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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: ![%HLAHK A3ULQD8}4DTW0254](https://user-images.githubusercontent.com/6269655/216816409-d62398c1-2cf8-4a95-ad72-0cee5702700e.png) after ![2 Z(P162O 7LRXR6{C@}VEW](https://user-images.githubusercontent.com/6269655/216816415-1034ee58-43c2-45a9-a3dc-e3c315a16101.png) --- 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: ![image](https://user-images.githubusercontent.com/85438892/223223383-1f5d6c20-72cf-4ed2-a69e-3d14b5e95d55.png) ### 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: ![image](https://user-images.githubusercontent.com/17155529/216753460-e4b86280-f575-40fd-ad00-c86174d273c2.png) ![image](https://user-images.githubusercontent.com/17155529/216753476-27938e16-1c0c-4dcd-bf23-175aa7810319.png) 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 ![image](https://user-images.githubusercontent.com/32321/216740742-de662c5c-f5c3-44b5-a36e-8ad33defdbba.png) ### 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: ![grafik](https://user-images.githubusercontent.com/8841352/216606839-039fc4c7-4645-4c30-96a1-1f49c59d489c.png) ### 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 (?) ![gpu_particles_ybillboard_bug](https://user-images.githubusercontent.com/2845401/216540590-f7f96836-1b62-430f-bddd-e5be6c8ff6b8.gif) ### 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: ![Screenshot 2023-02-02 at 18 54 15](https://user-images.githubusercontent.com/17763524/216403612-05591145-e32a-4b4b-a57f-9ebd47be4082.jpg) 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. ![Screenshot from 2023-02-02 11-43-44](https://user-images.githubusercontent.com/8985409/216387454-d6fb3bc8-e6ad-4917-a94b-adf292f2a473.png) ### 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 ![image](https://user-images.githubusercontent.com/91904840/216308659-d0327455-73e9-48d6-93b3-b33f4c8f1ccc.png) Add new animation, Add Audio Playback Track Drag & Drop audio test.ogg on track with a time offset of 1 ![image](https://user-images.githubusercontent.com/91904840/216308947-391718d9-1e9c-4418-9f82-3cc9b6075cff.png) 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: ![grafik](https://user-images.githubusercontent.com/8841352/216243672-68f45b38-c5dc-40aa-bbca-e92752f2d368.png) 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. ![screenshot](https://user-images.githubusercontent.com/133448/216259276-d7fe1075-ef42-4306-9a1e-f6e05753780a.png) ### 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: ![image](https://user-images.githubusercontent.com/24925519/216171286-c9842401-dade-4a52-aa7f-724b60f313de.png) 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. ![image](https://user-images.githubusercontent.com/5783414/216142311-1eded30c-e8ff-4a2b-aa5a-61ae5cafce13.png) ### 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. ![image](https://user-images.githubusercontent.com/9673067/216076254-17bb66e7-111b-4d06-b4d5-9021a86ff30c.png) If the layer's y-sort is disabled, the modulate property works fine. ![image](https://user-images.githubusercontent.com/9673067/216076782-fd08826b-c698-44b3-b99a-a50903e91986.png) And the problem extends to Tilemap's own modulate property of CanvasItem. ![image](https://user-images.githubusercontent.com/9673067/216078779-c5e39764-5fa4-4917-895f-1bd754aea2f8.png) ![image](https://user-images.githubusercontent.com/9673067/216078927-1e7ae959-ec72-4789-b093-49f71fa2a01b.png) ### 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: ![image](https://user-images.githubusercontent.com/75035364/215859637-5d168af3-743b-4686-9348-10ae56cc2730.png) After: ![image](https://user-images.githubusercontent.com/75035364/215859759-7459fdbd-09c2-4a5d-be8c-e64fec9ef9b6.png) 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: ![Screenshot from 2023-01-31 06-45-34](https://user-images.githubusercontent.com/62319714/215624209-1c483bb5-fa6e-45f0-8a4e-001320a9c7ce.png) ### 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? ![bone attachment 3d](https://user-images.githubusercontent.com/91982860/215579803-7bff4b47-a201-41cb-8837-307894dc0dcc.png) ### 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. ![image](https://user-images.githubusercontent.com/61514710/215531634-19fd4970-2d34-4bf1-b186-8f4384fbca8a.png) ### 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]: ![image](https://user-images.githubusercontent.com/70787919/215381688-1df57b26-2ed5-4473-a9dd-54d9c2228567.png) ### 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: ![Screenshot_Sun_Jan_29_12-19-34_2023_VR](https://user-images.githubusercontent.com/617962/215351058-907ed3c9-ea98-412c-b792-4edfacff9f57.png) 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: ![Screenshot_Sun_Jan_29_12-19-41_2023_VR](https://user-images.githubusercontent.com/617962/215351286-d9dd656a-bc90-4c00-8834-674d294e8a70.png) ### 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: ![image](https://user-images.githubusercontent.com/22286697/215344922-58bc1ff7-870d-4b5c-914b-02f6d94626f4.png) 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: ![image](https://user-images.githubusercontent.com/22286697/215344971-15275514-e63c-4c97-8c98-62fb748a3d12.png) ![image](https://user-images.githubusercontent.com/22286697/215344976-6715d876-76b2-4fd6-aa67-fd543c45f2f7.png) ### 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: ![image](https://user-images.githubusercontent.com/22286697/215301479-bb42831b-907d-4bb7-b18c-468647ac426e.png) ### 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. ![theme_editor_closing](https://user-images.githubusercontent.com/3036176/215287299-a2482ad8-09b4-45ac-9a21-12e32f99b1b0.gif) ### 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. ![Godot_v4 0-beta16_win64_1hkaEriocx](https://user-images.githubusercontent.com/62170071/215277448-b65b5ddc-2306-4405-a7eb-2e1ee41a6de5.gif) ### 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. ![image](https://user-images.githubusercontent.com/40964335/215239148-4869bae9-0f2f-4df0-af9d-92475b59d3da.png) 2. Then, extend this class. ![image](https://user-images.githubusercontent.com/40964335/215239162-a4f8e751-b4d4-4a16-8d57-8a0139d359c4.png) 3. (Optional) Extend that class again to demonstrate the error ![image](https://user-images.githubusercontent.com/40964335/215239262-c2dd79d6-fb24-4260-85d6-f9d2c407d364.png) I've put these 3 nodes in a scene, they all work ![image](https://user-images.githubusercontent.com/40964335/215239275-dac6ffb4-b8ec-4241-b1e0-a8c8d26b5015.png) Classes show up in the node creation menu ![image](https://user-images.githubusercontent.com/40964335/215239298-1918ad80-bc8d-4438-b861-71d2d614dab9.png) 4. Exit the project and delete the .godot folder ![image](https://user-images.githubusercontent.com/40964335/215239395-a740212e-76e1-4e49-aa24-5a73754d8bc8.png) 5. Relaunch the project Upon relaunching, it'll display this error: ![image](https://user-images.githubusercontent.com/40964335/215239416-16652540-eb45-445f-9583-369b273ccb68.png) The extension of the custom class is also gone from the node creation scene. It's now invalid. ![image](https://user-images.githubusercontent.com/40964335/215239457-e5b7376f-709d-4539-aed0-912114e4d73f.png) 6. Change the name of the class then remove the name ![image](https://user-images.githubusercontent.com/40964335/215239486-aa422d88-4874-4c64-8544-b12882fe0f73.png) I added an "H" to the end ![image](https://user-images.githubusercontent.com/40964335/215239504-9e4a61f6-cb21-4e49-810e-d7ff72f2a982.png) It's returned! ![image](https://user-images.githubusercontent.com/40964335/215239519-fd406332-e112-4c23-bd3f-40fffbbe5934.png) 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) ``` ![image](https://user-images.githubusercontent.com/18738917/215181154-998d84b9-247b-4e8d-a1de-9bf400a1e567.png) ### 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. ![Screenshot from 2023-01-27 00-39-51](https://user-images.githubusercontent.com/6334580/215018181-41c17f90-140b-4b86-8d62-3515accdf3a7.png) ![Screenshot from 2023-01-27 00-40-26](https://user-images.githubusercontent.com/6334580/215018190-e2f26c78-1260-4499-8ca7-9146c260a6d0.png) ![Screenshot from 2023-01-27 00-44-18](https://user-images.githubusercontent.com/6334580/215018197-850ab0c3-f5e4-47b6-babf-771851d5a876.png) ### 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 ``` ![image](https://user-images.githubusercontent.com/70787919/214983963-528c415b-745b-47fc-9777-36ebe31a3060.png) ### 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. ![image](https://user-images.githubusercontent.com/2808851/214926182-b8609b87-85a1-4a08-8017-be4eeec912c6.png) ### 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) : ![20230126_183710 00_00_00-00_00_30](https://user-images.githubusercontent.com/58554009/214815786-1e43510f-6442-4676-9629-6df4b1c5b71a.gif) Then I made an android debug build and installed it and ran However, I couldn't start a new line by pressing enter: ![VID_20230126_173711 00_00_02-00_00_11](https://user-images.githubusercontent.com/58554009/214815839-330aa2dd-9272-4c59-9501-e7a957533b6e.gif) It won't work even using a physical keyboard: ![VID_20230126_173711 00_00_14-00_00_23](https://user-images.githubusercontent.com/58554009/214815886-7c0f992e-44b3-40ce-81e8-f08c32456678.gif) 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. ![image](https://user-images.githubusercontent.com/37525404/214707421-5a5a5a0f-b4d2-4ee2-9379-63d4515bea84.png) 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 ![image](https://user-images.githubusercontent.com/37525404/214716760-b76a587d-8d26-49b0-8406-b0d6ca7d6795.png) ### 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"