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values | commit_datetime timestamp[us, tz=UTC] |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
closed | godotengine/godot | https://github.com/godotengine/godot | 78,760 | ["platform/windows/display_server_windows.cpp"] | Vertical scrollbar can't be clicked and dragged in exported property dropdown selection | ### Godot version
v4.1.beta3.mono.official [ada712e06]
### System information
Godot v4.1.beta3.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti with Max-Q Design (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)
### Issue description
Vertical scrollb... | https://github.com/godotengine/godot/issues/78760 | https://github.com/godotengine/godot/pull/85484 | c2d7cfe5387db5792a8832a58d7735969a827130 | 7b1a5de2841c98c81b98b09d5e7363fed078b341 | 2023-06-27T16:11:17Z | c++ | 2023-12-04T22:15:18Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,750 | ["servers/physics_2d/godot_body_2d.cpp", "servers/physics_3d/godot_body_3d.cpp"] | Mass not set properly for RigidBody3D with custom inertia and center of mass | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Windows 11 - v4.0.3.stable - Forward+
### Issue description
EDIT: Applicable to RigidBody2D in the same way.
If a RigidBody3D uses both custom Center of Mass and custom Inertia and Mass != 1, all forces are scaled by the mass ... | https://github.com/godotengine/godot/issues/78750 | https://github.com/godotengine/godot/pull/78757 | 21cdedb79c718258d66242aa7645511830f296f0 | 1e4165ac603946afaf77c92c1a3d515432d3c747 | 2023-06-27T14:05:21Z | c++ | 2023-09-26T11:44:36Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,749 | ["drivers/vulkan/rendering_device_vulkan.cpp", "drivers/vulkan/rendering_device_vulkan.h", "drivers/vulkan/vulkan_context.cpp"] | Occasional `attempting free on address which was not malloc()-ed` crash in CI | ### Godot version
master CI builds
### System information
Linux / Editor with doubles and GCC sanitizers
### Issue description
The `Linux / Editor with doubles and GCC sanitizers` build can fail with a `attempting free on address which was not malloc()-ed` crash in the `Open and close editor (Vulkan)` st... | https://github.com/godotengine/godot/issues/78749 | https://github.com/godotengine/godot/pull/80296 | 3f3f865f8a2b9396b16da28ce29c3c7470bf36d4 | 497ca8c4338b75e0c185858266b12fb0df38d720 | 2023-06-27T13:31:36Z | c++ | 2023-09-02T22:20:40Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,748 | ["scene/gui/slider.cpp"] | Disabled Sliders shouldn't be highlightable | ### Godot version
v4.1.rc.custom_build [1b3bf4852]
### System information
Godot v4.1.rc (1b3bf4852) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Sat, 10 Jun 2023 00:35:19 +0000 - Vulkan (Compatibility) - AMD Radeon R9 380 Series (tonga, LLVM 15.0.7, DRM 3.52, 6.3.7-zen1-1-zen) () - AMD Ryzen 5 5600X 6-Core Processor (12 ... | https://github.com/godotengine/godot/issues/78748 | https://github.com/godotengine/godot/pull/78776 | 7030ac555f6af936174097c4642e60c1a6b0877b | bbb11004e788c88a7315fbe414688eeaaa6c1c6f | 2023-06-27T12:50:02Z | c++ | 2023-07-10T10:32:39Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,741 | ["doc/classes/TreeItem.xml", "scene/gui/tree.cpp", "scene/gui/tree.h"] | Scene Panel: node names are overlapping icons | ### Godot version
4.1 Beta 3
### System information
Win10
### Issue description
In the Godot 4.1. Beta3 Scene Panel, node names are overlapping the icons to the right. Like visibility icons, script icons ...
Especially apparent with longer node names:
https://github.com/godotengine/godot/assets/47016402/61cc8c... | https://github.com/godotengine/godot/issues/78741 | https://github.com/godotengine/godot/pull/78756 | fff32bb72aa5f0507db28c989e6c07eaeb6ce56c | 017b19638b69d8fad81fb4a2145c6da9780d161e | 2023-06-27T11:40:53Z | c++ | 2023-08-25T12:58:27Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,726 | ["editor/export/editor_export_platform.cpp", "modules/zip/zip_packer.cpp"] | Naming files in Chinese, `ZIPPacker` and `ZIPReader` will generate Garbled code | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
win10 21H2,Vulkan API 1.2.0
### Issue description
I'm for use `"Beta: Use Unicode UTF-8 for worldwide language support"`
The file name will display as normal, but `ZIPReader.read_file()` is still garbled
I tried using 7zip Packing file... | https://github.com/godotengine/godot/issues/78726 | https://github.com/godotengine/godot/pull/78732 | 654132cb9c6ff1f27be0bf325e348e74b3e49fba | 375d89ced067dab809ae43232143609ca90eb9ff | 2023-06-26T20:34:50Z | c++ | 2023-12-05T12:05:02Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,715 | ["drivers/vulkan/rendering_device_vulkan.cpp", "drivers/vulkan/rendering_device_vulkan.h"] | Crash when using SoftBody on mobile | ### Godot version
4.1 beta 3, 4.1 beta 1
### System information
Windows 10 - 4.1 beta 3 - Android 12
### Issue description
Crash when using SoftBody on android mobile.
### Steps to reproduce
- Simple scene setup using a plane softbody, camera.
- Export to android mobile.
- Immediate crash when op... | https://github.com/godotengine/godot/issues/78715 | https://github.com/godotengine/godot/pull/84852 | 8a9e3ad8d5623bad204964795504e5cd10289dad | a9ba8695d4ac453c5edc8339371116ea28f403aa | 2023-06-26T16:58:21Z | c++ | 2023-12-04T22:06:04Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,689 | ["core/string/translation.cpp", "core/string/translation.h"] | Double free or corruption involving ResourceLoader.load_threaded_request | ### Godot version
4.0.3
### System information
Linux Ubuntu 22.04
### Issue description
Program terminates with: `double free or corruption (fasttop)`
I captured this backtrace in GDB:
```
Thread 22 "godot.linuxbsd." received signal SIGABRT, Aborted.
[Switching to Thread 0x7fffb57fa640 (LWP 45613)]
__pthrea... | https://github.com/godotengine/godot/issues/78689 | https://github.com/godotengine/godot/pull/78747 | 92960b7a22dabe26bb724b7b0d00a5fd03324f3a | 7c204874eb079fbd401a13e6222878425b7287bf | 2023-06-25T21:47:43Z | c++ | 2023-07-26T16:39:27Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,686 | ["doc/classes/Mutex.xml"] | Documentation issue with mutex | ### Godot version
v4.1.beta3.official [ada712e06]
### System information
Linux/BSD
### Issue description
Documentation issue: it says that mutexes will return false if the thread already has ownership of the mutex
... | https://github.com/godotengine/godot/issues/78686 | https://github.com/godotengine/godot/pull/78700 | 320711bc8be26d7c6c15b1203d028202bfa6444a | afc5fa14adce7676746662751e63eab2d2ad4420 | 2023-06-25T21:17:55Z | c++ | 2023-06-26T08:13:53Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,674 | ["core/input/input_event.cpp"] | Xbox "Start" button name does not match the official one | ### Godot version
v3.6.beta2.official [68c507f59]
### System information
w10 64
### Issue description
This image is from the official documentation.

Where is the "Menu" button?
What is the "Menu... | https://github.com/godotengine/godot/issues/78674 | https://github.com/godotengine/godot/pull/78701 | e3dee8cea9e8e29d89aa34fa899f74e358d48ebb | 73ca58b45fe39de87e4b664f8c1c09416b18596e | 2023-06-25T15:45:38Z | c++ | 2023-07-08T16:17:21Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,672 | ["editor/progress_dialog.cpp", "editor/progress_dialog.h", "editor/window_wrapper.cpp"] | Saving script from floating script window moves window focus back to the main editor window | ### Godot version
master (3710f06929)
### System information
Godot v4.1.beta (3710f0692) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Sat, 10 Jun 2023 00:35:19 +0000 - Vulkan (Forward+) - dedicated AMD Radeon R9 380 Series (RADV TONGA) () - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)
### Issue description
Using i3w... | https://github.com/godotengine/godot/issues/78672 | https://github.com/godotengine/godot/pull/83290 | c851a46065c92b9101800502ac8c00fb940cbb55 | d89c5313a5324185c56e804f2ef3715930093cf4 | 2023-06-25T14:21:16Z | c++ | 2023-11-15T13:32:07Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,669 | ["modules/multiplayer/multiplayer_synchronizer.cpp"] | MultiplayerSynchronizer - "Watch" properties - on_delta_receive: Condition "props.size() == 0" is true. Returning: ERR_INVALID_DATA | ### Godot version
v4.1.beta2.mono.official [a2575cba4]
### System information
Godot v4.1.beta2.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated GeForce RTX 2060 () - AMD Ryzen 5 2600X Six-Core Processor (12 Threads)
### Issue description
I'm using a Multiplayer Synchronizer to sync some variable... | https://github.com/godotengine/godot/issues/78669 | https://github.com/godotengine/godot/pull/78709 | d08ba5f3dca8fb01e60bd369b9d5a77138659b50 | 3aaa7870949853d3f42a1f8b67d16f8f2602931c | 2023-06-25T12:44:11Z | c++ | 2023-06-26T12:57:12Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,658 | ["doc/classes/NodePath.xml"] | get_node() not correctly getting grandparent nodes | ### Godot version
4.0.3 Stable
### System information
Windows 11
### Issue description
using get_node("...") should return the grandparent node of the node it is being called from however it instead throws an error forcing the user to have to use get_node("..").get_node("..")
### Steps to reproduce
create a node... | https://github.com/godotengine/godot/issues/78658 | https://github.com/godotengine/godot/pull/78660 | e0de078d65ef6225dab8355a5140a0ada2822bf9 | a93c671b7d59d9d9be76558a8cc53bd87a0f42d1 | 2023-06-25T00:26:04Z | c++ | 2023-06-26T08:11:56Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,657 | ["editor/script_create_dialog.cpp"] | Groups of spaces in scripts automatically changing into tabs/indentation | ### Godot version
4.0.3.stable
### System information
Windows 11, ask for more info if needed, I'm not sure what else would be needed here.
### Issue description
Issue also asked about on Godot Q&A (currently unresolved): https://ask.godotengine.org/155740/godot-automatically-creating-tabs-script-templat... | https://github.com/godotengine/godot/issues/78657 | https://github.com/godotengine/godot/pull/78675 | b156e24216f81aefcbc4f7983cdb7c6515d7ac76 | 2331eab9178fe59e7ed6706f41a86201e661f641 | 2023-06-25T00:03:22Z | c++ | 2023-08-02T10:15:50Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,648 | ["editor/gui/scene_tree_editor.cpp", "editor/gui/scene_tree_editor.h"] | Scene editor doesn't grey out `process_mode = 4` nodes in opened scenes after editor start. | ### Godot version
4.1???- 4.1.beta1 - 4.1.beta3 - 030c1a950e8cee19e72104b4fb79caba17a2d678
### System information
Tested only Linux versions.
### Issue description
**Regression from 4.0.3.stable:**
In the editor UI set the `Node->process_mode` to `Disabled` or `When Paused`-> in the scene editor the su... | https://github.com/godotengine/godot/issues/78648 | https://github.com/godotengine/godot/pull/81061 | cd5c0076286641b65cd95784eee3ac9e76b692b0 | b3811a3e4fca3a16e004257f327c3e540f5f05bb | 2023-06-24T14:57:35Z | c++ | 2023-08-28T10:11:59Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,647 | ["core/object/class_db.cpp", "core/object/class_db.h", "editor/editor_help.cpp", "editor/editor_node.cpp", "editor/editor_settings.cpp", "editor/editor_settings.h"] | DocCache in the resource list | ### Godot version
4.1.beta3 (again)
### System information
4.1.beta3 - Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 4400 (HSW GT2) () - Intel(R) Core(TM) i7-4600U CPU @ 2.10GHz (4 Threads)
### Issue description
DocCache is listed in resources.
, The navigation agents still treat them like they are there. I was able to find a workaround, which is to do `navigation_enabled = false` before you run `queue_fre... | https://github.com/godotengine/godot/issues/78625 | https://github.com/godotengine/godot/pull/78665 | a93c671b7d59d9d9be76558a8cc53bd87a0f42d1 | 710d2e7edf54c477a15c7bc3fb91ead394b51fd9 | 2023-06-23T20:31:16Z | c++ | 2023-06-26T08:12:19Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,608 | ["drivers/gles3/storage/texture_storage.cpp"] | Prior working project now builds to a black screen using the Compatibility Renderer | ### Godot version
4.1 beta 3
### System information
Windows 11
### Issue description
Project builds and displays fine in all releases of Godot 4.x up until and including 4.1 beta 2.
When opening the project in 4.1 beta 3, it builds to a black screen, without crashing.
Switching from the Compatibility... | https://github.com/godotengine/godot/issues/78608 | https://github.com/godotengine/godot/pull/78620 | afe65de11001b392cb9666b1ee32ea6c4ecf10ff | 19e7490c9ad399f1951fc6b5863b45a3fa477d3e | 2023-06-23T10:19:14Z | c++ | 2023-06-23T20:49:23Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,605 | ["drivers/gles3/storage/texture_storage.cpp"] | Problem with displaying the popup (except the first time) | ### Godot version
4.1 beta 3
The same project works fine on 4.1 **beta 1 and beta 2.**
### System information
Tested on MacOS, Fedora and HTML5
### Issue description
I have a problem in version 4.1 beta 3 with a popup (popup panel). The first time it always displays correctly. Every subsequent time, I... | https://github.com/godotengine/godot/issues/78605 | https://github.com/godotengine/godot/pull/78620 | afe65de11001b392cb9666b1ee32ea6c4ecf10ff | 19e7490c9ad399f1951fc6b5863b45a3fa477d3e | 2023-06-23T09:35:58Z | c++ | 2023-06-23T20:49:23Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,590 | ["scene/main/viewport.cpp"] | Removing child on focus exit can cause a crash in certain cases | ### Godot version
v4.1.beta.custom_build [f23a12007]
### System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
### Issue description
This was discovered through inspection of https://github.com/godotengine/godot/issues/78578#issuecomment-1603236210. This... | https://github.com/godotengine/godot/issues/78590 | https://github.com/godotengine/godot/pull/78591 | 68193bee9a1f77427a13b92508d611b1e2110217 | afe65de11001b392cb9666b1ee32ea6c4ecf10ff | 2023-06-22T23:42:15Z | c++ | 2023-06-23T20:45:51Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,588 | ["editor/plugins/node_3d_editor_plugin.cpp"] | Grid view disappears | ### Godot version
v4.1.beta.custom_build [522a2ea3f]
### System information
Windows 10, Vulkan, GTX 960 536.23
### Issue description
When the grid is disabled in a scene and subsequently closed, it will not be displayed again and will remain invisible unless you refresh it from the 'view' option. This do... | https://github.com/godotengine/godot/issues/78588 | https://github.com/godotengine/godot/pull/78694 | 02a4d099fd3371adb0bd3400db948b739dfa5e42 | e3dee8cea9e8e29d89aa34fa899f74e358d48ebb | 2023-06-22T22:15:26Z | c++ | 2023-07-08T16:16:55Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,577 | ["editor/gui/scene_tree_editor.cpp", "editor/gui/scene_tree_editor.h"] | In the scene tree dock, children of the inherited scene and of instantiated scenes lose their yellow text color when viewed by clicking on the scene tab. | ### Godot version
4.1-beta3
### System information
Windows
### Issue description
When an inherited scene's source has children, or when an instantiated scene is expanded with the editable children option in the scene tree dock, they are usually colored yellow. In beta3 this yellow color disappears under certain co... | https://github.com/godotengine/godot/issues/78577 | https://github.com/godotengine/godot/pull/81061 | cd5c0076286641b65cd95784eee3ac9e76b692b0 | b3811a3e4fca3a16e004257f327c3e540f5f05bb | 2023-06-22T17:36:13Z | c++ | 2023-08-28T10:11:59Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,576 | ["modules/navigation/navigation_mesh_generator.cpp"] | Baking navigation mesh with GDScript produces error messages | ### Godot version
4.1.beta3
### System information
Godot v4.1.beta3 - macOS 13.2.1 - Vulkan (Forward+) - dedicated AMD Radeon Pro 580 - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)
### Issue description
When baking the mesh in GDScript after placing a Node3D (StaticBody3D with CollisionShape3D) t... | https://github.com/godotengine/godot/issues/78576 | https://github.com/godotengine/godot/pull/78596 | 8d65fb9ec7ac0d21c196d966c3b94c91ca895727 | fee49f4f9d9603a041cc30e85e33712a72fb8fc4 | 2023-06-22T17:29:57Z | c++ | 2023-06-23T06:49:06Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,572 | ["scene/3d/node_3d.cpp"] | 'Top Level' property in Inspector resets on project load | ### Godot version
4.1 Beta 3
### System information
Win 10, RTX 2070 mobile
### Issue description
If you set a body to be Top Level using the check box in inspector and save your project, next time you open the project that checkbox is unchecked. Looks like 'project save' somehow ignores that property and doesn't ... | https://github.com/godotengine/godot/issues/78572 | https://github.com/godotengine/godot/pull/78574 | d87bdef2a4f7c83c6a236f8916ebac35ae4fd176 | 120aa3fca8ea31e1f55f5c718c59f125ee3c93a7 | 2023-06-22T16:03:27Z | c++ | 2023-06-22T18:44:36Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,569 | ["servers/rendering/renderer_scene_cull.cpp"] | VoxelGI not showing at runtime. Only manually activating .bake() in code makes it visible. | ### Godot version
4.0.3, 4.1 beta 3
### System information
macOS Ventura 13.0
### Issue description
As my scene grown complex VoxelGI started showing some weird behaviour.
In editor VoxelGI appears way too bright, and in game - "normal amount".
At first I worked almost 3 weeks on a scene thinking "Vo... | https://github.com/godotengine/godot/issues/78569 | https://github.com/godotengine/godot/pull/81124 | d351d40e2902b05597123eaf6dd5cf15bda2caa5 | f2ba8ec6ca2e4ff493cba11f95621d10ab8bb363 | 2023-06-22T15:44:46Z | c++ | 2023-10-05T22:24:29Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,555 | ["scene/gui/graph_edit.cpp"] | Hotzones of visual shader nodes are too small | ### Godot version
4.1
### System information
Fedora, RX 590
### Issue description
Between 4.0.2 release and 4.0.3 RC1 the hotzone of the visual shader nodes have shrunk on the side that overlaps the node itself.
 and Callable.rpc_id(...) method but it doesn't work with some Callable.
If I call the .bind method and then call .rpc, I get the error "Invalid call. N... | https://github.com/godotengine/godot/issues/78545 | https://github.com/godotengine/godot/pull/78551 | 91f029e9126bf908b6fb27628ce38b3f80241a72 | 0c1442f82a4fd5020ed621731e479a71e89b4cb3 | 2023-06-22T06:19:14Z | c++ | 2023-07-08T16:15:41Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,535 | ["editor/editor_file_system.cpp"] | Non lowercase extension triggers silent error when importing FBX files | ### Godot version
v4.1.beta3.official [ada712e06]
### System information
Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700S (Advanced Micro Devices, Inc.; 31.0.12024.2005) - AMD Ryzen 9 6900HS with Radeon Graphics (16 Threads)
### Issue description
When importing an FBX file if the path to FBX2... | https://github.com/godotengine/godot/issues/78535 | https://github.com/godotengine/godot/pull/78567 | ff689003a576f0fdf854a7756fb4ceb64f39ae7b | 7aff59f0b6920b970454c7608148845619d6cd60 | 2023-06-21T19:30:10Z | c++ | 2023-07-12T19:02:42Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,532 | ["modules/gdscript/gdscript_analyzer.cpp", "modules/gdscript/tests/scripts/analyzer/errors/virtual_method_not_implemented.gd", "modules/gdscript/tests/scripts/analyzer/errors/virtual_method_not_implemented.out", "modules/gdscript/tests/scripts/analyzer/errors/virtual_super_not_implemented.gd", "modules/gdscript/tests/s... | [4.1.beta3][GDScript] Cannot call virtual function because it hasn't been defined. | ### Godot version
4.1.beta3
### System information
Fedora Workstation 38 - Godot 4.1.beta3 - Vulkan (Forward+)
### Issue description
**This is an issue created by the production team, we're working on it**
Currently, it's impossible to call virtual functions within GDScript.
This currently returns ... | https://github.com/godotengine/godot/issues/78532 | https://github.com/godotengine/godot/pull/78533 | 28a60b3de02e8cfcc742a248078e6b7ee8f728b1 | 81a0199be46679213bd2a46cb75394c05eb52c30 | 2023-06-21T18:37:42Z | c++ | 2023-06-21T19:50:33Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,531 | ["core/input/input.cpp"] | Engine freezes when calling Sprite.new() from joy_connection_changed callback | ### Godot version
v3.5.stable.official [991bb6ac7]
### System information
Debian 11 - Intel Ivybridge Mobile - GLES3
### Issue description
Pretty much what the title says, the engine freezes when I call Sprite.new() from a method that I previously connected to `joy_connection_changed` signal. No errors are shown.
... | https://github.com/godotengine/godot/issues/78531 | https://github.com/godotengine/godot/pull/80432 | 1b132b7c231453fa3c321c41013c3a8da3954b30 | 5cfa9a0d7b0d777d550662792e28dcfd6e84d459 | 2023-06-21T17:55:09Z | c++ | 2023-08-09T15:46:37Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,530 | ["platform/windows/display_server_windows.cpp", "scene/main/window.cpp"] | Window node fullscreen mode not working | ### Godot version
4.0.3.stable
### System information
windows 11
### Issue description
fullscreen on the window node is not working and will show up as a windowed.
### Steps to reproduce
disable Embed Subwindows in Project Settings/Display/Window.
create a window node and set its mode to fullscreen.
### Minima... | https://github.com/godotengine/godot/issues/78530 | https://github.com/godotengine/godot/pull/79016 | 7cd92ad02322815fd4196cc3fdcd4d2dd48e6313 | 988abb2161f73a56795e4f82a93e32b945ce5c8e | 2023-06-21T17:48:25Z | c++ | 2023-07-08T16:21:04Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,520 | ["doc/classes/RichTextLabel.xml", "editor/editor_log.cpp", "scene/gui/rich_text_label.cpp", "scene/gui/rich_text_label.h"] | Printing with print_rich a lot of colored text breaks formating after output overflow. | ### Godot version
4.1
### System information
Win 10
### Issue description

When causing _"output oveflow"_ by printing a lot of text, formating breaks. Possible because enclosing tag get flushed.
Suggested solu... | https://github.com/godotengine/godot/issues/78520 | https://github.com/godotengine/godot/pull/79011 | bb6879e7cc17677876bda055ee951e46670e362b | 5c56206e6c84e56d9ad229493c751690742e9d44 | 2023-06-21T13:13:54Z | c++ | 2023-07-14T16:49:21Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,500 | ["servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl"] | SpotLight3D turns negative, and creates black boxes on small angles with volumetric fog | ### Godot version
v4.0.stable.official [92bee43ad]
### System information
Windows 10, AMD 5 5600G, RTX 3060, Forward+ Shading
### Issue description
When creating a SpotLight3D in a scene with fog, the light will first invert (e.g. opposite colours) and then create black splotches as seen in the screenshots below:
... | https://github.com/godotengine/godot/issues/78500 | https://github.com/godotengine/godot/pull/82546 | 1edf0f35b151ab3a8e3140aeaef08609e011ebdb | 950139e489ccaec03e744052ccdeb3adace18e57 | 2023-06-21T01:43:52Z | c++ | 2023-10-05T20:50:12Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,487 | ["drivers/vulkan/vulkan_context.cpp"] | Godot editor hangs on opening a menu on Linux using wayland | ### Godot version
v4.1.beta.custom_build [d7af287ce]
### System information
EndeavourOS Linux, KDE plasma Wayland
### Issue description
When opening any menu or hovering above nodes or properties the editor just freezes. The console doesn't print anything when this happens. On X11 works fine. It doesn't matter if ... | https://github.com/godotengine/godot/issues/78487 | https://github.com/godotengine/godot/pull/79143 | 83cc5d4914a6bff76069ac19191192337e4df3de | 1453dc9d5dea8934f26d157b78aa8ed3b7a8a500 | 2023-06-20T19:21:39Z | c++ | 2023-07-09T10:24:07Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,485 | ["scene/resources/tile_set.cpp"] | Removing a custom data layer does not update custom data name-to-layer mappings. | ### Godot version
v4.0.3.stable.mono.official [5222a99f5]
### System information
macOS Monterey 12.6.6 (21G646)
### Issue description
When creating a tileset by code with custom data layers, removing a layer with `remove_custom_data_layer` does not update the name-to-layer mapping; `get_custom_data_layer... | https://github.com/godotengine/godot/issues/78485 | https://github.com/godotengine/godot/pull/78492 | 4fc045e9b53becf063b50a457709ade403235d80 | ebd44641c53ecfafb3fa0bd5f0f6abcbc3a25e05 | 2023-06-20T18:10:04Z | c++ | 2023-06-21T09:19:36Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,483 | ["drivers/gles3/storage/material_storage.cpp", "drivers/gles3/storage/particles_storage.cpp", "drivers/gles3/storage/texture_storage.cpp", "scene/2d/gpu_particles_2d.cpp", "scene/3d/gpu_particles_3d.cpp", "scene/resources/particle_process_material.cpp"] | Vertex Shader complation failed for GPUParticles2D and sub emiters | ### Godot version
v4.1.beta1.mono.official [828ec2c5d]
### System information
Kubuntu 22.04 Compatability
### Issue description
<Details>
```
Set emitting
Set emitting
Set sub_emitter_mode
Set sub_emitter_mode
drivers/gles3/shader_gles3.cpp:242 - ParticlesShaderGLES3: Vertex shader compilation fa... | https://github.com/godotengine/godot/issues/78483 | https://github.com/godotengine/godot/pull/78490 | 88ce76537e771527561c592660b70872976078b7 | cb73a6e9f9046229a16b6b298c9086f03548e186 | 2023-06-20T17:55:50Z | c++ | 2023-06-22T19:02:38Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,482 | ["scene/resources/shader.cpp"] | Disabling shader pre-processor displays editor-only error about unknown built-ins | ### Godot version
4.0.3.stable
### System information
Linux - Godot v4.0.3.stable - Vulkan (Forward+)
### Issue description
Disabling the shader pre-processor with `#pragma disable_preprocessor` causes errors to be displayed about built-ins being unknown. However, the shader will correctly compile and function as ... | https://github.com/godotengine/godot/issues/78482 | https://github.com/godotengine/godot/pull/79287 | de14f09c1d903c808a50aab7b04574ca44e6016d | ead69eba96e51e377029c5a942aac0ecaa53ce1a | 2023-06-20T17:33:48Z | c++ | 2023-07-14T16:49:44Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,470 | ["scene/main/scene_tree.cpp"] | Skeleton causes error and project stops working when played when a camera3D is in the scene. | ### Godot version
4.1 b2
### System information
Windows 10, Nvidia GTX 1660Ti, Vulkan
### Issue description
As you can see in the image:

In the editor I have an imported model, no error... | https://github.com/godotengine/godot/issues/78470 | https://github.com/godotengine/godot/pull/78713 | 3aaa7870949853d3f42a1f8b67d16f8f2602931c | 61937011c93e4baff879548932c4406406114ff5 | 2023-06-20T11:13:36Z | c++ | 2023-06-26T15:28:31Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,459 | ["doc/classes/String.xml"] | String.get_slice return Raw String | ### Godot version
v4.1.beta2.official [a2575cba4]
### System information
Windows 10, 64bit
### Issue description

`String.get_slice()` returns an raw string if the slice does not exist, but the docs say:
 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.1694) - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)
### Issue description
Editor Outp... | https://github.com/godotengine/godot/issues/78434 | https://github.com/godotengine/godot/pull/78833 | ab430b0b4a2d4434eabf54f8704459b37cd19dee | 46424488edc341b65467ee7fd3ac423e4d49ad34 | 2023-06-19T08:54:28Z | c++ | 2023-06-29T13:43:03Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,411 | ["servers/rendering/shader_language.cpp"] | Using `hint_normal_roughness_texture` on the forward mobile renderer causes shader compilation failure | ### Godot version
Tested on 4.0.3 and 4.1 beta 2
### System information
Arch Linux
### Issue description
In a spatial shader, using the hint `hint_normal_roughness_texture` and then trying to sample that uniform in the `fragment` function, as outlined in the screen reading shader docs, while using the mobile rende... | https://github.com/godotengine/godot/issues/78411 | https://github.com/godotengine/godot/pull/78839 | 6ab727edc2b0bf51ca3458237505ff8763f20cf9 | 46cd84b36212d5932c6cddfc6ed5f50ff60030bc | 2023-06-18T16:19:02Z | c++ | 2023-07-08T16:19:49Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,406 | ["drivers/gles3/storage/mesh_storage.cpp", "servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp"] | MeshInstance3D and BlendShapes: Exceptions when closing app with node in scene + on "Create Inherited Scene" [rendering_device_vulkan.cpp:8405] | ### Godot version
Godot v4.1.beta2.mono
### System information
Godot v4.1.beta2.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.1694) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)
### Issue description
The error message/exception of this bug can only be seen i... | https://github.com/godotengine/godot/issues/78406 | https://github.com/godotengine/godot/pull/78433 | 914cc1d6f55ce2c3c2964f5b4f25143b3e103933 | 7188ed5f9140f6e2a38a24ac3364bba741b45135 | 2023-06-18T14:00:19Z | c++ | 2023-06-19T08:38:24Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,399 | ["scene/2d/navigation_agent_2d.cpp"] | NavigationAgent2D debug path not showing | ### Godot version
4.0.3.stable.mono, 4.1.beta2.mono
### System information
Godot v4.1.beta2.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.2737) - 12th Gen Intel(R) Core(TM) i9-12900K (24 Threads)
### Issue description
NavigationAgent2D debug path is not appea... | https://github.com/godotengine/godot/issues/78399 | https://github.com/godotengine/godot/pull/78438 | 58c3f24d96a052b3486ea74a47a7ced4e5c5c1f8 | ea5d02b5823cd3338a94e9eddb4e032d2f6fbec2 | 2023-06-18T12:16:23Z | c++ | 2023-06-19T13:51:16Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,395 | ["editor/export/editor_export.cpp", "editor/export/editor_export_platform.h", "editor/export/project_export.cpp", "editor/export/project_export.h", "platform/android/export/export_plugin.cpp", "platform/ios/export/export_plugin.cpp", "platform/macos/export/export_plugin.cpp", "platform/web/export/export_plugin.cpp"] | Incorrect (?) warning about enabling S3TC BPTC texture compression on macOS export | ### Godot version
4.1.beta2
### System information
macOS 13.3.1 mobile renderer
### Issue description
When setting up an export preset for macOS in a project where the Import S3TC BPTC setting is not enabled you get a warning that this platform requires this to be enabled.
 - dedicated NVIDIA GeForce GTX 1060 6GB (nvidia; 515.105.01) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)
### Issue description
If multiple nodes are selected in the editor and drag them to t... | https://github.com/godotengine/godot/issues/78381 | https://github.com/godotengine/godot/pull/78430 | cfae05094adf118a5b637d693e4c347ee90a0455 | 58c3f24d96a052b3486ea74a47a7ced4e5c5c1f8 | 2023-06-17T21:51:38Z | c++ | 2023-06-19T13:40:21Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,380 | ["modules/multiplayer/multiplayer_spawner.cpp"] | Parse error when attempting to export var of Callable type in a resource | ### Godot version
4.1.beta.a83eb16fb
### System information
Arch Linux
### Issue description
When attempting to have a scene load a resource that uses a script that exports a var of Callable type, a parse error will occur due to Callable not being serializable.
### Steps to reproduce
Create new pro... | https://github.com/godotengine/godot/issues/78380 | https://github.com/godotengine/godot/pull/78409 | fee49f4f9d9603a041cc30e85e33712a72fb8fc4 | 2d19cec17417f21408b16e0a9fe420ab500c32fc | 2023-06-17T21:44:27Z | c++ | 2023-06-23T08:13:11Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,376 | ["modules/gdscript/gdscript.cpp"] | Static variables will raise an error if game will close. | ### Godot version
v4.1.beta2.official [a2575cba4]
### System information
Godot v4.1.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3141) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)
### Issue description
With the latest 4.1.beta2 static var... | https://github.com/godotengine/godot/issues/78376 | https://github.com/godotengine/godot/pull/78521 | 1e44b479702a577037c49600ce50f4b8a61b102c | f2ce0b6741049b69efb455394b8a161f68a468a6 | 2023-06-17T17:45:54Z | c++ | 2023-06-21T19:52:15Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,374 | ["modules/text_server_adv/thorvg_svg_in_ot.cpp", "modules/text_server_fb/thorvg_svg_in_ot.cpp"] | Some glyphs from color OpenType SVG font are not rendered | ### Godot version
v4.1.beta2.official [a2575cba4]
### System information
Godot v4.1.beta2 - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.3179) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)
### Issue description
### Description:
Most Emoji glyphs from color OpenType S... | https://github.com/godotengine/godot/issues/78374 | https://github.com/godotengine/godot/pull/78543 | de3d4e3cec4e45739fdc8fb7ceff84950aab5b15 | 18bc912bc0595a2d4ab2b5d42f9a6993c3b9a814 | 2023-06-17T17:42:50Z | c++ | 2023-06-22T16:31:14Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,373 | ["servers/rendering/renderer_scene_cull.cpp"] | Vulkan: VoxelGI Indirect Lighting from Static Omni Light is broken until manually re-setting gi data in Rendering Server | ### Godot version
4.0.3 stable, 4.1 beta 2
### System information
Windows 10 Vulkan forward+ Radeon RX 6700xt
### Issue description
VoxelGI doesn't seem to show any bounce light from a static baked omni light on loading a scene. This happens both in the editor and when running the game.
Immediately af... | https://github.com/godotengine/godot/issues/78373 | https://github.com/godotengine/godot/pull/81124 | d351d40e2902b05597123eaf6dd5cf15bda2caa5 | f2ba8ec6ca2e4ff493cba11f95621d10ab8bb363 | 2023-06-17T17:05:27Z | c++ | 2023-10-05T22:24:29Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,338 | ["drivers/unix/file_access_unix.cpp"] | Incorrect permissions in macOS export bundle blocks upload to App Store | ### Godot version
4.1.beta2
### System information
macOS 13.3.1
### Issue description
Trying out macOS export in the new 4.1 beta I've run into a new issue. While the previous issues (see #74154 and #73876) now seems to be handles correctly, which makes the process much smoother for generating a macOS .pck for upl... | https://github.com/godotengine/godot/issues/78338 | https://github.com/godotengine/godot/pull/78347 | d63794d466626fd0d176a1ce9ee558fdaf8b3fe5 | b7976f4ad65bbda075f400843a40d6c75c385b49 | 2023-06-16T16:03:29Z | c++ | 2023-06-18T14:31:05Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,315 | ["editor/gui/editor_spin_slider.cpp"] | Unwarranted value incremented in text boxes on focus | ### Godot version
4.1 beta1, 4.1.beta2
### System information
Windows 11
### Issue description
Whenever you try to select an editable field like Scale.X and Scale.Y. The value is changed as soon as the focus is on.
This is random behavior but consistently reproducible throughout the editor.
https://github.c... | https://github.com/godotengine/godot/issues/78315 | https://github.com/godotengine/godot/pull/78318 | 6d1ca527924f2c868ac31a4d732a5dfc1fd09712 | ada10b57f3b7f4afb280622044df0573637a8e39 | 2023-06-16T06:44:27Z | c++ | 2023-06-16T08:24:14Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,314 | ["platform/macos/export/lipo.cpp"] | MacOS Export Error: "Failed to create fat binary" (LipO can't open cache file) | ### Godot version
v4.1.beta2.mono.official [a2575cba4]
### System information
Godot v4.1.beta2.mono - Windows 10.0.22000 - Vulkan (Forward+) - dedicated AMD Radeon(TM) Graphics () - Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz (4 Threads)
### Issue description
Console output as follows:
```
LipO: Can't open file: "<... | https://github.com/godotengine/godot/issues/78314 | https://github.com/godotengine/godot/pull/78319 | ada10b57f3b7f4afb280622044df0573637a8e39 | 598378513b256e69e9b824c36136774c41cc763c | 2023-06-16T06:33:34Z | c++ | 2023-06-16T08:24:37Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,299 | ["editor/plugins/gpu_particles_2d_editor_plugin.cpp", "editor/plugins/gpu_particles_3d_editor_plugin.cpp", "editor/plugins/sprite_2d_editor_plugin.cpp", "editor/scene_tree_dock.cpp", "editor/scene_tree_dock.h"] | changing type of a node removes reference from `Node` properties | ### Godot version
v4.1.beta.custom_build [dbd482faa]
### System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
### Issue description
Some editor action like changing type will replace the node by another node. Right now Node properties will still point to the old ... | https://github.com/godotengine/godot/issues/78299 | https://github.com/godotengine/godot/pull/78300 | 54c0d0ff320e5bb7bfc8254451a7000b28581100 | e4b8dc81b8d06d2e263b9865017c48fe5d98c287 | 2023-06-16T00:22:14Z | c++ | 2023-08-03T20:37:40Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,296 | ["core/object/script_language.h", "scene/gui/code_edit.cpp"] | Script Editor auto completions sorting is broken | ### Godot version
c0d8d91
### System information
Windows 11
### Issue description
There's weird bug going on with the latest master branch. The auto completion in script editor is sorted in a wacky ways, putting sort of constants ahead of anything because it's ahead alphabetically
 | ### Godot version
Godot 4.1-beta2
### System information
Manjaro Gnome, Intel Core i7-11800H
### Issue description
On a relatively modern laptop (Intel Core i7-11800H), in a scene with many scripted nodes (total of 900+ with roughly half of them scripted), adding or duplicating a node freezes the editor ... | https://github.com/godotengine/godot/issues/78295 | https://github.com/godotengine/godot/pull/78670 | 1b1e2403f9ee1f0c8152e414c124d42491473e8e | d08ba5f3dca8fb01e60bd369b9d5a77138659b50 | 2023-06-15T22:27:45Z | c++ | 2023-06-26T12:56:47Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,291 | ["editor/gui/scene_tree_editor.cpp"] | Batch rename won't check for duplicate unique name | ### Godot version
v4.1.beta.custom_build [c0d8d91b1]
### System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
### Issue description
When batch renaming nodes it won't check for already used unique name. This will lead to the unique name being revoked with those w... | https://github.com/godotengine/godot/issues/78291 | https://github.com/godotengine/godot/pull/78292 | 725beaa7afce294f38d4aca1fa287249021b6bf8 | 179e3d6ab94bc546721e321802fac32d7016ab4f | 2023-06-15T22:01:55Z | c++ | 2023-08-03T16:33:37Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,290 | ["editor/gui/scene_tree_editor.cpp"] | Batch rename to empty string will behave strangely. | ### Godot version
v4.1.beta.custom_build [01453ab7f]
### System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
### Issue description
When Batch renaming multiple nodes to empty nodes, this will error out instead of using the class name. Moreover item name will be ... | https://github.com/godotengine/godot/issues/78290 | https://github.com/godotengine/godot/pull/78292 | 725beaa7afce294f38d4aca1fa287249021b6bf8 | 179e3d6ab94bc546721e321802fac32d7016ab4f | 2023-06-15T21:51:28Z | c++ | 2023-08-03T16:33:37Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,281 | ["editor/editor_audio_buses.cpp", "editor/editor_node.cpp", "editor/editor_node.h", "editor/plugins/animation_player_editor_plugin.cpp", "editor/plugins/debugger_editor_plugin.cpp", "editor/plugins/shader_editor_plugin.cpp"] | Theme editor starts opened and crashes upon interaction. | ### Godot version
4.1 beta2
### System information
Windows 10 Home
### Issue description
I had a control with a custom theme which i removed. When loading the project again the Theme Editor is opened and some actions, like Show Default or Override All, cause the editor to crash.
### Steps to reproduce... | https://github.com/godotengine/godot/issues/78281 | https://github.com/godotengine/godot/pull/78611 | 46b2619223d5928381b1792e9736fd7e89b3bb53 | f44b2d7898402a2a337bdc6a321f093a762dc18d | 2023-06-15T16:25:57Z | c++ | 2023-06-23T15:52:35Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,252 | ["modules/gdscript/gdscript_compiler.cpp", "modules/gdscript/gdscript_parser.h", "modules/gdscript/tests/scripts/runtime/features/export_group_no_name_conflict_with_properties.gd", "modules/gdscript/tests/scripts/runtime/features/export_group_no_name_conflict_with_properties.out"] | Using @export_category using the same name as a variable will overwrite the first variable in the category. | ### Godot version
4.0.2.stable.mono
### System information
Windows 10 - 4.0.2.stable.mono - Any Renderer
### Issue description
In a script with an `@export` variable (with a non-default value), Godot will replace the first variable in the category with the same name. For example, if you're exporting a va... | https://github.com/godotengine/godot/issues/78252 | https://github.com/godotengine/godot/pull/78254 | 62b4643d854755b36d7c7ace0047d7a40e812f1a | efbff1369a9eb366667c1d641ed6c853bdd8c830 | 2023-06-15T02:37:15Z | c++ | 2023-07-31T19:01:03Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,238 | ["scene/resources/packed_scene.cpp"] | Missing script that has exported `Array[Node]` make godot crash when opening the scene | ### Godot version
4.1.dev (4d5f10fc3a)
### System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
### Issue description
When a script was attached to a node in a saved scene and this script is exporting a member typed with `Array[Node]` . Reopening the scene when t... | https://github.com/godotengine/godot/issues/78238 | https://github.com/godotengine/godot/pull/78240 | fe1aa263ca3b5cc77c3c9f8aec4a29f3b107f087 | 41b34e3e56e9e63a19834d8e47443fcf70d18583 | 2023-06-14T18:59:42Z | c++ | 2023-06-15T08:50:45Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,230 | ["modules/gdscript/gdscript.cpp"] | Autoload scripts compile error are not reported (except confusing "Script does not inherit from Node") | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Win 10
### Issue description
When Autoload scripts have compile errors, the error is not printed to Output. Instead, they fail when Running with an error completely unrelated to what's wrong:
```
USER ERROR: Script does not inherit fro... | https://github.com/godotengine/godot/issues/78230 | https://github.com/godotengine/godot/pull/78540 | 4ed08409b044114a0744aff9ef3fa3f0c6ae5726 | 5e1671afd96fd3f8f02188d8e238affac5b82a97 | 2023-06-14T14:57:13Z | c++ | 2023-08-03T12:46:33Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,228 | ["drivers/gles3/storage/texture_storage.cpp"] | Shader: Incorrect texture read in Editor (Compatibility Renderer) | ### Godot version
v4.0.3.stable.arch_linux
### System information
Arch linux - OpenGL API 4.2 (Core Profile) Mesa 21.3.9 Amber - Compatibility - Using Device: Intel Open Source Technology Center - Mesa DRI Intel(R) HD Graphics 2500 (IVB GT1)
### Issue description
I wrote a simple colorize shader:
```
uniform sa... | https://github.com/godotengine/godot/issues/78228 | https://github.com/godotengine/godot/pull/78287 | 1710a7d30313728e90ea35243b0230e411e17483 | 9e81aeda335a1fb0006965e7b44b099b2e2a55c1 | 2023-06-14T14:27:36Z | c++ | 2023-06-16T08:23:03Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,224 | ["scene/gui/base_button.cpp"] | Button's shorcut ignore button_group "allow_unpress" attribute | ### Godot version
4.1.beta.custom_build.824c139f6
### System information
EndeavourOs - Linux kernel 6.3.7-arch1-1
### Issue description
Pressing a button through an associated shortcut allow to ignore the button group attribute "allow_unpress".
Button can then be unpressed
The button properly stay pr... | https://github.com/godotengine/godot/issues/78224 | https://github.com/godotengine/godot/pull/78293 | 598378513b256e69e9b824c36136774c41cc763c | ce60395b4a462c6cc5e8b2c115fc28d2d57909ae | 2023-06-14T11:48:17Z | c++ | 2023-06-16T14:52:01Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,213 | ["servers/rendering/shader_language.cpp"] | Cannot set filter/repeat mode for uniform arrays of Sampler2Ds | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Godot v4.0.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.1694) - Intel(R) Core(TM) i5-10600KF CPU @ 4.10GHz (12 Threads)
### Issue description
There is no way to set the fi... | https://github.com/godotengine/godot/issues/78213 | https://github.com/godotengine/godot/pull/79100 | 64689c146ca7905836b5c30bffe2d34fa2cafce0 | 65cc4db0ae7a80a9ec2b365f0cf6cbefcf2926f4 | 2023-06-14T04:57:07Z | c++ | 2023-07-12T12:18:34Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,210 | ["scene/gui/nine_patch_rect.cpp", "scene/gui/nine_patch_rect.h"] | Nine patch rect doesn't update when texture atlas region is updated | ### Godot version
v4.1.beta1.mono.official [828ec2c5d]
### System information
Kubuntu 22.04 Compatability
### Issue description
As funky as it sounds I tried using a atlas texture as the texture for a nice patch and discovered that the nine patch is not updated in the scene when the atlas texture region is changed... | https://github.com/godotengine/godot/issues/78210 | https://github.com/godotengine/godot/pull/78236 | 0653f7a5b05861288d6ffe519de2a2cf5ee21d8e | 94a4da9de60170e8b634fb7cc793cd4be43b9496 | 2023-06-14T03:14:54Z | c++ | 2023-06-20T07:21:15Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,208 | ["scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"] | Exported array gets emptied when saving scene script | ### Godot version
v4.1.beta1.official [828ec2c5d]
### System information
Godot v4.1.beta1 - Windows 10.0.23475 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3550) - AMD Ryzen 5 5500 (12 Threads)
### Issue description
I have an exported array for a given type I created with class_name
``... | https://github.com/godotengine/godot/issues/78208 | https://github.com/godotengine/godot/pull/77735 | b06b00eb447526739e854cc30c4edb1445ba9325 | 75ef6e486c7f0e1e50463c54b65f454810608a21 | 2023-06-14T01:33:14Z | c++ | 2023-06-19T22:04:01Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,205 | ["editor/plugins/text_shader_editor.cpp"] | Ctrl+K to comment lines in shader editor isn't working if the shader is a .gdshaderinc | ### Godot version
Godot 4.0.3
### System information
Windows 10 64 bits NVIDIA GeForce GTX 1060
### Issue description
Ctrl+K is a shortcut normally used to comment out the current line. It works in the shader editor, but for some reason, it doesn't if your shader has the `.gdshaderinc` extension (aka it'... | https://github.com/godotengine/godot/issues/78205 | https://github.com/godotengine/godot/pull/79158 | 79b31a8357e26a510ed68edebb3c9cf905f807e9 | bdcbfd71a87f446b9742d690d92838aad16f2bcb | 2023-06-13T22:09:40Z | c++ | 2023-07-08T16:22:42Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,202 | ["editor/editor_plugin_settings.cpp", "editor/gui/scene_tree_editor.cpp"] | Plugin description tooltip has no limits | ### Godot version
4.1 beta1
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
### Issue description
` and then appending to its `text` field restores all of the cleared text.
This seems related to #54951, but this issue has nothing to do with `bbcode_text` fi... | https://github.com/godotengine/godot/issues/78196 | https://github.com/godotengine/godot/pull/78203 | 838b19a1ccd641c2567d625ee49b1d7458bf4c43 | 72ee877b22669ddef4d64df81aba30a313da6a11 | 2023-06-13T17:53:59Z | c++ | 2023-06-14T09:13:44Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,185 | ["core/object/undo_redo.h"] | _set method for a String property triggered too much times, when in Resource property's embedded inspector, and text changes fast | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Windows 11
### Issue description
See screen recording below.
~~I type in a String property which is within a PROPERTY_USAGE_ARRAY / EditorInspectorArray.~~
I type in a String property which is within a Resource property's (Data... | https://github.com/godotengine/godot/issues/78185 | https://github.com/godotengine/godot/pull/78809 | 16dd4e5725a2576ba5765f9f15bccb519b83482c | ab430b0b4a2d4434eabf54f8704459b37cd19dee | 2023-06-13T14:05:03Z | c++ | 2023-06-29T13:42:36Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,150 | ["scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"] | Exported typed array in instanced child scene gets empty elements added and crashes editor | ### Godot version
4.1.beta1
### System information
macOS 13.3.1
### Issue description
If you have a scene (ChildScene) with a node that has an exported typed array, for example
`@export var export_array:Array[Node]`
use the inspector to add a number of child nodes as the elements of this array and then instance ... | https://github.com/godotengine/godot/issues/78150 | https://github.com/godotengine/godot/pull/77735 | b06b00eb447526739e854cc30c4edb1445ba9325 | 75ef6e486c7f0e1e50463c54b65f454810608a21 | 2023-06-12T17:40:55Z | c++ | 2023-06-19T22:04:01Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,146 | ["modules/gdscript/gdscript.cpp", "modules/gdscript/gdscript_compiler.cpp"] | Unexpected "Parser Error : Identifier not found" when using parent class member | ### Godot version
4.0.2
### System information
Linux Mint 21
### Issue description
On the minimal reproduction project, with a 3 level hierarchy and 2 autoloads, when running the game we get a parse error in daughter.gd where we use a parent member.
**Additional remarks :**
- We have a circular depe... | https://github.com/godotengine/godot/issues/78146 | https://github.com/godotengine/godot/pull/79205 | 5954c58ee1912d6ddceb165edfc27cc6084a4fa2 | 2c552140686b5366e48c61a1a15001f15359cccc | 2023-06-12T16:39:20Z | c++ | 2023-07-17T17:15:16Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,145 | ["modules/navigation/nav_region.cpp"] | NavigationAgent3D takes incorrect paths when NavigationRegion is rotated | ### Godot version
4.1.beta1
### System information
Godot v4.1.beta1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.2802) - 11th Gen Intel(R) Core(TM) i5-11400F @ 2.60GHz (12 Threads)
### Issue description
The agent finds the correct path between a and b.
Then th... | https://github.com/godotengine/godot/issues/78145 | https://github.com/godotengine/godot/pull/78173 | ad935c4d93f6aa90b2c6a1f9de6911500e785012 | 2b373f795c42f330c02998c3a889d17752f1b3ba | 2023-06-12T16:35:52Z | c++ | 2023-06-13T11:53:09Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,142 | ["editor/editor_node.cpp"] | `set_edited_scene` out of bounds errors on empty project | ### Godot version
4.1.beta (7b1387ff2)
### System information
Mageia 9, Linux
### Issue description
When opening an empty project in latest `master`, I get these errors:
```
ERROR: Index p_idx = -1 is out of bounds (edited_scene.size() = 1).
at: get_scene_path (editor/scu/../editor_data.cpp:880)
E... | https://github.com/godotengine/godot/issues/78142 | https://github.com/godotengine/godot/pull/78152 | c43b6b5ac8d6c464d1e24a691d7901190400a32f | a5206e449ead208b6cb79a3731ef58bf871d5f05 | 2023-06-12T15:38:42Z | c++ | 2023-06-12T20:56:46Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,140 | ["editor/import/scene_import_settings.cpp"] | Can't reset root node type to Node3D in advanced import settings | ### Godot version
4.0.3 and latest 4.1 (2d6b880987bc600cda586b281fcbe26791e92e09)
### System information
Manjaro Linux
### Issue description
When you change the root type of an imported scene (in my case it's a glb file) you can't change it back to a Node3D. Changing it to any other 3D node works though.... | https://github.com/godotengine/godot/issues/78140 | https://github.com/godotengine/godot/pull/79907 | 2992ffd25523cb8b3e0ef1b873c40115b8940178 | ba3fb66d71cef59c1152a13eab9491ea25953ff3 | 2023-06-12T15:14:42Z | c++ | 2023-08-01T20:30:07Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,136 | ["modules/gdscript/gdscript.cpp"] | Game crashes on exit if closed while awaiting a signal and there are unfreed objects | ### Godot version
4.0.3
### System information
Ubuntu 22.04.2 LTS
### Issue description
If awaiting a signal, and there are unfreed objects in memory, and the user closes the game, then the executable crashes with this error:
```
ERROR: Condition "_first != nullptr" is true.
at: ~List (./core/templ... | https://github.com/godotengine/godot/issues/78136 | https://github.com/godotengine/godot/pull/78138 | 375156a637ad2a997f3cda7bbfb8ed51f4b7beab | 5145098e6e3407c309f20101df4e06457516978e | 2023-06-12T12:09:09Z | c++ | 2023-06-14T07:25:34Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,118 | ["scene/gui/container.cpp", "scene/gui/control.cpp"] | 4.1.beta1, mouse-over slider shows offset handle highlight | ### Godot version
v4.1.beta1.official [828ec2c5d]
### System information
Godot v4.1.beta1 - Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GTX 550 Ti () - Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz (4 Threads)
### Issue description
Issue observed in:
- v4.1.beta1.official [828ec2c5d]
Expected behavior in:
... | https://github.com/godotengine/godot/issues/78118 | https://github.com/godotengine/godot/pull/78009 | 35ff936b93969f3e6d316a485cee3722bb17bba0 | 1b5620d2a9d30598f68a828b3dd4a07296e2c546 | 2023-06-11T15:39:39Z | c++ | 2023-06-12T12:14:20Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,116 | ["core/object/script_language_extension.h"] | ScriptInstanceExtension GDExtensionObjectPtr is no longer readable on Godot Side | ### Godot version
v4.1.beta
### System information
Windows 10
### Issue description
```
virtual Ref<Script> get_script() const override {
if (native_info->get_script_func) {
GDExtensionObjectPtr script = native_info->get_script_func(instance);
... | https://github.com/godotengine/godot/issues/78116 | https://github.com/godotengine/godot/pull/78392 | 58fae90ff39c30d19ecd902d3ae9a4de136ca501 | 329652b6feac2114c4e30062f18ece36d4e3addc | 2023-06-11T14:22:27Z | c++ | 2023-06-20T19:19:20Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,091 | ["scene/gui/container.cpp", "scene/gui/control.cpp"] | Atlas preview jumps after first scroll event | ### Godot version
4.1 beta1
### System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
### Issue description
When I change tile source, the view is initialized at a wrong position. After scrolling ... | https://github.com/godotengine/godot/issues/78091 | https://github.com/godotengine/godot/pull/78009 | 35ff936b93969f3e6d316a485cee3722bb17bba0 | 1b5620d2a9d30598f68a828b3dd4a07296e2c546 | 2023-06-10T18:46:42Z | c++ | 2023-06-12T12:14:20Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,088 | ["modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp"] | Exporting a GLTF file does not automatically update the filesystem tree | ### Godot version
Master, commit 37d1dfef9d81aade2
### System information
PopOs 22.04, any renderer, Gnome, X11
### Issue description
When exporting a scene to GLTF, the new file does not show up in the filesystem tree, until a new file or folder is created.
https://github.com/godotengine/godot/asse... | https://github.com/godotengine/godot/issues/78088 | https://github.com/godotengine/godot/pull/78096 | d4951ead3ae64a76e7a985827e228fa71d64f25e | f016852c9fe9c617b5f73fe6b9f7ee5b74c38330 | 2023-06-10T17:11:18Z | c++ | 2023-06-12T09:41:04Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,087 | ["scene/main/viewport.cpp"] | In the Advanced Import settings editor, tooltips only flash for a split second | ### Godot version
Master, commit 37d1dfef9d81aade2
### System information
PopOs 22.04, Any renderer, NVIDIA Corporation GP107GLM, Driver Version: 525.89.02
### Issue description
On the GLTF import screen, when you hover the mouse cursor over any property, the tooltip only flashes for a split second, making it very... | https://github.com/godotengine/godot/issues/78087 | https://github.com/godotengine/godot/pull/78110 | f016852c9fe9c617b5f73fe6b9f7ee5b74c38330 | 9fca49864776c06ba92a2738d9661be217faeffa | 2023-06-10T16:54:59Z | c++ | 2023-06-12T09:55:58Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,080 | ["editor/plugins/curve_editor_plugin.cpp", "editor/plugins/gradient_texture_2d_editor_plugin.cpp"] | Crash opening visual shader editor for specific shader | ### Godot version
4.1.beta1
### System information
macOS 13.3.1 mobile renderer
### Issue description
Trying to open and edit one of my visual shaders now consistently crashes Godot 4.1beta1.
The shader was made and edited fine in earlier versions of Godot 4 and I'm not certain what is special with this shader... | https://github.com/godotengine/godot/issues/78080 | https://github.com/godotengine/godot/pull/78171 | 52493767fcb793e27a7caea30c4eef1c2d0b5ecc | 7aa530c4cad478f5555f240d63e2e31c9766fbd5 | 2023-06-10T11:09:52Z | c++ | 2023-06-13T11:53:02Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,079 | ["scene/gui/line_edit.cpp", "scene/gui/line_edit.h", "scene/gui/spin_box.cpp"] | Impossible to start text selection on unfocused SpinBox | ### Godot version
v4.1.beta.custom_build [d3651ea45]
### System information
Windows 11
### Issue description

It's not possible to start text selection on a SpinBox when it's unfocused.
Note: After a bit of digging... | https://github.com/godotengine/godot/issues/78079 | https://github.com/godotengine/godot/pull/78092 | 1b5620d2a9d30598f68a828b3dd4a07296e2c546 | b02dd1c2a30fee8df7264e14780030bb617b7602 | 2023-06-10T09:38:25Z | c++ | 2023-06-12T12:14:44Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,052 | ["editor/plugins/animation_tree_editor_plugin.cpp"] | AnimationTree(AnimationNodeStateMachine) error reported in the editor | ### Godot version
4.1b
### System information
win11 Vulkan API 1.3.236
### Issue description
Selecting AnimationTree will result in error message
`This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.`
### Steps to reproduce
AnimationTree ->... | https://github.com/godotengine/godot/issues/78052 | https://github.com/godotengine/godot/pull/79588 | 0a9006a5aa3f9fac41cb1bd9f4c06fdbc96dc87f | 1886dee28fc7560def60f92d1a94478bf4a701c0 | 2023-06-09T15:59:38Z | c++ | 2023-08-02T19:36:56Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,049 | ["editor/editor_plugin.cpp"] | Can't use `EditorPlugin.add_autoload_singleton()` with a relative path | ### Godot version
4.0.3.stable
### System information
Linux/X11
### Issue description
when creating addons, i want to use relative paths so that things don't break if i (or another user) decides to rename and/or move the add-on's folder.
using relative paths with ``add_autoload_singleton()`` doesn't work becaus... | https://github.com/godotengine/godot/issues/78049 | https://github.com/godotengine/godot/pull/78109 | 8c5c29f2a3d519693f153118e6495dab7335a350 | 3dca469f8c1bbeaca867dee2fe8954c7b7a1f413 | 2023-06-09T13:41:48Z | c++ | 2023-06-15T08:50:33Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,035 | ["servers/rendering/renderer_canvas_cull.cpp"] | 2D Sprites rendered black with enabled Y-sorting | ### Godot version
v4.1.beta1.official [828ec2c5d]
### System information
Windows 11 Home, v4.1.beta1.official [828ec2c5d], All Renderers, NVidia GeForce RTX 3060 Ti, Drivers 535.98
### Issue description
When enabling the "Y Sort Enabled" ordering method for a Sprite2D, the sprite will be rendered entirely black.
... | https://github.com/godotengine/godot/issues/78035 | https://github.com/godotengine/godot/pull/78134 | b2335c0df78e1585dd6de92e7a3a8082a25e463d | 66423d440e53109627717edbada77856c514bb6f | 2023-06-09T08:59:24Z | c++ | 2023-06-12T12:16:41Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,020 | ["scene/main/scene_tree.cpp"] | Node process priority has no effect in 4.1-beta1 | ### Godot version
v4.1.beta1.mono.official [828ec2c5d]
### System information
Godot v4.1.beta1.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.3598) - 13th Gen Intel(R) Core(TM) i5-13600K (20 Threads)
### Issue description
After the recent refactoring (https://... | https://github.com/godotengine/godot/issues/78020 | https://github.com/godotengine/godot/pull/78044 | b6bb244aad0e2520757f7e9db6e9606c8cd3f2f0 | 300748e52c03fd1761b716fc7eea2b9fb97b86f9 | 2023-06-08T21:10:08Z | c++ | 2023-06-09T11:45:15Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 78,008 | ["servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp"] | Mac rendering warnings such as invalid format | ### Godot version
On top of 4.0 branch. https://github.com/godotengine/godot/commit/fd5dc25240c1537d90b80507683f78bcf574f547
### System information
Mac Mini, Apple Silicon on Firefox
### Issue description
Error message in log.
```
e[1;31mERROR:e[0;91m vkCreateGraphicsPipelines failed with error -3 fo... | https://github.com/godotengine/godot/issues/78008 | https://github.com/godotengine/godot/pull/85822 | 9dce1a45a067776f7cd620061fc5e973427f8287 | 74b6fad3c8a884b6c628365b6bddcb0b739a1e51 | 2023-06-08T16:02:28Z | c++ | 2023-12-08T15:58:59Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,997 | ["scene/resources/packed_scene.cpp", "scene/resources/packed_scene.h"] | Instances of scenes with a Material flagged Local to Scene see their material instances become independent and change ID every time you reopen the scene containing them | ### Godot version
v4.0.2.stable.official [7a0977ce2]
### System information
Linux Ubuntu 22.04 with Unity desktop
### Issue description
Local to Scene is convenient for Materials because when changing properties / shader parameters by code, we often want to affect a single entity, not all of them.
How... | https://github.com/godotengine/godot/issues/77997 | https://github.com/godotengine/godot/pull/65011 | 31a7fd1951f6e9f68faa6edd2aaff87cb922a31c | 4330a94b1382937783f67f4f05173d025639300a | 2023-06-08T10:29:44Z | c++ | 2023-09-08T09:50:30Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,995 | ["scene/3d/skeleton_3d.cpp"] | BoneMap Overwrite Axis breaks mesh bind poses in converted FBX | ### Godot version
4.1.dev 0a0132c - also present in 4.0 but broken slightly differently
### System information
Godot v4.1.dev (0a0132ccf) - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 () - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)
### Issue description
Selecting a BoneMap... | https://github.com/godotengine/godot/issues/77995 | https://github.com/godotengine/godot/pull/78025 | 082cfd501a9f7140ec521cec6d875dfcb57c7f2e | da68c707f2daaf93f484f0c9de3f01430b064f57 | 2023-06-08T08:23:30Z | c++ | 2023-06-09T09:07:42Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,994 | ["modules/mbedtls/crypto_mbedtls.cpp"] | Loading X509CertificateMbedTLS failing at editor/project startup | ### Godot version
72b59325cf7beba7e6e9170cf6023a079fd58672
### System information
Windows 11, 22H2
### Issue description
There is an error emitting at editor and project startup:

Looks like a regression after ht... | https://github.com/godotengine/godot/issues/77994 | https://github.com/godotengine/godot/pull/78716 | 1f9e540f14edbf2d496a1421f8d37e5b483c4c53 | 950f4c3b41acef0403618dd6169be90530dea5da | 2023-06-08T07:58:38Z | c++ | 2023-06-27T04:58:34Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,991 | ["editor/gui/scene_tree_editor.cpp"] | Unselectable nodes when switching filter and no children match the new filter | ### Godot version
4.1.dev (4d5f10fc3a)
### System information
macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
### Issue description
When switching filter without coming back to an empty search those that were not matching the search but are included in the new search and none ... | https://github.com/godotengine/godot/issues/77991 | https://github.com/godotengine/godot/pull/77992 | 0da20d019eac3bfea5733bab2de14e9bc779a52a | 2c22e56e37e26ec82d771209c23f2adeb9873335 | 2023-06-08T03:33:03Z | c++ | 2023-06-15T08:50:22Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,981 | ["core/io/resource.cpp", "core/io/resource.h", "scene/main/viewport.cpp", "scene/main/viewport.h"] | Indefinitely repeating errors when editing a preloaded scene containing TextureRect and ViewportTexture | ### Godot version
v4.0.3.stable.official [5222a99f5]
### System information
Debian 11 | Vulkan API 1.2.175 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080 | nvidia-driver 470.182.03-1 from Debian 11 | Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz
### Issue description
Re-opening a scene in the edi... | https://github.com/godotengine/godot/issues/77981 | https://github.com/godotengine/godot/pull/79201 | 1537452aa94e3fdb19386eac9f8394b391998e8a | e73a4a382ee57c9eb006d7e8f11038643081b12b | 2023-06-07T21:09:47Z | c++ | 2023-08-17T13:43:38Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,978 | ["editor/editor_file_system.cpp"] | Binary mesh resource disappears from MeshInstance3D upon project restart | ### Godot version
v4.1.beta.custom_build [72b59325c]
### System information
Windows 10, Vulkan
### Issue description
This has been plaguing me for a while in my main project. I can only partially reproduce it in a MRP:
When placing a binary mesh resource imported from a .glb file into a MeshInstance3D, ... | https://github.com/godotengine/godot/issues/77978 | https://github.com/godotengine/godot/pull/85922 | e1d4b3cc07605a28f182e23d1924b6432fda2186 | e551672c2d7e0b4a484a647d5bf07acf08f59766 | 2023-06-07T19:03:35Z | c++ | 2023-12-11T23:33:25Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,970 | ["drivers/gles3/storage/material_storage.cpp", "editor/shader_globals_editor.cpp", "scene/main/shader_globals_override.cpp", "scene/resources/material.cpp", "servers/rendering/renderer_rd/storage_rd/material_storage.cpp", "servers/rendering/shader_language.cpp", "servers/rendering/storage/variant_converters.h"] | sky.gdshader does not accept vec4 array from gdscript | ### Godot version
4.0.3
### System information
Windows10
### Issue description
sky shader accepts uniform vec3, vec4, vec3 array, but not vec4 array
### Steps to reproduce
simply pass Vector4 to uniform vec4[] from gdscript
### Minimal reproduction project
gdscript
sky_material.set_shader_parameter("v3",Vec... | https://github.com/godotengine/godot/issues/77970 | https://github.com/godotengine/godot/pull/74937 | e188d619227990001667821dac8bc8940076d4a9 | 166643df326724ab439721dcf1eb2d367ae5b744 | 2023-06-07T16:48:44Z | c++ | 2023-06-09T09:04:16Z |
closed | godotengine/godot | https://github.com/godotengine/godot | 77,968 | ["platform/windows/detect.py"] | Subsequent builds are slower on Windows + MSVC due to linking | ### Godot version
4.1.dev 72b59325cf7beba7e6e9170cf6023a079fd58672
### System information
Windows 11 22H2 - MSVC 2022 - Intel Core i9-13900K, OS and Godot repository on a fast M.2 SSD
### Issue description
Subsequent builds are slower on Windows + MSVC due to the linking step performing incremental linki... | https://github.com/godotengine/godot/issues/77968 | https://github.com/godotengine/godot/pull/80482 | a22cadfee92c6ee0c70a6168b643b581fb61e07f | 478b80310ccbaaaa028d09d567d504ce8aace5bb | 2023-06-07T16:22:38Z | c++ | 2023-08-11T08:33:00Z |
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