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closed | godotengine/godot | https://github.com/godotengine/godot | 71,194 | ["editor/editor_properties.cpp"] | Editor reports recursion in theme resource when setting a font twice | ### Godot version
v4.0.beta11.mono.official [91713ced8]
### System information
Arch Linux, Vulkan, GTX 1060 6GB (525.60.11)
### Issue description
If you set a font property on a theme resource to a certain font resource in the inspector, then set it to another font resource, then set it back to that first font resource again, Godot will refuse to set any font-type property in the theme to that first font.
It will report `Recursion detected, unable to assign resource to property.`. Any attempt to set a font-type property in that theme to that font resource again will fail until you restart the editor. (As far as I've seen.)
When doing the same thing in code, this does not happen.
### Steps to reproduce
1. Open up a theme resource.
2. Set one of the theme resource's font-type properties to a certain font resource.
3. Set it to another font.
4. Set it to that first font again.
5. Godot refuses! Same thing also happens if you now try to set it to that second font again.
The MRP contains:
* A theme resource.
* Two font resources.
* A scene and script that perform these reproduction steps in code without any issue.
* A text file containing the reproduction steps.
### Minimal reproduction project
[ThemeFontBug-MRP.zip](https://github.com/godotengine/godot/files/10387530/ThemeFontBug-MRP.zip)
| https://github.com/godotengine/godot/issues/71194 | https://github.com/godotengine/godot/pull/71229 | cd3e03432af9a638e342b5b79f76ca4d72f2a1f4 | 0f2937ead12de00b6c911110301fc2dc2e1d1988 | "2023-01-10T23:28:01Z" | c++ | "2023-01-15T12:03:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,189 | ["editor/project_converter_3_to_4.cpp"] | 4.0 Project Converter missing drag data conversion | ### Godot version
Godot 4.0 Beta 11
### System information
Linux Ubunutu
### Issue description
Godot's 3.x project converter to 4.0 seems to be missing the conversion for two drag data related functions.
In 3.x the function for can drop data, was named `can_drop_data` in 4.0 it is `_can_drop_data`.
And likewise 3.x had `drop_data` and 4.0 has `_drop_data`.
These two functions were not converted by the project converter (and were hard to notice)!
### Steps to reproduce
Convert a 3.x project to 4.0 with the functions: `can_drop_data` it will not convert to `_can_drop_data` nor `drop_data` to `_drop_data`.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71189 | https://github.com/godotengine/godot/pull/71206 | 7e9ddad8efeeecb53c41c505320abec16e957c1b | 87efd0b830be95e05f74221a9253aba33550f06c | "2023-01-10T22:03:00Z" | c++ | "2023-01-11T08:50:24Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,181 | ["doc/classes/CanvasItem.xml", "scene/main/canvas_item.cpp", "scene/main/canvas_item.h"] | draw_dashed_line fills ending up | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
linux mint Vulkan API 1.3.194 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1660 Ti, Vulkan API 1.3.194 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1660 Ti
### Issue description
draw_dashed line fills the ending up instead leaving unpainted, maybe intended to draw more closed dashed rectangles, but i would call this a bug. If its intended the docs should mention this and i would like to see an option to turn this behavior off.
For example to use this for drawing multicolored dashed lines it would be a unwanted.
big dashed line length 119

big dashed line length 120

Below is shown lengths from 1 to 200
### Steps to reproduce
Run this lines to draw dashed lines:
```
for i in range(0,200,2):
self.draw_dashed_line(topleft + Vector2(0, i),
topleft + Vector2(i, i),
Color(1,1,1,1), 1, 10)
```
### Minimal reproduction project
- | https://github.com/godotengine/godot/issues/71181 | https://github.com/godotengine/godot/pull/71317 | a9f3f0c52a111d46bb4697beef89ac3ffd118d65 | 3c9bf4bc210a8e6a208f30ca59de4d4d7e18c04d | "2023-01-10T20:34:01Z" | c++ | "2023-01-13T08:57:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,178 | ["editor/plugins/control_editor_plugin.cpp", "scene/gui/control.cpp", "scene/gui/control.h"] | Anchor presets not working | ### Godot version
4.0 beta 11
### System information
Windows 10
### Issue description
Anchors presets are ignored, sometimes they work if you manually modify the size of the node using the handles.
### Steps to reproduce
Simple test, open new scene, base node is Control, try to set the full rect preset, nothing happens. then just try out different stuff with different nodes and hierarchies, it barely works.
### Minimal reproduction project
. | https://github.com/godotengine/godot/issues/71178 | https://github.com/godotengine/godot/pull/71183 | cbe3841a43586409b0c15e8e33bf2f989bf5f0c9 | 3e2843e3ad7b43940133ca0f67adf08f9da31a9b | "2023-01-10T19:28:17Z" | c++ | "2023-01-11T00:29:51Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,177 | ["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"] | [4.0] PackedByteArray.resize causes an immediate crash on beta 11. | ### Godot version
v4.0.beta11.official [91713ced8]
### System information
Windows 10
### Issue description
Resizing a PackedByteArray will immediately crash.
```
Godot Engine v4.0.beta.custom_build.91713ced8 - https://godotengine.org
Vulkan API 1.3.224 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3090
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.beta.custom_build (91713ced81792b10fdc9367b7f355738e5d52777)
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[0] std::_Atomic_storage<unsigned int,4>::load (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\)
[1] std::_Atomic_storage<unsigned int,4>::load (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\)
[2] SafeNumeric<unsigned int>::get (C:\Users\Chris\Development\godot\godot\core\templates\safe_refcount.h:72)
[3] SafeRefCount::_check_unref_sanity (C:\Users\Chris\Development\godot\godot\core\templates\safe_refcount.h:173)
[4] SafeRefCount::unref (C:\Users\Chris\Development\godot\godot\core\templates\safe_refcount.h:193)
[5] Variant::PackedArrayRefBase::destroy (C:\Users\Chris\Development\godot\godot\core\variant\variant.h:199)
[6] Variant::_clear_internal (C:\Users\Chris\Development\godot\godot\core\variant\variant.cpp:1382)
[7] Variant::clear (C:\Users\Chris\Development\godot\godot\core\variant\variant.h:304)
[8] Variant::~Variant (C:\Users\Chris\Development\godot\godot\core\variant\variant.h:778)
[9] Variant::`scalar deleting destructor'
[10] GDScriptFunction::call (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript_vm.cpp:3541)
[11] GDScriptInstance::callp (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript.cpp:1847)
[12] Object::callp (C:\Users\Chris\Development\godot\godot\core\object\object.cpp:711)
[13] Variant::callp (C:\Users\Chris\Development\godot\godot\core\variant\variant_call.cpp:1161)
[14] GDScriptFunction::call (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript_vm.cpp:1551)
[15] GDScriptInstance::callp (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript.cpp:1847)
[16] Object::callp (C:\Users\Chris\Development\godot\godot\core\object\object.cpp:711)
[17] Variant::callp (C:\Users\Chris\Development\godot\godot\core\variant\variant_call.cpp:1161)
[18] GDScriptFunction::call (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript_vm.cpp:1583)
[19] GDScriptInstance::callp (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript.cpp:1847)
[20] Node::_gdvirtual__ready_call<0> (C:\Users\Chris\Development\godot\godot\scene\main\node.h:242)
[21] Node::_notification (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:156)
[22] Node::_notificationv (C:\Users\Chris\Development\godot\godot\scene\main\node.h:46)
[23] Object::notification (C:\Users\Chris\Development\godot\godot\core\object\object.cpp:792)
[24] Node::_propagate_ready (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:189)
[25] Node::_propagate_ready (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:181)
[26] Node::_set_tree (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:2595)
[27] SceneTree::initialize (C:\Users\Chris\Development\godot\godot\scene\main\scene_tree.cpp:411)
[28] OS_Windows::run (C:\Users\Chris\Development\godot\godot\platform\windows\os_windows.cpp:1275)
[29] widechar_main (C:\Users\Chris\Development\godot\godot\platform\windows\godot_windows.cpp:181)
[30] _main (C:\Users\Chris\Development\godot\godot\platform\windows\godot_windows.cpp:203)
[31] main (C:\Users\Chris\Development\godot\godot\platform\windows\godot_windows.cpp:217)
[32] WinMain (C:\Users\Chris\Development\godot\godot\platform\windows\godot_windows.cpp:231)
[33] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[34] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
```
### Steps to reproduce
```gdscript
var pba: PackedByteArray = PackedByteArray()
pba.resize(4)
```
### Minimal reproduction project
[byte-array.zip](https://github.com/godotengine/godot/files/10386136/byte-array.zip)
| https://github.com/godotengine/godot/issues/71177 | https://github.com/godotengine/godot/pull/71228 | f73cb4c13d1bc19b044fbef735522e3b0249e8ab | 11449e10798e3e817843e2e15e6010689a3ee2ac | "2023-01-10T19:21:54Z" | c++ | "2023-01-11T23:53:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,176 | ["scene/resources/immediate_mesh.cpp"] | Godot 4: ImmediateMesh ignores normals | ### Godot version
4.0.0-beta-10
### System information
Windows 11
### Issue description
It appears that ImmediateMesh is always recalculating its own normals regardless of what is set.
### Steps to reproduce
1. Create MeshInstance3D node
2. Add [Tool] script and set mesh to ImmediateMesh
3. Use the following code in Process
```
if (Mesh is null)
Mesh = new ImmediateMesh();
if (Mesh is ImmediateMesh mesh)
{
mesh.ClearSurfaces();
mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
mesh.SurfaceSetNormal(new Vector3(0, 1, 0));
mesh.SurfaceAddVertex(new Vector3(-10, 10, -10f));
mesh.SurfaceSetNormal(new Vector3(0, 1, 0));
mesh.SurfaceAddVertex(new Vector3(10, 10, 10));
mesh.SurfaceSetNormal(new Vector3(0, 1, 0));
mesh.SurfaceAddVertex(new Vector3(-10, 10, 10));
mesh.SurfaceSetNormal(new Vector3(0, 1, 0));
mesh.SurfaceAddVertex(new Vector3(-10, 10, -10f));
mesh.SurfaceSetNormal(new Vector3(0, 1, 0));
mesh.SurfaceAddVertex(new Vector3(10, 10, -10));
mesh.SurfaceSetNormal(new Vector3(0, 1, 0));
mesh.SurfaceAddVertex(new Vector3(10, 10, 10));
mesh.SurfaceEnd();
}
```
You can either set the rendering for the scene to normals or you can get the array data and notice that the normals don't match what was set.
### Minimal reproduction project
. | https://github.com/godotengine/godot/issues/71176 | https://github.com/godotengine/godot/pull/71529 | f3743e0890f098512dfa9c3ce534ed31bfdff719 | 63dfdf4f89280ed993318059e7b521ea9432b531 | "2023-01-10T19:19:52Z" | c++ | "2023-01-17T09:56:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,173 | ["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"] | [4.0] Hard crash with no error on Beta 11 during GDScript-only Editor Plugin initialization (regression from #71107) | ### Godot version
v4.0.beta11.official [91713ced8]
### System information
Windows 10
### Issue description
Existing project with editor plugins. GDExtension plugins were updated prior to launch, but still seeing hard crashes. Turns out it was the GDScript plugin - which I would have expected to show output errors, not hard (and silent) crash.
```
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.beta.custom_build (91713ced81792b10fdc9367b7f355738e5d52777)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] std::_Atomic_storage<unsigned int,4>::load (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\include\atomic:1001)
[1] std::_Atomic_storage<unsigned int,4>::load (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\include\atomic:1001)
[2] SafeNumeric<unsigned int>::get (C:\Users\Chris\Development\godot\godot\core\templates\safe_refcount.h:72)
[3] SafeRefCount::_check_unref_sanity (C:\Users\Chris\Development\godot\godot\core\templates\safe_refcount.h:173)
[4] SafeRefCount::unref (C:\Users\Chris\Development\godot\godot\core\templates\safe_refcount.h:193)
[5] Callable::~Callable (C:\Users\Chris\Development\godot\godot\core\variant\callable.cpp:348)
[6] Callable::`scalar deleting destructor'
[7] Variant::_clear_internal (C:\Users\Chris\Development\godot\godot\core\variant\variant.cpp:1368)
[8] Variant::clear (C:\Users\Chris\Development\godot\godot\core\variant\variant.h:304)
[9] Variant::~Variant (C:\Users\Chris\Development\godot\godot\core\variant\variant.h:778)
[10] Variant::`scalar deleting destructor'
[11] GDScriptFunction::call (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript_vm.cpp:3541)
[12] GDScriptInstance::callp (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript.cpp:1847)
[13] Object::callp (C:\Users\Chris\Development\godot\godot\core\object\object.cpp:711)
[14] Variant::callp (C:\Users\Chris\Development\godot\godot\core\variant\variant_call.cpp:1161)
[15] GDScriptFunction::call (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript_vm.cpp:1583)
[16] GDScriptInstance::callp (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript.cpp:1847)
[17] Node::_gdvirtual__ready_call<0> (C:\Users\Chris\Development\godot\godot\scene\main\node.h:242)
[18] Node::_notification (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:156)
[19] Node::_notificationv (C:\Users\Chris\Development\godot\godot\scene\main\node.h:46)
[20] CanvasItem::_notificationv (C:\Users\Chris\Development\godot\godot\scene\main\canvas_item.h:45)
[21] Control::_notificationv (C:\Users\Chris\Development\godot\godot\scene\gui\control.h:47)
[22] Object::notification (C:\Users\Chris\Development\godot\godot\core\object\object.cpp:792)
[23] Node::_propagate_ready (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:189)
[24] Node::_set_tree (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:2595)
[25] Node::_add_child_nocheck (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:1123)
[26] Node::add_child (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:1139)
[27] EditorNode::add_bottom_panel_item (C:\Users\Chris\Development\godot\godot\editor\editor_node.cpp:5343)
[28] EditorPlugin::add_control_to_bottom_panel (C:\Users\Chris\Development\godot\godot\editor\editor_plugin.cpp:426)
[29] call_with_ptr_args_ret_helper<EditorPlugin,Button *,Control *,String const &,0,1> (C:\Users\Chris\Development\godot\godot\core\variant\binder_common.h:324)
[30] call_with_ptr_args_ret<EditorPlugin,Button *,Control *,String const &> (C:\Users\Chris\Development\godot\godot\core\variant\binder_common.h:573)
[31] MethodBindTR<EditorPlugin,Button *,Control *,String const &>::ptrcall (C:\Users\Chris\Development\godot\godot\core\object\method_bind.h:476)
[32] GDScriptFunction::call (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript_vm.cpp:1945)
[33] GDScriptInstance::callp (C:\Users\Chris\Development\godot\godot\modules\gdscript\gdscript.cpp:1847)
[34] Node::_gdvirtual__enter_tree_call<0> (C:\Users\Chris\Development\godot\godot\scene\main\node.h:240)
[35] Node::_propagate_enter_tree (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:218)
[36] Node::_set_tree (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:2591)
[37] Node::_add_child_nocheck (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:1123)
[38] Node::add_child (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:1139)
[39] EditorNode::add_editor_plugin (C:\Users\Chris\Development\godot\godot\editor\editor_node.cpp:3357)
[40] EditorNode::set_addon_plugin_enabled (C:\Users\Chris\Development\godot\godot\editor\editor_node.cpp:3490)
[41] EditorNode::_notification (C:\Users\Chris\Development\godot\godot\editor\editor_node.cpp:631)
[42] EditorNode::_notificationv (C:\Users\Chris\Development\godot\godot\editor\editor_node.h:113)
[43] Object::notification (C:\Users\Chris\Development\godot\godot\core\object\object.cpp:792)
[44] Node::_propagate_ready (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:189)
[45] Node::_propagate_ready (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:181)
[46] Node::_set_tree (C:\Users\Chris\Development\godot\godot\scene\main\node.cpp:2595)
[47] SceneTree::initialize (C:\Users\Chris\Development\godot\godot\scene\main\scene_tree.cpp:411)
[48] OS_Windows::run (C:\Users\Chris\Development\godot\godot\platform\windows\os_windows.cpp:1275)
[49] widechar_main (C:\Users\Chris\Development\godot\godot\platform\windows\godot_windows.cpp:181)
[50] _main (C:\Users\Chris\Development\godot\godot\platform\windows\godot_windows.cpp:203)
[51] main (C:\Users\Chris\Development\godot\godot\platform\windows\godot_windows.cpp:217)
[52] WinMain (C:\Users\Chris\Development\godot\godot\platform\windows\godot_windows.cpp:231)
[53] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[54] <couldn't map PC to fn name>
-- END OF BACKTRACE --
```
### Steps to reproduce
1. Install TODO Manager (https://github.com/OrigamiDev-Pete/TODO_Manager/commit/b15c54449810bc3068f57d2251ff93ecae379b95 or before)
2. Enable plugin
### Minimal reproduction project
[plugin-crash.zip](https://github.com/godotengine/godot/files/10385708/plugin-crash.zip)
| https://github.com/godotengine/godot/issues/71173 | https://github.com/godotengine/godot/pull/71228 | f73cb4c13d1bc19b044fbef735522e3b0249e8ab | 11449e10798e3e817843e2e15e6010689a3ee2ac | "2023-01-10T18:24:20Z" | c++ | "2023-01-11T23:53:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,169 | ["doc/classes/ProjectSettings.xml", "modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/gdscript_parser.h", "modules/gdscript/gdscript_warning.cpp", "modules/gdscript/gdscript_warning.h", "modules/gdscript/tests/scripts/analyzer/features/allow_void_function_to_return_void.gd", "modules/gdscript/tests/scripts/analyzer/features/allow_void_function_to_return_void.out"] | GDScript 2.0: Cannot use void functions as a return value | ### Godot version
v4.0.beta11.official [91713ced8]
### System information
macOS 13.1
### Issue description
When using a function with a return type of `void` as the return value of another function with a return type of `void`, the following error occurs:
> Cannot get return value of call to "foo()" because it returns "void"
This wasn't a problem in Godot 3.x and Godot 4.x until now. Seems it's related to https://github.com/godotengine/godot/pull/70702.
I understand why this is happening, but I'd expect to be able to use functions like this that return `void` because they both use the matching return type. It seems overly strict.
In a real world example I use this to return early when switching states in a FSM:
```gdscript
func _process(_delta: float) -> void:
if player.is_grounded():
return state_machine.transition_to("ground") # returns void
if player.is_on_wall():
return state_machine.transition_to("wall") # returns void
```
### Steps to reproduce
```gdscript
extends Node
func foo() -> void:
print("hello")
func _ready() -> void:
return foo()
```
### Minimal reproduction project
[godot_4_return_value_regression.zip](https://github.com/godotengine/godot/files/10385377/godot_4_return_value_regression.zip)
| https://github.com/godotengine/godot/issues/71169 | https://github.com/godotengine/godot/pull/72206 | 361f3f1721205bf291d401a58e2226e083bb2bc4 | 6d9c9d30b9c50177a68695fba8a42998b2b49d4c | "2023-01-10T18:00:31Z" | c++ | "2023-01-31T14:55:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,113 | ["editor/plugins/collision_shape_2d_editor_plugin.cpp", "editor/plugins/collision_shape_2d_editor_plugin.h", "editor/plugins/node_3d_editor_plugin.cpp"] | Cancelling node selection with Escape breaks shape editing undo | ### Godot version
4.0 964fc6e
### System information
Windows 10 x64
### Issue description
Tested with CollisionShape nodes. When you start dragging a shape, but press Escape without releasing the mouse button, the node gets deselected and the new size gets applied. You can't undo this action:

In case of 2D shapes it's worse, because when you click the node afterwards, it will stick to cursor until you click again:

### Steps to reproduce
1. Add a CollisionShape (2D or 3D)
2. Add any editable shape
3. Drag shape's handle to change it size
4. Without releasing mouse button, press Escape
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71113 | https://github.com/godotengine/godot/pull/71156 | e404a7a8eea3540af59b3292c5ec5e199df866c5 | c3c425c25f847d13eb9e4b50302057d0d228210a | "2023-01-09T14:14:30Z" | c++ | "2023-03-07T11:03:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,108 | ["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/shaders/skeleton.glsl", "drivers/gles3/storage/mesh_storage.cpp", "drivers/gles3/storage/mesh_storage.h", "servers/rendering/dummy/storage/mesh_storage.h", "servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp", "servers/rendering/renderer_rd/shaders/skeleton.glsl", "servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp", "servers/rendering/renderer_rd/storage_rd/mesh_storage.h", "servers/rendering/storage/mesh_storage.h"] | [4.0 beta10] Skeleton2D/Polygon2D moving/rotating issues when polygon is not on default position | ### Godot version
4.0.beta10.official
### System information
Pop!_OS 22.04
### Issue description
After assigning a bone to a polygon, if the bone is not at the initial position (0,0), a strange behavior occurs when moving or rotating the bones.
The polygon is translated to incorrect positions (it seems to be based on the center of the original texture and not the polygon itself.

Trying the exactly same nodes on v3.5.1 behaves correctly.

There are a similar closed issue for Godot 3:
https://github.com/godotengine/godot/issues/48348
### Steps to reproduce
1. Add a Polygon2D node to the root
2. Assign a texture to the Polygon2D and edit the polygon UV to cut the desired part
3. Move it to a new position
4. Add a Skeleton2D node to the root
5. Add a Bone2D node to the Skeleton2D
6. Assign the Bone2D to the Polygon2D and proper weight to de polygon UV
7. Rotate or move the Bone2D
### Minimal reproduction project
[godot4_bones2d_issue.zip](https://github.com/godotengine/godot/files/10373343/godot4_bones2d_issue.zip)
| https://github.com/godotengine/godot/issues/71108 | https://github.com/godotengine/godot/pull/72214 | 70a7313fbe8da6e57b447a503dcb570da42b65bb | 23d087354dc1d5ec1ed7148ecc21418fd9d4545b | "2023-01-09T13:04:42Z" | c++ | "2023-01-29T01:23:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,099 | ["scene/main/viewport.cpp"] | Input event passes through Control-nodes with emulating touch from mouse enabled. | ### Godot version
v4.0.beta.custom_build [bb08997b8]
### System information
Ubuntu 22.10 LTS, GTX1060, Vulkan
### Issue description
If you toggle emulate_touch_from_mouse option in ProjectSettings `InputEventMouseMotion`, `InputEventScreenDrag`, `InputEventScreenTouch` passes through `Panel`, afaik this doesn't happen in **`3.x branch`**
how tree looks:
```
- Node
- Panel(half screen size, to stop input events)
- Node(captures unhandled inputs)
```
screen separated into 2 sides, left side is Panel, right is empty space, so if you click on Panel you can't get any output from _unhandled_input on Node.
### Steps to reproduce
1. run attachment
2. click and/or scroll with mouse on left side and right side (check output)
3. go to project settings and toggle `emulate touch from mouse`
4. go to step 2 (check output)
### Minimal reproduction project
[New Game Project.zip](https://github.com/godotengine/godot/files/10371324/New.Game.Project.zip)
| https://github.com/godotengine/godot/issues/71099 | https://github.com/godotengine/godot/pull/71677 | fe2cd2e6b165bf7f4d789b7b7098ecc27badb80a | bea2dea15d79ee8ed3df02b181d9c324105dddd5 | "2023-01-09T07:45:36Z" | c++ | "2023-02-06T21:52:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,090 | ["editor/export/editor_export_platform.cpp"] | GDExtensions are not exported correctly: No suitable library found for GDExtension: res://webrtc/webrtc.gdextension | ### Godot version
4.0.beta10 mono and standard
### System information
Windows 10 64bits
### Issue description
When exporting a project, Godot fails to bundle the required DLLs from the GDExtension to the export folder:
```
editor/export/editor_export_plugin.h:123 - Required virtual method EditorExportPlugin::_get_name must be overridden before calling.
No suitable library found for GDExtension: res://webrtc/webrtc.gdextension. Possible feature flags for your platform: pc, s3tc, windows, x86_64, template, template_debug
```
### Steps to reproduce
Export for Windows with the existing configuration: WebRTC DLLs won't be copied in the export folder
### Minimal reproduction project
[Repro.zip](https://github.com/godotengine/godot/files/10368987/Repro.zip)
| https://github.com/godotengine/godot/issues/71090 | https://github.com/godotengine/godot/pull/71274 | c6f4c0ac54a7a0ec330984c2463a23f112c85c66 | 4ac649d8386b805f5857b545c6404515da25d4f7 | "2023-01-08T21:44:45Z" | c++ | "2023-01-12T15:03:33Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,085 | ["editor/import/resource_importer_obj.cpp"] | Flat-shaded OBJ mesh is imported with more vertices in Godot 4 | ### Godot version
Godot 4 beta10
### System information
Windows 10 64 bits NVIDIA GeForce GTX 1060
### Issue description
In my game I process meshes to generate some data needed for some features. After porting it to Godot 4, some weird issues appeared and I realized Godot 4 is not sharing vertices of triangles in flat faces. Instead, they are ALL duplicated. At least, that's what I see when I inspect vertex data with `surface_get_arrays`. I do expect some vertices to be duplicated if they are on different faces (with different normals for example), but I don't expect it to be the case on every single triangle when the mesh is a quad for example.
This not only changes the behavior of my game since vertices supposed to be shared no longer are, but it also makes indexed vertices completely useless, because flat-shaded meshes end up with all triangles being individual. In Godot 3, triangles within a flat face were shared.
### Steps to reproduce
Make a plane in Blender, export it as OBJ, import it in Godot, compare vertex arrays using a script to print the results of `surface_get_arrays`.
Result I get in Godot 3:
```
4 vertices, 6 indices
Vertices:
(1, 0, 1)
(-1, 0, 1)
(1, 0, -1)
(-1, 0, -1)
Indices:
0
1
2
2
1
3
```
In Godot 4:
```
6 vertices, 6 indices
Vertices:
(1, 0, 1)
(-1, 0, 1)
(1, 0, -1)
(1, 0, -1)
(-1, 0, 1)
(-1, 0, -1)
Indices:
0
1
2
3
4
5
```
### Minimal reproduction project
Godot 3: [PlaneImport_Godot3.zip](https://github.com/godotengine/godot/files/10369273/PlaneImport_Godot3.zip)
Godot 4: [PlaneImport_Godot4.zip](https://github.com/godotengine/godot/files/10369277/PlaneImport_Godot4.zip)
Run each one's main scene, compare what is printed. | https://github.com/godotengine/godot/issues/71085 | https://github.com/godotengine/godot/pull/75315 | e6e52f9154a9cbd151fb9b9465664f2d423d00c7 | ee0e809064a65288b4d438e040c134677349ee39 | "2023-01-08T19:18:13Z" | c++ | "2023-04-13T07:53:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,066 | ["scene/gui/color_picker.cpp"] | Color Picker popups in wrong direction | ### Godot version
4.0 beta 10
### System information
Ubuntu 22.04.1 LTS
### Issue description

Since the color is near the top of the inspector, I expect the color picker popup to appear below. However...

This is because there is no enough space to pop up below, so instead it pops up above, reckless of where the button is on the screen.
### Steps to reproduce
Click on a color button that is closer to the top of the inspector, but doesn't have enough space to popup below.
You can for example create a Control node and check it with its Modulate property. Might require a smaller screen though.
### Minimal reproduction project
N/A it's in the editor | https://github.com/godotengine/godot/issues/71066 | https://github.com/godotengine/godot/pull/72376 | e70777260dffd96a704c54876f9ff543f0f45eac | e758164ba65280dce57064afc1e4607f23a65cef | "2023-01-08T13:15:07Z" | c++ | "2023-05-08T10:20:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,065 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_analyzer.h", "modules/gdscript/gdscript_parser.cpp"] | GDScript 2.0: Error when trying to call a method with a ternary operator | ### Godot version
v4.0custom_build[fcba87e]
### System information
Windows 10
### Issue description
Error when trying to call a method with a ternary operator.
### Steps to reproduce
```
extends Node
func _ready() -> void:
test() if true else test()
func test() -> void:
pass
```
[fcba87e](https://github.com/godotengine/godot/commit/fcba87e696d58912838d8a4a6987b10efa28e78f) - `Line 4:Cannot get return value of call to "test()" because it returns "void".`
v4.0beta10 - works fine
### Minimal reproduction project
[ternary_bug.zip](https://github.com/godotengine/godot/files/10368477/ternary_bug.zip)
| https://github.com/godotengine/godot/issues/71065 | https://github.com/godotengine/godot/pull/71120 | 41e5f5b0930343ef548a56d553ba20fafd672147 | e93266b9ff359c98e9f8e2a550e16ad77490fc4d | "2023-01-08T13:09:58Z" | c++ | "2023-01-25T15:23:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,016 | ["editor/plugins/script_editor_plugin.cpp", "editor/plugins/script_editor_plugin.h"] | Crash while editing GDScript in VS Code via LSP | ### Godot version
Engine version: Godot Engine v4.0.beta.custom_build (57267709e665f1683e79bd5d3432be2be5db6c1d)
### System information
Debian 11
### Issue description
```
(252853) 23526 I: res://auto_load/setup.gd (39) [disconnect_signals]
ERROR: Condition "_first != nullptr" is true.
at: ~List (./core/templates/self_list.h:106)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:1999)
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta.custom_build (57267709e665f1683e79bd5d3432be2be5db6c1d)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x38d60) [0x7f2c13e4fd60] (??:0)
[2] CowData<char32_t>::_get_size() const (??:0)
[3] CowData<char32_t>::size() const (??:0)
[4] String::size() const (??:0)
[5] String::length() const (??:0)
[6] String::is_empty() const (??:0)
[7] GDScriptParser::has_class(GDScriptParser::ClassNode const*) const (??:0)
[8] GDScriptAnalyzer::resolve_class_inheritance(GDScriptParser::ClassNode*, GDScriptParser::Node const*) (??:0)
[9] GDScriptAnalyzer::resolve_class_inheritance(GDScriptParser::ClassNode*, bool) (??:0)
[10] GDScriptAnalyzer::resolve_inheritance() (??:0)
[11] GDScriptParserRef::raise_status(GDScriptParserRef::Status) (??:0)
[12] GDScriptAnalyzer::reduce_identifier(GDScriptParser::IdentifierNode*, bool) (??:0)
[13] GDScriptAnalyzer::reduce_subscript(GDScriptParser::SubscriptNode*) (??:0)
[14] GDScriptAnalyzer::reduce_expression(GDScriptParser::ExpressionNode*, bool) (??:0)
[15] GDScriptAnalyzer::reduce_binary_op(GDScriptParser::BinaryOpNode*) (??:0)
[16] GDScriptAnalyzer::reduce_expression(GDScriptParser::ExpressionNode*, bool) (??:0)
[17] GDScriptAnalyzer::reduce_binary_op(GDScriptParser::BinaryOpNode*) (??:0)
[18] GDScriptAnalyzer::reduce_expression(GDScriptParser::ExpressionNode*, bool) (??:0)
[19] GDScriptAnalyzer::reduce_call(GDScriptParser::CallNode*, bool, bool) (??:0)
[20] GDScriptAnalyzer::reduce_expression(GDScriptParser::ExpressionNode*, bool) (??:0)
[21] GDScriptAnalyzer::resolve_node(GDScriptParser::Node*, bool) (??:0)
[22] GDScriptAnalyzer::resolve_suite(GDScriptParser::SuiteNode*) (??:0)
[23] GDScriptAnalyzer::resolve_function_body(GDScriptParser::FunctionNode*) (??:0)
[24] GDScriptAnalyzer::resolve_class_body(GDScriptParser::ClassNode*, GDScriptParser::Node const*) (??:0)
[25] GDScriptAnalyzer::resolve_class_body(GDScriptParser::ClassNode*, bool) (??:0)
[26] GDScriptAnalyzer::resolve_body() (??:0)
[27] GDScriptAnalyzer::analyze() (??:0)
[28] ExtendGDScriptParser::parse(String const&, String const&) (??:0)
[29] GDScriptWorkspace::parse_script(String const&, String const&) (??:0)
[30] GDScriptTextDocument::sync_script_content(String const&, String const&) (??:0)
[31] GDScriptTextDocument::didChange(Variant const&) (??:0)
[32] void call_with_variant_args_helper<__UnexistingClass, Variant const&, 0ul>(__UnexistingClass*, void (__UnexistingClass::*)(Variant const&), Variant const**, Callable::CallError&, IndexSequence<0ul>) (??:0)
[33] void call_with_variant_args_dv<__UnexistingClass, Variant const&>(__UnexistingClass*, void (__UnexistingClass::*)(Variant const&), Variant const**, int, Callable::CallError&, Vector<Variant> const&) (??:0)
[34] MethodBindT<Variant const&>::call(Object*, Variant const**, int, Callable::CallError&) const (??:0)
[35] Object::callp(StringName const&, Variant const**, int, Callable::CallError&) (??:0)
[36] Object::callv(StringName const&, Array const&) (??:0)
[37] JSONRPC::process_action(Variant const&, bool) (??:0)
[38] JSONRPC::process_string(String const&) (??:0)
[39] GDScriptLanguageProtocol::process_message(String const&) (??:0)
[40] GDScriptLanguageProtocol::LSPeer::handle_data() (??:0)
[41] GDScriptLanguageProtocol::poll() (??:0)
[42] GDScriptLanguageServer::thread_main(void*) (??:0)
[43] Thread::callback(Thread*, Thread::Settings const&, void (*)(void*), void*) (??:0)
[44] void std::__invoke_impl<void, void (*)(Thread*, Thread::Settings const&, void (*)(void*), void*), Thread*, Thread::Settings, void (*)(void*), void*>(std::__invoke_other, void (*&&)(Thread*, Thread::Settings const&, void (*)(void*), void*), Thread*&&, Thread::Settings&&, void (*&&)(void*), void*&&) (??:0)
[45] std::__invoke_result<void (*)(Thread*, Thread::Settings const&, void (*)(void*), void*), Thread*, Thread::Settings, void (*)(void*), void*>::type std::__invoke<void (*)(Thread*, Thread::Settings const&, void (*)(void*), void*), Thread*, Thread::Settings, void (*)(void*), void*>(void (*&&)(Thread*, Thread::Settings const&, void (*)(void*), void*), Thread*&&, Thread::Settings&&, void (*&&)(void*), void*&&) (??:0)
[46] void std::thread::_Invoker<std::tuple<void (*)(Thread*, Thread::Settings const&, void (*)(void*), void*), Thread*, Thread::Settings, void (*)(void*), void*> >::_M_invoke<0ul, 1ul, 2ul, 3ul, 4ul>(std::_Index_tuple<0ul, 1ul, 2ul, 3ul, 4ul>) (??:0)
[47] std::thread::_Invoker<std::tuple<void (*)(Thread*, Thread::Settings const&, void (*)(void*), void*), Thread*, Thread::Settings, void (*)(void*), void*> >::operator()() (??:0)
[48] std::thread::_State_impl<std::thread::_Invoker<std::tuple<void (*)(Thread*, Thread::Settings const&, void (*)(void*), void*), Thread*, Thread::Settings, void (*)(void*), void*> > >::_M_run() (??:0)
[49] /home/vale/godotdev/forks/latest/godot/bin/godot.linuxbsd.editor.dev.x86_64(+0x75572e0) [0x558d21fc62e0] (??:0)
[50] /lib/x86_64-linux-gnu/libpthread.so.0(+0x7ea7) [0x7f2c1413dea7] (??:0)
[51] /lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f2c13f13a2f] (??:0)
-- END OF BACKTRACE --
================================================================
```
### Steps to reproduce
I was just working with vscode (fixing some comments) :)
EDIT: It happen often. Usually when I have a script error and I'm going to fix it in vscode. It happen when I have two godot instances open connected with different language-server's ports
### Minimal reproduction project
na | https://github.com/godotengine/godot/issues/71016 | https://github.com/godotengine/godot/pull/82956 | 9df6491853b7b043afba3c6d56f4c5b21ac7fd7c | 38c3e5aae938daf7ecf267de144e95816332813c | "2023-01-07T08:12:41Z" | c++ | "2023-11-10T09:43:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,006 | ["editor/editor_themes.cpp"] | Theme changes outline of the editor labels and buttons | ### Godot version
4.0.beta10
### System information
Arch Linux, Vulkan
### Issue description
When i create a theme and set the theme in the project settings, the 'outline_size' is also applied to the editors buttons and labels. Only the outline_size is applied, StyleBoxes or colors are not applied.

### Steps to reproduce
- Create a theme and override the button and label 'outline_size'
- Set the theme in the project settings 'GUI/Theme/Custom'
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/71006 | https://github.com/godotengine/godot/pull/71475 | 9583c201716be4961d898a3daab20337f893b97c | f0c9ed4b55168369bde54ced9c13498fb366af1f | "2023-01-06T21:02:11Z" | c++ | "2023-02-17T13:07:22Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 71,002 | ["editor/plugins/script_text_editor.cpp"] | Error messages copied without line breaks | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
Windows 22H2, Compatibility, GeForce GTX 550 Ti
### Issue description
Multiple lines of error messages are copied without line breaks:
The script editor's error panel shows:
```
Line 6:Expected parameter name.
Line 6:Expected closing ")" after function parameters.
Line 6:Expected ":" after function declaration.
```
But selecting and copying them `ctrl c`, copies them without line breaks:
```
Line 6:Expected parameter name.Line 6:Expected closing ")" after function parameters.Line 6:Expected ":" after function declaration.
```
### Steps to reproduce
- start Godot
- open the attached project
- open the script `Node2D.gd`
The status bar shows an error message.
- click on the red circle with an x in it, and the number 3 to the right of the circle.
The script editor's error panel shows three messages:
>Line 6:Expected parameter name.
Line 6:Expected closing ")" after function parameters.
Line 6:Expected ":" after function declaration.
- select all three lines, and copy them `ctrl c`
- in the script editor, click on the empty line 12 to place the cursor there.
- paste `ctrl v`
### Expected
The copied lines should be pasted on three lines, as they appeared in the error panel.
### Observed
There are no line breaks, they appear on the same line:
```
Line 6:Expected parameter name.Line 6:Expected closing ")" after function parameters.Line 6:Expected ":" after function declaration.
```
### Minimal reproduction project
[issue, error messages copied without line breaks.zip](https://github.com/godotengine/godot/files/10361376/issue.error.messages.copied.without.line.breaks.zip)
| https://github.com/godotengine/godot/issues/71002 | https://github.com/godotengine/godot/pull/71015 | ea5d02b5823cd3338a94e9eddb4e032d2f6fbec2 | cdc68c28877a7394a83f2e31755b57dd0d3b3a28 | "2023-01-06T16:11:13Z" | c++ | "2023-06-19T14:33:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,998 | ["editor/inspector_dock.cpp", "editor/inspector_dock.h"] | Unreadable text in `Make Sub-Resources Unique` window | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
Windows 22H2, Compatibility, GeForce GTX 550 Ti
### Issue description
Text is unreadable because they are overlapping, when choosing: `Make Sub-Resources Unique`
and a window opens with the title: `Please Confirm...`

### Steps to reproduce
- start godot
- in the Scene panel, click on `2D Scene`
- in the Inspector, near the top right
- click on the icon with a screwdriver and a wrench
it's mouse over tooltip says: `Manage object properties.`
- click on the bottom choice: `Make Sub-Resources Unique`
A window opens with the title: `Please Confirm...`
### Expected
The first line of text should be readable.
### Observed
The first line is unreadable, two or more texts are overlapping.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70998 | https://github.com/godotengine/godot/pull/70999 | bd15c3f80e8f7d159dce743bdc389fc2815aec51 | 670405905d40280294e5b8100c10294f54e9b6c9 | "2023-01-06T15:05:40Z" | c++ | "2023-01-06T21:57:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,986 | ["modules/gdscript/gdscript_editor.cpp"] | Autocomplete suggestion for GDScript's `$'MyNode'` can suggest wrong syntax | ### Godot version
4.0 beta 10
### System information
Ubuntu 22.04.1 LTS
### Issue description
If your node has `'` in its name, autocomplete might still suggest single quotes which results in an error.


### Steps to reproduce
1. Add a child and name it `Juan's pancakes`
2. Add a script and type `$'`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70986 | https://github.com/godotengine/godot/pull/71047 | eff2739cf7b80e0b6c4c48ae10250044c63e10ae | dbd3d8a1f8cc492e9cc77933965676de794f129f | "2023-01-06T09:36:56Z" | c++ | "2023-01-08T21:44:19Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,984 | ["platform/linuxbsd/x11/display_server_x11.cpp", "scene/main/window.cpp"] | Initial window size is below minimum size on i3 window manager (DisplayServer regression) | ### Godot version
4.0beta10
### System information
Arch Linux, X.org, i3 window manager
### Issue description
The size of windows showing the Godot logo is initially very small, too small to show even the logo. They don't get bigger after their content is loaded, either.
This happens in the i3 window manager, which otherwise is pretty good at following standards like freedesktop. And the issue didn't occur in Godot 3, so I think something in the new version is to blame.
### Steps to reproduce
Have this in `~/.config/i3/config` to make Godot windows floating by default:
```
for_window [instance="^Godot_Engine$"] floating enable
```
Launch Godot 4:

Wait until the project manager becomes "visible":

Resize the window; it immediately snaps to its minimum size and can't be made smaller anymore:

(Black rectangle added afterwards, it does actually show my projects :))
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/70984 | https://github.com/godotengine/godot/pull/73278 | a1986729a576e26eee13a4a190103cd7d7703905 | 34b8f42118d0a0b852c65cdb60ff06a6b8257492 | "2023-01-06T07:35:22Z" | c++ | "2023-02-14T12:36:25Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,983 | ["editor/project_converter_3_to_4.cpp", "editor/project_converter_3_to_4.h"] | Conversion from 3 to 4 replaces the word "on" by "checked" in GDScript comments | ### Godot version
4.0beta10
### System information
Arch Linux
### Issue description
From the diff of my project conversion:
```
-# TODO Set this on the camera far plane
+# TODO Set this checked the camera far plane
const MAX_VIEW_DISTANCE := 50.0e3
```
### Steps to reproduce
Write this in a `.gd` file in Godot 3:
```
extends Node2D
# If the kettle is on there will be tea.
```
Open the project in Godot 4 and choose full conversion. The comment now reads:
```
# If the kettle is checked there will be tea.
```
... huh? :)
### Minimal reproduction project
[on_checked.zip](https://github.com/godotengine/godot/files/10358118/on_checked.zip)
| https://github.com/godotengine/godot/issues/70983 | https://github.com/godotengine/godot/pull/74193 | ad9302bafceaf11fd4e23459395e87151092ed93 | cf1739fcc67e580bd2073a49e15fd7d5ba40dbd9 | "2023-01-06T07:23:16Z" | c++ | "2023-03-06T09:48:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,982 | ["editor/import/resource_importer_obj.cpp"] | OBJ importer does not read vertex colors | ### Godot version
4.0 beta 10
### System information
Windows 10 960m
### Issue description
While the gltf and dae importers both support vertex colors, the obj importer does not. Blender has supported this feature for the last 3 versions, so it would be good to have this working with Godot 4.
While not strictly part of the obj spec, vertex colors are supported in several applications by having the rgb value after the vertex position as shown by this snippet:
```
# Blender 3.4.1
# www.blender.org
mtllib vertex_colored_sphere.mtl
o Sphere
v 0.000000 0.831470 -0.555570 0.0000 1.0000 0.0000
v 0.000000 0.555570 -0.831470 1.0000 0.0000 0.0000
v 0.000000 0.195090 -0.980785 1.0000 0.0000 0.0000
v 0.000000 0.000000 -1.000000 1.0000 0.0000 0.0000
v 0.000000 -0.195090 -0.980785 0.4980 0.0000 0.4980
v 0.000000 -0.555570 -0.831470 0.0000 0.0000 1.0000
```
This is a screenshot of what it should like in blender vs godot currently:

Obj files are still very useful to use for static meshes in Godot since they can be used directly in a mesh instance, so it would be great to have vertex color support.
### Steps to reproduce
- import an obj with vertex colors
- add a material and turn on the vertex color option
### Minimal reproduction project
The blend file as well as the godot file with obj export example:
[obj_vertex_color.zip](https://github.com/godotengine/godot/files/10357479/obj_vertex_color.zip)
| https://github.com/godotengine/godot/issues/70982 | https://github.com/godotengine/godot/pull/71033 | f79c58aac5547d3ad6bcced7b499c4015130f579 | 14cca21256f77e4eda921211d5a75b803a642b72 | "2023-01-06T05:18:30Z" | c++ | "2023-01-12T23:37:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,981 | ["editor/scene_tree_editor.cpp"] | Godot 4 beta allows a node to have no name | ### Godot version
Godot 4 beta 10
### System information
Windows 10, mobile mode
### Issue description
You can give a node a blank name by deleting its name and press enter

### Steps to reproduce
1. Create any node
2. Double click it, you should now be able to rename it
3. Backspace, than enter
4. You got a node with no name
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70981 | https://github.com/godotengine/godot/pull/71152 | 14cca21256f77e4eda921211d5a75b803a642b72 | 7dfcd555671e31e964948aa3e0f650898d39b80f | "2023-01-06T05:10:40Z" | c++ | "2023-01-12T23:39:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,978 | ["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/analyzer/features/typed_array_as_default_parameter.gd", "modules/gdscript/tests/scripts/analyzer/features/typed_array_as_default_parameter.out"] | GDScript crash when default argument of array is used | ### Godot version
master (95ce236b7d6a70a06ecc13fb08d48da90ed98430)
### System information
Windows 11, Vulkan Mobile, NVidia RTX 3070 TI
### Issue description
Gdscript is now crashing when a default argument of type array occurs:
```gdscript
func _ready():
# This works
test([1, 1, 1])
# This crashes
test()
func test(array := [1, 2, 3]):
print("array is ", array)
```
### Steps to reproduce
The code snippet above is enough to produce the issue. Bisecting the repository indicates the issue was introduced by https://github.com/godotengine/godot/commit/a1d06749f18c3f47c6443ece2ec625d8ee5f1761.
### Minimal reproduction project
[DefaultArrayCrash.zip](https://github.com/godotengine/godot/files/10357164/DefaultArrayCrash.zip)
| https://github.com/godotengine/godot/issues/70978 | https://github.com/godotengine/godot/pull/70980 | 95ce236b7d6a70a06ecc13fb08d48da90ed98430 | 2e116271100cfb5ff4a76423b7a78891378295bd | "2023-01-06T03:43:59Z" | c++ | "2023-01-06T07:06:36Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,964 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_byte_codegen.cpp", "modules/gdscript/gdscript_byte_codegen.h", "modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/runtime/features/await_on_void.gd", "modules/gdscript/tests/scripts/runtime/features/await_on_void.out", "modules/gdscript/tests/scripts/runtime/features/standalone-calls-do-not-write-to-nil.gd", "modules/gdscript/tests/scripts/runtime/features/standalone-calls-do-not-write-to-nil.out"] | The GDScript VM sometimes has unexpected arguments in operands supposed to be nil | ### Godot version
Godot 4 0160fea1ced6697d5b72ad2f41332e8768080be4
### System information
Windows 10 64 bits NVIDIA GeForce GTX 1060
### Issue description
The symptom of this in my project is the following:
```gdscript
not list.has(42)
```
Under particular runtime conditions, this code produces an error:
```
SCRIPT ERROR: Invalid operands 'bool' and 'int' in operator 'not'.
```

When normally there is no reason for such code to cause this error, because `has` returns `bool`, and `not` takes only a `bool`.
After investigation, it turns out the GDScript VM ends up with two operands when executing the `NOT` operation: `bool` and `int`, instead of `bool` and `nil`.
The VM uses a special operand address for nil, but in this case, a non-nil value has been stored in it.
This behavior seems to have been introduced by this PR: https://github.com/godotengine/godot/pull/70702#issuecomment-1371704072
Thanks to @vonagam for investigating and confirming the in-game reproduction.
### Steps to reproduce
I was unable reproduce this in a simple project. It only happens in a big project, which is currently not open-source. However, the reproduction steps *in the game* are quick, and reliably cause the bug every time.
Just in case, below is a simplification of the impacted code that runs in the game when the issue occurs. This is what I tried as an MRP, unfortunately, it does not reproduce the issue alone, despite the affected data being relatively isolated. There are probably external implications which are hard to track down.
```gdscript
extends RigidBody3D
# custom RefCounted script
const BlockInstance = preload("./block_instance.gd")
# custom RefCounted script, with a `tags` array variable containing integers
const Block = preload("./block.gd")
var _dict := {}
func _ready():
var block = Block.new()
# The following instructions mimick a series of actions done in the game.
var b0 = BlockInstance.new()
var b1 = BlockInstance.new()
add(b1, block)
var b2 = BlockInstance.new()
add(b2, block)
remove(b1, block)
b1 = null
var b3 = BlockInstance.new()
add(b3, block)
func add(bi: BlockInstance, block: Block):
if len(block.tags) > 0:
for tag in block.tags:
var list = _dict.get(tag, null)
if list == null:
list = []
_dict[tag] = list
else:
print("list is ", typeof(list))
# This is where the error occurs at the last call to `add`
assert(not list.has(bi))
list.append(bi)
func remove(bi: BlockInstance, block):
if len(block.tags) > 0:
for tag in block.tags:
var list = _dict[tag]
list.erase(bi)
```
If you need to reproduce the issue, you can contact me.
### Minimal reproduction project
N.A | https://github.com/godotengine/godot/issues/70964 | https://github.com/godotengine/godot/pull/71107 | c2f7c2d31ac0d97c0921aa4b37f3278ceefd0ffe | df952a32f8d581b24e9b4f1ff4b53473e12e216a | "2023-01-05T18:59:56Z" | c++ | "2023-01-09T13:22:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,957 | ["editor/plugins/animation_blend_tree_editor_plugin.cpp", "editor/plugins/animation_blend_tree_editor_plugin.h"] | [Visual nodes editor] Draggin a noodle in AnimationTree to empty space, cancelling menu pop up then adding new node without the dragg automatically connects them. | ### Godot version
4.0 Beta 10 mono
### System information
Windows 10, Nvidia GTX 1660Ti, Vulkan
### Issue description
Check the reproduction steps, that makes it hopefully clear.
### Steps to reproduce
1. Add AnimationTree
2. Set its TreeRoot to ANimationNodeBlendTree
3. Click on AnimaitonTree to open the AnimationTree visual nodes editor.
4. Drag a noodle from the output port to anywhere in the editor (it gives you a pop up menu to select which new node you want it to connect to).
5. Cancel the menu popup by clicking outside the menu (not selecting anything).
6. Now right click anywhere in the editor again (it shows a popup menu to add new animation nodes).
7. Add any node (for example 'Add2').
8. Observe the newly added Add2 node has been connected to the output (it shouldn't be since you canceled the original noodle drop menu popup which should be the only command to create a new node and have it automatically connected)
(this happens to any node, not just the Output).
### Minimal reproduction project
- | https://github.com/godotengine/godot/issues/70957 | https://github.com/godotengine/godot/pull/71148 | c551b5bfb880de340c683c13dd2d425d796599d0 | b427e2623046cd4dc95843e09fd1c9b086270b15 | "2023-01-05T16:22:22Z" | c++ | "2023-01-10T09:45:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,953 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_byte_codegen.cpp", "modules/gdscript/gdscript_byte_codegen.h", "modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/runtime/features/await_on_void.gd", "modules/gdscript/tests/scripts/runtime/features/await_on_void.out", "modules/gdscript/tests/scripts/runtime/features/standalone-calls-do-not-write-to-nil.gd", "modules/gdscript/tests/scripts/runtime/features/standalone-calls-do-not-write-to-nil.out"] | GDScript 2.0: Cannot `await` async void function | ### Godot version
v4.0.beta.custom_build [1d14c054a]
### System information
Kubuntu 22.10
### Issue description
Regression in master (in beta 10 the following script works correctly).
### Steps to reproduce
```gdscript
@tool
extends EditorScript
func wait(time: float) -> void:
await get_editor_interface().get_tree().create_timer(time).timeout
func _run() -> void:
reference()
# Error: Cannot get return value of call to "wait()" because it returns "void".
await wait(1.0)
print("Test")
unreference()
```
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70953 | https://github.com/godotengine/godot/pull/71107 | c2f7c2d31ac0d97c0921aa4b37f3278ceefd0ffe | df952a32f8d581b24e9b4f1ff4b53473e12e216a | "2023-01-05T15:53:07Z" | c++ | "2023-01-09T13:22:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,937 | ["editor/import/resource_importer_scene.cpp", "editor/import/resource_importer_scene.h", "editor/import/scene_import_settings.cpp", "scene/resources/importer_mesh.cpp", "scene/resources/importer_mesh.h"] | save to file option dont work when generate physics is ticked on when importing gltf files | ### Godot version
4.0 beta 10
### System information
windows 10,vulkan, amd radeon graphics
### Issue description
Mesh data of objects is not saved when the physics is ticked on under generate on the import window of the gltf file


### Steps to reproduce
open the gltf file to access the import window;
tick on physics under generate on the scene tab
go to meshes tab and enable save to file and choose a destination
then press reimport
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70937 | https://github.com/godotengine/godot/pull/73814 | 09c8957f9d445a02ee167c41594ee41e48b8c60f | 13382a88dfab32f3ce56560756926df3349e3422 | "2023-01-05T06:38:49Z" | c++ | "2023-02-23T12:55:43Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,936 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_byte_codegen.cpp", "modules/gdscript/gdscript_byte_codegen.h", "modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/tests/scripts/runtime/features/await_on_void.gd", "modules/gdscript/tests/scripts/runtime/features/await_on_void.out", "modules/gdscript/tests/scripts/runtime/features/standalone-calls-do-not-write-to-nil.gd", "modules/gdscript/tests/scripts/runtime/features/standalone-calls-do-not-write-to-nil.out"] | `PropertyTweener`'s methods' return value are not discarded and effect the unary operator at next line. | ### Godot version
4.0 Beta10
### System information
Windows 10, Vulkan, GTX1060
### Issue description
`PropertyTweener`'s methods' return value are not discarded and effect the unary operator at next line.
In Editor:

In cpp:

### Steps to reproduce
Just run the Minimal reproduction project.
### Minimal reproduction project
[Bug Report.zip](https://github.com/godotengine/godot/files/10349829/Bug.Report.zip)
| https://github.com/godotengine/godot/issues/70936 | https://github.com/godotengine/godot/pull/71107 | c2f7c2d31ac0d97c0921aa4b37f3278ceefd0ffe | df952a32f8d581b24e9b4f1ff4b53473e12e216a | "2023-01-05T06:24:06Z" | c++ | "2023-01-09T13:22:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,935 | ["editor/plugins/tiles/tile_atlas_view.cpp"] | The tileset keeps moving when I try to edit it | ### Godot version
4 beta 10
### System information
win 11
### Issue description
So I have a very skinny tileset image. When I try to make a tile at the top of the image, it jumps down to some where in the middle. Why does it do this?
### Steps to reproduce
make a tileset with a skinny image
### Minimal reproduction project
none | https://github.com/godotengine/godot/issues/70935 | https://github.com/godotengine/godot/pull/70968 | e070362bd0e8213d121fb9be5c11f1b58c7562e4 | 272b82bdaedb6d0b833d96830173a7aae2a657a3 | "2023-01-05T04:34:30Z" | c++ | "2023-01-05T23:13:16Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,917 | ["platform/windows/display_server_windows.cpp"] | Editor and project manager always start to run on the first monitor | ### Godot version
26bed8aa85fc2f98e38552a82929e1deb5b29d8a
### System information
Windows 11
### Issue description
Regardless of settings, the project manager (and the editor itself) has always started to run on the first monitor (I have two), as well as the debugged instance window. This does not happen on 4.0 beta 10.
### Steps to reproduce
N/A
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70917 | https://github.com/godotengine/godot/pull/71026 | d642274f75fb8ca6d3b9d4c314269e6f559051c7 | fcba87e696d58912838d8a4a6987b10efa28e78f | "2023-01-04T14:54:22Z" | c++ | "2023-01-07T14:12:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,914 | ["editor/editor_inspector.cpp", "editor/editor_inspector.h", "editor/editor_properties.cpp"] | EditorPlugins that depend on the resources that Node has will not be visible when SubInspector is opened | ### Godot version
4.0.dev(dc3175e4cdb4e54e1c6200b6c4d07646eea95284)
### System information
Any
### Issue description
EditorPlugins that depend on the resources that Node has will not be visible when SubInspector is focused.
https://user-images.githubusercontent.com/61938263/210553656-86669f57-e41f-427e-a650-30630c27d850.mp4
This is caused by two problems:
The first is caused by implicit editor deletion in Node3D. This is fixed by #70907.
The other is due to a change in inspector update timing, which is regression by #68498. Revert PR #70909 will fix this issue, but if not, we will need to update SubInspectorEditor in the correct way.
### Steps to reproduce
Select Path3D or CollisionPolygon3D and open a SubInspector such as Script.
### Minimal reproduction project
[plugintest.zip](https://github.com/godotengine/godot/files/10343962/plugintest.zip)
| https://github.com/godotengine/godot/issues/70914 | https://github.com/godotengine/godot/pull/70909 | 60b028971db2e1954faccefb5fba45751830bc6c | d29193affe7b9e2ce2a88e86c1731ea3b8ccd5d6 | "2023-01-04T12:20:12Z" | c++ | "2023-01-05T11:56:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,910 | ["core/object/callable_method_pointer.h"] | Error spam (and/or crash) in release template / exported builds: `"slot >= slot_max" is true. Returning: nullptr` | ### Godot version
4.0 beta 10
### System information
Windows 10
### Issue description
In my rss reader on windows, when the user switches between feed lists - that is, when a VBoxContainer has all its children removed and a new set re-added, the application crashes with:
USER ERROR: Condition "slot >= slot_max" is true. Returning: nullptr
at: get_instance (./core/object/object.h:974)
This only happens on the windows version and only when that version is built in release mode. In an earlier beta (7 or 10 I am not sure) it was happening occasionally on the linux build too, but that no longer appears to be an issue. I was not able to find any information or other bug reports about this error.
### Steps to reproduce
I have no simple minimal reproduction available, but it is fairly constant in my current project. You can find the source here:
https://gitlab.com/gametheatre/poriferareader/Porifera
1. Build a release windows version of the project
2. Run the exported executable
3. After running the project, subscribe to two or more RSS feeds.
4. If it still has not crashed, switch back and forth between these feeds.
Because this appears to be an issue with the build system it is likely that it will be a major hassle to debug. Let me know if there is any help I can offer.
### Minimal reproduction project
As mentioned above it is consistently reproducible with this (non minimal) project: https://gitlab.com/gametheatre/poriferareader/Porifera
As a temporary workaround, only creating debug builds for windows solves this. | https://github.com/godotengine/godot/issues/70910 | https://github.com/godotengine/godot/pull/85280 | e6c8d40d106214c1ab4df23e5315b9f1f659ce70 | 4247244071d9646c0f1011f91d2773712b713c1d | "2023-01-04T11:49:44Z" | c++ | "2023-11-23T23:00:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,892 | ["editor/plugins/tiles/tile_map_editor.cpp"] | Double-click on the TileMap's pattern prints an error | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
Windows 10, Vulkan
### Issue description
```
ERROR: Error calling from signal 'item_activated' to callable: 'TileMapEditorTilesPlugin::TileMapEditorTilesPlugin::_update_selection_pattern_from_tileset_pattern_selection': Method expected 0 arguments, but called with 1.
at: emit_signalp (core/object/object.cpp:1058)
```
### Steps to reproduce
* Open MRP
* Open the scene and select `TileMap` node
* In the `Patterns` tab, double-click on the pattern
### Minimal reproduction project
[TileMap double click.zip](https://github.com/godotengine/godot/files/10339282/TileMap.double.click.zip)
| https://github.com/godotengine/godot/issues/70892 | https://github.com/godotengine/godot/pull/70903 | 5dfefc651711ea1f777e976d86a57ef6094e8be3 | f571129f9e444d6d66a23ef76cbda1e253bab481 | "2023-01-03T19:33:10Z" | c++ | "2023-01-05T11:51:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,881 | ["doc/classes/BaseMaterial3D.xml", "drivers/gles3/rasterizer_scene_gles3.cpp", "drivers/gles3/storage/material_storage.cpp", "drivers/gles3/storage/material_storage.h", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp", "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"] | Depth pre-pass is broken | ### Godot version
v4.0.beta.custom_build [96f12040c]
### System information
Windows 11/64, RTX 3070, Vulkan
### Issue description
From beta10 to the current master, depth prepass is broken.
Alpha

Depth Prepass

Alpha

Depth Prepass `depth_prepass_alpha`

Depth Prepass Beta 10

Note that the shadows render fine, as does vertex animation.
I also get a lot of vulkan errors that I don't get in b10. Many repeats of these on load, but not continuous:
```
ERROR: Condition "!named_textures.has(key)" is true. Returning: RID()
at: get_texture_slice (servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp:357)
ERROR: Texture (binding: 0, index 0) is not a valid texture.
at: (drivers/vulkan/rendering_device_vulkan.cpp:5465)
ERROR: Condition "rid.is_null()" is true. Returning: rid
at: _allocate_from_uniforms (./servers/rendering/renderer_rd/uniform_set_cache_rd.h:129)
ERROR: Condition "!uniform_set" is true.
at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7807)
ERROR: Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline
at: (drivers/vulkan/rendering_device_vulkan.cpp:8006)
ERROR: Condition "!rt" is true. Returning: RID()
at: render_target_get_override_depth_slice (servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:2688)
```
I'm bisecting now....
### Steps to reproduce
See MRP. Change alpha on the tree.
### Minimal reproduction project
You can use my demo from #63675
https://github.com/godotengine/godot/files/10256553/test_zorder.zip | https://github.com/godotengine/godot/issues/70881 | https://github.com/godotengine/godot/pull/70884 | 698ee56e545ec914c28e3bdd400c765efe58c92a | 0160fea1ced6697d5b72ad2f41332e8768080be4 | "2023-01-03T16:15:36Z" | c++ | "2023-01-03T22:23:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,879 | ["servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp"] | Godot 4 with double precision support crashes when any project is opened | ### Godot version
4.0 double precision custom build (96f1204)
### System information
macOS Ventura 13.1, AMD Radeon Pro 5500M
### Issue description
I'm trying to compile the engine from the master-branch with mono and double precision enabled. Compiling works fine and the project list is displayed normally when the editor is opened but when I try to open any project I receive an error and the editor crashes:
```
Godot Engine v4.0.beta.mono.custom_build.96f12040c - https://godotengine.org
Vulkan API 1.2.236 - Using Vulkan Device #0: AMD - AMD Radeon Pro 5500M
[mvk-error] VK_ERROR_FORMAT_NOT_SUPPORTED: VkFormat VK_FORMAT_R64G64B64_SFLOAT is not supported for vertex buffers on this device.
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Render pipeline compile failed (Error code 2):
Vertex attribute vertex0(0) is missing from the vertex descriptor.
ERROR: vkCreateGraphicsPipelines failed with error -3 for shader 'CanvasOcclusionShaderRD:0'.
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6393)
[mvk-error] VK_ERROR_FORMAT_NOT_SUPPORTED: VkFormat VK_FORMAT_R64G64B64_SFLOAT is not supported for vertex buffers on this device.
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Render pipeline compile failed (Error code 2):
Vertex attribute vertex0(0) is missing from the vertex descriptor.
ERROR: vkCreateGraphicsPipelines failed with error -3 for shader 'CanvasOcclusionShaderRD:0'.
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6393)
[mvk-error] VK_ERROR_FORMAT_NOT_SUPPORTED: VkFormat VK_FORMAT_R64G64B64_SFLOAT is not supported for vertex buffers on this device.
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Render pipeline compile failed (Error code 2):
Vertex attribute vertex0(0) is missing from the vertex descriptor.
ERROR: vkCreateGraphicsPipelines failed with error -3 for shader 'CanvasOcclusionShaderRD:0'.
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6393)
[mvk-error] VK_ERROR_FORMAT_NOT_SUPPORTED: VkFormat VK_FORMAT_R64G64_SFLOAT is not supported for vertex buffers on this device.
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Render pipeline compile failed (Error code 2):
Vertex attribute vertex0(0) is missing from the vertex descriptor.
ERROR: vkCreateGraphicsPipelines failed with error -3 for shader 'CanvasOcclusionShaderRD:1'.
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6393)
[mvk-error] VK_ERROR_FORMAT_NOT_SUPPORTED: VkFormat VK_FORMAT_R64G64_SFLOAT is not supported for vertex buffers on this device.
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Render pipeline compile failed (Error code 2):
Vertex attribute vertex0(0) is missing from the vertex descriptor.
ERROR: vkCreateGraphicsPipelines failed with error -3 for shader 'CanvasOcclusionShaderRD:1'.
at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6393)
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
at: _editor_init (modules/gltf/register_types.cpp:61)
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta.mono.custom_build (96f12040c9edc95a758e7c74760b3b2476136d18)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] sigsegv_handler(int, __siginfo*, void*)
[2] 2 libsystem_platform.dylib 0x00007ff805384c1d _sigtramp + 29
[3] 3 ??? 0x0000000000000000 0x0 + 0
[4] ScriptDebugger::send_error(String const&, String const&, int, String const&, String const&, bool, ErrorHandlerType, Vector<ScriptLanguage::StackInfo> const&) (in godot.macos.editor.double.x86_64.mono) + 102
[5] godotsharp_internal_script_debugger_send_error (in godot.macos.editor.double.x86_64.mono) + 46
[6] 6 ??? 0x000000012843d67f 0x0 + 4970501759
[7] 7 ??? 0x000000012843d524 0x0 + 4970501412
[8] 8 ??? 0x0000000128433f0e 0x0 + 4970462990
[9] 9 ??? 0x000000012843357f 0x0 + 4970460543
[10] 10 ??? 0x0000000127e6753e 0x0 + 4964382014
[11] CSharpScript::update_script_class_info(Ref<CSharpScript>) (in godot.macos.editor.double.x86_64.mono) + 187
[12] CSharpScript::reload_registered_script(Ref<CSharpScript>) (in godot.macos.editor.double.x86_64.mono) + 56
[13] godotsharp_internal_reload_registered_script (in godot.macos.editor.double.x86_64.mono) + 49
[14] 14 ??? 0x0000000127e64440 0x0 + 4964369472
[15] 15 ??? 0x0000000127e64392 0x0 + 4964369298
[16] 16 ??? 0x0000000127e638c2 0x0 + 4964366530
[17] 17 ??? 0x0000000127e636e2 0x0 + 4964366050
[18] 18 ??? 0x0000000127e63417 0x0 + 4964365335
[19] 19 ??? 0x0000000127e61cac 0x0 + 4964359340
[20] 20 ??? 0x0000000127e619b6 0x0 + 4964358582
[21] 21 ??? 0x0000000127e5c601 0x0 + 4964337153
[22] 22 ??? 0x00000001283002d7 0x0 + 4969202391
[23] 23 libcoreclr.dylib 0x000000012120f8e9 CallDescrWorkerInternal + 124
[24] CallDescrWorkerWithHandler(CallDescrData*, int)
[25] CallDescrWorkerReflectionWrapper(CallDescrData*, Frame*)
[26] RuntimeMethodHandle::InvokeMethod(Object*, Span<Object*>*, SignatureNative*, bool, bool)
[27] 27 ??? 0x000000012761d93c 0x0 + 4955691324
[28] 28 ??? 0x000000012761048d 0x0 + 4955636877
[29] 29 ??? 0x0000000127e59ca4 0x0 + 4964326564
[30] CSharpLanguage::_editor_init_callback() (in godot.macos.editor.double.x86_64.mono) + 119
[31] EditorNode::EditorNode() (in godot.macos.editor.double.x86_64.mono) + 99628
[32] Main::start() (in godot.macos.editor.double.x86_64.mono) + 14163
[33] main (in godot.macos.editor.double.x86_64.mono) + 365
[34] 34 dyld 0x00007ff805027310 start + 2432
-- END OF BACKTRACE --
================================================================
```
The command I used to compile it:
`scons platform=macos arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) precision=double module_mono_enabled=yes`
Vulkan API version is 1.3.236.0
There was one warning during the build but not sure if it is related to the problem:
`ld: warning: object file (/Users/XXXX/VulkanSDK/1.3.231.1/MoltenVK/MoltenVK.xcframework/macos-arm64_x86_64//libMoltenVK.a(libMoltenVK.a-x86_64-master.o)) was built for newer macOS version (10.13) than being linked (10.12)
`
I tried to compile it with older version of Vulkan API but the warning didn't go away.
I also made a build without double precision support with and without mono and both builds works so the problem occurs only when the double precision is enabled.
### Steps to reproduce
1. Compile latest master-branch on macOS with double-precision support
2. Try to open any project -> crash.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70879 | https://github.com/godotengine/godot/pull/85822 | 9dce1a45a067776f7cd620061fc5e973427f8287 | 74b6fad3c8a884b6c628365b6bddcb0b739a1e51 | "2023-01-03T15:45:58Z" | c++ | "2023-12-08T15:58:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,874 | ["servers/rendering/renderer_rd/effects/ss_effects.cpp", "servers/rendering/renderer_rd/effects/ss_effects.h", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h", "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl", "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl"] | SSAO Ultra quality setting throws errors | ### Godot version
v4.0 beta10
### System information
Windows 10, NVIDIA GeForce RTX 2060, video driver: 31.0.15.2756
### Issue description
SSAO Ultra quality setting throws errors. Image seems incorrect.
SSAO High setting. Image looks correct.

SSAO Ultra setting. Image looks incorrect.

### Steps to reproduce
- Open reproduction project "SSAO ultra"
- Click Play
- See console for errors
### Minimal reproduction project
[SSAO ultra.zip](https://github.com/godotengine/godot/files/10336633/SSAO.ultra.zip)
| https://github.com/godotengine/godot/issues/70874 | https://github.com/godotengine/godot/pull/72838 | 1ecf486ef0a0e58ca7df6f84fb324b5766c66614 | 381590311958ab00251639af6d7efc6934dd3c72 | "2023-01-03T12:43:35Z" | c++ | "2023-02-13T18:15:48Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,870 | ["modules/gridmap/editor/grid_map_editor_plugin.cpp"] | Picking Gridmap tiles doesn't work correctly with a search filter applied | ### Godot version
4.0 Beta 10
### System information
Windows 10
### Issue description
when picking tiles from a gridmap and you have a search filter applied, it often doesn't do anything, instead I get an index out of bounds error in the console
`scene/gui/item_list.cpp:424 - Index p_current = 8 is out of bounds (items.size() = 4).`
### Steps to reproduce
1. Open a project using a gridmap like the platformer demo, or create one.
2. Search for specific tiles inside the tile selection.
3. Try to pick a tile inside the 3D viewport with that you want to paint (maybe you don't want to reset the filter and do a long search there)
In some cases it works, but mostly it doesn't work (depending on the tile you picked and what you searched for)
Also I am not sure, but I have the feeling that in a few cases it picks the wrong tile, instead of throwing an error
### Minimal reproduction project
Any project that uses a gridmap, for example the platformer demo from the demo projects repo | https://github.com/godotengine/godot/issues/70870 | https://github.com/godotengine/godot/pull/78504 | 5285927f5185ed0478061abdeba75890930bd2ca | ada712e06a471da2a2f4646237830bbd7980c114 | "2023-01-03T11:59:12Z" | c++ | "2023-06-21T08:20:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,866 | ["scene/resources/default_theme/default_theme.cpp"] | Scrollbar grabber click is not detected at bottom edge | ### Godot version
4.x (beta 5, 6, 7, 8, 9, 10) didn't tested versions before beta 5
Also reproducable in current master: c5bfe13
### System information
Windows 10
### Issue description
When clicking around the bottom edge of the scrollbar grabber, it is not detected as such and instead jumps to a lower position, as if you click on the free area of the scrollbar.
The red marked area is not detected as grabber click. Everything is fine on the top edge.

### Steps to reproduce
Just use a `ScrollContainer` with e.g. a `VBox` and many `Button`s.
See the video:
https://user-images.githubusercontent.com/66004280/210325006-718e0f57-49b3-4aa1-ad35-653b9c66d9fa.mp4
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70866 | https://github.com/godotengine/godot/pull/70864 | c5279420c8fb239f812ea23e3c6f7e7610d31a4d | 1d92b44f47f75f4f02695a047f7f0f9bb747bc05 | "2023-01-03T08:51:13Z" | c++ | "2023-01-03T11:41:56Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,856 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/preload_script_native_type.gd", "modules/gdscript/tests/scripts/analyzer/features/preload_script_native_type.notest.gd", "modules/gdscript/tests/scripts/analyzer/features/preload_script_native_type.out"] | Crash in GDScript after preload fix | ### Godot version
Godot 4 beta10
### System information
Windows 10 64 bits NVIDIA GeForce GTX 1060
### Issue description
After porting a project to Godot 4 beta10, I found out my game crashed very consistently everytime I did a particular action. I tried to reproduce it with my older debug build, but it did not reproduce. But after I rebuilt it with the latest commit, it happened, with the following C++ stack trace:
```
Exception has occurred: W32/0xC0000005
Unhandled exception at 0x00007FF64CF49CF0 in godot.windows.editor.dev.x86_64.exe: 0xC0000005: Access violation executing location 0x00007FF64CF49CF0.
00007ff64cf49cf0() (Unknown Source:0)
call_with_variant_args_retc_helper<Resource,Ref<Resource>,bool,0>(Resource * p_instance, Ref<Resource>(const Resource::*)(bool) p_method, const Variant * * p_args, Variant & r_ret, Callable::CallError & r_error, IndexSequence<0> __formal) Line 731 (godot4_fork\core\variant\binder_common.h:731)
call_with_variant_args_retc_dv<Resource,Ref<Resource>,bool>(Resource * p_instance, Ref<Resource>(const Resource::*)(bool) p_method, const Variant * * p_args, int p_argcount, Variant & r_ret, Callable::CallError & r_error, const Vector<Variant> & default_values) Line 527 (godot4_fork\core\variant\binder_common.h:527)
MethodBindTRC<Resource,Ref<Resource>,bool>::call(Object * p_object, const Variant * * p_args, int p_arg_count, Callable::CallError & r_error) Line 546 (godot4_fork\core\object\method_bind.h:546)
GDScriptFunction::call(GDScriptInstance * p_instance, const Variant * * p_args, int p_argcount, Callable::CallError & r_err, GDScriptFunction::CallState * p_state) Line 1644 (godot4_fork\modules\gdscript\gdscript_vm.cpp:1644)
GDScriptInstance::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 1830 (godot4_fork\modules\gdscript\gdscript.cpp:1830)
Object::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 711 (godot4_fork\core\object\object.cpp:711)
Variant::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Variant & r_ret, Callable::CallError & r_error) Line 1159 (godot4_fork\core\variant\variant_call.cpp:1159)
GDScriptFunction::call(GDScriptInstance * p_instance, const Variant * * p_args, int p_argcount, Callable::CallError & r_err, GDScriptFunction::CallState * p_state) Line 1538 (godot4_fork\modules\gdscript\gdscript_vm.cpp:1538)
GDScriptInstance::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 1830 (godot4_fork\modules\gdscript\gdscript.cpp:1830)
Object::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 711 (godot4_fork\core\object\object.cpp:711)
Variant::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Variant & r_ret, Callable::CallError & r_error) Line 1159 (godot4_fork\core\variant\variant_call.cpp:1159)
GDScriptFunction::call(GDScriptInstance * p_instance, const Variant * * p_args, int p_argcount, Callable::CallError & r_err, GDScriptFunction::CallState * p_state) Line 1538 (godot4_fork\modules\gdscript\gdscript_vm.cpp:1538)
GDScriptInstance::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 1830 (godot4_fork\modules\gdscript\gdscript.cpp:1830)
Object::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 711 (godot4_fork\core\object\object.cpp:711)
Variant::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Variant & r_ret, Callable::CallError & r_error) Line 1159 (godot4_fork\core\variant\variant_call.cpp:1159)
GDScriptFunction::call(GDScriptInstance * p_instance, const Variant * * p_args, int p_argcount, Callable::CallError & r_err, GDScriptFunction::CallState * p_state) Line 1538 (godot4_fork\modules\gdscript\gdscript_vm.cpp:1538)
GDScriptInstance::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 1830 (godot4_fork\modules\gdscript\gdscript.cpp:1830)
Object::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 711 (godot4_fork\core\object\object.cpp:711)
Variant::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Variant & r_ret, Callable::CallError & r_error) Line 1159 (godot4_fork\core\variant\variant_call.cpp:1159)
GDScriptFunction::call(GDScriptInstance * p_instance, const Variant * * p_args, int p_argcount, Callable::CallError & r_err, GDScriptFunction::CallState * p_state) Line 1538 (godot4_fork\modules\gdscript\gdscript_vm.cpp:1538)
GDScriptInstance::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 1830 (godot4_fork\modules\gdscript\gdscript.cpp:1830)
Object::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 711 (godot4_fork\core\object\object.cpp:711)
Variant::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Variant & r_ret, Callable::CallError & r_error) Line 1159 (godot4_fork\core\variant\variant_call.cpp:1159)
GDScriptFunction::call(GDScriptInstance * p_instance, const Variant * * p_args, int p_argcount, Callable::CallError & r_err, GDScriptFunction::CallState * p_state) Line 1555 (godot4_fork\modules\gdscript\gdscript_vm.cpp:1555)
GDScriptInstance::callp(const StringName & p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 1830 (godot4_fork\modules\gdscript\gdscript.cpp:1830)
Node::_gdvirtual__physics_process_call<0>(double arg1) Line 238 (godot4_fork\scene\main\node.h:238)
Node::_notification(int p_notification) Line 61 (godot4_fork\scene\main\node.cpp:61)
Node::_notificationv(int p_notification, bool p_reversed) Line 45 (godot4_fork\scene\main\node.h:45)
Object::notification(int p_notification, bool p_reversed) Line 792 (godot4_fork\core\object\object.cpp:792)
SceneTree::_notify_group_pause(const StringName & p_group, int p_notification) Line 876 (godot4_fork\scene\main\scene_tree.cpp:876)
SceneTree::physics_process(double p_time) Line 429 (godot4_fork\scene\main\scene_tree.cpp:429)
Main::iteration() Line 3163 (godot4_fork\main\main.cpp:3163)
OS_Windows::run() Line 1274 (godot4_fork\platform\windows\os_windows.cpp:1274)
widechar_main(int argc, wchar_t * * argv) Line 181 (godot4_fork\platform\windows\godot_windows.cpp:181)
_main() Line 203 (godot4_fork\platform\windows\godot_windows.cpp:203)
main(int argc, char * * argv) Line 217 (godot4_fork\platform\windows\godot_windows.cpp:217)
WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 231 (godot4_fork\platform\windows\godot_windows.cpp:231)
invoke_main() Line 107 (d:\a01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:107)
__scrt_common_main_seh() Line 288 (d:\a01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
__scrt_common_main() Line 331 (d:\a01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:331)
WinMainCRTStartup(void * __formal) Line 17 (d:\a01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_winmain.cpp:17)
kernel32.dll!00007ff894347614() (Unknown Source:0)
ntdll.dll!00007ff895dc26a1() (Unknown Source:0)
```
~~Since that crash did not occur at all in my older version, I tried bisecting to find which commit made it happen. And I was surprised to find that d4fbe1ef061d0e058a2700cfd4f602e55e126f65 is the first commit from where the crash happens. This commit is the update of the HarfBuzz library. I have no idea how it relates to GDScript, but for sure the crash keeps happening onwards.~~
Bisected properly: https://github.com/godotengine/godot/issues/70856#issuecomment-1370242332
### Steps to reproduce
For now my only reproduction is my entire game... the action to perform is quick, but there is so much stuff going on that it's really not minimal.
In GDScript, the kind of code that was running is this:
```gdscript
if not hulls.has(scale):
print("Generating new ConvexHull for ", hull, " scale ", scale)
print("C")
scaled_hull = hull.duplicate()
print("D")
```
Godot crashed after printing `C`, and did not print `D`.
`hull` is an instance of a script I made, which inherits `RefCounted`, and has a `duplicate` method I made. GDScript is trying to call it, but crashes instead. The object exists, it gets printed as `<RefCounted#-9223371988704164593>`. I added a print at the first line of `duplicate`, but it's not even reached.
```gdscript
func duplicate():
print("A") # This does not even print
var d = get_script().new()
print("B")
d._planes = _planes.duplicate()
# This one is a poolvector
d._vertices = _vertices
d._aabb = _aabb
d._center = _center
d._radius = _radius
return d
```
### Minimal reproduction project
The project I reproduce this with is one I haven't considered open-sourcing yet, but if you want it just for working on the bug, I can provide an archive on RocketChat. | https://github.com/godotengine/godot/issues/70856 | https://github.com/godotengine/godot/pull/70859 | 565ae3b76791ba707a5a18be50be336533ef0857 | 8203e093302fa2c8862dbad7dbade6731468e5e4 | "2023-01-03T01:30:02Z" | c++ | "2023-01-03T22:22:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,847 | ["scene/resources/tile_set.cpp", "scene/resources/tile_set.h"] | Doesn't reset default values when reloading tilemap files | ### Godot version
4.0 beta 10
### System information
Windows 10
### Issue description
Another bug found when working on the [Godot 4 exporter for Tiled](https://github.com/mapeditor/tiled/pull/3550).
When you change a tilemap file and remove a setting, Godot reloads the tilemap, but doesn't reset the removed setting to its default. Closing and reopening the project does.
### Steps to reproduce
1. Open the reproduction project. Note the isometric tilemap.
2. Edit tile_map.tscn
3. Remove line 73: `tile_shape = 1`
4. Re-focus Godot, and allow it to reload tile_map.tscn. Note the isometric tilemap.
5. Close the project and reopen it, without saving. Note the orthographic tilemap.
### Minimal reproduction project
[godotdefaultvalues.zip](https://github.com/godotengine/godot/files/10333210/godotdefaultvalues.zip)
| https://github.com/godotengine/godot/issues/70847 | https://github.com/godotengine/godot/pull/73714 | 91aed4b9b58ea40e1918e393fdfe6dc729f20269 | 44e96901086c20285e4f07e04504d6b901f98ed2 | "2023-01-02T19:19:34Z" | c++ | "2023-02-22T09:13:01Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,844 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/features/preload_script_native_type.gd", "modules/gdscript/tests/scripts/analyzer/features/preload_script_native_type.notest.gd", "modules/gdscript/tests/scripts/analyzer/features/preload_script_native_type.out"] | GDScript 2.0: Unable to do type checking on variables typed with `const X = preload("script.gd")` | ### Godot version
Godot 4 beta10
### System information
Windows 10 64 bits NVIDIA GeForce GTX 1060
### Issue description
In Godot 3 it was possible to type-hint a variable using constant preloaded script. But in Godot 4 it seems GDScript treats those variables as if they were variants with no known type, even though all the information is available.
Lines will not be highlighted as "safe", and attempting to use `:` to auto-hint variables assigned from properties or methods of the object will cause errors.
### Steps to reproduce
`body.gd`
```gdscript
extends RigidBody3D
```
`main.gd`
```gdscript
const MyBody = preload("./body.gd")
func _ready():
var body := MyBody.new()
print(body.name)
# This causes an error
#var pos := body.position
body.freeze = true # This is supposed to be safe
body.queue_free() # This is supposed to be safe
```
### Minimal reproduction project
[GDScriptSafeLineConstType.zip](https://github.com/godotengine/godot/files/10333076/GDScriptSafeLineConstType.zip)
| https://github.com/godotengine/godot/issues/70844 | https://github.com/godotengine/godot/pull/70859 | 565ae3b76791ba707a5a18be50be336533ef0857 | 8203e093302fa2c8862dbad7dbade6731468e5e4 | "2023-01-02T18:23:52Z" | c++ | "2023-01-03T22:22:23Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,843 | ["modules/gdscript/editor/gdscript_highlighter.cpp"] | Syntax highlighting highlights `$` syntax on node names starting with a number, despite not being valid identifiers | ### Godot version
Godot Engine v4.0.beta10.official.d0398f62f
### System information
Windows 10
### Issue description
Even though the syntax highlighting is correct, the following errors are raised, unless quotes are used.
`Expected node path as string or identifier after "$".`
`Invalid numeric notation.`
`Expected statement, found "Literal" instead.`
### Steps to reproduce
1. Add a node named "2D" to the scene
2. In a script, use `$2D`
3. The errors above are shown, even though the highlighting works fine
### Minimal reproduction project
[node-starts-with-number.zip](https://github.com/godotengine/godot/files/10332763/node-starts-with-number.zip)
| https://github.com/godotengine/godot/issues/70843 | https://github.com/godotengine/godot/pull/70875 | 0ba3c5453fa2e0a609e9182e54181e7f8aeac262 | 26bed8aa85fc2f98e38552a82929e1deb5b29d8a | "2023-01-02T17:13:35Z" | c++ | "2023-01-03T15:17:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,821 | ["scene/gui/range.cpp", "scene/gui/range.h", "scene/gui/spin_box.cpp", "scene/gui/spin_box.h"] | SpinBox doesn't visually update when calling `set_value_no_signal` | ### Godot version
v4.0.beta10.official.d0398f62f
### System information
Windows 10, gl_compatibility
### Issue description
If you use `set_value_no_signal` on a SpinBox, it doesn't redraw until clicked.
### Steps to reproduce
1. Add SpinBox to scene.
2. `set_value_no_signal(50)` # Value displayed doesn't change
3. Click it. Displayed value changed to 50.
### Minimal reproduction project
[spinbox redraw bug.zip](https://github.com/godotengine/godot/files/10329572/spinbox.redraw.bug.zip)
| https://github.com/godotengine/godot/issues/70821 | https://github.com/godotengine/godot/pull/70834 | cd03028915295e67d72cd91dbd46eafb207f92d1 | 486988f717ea984cd268f31b723a082cc24c35f7 | "2023-01-01T22:36:16Z" | c++ | "2023-04-12T15:01:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,798 | ["modules/gdscript/gdscript_cache.cpp"] | Infinite autoload error spam preventing project from being opened | ### Godot version
4.0 8a98110
### System information
Windows 10 x64
### Issue description
I have a method call in my script that has changed in some newer version. Whenever I want to open the project in the new version, the autoload script will spam argument error. Forever.
https://user-images.githubusercontent.com/2223172/210169561-1938b0f9-684e-4a8f-bebd-4900ff48b98a.mp4
The project never loads. It works fine after I fix the method in external editor.
### Steps to reproduce
1. Be me
2. Try to open the project :<
### Minimal reproduction project
I wasn't able to reproduce it in a minimal project. I suspect some dependency being at fault. | https://github.com/godotengine/godot/issues/70798 | https://github.com/godotengine/godot/pull/70810 | 00891066cb2c5e3c867feb97f3883f8ef4aad43d | dc3175e4cdb4e54e1c6200b6c4d07646eea95284 | "2023-01-01T11:50:25Z" | c++ | "2023-01-04T10:41:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,789 | ["editor/plugins/canvas_item_editor_plugin.cpp", "editor/plugins/canvas_item_editor_plugin.h"] | Using arrow keys with "move mode" tool selected causes 2D editor to lose focus | ### Godot version
4.0.beta10 (d0398f62f)
### System information
Windows 11
### Issue description
When the Move Mode tool is selected (hotkey W), using the arrow keys will move a node a few pixels before causing the 2D editor to lose focus.
This does not happen when the Select Mode tool (hotkey Q) is selected. This also doesn't happen when you use shift + arrow key (but this moves multiple pixels at once).
This is also not an issue in 3.5 (new regression in 4.0).
### Steps to reproduce
- Open any scene in 2D mode.
- Select `Select Mode`:

- Select any CanvasItem.
- You can move it around using the arrow keys (1px at a time).
- Now select `Move Mode`:

- Try moving the node using arrow keys.
- Notice how the main 2D editor loses focus.
Some extra info: shift + arrow key works fine!
https://user-images.githubusercontent.com/4420888/210158652-8dcff944-d57b-4d72-a8cc-80344b549839.mp4
### Minimal reproduction project
N/A - seems like any CanvasItem (maybe more?) has this issue. | https://github.com/godotengine/godot/issues/70789 | https://github.com/godotengine/godot/pull/59081 | a98431d1c16e296af37e6d03d8a176a3165f398a | d065281bc0cd815e738b4412a897880e69103119 | "2023-01-01T01:17:52Z" | c++ | "2023-01-23T11:26:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,784 | ["scene/resources/tile_set.cpp", "scene/resources/tile_set.h"] | TileSets are improperly converted in Godot 3->4 migration | ### Godot version
3.5 (991bb6ac7) -> 4.0.beta10 (d0398f62f)
### System information
Windows 11
### Issue description
I have some relatively simple tilesets created in version 3.5 containing textures, collision shapes, and occlusion polygons. These tilesets are almost completely unusable when migrated into Godot 4 without recreating most of the tileset by hand. Specifically:
- Tile size seems to always be set at 16x16 (this might be the root cause of some of the other issues). This might not be easy to convert properly since tile size is a property of the TileMap in Godot 3, but of the TileSet in Godot 4. That being said, the converter could likely guess at the proper tile size based on the tiles present in the map (e.g. given that all my tiles are 32x32, it would be logical to set tile size as 32x32).
- No occlusion layer is created, meaning **all occlusion polygons are lost**.
- Collision polygons are incorrectly offset from the textures:  (this wouldn't be as big of a deal if there was a way to "drag" entire collision polygons rather than just individual vertices, but it seems like to only way to fix them is to recreate them from scratch).
- Collision polygons aren't rotated properly in auto-generated rotation alt tiles:

- (I imagine these same issues are present for tileset navigation layers, but I haven't tested that)
Probably related to issues #64006 and #67218.
### Steps to reproduce
- Create a basic tileset with occlusion + collision polygons in Godot 3.
- Convert the project to a Godot 4 project.
- Open the project in 4 and pay attention to the Tileset's textures & collision/occlusion polygons.
### Minimal reproduction project
[convert4.zip](https://github.com/godotengine/godot/files/10328029/convert4.zip)
| https://github.com/godotengine/godot/issues/70784 | https://github.com/godotengine/godot/pull/72186 | 8365530cb08c623aedd7c1f48b46ace3cc3988e2 | a43db5afa4bbec4772be2f296931a6d44bb4cbb3 | "2022-12-31T22:16:15Z" | c++ | "2023-01-27T18:26:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,782 | ["scene/animation/tween.cpp", "scene/animation/tween.h"] | tween_callback does not support Reference objects | ### Godot version
v3.5.1.stable.official [6fed1ffa3]
### System information
Steam OS, Steam Deck
### Issue description
Calling `tween_callback` where the first (object) parameter is a `Reference` doesn't work as I expected. The code compiles and runs without producing any errors, but the callback function is never executed.
### Steps to reproduce
Running the minimal reproduction project demonstrates the issue. The code pattern is quite simple:
**ReferenceType.gd**
```gdscript
extends Reference
func foo():
print("foo was called")
```
**Test.gd**
```gdscript
extends Node2D
func _ready():
var ref := preload("ReferenceType.gd").new()
var tween := create_tween()
tween.tween_interval(1)
tween.tween_callback(ref, "foo")
```
I suspect that the issue is somehow related to reference-counting, and that `SceneTreeTween` is not updating the object's reference count. I can get the behavior I expect by modifying the code to call `reference()` and `unreference()` manually, as shown below:
```gdscript
var ref := preload("ReferenceType.gd").new()
ref.reference()
var tween := create_tween()
tween.tween_interval(1)
tween.tween_callback(ref, "foo")
tween.tween_callback(ref, "unreference")
```
The documentation strongly recommends against calling these functions "unless you know what you're doing", so it feels like `SceneTreeTween` should handle this. If this is expected behavior, it would be nice if the `SceneTreeTween` documentation urged caution when using `Reference`.
### Minimal reproduction project
[ReferenceTween.zip](https://github.com/godotengine/godot/files/10328012/ReferenceTween.zip)
| https://github.com/godotengine/godot/issues/70782 | https://github.com/godotengine/godot/pull/70795 | d29193affe7b9e2ce2a88e86c1731ea3b8ccd5d6 | d322c154a6be5b9739e47b9596008d86c8d586dd | "2022-12-31T22:06:07Z" | c++ | "2023-01-05T11:56:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,774 | ["servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl"] | Vulkan Mobile: Decals are applied to the 3D manipulation gizmo | - *Related to https://github.com/godotengine/godot/issues/65848.*
### Godot version
4.0.beta10
### System information
Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT
### Issue description
Decals are applied to editor origin and grid:

This doesn't occur when using Forward Plus (clustered).
This can likely be fixed by [disabling layers 24, 25, 26 and 27](https://github.com/godotengine/godot/blob/a75493091823020d858fabadbfa5994da0d658cb/editor/plugins/node_3d_editor_plugin.h#L172-L175) from the default decal cull mask (these layers are not exposed in the inspector). These layers are used in the editor to draw the editor origin, grid and gizmos.
Alternatively, lines and points could have decal rendering skipped on them entirely (I'm not sure if you'd ever need that – this seems to be done in the clustered renderer already).
### Steps to reproduce
- Add a Decal node with an albedo texture, and make sure it's positioned in a scene's origin with both the origin and grid visible.
### Minimal reproduction project
[test_decal_mobile_gizmos.zip](https://github.com/godotengine/godot/files/10327616/test_decal_mobile_gizmos.zip)
| https://github.com/godotengine/godot/issues/70774 | https://github.com/godotengine/godot/pull/80911 | 4b208fec749db1679b43362a9af3d8031d9f94b3 | cae4319e0a13de777b119aaa48654f19adcc14ff | "2022-12-31T16:12:38Z" | c++ | "2023-08-25T12:58:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,769 | ["editor/plugins/sprite_frames_editor_plugin.cpp"] | SpriteFrames window allow setting animation name to empty string | ### Godot version
v4.0.beta.custom_build [767f8fb48]
### System information
Linux Ubuntu 20.04 with Unity desktop
### Issue description
In the SpriteFrames window, it is possible to add an animation named empty string "", or to rename an existing one to empty string "". While you could think that it is an acceptable behaviour like naming an animation with a single space " ", editor and runtime behaviours show that this is not supported:
- Editor: The animation entry in the list of animation names has a reduced vertical width, making it hard to select since you only see a thin bright horizontal bar (that looks like a scrolling bar) with no text inside.


- Editor: The AnimatedSprite2D Animation dropdown will not show the empty animation name as an option at all.

- Runtime: You can still set the animation by code to "", but AnimatedSprite2D::play("") will not work and be interpreted as "keep playing the same animation" due to custom empty string check.
Empty string "" should probably be rejected as an animation name to set, in both editor and at runtime.
### Steps to reproduce
0. If you use the minimal reproduction project, you can skip this step. If you reproduce from a new project, create a sample repro.tscn scene with an AnimatedSprite2D with a new_sprite_frames.tres.
1. Select the AnimatedSprite2D and open the SpriteFrames window, or alternatively open the new_sprite_frames.tres directly.
2. In the animation list on the left, you should see "default". Add a new animation named empty string "", or add a new animation, then rename it to empty string "".
3. Observe that the entry now has a vertical height much lower, making it hard to see and select. You can still select it and add some frames though (to test 5, you can for instance add a sprite = part of the Godot icon, or anything else visible).
4. Click on the AnimatedSprite2D > Inspector > Animation > Animation and open the dropdown. Note that it only shows, default, not empty string "".
5. If you use the repro project, I prepared a script repro.gd attached to the AnimatedSprite2D that sets `animation = ""` on `ready`. Play the game. Note that indeed, the empty string "" animation is played, showing a part of the Godot icon.
6. You can comment out `animation = ""` and uncomment `play("")`. Note that the same animation, default, is played, so nothing appears this time.
7. Bonus: try again with single space " " instead of empty string "" (in SpriteFrames settings, but also code). Note that this time, everything works as if you had a normal name, so it's definitely empty string that is special.
Note: the minimal reproduction project in under VCS so you can check and revert the diff easily.
### Minimal reproduction project
[v4.0.beta.custom_build [767f8fb48] - SpriteFrames window allow setting animation name to empty string.zip](https://github.com/godotengine/godot/files/10327446/v4.0.beta.custom_build.767f8fb48.-.SpriteFrames.window.allow.setting.animation.name.to.empty.string.zip)
| https://github.com/godotengine/godot/issues/70769 | https://github.com/godotengine/godot/pull/70788 | 9004279afb5b4482383068059876d24d5870f2c0 | 0f72c77cd43940df372d66ce1cadfa3d5fe88d6a | "2022-12-31T13:52:01Z" | c++ | "2023-02-17T14:30:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,768 | ["editor/scene_tree_dock.cpp"] | Shortcut for Reparent to New Node not working | ### Godot version
3.5.1, 4.0 beta 10
### System information
Windows 10
### Issue description
I tried to set a shortcut for `Reparent to New Node`, but the shortcut doesn't trigger. As it's closest neighbour, I tried setting the same shortcut for `Reparent` without problems.
### Steps to reproduce
* Set editor shortcut for `Reparent to New Node` (I set it as Ctrl+G as to group nodes together, but anything is fine - it's not about conflicting shortcut)
* Select a node and press your chosen hotkey
### Minimal reproduction project
N/A (any project is fine, requires modifying editor settings anyway) | https://github.com/godotengine/godot/issues/70768 | https://github.com/godotengine/godot/pull/70779 | 8b180353d85f8695e220a64c007b2dbd43a98892 | 49794911e895dd8886db6668928c8f4d97f98be7 | "2022-12-31T13:47:05Z" | c++ | "2023-01-03T11:31:50Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,764 | ["core/os/main_loop.cpp", "core/os/main_loop.h", "main/main.cpp"] | The custom Mainloop inherited from SceneTree does not work properly | ### Godot version
4.0 beta 10, also 3.5.1
### System information
Windows 11
### Issue description
Creating a Mainloop inherited from SceneTree makes sense when you want to add a few features to SceneTree instead of starting from scratch. Unfortunately, this doesn't work as well, as if its type is erased.
But inheriting from Mainloop directly (in the example) can work properly.
### Steps to reproduce
1. Create a mainloop extends SceneTree. In this case, I call it `MyGDScriptMainLoop`.
```gdscript
class_name MyGDScriptMainLoop extends SceneTree
func say_hello():
print("hello")
```
2. Go to project settings, set `application/run/main_loop_type` to `MyGDScriptMainLoop`.
3. Create a test scene and try to call `Engine.get_main_loop().say_hello()`.
```gdscript
extends Node2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Engine.get_main_loop().say_hello()
pass # Replace with function body.
```
Then you will see:

And also I found that `Engine.get_main_loop() is MyGDScriptMainLoop` is `false`.
Using GDExtension to do this also failed. But since I'm using godot-rust, I'm not sure if this problem exists with godot-cpp.
### Minimal reproduction project
[bug.zip](https://github.com/godotengine/godot/files/10327002/bug.zip)
| https://github.com/godotengine/godot/issues/70764 | https://github.com/godotengine/godot/pull/70771 | d13369eee12fc264ef9df0ae86d6a19165e58449 | 95da8e1394d9e126b4ced1bab140df5ea9ca5df9 | "2022-12-31T07:41:55Z" | c++ | "2023-07-12T15:15:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,758 | ["scene/resources/mesh.cpp"] | Godot Android editor crash. | ### Godot version
4.0 beta 10
### System information
Android 12gb ram Mediatek G95
### Issue description
Editor is crashing when opening a project from pc to Android editor.
### Steps to reproduce
Create a scene from pc editor MEDIUM complex.
Now try to open it in Android editor.
### Minimal reproduction project
https://github.com/selgesel/godot4-third-person-controller
This project.
### I recommend.
I recommend to add a crash handler for Android editor.
CustomActivityoncrash is a good library to handle crash and logs are displayed on screen. | https://github.com/godotengine/godot/issues/70758 | https://github.com/godotengine/godot/pull/69619 | d9bac56f6f75e119631022fcf83a59a11f5d0b26 | 5432bad36f789118fe69ae733427d0c7aebd7dcb | "2022-12-31T03:08:20Z" | c++ | "2023-01-22T16:52:31Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,746 | ["editor/plugin_config_dialog.cpp"] | Create a Plugin dialog's text fields do not expand to fit the whole dialog window | ### Godot version
4.0b10
### System information
Linux/Manjaro
### Issue description
Most dialogs in the editor scale their text field Controls to fit the whole window when it's resized, but the plugin creation dialog does not:

### Steps to reproduce
1. Go to Project Settings -> Plugins -> Create New Plugin
2. Resize the new dialog
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70746 | https://github.com/godotengine/godot/pull/70801 | 8a98110e3e353a9a3b86b4a0bd56adf405bd6d93 | e1ca0012db82ee169415121c64a815705f32edf9 | "2022-12-30T17:05:37Z" | c++ | "2023-01-01T17:03:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,729 | ["editor/rename_dialog.cpp"] | Advanced options buttons in Batch Rename are not activated | ### Godot version
Godot 4-beta10
### System information
Linux, KDE Neon, Mesa Intel(R) UHD Graphics (CML GT2)
### Issue description
Advanced options buttons in Batch Rename are not activated
When I want to rename several nodes using the batch rename function, the advanced options buttons are not activated.
https://user-images.githubusercontent.com/342117/210034723-33e1810a-62a5-4fe4-8472-d0cc677317b7.mp4
### Steps to reproduce
See the video...
### Minimal reproduction project
It does not make an example project because it happens in all Godot Engine versions with any project. (Godot 4-beta10) | https://github.com/godotengine/godot/issues/70729 | https://github.com/godotengine/godot/pull/70742 | 4e360ac61264f1e54e14f776c32cc82cde13d76a | 1f53579a8f1a6934fd7ccc3c47e9eb6e2fdeb00f | "2022-12-30T04:37:04Z" | c++ | "2023-01-03T11:23:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,718 | ["editor/editor_file_system.cpp"] | Custom Node Export not working on new scripts | ### Godot version
4.0.beta10.official
### System information
MacOS 12.6
### Issue description
The custom node exporting introduced in #67055 seems to have regressed in beta9 and beta10, but only for newly created scripts. The selection dialog for the export does not allow selecting a node with the script attached unless the engine is restarted (or the project is reloaded).
While looking around, it seems the node isn't being recognised as the custom class. If I hover over the node to show the tooltip, the type is listed as `Node`, not the custom class. After a project reload, the tooltip correctly shows the custom class as the type.
If I change the export type to `Node`, select the node and then change the type back to the custom class, the selection persists, so that seems to be the workaround for now.
This also doesn't seem to be a problem in beta7.
### Steps to reproduce
1. Create a script with a custom `class_name`:
```gdscript
class_name TestClass extends Node
```
2. Create another script with an export of the type declared in step 1:
```gdscript
class_name Main extends Node
@export var testClass: TestClass
```
3. Create a node with the `Main` script assigned
4. Create a node with the `TestClass` script assigned
5. Try set the `testClass` export for the `Main` node to the `TestClass` node
Reloading the project will allowing selecting the `TestClass` node
### Minimal reproduction project
N/A - opening the project will not reproduce the issues. Its best to test on a new project with newly created scripts | https://github.com/godotengine/godot/issues/70718 | https://github.com/godotengine/godot/pull/71850 | b0200c1c469f1aaac3db24e9bd30390a860bbbd9 | e9c7b8d2246bd0797af100808419c994fa43a9d2 | "2022-12-29T21:31:17Z" | c++ | "2023-02-18T09:40:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,712 | ["core/io/file_access_compressed.cpp", "core/io/file_access_compressed.h"] | `FileAccess` `get_path` contains an empty string when opened with compression. | ### Godot version
4.0.beta10
### System information
Windows 10, 64bit
### Issue description
The title says it all.
Opened in compression mode, whether read or write and whether the file already exists or not, `get_path` contains an empty string. This is also the case in C#.
However, if the file is opened without compression, get_path contains the absolute file path to the file as expected.
It doesn't matter whether an internal res:// path or an external system path is used.
### Steps to reproduce
```
var file = FileAccess.open_compressed("res://file.txt", FileAccess.WRITE")
prints("get_path():", file.get_path())
```
output: `get_path():`
```
var file = FileAccess.open("res://file.txt", FileAccess.WRITE)
prints("get_path():", file.get_path())
```
output: `get_path(): res://file.txt`
_or under C#:_
```
using var file = FileAccess.OpenCompressed("res://test.txt", FileAccess.ModeFlags.Write);
GD.PrintS("GetPath():", file.GetPath());
```
output: `GetPath():`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70712 | https://github.com/godotengine/godot/pull/70726 | 2d2902b49befbcdc86a7a6357c1f5b4e4c6ddac0 | 0231b4a0e8f9a7582446b0ff2d52e493277c5eec | "2022-12-29T19:49:42Z" | c++ | "2023-01-10T09:48:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,711 | ["scene/gui/tree.cpp"] | InputMap action can overflow without scrolling being enabled | ### Godot version
4.0 beta 10
### System information
Windows 11 Vulkan
### Issue description
Looked through the issues list, but couldn't find something like this, sorry in advance if this has already been reported.
There is a few cases (in the pictures below) where list of Actions in Input Map may not always show a scrollbar even if the actions list overflows (I imagine this could also happen for the widget that Input Map uses).




### Steps to reproduce
The pictures are clearer than anything I could write here: "a picture is worth 1000 words"
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70711 | https://github.com/godotengine/godot/pull/70877 | 8791e333da786fbb3645ca999810bbeab37674bb | 0ba3c5453fa2e0a609e9182e54181e7f8aeac262 | "2022-12-29T19:48:12Z" | c++ | "2023-01-03T15:15:29Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,709 | ["modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp"] | Godot 4.0 GLTFDocument.generate_scene is not importing nested meshes | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
Xubuntu 22.04
### Issue description
When a glTF file includes a mesh nested under another mesh (for example linking one object to another in Blender), only the meshes on the root level are properly imported to the generated scene.

In the image you can see the same `.glb` file imported using drag and drop (on the left) vs using `GLTFDocument.generate_scene` (on the right)
### Steps to reproduce
- On Blender create a Cube and a Sphere. Link the Sphere to the Cube and export both objects as a single `.glb` file.
- On Godot 4 setup a 3D scene to load the `.glb` file using the `GLTFDocument.generate_scene` function.
- Setup a camera to run the project.
The expected result is to see a Cube and a Sphere, but only the Cube is visible.
### Minimal reproduction project
Scene ready to test, and `.blend` file
[GLTFBug_v2.zip](https://github.com/godotengine/godot/files/10320776/GLTFBug_v2.zip)
| https://github.com/godotengine/godot/issues/70709 | https://github.com/godotengine/godot/pull/70811 | c328d76483f42674c5872c9749a3fbf61413dade | ccc609d824802d1d1a20f34bda69ecac75f5a8a1 | "2022-12-29T17:40:00Z" | c++ | "2023-01-03T11:33:53Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,705 | ["editor/editor_node.cpp", "editor/editor_node.h"] | Can't open Animation tab with if a shader resource is expanded in the inspector, reverts to Shader Editor again | ### Godot version
4.0beta10
### System information
macOS 13.0.1
### Issue description
If you expand a shader resource in the inspector panel this automatically opens the Shader Editor tab in the bottom panel. However, there seems to be a bug with the Animation tab that somehow triggers this again when the animation tab is opened (maybe it refreshes the inspector?), resulting in the Shader Editor immediately being opened again. So, if you have a shader resource expended in the inspector you can't open the Animation tab to edit animations. If you just collapse the shader resource again it works as expected.
https://user-images.githubusercontent.com/17763524/209969815-adb9cd73-1cd7-4756-9af2-9042ccec9442.mov
I tried this in 4.0 beta 8 as well, and interestingly it had the same problem but also another bug/hack that caused the expanded shader resource to be collapsed when it switched back to the Shader Editor. So if you clicked the Animation tab a second time you could now switch to it.
### Steps to reproduce
Create new scene (2d or 3d)
Add an AnimationPlayer to the scene so there's something in the Animation tab
Open the animation tab with the Animation player selected
Create something (2d or 3d) that has a material
Assign a new shader material
Create a new shader for the material
Expand the material and shader resources in the inspector
Notice that this opens the shader editor in the bottom
Now try to open the animation tab, notice it will switch back to the shader editor tab immediately
### Minimal reproduction project
[animation_tab_test.zip](https://www.lostminds.com/godot/animation_tab_test.zip) | https://github.com/godotengine/godot/issues/70705 | https://github.com/godotengine/godot/pull/72420 | 937524c09ca6d660f45f191385286d2df22ff26c | 6c859889eb6b19641fa163665c2bab028ffcfa03 | "2022-12-29T14:59:36Z" | c++ | "2023-01-31T12:18:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,698 | ["drivers/gles3/shaders/scene.glsl", "scene/3d/light_3d.cpp", "servers/rendering/renderer_rd/cluster_builder_rd.cpp", "servers/rendering/renderer_rd/cluster_builder_rd.h", "servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl"] | Vulkan Clustered: SpotLight3D clustering artifacts with no fog or other effects | ### Godot version
4.0.beta10.official [d0398f62f]
### System information
Windows 10, Vulkan, NVIDIA GeForce RTX 2060m (31.0.15.2698)
### Issue description
I'm getting some kind of clustering/blocky artifact when using spotlights, with no fog or any fancy rendering stuff whatsoever.
I've looked through a bunch of similar issues, but the only ones I could find were related to volumetric fog or other environment effects that I am not using.
Not sure if I'm just missing something, but I think I've played with every option in the spotlight and every option in a WorldEnvironment and nothing makes it go away.
The only lead I have is that the intensity of the artifact seems to be affected by the spot angle. It cycles in a sawtooth pattern every ~0.07 degrees.

Lmk if you need more info or need me to try anything.
### Steps to reproduce
1. New Project (Forward+)
2. Put down some MeshInstance3Ds as a backdrop
3. Put a SpotLight3D
4. Raise spotlight intensity, lower spot angle, and increase range to see it better
5. Slowly increase spot angle to see cycling effect
### Minimal reproduction project
[testspotlight.zip](https://github.com/godotengine/godot/files/10318069/testspotlight.zip)
| https://github.com/godotengine/godot/issues/70698 | https://github.com/godotengine/godot/pull/71832 | 514b3486196ac4779d7a9dbe84e7223d8d365a6a | a6042b649a3626488550a822b7d9469aa2bd3f92 | "2022-12-29T07:23:52Z" | c++ | "2023-01-24T08:15:26Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,697 | ["editor/plugins/canvas_item_editor_plugin.cpp"] | Project Camera Overide can't detect project instance. | ### Godot version
4.0 beta 10, mono edition
### System information
Windows 11
### Issue description
No matter what I do Project Camera Override can never detect a game instance.

Of relevance: I can see remote nodes. I can see the output in the console. I can see the output in my IDE of choice (Rider). I can toggle debug mode.
It's just the camera that is unable to detect the game instance.
### Steps to reproduce
This happens everywhere, including on a brand new projects where the only nodes are a 2d camera and the Godot svg icon for testing. This also seems to happen when not using Rider as a third party editor.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70697 | https://github.com/godotengine/godot/pull/70754 | 2a57a5e63f97b7f028754b0b475035d115ed9ac3 | 12a68071a64aacc490bf11c61c98d61d2aa03610 | "2022-12-29T06:36:19Z" | c++ | "2023-01-03T11:24:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,688 | ["editor/editor_inspector.cpp", "editor/editor_inspector.h", "editor/editor_properties.cpp"] | Path3D: Point handles invisible in editor | ### Godot version
4.0 beta 10
### System information
Windows 10, Vulkan
### Issue description
While the fishbone pattern is visible, the points are not. (Invisible) points can be added to a path and deleted from it, but they can't be moved in the editor viewport, only via inspector properties.
I haven't used 4.9b, but I confirmed the point handles are visible in 4.8b on my system (same file).
### Steps to reproduce
Make a Path3d. Add points via Inspector. Fail to see point handles in the viewport.
### Minimal reproduction project
n/a | https://github.com/godotengine/godot/issues/70688 | https://github.com/godotengine/godot/pull/70909 | 60b028971db2e1954faccefb5fba45751830bc6c | d29193affe7b9e2ce2a88e86c1731ea3b8ccd5d6 | "2022-12-28T23:23:07Z" | c++ | "2023-01-05T11:56:07Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,683 | ["modules/raycast/SCsub"] | Builds with Clang on Arm64 are broken | ### Godot version
f130ad622a
### System information
Ubuntu 22.04, Clang 14.0
### Issue description
Building Godot with Clang for Arm64 fails with:
```
$ scons platform=linuxbsd use_llvm=yes use_lld=yes
[...]
In file included from thirdparty/embree/common/sys/sysinfo.cpp:5:
In file included from thirdparty/embree/common/sys/intrinsics.h:13:
In file included from thirdparty/embree/common/sys/../simd/arm/emulation.h:12:
thirdparty/embree/common/sys/../simd/arm/sse2neon.h:5957:33: error: cannot initialize a parameter of type 'float32x4_t' (vector of 4 'float32_t' values) with an lvalue of type '__m128d' (aka 'float64x2_t')
__builtin_nontemporal_store(a, (float32x4_t *) p);
```
This relates to the PRs #69144 and #70108 which should have targeted GCC only.
### Steps to reproduce
Build using an Arm64 machine with the following parameters:
`scons platform=linuxbsd use_llvm=yes use_lld=yes`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70683 | https://github.com/godotengine/godot/pull/70684 | ce278b1b7ac3ff01e987019e7492c4c1251cb197 | 2118f8e8a39c072a043923a2777ab428ffb9f13a | "2022-12-28T21:35:19Z" | c++ | "2023-01-16T08:15:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,679 | ["drivers/gles3/rasterizer_canvas_gles3.cpp"] | Text color wrong on project manager due to LCD subpixel font rendering not working on OpenGL | ### Godot version
4.0 beta 10
### System information
Mac M1, MacOS Ventura 13.0.1
### Issue description
This has been happening with all the 4.0 betas, and it's only happening on the Mac. When I start Godot and am presented with the Project Manager, the UI text is always black. Even on the "about" box.

If I open a project, the text color is shown correctly. Note that the "about" box text is also fixed.

If, at this point, I tell Godot to return to the Project Manager, the black text reappears.
### Steps to reproduce
It's just doing this from a cold start, so there aren't any steps.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70679 | https://github.com/godotengine/godot/pull/72125 | c250f6eeb6c7c3bd0936cd9c4abc7162d02db5d8 | db9da06675e2774dda520fb0ce8cbf66f154175c | "2022-12-28T21:00:43Z" | c++ | "2023-01-26T21:51:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,667 | ["editor/editor_node.cpp"] | Plugin tool scripts need to be updated by force | ### Godot version
4.0 5674fa0
### System information
Windows 10 x64
### Issue description
This is an extension of #68615
When you start a project with a plugin that preloads a resource and `.godot` does not exist, you get the typical "Unable to load addon script from path:" warning and the plugin is disabled. Before it wasn't a big deal, just go to addons tab and enable the plugin manually, because the filesystem has been scanned by then.
But no, this does not work anymore. The script will never become valid, you need to force it. Either by project reload or... opening and saving the script.
https://user-images.githubusercontent.com/2223172/209811540-1a44edc7-92f7-4166-9e5c-5982b6176ba2.mp4
EDIT:
I tried bisecting this and beta8 and beta9 have a weird issue where failed plugins don't show the warning dialog and just fail silently.
### Steps to reproduce
1. Open the MRP
2. Error
3. Go to Project Settings -> Plugins
4. Enable the plugin
5. Still error
6. Open the problematic script
7. Save the script without doing literally anything else
8. Try enable the addon again
9. Success
### Minimal reproduction project
[global_class_issue.zip](https://github.com/godotengine/godot/files/10314187/global_class_issue.zip)
| https://github.com/godotengine/godot/issues/70667 | https://github.com/godotengine/godot/pull/73776 | d66f6b3b04f4d9e01b21466cb4c6497fbad204d8 | ae7b16c80bd5407cdd2e71e9c4c295b8827f9e26 | "2022-12-28T12:24:42Z" | c++ | "2023-02-22T21:45:52Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,665 | ["modules/gdscript/gdscript_analyzer.cpp"] | Enum with 2 items of the same name crash the engine | ### Godot version
4.0 beta 10
### System information
Windows 10
### Issue description
Godot crashes when i accidently name 2 items in an enum the same
EDIT:
The editor freeze for some seconds, then both editor- and console-window dissapear
### Steps to reproduce
Write
```gdscript
enum {
A,
}
```
and then add a second line with another A:
```gdscript
enum {
A,
A # <- crash
}
```
Does not always immediatly happen if i copy&paste items.
Does not happen when i change the script in another editor and open the script in Godot.
### Minimal reproduction project
[enum.zip](https://github.com/godotengine/godot/files/10313759/enum.zip)
| https://github.com/godotengine/godot/issues/70665 | https://github.com/godotengine/godot/pull/71329 | 7d2945f4635cabcc3de782bf3c4ea84f0bcce40f | ef01b492275e2ebdc3769f3e4ffa925884c1e4b1 | "2022-12-28T10:47:31Z" | c++ | "2023-01-13T17:02:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,664 | ["drivers/gles3/storage/material_storage.cpp"] | ShaderMaterial: rendering-driver opengl3 has incorrect default texture repeat | ### Godot version
4.0.beta10
### System information
Windows 10, GLES3, NVidia RTX 3090
### Issue description
I have a shader which does not specify `repeat_enable` on its sampler2D. One of the meshes I am using requires wrapped UVs to look correct, but it looks wrong when using rendering driver OpenGL3.
The shader in question is mtoon from the godot-vrm project. Here is the full code of the simplified shader which reproduces the problem (second from right):

```glsl
shader_type spatial;
uniform sampler2D _MainTex : source_color, hint_default_white;
void fragment() {
ALBEDO = texture(_MainTex, UV).rgb;
}
```
Here is the example scene from the MRP which shows the materials side by side.

The rightmost example is the original shader I was testing.
Second rightmost was the shader simplified to only the texture sample and nothing else.
Third from right is the same shader but with the `: repeat_enable` hint.
The leftmost one turns blue if the UV is outside of the [0,0] .. [1,1] square, showing that this mesh relies on texture repeat to be enabled.
Finally the two in the middle are Standard Material and the same but converted to a shader and simplified to just one texture read. This was my control, since Standard always adds explicit `repeat_enable` to materials.
P.S. I also think `repeat_enable` and `hint_default_white` shouldn't exist, since they are default. Failing that, the documentation should be updated to say that these are default settings.
### Steps to reproduce
1. Open the attached project
2. Some meshes have a vertical line and the wrong color and no texture detail. This is because the texture is clamped.
If this bug is fixed, all meshes should look roughly the same except the debug one on the left.
### Minimal reproduction project
[repeat_enable.zip](https://github.com/godotengine/godot/files/10313713/repeat_enable.zip)
| https://github.com/godotengine/godot/issues/70664 | https://github.com/godotengine/godot/pull/71011 | 329b85152abe9d8bc0f1b15c4e5db22c7a645d89 | 447aa5b0259ab18139d86297dfccb8dd68ef2e30 | "2022-12-28T10:41:33Z" | c++ | "2023-01-07T12:20:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,661 | ["scene/gui/menu_bar.cpp"] | MenuBar triggers hover state only once | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
Windows 11
### Issue description
When hovering over the `MenuBar` items - the hover state activates only once (on first hover).
As demonstrated in this video - Debug menu toggles to hover visual style only once:
https://user-images.githubusercontent.com/433527/209774611-a3d6d80b-deb2-466b-b39d-bb480a5ade17.mp4
### Steps to reproduce
See video, try the same in Godot editor.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70661 | https://github.com/godotengine/godot/pull/70690 | 49794911e895dd8886db6668928c8f4d97f98be7 | c328d76483f42674c5872c9749a3fbf61413dade | "2022-12-28T07:25:01Z" | c++ | "2023-01-03T11:32:20Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,659 | ["core/config/project_settings.cpp"] | Project settings are modified on startup based on override.cfg file | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
Windows 11
### Issue description
Using a custom "Project Settings Override" file causes Godot to immediately modify main project file (`.godot`) on startup.
The attached project demonstrates this issue. The project has the following 3 things defined:
1. Window display mode is set to "Exclusive Fullscreen" (`window/size/mode=4`) in main project file.
2. Custom project override file is set to "res://override.cfg" (`config/project_settings_override`).
3. Inside "res://override.cfg" window display mode is set to "Windowed" (`window/size/mode=0`).
Opening this project will immediately modify main project file to have "Windowed" display mode (discarding original "Exclusive Fullscreen" setting).
### Steps to reproduce
1. Open example project.
2. Go to Project Settings -> Display -> Window -> Mode.
3. Expected option is "Exclusive Fullscreen", actual result is "Windowed".
### Minimal reproduction project
[override-issue.zip](https://github.com/godotengine/godot/files/10312624/override-issue.zip)
| https://github.com/godotengine/godot/issues/70659 | https://github.com/godotengine/godot/pull/77459 | aefc468fe162693a88a076901cfb90258232ba37 | eb5e0e07b4bc1ce45184fbc7e48b7b3fefdea6f8 | "2022-12-28T06:55:55Z" | c++ | "2023-05-31T11:09:46Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,653 | ["servers/physics_3d/godot_collision_solver_3d.cpp"] | CharacterBody3D using ConcavePolygonShape3D fails to move_and_collide with anything | ### Godot version
4.0 beta 10
### System information
Windows 11, gl_compatibility, NVidia RTX 3070 TI
### Issue description
When a CharacterBody3D has a ConcavePolygonShape3D and performs a move_and_collide; it will fail to collide with any type of shape - spheres, capsules, etc.
### Steps to reproduce
Create a CharacterBody3D with a ConcavePolygonShape3D and position it above a StaticBody3D with a SphereShape3D, then move_and_collide the CharacterBody3D down through the sphere. No collision is detected.
### Minimal reproduction project
The https://github.com/Malcolmnixon/PhysicsCollisionTest project contains tests of every collision. The following are shots of the concave shape above the sphere, and then move_and_collide into the sphere:


| https://github.com/godotengine/godot/issues/70653 | https://github.com/godotengine/godot/pull/70654 | 7758151b6afe23ff64b697ccd52fd9733f3e89ab | 6d7f6c1eb9ca2eb3c94a91f8c5497577997de03a | "2022-12-28T01:57:02Z" | c++ | "2023-01-03T11:20:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,643 | ["SConstruct"] | Can't build template with vulkan disabled | ### Godot version
4.0.dev
### System information
Ubuntu 22.10, GTX1060
### Issue description
Trying to build **OpenGL only** template. Catched error:
```bash
scons: Reading SConscript files ...
Warning: fontconfig libraries not found. Disabling the system fonts support.
Warning: D-Bus development libraries not found. Disabling screensaver prevention.
Warning: Speech Dispatcher development libraries not found. Disabling Text-to-Speech support.
collect2 version 12.2.0
/usr/bin/ld -plugin /usr/lib/gcc/x86_64-linux-gnu/12/liblto_plugin.so -plugin-opt=/usr/lib/gcc/x86_64-linux-gnu/12/lto-wrapper -plugin-opt=-fresolution=/tmp/cczJX5TF.res -plugin-opt=-pass-through=-lgcc -plugin-opt=-pass-through=-lgcc_s -plugin-opt=-pass-through=-lc -plugin-opt=-pass-through=-lgcc -plugin-opt=-pass-through=-lgcc_s --build-id --eh-frame-hdr -m elf_x86_64 --hash-style=gnu --as-needed -dynamic-linker /lib64/ld-linux-x86-64.so.2 -pie -z now -z relro /usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/Scrt1.o /usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crti.o /usr/lib/gcc/x86_64-linux-gnu/12/crtbeginS.o -L/usr/lib/gcc/x86_64-linux-gnu/12 -L/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu -L/usr/lib/gcc/x86_64-linux-gnu/12/../../../../lib -L/lib/x86_64-linux-gnu -L/lib/../lib -L/usr/lib/x86_64-linux-gnu -L/usr/lib/../lib -L/usr/lib/gcc/x86_64-linux-gnu/12/../../.. --version -lgcc --push-state --as-needed -lgcc_s --pop-state -lc -lgcc --push-state --as-needed -lgcc_s --pop-state /usr/lib/gcc/x86_64-linux-gnu/12/crtendS.o /usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crtn.o
Building for platform "linuxbsd", architecture "x86_64", target "template_debug".
Using build feature profile: fl.build
Checking for C header file mntent.h... (cached) yes
scons: done reading SConscript files.
scons: Building targets ...
[ 1%] run(["core/object/gdvirtual.gen.inc"], ["core/object/make_virtuals.py"])
[ 2%] Generating enabled modules header.
[ 2%] Compiling platform/linuxbsd/joypad_linux.cpp ...
[ 2%] Compiling platform/linuxbsd/freedesktop_screensaver.cpp ...
[ 2%] Compiling platform/linuxbsd/os_linuxbsd.cpp ...
[ 2%] Compiling platform/linuxbsd/crash_handler_linuxbsd.cpp ...
[ 2%] Compiling platform/linuxbsd/godot_linuxbsd.cpp ...
In file included from platform/linuxbsd/x11/display_server_x11.h:58,
from platform/linuxbsd/os_linuxbsd.cpp:43:
./drivers/vulkan/rendering_device_vulkan.h:45:10: fatal error: vk_mem_alloc.h: No such file or directory
45 | #include "vk_mem_alloc.h"
| ^~~~~~~~~~~~~~~~
compilation terminated.
scons: *** [platform/linuxbsd/os_linuxbsd.linuxbsd.template_debug.x86_64.o] Error 1
scons: building terminated because of errors.
[Time elapsed: 00:00:02.409]
```
### Steps to reproduce
1. make custom.build file with following:
```json
{
"disabled_build_options": {
"disable_3d": true,
"disable_3d_physics": true,
"openxr": false,
"rendering_device": false,
"vulkan": false
},
"disabled_classes": [
],
"type": "build_profile"
}
```
2. run following command on terminal
```
scons platform=linux target=template_debug tools=no build_feature_profile=custom.build -j4
```
### Minimal reproduction project
there is no need for mrp | https://github.com/godotengine/godot/issues/70643 | https://github.com/godotengine/godot/pull/71508 | 7c00fdcf5d915e413ae387f1f7bd7ad913a01acc | 04a39ecd846f40ac1049b699291f28b2f08e2185 | "2022-12-27T22:16:11Z" | c++ | "2023-01-16T12:12:59Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,637 | ["modules/gdscript/gdscript_compiler.cpp"] | Bools from awaited functions can't have logic applied to them. | ### Godot version
4.0.beta10.mono.official [d0398f62f]
### System information
macOS Monterey 12.5.1
### Issue description
A bool from an awaited function looks normal at first blush, but anything beyond putting it in an `if` statement morphs it into a GDScriptFunctionState object that behaves differently than you would expect. So if an awaited function returns `true`, `not returned_value` will also evaluate to true.
The below code produces this:
```
choice_true : true
choice_true == true : <GDScriptFunctionState#-9223372013400227427>
not choice_true : <GDScriptFunctionState#-9223372013400227427>
IF (choice_true) :
TRUE
IF (not choice_true) :
TRUE <<<< THIS SEEMS WEIRD
choice_false : false
choice_false == false : <GDScriptFunctionState#-9223372011789614676>
not choice_false : <GDScriptFunctionState#-9223372011789614676>
IF (choice_false) :
FALSE
IF (not choice_false) :
TRUE
```
### Steps to reproduce
Run any node with this script to see the issue:
```
func confirm_choice_true() -> bool:
await get_tree().create_timer(1).timeout
return true
func confirm_choice_false() -> bool:
await get_tree().create_timer(1).timeout
return false
func _ready():
var choice_true:bool = await confirm_choice_true()
print(' choice_true : ', choice_true)
print(' choice_true == true : ', (choice_true == true))
print(' not choice_true : ', (not choice_true))
print('IF (choice_true) :')
if choice_true: print(' TRUE')
else: print(' FALSE')
print('IF (not choice_true) :')
if not choice_true: print(' TRUE <<<< THIS SEEMS WEIRD')
else: print(' FALSE')
print(' ')
var choice_false:bool = await confirm_choice_false()
print(' choice_false : ', choice_false)
print(' choice_false == false : ', (choice_false == false))
print(' not choice_false : ', (not choice_false))
print('IF (choice_false) :')
if choice_false: print(' TRUE')
else: print(' FALSE')
print('IF (not choice_false) :')
if not choice_false: print(' TRUE')
else: print(' FALSE')
```
### Minimal reproduction project
[FunkyAwaitedValues.zip](https://github.com/godotengine/godot/files/10309933/FunkyAwaitedValues.zip)
| https://github.com/godotengine/godot/issues/70637 | https://github.com/godotengine/godot/pull/73964 | 92d47f84fe3f1485ba43c9146405ca9fabcf4899 | 1bd0b296e195a622c362a12d8e3dca51e8648578 | "2022-12-27T17:47:09Z" | c++ | "2023-02-26T15:00:17Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,617 | ["editor/pot_generator.cpp"] | `Generate POT` generates incorrect multiline message. | ### Godot version
master
### System information
Win11
### Issue description
When use `Generate POT` for multiline texts, it drops `\n` and generates single line message.
- **Label text in Main.tscn:**

- **tr() text in Main.gd:**
```gdscript
func _ready():
print(tr("MULTILINE text\nfrom\nMain.gd"))
```
- **Generated .pot:**
```pot
#: Main.tscn
#: Main.gd
msgid "MULTILINE text"
"from"
"Main.gd"
msgstr ""
#: Main.tscn
msgid "This is"
"MULTILINE text"
"from Main.tscn"
msgstr ""
```
This is actually single line like `This isMULTILINE textfrom Main.tscn`
- **Expected:**
```pot
#: Main.tscn Main.gd
msgid ""
"MULTILINE text\n"
"from\n"
"Main.gd"
msgstr ""
#: Main.tscn
msgid ""
"This is\n"
"MULTILINE text\n"
"from Main.tscn"
msgstr ""
```
### Steps to reproduce
Generate pot file for multiline texts.
### Minimal reproduction project
[generate_pot_newline.zip](https://github.com/godotengine/godot/files/10306460/generate_pot_newline.zip)
| https://github.com/godotengine/godot/issues/70617 | https://github.com/godotengine/godot/pull/70675 | 1d14c054a12dacdc193b589e4afb0ef319ee2aae | 7bf4753a9b6097828599572d40e08d780459d837 | "2022-12-27T06:56:13Z" | c++ | "2023-01-05T23:10:06Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,615 | ["servers/physics_3d/godot_collision_solver_3d_sat.cpp"] | Physics 3D SAT solver produces incorrect collision normals between large sphere and capsule | ### Godot version
4.0 beta 10
### System information
Windows 10, NVidia 2070, Vulkan Mobile
### Issue description
A human-sized (0.4 x 1.8 x 0.4) CapsuleShape3D on top of a large (50 x 50 x 50) SphereShape3D produces unstable normals when performing a move_and_collide down.
In discussions on the physics channel of the Godot Contributors Chat, the SAT solver isn't a good choice when the exact collision information can be solved analytically.
The problem with the SAT solver is that it ends up producing two collision points A and B on the two colliding shapes, and then the vector between them is used to build the normal. The problem is that A and B end up being extremely close (1e-4 distance), so normalizing the vector results in a large amplification of any numeric errors.
The current API for the ```_collision_<shape1>_<shape2>()``` functions can only report their findings via the ```_CollectorCallback``` API, and that only allows for providing the A and B points. Instead the collision functions should also have a means of providing exact analytic collision information if available.
### Steps to reproduce
Construct a scene consisting of a large 50m sphere with a capsule shape resting on top of it. Then perform a move_and_collide down and print the collision normal vector.
### Minimal reproduction project
[SphereCapsuleCollision.zip](https://github.com/godotengine/godot/files/10306031/SphereCapsuleCollision.zip)
This demo walks a capsule around the top of a large sphere drawing the normal vector. The vector flickers between the correct normal and weird unstable normals:

| https://github.com/godotengine/godot/issues/70615 | https://github.com/godotengine/godot/pull/70660 | 797fb296f08b3d8f77f318ece2f203df225f5cdd | f82352be8794a50c8387f5f839314289d8bc0b89 | "2022-12-27T05:11:38Z" | c++ | "2023-01-12T19:07:02Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,605 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/errors/constructor_call_type.gd", "modules/gdscript/tests/scripts/analyzer/errors/constructor_call_type.out"] | GDScript 2.0: Editor type-infers closest parent with defined _init instead of the class itself | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
Ubuntu 20.04, Ryzen 2700X, GTX 1070
### Issue description
Basic example code:
```gdscript
# Food is only there to demonstrate that it isn't a base class issue,
# but that the buck indeed stops with Fruit due to its defined _init.
class Food:
var loadable := false
class Fruit extends Food:
var flying := false
func _init():
pass
# Berry is only there to demonstrate that the buck doesn't stop with
# the parent class, but indeed is passed on to Fruit, since we don't
# have an _init defined here.
class Berry extends Fruit:
var explody := false
# Since neither this class nor Berry have an _init defined, this will
# be inferred as Fruit, not Melon.
class Melon extends Berry:
var extra_splashy := false
# Problem:
# There is an _init defined in Fruit, but not in Melon or Berry, so this
# is inferred by the editor as Fruit instead of Melon.
var melon := Melon.new()
# This works, demonstrating that godot indeed understands this as `Melon`.
print(melon.extra_splashy)
```
At runtime, `melon` behaves as expected, but in terms of properties the editor's code completion only offers `loadable` (from grand grand parent `Food`) and `flying` (from grand parent `Fruit`, which has `_init`) from the class hierarchy, but not `explody` (from parent `Berry`) or `extra_splashy` (`Melon` - itself). Every subclass in the hierarchy past `Fruit`, which is the one with `_init`, is ignored.
Also, when using VSCode the hover-tooltip shows `Fruit` as the type of `melon`, with the same above-described completion behaviour as in Godot's builtin editor.
What I'd expect: That `melon` is type-inferred as `Melon`, not `Fruit`.
### Steps to reproduce
The minimal reproduction project contains `bug.gd`, which has three sets of classes and corresponding examples in `_ready`. The first set demonstrates how no `_init` in the parent leads to correct type inference, the second demonstrates the problem using the Fruit example, and the third is a bit superfluous, but shows a parent and subclass who both have `_init` defined, which works as expected.
A few lines are dedicated for uncommenting for easy experimenting, with comments explaining what to do.
The project can be run in order to observe the runtime behaviour of the Fruit example. It should print: `This melon is extra splashy: false`, demonstrating how a `Melon` object which is inferred as `Fruit` indeed has the `extra_splashy` property of `Melon`, despite not showing up in the code completion drop-down.
### Minimal reproduction project
[subclass_init_infer_bug.zip](https://github.com/godotengine/godot/files/10304903/subclass_init_infer_bug.zip)
| https://github.com/godotengine/godot/issues/70605 | https://github.com/godotengine/godot/pull/70642 | 7e1bd3f95a10acf60e07a8a6518cc80bfee6fbbf | a75493091823020d858fabadbfa5994da0d658cb | "2022-12-26T23:08:02Z" | c++ | "2022-12-29T06:31:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,598 | ["editor/plugins/asset_library_editor_plugin.cpp", "editor/plugins/asset_library_editor_plugin.h"] | No results appear in project manager asset library if using the Open Asset Library button | ### Godot version
v4.0.beta10.official.d0398f62f
### System information
Windows 10, NVIDIA GeForce GTX 750 Ti/PCIe/SSE2
### Issue description
Hi,
when run Godot_v4.0-beta10_win64
it's show dialog question if "Open Asset Library" or "Cancel"
if I click "Open Asset Library" it's not shwing any thing
but if click cancel and click "Open Asset Library" from tab its show demos
preview problem in video
https://drive.google.com/file/d/1hZTgMiJLLk8Cz1B_voX25CdNHKeuCXyH/view?usp=sharing
### Steps to reproduce
https://user-images.githubusercontent.com/5288136/209568828-c8824202-5b9c-4df3-a6a2-e838c3b88ac6.mp4
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70598 | https://github.com/godotengine/godot/pull/70762 | f0326297b319fb632ba5a28c7c8528b1800132f4 | 7ffd06046c51f06c11a621439ba213bd09e16ffe | "2022-12-26T16:46:31Z" | c++ | "2023-01-17T18:57:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,596 | ["modules/text_server_adv/text_server_adv.cpp", "modules/text_server_fb/text_server_fb.cpp"] | Godot crashed after importing font | ### Godot version
4.0 dev Beta 10
### System information
MacBook Pro M1 Max
### Issue description
After I imported font.ttf file and move it from one folder to another under ://res godot suddenly crashed, and it still crashes after restart.
### Steps to reproduce
Import some font.ttf file and try to move into different folder
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70596 | https://github.com/godotengine/godot/pull/70850 | 1d92b44f47f75f4f02695a047f7f0f9bb747bc05 | 96f12040c9edc95a758e7c74760b3b2476136d18 | "2022-12-26T16:39:36Z" | c++ | "2023-01-03T12:53:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,592 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/gdscript_analyzer.h", "modules/gdscript/gdscript_parser.cpp", "modules/gdscript/gdscript_parser.h", "modules/gdscript/tests/scripts/analyzer/errors/lambda_cyclic_ref_call_arg.gd", "modules/gdscript/tests/scripts/analyzer/errors/lambda_cyclic_ref_call_arg.out", "modules/gdscript/tests/scripts/analyzer/errors/lambda_cyclic_ref_param.gd", "modules/gdscript/tests/scripts/analyzer/errors/lambda_cyclic_ref_param.out", "modules/gdscript/tests/scripts/analyzer/features/lambda_cyclic_ref_body.gd", "modules/gdscript/tests/scripts/analyzer/features/lambda_cyclic_ref_body.out"] | Cannot access member variable from lambda body due cyclic reference | ### Godot version
4.0.beta10
### System information
Windows 10
### Issue description
For top-level class variables, a lambda stored in a dictionary cannot reference the dictionary members.
### Steps to reproduce
Assuming `MyAutoload.gd` is an autoload class, this code that worked in beta 8, no longer works in beta 10.
```gdscript
var f = func():
MyAutoload.MyDict._str = "New string."
var MyDict: Dictionary = {
"_str": "",
"fun": f
}
# Parser Error: Could not resolve member "_OtherClass".
```
Autoload is unrelated however, just wanted to demonstrate how there's an inconsistent error if this is intended behavior. The following occurs regardless of autoload. If the "MyAutoload" part is removed from the lambda, a "cyclic reference" error occurs.
```gdscript
var f = func():
MyDict._str = "New string."
var MyDict: Dictionary = {
"_str": "",
"fun": f
}
# Parser Error: Could not resolve member "f": Cyclic reference
```
### Minimal reproduction project
[Issue_70592_BugProject.zip](https://github.com/godotengine/godot/files/10304077/Issue_70592_BugProject.zip) | https://github.com/godotengine/godot/issues/70592 | https://github.com/godotengine/godot/pull/80923 | 3c71214a70755d1af7ff9aad3370e6d7e44613c9 | 548bfa836594f439f5e1af7cab8a53ca31997cf6 | "2022-12-26T15:09:38Z" | c++ | "2023-08-25T19:26:37Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,591 | ["modules/gdscript/gdscript_compiler.cpp"] | Godot v4 (beta 10) crashes when loading project with classes with inheritance | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
macOS Ventura 13.1 (22C65)
### Issue description
I closed Godot and when I opened my project again, it just shows an empty project and seconds later it crashes.
I recorded the error it outputs and took a screenshot of it. What you see is the last frame before crashing:
<img width="1506" alt="Screenshot 2022-12-26 at 3 44 38 PM" src="https://user-images.githubusercontent.com/905216/209560605-fcf2b95c-63b9-4f1b-a851-f27ba507b2be.png">
Unfortunately this only happens on my project, which I cannot share, so I apologize for that.
I tried removing `@tool` on two scripts that use this, but this doesn't seem to be the cause. The only thing I believe it's worth noting is that I use `class_name` for a lot of objects, which always seems to behave unexpectedly on Godot.
**Workaround:** I can get Godot to load by:
1. Editing one of my GDScripts on an external editor and commenting out any random `func` that another func calls.
2. This causes the parser to throw an error since the function doesn't exist, allowing the project to load normally.
3. I can then proceed to uncomment the function and run my project just fine without any errors.
If you think I can provide any more specifics, please let me know.
### Steps to reproduce
No clear steps to reproduce.
### Minimal reproduction project
(Edit) https://github.com/godotengine/godot/files/10449995/Godot.Crash.Project.zip | https://github.com/godotengine/godot/issues/70591 | https://github.com/godotengine/godot/pull/73689 | 35f0be2e92906a6d18a110ae371c247a3eab1a13 | 49c1902a04d961a75b964404da0beb15853d63ec | "2022-12-26T15:00:08Z" | c++ | "2023-02-21T22:35:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,588 | ["editor/editor_inspector.cpp", "editor/editor_properties.cpp"] | I can't move to Animation player when I open a AnimatedSprite | ### Godot version
Godot 4-beta10
### System information
Linux, KDE Neon, OpenGL3, Mesa Intel(R) UHD Graphics (CML GT2)
### Issue description
I can't move to Animation player when I open a AnimatedSprite
See the video:
https://youtu.be/_nyN42rNlTw
### Steps to reproduce
- Open Scene GPlayer
- Select Idle (Animation player) node
- Select Body (Animation sprite) node
- Select animation in bottom tab
### Minimal reproduction project
You can test in my game is open source and don't have many files 👍🏻
[the-zero-day.zip](https://github.com/godotengine/godot/files/10304677/the-zero-day.zip)
| https://github.com/godotengine/godot/issues/70588 | https://github.com/godotengine/godot/pull/70696 | ccc609d824802d1d1a20f34bda69ecac75f5a8a1 | c774b4ce1777d19789bec1cbef100f26c6927777 | "2022-12-26T11:39:20Z" | c++ | "2023-01-03T11:34:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,579 | ["scene/resources/mesh.cpp"] | pressing "Convert to ShaderMaterial" on a .glb model's Surface 1 converts Surface 0 to a shader material instead | ### Godot version
4.0.beta9 [e780dc332]
### System information
Windows 10
AMD Ryzen 5 3600
AMD Radeon RX 580
### Issue description
https://user-images.githubusercontent.com/95674438/209506480-be37f1c6-2060-4a98-831d-d5fa495b3e7c.mp4
I brought in my .glb model (a tree) from blender which has two different models in it (one for the bark and one for the pine needles) and wanted to make the pine needles sway a bit. I inherit a new scene with the model and make the mesh unique (recursive) go to surface 1's material and try to convert it to a shadermaterial and it instead converts surface 0's material and on top of that it makes surface 0's material into surface 1's material.
I decided to go back to godot 4 beta 8 [45cac42c0] and this issue is not present with my model so it is a specific godot bug (there is also a name change between the 2 versions? In beta9 it's surface 0 and surface 1 while in beta8 it's surface 1 and surface 2? just a side note).
https://user-images.githubusercontent.com/95674438/209506818-b4ed3556-ac1f-4aa9-84a9-c2f5113394cd.mp4
### Steps to reproduce
Using the minimal reproduction product:
1) Right-Click the tree.glb in the project files and make a new inherited scene
2) click tree2 in the scenetree and go to the mesh dropdown and click "make unique (recursive)"
3) click on the mesh and go down til you see surface 0 and surface 1
4) right click surface 1's material and press "convert to ShaderMaterial" what happens is surface 1's material stays the same while surface 0's material is the one that changes
### Minimal reproduction project
[tree.zip](https://github.com/godotengine/godot/files/10301635/tree.zip)
| https://github.com/godotengine/godot/issues/70579 | https://github.com/godotengine/godot/pull/71214 | d40501faee48e819a4f2bb22c621f155493247e7 | 69a981fc62fe27a6c5fc3193acb4b1ad929cf397 | "2022-12-26T05:31:10Z" | c++ | "2023-01-23T09:24:19Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,578 | ["editor/plugins/script_editor_plugin.cpp"] | Drag and drop error after setting up the external text editor | ### Godot version
3.5.1mono
### System information
windows10
### Issue description
Error message
scene/main/node.cpp:1362 - Index p_index = 0 is out of bounds (data.children.size() = 0).
scene/main/node.cpp:397 - Parameter "p_child" is null.
scene/gui/tab_container.cpp:593 - Index p_current = 0 is out of bounds (get_tab_count() = 0).
See "Steps to reproduce for details"
### Steps to reproduce
Set an external text editor
Create a script
Drop the script to the built-in text editor like this image:

And got error message:
scene/main/node.cpp:1362 - Index p_index = 0 is out of bounds (data.children.size() = 0).
scene/main/node.cpp:397 - Parameter "p_child" is null.
scene/gui/tab_container.cpp:593 - Index p_current = 0 is out of bounds (get_tab_count() = 0).
### Minimal reproduction project
An empty project | https://github.com/godotengine/godot/issues/70578 | https://github.com/godotengine/godot/pull/70580 | 6a86dfad29d5475aa6be4510b0823e834a8e85ed | 2db593ac2fc3aa8c8fd36c72e35a9f8a592668f1 | "2022-12-26T05:12:15Z" | c++ | "2023-01-09T08:22:08Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,545 | ["editor/plugins/visual_shader_editor_plugin.cpp", "editor/plugins/visual_shader_editor_plugin.h"] | ParameterRef shader node causes various crashes | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
Windows 11, Vulkan, Intel Iris Xe Graphics
### Issue description
The use of ParameterRef nodes in Visual Shader Graphs can lead to various crashes. Here are a few cases I was able to identify. Since they're all very much related, I figured it would be best to group them in this one report.
### Steps to reproduce
It's not necessary to use the included test file, because this can be done in any empty project, but I attached one just in case.
Double-click shader.tres to open the empty shader graph, then follow the instructions in one of the following bullet points. Each one of them leads to a crash:
- First, add a ParameterRef node to your shader graph. Then add a Parameter node of any type.
- Add a Parameter node of any type. Add one ParameterRef node. Delete the Parameter node. Ctrl+Z to undo the last step.
- Add a Parameter node of any type. Add at least two ParameterRef nodes. Delete the Parameter node.
- Add a Parameter node of any type. Add a ParameterRef node. Enter a new name for the Parameter node that is wider (in terms of pixels) than the previous one, and press Enter. (In some rare cases, the last step needs to be repeated once. Probably has to do with whether or not the user saved the shader inbetween the steps.)
- Add a Parameter node of any type. Add a ParameterRef node. Enter a new name for the Parameter node that is shorter (in terms of pixels) than the previous one and press "Enter". Then change the name again in the same way.
### Minimal reproduction project
[ShaderCrash.zip](https://github.com/godotengine/godot/files/10299297/ShaderCrash.zip)
| https://github.com/godotengine/godot/issues/70545 | https://github.com/godotengine/godot/pull/71267 | a5dedfe2609f22bbf497efd1ef457ba8487ce7c8 | caf94f244e1a952300c6426f5d7d9939dd93d472 | "2022-12-25T00:54:48Z" | c++ | "2023-01-12T11:55:13Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,542 | ["editor/project_converter_3_to_4.cpp"] | 4.x project converter tool messes up super class constructor calls | ### Godot version
v4.0.beta10.official [d0398f62f]
### System information
Windows 11
### Issue description
If the following passes an argument to the constructor of the super class in past GDScript versions ([Docs](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html)):
```
func _init().("some_string_value", 34):
pass
```
then the project converter tool consistently messes it up by just pulling the super constructor arguments into the self constructor, which results mostly in invalid code:
```
func _init("some_string_value", 34):
pass
```
Something like this sould be correct I think:
```
func _init():
super("some_string_value", 34)
```
### Steps to reproduce
1. Create a 3.5.1 project where the old super constructor call feature is used.
2. Use the project converter tool with 4.0.beta10.official and look at the resulting code.
### Minimal reproduction project
[super_constructor_project_converter_bug.zip](https://github.com/godotengine/godot/files/10299286/super_constructor_project_converter_bug.zip)
| https://github.com/godotengine/godot/issues/70542 | https://github.com/godotengine/godot/pull/74354 | b2622218f9baf6d9aa1f447d0eb532226f27c0bb | 22ae1e499dbc20085fc821268f665c4c074e6d5c | "2022-12-25T00:24:55Z" | c++ | "2023-03-05T12:29:49Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,539 | ["editor/import/resource_importer_obj.cpp"] | OBJ files imported as Scene crashes when selecting the mesh in import settings. | ### Godot version
4.0 Beta10
### System information
Ubuntu 22.04 (Tuxedo OS)
### Issue description
After importing an *.obj file as a scene, if you click on the mesh in the import settings Godot crashes.

I the above screenshot, clicking in the circled area will crash Godot.
### Steps to reproduce
Import .obj file into a project.
Select the file.
Go to import setting.
Change OBJ As Mesh to Scene.
Click Reimport.
Click Save Scenes, Re-Import, and Restart.
Once restarted, open the advanced import settings on the object.
Click the are circled in the description, or in the meshes tab.
### Minimal reproduction project
N/A
Specifically, I lack the distribution rights of the .obj files I am using. Any .obj file should do, this happened to me on at least 4 different .obj files. | https://github.com/godotengine/godot/issues/70539 | https://github.com/godotengine/godot/pull/71077 | 629796c333bcc46f2aeb4399c1a5786d6b013289 | 14a6a5b79ff95f2f32f69b2ac01a207444b950f0 | "2022-12-24T22:47:43Z" | c++ | "2023-01-16T21:10:30Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,536 | ["scene/animation/animation_node_state_machine.cpp"] | Animation: StateMachine's fading doesn't finish correctly [Godot 4 beta 10] | ### Godot version
4.0.beta10
### System information
Nobara Linux
### Issue description
after updating my project [Advanced-Movement-System-Godot](https://github.com/ywmaa/Advanced-Movement-System-Godot) to Godot 4 beta 10 state machines are broken ( I usually fix stuff every beta but this time I couldn't)
at first I made a condition in the advance_condition and changed it through code : set("parameter",value)
but currently after I think a pull request is merged I think this one : https://github.com/godotengine/godot/pull/65312
having the condition mode set to Enabled or Auto doesn't advance/travel the animation.
### Steps to reproduce
make a state machine in an AnimTree and make a condition in the travel between two animation nodes in the state machine.
### Minimal reproduction project
https://github.com/ywmaa/Advanced-Movement-System-Godot | https://github.com/godotengine/godot/issues/70536 | https://github.com/godotengine/godot/pull/70572 | 55ef81547215e00b2f90ec91cc11071d21e60239 | c5279420c8fb239f812ea23e3c6f7e7610d31a4d | "2022-12-24T21:26:14Z" | c++ | "2023-01-03T11:41:35Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,535 | ["scene/gui/code_edit.cpp", "tests/scene/test_code_edit.h"] | Autocompletion for string arguments adds extra quote (`'` or `"`) at the end of the string | ### Godot version
4.0 beta 10
### System information
Windows 11
### Issue description
On the text editor when using autocomplete on function arguments that receive Input Map names after autocompleting the function name, the string autocompleted appears with an extra " at the end.
This doesnt happen if you write " and then accept the Input name in the dropdown
### Steps to reproduce
- On the script editor
- Start writing `Input.get_vector` but when the dropdown appears with the autocomplete suggestion for `Input.get_vector` press enter to accept it, then press enter again to accept the Input map suggestion
- The autocompleted input name should have an extra "
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70535 | https://github.com/godotengine/godot/pull/71402 | 60d031777b2a922cba03210181c9ba7ad3a6f3ab | 03d11e608e978f299b4e7061fbe7bf126d26b667 | "2022-12-24T20:23:07Z" | c++ | "2023-01-14T23:11:42Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,532 | ["servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp", "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp", "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp"] | Scenes with both sky panoramas and ReflectionProbes print "test" 100+ times alongside thousands of errors | ### Godot version
v4.0.beta.custom_build [9f1fe0895]
### System information
Fedora 36
### Issue description
Opening scenes with a sky panorama and any ReflectionProbes print "test" over a hundred times, as well as a few hundred varied error messages for each probe in the scene. Toggling visibility of the probes off and on again prints the errors again.
Everything seems to still render correctly, as far as I can tell.
Regression from #70253.
### Steps to reproduce
Open a scene with a sky panorama and a reflection probe.
### Minimal reproduction project
https://github.com/godotengine/godot-demo-projects/tree/4.0-dev/3d/platformer | https://github.com/godotengine/godot/issues/70532 | https://github.com/godotengine/godot/pull/70586 | b6e06038f8a373f7fb8d26e92d5f06887e459598 | 5674fa04aeb44a0d9cf48073fe2be25d1b804acf | "2022-12-24T16:38:19Z" | c++ | "2022-12-28T10:56:11Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,527 | ["drivers/gles3/storage/material_storage.cpp", "servers/rendering/renderer_rd/storage_rd/material_storage.cpp"] | Game window hangs on close when using uniform sampler2d[] in shader | ### Godot version
Godot Engine v4.0.beta9.mono.official.e780dc332
### System information
Vulkan API 1.3.205 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3070 Ti Laptop GPU
### Issue description
When using a sampler2d[] in a shader, the game window will not close and the task must be killed/forced closed. Debugging shows that the code is frozen on this method: godotsharp_internal_refcounted_disposed;
### Steps to reproduce
In the attached project, there is a shader "foliageShader.gdshader" that contains a sampler2d[]. If you run the project as is and then just click X to close the window, you should see the described behavior. Changing the shader to a single sampler2d should cause the issue to go away.
### Minimal reproduction project
[Repro (2).zip](https://github.com/godotengine/godot/files/10298745/Repro.2.zip)
| https://github.com/godotengine/godot/issues/70527 | https://github.com/godotengine/godot/pull/71346 | 02f5f56a42d59106c876f9e987ddb10b9e856571 | a51ca2beafc5d74d3e62cb56fbba76ceb39160a3 | "2022-12-24T14:32:10Z" | c++ | "2023-01-13T23:44:18Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,518 | ["modules/gdscript/gdscript.cpp", "modules/gdscript/tests/scripts/runtime/features/gdscript.gd", "modules/gdscript/tests/scripts/runtime/features/gdscript.out"] | GDScript.reload() for GDScript which only sets the [source code that contains inner classes] no longer works after 4.0.Beta9 | ### Godot version
4.0.beta10
### System information
Windows 11
### Issue description
UPDATE: This problem only occurs when the source code contains inner classes
Before 4.0.Beta9, I could get a GDScript instance by `GDScript.new()` and then set the `source_code` property and then `reload()`, but now it throws an error
```
USER SCRIPT ERROR: Parse Error: Could not find script "".
at: GDScript::reload (built-in:1644)
```
In my software, I use the above method when the user modifies the code text, and then read the godot log to implement real-time error checking of the custom user script editor. But now this functionality is completely broken
### Steps to reproduce
1. Create a GDScript instance by `GDScript.new()`
2. set the `source_code` property and then `reload()`
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70518 | https://github.com/godotengine/godot/pull/71197 | 9332d17c87bf40fe23a4b5e958e019ac238ad6d1 | 40b9c246b65010768bd3c87dd6162e07dabd6898 | "2022-12-24T09:37:31Z" | c++ | "2023-01-12T16:56:09Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,517 | ["drivers/gles3/rasterizer_canvas_gles3.cpp", "drivers/gles3/rasterizer_canvas_gles3.h", "drivers/gles3/shaders/canvas.glsl", "drivers/gles3/shaders/canvas_uniforms_inc.glsl", "servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp", "servers/rendering/renderer_rd/renderer_canvas_render_rd.h", "servers/rendering/renderer_rd/shaders/canvas.glsl", "servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl"] | Normal Map doesn't flip properly with flip_h and flip_v in Sprite2D | ### Godot version
4.0 beta 10
### System information
Windows 10, Vulkan Renderer
### Issue description
In 2D scenes with sprites, when the sprite's `flip_h` and/or `flip_v` property is enabled, the normal map is flipped with the image, causing lighting to be reversed. While this does technically make sense, in a game where You have a bunch of sprites that flip and use normal maps, the only solution is to generate normal maps for both facing directions.

Ultimately the fix is simple: Invert the red channel in normal maps on horizontally flipped sprites, and invert the green channel on vertically flipped sprites.
### Steps to reproduce
1) Create a Sprite2D
2) Add a Diffuse Texture and Normal Map
3) Add a 2D Light to the scene
4) Enable `flip_h` and/or `flip_v` on the Sprite2D
### Minimal reproduction project
[Normal not flipped.zip](https://github.com/godotengine/godot/files/10298203/Normal.not.flipped.zip)
| https://github.com/godotengine/godot/issues/70517 | https://github.com/godotengine/godot/pull/71382 | 63dfdf4f89280ed993318059e7b521ea9432b531 | 59dcf64dd6b8f5da570a551be7a317453e427098 | "2022-12-24T08:05:14Z" | c++ | "2023-01-17T09:56:44Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,481 | ["scene/main/viewport.cpp", "servers/rendering/renderer_viewport.cpp"] | Editor crashes when SubViewport size is set to zero by sliding the values | ### Godot version
v4.0.beta9.official [e780dc332]
### System information
macOS Ventura 13.0.1 (Intel), Radeon Pro 580 8 GB
### Issue description
When setting the size of a SubViewport (that is inside the corresponding SubViewportContainer) to zero, the editor crashes instantly.
**But it only happens when I set the size of the SubViewport by sliding the values.**
You can see what happens in this video:
https://user-images.githubusercontent.com/91340577/209363880-503d3dff-80e1-4e9e-bb57-d059fdbfeed0.mp4
At the end of the video you can see the crash message of macOS reading: _Godot quit unexpectedly._
If I write the number zero (or any negative) to the values of the SubViewport size, the crash doesn't happens.
### Steps to reproduce
1. Add a SubViewportContainer
2. Add a SubViewport as a child of the SubViewportContainer
3. Set the size of the SubViewport to zero **by sliding** the X or the Y value.
### Minimal reproduction project
1. Open the project
2. Go to the Control.tscn scene
3. Select the SubViewport node
4. Slide the X or Y values of the size to zero
[SubViewportCrash.zip](https://github.com/godotengine/godot/files/10296101/SubViewportCrash.zip) | https://github.com/godotengine/godot/issues/70481 | https://github.com/godotengine/godot/pull/73000 | 44d5d4e3cde41d6010b784ecc20a891a67c50ac5 | 97afa41da38abbf94e17cda0c09ef92cfd9263ee | "2022-12-23T16:07:56Z" | c++ | "2023-02-10T14:06:57Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,480 | ["editor/plugins/script_editor_plugin.cpp"] | Certain editor shortcuts insert characters into code | ### Godot version
4.0.beta9
### System information
Linux x86_64
### Issue description
The default Next Script / Previous Script shortcuts insert angle brackets into code when switching scripts.
Presumably this affects all "modifier + printable character" shortcuts.
Workaround for next/prev script: change shortcuts to ctrl-pgup and ctrl-pgdn
### Steps to reproduce
Editor Settings > Shortcuts > ensure that Next Script / Previous Script are set to defaults.
Open any script in the script editor.
Press ctrl-shift-comma or ctrl-shift-period.
### Minimal reproduction project
N/A | https://github.com/godotengine/godot/issues/70480 | https://github.com/godotengine/godot/pull/70489 | a797fa3b3d7be1b556d604fbc3b21f5757f8abaf | 81f0ddeae07b2e4ed8fda51bf87df52d58820c13 | "2022-12-23T15:40:10Z" | c++ | "2023-01-03T11:16:14Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,451 | ["doc/classes/Window.xml"] | `popup_centered_ratio` is based on the screen and not the window when subwindows are not embeded. | ### Godot version
4.0.beta9
### System information
Windows 10
### Issue description
When using `Window.popup_centered_ratio` without embeded subwindows the popup is placed at the screen center and not the center of the parent window. Also the size is calculated based on screen size and not window size.
### Steps to reproduce
- open the mrp
- run it
- move the window to the side of the screen
- the popup will apear at the center
### Minimal reproduction project
[popup_tests.zip](https://github.com/godotengine/godot/files/10288572/popup_tests.zip)
| https://github.com/godotengine/godot/issues/70451 | https://github.com/godotengine/godot/pull/78626 | d577a2109a442dc7555a571db262e8b0bb93e32c | a791103069f0547c9f3ba0055292301e91b20cb6 | "2022-12-22T16:35:11Z" | c++ | "2023-06-26T08:11:04Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,431 | ["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_canvas_render_rd.cpp", "servers/rendering/renderer_rd/storage_rd/particles_storage.h"] | Instantiating GPUParticles2D throws many errors | ### Godot version
v4.0.beta.custom_build [291add339]
### System information
Windows 10, Forward+, NVIDIA GeForce GTX 1050 Ti (31.0.15.1694)
### Issue description
I was testing if #69669 was solved by #70418, which it seemed to be. However, I got a wall of errors at the same time.
In the minimal reproduction project below in this Issue, I get errors when instantiating many of the same `GPUParticle2D` scene. In my earlier Godot 4 build (v4.0.beta.custom_build [2a04b18d3]) I did not get any errors (but got the occasional artifact as was my original issue in #69669).
I suspect the PR #70418 solved the artifact, but possibly introduced new bugs. However, I have not specifically built Godot with, and without the PR in question.
I believe this is the start and end of the errors - after which they repeat.

### Steps to reproduce
- Create a GPUParticle2D scene
- Instantiate the scene several times
- Observe the debugger get flooded with errors
### Minimal reproduction project
This project only instantiates default GPUParticle2D scenes with a default particle material.
[GPU_Particle_Creation_Bug.zip](https://github.com/godotengine/godot/files/10283416/GPU_Particle_Creation_Bug.zip)
| https://github.com/godotengine/godot/issues/70431 | https://github.com/godotengine/godot/pull/70457 | 13850d7812d98f7921de44f6ce0b5ee097a47f19 | 56b828eb82861747b687433c41a8215cfdf8831f | "2022-12-22T03:02:01Z" | c++ | "2022-12-23T08:11:58Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,423 | ["doc/classes/Tree.xml", "doc/classes/TreeItem.xml", "scene/gui/tree.cpp", "scene/gui/tree.h"] | TreeItem EraseButton does not work reliably | ### Godot version
v4.0.beta9.mono.official [e780dc332]
### System information
Linux Mint 20.3 Cinnamon, NVIDIA Corporation TU106 [GeForce RTX 2070]
### Issue description
When calling EraseButton on a TreeItem with exactly one button, the following error occurs:
`ERROR: Index p_idx = 2 is out of bounds (cells[p_column].buttons.size() = 1).`
After investigating the cause is clear, the Erase function is taking the button id and passing it to the button array as an index. So if the first button you add has the id 0, and the second 1, and so on, the function actually works fine. Conversely if I set the button id to 99 the error says .
`ERROR: Index p_idx = 99 is out of bounds (cells[p_column].buttons.size() = 1).`
I have to assume that expecting the user to track the order that the buttons are stored in the internal array is not intentional. Should be simple enough to fix.
### Steps to reproduce
Just create a Tree with a TreeItem and then add a button to it with an id that is != 0
Then try to remove that button.
### Minimal reproduction project
c# (sorry I don't really do GDScript)
var Tree = new Tree();
var root = Tree.CreateItem();
var item = Tree.CreateItem(root);
item.AddButton(0, someRandomTexture2D, 99);
item.EraseButton(0, 99); | https://github.com/godotengine/godot/issues/70423 | https://github.com/godotengine/godot/pull/70433 | 1424cd9e79faaf6eb58bfea6a6181c1b8b4be567 | ce278b1b7ac3ff01e987019e7492c4c1251cb197 | "2022-12-21T22:35:31Z" | c++ | "2023-01-16T08:15:15Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,409 | ["editor/find_in_files.cpp"] | Changing the editor's theme does not update the search results | ### Godot version
4.x
### System information
Windows 10
### Issue description
The `Search Result` panel is not correctly updated when changing the theme.
https://user-images.githubusercontent.com/66004280/208964493-d0423b78-3418-44c9-95ed-822fd34c4720.mp4
### Steps to reproduce
1. Search something
2. Change the theme
### Minimal reproduction project
-- | https://github.com/godotengine/godot/issues/70409 | https://github.com/godotengine/godot/pull/70410 | 186f6f0d874e830cc4597710eb0bab12a20bca20 | f1b23e8c3958d9e7d18c03ca9fea935eae70ea7e | "2022-12-21T17:13:18Z" | c++ | "2022-12-21T17:31:05Z" |
closed | godotengine/godot | https://github.com/godotengine/godot | 70,405 | ["servers/physics_3d/godot_collision_solver_3d_sat.cpp"] | [GodotPhysics] Extremely odd Rigid capsule with Static cylinder collision | ### Godot version
4.0 beta 9
### System information
Manjaro 6.0.14
### Issue description
(3D) Rigid bodies with capsule shapes seem to have completely broken collision with static bodies with cylinder shapes, as they collide as if they were a cylinder of the same total height, and on top of that they don't topple at all when their centre of mass is over an edge.

### Steps to reproduce
Start a new project. In the 3D scene add a StaticBody3D with a cylinder collision shape and a RigidBody3D with a capsule collision shape. (Add a camera and meshes to see what's going on.) Move the RigidBody3D above the StaticBody3D so its centre of mass' downward projection doesn't hit the cylinder. Play the scene
For the minimal reproduction project: Play the scene
### Minimal reproduction project
[bug display.zip](https://github.com/godotengine/godot/files/10279550/bug.display.zip)
| https://github.com/godotengine/godot/issues/70405 | https://github.com/godotengine/godot/pull/70787 | f82352be8794a50c8387f5f839314289d8bc0b89 | 800216924cdf82706eb56f0c427cd8a2b03f32c1 | "2022-12-21T16:41:06Z" | c++ | "2023-01-12T19:08:03Z" |
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