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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. ![image](https://user-images.githubusercontent.com/5117197/219421558-e2806ef3-9a3d-4518-aff8-5ac94bd763f6.png) ### 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. ![characters_chopped_off](https://user-images.githubusercontent.com/7746371/219134123-218bb529-c328-4aa2-9f0d-3b346ae520da.png) ![unneccesary_ellipses](https://user-images.githubusercontent.com/7746371/219134130-0c81ee1c-7ae2-423f-91d2-5b8b709dcc72.png) ### 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: ![errors](https://user-images.githubusercontent.com/125468288/219127087-f5a78035-4e4a-4625-aadb-e0cde6d5ac3d.png) 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: ![](https://user-images.githubusercontent.com/47700418/218946992-1ca11c75-59d4-46a7-b547-0c79a16b9807.png) After: ![](https://user-images.githubusercontent.com/47700418/218947088-9ae36890-49b1-47de-ae5f-9fa8e8d54d2e.png) 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 ![Captura de tela_2023-02-15_03-06-26](https://user-images.githubusercontent.com/92081303/218947115-7a246212-f85b-4718-8549-c30c21a0c788.png) ![Captura de tela_2023-02-15_03-07-41](https://user-images.githubusercontent.com/92081303/218947131-22eef5dd-f4a0-4d39-8b56-53371810a6c7.png) ![Captura de tela_2023-02-15_03-08-01](https://user-images.githubusercontent.com/92081303/218947132-dc6773ea-6239-4d8c-93e9-d7adae6415b5.png) ![Captura de tela_2023-02-15_03-09-49](https://user-images.githubusercontent.com/92081303/218947134-772c45a9-c0bf-44c0-9121-0e44dc46c230.png) ![Captura de tela_2023-02-15_03-10-21](https://user-images.githubusercontent.com/92081303/218947138-02c4fc03-c98b-438a-84e6-9619d9656e52.png) ### 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: ![image](https://user-images.githubusercontent.com/120224184/218899408-1faff448-ffe6-4954-a7cb-5593374af2a0.png) Vulkan: ![image](https://user-images.githubusercontent.com/120224184/218899456-cebc8b03-d73d-4df4-9a37-1ef748bb542a.png) 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). ![fig1](https://user-images.githubusercontent.com/125417462/218897167-11a98609-96e9-4d16-8028-8885ac06957a.jpg) I don't have FBX2glTF, so I click "Cancel". It then proceeds to (Re)Import the assets (fig. 2) ![fig2](https://user-images.githubusercontent.com/125417462/218897228-d0d3fcc2-6802-4402-9eaa-f953582d147c.jpg) 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. ![Peek 2023-02-14 18-20](https://user-images.githubusercontent.com/35376950/218796325-34aaa491-a326-4f41-8b5d-f5079dad1038.gif) ### 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 ![2-1](https://user-images.githubusercontent.com/1168582/218784787-acdb5525-b4ab-4344-9386-791006731bf0.png) 5 bounces ![5-1](https://user-images.githubusercontent.com/1168582/218784772-99aebed9-32ca-4963-ab0b-7390b5e36f81.png) 2 bounces ![2-2](https://user-images.githubusercontent.com/1168582/218784923-ef3a058b-645e-4567-8207-8dddc71d5d1b.png) 5 bounces ![5-2](https://user-images.githubusercontent.com/1168582/218784914-61ccb653-0be2-41cd-a76a-5cbd0e0aa698.png) 2 bounces ![2-3](https://user-images.githubusercontent.com/1168582/218785008-ac2458f8-4c9d-4443-a7c7-f03123808b2f.png) 5 bounces ![5-3](https://user-images.githubusercontent.com/1168582/218785004-9ad3b6fb-fbf2-4723-bff2-cd3274114ae1.png) 2 bounces ![5-4](https://user-images.githubusercontent.com/1168582/218785089-663c6f45-f518-4de5-8500-4411c6299571.png) 5 bounces ![2-4](https://user-images.githubusercontent.com/1168582/218785102-3febde9d-f3f7-4258-a790-c213f38fb31c.png) 2 bounces ![2-5](https://user-images.githubusercontent.com/1168582/218785183-5dde0163-bf0f-48d0-9052-a690631ebc0e.png) 5 bounces ![5-5](https://user-images.githubusercontent.com/1168582/218785171-6f0e1928-b197-4989-b297-6216011f85ef.png) 2 bounces ![2-6](https://user-images.githubusercontent.com/1168582/218785262-1ce9f69e-0194-4f04-be26-12be5416cb47.png) 5 bounces ![5-6](https://user-images.githubusercontent.com/1168582/218785242-9cabe4fa-3fcd-4377-b7d0-eab5906a2d38.png) ### 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. ![image](https://user-images.githubusercontent.com/61938263/218740713-284b8fdf-387b-4cc1-a726-1e157b0a35cb.png) ### 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). ![](https://user-images.githubusercontent.com/47700418/218727843-b6b9c5f3-2da2-4d80-9e58-7e140a8d08d2.png) ### 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. ![image](https://user-images.githubusercontent.com/5783414/218691792-a27619cd-f17c-4d1e-9121-197c22aeec09.png) ### 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: ![Screencapture](https://user-images.githubusercontent.com/6784639/218634052-3b6181dc-d24d-494a-97be-88918b738809.gif) ### 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: ![Godot_v4 0-rc1_mono_win64_wgj5neGLHC](https://user-images.githubusercontent.com/31663251/218507439-b0a09e47-041f-4081-a520-aee7efdd4ea7.png) ![image](https://user-images.githubusercontent.com/31663251/218507614-bb63b6f9-b313-4273-9ff2-e3e3be162edd.png) ### 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. ![image](https://user-images.githubusercontent.com/6299227/218492857-7a681cc7-5843-4c14-aa70-33268a0ad86a.png) Apparently not all tooltips have this problem. ![image](https://user-images.githubusercontent.com/6299227/218493075-22aa9e24-53ae-4106-a38d-ec946cc350df.png) 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] ![Godot_v4 0-rc1_win64_vzNcfx2YGm](https://user-images.githubusercontent.com/13420573/218346770-cca6f609-48a6-4637-9731-cf631398e2f5.png) The expected behavior is observed in: v3.5.2.rc2.official [1a2bf3eb4] and v3.5.1.stable.official [6fed1ffa3] ![Godot_v3 5 2-rc2_win64_LYSNq0gjW1](https://user-images.githubusercontent.com/13420573/218346766-c68f1a21-307d-4ddd-b33a-9765a6a46988.png) ### 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. ![glitch0](https://user-images.githubusercontent.com/33526847/218327690-711dfaa1-0c3a-41a3-8b76-53b606d175a6.png) Well lots of meshes disappeared, compared to the video if needed it's the last couple seconds) ![glitch1](https://user-images.githubusercontent.com/33526847/218327691-9f3d6582-2922-48c4-9f3d-392cbb553a2a.png) Well lots of meshes disappeared, compared to the video if needed it's the last couple seconds) ![glitch2](https://user-images.githubusercontent.com/33526847/218327692-5741c0b8-e94a-44d6-a7f7-bf20dd85024e.png) ### 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) ![openxr_alert](https://user-images.githubusercontent.com/2136005/218291514-789dcb1b-64a0-4199-bcd5-e79ebf03ce40.png) ### 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. ![Godot_RC1_LightmapRandomlyUnlitMeshes_01](https://user-images.githubusercontent.com/42628327/218279741-1067b6fb-8c00-4504-8ea1-7f45589422d7.jpg) ### 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. ![Godot_RC1_LightmapRuntime](https://user-images.githubusercontent.com/42628327/218278830-5661414f-6b8d-45ff-a18c-2660bbec19e2.jpg) ![image](https://user-images.githubusercontent.com/42628327/218279002-9abf1c04-cb74-49c8-b266-72e9db51ddf0.png) ![image](https://user-images.githubusercontent.com/42628327/218279012-0f189c6f-d0b4-40ba-a1e0-d53d9f55c1c1.png) ![image](https://user-images.githubusercontent.com/42628327/218279028-a930326d-98eb-44c8-bfb5-65ecb3781e5b.png) ### 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. ![image](https://user-images.githubusercontent.com/61938263/218256176-88b1b196-7b6b-4404-84ad-e8694f23bb1b.png) Also, if you delete a track in the Bezier Editor, or in undo redo, it will not update correctly. ### Steps to reproduce ![image](https://user-images.githubusercontent.com/61938263/218256230-4b0219d5-87e4-453a-8294-59f8feb0cfd5.png) ### 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 ✔️ ![image](https://user-images.githubusercontent.com/95356449/218230984-e5d507d4-7af7-4967-aee7-79c8daa206ff.png) ### Begin cap: Box ✔️ ![image](https://user-images.githubusercontent.com/95356449/218231092-311370cc-7ff8-4699-976b-c4581eaada0a.png) ### End cap: Box ❌ ![image](https://user-images.githubusercontent.com/95356449/218231131-00ddf4f7-2a9a-4740-a445-a8601ab026e1.png) ### 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. ![BlendTreeBug](https://user-images.githubusercontent.com/48493009/217973489-f5e84658-7fdc-4ba8-8a59-d23ab2611236.gif) 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. ![AnimationTree](https://user-images.githubusercontent.com/48493009/217973509-c1c61888-a7a5-4d59-b2db-8f55d47f6679.PNG) 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. ![bugProjectCode](https://user-images.githubusercontent.com/48493009/217973524-1931d8da-b0f7-46d3-9236-888c45712557.PNG) ### 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 ![image](https://user-images.githubusercontent.com/14885846/217951157-0184c98a-10d2-4cbb-986f-42daca4c45ea.png) ### Steps to reproduce 1. Open Editor 2. Make FileSystem dock floating ![image](https://user-images.githubusercontent.com/14885846/217951626-8beadbb6-8c00-4087-a43f-4a48f879c398.png) 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 ![image](https://user-images.githubusercontent.com/14885846/217951752-9fea8d9c-1682-4892-99bd-ffbb510891e7.png) 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: ![image](https://user-images.githubusercontent.com/79771992/217931820-e004a8c1-ea6b-4fcd-b91b-f9faf6a31195.png) `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." ![image](https://user-images.githubusercontent.com/79771992/217933836-9ce3969e-9175-4449-a7fb-d2636c03241c.png) And then, this hilarious error. ![image](https://user-images.githubusercontent.com/79771992/217934343-d2a0347b-0faf-4886-ba57-7f83ea23d2ca.png) 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`. ![image](https://user-images.githubusercontent.com/79771992/217935042-e49b901f-17cc-4967-9670-098aaa471974.png) 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: ![imagen](https://user-images.githubusercontent.com/248383/217900756-8e214c40-68fb-4fb2-8509-a1e689725930.png) ![imagen](https://user-images.githubusercontent.com/248383/217901253-3b758ebc-48e9-40fe-8d77-16fce7cbae88.png) ### 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. ![image](https://user-images.githubusercontent.com/24468819/217785303-363d54a6-c4e9-4325-b778-e0fcd477156e.png) ![image](https://user-images.githubusercontent.com/24468819/217786098-9de25277-b31e-4e77-b313-03f7aa080de8.png) ### 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: ![Screenshot 2023-02-08 at 09 52 38](https://user-images.githubusercontent.com/17763524/217483066-fe0feab7-72c4-4db7-a44e-041a1ad93f25.jpg) Switch to Compatibility renderer: ![Screenshot 2023-02-08 at 09 53 27](https://user-images.githubusercontent.com/17763524/217483149-4fdef308-67cf-40d2-8d4a-d72dc7c85e70.jpg) ### 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. ![ezgif com-optimize](https://user-images.githubusercontent.com/2223172/217369247-90daedf6-fb5a-4c56-bfb7-f5bfba9f5e15.gif) (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: ![image](https://user-images.githubusercontent.com/72286622/217170426-49f6712d-47ef-4c53-b9f1-30d8ad868084.png) vulkan renderer does not exhibit this issue: ![image](https://user-images.githubusercontent.com/72286622/217170565-a013c712-94f6-49d1-b9ec-091c28a7790b.png) ### 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' ``` ![Screenshot (279)](https://user-images.githubusercontent.com/5783414/217057604-8505ca79-0626-4287-875c-3d5f30aa1316.png) ### 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) ![Screenshot from 2023-02-05 21-19-29](https://user-images.githubusercontent.com/2348534/216868394-45a9dc42-ce4b-4b11-82cb-4491aea46d9b.png) Godot 3.5 ![Screenshot from 2023-02-05 21-19-43](https://user-images.githubusercontent.com/2348534/216868543-cff6eb60-a431-4138-8fa6-5c30a54de0e1.png) 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: ![image](https://user-images.githubusercontent.com/115422160/216841352-d4976b77-3d62-4deb-8ee1-07d42a32eced.png) How it looks when using Run Current Scene (F6): ![image](https://user-images.githubusercontent.com/115422160/216841407-396ea5cb-0490-499b-9a9a-732e645381ec.png) How it looks when running the project with a simple script that loads into the same scene: ![image](https://user-images.githubusercontent.com/115422160/216841451-161a877f-0f7d-4f76-99b2-b21f6f20fddb.png) 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"