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opened issue
Tab bars scroll buttons, double-click creates new empty tab

Godot version

v4.0.beta16.official [518b9e580]

System information

Windows 10 22H2, Compatibility, Geforce GTX 550 Ti

Issue description

When the tab bars scroll buttons are double-clicked, then they create a new empty tab. Expected: Scroll the tab bar twice.

Steps to reproduce

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

  • to the right of the last scene tab: scene_name - Copy (15), click on the button to scroll the tab bar to the left

Godot_v4 0-beta16_win64_CDrkLktPB3

now the tab bar shows the tabs from: 9 to: 14

  • click the scroll tab bar left button twice within 1 second

Expected

The tab bar should scroll to the left twice, and show the tabs from: 7 to 12

Observed

Godot_v4 0-beta16_win64_MeC6aij5kd

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.

A possible cause

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.

Minimal reproduction project

issue, next or prev tab buttons, double click adds empty scene.zip

Created at 4 days ago
opened issue
Can't open Compatibility project easily, if changed to Forward+ or Mobile

Godot version

v4.0.beta15.official [4fa6edc88]

System information

Windows 10 22H2, Compatibility, Geforce GTX 550 Ti

Issue description

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”.

Steps to reproduce

With a video card that doesn't support Vulkan (in this case: Geforce GTX 550 Ti)

  • Create a new project with the renderer: Compatibility
  • In the project, change the renderer in Godot's top right corner
  • To either Forward+ or Mobile
  • On the Please Confirm... dialog
  • Click on Save & Restart
  • Godot restarts and shows the dialog:

Unable to initialize Vulkan video driver Your video card driver seem not to support the required Vulkan version. ...

  • Clicking OK closes Godot
  • Trying to open the project again, shows the same not supported message, and OK closes Godot.

Expected

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.

Workaround to restore the Compatibility renderer

  • start Godot with: Godot_v4.0-beta15_win64.exe --rendering-driver opengl3
  • open the project
  • change the top right renderer to 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

Minimal reproduction project

N/A

Created at 1 week ago
opened issue
Double-clicking to add a new node, selects in the Script Editor

Godot version

v4.0.beta14.official [28a24639c]

System information

Windows 10 22H2, Compatibility, Geforce GTX 550 Ti

Issue description

Double-clicking, to add a new node, selects to the mouse pointer in the Script Editor.

Steps to reproduce

  • open the project: issue, double click new node, selects in script editor.zip
  • open the Script Editor
  • click on the script's first line to place the cursor there
  • in the Scene Panel, click on the Add Child Node button
  • double-click on a node, for example: Node at the top of the list a new node was added to the Scene Panel

Expected

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)

Observed

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.

When the issue doesn't occur

There are two cases where this doesn't happen.

  1. When the script loads/opens, for example, the first time the Script Editor is opened after opening the project, or when the script is closed and reopened.
  2. When a selection is drawn in the 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.

Screen Recording

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

Minimal reproduction project

issue, double click new node, selects in script editor.zip

Created at 1 week ago
issue comment
Editor ignoring Ctrl + Shortcuts after losing focus while holding Right Alt

Confirmed in: v4.0.beta.custom_build [a5ccff194] The ctrl shortcuts continue to work after right alt was pressed when Godot lost focus.

Created at 1 week ago
issue comment
Editor ignoring Ctrl + Shortcuts after losing focus while holding Right Alt

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

Created at 1 week ago
issue comment
Editor ignoring Ctrl + Shortcuts after losing focus while holding Right Alt

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

Created at 1 week ago
issue comment
Editor ignoring Ctrl + Shortcuts after losing focus while holding Right Alt

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

Created at 1 week ago
issue comment
Editor ignoring Ctrl + Shortcuts after switching windows with Right Alt + Tab

v4.0.beta13.official [caacade56] Windows 10 22H2 Keyboard layout: US QWERTY

Created at 1 week ago
issue comment
4 beta, Editor Settings, Shortcuts tab, a misaligned border

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]

Godot_v4 0-beta12_win64_tLnyI6YVjy

Created at 2 weeks ago
opened issue
4 beta, error: `out of bounds`, on `ctrl d` with some multi line selections

Godot version

v4.0.beta11.official [91713ced8]

System information

Windows 10 22H2, Compatibility, GeForce GTX 550 Ti

Issue description

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).

Steps to reproduce

  • start Godot
  • open the attached project (it just has a new unmodified script with the default template)
  • open the script Node2D.gd
  • open the Output panel, near the bottom left of Godot
  • in the Script Editor, select from the end of the first line to the second line, either with the keyboard (shift down), or with the mouse
  • press ctrl d

Expected

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

Before Ctrl d

extends Node2D[
|]

After Ctrl d

extends Node2D[
|][
|]

The expected behavior is observed in Visual Studio Code, with the same code example, and shortcut: ctrl d

Before Ctrl d

before

After Ctrl d

after

Observed

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).

No errors when selecting in one direction

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:

  • from the second line to the first line, including the first line's last character:
extends Node2[|D
]
  • or downwards from the third line to the beginning, middle, or end of the fourth line:
extends Node2D

[
# Called|] when the node enters the scene tree for the first time.

But there are errors when selecting in the other direction

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).

Minimal reproduction project

issue, ctrl d, next occurrence.zip

Created at 3 weeks ago
opened issue
4 beta, Editor Settings, Shortcuts tab, a misaligned border

Godot version

v4.0.beta11.official [91713ced8]

System information

Windows 10 22H2, Compatibility, GeForce GTX 550 Ti

Issue description

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

Steps to reproduce

  • start Godot
  • create a new project
  • from the top menu, open: Editor > Editor Settings...
  • click on the tab: Shortcuts
  • at the top right, click on: Filter by event...
  • press: Space
  • near the top left, click on the header name: Common to fold/hide the two shortcuts

Expected

A misaligned border shouldn't appear in front of the header text: Canvas Item Editor

Observed

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.

  • click on the header Common to unfold/show the two shortcuts

Now, 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.

Minimal reproduction project

N/A

Created at 3 weeks ago
opened issue
4.0, exporting "B".unicode_at(0), inspector shows wrong nr: 0

Godot version

v4.0.beta10.official [d0398f62f]

System information

Windows 22H2, Compatibility, GeForce GTX 550 Ti

Issue description

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

Steps to reproduce

  • start Godot
  • open the attached project
  • click on the Script button at the top of Godot

Expected

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

Observed

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"))

Minimal reproduction project

issue, 4.0.beta10, export, char to int.zip

3.5.1.stable, export, char to int.zip

Created at 3 weeks ago
issue comment
added a line break to the error message

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:

  • create a new script
  • click on the yellow triangle on the right side of the script editors status bar
  • and reduce the Godot window's width

Godot_v4 0-beta10_win64_KmBenuiyzG

Created at 3 weeks ago
4.0.beta, Script editor error panel, text selection color doesn't match

Describe the project you are working on

N/A

Describe the problem or limitation you are having in your project

The text selection color should probably be consistent throughout Godot.

In v4.0.beta10.official [d0398f62f] The text selection color:

Godot_v4 0-beta10_win64_sYt6pqM9Pp

The script editor's error panel can be shown by.

  • create a new script with the default template
  • remove the last two characters ): on the line def _ready(): an error message appears on the script editors status bar
  • click on the red circle with an X in it, and a number to the right of the circle

Describe the feature / enhancement and how it helps to overcome the problem or limitation

It looks better with a consistent text selection color.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

N/A

If this enhancement will not be used often, can it be worked around with a few lines of script?

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.

Is there a reason why this should be core and not an add-on in the asset library?

The text selection color is probably part of the core.

Created at 3 weeks ago
closed issue
4.0, The cursor's column above the last line determines the amount selected on the last line

Godot version

v4.0.beta5.official [89a33d28f]

System information

Windows 10 22H2, OpenGL3, Geforce GTX 550 Ti

Issue description

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.

Steps to reproduce

  • Open the included project: issue, mouse drag select from below last non-empty line.zip
  • In the bottom left panel: FileSystem
  • Double click on the script: new_script.gd
  • In the script editor, erase the last empty line (4), leaving the last line (3) as: pass
  • Mouse click to place the cursor on the first lines, third column, between "pa" and "ss":
pa|ss
pass
pass
  • mouse drag, select upwards from below the last non-empty line, when the mouse pointer is below or on the last line, after the third column, then the selection starts from the last lines third column, and the end of the selection follows the mouse pointer
pass
pass
pa[ss]|
  • moving the mouse pointer to the left of the last lines, third column, or above the last line, then the selection ends on the last line's third column, and the beginning of the selection follows the mouse pointer
pas|[s
pass
pa]ss

Expected

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.

Observed

The last two characters on the last line are not selected.

This is the pattern

When mouse drag selecting from below the last non-empty line, to the top left of the first line.

  • cursor on first column, excludes the whole last line
|[pass
pass]
pass
  • cursor on second column, excludes last lines characters after the second column
|[pass
pass
p]ass
  • ...
  • cursor on the same or a larger column than the last line's last column, includes the whole last line
|[pass
pass
pass]

A possible cause

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

Note

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:

  • mouse clicking
  • mouse drag, selecting (the last lines column is the selection start column)
  • shift arrow keys selecting (the last lines column is the selection start column)

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]|

Minimal reproduction project

issue, mouse drag select from below last non-empty line.zip

Created at 3 weeks ago
issue comment
4.0, The cursor's column above the last line determines the amount selected on the last line

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.

Created at 3 weeks ago
closed issue
4.0.beta10, Code completion adds an extra double quote

Godot version

This is an issue in: v4.0.beta10.official [d0398f62f]

It works as expected in: v3.5.1.stable.official [6fed1ffa3]

System information

Windows 22H2, Compatibility, GeForce GTX 550 Ti

Issue description

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.

Expected

$AnimationPlayer.play("New Anim"|)

Steps to reproduce

  • start godot
  • open the attached project
  • open the script: 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)
  • on line 7, (under def _ready():), replace the line pass # Replace with function body. with:
$AnimationPlayer.play
  • type an open parenthesis: ( a code completion list appears with one choice: "New Anim"
  • press enter to accept the selected choice

Expected

The choice should be inserted between the parentheses:

$AnimationPlayer.play("New Anim"|)

Observed

An extra double quote was added.

$AnimationPlayer.play("New Anim"|")

The status bar shows the message:

Error at (7, 37): Unterminated string.

Godot_v4 0-beta10_win64_RN0r27Oxle

Minimal reproduction project

issue, code completion, extra double quote.zip

Created at 3 weeks ago
issue comment
4.0.beta10, Code completion adds an extra double quote

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

Created at 3 weeks ago
opened issue
4.0.beta10, Error messages copied without line breaks

Godot version

v4.0.beta10.official [d0398f62f]

System information

Windows 22H2, Compatibility, GeForce GTX 550 Ti

Issue description

Multiple lines of error messages are copied without line breaks: The script editor's error panel shows:

Line 6:Expected parameter name.
Line 6:Expected closing ")" after function parameters.
Line 6:Expected ":" after function declaration.

But selecting and copying them ctrl c, copies them without line breaks:

Line 6:Expected parameter name.Line 6:Expected closing ")" after function parameters.Line 6:Expected ":" after function declaration.

Steps to reproduce

  • start Godot
  • open the attached project
  • open the script Node2D.gd The status bar shows an error message.
  • click on the red circle with an x in it, and the number 3 to the right of the circle. The script editor's error panel shows three messages:

Line 6:Expected parameter name. Line 6:Expected closing ")" after function parameters. Line 6:Expected ":" after function declaration.

  • select all three lines, and copy them ctrl c
  • in the script editor, click on the empty line 12 to place the cursor there.
  • paste ctrl v

Expected

The copied lines should be pasted on three lines, as they appeared in the error panel.

Observed

There are no line breaks, they appear on the same line:

Line 6:Expected parameter name.Line 6:Expected closing ")" after function parameters.Line 6:Expected ":" after function declaration.

Minimal reproduction project

issue, error messages copied without line breaks.zip

Created at 3 weeks ago
issue comment
Crash when making subresource unique while plugin handles the node
Created at 3 weeks ago
issue comment
Crash when making subresource unique while plugin handles the node

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:

  • start godot with a new project
  • in the Scene panel, click on User Interface
  • in the Inspector, click on Theme to unfold its properties
  • click on [empty] to the right of Theme
  • click on New Theme
  • click on Theme
  • near the Inspectors top right corner, click on the icon with a screwdriver and a wrench, it's mouse over tooltip says: Manage object properties
  • click on the bottom choice: Make Sub-Resources Unique

Expected

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

Observed

Godot crashes. (it closes)

Created at 3 weeks ago
issue comment
Code completion adds an extra double quote

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]

Created at 3 weeks ago
opened issue
Unreadable text in `Make Sub-Resources Unique` window

Godot version

v4.0.beta10.official [d0398f62f]

System information

Windows 22H2, Compatibility, GeForce GTX 550 Ti

Issue description

Text is unreadable because they are overlapping, when choosing: Make Sub-Resources Unique and a window opens with the title: Please Confirm...

Godot_v4 0-beta10_win64_AGUf5VA2N9

Steps to reproduce

  • start godot
  • in the Scene panel, click on 2D Scene
  • in the Inspector, near the top right
  • click on the icon with a screwdriver and a wrench it's mouse over tooltip says: Manage object properties.
  • click on the bottom choice: Make Sub-Resources Unique A window opens with the title: Please Confirm...

Expected

The first line of text should be readable.

Observed

The first line is unreadable, two or more texts are overlapping.

Minimal reproduction project

N/A

Created at 3 weeks ago
opened issue
Code completion adds an extra double quote

Godot version

v4.0.beta10.official [d0398f62f]

System information

Windows 22H2, Compatibility, GeForce GTX 550 Ti

Issue description

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.

Expected

$AnimationPlayer.play("New Anim"|)

This is happens in: v3.5.1.stable.official [6fed1ffa3]

Steps to reproduce

  • start godot
  • open the attached project
  • open the script: 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)
  • on line 7, (under def _ready():), replace the line pass # Replace with function body. with:
$AnimationPlayer.play
  • type an open parenthesis: ( a code completion list appears with one choice: "New Anim"
  • press enter to accept the selected choice

Expected

The choice should be inserted between the parentheses:

$AnimationPlayer.play("New Anim"|)

This is happens in: v3.5.1.stable.official [6fed1ffa3]

Observed

An extra double quote was added.

$AnimationPlayer.play("New Anim"|")

The status bar shows the message:

Error at (7, 37): Unterminated string.

Godot_v4 0-beta10_win64_RN0r27Oxle

Minimal reproduction project

issue, code completion, extra double quote.zip

Created at 3 weeks ago
closed issue
C-r doesn't prompt for a register

Issue type

  • Bug report

Environment

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

Reproduction steps

  • Start Emacs
  • Open a new buffer: C-x b test RET
  • Enter insert state: i
  • Type: abc
  • Exit to normal state: ESC
  • Select the word: viw
  • Store the selection in the a register: "ay
  • Open a new line below: o
  • Insert from a register: C-r

Expected behavior

" (double quote) should appear, indicating that it's waiting for a register key to be pressed.

Actual behavior

abc is inserted without the " prompt appearing.

Further notes

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.

Created at 3 weeks ago
issue comment
C-r doesn't prompt for a register

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

Created at 3 weeks ago
duianto delete branch patch-2
Created at 1 month ago
duianto delete branch patch-1
Created at 1 month ago
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.

Created at 1 month ago

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.

Created at 1 month ago