text:
segfault on the queue

Region: us-west-2
   TotReqs   TotBytes    AvgTime    AvgReq/s  (post)unzip
     44271     1.8 GB     0.352s       31.50panic: runtime error: invalid memory address or nil pointer dereferenceTotErrors
    3.583s     0.103s          0  [signal SIGSEGV: segmentation violation code=0x1 addr=0x20 pc=0x147e1e1]

                         goroutine 379 [running]:
                                                 github.com/goadapp/goad/queue.SQSAdaptor.Receive(0xc4203d4068, 0xc4203beea0, 0x5a, 0xc4201fc188)
                                                                	/private/tmp/goad-20170731-18597-cbyzjk/src/github.com/goadapp/goad/queue/sqsadaptor.go:80 +0x4b1
Press cgithub.com/goadapp/goad/queue.aggregateFromSqs(0xc4207d17a0, 0xc4200fc630, 0xc4203beea0, 0x5a, 0xf4240, 0x64)
                                   	/private/tmp/goad-20170731-18597-cbyzjk/src/github.com/goadapp/goad/queue/aggregation.go:124 +0x14d
                                                          created by github.com/goadapp/goad/queue.Aggregate
                           	/private/tmp/goad-20170731-18597-cbyzjk/src/github.com/goadapp/goad/queue/aggregation.go:106 +0x12f
                                                  $

see if we can include AirBrake or NewRelic for tracking this

I agree, there is some really bad error handling in parts of the cli and even the lambda function.
I'm not sure about the idea to add some third-party metrics tracking. Wouldn't that require a paid plan on those platforms and some kind of terms of service agreement sending user-data to those services?
How about for now we add a global recover function in goad that prints out something like this:
signal SIGSEGV: segmentation violation code=0x1 addr=0x20 pc=0x147e1e1]
goroutine 379 [running]:
github.com/goadapp/goad/queue.SQSAdaptor.Receive(0xc4203d4068, 0xc4203beea0, 0x5a, 0xc4201fc188)
/private/tmp/goad-20170731-18597-cbyzjk/src/github.com/goadapp/goad/queue/sqsadaptor.go:80 +0x4b1
github.com/goadapp/goad/queue.aggregateFromSqs(0xc4207d17a0, 0xc4200fc630, 0xc4203beea0, 0x5a, 0xf4240, 0x64)
/private/tmp/goad-20170731-18597-cbyzjk/src/github.com/goadapp/goad/queue/aggregation.go:124 +0x14d
created by github.com/goadapp/goad/queue.Aggregate
/private/tmp/goad-20170731-18597-cbyzjk/src/github.com/goadapp/goad/queue/aggregation.go:106 +0x12f

Sorry, looks like goad has crashed. We are currently working hard to make goad more reliable.
Please open an issue on our github repository. [Link to issues page on github]

@cwaltken-edrans let's plan for a parameter in the INI file with a default key from/paid by OLX (commented out)
if someone wants to let us know about the problem, has to uncomment it, and the feature will activate and send us the data

authors: cwaltken-edrans gserra-olx zeph

repo: goadapp/goad


text:
add 1500 esc signals for a few seconds and then a pulse like the old code or is it not needed?

if not needed, update car tips sheet to say wait a couple seconds instead of wait for 3 beeps.

it is necessary, to make sure the ESC is calibrated.
should it be a hardcoded 1500 or should it use the _MOTOR_CENTER values?

find a way to do it so it doesn't block serial data

the code sends centered signals for 3 seconds, but no pulse when it finishes.
the code is in loop not setup, and it doesn't block serial data

Either add a pulse, or document the fact that it's gone.

source: gharchive/issue

repo: gobabygocarswithjoysticks/car-code

license: MIT

license_type: permissive

license_source: github-api


text:
Repackage for easier consumption

I know this has been mentioned before in other issues, but I'd like to request again that you repackage angular-select2 as javascript so that it's easier to include in angular projects.  I'm aware that you can work around this issue by modifying the tsconfig file, but this is a "hacky" thing to do.
Currently when compiling you get this error:
Module build failed: Error: node_modules/angular-select2-component/index.ts is missing from the TypeScript compilation. Please make sure it is in your tsconfig via the 'files' or 'include' property. The missing file seems to be part of a third party library. TS files in published libraries are often a sign of a badly packaged library. Please open an issue in the library repository to alert its author and ask them to package the library using the Angular Package Format (https://goo.gl/jB3GVv).
Typescript is trying really hard to indicate that the way angular-select2 is being packaged isn't the "right way."  Can you take another look at it please, or are you willing to accept a PR to fix the issue?

Sorry about this. And a PR is welcome to fix this. Thanks!

Here you go. #33

Could you please update the project on master branch or the README.md to show how to import the component or module?

Check out #34 now.  Ignore #33.

authors: godbasin mark-bradshaw


text:
feat: Several fixes and optimizations

This fixes another error message of godot-escoria/escoria-issues#64
This optimizes how UI and dialog managers register themselves with Escoria
This fixes another "character is at position, but action still isn't carried out"
This fixes click bubbling down to multiple items triggering different actions
This removes the "tooltip follows focus" setting because it solemly was a simplemouse feature
This optimizes the registering of settings

All good to me ! Thanks!

source: gharchive/pull-request

authors: StraToN dploeger

repo: godot-escoria/escoria-demo-game


text:
Remove the claim that "Speaks" animations are optional

Currently, nether the development version of escoria, neither the version published in Godot Asset Store allow "Speaks" animations to be absent.
See also: https://github.com/godot-escoria/escoria-demo-game/pull/675

Approved, thanks a lot. Please fix line 228 as it's too long and fails doc8 check.

Thanks, fixed

repo: godot-escoria/escoria-docs


text:
Moved things to clean interactive.gd

Made the interactive.gd have the bare minimal to be considered an object by the vm.

Moved everything basic for an interactive object to the interactive.gd and everything else to item.gd that should be cleaned next.
Made trigger.gd extend item.gd instead for now.

Generally I like the idea of this, good stuff!

I removed the function.  And I think I corrected the whitespace line.

@santouits I've been busy with paid work and pushing out an updated version of Iron Sky: A Lunar Adventure but hopefully I can rebase a game onto this PR and see what happens.
Sorry about the delay. I remember starting off with Escoria and how disheartening it could be to wait for feedback etc, but no one's directly paid to do any of this. Not even paid to make games per se. So we have to prioritize to get the bills paid.
Feel free to try Lunar Adventure while waiting ;)

Don't worry, take your time, there is no need to hurry, really.
I played your game and I liked the scifi feeling though I guess I missed references because I haven't watched the movie.

I went ahead and committed 3258ee7.
Good job, thank you, even if we didn't make trigger an item!

authors: mjtorn santouits

repo: godotengine/escoria


text:
Godot opening/play crashes when a DAW is opened

Windows 10 , Asio4all audio server
Godot crashes when a digital audio workstation is open. Surely it's a conflict with the audio devices. It happened with Tracktion 6, with Reaper it runs normally, but it can happen with any other audio software:
Terminal gets me this:
Activated GL 3.3 contextOpenGL ES 3.0 Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
GLES3: max ubo light: 409
GLES3: max ubo reflections: 455, ubo size: 144
ERROR: init_device: Condition ' hr != ((HRESULT)0x00000000) ' is true. returned: ERR_CANT_OPEN
At: drivers/wasapi/audio_driver_wasapi.cpp:100
ERROR: init: Condition ' err != OK ' is true. returned: err
At: drivers/wasapi/audio_driver_wasapi.cpp:155
terminate called after throwing an instance of 'RtAudioError'
what():  RtApiDs::startStream: error (DirectSound unknown error) starting output buffer!
Steps to reproduce :
-Open a DAW
-Open or run game in Godot

Godot version? This shouldn't happen to latest master.

Hum...just downloaded the today's build ( http://godot3builds.digitecnology.com/index.php ) and still happening . Also noticed that crashes with Ardour as well

@Rabocop can you check a recent 2.1 build? because uses wasapi too and may be affected by the bug.

authors: Rabocop eon-s marcelofg55

repo: godotengine/godot


text:
Motion blur shader

I noticed that despite offering support for a variety of common post-processing shaders (bloom, depth-of-field, etc) Godot 3.0 doesn't have builtin support for motion blur yet. I believe this to be an important effect for photorealism, and would like to suggest it as a camera or environment option if possible.
For clarification: My suggestion doesn't refer to the conventional method of simulating motion blur, which relies on fading previous frames across the screen (also known as "ghosting"). The modern approach includes directional blurring of textures on surfaces based on the velocity of the camera, which offers a much more immersive and realistic effect. DirectX based engines have had this ability for over a decade, with the Need For Speed series (starting with NFS - Carbon, released in 2006) offering a good example... as far as open-source and OpenGL are concerned, this shader has been implemented into the Ogre based racing sim Stuntrally which may offer an useful example.
I briefly discussed this on IRC. I was told that a reason for the setback in supporting motion blur for Godot 3.0 is the OpenGL version, which is older than the one adding the necessary GLSL functions. Perhaps this can be implemented as more renderer backends are made available in the project settings, thus offered as an option to projects using OpenGL >= 3.2?

Godot have Vulkan support in roadmap, maybe after its implementation, all modern things including Motion blur will be implemented.

Motion blur should definitely be possible in OpenGL too, at least version >= 3.2 to my understanding. Just saying it doesn't need to be a Vulkan specific feature, which I'd find a bit weird personally... if it otherwise has to come after implementing Vulkan for compatibility or priority reasons, that makes sense.

Just to clarify, Godot uses the OpenGL ES 3.0 standard, which is equivalent to OpenGL 3.3 on desktop platforms. Vulkan is in mind but don't expect it to come anytime soon.

Does OpenGL ES 3.0 contain the GLSL functions needed for spatial motion blur? It sounds like it should, since like I said DirectX games got it working over a decade ago.

I think the only function missing to implement a modern motion blur (https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch27.html) is the ability to get previous inverted projection matrix in addition to the current one.

Here's my attempt at a motion blur shader.

@Zireael07 Since OpenGL 3.1/GLSL 140 (I think?), matrices must be explicitly passed to the shader (OpenGL matrices are deprecated). Either way, GLSL has an inverse function to invert a matrix since GLSL 140.

@Bauxitedev's motion blur shader is fairly good but it suffers from the same limitation as all other screen-reading shaders - they happen before alpha pass.
Somehow, though, built-in postprocess like DOF Near and Far Blur also work on alpha pass. Can we please get some velocity parameter to simulate motion blur using those?

Found a workaround, but it would have to be used on all alpha things you want to be seen when motion blur is on: https://www.reddit.com/r/godot/comments/bxfyws/heres_a_dithered_opacity_aka_hashed_transparency/ so it's not that tenable for larger projects.

I think @reduz plans to add a built-in per-object motion blur effect using motion vectors in 4.0 (or maybe 4.1).

Note that this feature is planned in some way for Godot 4.0 (no guarantees, though).

Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.
The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker.
If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance!

authors: Bauxitedev Calinou Chaosus MirceaKitsune Zireael07 kaadmy vnen


text:
Control with scale (0,0) causes error in editor

Godot version:

3.1.dev 36552c2c9
OS/device including version:

Issue description:

below error keeps occuring if scene has Control node with scale (0,0)
core/math/math_2d.cpp:321 - Condition ' det == 0 ' is true.

Steps to reproduce:

Add Control node
make it scale (0,0)
click anywhere in viewport

Minimal reproduction project:

It's normal that it errors out (a scale of (0, 0) makes no sense), but we need to either find a way to prevent inputting (0, 0) as scale, or show a better error message.

I found this while making an animation of Control node, like zooming effect for UI, by scaling 0.0 to 1.0

Closing as duplicate of #7332

authors: Noshyaar akien-mga volzhs


text:
Project Manager Crash when Templates tab Selected

Godot version: 3.03
OS/device including version: Windows 10 64bit Home Build 1803**
Nvidia GeForce GTX 750 Ti (2GB)
Issue description:
Project Manager Crash when Templates tab Selected
How to Reproduce:
Select Project Manager when Godot starts, then click Templates Tab. Several errors are generated in the console regarding a .png file.
Error in Console:
ERROR: _png_error_function: Not a PNG file
At: drivers/png/image_loader_png.cpp:62
libpng error: Not a PNG file...

duplicate of https://github.com/godotengine/godot/issues/19336

Closing as duplicate.

authors: Bat-Computer TailyFair vnen


text:
is operator doesn't work for non-object types if right operand is a subclass of Object

Godot version:
3.1 155652908a4284658b6c9b27640142a15fcb502c
OS/device including version:
macOS 10.12.1
Issue description:
is operator errors out if the left operand has non-object type and the right operand is anything but Object.
For example, this works:
var is_object = 5 is Object

while this doesn't:
var is_object = 5 is Resource

The error is: Left operand of 'is' is not an instance of anything.

Can confirm on Windows too.
However, this does not appear to be a bug but quite the opposite, an intended behaviour.
modules/gdscript/gdscript_function.cpp, line 480
if (a->get_type() != Variant::OBJECT || a->operator Object *() == NULL) {

	err_text = "Left operand of 'is' is not an instance of anything.";
	OPCODE_BREAK;
}
if (b->get_type() != Variant::OBJECT || b->operator Object *() == NULL) {

	err_text = "Right operand of 'is' is not a class.";
	OPCODE_BREAK;
}

Since is operator is meant for lloking up whether type of operant A extends type of operand B, it makes sense that it throws error on fundamental types.

IINW the is operator is no longer limited to Object types. It should work with "built-in" types as well after #21449, so I would consider this to be a bug.
Having said that, I can understand a warning about 5 is Object always being false.

I did some debugging:
5 is Object is generating OPCODE_IS_BUILTIN.
5 is Reference is generating OPCODE_EXTENDS_TEST.
There is a check that replaces the OPCODE_EXTENDS_TEST with OPCODE_IS_BUILTIN, which is the following:
https://github.com/godotengine/godot/blob/b550f93cfd7862fdf9bf4fc838f2ad04ef89a131/modules/gdscript/gdscript_parser.cpp#L1105-L1108
The first thing to say is that currently, the is operator does not seem to allow comparing values of built-in type with Object types. You can compare built-in is built-in and Object is Object, but apparently not built-in is Object (not sure about Object is built-in). I consider this a bad thing, since GDScript is (optionally) dynamically typed so I would expect to be able to check the any type of a value with all types, but I will assume that's a different issue.
The reason why this condition is true for 5 is Object is because Object seems to be considered a built-in type token (TK_BUILT_IN_TYPE).
The method that generates the TokenData is this:
https://github.com/godotengine/godot/blob/b550f93cfd7862fdf9bf4fc838f2ad04ef89a131/modules/gdscript/gdscript_tokenizer.cpp#L432-L442
Which is called here for each element in _type_list:
https://github.com/godotengine/godot/blob/b550f93cfd7862fdf9bf4fc838f2ad04ef89a131/modules/gdscript/gdscript_tokenizer.cpp#L984-L994
And _type_list contains Object:
https://github.com/godotengine/godot/blob/b550f93cfd7862fdf9bf4fc838f2ad04ef89a131/modules/gdscript/gdscript_tokenizer.cpp#L167

BTW, this "built-in type" term is confusing. Up until now I thought it referred to any type other than Object or Object derived types. Now I think it means any type Variant knows about (https://github.com/godotengine/godot/blob/b550f93cfd7862fdf9bf4fc838f2ad04ef89a131/core/variant.h#L75-L116), which includes Object but does not include Object derived types.

Object is technically a built-in type but shouldn't be treated as such, that's where it gets hairy to do the proper checks in all places.

IMO, OPCODE_EXTENDS_TEST should (silently?) return false if the tested value is not an object.
That way, it won't be a problem to do something like this:
func my_uncrashable_func(untyped_value):
    if untyped_value is Node:
        add_child(untyped_value)
    elif untype_value is Mesh:
        mesh = untyped_value
    elif untyped_value is RectangleShape2D:
        untyped_value.extents.x = 67 # Extends would be autocompleted
    else:
        print(untyped_value)

authors: SeleckyErik bojidar-bg endragor neikeq vnen


text:
Master peer ID not preserved on duplication

Godot version:
v3.1-beta3
OS/device including version:
Arch Linux rolling & NVidia GPU
Issue description:
Duplicated nodes do not seem to preserve parent's network master ID.
Steps to reproduce:

Create some "child" node and append it to some "parent" node.
Set network master ID for parent node.
Child properly inherits parent's network master ID.
Duplicate child and observe clone's network master ID being equal to 1.

Minimal reproduction project:
extends Node

func _ready() -> void:
    var parent = Node.new()
    var child = Node.new()
    parent.add_child(child)
    parent.set_network_master(1337)

    prints(
        parent.get_network_master(),
        child.get_network_master()
    )  # 1337 1337

    print(child.duplicate().get_network_master())  # 1

This can actually be seen as a not-a-bug because the entity is a new one and should (possibly) belong to a peer who duplicated it... But still, I think this should at least be mentioned in the docs. Or a new flag could be added - Node.DuplicateFlags.DUPLICATE_MASTER_ID


text:
Vertical tile scroll does not show in tileset editor when already zoomed in

Godot version:

Linux 64bit
3.1.1 and custom build 0bf5895e00c79e73f33c42cd95f67ae35ec88f88 (latest pull)
(I believe this is also in 3.0.6 and 3.1)
OS/device including version:

Nvidia prop drivers
430.14
Issue description:

When you return to the tileset when it is zoomed in the vertical scroll does not show.
Steps to reproduce:

Create tilemap, new tileset in tilemap dropdown, select it, load an image for the tileset
Zoom in so scroll bars show
Create a new single tile
Click the tilemap in the left dialog
Place the single tile
Go back to the tileset by selecting from the tilemap as in 1) and select the image. The tilemap should be already be zoomed in.
Move the mouse pointer to where the vertical scroll should be
(If you zoom out ctrl-mouse wheel down and ctrl-mouse wheel up vertical scroll reappears)

Minimal reproduction project:

URL:
https://gitlab.com/jbwyatt4/tempgodot1
Go to Scenes/World->ExampleBrokenVerticalScroll then follow the steps above.

This is a duplicate of #28143
And again, I can't reproduce it with the provided steps :/

Posted a video detailing the steps and what to look for.
https://www.youtube.com/watch?v=aVdYAdoVw9U

Thanks for the video. If both issues involve expanding the editor, that's probably the step missed by both reports.


text:
Possible memory leak when light is moving (Vulkan)

Godot version:
Godot Engine v4.0.devel.custom_build.d6abb52db (updated on 08-11-2019)
OS/device including version:
Windows 10 64bits
Issue description:
When light is moved (by Animation or by script in the _process functions), the static memory (Performance.MEMORY_STATIC) increases continuously.
Comparative video between Godot 3.1.1.1 and Godot Vulkan :
https://marion-maxime.com/Divers/GodotVulkanIssues/VideoRAM.mp4
Steps to reproduce:

Add a light (tested with DirectionnalLight and PointLight)
Animate this light (tested with an Animation and the _process functions)

Minimal reproduction project:

For now version 4.0, even after opening project, have some big leaks, so I don't know if this leaks are related to yours.
You can check what leaks(not always all things are listed) by running Godot from console with verbose flag godot -v

Is this still reproducible in 8a4f402?

I get these leaks with moving omni and spot 3D lights, and also get continuous leaking when using a directional light with shadows enabled.
Possibly related, I also get static memory leaks with non animated omni and spot 3D lights when my "player" moves, which has it's camera child to it. It does not produce leaks when rotating the camera, only when its parent moves. This leaking becomes more intense the more lights with shadows I have active (with the most lights I tried, 24, leaking around 0.5mb/s when moving the character)
This is on Linux 5.8.11-1-manjaro, GPU Radeon RX 570, on Godot builds:
v4.0.dev.custom_build.94e5f66cb and
v4.0.dev.calinou.88a3db5bf

I can no longer reproduce this issue, using the following test script:
@tool
extends DirectionalLight3D

var previous_memory = 0

func _process(delta):
	var static_mem = Performance.MEMORY_STATIC
	if(static_mem != previous_memory):
		print(static_mem)
		previous_memory = static_mem
	rotate_x(10 * delta)

It prints once, and then nothing prints again, while I can see the light rotating in the editor.

@TechnoPorg Could you also do tests with OmniLight3D and SpotLight3D? Remember to enable shadows for all lights, and have dynamic objects that move near the OmniLight3D and SpotLight3D.

I'm also unable to reproduce this with OmniLight3D and SpotLight3D, with a plane mesh and a spinning cube next to the light, which is casting a shadow.

Closing per @TechnoPorg's comment.
Note that if you get error spam due to lights with shadows
, this is already covered by another issue: https://github.com/godotengine/godot/issues/56599

authors: Calinou KoBeWi NykolaR TechnoPorg TheMoye qarmin


text:
Reparenting a node with NodePath by drag and drop causes endless loop

Godot version:
3.2 beta
OS/device including version:
Windows 10
Issue description:
Reparenting a child node by dragging and dropping onto a parent node causes an endless loop if the child node has an assigned NodePath property.
From the Command Prompt:
ERROR: Attempt to disconnect [SceneTree:1163] signal 'node_removed' while in emission callback '_node_removed' (in target [Object:22280]). Use CONNECT_DEFERRED (to be able to safely disconnect) or CONNECT_ONESHOT (for automatic disconnection) as connection flags.
   At: core/object.cpp:1522
ERROR: Attempt to disconnect [SceneTree:1163] signal 'node_removed' while in emission callback '_node_removed' (in target [Object:22280]). Use CONNECT_DEFERRED (to be able to safely disconnect) or CONNECT_ONESHOT (for automatic disconnection) as connection flags.
   At: core/object.cpp:1522
ERROR: Attempt to disconnect [SceneTree:1163] signal 'node_removed' while in emission callback '_node_removed' (in target [Object:22280]). Use CONNECT_DEFERRED (to be able to safely disconnect) or CONNECT_ONESHOT (for automatic disconnection) as connection flags.
   At: core/object.cpp:1522

Doing the same in 3.1.2 does not cause endless loop:
ERROR: emit_signal: Condition ' !target ' is true. Continuing..:
   At: core/object.cpp:1199

The issue is not reproducable in 3.0.6.
Steps to reproduce:

Create a node called "Player" with the following code and save it as a scene:

extends Node2D
export(NodePath) var root_node: NodePath = NodePath("..")

Create another node called "World" and add the "Player" to it as a child.
Change "Root Node" property to "World".
Dragging "Player" onto "World" cases endless loop.

Minimal reproduction project:
NodePathDragDropCrash.zip

I've had this happen to me too using the focus neighbor properties on control nodes


text:
Most drag and drop functionality does not work

Godot version: 4.0 (commit abf5132a32bec9d80ce711b22476170fd18edfdc)
OS/device including version: Manjaro Linux/RTX 2060
Issue description:
Functionality via dragging and dropping doesn't work. It almost looks as if it doesn't notice me releasing the mouse button. In the gif below, you can see that after I try to drag an image to the texture of a sprite and put my mouse back into the resources window, the window still scrolls with my mouse as if I was holding down the left mouse button.
Steps to reproduce:

I have not experienced it impact my drag and drop capabilities, but I have experienced the window still scrolling with mu cursor when I have moved away from it.

This issue seems to be specific to the linux display server.

Confirmed on KDE Plasma with KWin.

I have not experienced it impact my drag and drop capabilities, but I have experienced the window still scrolling with my cursor when I have moved away from it.

Same for me on Windows.

I can confirm dragging & dropping an image file into a texture property doesn't work on Windows either (it keeps the "disabled" icon as if it was a forbidden action).

Drag and Drop works fine for me on Windows, I wonder why is it different for you guys.
I did a small PR to improve this on X11 but it still fails for DND across multiple windows

For the drag and drop on Windows, I've just tested again on latest master (597b268150b208f3d3edf4410b5f6741e1d153f4) and it's working again for me.

For me (Windows 10) the issue is fixed when I resize the window:

This problem occurs for me as well. This is the caused by: https://github.com/godotengine/godot/issues/45740
If you aim up where you let go when dragging something in the scene tree based on the popup offsets, you can actually drag the nodes.
https://user-images.githubusercontent.com/12120644/127227491-94e3d6c8-e379-426b-a707-6ef92f42040b.mp4

Similarly to KoBeWi's above, it coincides with offset issues (#45740) for me. If I correct my mouse position for the offset I see in the tooltips, drag and drop works as expected:
https://user-images.githubusercontent.com/61291296/151461450-d0eef6be-3aaf-4eb9-be32-9e5556565d12.mp4
(Windows, v4.0.alpha1.official [31a7ddbf8])

This is fixed on Windows after #54645
Does the issue still occur on other systems?

The only files changed were in the  platform/windows so a first guess might be it has no effect on osx or linux or others.

This is fixed on Windows after #54645 Does the issue still occur on other systems?

I'm on Windows on commit 73d00131c6887f6993ab78cc8cd95c17166f29a4, and this issue still occurs for me. Resizing the window fixes it.

authors: Anutrix EricEzaM HaSa1002 KoBeWi Meriipu akien-mga foxydevloper pouleyKetchoupp reduz snailrhymer verdog


text:
GDScript 2.0: RefCounted not concidered Object class in typed Array

Godot version
v4.0.dev.calinou [6f1d2133b]
System information
Windows 10
Issue description
Declaring an Array of RefCounted derived class using its class_name gives the following error:
E 0:00:05:0955   @implicit_new: Class names can only be set for type OBJECT
  <C++ Error>    Condition "p_class_name != StringName() && p_type != Variant::OBJECT" is true.
  <C++ Source>   core/variant/array.cpp:619 @ set_typed()
  <Stack Trace>  main.gd:3 @ @implicit_new()

Steps to reproduce
Create a RefCounted derived class and give it a class_name. In another script declare a member Array using the newly created class as type.
Minimal reproduction project
ClassNameIssue.zip

This is not exclusive to RefCounted, it happens for Object too. i.e.
for
var x : Array[Object] = []

will also throw the Class names can only be set for type OBJECT error

I was experiencing this in my previous self-built copies of Godot 4.0 and am still getting it in 4.0 alpha 1. It appears to throw two identical error for each typed array. It also happens to Object and all Object derived classes as well for me. This includes inner classes too (which I believe are derived from RefCounted internally...?)
It does not appear to affect functionality despite the errors. I can't say what the performance impact if any might be like, though.

authors: BraindeadBZH novaplusplus ucenna


text:
Graphical glitches when using Refraction on SpatialMaterial with 2 directional lights

Godot version
v3.4.4.stable.official [419e713a2]
System information
Windows 10, GLES3, NVIDIA GeForce GTX 1060 6GB
Issue description
There seems to be a rendering issue with SpatialMaterials that use transparent textures and refraction. I recently noticed this issue when working on a personal project.
This occurs under the following conditions:

When a mesh has a SpatialMaterial that has a transparent texture, refraction enabled and uses a roughness value greater than 0
and the scene includes 2 directional lights
and the scene includes a WorldEnvironment node that does not use the default environment.

Changing settings inside of the WorldEnvironment also gives weird results. Strangely, when one of the DirectionalLights is disabled or the WorldEnvironment is reset to the default environment or removed, the issue goes away.
Also, things inside of the mesh (like the 3d gizmo) become invisible.
I included a minimal reproduction project below.
This is the issue inside my project:
https://youtu.be/F_fsCOGInJY
And this is how it looks inside the minimal reproduction project:
https://youtu.be/jcZdoQNGPgQ
Steps to reproduce

Open reproduction project
Open Spatial.tscn
Disable one of the directional lights -> issue goes away
Remove WorldEnvironment -> issue goes away

Minimal reproduction project
Glitch.zip

It looks like an infinite feedback loop is occurring because a second render pass is performed for the second DirectionalLight (if I'm not mistaken).
This can probably be fixed by ignoring the refractive material in this case. It'll look darker than other objects, but this is probably better than an infinite feedback loop :slightly_smiling_face:

authors: Calinou Coxcopi


text:
The breakpoint hover indicator doesn't overlap with its click detection

Godot version
4.0.alpha16
System information
Ubuntu 20.04.3 LTS
Issue description
This doesn't create a breakpoint, also happens if the cursor is too far to the left:

This creates a breakpoint on the top line, even though the indicator is on the bottom line:

It's always two pixels off on both sides, even on low zoom levels.
Also, if you remove your mouse from the area without exiting the code editor, the hover indicator will stay there for about an extra 0.3 seconds.
Steps to reproduce
Place your mouse exactly like in the photos
Minimal reproduction project
N/A

In general, I suggest making the hover area for breakpoint buttons span the whole line's height. This makes them easier to click quickly, without having to spend too much time aiming.

That is the case presently, but sometimes the indicator doesn't show the correct line where a breakpoint is about to be toggled.

Point 3 is caused because the text editor doesn't redraw when the mouse exits it.

authors: Calinou MewPurPur


text:
Comparing dictionaries compares values

Godot version
4.0 Beta 2
System information
MacOS 10.15.7
Issue description
In 3.x dictionaries were compared by reference, but it appears they are compared by value in 4.0.  The documentation indicates they are still compared by reference.  Is this documentation wrong or has this not been implemented yet?
Steps to reproduce
The documentation says the following will print false but it prints true.

extends SceneTree

func _init():
    var dict1 = {"a": 1, "b": 2, "c": 3}
    var dict2 = {"a": 1, "b": 2, "c": 3}
    print(dict1 == dict2)
    quit()

Minimal reproduction project
No response

I kind of clarified this in #67001 in Dictionary == operator. But yeah, the description is outdated.

I see.  So it will use == operator on everything in the dictionary, so it should work recursively and with arrays as well?
Is there a way to compare them by reference?  I tried weakref and get_instance_id which don't work/exist on dictionaries.  I didn't see any methods that would work either.  Since they are pass-by-reference, there should probably be a way to compare them by reference.  It might be more intuitive (at least for 3.x users) if == compared the reference and a compare method was added.  Comparing large dictionaries by value could be expensive especially if you are just trying to see if you already have a reference to it.
This might also apply to Arrays since they changed from pass-by-value to pass-by-ref.  I could see needing to check if you had the same reference to an array instead of checking the values.  Especially on large arrays.

Dictionaries have id() method that can be used for comparing references. We could maybe expose it and mention in the docs. I think it was brought up when the comparing behavior was changed, but I don't remember why it wasn't done 🤔

The more I look into it, the more I feel like the equality by value is... a bit unwarranted. As much sense as it may make at first glance, it starts getting messy as one gets the feel for GDScript and other concepts (passed by reference VS. passed by value). For other languages, the problem is a bit more exacerbated, because they do not behave that way.  Not to mention that, for this to make complete sense, any Object should be also compared by value. I feel like having a method for this comparison by value would be somewhat nicer.
But, okay, it's fine, it's alright.
I am however running into issues exposing id() to GDScript. It returns a pointer, internally, so... Hmm...

It looks like is_same is how to compare dictionaries and arrays by reference in 4.0.  I think this has been fixed by #71758.
https://docs.godotengine.org/en/latest/classes/class_@globalscope.html#class-globalscope-method-is-same

authors: KoBeWi Mickeon bitwes


text:
Resource variable value with set() is always set as the default value

Godot version
v4.0.beta10.official [d0398f62f]
System information
macOS 13.0.1
Issue description
When I create a custom Resource with a script to (for example) store some variables values and I write default values with the @export to set the final values later for every scene that uses this custom Resource, if the value has a set() function to do something when the value is set, the default value first given is always the value that the variable is set to.
For example, in the Minimum Reproduction Project:
I have created a custom Resource to store two values, one with a set() and the other without it:
class_name MyResource extends Resource

@export var value_a = 1
@export var value_b = 2:
	set(value):
		print("Setting a new value_b as: ", value)

Then I changed these values in the UI of the editor on the main scene node_2d.tscn with the values:

value_a = 100
value_b = 200

And by printing the values in the main scene node_2d.tscn like this:
extends Node2D

@export var my_resource: MyResource

func _ready():
	print(my_resource.value_a)
	print(my_resource.value_b)

	my_resource.value_b = 9
	print(my_resource.value_b)

I get the following output:
--- Debugging process started ---
Godot Engine v4.0.beta10.official.d0398f62f - https://godotengine.org
Vulkan API 1.2.231 - Using Vulkan Device #0: AMD - AMD Radeon Pro 580

Setting a new value_b as: 200
100
2
Setting a new value_b as: 9
2
--- Debugging process stopped ---

So the setter gets called, but does not update the value. The value_a has changed, but the value_b has not.
Steps to reproduce
On any project:

Write a custom Resource
Store some values in variables with a set() function
Try to change these values
The values don't change

In the minimal reproduction project:

Open the main scene node_2d.tscn
Select the root node
Change the values of MyResource in the UI of the editor
Run the main scene
Read the terminal to see the values

Minimal reproduction project
ResourceValueIssue.zip

Still happens in v4.0.beta11.official [91713ced8].

I think you may have misunderstood the currently expected behavior for setters. You must set the value inside the setter
@export var value_b = 2:
    set(value):
        value_b = value
        print("Setting a new value_b as: ", value)

Thank you, @Gnumaru.
I couldn't find proper info about the new setter syntax of GDScript 2.0, so your answer helps a lot.
I assumed that the value was supposed to be automatically assigned, but you are right, maybe sometimes you need to choose if the value is assigned or not.

authors: Gnumaru rbarongr


text:
'Create Version Control Metadata' Dialog doesn't use editor theme

Godot version
v4.0.rc1.official [8843d9ad3]
System information
Windows 11
Issue description
The 'Create Version Control Metadata' Dialog doesn't use the editor theme:

Even worse, if a default project theme is set, it is used:

Steps to reproduce
Open:
Project > Version control > Create Version Control Metadata
Minimal reproduction project
Not needed

It's probably added to the root of the editor tree, instead of the root of the editor GUI.

I just ran into this by accident, too. Was going to file a bug, but saw this and figured it's probably the same issue?
Not only does the theme feel wrong, the window itself was super tiny on my mac (maybe due to the retina display?) - it's like a dialog box for ants!

Version: v4.0.stable.official [92bee43ad]

This is fixed in 4.2 (the dialog is added to correct parent).

authors: BigZaphod KoBeWi YuriSizov devlein


text:
Godot crash: "XIO:  fatal IO error 62"

Tested versions
Godot v4.2.2.stable
System information
Godot v4.2.2.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 12 Jun 2024 20:17:17 +0000 - Wayland - Vulkan (Forward+) - integrated Intel(R) HD Graphics 5500 (BDW GT2) () - Intel(R) Core(TM) i5-5200U CPU @ 2.20GHz (4 Threads)
Issue description
While configuring a font for my game Godot crashed with this error twice (I lost the output of the first crash, but it was similar to the second one except shorter).
I was not adjusting the font import settings when Godot crashed, I was only setting font sizes for control nodes.
2nd crash output:
XIO:  fatal IO error 62 (Timer expired) on X server ":0"
      after 170276 requests (170275 known processed) with 0 events remaining.
ERROR: BUG: Unreferenced static string to 0: thread_end
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: _update_scrollbars
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: @export
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: @export_multiline
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: @export_range
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: _compression
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: @warning_ignore
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: @icon
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: rb_ssr
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: rb_ssds
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: luminance_buffers
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: blur_1
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: color_upscaled
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: quarter_texture
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: sky_buffers
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: half_texture
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: rb_ssil
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: reflection
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: rb_ssao
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: final
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: blur_0
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: back_color
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: back_depth
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: normal_roughnesss
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: VRS
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: Fog
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: sdfgi
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: _update_script_names
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: _skip_save_
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: EditorRect2D
   at: unref (core/string/string_name.cpp:127)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketLargeE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools12BucketMediumE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketSmallE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: BUG: Unreferenced static string to 0: SizeFlagPresetPicker
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GPUParticles2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AnchorPresetPicker
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: project_settings_changed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AnimationTreeEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyAnchorsPreset
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginLayeredTexture
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: BitMapEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ScriptEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PackedSceneEditorTranslationParserPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ThemeEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Skeleton3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: FogVolumeGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CanvasItemEditorSelectedItem
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MeshLibraryEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MaterialEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CanvasItemEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ViewportNavigationControl
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: menu_changed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DefaultThemeEditorPreview
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CPUParticles2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginGradientTexture2D
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorObjectSelector
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginFontPreview
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NoiseEditorInspectorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: VehicleWheel3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AnimationTrackKeyEditEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ControlEditorPopupButton
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: animation_libraries_updated
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: animation_list_changed
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: caches_cleared
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: Camera3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneTileProxyObject
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GPUParticlesCollisionSDF3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorRootMotionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneImportSettingsData
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PanoramaSkyMaterialConversionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CollisionPolygon2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ThemeTypeDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ShaderEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ViewPanner
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GPUParticles3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NoiseEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: StyleBoxEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationLink3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AnimationTrackEditDefaultPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPluginSettings
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ScreenSelect
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorTexturePreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyVector2i
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ProgressDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ConnectDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneReplicationInterface
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GPUParticles3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TileSetAtlasSourceProxyObject
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginSkeleton
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorImportBlendRunner
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: LightmapGIGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PostImportPluginSkeletonRestFixer
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: FontEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginPackedScene
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CPUParticles3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PhysicalSkyMaterialConversionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SectionedInspectorFilter
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorNetworkProfiler
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyNameProcessor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: LightOccluder2DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MeshInstance3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyLayersGrid
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SpriteFramesEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AtlasTileProxyObject
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorExportGDScript
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CollisionShape2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ReflectionProbeGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DecalGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationMeshEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DebuggerEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertySizeFlags
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: picker_created
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SpringArm3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginStyleBox
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginControl
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: child_exiting_tree
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: child_entered_tree
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorBitmapPreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Node3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginBitMap
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: WindowWrapper
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyFloat
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: HistoryDock
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorTitleBar
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AudioStreamEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyLayers
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GPUParticlesCollision3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: text_set
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: caret_changed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: lines_edited_from
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CollisionPolygon3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyPath
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CurveEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorRunNative
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GraphEditFilter
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginCurve
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GPUParticles3DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyLocale
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ControlEditorToolbar
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPerformanceProfiler
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: BoneMapEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorFontPreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: FindBar
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DependencyEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AudioStreamRandomizerEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginAudioStream
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Polygon2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CollisionShape2DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyDictionaryObject
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ParticleProcessMaterialConversionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Line2DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ImportDefaultsEditorSettings
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorMaterialPreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CanvasItemEditorViewport
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginTexture
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginSubViewportPreview
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AudioBusesEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PhysicalBone3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyFlags
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Joint3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyResource
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TileMapEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorAssetLibrary
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationLink2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: RayCast3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginAnimationTrackKeyEdit
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ExportTemplateManager
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyTextEnum
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MultiMeshEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TilesEditorUtils
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ImportDefaultsEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GridMapEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CollisionObject3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PropertySelector
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorOBJImporter
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Texture3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CPUParticles3DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneRPCInterface
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: OccluderInstance3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AnimationTreeEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PostImportPluginSkeletonRenamer
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyText
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorRunBar
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginGradient
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GPUParticles3DEditorBase
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPluginCSG
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ShaderFileEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DependencyRemoveDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CanvasItemMaterialConversionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AudioStreamImportSettings
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: RenderBufferDataForwardClustered
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DependencyErrorDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GDScriptSyntaxHighlighter
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Polygon3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ActionMapEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyNodePath
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorHelpTooltip
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorScriptPreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GradientTexture2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Sprite2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SurfaceUpgradeDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPlugin3DTexture
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TileMapEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Light3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorDirDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyEnum
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginTextureRegion
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: process_frame
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: physics_frame
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyArray
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyLocalizableString
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NodeDock
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorSceneFormatImporterCollada
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPackedScenePreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationObstacle2DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Skeleton2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ViewportRotationControl
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneImportSettings
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorHelpSearch
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: LightmapProbeGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorProfiler
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyCheck
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ControlPositioningWarning
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TileSetEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginMaterial
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Cast2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SnapDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AnimationPlayerEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CPUParticles3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorSceneFormatImporterESCN
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationLink2DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginSystemFont
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginInputEvent
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MultiMeshEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationObstacle2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Gizmo3DHelper
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationMeshEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MeshEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PhysicalBone3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AssetLibraryEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: VisualShaderConversionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: interface_added
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ControlEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationRegion3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AudioListener3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ShapeCast3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AnimatedValuesBackup
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: FileSystemList
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginFontVariation
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CreateDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: OrphanResourcesDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: VisibleOnScreenNotifier3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorAudioStreamPreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CollisionPolygon2DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TextureLayeredEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Camera3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorDefaultPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: animation_player_changed
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: Skeleton3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PostImportPluginSkeletonTrackOrganizer
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GradientEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorGradientPreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TileAtlasView
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorImagePreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Path2DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TextureRegionEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GodotPhysicsDirectSpaceState2D
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PluginConfigDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: VoxelGIGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: LightOccluder2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: FindInFiles
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ProjectExportTextureFormatError
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationPolygonEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TextureEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyVector2
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SubViewportPreviewEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ORMMaterial3DConversionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationPolygonEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyVectorN
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DirectoryCreateDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SplitContainerDragger
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorLog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: NavigationObstacle3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorFeatureProfileManager
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Label3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ResourcePreloaderEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Path2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MeshLibraryEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EventListenerLineEdit
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginBoneMap
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: InputEventConfigurationDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Marker3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Path3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: PackedSceneEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorFileSystemImportFormatSupportQueryFBX
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ShortcutBin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorVisualProfiler
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ThemeEditorPreview
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Line2DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MultiplayerEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: RenderBuffersGI
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: current_animation_changed
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: button_up
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AtlasMergingDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorMeshPreviewPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TileMapEditorTerrainsPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: FBXImporterManager
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CSGShape3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SkeletonIK3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MultiplayerEditorDebugger
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ShaderFileEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MeshInstance3DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Skeleton2DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorVisualShaderModePlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: fallback_changed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneCreateDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GDScriptLanguageServer
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: VersionControlEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorTextureTooltipPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: frame_pre_draw
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: frame_post_draw
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorFileServer
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MeshInstance3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyColor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DependencyEditorOwners
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SurfaceUpgradeTool
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorDebuggerInspector
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DebugAdapterServer
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginTileData
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorExport
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DynamicFontImportSettings
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: VoxelGIEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneExporterGLTFPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: FogMaterialConversionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Path3DEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: FindInFilesDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorLocaleDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: InputEventEditorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CollisionShape3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: StandardMaterial3DConversionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: CurvePreviewGenerator
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ThemeItemImportTree
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyMultilineText
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyArrayObject
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ThemeContext
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorLayoutsDialog
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AudioStreamPlayer3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SoftBody3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorQuickOpen
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ProceduralSkyMaterialConversionPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: AbstractPolygon2DEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorTheme
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorInspectorPluginMesh
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Node3DEditorViewportContainer
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorPropertyInteger
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorJSONSyntaxHighlighter
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TileSourceInspectorPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: DynamicFontImportSettingsData
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ImportDockParameters
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SpriteBase3DGizmoPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TileSetEditor
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ConnectDialogBinds
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneCacheInterface
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: EditorDebuggerTree
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Cast2DEditor
   at: unref (core/string/string_name.cpp:129)

Steps to reproduce
I was unable to reproduce the crash as it seems random, but I'm adding the font import settings in case they're useful.
[remap]

importer="font_data_dynamic"
type="FontFile"
uid="uid://ct43k8dgvtopk"
path="res://.godot/imported/PressStart2P-Regular.ttf-2e69df3032d4029e990523871515f718.fontdata"

[deps]

source_file="res://PressStart2P-Regular.ttf"
dest_files=["res://.godot/imported/PressStart2P-Regular.ttf-2e69df3032d4029e990523871515f718.fontdata"]

[params]

Rendering=null
antialiasing=0
generate_mipmaps=false
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
allow_system_fallback=true
force_autohinter=false
hinting=1
subpixel_positioning=1
oversampling=0.0
Fallbacks=null
fallbacks=[]
Compress=null
compress=true
preload=[]
language_support={}
script_support={}
opentype_features={}

Minimal reproduction project (MRP)
N/A

It happened again, this time only my game crashed while the editor remained open.
Error output:
ERROR: Unhandled XServer error: BadImplementation (server does not implement operation)
   Major opcode of failed request: 20
   Serial number of failed request: 0
   Current serial number in output stream: 32514
   at: default_window_error_handler (platform/linuxbsd/x11/display_server_x11.cpp:1108)
ERROR: Unhandled XServer error: BadImplementation (server does not implement operation)
   Major opcode of failed request: 20
   Serial number of failed request: 0
   Current serial number in output stream: 32515
   at: default_window_error_handler (platform/linuxbsd/x11/display_server_x11.cpp:1108)
XIO:  fatal IO error 62 (Timer expired) on X server ":0"
      after 32518 requests (32518 known processed) with 0 events remaining.
ERROR: BUG: Unreferenced static string to 0: Physics2DConstraintSolveIslands
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: Physics2DConstraintSetup
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: @export
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: @export_multiline
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: @export_range
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: _compression
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: Variant
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: @warning_ignore
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: @icon
   at: unref (core/string/string_name.cpp:129)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketLargeE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools12BucketMediumE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketSmallE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: BUG: Unreferenced static string to 0: current_animation_changed
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: GodotPhysicsDirectSpaceState2D
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: interface_added
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: frame_pre_draw
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: frame_post_draw
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GodotPhysicsDirectBodyState2D
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneReplicationInterface
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: process_frame
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: physics_frame
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: about_to_popup
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: bus_renamed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: bus_layout_changed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: node_changed
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: SceneCacheInterface
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ThemeContext
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: id_pressed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: menu_changed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: SceneRPCInterface
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: animation_player_changed
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: fallback_changed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: animation_libraries_updated
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: animation_list_changed
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: caches_cleared
   at: unref (core/string/string_name.cpp:127)
ERROR: BUG: Unreferenced static string to 0: completed
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: button_down
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: button_up
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: child_exiting_tree
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: child_entered_tree
   at: unref (core/string/string_name.cpp:129)

It seems like it's an issue with X11 rather than Godot, but I'm not sure.

Ok! I'll do that.
@Calinou should I close this issue since it's not related to Godot?

@Calinou should I close this issue since it's not related to Godot?

We should still try to fix the issue if possible, but in the long term, native Wayland support will become the default. It's not the default in 4.3 currently as it's the first release that will integrate native Wayland support, but I expect it to become the default later.

The issue seems to be adressed by this pull request https://github.com/godotengine/godot/pull/92951

The issue seems to be adressed by this pull request https://github.com/godotengine/godot/pull/92951

It's not, Unreferenced static string and Pages in use exist at exit errors are not related to the cause of the issue, these are the result of abnormal process termination without proper cleanup (for any reason).

here is another crash output, from archlinux also, seems similar to me :
https://bin.disroot.org/?1c134eb4d202fc0e#GYRDj3GRUNCp2eHJaRBrY1adut8GY2iJgKcN5a8RanSu

authors: Calinou RealMadvicius bikepunk bruvzg em-s-h


text:
Javascript: Remove weird log

Godot: Frozen edition.

Cherry picked into 3.0.3

authors: hpvb mhilbrunner


text:
Update the server platform's detect.py to match x11's

This adds support for LTO, UBSAN/ASAN/LSAN, debugging symbols options and optimize=size in the server platform.

Thanks!

authors: Calinou akien-mga


text:
GLES3: Fix regression in particles buffer initialization

Bug introduced in #26343 where (float *) was mistakenly converted
to (uint8_t *), so we were getting 2 instead of 8.
Fixes #27705.

Cherry-picked for 3.1.1.


text:
Cleanup the "Attach Node Script" dialog

Made section names be in the same style as other dialogs (starting from the left and ending with a ":").
Cleanup unnecessary nodes and redundant calls.

Thanks!

authors: YeldhamDev akien-mga


text:
Editor keyboard shortcuts

What?
Hello guys, so I decided I will try to implement the editor shortcuts. I know that there's a card for that in the Trello Roadmap board, which kind of makes me think that this is only for the official devs to implement. Is it? If it is, I won't waste time trying, but if it isn't (anyone can implement it), it is currently a lot of fun for me to work on Godot, so I'll do my best.
How I plan to do it
So I have read the code on how it works in the Project Settings / Input Map, how the InputMap class works, how DefaultInput works, how controls currently receive keyboard events and how this is all set up in the editor. I also now understand that the input map is currently stored in Global and saved to engine.cfg. Now as far as I understand it, EditorSettings is used to store, well, editor settings.
So my plan is to refactor the existing input map to a separate control, make it work not just with Global but also with EditorSettings (to store the shortcuts there), then make controls also accept action names for shortcuts (accelerators in code) and respond to them. So this would create a new tab in the editor settings, Shortcuts, which would work the same as Input Map in project settings. Controls would also accept action names (and draw the first assigned key).
This could ease up the creation of new editor shortcuts and potentially let the user set up their own actions and assign them to various buttons and menus in the editor.
Checklist

[ ] Refactor ProjectSettings's Input Map tab into a separate class
[ ] Make it work with Global and EditorSettings
[ ] Add the shortcuts tab to editor settings
[ ] Make controls, menus and buttons accept action name as an accelerator (shortcut)
[ ] Make controls draw the first assigned key to action
[ ] Test
[ ] Profit
[ ] ???

The question
Should I work on this? Or let someone else handle this? For now I'll assume that my effort won't be wasted and work on this.
Note: Don't merge this PR yet... Work in progress...

I need help :laughing: I can't get my custom control working so I have to ask. When you add a new class (control), what everything you have to set up for Godot to register it? I want to use signals and I also don't want to show it in the editor.

OK, this is as far as I've got so far, but I'm stuck. I save the shortcuts into the EditorSettings. This works as long as the editor is opened, it even saves properly into the xml config file. But as soon as the editor is started again (and it loads from the file I guess), it overrides my settings with arrays containing only nils! I can't figure this out!

Contents of the config file before the editor is opened:
...
<array name="input/scene_new" len="1" shared="false">
	<input_event> Device 0 ID 0 Event: Key Unicode:  Scan: 78 Echo: False PressedFalse Mod: C </input_event>
</array>
<array name="input/scene_open" len="1" shared="false">
	<input_event> Device 0 ID 0 Event: Key Unicode:  Scan: 79 Echo: False PressedFalse Mod: C </input_event>
</array>
<array name="input/scene_save" len="1" shared="false">
	<input_event> Device 0 ID 0 Event: Key Unicode:  Scan: 83 Echo: False PressedFalse Mod: C </input_event>
</array>
<array name="input/scene_save_as" len="1" shared="false">
	<input_event> Device 0 ID 0 Event: Key Unicode:  Scan: 83 Echo: False PressedFalse Mod: SC </input_event>
</array>
<array name="input/scene_close" len="1" shared="false">
	<input_event> Device 0 ID 0 Event: Key Unicode:  Scan: 87 Echo: False PressedFalse Mod: C </input_event>
</array>
...

Then I start the editor and it becomes:
...
<array name="input/scene_new" len="1" shared="false">
	<nil>  </nil>
</array>
<array name="input/scene_open" len="1" shared="false">
	<nil>  </nil>
</array>
<array name="input/scene_save" len="1" shared="false">
	<nil>  </nil>
</array>
<array name="input/scene_save_as" len="1" shared="false">
	<nil>  </nil>
</array>
<array name="input/scene_close" len="1" shared="false">
	<nil>  </nil>
</array>
...

Anyone from the devs @reduz @akien-mga and others, do you have any idea why this might me occuring? I'm settings this in the _load_defaults of the EditorSettings:
// shortcuts
Array arr;
InputEvent ie;
ie.type = InputEvent::KEY;

ie.key.mod.control = true;
ie.key.scancode = KEY_N;
arr.push_back(ie);
set("input/scene_new", arr);


text:
Fix #41798

Fix #41798

Please amend the commit message to be more descriptive.

You have mixed up some commit's here and added changes to the animation player and the readme. They need to be removed, and only changes to graph edit kept. And, as above, the commit message amended.

Sorry, these are the first times I've ever used git and GitHub, so I still have to get the hang of it and understand how they work.

You have mixed up some commit's here and added changes to the animation player and the readme. They need to be removed, and only changes to graph edit kept, if that is what you are changing with this PR (the linked issues are both about graphedit). And, as above, the commit message amended.

Sorry, these are the first times I've ever used git and GitHub, so I still have to get the hang of it and understand how they work.

This needs to be redone as the commit history is messy, and it removes the README.md and includes changes unrelated to the issues it aims to solve.

authors: EricEzaM IlTrain KoBeWi akien-mga


text:
[3.x] Give each RigidBody its own DirectBodyState wrapper.

3.2 version of #42928.

Rebased following merge of #42168.

There's a couple style issues with empty lines at the start of blocks.

Thanks!

authors: akien-mga madmiraal


text:
Show editable children in the connect dialog

Fixes #34768

Thanks!

Cherry-picked for 3.2.4.

authors: KoBeWi akien-mga


text:
Use real_t in 2D nodes

This is similar to other recent real_t PRs I've made, but this PR specifically focuses on 2D nodes.
All code related to time was intentionally left unchanged. Code that works with time should be double, not real_t, but that would change behavior, so I think it's worth doing in a separate PR.

Thanks!

authors: aaronfranke akien-mga


text:
Make Color.{rgba}8 return int instead float

According to the class doc, these should be int.
Also fixed a little bug: the setter for r8 changed the green value
Fixes #4915

Oh, I forgot the "of" in "instead of float" in the commit message. Sorry ^^


text:
Move platform/*/export folders to editor/export

As described in https://github.com/godotengine/godot-proposals/issues/2929, currently, it's difficult to troubleshoot issues with exporting (especially to Android).
The current build model requires all the code to be in a single file platform/*/export/export.cpp. There is no separation between declarations and definitions. Attempts have been made to reduce the complexity by moving some code into an included header file. However, this just splits the file into multiple files. They are not header files, because they also contain declarations and definitions. Furthermore, the new files have no access to the functions and variables in the parent file export.cpp. Therefore, parts get moved back to export.cpp, which just adds to the complexity.
This PR makes the first step required to reduce the complexity. Instead of searching for and only using platform/*/export/export.cpp files, this PR uses an SCsub to build all the required editor export code. Since the platform export code is only used by the editor, this PR creates an export folder in the /editor/ directory and places all platform export code there.
A subsequent PR will be created to separate the export code's declarations and definitions into the .h and .cpp files respectively to further reduce the complexity and fully address https://github.com/godotengine/godot-proposals/issues/2929.

I disagree with breaking the encapsulation of platform code. I wrote more details in the proposal.

Superseded by #50771.


text:
Initialize n_warnings_dropped to 0 in ScriptDebuggerRemote

Unlike the other member variables, n_warnings_dropped was not correctly initialized in the contructor list. Sometimes this value would get set to random values triggering the issue in #43710.
Fixes #43710.

Thanks!

Cherry-picked for 3.3.4.

authors: Faless akien-mga mbrlabs


text:
Fix error in Vector2.reflect() description

The description was probably copied from Vector3.reflect(), and
unfortunately did not match the 2D behaviour (where n is apparently the
direction vector of the symmetry line, not the normal).

Thank you, sorry this took a bit to get reviewed and merged!

Cherry-picked for 3.5.

Cherry-picked for 3.4.3.

authors: Lertsenem akien-mga mhilbrunner


text:
Set window to focused when created

Fixes #53894.

Won't this make all windows focused by default when using multiple windows?
From a quick look at the Windows and macOS DisplayServers they don't seem to default to focused, it's only set when receiving appropriate events. Maybe we lack something that would get a focus in notification triggered on the main window after creation? CC @bruvzg

Won't this make all windows focused by default when using multiple windows?

Yes, but surely this should be expected.

Maybe we lack something that would get a focus in notification triggered on the main window after creation?

Yes, a FocusIn event is not received by new windows, which is the only time this variable is set to true.
Note: When a window is created, all events that are not ConfigureNotify events are discarded here:
https://github.com/godotengine/godot/blob/a2a4ec7cb582650ed0cb70b33e9d954e288d1513/platform/linuxbsd/display_server_x11.cpp#L4647-L4653
So even if a FocusIn event is sent (which I'm not convinced it is, because I would expect only a MapNotify event to be sent) it will be discarded.
Note 2: It is set to true on initialization in 3.x:
https://github.com/godotengine/godot/blob/8f17a4037bb302c8b8b0659e9bcdd4c06c288713/platform/x11/os_x11.cpp#L4138

Thanks!