status
stringclasses 1
value | repo_name
stringclasses 13
values | repo_url
stringclasses 13
values | issue_id
int64 1
104k
| updated_files
stringlengths 11
1.76k
| title
stringlengths 4
369
| body
stringlengths 0
254k
⌀ | issue_url
stringlengths 38
55
| pull_url
stringlengths 38
53
| before_fix_sha
stringlengths 40
40
| after_fix_sha
stringlengths 40
40
| report_datetime
unknown | language
stringclasses 5
values | commit_datetime
unknown |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
closed | godotengine/godot | https://github.com/godotengine/godot | 72,769 | ["scene/gui/text_edit.cpp", "tests/scene/test_text_edit.h"] | Undoing TextEdit complex operation doesn't revert all selections | ### Godot version
v4.0.beta.custom_build [13f0158]
### System information
Windows 10
### Issue description
When doing operations (`begin_complex_operation` and `end_complex_operation`) with multiple selections in TextEdit, some of these selections don't revert upon undo. This behavior is affects some of script editor's operations, like duplicate selection and delete lines.
### Steps to reproduce
Open script editor, make multiple selections. Keep in mind what you have selected. Do duplicate selection (ctrl+shift+D). Undo (ctrl+Z). Compare the result to what you remember.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72769 | https://github.com/godotengine/godot/pull/86118 | aae58cd6880cf76555cb9a49cf6b1e8c71692ce0 | 02bc2a37dd5927f178ba96e08edb9a75a044b285 | "2023-02-05T18:19:43Z" | c++ | "2023-12-20T14:07:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,765 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Impossible to position the cursor using mouse click when renaming nodes in tree | ### Godot version
4.0 beta 17
### System information
Manjaro Linux (DE: Cinnamon v5.6.7) 64 bits
### Issue description
First, I apologize if this is a duplicate, but I haven't found anything in the reported bugs corresponding to what I encounter.
When trying to rename a node from the tree using the mouse, it is not possible to position the caret (cursor) with the mouse as it cancels the editing. The video is more explicit about the problem: all I do in this video is clicking once on the node to access the editing of the node name. Then I try to click to position the caret somewhere but the edition is then closed.
In the video, no keyboard is involved, only using the mouse normally (but renaming using F2 leads to the same result).
Once again, this only occurs when Single Window Mode is **enabled**.
https://user-images.githubusercontent.com/102065761/216832755-5126ba6e-1523-4aa0-ba15-d37e65a329d9.mp4
### Steps to reproduce
- Activate the Single Window Mode
- Create a node in the tree view and begin to rename it (F2 or mouse click)
- Using mouse only, place the caret anywhere in the edit
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72765 | https://github.com/godotengine/godot/pull/72785 | d5990fa24c5bb6dddfc41188819c24370a5e8737 | e08aa365160ee68a78b75660c28dfcd41608d981 | "2023-02-05T16:58:00Z" | c++ | "2023-02-06T11:11:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,757 | ["scene/gui/graph_edit.cpp"] | Port in shader editor partially overlaps the eye when zoomed out. | ### Godot version
4.0 Beta 17 mono
### System information
Windows 10, Nvidia GTX 1660Ti, Vulkan
### Issue description
When you try to click on the eye icon it won't work in about half of the icon's area when you zoom out, instead you can drag a noodle from the port next to the icon.
https://youtu.be/zpWVsGoy9oU
### Steps to reproduce
Check the video and description above.
### Minimal reproduction project
- | https://github.com/godotengine/godot/issues/72757 | https://github.com/godotengine/godot/pull/78673 | 710d2e7edf54c477a15c7bc3fb91ead394b51fd9 | 8f2f5987a5cb48f959a17e95b57acbb9f217ad11 | "2023-02-05T12:42:58Z" | c++ | "2023-06-26T08:12:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,755 | ["scene/main/canvas_item.cpp"] | High memory usage when using `draw_dashed_line()` | ### Godot version
4.0 beta17
### System information
win10 Gles3
### Issue description
i am using tilemap to setup RTS game.
use draw_dashed_line function drew 192 v-dashlines , 192 h-dashlines,
the _draw function run only once ,
than run my scene , 2G memory has been consumed.
The following is the comparison data (before and drew):
before:

after

---
the code
---
func _draw():
if world:
draw_pave_grid()
print("drawn")
func draw_pave_grid():
var k =0
for i in world.tmapSize.y:
draw_dashed_line(Vector2(world.worldStart.x,world.worldStart.y+i*world.cellSize.y),
Vector2(world.worldEnd.x,world.worldStart.y+i*world.cellSize.y),_line_color,_line_width)
k+=1
for i in world.tmapSize.x:
draw_dashed_line(Vector2(world.worldStart.x+i*world.cellSize.x,world.worldStart.y),
Vector2(world.worldStart.x+i*world.cellSize.x,world.worldEnd.y),_line_color,_line_width)
k+=1
and the world size is : wsize (8032, 4256)
the cell size is 32X32
...
wstart (-1504, -800) wend (6528, 3456) wsize (8032, 4256) whsize (4016, 2128) center (2512, 1328)
384 lines drew
### Steps to reproduce
setup a big tilemap with 32X32 tile , map size is about 8K X 4K,
then darw dash line(about 200X200) grid once
the memory will be eat up
### Minimal reproduction project
sorry | https://github.com/godotengine/godot/issues/72755 | https://github.com/godotengine/godot/pull/72880 | 8ec0b02430f4d95953700d5c1517a5d6a9ebbc60 | 9f85deb75af806c75c68b9897594e87044334d25 | "2023-02-05T11:40:49Z" | c++ | "2023-02-08T08:44:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,739 | ["scene/resources/font.cpp"] | [v4.0beta17-mono] Windows Release Builds Frozen on Launch | ### Godot version
4.0.dev (c40020513) (4.0 beta 17 Mono Version)
### System information
Windows 10/11 Nvidia GPU (varied)
### Issue description
Several of my players that are windows users are reporting that the game does not launch on their system. It reaches to the splash screen then does nothing.
I have had several reports of it working and several of it not working. One user [opened an issue](https://github.com/QueenOfSquiggles/DumbJumpscareGame/issues/1) on the project repository noting they got an error of having run out of RAM. Both of us verified that it seems to cap out around 700 Mb of memory usage. But since I'm on Linux I can't test much myself.
Another user was helping me to do some debugging and was able to generate this verbose log file. But I'm having trouble making heads or tails of it. It seems to imply one of the autoload scenes is loaded, and then everything stops
[WhereTheDeadLie_WindowsTrace.txt](https://github.com/godotengine/godot/files/10609796/WhereTheDeadLie_WindowsTrace.txt)
I haven't had any reports from Linux or Mac users, and from the analytics on the project page I know several users on each system have downloaded the project. So I believe this is a strictly windows issue?
I'm actually really hoping that this is an issue with the engine of some sort, because I'm at a complete loss what it could be. Thanks for any help that can be provided!
### Steps to reproduce
Run the game on a windows machine (Unsure if Nvidia GPU is related). Launch should stop before fully loading the main menu.
### Minimal reproduction project
N/A (I don't know what's causing this.) | https://github.com/godotengine/godot/issues/72739 | https://github.com/godotengine/godot/pull/72743 | 13f0158e49676fc5ec8694a40261685596faa3d1 | d5990fa24c5bb6dddfc41188819c24370a5e8737 | "2023-02-04T22:38:26Z" | c++ | "2023-02-06T09:46:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,738 | ["editor/editor_node.cpp", "editor/editor_node.h"] | [v4.0beta17] gizmo stuck when switching between CollisionShape2D instances | ### Godot version
v4.0.beta17.mono.official [c40020513]
### System information
Windows11,Godot Mobile backend
### Issue description
https://user-images.githubusercontent.com/15378256/216791307-138e2206-f841-42b4-a9b2-b374da97affc.mp4
When selecting different CollisionShape2Ds, only the first selected gizmo is active and can be used even when selecting different CollisionShape2D
### Steps to reproduce
Same root, 2 or more CollisionShape2Ds.
Minimal reproduction project uploaded, simply run editor and select between the CollisionShape2Ds.
### Minimal reproduction project
[bug1.zip](https://github.com/godotengine/godot/files/10609753/bug1.zip) | https://github.com/godotengine/godot/issues/72738 | https://github.com/godotengine/godot/pull/72796 | 112f8faf5c32ed35799bffa2d4f5740fc4e10edc | c22484e10da5799b7f2d7a106d5e2c4cd949753f | "2023-02-04T22:05:05Z" | c++ | "2023-02-06T16:47:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,732 | ["core/input/input.cpp"] | parse_mapping error on Steam Deck | ### Godot version
v3.5.1.stable.official [6fed1ffa3]
### System information
Steam OS Holo, Steam Deck
### Issue description
Running any game in the Godot editor (even a brand new empty project) prints the following error:
```
E 0:00:00.419 parse_mapping: Unrecognised output string "crc" in mapping:
03000000de2800000512000011010000,Steam Deck,a:b3,b:b4,x:b5,y:b6,back:b11,guide:b13,start:b12,leftstick:b14,rightstick:b15,leftshoulder:b7,rightshoulder:b8,dpup:b16,dpdown:b17,dpleft:b18,dpright:b19,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a9,righttrigger:a8,crc:17f6,platform:Linux
<C++ Error> Condition "output_button == JOY_INVALID_OPTION && output_axis == JOY_INVALID_OPTION" is true. Continuing.
<C++ Source> main/input_default.cpp:1182 @ parse_mapping()
```
I'm not sure when this started happening, but it happens consistently. It doesn't seem to matter whether the Steam Deck is docked or not.
### Steps to reproduce
1. Download the official Godot distribution via Steam.
2. Switch to Desktop mode.
3. Launch Godot.
4. Run any project.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72732 | https://github.com/godotengine/godot/pull/73224 | d405392847149e1620324ac9217952bc51884baf | 1c1b5da2629f65bb14113919b3ca48ad4d08b516 | "2023-02-04T20:46:24Z" | c++ | "2023-02-13T17:00:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,728 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Godot glitches out and becomes unusable after being left in the background for a long time | ### Godot version
4.0 beta 17 (but I've encountered it since early alphas)
### System information
Ubuntu 22.04.1 LTS
### Issue description
Sorry for the jank, I just went to record this as soon as I could catch it on camera. The task bar is on the left and I'm clicking the Godot icon. It auto-minimizes when I try to open it most of the time.
https://user-images.githubusercontent.com/85438892/216784828-403b01d2-8818-44fe-b7a8-3d749091c011.mp4
I'm pressing F5 here to play the project normally, but it closes immediately:
https://user-images.githubusercontent.com/85438892/216784819-9a4120a1-d751-4ba4-837d-9272f3fc7caa.mp4
### Steps to reproduce
I have been unable to reproduce it, but leaving Godot in the background for a few hours often leads to it happening. For all I know, it seems random. Happens even on a tiny project.
However, one reliable way to trigger this behavior seems to be suspending my machine.
the "About" of my laptop:

### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72728 | https://github.com/godotengine/godot/pull/76868 | ee931e2be531cb670c7f71417288c88a3d71038c | e56427b4f54c855cb68ca41effb2b951b083bd3a | "2023-02-04T19:05:38Z" | c++ | "2023-05-09T15:44:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,725 | ["doc/classes/EditorSettings.xml", "editor/editor_settings.cpp", "editor/editor_themes.cpp", "platform/android/java/editor/src/main/java/org/godotengine/editor/GodotEditor.kt", "platform/android/java/lib/src/org/godotengine/godot/GodotLib.java", "platform/android/java_godot_lib_jni.cpp", "platform/android/java_godot_lib_jni.h"] | Godot's android editor not differentiating between touch controls and mouse controls | ### Godot version
4.0 Beta 17
### System information
Xiaomi Pad 5, Adreno 640
### Issue description
Good evening,
As explained in the title, the Godot Android editor doesn't seem to differentiate between normal screen touches and mouse clicks.
When using the touchscreen, you can hold your touch at a specific nodes to access it's properties, kind of like a right click with the mouse.
Although a good feature, it did come with a side-effect, when holding the left click button with a mouse, it would also emulate a right click.
here's a video for a more visual explanation:
https://user-images.githubusercontent.com/34092413/216781887-3280cee3-f4cc-4687-88de-0b081f8d212c.mp4
My recommendation would be to add a feature to differentiate between mouse and touches, or simply a settings option to disable the right-click on long press.
### Steps to reproduce
1- Create a project on Godot Android Editor
2- Long press on any node with a mouse, which as a result would emulate a right click.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72725 | https://github.com/godotengine/godot/pull/73694 | e13fae1414b0369fdd3f51b4e3529fd3f272b0e1 | 91aed4b9b58ea40e1918e393fdfe6dc729f20269 | "2023-02-04T17:49:05Z" | c++ | "2023-02-22T09:12:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,707 | ["scene/main/window.cpp"] | Renaming Node Crashes Editor on Linux with i3wm | ### Godot version
4.0.beta17
### System information
Linux.x86_64
### Issue description
Renaming a node in the scene tree by double clicking randomly crashes the running editor instance with the following error message:
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta17.official (c40020513ac8201a449b5ae2eeb58fef0ce0a2a4)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x389e0) [0x7f729c7cf9e0] (??:0)
[2] /opt/godot/Godot_v4.0-beta17_linux.x86_64() [0x44ef5c1] (??:0)
[3] /opt/godot/Godot_v4.0-beta17_linux.x86_64() [0x4b802d7] (??:0)
[4] /opt/godot/Godot_v4.0-beta17_linux.x86_64() [0x2bc69f1] (??:0)
[5] /opt/godot/Godot_v4.0-beta17_linux.x86_64() [0x4957fc4] (??:0)
[6] /opt/godot/Godot_v4.0-beta17_linux.x86_64() [0xe76ab5] (??:0)
[7] /opt/godot/Godot_v4.0-beta17_linux.x86_64() [0xde8ec2] (??:0)
[8] /usr/lib/libc.so.6(+0x23290) [0x7f729c7ba290] (??:0)
[9] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f729c7ba34a] (??:0)
[10] /opt/godot/Godot_v4.0-beta17_linux.x86_64() [0xe0908e] (??:0)
-- END OF BACKTRACE --
================================================================
```
The error occurs about 8 out of 10 times.
### Steps to reproduce
1. Create a blank project
2. Create a scene
3. Add any root node
4. Rename the root node by double clicking the name in the Scene Tree view
### Minimal reproduction project
A blank project with no scene produces this error. | https://github.com/godotengine/godot/issues/72707 | https://github.com/godotengine/godot/pull/73239 | 381590311958ab00251639af6d7efc6934dd3c72 | 854d9c3d9c77270ff3260a8edcc12fccc85514c1 | "2023-02-04T12:48:03Z" | c++ | "2023-02-13T19:24:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,705 | ["editor/editor_help.cpp"] | [4.0] GDScript underscored variables in custom classes appears in generated documentation | ### Godot version
Godot 4.0 beta 17
### System information
Windows 10
### Issue description
As mentioned in Godot's latest documentation, [here](https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_documentation_comments.html#documenting-script-members).
> The script documentation will update in the editor help window every time the script is updated. If any member variable or function name starts with an underscore it will be treated as private. It will not appear in the documentation and will be ignored in the help window.
However, when working with custom classes that have underscored variables they still appear in the classes generated documentation, as seen below:


This is obviously unwanted behavior as it exposes "private" variables that are supposed to be abstracted away from an end user.
### Steps to reproduce
1. Open example project
2. Open Example class documentation
3. Private variable "_private_variable_a" can be seen
3. Private variable "_private_variable_b" can be seen
### Minimal reproduction project
[example.zip](https://github.com/godotengine/godot/files/10607907/example.zip)
| https://github.com/godotengine/godot/issues/72705 | https://github.com/godotengine/godot/pull/67707 | 1f18e16a32223cfead38ff935f876ce8cb7d59c7 | bfe43f69b85f856b47ad6781b3e924fb057cfb0a | "2023-02-04T07:00:18Z" | c++ | "2023-02-14T10:03:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,699 | ["modules/gltf/gltf_document.cpp", "modules/gltf/gltf_document.h"] | Exporting gltf animation broke | ### Godot version
0810ecaafdbee3ea747219e6ab3a8de5d2216a09
### System information
Windows 11, Nvidia 3000, firefox
### Issue description
Exporting the gltf file is corrupt in blender.
### Steps to reproduce
1. Open project.
2. Export as glb
3. Open in blender
4. Blender display many warnings

### Minimal reproduction project
https://cdn.discordapp.com/attachments/598003845657788438/1071249610896580691/Test_Game_Project.zip
| https://github.com/godotengine/godot/issues/72699 | https://github.com/godotengine/godot/pull/72700 | c6d6c01211d0a4777c75164da4dc96b79229324d | 1429ff6c4ff335b9de26a51c6a981a21a51bbcc5 | "2023-02-04T02:04:50Z" | c++ | "2023-02-08T08:33:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,688 | ["SConstruct", "modules/minimp3/SCsub", "modules/minimp3/audio_stream_mp3.cpp", "modules/minimp3/config.py", "modules/minimp3/resource_importer_mp3.cpp"] | MP2 support | ### Godot version
4.0beta17
### System information
Windows 10, any renderer.
### Issue description
For several game remakes (including [Darkstone: The Evil Reigns](https://en.wikipedia.org/wiki/Darkstone)) I need MP2 support since much of the original music is using that format.
Now,Godot uses [minimp3](https://github.com/lieff/minimp3) for MP3 support, which has MP2 support, but it is currently disabled at build time.
Would you guys be open to a patch to the build system that would allow choosing whether or not to include MP2 support? I can disable it by default, but it would be much nicer that way then having to include another copy of `minimp3` just for adding MP2 support.
### Steps to reproduce
Add an MP2 file to the project. Notice it doesn't get imported.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72688 | https://github.com/godotengine/godot/pull/72729 | 0ca8542329888e8dccba89d59d3b728090c29991 | ce236a6d03bfb4ccd81fc60b859b28122edaa20d | "2023-02-03T21:36:56Z" | c++ | "2023-10-02T11:15:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,666 | ["scene/3d/lightmap_gi.cpp"] | LightmapGI is slow to import due to OpenEXR VRAM compression being enabled by default | ### Godot version
4.0 beta 17
### System information
Windows 11, Forward+, RTX 4090
### Issue description
In the latest beta, baking LightmapGI has taken a big performance hit. The baking itself might not be the problem, it's the (Re)Importing Assets step for the `.exr` that seems to take all the time.
### Steps to reproduce
I've included a repro project to demonstrate it. Click the `LightmapGI` node and then the `Bake Lightmaps` button.
Before Beta 17:
`Done baking lightmaps in 00:00:01.`
With Beta 17 (and the latest Master branch, just in case):
`Done baking lightmaps in 00:00:08.`
### Minimal reproduction project
[lightmap-regression-repro.zip](https://github.com/godotengine/godot/files/10579835/lightmap-regression-repro.zip)
| https://github.com/godotengine/godot/issues/72666 | https://github.com/godotengine/godot/pull/73136 | a4c2d8dc7a7f74bd3769dc0616d726f7a02968e2 | c3a04f71fd4e1b417dd579d23cf3281821f55e86 | "2023-02-03T14:39:36Z" | c++ | "2023-02-12T09:35:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,662 | ["editor/debugger/script_editor_debugger.cpp", "modules/mono/glue/GodotSharp/GodotSharp/Core/DebuggingUtils.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs", "modules/mono/glue/runtime_interop.cpp"] | [.NET] Double clicking (unnecessarily long) debug log entry doesn't jumpt to source but to source-generator code | ### Godot version
4.0.beta17.mono.official
### System information
Windows 10
### Issue description
As the title says, the log output is needlessly deep into internals (screenshot here: https://github.com/godotengine/godot/pull/71943#issuecomment-1415809223), but the actual issue is that double clicking the log entry doesn't jump to the source file but attempts to open the source-generator generated file instead:

### Steps to reproduce
Print debug statements from a c# file, and try to double click the log entry in the editor.
### Minimal reproduction project
If required i can create one | https://github.com/godotengine/godot/issues/72662 | https://github.com/godotengine/godot/pull/79280 | ae8f1015e0ce7c55bf795c4c70c8369a76303588 | 8b6c867c81f171f24d3daca5d6eb9d07fbd09f27 | "2023-02-03T12:47:45Z" | c++ | "2023-08-03T12:46:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,658 | ["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/shaders/canvas.glsl"] | MultiMeshInstance2D not working in GLES3 (compatibility) | ### Godot version
4.0 beta 17
### System information
Windows 10
### Issue description
MultiMeshInstance2D is not displaying anything in renderer `gl_compatibility` (GLES3)
Works as expected with `forward_plus`
### Steps to reproduce
Create a project with renderer `gl_compatibility`
Add a MultiMeshInstance2D
### Minimal reproduction project
[Multimeshinstance2d.zip](https://github.com/godotengine/godot/files/10578720/Multimeshinstance2d.zip)
| https://github.com/godotengine/godot/issues/72658 | https://github.com/godotengine/godot/pull/72681 | bbff9fd7a401b5ef39bc1f9337a0477c63dff654 | 1253547837180a8c38b4bdf89fb3794444addd3a | "2023-02-03T11:51:15Z" | c++ | "2023-02-03T23:24:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,650 | ["drivers/gles3/shaders/particles_copy.glsl", "servers/rendering/renderer_rd/shaders/particles_copy.glsl"] | GPUParticles3D flickers frozen particle at world origin (0, 0, 0) when shader material has y-billboard set | ### Godot version
v4.0.beta17.mono.official [c40020513]
### System information
Windows 10
### Issue description
With certain settings, GPUParticles3D intermittently shows a particle at world origin with zero velocity.
These settings in GPUParticles3D caused this behavior:
- Lifetime 1 s
- Material Override / StandardMaterial3D / Billboard / Mode : Y-Billboard
- Mesh: Quad
**Quirks**
- Turning Y-Billboard on and off toggles the bug
- Setting Lifetime for particles to 10 s makes the bug disappear "for ever", even if setting back Lifetime to 1 s (?)

### Steps to reproduce
- Create new Godot project
- Create new scene with Node3D
- Add GPUParticles3D node
- Under Process Material, select New ParticleProcessMaterial
- Click ParticleProcessMaterial for settings, there set Emisssion Shape to Box
- Under Draw Passes / Pass 1, select New QuadMesh
- Click the QuadMesh for settings, there set size to 0.1 , 0.1
- Under Geomeetry / Material Override, select New StandardMaterial3D
- Click StandardMaterial3D for settings, there set Billboard / Mode to Y-Billboard
- Set Transform y-position to 1
At world origin (0, 0, 0) there's intermittently a particle with zero velocity.
### Minimal reproduction project
[gpu_particles_ybillboard_bug.zip](https://github.com/godotengine/godot/files/10576653/gpu_particles_ybillboard_bug.zip)
| https://github.com/godotengine/godot/issues/72650 | https://github.com/godotengine/godot/pull/75162 | 8b31811b2d72892207038dc05db37a6eab2c9f15 | e6e52f9154a9cbd151fb9b9465664f2d423d00c7 | "2023-02-03T07:43:22Z" | c++ | "2023-04-13T07:53:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,617 | ["editor/plugins/visual_shader_editor_plugin.cpp", "editor/plugins/visual_shader_editor_plugin.h", "scene/resources/visual_shader.cpp", "scene/resources/visual_shader.h"] | Visual shader editor node preview shader compilation fails with instance uniforms | ### Godot version
4.0b17
### System information
macOS 13.2
### Issue description
If you make a visual spatial shader and that uses an instance uniform and you have some nodes with previews (the little graphic view) for example like this:

You will get a strange error in the output whenever you load the shader like this:
```
--Main Shader--
1 | shader_type canvas_item;
2 |
E 3-> instance uniform float InstanceParameter : hint_range(0, 1) = 1;
4 |
5 |
6 |
7 | void fragment() {
8 |
9 | float n_out21p0 = InstanceParameter;
10 |
11 |
12 |
13 | float n_out14p0 = 1.0 - n_out21p0;
14 |
15 |
16 | COLOR.rgb = vec3(n_out14p0);
17 | }
18 |
:3 - Uniform instances are not yet implemented for 'canvas_item' shaders.
Shader compilation failed.
./servers/rendering/renderer_rd/shader_rd.h:140 - Condition "!version" is true. Returning: RID()
```
After a lot of experimenting the reason for this seems to be that the visual shader editor is actually also generating canvas_item shaders to render the little node previews (an elegant solution!). And for this shader code it's using the uniforms the nodes are connected to. However, this doesn't seem to account for the fact that we now have instance uniforms that are supported in spatial visual shaders, but not in canvas_item shaders. So it's failing to compile the shaders for the previews and outputs this error in the process. The failures have probably been happening since instance uniforms were added, but the error reporting has been added more recently so I started seeing these in one of the later beta versions.
This doesn't seem to affect the generated shader performance, but it's outputting some confusing errors (took me a good while to figure out) and the previews for the nodes just show all white so you could say it affects the usability of the shader editor.
### Steps to reproduce
- Create a spatial visual shader
- Add an input parameter and set the qualifier to be "Instance"
- Link the parameter value to some node with a preview
- Link that node to the output
- Observe output for errors
- Open/close the file in the editor or open/close the preview on the node to see errors again.
### Minimal reproduction project
The shader from the example: [VisualShaderInstanceUniform.zip](https://www.lostminds.com/godot/VisualShaderInstanceUniform.zip) | https://github.com/godotengine/godot/issues/72617 | https://github.com/godotengine/godot/pull/72660 | 6144192bda2f71e2f8a5c5bb01f6a63404cbee85 | c09445de2afff3b0e4649359bc8770cf445b9790 | "2023-02-02T18:10:17Z" | c++ | "2023-02-03T14:43:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,614 | ["doc/classes/Decal.xml", "doc/classes/OmniLight3D.xml", "doc/classes/ReflectionProbe.xml", "doc/classes/SpotLight3D.xml"] | Vulkan Mobile: Decals are not showing on meshes deformed using `vertex()` in a shader if far away from the AABB (unless Extra Cull Margin is increased) | ### Godot version
4.0 beta 17
### System information
Ubuntu 22.04
### Issue description
Decals are not showing on a mesh deformed using the vertex() function in a shader. They show on the original mesh, not counting shader mesh deformations. This only happens in Vulkan mobile. Forward+ shows the decal correctly.

### Steps to reproduce
Create a Mobile project. Add a plane and a shader to deform it using the vertex() funcion. Try to show a decal on the resulting surface.
### Minimal reproduction project
[decal_vertex_shader.zip](https://github.com/godotengine/godot/files/10571274/decal_vertex_shader.zip)
| https://github.com/godotengine/godot/issues/72614 | https://github.com/godotengine/godot/pull/72656 | 8753b07b0561cfc8debce8d84421d19120ea9b0b | 373295fa1580d732ad3be427b77d0fa74dce37a1 | "2023-02-02T16:45:42Z" | c++ | "2023-02-04T18:36:25Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,609 | ["scene/gui/view_panner.cpp"] | [Godot 4 beta 17] Zoom with magic mouse in 2D editor does not work | ### Godot version
v4.0.beta17.official [c40020513]
### System information
macOS
### Issue description
Zoom in/out is not being triggered while holding "control" and scrolling via magic mouse on macOS. I also attempted to press command/shift/option just in case shortcut has changed, but still wasn't able to zoom in/out. Pressing +/- buttons in the top-left corner works, so does the pinch gesture on trackpad, so the issue appears to be with magic mouse input events.
(There is also an issue with panning- it is extremely slow on both magic mouse and trackpad)
### Steps to reproduce
Hold "control" and "scroll" the magic mouse either horizontally or vertically
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72609 | https://github.com/godotengine/godot/pull/80994 | b6c15736bdd0220bfedac4d2b6e4c3626c7c1178 | ae4e48246a8aa1ebd59772dc1d9b867859221aca | "2023-02-02T15:19:12Z" | c++ | "2023-12-08T14:22:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,596 | ["platform/windows/display_server_windows.cpp"] | "phantom viewport" when launching maximized interferes with mouse input | ### Godot version
4.0.beta17
### System information
Windows 10/11
### Issue description
When project settings are set to "Maximized", "Fullscreen", or "Exclusive Fullscreen", and the base viewport size is smaller than the resulting window size, the following occurs:
Moving the mouse into the top left of the window (into a region the size of the base viewport size) causes mouse enter/exit behavior (including both Controls and Node2D object picking) to stop working outside of that region. Clicking on Controls still works. Resizing the window fixes the error until the project is closed.
### Steps to reproduce
- Make new project
- Set base viewport size in Project Settings to something smaller than your monitor resolution
- Set the window's launch mode to Maximized, Fullscreen, or Exclusive Fullscreen
- Add a few Controls to the scene
- Run the project
- Hover over the top left portion of the screen
- Hover outside of the top left portion of the screen
### Minimal reproduction project
[Test.zip](https://github.com/godotengine/godot/files/10569454/Test.zip)
| https://github.com/godotengine/godot/issues/72596 | https://github.com/godotengine/godot/pull/72622 | a16b0fec4093b22ef5f14c1a4eb9363c890ab06d | 5fb94e01cacfc1062d9b9599eb9cc1b3e7fd5e70 | "2023-02-02T13:33:09Z" | c++ | "2023-02-03T05:23:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,595 | ["editor/plugins/shader_editor_plugin.cpp", "editor/plugins/shader_editor_plugin.h"] | Deleting Shader file in FileSystem panel leaves shader file open for editing in Shader Editor tab | ### Godot version
4.0b17
### System information
macOS 13.2
### Issue description
If you have a shader resource open in the Shader Editor (Visual shader like below or regular code-based Shader) and then delete this shader file from the FileSystem panel, the Shader editor is not updated. I would expect the shader editor to close the file (perhaps with a warning) and update the file list.
If you then save the project the name of the file in the Shader Editor changes to [unsaved]. However, it does not prompt you if you wish to save this open unsaved file if you close it or the project, so it feels like a ghost file of sorts instead of reverting the file to an unsaved new file state (as perhaps intended?).
If you try to save again you instead get an error in the output `Can't save resource to empty path. Provide non-empty path or a Resource with non-empty resource_path.`
https://user-images.githubusercontent.com/17763524/216334632-84fd19da-cd13-442f-98a8-d96a07386f30.mov
There also seems to be a similar issue with the Theme editor tab. Where it will stay open even if the resource you're editing has been deleted.
### Steps to reproduce
- Open a shader resource in the Shader Editor tab
- Delete the Shader file from the FileSystem panel
- Observe that nothings seems to have happened in the Shader Editor
- Save the project and see the Shader editor filename change to [unsaved] but not prompting to be saved on close
### Minimal reproduction project
This is an editor UI issue so I think any project will be the same. | https://github.com/godotengine/godot/issues/72595 | https://github.com/godotengine/godot/pull/83137 | 2f5bb6cc97695523552c0f336d078594e2e50729 | 0258fa4db9271dadc12e947337a5ee64beed2a85 | "2023-02-02T13:25:57Z" | c++ | "2023-10-16T10:59:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,590 | ["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"] | Godot v4 beta17 - Concatenating typed arrays changes the type | ### Godot version
v4.0.beta17.official [c40020513]
### System information
Apple M1 Max - macOS Ventura 13.1 (22C65)
### Issue description
I am getting an error due to functions no longer returning the correct typed array, when the function concatenates arrays and returns it.
In other words, the following fails:
```
func add_arrays() -> Array[ClassA]:
var array_1: Array[ClassA] = []
var array_2: Array[ClassA] = []
return array_1 + array_2
```
<img width="864" alt="Screenshot 2023-02-02 at 1 02 53 PM" src="https://user-images.githubusercontent.com/905216/216320503-475bf4a1-353e-455c-87d5-69d036db706c.png">
I'm assuming when concatenating, the typing changes to a generic `Array` now? Just a guess.
### Steps to reproduce
N/A
### Minimal reproduction project
[Godot Crash Project.zip](https://github.com/godotengine/godot/files/10568780/Godot.Crash.Project.zip)
| https://github.com/godotengine/godot/issues/72590 | https://github.com/godotengine/godot/pull/73540 | 904db6e8cbc3902f8ff93149d54f7d6f5d97bcea | 248e5245e41ed80069eca12fcb523092fe848f28 | "2023-02-02T12:09:51Z" | c++ | "2023-06-20T13:12:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,588 | ["scene/animation/animation_player.cpp", "scene/animation/animation_tree.cpp"] | [AnimationPlayer] Audio Playback Track does not work in the middle of playback | ### Godot version
v4.0.beta17.official [c40020513]
### System information
Windows 11 Pro
### Issue description
In AnimationPlayer, Audio Playback Track does not work in the middle of playback, as in v3.5.1.stable.official [6fed1ffa3]
### Steps to reproduce
(Do on both versions)
Add root node -> Node
Add AnimationPlayer and AudioStreamPlayer

Add new animation, Add Audio Playback Track
Drag & Drop audio test.ogg on track with a time offset of 1

Play animation before the start of the track, at the beginning of the track and somewhere during the track (turn on the sound)
v 3.5.1
https://user-images.githubusercontent.com/91904840/216314742-80982bb9-23a3-4eb5-8e98-249c3531aa66.mp4
v 4.0.beta17
https://user-images.githubusercontent.com/91904840/216314798-23f212f2-c386-4dc1-8946-648e5f8f2467.mp4
You'll notice, that on version 4.0.beta17 Audio Playback Track does not work in the middle of playback!
### Minimal reproduction project
Normal playback
[godot_3.5.1.zip](https://github.com/godotengine/godot/files/10568517/godot_3.5.1.zip)
Cracked playback
[godot_4.0.beta17.zip](https://github.com/godotengine/godot/files/10568519/godot_4.0.beta17.zip)
| https://github.com/godotengine/godot/issues/72588 | https://github.com/godotengine/godot/pull/72727 | 7b86a082be918631c7024ba9a516bd3388e18995 | 5964e4c202980f5530bc62d448962c6e71f4dcb5 | "2023-02-02T11:45:18Z" | c++ | "2023-02-06T20:15:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,574 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | OpenGL: Transposing a tile in the tileset has no effect | ### Godot version
4.0.beta17
### System information
windows 10, nvidia graphics, gl compatibility renderer
### Issue description
Checking or unchecking the 'transpose' checkbox in a tile alternative in the tileset editor has absolutely no visual effect. This was found by another user here https://github.com/godotengine/godot/issues/72525
This only happens in the compatibility renderer. I've tested with the vulkan (mobile and forward) and both worked fine.
### Steps to reproduce
See attached video:
https://user-images.githubusercontent.com/5783414/216274035-0acbe609-52b0-4dd8-90c1-b8970f248231.mp4
### Minimal reproduction project
[TileMapTransposeWontWork.zip](https://github.com/godotengine/godot/files/10566912/TileMapTransposeWontWork.zip)
### Work Around
User vulkan instead of opengl. Or, The user could create a specific tilemap node for rotated tiles and rotate the entire node by 90 or -90 degrees to achieve the desired result. | https://github.com/godotengine/godot/issues/72574 | https://github.com/godotengine/godot/pull/72586 | 18e827ee46b00f6909c8c3b56bcd07d332b89cdc | fc7429d5fed7e36d7344c96250e661d222e0defe | "2023-02-02T08:42:13Z" | c++ | "2023-02-02T20:04:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,571 | ["editor/filesystem_dock.cpp", "editor/filesystem_dock.h"] | [4.0.beta17] Rightclick on blend file shows 'New' menu entry as 'Show in File Manager' | ### Godot version
4.0.beta17.mono.official
### System information
Windows 10
### Issue description
See this screenshot:

For .blend files, the rightclick menu entry should display 'New/..' as usual, but it instead displays 'Show in File System' (functionality is not impacted)
### Steps to reproduce
Have a .blend file and some other asset (or a folder), rightclick both, notice the difference in the 'new' submenu labeling.
### Minimal reproduction project
Any blend file and any other asset will do, but if necessary i can upload random stuff. | https://github.com/godotengine/godot/issues/72571 | https://github.com/godotengine/godot/pull/72576 | 2e506516ee1775caef9c2277fbbb2bab7fd7e14d | 7c5e0755312f6f1c8c7161b09ccba683a4895d1f | "2023-02-02T07:40:17Z" | c++ | "2023-02-02T09:32:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,568 | ["editor/icons/GizmoLightmapGI.svg"] | Broken LightmapGI gizmo icon | ### Godot version
v4.0.beta17.mono.official [c40020513]
### System information
macOS 13
### Issue description
After adding LightmapGI to a 3D scene instead of its gizmo it shows a broken resource (?) icon. Effectively, it cannot be used. This can be easily reproduced in new empty projects.

### Steps to reproduce
Create a new project with a 3D scene, add a LightmapGI node
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72568 | https://github.com/godotengine/godot/pull/72599 | 54346e94a97d41a4a6e12a04e57b6cbc0a9bbc28 | c5a564ef2ac412a9d90a92a3234b3058340fc774 | "2023-02-02T07:31:45Z" | c++ | "2023-02-02T15:26:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,565 | ["scene/gui/code_edit.cpp"] | Autocomplete gets in the way when writing numbers | ### Godot version
v4.0.beta17.official [c40020513]
### System information
Fedora Linux 37 Wayland, AMD RX 6600, AMD Ryzen 7 3700x
### Issue description
When writing numbers, Godot's autocomplete gets on the way suggesting keyboard enums (i.e. KEY_0). Here's a video explaining better the issue:
[Screencast from 2023-02-01 23-29-34.webm](https://user-images.githubusercontent.com/13603525/216232512-76a3b8b2-045e-44fc-bbe3-d5a27933eb09.webm)
### Steps to reproduce
Open a script and type any number from 0 to 10. Godot will try to suggest immediately anything that has that number. A work around is to accept the suggestion then CTRL - Z to revert to the original number
### Minimal reproduction project
N/A
*Bugsquad edit:* Keywords for search: code completion, autocompletion, intellisense, numerical. | https://github.com/godotengine/godot/issues/72565 | https://github.com/godotengine/godot/pull/74466 | b8126b18dc19fd5a183ded7c6943e60fe537b525 | c74e1498113c1b49abd8b9aa055ec22af1bfd772 | "2023-02-02T04:37:11Z" | c++ | "2023-03-07T07:38:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,558 | ["modules/gdscript/gdscript_analyzer.cpp"] | GDScript auto-completion crashes with `const x := NamedEnum.` | ### Godot version
Beta 17, master
### System information
Windows 11
### Issue description
Godot gets a hard crash while attempting to code-complete for member `const` of a class.
### Steps to reproduce
```GDScript
enum E { V1 }
const e := E
```
And then type a `.` after the last `E`, which triggers code hints/auto-completion for subscripts based on `E` and causes a hard crash.
Does not happen for `var e := E.V1`.
### Minimal reproduction project
See above. | https://github.com/godotengine/godot/issues/72558 | https://github.com/godotengine/godot/pull/72557 | 6daf4d6008cbb174f069042d83de9c863832dd0c | 824784f80bd9bb11a0e8f94beb31090c3fcf9ec7 | "2023-02-02T00:19:08Z" | c++ | "2023-02-02T08:49:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,555 | ["scene/main/node.cpp", "scene/main/node.h"] | Crash while changing node root type | ### Godot version
4.0-beta-17
### System information
ZorinOS/Ubuntu Base
### Issue description
While trying to change the import type of a 3D scene, a hard crash/segfault is experienced.
### Steps to reproduce
Try to change the node root type of the imported scene using the Advance Import settings
### Minimal reproduction project
[Import_bug.tar.gz](https://github.com/godotengine/godot/files/10562902/Import_bug.tar.gz)
| https://github.com/godotengine/godot/issues/72555 | https://github.com/godotengine/godot/pull/74054 | ae4d469ca2695141c1b944df6c45ce9631522103 | e8bc100c816d24587acb3de9950e62e46ecc4c74 | "2023-02-01T23:31:03Z" | c++ | "2023-05-12T09:17:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,544 | ["modules/lightmapper_rd/config.py", "modules/lightmapper_rd/register_types.cpp", "servers/rendering_server.cpp"] | `lightmapper_rd` module is included in export templates, even though it can't be used | ### Godot version
4.0.beta17
### System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05), Forward Plus
### Issue description
LightmapGI does not expose a `bake()` function to scripting, so there is no way to use a lightmapper in an exported project. However, the `lightmapper_rd` module is still enabled in export template builds.
Disabling this module reduces the binary size of a stripped release export template binary by 176 KB on Linux, so it's not negligible.
Alternatively, we could expose a way to bake lightmaps in an exported project. The GPU-based lightmapper is a lot faster on average compared to the 3.x CPU lightmapper (especially at lower quality/texel density settings), which makes it viable for this scenario. This could be useful in two cases:
- Games with levels that are procedurally generated once before starting gameplay, and where a pause of 10-50 seconds before you can start playing the game is acceptable (similar to Dwarf Fortress).
- Games with user-created levels, where the baked lightmaps can be included in a PCK/ZIP loaded by other players (so they don't need to bake lightmaps on their own). This is what Trackmania games do.
This is however quite complex, as there needs to be a way to cache both UV2 and generated lightmaps in a way that works for exported projects.
### Steps to reproduce
Build Godot with the `target=template_release module_lightmapper_rd_enabled=no` SCons options.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72544 | https://github.com/godotengine/godot/pull/82521 | 08ceb18c7dd75356f4d1415d96059e7fc960f4d7 | 0cd47310f2f31b6efb61742d94c0010b58f3930a | "2023-02-01T22:21:10Z" | c++ | "2023-09-29T17:47:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,540 | ["editor/editor_layouts_dialog.cpp", "editor/editor_layouts_dialog.h"] | Current Layout Not Selected By Default In Save Layout Dialog | ### Godot version
4.0 Beta 17
### System information
Windows 10
### Issue description
The dialog to save your editor layout can be unclear, for example, if you only have one saved layout, and you change it, you see this:

I automatically assumed that just going right to clicking "Save" would overwrite my current layout as it's shown right in the box there, but doing this leads to nothing happening (dialog stays open). This is a very minor issue, as it only took a minute to realize that I had to actually click on "Normal" to select and overwrite the layout, but I believe a minor change to this menu would improve clarity.
I propose a couple of solutions to this:
1. The currently loaded layout should be selected by default.
2. There should be a third button, "Overwrite Current" that saves as the current layout.
### Steps to reproduce
Simply load any project, or use a blank one, and open the save editor layout dialogue to reproduce this.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72540 | https://github.com/godotengine/godot/pull/72559 | 824784f80bd9bb11a0e8f94beb31090c3fcf9ec7 | 2e506516ee1775caef9c2277fbbb2bab7fd7e14d | "2023-02-01T21:57:16Z" | c++ | "2023-02-02T08:50:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,539 | ["modules/gdscript/gdscript_parser.cpp"] | Engine crashes when using @export_category with a non-string argument | ### Godot version
4.0 beta 16 and 17
### System information
Windows 11
### Issue description
Before beta 16 you could write `@export_category(name)` and it would make a category with "name" as the name.
Now you must use a string when defining the category name. (`@export_category("name")`)
The issue is that the moment you type something that doesn't start with `"` the engine crashes.
### Steps to reproduce
1. Create a script.
2. Write one of the following:
a) `@export_category()`
b) `@export_group()`
c) `@export_subgroup()`
3. In the parentheses write *any* character other than `"`.
4. Watch it crash.
If you managed to save the file the project will crash when opened.
### Minimal reproduction project
[Minimal.zip](https://github.com/godotengine/godot/files/10561826/Minimal.zip)
| https://github.com/godotengine/godot/issues/72539 | https://github.com/godotengine/godot/pull/72567 | b4a6dcc9471b5017c7a617873160bd67550e3f2e | 7c4774edd26f27bfda2d4f7376c42b1ecedcd445 | "2023-02-01T21:41:34Z" | c++ | "2023-02-02T08:33:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,538 | ["scene/resources/material.cpp"] | Godot 4 Beta 17: Shader doesn't compute after project reload | ### Godot version
4.0 Beta 17
### System information
Windows 10 Pro w/ AMD Radeon R7 Graphics, using Forward+
### Issue description
A shader I wrote works perfectly until I reload the editor
### Steps to reproduce
1. Make a Mesh
2. Within the Mesh, create a StandardMaterial with an albedo texture
3. convert the StandardMaterial to a ShaderMaterial
4. Observe that the shader works correctly
5. Save and Reload the project
6. Observe that the shader no longer works correctly
### Minimal reproduction project
Open and follow the steps. A mesh and albedo texture are provided.
[project.zip](https://github.com/godotengine/godot/files/10561816/project.zip)
| https://github.com/godotengine/godot/issues/72538 | https://github.com/godotengine/godot/pull/73552 | e9c7b8d2246bd0797af100808419c994fa43a9d2 | 1f4f73f8602f61ef43d3dc0b99bedd1614e48283 | "2023-02-01T21:37:53Z" | c++ | "2023-02-18T13:56:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,536 | ["editor/editor_file_system.cpp"] | Advanced reimport doesn't update instanced scenes in the 3D editor viewport | ### Godot version
v4.0.beta.custom_build [0a9e6e478]
### System information
Windows 10, Vulkan, GTX 960 528.24
### Issue description
This [55420](https://github.com/godotengine/godot/issues/55420) issue seems that it is not completely solved since in the advanced importer the same thing continues to happen.
### Steps to reproduce
- Put a 3D model on the scene
- Open the advanced import
- Disable Auto LOD or whatever you want to change
- See how mesh doesn't change
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72536 | https://github.com/godotengine/godot/pull/73001 | 7a68530bf36a03fd90abcfae2061943d4852c677 | fd55321da94d3274cafad63a16d9d36d46409e64 | "2023-02-01T21:25:43Z" | c++ | "2023-02-10T14:07:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,534 | ["scene/2d/camera_2d.cpp", "scene/main/viewport.cpp"] | Camera2D seems to be making editor crash while trying to open some scenes from my project after beta17 update | ### Godot version
4.0 beta17
### System information
Manjaro Linux using i3, Foward+
### Issue description
~No idea why~ Seems to be related to Camera2D (see https://github.com/godotengine/godot/issues/72534#issuecomment-1412795878) , scene still opens just fine on beta16, but crashes the editor on beta17 with the following
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta17.official (c40020513ac8201a449b5ae2eeb58fef0ce0a2a4)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x38a00) [0x7f32a4c84a00] (??:0)
[2] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x30d6515] (??:0)
[3] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x30d6708] (??:0)
[4] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x30d7389] (??:0)
[5] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x44ef5c4] (??:0)
[6] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00a35] (??:0)
[7] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00907] (??:0)
[8] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00907] (??:0)
[9] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00907] (??:0)
[10] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b00907] (??:0)
[11] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b016e3] (??:0)
[12] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b02c54] (??:0)
[13] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x1cb734d] (??:0)
[14] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x4af967d] (??:0)
[15] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x1c9558c] (??:0)
[16] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x455dd2a] (??:0)
[17] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x1dd8eb0] (??:0)
[18] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x455dd2a] (??:0)
[19] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2ca5fbb] (??:0)
[20] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2c8f78a] (??:0)
[21] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x455dd2a] (??:0)
[22] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x1587118] (??:0)
[23] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2d5d540] (??:0)
[24] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b913d4] (??:0)
[25] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2b91f71] (??:0)
[26] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2bc51ab] (??:0)
[27] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x2bc22a5] (??:0)
[28] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0xe74fc4] (??:0)
[29] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x42f15a4] (??:0)
[30] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0x42f26a5] (??:0)
[31] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0xe769dd] (??:0)
[32] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0xde8ec2] (??:0)
[33] /usr/lib/libc.so.6(+0x23290) [0x7f32a4c6f290] (??:0)
[34] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f32a4c6f34a] (??:0)
[35] /mnt/WORK_SSD/Godot/40x/Godot_v4.0-beta17_linux.x86_64() [0xe0908e] (??:0)
-- END OF BACKTRACE --
================================================================
```
Weirdly, game works fine when I run it in the editor, even after the stage scene is loaded. Didn't try to export the project though.
No MRP yet, but the project itself is open source, just clone the latest commit from the [**docs_reorganization** branch](https://github.com/quiver-dev/template-beat-em-up/tree/docs_reorganizations) and try to open the scene **stage_01.tscn** or **base_stage.tscn** without opening **quiver_level_camera.tscn**
~I did have some exported Arrays, but they were untyped because when I wrote the code typed arrays with custom types weren't a thing, so in some places I exported them using "advanced exports" (the ones that override `_get_property_list`, `_set` and `_get`) so that I could export a normal array but fill it with a custom_resource. I do a lot of `@tool` script shenanigans, so if I could just get some hint from what this backtrace means I might be able to do build a MRP.~
Probably unrelated as it seems to be caused by Camera2D?
### Steps to reproduce
Using godot beta 17:
- Clone project at https://github.com/quiver-dev/template-beat-em-up/tree/docs_reorganizations
- Open scene **stage_01.tscn** or **base_stage.tscn**
- Try opening another scene, changing scene tabs, deleting any node or closing the tab.
- If crash doesn't happen, close godot with either **stage_01.tscn** or **base_stage.tscn** opened
- open the project again.
- Try opening another scene, changing scene tabs, deleting any node or closing the tab and it will crash
Weird work around:
- Open project
- Open **quiver_level_camera.tscn**
- open scene **stage_01.tscn** or **base_stage.tscn**
- Everything works fine while **quiver_level_camera.tscn** is opened
### Minimal reproduction project
Not yet | https://github.com/godotengine/godot/issues/72534 | https://github.com/godotengine/godot/pull/72550 | 0a9e6e478e3183d7bf3c5cb895c706bc6275d3ea | b4a6dcc9471b5017c7a617873160bd67550e3f2e | "2023-02-01T20:48:39Z" | c++ | "2023-02-02T08:32:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,531 | ["core/string/ustring.cpp", "tests/core/string/test_string.h"] | "".split() not come back | ### Godot version
4.0 beta17
### System information
Windows10
### Issue description
call `"".split()`
Is there an infinite loop inside? Function does not return.
### Steps to reproduce
"".split()
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72531 | https://github.com/godotengine/godot/pull/72547 | 6fca54a81b0136c4fc7ecc07162b08003d75c4e4 | ab4a7b2b77625f7a97714e46aec896ba12e5caec | "2023-02-01T19:28:43Z" | c++ | "2023-02-09T15:12:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,530 | ["core/variant/array.cpp", "core/variant/container_type_validate.h", "modules/gdscript/tests/scripts/analyzer/features/typed_array_usage.gd"] | Typed array constructor doesnt work with scripts when using array from get_nodes_in_group as base | ### Godot version
4.0.beta17
### System information
windows 10, nvidia graphics
### Issue description
When creating a typed array from another base array, if the base array was gotten from get_tree().get_nodes_in_group(), you cannot create a typed array assigning a script different from null, otherwise the resulting array will be filled with nulls.

### Steps to reproduce
See attached video:
https://user-images.githubusercontent.com/5783414/216142187-82af9900-d490-4d6d-b4cc-9d776d8b8cc9.mp4
### Minimal reproduction project
[TypedArrayConstructorDoesntWorkWithScriptsWhenUsingGetNodesInGroup.zip](https://github.com/godotengine/godot/files/10560863/TypedArrayConstructorDoesntWorkWithScriptsWhenUsingGetNodesInGroup.zip)
### WorkAround
Instead of using the output of get_tree().get_nodes_in_group() directly, the user can join it with an empty array
```gdscript
[]+get_tree().get_nodes_in_group()
```
and it will work as expected. | https://github.com/godotengine/godot/issues/72530 | https://github.com/godotengine/godot/pull/72546 | c0edea37efeb4602d598e96617befe8f0938f798 | 945207885b3cd97012215334e56fcd3139d25e9f | "2023-02-01T19:24:35Z" | c++ | "2023-02-06T20:32:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,529 | ["scene/2d/camera_2d.cpp", "scene/main/viewport.cpp"] | Camera2D stays active after its node has been freed; can lead to crashes | ### Godot version
v4.0.beta.custom_build [0a9e6e478]
### System information
Ubuntu, Nvidia, Vulkan
### Issue description
When a Camera2D is freed - either explicitly or by being a child of a scene that is being switched away from via a method like `get_tree().change_scene_to_file()` - then this camera somehow stays active instead of Godot properly switching to no-camera-mode.
`get_viewport().get_camera_2d()` then returns all sorts of funny things from `<Freed Object>` (it's supposed to return `null`) to arbitrary nodes of the current scene (not cameras).
This can lead to crashes.
### Steps to reproduce
checkout the MRP.
note that the "Go to scene 2" button switches places after pressing it.
that is because a camera is still active that does not exist in the current tree.
restart it a couple of times and spam the "Go to scene 2" button.
notice the garbage output.
### Minimal reproduction project
[godot_4_camera_bug.zip](https://github.com/godotengine/godot/files/10560455/godot_4_camera_bug.zip) | https://github.com/godotengine/godot/issues/72529 | https://github.com/godotengine/godot/pull/72550 | 0a9e6e478e3183d7bf3c5cb895c706bc6275d3ea | b4a6dcc9471b5017c7a617873160bd67550e3f2e | "2023-02-01T18:45:38Z" | c++ | "2023-02-02T08:32:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,519 | ["servers/rendering/renderer_canvas_cull.cpp"] | [Godot 4 beta 14 regression] Tilemap layer's modulate property has no effect when Tilemap and its layer's y-sort are both enabled | ### Godot version
v4.0.beta16.official [518b9e580]
### System information
Windows 11, Forward+
### Issue description
When a Tilemap and its layer's y-sort are both enabled, the layer's modulate property won't take effect.

If the layer's y-sort is disabled, the modulate property works fine.

And the problem extends to Tilemap's own modulate property of CanvasItem.


### Steps to reproduce
1. add a Tilemap node to the scene, enable its y-sort property
2. add a layer to the Tilemap, draw some non-transparent tiles on the layer
3. modify the layer's modulate property, it'll take effect on the tiles
4. enable the layer's y-sort property, the modulate effects will vanish
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72519 | https://github.com/godotengine/godot/pull/77079 | 8b0530be64234152d2abb7ce1ccd404fae02928c | 082126216772e78338bf53d8fedc930604852a54 | "2023-02-01T15:25:45Z" | c++ | "2023-05-24T06:47:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,488 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | A 3D material with blend mode "subtract" causes the editor to render completely black in compatibility mode. | ### Godot version
v4.0.beta16.official [518b9e580]
### System information
Pop!_OS 22.04 (Ubuntu), Compatibility, HAWAII (, LLVM 14.0.0, DRM 2.50, 6.0.12-76060006-generic)
### Issue description
A 3D object with a material with `blend_mode` set to `subtract` and `transparency` set to `alpha` causes the entire editor to render completely black when the renderer is set to `compatibility`.
The editor remains completely black while the object with the material is selected. Selecting a different object fixes it, but moving the editor camera can sometimes cause the editor to return to black again.
- The `forward+` and `mobile` rendering modes work properly.
- The editor seems remains to remain fully functional apart from the rendering.
- This issue does not occur in the running game.
- I was also able to reproduce the error in 2D once, but when I tried it a second time it worked properly without the rendering error.
### Steps to reproduce
In the provided minimal project is a cube with a material added to its `material_override` property. Setting `blend_mode` to `alpha` in the material causes the entire editor to render black.
### Minimal reproduction project
[MinimalProject.zip](https://github.com/godotengine/godot/files/10552568/MinimalProject.zip)
| https://github.com/godotengine/godot/issues/72488 | https://github.com/godotengine/godot/pull/73006 | f17be20a57eefe2a391d8ad6dcf3bb8cf25a248c | 871c06af6d1d38921801f312fa0c7a04e9bdd6fb | "2023-02-01T02:28:54Z" | c++ | "2023-02-10T14:06:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,479 | ["scene/gui/graph_edit.cpp"] | AnimationBlendTreeEditor resets the view position each time the graph is updated | ### Godot version
4.0.dev(0810ecaafdbee3ea747219e6ab3a8de5d2216a09)
### System information
any
### Issue description
https://user-images.githubusercontent.com/61938263/215898051-8506b45e-a9d4-4c3f-b1b3-28f202dea67b.mp4
### Steps to reproduce
Editt AnimationBlendTree
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72479 | https://github.com/godotengine/godot/pull/72476 | 64f0dad2dcb3b4332c7c4c17c8ca31fb5628618c | a5be03e59a82de61b8c65e60719ca5b58a10db37 | "2023-01-31T22:28:38Z" | c++ | "2023-02-01T06:43:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,467 | ["editor/import/resource_importer_scene.cpp", "modules/gltf/doc_classes/GLTFState.xml", "modules/gltf/editor/editor_scene_importer_gltf.cpp", "modules/gltf/gltf_document.cpp", "modules/gltf/gltf_state.cpp", "modules/gltf/gltf_state.h"] | The GLTF importer crashes the engine when loading models at runtime | ### Godot version
4.0.dev.935a6ef46b7c6af4239b6adce41b8198f051b57a
### System information
macOS 13.1
### Issue description
EDIT: Will be fixed by https://github.com/godotengine/godot/pull/72440
The GLTF importer crashes the engine when importing models from a file at runtime.
I have not traced the issue fully yet, but it was introduced sometime in the last 5 days, between d1e5903c67956707948b1de370b807e3aad395b7 and 935a6ef46b7c6af4239b6adce41b8198f051b57a
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta.mirror (024c2181d5173f5b4ebf202dd3252b488ec34bc4)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] 1 libsystem_platform.dylib 0x00000001854632a4 _sigtramp + 56
[2] GLTFDocument::_parse_images(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 9080
[3] GLTFDocument::_parse_gltf_state(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 684
[4] GLTFDocument::_parse(Ref<GLTFState>, String, Ref<FileAccess>) (in godot.macos.editor.arm64) + 1976
[5] GLTFDocument::append_from_file(String, Ref<GLTFState>, unsigned int, String) (in godot.macos.editor.arm64) + 780
```
Full stack trace:
<details>
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta.mirror (024c2181d5173f5b4ebf202dd3252b488ec34bc4)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] 1 libsystem_platform.dylib 0x00000001854632a4 _sigtramp + 56
[2] GLTFDocument::_parse_images(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 9080
[3] GLTFDocument::_parse_gltf_state(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 684
[4] GLTFDocument::_parse(Ref<GLTFState>, String, Ref<FileAccess>) (in godot.macos.editor.arm64) + 1976
[5] GLTFDocument::append_from_file(String, Ref<GLTFState>, unsigned int, String) (in godot.macos.editor.arm64) + 780
[6] GLTFDocument::_parse_gltf_extensions(Ref<GLTFState>)
[7] GLTFDocument::_parse_gltf_extensions(Ref<GLTFState>)
[8] GLTFDocument::_parse_gltf_extensions(Ref<GLTFState>)
[9] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*) (in godot.macos.editor.arm64) + 73812
[10] Variant::callp(StringName const&, Variant const**, int, Variant&, Callable::CallError&) (in godot.macos.editor.arm64) + 228
[11] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*) (in godot.macos.editor.arm64) + 63144
[12] GDScriptInstance::callp(StringName const&, Variant const**, int, Callable::CallError&) (in godot.macos.editor.arm64) + 348
[13] Object::callp(StringName const&, Variant const**, int, Callable::CallError&) (in godot.macos.editor.arm64) + 188
[14] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (in godot.macos.editor.arm64) + 176
[15] CallableCustomBind::call(Variant const**, int, Variant&, Callable::CallError&) const (in godot.macos.editor.arm64) + 452
[16] core_bind::Thread::_start_func(void*) (in godot.macos.editor.arm64) + 552
[17] Thread::callback(Thread*, Thread::Settings const&, void (*)(void*), void*) (in godot.macos.editor.arm64) + 176
[18] Thread::~Thread()
[19] 19 libsystem_pthread.dylib 0x000000018543506c _pthread_start + 148
```
</details>
### Steps to reproduce
Occurs when importing GLTF models at runtime. The same models import correctly when placed in the `res://` folder and imported by the editor. I will try to isolate this to a single model (or maybe it occurs on all? dunno yet).
### Minimal reproduction project
It occurs on my company's project, I will try to reproduce it in a smaller project, but wanted to open this issue ASAP in case someone already has an idea of what would be causing this. | https://github.com/godotengine/godot/issues/72467 | https://github.com/godotengine/godot/pull/72440 | 1033dfcb3d4d91a08f1d659ded2000c73c938094 | c40020513ac8201a449b5ae2eeb58fef0ce0a2a4 | "2023-01-31T19:34:35Z" | c++ | "2023-02-01T11:10:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,466 | ["servers/rendering/shader_language.cpp", "servers/rendering/shader_language.h"] | Casting a uniform bool to an integer or float breaks the renderer in GLSL shaders | ### Godot version
3.5.1.stable
### System information
Windows 10 x64, GLES2, GTX 1660 (528.02)
### Issue description
I have a shader that takes a boolean input with `uniform bool`. I want to cast this to a float and multiply it by -1 to avoid branching. When I add in a line to perform the cast, I get an internal error to do with GL and the entire editor preview turns white.
Before:

After:

The full error (it's long as it has the contents of some internal files) is as follows:
```
1 | #version 120
2 | #define USE_GLES_OVER_GL
3 | #define USE_TEXTURE_RECT
4 | #define COLOR_USED
5 |
6 | #ifdef USE_GLES_OVER_GL
7 | #define lowp
8 | #define mediump
9 | #define highp
10 | #else
11 | precision highp float;
12 | precision highp int;
13 | #endif
14 |
15 | uniform highp mat4 projection_matrix;
16 | /* clang-format on */
17 |
18 |
19 | vec2 select2(vec2 a, vec2 b, bvec2 c) {
20 | vec2 ret;
21 |
22 | ret.x = c.x ? b.x : a.x;
23 | ret.y = c.y ? b.y : a.y;
24 |
25 | return ret;
26 | }
27 |
28 | vec3 select3(vec3 a, vec3 b, bvec3 c) {
29 | vec3 ret;
30 |
31 | ret.x = c.x ? b.x : a.x;
32 | ret.y = c.y ? b.y : a.y;
33 | ret.z = c.z ? b.z : a.z;
34 |
35 | return ret;
36 | }
37 |
38 | vec4 select4(vec4 a, vec4 b, bvec4 c) {
39 | vec4 ret;
40 |
41 | ret.x = c.x ? b.x : a.x;
42 | ret.y = c.y ? b.y : a.y;
43 | ret.z = c.z ? b.z : a.z;
44 | ret.w = c.w ? b.w : a.w;
45 |
46 | return ret;
47 | }
48 |
49 | highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
50 | float x_coord = float(2 * coord.x + 1) / float(size.x * 2);
51 | float y_coord = float(2 * coord.y + 1) / float(size.y * 2);
52 |
53 | return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
54 | }
55 |
56 | #if defined(SINH_USED)
57 |
58 | highp float sinh(highp float x) {
59 | return 0.5 * (exp(x) - exp(-x));
60 | }
61 |
62 | highp vec2 sinh(highp vec2 x) {
63 | return 0.5 * vec2(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y));
64 | }
65 |
66 | highp vec3 sinh(highp vec3 x) {
67 | return 0.5 * vec3(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z));
68 | }
69 |
70 | highp vec4 sinh(highp vec4 x) {
71 | return 0.5 * vec4(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z), exp(x.w) - exp(-x.w));
72 | }
73 |
74 | #endif
75 |
76 | #if defined(COSH_USED)
77 |
78 | highp float cosh(highp float x) {
79 | return 0.5 * (exp(x) + exp(-x));
80 | }
81 |
82 | highp vec2 cosh(highp vec2 x) {
83 | return 0.5 * vec2(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y));
84 | }
85 |
86 | highp vec3 cosh(highp vec3 x) {
87 | return 0.5 * vec3(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z));
88 | }
89 |
90 | highp vec4 cosh(highp vec4 x) {
91 | return 0.5 * vec4(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z), exp(x.w) + exp(-x.w));
92 | }
93 |
94 | #endif
95 |
96 | #if defined(TANH_USED)
97 |
98 | highp float tanh(highp float x) {
99 | highp float exp2x = exp(2.0 * x);
100 | return (exp2x - 1.0) / (exp2x + 1.0);
101 | }
102 |
103 | highp vec2 tanh(highp vec2 x) {
104 | highp float exp2x = exp(2.0 * x.x);
105 | highp float exp2y = exp(2.0 * x.y);
106 | return vec2((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0));
107 | }
108 |
109 | highp vec3 tanh(highp vec3 x) {
110 | highp float exp2x = exp(2.0 * x.x);
111 | highp float exp2y = exp(2.0 * x.y);
112 | highp float exp2z = exp(2.0 * x.z);
113 | return vec3((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0));
114 | }
115 |
116 | highp vec4 tanh(highp vec4 x) {
117 | highp float exp2x = exp(2.0 * x.x);
118 | highp float exp2y = exp(2.0 * x.y);
119 | highp float exp2z = exp(2.0 * x.z);
120 | highp float exp2w = exp(2.0 * x.w);
121 | return vec4((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0), (exp2w - 1.0) / (exp2w + 1.0));
122 | }
123 |
124 | #endif
125 |
126 | #if defined(ASINH_USED)
127 |
128 | highp float asinh(highp float x) {
129 | return sign(x) * log(abs(x) + sqrt(1.0 + x * x));
130 | }
131 |
132 | highp vec2 asinh(highp vec2 x) {
133 | return vec2(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)));
134 | }
135 |
136 | highp vec3 asinh(highp vec3 x) {
137 | return vec3(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)));
138 | }
139 |
140 | highp vec4 asinh(highp vec4 x) {
141 | return vec4(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)), sign(x.w) * log(abs(x.w) + sqrt(1.0 + x.w * x.w)));
142 | }
143 |
144 | #endif
145 |
146 | #if defined(ACOSH_USED)
147 |
148 | highp float acosh(highp float x) {
149 | return log(x + sqrt(x * x - 1.0));
150 | }
151 |
152 | highp vec2 acosh(highp vec2 x) {
153 | return vec2(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)));
154 | }
155 |
156 | highp vec3 acosh(highp vec3 x) {
157 | return vec3(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)));
158 | }
159 |
160 | highp vec4 acosh(highp vec4 x) {
161 | return vec4(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)), log(x.w + sqrt(x.w * x.w - 1.0)));
162 | }
163 |
164 | #endif
165 |
166 | #if defined(ATANH_USED)
167 |
168 | highp float atanh(highp float x) {
169 | return 0.5 * log((1.0 + x) / (1.0 - x));
170 | }
171 |
172 | highp vec2 atanh(highp vec2 x) {
173 | return 0.5 * vec2(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)));
174 | }
175 |
176 | highp vec3 atanh(highp vec3 x) {
177 | return 0.5 * vec3(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)));
178 | }
179 |
180 | highp vec4 atanh(highp vec4 x) {
181 | return 0.5 * vec4(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)), log((1.0 + x.w) / (1.0 - x.w)));
182 | }
183 |
184 | #endif
185 |
186 | #if defined(ROUND_USED)
187 |
188 | highp float round(highp float x) {
189 | return floor(x + 0.5);
190 | }
191 |
192 | highp vec2 round(highp vec2 x) {
193 | return floor(x + vec2(0.5));
194 | }
195 |
196 | highp vec3 round(highp vec3 x) {
197 | return floor(x + vec3(0.5));
198 | }
199 |
200 | highp vec4 round(highp vec4 x) {
201 | return floor(x + vec4(0.5));
202 | }
203 |
204 | #endif
205 |
206 | #if defined(ROUND_EVEN_USED)
207 |
208 | highp float roundEven(highp float x) {
209 | highp float t = x + 0.5;
210 | highp float f = floor(t);
211 | highp float r;
212 | if (t == f) {
213 | if (x > 0)
214 | r = f - mod(f, 2);
215 | else
216 | r = f + mod(f, 2);
217 | } else
218 | r = f;
219 | return r;
220 | }
221 |
222 | highp vec2 roundEven(highp vec2 x) {
223 | return vec2(roundEven(x.x), roundEven(x.y));
224 | }
225 |
226 | highp vec3 roundEven(highp vec3 x) {
227 | return vec3(roundEven(x.x), roundEven(x.y), roundEven(x.z));
228 | }
229 |
230 | highp vec4 roundEven(highp vec4 x) {
231 | return vec4(roundEven(x.x), roundEven(x.y), roundEven(x.z), roundEven(x.w));
232 | }
233 |
234 | #endif
235 |
236 | #if defined(IS_INF_USED)
237 |
238 | bool isinf(highp float x) {
239 | return (2 * x == x) && (x != 0);
240 | }
241 |
242 | bvec2 isinf(highp vec2 x) {
243 | return bvec2((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0));
244 | }
245 |
246 | bvec3 isinf(highp vec3 x) {
247 | return bvec3((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0));
248 | }
249 |
250 | bvec4 isinf(highp vec4 x) {
251 | return bvec4((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0), (2 * x.w == x.w) && (x.w != 0));
252 | }
253 |
254 | #endif
255 |
256 | #if defined(IS_NAN_USED)
257 |
258 | bool isnan(highp float x) {
259 | return x != x;
260 | }
261 |
262 | bvec2 isnan(highp vec2 x) {
263 | return bvec2(x.x != x.x, x.y != x.y);
264 | }
265 |
266 | bvec3 isnan(highp vec3 x) {
267 | return bvec3(x.x != x.x, x.y != x.y, x.z != x.z);
268 | }
269 |
270 | bvec4 isnan(highp vec4 x) {
271 | return bvec4(x.x != x.x, x.y != x.y, x.z != x.z, x.w != x.w);
272 | }
273 |
274 | #endif
275 |
276 | #if defined(TRUNC_USED)
277 |
278 | highp float trunc(highp float x) {
279 | return x < 0.0 ? -floor(-x) : floor(x);
280 | }
281 |
282 | highp vec2 trunc(highp vec2 x) {
283 | return vec2(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y));
284 | }
285 |
286 | highp vec3 trunc(highp vec3 x) {
287 | return vec3(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z));
288 | }
289 |
290 | highp vec4 trunc(highp vec4 x) {
291 | return vec4(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z), x.w < 0.0 ? -floor(-x.w) : floor(x.w));
292 | }
293 |
294 | #endif
295 |
296 | #if defined(DETERMINANT_USED)
297 |
298 | highp float determinant(highp mat2 m) {
299 | return m[0].x * m[1].y - m[1].x * m[0].y;
300 | }
301 |
302 | highp float determinant(highp mat3 m) {
303 | return m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z);
304 | }
305 |
306 | highp float determinant(highp mat4 m) {
307 | highp float s00 = m[2].z * m[3].w - m[3].z * m[2].w;
308 | highp float s01 = m[2].y * m[3].w - m[3].y * m[2].w;
309 | highp float s02 = m[2].y * m[3].z - m[3].y * m[2].z;
310 | highp float s03 = m[2].x * m[3].w - m[3].x * m[2].w;
311 | highp float s04 = m[2].x * m[3].z - m[3].x * m[2].z;
312 | highp float s05 = m[2].x * m[3].y - m[3].x * m[2].y;
313 | highp vec4 c = vec4((m[1].y * s00 - m[1].z * s01 + m[1].w * s02), -(m[1].x * s00 - m[1].z * s03 + m[1].w * s04), (m[1].x * s01 - m[1].y * s03 + m[1].w * s05), -(m[1].x * s02 - m[1].y * s04 + m[1].z * s05));
314 | return m[0].x * c.x + m[0].y * c.y + m[0].z * c.z + m[0].w * c.w;
315 | }
316 |
317 | #endif
318 |
319 | #if defined(INVERSE_USED)
320 |
321 | highp mat2 inverse(highp mat2 m) {
322 | highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y);
323 | return mat2(
324 | vec2(m[1].y * d, -m[0].y * d),
325 | vec2(-m[1].x * d, m[0].x * d));
326 | }
327 |
328 | highp mat3 inverse(highp mat3 m) {
329 | highp float c01 = m[2].z * m[1].y - m[1].z * m[2].y;
330 | highp float c11 = -m[2].z * m[1].x + m[1].z * m[2].x;
331 | highp float c21 = m[2].y * m[1].x - m[1].y * m[2].x;
332 | highp float d = 1.0 / (m[0].x * c01 + m[0].y * c11 + m[0].z * c21);
333 |
334 | return mat3(c01, (-m[2].z * m[0].y + m[0].z * m[2].y), (m[1].z * m[0].y - m[0].z * m[1].y),
335 | c11, (m[2].z * m[0].x - m[0].z * m[2].x), (-m[1].z * m[0].x + m[0].z * m[1].x),
336 | c21, (-m[2].y * m[0].x + m[0].y * m[2].x), (m[1].y * m[0].x - m[0].y * m[1].x)) *
337 | d;
338 | }
339 |
340 | highp mat4 inverse(highp mat4 m) {
341 | highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w;
342 | highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w;
343 | highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w;
344 |
345 | highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w;
346 | highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w;
347 | highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w;
348 |
349 | highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z;
350 | highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z;
351 | highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z;
352 |
353 | highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w;
354 | highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w;
355 | highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w;
356 |
357 | highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z;
358 | highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z;
359 | highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z;
360 |
361 | highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y;
362 | highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y;
363 | highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y;
364 |
365 | vec4 f0 = vec4(c00, c00, c02, c03);
366 | vec4 f1 = vec4(c04, c04, c06, c07);
367 | vec4 f2 = vec4(c08, c08, c10, c11);
368 | vec4 f3 = vec4(c12, c12, c14, c15);
369 | vec4 f4 = vec4(c16, c16, c18, c19);
370 | vec4 f5 = vec4(c20, c20, c22, c23);
371 |
372 | vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x);
373 | vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y);
374 | vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z);
375 | vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w);
376 |
377 | vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2);
378 | vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4);
379 | vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5);
380 | vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5);
381 |
382 | vec4 sa = vec4(+1, -1, +1, -1);
383 | vec4 sb = vec4(-1, +1, -1, +1);
384 |
385 | mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb);
386 |
387 | vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x);
388 | vec4 d0 = vec4(m[0] * r0);
389 |
390 | highp float d1 = (d0.x + d0.y) + (d0.z + d0.w);
391 | highp float d = 1.0 / d1;
392 |
393 | return inv * d;
394 | }
395 |
396 | #endif
397 |
398 | #ifndef USE_GLES_OVER_GL
399 |
400 | #if defined(TRANSPOSE_USED)
401 |
402 | highp mat2 transpose(highp mat2 m) {
403 | return mat2(
404 | vec2(m[0].x, m[1].x),
405 | vec2(m[0].y, m[1].y));
406 | }
407 |
408 | highp mat3 transpose(highp mat3 m) {
409 | return mat3(
410 | vec3(m[0].x, m[1].x, m[2].x),
411 | vec3(m[0].y, m[1].y, m[2].y),
412 | vec3(m[0].z, m[1].z, m[2].z));
413 | }
414 |
415 | #endif
416 |
417 | highp mat4 transpose(highp mat4 m) {
418 | return mat4(
419 | vec4(m[0].x, m[1].x, m[2].x, m[3].x),
420 | vec4(m[0].y, m[1].y, m[2].y, m[3].y),
421 | vec4(m[0].z, m[1].z, m[2].z, m[3].z),
422 | vec4(m[0].w, m[1].w, m[2].w, m[3].w));
423 | }
424 |
425 | #if defined(OUTER_PRODUCT_USED)
426 |
427 | highp mat2 outerProduct(highp vec2 c, highp vec2 r) {
428 | return mat2(c * r.x, c * r.y);
429 | }
430 |
431 | highp mat3 outerProduct(highp vec3 c, highp vec3 r) {
432 | return mat3(c * r.x, c * r.y, c * r.z);
433 | }
434 |
435 | highp mat4 outerProduct(highp vec4 c, highp vec4 r) {
436 | return mat4(c * r.x, c * r.y, c * r.z, c * r.w);
437 | }
438 |
439 | #endif
440 |
441 | #endif
442 |
443 | uniform highp mat4 modelview_matrix;
444 | uniform highp mat4 extra_matrix;
445 | attribute highp vec2 vertex; // attrib:0
446 |
447 | #ifdef USE_ATTRIB_LIGHT_ANGLE
448 | // shared with tangent, not used in canvas shader
449 | attribute highp float light_angle; // attrib:2
450 | #endif
451 |
452 | attribute vec4 color_attrib; // attrib:3
453 | attribute vec2 uv_attrib; // attrib:4
454 |
455 | #ifdef USE_ATTRIB_MODULATE
456 | attribute highp vec4 modulate_attrib; // attrib:5
457 | #endif
458 |
459 | // Usually, final_modulate is passed as a uniform. However during batching
460 | // If larger fvfs are used, final_modulate is passed as an attribute.
461 | // we need to read from the attribute in custom vertex shader
462 | // rather than the uniform. We do this by specifying final_modulate_alias
463 | // in shaders rather than final_modulate directly.
464 | #ifdef USE_ATTRIB_MODULATE
465 | #define final_modulate_alias modulate_attrib
466 | #else
467 | #define final_modulate_alias final_modulate
468 | #endif
469 |
470 | #ifdef USE_ATTRIB_LARGE_VERTEX
471 | // shared with skeleton attributes, not used in batched shader
472 | attribute highp vec2 translate_attrib; // attrib:6
473 | attribute highp vec4 basis_attrib; // attrib:7
474 | #endif
475 |
476 | #ifdef USE_SKELETON
477 | attribute highp vec4 bone_indices; // attrib:6
478 | attribute highp vec4 bone_weights; // attrib:7
479 | #endif
480 |
481 | #ifdef USE_INSTANCING
482 |
483 | attribute highp vec4 instance_xform0; //attrib:8
484 | attribute highp vec4 instance_xform1; //attrib:9
485 | attribute highp vec4 instance_xform2; //attrib:10
486 | attribute highp vec4 instance_color; //attrib:11
487 |
488 | #ifdef USE_INSTANCE_CUSTOM
489 | attribute highp vec4 instance_custom_data; //attrib:12
490 | #endif
491 |
492 | #endif
493 |
494 | #ifdef USE_SKELETON
495 | uniform highp sampler2D skeleton_texture; // texunit:-3
496 | uniform highp ivec2 skeleton_texture_size;
497 | uniform highp mat4 skeleton_transform;
498 | uniform highp mat4 skeleton_transform_inverse;
499 | #endif
500 |
501 | varying vec2 uv_interp;
502 | varying vec4 color_interp;
503 |
504 | #ifdef USE_ATTRIB_MODULATE
505 | // modulate doesn't need interpolating but we need to send it to the fragment shader
506 | varying vec4 modulate_interp;
507 | #endif
508 |
509 | #ifdef MODULATE_USED
510 | uniform vec4 final_modulate;
511 | #endif
512 |
513 | uniform highp vec2 color_texpixel_size;
514 |
515 | #ifdef USE_TEXTURE_RECT
516 |
517 | uniform vec4 dst_rect;
518 | uniform vec4 src_rect;
519 |
520 | #endif
521 |
522 | uniform highp float time;
523 |
524 | #ifdef USE_LIGHTING
525 |
526 | // light matrices
527 | uniform highp mat4 light_matrix;
528 | uniform highp mat4 light_matrix_inverse;
529 | uniform highp mat4 light_local_matrix;
530 | uniform highp mat4 shadow_matrix;
531 | uniform highp vec4 light_color;
532 | uniform highp vec4 light_shadow_color;
533 | uniform highp vec2 light_pos;
534 | uniform highp float shadowpixel_size;
535 | uniform highp float shadow_gradient;
536 | uniform highp float light_height;
537 | uniform highp float light_outside_alpha;
538 | uniform highp float shadow_distance_mult;
539 |
540 | varying vec4 light_uv_interp;
541 | varying vec2 transformed_light_uv;
542 | varying vec4 local_rot;
543 |
544 | #ifdef USE_SHADOWS
545 | varying highp vec2 pos;
546 | #endif
547 |
548 | const bool at_light_pass = true;
549 | #else
550 | const bool at_light_pass = false;
551 | #endif
552 |
553 | /* clang-format off */
554 | uniform highp float m_effect_start;
555 | uniform highp float m_effect_width;
556 | uniform highp float m_smoothness;
557 | uniform bool m_invert_effect;
558 | const float m_alpha_multiplier=(float(m_invert_effect) * -1.0);
559 |
560 |
561 | /* clang-format on */
562 |
563 | vec2 select(vec2 a, vec2 b, bvec2 c) {
564 | vec2 ret;
565 |
566 | ret.x = c.x ? b.x : a.x;
567 | ret.y = c.y ? b.y : a.y;
568 |
569 | return ret;
570 | }
571 |
572 | void main() {
573 | vec4 color = color_attrib;
574 | vec2 uv;
575 |
576 | #ifdef USE_INSTANCING
577 | mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
578 | color *= instance_color;
579 |
580 | #ifdef USE_INSTANCE_CUSTOM
581 | vec4 instance_custom = instance_custom_data;
582 | #else
583 | vec4 instance_custom = vec4(0.0);
584 | #endif
585 |
586 | #else
587 | mat4 extra_matrix_instance = extra_matrix;
588 | vec4 instance_custom = vec4(0.0);
589 | #endif
590 |
591 | #ifdef USE_TEXTURE_RECT
592 |
593 | if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
594 | uv = src_rect.xy + abs(src_rect.zw) * vertex.yx;
595 | } else {
596 | uv = src_rect.xy + abs(src_rect.zw) * vertex;
597 | }
598 |
599 | vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
600 |
601 | // This is what is done in the GLES 3 bindings and should
602 | // take care of flipped rects.
603 | //
604 | // But it doesn't.
605 | // I don't know why, will need to investigate further.
606 |
607 | outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
608 |
609 | // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
610 | #else
611 | vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
612 |
613 | uv = uv_attrib;
614 | #endif
615 |
616 | float point_size = 1.0;
617 |
618 | {
619 | vec2 src_vtx = outvec.xy;
620 | /* clang-format off */
621 |
622 |
623 | /* clang-format on */
624 | }
625 |
626 | gl_PointSize = point_size;
627 |
628 | #ifdef USE_ATTRIB_MODULATE
629 | // modulate doesn't need interpolating but we need to send it to the fragment shader
630 | modulate_interp = modulate_attrib;
631 | #endif
632 |
633 | #ifdef USE_ATTRIB_LARGE_VERTEX
634 | // transform is in attributes
635 | vec2 temp;
636 |
637 | temp = outvec.xy;
638 | temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z);
639 | temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w);
640 |
641 | temp += translate_attrib;
642 | outvec.xy = temp;
643 |
644 | #else
645 |
646 | // transform is in uniforms
647 | #if !defined(SKIP_TRANSFORM_USED)
648 | outvec = extra_matrix_instance * outvec;
649 | outvec = modelview_matrix * outvec;
650 | #endif
651 |
652 | #endif // not large integer
653 |
654 | color_interp = color;
655 |
656 | #ifdef USE_PIXEL_SNAP
657 | outvec.xy = floor(outvec + 0.5).xy;
658 | // precision issue on some hardware creates artifacts within texture
659 | // offset uv by a small amount to avoid
660 | uv += 1e-5;
661 | #endif
662 |
663 | #ifdef USE_SKELETON
664 |
665 | // look up transform from the "pose texture"
666 | if (bone_weights != vec4(0.0)) {
667 | highp mat4 bone_transform = mat4(0.0);
668 |
669 | for (int i = 0; i < 4; i++) {
670 | ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
671 |
672 | highp mat4 b = mat4(
673 | texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
674 | texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
675 | vec4(0.0, 0.0, 1.0, 0.0),
676 | vec4(0.0, 0.0, 0.0, 1.0));
677 |
678 | bone_transform += b * bone_weights[i];
679 | }
680 |
681 | mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
682 |
683 | outvec = bone_matrix * outvec;
684 | }
685 |
686 | #endif
687 |
688 | uv_interp = uv;
689 | gl_Position = projection_matrix * outvec;
690 |
691 | #ifdef USE_LIGHTING
692 |
693 | light_uv_interp.xy = (light_matrix * outvec).xy;
694 | light_uv_interp.zw = (light_local_matrix * outvec).xy;
695 |
696 | transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
697 |
698 | #ifdef USE_SHADOWS
699 | pos = outvec.xy;
700 | #endif
701 |
702 | #ifdef USE_ATTRIB_LIGHT_ANGLE
703 | // we add a fixed offset because we are using the sign later,
704 | // and don't want floating point error around 0.0
705 | float la = abs(light_angle) - 1.0;
706 |
707 | // vector light angle
708 | vec4 vla;
709 | vla.xy = vec2(cos(la), sin(la));
710 | vla.zw = vec2(-vla.y, vla.x);
711 |
712 | // vertical flip encoded in the sign
713 | vla.zw *= sign(light_angle);
714 |
715 | // apply the transform matrix.
716 | // The rotate will be encoded in the transform matrix for single rects,
717 | // and just the flips in the light angle.
718 | // For batching we will encode the rotation and the flips
719 | // in the light angle, and can use the same shader.
720 | local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy);
721 | local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy);
722 | #else
723 | local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
724 | local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
725 | #ifdef USE_TEXTURE_RECT
726 | local_rot.xy *= sign(src_rect.z);
727 | local_rot.zw *= sign(src_rect.w);
728 | #endif
729 | #endif // not using light angle
730 |
731 | #endif
732 | }
733 |
734 | /* clang-format off */
735 |
drivers/gles2/shader_gles2.cpp:126 - CanvasShaderGLES2: Vertex shader compilation failed:
0(558) : error C1059: non constant expression in initialization
drivers/gles2/shader_gles2.cpp:296 - Method failed. Returning: nullptr
drivers/gles2/shader_gles2.cpp:87 - Condition "!version" is true. Returned: false
1 | #version 120
2 | #define USE_GLES_OVER_GL
3 | #define COLOR_USED
4 |
5 | #ifdef USE_GLES_OVER_GL
6 | #define lowp
7 | #define mediump
8 | #define highp
9 | #else
10 | precision highp float;
11 | precision highp int;
12 | #endif
13 |
14 | uniform highp mat4 projection_matrix;
15 | /* clang-format on */
16 |
17 |
18 | vec2 select2(vec2 a, vec2 b, bvec2 c) {
19 | vec2 ret;
20 |
21 | ret.x = c.x ? b.x : a.x;
22 | ret.y = c.y ? b.y : a.y;
23 |
24 | return ret;
25 | }
26 |
27 | vec3 select3(vec3 a, vec3 b, bvec3 c) {
28 | vec3 ret;
29 |
30 | ret.x = c.x ? b.x : a.x;
31 | ret.y = c.y ? b.y : a.y;
32 | ret.z = c.z ? b.z : a.z;
33 |
34 | return ret;
35 | }
36 |
37 | vec4 select4(vec4 a, vec4 b, bvec4 c) {
38 | vec4 ret;
39 |
40 | ret.x = c.x ? b.x : a.x;
41 | ret.y = c.y ? b.y : a.y;
42 | ret.z = c.z ? b.z : a.z;
43 | ret.w = c.w ? b.w : a.w;
44 |
45 | return ret;
46 | }
47 |
48 | highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
49 | float x_coord = float(2 * coord.x + 1) / float(size.x * 2);
50 | float y_coord = float(2 * coord.y + 1) / float(size.y * 2);
51 |
52 | return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
53 | }
54 |
55 | #if defined(SINH_USED)
56 |
57 | highp float sinh(highp float x) {
58 | return 0.5 * (exp(x) - exp(-x));
59 | }
60 |
61 | highp vec2 sinh(highp vec2 x) {
62 | return 0.5 * vec2(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y));
63 | }
64 |
65 | highp vec3 sinh(highp vec3 x) {
66 | return 0.5 * vec3(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z));
67 | }
68 |
69 | highp vec4 sinh(highp vec4 x) {
70 | return 0.5 * vec4(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z), exp(x.w) - exp(-x.w));
71 | }
72 |
73 | #endif
74 |
75 | #if defined(COSH_USED)
76 |
77 | highp float cosh(highp float x) {
78 | return 0.5 * (exp(x) + exp(-x));
79 | }
80 |
81 | highp vec2 cosh(highp vec2 x) {
82 | return 0.5 * vec2(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y));
83 | }
84 |
85 | highp vec3 cosh(highp vec3 x) {
86 | return 0.5 * vec3(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z));
87 | }
88 |
89 | highp vec4 cosh(highp vec4 x) {
90 | return 0.5 * vec4(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z), exp(x.w) + exp(-x.w));
91 | }
92 |
93 | #endif
94 |
95 | #if defined(TANH_USED)
96 |
97 | highp float tanh(highp float x) {
98 | highp float exp2x = exp(2.0 * x);
99 | return (exp2x - 1.0) / (exp2x + 1.0);
100 | }
101 |
102 | highp vec2 tanh(highp vec2 x) {
103 | highp float exp2x = exp(2.0 * x.x);
104 | highp float exp2y = exp(2.0 * x.y);
105 | return vec2((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0));
106 | }
107 |
108 | highp vec3 tanh(highp vec3 x) {
109 | highp float exp2x = exp(2.0 * x.x);
110 | highp float exp2y = exp(2.0 * x.y);
111 | highp float exp2z = exp(2.0 * x.z);
112 | return vec3((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0));
113 | }
114 |
115 | highp vec4 tanh(highp vec4 x) {
116 | highp float exp2x = exp(2.0 * x.x);
117 | highp float exp2y = exp(2.0 * x.y);
118 | highp float exp2z = exp(2.0 * x.z);
119 | highp float exp2w = exp(2.0 * x.w);
120 | return vec4((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0), (exp2w - 1.0) / (exp2w + 1.0));
121 | }
122 |
123 | #endif
124 |
125 | #if defined(ASINH_USED)
126 |
127 | highp float asinh(highp float x) {
128 | return sign(x) * log(abs(x) + sqrt(1.0 + x * x));
129 | }
130 |
131 | highp vec2 asinh(highp vec2 x) {
132 | return vec2(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)));
133 | }
134 |
135 | highp vec3 asinh(highp vec3 x) {
136 | return vec3(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)));
137 | }
138 |
139 | highp vec4 asinh(highp vec4 x) {
140 | return vec4(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)), sign(x.w) * log(abs(x.w) + sqrt(1.0 + x.w * x.w)));
141 | }
142 |
143 | #endif
144 |
145 | #if defined(ACOSH_USED)
146 |
147 | highp float acosh(highp float x) {
148 | return log(x + sqrt(x * x - 1.0));
149 | }
150 |
151 | highp vec2 acosh(highp vec2 x) {
152 | return vec2(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)));
153 | }
154 |
155 | highp vec3 acosh(highp vec3 x) {
156 | return vec3(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)));
157 | }
158 |
159 | highp vec4 acosh(highp vec4 x) {
160 | return vec4(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)), log(x.w + sqrt(x.w * x.w - 1.0)));
161 | }
162 |
163 | #endif
164 |
165 | #if defined(ATANH_USED)
166 |
167 | highp float atanh(highp float x) {
168 | return 0.5 * log((1.0 + x) / (1.0 - x));
169 | }
170 |
171 | highp vec2 atanh(highp vec2 x) {
172 | return 0.5 * vec2(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)));
173 | }
174 |
175 | highp vec3 atanh(highp vec3 x) {
176 | return 0.5 * vec3(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)));
177 | }
178 |
179 | highp vec4 atanh(highp vec4 x) {
180 | return 0.5 * vec4(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)), log((1.0 + x.w) / (1.0 - x.w)));
181 | }
182 |
183 | #endif
184 |
185 | #if defined(ROUND_USED)
186 |
187 | highp float round(highp float x) {
188 | return floor(x + 0.5);
189 | }
190 |
191 | highp vec2 round(highp vec2 x) {
192 | return floor(x + vec2(0.5));
193 | }
194 |
195 | highp vec3 round(highp vec3 x) {
196 | return floor(x + vec3(0.5));
197 | }
198 |
199 | highp vec4 round(highp vec4 x) {
200 | return floor(x + vec4(0.5));
201 | }
202 |
203 | #endif
204 |
205 | #if defined(ROUND_EVEN_USED)
206 |
207 | highp float roundEven(highp float x) {
208 | highp float t = x + 0.5;
209 | highp float f = floor(t);
210 | highp float r;
211 | if (t == f) {
212 | if (x > 0)
213 | r = f - mod(f, 2);
214 | else
215 | r = f + mod(f, 2);
216 | } else
217 | r = f;
218 | return r;
219 | }
220 |
221 | highp vec2 roundEven(highp vec2 x) {
222 | return vec2(roundEven(x.x), roundEven(x.y));
223 | }
224 |
225 | highp vec3 roundEven(highp vec3 x) {
226 | return vec3(roundEven(x.x), roundEven(x.y), roundEven(x.z));
227 | }
228 |
229 | highp vec4 roundEven(highp vec4 x) {
230 | return vec4(roundEven(x.x), roundEven(x.y), roundEven(x.z), roundEven(x.w));
231 | }
232 |
233 | #endif
234 |
235 | #if defined(IS_INF_USED)
236 |
237 | bool isinf(highp float x) {
238 | return (2 * x == x) && (x != 0);
239 | }
240 |
241 | bvec2 isinf(highp vec2 x) {
242 | return bvec2((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0));
243 | }
244 |
245 | bvec3 isinf(highp vec3 x) {
246 | return bvec3((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0));
247 | }
248 |
249 | bvec4 isinf(highp vec4 x) {
250 | return bvec4((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0), (2 * x.w == x.w) && (x.w != 0));
251 | }
252 |
253 | #endif
254 |
255 | #if defined(IS_NAN_USED)
256 |
257 | bool isnan(highp float x) {
258 | return x != x;
259 | }
260 |
261 | bvec2 isnan(highp vec2 x) {
262 | return bvec2(x.x != x.x, x.y != x.y);
263 | }
264 |
265 | bvec3 isnan(highp vec3 x) {
266 | return bvec3(x.x != x.x, x.y != x.y, x.z != x.z);
267 | }
268 |
269 | bvec4 isnan(highp vec4 x) {
270 | return bvec4(x.x != x.x, x.y != x.y, x.z != x.z, x.w != x.w);
271 | }
272 |
273 | #endif
274 |
275 | #if defined(TRUNC_USED)
276 |
277 | highp float trunc(highp float x) {
278 | return x < 0.0 ? -floor(-x) : floor(x);
279 | }
280 |
281 | highp vec2 trunc(highp vec2 x) {
282 | return vec2(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y));
283 | }
284 |
285 | highp vec3 trunc(highp vec3 x) {
286 | return vec3(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z));
287 | }
288 |
289 | highp vec4 trunc(highp vec4 x) {
290 | return vec4(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z), x.w < 0.0 ? -floor(-x.w) : floor(x.w));
291 | }
292 |
293 | #endif
294 |
295 | #if defined(DETERMINANT_USED)
296 |
297 | highp float determinant(highp mat2 m) {
298 | return m[0].x * m[1].y - m[1].x * m[0].y;
299 | }
300 |
301 | highp float determinant(highp mat3 m) {
302 | return m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z);
303 | }
304 |
305 | highp float determinant(highp mat4 m) {
306 | highp float s00 = m[2].z * m[3].w - m[3].z * m[2].w;
307 | highp float s01 = m[2].y * m[3].w - m[3].y * m[2].w;
308 | highp float s02 = m[2].y * m[3].z - m[3].y * m[2].z;
309 | highp float s03 = m[2].x * m[3].w - m[3].x * m[2].w;
310 | highp float s04 = m[2].x * m[3].z - m[3].x * m[2].z;
311 | highp float s05 = m[2].x * m[3].y - m[3].x * m[2].y;
312 | highp vec4 c = vec4((m[1].y * s00 - m[1].z * s01 + m[1].w * s02), -(m[1].x * s00 - m[1].z * s03 + m[1].w * s04), (m[1].x * s01 - m[1].y * s03 + m[1].w * s05), -(m[1].x * s02 - m[1].y * s04 + m[1].z * s05));
313 | return m[0].x * c.x + m[0].y * c.y + m[0].z * c.z + m[0].w * c.w;
314 | }
315 |
316 | #endif
317 |
318 | #if defined(INVERSE_USED)
319 |
320 | highp mat2 inverse(highp mat2 m) {
321 | highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y);
322 | return mat2(
323 | vec2(m[1].y * d, -m[0].y * d),
324 | vec2(-m[1].x * d, m[0].x * d));
325 | }
326 |
327 | highp mat3 inverse(highp mat3 m) {
328 | highp float c01 = m[2].z * m[1].y - m[1].z * m[2].y;
329 | highp float c11 = -m[2].z * m[1].x + m[1].z * m[2].x;
330 | highp float c21 = m[2].y * m[1].x - m[1].y * m[2].x;
331 | highp float d = 1.0 / (m[0].x * c01 + m[0].y * c11 + m[0].z * c21);
332 |
333 | return mat3(c01, (-m[2].z * m[0].y + m[0].z * m[2].y), (m[1].z * m[0].y - m[0].z * m[1].y),
334 | c11, (m[2].z * m[0].x - m[0].z * m[2].x), (-m[1].z * m[0].x + m[0].z * m[1].x),
335 | c21, (-m[2].y * m[0].x + m[0].y * m[2].x), (m[1].y * m[0].x - m[0].y * m[1].x)) *
336 | d;
337 | }
338 |
339 | highp mat4 inverse(highp mat4 m) {
340 | highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w;
341 | highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w;
342 | highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w;
343 |
344 | highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w;
345 | highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w;
346 | highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w;
347 |
348 | highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z;
349 | highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z;
350 | highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z;
351 |
352 | highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w;
353 | highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w;
354 | highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w;
355 |
356 | highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z;
357 | highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z;
358 | highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z;
359 |
360 | highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y;
361 | highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y;
362 | highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y;
363 |
364 | vec4 f0 = vec4(c00, c00, c02, c03);
365 | vec4 f1 = vec4(c04, c04, c06, c07);
366 | vec4 f2 = vec4(c08, c08, c10, c11);
367 | vec4 f3 = vec4(c12, c12, c14, c15);
368 | vec4 f4 = vec4(c16, c16, c18, c19);
369 | vec4 f5 = vec4(c20, c20, c22, c23);
370 |
371 | vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x);
372 | vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y);
373 | vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z);
374 | vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w);
375 |
376 | vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2);
377 | vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4);
378 | vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5);
379 | vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5);
380 |
381 | vec4 sa = vec4(+1, -1, +1, -1);
382 | vec4 sb = vec4(-1, +1, -1, +1);
383 |
384 | mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb);
385 |
386 | vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x);
387 | vec4 d0 = vec4(m[0] * r0);
388 |
389 | highp float d1 = (d0.x + d0.y) + (d0.z + d0.w);
390 | highp float d = 1.0 / d1;
391 |
392 | return inv * d;
393 | }
394 |
395 | #endif
396 |
397 | #ifndef USE_GLES_OVER_GL
398 |
399 | #if defined(TRANSPOSE_USED)
400 |
401 | highp mat2 transpose(highp mat2 m) {
402 | return mat2(
403 | vec2(m[0].x, m[1].x),
404 | vec2(m[0].y, m[1].y));
405 | }
406 |
407 | highp mat3 transpose(highp mat3 m) {
408 | return mat3(
409 | vec3(m[0].x, m[1].x, m[2].x),
410 | vec3(m[0].y, m[1].y, m[2].y),
411 | vec3(m[0].z, m[1].z, m[2].z));
412 | }
413 |
414 | #endif
415 |
416 | highp mat4 transpose(highp mat4 m) {
417 | return mat4(
418 | vec4(m[0].x, m[1].x, m[2].x, m[3].x),
419 | vec4(m[0].y, m[1].y, m[2].y, m[3].y),
420 | vec4(m[0].z, m[1].z, m[2].z, m[3].z),
421 | vec4(m[0].w, m[1].w, m[2].w, m[3].w));
422 | }
423 |
424 | #if defined(OUTER_PRODUCT_USED)
425 |
426 | highp mat2 outerProduct(highp vec2 c, highp vec2 r) {
427 | return mat2(c * r.x, c * r.y);
428 | }
429 |
430 | highp mat3 outerProduct(highp vec3 c, highp vec3 r) {
431 | return mat3(c * r.x, c * r.y, c * r.z);
432 | }
433 |
434 | highp mat4 outerProduct(highp vec4 c, highp vec4 r) {
435 | return mat4(c * r.x, c * r.y, c * r.z, c * r.w);
436 | }
437 |
438 | #endif
439 |
440 | #endif
441 |
442 | uniform highp mat4 modelview_matrix;
443 | uniform highp mat4 extra_matrix;
444 | attribute highp vec2 vertex; // attrib:0
445 |
446 | #ifdef USE_ATTRIB_LIGHT_ANGLE
447 | // shared with tangent, not used in canvas shader
448 | attribute highp float light_angle; // attrib:2
449 | #endif
450 |
451 | attribute vec4 color_attrib; // attrib:3
452 | attribute vec2 uv_attrib; // attrib:4
453 |
454 | #ifdef USE_ATTRIB_MODULATE
455 | attribute highp vec4 modulate_attrib; // attrib:5
456 | #endif
457 |
458 | // Usually, final_modulate is passed as a uniform. However during batching
459 | // If larger fvfs are used, final_modulate is passed as an attribute.
460 | // we need to read from the attribute in custom vertex shader
461 | // rather than the uniform. We do this by specifying final_modulate_alias
462 | // in shaders rather than final_modulate directly.
463 | #ifdef USE_ATTRIB_MODULATE
464 | #define final_modulate_alias modulate_attrib
465 | #else
466 | #define final_modulate_alias final_modulate
467 | #endif
468 |
469 | #ifdef USE_ATTRIB_LARGE_VERTEX
470 | // shared with skeleton attributes, not used in batched shader
471 | attribute highp vec2 translate_attrib; // attrib:6
472 | attribute highp vec4 basis_attrib; // attrib:7
473 | #endif
474 |
475 | #ifdef USE_SKELETON
476 | attribute highp vec4 bone_indices; // attrib:6
477 | attribute highp vec4 bone_weights; // attrib:7
478 | #endif
479 |
480 | #ifdef USE_INSTANCING
481 |
482 | attribute highp vec4 instance_xform0; //attrib:8
483 | attribute highp vec4 instance_xform1; //attrib:9
484 | attribute highp vec4 instance_xform2; //attrib:10
485 | attribute highp vec4 instance_color; //attrib:11
486 |
487 | #ifdef USE_INSTANCE_CUSTOM
488 | attribute highp vec4 instance_custom_data; //attrib:12
489 | #endif
490 |
491 | #endif
492 |
493 | #ifdef USE_SKELETON
494 | uniform highp sampler2D skeleton_texture; // texunit:-3
495 | uniform highp ivec2 skeleton_texture_size;
496 | uniform highp mat4 skeleton_transform;
497 | uniform highp mat4 skeleton_transform_inverse;
498 | #endif
499 |
500 | varying vec2 uv_interp;
501 | varying vec4 color_interp;
502 |
503 | #ifdef USE_ATTRIB_MODULATE
504 | // modulate doesn't need interpolating but we need to send it to the fragment shader
505 | varying vec4 modulate_interp;
506 | #endif
507 |
508 | #ifdef MODULATE_USED
509 | uniform vec4 final_modulate;
510 | #endif
511 |
512 | uniform highp vec2 color_texpixel_size;
513 |
514 | #ifdef USE_TEXTURE_RECT
515 |
516 | uniform vec4 dst_rect;
517 | uniform vec4 src_rect;
518 |
519 | #endif
520 |
521 | uniform highp float time;
522 |
523 | #ifdef USE_LIGHTING
524 |
525 | // light matrices
526 | uniform highp mat4 light_matrix;
527 | uniform highp mat4 light_matrix_inverse;
528 | uniform highp mat4 light_local_matrix;
529 | uniform highp mat4 shadow_matrix;
530 | uniform highp vec4 light_color;
531 | uniform highp vec4 light_shadow_color;
532 | uniform highp vec2 light_pos;
533 | uniform highp float shadowpixel_size;
534 | uniform highp float shadow_gradient;
535 | uniform highp float light_height;
536 | uniform highp float light_outside_alpha;
537 | uniform highp float shadow_distance_mult;
538 |
539 | varying vec4 light_uv_interp;
540 | varying vec2 transformed_light_uv;
541 | varying vec4 local_rot;
542 |
543 | #ifdef USE_SHADOWS
544 | varying highp vec2 pos;
545 | #endif
546 |
547 | const bool at_light_pass = true;
548 | #else
549 | const bool at_light_pass = false;
550 | #endif
551 |
552 | /* clang-format off */
553 | uniform highp float m_effect_start;
554 | uniform highp float m_effect_width;
555 | uniform highp float m_smoothness;
556 | uniform bool m_invert_effect;
557 | const float m_alpha_multiplier=(float(m_invert_effect) * -1.0);
558 |
559 |
560 | /* clang-format on */
561 |
562 | vec2 select(vec2 a, vec2 b, bvec2 c) {
563 | vec2 ret;
564 |
565 | ret.x = c.x ? b.x : a.x;
566 | ret.y = c.y ? b.y : a.y;
567 |
568 | return ret;
569 | }
570 |
571 | void main() {
572 | vec4 color = color_attrib;
573 | vec2 uv;
574 |
575 | #ifdef USE_INSTANCING
576 | mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
577 | color *= instance_color;
578 |
579 | #ifdef USE_INSTANCE_CUSTOM
580 | vec4 instance_custom = instance_custom_data;
581 | #else
582 | vec4 instance_custom = vec4(0.0);
583 | #endif
584 |
585 | #else
586 | mat4 extra_matrix_instance = extra_matrix;
587 | vec4 instance_custom = vec4(0.0);
588 | #endif
589 |
590 | #ifdef USE_TEXTURE_RECT
591 |
592 | if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
593 | uv = src_rect.xy + abs(src_rect.zw) * vertex.yx;
594 | } else {
595 | uv = src_rect.xy + abs(src_rect.zw) * vertex;
596 | }
597 |
598 | vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
599 |
600 | // This is what is done in the GLES 3 bindings and should
601 | // take care of flipped rects.
602 | //
603 | // But it doesn't.
604 | // I don't know why, will need to investigate further.
605 |
606 | outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
607 |
608 | // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
609 | #else
610 | vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
611 |
612 | uv = uv_attrib;
613 | #endif
614 |
615 | float point_size = 1.0;
616 |
617 | {
618 | vec2 src_vtx = outvec.xy;
619 | /* clang-format off */
620 |
621 |
622 | /* clang-format on */
623 | }
624 |
625 | gl_PointSize = point_size;
626 |
627 | #ifdef USE_ATTRIB_MODULATE
628 | // modulate doesn't need interpolating but we need to send it to the fragment shader
629 | modulate_interp = modulate_attrib;
630 | #endif
631 |
632 | #ifdef USE_ATTRIB_LARGE_VERTEX
633 | // transform is in attributes
634 | vec2 temp;
635 |
636 | temp = outvec.xy;
637 | temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z);
638 | temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w);
639 |
640 | temp += translate_attrib;
641 | outvec.xy = temp;
642 |
643 | #else
644 |
645 | // transform is in uniforms
646 | #if !defined(SKIP_TRANSFORM_USED)
647 | outvec = extra_matrix_instance * outvec;
648 | outvec = modelview_matrix * outvec;
649 | #endif
650 |
651 | #endif // not large integer
652 |
653 | color_interp = color;
654 |
655 | #ifdef USE_PIXEL_SNAP
656 | outvec.xy = floor(outvec + 0.5).xy;
657 | // precision issue on some hardware creates artifacts within texture
658 | // offset uv by a small amount to avoid
659 | uv += 1e-5;
660 | #endif
661 |
662 | #ifdef USE_SKELETON
663 |
664 | // look up transform from the "pose texture"
665 | if (bone_weights != vec4(0.0)) {
666 | highp mat4 bone_transform = mat4(0.0);
667 |
668 | for (int i = 0; i < 4; i++) {
669 | ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
670 |
671 | highp mat4 b = mat4(
672 | texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
673 | texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
674 | vec4(0.0, 0.0, 1.0, 0.0),
675 | vec4(0.0, 0.0, 0.0, 1.0));
676 |
677 | bone_transform += b * bone_weights[i];
678 | }
679 |
680 | mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
681 |
682 | outvec = bone_matrix * outvec;
683 | }
684 |
685 | #endif
686 |
687 | uv_interp = uv;
688 | gl_Position = projection_matrix * outvec;
689 |
690 | #ifdef USE_LIGHTING
691 |
692 | light_uv_interp.xy = (light_matrix * outvec).xy;
693 | light_uv_interp.zw = (light_local_matrix * outvec).xy;
694 |
695 | transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
696 |
697 | #ifdef USE_SHADOWS
698 | pos = outvec.xy;
699 | #endif
700 |
701 | #ifdef USE_ATTRIB_LIGHT_ANGLE
702 | // we add a fixed offset because we are using the sign later,
703 | // and don't want floating point error around 0.0
704 | float la = abs(light_angle) - 1.0;
705 |
706 | // vector light angle
707 | vec4 vla;
708 | vla.xy = vec2(cos(la), sin(la));
709 | vla.zw = vec2(-vla.y, vla.x);
710 |
711 | // vertical flip encoded in the sign
712 | vla.zw *= sign(light_angle);
713 |
714 | // apply the transform matrix.
715 | // The rotate will be encoded in the transform matrix for single rects,
716 | // and just the flips in the light angle.
717 | // For batching we will encode the rotation and the flips
718 | // in the light angle, and can use the same shader.
719 | local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy);
720 | local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy);
721 | #else
722 | local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
723 | local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
724 | #ifdef USE_TEXTURE_RECT
725 | local_rot.xy *= sign(src_rect.z);
726 | local_rot.zw *= sign(src_rect.w);
727 | #endif
728 | #endif // not using light angle
729 |
730 | #endif
731 | }
732 |
733 | /* clang-format off */
734 |
drivers/gles2/shader_gles2.cpp:126 - CanvasShaderGLES2: Vertex shader compilation failed:
0(557) : error C1059: non constant expression in initialization
drivers/gles2/shader_gles2.cpp:296 - Method failed. Returning: nullptr
drivers/gles2/shader_gles2.cpp:87 - Condition "!version" is true. Returned: false
drivers/gles2/shader_gles2.h:258 - Condition "!version" is true. Returned: -1
drivers/gles2/shader_gles2.h:258 - Condition "!version" is true. Returned: -1
drivers/gles2/shader_gles2.h:258 - Condition "!version" is true. Returned: -1
drivers/gles2/shader_gles2.h:258 - Condition "!version" is true. Returned: -1
drivers/gles2/shader_gles2.h:258 - Condition "!version" is true. Returned: -1
drivers/gles2/shader_gles2.h:258 - Condition "!version" is true. Returned: -1
```
### Steps to reproduce
The lines that trigger the bug are:
```
uniform bool invert_effect = false;
const float alpha_multiplier = float(invert_effect) * -1.0;
```
I tried to take away the const keyword but the editor marks it as an error.
In the repro example, open the scene "bug_demo.tscn", then inspect the sprite called "slash", then check the ShaderMaterial and then the shader inside it. Uncomment the line below the comment saying it's the following line.
### Minimal reproduction project
[shader_bug_demo.zip](https://github.com/godotengine/godot/files/10550063/shader_bug_demo.zip)
| https://github.com/godotengine/godot/issues/72466 | https://github.com/godotengine/godot/pull/72494 | d1589a94926865dce3fca87b02bb1d6a9428a265 | 9caf691c89c79f0eaffc2725cce8895c51186972 | "2023-01-31T19:28:18Z" | c++ | "2023-02-02T20:05:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,451 | ["core/config/project_settings.cpp", "editor/editor_file_system.cpp"] | Exporting project with no scripts raises error about `res://.godot/global_script_class_cache.cfg` | ### Godot version
4.0 beta (e1648b3327431a09cc9498663fac483275eb711d)
### System information
Mageia 9, Linux
### Issue description
When exporting a project with no attached script (or with only a builtin GDScript), the following error is printed:
```
ERROR: Can't open file from path 'res://.godot/global_script_class_cache.cfg'.
at: get_file_as_bytes (core/io/file_access.cpp:699)
```
And while the export succeeds, when running the project, it prints:
```
ERROR: Couldn't find the given section "" and key "list", and no default was given.
at: get_value (core/io/config_file.cpp:86)
```
We should ensure that this file is always created, regardless of whether there are scripts to parse for class names or not. It should always contain at least `list=[]`.
### Steps to reproduce
- Create new project
- Create main scene with no script
- Export
### Minimal reproduction project
[NewProj.zip](https://github.com/godotengine/godot/files/10547125/NewProj.zip) | https://github.com/godotengine/godot/issues/72451 | https://github.com/godotengine/godot/pull/72452 | 925784df035de92e472211160da3d3420db72722 | 8612c12be61c0bc50d9039402fe19cabadfe0b16 | "2023-01-31T14:11:02Z" | c++ | "2023-01-31T15:00:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,424 | ["servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp"] | [Regression] Godot 4 Unable to Import GLTF with Blender Shape Keys | ### Godot version
d01ac9c73686fdf86f083f4d3ee1301bb54d855f
### System information
Debian 11, AMD RX480, AMD 3700X, clang 13
### Issue description
When importing blender mesh with shape keys, godot crashes.
```
godot-me git:(master) WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
at: _editor_init (modules/gltf/register_types.cpp:61)
ERROR: Invalid scene: root node test_alpha2_imported in an instance, but there's no base scene.
at: instantiate (scene/resources/packed_scene.cpp:134)
ERROR: Index p_idx = 1 is out of bounds (edited_scene.size() = 1).
at: remove_scene (editor/editor_data.cpp:574)
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta.custom_build (d01ac9c73686fdf86f083f4d3ee1301bb54d855f)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x38d60) [0x7f33a2a54d60] (??:0)
[2] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x40e1504] (??:0)
[3] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3a265f7] (??:0)
[4] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3ee3b55] (??:0)
[5] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3ee28f3] (??:0)
[6] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3f0049c] (??:0)
[7] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3f0094a] (??:0)
[8] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3f03162] (??:0)
[9] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x383d27a] (??:0)
[10] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x4a03c5] (??:0)
[11] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x430f11] (??:0)
[12] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x42513a] (??:0)
[13] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xea) [0x7f33a2a3fd0a] (??:0)
[14] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x424faa] (??:0)
-- END OF BACKTRACE --
================================================================
```
This last worked on 56ddf89fac84cdf12b571866790b492d2f6cc072
Here's what the scene should look like:

### Steps to reproduce
1. Open the project.
2. Double click the gltf file
### Minimal reproduction project
[test1.zip](https://github.com/godotengine/godot/files/10540995/test1.zip)
| https://github.com/godotengine/godot/issues/72424 | https://github.com/godotengine/godot/pull/72464 | df68909da4364cc429d2feda990ba9982fef5831 | 0ba7e5a40aeb6ca890266ca3962d8cc64f3a9161 | "2023-01-31T00:01:23Z" | c++ | "2023-02-01T06:31:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,416 | ["scene/3d/physics_body_3d.cpp"] | Can't move AnimatableBody3D in the editor | ### Godot version
4.0.beta 44c0bfc94
### System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.78.01), Forward Plus
### Issue description
It's impossible to move AnimatableBody3D in the editor – nothing happens, even though you can see the transform message at the bottom-left corner of the 3D editor.
This problem occurs regardless of whether the AnimatableBody3D contains a valid CollisionShape3D child node.
This problem does not occur with AnimatableBody2D, StaticBody3D or CharacterBody3D.
https://user-images.githubusercontent.com/180032/215598547-afab7150-eaf4-4fbb-8589-0856c9beff9d.mp4
### Steps to reproduce
- Add an AnimatableBody3D node in the editor.
- Try to move it using the gizmos or the inspector's **Position** property.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72416 | https://github.com/godotengine/godot/pull/72473 | 51414fc987ba7c769da597e374e01a2c7df7b365 | a350b42e4b9d669d786320353460469df9649d52 | "2023-01-30T21:26:03Z" | c++ | "2023-02-01T06:28:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,411 | ["scene/gui/popup.cpp"] | Export progress disappears when you click outside | ### Godot version
4.0 beta 16
### System information
Windows 10 x64
### Issue description
When you export a project, but click outside the progress popup while the export is in progress, the popup will disappear and the dialog will stay frozen until export finishes.
https://user-images.githubusercontent.com/2223172/215589187-d0610eff-4b3e-4bfb-a551-3f4bedcd427e.mp4
### Steps to reproduce
1. Make project
2. Export it
3. While exporting, click outside the progress bar popup
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72411 | https://github.com/godotengine/godot/pull/73269 | 570b04dec4adfb1f55a168cfae99768308bab506 | 78ccf71dfb996eda3d40e08a5be8f36f2de92b32 | "2023-01-30T20:36:51Z" | c++ | "2023-02-14T10:06:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,409 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Clicking on color selector exits out in single window mode | ### Godot version
Godot 4 Beta 16
### System information
Ubuntu 22.04 Running on Vulkan Mesa Intel® UHD Graphics 620 (WHL GT2)
### Issue description
https://user-images.githubusercontent.com/63069499/215583979-e525a1fd-930f-4650-8e9f-3752100cdb72.mp4
Godot keeps clicking out of the color editor
EDIT: I did a test it seems to be single window mode
### Steps to reproduce
Go in editor settings and search for single window mode
Enable it
Try using the color editor on any color field with single window mode
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72409 | https://github.com/godotengine/godot/pull/72785 | d5990fa24c5bb6dddfc41188819c24370a5e8737 | e08aa365160ee68a78b75660c28dfcd41608d981 | "2023-01-30T20:08:36Z" | c++ | "2023-02-06T11:11:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,407 | ["scene/3d/bone_attachment_3d.cpp"] | BoneAttachment3D has duplicate "override_pose" property in the inspector since Beta 13. | ### Godot version
v4.0.beta13.official [caacade56] - v4.0.beta16.official [518b9e580]
### System information
Windows 10
### Issue description
Since Beta13 the inspector shows a duplicate "override_pose" property on the BoneAttachment3D node. Toggling one property toggles them both.
Perhaps related to the work done in #71137?

### Steps to reproduce
- Open the MRP
- Select the BoneAttachment3D node
- Observe that there are two "Override Pose" properties in the inspector
### Minimal reproduction project
[bone attachment 3d duplicated property.zip](https://github.com/godotengine/godot/files/10539370/bone.attachment.3d.duplicated.property.zip)
| https://github.com/godotengine/godot/issues/72407 | https://github.com/godotengine/godot/pull/72449 | 62e939fcf722501f4c07cc233090ebe63263e8db | 7665497261e908052a74fc839f348b22f724d12c | "2023-01-30T19:51:36Z" | c++ | "2023-01-31T12:19:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,397 | ["editor/animation_track_editor.cpp"] | AnimationPlayer crashes editor | ### Godot version
4.0.dev (c309de53997feff3286295fb2d71657f112a15db)
### System information
Linux, Nvidia, Vulkan
### Issue description
Editor segfaults when certain conditions are met when using the AnimationPlayer editor.
### Steps to reproduce
1. Create multiple animations, saved into a animation collection
2. Open an existing animation, then make a new empty animation
3. Change from seconds to fps, or add a new property to animate ()
4. Editor crashes
NOTE: It is slightly random and I have not found a perfect repro
### Minimal reproduction project
N/A (TBD?) | https://github.com/godotengine/godot/issues/72397 | https://github.com/godotengine/godot/pull/71940 | 44b41ded82229ca7614403f74234a4282002458b | c7d5596955d817db26284fa53c43a35a18e50ba0 | "2023-01-30T17:44:24Z" | c++ | "2023-02-11T20:42:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,392 | ["scene/main/canvas_item.cpp"] | Godot "go to documentation" eats 100% ram and dies | ### Godot version
v4.0.beta16.official [518b9e580]
### System information
M1 Macbook Air (2020)
### Issue description
When ctrl+clicking something in the code editor, it should pop up the documentation in another tab. On godot 3.x it works just fine, but on 4.x 95% of the time it locks up, and allocates as much ram as fast as possible before dying. Every great once in a while I'll see it work but usually it's a hard crash. This has always been an issue in 4.x for at least the last few months since I started using it so I'm reporting it now.
<img width="817" alt="Screenshot 2023-01-30 at 11 55 34 AM" src="https://user-images.githubusercontent.com/242652/215543948-060379b3-40cb-4e23-b3da-6f4d2041890c.png">
### Steps to reproduce
Create/open a project in Godot 4.x on an M1 Macbook Air.
Type some code.
Ctrl+click on a type to pop up documentation.
Wait for your OS to run out of ram while the editor is locked up.
### Minimal reproduction project
No project needed, this happens in any project with any code. | https://github.com/godotengine/godot/issues/72392 | https://github.com/godotengine/godot/pull/73444 | 15a97a2e8462ff76fe2eb44094f61320065b7dc8 | b8bab73d7e5615f114a705290786a3115e445af5 | "2023-01-30T17:03:12Z" | c++ | "2023-02-16T23:29:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,389 | ["editor/editor_node.cpp", "editor/editor_node.h"] | Animation tab crashing Godot 4 | ### Godot version
Godot 4.0 beta 16
### System information
Windows 10 education 21H2, mobile renderer
### Issue description
trying to open the animation tab on animatedsprite2d causes a crash. Can also happen with animatedsprite3d but not as consistently.
### Steps to reproduce
open a new project, make an animationplayer and animatedsprite2d the children of root. Make a new animation in the animationplayer and add a new spriteframe to the animatedsprite2d. With both the spriteframe and animation tabs open on the bottom panel click on animation. In a larger project this seems to cause a crash immediately (first noticed on a project with 11 animations and animatedsprite2d with 9 frames), on a new project repeatedly clicking on the animation tab will cause the crash. If first clicking on another tab such as audio and then animation the project will default to the spriteframe tab.
Tested and occurs in beta 16 and 15 but not in 14. Seems to only happen sometimes when using animatedsprite3d instead of animatedsprite2d.

### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/72389 | https://github.com/godotengine/godot/pull/72420 | 937524c09ca6d660f45f191385286d2df22ff26c | 6c859889eb6b19641fa163665c2bab028ffcfa03 | "2023-01-30T16:28:54Z" | c++ | "2023-01-31T12:18:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,385 | ["scene/gui/view_panner.cpp"] | The 2D editor for Android cannot drag content | ### Godot version
4.0rc1
### System information
Android10 MT6765 Mobile
### Issue description
When the 2D editor view is movable, manipulate the content in the editor and the editor view moves with the movement of your finger
https://user-images.githubusercontent.com/120901575/217091720-d111a90e-3476-4365-886e-f0d2140b4d54.mp4
When the editor view is pinned, the operation is normal
https://user-images.githubusercontent.com/120901575/217091804-9ca0c594-483b-40c5-9c61-cac779e61a97.mp4
### Steps to reproduce
Drag content in the scene
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72385 | https://github.com/godotengine/godot/pull/75113 | b63c77acebda0d46af9e2cad81568215b2f05aa3 | 5cf878c090ad38d2beead0423ddd931343c920d5 | "2023-01-30T15:16:41Z" | c++ | "2023-04-05T18:21:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,373 | ["modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs"] | C#: Failed to initialize LibVLCSharp on Godot 4 | ### Godot version
v4.0.beta16.mono.official [518b9e580]
### System information
Windows 11, Vulkan, RTX 2060 (31.0.15.2824)
### Issue description
Only happened when I tried to use LibVLCSharp in godot 4. Used to work flawlessly in godot 3.x.x
.net version: 6.0.13
Here's the C# code:
```cs
using Godot;
using System;
using LibVLCSharp.Shared;
public partial class Testi : Control
{
public override void _Ready()
{
var libvlc = new LibVLC(); // error occurred here
}
public override void _Process(double delta)
{
}
}
```
code above will spit out
```
E 0:00:01:0122 :0 @ System.String System.IO.Path.Combine(System.String , System.String , System.String ): System.ArgumentNullException: Value cannot be null. (Parameter 'path1')
<C++ Error> System.ArgumentNullException
<C++ Source> :0 @ System.String System.IO.Path.Combine(System.String , System.String , System.String )
<Stack Trace> :0 @ System.String System.IO.Path.Combine(System.String , System.String , System.String )
:0 @ System.Collections.Generic.List`1[System.ValueTuple`2[System.String,System.String]] LibVLCSharp.Shared.Core.ComputeLibVLCSearchPaths()
:0 @ void LibVLCSharp.Shared.Core.LoadLibVLC(System.String )
:0 @ void LibVLCSharp.Shared.Core.InitializeDesktop(System.String )
:0 @ IntPtr LibVLCSharp.Shared.Helpers.MarshalUtils.CreateWithOptions(System.String[] , System.Func`3[System.Int32,System.IntPtr[],System.IntPtr] )
:0 @ IntPtr LibVLCSharp.Shared.LibVLC+<>c__DisplayClass8_0.<.ctor>b__0()
:0 @ LibVLCSharp.Shared.Internal..ctor(System.Func`1[System.IntPtr] , System.Action`1[System.IntPtr] )
:0 @ LibVLCSharp.Shared.LibVLC..ctor(System.String[] )
Testi.cs:11 @ void Testi._Ready()
Node.cs:1782 @ Boolean Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name& , Godot.NativeInterop.NativeVariantPtrArgs , Godot.NativeInterop.godot_variant& )
CanvasItem.cs:1369 @ Boolean Godot.CanvasItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name& , Godot.NativeInterop.NativeVariantPtrArgs , Godot.NativeInterop.godot_variant& )
Control.cs:2804 @ Boolean Godot.Control.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name& , Godot.NativeInterop.NativeVariantPtrArgs , Godot.NativeInterop.godot_variant& )
Testi_ScriptMethods.generated.cs:31 @ Boolean Testi.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name& , Godot.NativeInterop.NativeVariantPtrArgs , Godot.NativeInterop.godot_variant& )
CSharpInstanceBridge.cs:24 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(IntPtr , Godot.NativeInterop.godot_string_name* , Godot.NativeInterop.godot_variant** , Int32 , Godot.NativeInterop.godot_variant_call_error* , Godot.NativeInterop.godot_variant* )
```
### Steps to reproduce
1. Create a new project in godot
2. Choose any kind of root node
3. Attach a C# Script to it
4. Build project to generate .csproj file
5. Navigate to project directory and install LibVLC and LibVLCSharp via ```dotnet add package``` command
6. Use LibVLCSharp inside the script like in the example above
7. Run
### Minimal reproduction project
[csproj and solution File.zip](https://github.com/godotengine/godot/files/10535756/csproj.and.solution.File.zip)
| https://github.com/godotengine/godot/issues/72373 | https://github.com/godotengine/godot/pull/72554 | 5a413894fc370c32d1c2045f64234ce33c1e3356 | 1ff2204cfed0288be0d790e8b8aa01f58dfe0bfb | "2023-01-30T12:32:24Z" | c++ | "2023-02-03T14:35:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,364 | ["servers/rendering/shader_language.cpp"] | `hint_normal_roughness_texture` sampler2D causes shader compiler error in GLES3/Compatibility mode | ### Godot version
4.0.beta16
### System information
Windows 10 Pro x64, GLES3, RTX 3080 Ti (528.02)
### Issue description
In Compatibility/GLES3 back-end, shaders which use a uniform to get the normal roughness buffer cannot compile. For example, the shader:
```glsl
shader_type spatial;
uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture;
void fragment() {
vec4 sample = texture(normal_roughness_texture, UV);
}
```
results in an error in the output:
```
drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
0(890) : error C1503: undefined variable "normal_roughness_buffer"
drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```
If I switch over to the Mobile or Forward+ backends, there is no shader compilation error.
### Steps to reproduce
Open the attached reproduction in the 4.0.beta16 editor.
When the scene is opened, the error is produced automatically:
1. Open `scene.tscn`
2. Open Output to review error
When the scene is saved with any changes made to the shader, the same error is also produced:
1. Open `scene.tscn`
2. Open `example.gdshader` in the shader editor.
3. Make a compile-able change to the shader.
4. Save the scene
5. Open Output to review the error
### Minimal reproduction project
[NormalRoughnessTexture_GLES3_Error.zip](https://github.com/godotengine/godot/files/10534253/NormalRoughnessTexture_GLES3_Error.zip)
| https://github.com/godotengine/godot/issues/72364 | https://github.com/godotengine/godot/pull/72393 | e86953cb53d314da3ea4e40c65597dec40e4d2dc | 58a0c4c69ea1af3268a44c3c087484c7f6aa38b0 | "2023-01-30T09:32:05Z" | c++ | "2023-01-30T19:26:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,360 | ["core/config/project_settings.cpp", "core/config/project_settings.h", "editor/editor_paths.cpp"] | Headless export fails due to missing directory in .godot | ### Godot version
4.0.beta16
### System information
Linux.x86_64
### Issue description
Running the following command to export a freshly pulled git repository:
```shell
<Godot_v4.0-beta16_linux.x86_64_BINARY_PATH> \
--headless \
--export-debug Linux/X11 \
./project.godot <SOME_EXPORT_PATH>
```
fails to export proper artifacts and reports errors due to `res://.godot/imported` and `res://.godot/editor` being unavailable. I suspect that the execution of `--export` somehow assumes these directories exists, while the template `.gitignore` excludes `.godot/`.
## Example errors:
```
ERROR: Cannot save editor settings to file 'res://.godot/editor/project_metadata.cfg'.
at: set_project_metadata (editor/editor_settings.cpp:1127)
ERROR: Cannot save editor settings to file 'res://.godot/editor/project_metadata.cfg'.
at: set_project_metadata (editor/editor_settings.cpp:1127)
ERROR: Cannot save editor settings to file 'res://.godot/editor/project_metadata.cfg'.
at: set_project_metadata (editor/editor_settings.cpp:1127)
reimport: begin: (Re)Importing Assets steps: 1
reimport: step 0: icon.svg
ERROR: Condition "f.is_null()" is true.
at: _save_ctex (editor/import/resource_importer_texture.cpp:336)
ERROR: Cannot open MD5 file 'res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.md5'.
at: _reimport_file (editor/editor_file_system.cpp:2100)
ERROR: Cannot create file 'res://.godot/editor/filesystem_cache8'. Check user write permissions.
at: _save_filesystem_cache (editor/editor_file_system.cpp:348)
savepack: begin: Packing steps: 102
ERROR: Can't open file from path 'res://.godot/global_script_class_cache.cfg'.
at: get_file_as_bytes (core/io/file_access.cpp:699)
savepack: step 2: Storing File: res://.godot/global_script_class_cache.cfg
ERROR: Can't open file from path 'res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex'.
at: get_file_as_bytes (core/io/file_access.cpp:699)
savepack: step 35: Storing File: res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex
savepack: step 35: Storing File: res://icon.svg.import
savepack: step 68: Storing File: res://.godot/exported/133200997/export-5c1b5421b3a3843354800198f9326b19-node.scn
savepack: step 102: Storing File: res://node.tscn.remap
savepack: step 102: Storing File: res://icon.svg
savepack: step 102: Storing File: res://.godot/uid_cache.bin
savepack: step 102: Storing File: res://project.binary
savepack: end
reimport: end
ERROR: Cannot create file 'res://.godot/editor/filesystem_cache8'. Check user write permissions.
```
Since the provided `.gitignore` template for a new project contains `.godot/`, most of the git repositories does not commit this directory, so running export command against a freshly pulled repositories will most likely to fail.
These locations do get created on the first time GUI editor loads the project. However, for the environment that cannot load the GUI editor, e.g. containers for CI pipeline (which is what I was trying to do), export functionality from commandline won't work properly.
## Workaround I Found for Now
I tried again after manually creating these two directory `.godot/{imported,editor}`, and the export succeeded.
### Steps to reproduce
1. Create a new minimal project with a main scene selected so that it can be exported.
2. Remove `.godot/` directory.
3. run export command: `<Godot_v4.0-beta16_linux.x86_64_BINARY_PATH> --headless --export-debug Linux/X11 ./project.godot <SOME_EXPORT_PATH>`
### Minimal reproduction project
[minimal-project.zip](https://github.com/godotengine/godot/files/10533270/minimal-project.zip)
| https://github.com/godotengine/godot/issues/72360 | https://github.com/godotengine/godot/pull/73595 | 6cde3fac328e97e66b1c12d386deb25af395e215 | 6acc7f03edb95674cda86d0e71f5289c6881b778 | "2023-01-30T06:58:25Z" | c++ | "2023-02-21T10:14:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,353 | ["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"] | self.function syntax won't trigger Ctirl+Click -> jump to definition. | ### Godot version
4.0.beta.16
### System information
N/A
### Issue description
```gdscript
func _run() -> void:
click_this_function_doesnt_jump_to_its_line() # this works
self.click_this_function_doesnt_jump_to_its_line() # add self breaks click-jump
func click_this_function_doesnt_jump_to_its_line():
pass
```
Ctrl + Click on self.click_this_function_doesnt_jump_to_its_line(), it won't jump to its definition.
### Steps to reproduce
N/A
### Minimal reproduction project
[godot.4.0.beta15.bugs.0.zip](https://github.com/godotengine/godot/files/10532051/godot.4.0.beta15.bugs.0.zip)
| https://github.com/godotengine/godot/issues/72353 | https://github.com/godotengine/godot/pull/73196 | d6bb6d42b2d26d15e6362983232e211907f24886 | 2bd904e3db8a82464e623768b5fd08114e2186ee | "2023-01-30T03:48:37Z" | c++ | "2023-07-24T17:32:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,348 | ["doc/classes/PackedScene.xml", "scene/resources/packed_scene.cpp"] | signal with unbinds doesnt work on export | ### Godot version
d01ac9c73
### System information
ArchLinux x11
### Issue description
Signal with unbinds[^1] fails to emit in exported project.
[^1]: 
### Steps to reproduce
- open mrp
- run in editor
- `it worked!` is printed
- export project
- run executable
-
```c++
ERROR: Error calling from signal 'sig' to callable: 'Node::_on_sig': Method expected 0 arguments, but called with 1.
at: emit_signalp (core/object/object.cpp:1058)
```
### Minimal reproduction project
[bug.zip](https://github.com/godotengine/godot/files/10531944/bug.zip)
| https://github.com/godotengine/godot/issues/72348 | https://github.com/godotengine/godot/pull/72459 | 3eb1ac9fd24a52a6fd5eb6632070f28a51aad04c | df68909da4364cc429d2feda990ba9982fef5831 | "2023-01-30T03:32:05Z" | c++ | "2023-02-01T06:31:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,339 | ["scene/gui/label.cpp", "scene/gui/label.h"] | [4.0 Beta 16] Number of visible lines of word-wrapped label calculated wrong | ### Godot version
4.0 Beta 16
### System information
Windows 10 and Android
### Issue description
Labels in my program behave weirdly on Godot 4.0 Beta 14-16. The same project works correctly on Beta 9.
When I create labels with word auto-wrap-mode and add text, they correctly increase in height to accomodate multiple lines... up to a certain point (4 lines), then they suddenly produce no more lines (no 5th) and just cut off the remaining text.
The Max Lines Visible property is set to -1. Even if I manually set it to a higher value than the amount of lines after which it cuts off, this changes nothing (a lower value works as expected).
When I copy the same text I added to the label to the clipboard, the text is complete. It's just the label that is too short.
This bug appears on both Windows run-from-editor and on Android devices (for which I intended my program).
I then wrote a new test project from scratch to try and reproduce the issue, in which everything worked fine.
I then created a copy of my project, stripped out everything except the relevant UI structure, and the bug occurred again, even more weirdly than before:
The first time the labels get their text set, they cut off after the first line. When their text is set anew, they cut off after 2 lines. Set it a third time, 3 lines are visible and the fourth cut off...
This stripped project was added for reproduction. I couldn't figure out in which way it differs from my from-scratch-test to introduce this bug.
### Steps to reproduce
- Start the BugReproduction program in Beta 16 (bug also occurs on Beta 14 and 15, doesn't on Beta 9, didn't test with versions in-between).
- Observe that all labels only show one line.
- Use the Clipboard button to copy the whole thing to the clipboard, then paste in a text editor to see the text should be longer on most of the labels.
- Use the Recalculate button to create new text. Suddenly, up to 2 lines are visible per label, but no more than that.
- Use the Recalculate button again, up to 3 lines are visible per label.
- Using the Clipboard button again will reveal that there should be 4 lines on the bottommost labels.
(There are 2 seperate BoxLayouts with seperate Clipboard and Recalculate buttons to show that the increase of visible lines in one layout does not affact the labels in the other layout)
### Minimal reproduction project
[BugReproduction.zip](https://github.com/godotengine/godot/files/10530811/BugReproduction.zip)
| https://github.com/godotengine/godot/issues/72339 | https://github.com/godotengine/godot/pull/72387 | 95183c280874ec8575bb5d03103c55a0c1b10085 | 428bf1188debc9ad95ec2f192aba75b29839081b | "2023-01-29T20:45:40Z" | c++ | "2023-02-13T08:13:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,332 | ["editor/editor_node.cpp", "editor/editor_node.h"] | Repeatable editor crash when changing between theme and animation editors | ### Godot version
Godot Engine v4.0.beta16.official.518b9e580
### System information
Linux, Vulkan, nvidia RTX 2070, Driver 525.60.11
### Issue description
Editor crashes when changing between theme editor and animation editor
Console:
`ERROR: Condition "slot >= slot_max" is true. Returning: nullptr
at: get_instance (./core/object/object.h:962)
ERROR: Condition "slot >= slot_max" is true. Returning: nullptr
at: get_instance (./core/object/object.h:962)
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta16.official (518b9e5801a19229805fe837d7d0cf92920ad413)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f908134c520] (??:0)
[2] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x1c6d494] (??:0)
[3] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x1c4eefe] (??:0)
[4] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x44fb21a] (??:0)
[5] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x26faf8b] (??:0)
[6] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x448c994] (??:0)
[7] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x2a9eb11] (??:0)
[8] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x2a9eb8f] (??:0)
[9] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x1c65ae0] (??:0)
[10] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x42e50c2] (??:0)
[11] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x44fb21a] (??:0)
[12] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x2bcf06f] (??:0)
[13] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x2bcfa7e] (??:0)
[14] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x2b30f15] (??:0)
[15] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x2b817d5] (??:0)
[16] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x2b85781] (??:0)
[17] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x2b85deb] (??:0)
[18] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x2ba1cf5] (??:0)
[19] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0xe69114] (??:0)
[20] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x42d5f34] (??:0)
[21] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0x42d6db5] (??:0)
[22] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0xe6ab2d] (??:0)
[23] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0xddd7c2] (??:0)
[24] /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f9081333d90] (??:0)
[25] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f9081333e40] (??:0)
[26] /home/solorvox/GameDev/godot-engine/Godot_v4.0-beta16_linux.x86_64() [0xdfd8ee] (??:0)
-- END OF BACKTRACE --
================================================================`
### Steps to reproduce
Open included project
1) Click on AnimationPlayer in scene tree
2) Click on TextureRect in scene tree
4) Click on "Theme" editor at bottom of editor window (theme editor opens)
5) Click on "Animation" editor at bottom (crash)
Notes: The shader source code must be open, and a theme must be open to repeat this crash
### Minimal reproduction project
[animation-crash.zip](https://github.com/godotengine/godot/files/10530646/animation-crash.zip)
| https://github.com/godotengine/godot/issues/72332 | https://github.com/godotengine/godot/pull/72420 | 937524c09ca6d660f45f191385286d2df22ff26c | 6c859889eb6b19641fa163665c2bab028ffcfa03 | "2023-01-29T19:36:14Z" | c++ | "2023-01-31T12:18:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,331 | ["servers/rendering/renderer_rd/environment/sky.cpp", "servers/rendering/renderer_rd/environment/sky.h", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/shaders/environment/sky.glsl", "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl"] | Volumetric fog is shifted in screenspace when XR is enabled on the viewport. | ### Godot version
4.0beta16
### System information
Windows 10, Vulkan API 1.3.205, NVIDIA - NVIDIA GeForce RTX 3080, Valve Index, Steam VR
### Issue description
When XR is enabled FogVolumes (and probably all volumetric fog but it is not obvious for large homogenous volumes) are rendered to the wrong location in both eyes once XR is enabled on the viewport. Here's a unit-cube dense fog volume stacked between two mesh cubes.
Here it is correctly positioned in the editor:
<img width="687" alt="Screenshot 2023-01-29 122055" src="https://user-images.githubusercontent.com/617962/215351015-db22759f-2687-4791-bf1d-86266a630415.png">
But once XR is enabled on the viewport, the volume is shifted to the left in the left eye and to the right in the right eye:

It is also shifted to the left in the main game window (presumably because the game window is rendering the left eye).
The shift is in screenspace as you can see if I rotate my head:

### Steps to reproduce
Create a small fog volume and enable XR on the viewport.
I have also observed this on large fog volumes if using a fog shader which creates small clumps of fog, the clumps are shifted wrongly which breaks stereopsis .
### Minimal reproduction project
[FogVolume.zip](https://github.com/godotengine/godot/files/10530642/FogVolume.zip)
| https://github.com/godotengine/godot/issues/72331 | https://github.com/godotengine/godot/pull/78436 | 94a4da9de60170e8b634fb7cc793cd4be43b9496 | dca1e0bef71ba33f895fff92acf0d331807a6433 | "2023-01-29T19:34:39Z" | c++ | "2023-06-20T07:21:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,322 | ["scene/2d/tile_map.cpp"] | TileMap Y-Sort sorts by X position too much for large tiles | ### Godot version
v4.0.beta16.mono.official [518b9e580]
### System information
Windows 10
### Issue description
Using Y-Sort in a TileMap does not behave as expected when using large tiles:

The large trees should both obscure the small tree, but notice that that tree on the right is drawn behind the small tree. This is not apparent until the large tree is 2 or more tiles to the right of the small tree:


### Steps to reproduce
1. Create a large tile that is more than 3 tiles wide
2. Place it 2 or more tiles to the right (and 1 tile or more below) a smaller tile (3x3 in my case for the small tree)
3. Observe the incorrect sorting
4. Repeat but place the larger tile anywhere left of 2 tiles to the right of the small tile
5. Observe the correct sorting
### Minimal reproduction project
[YSortIssueMRP.zip](https://github.com/godotengine/godot/files/10530763/YSortIssueMRP.zip)
| https://github.com/godotengine/godot/issues/72322 | https://github.com/godotengine/godot/pull/72365 | 833c0d24dbf3c442857fd9d7b1fd17918fadddc9 | 6c19a619adbcafd33603b6993e7a8b2452269b68 | "2023-01-29T17:38:51Z" | c++ | "2023-01-30T12:28:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,321 | ["modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs"] | C# Transform2D Rotated and RotatedLocal are interchanged | ### Godot version
4.0-beta16
### System information
Fedora 37
### Issue description
In C# the methods `Rotated` and `RotatedLocal` from `Transform2D` seem to be interchanged. `Rotated` does a local rotation and `RotatedLocal` does a global rotation. In GDScript they do the correct thing.
### Steps to reproduce
C# example code:
```C#
var test = new Transform2D(0, new Vector2(100, 100));
GD.Print("C#");
GD.Print(test);
GD.Print(test.Rotated((float) Math.PI));
GD.Print(test.RotatedLocal((float) Math.PI));
```
GDScript example code:
```GDScript
var test = Transform2D(0, Vector2(100, 100))
print("GDScript")
print(test)
print(test.rotated(PI))
print(test.rotated_local(PI))
```
Output:
> C#
[X: (1, 0), Y: (-0, 1), O: (100, 100)]
[X: (-1, -8.742278E-08), Y: (8.742278E-08, -1), O: (100, 100)]
[X: (-1, -8.742278E-08), Y: (8.742278E-08, -1), O: (-99.99999, -100.00001)]
GDScript
[X: (1, 0), Y: (0, 1), O: (100, 100)]
[X: (-1, -0), Y: (0, -1), O: (-99.99999, -100)]
[X: (-1, -0), Y: (0, -1), O: (100, 100)]
As you can see the two methods do in C# the opposite of what they do in GDScript.
### Minimal reproduction project
[RotateBug.zip](https://github.com/godotengine/godot/files/10530365/RotateBug.zip)
| https://github.com/godotengine/godot/issues/72321 | https://github.com/godotengine/godot/pull/72325 | 39b53f730a35dc0bbe961cc491533e7a9083e003 | ab70b6ca8a12d832762ca67ad6b572da1fefac12 | "2023-01-29T17:19:26Z" | c++ | "2023-01-30T12:35:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,296 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Panning Issue After Renaming | ### Godot version
4.0dev (4fa6edc88)
### System information
Ubuntu 20.04.2 LTS
### Issue description
Panning of the 2D view does not work after attempting to rename node
### Steps to reproduce
1. Open the a scene in the 2D viewing tab
2. Double click to rename any node under the scene tab
3. click into the 2D view directly
4. attempt to pan the view through middle-clicking or using the pan tool
Refocusing the editor window will fix it temporarily
### Minimal reproduction project
[Panning Issue.zip](https://github.com/godotengine/godot/files/10529131/Panning.Issue.zip)
| https://github.com/godotengine/godot/issues/72296 | https://github.com/godotengine/godot/pull/72826 | 1cd66a76fcb78ef4f54c801b2bc112a4b5418ae1 | 020ba92cfe130bcc14ed24b2f74cee680cc19f69 | "2023-01-29T05:56:56Z" | c++ | "2023-02-07T13:08:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,289 | ["editor/editor_inspector.cpp"] | Name Textbox for Atlas resets caret position to start after every key press | ### Godot version
v4.0.beta16.mono.official [518b9e580]
### System information
Windows 10
### Issue description
Typing into the textbox for Atlas's Name property resets its caret position to the start after every key press, causing you to type in reverse:

### Steps to reproduce
1. Add a TileMap node to a scene
2. Create a new TileSet for it in-place in the Inspector
3. In the "Tiles" tab, press the plus button to create a new Atlas
4. Start typing in the textbox for its name
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72289 | https://github.com/godotengine/godot/pull/73604 | e10ab0c8c3841d1c36877e5c9f43bf352a043207 | 4cd2aec2f08324b1d5a2ecc87af028351d30a8f0 | "2023-01-29T02:43:20Z" | c++ | "2023-02-20T10:29:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,283 | ["doc/classes/Control.xml", "scene/gui/control.cpp"] | Control._has_point(position) description is outdated | ### Godot version
v4.0.beta16.official [518b9e580]
### System information
-
### Issue description
The description of `Control._has_point(position)`-virtual function is outdated likely due to #66688.
> Note: If you want to check if a point is inside the control, you can use `get_rect().has_point(point)`.
After #66688, get_rect() returns the Controls rect relative to its parent, while the point is relative to the Control.
Also, the note refers to `point` while it likely should refer to the parameter `position`. That said, in this case, I think the incorrect name is better and the parameter of the function should be changed to`point` to avoid shadowing `Control.position`.
Suggested fixes:
1. Change the note to match the new behavior (`Rect2(Vector2.ZERO, size).has_point(point)` should work; verify) OR introduce `get_local_rect()` that matches the old behavior and recommend using it instead.
2. Change the name of the `position` parameter to `point` in `Control._has_point(position)`
### Steps to reproduce
-
### Minimal reproduction project
- | https://github.com/godotengine/godot/issues/72283 | https://github.com/godotengine/godot/pull/72770 | 09b2c5fd05cd3a6a0ed1d74befb302540690684f | fe2cd2e6b165bf7f4d789b7b7098ecc27badb80a | "2023-01-28T22:40:21Z" | c++ | "2023-02-06T21:50:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,271 | ["editor/editor_inspector.cpp", "editor/editor_inspector.h", "editor/editor_node.cpp", "editor/editor_node.h", "editor/editor_plugin.cpp", "editor/editor_plugin.h", "editor/plugins/theme_editor_plugin.cpp", "editor/plugins/theme_editor_plugin.h"] | Theme editor immediately closing after opening any theme item or simply clicking on viewport | ### Godot version
218bef90af2091afde3b1be816c87286c194a2a8
### System information
Windows 11
### Issue description
I think it's incorrect behaviour - clicking on theme items override or even a main viewport (regardless of 2D or 3D) immediately hides the theme editor.

### Steps to reproduce
Open and try to use the theme editor
### Minimal reproduction project
[TestTheme.zip](https://github.com/godotengine/godot/files/10528108/TestTheme.zip)
| https://github.com/godotengine/godot/issues/72271 | https://github.com/godotengine/godot/pull/81523 | 7b999ee07448501f8e234cde16f603ce6f9f3062 | 49e2bd9d5bcfe8d81a368ec80f802f90e883bec2 | "2023-01-28T19:35:28Z" | c++ | "2023-10-06T14:50:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,264 | ["editor/editor_node.cpp", "editor/editor_node.h"] | Bone Attachments children get eliminated after reimporting the .glb file. | ### Godot version
4.0 beta 16
### System information
Ubuntu 22.04
### Issue description
When reimporting a .glb model, all the children of bone attachments disappear even if the model does not change structure names like bones and meshes. This means we need to re make the work every time the model gets updated. It did not happen in beta 15. Previously, even if the model changed heavily, bone attachments and their children got backed up with @ @ names.
### Steps to reproduce
Import a .glb 3d model. Make it children of a scene and mark it as "editable children". Then attack some Bone Attachments and add some children to them. Save the work. Then reimport the model with some minor updates like modified animations. It turns out that the attachments children are gone in the scene hierachy view. They are visible in the 3d viewport but they are gone.
### Minimal reproduction project
N/A. | https://github.com/godotengine/godot/issues/72264 | https://github.com/godotengine/godot/pull/73775 | 873c50732dc06b579688919351c2b4b8c4930b89 | a5e944661d7428b2b2b114370da00065e7f3d657 | "2023-01-28T17:07:20Z" | c++ | "2023-02-23T12:53:47Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,263 | ["editor/export/editor_export_platform.cpp"] | OpenXR action map export regression | ### Godot version
any version after 74458b6
### System information
Linux x64, but likely irrelevant
### Issue description
OpenXR action maps are not properly exported in recent builds of Godot 4: the `.res` file is small and does no longer seem to contain anything of use. In-game, no actions are passed on to OpenXR (obviously).
I bisected the issue down to https://github.com/godotengine/godot/commit/74458b6e9bed0f28db3374c7406eacbcf4b09b9d, which was merged in #70377.
### Steps to reproduce
1. Delete any previous export files (`.godot/exported/*/*.pkg`)
2. Perform an export (I did one for Android, but it likely works with anything)
3. Observe OpenXR actions not working in the export (error spam 'sync_action_sets: Condition "active_sets.size() == 0"'), and the exported action map file being very small (`.godot/exported/*/*.pkg`, from a few tens of kilobytes down to 296 bytes)
### Minimal reproduction project
Any OpenXR project can be used, such as https://github.com/BastiaanOlij/godot4_openxr_demo | https://github.com/godotengine/godot/issues/72263 | https://github.com/godotengine/godot/pull/72402 | 186447d4c5fa7641c1af017c6e21025b5bae2850 | 1a37aefbf9fbac494294f00e675f665a5f44c347 | "2023-01-28T16:28:54Z" | c++ | "2023-01-30T19:27:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,262 | ["editor/editor_inspector.cpp", "editor/editor_inspector.h", "editor/editor_properties.cpp"] | Tileset: Clicking anything when there is shader attached to tile prompt shader editor | ### Godot version
4.0 beta 16
### System information
Windows 11
### Issue description
There are shaders on alternative tiles. Clicking anything or trying to paint stuff on tile (in this example modulate) ends with the opening shader editor.
PS: Reloading project helps.

### Steps to reproduce
Add shader to tile and try using paint tool on that tile.
### Minimal reproduction project
- | https://github.com/godotengine/godot/issues/72262 | https://github.com/godotengine/godot/pull/73381 | a93d7af90f36deba6ff87a9c6dab3280d1d0354a | 47e030251f0dd1af16763ea25e036af00001bc63 | "2023-01-28T16:23:09Z" | c++ | "2023-02-17T13:25:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,254 | ["scene/2d/animated_sprite_2d.cpp", "scene/3d/sprite_3d.cpp", "scene/animation/animation_player.h", "scene/animation/animation_tree.h"] | Problem with AnimatedSprite2D. Cannot play animation | ### Godot version
v4.0.beta16.official.518b9e580
### System information
Vulkan API 1.2.231 - Apple M1 Max
### Issue description
AnimatedSprite2D `play` seems to not work anymore. Maybe it is related to https://github.com/godotengine/godot/pull/71907
I have two animations: `default` and `hurt`.
<img width="865" alt="Screen Shot 2023-01-28 at 11 06 13" src="https://user-images.githubusercontent.com/3025661/215270842-998dc3e5-7695-4099-a9b3-8b52ef66d768.png">
<img width="865" alt="Screen Shot 2023-01-28 at 11 06 19" src="https://user-images.githubusercontent.com/3025661/215270891-c4df02e2-444c-4477-b273-bb13d909ea84.png">
---
When I call `play("hurt")` nothing happens.
<img width="506" alt="Screen Shot 2023-01-28 at 11 07 41" src="https://user-images.githubusercontent.com/3025661/215270901-119c0801-d6cb-432b-b320-f7e2822a6511.png">
https://user-images.githubusercontent.com/3025661/215270941-d56753fb-8653-40e6-8094-98537fb88187.mov
### Steps to reproduce
Download the project, run the project and press space bar. The expected behavior is switch the green checkmark for a red X.
### Minimal reproduction project
[animated_sprite_2d.zip](https://github.com/godotengine/godot/files/10527438/animated_sprite_2d.zip)
| https://github.com/godotengine/godot/issues/72254 | https://github.com/godotengine/godot/pull/72258 | 23d087354dc1d5ec1ed7148ecc21418fd9d4545b | 23b622539aa612bee4ecb3115009995b7f60fb30 | "2023-01-28T14:11:32Z" | c++ | "2023-01-29T01:23:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,253 | ["doc/classes/OS.xml"] | Godot 4.Beta15 - "standalone" feature tag not working in exported builds | ### Godot version
4.0.Beta15
### System information
Windows 10 x86_64, Forward and Mobile Rendering
### Issue description
I've been testing separately exporting project folders into PCK files for dynamic asset loading at runtime.
Feature tag documentation says _OS.has_feature("standalone")_ can be used to check for a non-editor build, however it appears to return false even after export.
I am able to use "editor" tag instead as a workaround.
### Steps to reproduce
- Create a new GD Script and attach it to the main / starting scene
- In the script, have it print the return value of OS.has_feature("standalone")
- Export the project using the default values for the Windows Desktop export template
- Open the created exe with attached console
- Observe it will print a false value for the feature tag
- Also occurs on exports without debug tools checked
### Minimal reproduction project
[bug-repro_standalone-flag.zip](https://github.com/godotengine/godot/files/10527388/bug-repro_standalone-flag.zip)
| https://github.com/godotengine/godot/issues/72253 | https://github.com/godotengine/godot/pull/72269 | 9420116f6caf47319167c94ed2b3c1d4342df022 | 2abaced90359d3cdcf33301d2ca556f3ef4e2e34 | "2023-01-28T13:59:14Z" | c++ | "2023-01-29T01:24:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,242 | ["scene/gui/view_panner.cpp"] | [Godot 4 beta 16] Scrolling using the trackpad is really slow on macOS | ### Godot version
4.0.beta16
### System information
macOS Monterey 12.3.1
### Issue description
Since Godot 4 beta 16, scrolling in a scene is very slow; it looks me a long time to reach the point I want.
Here is an example in Godot 4 beta 15:
https://user-images.githubusercontent.com/1923206/215263090-0996323f-fad5-46bf-9473-19c7754b9d69.mp4
Using Godot 4 beta 16:
https://user-images.githubusercontent.com/1923206/215263131-937e2a3c-a2c6-4d40-9a4f-c1404fb503fd.mp4
Sometimes I can scroll not too badly, but sometimes it looks like it is almost not moving.
I only have macOS to try this; I can't tell on Windows or Linux.
### Steps to reproduce
Open a scene and start to scroll.
### Minimal reproduction project
Any projects will have this issue. | https://github.com/godotengine/godot/issues/72242 | https://github.com/godotengine/godot/pull/72884 | cd7c65ab676606f234721862442109d3bde08460 | 5c1295dc20323ee1596369b5bcf91ba6a9383336 | "2023-01-28T11:06:23Z" | c++ | "2023-02-09T15:44:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,226 | ["modules/gdscript/gdscript.cpp", "modules/gdscript/tests/scripts/parser/errors/class_name_after_annotation.gd"] | Extensions of custom classes invalid upon deletion of .godot folder | ### Godot version
v4.0.beta16.official
### System information
Windows 7 64-bit
### Issue description
What should happen:
Extensions of custom classes should work with no hassle when a project is imported
What actually happens:
Extensions of custom classes are invalid and must manually be redefined by changing the name and then undoing the change
Why this is an issue:
Sharing a project over git does not include the .godot folder. Something in the folder is what causes these custom class extensions to be registered for your local copy. So without it, these don't apply in the cloned project
### Steps to reproduce
1. First, create a new class. In my example I have created a class called MyClass.

2. Then, extend this class.

3. (Optional) Extend that class again to demonstrate the error

I've put these 3 nodes in a scene, they all work

Classes show up in the node creation menu

4. Exit the project and delete the .godot folder

5. Relaunch the project
Upon relaunching, it'll display this error:

The extension of the custom class is also gone from the node creation scene. It's now invalid.

6. Change the name of the class then remove the name

I added an "H" to the end

It's returned!

Upon removing the H, the class returns to how it was before.
It's not that big of a hassle for a single script to go and rename the classes over again and then undo it, but for big projects this can get incredibly irritating.
For example, I recently sent my friend a copy of a project over git. It relies on a lot of custom classes, so when he opened it, he was surprised to find them invalid and had to go and manually alter the names of around 10 classes so he could alter the project.
### Minimal reproduction project
[CustomClassIssue.zip](https://github.com/godotengine/godot/files/10524420/CustomClassIssue.zip)
| https://github.com/godotengine/godot/issues/72226 | https://github.com/godotengine/godot/pull/72444 | 7665497261e908052a74fc839f348b22f724d12c | e768e02b789d2d0afbbc4f775d8cd8e807b1d79c | "2023-01-28T03:24:41Z" | c++ | "2023-01-31T12:20:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,222 | ["core/variant/array.cpp", "core/variant/dictionary.cpp", "core/variant/variant.cpp", "core/variant/variant.h"] | Dictionary equality and float equality is inconsistent with NaN values | ### Godot version
4.0.beta16
### System information
Linux 5.10.161-1-MANJARO
### Issue description
When comparing `NAN == NAN` you get false, as expected. However comparing two dictionaries that contain NaN will treat NaNs as equal. This means that two arrays can have unequal fields, and yet be considered equal by godot.
I'm not sure if this is intended or not, but if it is intended then it should at least be documented. As it deviates from how NaN-equality usually works. Dictionary's `==` operator [docs](https://docs.godotengine.org/en/latest/classes/class_dictionary.html#class-dictionary-operator-eq-dictionary) only say:
> Returns `true` if the two dictionaries contain the same keys and values. The order of the entries does not matter.
Which i initially interpreted as meaning that they would not be equal if they had NaNs as that is the usual behavior of NaN.
The same applies for arrays as well.
### Steps to reproduce
run
```py
var foo = {foo = NAN}
var bar = {foo = NAN}
print(foo.foo == bar.foo) # false
print(foo == bar) # true
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72222 | https://github.com/godotengine/godot/pull/74588 | 19057c07bc10261fce936541757c587755531d0c | 737c308dcc34ae9cf488e292e45180581c4e9a5a | "2023-01-28T02:44:43Z" | c++ | "2023-09-27T12:03:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,200 | ["editor/import/resource_importer_scene.cpp", "modules/gltf/doc_classes/GLTFState.xml", "modules/gltf/editor/editor_scene_importer_gltf.cpp", "modules/gltf/gltf_document.cpp", "modules/gltf/gltf_state.cpp", "modules/gltf/gltf_state.h"] | GLTF Fatal error: Attempted to read or write protected memory. (C#) | ### Godot version
4.0b16
### System information
Windows 11
### Issue description
Godot game (not the editor) crashes by loading a specific ".glb" model via `Godot.GltfDocument.AppendFromFile` (in C#, not tested in GDScript). The model is exported via Blender, and runs on Godot 4.0 Beta 15 without any problems.
```
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication t.
at Godot.NativeInterop.NativeFuncs.godotsharp_method_bind_ptrcall(IntPtr, IntPtr, Void**, Void*)
at Godot.NativeCalls.godot_icall_4_467(IntPtr, IntPtr, System.String, IntPtr, UInt32, System.String)
at Godot.GltfDocument.AppendFromFile(System.String, Godot.GltfState, UInt32, System.String)
at dummy_scene._Ready()
at Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPt)
at Godot.Node3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariant)
at dummy_scene.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantP)
at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_v)
```

### Steps to reproduce
Run the dummy scene with affected GLTF code. (See MRP.)
### Minimal reproduction project
C# proj [Godot 4 b16 GLTF Crash.zip](https://github.com/godotengine/godot/files/10522482/Godot.4.b16.GLTF.Crash.zip)
GDScript proj [Godot.4.b16.GLTF.Crash.gdscript.zip](https://github.com/godotengine/godot/files/10543553/Godot.4.b16.GLTF.Crash.gdscript.zip)
| https://github.com/godotengine/godot/issues/72200 | https://github.com/godotengine/godot/pull/72440 | 1033dfcb3d4d91a08f1d659ded2000c73c938094 | c40020513ac8201a449b5ae2eeb58fef0ce0a2a4 | "2023-01-27T19:37:14Z" | c++ | "2023-02-01T11:10:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,199 | ["modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs"] | C#: Crash when unreferencing RDShaderSpirV object | ### Godot version
v4.0.beta.mono.custom_build [0f8f0ab12]
### System information
Windows 11 22H2
### Issue description
Creating an RDShaderSpirV object in C# causes a crash.
This is a regression from beta 15, presumably related to the C# renames. The issue does not occur in GDScript.
```
Godot Engine v4.0.beta.mono.custom_build.0f8f0ab12 - https://godotengine.org
Vulkan API 1.3.224 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1060 3GB
ERROR: Parameter "strong_gchandle.value" is null.
at: CSharpLanguage::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)
ERROR: Parameter "strong_gchandle.value" is null.
at: CSharpLanguage::setup_csharp_script_binding (modules\mono\csharp_script.cpp:1229)
ERROR: Condition "!script_binding.inited" is true. Returning: { nullptr }
at: godotsharp_internal_unmanaged_instance_binding_create_managed (modules\mono\glue\runtime_interop.cpp:247)
ERROR: FATAL: Condition "!rc_owner" is true.
at: CSharpLanguage::_instance_binding_reference_callback (modules\mono\csharp_script.cpp:1315)
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.beta.mono.custom_build (0f8f0ab126437ed593e6463b85a6ee25af9ee5d4)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] CSharpLanguage::_instance_binding_reference_callback (C:\git\godot\modules\mono\csharp_script.cpp:1315)
[1] CSharpLanguage::_instance_binding_reference_callback (C:\git\godot\modules\mono\csharp_script.cpp:1315)
[2] Object::_instance_binding_reference (C:\git\godot\core\object\object.h:655)
[3] RefCounted::unreference (C:\git\godot\core\object\ref_counted.cpp:89)
[4] Ref<RefCounted>::unref (C:\git\godot\core\object\ref_counted.h:220)
[5] Ref<RefCounted>::~Ref<RefCounted> (C:\git\godot\core\object\ref_counted.h:233)
[6] Ref<RefCounted>::`scalar deleting destructor'
[7] godotsharp_ref_destroy (C:\git\godot\modules\mono\glue\runtime_interop.cpp:351)
[8] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
```
### Steps to reproduce
Create a C# RDShaderSpirV object by using RenderingDevice.ShaderCompileSpirVFromSource or ResourceLoader.Load (with a SPIR-V bytecode resource).
The attached MRP is just:
```csharp
RenderingDevice rd = RenderingServer.GetRenderingDevice();
using var spirv = rd.ShaderCompileSpirVFromSource(new RDShaderSource());
```
### Minimal reproduction project
[spirv-crash.zip](https://github.com/godotengine/godot/files/10522397/spirv-crash.zip)
| https://github.com/godotengine/godot/issues/72199 | https://github.com/godotengine/godot/pull/72205 | 092bbfc2ea24330b760ef1d47bea1bb256bf30ca | 80f59aa3d90afc327acc8abe8393406769730b90 | "2023-01-27T19:19:40Z" | c++ | "2023-01-28T14:41:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,195 | ["editor/import/resource_importer_scene.cpp", "modules/gltf/doc_classes/GLTFState.xml", "modules/gltf/editor/editor_scene_importer_gltf.cpp", "modules/gltf/gltf_document.cpp", "modules/gltf/gltf_state.cpp", "modules/gltf/gltf_state.h"] | Opening GLTF Importer causes embedded textures to become unintentionally extracted | ### Godot version
v4.0.beta.custom_build [705273140]
### System information
windows 10
### Issue description
When double-clicking a gltf file in the project, the Importer panel will open, but it will also extract the embedded textures.
This never happened in the previous version I was using (I'm not sure which beta I was using last- maybe 13 or 14).
### Steps to reproduce
open the project, and double-click the gltf file to open the importer, see that it creates an image file when it should stay embedded.
### Minimal reproduction project
[gltf import bug.zip](https://github.com/godotengine/godot/files/10522127/gltf.import.bug.zip)
| https://github.com/godotengine/godot/issues/72195 | https://github.com/godotengine/godot/pull/72440 | 1033dfcb3d4d91a08f1d659ded2000c73c938094 | c40020513ac8201a449b5ae2eeb58fef0ce0a2a4 | "2023-01-27T18:45:27Z" | c++ | "2023-02-01T11:10:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,191 | ["editor/import/resource_importer_scene.cpp", "modules/gltf/doc_classes/GLTFState.xml", "modules/gltf/editor/editor_scene_importer_gltf.cpp", "modules/gltf/gltf_document.cpp", "modules/gltf/gltf_state.cpp", "modules/gltf/gltf_state.h"] | GLTF Importer doesn't use the Project's Import settings when extracting its embedded textures. | ### Godot version
v4.0.beta.custom_build [705273140]
### System information
windows 10
### Issue description
When importing a gltf file with embedded textures, godot will extract these textures, however it won't use the Project's Import settings, resulting in the textures looking compressed and messed up.
Also it creates a image file in the project- I don't remember it doing this before(it would just keep it embedded I think).
### Steps to reproduce
open project, check the included gltf file. See how it doesn't adhere to the project's import settings for texture2d. Instead it is all compressed and messed up.
### Minimal reproduction project
[gltf import bug.zip](https://github.com/godotengine/godot/files/10521850/gltf.import.bug.zip)
| https://github.com/godotengine/godot/issues/72191 | https://github.com/godotengine/godot/pull/72440 | 1033dfcb3d4d91a08f1d659ded2000c73c938094 | c40020513ac8201a449b5ae2eeb58fef0ce0a2a4 | "2023-01-27T18:16:23Z" | c++ | "2023-02-01T11:10:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,183 | ["modules/text_server_adv/text_server_adv.cpp", "scene/gui/rich_text_label.cpp", "scene/gui/rich_text_label.h"] | RichTextLabel with threaded enabled may crash the game | ### Godot version
v4.0.beta16.official [518b9e580]
### System information
Windows 10
### Issue description
`RichTextLabel` with `threaded` enabled may crash the game or show the following warning if the node is in another scene:
```
W 0:00:03:0802 test.gd:12 @ load_with_scene(): A Thread object has been re-started without wait_to_finish() having been called on it. Please do so to ensure correct cleanup of the thread.
<C++ Source> core/os/thread.cpp:76 @ start()
<Stack Trace> test.gd:12 @ load_with_scene()
test.gd:6 @ load_items()
test.gd:26 @ _on_button_pressed()
```
It may crash the game (without any warning) if it's added directly.
In `v4.0.beta15.official [4fa6edc88]` I was able to reproduce the same warning on my project but I can't reproduce it in the attached MRP. I get a different error and will crash too if the node is added directly:
```
E 0:00:03:0019 remove_from_group: Condition "!E" is true.
<C++ Source> scene/main/scene_tree.cpp:157 @ remove_from_group()
```
### Steps to reproduce
Click on the `Load with scene` or `Load with node` buttons in the attached MRP until it shows a warning/error or crashes. It may take a while.
### Minimal reproduction project
[add_chid_bug_b16.zip](https://github.com/godotengine/godot/files/10521402/add_chid_bug_b16.zip)
| https://github.com/godotengine/godot/issues/72183 | https://github.com/godotengine/godot/pull/72208 | dc7fb3048591faa68f906b2bc01b15c443613cb6 | 186447d4c5fa7641c1af017c6e21025b5bae2850 | "2023-01-27T17:20:07Z" | c++ | "2023-01-30T19:27:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,181 | ["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/rasterizer_canvas_gles3.h", "servers/rendering_server.cpp"] | OpenGL: Editor right panel tabs disappear when loading a tileset with an atlas with dimensions greather than 799x799 | ### Godot version
4.0.beta15
### System information
windows 10, nvidia graphics, opengl backend
### Issue description
When using a TileSetAtlasSource on a TileSet with dimensions greater than 799x799 and selecting the Tiles tab in the TileSet editor, all tabs in the right editor panel disappear.
This is likely a regression of https://github.com/godotengine/godot/issues/67942
### Steps to reproduce
see attached video:
https://user-images.githubusercontent.com/5783414/215139823-f78e94c5-5199-452e-b601-76ec0f680748.mp4
### Minimal reproduction project
[LikelyRegressionOf67942.zip](https://github.com/godotengine/godot/files/10520933/LikelyRegressionOf67942.zip)
| https://github.com/godotengine/godot/issues/72181 | https://github.com/godotengine/godot/pull/72291 | 10b47d03c852514f59df934fdf4182f51b2cecb7 | fca400450c03cad3e7c42ea3bafe9a469d063bfd | "2023-01-27T16:28:39Z" | c++ | "2023-01-29T13:12:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,177 | ["scene/gui/item_list.cpp"] | File browser popup: editor crashes when pressing left arrow key with no file/folder selected | ### Godot version
v4.0.beta15.official [4fa6edc88]
### System information
Linux Ubuntu 20.04 with Unity desktop
### Issue description
When opening any file browser (Open Scene, Sprite Frames open spritesheet popup...) and no file/folder is selected (after clicking on empty space or entering folder), and you press the left arrow to navigate, the editor crashes with the following error:
> ERROR: FATAL: Index p_index = -2 is out of bounds (size() = 3).
at: get (./core/templates/cowdata.h:155)
> ================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.0.beta15.official (4fa6edc888cfacd5346bf08afa14b5f5a9bd6d0c)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x43090) [0x7fa92ffcf090] (??:0)
[2] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0x2c89a29] (??:0)
[3] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0x2b737ea] (??:0)
[4] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0x2b74391] (??:0)
[5] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0x2b749fa] (??:0)
[6] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0x2b909a5] (??:0)
[7] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0xe62934] (??:0)
[8] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0x42ba644] (??:0)
[9] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0x42bb4c5] (??:0)
[10] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0xe6434d] (??:0)
[11] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0xdd74e2] (??:0)
[12] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7fa92ffb0083] (??:0)
[13] ~/Applications/Game Engines/Godot/Godot_v4.0-beta15_linux.x86_64() [0xdf757e] (??:0)
-- END OF BACKTRACE --
================================================================
Version note:
- Could not reproduce in Godot 3 (handles nav input quite differently)
- Could reproduce in Godot beta 13
### Steps to reproduce
1. Open any project and Open scene
2. Click in the empty space around the files/folders to make sure nothing is selected
3. Press left arrow
Note: up, right and down are fine, they will select the next neighboring element in that direction
Variant with Sprite Frames:
1. Create a SpriteFrames resource, open the SpriteFrames window
2. Click on the Add frames from spritesheet button
3. In general, this time, nothing is selected from the start, so just press Left
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72177 | https://github.com/godotengine/godot/pull/72184 | 633d9e6327d6a6e0d45c5cc011ff813a37abc530 | a0afeb5d5a9fd3cacdae827aa28904f16998be17 | "2023-01-27T15:14:21Z" | c++ | "2023-02-17T15:20:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,163 | ["editor/export/editor_export_platform.cpp"] | SSH remote deploy does not work if the deploy target has pre-login message | ### Godot version
v4.0.beta.custom_build [d1e5903c6]
### System information
Arch Linux kernel 6.1.7-arch1-1 x86_64 OpenSSH 9.1p1-3
### Issue description
When using SSH remote deploy, if the deploy target has a pre-login message like Arch [/etc/issue](https://man.archlinux.org/man/issue.5) the SSH output is treated as only the first line and the output becomes the pre-login message like in the example below "Welcome to Arch Linux"
```
Creating temporary directory...
Executing: ssh -p 22 -p 22 [email protected] mktemp -d
Exit code: 0, Output: Welcome to Arch Linux
/tmp/tmp.BOugkHj1WF
```
Then, the SCP command is not executed as intended
```
Uploading archive...
Executing: scp -P 22 -P 22 /home/davi/.cache/godot/linuxbsd/tmp_linuxbsd_export.zip [email protected]:Welcome to Arch Linux
Uploading scripts...
Executing: scp -P 22 -P 22 /home/davi/.cache/godot/linuxbsd/tmp_linuxbsd_export_start.sh [email protected]:Welcome to Arch Linux
Executing: ssh -p 22 -p 22 [email protected] chmod +x "Welcome to Arch Linux/tmp_linuxbsd_export_start.sh"
Exit code: 1, Output: Welcome to Arch Linux
chmod: cannot access 'Welcome': No such file or directory
chmod: cannot access 'to': No such file or directory
chmod: cannot access 'Arch': No such file or directory
chmod: cannot access 'Linux/tmp_linuxbsd_export_start.sh': No such file or directory
Welcome to Arch Linux
chmod: cannot access 'Welcome': No such file or directory
chmod: cannot access 'to': No such file or directory
chmod: cannot access 'Arch': No such file or directory
chmod: cannot access 'Linux/tmp_linuxbsd_export_start.sh': No such file or directory
```
If not fixed that should be at least a documentation note (when it is written) for the user to disable pre-login messages if possible.
### Steps to reproduce
1. Enable a project to deploy with ssh
2. Set a host with pre-login message
3. Try to deploy
4. See the error on the console
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72163 | https://github.com/godotengine/godot/pull/72165 | 37afc7f077bcc7159bc14aa6b9b49f0f601a881b | d8bcbde677b466d0b770d1193f55d5142e7e2ca3 | "2023-01-27T07:58:17Z" | c++ | "2023-01-27T09:30:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,160 | ["platform/linuxbsd/export/export_plugin.cpp", "platform/macos/export/export_plugin.cpp", "platform/windows/export/export_plugin.cpp"] | SSH one-click deploy does not work when extra args is empty | ### Godot version
v4.0.beta.custom_build [d1e5903c6]
### System information
Arch Linux kernel 6.1.7-arch1-1 x86_64 OpenSSH 9.1p1-3
### Issue description
When using SSH remote deploy, if the extra args field is empty (the default) the ssh command is not executed with success because a single space is inserted in place of the extra args.
```
Creating temporary directory...
Executing: ssh -p 22 [email protected] mktemp -d
Exit code: 255, Output: ssh: Could not resolve hostname : Name or service not known
ssh: Could not resolve hostname : Name or service not known
```
If any valid argument is passed, the command is executed successfully, in the example below I duplicated the `-p 22`, which is ignored, to show that it is not a problem of the hostname passed.
```
Executing: ssh -p 22 -p 22 [email protected] mktemp -d
Exit code: 0, Output: /tmp/tmp.DwFObXBL2s
```
This is infuriating for when you have non-interactive authentication configured in ssh-agent and just the hostname is needed for the connection.
This occurs for both SSH and SCP.
### Steps to reproduce
1. Enable a project to deploy with ssh
2. Fill only the hostname
3. Try to deploy
4. See the error on the console
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72160 | https://github.com/godotengine/godot/pull/72164 | 846021da206cf324dcc8c8f45ac6684b2dc62849 | 37afc7f077bcc7159bc14aa6b9b49f0f601a881b | "2023-01-27T07:29:29Z" | c++ | "2023-01-27T09:30:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,155 | ["editor/progress_dialog.cpp"] | "(Re)importing Assets" dialog blocks screen making it difficult to do other things while waiting... | ### Godot version
Godot 4, d1e5903c67956707948b1de370b807e3aad395b7
### System information
Arch Linux, Gnome Shell, Wayland
### Issue description
The "(Re)importing Assets" dialog blocks all other windows while importing is in progress. This window is always on top, immovable, and unhideable. For long import operations it makes using other applications on the system difficult.



### Steps to reproduce
Cause files to import, try to use other applications while import is in progress.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72155 | https://github.com/godotengine/godot/pull/72439 | c24e0065b256351fff13f486938c77f2c7cedd9c | 99810d7a2611958b048da4d3fac025b55249a780 | "2023-01-27T05:47:38Z" | c++ | "2023-01-31T09:54:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,154 | ["core/config/project_settings.cpp", "core/config/project_settings.h", "core/object/script_language.cpp", "core/object/script_language.h", "editor/editor_file_system.cpp", "editor/export/editor_export_platform.cpp"] | Script classes are not regenerated project-wide after first import | ### Godot version
4.0.dev.d1e5903c67956707948b1de370b807e3aad395b7
### System information
macOS 13.1
### Issue description
Script classes are not regenerated project-wide after first import. See the reproduction steps below.
This is a huge problem for large games since a class may not have all of its dependencies ready by the time it comes to parsing the script, so it doesn't get registered on the first pass, and there are no other passes. The only solution is to manually open every single script and save it (potentially multiple times if there are long dependency chains).
The symptom is happening as of #70557, but the root cause was still present before that PR. If I revert that PR, open the reproduction project, and then instead of deleting the below file I empty out the `_global_script_class*` members, A and B do not regenerate (but they do if you open and save them). This has become a serious regression because the class list is no longer saved to version control, so you can end up in a situation where deleting `.godot/` results in a broken project until you manually open and save every script (for every developer, every time they delete `.godot/`).
### Steps to reproduce
1. Download an open the below minimal reproduction project.
2. Look at the generated `.godot/global_script_class_cache.cfg` file. Both A and B will be in there (good).
3. Close Godot and delete this file.
4. Open Godot again.
5. Look at the lack of a `.godot/global_script_class_cache.cfg` file. It is not regenerated (bad).
6. Open the `a.gd` script and save it.
7. Look at the generated `.godot/global_script_class_cache.cfg` file. Only A will be in there, but B will not (bad).
### Minimal reproduction project
[GlobalClassMissing.zip](https://github.com/godotengine/godot/files/10515105/GlobalClassMissing.zip)
| https://github.com/godotengine/godot/issues/72154 | https://github.com/godotengine/godot/pull/72445 | e768e02b789d2d0afbbc4f775d8cd8e807b1d79c | e1648b3327431a09cc9498663fac483275eb711d | "2023-01-27T03:21:17Z" | c++ | "2023-01-31T12:20:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,151 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_parser.cpp"] | `@export_group` does nothing | ### Godot version
3b086aa06
### System information
ArchLinux x11
### Issue description
```gdscript
extends Node
@export_group("My Properties")
@export var number = 3
@export var string = ""
@export_group("Prefixed Properties", "prefix_")
@export var prefix_number = 3
@export var prefix_string = ""
@export_group("", "")
@export var ungrouped_number = 3
```

### Steps to reproduce
- create script
- @export_group
- go inspector
### Minimal reproduction project
| https://github.com/godotengine/godot/issues/72151 | https://github.com/godotengine/godot/pull/72175 | 2d47c4c307a83f0491cc2e2cc1191a3e813c149f | a2817eca03797c0f9fdb76bc0bb954befe856095 | "2023-01-27T01:01:31Z" | c++ | "2023-01-30T09:00:54Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,141 | ["doc/classes/AnimationTree.xml", "editor/plugins/animation_blend_tree_editor_plugin.cpp", "scene/animation/animation_tree.cpp", "scene/animation/animation_tree.h"] | `AnimationTree.rename_parameter` doesn't work | ### Godot version
v4.0.beta.custom_build [cc7aa72f0], v3.5.1.stable.official [6fed1ffa3]
### System information
Windows 10
### Issue description
`AnimationTree.rename_parameter` doesn't work when called from gdscript. It should rename AnimationTree's nodes. I have confirmed from the source how to call this and what parameters the editor uses when renaming nodes from the editor. For some reason, even when using the same parameters in gdscript, nothing happens.
I'm not sure if is this regression (if it is, it's quite old) or has it ever been tested to work. Seems a bit obscure method to be exposed anyway, unless somebody wants to make a custom editor plugin for AnimationTree. I ran into the issue trying to add class reference description for it.
### Steps to reproduce
* Add AnimationTree with any parameter named `CurrentName`
* Call following code:
```
rename_parameter("parameters/CurrentName", "parameters/NewName")
```
### Minimal reproduction project
[Rename Parameter bug.zip](https://github.com/godotengine/godot/files/10513522/Rename.Parameter.bug.zip)
| https://github.com/godotengine/godot/issues/72141 | https://github.com/godotengine/godot/pull/72513 | 9c84aae9402ea979989c9e2d3ddeb70663da813c | d8037528f056469e3f3cf2df890155200afd307a | "2023-01-26T21:36:34Z" | c++ | "2023-02-02T08:35:40Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,137 | ["modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NodePath.cs", "modules/mono/glue/runtime_interop.cpp"] | C# NodePath equality fails | ### Godot version
v4.0.beta14.mono.official [28a24639c]
### System information
Windows 10
### Issue description
The C# implementation of NodePath == operator seems to only check identity.
Comparing two equal NodePath instances returns false.
GDScript allows comparison and I expected the same behavior in C#.
### Steps to reproduce
Create two NodePath instances with the same value and compare them.
See minimal reproduction project.
### Minimal reproduction project
[godot_dotnet_nodepath_eq.zip](https://github.com/godotengine/godot/files/10512940/godot_dotnet_nodepath_eq.zip)
| https://github.com/godotengine/godot/issues/72137 | https://github.com/godotengine/godot/pull/72635 | 91dfd6484b67821f0052c8d2205dd24e62a052ac | 5a413894fc370c32d1c2045f64234ce33c1e3356 | "2023-01-26T20:02:51Z" | c++ | "2023-02-03T14:35:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,135 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/warnings/unused_private_class_variable.gd", "modules/gdscript/tests/scripts/analyzer/warnings/unused_private_class_variable.out"] | @warning_ignore(unused_private_class_variable) ignores all following matching statements. Not just the first matching statement | ### Godot version
v4.0.beta15.official [4fa6edc88]
### System information
Windows 11
### Issue description
The documentation for `@warning_ignore` states:
> Mark the following statement to ignore the specified warning
In a situation like this all three `unused_private_class_variable` warnings will be ignored though:
```
# some_script.gd
extends Node
@warning_ignore(unused_private_class_variable)
var _v1
var _v2
var _v3
```
### Steps to reproduce
1. Have multiple unused private variables in a script.
2. Place @warning_ignore(unused_private_class_variable) above the statements (play with where you put it) and see how always all matching statements below are ignored.
### Minimal reproduction project
[bug_warning_ignore_ignores_multiple_warnings_at_once.zip](https://github.com/godotengine/godot/files/10512675/bug_warning_ignore_ignores_multiple_warnings_at_once.zip)
| https://github.com/godotengine/godot/issues/72135 | https://github.com/godotengine/godot/pull/76203 | ca26d9dc48b40be4b325032a658b4388bbe73ebe | 02c7ffc85c21dfed90268ce3ef51ee5dda51191f | "2023-01-26T19:25:07Z" | c++ | "2023-05-12T18:12:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,133 | ["editor/editor_node.cpp"] | Drawing a Polygon or Curve results in duplicate vertices | ### Godot version
v4.0.beta15.official [4fa6edc88]
### System information
Windows 11
### Issue description
When drawing a polygon in the editor, several duplicate vertices are added to the polygon array for each click. In the image below, I clicked three times to draw the triangle, but got 10 entries. The number you get varies, though I don't know why; I've seen hundreds of points from drawing a hexagon. I tested it with a Polygon2D, a CollisionPolygon2D, and a CollisionPolygon3D; the issues occurs with all of them. It later occurred to me that this might happen with a Curve2D as well, and it does.

### Steps to reproduce
Add a node that has a Polygon or Curve resource, such as a Polygon2D, draw some points, then check the PackedVector2Array resource.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72133 | https://github.com/godotengine/godot/pull/72272 | 4011a0915efd90854247a609651d7e31b412b1da | 70a7313fbe8da6e57b447a503dcb570da42b65bb | "2023-01-26T19:08:53Z" | c++ | "2023-01-29T01:22:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,123 | ["modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs", "modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs"] | Tool Scripts cause editor crash and project corruption | ### Godot version
Godot 4.0.beta15.mono
### System information
macOS
### Issue description
When I modify a script to make it a [Tool] script that sets its sprite frame when an exported field is updated, I can't use this object without godot crashing. If I have multiple instances, it becomes impossible to open until I delete `.godot`.
### Steps to reproduce
Create a Node2D with a reference to its child node Sprite2D. Attach a sprite sheet with animation frames. Attach a script to the parent Node2D. Export two fields: `FrameX` and `FrameY`. Use their setter method to update the sprite's frame number. Everything should be working fine. Now add `[Tool]` to the top of the script so the sprite's frame number is updated live in the editor. Crashes and headaches follow.
### Minimal reproduction project
[ToolCrashMinimal.zip](https://github.com/godotengine/godot/files/10510955/ToolCrashMinimal.zip)
| https://github.com/godotengine/godot/issues/72123 | https://github.com/godotengine/godot/pull/77377 | 56a15a552d6cae064170171d81a24f7d63369412 | ea5322fce2e233cb250d6311c9a0292b548bc59c | "2023-01-26T15:51:48Z" | c++ | "2023-05-23T17:14:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,120 | ["servers/rendering/shader_language.cpp"] | Shader editor: undefined function called with argument(s) error reads "Too many arguments" instead of "undefined function" | ### Godot version
v4.0.beta13.official [caacade56]
### System information
Linux Ubuntu 20.04 with Unity desktop
### Issue description
When calling an undefined function in the shader editor with argument(s), such as `undefined_function(1)`, the error reads:
> Too many arguments for "undefined_function()" call. Expected at most 0 but received 1.
instead of the expected:
> No matching function found for: 'undefined_function'.
This is possibly a regression introduced in https://github.com/godotengine/godot/issues/18225, since the latter was focused on the arguments part.
To avoid such regression in the future, consider adding a unit test with this case (and, in fact, unit tests for the other signature errors too if there are not already).
### Steps to reproduce
1. Create a shader resource and open the shader editor
2. Enter `undefined_function(1);` in the fragment() definition
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72120 | https://github.com/godotengine/godot/pull/79459 | 2f4c962929591e43d7341d7d1e4a97b0242d4293 | 372e9abcfc3e9917a736e4def0ce2fdcc493ddf1 | "2023-01-26T14:37:06Z" | c++ | "2023-07-24T17:32:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,108 | ["editor/plugins/text_shader_editor.cpp", "scene/resources/shader.cpp", "scene/resources/shader.h", "scene/resources/shader_include.cpp", "scene/resources/shader_include.h", "servers/rendering/shader_preprocessor.cpp"] | Functions from shader includes can't have arguments when included with relative path | ### Godot version
v4.0.beta15.official [4fa6edc88]
### System information
Windows 10 (10.0.19045 Build 19045) | Forward+ | Vulkan API 1.3.206 | AMD Radeon RX 6800 XT
### Issue description
If there is a function with arguments within a `.gdshaderinc` file, then this function can not be used in other shaders that include this via a relative include. The error in the other shaders is "Too many arguments for "example()" call. Expected at most 0 but received 1". Using an absolute path for the include resolves the error.
**Note:** The relative include *does* work in the special case of both files being in the project root.
### Steps to reproduce
1. Put a shader and a shader-include file into a subdirectory
2. Write a function with arguments in the shader-include file
3. Include that file in the shader
4. Try to use the function
### Minimal reproduction project
[shader-include-bug.zip](https://github.com/godotengine/godot/files/10508745/shader-include-bug.zip)
| https://github.com/godotengine/godot/issues/72108 | https://github.com/godotengine/godot/pull/72174 | a43db5afa4bbec4772be2f296931a6d44bb4cbb3 | 2afa175195d0fc885badb60441bef1b31e5e6d05 | "2023-01-26T11:27:27Z" | c++ | "2023-01-28T06:54:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,105 | ["platform/android/android_input_handler.cpp"] | Cannot start a new line by pressing enter in android | ### Godot version
v4.0.beta15.official [4fa6edc88]
### System information
Android 12
### Issue description
I simply created a TextEdit node, ran the scene and everything worked fine on my computer (Windows 11) :

Then I made an android debug build and installed it and ran
However, I couldn't start a new line by pressing enter:

It won't work even using a physical keyboard:

I've tried it on both my tablet (Android 10) and my phone (Android 12) . And they both have the above mentioned problems.
### Steps to reproduce
Mentioned above; Just need a TextEdit node to test it out.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72105 | https://github.com/godotengine/godot/pull/72139 | 6f7793ce1a88b330c7c0ee3f555491c862f75e07 | bb7f4e78eca668fdd726dbec01f854cc0843b085 | "2023-01-26T10:42:56Z" | c++ | "2023-01-26T21:57:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,094 | ["platform/windows/display_server_windows.cpp", "scene/gui/line_edit.cpp", "scene/gui/text_edit.cpp"] | [win10 beta15] Characters are overwritten by the next character when using the IME. | ### Godot version
4.0 beta 15
### System information
Windows 10
### Issue description
It happened with both Google IME and MS-IME, and there was no problem until Beta14.
When typing Japanese characters, it is common to select a character from the suggestion window and then start typing the next character before confirming.
In this case, uncommitted characters are forcibly committed, and input of the next character begins.
**↓Beta15**
https://user-images.githubusercontent.com/186786/214753450-b493cca6-2644-4b3d-8cd2-660565cc3547.mp4
**↓Beta14**
https://user-images.githubusercontent.com/186786/214755127-dde819cc-4d63-403a-99b0-09821671f74e.mp4
### Steps to reproduce
It happened with both Google IME and MS-IME in beta15
### Minimal reproduction project
It is project independent and happens in the editor. | https://github.com/godotengine/godot/issues/72094 | https://github.com/godotengine/godot/pull/72099 | b29cd0699ab0f56b66421ab93ef5647ae17f80e8 | 1cae673b54c62cdf3e7bc988694156a3f7a21455 | "2023-01-26T03:55:15Z" | c++ | "2023-01-26T08:52:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,090 | ["servers/physics_3d/godot_collision_solver_3d.cpp"] | SeparationRayShape3D buggy or behave erratically | ### Godot version
Godot 4 Beta 15 and Beta14
### System information
Windows 11, RTX3070, Vulkan
### Issue description
Hi. I notices that snap feature or SeparationRayShape3D is broken since Beta 14. FYI Beta 13 is working just fine.
Since beta 14 , the character will slowly pushed into the ground and bounces back up and continuously will do so. Beta 13 does not have this behavior.
### Steps to reproduce
1)Create empty scene
2)Create ground (StaticBody3D with collision)
3)Create player(CharacterBody3D, with two CollisionShape3Ds . (1- CollisionShape3D with capsule collision, 2-CollisionShape3D with SeparationRayShape3D below collision no1 and pointing to the ground or pointing below the character)
4) Add the template script to the player (the characterbody3d)
5)Add camera3d ortho view for better seeing the problem
6)Run
### Minimal reproduction project
[TestSnapBug.zip](https://github.com/godotengine/godot/files/10505186/TestSnapBug.zip)
| https://github.com/godotengine/godot/issues/72090 | https://github.com/godotengine/godot/pull/72107 | 93c3d3b5eba1acf1ec0fbbc1d9909da729019905 | dfb824c1d1b2739cd956768b9228f34505db3650 | "2023-01-26T01:00:11Z" | c++ | "2023-01-31T09:54:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,081 | ["editor/export/editor_export_platform.cpp"] | Run on remote system freezes unless public ssh key is present in authorized_keys | ### Godot version
4.0.dev (Beta 15)
### System information
Windows 11, Vulkan, RTX 2080 Super (528.24)
### Issue description
When attempting run any game on my steamdeck from my windows pc it freezes at this point.

I fixed this by copying over my public key onto the device, but there should be a warning for this or at least not crash.
Log from steamdeck sshd service:
```
Jan 25 14:37:37 steamdeck sshd[7688]: fatal: Timeout before authentication for 192.168.0.65 port 55073
```
Output from Godot with `-v -d` run options
```
Godot Engine v4.0.beta15.official.4fa6edc88 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Text-to-Speech: SAPI initialized.
Using "winink" pen tablet driver...
OpenGL Renderer: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2
WASAPI: Activated device using IAudioClient3 interface
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: mix_rate = 48000
WASAPI: fundamental_period_frames = 480
WASAPI: min_period_frames = 480
WASAPI: max_period_frames = 480
WASAPI: selected a period frame size of 480
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 480 calculated latency: 10ms
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 2707759663
EDITOR API HASH: 601774097
EditorSettings: Load OK!
Loaded builtin certs
EditorSettings: Save OK!
Editing project: C:/Users/bea/Documents/HEXAKILL
EditorSettings: Save OK!
Godot Engine v4.0.beta15.official.4fa6edc88 - https://godotengine.org
XR: Clearing primary interface
XR: Removed interfaceNative mobile
XR: Removed interfaceOpenXR
Orphan StringName: SceneMultiplayer
StringName: 1 unclaimed string names at exit.
Vulkan API 1.3.224 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 2080 SUPER
Creating temporary directory...
```
`ssh.exe` is still running under Godot when this happens

### Steps to reproduce
1) Don't have your local ssh public key in the remote device `~/.ssh/authorized_keys` file
2) Attempt to run on remote Linux/BSD System
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72081 | https://github.com/godotengine/godot/pull/72165 | 37afc7f077bcc7159bc14aa6b9b49f0f601a881b | d8bcbde677b466d0b770d1193f55d5142e7e2ca3 | "2023-01-25T22:43:59Z" | c++ | "2023-01-27T09:30:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,074 | ["platform/linuxbsd/x11/display_server_x11.cpp", "scene/gui/popup_menu.cpp"] | Can't rename any node with Godot 4 Beta15 under KDE Plasma Wayland session | ### Godot version
v4.0.beta15.official [4fa6edc88] and v4.0.beta.custom_build [1bf7b84fb]
### System information
openSUSE Tumbleweed 20230125, KDE Plasma 5.26.5, Wayland session
### Issue description
https://user-images.githubusercontent.com/110809639/214688115-ce2c8f95-3849-4ee5-b6be-f8e58dbd8036.mp4
It's not possible to rename any node while using wayland session under my linux distro. Using Godot 4 beta15. Tried changing keyboard layout and same result. If I swith to X11 session then it works. Also beta14 doesn't have this problem with wayland session.
### Steps to reproduce
Literally try to rename any node under wayland session with beta15
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/72074 | https://github.com/godotengine/godot/pull/72497 | afe3b94ab28a28d562fd96f3daf41a22cb26757a | e044b56ccf3057bf56b1995fca9c21607b0e7ffc | "2023-01-25T21:00:32Z" | c++ | "2023-02-01T10:00:55Z" |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.