v4.0.beta16.official [518b9e580]
Windows 10 22H2, Compatibility, Geforce GTX 550 Ti
When the tab bars scroll buttons are double-clicked, then they create a new empty tab. Expected: Scroll the tab bar twice.
The right side of the tab bar shows two buttons: scroll tabs left and scroll tabs right when there are more tabs than fit on the tab bar.
When Godot is maximized on a display with a resolution of 1920x1080
,
then the tab bar shows the tabs, from: scene_name - Copy (10)
to: scene_name - Copy (15)
The project has 16 tabs, hopefully, that's enough to fill the tab bar on larger resolutions. But if the person that tests this has a large enough resolution to show all tabs, then the tester needs to either: unmaximize Godot and possibly shrink Godot's width, until the tabs don't fit or create and save additional scenes to overfill the tab bar
scene_name - Copy (15)
,
click on the button to scroll the tab bar to the leftnow the tab bar shows the tabs from: 9
to: 14
The tab bar should scroll to the left twice, and show the tabs from: 7
to 12
A new [empty]
scene tab was added to the right of scene 15
,
the tab bar scrolled to the rightmost position,
and it now shows the tabs from 11
to 15
followed by an [empty]
tab.
The same thing happens when the button: scroll tab bar to the right, is pressed twice within 1 second.
This means that it isn't possible to scroll the tab bar quickly, by pressing the scroll tab bar buttons quickly.
Double-clicking on an empty area of the tab bar, to the right of the rightmost tab, creates a new [empty]
tab.
If the scroll tab bar buttons don't have a specific double-click action, then maybe the double-click event is picked up by the tab bar, behind the scroll tab bar buttons.
This is possibly confirmed by the fact that the double-click action, also happens when the scroll tab bar buttons are disabled.
The scroll tab bar right button is disabled when the rightmost tab is focused. The scroll tab bar left button is disabled when the leftmost tab is focused.
issue, next or prev tab buttons, double click adds empty scene.zip
v4.0.beta15.official [4fa6edc88]
Windows 10 22H2, Compatibility, Geforce GTX 550 Ti
When the video card doesn't support Vulkan (in this case: Geforce GTX 550 Ti
)
If an existing project with renderer Compatibility
,
is switched to Forward+
or Mobile
from inside the project.
Then it can't be opened again “easily”.
With a video card that doesn't support Vulkan (in this case: Geforce GTX 550 Ti
)
Compatibility
Forward+
or Mobile
Please Confirm...
dialogSave & Restart
Unable to initialize Vulkan video driver Your video card driver seem not to support the required Vulkan version. ...
OK
closes Godotnot supported
message, and OK
closes Godot.Maybe the Your video card driver seem not to support the required Vulkan version.
message
should be shown before one can click on Save & Restart
.
Possibly with a message that it's recommended to stay with the Compatibility
renderer,
since Vulkan doesn't seem to be supported.
Currently, the dialog only says:
Please Confirm... Changing the renderer requires restarting the editor.
With two buttons: Save & Restart
and Cancel
The message and renderer choice should probably also be shown when the project is opened,
if one "accidentally" or too quickly clicked on Save & Restart
without reading.
I don't know if it would be useful in any other case.
But maybe there could be an option to change an existing project's renderer in the Project Manager
.
Compatibility
rendererGodot_v4.0-beta15_win64.exe --rendering-driver opengl3
Compatibility
and choose Save & Restart
this appends the following to the end of project.godot
[rendering]
renderer/rendering_method="gl_compatibility"
Or modify project.godot
directly and add the lines above.
Now the project can be opened again without starting Godot with the argument --rendering-driver opengl3
N/A
v4.0.beta14.official [28a24639c]
Windows 10 22H2, Compatibility, Geforce GTX 550 Ti
Double-clicking, to add a new node, selects to the mouse pointer in the Script Editor
.
Script Editor
Scene Panel
, click on the Add Child Node
buttonNode
at the top of the list
a new node was added to the Scene Panel
Nothing should have changed in the Script Editor
.
Even if the mouse was moved before the second mouse button was released. (see 3.5.1 and 3.5.2.rc2 below)
In v4.0.beta14.official [28a24639c] The text becomes selected on the second mouse left button down.
But in 3.5.1.stable and 3.5.2.rc2 Nothing is selected on the second mouse left button down.
But holding down the second mouse left button, and moving the mouse, selects to the mouse position.
There are two cases where this doesn't happen.
Script Editor
is opened after opening the project,
or when the script is closed and reopened.Script Editor
,
and the cursor is placed by mouse left-clicking at the selection's beginning or end.In all both cases, a blinking cursor is visible in the Script Editor
,
but double-clicking, to add a new node, doesn't add a selection to the mouse position.
Mouse left-clicking places the cursor on the script's first line.
The Add Child Node
button is pressed, in the Scene
panel
Node
is double-clicked.
A selection appears from the end of the first line to the mouse position (line 8)
The cursor is placed on the last line (12).
The Add Child Node
button is pressed.
Node
is double-clicked.
A selection appears from the last line to the middle of line 9.
https://user-images.githubusercontent.com/13420573/214573097-81c7ea29-6354-4930-8ae6-916345a474ca.mp4
Confirmed in: v4.0.beta.custom_build [a5ccff194]
The ctrl
shortcuts continue to work after right alt
was pressed when Godot lost focus.
For me, right alt + tab
works the same as left alt + tab
throughout Windows 10,
in that, it switches to the previously active application.
Holding down one of the alt
keys and pressing and releasing tab
, shows the task switcher,
which lists all open applications.
Pressing tab
switches to the next application, shift + tab
switches to the previous application.
Releasing the alt
key, focuses the selected application.
Could it be a physical keyboard issue?, the right alt key on my keyboard says Alt Gr
Also of note when in this state Ctrl + C appears to act like cut instead of copy
How are you testing that?
For me in 3.5.1
, 3.5.2.rc2
, and 4.0.beta13
, when the right alt
bug is active,
then nothing happens in the Script Editor, when ctrl
is followed by: z
or x
or c
or v
In Windows 10, after unfocusing Godot with right alt
, and focusing it again.
The first ctrl + s
highlights the Scale tool (it gets a blue color) above the top left corner of the viewport.
Its shortcut is listed as (S), so it might be interpreting ctrl + s
as a s
key press without a modifier.
Nothing changes when one continues to press ctrl + s
(tested 10 times)
Pressing and releasing right alt
, once, restores ctrl + s
to show the Save Scene As...
window,
in a project with just an unsaved Node2D
v4.0.beta13.official [caacade56] Windows 10 22H2 Keyboard layout: US QWERTY
You are correct, it isn't limited to the shortcuts' editor.
It also happens in the Edit Animation Libraries
window.
v4.0.beta12.official [3c9bf4bc2]
v4.0.beta11.official [91713ced8]
Windows 10 22H2, Compatibility, GeForce GTX 550 Ti
In the Script Editor
.
Sometimes when a selection spans multiple lines.
Pressing: ctrl d
(which calls: ui_text_add_selection_for_next_occurrence
)
Shows an error message in the Output
panel:
scene/gui/text_edit.cpp:4057 - Index p_from_column = 15 is out of bounds (text[p_from_line].length() + 1 = 1).
Node2D.gd
Output
panel, near the bottom left of GodotScript Editor
, select from the end of the first line to the second line,
either with the keyboard (shift down
), or with the mousectrl d
A second cursor should be added on line 3, and second selection should span from the end of line 2 to line 3. | = a cursor, [ = a selection start ] = a selection end
Ctrl d
extends Node2D[
|]
Ctrl d
extends Node2D[
|][
|]
The expected behavior is observed in Visual Studio Code
,
with the same code example, and shortcut: ctrl d
Ctrl d
Ctrl d
The Output panel shows the error message:
scene/gui/text_edit.cpp:4057 - Index p_from_column = 15 is out of bounds (text[p_from_line].length() + 1 = 1).
Selecting upwards from the second line to the end of the first, and pressing ctrl d
,
shows the error message:
scene/gui/text_edit.cpp:4057 - Index p_from_column = 15 is out of bounds (text[p_from_line].length() + 1 = 15).
At first, it seemed like it might be happening when a new line is included in the selection.
But there is no error when selecting upwards:
extends Node2[|D
]
extends Node2D
[
# Called|] when the node enters the scene tree for the first time.
Downwards:
extends Node2[D
|]
scene/gui/text_edit.cpp:4057 - Index p_from_column = 14 is out of bounds (text[p_from_line].length() + 1 = 1).
Upwards:
extends Node2D
[|
# Called] when the node enters the scene tree for the first time.
scene/gui/text_edit.cpp:4057 - Index p_from_column = 1 is out of bounds (text[p_from_line].length() + 1 = 1).
v4.0.beta11.official [91713ced8]
Windows 10 22H2, Compatibility, GeForce GTX 550 Ti
There is a misaligned border on the Editors Settings...
, Shortcuts
tab.
When un/folding a shortcuts header.
https://user-images.githubusercontent.com/13420573/211791273-ee589c3d-ff2c-4dbb-9523-94a61f18388c.mp4
Editor > Editor Settings...
Shortcuts
Filter by event...
Space
Common
to fold/hide the two shortcutsA misaligned border shouldn't appear in front of the header text: Canvas Item Editor
A white border appears around the key bindings area.
But when the mouse pointer is held still for a second, then a tooltip appears: Common
Now the white border changes color to blue, and a second blue inner border appears.
The top of the inner border appears in front of the next header: Canvas Item Editor
and the right side of the border is slightly offset by a couple of pixels from the shortcut areas right side.
Common
to unfold/show the two shortcutsNow, the inner border appears near the center of the shortcuts area, and the inner borders', right side, is offset to the left more than before.
N/A
v4.0.beta10.official [d0398f62f]
Windows 22H2, Compatibility, GeForce GTX 550 Ti
In 4.0.beta10, the inspector shows the wrong nr: 0 with the line:
@export var b = "B".unicode_at(0)
But the correct nr: 65 is printed when a project runs with:
func _ready():
print("A".unicode_at(0))
It works as expected in: 3.5.1.stable the inspector shows the correct nr: 66 with the line:
export var b = ord("B")
And running the project with:
func _ready() -> void:
print(ord("A"))
prints the correct nr: 65
In 4.0.beta10, with the line:
@export var b = "B".unicode_at(0)
the inspector should show nr: 66
Just like it does in 3.5.1.stable, with the line:
export var b = ord("B")
the inspector shows the expected nr: 66
In 4.0.beta10, with the line:
@export var b = "B".unicode_at(0)
the inspector shows the wrong nr: 0
The correct nr: 65 is printed when the project runs. In 4.0.beta10:
func _ready():
print("A".unicode_at(0))
And in 3.5.1.stable:
func _ready() -> void:
print(ord("A"))
I just noticed that the script editor's error/warning panel seems to line wrap in two columns. That might also have to be taken into consideration with this fix.
To see this message:
N/A
The text selection color should probably be consistent throughout Godot.
In v4.0.beta10.official [d0398f62f] The text selection color:
The script editor's error panel can be shown by.
):
on the line def _ready():
an error message appears on the script editors status barIt looks better with a consistent text selection color.
N/A
This will be noticed every time the Script editors error panel is opened and text is selected. I don't know how many lines it would take to fix this.
The text selection color is probably part of the core.
v4.0.beta5.official [89a33d28f]
Windows 10 22H2, OpenGL3, Geforce GTX 550 Ti
In the script editor. When mouse drag selecting upwards, from below the last non-empty line. Then the cursor's column, on the lines above the last, determines how much of the last line is included in the selection.
issue, mouse drag select from below last non-empty line.zip
FileSystem
new_script.gd
pass
pa|ss
pass
pass
pass
pass
pa[ss]|
pas|[s
pass
pa]ss
Mouse drag, selecting from below the last non-empty line, should include the entire last line in the selection. The selection should end, at the end of the last line.
The last two characters on the last line are not selected.
When mouse drag selecting from below the last non-empty line, to the top left of the first line.
|[pass
pass]
pass
|[pass
pass
p]ass
|[pass
pass
pass]
The following issue might be related or the cause of this issue: 4.0, mouse click below code without an empty last line, error: Index p_column = 6 is out of bounds https://github.com/godotengine/godot/issues/69011
Moving the cursor with the keyboard's arrow keys, doesn't change the column where the selection starts or ends on the last line. It still uses the column where the cursor was placed, by:
For example, when mouse drag or shift arrow key selecting the two middle characters on the second line, from left to right:
pass
p[as]|s
pass
Mouse drag, selecting from below the last non-empty line. Now the last lines selection column starts on the second column.
pass
pass
p[ass]|
And when selecting in the other direction, right to left:
pass
p|[as]s
pass
Then the selection starts from the fourth column:
pass
pass
pas[s]|
This seems to have been fixed. I'm unable to reproduce it in 4.0.beta10 and 4.0.beta7. Now the selection always starts after the last line's last character, as expected.
This is an issue in: v4.0.beta10.official [d0398f62f]
It works as expected in: v3.5.1.stable.official [6fed1ffa3]
Windows 22H2, Compatibility, GeForce GTX 550 Ti
Code completion adds an extra double quote. (| = cursor) Before
$AnimationPlayer.play|
After typing an open parenthesis and accepting (enter
) the code completion suggestion to add the animation: "New Anim"
$AnimationPlayer.play("New Anim"|")
An extra double quote was added.
$AnimationPlayer.play("New Anim"|)
Node2D.gd
(either from the Scene panel, by clicking the script icon to the right of Node2D
or from the FileSystem panel, by double-clicking on: Node2D.gd
or by selecting Script
above the viewport)def _ready():
), replace the line pass # Replace with function body.
with:$AnimationPlayer.play
(
a code completion list appears with one choice: "New Anim"
enter
to accept the selected choiceThe choice should be inserted between the parentheses:
$AnimationPlayer.play("New Anim"|)
An extra double quote was added.
$AnimationPlayer.play("New Anim"|")
The status bar shows the message:
Error at (7, 37): Unterminated string.
Your right, it's a known issue, I missed them when I tried to search for existing issues. This might be the PR that fixes it: Fix autocompletion inserts an extra quotation by heppocogne https://github.com/godotengine/godot/pull/70699
v4.0.beta10.official [d0398f62f]
Windows 22H2, Compatibility, GeForce GTX 550 Ti
Multiple lines of error messages are copied without line breaks: The script editor's error panel shows:
Line 6:Expected parameter name.
Line 6:Expected closing ")" after function parameters.
Line 6:Expected ":" after function declaration.
But selecting and copying them ctrl c
, copies them without line breaks:
Line 6:Expected parameter name.Line 6:Expected closing ")" after function parameters.Line 6:Expected ":" after function declaration.
Node2D.gd
The status bar shows an error message.Line 6:Expected parameter name. Line 6:Expected closing ")" after function parameters. Line 6:Expected ":" after function declaration.
ctrl c
ctrl v
The copied lines should be pasted on three lines, as they appeared in the error panel.
There are no line breaks, they appear on the same line:
Line 6:Expected parameter name.Line 6:Expected closing ")" after function parameters.Line 6:Expected ":" after function declaration.
This might also be related: Make sub-resources unique on AnimationTree resources crashes Engine #54479
This issue sounds similar, so I'll post this here. It doesn't involve changing the project settings, or any plugins.
But Godot 3.5.1.stable crashes when choosing Make Sub-Resources Unique
, like this:
User Interface
Theme
to unfold its properties[empty]
to the right of Theme
New Theme
Theme
Manage object properties
Make Sub-Resources Unique
I'm not sure what should happen, I've never made a Sub-Resource Unique,
I was just checking to see if 3.5.1.stable also has overlapping text like 4.0.beta10, as described in this issue:
Unreadable text in Make Sub-Resources Unique
window https://github.com/godotengine/godot/issues/70998
Godot crashes. (it closes)
If I was unclear. This is an issue in: v4.0.beta10.official [d0398f62f] It works as expected in: v3.5.1.stable.official [6fed1ffa3]
v4.0.beta10.official [d0398f62f]
Windows 22H2, Compatibility, GeForce GTX 550 Ti
Text is unreadable because they are overlapping, when choosing: Make Sub-Resources Unique
and a window opens with the title: Please Confirm...
2D Scene
Manage object properties.
Make Sub-Resources Unique
A window opens with the title: Please Confirm...
The first line of text should be readable.
The first line is unreadable, two or more texts are overlapping.
N/A
v4.0.beta10.official [d0398f62f]
Windows 22H2, Compatibility, GeForce GTX 550 Ti
Code completion adds an extra double quote. (| = cursor) Before
$AnimationPlayer.play|
After typing an open parenthesis and accepting (enter
) the code completion suggestion to add the animation: "New Anim"
$AnimationPlayer.play("New Anim"|")
An extra double quote was added.
$AnimationPlayer.play("New Anim"|)
This is happens in: v3.5.1.stable.official [6fed1ffa3]
Node2D.gd
(either from the Scene panel, by clicking the script icon to the right of Node2D
or from the FileSystem panel, by double-clicking on: Node2D.gd
or by selecting Script
above the viewport)def _ready():
), replace the line pass # Replace with function body.
with:$AnimationPlayer.play
(
a code completion list appears with one choice: "New Anim"
enter
to accept the selected choiceThe choice should be inserted between the parentheses:
$AnimationPlayer.play("New Anim"|)
This is happens in: v3.5.1.stable.official [6fed1ffa3]
An extra double quote was added.
$AnimationPlayer.play("New Anim"|")
The status bar shows the message:
Error at (7, 37): Unterminated string.
Emacs version: GNU Emacs 26.3 (build 1, x86_64-w64-mingw32) of 2019-08-29
Operating System: Windows 10 1903
Evil version: Evil version 1.14.0
Evil installation type: MELPA
Graphical/Terminal: Graphical
Tested in a make emacs
session (see CONTRIBUTING.md): No
C-x b
test
RET
i
abc
ESC
viw
a
register: "ay
o
C-r
"
(double quote) should appear, indicating that it's waiting for a register key to be pressed.
abc
is inserted without the "
prompt appearing.
The expected behavior is observed in Vim:
VIM - Vi IMproved 8.2 (2019 Dec 12, compiled Mar 3 2020 23:02:28) MS-Windows 64-bit GUI version with OLE support Included patches: 1-352 Compiled by appveyor@APPVYR-WIN
The issue was previously reported in the Spacemacs repository: C-r in insert mode should prompt for register to pull from. https://github.com/syl20bnr/spacemacs/issues/9894
Miciah found a possible solution/workaround: https://github.com/syl20bnr/spacemacs/issues/9894#issuecomment-405063789
The following resolves the problem for me and not seem to cause any new problems:
(add-hook 'evil-visual-state-exit-hook (lambda () (setq evil-this-register nil)))
Evaluating that expression results in the expected behavior.
Confirmed. Evil version 1.15.0 GNU Emacs 28.1 (build 52, x86_64-w64-mingw32) of 2022-04-04
In insert state: C-r
shows "
and pressing a
inserts register a's contents: abc
The Show Toolbox shortcut t
conflicts with the default Move Tool shortcut t
.
Nothing happens when t
is pressed.
Shift+t
is available.
Change Show Toolbox shortcut to Shift+t
The Show Toolbox shortcut t
conflicts with the default Move Tool shortcut t
.
Nothing happens when t
is pressed.
Shift+t is available.