(1, 0, 0);
}
``` | https://github.com/godotengine/godot/issues/72986 | https://github.com/godotengine/godot/pull/73060 | 6442cb948eb0a4d5225443ab103ededf3d849f51 | bd92f124f796a065c28080d0ef81c138b2a03526 | "2023-02-09T19:07:59Z" | c++ | "2023-02-11T13:37:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,985 | ["platform/windows/display_server_windows.cpp"] | Unresizable window's resolution is incorrect | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Windows 10
### Issue description
The size of the main window seems to be 10 pixels larger in both width and height whenever the window is set to be not resizable. the window should remain the same size, whether it is resizable or not.
### Steps to reproduce
1. Uncheck Project Settings > Display > Window > Resizable
2. Run Project
### Minimal reproduction project
[Bug Report.zip](https://github.com/godotengine/godot/files/10700522/Bug.Report.zip)
| https://github.com/godotengine/godot/issues/72985 | https://github.com/godotengine/godot/pull/73744 | ba5a70ccc967deb52810f5279cfc071f1d849301 | 9e75ae878de41a75fbc15b19c2da909e3f6e3b91 | "2023-02-09T18:56:03Z" | c++ | "2023-02-22T13:49:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,982 | ["doc/classes/ProjectSettings.xml", "modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript_parser.cpp"] | "Treat Warning as Errors" has no effect and annotation warnings are generating fatal errors | ### Godot version
4.0-rc1
### System information
Windows 10
### Issue description
The code: `@export @onready var camera_system : Node3D`
Is throwing: `Line 5:The "@onready" annotation will make the default value to be set after the "@export" takes effect and will override it. (Warning treated as error.)` and is crashing the game.
Unchecking "Treat Warning as Errors" seems to have no effect:


### Steps to reproduce
- Write `@export @onready var some_var : Node3D`
- In Project Settings, uncheck `Treat Warning as Errors`
- Try to run the project, a `Parser Error` will be thrown.
### Minimal reproduction project
It's as simple as adding one line of code, so I'm not sure a MRP is needed. | https://github.com/godotengine/godot/issues/72982 | https://github.com/godotengine/godot/pull/73032 | 929ee61170ec4d431d6d2cfeddccdec2a59a11b7 | f17be20a57eefe2a391d8ad6dcf3bb8cf25a248c | "2023-02-09T18:13:21Z" | c++ | "2023-02-10T14:06:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,976 | ["modules/theora/video_stream_theora.cpp"] | VideoPlayer: Changing VideoStreamPlayer.Stream causes a crash. | ### Godot version
v4.0.rc1.mono.official [8843d9ad3]
### System information
Windows 10
### Issue description
Changing VideoStreamPlayer.Stream causes fairly frequent crashes, whether in the editor or in-game.
I also tried to create an alternative scene that contained 8 video players with streams manually assigned, but attempting to set VideoStreamPlayer.Stream in the editor caused frequent crashes, and when it didn't, trying to load the scene afterward (From the editor or in-game) did.
I recreated this project in v3.5.1.stable.mono.official [6fed1ffa3] without any crashes. It seems to be a 4.0 only issue.
### Steps to reproduce
In-Game Cycle Reproduction Steps:
1. Download the MRP project
2. Run "VideoTest.tcsn"
3. Keep pressing "Space" to cycle through the videos
4. Eventually the game will crash.
Editor Crash Reproduction Steps:
1. Create a VideoStreamPlayer node.
2. Assign a VideoStream.
3. Repeat step 2 until crash occurs.
### Minimal reproduction project
[Video Player Crash MRP.zip](https://github.com/godotengine/godot/files/10698343/Video.Player.Crash.MRP.zip)
| https://github.com/godotengine/godot/issues/72976 | https://github.com/godotengine/godot/pull/73958 | 898ad308e5d15047f9347543fb763a6699994015 | 3300b40fe6ecb750c91f0f53004839d9c1348daf | "2023-02-09T14:47:26Z" | c++ | "2023-02-26T13:25:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,967 | ["modules/gdscript/gdscript_function.h", "modules/gdscript/tests/scripts/runtime/features/typed_argument_is_null.gd", "modules/gdscript/tests/scripts/runtime/features/typed_argument_is_null.out"] | Function with typed argument throws error when argument is null. | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Kubuntu 22.10
### Issue description
Example from my code where error occurred:
```
#Recursively gets the full path of a TreeItem, presuming text index 0 is the file/dir name, and root contains full a valid path.
func getpathTreeitem(item:TreeItem)-> String:
if not item:
return ""
return getpathTreeitem(item.get_parent()).path_join(item.get_text(0))
```
Since get_parent(), which normally returns the expected type, returns null when at the root TreeItem, null needs to be an acceptable input for a function like above.
### Steps to reproduce
Using an orphan primitive Node in place of TreeItem in a Tree.
Same logic should apply
```
func _ready():
var node:Node = Node.new()
printNodeName(node.get_parent())
func printNodeName(n:Node):
if not n:
print("null node")
else:
print(n.name)
```
Observe error:
`Invalid type in function (...)`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72967 | https://github.com/godotengine/godot/pull/73544 | 561d9497399db6136a6cbac17d7736222039cf6a | ea2bc9795c46ebb705c72add7a30ffeb59ff7922 | "2023-02-09T13:07:41Z" | c++ | "2023-02-20T14:41:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,955 | ["editor/debugger/script_editor_debugger.cpp"] | Yellow text (Debugger with Warnings) is unreadable when using light themes until restarting the editor | ### Godot version
4.0rc1
### System information
Linux/Manjaro
### Issue description
When using light themes, the warnings in the debugger are almost indistinguishable from the light background.


### Steps to reproduce
Use a light theme and run a project with warnings
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72955 | https://github.com/godotengine/godot/pull/74734 | 0333b4a26687d4e1c9ec5e05dcdbef5a1b7cea5b | da955dbba90e965ffc7fcfa9628c8bf3f8c0de82 | "2023-02-09T10:32:31Z" | c++ | "2023-03-10T21:48:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,950 | ["scene/gui/label.cpp", "scene/gui/label.h"] | Project Manager dialogs are wrongly sized based on their dynamically wrapped contents | ### Godot version
4.0rc1
### System information
Mac Intel
### Issue description
<img width="626" alt="Screen Shot 2023-02-09 at 12 42 55 AM" src="https://user-images.githubusercontent.com/17450241/217761358-968a6308-2ffc-437e-aa5d-a6f0dcf67741.png">
### Steps to reproduce
Try converting a 3.0 -> 4.0 project
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72950 | https://github.com/godotengine/godot/pull/73809 | a386b799838dd7b1dfd7b91fece72f633e8b2428 | 1b512a75e746170cd23a1a5d346867b29226c762 | "2023-02-09T08:45:42Z" | c++ | "2023-02-23T10:06:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,948 | ["core/variant/variant_op.h", "modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/runtime/features/typed_array_concatenation.gd", "modules/gdscript/tests/scripts/runtime/features/typed_array_concatenation.out"] | Typed arrays aren't working with += | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Lubuntu
### Issue description
You can't use + or += to mutate typed arrays.
It seems to be not correctly getting the type information from the second operand.
An erudite poster on the discord puts it differently:
> it's more like operator + doesn't retain Array typing
> the syntax for Array Concatenation via operators, but the idea gets across i think
The error you see is:
```Trying to assign an array of type "Array" to a variable of type "Array[int]".```
### Steps to reproduce
```
var Alice: Array[int] = [1,2,3]
var Bob: Array[int] = [4,5,6]
Alice += Bob
```
This will crash with the above error message.
### Minimal reproduction project
[plus_syntax_broken_demo_project.zip](https://github.com/godotengine/godot/files/10694514/plus_syntax_broken_demo_project.zip)
| https://github.com/godotengine/godot/issues/72948 | https://github.com/godotengine/godot/pull/73540 | 904db6e8cbc3902f8ff93149d54f7d6f5d97bcea | 248e5245e41ed80069eca12fcb523092fe848f28 | "2023-02-09T07:33:17Z" | c++ | "2023-06-20T13:12:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,945 | ["editor/plugins/skeleton_ik_3d_editor_plugin.cpp", "scene/3d/skeleton_ik_3d.cpp"] | IK preview does not work | ### Godot version
Godot_v4.0-rc1_mono_win64.zip
### System information
Windows 10
### Issue description
in editor can not preview the IK of skeletonIK3D,
worked in December betas
### Steps to reproduce
add skeletonIK3D node
setup
click play IK
click target node3D
IK preview mode no longer active so can not see results of moving it
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72945 | https://github.com/godotengine/godot/pull/82391 | 4c95ebddd6db36f01cde1fbcae79f133971f0cd9 | 7c23d4082b0c9480044a433c415d5d394d761606 | "2023-02-09T05:20:39Z" | c++ | "2023-09-28T18:04:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,940 | ["editor/plugins/canvas_item_editor_plugin.cpp"] | Guides in 2D editor don't clear immediately. | ### Godot version
v4.0.rc1.official.8843d9ad3
### System information
Windows 11, Vulkan API 1.3.205, NVIDIA GeForce MX450
### Issue description
After creating guides in the 2D editor selecting "View > Clear Guides" doesn't immediately remove the guides - they only clear when you click in the 2D viewport.
This is confusing and it appears the functionality doesn't work - the viewport should update immediately.
### Steps to reproduce
- Open the 2D editor.
- Create a guide by dragging from the block in the top left corner.
- Click "View > Clear Guides" from the toolbar above the 2D viewport (the guides still remain visible).
- Click anywhere in the viewport (now the guides disappear).
### Minimal reproduction project
An empty 2D project shows this behaviour. | https://github.com/godotengine/godot/issues/72940 | https://github.com/godotengine/godot/pull/74068 | 918c910b4d91782ef28f22a38d14ebbc32140289 | faf0be741a1bee30b5030ec6084b16c863825d0e | "2023-02-09T03:31:22Z" | c++ | "2023-03-07T11:04:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,935 | ["editor/editor_run.cpp", "editor/editor_run.h"] | Mac, Linux, only editor build: OS.get_cmdline_args splits quoted strings with spaces | ### Godot version
3.5.stable, 4 rc1
### System information
MacOS 12.6.1, Linux not sure which
### Issue description
Command line args set in ProjectSettings `editor/main_run_args` are split at spaces, even if they are quoted.
This only occurs if started from the editor and only on Mac and Linux.
The only difference in 4 is that the main scene is also a command line arg (`res://Main.tscn`) for some reason.. That might be another bug
Here is a workaround to splice the args back together.
```gdscript
# Reverses a bug in Godot, which splits input strings at spaces even if they are quoted
# e.g. --arg="some value" becomes [ --arg="some, value" ]
# this only occurs with args in that format. --arg "some value" is safe
static func fix_godot_cmdline_args_string_space_splitting(args: PoolStringArray) -> PoolStringArray:
if not OS.has_feature("editor"): # only happens in editor builds
return args
if OS.has_feature("Windows"): # windows is unaffected
return args
var fixed_args := PoolStringArray([])
var fixed_arg := ""
# if we encounter an argument that contains [code]=[/code] followed by a quote,
# or an argument that starts with a quote, take all following args and
# concatenate them into one, until we find the closing quote
for arg in args:
var arg_string := arg as String
if '="' in arg_string or '="' in fixed_arg or \
arg_string.begins_with('"') or fixed_arg.begins_with('"'):
if not fixed_arg == "":
fixed_arg += " "
fixed_arg += arg_string
if arg_string.ends_with('"'):
fixed_args.append(fixed_arg.trim_prefix(" "))
fixed_arg = ""
continue
# same thing for single quotes
elif "='" in arg_string or "='" in fixed_arg \
or arg_string.begins_with("'") or fixed_arg.begins_with("'"):
if not fixed_arg == "":
fixed_arg += " "
fixed_arg += arg_string
if arg_string.ends_with("'"):
fixed_args.append(fixed_arg.trim_prefix(" "))
fixed_arg = ""
continue
else:
fixed_args.append(arg_string)
return fixed_args
```
### Steps to reproduce
Set some args with spaces in ProjectSettings `editor/main_run_args`.
E.g. `--arg="string with spaces" --second-arg 'with spaces'`
print them out
```gdscript
func _ready() -> void:
print(OS.get_cmdline_args())
for arg in OS.get_cmdline_args():
printt("single arg:", arg)
print("---")
var fixed_args := fix_godot_cmdline_args_string_space_splitting(OS.get_cmdline_args())
print(fixed_args)
for arg in fixed_args:
printt("fixed arg:", arg)
```
result
```
[--arg="string, with, spaces", --second-arg, 'with, spaces']
single arg: --arg="string
single arg: with
single arg: spaces"
single arg: --second-arg
single arg: 'with
single arg: spaces'
---
[--arg="string with spaces", --second-arg, 'with spaces']
fixed arg: --arg="string with spaces"
fixed arg: --second-arg
fixed arg: 'with spaces'
```
### Minimal reproduction project
Works in 3.5 and 4rc1 (the run args just have to be set again after conversion)
[CmdLineArgSplitReproduction.zip](https://github.com/godotengine/godot/files/10691343/CmdLineArgSplitReproduction.zip)
| https://github.com/godotengine/godot/issues/72935 | https://github.com/godotengine/godot/pull/75444 | 9e56f28d0e77530f21bd38d1ef5dfb9b31072818 | 78518be1946da573232731489e19cc74ea5f4d10 | "2023-02-09T00:41:43Z" | c++ | "2023-06-21T08:18:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,930 | ["doc/classes/AnimationTree.xml", "scene/animation/animation_tree.cpp", "scene/animation/animation_tree.h", "scene/animation/root_motion_view.cpp"] | RootMotionView does not consider current rotation | ### Godot version
4.0 RC1
### System information
Any
### Issue description
RootMotionView does not process rotations correctly.
This problem was pointed out in #58061 and #66510 in the past, but was closed with some fixes and a recommendation to solve it by keeping the current rotation on the script side.
However, for RootMotionView, that work around is not available since it cannot detect the firing of the animation and therefore the current rotation cannot be retained.
As a result, if a moving to forward animation is played after a rotation animation, the moving direction will be strange.
https://user-images.githubusercontent.com/61938263/217674951-16148b54-2667-4506-a5df-644d4ad64e5d.mp4
### Steps to reproduce
A moving to forward animation is played after a rotation animation.
### Minimal reproduction project
[rootrot2.zip](https://github.com/godotengine/godot/files/10690681/rootrot2.zip)
| https://github.com/godotengine/godot/issues/72930 | https://github.com/godotengine/godot/pull/72931 | 1a5f28df20523e31854217138a46f188b6e4f668 | 929ee61170ec4d431d6d2cfeddccdec2a59a11b7 | "2023-02-08T23:29:41Z" | c++ | "2023-02-09T22:43:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,923 | ["scene/resources/material.cpp"] | beta15: `set_shader_parameter` fail to be serialized if shader assigned in the same frame. | ### Godot version
Regressed in 4.0.beta15. Still broken in rc1. Worked fine in beta14
### System information
Windows 10, Nvidia
### Issue description
I'm writing a custom importer that needs to assign a ShaderMaterial to some materials.
When creating a new ShaderMaterial and assigning a shader, it seems that parameters assigned in the same frame are not serialized properly. One workaround is to use `set_deferred("shader_parameter/color", ...)` or `call_deferred("set_shader_parameter", "color", ...)` but this doesn't work for my application (an editor importer).
This issue was previously opened as #72143 but there was some confusion due to an error in the original MRP, so I'm opening a new report.
The reproduction project does:
```
var new_mat = ShaderMaterial.new()
new_mat.shader = load("res://shaders/color_stripes.gdshader")
new_mat.set_shader_parameter("color", color)
```
If left alone, this will appear to work fine because it's not being serialized.
Therefore I also run this code in the reproduction project to force it to be serialized and then reloaded from disk ignoring cache:
```
new_mat.take_over_path("res://saved_material.tres")
ResourceSaver.save(new_mat, "res://saved_material.tres")
new_mat.take_over_path("res://junk_material.tres")
new_mat = ResourceLoader.load("res://saved_material.tres", "", ResourceLoader.CACHE_MODE_REPLACE)
```
On `beta15`, `saved_material.tres` contains:
```
$ cat saved_material.tres
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://b3j8rq3rbwteh"]
[ext_resource type="Shader" path="res://shaders/color_stripes.gdshader" id="1_mfh7u"]
[resource]
shader = ExtResource("1_mfh7u")
shader_parameter/color = null
```
The null value is the bug.
On `beta14`, it contains:
```
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://b3j8rq3rbwteh"]
[ext_resource type="Shader" path="res://shaders/color_stripes.gdshader" id="1_mfh7u"]
[resource]
shader = ExtResource("1_mfh7u")
shader_parameter/color = Color(0.564706, 0.4, 1, 1)
```
### Steps to reproduce
1. Open the attached project.
2. It should run the property setter on load, which will autosave and already show the incorrect material.
3. Click the checkbox Use Standard on and off. This serializes a new material and then loads it from disk.
4. Starting from beta15, the serialized material has no shader_parameter assigned, so when using CACHE_MODE_REPLACE, they are loaded.
The correct behavior is it should have stripes with the selected color (purple in the MRP). if the color is not serialized correctly, it will use the default color in the shader which is greyish.
### Minimal reproduction project
[set_shader_parameter_test.zip](https://github.com/godotengine/godot/files/10690011/set_shader_parameter_test.zip)
| https://github.com/godotengine/godot/issues/72923 | https://github.com/godotengine/godot/pull/73552 | e9c7b8d2246bd0797af100808419c994fa43a9d2 | 1f4f73f8602f61ef43d3dc0b99bedd1614e48283 | "2023-02-08T21:26:46Z" | c++ | "2023-02-18T13:56:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,918 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | opengl: Using CanvasItemMaterial with BLEND_MODE_SUB makes the editor disappear. | ### Godot version
4.0rc1 gl_compatibility only.
### System information
Windows 10, Nvidia 527.56 RTX3090, gl_compatibility
OpenGL API 3.3.0 NVIDIA 527.56 - Compatibility
### Issue description
Assigning a `CanvasItemMatrial` with `blend_mode = BLEND_MODE_SUB` in opengl causes the entire editor to turn black and break, even if later unassigned.
In case it matters, I'm using Single Window Mode in the editor.
### Steps to reproduce
1. Open the attached Project. Make sure it is using **Compatibility** on the top right.
2. On the root "Level" node, click the `Use Standard` checkbox which runs the tool script (it actually sets a CanvasItemMaterial, not standard. the checkbox was badly named). The editor turns black.
3. Without moving the mouse, click again to toggle this material off and return to a ShaderMaterial. The editor is still black / broken.
4. Press Ctrl-S to save the scene so you aren't bombarded with an invisible save dialog.
5. Close the editor.
If you edit the script and try other blend_mode values, this issue does not happen.
### Minimal reproduction project
[black_screen_test.zip](https://github.com/godotengine/godot/files/10689627/black_screen_test.zip)
| https://github.com/godotengine/godot/issues/72918 | https://github.com/godotengine/godot/pull/73006 | f17be20a57eefe2a391d8ad6dcf3bb8cf25a248c | 871c06af6d1d38921801f312fa0c7a04e9bdd6fb | "2023-02-08T20:23:42Z" | c++ | "2023-02-10T14:06:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,915 | ["modules/mono/editor/GodotTools/GodotTools/Build/BuildInfo.cs", "modules/mono/editor/GodotTools/GodotTools/Build/BuildManager.cs", "modules/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs"] | Godot 4.0.beta17.mono Windows export: error NETSDK1194: The "--output" option isn't supported when building a solution. | ### Godot version
4.0.beta17.mono
### System information
Windows 11, .NET, 7.0.200-preview.22628.1
### Issue description
Windows target export fails.
```
1>Done Building Project "c:\dir\project.sln" (Restore target(s)).
1:2>Project "c:\dir\project.sln" on node 1 (Publish target(s)).
1>ValidateSolutionConfiguration:
Building solution configuration "ExportDebug|Any CPU".
1>C:\Program Files\dotnet\sdk\7.0.200-preview.22628.1\Current\SolutionFile\ImportAfter\Microsoft.NET.Sdk.Solution.targets(36,5): error NETSDK1194: The "--output" option isn't supported when building a solution. [c:\dir\project.sln]
1>Done Building Project "c:\dir\project.sln" (Publish target(s)) -- FAILED.
Build FAILED.
"c:\dir\project.sln" (Publish target) (1:2) ->
(_CheckForSolutionLevelOutputPath target) ->
C:\Program Files\dotnet\sdk\7.0.200-preview.22628.1\Current\SolutionFile\ImportAfter\Microsoft.NET.Sdk.Solution.targets(36,5): error NETSDK1194: The "--output" option isn't supported when building a solution. [c:\dir\project.sln]
```
This is easy to fix, however.
Dotnet no longer supports --output on **.sln** file, but it works though on **.csproj** file.
### Steps to reproduce
1. Godot 4b17
2. Install .NET 7.0.200-preview.22628.1 +
3. Create project
4. Add .cs script
5. Export to windows
### Minimal reproduction project
This error is contextual, requires newest dotnet. | https://github.com/godotengine/godot/issues/72915 | https://github.com/godotengine/godot/pull/73015 | 532381562ec4f827b676a87eba218c0d2e533ad1 | 5a79d55560763c10483373b1c715283f76efa656 | "2023-02-08T19:49:30Z" | c++ | "2023-02-11T14:35:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,909 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/typed_array_usage.gd"] | Exporting an enum typed array logs error "Class names can only be set for type OBJECT" | ### Godot version
v4.0.rc1.official [8843d9ad3]
### System information
Ubuntu
### Issue description
```
enum MyEnum {A, B, C}
@export var arr: Array[MyEnum]
```
```
Class names can only be set for type OBJECT
```
in terms of functionality there doesn't seem to be an issue - it's just the error message. however, this is particularly annoying as the error message is just a red string in the output without providing any hint at what file and line it is referring to, leaving the user constantly wondering if something may be broken.
perhaps related to #58203 ?
### Steps to reproduce
see issue description
### Minimal reproduction project
the snipped should be reproducible in any project - let me know if not so I'll quickly upload a MRP. | https://github.com/godotengine/godot/issues/72909 | https://github.com/godotengine/godot/pull/72925 | 37cd20b38d2cfcf05467975a4f60c51c1071f76a | 6e0dd6beca4ac9f62ecf27f33c99d456d5871f7f | "2023-02-08T18:28:39Z" | c++ | "2023-02-17T13:47:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,904 | ["doc/classes/HTTPRequest.xml", "doc/classes/Image.xml"] | [rc1] Image creation doesn't work | ### Godot version
4.0 rc1
### System information
Linux Manjaro, Intel Kaby Lake
### Issue description
```
var img = Image.new()
img.create(1000, 1000, false, Image.FORMAT_RGBA8)
print("Img size: ", img.get_size())
```
size is (0,0) and obviously set_pixel spams errors. Looked at docs both in editor and on website, no indication of any changes.
### Steps to reproduce
See above
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72904 | https://github.com/godotengine/godot/pull/72907 | ccd4caa3de9e89376f339aa76219941d1c83a482 | 2572f6800aef09bd6ea96f3b1c7a999a962eecb7 | "2023-02-08T16:51:50Z" | c++ | "2023-02-08T19:06:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,889 | ["servers/physics_3d/godot_body_pair_3d.cpp"] | [4.0 beta] boxCollision tunneling through the hills despite continuous_CD | ### Godot version
tested on 4.0 beta 17
### System information
Windows 10, Nvidia GeForce GTX 1060 (528.02) / Vulkan
linux mint Nvidia GeForce GTX 1060 / Vulkan
### Issue description
Red and blue RigidBody3D raised above the hilly surface by approximately 6 meters
Red RigidBody has a box-shaped collision.
Blue RigidBody has a spherical collision.
On both RigidBody continuous_cd (continuous collision detection ) turn on.
Hills ground surface has a collision generated by "create trimesh static body" on Mesh Instance.
After launch:
red RigidBody tunneling through ground
blue RigidBody remains on the surface after impact with the ground.
if you replace a hilly ground surface with a flat one, both bodies will remain on the surface after falling.
Minimal reproduction project have prefab of a flat_surface for quick replacement of hilly_surface
### Steps to reproduce
run minimal reproduction project
wasd
esc - turn off/on mouse control
### Minimal reproduction project
[boxCollisionTunneling.zip](https://github.com/godotengine/godot/files/10686107/boxCollisionTunneling.zip)
| https://github.com/godotengine/godot/issues/72889 | https://github.com/godotengine/godot/pull/72917 | 86cb65b5af9e211056df74ef83862ae99f325fe1 | 02e5da2cc563414d31f0bb7b40eeac5effe25053 | "2023-02-08T13:48:19Z" | c++ | "2023-02-20T14:40:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,885 | ["doc/classes/EditorSettings.xml", "editor/editor_settings.cpp", "platform/android/java/editor/src/main/java/org/godotengine/editor/GodotEditor.kt"] | Godot Android Editor not doing side-by-side live debugging on a large form-factor | ### Godot version
4.0 Beta 17
### System information
Xiaomi Pad 5, Adreno 640
### Issue description
Pretty self explanatory,
My device is a relatively large android tablet and it supports multiple windows being open, however godot may not be realizing that.
I would recommend to add this feature as a separate option in the settings, so it could be toggle-able.
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72885 | https://github.com/godotengine/godot/pull/77676 | 72b59325cf7beba7e6e9170cf6023a079fd58672 | 3b1f189d88917918b19c0195286077d3d2437ba9 | "2023-02-08T11:25:49Z" | c++ | "2023-06-08T07:09:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,882 | ["drivers/gles3/shaders/stdlib_inc.glsl"] | OpenGL: GPUParticles2D with Color alpha set to 0 are not transparent | ### Godot version
4.0.dev (8843d9ad347e5c3be5130153aeecdf48e4fe5a14)
### System information
Windows 10
### Issue description
#72853 fixed #72847
But with the same setup and setting the alpha to 0, particles are still visible.
### Steps to reproduce
Reproduce #72847
Set alpha to 0
### Minimal reproduction project
MRP from #72847 | https://github.com/godotengine/godot/issues/72882 | https://github.com/godotengine/godot/pull/72914 | 2572f6800aef09bd6ea96f3b1c7a999a962eecb7 | 913a65c044ff25392571d6cb34fa79df48ee14ba | "2023-02-08T10:20:14Z" | c++ | "2023-02-09T08:26:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,881 | ["scene/resources/visual_shader_nodes.cpp", "servers/rendering/shader_language.cpp"] | Shader fma function (used by Visual Shader UVFunc node) not defined in Compatibility renderer | ### Godot version
4.0b17
### System information
macOS 13.2
### Issue description
The shader function fma, used by the visual shader UVFunc node generated code:
```
// UVFunc:5
vec2 n_in5p1 = vec2(6.00000, 6.00000);
vec2 n_in5p2 = vec2(0.50000, 0.50000);
vec2 n_out5p0 = fma((UV - n_in5p2), n_in5p1, n_in5p2);
```
Does not seem to be defined in the Compatibility renderer, causing shader compilation to fail if it's used with a lot of errors and debug output (10000+ messages as it prints out a lot of engine shader code?). Ending with the relevant errors:
```
drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
ERROR: 0:928: Invalid call of undeclared identifier 'fma'
ERROR: 0:930: Use of undeclared identifier 'm_n_out5p0'
drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```
Simple shader using fma in Mobile:

Switch to Compatibility renderer:

### Steps to reproduce
- Start a project in Mobile
- Make a shader where you use the fma function, for example the shader below in the reproduction field. Or a visual shader using the UVFunc node.
- Assign the shader to a shader material and apply this to a visible mesh, observe it renders
- Switch project to Compatibility renderer
- See errors and failed shader compilation
### Minimal reproduction project
Minimal test shader, use in Compatibility renderer:
```
shader_type spatial;
void fragment() {
vec2 n_in5p1 = vec2(6.00000, 6.00000);
vec2 n_in5p2 = vec2(0.50000, 0.50000);
vec2 n_out5p0 = fma((UV - n_in5p2), n_in5p1, n_in5p2);
ALBEDO = vec3(1,0,0);
}
``` | https://github.com/godotengine/godot/issues/72881 | https://github.com/godotengine/godot/pull/72920 | dabf64bb97618066ec3a08d9e4e706230b9ce078 | bcee13e82dfff330178da06432b4aa2e4c6372b4 | "2023-02-08T09:08:29Z" | c++ | "2023-02-09T08:27:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,864 | ["scene/2d/navigation_agent_2d.cpp", "scene/2d/navigation_agent_2d.h", "scene/3d/navigation_agent_3d.cpp", "scene/3d/navigation_agent_3d.h"] | Godot 4 Mono Beta 17 Error: "The type initializer for 'Godot.NavigationAgent2D' threw an exception" | ### Godot version
v4.0.beta17.mono.official [c40020513]
### System information
Windows 11
### Issue description
When using mono version of Godot 4 (beta 17), an exported **release mode** game executable will throw the following error if a `NavigationAgent2D` node is retrieved via `GetNode`:
```
ERROR: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.TypeInitializationException: The type initializer for 'Godot.NavigationAgent2D' threw an exception.
---> Godot.GodotObject+NativeMethodBindNotFoundException: Unable to find the native method bind. (Method 'NavigationAgent2D.set_debug_enabled')
at Godot.GodotObject.ClassDB_get_method(StringName type, StringName method)
at Godot.NavigationAgent2D..cctor()
--- End of inner exception stack trace ---
at Godot.NavigationAgent2D..ctor()
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
at System.Reflection.RuntimeConstructorInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Godot.Bridge.ScriptManagerBridge.CreateManagedForGodotObjectBinding(godot_string_name* nativeTypeName, IntPtr godotObject)
at: godotsharp_pusherror (modules/mono/glue/runtime_interop.cpp:1227)
ERROR: Parameter "strong_gchandle.value" is null.
at: setup_csharp_script_binding (modules/mono/csharp_script.cpp:1229)
ERROR: Condition "!script_binding.inited" is true. Returning: { nullptr }
at: godotsharp_internal_unmanaged_get_instance_binding_managed (modules/mono/glue/runtime_interop.cpp:234)
```
If the node is continually referenced, like in a `_Process` override, the console is flooded with errors.
This error only appears to happen when the game is exported in **release** mode. Debug does not produce the error.
### Steps to reproduce
1. Create a basic scene with root type `Node2D`
2. Add a `NavigationAgent2D` as a child
3. Attach a C# script to the root node
4. In the `_Ready` method, assign the `NavigationAgent2D` like so: `GetNode<NavigationAgent2D>("NavigationAgent2D")`
5. Export the game in **release** mode (debug mode appears to work fine)
6. Run the executable from the command prompt, so that you can see error output. For example, in a CMD window: `.\MRP.exe`
7. Observe error
### Minimal reproduction project
[Navigation Agent 2D MRP.zip](https://github.com/godotengine/godot/files/10680472/Navigation.Agent.2D.MRP.zip)
| https://github.com/godotengine/godot/issues/72864 | https://github.com/godotengine/godot/pull/72922 | bcee13e82dfff330178da06432b4aa2e4c6372b4 | ea274af71a9510210d7ff87758728ceb9ea572b4 | "2023-02-08T00:09:57Z" | c++ | "2023-02-09T08:28:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,857 | ["servers/rendering/renderer_rd/effects/ss_effects.cpp", "servers/rendering/renderer_rd/effects/ss_effects.h", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h", "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl", "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl"] | Editor rendering glitch caused by certain environment setup | ### Godot version
4.0 a05670c
### System information
Windows 10 x64
### Issue description
Notice the weird black/white/rainbow glow just above the bottom dock.

(the glitches inside the dock itself are caused by GIF quality 🙃)
### Steps to reproduce
See MRP. I didn't make extensive testing. It disappears when you disable SSIL, but most likely there are multiple factors.
### Minimal reproduction project
https://ufile.io/bxeoy5o7 | https://github.com/godotengine/godot/issues/72857 | https://github.com/godotengine/godot/pull/72838 | 1ecf486ef0a0e58ca7df6f84fb324b5766c66614 | 381590311958ab00251639af6d7efc6934dd3c72 | "2023-02-07T21:27:02Z" | c++ | "2023-02-13T18:15:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,856 | ["editor/export/editor_export_platform_pc.cpp"] | HDR Texture not exported with the project | ### Godot version
4.0 beta 17
### System information
Windows 10 x64
### Issue description
I had a case where there was a 3D model in my project using EXR texture. After exporting the project, the texture was not included and loading the scene failed. I tried BPTC export options (the imported file is named `Floor_Cathedral_001_Displacement.exr-48abe52cf2f569ed599b068053f3b1cb.bptc.ctex`) and explicitly including `*.exr`, but none did help. I had to create `.godot/imported` folder in the export folder and manually copy the file.
### Steps to reproduce
Se below.
### Minimal reproduction project
The "minimal" project is very big unfortunately:
https://ufile.io/h4sjcrdw
Try exporting it. | https://github.com/godotengine/godot/issues/72856 | https://github.com/godotengine/godot/pull/73286 | 93d1cfe5252fb7c033c5483ef4267d3b2d30bb4e | 8c7b98d4526c6ba66d7f1636abb71ccbe54727c6 | "2023-02-07T20:45:29Z" | c++ | "2023-02-14T14:58:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,854 | ["core/io/resource.cpp", "core/io/resource.h", "core/io/resource_format_binary.cpp", "core/io/resource_loader.cpp", "modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript.h", "scene/resources/resource_format_text.cpp"] | Opening a currently preloaded scene will remove paths from sub-resources | ### Godot version
4.0 a05670c
### System information
Windows 10 x64
### Issue description
Follow-up to #72257
The PR fixed only half of the issue. Sub-resource IDs are no longer lost, but paths still are. When a scene is preloaded in a currently opened script, opening that scene will result in all sub-resources having empty paths until you save it. While it's harmless in most cases, it's a major pain for built-in scripts, because they appear as `[unsaved]` in the script editor (which leads to further issues, like not being closed on scene close or not being able to open multiple scripts).
https://user-images.githubusercontent.com/2223172/217350742-d3b204d9-c30b-4b01-b8dd-d84f9e39e954.mp4
As identified in https://github.com/godotengine/godot/pull/72257#issuecomment-1412393593, the issue is caused by `preload()` using resource cache in a wrong way. This needs a GDScript fix (and #72257 can be then reverted).
### Steps to reproduce
1. Create a scene
2. Close it
3. Preload it in a script
4. Open again
### Minimal reproduction project
[PreloadBug.zip](https://github.com/godotengine/godot/files/10678899/PreloadBug.zip)
| https://github.com/godotengine/godot/issues/72854 | https://github.com/godotengine/godot/pull/80281 | 89f2f7f278b27db396589d50e51be8a1e6dca919 | 8928b2044b76fb3160c5c17a48a93331233f01f9 | "2023-02-07T19:55:41Z" | c++ | "2023-11-12T11:13:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,847 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | GPUParticles2D color attribute not working in GLES3 (compatibility) | ### Godot version
4.0 beta 17
### System information
Windows 10
### Issue description
Setting the color attribute in ParticleProcessMaterial for GPUParticles2D does not work with compatibility renderer
(works with forward+)
### Steps to reproduce
Set renderer to compatibility
Create a GPUParticles2D
Add ParticleProcessMaterial and set Color attribute (creating a particle shader and setting the `COLOR` is the same)
### Minimal reproduction project
[Particle2DColor.zip](https://github.com/godotengine/godot/files/10678236/Particle2DColor.zip)
| https://github.com/godotengine/godot/issues/72847 | https://github.com/godotengine/godot/pull/72853 | b53c4dda62373a4c88b894f3c298766853452689 | c6d6c01211d0a4777c75164da4dc96b79229324d | "2023-02-07T16:59:34Z" | c++ | "2023-02-08T08:33:19Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,825 | ["editor/plugins/script_editor_plugin.cpp", "editor/plugins/script_editor_plugin.h", "editor/plugins/script_text_editor.cpp", "modules/gdscript/language_server/gdscript_text_document.cpp"] | Hot-reloading of scripts ("Synchronize Script Changes") doesn't work when using external editor (VSCode) | ### Godot version
4.0.beta17
### System information
MacOS
### Issue description
When the "Synchronize Script Changes" option is selected, scripts should hot-reload when changes are saved. However, this does not work when using Godot 4 with an external editor (only tested on VSCode). It does work when using the in-built text editor, or when using Godot 3.
### Steps to reproduce
1. Configure Godot to use VSCode as an external editor.
2. Enable Synchronize Script Changes.
3. Edit a script file within VSCode while the game is running.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72825 | https://github.com/godotengine/godot/pull/82986 | efc0b0837100b199860d477459459e5a9108a892 | 25fa5eadd5dd68051613ad0ea9b4d26f7fb8177b | "2023-02-07T07:59:07Z" | c++ | "2023-10-11T20:38:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,823 | ["drivers/gles3/effects/copy_effects.cpp", "drivers/gles3/effects/copy_effects.h", "drivers/gles3/shaders/copy.glsl", "drivers/gles3/storage/texture_storage.cpp"] | OpenGL: `textureLod()` is blocky due to using linear mipmaps instead of Gaussian | ### Godot version
v4.0.beta17.official [c40020513]
### System information
Windows 11, OpenGL (Compatibility), RTX 2060 (31.0.15.2824)
### Issue description
I tried to make a blurred panel for a ui element with texturelod via shader:
```glsl
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap_anisotropic;
uniform float blur_amount : hint_range(0.0, 5.0);
void fragment() {
vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
COLOR = blurred;
}
```
but what I got instead is this:

vulkan renderer does not exhibit this issue:

### Steps to reproduce
1. Add a TextureRect node
2. Add a Panel node to overlay the previously added node
3. Apply the blur shader to the panel node
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72823 | https://github.com/godotengine/godot/pull/78168 | 008f32cd60457c54c7299f8b7e8b070167ec44e4 | a33b548092433dbeddc05003b3cbd3e0991107d8 | "2023-02-07T06:59:06Z" | c++ | "2023-07-12T13:08:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,811 | ["editor/editor_node.cpp"] | AnimationTrackEditor doesn't open when selecting AnimationPlayer node while another Editor is open | ### Godot version
4.0.dev(2fdaf2919c03ab50f971f2d51616d4ee329d29af)
### System information
any
### Issue description
AnimationPlayer is unintentionally hidden.
https://user-images.githubusercontent.com/61938263/217088704-c1ad44d6-ef7b-4b10-b351-f9f9fa166e39.mp4
### Steps to reproduce
Select AnimationTree -> Select AnimationPlayer
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72811 | https://github.com/godotengine/godot/pull/72805 | e0619a658e4a281be9e634dccfe158a818c1773b | 4fcb8bc47242645a67971f495372a67595f3f772 | "2023-02-06T21:10:25Z" | c++ | "2023-02-06T21:49:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,809 | ["modules/multiplayer/multiplayer_spawner.cpp"] | MultiplayerSpawner does not correctly initialize when starting with no auto spawn list, even if you later add scenes programmatically. | ### Godot version
4.0 beta 17
### System information
Windows 10
### Issue description
Create a minimal multiplayer project with a scene that contains a MultiplayerSpawner which is setup to spawn things into this scene, but it has no pre-configured "auto spawn list". From code, before starting the host or client, invoke add_spawnable_scene() with a scene, in this case res://client.tscn. Start the host and then join with the client, nothing is being spawned for the client. It seems that a MultiplayerSpawner that initially has an empty "auto spawn list" is not properly initialized and adding a scene to it programmatically fails.
### Steps to reproduce
Please use the attached project. It contains three different scenes you can launch. The default scene called "world-dynamic-bug.tscn" is the one that shows the issue. Make sure to run two instances. On the first, press "Host". The window will go blank. On the second, press "Join" and that window will go blank too.
At this point, client and server have connected and if you inspect the scene tree for both you will see the server one is fine, but the client one lacks both "res://client.tscn" instances. You will also see that the MultiplayerSpawner for both did get this client scene added programmatically.
Now stop both instances, and run the "world-static-works.tscn" scene. This one does not programmatically add the "client" scene, but it is configured statically in the world scene. You will see that this works just fine.
Finally, try "world-dynamic-workaround", which adds one non-existing spawnable scene called "res://nonsense" (which does not even exist in the project). If you run this scene, you will also see it works.
As a bit of background, I ran "wireshark" on all scenarios and in the non-working scenario I don't see a packet that looks like this:
<img width="1120" alt="image" src="https://user-images.githubusercontent.com/446570/217062195-375894fc-7e89-48e8-a7d0-e0d63d44d472.png">
My guess is something is not correctly initialized (upfront or when later adding the first scene).
### Minimal reproduction project
[multiplayer-loading.zip](https://github.com/godotengine/godot/files/10668256/multiplayer-loading.zip)
| https://github.com/godotengine/godot/issues/72809 | https://github.com/godotengine/godot/pull/73161 | 3fcd98997257a6b856d70a3cf8846c5ac282f823 | 27fb53024bdc0797f3866869a57417c5a58b2165 | "2023-02-06T19:08:34Z" | c++ | "2023-02-12T15:38:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,808 | ["scene/animation/tween.cpp", "scene/animation/tween.h"] | Tween method with different numerical types (int X float) for initial and final value parameters fails without warning | ### Godot version
4.0.beta17
### System information
windows 10
### Issue description
When using tween_method and providing different numerical types for the initial and final values, like int for initial and float for final or vice versa, the tweening doesn't happen at all. The initial value will be used for every call except the last one, where the final value will be used.
I get it that all tween methods are generic and that receive plain variants as values, regardless of the type of the property or the type of the parameter of the function being tweened, and that it could be undesired to spam error messages for each unsuccessful tween iteration, but at least in the special case of method tweening different numeric types for the initial and final value, maybe it would be better to convert both values to float to prevent the user being confused not knowing why the tween doesn't work only to, later, notice that the initial and final value have different types and that the method tweener should use the same numerical type for both initial and final value.
Please note that in fact it seems that all tween attempts with an incorrect type fails without warning, but the least obvious of them is certainly when converting int>float or float>int, where most users would expect to work.
### Steps to reproduce
Try to use a method tweener where the initial value is an int and the final value is a float or the other way around. The screenshot bellow showcases this on line 8:
```gdscript
tween.tween_method(asdf, 0, 10.0, time) # will print 'typecode:2;value:0' in every call, except the last one which will be 'typecode:3;value:10'
```

### Minimal reproduction project
[TweenMethodWithDifferentInitialAndFinalValueTypes.zip](https://github.com/godotengine/godot/files/10668135/TweenMethodWithDifferentInitialAndFinalValueTypes.zip)
| https://github.com/godotengine/godot/issues/72808 | https://github.com/godotengine/godot/pull/73178 | 49e8a2fb6698de7e2dd248e8f846824dfbaccdb1 | e3b07bf7b828023860e170ec06e5812c8ac6ad4f | "2023-02-06T18:45:47Z" | c++ | "2023-02-12T21:34:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,807 | ["scene/main/viewport.cpp", "scene/main/viewport.h", "scene/main/window.cpp", "scene/main/window.h"] | Node2D inside a SubViewport returning (0, 0) from get_mouse_position() | ### Godot version
v4.0.beta17.official [c40020513]
### System information
macOS 13.0.1
### Issue description
When a `Control` node is over a `SubViewportContainer` (with a `SubViewport` as a child), both in Full Rect anchors, asking for the get_viewport().get_mouse_position() from a scene inside the `SubViewport` returns (0, 0) as the position of the mouse.
This wasn't happening in at least Beta 15. I was getting the mouse position without any problems before Beta 17. I didn't try Beta 16.
### Steps to reproduce
1. Create a `Control` node
2. Add two children: A `SubViewportContainer` and a `Control` node
3. Put both in Full Rect anchors so the `Control` node (child) is covering the `SubViewportContainer`
4. Ask for the get_viewport().get_mouse_position() from inside a scene of the `SubViewport`
As you can see in this screenshot: asking for the mouse position from inside the `Node2D` script always returns (0, 0).
<img width="1533" alt="SubViewportContainerIssue" src="https://user-images.githubusercontent.com/91340577/217051768-d9c2e8ad-40ca-4c6d-bb98-f6a7c9c6081f.png">
Only If the `Control` (child) mouse filtering is set to _Ignore_ you can get the mouse position. But with that you are losing the mouse inputs from that `Control` node.
You can find the setup of these nodes in the MRP.
### Minimal reproduction project
Run the main scene (control.tscn) and move the mouse around the screen. Look for the print in the Output tab.
[SubViewportMousePositionIssue.zip](https://github.com/godotengine/godot/files/10667894/SubViewportMousePositionIssue.zip) | https://github.com/godotengine/godot/issues/72807 | https://github.com/godotengine/godot/pull/71768 | 07d46da48594b99be5e41817ec9268d179fc01ec | 7ebd8b502d1f0838c7278b29102bbb98377c152b | "2023-02-06T18:27:06Z" | c++ | "2023-02-07T15:30:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,799 | ["editor/editor_inspector.cpp", "editor/editor_inspector.h", "editor/plugins/theme_editor_plugin.cpp"] | Adding theme type in the Theme editor causes a crash | ### Godot version
v4.0.beta17.mono.official [c40020513]
### System information
Window 11, Forward+, GTX 1060
### Issue description
Adding two theme variations in a row result to a crash.
https://user-images.githubusercontent.com/93253123/217037249-1ce1d56d-beb6-4435-83ad-9f8a07fe0e96.mp4
### Steps to reproduce
1. Create a project.
2. Create a theme.
3. Double click to go in the theme editor.
4. Click on manage items buttons.
5. In the add type field type a name to add a type.
6. type another name to add a second type.
7. Crash.
### Minimal reproduction project
[ThemeVariationCrash.zip](https://github.com/godotengine/godot/files/10665863/ThemeVariationCrash.zip)
| https://github.com/godotengine/godot/issues/72799 | https://github.com/godotengine/godot/pull/73098 | 5a79d55560763c10483373b1c715283f76efa656 | 44b41ded82229ca7614403f74234a4282002458b | "2023-02-06T17:07:45Z" | c++ | "2023-02-11T14:35:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,781 | ["editor/animation_track_editor_plugins.cpp"] | Animation Editor ignores Region Rect of Sprite2D on key previews | ### Godot version
4.0beta17
### System information
Linux Mint 21.1
### Issue description
When editing animations for the **frame** property of **Sprite2D**, the preview image does not respect the **region_rect** specified in the Sprite2D's properties.
Godot 4.0 (tested with alpha1 to beta17)

Godot 3.5

As can be seen in the second screenshot, the region rect is applied to the key preview image in Godot 3.5, but is ignored in Godot 4.0.
### Steps to reproduce
Steps:
1. Set a region rect on a Sprite2D node
2. Add Sprite2D.frame as a track to an AnimationPlayer
3. Insert key
4. Key preview does not take region rect into account
### Minimal reproduction project
[MRP.zip](https://github.com/godotengine/godot/files/10637055/MRP.zip)
| https://github.com/godotengine/godot/issues/72781 | https://github.com/godotengine/godot/pull/72812 | f39eb330e9d519e8b8bfe0ae3a6c7c88524265fa | 6a58f4e305bc013199a2a7631775fb084d3c1510 | "2023-02-06T02:26:28Z" | c++ | "2023-02-06T22:36:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,773 | ["editor/editor_node.cpp", "editor/editor_node.h"] | EditorPlugin input forwarding unexpected behavior | ### Godot version
v4.0.beta17.official [c40020513]
### System information
Windows 10
### Issue description
GDScript-based `EditorPlugin` addons end up forwarding their input in unexpected ways as different nodes are selected. The plugin's input handling remains active despite `_handles()` no longer returning true. Furthermore, duplicate `EditorPlugin._forward_3d_gui_input()` calls (and similar methods) occur when the bug is triggered, piling up each time it happens, and persisting until Godot is rebooted.
Switching the selection between node types handled by different plugins each seems to trigger this issue consistently, and a minimal reproduction project to accomplish this is provided.
### Steps to reproduce
1. Create a new project.
2. Create 2 `EditorPlugin` GDScript addons, and filter their `_handles()` with different node types.
3. Create a few nodes, 2 of which match the aforementioned `_handles()`.
4. Repeatedly switch the selection on the node tree, and measure their input forwarding (For example, by using `_forward_3d_gui_input()`).
### Minimal reproduction project
[EditorPlugin Input Forwarding Bug.zip](https://github.com/godotengine/godot/files/10613798/EditorPlugin.Input.Forwarding.Bug.zip)
Scroll the mousewheel while having a `Marker3D` or a `Path3D` node selected to debug-print, and then switch to the other one and also scroll the mousewheel. Keep switching selections forth and back to keep triggering the bug. | https://github.com/godotengine/godot/issues/72773 | https://github.com/godotengine/godot/pull/72796 | 112f8faf5c32ed35799bffa2d4f5740fc4e10edc | c22484e10da5799b7f2d7a106d5e2c4cd949753f | "2023-02-05T21:23:11Z" | c++ | "2023-02-06T16:47:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,771 | ["modules/csg/csg_shape.cpp"] | CSGCombiner3D is modified when changing scenes with change_scene_to_file | ### Godot version
v4.0.beta.custom_build [2bd530270] ; v4.0.beta17.official [c40020513]
### System information
Windows 10, Vulkan
### Issue description
This is a regression since v4.0.beta16.official [518b9e580], though I haven't bisected the commit that caused it.
When using `change_scene_to_file` to load into a new scene, a CSGCombiner3D with a child CSGPolygon3D is modified from how it looks in the editor (or running the scene first).
Observe how the MRP scene looks in the editor:

How it looks when using Run Current Scene (F6):

How it looks when running the project with a simple script that loads into the same scene:

The script:
```gdscript
extends Control
func _ready() -> void:
get_tree().change_scene_to_file("res://node_3d.tscn") # res://node_3d.scn is the same scene but it wouldn't open in Beta 16 that I used to test (corrupt)
```
The hole is gone. The remote editor seems to show the same values and the nodes are all there.
I don't know if something else broke with `change_scene_to_file`, if someone knows a workaround please share it.
### Steps to reproduce
Run the MRP. Note: the 3d scene .scn binary format won't open in Beta 16, the .tscn is the same scene and it opens, that might be a clue.
### Minimal reproduction project
[csg bug.zip](https://github.com/godotengine/godot/files/10612034/csg.bug.zip)
| https://github.com/godotengine/godot/issues/72771 | https://github.com/godotengine/godot/pull/77118 | 437041a983a81f9768673dc5374f644634f940f9 | 2488f3c2ade812a8de530c754eccb9133e5262a4 | "2023-02-05T20:09:03Z" | c++ | "2023-05-17T13:59:02Z" |
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