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closed | godotengine/godot | https://github.com/godotengine/godot | 72,049 | ["editor/import/resource_importer_scene.cpp", "editor/import/resource_importer_scene.h", "editor/import/scene_import_settings.cpp"] | Importer with `apply_root_scale`, scale not applied to custom shape for collider | ### Godot version
4.0 beta 15
### System information
Windows 10
### Issue description
When ticking `apply_root_scale` the scale is not applied to custom collision shape set in importer.
This apply for `shape_type` Box, Sphere, Cylinder and Capsule
_I tried to fix it myself but i'm a bit confused on how to have acces to the `apply_root_scale` and `root_scale` at the moment where the shape is generated_
### Steps to reproduce
- Add a 3d model.
- Generate physics for the mesh
- Select a `shape_type` for example Box
- Add `root_scale` != 1 and tick `apply_root_scale`
### Minimal reproduction project
[BoxColliderImport.zip](https://github.com/godotengine/godot/files/10500751/BoxColliderImport.zip)
| https://github.com/godotengine/godot/issues/72049 | https://github.com/godotengine/godot/pull/72245 | 68cee1f02a8a42a663862af74cd7300eb7b62909 | 78e7087d81e13cd850f14287681099c7db423f9d | "2023-01-25T15:30:19Z" | c++ | "2023-01-31T12:19:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,044 | ["editor/plugins/animation_state_machine_editor.cpp", "editor/plugins/animation_tree_editor_plugin.cpp"] | Crash when switching from AnimationTree to another node | ### Godot version
41e5f5b0930343ef548a56d553ba20fafd672147
### System information
Windows 10, Vulkan, Intel® Core™ i7-8700K, Nvidia GTX 1080 (471.11)
### Issue description
The editor will crash if you select an AnimationTree node then select another node. This seems to be caused by the edit function assigning a null object via the edit interface, then calling another function which does not appear to be null.
### Steps to reproduce
Create an AnimationTree node then select another node.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72044 | https://github.com/godotengine/godot/pull/72043 | 13f693a944b98c0b2094164ce797eb3889d075d9 | 04591379d07adcde70586e6aa798355d57c02542 | "2023-01-25T14:39:20Z" | c++ | "2023-01-26T00:08:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,036 | ["platform/windows/display_server_windows.cpp"] | Google IME candidate window not positioned correctly | ### Godot version
4.0 beta 15
### System information
Window 10
### Issue description

If you're using Google IME, the IME is located in the lower left corner of the window. (MS-IME was the correct placement)
I also tried with Beta14 and the Google IME was positioned correctly. In other words, it's a bug that's happening in Beta15.
The same applies to input fields such as search boxes.
**↓Beta14**

### Steps to reproduce
The situation is the same for all places where characters can be entered.

### Minimal reproduction project
It doesn't depend on the project and happens when using Google IME in the beta 15 editor. | https://github.com/godotengine/godot/issues/72036 | https://github.com/godotengine/godot/pull/72037 | 7c72e308a2042df1f3e83d497cbe3310a7a61f20 | 18e32ec99801c68a744fb46d3db463fd51930255 | "2023-01-25T13:01:55Z" | c++ | "2023-01-25T13:41:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,033 | ["editor/create_dialog.cpp", "editor/create_dialog.h"] | Editor nodes not filtered on the 'Create CanvasItem' window | ### Godot version
v4.0.beta15.official [4fa6edc88]
### System information
Windows10, Forward+, AMD Ryzen 5 5600H with Radeon Graphics
### Issue description
Users can only add Control and Node2D nodes on the Create CanvasItem window, but there are Editor nodes not filtered out.
### Steps to reproduce
Right-clicking on the 2D viewport. Select the add node feature. A Create CanvasItem window shows. Users can only add Control and Node2D nodes, but there are Editor nodes not filtered out.

### Minimal reproduction project
No project is needed. | https://github.com/godotengine/godot/issues/72033 | https://github.com/godotengine/godot/pull/72171 | f43fbb593ea1908a3cd3fe0c61d79d9a7f33714a | 77af1a5589736e70f3a512edd1ecf35e0035ae89 | "2023-01-25T12:42:57Z" | c++ | "2023-01-27T14:41:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,026 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Editor shortcuts broken for nonstandard keyboard layouts on Linux | ### Godot version
1f22c48
### System information
Linux (Fedora 36)
### Issue description
Pull request https://github.com/godotengine/godot/pull/70052 (commit https://github.com/godotengine/godot/commit/1f22c482e192ef7df57fdc182243459d3dc4f232) seems to break the way keyboard inputs are handled in the Godot editor when using nonstandard keyboard layouts (e.g, I am using `de neo`).
Before said commit (tested with `beta14` and the direct parent, `81fe3715b8`) keyboard shortcuts in the editor would use the actual key pressed depending on the current keyboard layout. After said commit, keyboard shortcuts require pressing the key where it would be on a standard (QWERTY?) layout instead.
That behavior is, in my opinion, incorrect. It's different from the previous behavior and also different from every other application on my machine, breaking my muscle memory. I don't think customizing all of the shortcuts manually is a valid workaround.
### Steps to reproduce
For example:
1. Open any project
2. Press Ctrl-S, it won't save
3. Press Ctrl-[the key where S would be on QWERTY], it saves
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72026 | https://github.com/godotengine/godot/pull/72029 | f247f8340bd10844d65de9e3e52ba5f6b2fd02e6 | 67961d8ebf5cbfcc37485640ace882f10574ab9e | "2023-01-25T10:39:37Z" | c++ | "2023-01-25T11:17:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,023 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Releasing a Control's focus will unfocus the entire window on Linux/GNOME | ### Godot version
v4.0.beta15.mono.official [4fa6edc88]
### System information
Linux, Xorg
### Issue description
The entire window loses focus if you ungrab focus from a Control.
This doesn't seem to happen in Beta 14 and older betas.
### Steps to reproduce
1. Create a Control that can grab focus (tested with LineEdit and TextEdit)
2. Grab focus
3. Release focus via release_focus() or hiding the node
### Minimal reproduction project
[FocusMinimal.zip](https://github.com/godotengine/godot/files/10498175/FocusMinimal.zip)
| https://github.com/godotengine/godot/issues/72023 | https://github.com/godotengine/godot/pull/72101 | 886c0dbef9eb7b6fed56cba3abe2a93b4f2753e6 | cc7aa72f01fdea5f93b0a618fcd12db55617beb0 | "2023-01-25T10:07:34Z" | c++ | "2023-01-26T08:53:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,013 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Carets on an empty line in the code editor have a missing pixel | ### Godot version
Latest 4.0.dev (a3a42159e31db27f8ae7c1ecad6a9ed417cb05de)
### System information
Ubuntu 22.04.1 LTS
### Issue description

### Steps to reproduce
Open any script
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72013 | https://github.com/godotengine/godot/pull/72025 | 15264ce5d94f1f0263df212e467bd8730a6464d3 | f247f8340bd10844d65de9e3e52ba5f6b2fd02e6 | "2023-01-25T04:02:14Z" | c++ | "2023-01-25T11:00:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,012 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Opening certain popups freezes the whole computer (Linux) | ### Godot version
Latest 4.0.dev (a3a42159e31db27f8ae7c1ecad6a9ed417cb05de)
### System information
Ubuntu 22.04.1 LTS
### Issue description
Ctrl+Shift+F (Find in Files) in the text editor, for example, causes my laptop to freeze consistently. I also reproduced it with F1 and Ctrl+Shift+R, as well as by using the dropdown instead of shortcuts.
### Steps to reproduce
Trivial
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72012 | https://github.com/godotengine/godot/pull/72018 | 3f4b635077ededac136911e59e5e1ca3c1f300cb | 4368191a9f9c6290805dd4094c36379776128338 | "2023-01-25T03:30:36Z" | c++ | "2023-01-25T08:44:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,009 | ["scene/main/node.cpp"] | print_orphan_nodes() in Tool Crashes the Editor | ### Godot version
4.0beta15
### System information
Windows10, AMD Ryzen 9 3900XT, RTX3070, Vulkan
### Issue description
When you run `print_orphan_nodes()` in a Tool in the editor, the editor prints
`133378869456 - Stray Node: @@17558 (Type: ProgressDialog)`, then freezes/crashes.
### Steps to reproduce
- Add the following script to a node:
```python
@tool
extends Node
func _process(delta):
if Input.is_action_just_pressed("ui_accept"):
print_orphan_nodes()
```
reload the scene and then press space. The editor freezes and/or crashes.
### Minimal reproduction project
[TestEditorPluginInput.zip](https://github.com/godotengine/godot/files/10494941/TestEditorPluginInput.zip)
| https://github.com/godotengine/godot/issues/72009 | https://github.com/godotengine/godot/pull/74667 | d67c1a590321394bac06d94cdeea60210ee760a0 | 1514b9be68966e23b2b3c72e92888d1aabf5cd3c | "2023-01-25T00:06:16Z" | c++ | "2023-03-15T13:59:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,006 | ["platform/windows/display_server_windows.cpp"] | Script editor doesn't type some characters with a custom keyboard layout | ### Godot version
v4.0.beta15.official [4fa6edc88]
### System information
Windows 10
### Issue description
I use a custom keyboard layout (I made it myself), and it has «dead keys» (just like International keyboard layouts have). For example, if I press `'`, nothing happens, but if I press `a` after that, I'll get `á`. If I press `'` and `Space`, I'll get just `'`. And with my layout:
If I press `Shift + .` and then `a`, I will get `ᵄ`.
If I press `Shift + .` and then `Space`, I will get `>`.
If I press `Shift + [` and then `5`, I will get `₅`.
If I press `Shift + [` and then `Space`, I will get `{`.
In beta 14 and before, everything worked fine, but in beta 15 when I press `Shift + .` and `Space`, just nothing happens, I don't get `>`. Same for `Shift + [` and `Space`, I don't get `>`. It seems the problem is with `Shift`, because I still can type `á` (`'` and `a`) or `'` (`'` and `Space`), but not `ä` (`Shift + '` and `a`) or `"` (`Shift + '` and `Space`). In the latter cases I get `á` and `'` as if `Shift` were never pressed.
### Steps to reproduce
Install/add US International keyboard layout or [Extended Latin keyboard layout](https://github.com/godotengine/godot/files/10494466/Layouts.zip) (just run `Extended Latin\ExtLat6\setup.exe`).
Open script editor.
Press `Shift + '`.
Then press `a`.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72006 | https://github.com/godotengine/godot/pull/72017 | 5743c170016bb8fd472545df43835769ffc28fa9 | 3f4b635077ededac136911e59e5e1ca3c1f300cb | "2023-01-24T22:23:34Z" | c++ | "2023-01-25T08:20:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 72,003 | ["editor/editor_node.cpp"] | Saving a new inherited scene overwrites the scene being inherited by default | ### Godot version
v4.0.beta.custom_build [fab9926a9]
### System information
Fedora 37
### Issue description
When creating a new inherited scene, saving the scene (for example with Ctrl+S) defaults to overwriting the scene being inherited, instead of prompting for a location to save to.
### Steps to reproduce
1. Create a new inherited scene
2. Press Ctrl+S
If the scene being inherited is imported (for example from a glTF), an error displays. If the inherited scene is a .tscn or .scn, it gets overridden by an inherited scene that tries to inherit itself, which is impossible and thus corrupt.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/72003 | https://github.com/godotengine/godot/pull/72011 | f710516babec6c665cda7f35cf175a7ef6d03a07 | 1f98ed6016138b74290adba1d2414039314a910c | "2023-01-24T22:04:11Z" | c++ | "2023-01-25T08:20:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,994 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/inheritance_signature_check_no_meta.gd", "modules/gdscript/tests/scripts/analyzer/features/inheritance_signature_check_no_meta.out"] | Grandchild class of RefCounted is mistaken for Resource's child class. | ### Godot version
4.0.beta14
### System information
Windows 10, Forward+
### Issue description
I simplified the situation in the title.
Specifically, in any class which is sub-sub-class of RefCounted, when you try to define a function which exists in Resource, parser will throw this error: The function signature doesn't match the parent. Parent signature is "duplicate(bool = default) -> Resource".
### Steps to reproduce
```
class A:
extends RefCounted
class B:
extends A
static func duplicate():
pass
```
* res://addons/new_script.gd:5 - Parse Error: The function signature doesn't match the parent. Parent signature is "duplicate(bool = default) -> Resource".
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71994 | https://github.com/godotengine/godot/pull/73693 | 31726fa945bb422d31bd363da1fd131652375433 | 253396ba3933b3c1b5a91016ac3eb1fb90788a9d | "2023-01-24T19:29:15Z" | c++ | "2023-02-21T20:19:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,974 | ["core/math/transform_2d.cpp", "tests/core/math/test_transform_2d.h"] | `Transform2D::interpolate_with` result produces unintended skew | ### Godot version
v4.0.beta14.official [28a24639c] (But also present in master)
### System information
Irrelevant
### Issue description
`Transform2D::interpolate_with` works by breaking two `Transform2D`s into rotation, scale, and translation, interpolating the two, then rebuilding a new `Transform2D` from the interpolated values. However, the rebuild is wrong. This is the offending code:
```
Transform2D res(v.angle(), p1.lerp(p2, p_c));
res.scale_basis(s1.lerp(s2, p_c));
```
The transform is first created with a rotation, then scaled. However, the scale is done along the axes, not along the rotated vectors. If the scale is uniform, this doesn't matter. If it's non-uniform, this can actually introduce a skew into the result, which is pretty bad, considering the function actually discards skew.
The correct order should be backwards - First scale, then rotation. Alternately, replace the axis-aligned scale with a scale of the vectors themselves. Or add a function to build a matrix from rotation, scale, skew, and transform, using the formula
```
mat.x = scale.x*Vector2(cos(rotation), sin(rotation))
mat.y = scale.y*Vector2(cos(rotation+skew+PI*0.5), sin(rotation+skew+PI*0.5))
mat.origin = translation
```
The bigger issue is that it has an effect even if `p_c` is `1.0`, making classes that use it internally like `Skeleton2D` introduce bugs in code that should be fairly safe.
A possible workaround is to add special cases for `p_c==0.0` and `p_c==1.0`, as going through all the math, and introducing numerical instability and information loss in the middle, is pointless for those cases.
### Steps to reproduce
```
var source = Transform2D.IDENTITY
source = source.scaled(Vector2(1, 2))
source = source.rotated(0.25*PI)
print(source)
print(source.get_scale())
print(source.get_rotation())
print(source.get_origin())
print(source.get_skew())
var interpolated = Transform2D.IDENTITY.interpolate_with(source, 1.0)
print(interpolated)
print(interpolated.get_scale())
print(interpolated.get_rotation())
print(interpolated.get_origin())
print(interpolated.get_skew())
```
The interpolation value is `1.0` and `source.get_skew()` returns 0, yet `interpolated.get_skew()` returns `-0.64350110292435`, even the the interpolation is supposed to erase skew, not create it.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71974 | https://github.com/godotengine/godot/pull/72287 | fca400450c03cad3e7c42ea3bafe9a469d063bfd | d01ac9c73686fdf86f083f4d3ee1301bb54d855f | "2023-01-24T13:54:46Z" | c++ | "2023-01-29T13:13:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,971 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/return_conversions.gd", "modules/gdscript/tests/scripts/analyzer/features/return_conversions.out"] | GDScript 2.0: Returned Array value isn't converted to Packed*Array | ### Godot version
4.0beta14
### System information
Windows 10
### Issue description
Returned Array value isn't converted to Packed*Array
### Steps to reproduce
```
var string_array: PackedStringArray = ["test"] # valid
var int_array: PackedInt32Array = [3] # valid
func get_packed_string_array() -> PackedStringArray:
return ["test"] #error
func get_packed_int_array() -> PackedInt32Array:
return [3] #error
```
Line 8:Cannot return value of type "Array" because the function return type is "PackedStringArray".
Line 12:Cannot return value of type "Array" because the function return type is "PackedInt32Array".
### Minimal reproduction project
[return_bug.zip](https://github.com/godotengine/godot/files/10490367/return_bug.zip)
| https://github.com/godotengine/godot/issues/71971 | https://github.com/godotengine/godot/pull/72001 | 218bef90af2091afde3b1be816c87286c194a2a8 | 0587ac3f5ae829fd14488648ed2214df0780096a | "2023-01-24T13:26:48Z" | c++ | "2023-01-29T01:18:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,955 | ["editor/code_editor.cpp"] | Multi-Carets in the editor will forcibly unselect after the first character if Find / Find+Replace is open | ### Godot version
v4.0.beta14.official
### System information
Windows 11 22H2
### Issue description
There's not much to it, simply noticed that if you have Find or Find+Replace opened in the Script Editor, the Multi-Caret functionality seems to stop working -- forcibly removing all other carets after the first character is typed. I'd expect the Multi-Caret to remain until unselected by clicking elsewhere.
The content of what's in "Find" doesn't matter, it happens regardless.
https://user-images.githubusercontent.com/8159582/214234069-cbcc1681-3f09-4b10-9a90-857cc91d41a7.mp4
### Steps to reproduce
1. Open the Find or Find+Replace tool in the Script Editor _(nothing has to be inputted)_
2. Add multiple mouse cursors with Ctrl+Alt+Click **OR** highlight something and then highlight additional duplicates with Ctrl+D _(or synonymous keyboard shortcuts depending on OS)_.
3. Start typing as if going to add or replace in all locations where the multi-caret is
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71955 | https://github.com/godotengine/godot/pull/72261 | 0d36281dff0255313150b3ea3b97467ebe58d0fb | d866d6cd1bc79539a793611afa1ea8cf6cce2e6e | "2023-01-24T07:30:03Z" | c++ | "2023-01-29T01:25:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,953 | ["drivers/gles3/storage/mesh_storage.cpp", "servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp"] | `CanvasGroup` bounding box calculation reacts incorrectly to bone rotation on `Polygon2D` | ### Godot version
v4.0.beta14.official [28a24639c]
### System information
Windows 10, GTX 1080. Tested in various render backends
### Issue description
If a `Polygon2D` inside a `CanvasGroup` is rotated by a bone, the `CanvasGroup` fails to correctly calculate the bounding box, causing the `Polygon2D` to clip incorrectly. The problem does not seem to appear in translation or scaling.
### Steps to reproduce
1. Produce a scene with a `Polygon2D` contained in a `CanvasGroup`, and a `Skeleton2D` with a `Bone2D`.
2. Attach the `Polygon2D` to the skeleton and weight paint it to the bone.
3. Rotate the bone.
### Minimal reproduction project
[reproduce_canvasgroup_rotate.zip](https://github.com/godotengine/godot/files/10486777/reproduce_canvasgroup_rotate.zip)
| https://github.com/godotengine/godot/issues/71953 | https://github.com/godotengine/godot/pull/74416 | 1a5239ff1e261e06da33938bc5359e31eab3a59d | a0ff87f48d0b943173fee2e1bb92c0ae9cf37295 | "2023-01-24T06:09:07Z" | c++ | "2023-03-08T07:56:12Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,951 | ["drivers/gles3/storage/texture_storage.cpp"] | Sprite2d shows corrupted image in editor - Godot 4.0 beta 14 | ### Godot version
Godot 4.0 beta 14
### System information
Debian 11, X11 Nvidia proprietary driver, GLES3 Compatibility
### Issue description
When creating a new scene and add a Sprite2D node, the node image becomes corrupted when selecting the root node.
The problem is gone after saving & re-opening the editor.

Selecting the root node:

The resource preview is wrong too.

### Steps to reproduce
Pretty straightforward.
### Minimal reproduction project
Any sprite will do, i think. | https://github.com/godotengine/godot/issues/71951 | https://github.com/godotengine/godot/pull/72474 | 0ba7e5a40aeb6ca890266ca3962d8cc64f3a9161 | 92f3725da807b79b6f8e162dc97eea1fadc23d76 | "2023-01-24T05:32:48Z" | c++ | "2023-02-01T06:32:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,947 | ["modules/gdscript/gdscript_parser.cpp", "modules/gdscript/tests/scripts/parser/errors/class_name_after_annotation.out"] | @icon broken in 4.0 beta 14 | ### Godot version
v4.0.beta14.official [28a24639c]
### System information
MacOS 12.6.2
### Issue description
Beta 14 throws an error for custom `@icon`, e.g.
```
class_name StateMachine extends Node
@icon("res://assets/icons/state_machine.svg")
```
> Annotation "`@icon`" is not allowed in this level.
In beta 13 and before that worked fine.
### Steps to reproduce
1. Add a custom `@icon` in a custom node script.
2. Error message: Annotation "`@icon`" is not allowed in this level.
There are possibly other errors because a `class_name` node is now not recognized if extended by other classes, but they should resolve if `@icon` is removed.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71947 | https://github.com/godotengine/godot/pull/71963 | fd66a86d725f4fb0f42a737018a4d2f0ebfd40c5 | fc1610a0631e3c5cddddb478d7da1c160ae9baa4 | "2023-01-24T02:45:59Z" | c++ | "2023-01-25T08:17:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,935 | ["drivers/gles3/storage/particles_storage.cpp", "servers/rendering/renderer_rd/storage_rd/particles_storage.cpp"] | Instancing GPUParticles3D Causes Flashes Onscreen | ### Godot version
v4.0.beta14.official [28a24639c]
v4.0.1.stable.official [cacf49999]
### System information
Windows 11 22H2, Forward+, NVIDIA MX350 (528.02) and NVIDIA RTX2070 (517.00)
Ubuntu 22.04, Forward+, NVIDIA MX350 (525.85.05)
### Issue description
Instancing a GPUParticles3D can cause colored flashes on screen. In some cases (such as the minimal reproduction project), the flashes are small, however in my other project I have seen them fill the screen. I am still unsure what causes the different sizes
These are some example correct frames from the minimal reproduction project (the effect is supposed to be a fireball.)
<img width="578" alt="image" src="https://user-images.githubusercontent.com/8741983/214133602-ff0e5916-fa0b-4e52-8dac-9701b8220a1d.png">
<img width="578" alt="image" src="https://user-images.githubusercontent.com/8741983/214133646-c976fde1-569c-4d0a-9395-fd037f21e0b9.png">
These are some example incorrect frames.
<img width="578" alt="image" src="https://user-images.githubusercontent.com/8741983/214133760-8e4804e8-f194-4d31-b943-0d93ab6d60cb.png">
<img width="578" alt="image" src="https://user-images.githubusercontent.com/8741983/214132553-c6d4be93-5373-43b5-b52e-d9a33924e9bf.png">
### Steps to reproduce
Create two scenes, one with a GPUParticles3D, and one that instances those particles repeatedly, using a script. Flashes will occur on screen.
### Minimal reproduction project
[Particle Flash MRP.zip](https://github.com/godotengine/godot/files/10483071/Particle.Flash.MRP.zip)
Edit 1: Corrected driver version for my friend's computer.
Edit 2: Added note about the issue also appearing on Linux, and that the issue is still present in 4.0.1
*Bugsquad edit (keywords for easier searching): flicker, flickering* | https://github.com/godotengine/godot/issues/71935 | https://github.com/godotengine/godot/pull/78852 | 862a2841c0806e12f03cf608001d905318932e40 | c566b03f2643361df627d89f3bd93944d5080053 | "2023-01-23T19:41:47Z" | c++ | "2023-07-07T06:28:28Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,897 | ["drivers/gles3/storage/mesh_storage.cpp"] | OpenGL: The last instance of `MultiMesh` incorrectly sets the color | ### Godot version
v4.0.beta14.official [28a24639c]
### System information
Windows 10, OpenGL
### Issue description
Vulkan and Mobile:

OpenGL:

At first I thought it was related to `set_buffer()`, but it turned out that `set_instance_*` also work incorrectly.
Probably the custom information is also set incorrectly, but I haven't checked it yet.
### Steps to reproduce
* Open MRP
* In the editor, select `MeshInstance3D` node and change the `Count` property
* -- or --
* Start the project and move the slider
You can also switch the renderer to Vulkan and compare.
### Minimal reproduction project
[set_buffer().zip](https://github.com/godotengine/godot/files/10476834/set_buffer.zip)
| https://github.com/godotengine/godot/issues/71897 | https://github.com/godotengine/godot/pull/79660 | 9199649c40a1e84f7dfc734ed25af8cdd7ba94b1 | 3e9fadc1ddbcb392da598af9272c6cd59a9d89f1 | "2023-01-23T04:58:56Z" | c++ | "2023-07-24T17:33:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,895 | ["doc/classes/Callable.xml", "doc/classes/EditorCommandPalette.xml", "doc/classes/Expression.xml", "doc/classes/HTTPRequest.xml", "doc/classes/Object.xml", "doc/classes/Performance.xml", "doc/classes/Signal.xml", "doc/classes/Tween.xml", "doc/classes/UndoRedo.xml"] | 4.0 C# `Signal.Connect` Doesn't Work as Documented in `Object.Connect` Documentation | ### Godot version
v4.0.beta14.mono.official [28a24639c]
### System information
Windows 10, .Net SDK 6.0.405
### Issue description
The [4.0 docs for `Object.Connect`](https://docs.godotengine.org/en/latest/classes/class_object.html#class-object-method-connect) suggest that [`Signal.Connect`](https://docs.godotengine.org/en/latest/classes/class_signal.html#class-signal-method-connect) (the docs for which are lacking any C# entry) or `object.event += Signal` are the preferred ways to hook up signals in C# via code. However, trying to make use of these commands result in errors which prevent building the project.
Here is the code for the class containing the statements which are erroring (you can view my Player implementation in the attached reproduction project):
```
using Godot;
using System;
public partial class Example : Node2D
{
public override void _Ready()
{
var button = new Button();
// C# supports passing signals as events, so we can use this idiomatic construct:
button.ButtonDown += OnButtonDown;
// This assumes that a `Player` class exists, which defines a `Hit` signal.
var player = new Player();
// Errors with the message:
// The event 'Player.Hit' can only appear on the left side of += -=
player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array { "sword", 100 });
// Errors with the message:
// 'Example.OnPlayerHit(string, int)' is a method, which is not valid in the given context
player.Hit += OnPlayerHit.Bind("sword", 100);
// NOTE: this statement isn't in the docs, but I used to check whether an explicit `Callable` could use the `Bind` method
// Errors with the message:
// 'Callable' does not contain a definition for 'Bind' and no accessible extension method 'Bind' accepting a first argument of type 'Callable' could be found (are you missing a using directive or an assembly reference?)
player.Hit += new Callable(this, nameof(OnPlayerHit)).Bind("sword", 100);
}
private void OnButtonDown()
{
GD.Print("Button down!");
}
private void OnPlayerHit(string weaponType, int damage)
{
GD.Print(String.Format("Hit with weapon {0} for {1} damage.", weaponType, damage));
}
}
```
### Steps to reproduce
To reproduce, simply open the attached reproduction project and attempt to either open the `Example.cs` script in Visual Studio, or press the `Build` button in the top right of the Editor, which should result in the errors which I documented in the Issue Description.
### Minimal reproduction project
[ReproduceSignalConnectIssue.zip](https://github.com/godotengine/godot/files/10476718/ReproduceSignalConnectIssue.zip)
| https://github.com/godotengine/godot/issues/71895 | https://github.com/godotengine/godot/pull/64930 | a17e0a02506a206bb2e710cc46822d0149f2e4bc | 4fa6edc888cfacd5346bf08afa14b5f5a9bd6d0c | "2023-01-23T04:40:51Z" | c++ | "2023-01-24T08:55:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,894 | ["editor/editor_node.cpp"] | Path point creation doesnt create points | ### Godot version
eaf306e0b
### System information
ArchLinux x11
### Issue description
Creating points on a path3d doesnt work.
### Steps to reproduce
- Create path3d
- Create a new curve resource
- Click the add point button
- Click anywhere
- No points!
### Minimal reproduction project
| https://github.com/godotengine/godot/issues/71894 | https://github.com/godotengine/godot/pull/71912 | 9937915ad77059b63582ffd4e324afb26f467b76 | 9ae7a2554cb90418af517c91e0b7f8e8d5d4fe4a | "2023-01-23T03:56:55Z" | c++ | "2023-01-23T14:33:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,877 | ["editor/plugins/canvas_item_editor_plugin.cpp", "editor/plugins/theme_editor_plugin.cpp"] | Unable to select Window nodes in Editor's SceneTree | ### Godot version
v4.0.beta.custom_build [eaf306e0b]
### System information
Windows 10
### Issue description
Selecting a `Window` node in the Editor's SceneTree results in the message
```
editor/editor_data.cpp:1058 - Parameter "p_node" is null.
```
and the Inspector shows empty content instead of the Window's properties.
I would expect, that clicking on a node in the SceneTree lets me edit the properties of the node.
Bisecting shows that this behavior got introduced in #71770
### Steps to reproduce
1. Create a Window node
2. Click on the Window node in the Editor's SceneTree
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71877 | https://github.com/godotengine/godot/pull/71885 | 84c081945f5b7a86c466af2c82b6405b367caa8f | db23d7a47ccc0e2b7bc2126bff540ee277c17480 | "2023-01-22T19:41:20Z" | c++ | "2023-01-23T09:24:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,861 | ["editor/editor_themes.cpp", "scene/gui/split_container.cpp"] | SplitContainer has missing grabber icon | ### Godot version
4.0.dev (cd031fd31a8fdcdae1e93d1b20caf93230f0ac59)
### System information
Windows 10
### Issue description
When using the generic SplitContainer (not the H/V class variations), with the default theme, the grabber icon is missing, both when the vertical bool is set to true or false:

### Steps to reproduce
- Create SplitContainer (not HSplitContainer or VSplitContainer)
- Give it two children so it renders properly
- Hover grabber in-game
### Minimal reproduction project
[split_container_icon.zip](https://github.com/godotengine/godot/files/10474735/split_container_icon.zip)
| https://github.com/godotengine/godot/issues/71861 | https://github.com/godotengine/godot/pull/71862 | 604493eb6ee3def65aca089c1d4bc71ea03ca19a | e14cacb8da9ca00bc81a614b63df625855989bbb | "2023-01-22T15:26:57Z" | c++ | "2023-02-03T20:09:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,809 | ["core/io/resource.cpp"] | Odd behavior of "make unique" with PackedColorArray properties | ### Godot version
4.0.beta13
### System information
Linux Vulkan (but issue is renderer indepenent)
### Issue description
It looks like `PackedColorArray` (and possibly other packed arrays) properties don't get copied deeply enough when doing "make unique" (even recursive, though this shouldn't matter as these aren't subresources).
A project save/reload makes this visible, and also returns the behavior to expected from then on (until you try to do the same thing again, that is).
See reproduction steps below.
Edit: I'm actually unsure this is a problem with these types of properties *in general* or just when they are shader properties. I didn't assume this would make a difference, but couldn't find any other classes taking these, to test.
### Steps to reproduce
- Uncompress and open the project from repro8.zip

- Duplicate the "Label" node
- Go to "Material", do "Make Unique" on the ShaderMaterial (you can choose recursive, it won't make a difference)
- Change the colors on the duplicated material. So far so good!

- Now, save and reload the project.
- Oops! The original label has the same colors as the duplicated and modified one now, as if unique-ification never happened.

- Change the colors on the duplicated material again.
- Save, and reload the project again.

- No unexpected changes. Everything is fine from now on.
### Minimal reproduction project
[repro8.zip](https://github.com/godotengine/godot/files/10472283/repro8.zip)
| https://github.com/godotengine/godot/issues/71809 | https://github.com/godotengine/godot/pull/71822 | 21af5733b8e775cf1a97f8fe1f43304f3b2d796c | 10b47d03c852514f59df934fdf4182f51b2cecb7 | "2023-01-21T13:59:48Z" | c++ | "2023-01-29T13:12:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,799 | ["drivers/gles3/rasterizer_gles3.cpp", "scene/main/window.cpp"] | OpenGL: Window stretch mode `canvas_items` or `viewport` leaves uncleared section if using `keep`, `keep_width` or `keep_height` stretch aspect | ### Godot version
v4.0.beta13.official [caacade56]
### System information
Debian 11
### Issue description
I noticed this rendering issue.
It not happen in "Forward" or "Mobile" mode.
It happen when I set project settings->display->windows->stretch->mode as canvas_item or viewport.
I do not use NVIDIA card

this is a screen shoot

EDIT: I tried it in another computer
v4.0.beta12.official [3c9bf4bc2]
Debian 10
```
Godot Engine v4.0.beta12.official.3c9bf4bc2 - https://godotengine.org
OpenGL Renderer: Mesa DRI Intel(R) Ivybridge Mobile
```

### Steps to reproduce
run the MRP and resize the window
### Minimal reproduction project
[test_resolution.zip](https://github.com/godotengine/godot/files/10471955/test_resolution.zip)
| https://github.com/godotengine/godot/issues/71799 | https://github.com/godotengine/godot/pull/73300 | 22a4927a44ee28a9dddd800bf4c50db7001097af | eff6508d5ae94fcdbff8ea9f40ebfa91d0cdc5f7 | "2023-01-21T10:23:06Z" | c++ | "2023-02-15T08:49:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,794 | ["scene/gui/code_edit.cpp"] | Unindenting a line without selection in CodeEdit happens after a noticeable delay | ### Godot version
4.0b14
### System information
Linux/Manjaro
### Issue description
After #60904 added back unindenting lines without a selection, hitting shift+tab without a selection unindents the line after a noticeable delay.
### Steps to reproduce
1. Put the cursor on an indented line;
2. Hit Shift+Tab.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71794 | https://github.com/godotengine/godot/pull/73597 | 898bb2cd91fb293647dd96e00b12444da0c3e732 | 69b99730e0983c47faa7fadfc70cf7343906cd55 | "2023-01-21T07:00:57Z" | c++ | "2023-02-20T10:28:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,793 | ["modules/gdscript/gdscript_analyzer.cpp"] | Deleting autoloaded enum that's being referenced causes editor crash until manually removed from autoload | ### Godot version
v4.0.beta12.official [3c9bf4bc2]
### System information
Fedora36.x86_64, AMD Ryzen R7 5800X3D, 6800XT, Vulkan
### Issue description
Removing a certain autoloaded file crashes the editor and will keep it crashing until project.godot file is manually edited to remove the autoload reference.
### Steps to reproduce
1. Create new project on forward+
2. Create new script that extends Node
3. Create a named enum in script, e.g.: `enum Example { ONE = 1, TWO = 2}`
4. Open project settings and autoload the script
5. Create a new Node in the default scene and attach a new script to it
6. Reference the enum in the global script in an exported variable, e.g.: `@export var example: Global.Example`
7. Save scripts and scene
8. Use the editor's filebrowser to delete the global script
Alternatively:
1. Unpack Example.zip
2. Import the project
3. Open in editor
4. Use the editor's filebrowser to delete global.gd
To stop the editor from crashing while loading the project:
1. open project.godot in system filebrowser
5. remove the script reference in the `[autoload]` section
### Minimal reproduction project
[Example.zip](https://github.com/godotengine/godot/files/10471679/Example.zip)
| https://github.com/godotengine/godot/issues/71793 | https://github.com/godotengine/godot/pull/73679 | 3e94fb984bd6ceb741bdba651f46168f883479be | 88decd4391b2b459e6cc947b6dfaf073c6ec626f | "2023-01-21T06:54:38Z" | c++ | "2023-02-21T20:18:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,785 | ["scene/3d/soft_body_3d.cpp", "scene/3d/soft_body_3d.h"] | Reparenting `SoftBody3D` crashes Godot if the `SoftBody3D` has pinned points | ### Godot version
Since before v4.0.alpha1.official 31a7ddbf8 (first encountered in 4.0.beta14.official 28a24639c)
### System information
Windows 10, Forward+, NVIDIA GeForce GTX 1660/PCIe/SSE2
### Issue description
Reparenting a `SoftBody3D` node may crash the editor, especially if the `SoftBody3D` has at least one pinned point attached to a `Node3D` higher up in the tree.
### Steps to reproduce
1. Unzip, import, and edit the attached project.
2. Open `main.tscn` for editing.
3. Reparent the `SoftBody3D` from the `Node3D` named "main" to the `Node3D` named "body_parent".
4. The editor crashes whilst reparenting.
### Minimal reproduction project
[Crash reparenting SoftBody3D.zip](https://github.com/godotengine/godot/files/10471423/Crash.reparenting.SoftBody3D.zip)
| https://github.com/godotengine/godot/issues/71785 | https://github.com/godotengine/godot/pull/71824 | 6f64349bfe42b795a6c50e9c2093d38e7a992e7a | 86cb65b5af9e211056df74ef83862ae99f325fe1 | "2023-01-21T03:35:11Z" | c++ | "2023-02-20T14:40:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,771 | ["modules/gdscript/gdscript_vm.cpp", "modules/gdscript/tests/scripts/analyzer/errors/native_freed_instance.gd", "modules/gdscript/tests/scripts/analyzer/errors/native_freed_instance.out", "modules/gdscript/tests/scripts/analyzer/errors/script_freed_instance.gd", "modules/gdscript/tests/scripts/analyzer/errors/script_freed_instance.out"] | GDScript 2.0: Setting a typed variable to a previously freed instance causes a freeze and crash without report to console | ### Godot version
4.0.beta14.mono.official
### System information
macOS Monterey 12.5.1
### Issue description
Trying to set a typed variable to a previously freed instance causes the game to freeze and then crash without any debug information being sent to the console.
I would expect it to fail and either continue (so you could for example proceed to call `is_instance_valid` on it) or throw an error, but it does neither.
### Steps to reproduce
When the object passed in as `instance` has been freed, this code works fine:
```
func print_instance_untyped(instance):
var user_class = instance
print(user_class)
```
But this code causes a silent crash:
```
func print_instance_typed(instance):
var user_class:CustomGameClass = instance
print(user_class)
```
(It doesn't matter if the type is `CustomGameClass` or a built-in type; e.g. it crashes the same when it's a `Label`.
### Minimal reproduction project
[FreedTypedVariableCrash.zip](https://github.com/godotengine/godot/files/10470921/FreedTypedVariableCrash.zip)
| https://github.com/godotengine/godot/issues/71771 | https://github.com/godotengine/godot/pull/73364 | 2527d4ce9b8ffdb7e0d4834c1a73e99d82cf593e | a84555389800533d691f7c0040e5d6c842d37982 | "2023-01-20T23:32:28Z" | c++ | "2023-02-16T23:31:19Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,750 | ["editor/plugins/polygon_3d_editor_plugin.cpp"] | Error "Can't add child, already has a parent" in the editor, when using CSGPolygon3D | ### Godot version
v4.0.beta.custom_build [621e32971]
### System information
Windows 10, Vulkan
### Issue description
When selecting a CSGPolygon3D in the editor it will throw this error:

MRP is very simple, just a scene with these nodes, alternate clicking between the CSGPolygon3D nodes triggers the error:

### Steps to reproduce
Add a couple CSGPolygon3D nodes to a Node3D scene and select them in the editor.
### Minimal reproduction project
[child bug.zip](https://github.com/godotengine/godot/files/10395266/child.bug.zip) | https://github.com/godotengine/godot/issues/71750 | https://github.com/godotengine/godot/pull/73726 | e0cba314b9883e4874fab3643f3c075da4c1778c | c86f18698e42a55d763e164f9ceeedc6c915aa45 | "2023-01-20T17:46:37Z" | c++ | "2023-02-22T09:13:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,743 | ["scene/resources/camera_attributes.cpp"] | Editor sets a limit of 0 on dof_blur_near_transition and dof_blur_far_transition camera attributes, even though they can be negative | ### Godot version
v4.0.beta13.mono.official [caacade56]
### System information
Ubuntu 22.10
### Issue description
Small issue, but according to the documentation you can set the `dof_blur_near_transition` and `dof_blur_far_transition` practical camera attributes to [negative values](https://docs.godotengine.org/en/latest/classes/class_cameraattributespractical.html#class-cameraattributespractical-property-dof-blur-far-distance), but the editor / property hints only lets you set it to 0.01 and no lower, so you have to set the value in code.

### Steps to reproduce
1. Add a camera
2. Add practical camera attributes
3. Enable Near or Far DOF
4. Try to set the Transition to a negative value
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71743 | https://github.com/godotengine/godot/pull/71778 | 69a981fc62fe27a6c5fc3193acb4b1ad929cf397 | 19b030263da5fd37d914b935a597de1acff76b88 | "2023-01-20T16:29:55Z" | c++ | "2023-01-23T09:24:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,739 | ["servers/rendering/shader_language.cpp"] | Adding a `sampler2D` uniform after another one with `hint_depth_texture` fails to compile shader | ### Godot version
4.0 beta 13
### System information
Windows 10
### Issue description
Looks like a regression of #67498
Error fired :
```
ERROR: Uniforms supplied for set (3):
Set: 3 Binding: 0 Type: UniformBuffer Writable: N Length: 16
are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
Set: 0 Binding: 1 Type: Sampler Writable: N Length: 12
Set: 0 Binding: 2 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 3 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 4 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 5 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 6 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 7 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 8 Type: UniformBuffer Writable: N Length: 3712
Set: 0 Binding: 9 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 10 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 11 Type: Texture Writable: N Length: 1
Set: 0 Binding: 12 Type: Texture Writable: N Length: 1
Set: 0 Binding: 13 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 14 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 15 Type: UniformBuffer Writable: N Length: 496
Set: 1 Binding: 0 Type: UniformBuffer Writable: N Length: 5632
Set: 1 Binding: 1 Type: UniformBuffer Writable: N Length: 144
Set: 1 Binding: 2 Type: StorageBuffer Writable: N Length: 0
Set: 1 Binding: 3 Type: Texture Writable: N Length: 1
Set: 1 Binding: 4 Type: Texture Writable: N Length: 1
Set: 1 Binding: 5 Type: Texture Writable: N Length: 1
Set: 1 Binding: 6 Type: Texture Writable: N Length: 1
Set: 1 Binding: 7 Type: Texture Writable: N Length: 8
Set: 1 Binding: 8 Type: Texture Writable: N Length: 8
Set: 1 Binding: 9 Type: StorageBuffer Writable: N Length: 0
Set: 1 Binding: 10 Type: Texture Writable: N Length: 1
Set: 1 Binding: 11 Type: Texture Writable: N Length: 1
Set: 1 Binding: 12 Type: Texture Writable: N Length: 1
Set: 1 Binding: 13 Type: Texture Writable: N Length: 1
Set: 1 Binding: 14 Type: Texture Writable: N Length: 1
Set: 1 Binding: 15 Type: Texture Writable: N Length: 1
Set: 1 Binding: 16 Type: Texture Writable: N Length: 1
Set: 1 Binding: 17 Type: Texture Writable: N Length: 1
Set: 1 Binding: 18 Type: UniformBuffer Writable: N Length: 896
Set: 1 Binding: 19 Type: Texture Writable: N Length: 1
Set: 1 Binding: 20 Type: Texture Writable: N Length: 1
Set: 2 Binding: 0 Type: StorageBuffer Writable: N Length: 0
Set: 3 Binding: 2 Type: Texture Writable: N Length: 1
at: (drivers/vulkan/rendering_device_vulkan.cpp:7347)
```
### Steps to reproduce
Create a shader with two `uniform sampler2D`, one with `hint_depth_texture`. Try to inverse the two sampler2D,
### Minimal reproduction project
Not needed | https://github.com/godotengine/godot/issues/71739 | https://github.com/godotengine/godot/pull/71764 | 260af4626961c218f3e019c9d7167a25bbce6bee | 65614d68ebdf99e4323c8eb76dc5ce969e4283b4 | "2023-01-20T15:19:52Z" | c++ | "2023-01-20T22:56:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,737 | ["editor/plugins/script_text_editor.cpp"] | cannot drag a node from the scene tree view inside the script editor to copy/paste the nodepath on beta 14 | ### Godot version
4.0beta14
### System information
windows 10, gles 3, nvidia graphics
### Issue description
on beta 14, you cannot drag anymore a node from the scene tree to the script editor to get the node path or the ```@onready``` var snippet
### Steps to reproduce
Using beta 14, try to drag a node from the tree inside the script editor and see the arrow cursor turn into a circular white and red stop sign icon.
Note that this happens even if the script belongs to the currently opened scene.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71737 | https://github.com/godotengine/godot/pull/71864 | 5068d823745ad05d7bdaeb596526f7ca196124d3 | eaf306e0b15e4283883f06bf903b05711a4dbfe8 | "2023-01-20T14:54:30Z" | c++ | "2023-01-22T16:54:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,736 | ["servers/rendering/shader_language.cpp"] | filter_linear_mipmaps is not a valid shader type hint on beta 14 | ### Godot version
4.0.beta14
### System information
windows 10, gles 3, nvidia graphics
### Issue description
SCREEN_TEXTURE was dropped in beta 14. The suggested replacement is to use ```uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmaps;```, but filter_linear_mipmaps is not recognized as a valid shader type hint and a shader using it fails to compile.
### Steps to reproduce
Create a canvas item shader and use the filter_linear_mipmaps type hint with a sampler2D uniform.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71736 | https://github.com/godotengine/godot/pull/71788 | 23d8d4453559eb605443eb366f69fcba81b00c18 | 1b948a909fa5a40ebd22c0ff8567999cd18cc884 | "2023-01-20T14:23:19Z" | c++ | "2023-01-21T09:29:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,731 | ["drivers/gles3/shaders/stdlib_inc.glsl"] | Weird color behavior on 2D GPU particles on opengl | ### Godot version
4.0.beta16
### System information
windows 10, gles 3, nvidia graphics
### Issue description
When using colors in the particle material of a particle either through the color, color_ramp or color_initial_ramp properties, if the color saturation (in hsv) is exactly 100, the color "corrupts" and turns into other. If the saturation is lowered to 99 the color does not corrupt anymore. This only happens with gpu particles, when you convert them to cpu particles the colors work fine.
### Steps to reproduce
Create a gpu particle with a color ramp, set the fist color to pure red (FF0000) and the last color to pure orange (FF8000)
Or just watch the attached video:
https://user-images.githubusercontent.com/5783414/213707628-f6c0c348-b79e-463f-8153-85c245f439e5.mp4
### Minimal reproduction project
[WeirdColorRampBehaviorOnGles3GpuParticles.zip](https://github.com/godotengine/godot/files/10466704/WeirdColorRampBehaviorOnGles3GpuParticles.zip)
### WorkAround
When using colors with 100 saturation, use 99 instead. The difference is probably not humanly perceptible anyway.
### Notes
I noticed this color corruption occurs whenever the HSV saturation is set to 100. if the saturation is lowered to 99 the bug doesn't occur.
A first I thought it was a color **ramp** problem, but it turns out that just plain colors, without variation, also present this problem.
| https://github.com/godotengine/godot/issues/71731 | https://github.com/godotengine/godot/pull/72914 | 2572f6800aef09bd6ea96f3b1c7a999a962eecb7 | 913a65c044ff25392571d6cb34fa79df48ee14ba | "2023-01-20T13:41:38Z" | c++ | "2023-02-09T08:26:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,723 | ["doc/classes/RemoteTransform2D.xml"] | RemoteTransform2D doesn't support Control nodes | ### Godot version
v4.0.beta.custom_build [3cc926bf7]
### System information
Windows 10, NVIDIA GeForce GTX 760
### Issue description
RemoteTransform2D description says that "RemoteTransform2D pushes its own Transform2D to another CanvasItem derived Node in the scene." but it doesn't accept Control which is a derived CanvasItem node.
### Steps to reproduce
Add RemoteTransform2D to scene and try add path of Control to remote path.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71723 | https://github.com/godotengine/godot/pull/71957 | 06523b358c462fd7cfe79b8386bcdeabf1a2b369 | ffb7c6e2fcdb5133de5a7941dc2314f6139a525a | "2023-01-20T10:23:21Z" | c++ | "2023-01-24T08:35:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,721 | ["editor/editor_node.cpp", "editor/editor_title_bar.cpp", "editor/editor_title_bar.h"] | Godot 4 minimizing when you double-click any button in the title bar area, if the "Expand to Header" option is enabled. macOS | ### Godot version
4.0 beta 13
### System information
macOS 13 Ventura, Macbook Pro 2019, 16-inch
### Issue description
In Godot 4, if a editor is expanded to a title bar, double clicking on any button in a title bar such as "Run Project" or "Stop Running Project" will result in minimizing or shrinking a Godot window. It is a small but quite annoying bug and it works in all Godot 4 betas I'v seen.
### Steps to reproduce
Turn on "Expand to Title" in the Editor Settings/Interface/Editor, than double click on any button in the title area.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71721 | https://github.com/godotengine/godot/pull/71725 | 44c0bfc94d81e758b39a8ee43df5915d64200ed6 | 619604093f26fb92a205bdb138b5570450d8a0ab | "2023-01-20T10:20:18Z" | c++ | "2023-01-26T21:49:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,715 | ["modules/gdscript/gdscript_parser.cpp"] | Script Editor gives inappropriate "unreachable code detected" warning | ### Godot version
v4.0.beta13.official [caacade56]
### System information
Windows 8.1
### Issue description
The `Unreachable code (statement after return) in function 'function_name()'` warning is given for functions that do not have unreachable code. The same code does not give this warning in v3.5.stable.official [991bb6ac7].
### Steps to reproduce
```
func warning(i: int) -> void:
if i == 0:
pass
elif i == 1:
return
else:
return
print("yeah")
```
Removing either the `elif` or the `else` removes the warning.
### Minimal reproduction project
N/A; code in reproduction steps can be placed in any blank gdscript file to trigger the error. | https://github.com/godotengine/godot/issues/71715 | https://github.com/godotengine/godot/pull/72330 | 6736b003542a655e71d02f109f36dbb5ba50e458 | eee343210dd3eaf5fb149ca7a86371154032e47e | "2023-01-20T07:07:08Z" | c++ | "2023-02-06T16:49:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,713 | ["editor/editor_file_system.cpp"] | Crash when deleting any script | ### Godot version
b2e375824bd84f6664d484144256bcf598895875
### System information
Windows 11
### Issue description
The editor crashing when the user attempt to delete a script (even if its not attached to an object)

```
> godot.windows.editor.dev.x86_64.exe!CowData<EditorFileSystemDirectory::FileInfo *>::_get_size() Line 81 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!CowData<EditorFileSystemDirectory::FileInfo *>::size() Line 131 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!CowData<EditorFileSystemDirectory::FileInfo *>::get(int p_index) Line 155 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Vector<EditorFileSystemDirectory::FileInfo *>::operator[](int p_index) Line 93 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!EditorFileSystem::_update_script_classes() Line 1538 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!EditorFileSystem::_update_pending_script_classes() Line 1571 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!EditorFileSystem::update_file(const String & p_file) Line 1607 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!DependencyRemoveDialog::ok_pressed() Line 586 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!AcceptDialog::_ok_pressed() Line 127 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!call_with_variant_args_helper<AcceptDialog>(AcceptDialog * p_instance, void(AcceptDialog::*)() p_method, const Variant * * p_args, Callable::CallError & r_error, IndexSequence<> __formal) Line 298 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!call_with_variant_args<AcceptDialog>(AcceptDialog * p_instance, void(AcceptDialog::*)() p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 408 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!CallableCustomMethodPointer<AcceptDialog>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 105 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 51 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Object::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 1047 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Object::emit_signal<>(const StringName & p_name) Line 858 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!BaseButton::_pressed() Line 139 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!BaseButton::on_action_event(Ref<InputEvent> p_event) Line 177 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!BaseButton::gui_input(const Ref<InputEvent> & p_event) Line 70 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Control::_call_gui_input(const Ref<InputEvent> & p_event) Line 1749 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Viewport::_gui_call_input(Control * p_control, const Ref<InputEvent> & p_input) Line 1334 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Viewport::_gui_input_event(Ref<InputEvent> p_event) Line 1601 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Viewport::push_input(const Ref<InputEvent> & p_event, bool p_local_coords) Line 2782 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Window::_window_input(const Ref<InputEvent> & p_ev) Line 1344 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!call_with_variant_args_helper<Window,Ref<InputEvent> const &,0>(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * * p_args, Callable::CallError & r_error, IndexSequence<0> __formal) Line 293 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!call_with_variant_args<Window,Ref<InputEvent> const &>(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 408 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 105 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 51 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!DisplayServerWindows::_dispatch_input_event(const Ref<InputEvent> & p_event) Line 2291 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!DisplayServerWindows::_dispatch_input_events(const Ref<InputEvent> & p_event) Line 2256 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Input::_parse_input_event_impl(const Ref<InputEvent> & p_event, bool p_is_emulated) Line 672 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!Input::flush_buffered_events() Line 897 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!DisplayServerWindows::process_events() Line 1985 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!OS_Windows::run() Line 1292 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 181 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!_main() Line 203 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!main(int argc, char * * argv) Line 217 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 231 C++ Symbols loaded.
[Inline Frame] godot.windows.editor.dev.x86_64.exe!invoke_main() Line 102 C++ Symbols loaded.
godot.windows.editor.dev.x86_64.exe!__scrt_common_main_seh() Line 288 C++ Symbols loaded.
kernel32.dll!00007ff9084126bd() Unknown No symbols loaded.
ntdll.dll!00007ff90a14dfb8() Unknown No symbols loaded.
```
### Steps to reproduce
- Create a script
- Save scene
- Delete the script in the FileSystem
### Minimal reproduction project
[TestCrash.zip](https://github.com/godotengine/godot/files/10463784/TestCrash.zip)
| https://github.com/godotengine/godot/issues/71713 | https://github.com/godotengine/godot/pull/71783 | d4d01ca20a4766d37d438cd42795885a211fcaf7 | 0440b3cf0e60461d6ecfb9ed2d12b06fe901671c | "2023-01-20T06:34:37Z" | c++ | "2023-01-22T15:08:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,710 | ["drivers/gles3/rasterizer_scene_gles3.cpp"] | OpenGL: multiple omni lights render incorrectly | ### Godot version
4.0 beta 13
### System information
Windows 10 960m
### Issue description
I have noticed that more 3 omni lights will render meshes incorrectly. Initially I thought it might have been a light limit over 8 issue, but increasing it to 16 made no difference.
This is an example of the issue:

This has 8 overlapping omni lights, but it seems like any more than 3 has this kind of incorrect lighting issue. If you toggle on and off random selections of lights in the sample file, there can be seen that some combinations work and some don't.
@clayjohn I am guessing that this is related to the light fix you did for Vulkan recently? I don't usually use opengl in 4.0 but I was trying to use the light limit option to increase it for the vulkan mobile render. Is the opengl light limit render option meant to also work for vulkan mobile?
### Steps to reproduce
- add several plane meshes that butt up against each other
- add 3 or more omni lights and move them around to see the lighting overlap
### Minimal reproduction project
[omni_opengl.zip](https://github.com/godotengine/godot/files/10463259/omni_opengl.zip)
| https://github.com/godotengine/godot/issues/71710 | https://github.com/godotengine/godot/pull/71772 | 0b141e107fdb72afbc05f40219c87edd7cb8afbb | 4db3716d8d9bbc95c031818b190002602558b0f2 | "2023-01-20T04:48:15Z" | c++ | "2023-01-21T00:43:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,702 | ["platform/web/api/web_tools_editor_plugin.cpp", "platform/web/api/web_tools_editor_plugin.h"] | [platform:web] Cannot download project source in v4 | ### Godot version
v4.0.beta9.official [e780dc332]
### System information
* Chrome 107.0.5304.110 (Official Build) (64-bit) on ChromeOS 15117.111.0 (Official Build) stable-channel octopus
### Issue description
When attempting to download your project from the web app using the Download Project Source button, nothing happens. This makes it impossible to download your project, which means that you must start over if you need to switch platforms.
### Steps to reproduce
1. Create or open any project in the web editor
2. Click `Download Project Source`
3. Notice a lack of download
### Minimal reproduction project
N/A, freshly created project works | https://github.com/godotengine/godot/issues/71702 | https://github.com/godotengine/godot/pull/71704 | ba9b26dfd843b80acbe07d647399b16a6790f8a0 | 38488fbdb379c0fbd4c7d44038a04cdb8a5c599e | "2023-01-19T22:36:49Z" | c++ | "2023-01-20T11:10:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,675 | ["editor/plugins/node_3d_editor_plugin.cpp"] | Scale manipulator does not scale rotated objects uniformly | ### Godot version
4.0beta13
### System information
Windows10, AMD Ryzen 9 3900XT, RTX3070, Vulkan
### Issue description
I would expect when using the scale tool on an object with a scale of (1,1,1) without touching any of the handles to result in a uniform scale again (i.e. 0.1, 0.1, 0.1) and not one, where all components are different.
However, when the object has been rotated, this is the case no matter if using local or global transform.

This behavior was working properly in 3.x
### Steps to reproduce
- Create an object (e.g. a CSGBox3D)
- Rotate it a little on different axes
- Scale it with the scale tool, without using any handle (uniform scale)
- Observe how the object is now slightly squashed or stretched, i.e. the scale components are not equal anymore
### Minimal reproduction project
[BrokenScale.zip](https://github.com/godotengine/godot/files/10457086/BrokenScale.zip)
Observe how the cube turns into a pillar when using the Scale Manipulator. | https://github.com/godotengine/godot/issues/71675 | https://github.com/godotengine/godot/pull/72362 | 38f8411ed82e72380c9ca77bf242e41277e026bb | adb4ecf7a5189441802c4cdcf6da78b89eb2c70e | "2023-01-19T13:26:42Z" | c++ | "2023-01-30T09:32:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,656 | ["editor/import/resource_importer_obj.cpp"] | Editor tries to import MSVC compiled object files (`.obj` extension) as OBJ meshes | ### Godot version
4.0.beta
### System information
Windows 10
### Issue description
As revealed by the video of "Gamefromscratch" about using Haxe in godot 4, the import of an invalid "wavefront" obj file may drain the system memory.
Godot 4.0 reports an error for every line of the imported file, and when you switch between 2 apps (e.g. Godot & Program manager), the import process is run again, making Godot taking more memory every time.
I also noticed that after cleaning the output panel, the memory is still a little bit higher than before the import (this may be a problem with the output panel).

As "wavefront" files are text-formatted ones, it may be possible to have some kind of check while importing and avoid all these errors.
"3.5.1-stable" doesn't really have this problem and I think it's because the import isn't run every time Godot gets the focus

### Steps to reproduce
Import the MRP and switch between Godot and another app
### Minimal reproduction project
[TestOBJImport.zip](https://github.com/godotengine/godot/files/10452270/TestOBJImport.zip)
| https://github.com/godotengine/godot/issues/71656 | https://github.com/godotengine/godot/pull/71662 | cd0a9ccdfde05963d1b544b773662149f585da0d | 00940d556934acd3f14ff51623124c6d5f31fc74 | "2023-01-19T00:34:05Z" | c++ | "2023-01-19T12:23:19Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,655 | ["editor/editor_node.cpp"] | Some 3D nodes will incorrectly force 3D editor when switching scene tab | ### Godot version
4.0 d93b66a
### System information
Windows 10 x64
### Issue description
I have a 2D scene with some 3D nodes. The root is node 2D, most nodes are 2D, I have 2D node selected. When I switch scene tab and back, the editor switches to 3D view, even though the 2D node is still selected.
I managed to strip the scene to bare minimum. You need a Node3D with Camera3D and DirectionalLight3D children.
https://user-images.githubusercontent.com/2223172/213327465-ba07760e-6dab-43c0-96e8-5109fcc0a576.mp4
### Steps to reproduce
1. Make 2D scene
2. Add some 3D
3. This bug has a chance to happen
4. Check the repro for setup that reproduces the issue
### Minimal reproduction project
[3DBug.tscn.txt](https://github.com/godotengine/godot/files/10452297/3DBug.tscn.txt)
| https://github.com/godotengine/godot/issues/71655 | https://github.com/godotengine/godot/pull/71831 | eaf306e0b15e4283883f06bf903b05711a4dbfe8 | 3d8f59a3873d9d51435aa4e8a87267f22396d267 | "2023-01-19T00:31:29Z" | c++ | "2023-01-23T09:23:55Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,652 | ["scene/gui/base_button.cpp"] | Editor redraws continuously after running scene with F5 / F6 | ### Godot version
d93b66ad4d6b1dae42cc318c16224d03bd1a1472
### System information
arch linux
### Issue description
The editor redraws continuously after running a scene with F5 / F6, but this does not happen when running a scene with the buttons in the upper right of the editor. Redrawing does not stop until the editor is closed. This can cause the system to run hot and drain battery quickly.
### Steps to reproduce
Enable update spinner if not enabled in editor settings.
Press F5 or F6 to run a scene.
Notice the spinner going even after the scene is closed.
### Minimal reproduction project
none | https://github.com/godotengine/godot/issues/71652 | https://github.com/godotengine/godot/pull/71798 | 41cfd2cf509bbe7e018c605b2d974167df220ee8 | d45af488c47a1ed1812e5b6c5c01beee4890e250 | "2023-01-18T23:28:53Z" | c++ | "2023-01-21T10:27:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,645 | ["platform/android/export/export_plugin.cpp", "platform/android/export/export_plugin.h"] | [Android] Implicit conversion of the package name when exporting for Android with using "$genname" for project name starting with invalid characters. | ### Godot version
3.5.1.stable, v4.0.beta.custom_build [0a87ead64]
### System information
Ubuntu 22.04.1
### Issue description
For example, if project has name "300spartans", we can't enter the "org.godotengine.300spartans" to "Unique Name" field. We get the error "Invalid package name: A digit cannot be the first character in a package segment". But , if we enter "org.godotengine.$genname", there will be no error message. When exporting, the name will be set as "org.godotengine.spartans" without "300" in beginning, but user will not be informed about it. I think, it is not very good. It may not be worth making changes to the source code, but mention it in the documentation.
### Steps to reproduce
See issue description.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71645 | https://github.com/godotengine/godot/pull/71646 | 9891aea85e7aab4dc6d47c61451033ecf2ef8cdb | 28b2e43adf275ce030c68a27bacf1b0bfafb6505 | "2023-01-18T20:58:32Z" | c++ | "2023-01-20T22:59:34Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,642 | ["platform/windows/display_server_windows.cpp"] | Transparent Flag Not Initially Working With Non-embedded Subwindows | ### Godot version
4.0.beta12
### System information
Windows 11, RTX 3080
### Issue description
When a Window Node is created with it's Transparent flag set to true and Project Settings --> Display --> Window --> Subwindows --> Embed Subwindows is false, the Window has a black background. By cycling the transparent flag from false and back to true again, during runtime, the window's background then becomes transparent.
### Steps to reproduce
Attempt to create a Non-embedded Subwindow with a transparent background using the appropriate flags.
### Minimal reproduction project
Note: this project is from Reddit user [gongpha](https://www.reddit.com/user/gongpha/) and his Reddit post [Learning a Godot 4.0 Window node](https://www.reddit.com/r/godot/comments/xr8yxn/learning_a_godot_40_window_node/)
https://github.com/gongpha/godot4-window-test | https://github.com/godotengine/godot/issues/71642 | https://github.com/godotengine/godot/pull/71660 | 04a9752d8decbf09242f85390861dbeb2aeae3b1 | 1a4f7c985a7be29d3032d96125fdad56afd5b40d | "2023-01-18T19:56:32Z" | c++ | "2023-01-19T09:08:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,633 | ["servers/physics_3d/godot_collision_solver_3d_sat.cpp"] | [4.0beta13] Physics: Scaled Area3D fails to produce signal _on_body_entered when entered by RigidBody | ### Godot version
4.0 beta 13 (official)
### System information
Windows 10, NVIDIA GeForce 1060 GTX 3GB, Vulkan
### Issue description
Area3D fails to produce signal _on_body_entered when scaled and entered by RigidBody. This worked in previous versions.
### Steps to reproduce
Set up scene with Area3d and RigidBody3d so that the RigidBody will fall into the Area3D.
Connect a script with the _on_body_entered signal.
Compare outcome when Area3D is unscaled and scaled. The Area should be a lot bigger than the RigidBody.
I used a Sphere Collision for the RigidBody and Box for the Area.
(see minimal reproduction project)
### Minimal reproduction project
[area3d_test.zip](https://github.com/godotengine/godot/files/10448954/area3d_test.zip)
| https://github.com/godotengine/godot/issues/71633 | https://github.com/godotengine/godot/pull/71707 | 2ec0da1a75a066fe88986fc6ceda22fbabf7eedd | 06464cd15e745e8a5501faf604d99942ecf1eaa6 | "2023-01-18T17:24:34Z" | c++ | "2023-01-21T15:53:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,608 | ["doc/classes/ProjectSettings.xml", "modules/mono/csharp_script.cpp", "modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs", "modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs", "modules/mono/editor/GodotTools/GodotTools/Internals/GodotSharpDirs.cs"] | Error when exporting .NET project | ### Godot version
4.0.beta13
### System information
Mageia 9, Linux
### Issue description
When exporting a trivial .NET project with 4.0.beta13, I get the following error:
```
ERROR: Required virtual method EditorExportPlugin::_get_name must be overridden before calling.
at: _gdvirtual__get_name_call (editor/export/editor_export_plugin.h:123)
```
It doesn't seem to prevent exporting, but should be fixed anyway.
On the first export attempt (not be reproducible in my MRP, needs to be redone from scratch), it also shows this warning:
```
WARNING: Property not found: dotnet/project/assembly_name
at: get_setting_with_override (core/config/project_settings.cpp:364)
```
Which likely means that we're using `GLOBAL_GET` before we defined the property with `GLOBAL_DEF`.
### Steps to reproduce
- Create a simple project with a hello world C# script
- Export it from Linux to Linux or Windows (didn't test other combinations, would likely have the same issue)
- Check Output dock / console
### Minimal reproduction project
[TestMono.zip](https://github.com/godotengine/godot/files/10445350/TestMono.zip) | https://github.com/godotengine/godot/issues/71608 | https://github.com/godotengine/godot/pull/71638 | 825fd11d0cea3f4ea4e45938f544f105a6497091 | 5dd3a6dbe2a05ab72f8c5496561b02fdad4f7560 | "2023-01-18T11:23:14Z" | c++ | "2023-01-18T21:29:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,606 | ["servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl", "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl"] | Vulkan Mobile: DirectionalLight3D shadow opacity not working | ### Godot version
4.0b13
### System information
macOS 13.0.1
### Issue description
The shadow opacity parameter on DirectionalLight3d does not seem to work as intended on the Mobile renderer. Using the Forward+ renderer it works as expected, but on the Mobile renderer it has no effect unless set to 0 where the shadow disappears completely.
https://user-images.githubusercontent.com/17763524/213153694-24029838-e6e0-4836-8eb5-53a6259ce151.mov
### Steps to reproduce
- Set your project to use the Mobile Renderer
- Set up a scene with some meshes and a default directionalLight3D to cast shadows
- Enable shadows on the light and change the Shadow Opacity parameter
### Minimal reproduction project
[shadow_opacity_test.zip](https://www.lostminds.com/godot/shadow_opacity_test.zip) | https://github.com/godotengine/godot/issues/71606 | https://github.com/godotengine/godot/pull/71690 | 3d8f59a3873d9d51435aa4e8a87267f22396d267 | d40501faee48e819a4f2bb22c621f155493247e7 | "2023-01-18T10:58:47Z" | c++ | "2023-01-23T09:24:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,602 | ["main/main.cpp"] | Incorrect window and taskbar icon on Windows export | ### Godot version
4.0.beta13
### System information
Windows 11
### Issue description
When exporting to windows the exported exe (with embedded pck) file gets the assigned icon shown on the desktop and in explorer when using the RCEdit tool. However, the icon is not correctly used on the window or in the taskbar. Instead it gets a default icon. When right-clicking the item in the task bar this then strangely shows the correct icon, however it shows "Godot Engine" instead of the set game name (or File Description as it's strangely named in the export dialogue). If the game is run from the editor the icon is properly set in the window and taskbar, but I assume this uses the project settings icon. When exported I guess it's trying to get the icon from the assigned export icon resource instead and this is failing on windows in this case.



In other words, more or less the same bugs as described in https://github.com/godotengine/godot/issues/54713 however, possibly with other sources as the causes of those issues are listed as fixed.
The issue with "Godot Engine" being shown is also covered in https://github.com/godotengine/godot/issues/36629 but there the proposed fix is to just fill in File Description, which doesn't seem to work now. So either this is a new 4.0 bug, or just the same, and it didn't work back in 3.2 either.
I've double checked that the ico file has members of all possible sizes. When investigating this I noticed that the resolution members of an icon file can be either png or bmp (at least at some sizes). Could this be an issue? I also noticed that there's an icon interpolation setting in the export settings, which would indicate that something would be scaling icons, but as I understand it this should not be the case as the ico file already contains the icon at different resolutions? Overall some descriptive tool tips on these export settings would be very helpful.
### Steps to reproduce
- Install and set the path to RCEdit in the editor settings
- Set up a windows export preset (with embedded pck) with an icon (see below for sample) and application info (name, version etc)
- Export and observe the icon not being properly used
### Minimal reproduction project
You can download the ico file I used to test with here [VlobsIcon.ico.zip](https://www.lostminds.com/godot/VlobsIcon.ico.zip) | https://github.com/godotengine/godot/issues/71602 | https://github.com/godotengine/godot/pull/71661 | bcb57b42f612e21e2b0f028ffdc069a600fe1789 | 9de2da1a9687bef1d83f7d1a9e36430490cc0f33 | "2023-01-18T10:11:22Z" | c++ | "2023-01-19T09:08:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,597 | ["editor/inspector_dock.cpp"] | Clicking on "Make Sub-Resources Unique" breaks object children | ### Godot version
4.0.beta13.official
### System information
Windows 11, Vulkan
### Issue description
Duplicating a StaticBody3D and clicking on a CollisionShape or MeshInstance and selecting Make Sub-Resources Unique will completely break the object. You will not be able to change any parameters of the object, or delete it until the editor is restarted. This probably works with other objects too.
### Steps to reproduce
Create a StaticBody3D node.
Create a CollisionShape node and attach it to the StaticBody3D node.
Duplicate the StaticBody3D node.
On the duplicated node, select make sub-resources unique on the CollisionShape node.
### Minimal reproduction project
[ReproductionProject.zip](https://github.com/godotengine/godot/files/10443579/ReproductionProject.zip)
| https://github.com/godotengine/godot/issues/71597 | https://github.com/godotengine/godot/pull/73237 | 02e5da2cc563414d31f0bb7b40eeac5effe25053 | 3e0a989bd1c3e592f23b49bc824441b038d862c6 | "2023-01-18T08:10:55Z" | c++ | "2023-02-20T14:41:00Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,595 | ["servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/renderer_scene_render_rd.cpp", "servers/rendering/renderer_scene_cull.cpp"] | Vulkan: Ambient light rendering within ReflectionProbe breaks if SSAO or SSIL are enabled | ### Godot version
4.0.beta13
### System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.60.11), Forward Plus
### Issue description
Ambient light rendering within ReflectionProbe breaks if SSAO or SSIL are enabled (or both):
No SSAO/SSIL | SSAO enabled
-|-
 | 
SSIL enabled | SSAO + SSIL enabled
-|-
 | 
If you increase both **Light Affect** and **AO Channel Affect** in the Environment SSAO properties, the entire reflection becomes black (except the background sky):

This hints at the SSAO buffer being fully black within the reflection rendering.
The easiest fix is likely to disable SSAO and SSIL rendering within the ReflectionProbe. Its results will be hardly visible, and this would bring a handy performance benefit in scenes where the ReflectionProbe has to be re-rendered continuously (moving ReflectionProbes, or ReflectionProbes with the update mode set to **Always**).
This regression started in 4.0.beta11, as it works in 4.0.beta10. I bisected the exact commit that caused the regression to e886a7af818be3287deefab9b18f87014ee60182. cc @BastiaanOlij
### Steps to reproduce
- Create a scene with visible DirectionalLight and and shadows.
- Add a MeshInstance3D with a SphereMesh, and a fully reflective material to display the reflection (roughness = 0.0, metallic = 1.0).
- Add a ReflectionProbe node, then increase its extents to work around https://github.com/godotengine/godot/issues/54449. Enable **Enable Shadows** in the ReflectionProbe.
- Enable SSAO in WorldEnvironment.
- Notice how the shadow becomes fully black in the reflection.
### Minimal reproduction project
[test_reflection_probe_ssao_ambient.zip](https://github.com/godotengine/godot/files/10443013/test_reflection_probe_ssao_ambient.zip)
Use the arrow keys to move the sphere, <kbd>O</kbd> to toggle SSAO, <kbd>I</kbd> to toggle SSIL. | https://github.com/godotengine/godot/issues/71595 | https://github.com/godotengine/godot/pull/72356 | 551f5191e5dbc1d1a43f99b13d5dbbf7f598dc58 | e86953cb53d314da3ea4e40c65597dec40e4d2dc | "2023-01-18T07:00:27Z" | c++ | "2023-01-30T19:26:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,593 | ["scene/animation/animation_player.cpp"] | Calling `AnimationPlayer.seek()` when there is no current animation causes an undescriptive error in the debugger | ### Godot version
4.0.beta13
### System information
Windows 10
### Issue description
When you call the `seek()` function without a current animation it outputs `Condition "!playback.current.from" is true.` to the debugger.
I was getting the error above whenever I would call `stop()` on an AnimationPlayer when it didn't have a playing animation. I realized that `stop()` also calls the `seek()` function.
I would expect the `seek()` and `stop()` functions to just do nothing, instead of throwing errors, if there isn't a current animation, or at least show an error that says that there is no animation to seek/stop.
This is the same issue that was described here: [#6122](https://github.com/godotengine/godot/issues/6122)
### Steps to reproduce
- Create an AnimationPlayer node.
- Don't have it play any animations.
- Call the `seek()` function.
### Minimal reproduction project
[seek_issue.zip](https://github.com/godotengine/godot/files/10442071/seek_issue.zip)
| https://github.com/godotengine/godot/issues/71593 | https://github.com/godotengine/godot/pull/72380 | 17a85973559fae0cd2c33d13c4b53f16cf7419ba | 19c2c54ee52c6de1351792778cfa03afa9f2ecb8 | "2023-01-18T04:39:27Z" | c++ | "2023-01-30T16:34:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,591 | ["core/config/project_settings.cpp", "doc/classes/ProjectSettings.xml", "doc/classes/Window.xml", "main/main.cpp", "scene/main/window.cpp", "scene/main/window.h"] | Project setting 'Initial Screen' has too many monitor options | ### Godot version
v4.0.beta12.mono.official [3c9bf4bc2]
### System information
Windows 10, Forward+ (Vulkan), NVIDIA GeForce RTX 3070 (526.98)
### Issue description
The `Initial Screen` select dropdown provides 64 options for monitors when it should only provide options for what is available. In my case, I'm only using two monitors so there should only be two monitors to choose from (excluding the Primary Monitor option of course). Screenshot below.

### Steps to reproduce
The issue appears to occur whether I'm using two monitors or one monitor.
---
1. Open `Project Settings`
2. Go to `Display` > `Window` > `Size`
3. Select the `Initial Screen` dropdown.
4. You will see the `Primary Monitor` option and 64 other monitor options as seen in the screenshot.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71591 | https://github.com/godotengine/godot/pull/71663 | 285e6ed9a536d8ec6fc2144395dc26131ba60b89 | cd031fd31a8fdcdae1e93d1b20caf93230f0ac59 | "2023-01-18T02:45:39Z" | c++ | "2023-01-22T10:25:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,590 | ["editor/editor_properties.cpp", "editor/editor_properties_array_dict.cpp", "modules/gdscript/gdscript_parser.cpp"] | export_multiline annotation doesn't support PackedStringArray | ### Godot version
4.0.beta13 (caacade56)
### System information
Windows 10
### Issue description
Seems like this was missed in #62011 and #70540. `@export_multiline` should also support the PackedStringArray datatype on top of Array[String] and Dictionary, but it doesn't, instead giving the error `"@export_multiline" annotation requires a variable of type "String" but type "PackedStringArray" was given instead.`
### Steps to reproduce
Create a PackedStringArray with the `@export_multiline` annotation.
```gdscript
@export_multiline var npc_dialog: PackedStringArray
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71590 | https://github.com/godotengine/godot/pull/72708 | bcc3dff7f4564269b93ede164b0b4f24fbd8c7e5 | de4369ca4b5516b69d78b5cf979af14fbe997f40 | "2023-01-18T02:39:42Z" | c++ | "2023-02-06T20:01:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,588 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/enum_unnamed_depend.gd", "modules/gdscript/tests/scripts/analyzer/features/enum_unnamed_depend.out"] | GDScript: enum with item referencing another item causes editor crash with no error | ### Godot version
4.0 Beta 11 to 13
### System information
Windows 10
### Issue description
When trying to upgrade from Beta 10 one of my projects would immediately crash when opening the editor, with no error in the console which also crashed. I managed to isolate it to this enum:
```
enum { # Directions, clockwise, powers of 100, each direction gets 2 digits, allowing 100 terrains
CENTER = 01,
NORTH = 0100, # -Z
NORTH_EAST = 010000,
EAST = 01000000, # +X
SOUTH_EAST = 0100000000,
SOUTH = 010000000000, # +Z
SOUTH_WEST = 01000000000000,
WEST = 0100000000000000, # -X
NORTH_WEST = 010000000000000000,
ALL = 010101010101010101,
ALL_CORNERS = NORTH_EAST + SOUTH_EAST + SOUTH_WEST + NORTH_WEST,
}
```
With this last line causing the crash:
`ALL_CORNERS = NORTH_EAST + SOUTH_EAST + SOUTH_WEST + NORTH_WEST,`
This worked in all the betas I've used up to and including Beta 10
### Steps to reproduce
Copy and paste that enum into a script, and save. Simply having a script with this enum will cause the editor to crash, the script doesn't need to be used anywhere.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71588 | https://github.com/godotengine/godot/pull/71624 | 955f05a4fa029a68d731af9df5af7e26b914ff29 | 3f10f9f5ef3d75bbbbdd57b7ac8b86972138f679 | "2023-01-18T00:53:48Z" | c++ | "2023-01-18T16:34:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,576 | ["editor/plugins/node_3d_editor_plugin.cpp", "editor/plugins/node_3d_editor_plugin.h"] | Perspective menu Perspective/Orthogonal hotkey display inconsistency | ### Godot version
3.5.1, 4.0 beta 12
### System information
Arch Linux x86_64
### Issue description
Under the Perspective menu, the Perspective and Orthogonal buttons have the hotkey in parentheses beside the name, rather than tinted and off to the side like other similar buttons.
Additionally, changing the hotkey does not change the hotkey displayed in the label until the editor is restarted.

### Steps to reproduce
1. Open any project or create a new one.
2. Click on the 3D button to access the 3D view.
3. Click the Perspective drop-down.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71576 | https://github.com/godotengine/godot/pull/71806 | 145ab2e1fdee006d3a6da7ef3b76ed9fbee0f6d2 | 5551eed499efebd97875a7f3fc4ef57fd23e8d1d | "2023-01-17T19:23:29Z" | c++ | "2023-01-21T15:53:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,571 | ["core/math/vector3.cpp"] | strange normal map behaviour on some meshes | ### Godot version
4.0 beta 12
### System information
windows 10
### Issue description
im getting artifacts on some meshes. the normal map isnt applied correctly.


### Steps to reproduce
ive attached the barrel model to reproduce the issue.
import the model and apply a standard material with the maps provided.
### Minimal reproduction project
[exploBarrel.zip](https://github.com/godotengine/godot/files/10437960/exploBarrel.zip)
| https://github.com/godotengine/godot/issues/71571 | https://github.com/godotengine/godot/pull/73265 | 1a206d0e22357587b198fc8fcdc99d95c82567da | 570b04dec4adfb1f55a168cfae99768308bab506 | "2023-01-17T17:47:28Z" | c++ | "2023-02-14T10:05:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,551 | ["drivers/gles3/shaders/canvas.glsl"] | Gray screen window show instead of project manager | ### Godot version
19152765de324fa2e6fadff11edc3bec92ef6fd7
### System information
Windows 11
### Issue description

### Steps to reproduce
Just run the Godot
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71551 | https://github.com/godotengine/godot/pull/71552 | 19152765de324fa2e6fadff11edc3bec92ef6fd7 | caacade569eb7a541aaa7a8cdc3eedffca1422d9 | "2023-01-17T12:10:36Z" | c++ | "2023-01-17T12:29:25Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,546 | ["drivers/gles3/storage/texture_storage.cpp"] | INVALID_ENUM texParameter warnings on WebGL after #71248 | Regression from #71248:
I believe this pull may have caused errors on WebGL since it moves the `GLES_OVER_GL` guard. WebGL does not support texture swizzling per: https://registry.khronos.org/webgl/specs/latest/2.0/#5.19
so this is causing the following trace in Chrome:
```
WebGL: INVALID_ENUM: texParameter: invalid parameter name
```
and it quickly fills up the 256 log limit for the same message in WebGL.
This doesn't appear to be breaking anything asides from causing the numerous log messages.
_Originally posted by @jnlopar in https://github.com/godotengine/godot/issues/71248#issuecomment-1384768973_
CC @rsjtdrjgfuzkfg @clayjohn | https://github.com/godotengine/godot/issues/71546 | https://github.com/godotengine/godot/pull/71574 | 7ffd06046c51f06c11a621439ba213bd09e16ffe | d643bcca3957f588969f8874aa0b560e64ab3efb | "2023-01-17T09:37:24Z" | c++ | "2023-01-17T18:57:38Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,541 | ["scene/main/viewport.cpp"] | Crash on Android when `emulate_mouse_from_touch = false` | ### Godot version
0ddd9c3e8f9088fa139e25b2903289d727073e12
### System information
arch linux, google pixel 6
### Issue description
I've found that Android builds of projects are crashing when a touch release event occurs. This issue is only present when the `emulate_mouse_from_touch` setting is set to `false` in the project's settings, and a control node is present in the scene.
Expected result:
The touch release event should be registered without any crashes.
Actual result:
The android build crashes when a touch release event occurs.
### Steps to reproduce
- Create a new project
- Set `emulate_mouse_from_touch` setting to `false`
- Add a button to the main scene
- Build the project for android
- Run the project on android device
- Touch and release on the screen
### Minimal reproduction project
[android-touch-release-crash.zip](https://github.com/godotengine/godot/files/10432336/android-touch-release-crash.zip)
| https://github.com/godotengine/godot/issues/71541 | https://github.com/godotengine/godot/pull/71587 | 54eebcca3b7bae6be9c7f5100233c70e878f2768 | b7d8224210553f84051bf057bac2337d0b589e40 | "2023-01-17T07:23:59Z" | c++ | "2023-01-18T16:32:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,538 | ["editor/import/resource_importer_scene.cpp"] | glTF file import creates files that are too large | ### Godot version
4.0 noticed since beta 4
### System information
Windows 10 and Arch Linux
### Issue description
When importing a glb or gltf file, the `.scn` file created in `.godot/imported` is much *much* larger than creating a new inherited scene, clearing inheritance (so the scene contains all the mesh information), and saving *that* as a `.scn` manually.
I've noticed this in my own projects, where manually creating a `.scn` file by clearing inheritance results in a file that is 60 KB, whereas the `.scn` file created by godot in the `.godot/imported` folder is 3.1 MB, **50 times larger**. In this same project, adding together the file sizes of all the `.scn` files created by importing either a `.glb` or `.gltf` file shows that there are 700 MB of `.scn` files. The *entire* size of my assets folder including textures and audio is only 192 MB. By manually turning every glb or gltf file into a `.scn` by clearing inheritance, and then excluding `*.glb` and `*.gltf` resources in my export profile, I can bring my pck down from 767 MB to 73 MB, a 10 times reduction in size.
### Steps to reproduce
1. Open blender, and export a default cube as a gltf or glb into a Godot project.
2. Open Godot, importing the model. Navigate to `.godot/imported` and notice the size of the created `.scn` file.

3. Right click on the gltf file in Godot, choose "New inherited scene". Save this scene as a `.scn` file. Then, right click on the root node and select "Clear inheritance", and save again. Notice the size of this `.scn` file.

In this example, the file *I* created is 2.6 times smaller.
4. Go to the scene menu, and choose "Save Scene As", saving it as a `.tscn` file. Notice the size of the file.

The `.tscn` file is smaller than the `.scn` file created by Godot, even though it is text based and not binary and thus should be larger.
5. Navigate to the `.godot/imported` directory and *copy* the created `.scn` file into your Godot project. Open the `.scn` file in the editor, and as in step 4, save it as a `.tscn` file as well. Note the file size.

Notice that now, it is the same size as the `.tscn` file *I* created in step 4.
6. Diff these two `.tscn` files together.

Notice that the only difference between the file created manually by making a new scene and clearing inheritance, and the file created automatically by Godot on import, is the uid assigned to the scene. Therefore, there has been zero loss of content or functionality to explain why the `.scn` created manually is 2.6 times smaller.
7. Reopen the `.scn` file created automatically by Godot during import, and "Save Scene As" again, but this time, continue to save it as a `.scn` file, just with a new name. Note the file size.

Even though no modifications were made to the file, and it was simply resaved into the same file format, it is still 2.6 times smaller than the file created automatically by Godot.
### Minimal reproduction project
[gltf.zip](https://github.com/godotengine/godot/files/10431349/gltf.zip)
| https://github.com/godotengine/godot/issues/71538 | https://github.com/godotengine/godot/pull/76630 | fc420652816f41e352ed49bf691c69c8c91aa371 | 8d6c33a2b9479a83f626e7872db7f949e58c86cf | "2023-01-17T05:01:00Z" | c++ | "2023-06-18T14:29:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,532 | ["scene/animation/animation_tree.cpp"] | Sprite disappears when transitioning from an Animation that modifies the Scale property in the AnimationTree | ### Godot version
v4.0.beta12.mono.official [3c9bf4bc2]
### System information
Windows 10, Vulkan, NVIDIA GeForce GTX 1050 Ti with Max-Q Design
### Issue description

A Sprite will disappear when it's scale property is animated and the animation transitions to another animation using the AnimationTree.
### Steps to reproduce
1. Create an empty node.
2. Add a Sprite with any texture
3. Create an AnimationPlayer
4. Create a new animation
5. Add a Bezier Track for the sprites Scale Property
6. Set the key values for the first frame to 1 for both x and y
7. Set the key values for the second frame to 1 for x and 0.9375 for y
8. Set the key values for the third frame to 1 for both x and y
9. Create a second animation (named anything). This animation can remain empty.
10. Create an AnimationTree, Assign the AnimationPlayer and set the Root to StateMachine
11. Add the First animation and set it to autoplay on start.
12. Add the second animation and add a transition from Animation1 to 2 then a second transition back to Animation1 that transitions at the End.
13. Set the AnimationTree to Active
14. Idle animation will be running, the sprite will be scaling up and down.
15. Press Play on Animation2 in the AnimationTree
### Minimal reproduction project
[GodotAnimationBug.zip](https://github.com/godotengine/godot/files/10430004/GodotAnimationBug.zip)
| https://github.com/godotengine/godot/issues/71532 | https://github.com/godotengine/godot/pull/71823 | bda87300e8d846987c1a6c4216c201c5ce16b8fe | 813d7c417be0e9a517ddfbec500bba7f5d3f39dc | "2023-01-16T23:45:47Z" | c++ | "2023-01-22T10:08:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,531 | ["platform/linuxbsd/x11/display_server_x11.cpp"] | Can't press buttons in Popup menus with mouse click | ### Godot version
Master (0ddd9c3e8f9088fa139e25b2903289d727073e12)
### System information
PopOS 22.04 - Intel integrated graphics - all backends
### Issue description
When there are popup windows in the editor, I cannot click on the "Confirm"/"Cancel" type buttons at the button.
I have the issue both in the project manager (importing projects I can click on files etc. but cannot click "open") and when running the editor (cannot click "Save&Quit" etc.)
Sometimes the editor correctly highlights the buttons and I can use the arrow keys to navigate the buttons and "enter" to confirm my selection.
_I can navigate the editor closing dialogue with tab/arrow keys_

_I can't navigate the project import dialogue with tab/arrow keys_

### Steps to reproduce
Run the editor
### Minimal reproduction project
Reproducible in the project manager | https://github.com/godotengine/godot/issues/71531 | https://github.com/godotengine/godot/pull/71540 | f53d8c3e5797b9906e034af1a42fb84dee752042 | 5a39c63ebbd0e28ae7168124ffd7269f001db288 | "2023-01-16T22:31:21Z" | c++ | "2023-01-17T08:01:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,525 | ["editor/import/resource_importer_scene.cpp", "modules/gltf/doc_classes/GLTFDocument.xml", "modules/gltf/editor/editor_scene_importer_blend.cpp", "modules/gltf/editor/editor_scene_importer_fbx.cpp", "modules/gltf/editor/editor_scene_importer_gltf.cpp", "modules/gltf/gltf_document.cpp", "modules/gltf/gltf_document.h"] | Importing Animation to Identical Rig Breaks It | ### Godot version
4.0.beta12.mono.official [3c9bf4bc2]
### System information
Windows 11, RTX 2060 SUPER, Forward+
### Issue description

This is the result when I import an animation I saved on an identical model in a different scene.

Here is what the animation looks like in the scene where the animation is saved.
I have a model with animations broken up into separate glTF files. Each file has an identical setup except for a differing animation. My expectation is that when I import an animation saved from within another scene, I expect the animation to work the same as it does in the scene that saved it. This is **NOT** the case, and, as you'll see, when I import the animation into the animation library of the base model I get a "slanted" result.
### Steps to reproduce
### How to Reproduce w/Reproduction Project
1. Open "tt_r_chr_dgs_skirt_neutral.gltf" in a new scene. **MAKE SURE THIS SCENE ISN'T INHERITED -- no yellow text in the explorer**
2. Select the **AnimationPlayer**, open the "Animation" pane, and hit the **Play** button. You should see a basic idle animation playing.
3. Save the animation by hitting **Animation** > **Manage Animations..** > and hit the floppy disk icon to the right of the **"default"** animation. Save this animation and close the scene. You're done in this scene.
4. Open "tt_r_chr_dgs_skirt.gltf" in a new scene. **MAKE SURE THIS SCENE ISN'T INHERITED -- no yellow text in the explorer**
5. Add an **AnimationPlayer** node underneath the root node **"tt_r_chr_dgs_skirt"**. The AnimationPlayer should automatically fill in the Root Node after you create it.
6. Select the new AnimationPlayer node and head to the "Animation" pane. You should have an empty Animation editor.
7. Open the animation you saved earlier by hitting **Animation** > **Manage Animations..** > **Add Library**. You can call this library whatever you want. Now, hit the folder icon and browse to the animation you saved earlier. Hit **OK** and play the animation. You should see that the imported animation is slanted.
### Minimal reproduction project
[ReproductionProject.zip](https://github.com/godotengine/godot/files/10428763/ReproductionProject.zip)
**NOTE: YOU DO NOT NEED THE MATERIALS OR THE SCRIPT TO REPRODUCE THIS ISSUE. IGNORE ANY DEPENDENCY ISSUES** | https://github.com/godotengine/godot/issues/71525 | https://github.com/godotengine/godot/pull/72342 | adb4ecf7a5189441802c4cdcf6da78b89eb2c70e | 833c0d24dbf3c442857fd9d7b1fd17918fadddc9 | "2023-01-16T19:19:17Z" | c++ | "2023-01-30T09:34:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,500 | ["scene/gui/control.cpp", "scene/main/node.cpp", "scene/main/window.cpp"] | InputEvent triggers immediately after reloading scene | ### Godot version
v4.0.beta.custom_build [91fedb60d]
### System information
Ubuntu 22.10 LTS, GTX1060, OpenGL
### Issue description
Looks like **Input.is_action_just_pressed** triggers immediately if you call reload_current_scene which is can't be reproduced in `3.x` branch, dunno if it's expected behiavour for `master` branch
with following scripts, if you try to reload or change current scene it causes cyclic changing current scene.
```gdscript
# preload
extends Node
func _ready() -> void:
get_tree().change_scene_to_packed(load("res://game.tscn"))
```
```gdscript
# debug.gd
extends Node
#func _process(delta: float) -> void:
func _input(event: InputEvent) -> void:
if Input.is_action_just_pressed("quit_game"):
get_tree().quit()
print("quit game")
elif Input.is_action_just_pressed("restart_game"):
get_tree().change_scene_to_packed(load("res://preload.tscn"))
print("restarted game")
elif Input.is_action_just_pressed("restart_scene"):
get_tree().reload_current_scene()
print("restarted scene")
func _ready() -> void:
var map := {
"restart_game" : [ KEY_F1 ],
"restart_scene" : [ KEY_F2 ],
"quit_game" : [ KEY_ESCAPE ],
}
for k in map:
for v in map[k]:
var e := InputEventKey.new()
if !InputMap.has_action(k):
InputMap.add_action(k)
e.keycode = v
InputMap.action_add_event(k, e)
```
however, if you try capture event within **_process** game reloads correctly
### Steps to reproduce
1. run attachment
2. press F1 to reload game or F2 to reload current scene
3. cyclic reloading!
4. stop
5. uncomment _process and comment _input
6. run attachment
### Minimal reproduction project
[for_3x_branch.zip](https://github.com/godotengine/godot/files/10423871/for_3x_branch.zip)
[for_master_branch.zip](https://github.com/godotengine/godot/files/10423872/for_master_branch.zip)
| https://github.com/godotengine/godot/issues/71500 | https://github.com/godotengine/godot/pull/69318 | aa622dae535160a3cf6c402db98b6824d2e3b790 | 6aac8af6f1153755b850babdc52bd58956eeec18 | "2023-01-16T08:42:04Z" | c++ | "2023-04-25T13:36:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,495 | ["scene/resources/visual_shader_nodes.cpp"] | VisualShader node TextureParameterTriplanar name inconsistency | ### Godot version
4.0 beta 12
### System information
Windows 10
### Issue description
This is a small issue, but, since the name change of VisualShader Uniform nodes to Parameter, when searching for TextureParameterTriplanar in the node search window, it shows as TextureParameterTriplanar, but the node title and parameter default name are still TextureUniformTriplanar.
<img width="455" alt="image" src="https://user-images.githubusercontent.com/13264720/212588418-26eeaa24-dacc-4151-b62a-bf3c530548ee.png">
### Steps to reproduce
Just search for Triplanar in the VisualShader node search and add a TextureParameterTriplanar node.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71495 | https://github.com/godotengine/godot/pull/71539 | 0ddd9c3e8f9088fa139e25b2903289d727073e12 | f53d8c3e5797b9906e034af1a42fb84dee752042 | "2023-01-16T02:56:49Z" | c++ | "2023-01-17T05:55:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,488 | ["servers/rendering/renderer_viewport.cpp"] | Vulkan Mobile: TAA camera jitter is still applied even though temporal antialiasing isn't supported | ### Godot version
v4.0.beta12.official [3c9bf4bc2]
### System information
Windows 10, AMD Radeon RX 480 4 GB RAM, 16 gb ram, Intel CPU 4 cores.
### Issue description
When switching to mobile render from forward + The alpha texture on the tree mesh starts to flicker.
Made a video: https://www.youtube.com/watch?v=WdGVi1hdRHo
### Steps to reproduce
Switching to mobile render from forward +
### Minimal reproduction project
Uploaded the project in google link: https://drive.google.com/file/d/1efEV914CWkyWoGzkv3RBMnw9t-4BVTeQ/view?usp=sharing
(only deleted the .godot - i guess its not needed.) | https://github.com/godotengine/godot/issues/71488 | https://github.com/godotengine/godot/pull/71524 | 59dcf64dd6b8f5da570a551be7a317453e427098 | 9cf0ffe1fa5745d88e0e60ca2ed869866a03c22b | "2023-01-16T00:04:41Z" | c++ | "2023-01-17T10:06:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,484 | ["editor/plugins/script_editor_plugin.cpp"] | Text editor don't register internal links to navigation history | ### Godot version
v4.0.beta.custom_build [cc89fcbd0]
### System information
Linux (Ubuntu 22.04), Vulkan, Radeon RX Vega 64 (eGPU)
### Issue description
The text editor doesn't register in the navigation history the local navigation.
In a large file, the user can CTRL+click on definitions of the same file to navigate quickly to a function or a class in the opened script. When the user clicks on the previous or next buttons, that local navigation seems to be not considered.
See this video for a recreation of the issue:
[Capture vidéo du 2023-01-15 17:57:45.webm](https://user-images.githubusercontent.com/270928/212571752-d05c5d85-cc7f-434b-b020-316f6194ad13.webm)
### Steps to reproduce
1. Open the MRP;
2. Open `main.gd`;
3. CTRL+click on `test()` in `_ready()`;
4. CTRL+click on `Inner` in `test()`;
5. Press on the previous button (or the previous button on your mouse);
6. See that the navigation wasn't registered in the history.
### Minimal reproduction project
[history_local.zip](https://github.com/godotengine/godot/files/10421462/history_local.zip)
| https://github.com/godotengine/godot/issues/71484 | https://github.com/godotengine/godot/pull/71485 | 517b7fc46801a0189baac5b5548cb99f5b344c19 | f639f5096e23e74a1ed88f095d18db99a29ba463 | "2023-01-15T23:03:58Z" | c++ | "2023-01-16T08:25:39Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,480 | ["servers/rendering/renderer_rd/storage_rd/particles_storage.cpp"] | 2D GPU Particles appear to ignore the Local Coords setting in regard to the parent node's rotation | ### Godot version
4.0.beta12.official
### System information
macOS 12.3.1 (21E258), Metal GPUFamily Apple 7, Vulkan
### Issue description
I expected particles emitted by a `GPUParticles2D` with `Drawing > Local Coords` set to `not On` to move independently of the rotation of the parent node of the `GPUParticles2D`.
However, this does not appear to be the case and the particles appear to rotate together with the parent node of the emitting `GPUParticles2D`.
https://user-images.githubusercontent.com/3022/212566997-b972cf05-3a74-4eb2-a5bc-d4d4e7c5b14a.mp4
### Steps to reproduce
1. Open the attached project.
2. Check that `Drawing > Local Coords` is set to `Off` on the `GPUParticles2D`.
3. Run the main scene.
4. The particles should not rotate with the parent node. (But they do)
### Minimal reproduction project
[GPUParticle2DRotationalJitter.zip](https://github.com/godotengine/godot/files/10421202/GPUParticle2DRotationalJitter.zip)
| https://github.com/godotengine/godot/issues/71480 | https://github.com/godotengine/godot/pull/71520 | 5a39c63ebbd0e28ae7168124ffd7269f001db288 | e1e30f9fc7f280a6521218eca57d7601b69b9ba6 | "2023-01-15T21:01:49Z" | c++ | "2023-01-17T09:14:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,471 | ["scene/gui/code_edit.cpp", "tests/scene/test_code_edit.h"] | Autocomplete hijacks home and end keys | ### Godot version
v4.0.beta12.official [3c9bf4bc2]
### System information
Windows 10
### Issue description
Autocomplete hijacks home and end keys. This makes writing code very annoying as you need to speficically close the autocomplete popup before you can continue coding.
Autocomplete should use *only* strictly necessary keys it needs to work but not keys which are usually used when writing a line of code. Acceptable keys would be up/down arrow keys, page up/down, esc.

### Steps to reproduce
1. First write this
```gdscript
var idget_parent()
```
2. Then add `=` between `id` and `get_parent()` to open the autocomplete popup.
3. Try to move to the end of the code line by pressing end key
-> It doesn't work. Autocomplete popup has got the focus and selection moves to the end of the list.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71471 | https://github.com/godotengine/godot/pull/71519 | 6916349697a4339216469e9bf5899b983d78db07 | c6635b4640813cbf0e30da94c334089989c5c9d0 | "2023-01-15T17:57:57Z" | c++ | "2023-10-09T13:30:27Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,466 | ["editor/plugins/script_editor_plugin.cpp"] | When external editor is set to true with no exec path freeze of Godot 4 beta 12 | ### Godot version
4.0 beta 12 mono
### System information
MacOS 13.1, Apple M1 Pro
### Issue description
When `text_editor/external/use_external_editor` is set to true but `text_editor/external/exec_path` is not set and I create a new script and attach it to a node Godot freezes and i need to force quit the application.
Also after a restart when double clicking on the script the application freezes but I can quit normally
### Steps to reproduce
- Set Use External Editor to true in Editor Settings and leave Exec Path empty
- Create a new project with Moblie Renderer and Git Versioning in Godot
- Create a 3D Scene
- Create a gd script in the FileSystem inspector or directly attach the script to a node
### Minimal reproduction project
[New Game Project.zip](https://github.com/godotengine/godot/files/10420510/New.Game.Project.zip)
| https://github.com/godotengine/godot/issues/71466 | https://github.com/godotengine/godot/pull/71528 | 3a53990e9c028412c00cba9357adeb8d0491e759 | ae766558f0b3f4f9f794bcb80de945eeea2e3209 | "2023-01-15T15:17:07Z" | c++ | "2023-01-17T16:30:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,465 | ["scene/resources/tile_set.cpp"] | TileSet.add_source() does not work with source_id bigger than signed int limit | ### Godot version
v4.0.beta12.mono.official
### System information
Linux 6.1.6-arch1-1
### Issue description
When creating TileSets from code, the TileSet's `add_source(source: TileSetSource, atlas_source_id_override: int = -1)` method is supposed to accept gdscript int (which is a signed 64-bit int), however feeding it with integers above C++ signed int (>2147483647) will result in a failure - in fact the actual return int (which is supposed to be the source_id override) is equal to 0 and not -1 as method description implies should be the case when the source could not be added.
PS. Why do I need such huge numbers for tileset sources? I'm adding tilesets from a set of config text files and I'm hashing some parameters from it (via String `hash()` method which returns a 32-bit int) to use as a source_id for the tile set source. I will workaround that one way or another, of course, it's only marginally annoying :)
### Steps to reproduce
```
var tileset : TileSet = TileSet.new()
var tileset_source : TileSetAtlasSource = TileSetAtlasSource.new()
var result : int
result = tileset.add_source(tileset_source, 2147483647)
print("Adding source ID 2147483647 (int) -> ", result) # OK for signed int
result = tileset.add_source(tileset_source, 2147483648)
print("Adding source ID 2147483648 (signed int +1) -> ", result) # NOK
```

### Minimal reproduction project
N/A
Simple code to reproduce as depicted above. | https://github.com/godotengine/godot/issues/71465 | https://github.com/godotengine/godot/pull/71507 | 5ca6c1f9dbb38722f206bf5e03aab1e09cae526d | 7c00fdcf5d915e413ae387f1f7bd7ad913a01acc | "2023-01-15T15:15:17Z" | c++ | "2023-01-16T11:49:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,451 | ["editor/editor_properties.cpp"] | Recursion detected, unable to assign resource to property. | ### Godot version
4.0-beta12
### System information
Windows11 Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080
### Issue description
Can not assign "SpriteFrames" resource file to SpriteFrames attribute in custom resource file, it alert "Recursion detected, unable to assign resource to property."
### Steps to reproduce
Please look uploaded project. try assign new_sprite_frames.tres to frames in custom_res.tres.
### Minimal reproduction project
[GodotCustomRes.zip](https://github.com/godotengine/godot/files/10419770/GodotCustomRes.zip)
| https://github.com/godotengine/godot/issues/71451 | https://github.com/godotengine/godot/pull/71229 | cd3e03432af9a638e342b5b79f76ca4d72f2a1f4 | 0f2937ead12de00b6c911110301fc2dc2e1d1988 | "2023-01-15T08:56:05Z" | c++ | "2023-01-15T12:03:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,446 | ["modules/gdscript/gdscript_editor.cpp"] | Editor crash when using output of recursive function as array index | ### Godot version
v4.0.beta.custom_build [60d031777]
### System information
Windows 10, Forward+, NVIDIA GeForce GTX 1050 Ti (31.0.15.1694)
### Issue description
When typing out certain lines of code, the editor will suddenly crash.
It first happened when I was writing a Union-find data structure.
i.e.
```GDScript
extends RefCounted
var sets = []
func create(label):
sets.push_back(label)
func find(label):
if sets[label] == label:
return label
var root = find(sets[label])
sets[label] = root
return root
func union(a, b):
a = find(a)
b = find(b)
if a != b:
sets[a] = b
```
The editor will crash when trying to type out the last line.
### Steps to reproduce
```GDScript
var arr = []
func A():
return A()
func B():
arr[A()] = 1
```
- Create an array variable
- Create a function A that recursively calls and returns itself
- Create a function B that uses the output of function A as an array index, and attempt to set that array index to something
- The editor will crash when writing the equal sign in function B
### Minimal reproduction project
This project contains a script file which you can finish to crash the editor
[in editor crash.zip](https://github.com/godotengine/godot/files/10419400/in.editor.crash.zip)
| https://github.com/godotengine/godot/issues/71446 | https://github.com/godotengine/godot/pull/73639 | e693a3debbe685f3632f1e420ac02a56ce26705d | 0851debf4500de68d5ee5c40e3e942c47c70214e | "2023-01-15T03:46:22Z" | c++ | "2023-02-20T21:36:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,444 | ["servers/rendering/renderer_rd/environment/sky.cpp", "servers/rendering/renderer_rd/storage_rd/light_storage.cpp"] | Texture Array Sky Reflections Project Setting Causes Crash | ### Godot version
Godot Engine v4.0.beta.custom_build.3c9bf4bc2
### System information
Manjaro Linux 5.10.161-1-MANJARO, Nvida Quadro M620 (525.60.11), X11
### Issue description
Godot crashes while loading the project.
```
Godot Engine v4.0.beta.custom_build.3c9bf4bc2 - https://godotengine.org
WARNING: XOpenIM failed
at: DisplayServerX11 (platform/linuxbsd/x11/display_server_x11.cpp:4969)
WARNING: XCreateIC couldn't create wd.xic
at: _create_window (platform/linuxbsd/x11/display_server_x11.cpp:4765)
OpenGL Renderer: Quadro M620/PCIe/SSE2
Project is missing: [ 8< --- CUT --- >8]
ERROR: Error opening file '/home/marcin/src/vendor/Godot-4-forest-benchmark/icon.svg'.
at: load_image (core/io/image_loader.cpp:90)
Editing project: /home/marcin/Godot/4/TiledImporterTest_v4
Godot Engine v4.0.beta.custom_build.3c9bf4bc2 - https://godotengine.org
WARNING: XOpenIM failed
at: DisplayServerX11 (platform/linuxbsd/x11/display_server_x11.cpp:4969)
WARNING: XCreateIC couldn't create wd.xic
at: _create_window (platform/linuxbsd/x11/display_server_x11.cpp:4765)
Vulkan API 1.3.224 - Using Vulkan Device #0: NVIDIA - Quadro M620
SCRIPT ERROR: Parse Error: Identifier "AudioSlicer" not declared in the current scope.
at: GDScript::reload (res://starterpack/AudioSlicePlayer/AudioSlicePlayer3D.gd:11)
SCRIPT ERROR: Parse Error: Identifier "AudioSlicer" not declared in the current scope.
at: GDScript::reload (res://starterpack/AudioSlicePlayer/AudioSlicePlayer3D.gd:12)
SCRIPT ERROR: Parse Error: Identifier "AudioSlicer" not declared in the current scope.
at: GDScript::reload (res://starterpack/AudioSlicePlayer/AudioSlicePlayer3D.gd:13)
SCRIPT ERROR: Parse Error: Assigned value for constant "STRATEGY_MAP" isn't a constant expression.
at: GDScript::reload (res://starterpack/AudioSlicePlayer/AudioSlicePlayer3D.gd:10)
SCRIPT ERROR: Parse Error: Identifier "AudioSlicer" not declared in the current scope.
at: GDScript::reload (res://starterpack/AudioSlicePlayer/AudioSlicePlayer3D.gd:19)
SCRIPT ERROR: Parse Error: Identifier "AudioSlicer" not declared in the current scope.
at: GDScript::reload (res://starterpack/AudioSlicePlayer/AudioSlicePlayer.gd:10)
SCRIPT ERROR: Parse Error: Identifier "AudioSlicer" not declared in the current scope.
at: GDScript::reload (res://starterpack/AudioSlicePlayer/AudioSlicePlayer.gd:11)
SCRIPT ERROR: Parse Error: Identifier "AudioSlicer" not declared in the current scope.
at: GDScript::reload (res://starterpack/AudioSlicePlayer/AudioSlicePlayer.gd:12)
SCRIPT ERROR: Parse Error: Assigned value for constant "STRATEGY_MAP" isn't a constant expression.
at: GDScript::reload (res://starterpack/AudioSlicePlayer/AudioSlicePlayer.gd:9)
SCRIPT ERROR: Parse Error: "CameraEffects" was not found in the current scope.
at: GDScript::reload (res://starterpack/CameraLens/CameraLens.gd:144)
SCRIPT ERROR: Parse Error: Could not find base class "WeaponBase".
at: GDScript::reload (res://starterpack/FPSPrototypePlayer/BulletThrower.gd:0)
ERROR: Cannot open file 'res://.godot/imported/349081__yoyodaman234__jumping-over-object-while-hiking.wav-5a85051c163b49c19a3d7a7f808c5a9e.sample'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/407957__judith136__28.wav-31f2d6ee49f9a5bace261dfab2c4ab7b.sample'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/620343__marb7e__footsteps-stiletto-stone-walk01.wav-a5a892c912b1ae334c06e24656af912f.sample'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/620345__marb7e__footsteps-stiletto-stone-walk05.wav-1a19dada8ab03617bcdc3358125f1f1a.sample'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/footstep_wood1.wav-43ef2641fb1410591e9dc5656467dafa.sample'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/footstep_wood2.wav-49944262aac95815e7ad60246a17da36.sample'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/pop.wav-6bfb9cb2204d8d802db000bce92dff1b.sample'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/housemedieval.obj-24c8b27d1cee9c854e6f5c12e5f51ea4.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/housemediieval_low.obj-739838e333006b197eafd027ce35bcf0.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/untitled.glb-3dab1b81b8fc00484e1583f62f60ac40.scn'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/Medieval_House_Sell.glb-b6b6aa8e5a4de168d8431bece1193814.scn'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/Medieval_House_Sell.obj-387e23891599fcf16573bf27a6ef3e1a.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/Archer.obj-2b65145d11fa24b67ef684d46d24818e.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/House2.fbx-f8d671f02f05b6ed90784281681baaf9.scn'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/House2.obj-d58585563cd95f839373812e73528eb9.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/Medieval_Inn.glb-fbcac1553b3ff11d5c1c8abd448de991.scn'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/RuralStall.obj-676c8b344208bf17572f03aa7497084c.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/rural_stall.glb-7591d8ea10523558f727280a58feab06.scn'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/stragan_.obj-4d1a933cc8ab26010356a755645d2331.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/uploads_files_2304363_Well.fbx-9e3ebfdbb9500a526ef5266c4576c22e.scn'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/tower12.obj-95e392127990b90083cacc6df22c3695.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/wall.blend-4015e7fc18b117cbe0333426d32dddc1.scn'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/wall.obj-2b1d988eb97581a1e12896007077a8e2.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/KubelSmieci.glb-379a6e6a0896bfffe67fa321fd6c6b88.scn'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/pine-tree-3-lod2.obj-1992c6bdac6619037d58d0b51b862ffd.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/quad_mesh.obj-f4a5397828c95bdb27cb34e87ad8cb26.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/quad_small_mesh.mtl.obj-e637aa39c5b0fa158ff552a138b7fed3.mesh'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Cannot open file 'res://.godot/imported/340325__rambler52__rural-ourdoors-birds.wav-033909e66caf8ae6c70762a9d0616387.sample'.
at: get_dependencies (core/io/resource_format_binary.cpp:1185)
ERROR: Trying to unreference a SafeRefCount which is already zero is wrong and a symptom of it being misused.
Upon a SafeRefCount reaching zero any object whose lifetime is tied to it, as well as the ref count itself, must be destroyed.
Moreover, to guarantee that, no multiple threads should be racing to do the final unreferencing to zero.
at: _check_unref_sanity (./core/templates/safe_refcount.h:173)
ERROR: Trying to unreference a SafeRefCount which is already zero is wrong and a symptom of it being misused.
Upon a SafeRefCount reaching zero any object whose lifetime is tied to it, as well as the ref count itself, must be destroyed.
Moreover, to guarantee that, no multiple threads should be racing to do the final unreferencing to zero.
at: _check_unref_sanity (./core/templates/safe_refcount.h:173)
ERROR: Trying to unreference a SafeRefCount which is already zero is wrong and a symptom of it being misused.
Upon a SafeRefCount reaching zero any object whose lifetime is tied to it, as well as the ref count itself, must be destroyed.
Moreover, to guarantee that, no multiple threads should be racing to do the final unreferencing to zero.
at: _check_unref_sanity (./core/templates/safe_refcount.h:173)
================================================================
================================================================
================================================================
handle_crash: Program crashed with signal 4
handle_crash: Program crashed with signal 4
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.0.beta.custom_build (3c9bf4bc210a8e6a208f30ca59de4d4d7e18c04d)
Engine version: Godot Engine v4.0.beta.custom_build (3c9bf4bc210a8e6a208f30ca59de4d4d7e18c04d)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
Engine version: Godot Engine v4.0.beta.custom_build (3c9bf4bc210a8e6a208f30ca59de4d4d7e18c04d)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x38a00) [0x7fc2e328ea00] (??:0)
[1] /usr/lib/libc.so.6(+0x38a00) [0x7fc2e328ea00] (??:0)
ERROR: Parent node is busy setting up children, `remove_child()` failed. Consider using `remove_child.call_deferred(child)` instead.
at: remove_child (scene/main/node.cpp:1169)
ERROR: Condition "data.parent" is true.
at: ~Node (scene/main/node.cpp:3042)
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta.custom_build (3c9bf4bc210a8e6a208f30ca59de4d4d7e18c04d)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x38a00) [0x7fc2e328ea00] (??:0)
[2] StringName::unref() (??:0)
[2] StringName::unref() (??:0)
[2] StringName::unref() (??:0)
[1] /usr/lib/libc.so.6(+0x38a00) [0x7fc2e328ea00] (??:0)
[3] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0xa717ba) [0x56369f0727ba] (??:0)
[3] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0xa717ba) [0x56369f0727ba] (??:0)
[3] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0xa717ba) [0x56369f0727ba] (??:0)
[4] ResourceImporterTexture::import(String const&, String const&, HashMap<StringName, Variant, HashMapHasherDefault, HashMapComparatorDefault<StringName>, DefaultTypedAllocator<HashMapElement<StringName, Variant> > > const&, List<String, DefaultAllocator>*, List<String, DefaultAllocator>*, Variant*) (??:0)
[2] Object::notification(int, bool) (??:0)
[4] ResourceImporterTexture::import(String const&, String const&, HashMap<StringName, Variant, HashMapHasherDefault, HashMapComparatorDefault<StringName>, DefaultTypedAllocator<HashMapElement<StringName, Variant> > > const&, List<String, DefaultAllocator>*, List<String, DefaultAllocator>*, Variant*) (??:0)
[4] ResourceImporterTexture::import(String const&, String const&, HashMap<StringName, Variant, HashMapHasherDefault, HashMapComparatorDefault<StringName>, DefaultTypedAllocator<HashMapElement<StringName, Variant> > > const&, List<String, DefaultAllocator>*, List<String, DefaultAllocator>*, Variant*) (??:0)
[5] EditorFileSystem::_reimport_file(String const&, HashMap<StringName, Variant, HashMapHasherDefault, HashMapComparatorDefault<StringName>, DefaultTypedAllocator<HashMapElement<StringName, Variant> > > const*, String const&) (??:0)
[5] EditorFileSystem::_reimport_file(String const&, HashMap<StringName, Variant, HashMapHasherDefault, HashMapComparatorDefault<StringName>, DefaultTypedAllocator<HashMapElement<StringName, Variant> > > const*, String const&) (??:0)
[5] EditorFileSystem::_reimport_file(String const&, HashMap<StringName, Variant, HashMapHasherDefault, HashMapComparatorDefault<StringName>, DefaultTypedAllocator<HashMapElement<StringName, Variant> > > const*, String const&) (??:0)
[3] Object::_predelete() (??:0)
[6] EditorFileSystem::_reimport_thread(unsigned int, EditorFileSystem::ImportThreadData*) (??:0)
[6] EditorFileSystem::_reimport_thread(unsigned int, EditorFileSystem::ImportThreadData*) (??:0)
[4] predelete_handler(Object*) (??:0)
[6] EditorFileSystem::_reimport_thread(unsigned int, EditorFileSystem::ImportThreadData*) (??:0)
[7] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x286100a) [0x5636a0e6200a] (??:0)
[7] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x286100a) [0x5636a0e6200a] (??:0)
[7] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x286100a) [0x5636a0e6200a] (??:0)
[5] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x14d307b) [0x56369fad407b] (??:0)
[8] WorkerThreadPool::_process_task(WorkerThreadPool::Task*) (??:0)
[6] Node::_notification(int) (??:0)
[8] WorkerThreadPool::_process_task(WorkerThreadPool::Task*) (??:0)
[9] WorkerThreadPool::_native_low_priority_thread_function(void*) (??:0)
[8] WorkerThreadPool::_process_task(WorkerThreadPool::Task*) (??:0)
[9] WorkerThreadPool::_native_low_priority_thread_function(void*) (??:0)
[7] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x11f3a7a) [0x56369f7f4a7a] (??:0)
[10] Thread::callback(Thread*, Thread::Settings const&, void (*)(void*), void*) (??:0)
[8] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x18a67f5) [0x56369fea77f5] (??:0)
[10] Thread::callback(Thread*, Thread::Settings const&, void (*)(void*), void*) (??:0)
[9] WorkerThreadPool::_native_low_priority_thread_function(void*) (??:0)
[9] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x18a717f) [0x56369fea817f] (??:0)
[11] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301fce) [0x5636a3902fce] (??:0)
[11] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301fce) [0x5636a3902fce] (??:0)
[10] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x18a7b09) [0x56369fea8b09] (??:0)
[12] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301e97) [0x5636a3902e97] (??:0)
[12] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301e97) [0x5636a3902e97] (??:0)
[10] Thread::callback(Thread*, Thread::Settings const&, void (*)(void*), void*) (??:0)
[13] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301d53) [0x5636a3902d53] (??:0)
[13] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301d53) [0x5636a3902d53] (??:0)
[11] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x2e0912d) [0x5636a140a12d] (??:0)
[14] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301cba) [0x5636a3902cba] (??:0)
[14] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301cba) [0x5636a3902cba] (??:0)
[11] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301fce) [0x5636a3902fce] (??:0)
[12] Object::notification(int, bool) (??:0)
[15] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301ca0) [0x5636a3902ca0] (??:0)
[15] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301ca0) [0x5636a3902ca0] (??:0)
[12] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301e97) [0x5636a3902e97] (??:0)
[13] Object::_predelete() (??:0)
[16] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5e76013) [0x5636a4477013] (??:0)
[16] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5e76013) [0x5636a4477013] (??:0)
[13] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301d53) [0x5636a3902d53] (??:0)
[14] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301cba) [0x5636a3902cba] (??:0)
[17] /usr/lib/libc.so.6(+0x868fd) [0x7fc2e32dc8fd] (??:0)
[14] predelete_handler(Object*) (??:0)
[17] /usr/lib/libc.so.6(+0x868fd) [0x7fc2e32dc8fd] (??:0)
[15] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x5301ca0) [0x5636a3902ca0] (??:0)
[15] /home/marcin/src/vendor/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x10a4d08) [0x56369f6a5d08] (??:0)
[18] /usr/lib/libc.so.6(+0x108a60) [0x7fc2e335ea60] (??:0)
-- END OF BACKTRACE --
================================================================
```
### Steps to reproduce
* Unpack, import and open the MRP. The Godot Editor should crash during opening the project
* remove `reflections/sky_reflections/texture_array_reflections=false` setting from the `project.godot` file. Now the editor should open the project.
### Minimal reproduction project
[ProjectSettingsCrashMRP.zip](https://github.com/godotengine/godot/files/10419843/ProjectSettingsCrashMRP.zip) | https://github.com/godotengine/godot/issues/71444 | https://github.com/godotengine/godot/pull/72404 | dfb824c1d1b2739cd956768b9228f34505db3650 | 97de7f39e19ed3658073a6bb626bcafb33039a17 | "2023-01-15T02:12:32Z" | c++ | "2023-01-31T09:54:41Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,429 | ["platform/windows/display_server_windows.cpp"] | `DisplayServer.get_window_size()` return incorrect value in full-screen mode and if `Resizable` property is turned off | ### Godot version
4.0
### System information
Windows 11
### Issue description
So on my monitor with 2560x1440 resolution retrieved by the `DisplayServer.get_window_size` method shows 2562x1442, which I think is incorrect. A similar result returned by `get_viewport().size`. But it's become correct if the `Resizable` property is turned on.

### Steps to reproduce
Create the project, add a label to observe the resolution text, set the full-screen mode in the project settings, toggle off the `Resizable` property, and run the project.
### Minimal reproduction project
[TestResolution.zip](https://github.com/godotengine/godot/files/10418682/TestResolution.zip)
| https://github.com/godotengine/godot/issues/71429 | https://github.com/godotengine/godot/pull/71498 | f639f5096e23e74a1ed88f095d18db99a29ba463 | c24fa7906154c58f891ced5ba7172107f180069d | "2023-01-14T19:32:40Z" | c++ | "2023-01-16T08:26:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,419 | ["editor/plugins/sprite_frames_editor_plugin.cpp"] | SpriteFrames editor window: dragging mouse while holding press on arrow up/down resets Speed to 0 FPS | ### Godot version
v4.0.beta.custom_build [fcba87e69]
### System information
Linux Ubuntu 20.04 with Unity desktop
### Issue description
In the SpriteFrames editor window, I can click on the arrows besides the Speed field to increase/decrease the speed. However, if I move my mouse a little, it will register a drag interaction which will reset the field to 0 FPS. I guess the drag is meant to quickly increase/decrease the field value when moving the mouse up/down or right/left as in some editors but in this case, it always sets the value to 0.
I couldn't find another numeric field supporting drag in Godot to compare with, so I cannot say if the bug is global or not. I only know about the expected drag behaviour in other engines, so maybe it was an attempt to do value change based on cardinal mouse drag delta.
### Steps to reproduce
Create a Resource > SpriteFrames with a dummy animation.
Locate the Speed field and hold press on the up/down arrow, then drag the mouse around.
Expected: the field value increases and decreases based on drag motion
Actual: the field value is always set to 0 FPS
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71419 | https://github.com/godotengine/godot/pull/72447 | 6c859889eb6b19641fa163665c2bab028ffcfa03 | 5f90989c265e40ad01868a56dd4cb7f0c585d93a | "2023-01-14T18:04:39Z" | c++ | "2023-01-31T12:18:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,397 | ["core/extension/extension_api_dump.cpp"] | GDExtension: Global enum are not marked as bitfield in extension_api.json | ### Godot version
4.0beta12
### System information
all
### Issue description
In `extension_api.json` we have some function that uses parameter typed after a global enum and display it as a bitfield:
```js
{
"name": "set_button_mask",
"is_const": false,
"is_vararg": false,
"is_static": false,
"is_virtual": false,
"hash": 3950145251,
"arguments": [
{
"name": "mask",
"type": "bitfield::MouseButtonMask" // bitfield prefix here !
}
]
},
```
However the global enum's own definition doesn't mention it is a bitfield:
```js
{
"name": "MouseButtonMask",
// No "bitfield" field here !
"values": [
{
"name": "MOUSE_BUTTON_MASK_LEFT",
"value": 1
},
{
"name": "MOUSE_BUTTON_MASK_RIGHT",
"value": 2
},
{
"name": "MOUSE_BUTTON_MASK_MIDDLE",
"value": 4
},
{
"name": "MOUSE_BUTTON_MASK_MB_XBUTTON1",
"value": 128
},
{
"name": "MOUSE_BUTTON_MASK_MB_XBUTTON2",
"value": 256
}
]
},
```
On the other hand, the non-global enums (i.e. the ones defined as part of a class) have this `is_bitfield` field.
So I guess we should add it to global enum too.
### Steps to reproduce
n/a
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/71397 | https://github.com/godotengine/godot/pull/71400 | bcaf048f33b21b2c26d1c861200231f23d7849db | b5f3ac522e16b2d899604e2d0788a86c66476e78 | "2023-01-14T14:34:41Z" | c++ | "2023-01-18T16:47:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,363 | ["scene/main/scene_tree.cpp"] | [Godot 4.0 beta 12] Orphan node count skyrockets when changing scenes. | ### Godot version
v4.0.beta12.mono.official [3c9bf4bc2]
### System information
Windows 10
### Issue description
When using GetTree().ChangeScene (or GetTree().ReloadCurrentScene), the orphan node count in Monitors goes up by the number of nodes in the target scene.
This effect is amplified when running a scene that has lots of nodes.
I've also tested this in the previous beta (v4.0.beta11.mono.official [91713ced8]) and confirmed the issue didn't exist there.
### Steps to reproduce
1. Run the included Minimal Reproduction Project.
2. Open the Debugger/Monitors tab.
3. Press "Space" to load Scene2.tcsn (2 Nodes).
- Orphan nodes increases by 2.
5. Press "Space" to load Scene1.tcsn (3 Nodes).
- Orphan nodes increases by 3.
### Minimal reproduction project
[MRP.zip](https://github.com/godotengine/godot/files/10415860/MRP.zip)
| https://github.com/godotengine/godot/issues/71363 | https://github.com/godotengine/godot/pull/71459 | 9711abe78773426644b640d6052273203931555e | 91fedb60de6011434938499a9d4a7d4fd1cd4f06 | "2023-01-13T22:41:28Z" | c++ | "2023-01-15T15:13:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,351 | ["editor/editor_node.cpp"] | Godot 4 beta12: "Building project" window is using a separate theme from the rest of the editor. | ### Godot version
Godot 4 beta 12
### System information
Windows 10
### Issue description

### Steps to reproduce
Run a project in Godot 4 beta 12
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71351 | https://github.com/godotengine/godot/pull/71360 | 81b9c2687212c0fa1182f825edb8b5cfd8a79803 | e97372068b68bb8a2ad7c034a038f6520f24eb30 | "2023-01-13T19:58:39Z" | c++ | "2023-01-13T23:42:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,348 | ["modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs", "modules/mono/editor/bindings_generator.cpp", "modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/CSharpInstanceBridge.cs"] | Error on C# Autoloaded script when acessing Signal attribute. | ### Godot version
4.0.beta10.mono.official
### System information
Windows 11
### Issue description
After registering a C# Script with Autoload and trying to connect to a signal using the `Signal.connect` method (`Singleton.Signal.connect(xxx)`) fails with `Invalid get index 'Signal' (on base: 'Node (Singleton.cs)'). But with `Object.connect` it works.
### Steps to reproduce
- Create a C# class script with a Signal named `Signal` (could be any other).
- Register it with Autoload with the name `Singleton` (could be any other).
- Create a GDScript script and try to connect the Singleton's signal using `Singleton.Signal.connect(xxx)`
- When running the project it fails with `Invalid get index 'Sample' (on base: 'Node (Singleton.cs)').`
### Minimal reproduction project
[example.zip](https://github.com/godotengine/godot/files/10414500/example.zip)
| https://github.com/godotengine/godot/issues/71348 | https://github.com/godotengine/godot/pull/71356 | 3b086aa062068f4d866b2207bb5b5770e40aafac | 0d1b5f88324b4ca235ae7599acf57fdb7b8f555a | "2023-01-13T18:45:22Z" | c++ | "2023-01-26T23:13:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,340 | ["scene/gui/texture_rect.cpp", "scene/gui/texture_rect.h"] | TextureRect expand mode incorrectly converting old ignore size property | ### Godot version
4.0.beta12
### System information
macOS 13.0.1
### Issue description
There seems to be an issue with the new TextureRect expand mode when loading older 4.0 files. If the TextureRect has `Ignore Texture Size` set to true I'm guessing this should be converted to the new beta12 expand mode `Ignore size` however, the TextureRect instead gets the default Keep Size, whish results in the TextureRect being resized to a new and incorrect size.
For example:
4.0.beta11 texture rect:

When loaded in b12:

### Steps to reproduce
Set a TextureRect to be scaled to some smaller size using the Ignore Texture Size setting in 4.0.b11 or earlier.
Load the file in 4.0.b12 and observe the size has changed.
The fix seems quite simple, just changing the expand mode to Ignore Size reverts it to the correct size again, but it's a little scary when you first open the scene in the new beta and the layout looks broken.
### Minimal reproduction project
[TextureRectExpandTest.zip](https://www.lostminds.com/godot/TextureRectExpandTest.zip) | https://github.com/godotengine/godot/issues/71340 | https://github.com/godotengine/godot/pull/71347 | bdb3543c2a1bf417686f261dc00b7e54190458c8 | d6ca14593698ae0b33424e931daab767bb207344 | "2023-01-13T16:59:26Z" | c++ | "2023-01-13T20:33:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,327 | ["editor/plugins/animation_library_editor.cpp", "editor/plugins/tiles/tile_set_atlas_source_editor.cpp"] | TileSet editor cell's context menu position is incorrect | ### Godot version
Godot 4.0 beta 11
### System information
Windows 10, all renderers, Nvidia GTX1060
### Issue description
The position of the right mouse context menu is correct ONLY on my first display and the Godot editor is fullscreen, in other scenarios the context menu position is off.
Both my displays are 4K.

### Steps to reproduce
Editing a tileset and clicking with the right mouse clicking on the tileset cell for context menu to appear (Create a tile/ Create alternate tile or delete cell).
### Minimal reproduction project
[TileSet reproduction.zip](https://github.com/godotengine/godot/files/10411935/TileSet.reproduction.zip)
| https://github.com/godotengine/godot/issues/71327 | https://github.com/godotengine/godot/pull/71618 | b516d05245869e4548b12d8d56d9b8ca7faffda1 | 1f72530cac918d13d2bc32cf41960abad58d434b | "2023-01-13T12:51:35Z" | c++ | "2023-01-18T16:34:03Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,326 | ["modules/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs", "modules/mono/editor/GodotTools/GodotTools/Build/DotNetFinder.cs"] | Wrong Chinese encoding for MSBuild errors in the editor | ### Godot version
4.0(beta 11) mono
### System information
windows10
### Issue description

### Steps to reproduce
Set the editor language to chinese
Create a C# project
Create a scene
Create a C# script
Build it
Go to MSBuild Window
See the chinese display error
### Minimal reproduction project
An empty project | https://github.com/godotengine/godot/issues/71326 | https://github.com/godotengine/godot/pull/74065 | 828ec2c5d005b6499c7c4c88beaf81767d05614b | ec999b24ee7388bb6beeaad88af34dc40fc7ed03 | "2023-01-13T12:48:36Z" | c++ | "2023-06-07T10:08:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,306 | ["scene/gui/tree.cpp"] | TreeItem.deselect() doesn't work if select_mode is Tree.SELECT_ROW | ### Godot version
v4.0.beta.custom_build [3cc926bf7]
### System information
Windows 10, NVIDIA GeForce GTX 760
### Issue description
If Tree Control select_mode is set to SELECT_ROW, TreeItem.deselect() will not deselect selected item.
### Steps to reproduce
Add Tree Control to scene and set select_mode to SELECT_ROW. Create TreeItem and Button to deselect. Run scene and select item in Tree. Use Tree.get_selected() and on that deselect().
### Minimal reproduction project
[Tree_bug_example.zip](https://github.com/godotengine/godot/files/10407339/Tree_bug_example.zip)
| https://github.com/godotengine/godot/issues/71306 | https://github.com/godotengine/godot/pull/71307 | 3596443de1e22d3f8aa2d79e361444b5330a1115 | 7b1b5117a6502f185b51d6443763d7051f6cd87e | "2023-01-13T01:25:53Z" | c++ | "2023-03-15T15:15:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,300 | ["editor/editor_inspector.cpp"] | [4.0 Beta 11] Does not reset property value if selected | ### Godot version
4.0 beta 11
### System information
Windows 10
### Issue description
When a property is selected and the reset button is clicked, the selected box is not reset.


Here it is working in 3.5.1


### Steps to reproduce
1. Select a node
2. Select one of its property boxes
3. If it is the default value, change it
4. Reselect that changed value
5. Click the button to reset to default
6. Selected box is unchanged, while other values are reset
### Minimal reproduction project
N/A, just open a new scene and use the root node | https://github.com/godotengine/godot/issues/71300 | https://github.com/godotengine/godot/pull/71398 | be3e5c5b8c2d353b9db0cc02728382615e1c8384 | f2a2e470099c83ea8a5a1f78c910cbdd11ab4998 | "2023-01-12T23:30:45Z" | c++ | "2023-02-19T00:02:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,298 | ["scene/gui/code_edit.cpp"] | GDScript 2.0: Autocompletion to fetch non-direct children doesn't work when using $NodePath literal | ### Godot version
v4.0.beta.custom_build [0abd60b95]
### System information
Windows 10, Vulkan
### Issue description
Autocomplete doesn't work when trying to access a scene node that isn't a direct child of the scene root script, using $NodePath (Shorthand for get_node("NodePath") as per docs).
Example:

It worked in Godot 3.5:

I should mention that it works if you start by typing the name of a direct child:

But when you have many nodes in the scene and longer names it's a pain to access the last children like that.
### Steps to reproduce
See above or MRP.
### Minimal reproduction project
[autocomplete bug.zip](https://github.com/godotengine/godot/files/10406695/autocomplete.bug.zip)
| https://github.com/godotengine/godot/issues/71298 | https://github.com/godotengine/godot/pull/71896 | a3dae9e548e5fbab7b7be070cf71f972656f759b | 915bdd4b4d47b4b5279ae012c9db18c471adb6c4 | "2023-01-12T22:53:05Z" | c++ | "2023-01-29T13:10:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,291 | ["doc/classes/Input.xml"] | HTML5 custom cursor reverts to default in bottom and right margin | ### Godot version
v3.5.2.rc2.official [1a2bf3eb4]
### System information
Windows 10, Google Chrome Version 109.0.5414.75, GLES2, Intel HD Graphics 4600
### Issue description
After exporting to HTML5, there's this weird approximately 60px margin on the bottom and right side of the canvas that causes a custom mouse cursor to revert back to the default cursor, although the cursor property doesn't change at all, strangely enough.
Here it is happening with a ColorRect strictly being used to show the cutoff point.
https://user-images.githubusercontent.com/22488483/212182601-fa6fa7de-9963-4715-a11a-04808eceafdc.mp4
https://user-images.githubusercontent.com/22488483/212182656-a0311561-0d99-4730-bea1-5d30536d2084.mp4
I've tested as far back as 3.2 and this occurs in every version.
### Steps to reproduce
Set a custom image for the mouse cursor in the project settings and export to HTML5.
### Minimal reproduction project
[HTML5 custom cursor reverting.zip](https://github.com/godotengine/godot/files/10406088/HTML5.custom.cursor.reverting.zip)
| https://github.com/godotengine/godot/issues/71291 | https://github.com/godotengine/godot/pull/71718 | 6f2c0140f04ff515798cc81edfcf8c49681b75fb | 6d15948c68f1f0bcf150d33f5c956c152912b9d2 | "2023-01-12T21:22:03Z" | c++ | "2023-01-20T11:10:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,286 | ["doc/classes/TileMap.xml", "scene/2d/tile_map.cpp", "scene/2d/tile_map.h"] | get_used_cells_by_id() missing | ### Godot version
v4.0.beta11.official [91713ced8]
### System information
MX Linux 21
### Issue description
In Godot 3, TileMap had methods get_used_cells() and get_used_cells_by_id(). Godot 4's TileMap only has get_used_cells() and is missing get_used_cells_by_id().
get_used_cells_by_id() is highly useful in multiple cases, for example when trying to get all cells that are of road type, to randomly spawn a car.
Re-implementing get_used_cells_by_id() should be simple. The method could simply call get_used_cells(), and ignore all cells that are of the wrong ID.
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71286 | https://github.com/godotengine/godot/pull/71615 | 30ba2c062989bc9223876a7e7a50af4cf7891245 | da1b78222c2291f4e18cfbfda2599a420e83ee0b | "2023-01-12T20:05:59Z" | c++ | "2023-01-18T16:33:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,268 | ["platform/windows/os_windows.cpp"] | `OS.kill()` doesn't kill the process that it's not spawned by the game | ### Godot version
v3.5.1.stable.official [6fed1ffa3]
### System information
Windows 10, NVIDIA GeForce GTX 760
### Issue description
OS.kill() will not terminate process that it's not spawned by game although it is noted in the documentation that it can also be used to kill processes that were not spawned by the game.
### Steps to reproduce
Use PID when calling OS.kill() that it isn't spawned by the game.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71268 | https://github.com/godotengine/godot/pull/71269 | 312703ca1f733b70810d55a5710660452147ccbc | 1baddad5993f4bbbfe4e8486d44ea070d310431d | "2023-01-12T12:00:34Z" | c++ | "2023-01-12T14:00:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,266 | ["modules/openxr/openxr_api.cpp", "modules/openxr/openxr_api.h", "modules/openxr/register_types.cpp"] | [Beta 11] `Your video card driver does not support selected Vulkan version.` error given when OpenXR is enabled. | ### Godot version
4.0 Beta 11
### System information
Windows 10 version 22H2, GeForce Game Ready Driver Version 528.02, GTX 1070
### Issue description
Since Beta 11 this error is given whenever a project is run in the forward+ renderer with OpenXR enabled. This error is not present with Beta 10 and previous versions.

I've tested with projects created in previous versions as well as the current version (Beta 11)
### Steps to reproduce
Create project, enable OpenXR in project settings, and run.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71266 | https://github.com/godotengine/godot/pull/71450 | 258856262350e30c5b05cd321c5002d337f7a908 | bcb57b42f612e21e2b0f028ffdc069a600fe1789 | "2023-01-12T10:42:05Z" | c++ | "2023-01-19T09:08:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,265 | ["editor/plugins/texture_region_editor_plugin.cpp"] | Sprite2D causes godot to crash when clicking on region | ### Godot version
v4.0.beta11.official.91713ced8
### System information
macOS 12.6.1 Monterey, Apple M1 Pro
### Issue description
After reopening scenes with Sprite2D and trying to edit the region of the sprite again the Godot app crashed.
### Steps to reproduce
1. Open scene node_2d in the project files
2. Go to Sprite2D and click on edit region, pop up should show
3. Close the popup and close the scene with X on the tab
4. Reopen the scene, go to Sprite2D and click on Edit region
5. Godot should crash
### Minimal reproduction project
[region_crash.zip](https://github.com/godotengine/godot/files/10400566/region_crash.zip)
| https://github.com/godotengine/godot/issues/71265 | https://github.com/godotengine/godot/pull/71312 | 04bee38809e357bfe21fab88f46a198645faa10a | 46d8fea41a6d78f4cbb7a6d67c82fbe8188231d0 | "2023-01-12T10:38:16Z" | c++ | "2023-01-13T08:55:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,249 | ["servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp"] | [4.0 beta11] GeometryInstance3D transparency parameter hide mesh with value over 0.0 | ### Godot version
4.0 beta 11
### System information
Windows10
### Issue description
When setting GeometryInstance3D transparency parameter to a value higher than zero, mesh do not appear anymore if material transparency is not enabled.
Worked fine in beta10 even if material was not set to transparent.
Not sure if it's a regression or a bug fix...
### Steps to reproduce
1. Add a MeshInstance3D with a Box shape
2. Change the transparency setting in GeometryInstance3D
Mesh disappears.
Beta 11 :

Beta 10 :

### Minimal reproduction project
[transparency_bug.zip](https://github.com/godotengine/godot/files/10396445/transparency_bug.zip)
| https://github.com/godotengine/godot/issues/71249 | https://github.com/godotengine/godot/pull/71124 | 11449e10798e3e817843e2e15e6010689a3ee2ac | 201673ecd8d8d6baba67f1db5120a3565640f9bd | "2023-01-11T22:38:02Z" | c++ | "2023-01-11T23:55:10Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,240 | ["modules/csg/csg_shape.cpp"] | CSGPolygon3D in Path mode with collision enabled throws error: Node3D::get_global_transform: Condition "!is_inside_tree()" is true. Returning: Transform3D() | ### Godot version
f73cb4c13d1bc19b044fbef735522e3b0249e8ab
### System information
Windows 10, Vulkan
### Issue description
A CSGPolygon3D node with 'use_collision' on, in Path mode, with a path node assigned, throws the error "Node3D::get_global_transform: Condition "!is_inside_tree()" is true. Returning: Transform3D()" when running (and in some cases when switching scenes).

~~In this same MRP you can also see a different error, when switching between scenes in the editor, that I've mentioned in https://github.com/godotengine/godot/issues/58869, I can open a separate issue if needed:~~
I've opened a separate issue for this in https://github.com/godotengine/godot/issues/71750.

### Steps to reproduce
Run the MRP. It's a simple Node3D scene with a CSGPolygon3D and Path3D as children.
### Minimal reproduction project
[transform bug.zip](https://github.com/godotengine/godot/files/10395682/transform.bug.zip)
| https://github.com/godotengine/godot/issues/71240 | https://github.com/godotengine/godot/pull/72427 | eedc4553b58d8f93be8297085f401fdb868b5725 | 62689affc77266c5ec0dca8e35d87f73277ec00a | "2023-01-11T20:14:04Z" | c++ | "2023-01-31T09:54:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,230 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_compiler.cpp"] | [4.0 Beta 11 x64 Linux] - Parser Error: Could not resolve member "Icons": Cyclic reference. ? | ### Godot version
Godot 4.0 Beta 11 x64 Linux Official
### System information
Linux Mint 21.1 Cinnamon 64Bit Linux OS
### Issue description
Hi,
On Godot 4.0 Beta 10 everything was OK.
On new Godot 4.0 Beta 11, our game does not run?
Getting strange errors like below:
```
for index in range(0, 4):
InterfaceCore.Icons.IconAnimationTimer[index] = -1
# Parser Error: Could not resolve member "Icons": Cyclic reference.
```
Any ideas?
### Steps to reproduce
Reproducible when running game on Godot 4.0 Beta 11 x64 Linux version.
### Minimal reproduction project
https://github.com/BetaMaxHero/GDScript_Godot_4_T-Story | https://github.com/godotengine/godot/issues/71230 | https://github.com/godotengine/godot/pull/71434 | 5f7ac9fe101a437f3e71a70fec0dc02105172d6f | 585a9344548dd56142ec4480d584daaa2950a689 | "2023-01-11T17:34:37Z" | c++ | "2023-01-16T21:15:21Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,225 | ["servers/rendering/renderer_rd/storage_rd/particles_storage.cpp"] | GPUParticle2D jitter since Godot Beta 10 | ### Godot version
4.0beta10 (4.0beta11)
### System information
Windows 11, Vulkan API 1.3.224 - Vulkan NVIDIA GeForce RTX 3080 Ti
### Issue description
GPUParticle2D seems to jitter since Godot Beta 10 (I have the same problem Godot Beta 11).
Here is what I expect (screen capture of the project in Godot Beta 9):

Here is what I got in Godot 4.0beta10 and Godot 4.0beta11:

### Steps to reproduce
1. Make 2DScene
2. Add GPUParticle2D
3. Set the Process Material of this GPUParticle2D to a new ParticleProcessMaterial
4. Move the particle around (or make a animationPlayer to move the Particle)
### Minimal reproduction project
[TestProject.zip](https://github.com/godotengine/godot/files/10393668/TestProject.zip)
| https://github.com/godotengine/godot/issues/71225 | https://github.com/godotengine/godot/pull/71520 | 5a39c63ebbd0e28ae7168124ffd7269f001db288 | e1e30f9fc7f280a6521218eca57d7601b69b9ba6 | "2023-01-11T15:16:18Z" | c++ | "2023-01-17T09:14:32Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,205 | ["modules/gdscript/gdscript_byte_codegen.cpp", "modules/gdscript/gdscript_byte_codegen.h", "modules/gdscript/tests/scripts/runtime/features/does_not_override_temp_values.gd", "modules/gdscript/tests/scripts/runtime/features/does_not_override_temp_values.out"] | Game crashes without error when run from the editor | ### Godot version
4.0.beta.11
### System information
windos10
### Issue description
Just touch 'godot' and make a demo while learning.
After `beta. 11` was released, I tested my Demo on the new version, and it flashed back frequently without any sign. I searched for a long time and didn't find the reason.
### Steps to reproduce
This code runs normally from `beta.5` to `beta.10`, and flashes back frequently and irregularly on `beta.11`.
## beta.11

## beta.10

### Minimal reproduction project
| https://github.com/godotengine/godot/issues/71205 | https://github.com/godotengine/godot/pull/71228 | f73cb4c13d1bc19b044fbef735522e3b0249e8ab | 11449e10798e3e817843e2e15e6010689a3ee2ac | "2023-01-11T06:55:58Z" | c++ | "2023-01-11T23:53:26Z" |
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