diff --git "a/top_repo_data.csv" "b/top_repo_data.csv" new file mode 100644--- /dev/null +++ "b/top_repo_data.csv" @@ -0,0 +1,41436 @@ +Unnamed: 0,id,type,created_at,repo,repo_url,action,title,labels,body,index,text_combine,label,text,binary_label +13491,8517926872.0,IssuesEvent,2018-11-01 09:49:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add SpriteFrames editor automatically to bottom panel when selecting AnimatedSprite,Hacktoberfest enhancement topic:editor usability,"Every time the user wants to edit the sprite frames of an animated sprite node, he/she has to find the sprite frames resource in the inspector, then click once to bring up the resource menu and again to bring up the sprite frames window opening it , then adding it to the bottom panel. + +My suggestion is to have godot editor automatically check the AnimatedSprite node upon selection -if it has a spriteframes resource, then add the sprite frames button to the bottom panel - without any need from the user to click and dig to get to it. + +I know that this can be done with the addon system and I have already done it for myself- but I strongly believe that it should be a part of godot's design. + +The sprite frames editor is a pain in the arse to get to, considering that it will disappear,along with its button in the bottom panel every time you click on any other node in the scene. + +Lets reduce the number of clicks required by the user to get to it - they really add up ",True,"Add SpriteFrames editor automatically to bottom panel when selecting AnimatedSprite - Every time the user wants to edit the sprite frames of an animated sprite node, he/she has to find the sprite frames resource in the inspector, then click once to bring up the resource menu and again to bring up the sprite frames window opening it , then adding it to the bottom panel. + +My suggestion is to have godot editor automatically check the AnimatedSprite node upon selection -if it has a spriteframes resource, then add the sprite frames button to the bottom panel - without any need from the user to click and dig to get to it. + +I know that this can be done with the addon system and I have already done it for myself- but I strongly believe that it should be a part of godot's design. + +The sprite frames editor is a pain in the arse to get to, considering that it will disappear,along with its button in the bottom panel every time you click on any other node in the scene. + +Lets reduce the number of clicks required by the user to get to it - they really add up ",1,add spriteframes editor automatically to bottom panel when selecting animatedsprite every time the user wants to edit the sprite frames of an animated sprite node he she has to find the sprite frames resource in the inspector then click once to bring up the resource menu and again to bring up the sprite frames window opening it then adding it to the bottom panel my suggestion is to have godot editor automatically check the animatedsprite node upon selection if it has a spriteframes resource then add the sprite frames button to the bottom panel without any need from the user to click and dig to get to it i know that this can be done with the addon system and i have already done it for myself but i strongly believe that it should be a part of godot s design the sprite frames editor is a pain in the arse to get to considering that it will disappear along with its button in the bottom panel every time you click on any other node in the scene lets reduce the number of clicks required by the user to get to it they really add up ,1 +17962,12441204926.0,IssuesEvent,2020-05-26 13:18:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"3.x 3D tools - Exporting level mesh for other 3D editors (like fbx, collada, obj...)",discussion feature proposal topic:plugin usability,"Ability to export Godot scene meshes (collisions also) to some intermediate format like obj, fbx, collada so it can be opened in external 3D editor at least for reference. + +It's super important feature which most engines often ignore... +Usually game Level Design and most of Level Art is made in editor tools. Often there is a need to export geometry made in Editor Tools or Level assembled in Godot Editor to external 3D creation program, so models can be created in some context of the game. +Constant exporting WIP models and uploading them and them opening Game Editor to see how it looks is a big hassle. ",True,"3.x 3D tools - Exporting level mesh for other 3D editors (like fbx, collada, obj...) - Ability to export Godot scene meshes (collisions also) to some intermediate format like obj, fbx, collada so it can be opened in external 3D editor at least for reference. + +It's super important feature which most engines often ignore... +Usually game Level Design and most of Level Art is made in editor tools. Often there is a need to export geometry made in Editor Tools or Level assembled in Godot Editor to external 3D creation program, so models can be created in some context of the game. +Constant exporting WIP models and uploading them and them opening Game Editor to see how it looks is a big hassle. ",1, x tools exporting level mesh for other editors like fbx collada obj ability to export godot scene meshes collisions also to some intermediate format like obj fbx collada so it can be opened in external editor at least for reference it s super important feature which most engines often ignore usually game level design and most of level art is made in editor tools often there is a need to export geometry made in editor tools or level assembled in godot editor to external creation program so models can be created in some context of the game constant exporting wip models and uploading them and them opening game editor to see how it looks is a big hassle ,1 +20962,16374314573.0,IssuesEvent,2021-05-15 19:47:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New project dialog that remembers your last folder ,enhancement topic:editor usability,"**Operating system or device - Godot version:** +I'm using OS X, but I suspect all would appreciate this + +**Issue description** (what happened, and what was expected): +Every time I start a new project I have to head back to // then traverse through my folders to where I keep my GoDot projects. + +In my case it's: /Users/username/Documents/Development/Game Dev/GoDot/ + +That's a total of 6 double clicks every time. It would be nice if it remembered the last location or even better, perhaps a favourite list of folder? Recently used folders even? Something to make it a little quicker. + +I hope the feedback is welcome. Great work on GoDot, am very grateful for it and thank you all. +",True,"New project dialog that remembers your last folder - **Operating system or device - Godot version:** +I'm using OS X, but I suspect all would appreciate this + +**Issue description** (what happened, and what was expected): +Every time I start a new project I have to head back to // then traverse through my folders to where I keep my GoDot projects. + +In my case it's: /Users/username/Documents/Development/Game Dev/GoDot/ + +That's a total of 6 double clicks every time. It would be nice if it remembered the last location or even better, perhaps a favourite list of folder? Recently used folders even? Something to make it a little quicker. + +I hope the feedback is welcome. Great work on GoDot, am very grateful for it and thank you all. +",1,new project dialog that remembers your last folder operating system or device godot version i m using os x but i suspect all would appreciate this issue description what happened and what was expected every time i start a new project i have to head back to then traverse through my folders to where i keep my godot projects in my case it s users username documents development game dev godot that s a total of double clicks every time it would be nice if it remembered the last location or even better perhaps a favourite list of folder recently used folders even something to make it a little quicker i hope the feedback is welcome great work on godot am very grateful for it and thank you all ,1 +17918,12425957503.0,IssuesEvent,2020-05-24 18:48:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Built-in script warning overlaps buttons,bug topic:editor usability,"**Godot version:** +3.2.2 beta3 + +**Issue description:** +![HRQnUgE8kT](https://user-images.githubusercontent.com/2223172/82762150-b6f5ba00-9dff-11ea-8537-d63e32d4be19.gif) + +CC @Calinou ",True,"Built-in script warning overlaps buttons - **Godot version:** +3.2.2 beta3 + +**Issue description:** +![HRQnUgE8kT](https://user-images.githubusercontent.com/2223172/82762150-b6f5ba00-9dff-11ea-8537-d63e32d4be19.gif) + +CC @Calinou ",1,built in script warning overlaps buttons godot version issue description cc calinou ,1 +16687,11219605989.0,IssuesEvent,2020-01-07 14:14:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot Mono doesn't rebuild solution when ran with --build-solutions,bug topic:mono usability," +**Godot version:** +3.0.3.stable.mono.official + + +**OS/device including version:** +Manjaro Linux 17.1.10 Hakoila + + +**Issue description:** +Godot doesn't rebuild solution when `--build-solutions` flag is set + + +**Steps to reproduce:** + +1. Make some changes to your project +2. Run `godot-mono --build-solutions` +3. Changes are ignored. + + +It is my understanding that this flag was added to let the user test new code with Godot without having to rebuild it manually first. + +",True,"Godot Mono doesn't rebuild solution when ran with --build-solutions - +**Godot version:** +3.0.3.stable.mono.official + + +**OS/device including version:** +Manjaro Linux 17.1.10 Hakoila + + +**Issue description:** +Godot doesn't rebuild solution when `--build-solutions` flag is set + + +**Steps to reproduce:** + +1. Make some changes to your project +2. Run `godot-mono --build-solutions` +3. Changes are ignored. + + +It is my understanding that this flag was added to let the user test new code with Godot without having to rebuild it manually first. + +",1,godot mono doesn t rebuild solution when ran with build solutions godot version stable mono official os device including version manjaro linux hakoila issue description godot doesn t rebuild solution when build solutions flag is set steps to reproduce make some changes to your project run godot mono build solutions changes are ignored it is my understanding that this flag was added to let the user test new code with godot without having to rebuild it manually first ,1 +15529,10111552059.0,IssuesEvent,2019-07-30 13:00:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[AnimationPlayer] Cannot change the easing of multiple keyframes at a time,enhancement topic:editor usability,"**Godot version:** +3.1.1 + + +**OS/device including version:** +Ubuntu 18.04 + + +**Issue description:** +Basically if you select multiple key-frames at a time in the animation player, you cannot change their easing mode, thus making it a pain to batch change easing of some keyframes. +![image](https://user-images.githubusercontent.com/30960698/56854651-7563b880-693a-11e9-8d2c-a0fae8a37bc0.png) + + +**Steps to reproduce:** + +1. Make an animation +2. Select some key-frames +3. Try to change their easing in the inspector (you wont be able because there will be nothing like on the image I posted) + + +",True,"[AnimationPlayer] Cannot change the easing of multiple keyframes at a time - **Godot version:** +3.1.1 + + +**OS/device including version:** +Ubuntu 18.04 + + +**Issue description:** +Basically if you select multiple key-frames at a time in the animation player, you cannot change their easing mode, thus making it a pain to batch change easing of some keyframes. +![image](https://user-images.githubusercontent.com/30960698/56854651-7563b880-693a-11e9-8d2c-a0fae8a37bc0.png) + + +**Steps to reproduce:** + +1. Make an animation +2. Select some key-frames +3. Try to change their easing in the inspector (you wont be able because there will be nothing like on the image I posted) + + +",1, cannot change the easing of multiple keyframes at a time godot version os device including version ubuntu issue description basically if you select multiple key frames at a time in the animation player you cannot change their easing mode thus making it a pain to batch change easing of some keyframes steps to reproduce make an animation select some key frames try to change their easing in the inspector you wont be able because there will be nothing like on the image i posted ,1 +22916,20601136257.0,IssuesEvent,2022-03-06 09:18:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor settings color picker and OptionButton close themselves prematurely when the editor theme is regenerated,bug topic:editor confirmed usability," + +**Godot version:** + +a16d9c6ab68cadb3cff07ef8b7b8c00717e98922 + +**OS/device including version:** + +Linux + +**Issue description:** + +![image](https://user-images.githubusercontent.com/28724859/48297988-a9294f80-e47a-11e8-80a7-637f61847040.png) + +The color picker dialogue under `Editor Settings -> Interface -> Theme` has a habit of closing itself while you're in the middle of trying to decide on a color; the moment the editor updates its color scheme, whether or not you're finished, the dialogue will close on its own, and may close itself again after a short delay when opened a second time. This self-closing behavior seems to also happen when other editor color settings are modified, such as `Text Editor -> Highlighting`. + +Picking a color, picking a hue, sometimes even just clicking in one of the RGBA number fields, can cause the dialogue to close. Ideally it will stay open until the user clicks outside of the dialogue.",True,"Editor settings color picker and OptionButton close themselves prematurely when the editor theme is regenerated - + +**Godot version:** + +a16d9c6ab68cadb3cff07ef8b7b8c00717e98922 + +**OS/device including version:** + +Linux + +**Issue description:** + +![image](https://user-images.githubusercontent.com/28724859/48297988-a9294f80-e47a-11e8-80a7-637f61847040.png) + +The color picker dialogue under `Editor Settings -> Interface -> Theme` has a habit of closing itself while you're in the middle of trying to decide on a color; the moment the editor updates its color scheme, whether or not you're finished, the dialogue will close on its own, and may close itself again after a short delay when opened a second time. This self-closing behavior seems to also happen when other editor color settings are modified, such as `Text Editor -> Highlighting`. + +Picking a color, picking a hue, sometimes even just clicking in one of the RGBA number fields, can cause the dialogue to close. Ideally it will stay open until the user clicks outside of the dialogue.",1,editor settings color picker and optionbutton close themselves prematurely when the editor theme is regenerated please search existing issues for potential duplicates before filing yours godot version os device including version linux issue description the color picker dialogue under editor settings interface theme has a habit of closing itself while you re in the middle of trying to decide on a color the moment the editor updates its color scheme whether or not you re finished the dialogue will close on its own and may close itself again after a short delay when opened a second time this self closing behavior seems to also happen when other editor color settings are modified such as text editor highlighting picking a color picking a hue sometimes even just clicking in one of the rgba number fields can cause the dialogue to close ideally it will stay open until the user clicks outside of the dialogue ,1 +18752,13189466985.0,IssuesEvent,2020-08-13 08:30:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clicking on warnings should open the file and scroll to the line it originated from,enhancement topic:editor usability,"Godot 3.1 alpha 1 + +I'm doing testing of a prototype with this version of Godot, and I quickly got a lot of various warnings. But I noticed that double-clicking them doesn't take me to the place they originated from, that would save time if it would. + +Note: some of the warnings have a 1-line stack trace, and clicking on that stack trace leads me to the file. +![image](https://user-images.githubusercontent.com/1311555/45711206-b57ee380-bb80-11e8-8ad4-4a7d9e3a39e2.png) + +But many others don't have a stack trace, despite having a file and line number in their tooltip. +![image](https://user-images.githubusercontent.com/1311555/45711218-c16aa580-bb80-11e8-9155-e9b4d01e182a.png) +",True,"Clicking on warnings should open the file and scroll to the line it originated from - Godot 3.1 alpha 1 + +I'm doing testing of a prototype with this version of Godot, and I quickly got a lot of various warnings. But I noticed that double-clicking them doesn't take me to the place they originated from, that would save time if it would. + +Note: some of the warnings have a 1-line stack trace, and clicking on that stack trace leads me to the file. +![image](https://user-images.githubusercontent.com/1311555/45711206-b57ee380-bb80-11e8-8ad4-4a7d9e3a39e2.png) + +But many others don't have a stack trace, despite having a file and line number in their tooltip. +![image](https://user-images.githubusercontent.com/1311555/45711218-c16aa580-bb80-11e8-9155-e9b4d01e182a.png) +",1,clicking on warnings should open the file and scroll to the line it originated from godot alpha i m doing testing of a prototype with this version of godot and i quickly got a lot of various warnings but i noticed that double clicking them doesn t take me to the place they originated from that would save time if it would note some of the warnings have a line stack trace and clicking on that stack trace leads me to the file but many others don t have a stack trace despite having a file and line number in their tooltip ,1 +14957,9607092938.0,IssuesEvent,2019-05-11 15:58:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add/Remove Folders & Files File System,enhancement topic:editor usability,"**Operating system or device - Godot version:** +Windows 10 64 bit - Godot 2.1.3 + +**Issue description:** +Unable to add/remove folders and files from the File System window. Folders and files must be manually created/deleted outside of the application. A right-click menu would fit perfectly here to provide the desired functionality. +",True,"Add/Remove Folders & Files File System - **Operating system or device - Godot version:** +Windows 10 64 bit - Godot 2.1.3 + +**Issue description:** +Unable to add/remove folders and files from the File System window. Folders and files must be manually created/deleted outside of the application. A right-click menu would fit perfectly here to provide the desired functionality. +",1,add remove folders files file system operating system or device godot version windows bit godot issue description unable to add remove folders and files from the file system window folders and files must be manually created deleted outside of the application a right click menu would fit perfectly here to provide the desired functionality ,1 +9402,6279057635.0,IssuesEvent,2017-07-18 15:30:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make sound bar look nicer and more intuitive,discussion enhancement topic:editor usability,"**Operating system or device - Godot version:** +All OS-es that can run the editor -- all Godot versions + +**Issue description** (what happened, and what was expected): +Currently, we are getting lots of duplicate questions on QA about the red-yellow-green bar in the top-left corner of the editor (e.g. https://godotengine.org/qa/11180/what-this-bar-is-supposed-to-be as a recent one). + +Speaking about it with @Einlander on IRC, we decided that it would be better to make it with two bars (for stereo), and to add a sound or headphones icon, just to make it more obvious (@djrm :wink:). E.g.: + +![image](https://cloud.githubusercontent.com/assets/5276727/21577047/0bafb046-cf55-11e6-8e0b-5ea1dd0af223.png) + + +~~**Steps to reproduce:**~~ +~~**Link to minimal example project** (optional but very welcome):~~ +",True,"Make sound bar look nicer and more intuitive - **Operating system or device - Godot version:** +All OS-es that can run the editor -- all Godot versions + +**Issue description** (what happened, and what was expected): +Currently, we are getting lots of duplicate questions on QA about the red-yellow-green bar in the top-left corner of the editor (e.g. https://godotengine.org/qa/11180/what-this-bar-is-supposed-to-be as a recent one). + +Speaking about it with @Einlander on IRC, we decided that it would be better to make it with two bars (for stereo), and to add a sound or headphones icon, just to make it more obvious (@djrm :wink:). E.g.: + +![image](https://cloud.githubusercontent.com/assets/5276727/21577047/0bafb046-cf55-11e6-8e0b-5ea1dd0af223.png) + + +~~**Steps to reproduce:**~~ +~~**Link to minimal example project** (optional but very welcome):~~ +",1,make sound bar look nicer and more intuitive operating system or device godot version all os es that can run the editor all godot versions issue description what happened and what was expected currently we are getting lots of duplicate questions on qa about the red yellow green bar in the top left corner of the editor e g as a recent one speaking about it with einlander on irc we decided that it would be better to make it with two bars for stereo and to add a sound or headphones icon just to make it more obvious djrm wink e g steps to reproduce link to minimal example project optional but very welcome ,1 +17984,12465887749.0,IssuesEvent,2020-05-28 14:41:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add warnings when unused VisualScript nodes exist,feature proposal topic:editor topic:visualscript usability,"**Godot version:** +3.1.1 + + +**Issue description:** +There is are useful errors for when code isn't reachable in GDscript, that should also exist for VisualScript. +",True,"Add warnings when unused VisualScript nodes exist - **Godot version:** +3.1.1 + + +**Issue description:** +There is are useful errors for when code isn't reachable in GDscript, that should also exist for VisualScript. +",1,add warnings when unused visualscript nodes exist godot version issue description there is are useful errors for when code isn t reachable in gdscript that should also exist for visualscript ,1 +10992,7008052762.0,IssuesEvent,2017-12-19 14:33:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Please disable ""delete all"" script option in godot 2.1.4",enhancement topic:editor usability,"**Godot version:** +Godot 2.1.4 + + +**OS/device including version:** +Win7 + + +**Issue description:** +""Delete all"" right click option in script editor is very annoying. This option delete all the script and have not undo. Clicking that by error can destroy many hours of work. This option should never have existed, we have ""del"" key!!!! + + +**Steps to reproduce:** +Open your favorite project, or one with no version control system, open the most complex script, right click in script editor, select delete all and laught very strong. + +**Minimal reproduction project:** +Any project in your computer is usable, laughting is assured. +",True,"Please disable ""delete all"" script option in godot 2.1.4 - **Godot version:** +Godot 2.1.4 + + +**OS/device including version:** +Win7 + + +**Issue description:** +""Delete all"" right click option in script editor is very annoying. This option delete all the script and have not undo. Clicking that by error can destroy many hours of work. This option should never have existed, we have ""del"" key!!!! + + +**Steps to reproduce:** +Open your favorite project, or one with no version control system, open the most complex script, right click in script editor, select delete all and laught very strong. + +**Minimal reproduction project:** +Any project in your computer is usable, laughting is assured. +",1,please disable delete all script option in godot godot version godot os device including version issue description delete all right click option in script editor is very annoying this option delete all the script and have not undo clicking that by error can destroy many hours of work this option should never have existed we have del key steps to reproduce open your favorite project or one with no version control system open the most complex script right click in script editor select delete all and laught very strong minimal reproduction project any project in your computer is usable laughting is assured ,1 +5975,4104707544.0,IssuesEvent,2016-06-05 15:15:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Node configuration warning doesn't show full text with Korean,bug junior job topic:editor usability,"![image](https://cloud.githubusercontent.com/assets/8281454/15805077/6f2c4e36-2b59-11e6-8c08-cb6271af159a.png) + +This is full text. + +``CollisionShape2D는 CollisionObject2D에 충돌 모양을 지정하는 데에만 사용됩니다. Area2D, StaticBody2D, RigidBody2D, KinematicBody2D 등에 자식 노드로 추가하여 사용합니다.``",True,"Node configuration warning doesn't show full text with Korean - ![image](https://cloud.githubusercontent.com/assets/8281454/15805077/6f2c4e36-2b59-11e6-8c08-cb6271af159a.png) + +This is full text. + +``CollisionShape2D는 CollisionObject2D에 충돌 모양을 지정하는 데에만 사용됩니다. Area2D, StaticBody2D, RigidBody2D, KinematicBody2D 등에 자식 노드로 추가하여 사용합니다.``",1,node configuration warning doesn t show full text with korean this is full text 충돌 모양을 지정하는 데에만 사용됩니다 등에 자식 노드로 추가하여 사용합니다 ,1 +5900,4057155331.0,IssuesEvent,2016-05-24 21:06:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zoom option for the tile selector when using tiny tiles,enhancement topic:editor usability,"I use 12x12 tiles for my maps and they are really hard to distinguish on a retina display. Maybe a zoom option for the tilset tiles or something else... + +",True,"Zoom option for the tile selector when using tiny tiles - I use 12x12 tiles for my maps and they are really hard to distinguish on a retina display. Maybe a zoom option for the tilset tiles or something else... + +",1,zoom option for the tile selector when using tiny tiles i use tiles for my maps and they are really hard to distinguish on a retina display maybe a zoom option for the tilset tiles or something else img width alt screen shot at src ,1 +10471,6748244570.0,IssuesEvent,2017-10-22 03:29:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem tiny click space bug,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +3.0 latest compiled + +**Issue description:** +There is a tiny little space between the items where if you click it doesn't register +![](https://i.gyazo.com/07babe4d8d386a1e1b8efaea597c5bfd.gif) + +It actually misses the adjacent ones and deselects the item + +how it should be: +![](https://i.gyazo.com/7c631d4683399be722c0f8eb635f7c3e.gif) + +notice the no deselection (i'm spam clicking in the gifs) + + +win 7, 64-bit if that matters :D + + + +",True,"FileSystem tiny click space bug - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +3.0 latest compiled + +**Issue description:** +There is a tiny little space between the items where if you click it doesn't register +![](https://i.gyazo.com/07babe4d8d386a1e1b8efaea597c5bfd.gif) + +It actually misses the adjacent ones and deselects the item + +how it should be: +![](https://i.gyazo.com/7c631d4683399be722c0f8eb635f7c3e.gif) + +notice the no deselection (i'm spam clicking in the gifs) + + +win 7, 64-bit if that matters :D + + + +",1,filesystem tiny click space bug operating system or device godot version gpu model and driver if graphics related latest compiled issue description there is a tiny little space between the items where if you click it doesn t register it actually misses the adjacent ones and deselects the item how it should be notice the no deselection i m spam clicking in the gifs win bit if that matters d ,1 +10284,6663523172.0,IssuesEvent,2017-10-02 16:42:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zoom buttons in 2D editor canvas do not zoom in the center of the view,enhancement topic:editor usability,"Godot master. + +Just a reminder for me to fix that :)",True,"Zoom buttons in 2D editor canvas do not zoom in the center of the view - Godot master. + +Just a reminder for me to fix that :)",1,zoom buttons in editor canvas do not zoom in the center of the view godot master just a reminder for me to fix that ,1 +8498,5766182439.0,IssuesEvent,2017-04-27 06:10:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature request : Icon tooltips in scene tree to reflect the icons meaning,enhancement topic:editor usability,"Currently if I highlight any of the icons in the scene tree, the tooltip says ""Instance: res://[xyz].tscn Type: [abc]"" +These two screenshots (in my opinion) shouldn't show the same tooltip. +![shot1](https://cloud.githubusercontent.com/assets/5151242/21962263/aec62f0e-db75-11e6-8b05-05e050e0c6aa.png) + +![shot2](https://cloud.githubusercontent.com/assets/5151242/21962276/03cd3970-db76-11e6-8a18-f33517de906f.png) + +I would like to request that this is changed (particularly as I can't find in the documentation a guide as to what the icons mean), so that each icons tooltip explains the icon the mouse is hovering over. + +eg. Hovering over the eye icon would say ""Toggle Visibility"". Hovering over the group icon would say ""Group: [whatever the group name is]"" etc.",True,"Feature request : Icon tooltips in scene tree to reflect the icons meaning - Currently if I highlight any of the icons in the scene tree, the tooltip says ""Instance: res://[xyz].tscn Type: [abc]"" +These two screenshots (in my opinion) shouldn't show the same tooltip. +![shot1](https://cloud.githubusercontent.com/assets/5151242/21962263/aec62f0e-db75-11e6-8b05-05e050e0c6aa.png) + +![shot2](https://cloud.githubusercontent.com/assets/5151242/21962276/03cd3970-db76-11e6-8a18-f33517de906f.png) + +I would like to request that this is changed (particularly as I can't find in the documentation a guide as to what the icons mean), so that each icons tooltip explains the icon the mouse is hovering over. + +eg. Hovering over the eye icon would say ""Toggle Visibility"". Hovering over the group icon would say ""Group: [whatever the group name is]"" etc.",1,feature request icon tooltips in scene tree to reflect the icons meaning currently if i highlight any of the icons in the scene tree the tooltip says instance res tscn type these two screenshots in my opinion shouldn t show the same tooltip i would like to request that this is changed particularly as i can t find in the documentation a guide as to what the icons mean so that each icons tooltip explains the icon the mouse is hovering over eg hovering over the eye icon would say toggle visibility hovering over the group icon would say group etc ,1 +10369,6689215104.0,IssuesEvent,2017-10-08 23:30:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Mono doesn't provide a way to define custom signals,enhancement topic:mono usability,"To mirror [this issue](https://github.com/neikeq/GodotSharp/issues/5) here, at some point this was possible through `add_user_signal` but that function has been removed, and AFAIK there is no alternative way to define a signal.",True,"Mono doesn't provide a way to define custom signals - To mirror [this issue](https://github.com/neikeq/GodotSharp/issues/5) here, at some point this was possible through `add_user_signal` but that function has been removed, and AFAIK there is no alternative way to define a signal.",1,mono doesn t provide a way to define custom signals to mirror here at some point this was possible through add user signal but that function has been removed and afaik there is no alternative way to define a signal ,1 +5831,4020077435.0,IssuesEvent,2016-05-16 17:07:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,scaling multiple nodes at once doesn't work,confirmed enhancement topic:editor usability,"If you select several nodes at once and then modify the scale property, the change does not apply to all selected nodes, only one of them. + +(This was initially reported in the forum by another user, and I can confirm it. http://www.godotengine.org/forum/viewtopic.php?f=9&t=269 )",True,"scaling multiple nodes at once doesn't work - If you select several nodes at once and then modify the scale property, the change does not apply to all selected nodes, only one of them. + +(This was initially reported in the forum by another user, and I can confirm it. http://www.godotengine.org/forum/viewtopic.php?f=9&t=269 )",1,scaling multiple nodes at once doesn t work if you select several nodes at once and then modify the scale property the change does not apply to all selected nodes only one of them this was initially reported in the forum by another user and i can confirm it ,1 +14622,9368196333.0,IssuesEvent,2019-04-03 08:06:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,autotile editor- ability to mark squares as filled shapes/ autofill squares with a single click,feature proposal topic:editor usability,"Right now setting collusion,occlusion and navigation is extremely cumbersome, because you have to manually draw the shapes. It would save ALOT of time and effort if there is a quick command that simply fills the selected square with a square shape - instead of asking to manually create each single shape + +99% of the time that is what we want anyway + +See how rpg maker has it: +![image_tileset](https://user-images.githubusercontent.com/6495061/33233271-136a273a-d20b-11e7-9e76-0c570d53dcb1.jpg) +It takes one single click to mark a square as passable or non passable. We can also click and drag to set multiple squares as non passable and right click and drag- to set multiple squares as non passable. + +Can we get a tool that emulates that somehow? Autoshape fill tool? +",True,"autotile editor- ability to mark squares as filled shapes/ autofill squares with a single click - Right now setting collusion,occlusion and navigation is extremely cumbersome, because you have to manually draw the shapes. It would save ALOT of time and effort if there is a quick command that simply fills the selected square with a square shape - instead of asking to manually create each single shape + +99% of the time that is what we want anyway + +See how rpg maker has it: +![image_tileset](https://user-images.githubusercontent.com/6495061/33233271-136a273a-d20b-11e7-9e76-0c570d53dcb1.jpg) +It takes one single click to mark a square as passable or non passable. We can also click and drag to set multiple squares as non passable and right click and drag- to set multiple squares as non passable. + +Can we get a tool that emulates that somehow? Autoshape fill tool? +",1,autotile editor ability to mark squares as filled shapes autofill squares with a single click right now setting collusion occlusion and navigation is extremely cumbersome because you have to manually draw the shapes it would save alot of time and effort if there is a quick command that simply fills the selected square with a square shape instead of asking to manually create each single shape of the time that is what we want anyway see how rpg maker has it it takes one single click to mark a square as passable or non passable we can also click and drag to set multiple squares as non passable and right click and drag to set multiple squares as non passable can we get a tool that emulates that somehow autoshape fill tool ,1 +8559,5824387530.0,IssuesEvent,2017-05-07 12:34:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scroll speed too fast on macbook,enhancement platform:osx topic:editor usability,"Scrolling on mac is way too fast. Scrolling 1cm on the touchpad brings you to the bottom of the page. I haven't tested this with a mouse or on windows so the problem might happen there too. + +I am using a macbook air 2012 (mavericks) +",True,"Scroll speed too fast on macbook - Scrolling on mac is way too fast. Scrolling 1cm on the touchpad brings you to the bottom of the page. I haven't tested this with a mouse or on windows so the problem might happen there too. + +I am using a macbook air 2012 (mavericks) +",1,scroll speed too fast on macbook scrolling on mac is way too fast scrolling on the touchpad brings you to the bottom of the page i haven t tested this with a mouse or on windows so the problem might happen there too i am using a macbook air mavericks ,1 +26006,26282105789.0,IssuesEvent,2023-01-07 12:22:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2D Polygon indices are barely visible on bright background,enhancement topic:editor good first issue usability topic:2d,"**Godot version:** +3.2.1 + +**Issue description:** +![image](https://user-images.githubusercontent.com/2223172/79686557-87242700-8241-11ea-82a5-aeb046d94213.png) +Could be fixed with something like this #36530 probably",True,"2D Polygon indices are barely visible on bright background - **Godot version:** +3.2.1 + +**Issue description:** +![image](https://user-images.githubusercontent.com/2223172/79686557-87242700-8241-11ea-82a5-aeb046d94213.png) +Could be fixed with something like this #36530 probably",1, polygon indices are barely visible on bright background godot version issue description could be fixed with something like this probably,1 +14538,9284744732.0,IssuesEvent,2019-03-21 03:15:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,BoneAttachment needs care,enhancement topic:editor usability,"Bone attachment is node, which is intended to be used as parent to things attached to bones, +like CollisionShapes/Areas and ""hats""/""weapons"". But currently it is extremely uncear how to use it. +On earlier versions it was used like on video on youtube which I still use as sole reference on +3D setup in Godot: http://www.youtube.com/watch?v=ZyTIiwfn2ag + +The problem is that this usage is not flexible as it very much depends on node tree. +The best usage for this should be like physics joints - ability to specify used Skeleton, bone, and affected object (this one can be direct child, allright, but Skeleton should not necessarily be the direct parent of BoneAttachment +",True,"BoneAttachment needs care - Bone attachment is node, which is intended to be used as parent to things attached to bones, +like CollisionShapes/Areas and ""hats""/""weapons"". But currently it is extremely uncear how to use it. +On earlier versions it was used like on video on youtube which I still use as sole reference on +3D setup in Godot: http://www.youtube.com/watch?v=ZyTIiwfn2ag + +The problem is that this usage is not flexible as it very much depends on node tree. +The best usage for this should be like physics joints - ability to specify used Skeleton, bone, and affected object (this one can be direct child, allright, but Skeleton should not necessarily be the direct parent of BoneAttachment +",1,boneattachment needs care bone attachment is node which is intended to be used as parent to things attached to bones like collisionshapes areas and hats weapons but currently it is extremely uncear how to use it on earlier versions it was used like on video on youtube which i still use as sole reference on setup in godot the problem is that this usage is not flexible as it very much depends on node tree the best usage for this should be like physics joints ability to specify used skeleton bone and affected object this one can be direct child allright but skeleton should not necessarily be the direct parent of boneattachment ,1 +9908,6510468298.0,IssuesEvent,2017-08-25 03:36:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto completion improvement: type-checked scope.,enhancement topic:editor topic:gdscript usability,"**Issue description:** +It would be great if the auto completion adapt to type checked scope: +```gdscript +if event is InputEventMouseButton: + #in this indentation we know that type of event is not InputEvent but InputEvenMouseButton + event. #should now give auto completion for InpotEventMouseButton like button_index. + +``` +This also would be cool in many other cases when there is an undefined variable and you want to get auto complete. And u as a user know what it probably will be most of the time. + +It also would be nice to have swift like syntax augar: +`(my_node is Button)?.set_visisble(false)` +For +``` +if my_node is Button: + my_node.set_visible(false) +```",True,"Auto completion improvement: type-checked scope. - **Issue description:** +It would be great if the auto completion adapt to type checked scope: +```gdscript +if event is InputEventMouseButton: + #in this indentation we know that type of event is not InputEvent but InputEvenMouseButton + event. #should now give auto completion for InpotEventMouseButton like button_index. + +``` +This also would be cool in many other cases when there is an undefined variable and you want to get auto complete. And u as a user know what it probably will be most of the time. + +It also would be nice to have swift like syntax augar: +`(my_node is Button)?.set_visisble(false)` +For +``` +if my_node is Button: + my_node.set_visible(false) +```",1,auto completion improvement type checked scope issue description it would be great if the auto completion adapt to type checked scope gdscript if event is inputeventmousebutton in this indentation we know that type of event is not inputevent but inputevenmousebutton event should now give auto completion for inpoteventmousebutton like button index this also would be cool in many other cases when there is an undefined variable and you want to get auto complete and u as a user know what it probably will be most of the time it also would be nice to have swift like syntax augar my node is button set visisble false for if my node is button my node set visible false ,1 +22917,20606891446.0,IssuesEvent,2022-03-07 02:09:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bezier curves are difficult to edit if key values are small,enhancement topic:editor usability topic:animation,"### Godot version + +4.0 alpha 3 + +### System information + +Linux + +### Issue description + +When editing the bezier curves of an animation for which the keyframed values are relatively small, it is difficult to select keys and curve handles, and also difficult to view and manipulate the curves. This is because the bezier editor view has a vertical scale that shows values in the hundreds. When doing small 3D translations or keyframing other things like color values, this becomes problematic. + +### Steps to reproduce + +1. Create a new 3D scene +2. Add a cube and animate it to move some short distance +3. Open the bezier editor for this animation and attempt to edit the curve + +### Minimal reproduction project + +_No response_",True,"Bezier curves are difficult to edit if key values are small - ### Godot version + +4.0 alpha 3 + +### System information + +Linux + +### Issue description + +When editing the bezier curves of an animation for which the keyframed values are relatively small, it is difficult to select keys and curve handles, and also difficult to view and manipulate the curves. This is because the bezier editor view has a vertical scale that shows values in the hundreds. When doing small 3D translations or keyframing other things like color values, this becomes problematic. + +### Steps to reproduce + +1. Create a new 3D scene +2. Add a cube and animate it to move some short distance +3. Open the bezier editor for this animation and attempt to edit the curve + +### Minimal reproduction project + +_No response_",1,bezier curves are difficult to edit if key values are small godot version alpha system information linux issue description when editing the bezier curves of an animation for which the keyframed values are relatively small it is difficult to select keys and curve handles and also difficult to view and manipulate the curves this is because the bezier editor view has a vertical scale that shows values in the hundreds when doing small translations or keyframing other things like color values this becomes problematic steps to reproduce create a new scene add a cube and animate it to move some short distance open the bezier editor for this animation and attempt to edit the curve minimal reproduction project no response ,1 +11824,7477333637.0,IssuesEvent,2018-04-04 07:58:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tilemap tile flipping shortcuts not working,bug topic:editor usability,"**Godot version:** Daily build, 12-28-17 + +**OS/device including version:** Linux, Solus OS, 3.26.2 + +**Issue description:** The tooltips for tile flipping in Godot for TileMaps say that A and S can be used to flip a tile, but those shortcuts don't work. S is used to toggle snapping, not rotation of tiles. + +As a side-note, it'd probably be better to have A and S _rotate_ the tile, and have two different, similarly placed shortcuts (like Q and W, or something) _flip_ the tile for maximum efficiency when editing a TileMap. + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",True,"Tilemap tile flipping shortcuts not working - **Godot version:** Daily build, 12-28-17 + +**OS/device including version:** Linux, Solus OS, 3.26.2 + +**Issue description:** The tooltips for tile flipping in Godot for TileMaps say that A and S can be used to flip a tile, but those shortcuts don't work. S is used to toggle snapping, not rotation of tiles. + +As a side-note, it'd probably be better to have A and S _rotate_ the tile, and have two different, similarly placed shortcuts (like Q and W, or something) _flip_ the tile for maximum efficiency when editing a TileMap. + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",1,tilemap tile flipping shortcuts not working godot version daily build os device including version linux solus os issue description the tooltips for tile flipping in godot for tilemaps say that a and s can be used to flip a tile but those shortcuts don t work s is used to toggle snapping not rotation of tiles as a side note it d probably be better to have a and s rotate the tile and have two different similarly placed shortcuts like q and w or something flip the tile for maximum efficiency when editing a tilemap i searched the existing for potential duplicates ,1 +17926,12438553892.0,IssuesEvent,2020-05-26 08:37:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,`Auto Mapping` and `Layers` for GridMap,feature proposal topic:editor usability,"Hey Godot devs, + +I have a bit of a feature request / enhancement (or two) for [Grid Maps](http://docs.godotengine.org/en/stable/learning/features/3d/using_gridmaps.html). Currently Grid maps require that we select each mesh individually each time. For example If i want a wall piece I need to manually select a wall piece. If I want a ground piece I need to manually select a ground piece. + +Auto Mapping - This should function similar to [TileED for Unity3D](https://www.youtube.com/watch?v=KzoLbF0v_Os). There are more videos on this tool on the same channel. Give them a look through to get an idea. + +Layers - Think of this like Photoshop layers that allow for non destructive editing of a Grid Map. For example If I wanted to add trees to a level I could hit a button create or destroy a layer. There should also be the option to hide a layer from view. Being able to name and reorder layers would be nice as well for organization. + +In my opinion this would greatly speed up workflow when using Gridmaps. + +Hope I made sense, +- HeadClot",True,"`Auto Mapping` and `Layers` for GridMap - Hey Godot devs, + +I have a bit of a feature request / enhancement (or two) for [Grid Maps](http://docs.godotengine.org/en/stable/learning/features/3d/using_gridmaps.html). Currently Grid maps require that we select each mesh individually each time. For example If i want a wall piece I need to manually select a wall piece. If I want a ground piece I need to manually select a ground piece. + +Auto Mapping - This should function similar to [TileED for Unity3D](https://www.youtube.com/watch?v=KzoLbF0v_Os). There are more videos on this tool on the same channel. Give them a look through to get an idea. + +Layers - Think of this like Photoshop layers that allow for non destructive editing of a Grid Map. For example If I wanted to add trees to a level I could hit a button create or destroy a layer. There should also be the option to hide a layer from view. Being able to name and reorder layers would be nice as well for organization. + +In my opinion this would greatly speed up workflow when using Gridmaps. + +Hope I made sense, +- HeadClot",1, auto mapping and layers for gridmap hey godot devs i have a bit of a feature request enhancement or two for currently grid maps require that we select each mesh individually each time for example if i want a wall piece i need to manually select a wall piece if i want a ground piece i need to manually select a ground piece auto mapping this should function similar to there are more videos on this tool on the same channel give them a look through to get an idea layers think of this like photoshop layers that allow for non destructive editing of a grid map for example if i wanted to add trees to a level i could hit a button create or destroy a layer there should also be the option to hide a layer from view being able to name and reorder layers would be nice as well for organization in my opinion this would greatly speed up workflow when using gridmaps hope i made sense headclot,1 +10359,6677368145.0,IssuesEvent,2017-10-05 10:09:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The default new project path doesn't match the default drive in Windows,bug platform:windows topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 7 64bit, Godot ef08228 (tools.32) + +**Issue description:** +By default, when I'm creating a project, I see this: +![default](https://user-images.githubusercontent.com/11571820/31186125-79395ad4-a936-11e7-800d-3279056cf010.png) + +The default path is on C:\ drive, but the drive selected is D: (Godot executable is on D:\). +If I want to browse D:\ then, I need to first select C: in the right drop-down menu, and then D: again + +**Steps to reproduce:** +Start Godot, choose ""New Project"" +",True,"The default new project path doesn't match the default drive in Windows - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 7 64bit, Godot ef08228 (tools.32) + +**Issue description:** +By default, when I'm creating a project, I see this: +![default](https://user-images.githubusercontent.com/11571820/31186125-79395ad4-a936-11e7-800d-3279056cf010.png) + +The default path is on C:\ drive, but the drive selected is D: (Godot executable is on D:\). +If I want to browse D:\ then, I need to first select C: in the right drop-down menu, and then D: again + +**Steps to reproduce:** +Start Godot, choose ""New Project"" +",1,the default new project path doesn t match the default drive in windows operating system or device godot version gpu model and driver if graphics related windows godot tools issue description by default when i m creating a project i see this the default path is on c drive but the drive selected is d godot executable is on d if i want to browse d then i need to first select c in the right drop down menu and then d again steps to reproduce start godot choose new project ,1 +23596,22304360329.0,IssuesEvent,2022-06-13 11:41:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Animation editor creating only one track when multiple node are selected,bug topic:editor usability topic:animation,"### Godot version + +v4.0.alpha.custom_build [b9375ea7f] + +### System information + +MacOS + +### Issue description + +When multiple nodes are selected inserting a key creates tracks only for the node that was clicked last + +### Steps to reproduce + +Select a multiple nodes and try to create animation tracks for all + +### Minimal reproduction project + +_No response_ + +*Bugsquad edit (keywords for easier searching): MultiNodeEdit*",True,"Animation editor creating only one track when multiple node are selected - ### Godot version + +v4.0.alpha.custom_build [b9375ea7f] + +### System information + +MacOS + +### Issue description + +When multiple nodes are selected inserting a key creates tracks only for the node that was clicked last + +### Steps to reproduce + +Select a multiple nodes and try to create animation tracks for all + +### Minimal reproduction project + +_No response_ + +*Bugsquad edit (keywords for easier searching): MultiNodeEdit*",1,animation editor creating only one track when multiple node are selected godot version alpha custom build system information macos issue description when multiple nodes are selected inserting a key creates tracks only for the node that was clicked last steps to reproduce select a multiple nodes and try to create animation tracks for all minimal reproduction project no response bugsquad edit keywords for easier searching multinodeedit ,1 +24853,24387748347.0,IssuesEvent,2022-10-04 13:07:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,PascalCase default node naming discrepancy between godot 3 and godot 4,bug topic:editor usability,"### Godot version + +4.0.beta2 + +### System information + +linux + +### Issue description + +godot 3 and godot 4 display different behavior regarding default node naming using PascalCase: godot 3 takes the class name as the default node name while godot 4 transforms the class name using a PascalCase function ; this result in different names for nodes having class name ending in 2D or 3D between godot 3 and godot 4. +For example in godot 3 the default name for a Node3D is Node3D while in godot 4 the default name for a Node3D is Node3d. +Is this a desired result? + +### Steps to reproduce + +- Create a new node having a class name ending in 2D or 3D + +### Minimal reproduction project + +_No response_",True,"PascalCase default node naming discrepancy between godot 3 and godot 4 - ### Godot version + +4.0.beta2 + +### System information + +linux + +### Issue description + +godot 3 and godot 4 display different behavior regarding default node naming using PascalCase: godot 3 takes the class name as the default node name while godot 4 transforms the class name using a PascalCase function ; this result in different names for nodes having class name ending in 2D or 3D between godot 3 and godot 4. +For example in godot 3 the default name for a Node3D is Node3D while in godot 4 the default name for a Node3D is Node3d. +Is this a desired result? + +### Steps to reproduce + +- Create a new node having a class name ending in 2D or 3D + +### Minimal reproduction project + +_No response_",1,pascalcase default node naming discrepancy between godot and godot godot version system information linux issue description godot and godot display different behavior regarding default node naming using pascalcase godot takes the class name as the default node name while godot transforms the class name using a pascalcase function this result in different names for nodes having class name ending in or between godot and godot for example in godot the default name for a is while in godot the default name for a is is this a desired result steps to reproduce create a new node having a class name ending in or minimal reproduction project no response ,1 +25631,25512064849.0,IssuesEvent,2022-11-28 13:50:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Skeleton3DEditor doesn't make animation track with unique path,enhancement topic:editor usability topic:animation topic:3d,"### Godot version + +4.0.dev + +### System information + +any + +### Issue description + +Skeleton3DEditor keying does not generate tracks with unique paths, even if the Skeleton is a unique Node. This is inconvenient when sharing animations. + +### Steps to reproduce + +Make animation from Skeleton3DEditor with the unique node Skeleton3D. + +### Minimal reproduction project + +nothing",True,"Skeleton3DEditor doesn't make animation track with unique path - ### Godot version + +4.0.dev + +### System information + +any + +### Issue description + +Skeleton3DEditor keying does not generate tracks with unique paths, even if the Skeleton is a unique Node. This is inconvenient when sharing animations. + +### Steps to reproduce + +Make animation from Skeleton3DEditor with the unique node Skeleton3D. + +### Minimal reproduction project + +nothing",1, doesn t make animation track with unique path godot version dev system information any issue description keying does not generate tracks with unique paths even if the skeleton is a unique node this is inconvenient when sharing animations steps to reproduce make animation from with the unique node minimal reproduction project nothing,1 +14645,9383200773.0,IssuesEvent,2019-04-05 02:09:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zooming in Texture Region editor is inconvient,bug topic:editor usability,"**Godot version:** +3.0.6 official (steam) + +**OS/device including version:** +Linux, x86_64 (with GTX1070) + +**Issue description:** +Zoom in Texture Region editor is inconsistent with zoom in 2D scene editor. In 2D scene editor if I scroll mouse wheel, the scene will zoom isuch way that pixel which is located under the mouse cursor will still stay on the screen no matter how much I zoom. In texture region editor it doesn't happen. + +**Steps to reproduce:** +if I try to zoom with mouse near the center of the texture (mouse position circled) +![a](https://user-images.githubusercontent.com/13607441/43675982-cf759886-980a-11e8-8cf6-a804af855dbc.jpg) + +instead of zooming around that position, it will change zoom level such way, that it will push the region which I was interested in off screen, which is very inconvenient as I have to look for it while still being zoomed in at very high zoom level + + (here's the result after scrolling up - red tank nowhere to be seen) +![b](https://user-images.githubusercontent.com/13607441/43676049-888915d2-980b-11e8-83d5-a4de62bb45b8.jpg) + +(and I'd expect zoom in/zoom out buttons in top bar to zoom around screen center, right now they behave the same way as mouse wheel) +",True,"Zooming in Texture Region editor is inconvient - **Godot version:** +3.0.6 official (steam) + +**OS/device including version:** +Linux, x86_64 (with GTX1070) + +**Issue description:** +Zoom in Texture Region editor is inconsistent with zoom in 2D scene editor. In 2D scene editor if I scroll mouse wheel, the scene will zoom isuch way that pixel which is located under the mouse cursor will still stay on the screen no matter how much I zoom. In texture region editor it doesn't happen. + +**Steps to reproduce:** +if I try to zoom with mouse near the center of the texture (mouse position circled) +![a](https://user-images.githubusercontent.com/13607441/43675982-cf759886-980a-11e8-8cf6-a804af855dbc.jpg) + +instead of zooming around that position, it will change zoom level such way, that it will push the region which I was interested in off screen, which is very inconvenient as I have to look for it while still being zoomed in at very high zoom level + + (here's the result after scrolling up - red tank nowhere to be seen) +![b](https://user-images.githubusercontent.com/13607441/43676049-888915d2-980b-11e8-83d5-a4de62bb45b8.jpg) + +(and I'd expect zoom in/zoom out buttons in top bar to zoom around screen center, right now they behave the same way as mouse wheel) +",1,zooming in texture region editor is inconvient godot version official steam os device including version linux with issue description zoom in texture region editor is inconsistent with zoom in scene editor in scene editor if i scroll mouse wheel the scene will zoom isuch way that pixel which is located under the mouse cursor will still stay on the screen no matter how much i zoom in texture region editor it doesn t happen steps to reproduce if i try to zoom with mouse near the center of the texture mouse position circled instead of zooming around that position it will change zoom level such way that it will push the region which i was interested in off screen which is very inconvenient as i have to look for it while still being zoomed in at very high zoom level here s the result after scrolling up red tank nowhere to be seen and i d expect zoom in zoom out buttons in top bar to zoom around screen center right now they behave the same way as mouse wheel ,1 +28101,31768362643.0,IssuesEvent,2023-09-12 10:09:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Method track shows lines between keys,bug topic:editor usability topic:animation,"### Godot version + +4.2 dev3 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +If you have a Method Track with multiple calls to the same method, they are joined together and makes things unreadable: +![image](https://github.com/godotengine/godot/assets/2223172/a2ab8446-28a1-440b-b0d5-5049f5d705b4) +The horizontal line shouldn't be used here. I think it might be a regression. + +### Steps to reproduce + +1. Add AnimationPlayer +2. Add a Method Track (with Add Track button) +3. Add some key to the track +4. Add another key with the same method + +### Minimal reproduction project + +N/A",True,"Method track shows lines between keys - ### Godot version + +4.2 dev3 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +If you have a Method Track with multiple calls to the same method, they are joined together and makes things unreadable: +![image](https://github.com/godotengine/godot/assets/2223172/a2ab8446-28a1-440b-b0d5-5049f5d705b4) +The horizontal line shouldn't be used here. I think it might be a regression. + +### Steps to reproduce + +1. Add AnimationPlayer +2. Add a Method Track (with Add Track button) +3. Add some key to the track +4. Add another key with the same method + +### Minimal reproduction project + +N/A",1,method track shows lines between keys godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description if you have a method track with multiple calls to the same method they are joined together and makes things unreadable the horizontal line shouldn t be used here i think it might be a regression steps to reproduce add animationplayer add a method track with add track button add some key to the track add another key with the same method minimal reproduction project n a,1 +27985,30841261160.0,IssuesEvent,2023-08-02 10:48:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene tree filter menu icon doesn't get updated on theme switch,bug topic:editor usability topic:gui,"### Godot version + +v4.1.1.stable.official [bd6af8e0e] + +### System information + +Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 520 (SKL GT2) () - Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz (4 Threads) + +### Issue description + +After right clicking in thet ""Filter Nodes"" menu in the scene tree dock, the sub-menu is populated with a ""Search"" icon. + +If I later switch themes in the same session, this icon is never updated to match the new theme. + +![image](https://github.com/godotengine/godot/assets/660911/14336bb3-12ca-48c8-b030-8ada6ac27ec6) + + +### Steps to reproduce + +1. Right click in the ""Filter Nodes"" menu in scene tree dock +2. Switch themes +3. Right click again in the ""Filter Nodes"" menu + +Expected result: Icon has updated to match the theme I am currently using +Actual result: Icon is still using the theme I launched Godot with + +### Minimal reproduction project + +N/A",True,"Scene tree filter menu icon doesn't get updated on theme switch - ### Godot version + +v4.1.1.stable.official [bd6af8e0e] + +### System information + +Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 520 (SKL GT2) () - Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz (4 Threads) + +### Issue description + +After right clicking in thet ""Filter Nodes"" menu in the scene tree dock, the sub-menu is populated with a ""Search"" icon. + +If I later switch themes in the same session, this icon is never updated to match the new theme. + +![image](https://github.com/godotengine/godot/assets/660911/14336bb3-12ca-48c8-b030-8ada6ac27ec6) + + +### Steps to reproduce + +1. Right click in the ""Filter Nodes"" menu in scene tree dock +2. Switch themes +3. Right click again in the ""Filter Nodes"" menu + +Expected result: Icon has updated to match the theme I am currently using +Actual result: Icon is still using the theme I launched Godot with + +### Minimal reproduction project + +N/A",1,scene tree filter menu icon doesn t get updated on theme switch godot version stable official system information godot stable debian gnu linux trixie sid trixie vulkan compatibility mesa intel r hd graphics skl intel r core tm cpu threads issue description after right clicking in thet filter nodes menu in the scene tree dock the sub menu is populated with a search icon if i later switch themes in the same session this icon is never updated to match the new theme steps to reproduce right click in the filter nodes menu in scene tree dock switch themes right click again in the filter nodes menu expected result icon has updated to match the theme i am currently using actual result icon is still using the theme i launched godot with minimal reproduction project n a,1 +13093,8251903517.0,IssuesEvent,2018-09-12 09:13:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't select child node by clicking on viewport,bug topic:editor usability," + +**Godot version:** + +3.1.dev cb7fe2c79 + +**OS/device including version:** + + + +**Issue description:** + +Can't select child node by clicking node on viewport when parent node is selected. +it works fine with 3.0.2-official + +**Steps to reproduce:** +![3 0 2-official](https://user-images.githubusercontent.com/8281454/38639923-a878ec08-3e0d-11e8-93a8-2bae876b2153.gif) +[3.0.2-official] + +![3 1 dev](https://user-images.githubusercontent.com/8281454/38639929-b109fee8-3e0d-11e8-9e08-7595b5690d42.gif) +[3.1.dev] + +**Minimal reproduction project:** + +",True,"Can't select child node by clicking on viewport - + +**Godot version:** + +3.1.dev cb7fe2c79 + +**OS/device including version:** + + + +**Issue description:** + +Can't select child node by clicking node on viewport when parent node is selected. +it works fine with 3.0.2-official + +**Steps to reproduce:** +![3 0 2-official](https://user-images.githubusercontent.com/8281454/38639923-a878ec08-3e0d-11e8-93a8-2bae876b2153.gif) +[3.0.2-official] + +![3 1 dev](https://user-images.githubusercontent.com/8281454/38639929-b109fee8-3e0d-11e8-9e08-7595b5690d42.gif) +[3.1.dev] + +**Minimal reproduction project:** + +",1,can t select child node by clicking on viewport please search existing issues for potential duplicates before filing yours godot version dev os device including version issue description can t select child node by clicking node on viewport when parent node is selected it works fine with official steps to reproduce minimal reproduction project ,1 +17933,12438932829.0,IssuesEvent,2020-05-26 09:15:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatic paths resolver.,feature proposal topic:editor usability,"I wonder what you think about a kind of paths database system to allow folder reorganization without +breaking dependencies. + +The editor already displays the folder tree into the ""Filesystem""dock maybe it is possible to save these informations into some location or a text file at the project's root. + +This database file will be updated at every scene saving or scene running. Or simply when the Filesystem dock is updated. + +To use this, a function, exposed to GDScript, must be designed to pull paths strings from the database. +This function takes the file name key as argument, and tries to returns the string who is necessary in various places where a file path is needed. + +`var myScene = preload(get_file_path(""my_scene.scn""))` + +`extends get_file_path(""base_class.gd"")` + +Maybe it's uglier to read, but such a function allows you to rearrange the folders, +move the files when you want without worriying about broken dependancies. It prevents you to type +long paths in your scripts if your file system becomes huge. + +If a kind C++ programmer found this useful for his needs, and if it's possible to implement with not much sweat, I guess he could helps a lot of other developers. + +If an easy workaround is already avalaible I apologize for this useless proposal. +",True,"Automatic paths resolver. - I wonder what you think about a kind of paths database system to allow folder reorganization without +breaking dependencies. + +The editor already displays the folder tree into the ""Filesystem""dock maybe it is possible to save these informations into some location or a text file at the project's root. + +This database file will be updated at every scene saving or scene running. Or simply when the Filesystem dock is updated. + +To use this, a function, exposed to GDScript, must be designed to pull paths strings from the database. +This function takes the file name key as argument, and tries to returns the string who is necessary in various places where a file path is needed. + +`var myScene = preload(get_file_path(""my_scene.scn""))` + +`extends get_file_path(""base_class.gd"")` + +Maybe it's uglier to read, but such a function allows you to rearrange the folders, +move the files when you want without worriying about broken dependancies. It prevents you to type +long paths in your scripts if your file system becomes huge. + +If a kind C++ programmer found this useful for his needs, and if it's possible to implement with not much sweat, I guess he could helps a lot of other developers. + +If an easy workaround is already avalaible I apologize for this useless proposal. +",1,automatic paths resolver i wonder what you think about a kind of paths database system to allow folder reorganization without breaking dependencies the editor already displays the folder tree into the filesystem dock maybe it is possible to save these informations into some location or a text file at the project s root this database file will be updated at every scene saving or scene running or simply when the filesystem dock is updated to use this a function exposed to gdscript must be designed to pull paths strings from the database this function takes the file name key as argument and tries to returns the string who is necessary in various places where a file path is needed var myscene preload get file path my scene scn extends get file path base class gd maybe it s uglier to read but such a function allows you to rearrange the folders move the files when you want without worriying about broken dependancies it prevents you to type long paths in your scripts if your file system becomes huge if a kind c programmer found this useful for his needs and if it s possible to implement with not much sweat i guess he could helps a lot of other developers if an easy workaround is already avalaible i apologize for this useless proposal ,1 +21483,17138656590.0,IssuesEvent,2021-07-13 07:03:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Deleting a TreeItem does not remove it from display,bug topic:gui usability,"**Godot version:** 3.2.1 + +**OS/device including version:** Windows 10 + +**Issue description:** + +Deleting a TreeItem via script removes it, but the display still shows the TreeItem until one interacts with the Tree-Node. + +This happens in both cases: TreeItem.free() and TreeItem.remove_child(childTreeItem) + +**Steps to reproduce:** + +1.a. Load and start the Minimal reproduction project +1.b. Now the windows shows a button at the top and a Tree-Node with one TreeItem-Entry at the bottom of the window. +2.a. Click on the Button at the top of the window to delete the TreeItem via TreeItem.free() +2.b. I would expect that now the item disappears +3.a. Move the mouse over the Tree-Node in the lower part of the window +3.b. Now the TreeItem disappears + +**Minimal reproduction project:** + +[TreeItemDeleteBug.zip](https://github.com/godotengine/godot/files/4638870/TreeItemDeleteBug.zip) +",True,"Deleting a TreeItem does not remove it from display - **Godot version:** 3.2.1 + +**OS/device including version:** Windows 10 + +**Issue description:** + +Deleting a TreeItem via script removes it, but the display still shows the TreeItem until one interacts with the Tree-Node. + +This happens in both cases: TreeItem.free() and TreeItem.remove_child(childTreeItem) + +**Steps to reproduce:** + +1.a. Load and start the Minimal reproduction project +1.b. Now the windows shows a button at the top and a Tree-Node with one TreeItem-Entry at the bottom of the window. +2.a. Click on the Button at the top of the window to delete the TreeItem via TreeItem.free() +2.b. I would expect that now the item disappears +3.a. Move the mouse over the Tree-Node in the lower part of the window +3.b. Now the TreeItem disappears + +**Minimal reproduction project:** + +[TreeItemDeleteBug.zip](https://github.com/godotengine/godot/files/4638870/TreeItemDeleteBug.zip) +",1,deleting a treeitem does not remove it from display godot version os device including version windows issue description deleting a treeitem via script removes it but the display still shows the treeitem until one interacts with the tree node this happens in both cases treeitem free and treeitem remove child childtreeitem steps to reproduce a load and start the minimal reproduction project b now the windows shows a button at the top and a tree node with one treeitem entry at the bottom of the window a click on the button at the top of the window to delete the treeitem via treeitem free b i would expect that now the item disappears a move the mouse over the tree node in the lower part of the window b now the treeitem disappears minimal reproduction project ,1 +21150,16595999526.0,IssuesEvent,2021-06-01 13:34:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene Node drag & drop glitchy,bug topic:gui usability,"**Godot version:** +a5a7f5f73 + +**OS/device including version:** +Manjaro 20.0.1 (KDE) + +**Issue description:** + +1. Scrolling down while dragging a node keeps trying to scroll back up +2. Moving mouse resets scroll (But not always) (?) + +![problem](https://user-images.githubusercontent.com/14253836/83016418-853f4780-9fe7-11ea-95a3-5ebe19460bf4.gif) + +**Steps to reproduce:** +Create a scene with enough nodes to make a scrollbar + +**Minimal reproduction project:** +The project used in the gif above. Able to reproduce in any project with the reproduction steps. +[Test.zip](https://github.com/godotengine/godot/files/4688508/Test.zip) + +Possibly related to: +#38665 +https://github.com/godotengine/godot/issues/38312#issuecomment-620898837",True,"Scene Node drag & drop glitchy - **Godot version:** +a5a7f5f73 + +**OS/device including version:** +Manjaro 20.0.1 (KDE) + +**Issue description:** + +1. Scrolling down while dragging a node keeps trying to scroll back up +2. Moving mouse resets scroll (But not always) (?) + +![problem](https://user-images.githubusercontent.com/14253836/83016418-853f4780-9fe7-11ea-95a3-5ebe19460bf4.gif) + +**Steps to reproduce:** +Create a scene with enough nodes to make a scrollbar + +**Minimal reproduction project:** +The project used in the gif above. Able to reproduce in any project with the reproduction steps. +[Test.zip](https://github.com/godotengine/godot/files/4688508/Test.zip) + +Possibly related to: +#38665 +https://github.com/godotengine/godot/issues/38312#issuecomment-620898837",1,scene node drag drop glitchy godot version os device including version manjaro kde issue description scrolling down while dragging a node keeps trying to scroll back up moving mouse resets scroll but not always steps to reproduce create a scene with enough nodes to make a scrollbar minimal reproduction project the project used in the gif above able to reproduce in any project with the reproduction steps possibly related to ,1 +13110,8289286051.0,IssuesEvent,2018-09-19 14:19:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete no longer recognizes type under if-block checked by 'is',bug topic:editor topic:gdscript usability," + +**Godot version:** + +af290f7b7d0ea22fbb8d4c3ca5c5a8fb72a30a7e + +**OS/device including version:** + +Linux + +**Issue description:** + +A type's autocompletion would appear under an if-block when that object's type has been checked; for a common example: + +``` +func _input(event): + if event is InputEventKey: + event. +``` + +In 3.0.6, autocomplete would give you this: +![image](https://user-images.githubusercontent.com/28724859/45269715-fe83b900-b457-11e8-8c21-028f4034cb7e.png) + +Post-typed gdscript, this no longer works; the autocompletion for `event` under the if-block just displays the following: +![image](https://user-images.githubusercontent.com/28724859/45269646-24f52480-b457-11e8-8117-8bb1f4039f74.png) + +Using typed gdscript, autocomplete works fine outside of the if-block (albeit just for the base class): +``` +func _input(event : InputEvent) -> void: + event. + if event is InputEventKey: +``` +![image](https://user-images.githubusercontent.com/28724859/45269721-2115d200-b458-11e8-8d91-ebfc9272dac4.png) + +But inside the if-block, again, it displays `new` and some constants. + +As of right now, it's necessary for the user to cast `event` before autocomplete will appear: +``` +var key = event as InputEventKey +if key: +```",True,"Autocomplete no longer recognizes type under if-block checked by 'is' - + +**Godot version:** + +af290f7b7d0ea22fbb8d4c3ca5c5a8fb72a30a7e + +**OS/device including version:** + +Linux + +**Issue description:** + +A type's autocompletion would appear under an if-block when that object's type has been checked; for a common example: + +``` +func _input(event): + if event is InputEventKey: + event. +``` + +In 3.0.6, autocomplete would give you this: +![image](https://user-images.githubusercontent.com/28724859/45269715-fe83b900-b457-11e8-8c21-028f4034cb7e.png) + +Post-typed gdscript, this no longer works; the autocompletion for `event` under the if-block just displays the following: +![image](https://user-images.githubusercontent.com/28724859/45269646-24f52480-b457-11e8-8117-8bb1f4039f74.png) + +Using typed gdscript, autocomplete works fine outside of the if-block (albeit just for the base class): +``` +func _input(event : InputEvent) -> void: + event. + if event is InputEventKey: +``` +![image](https://user-images.githubusercontent.com/28724859/45269721-2115d200-b458-11e8-8d91-ebfc9272dac4.png) + +But inside the if-block, again, it displays `new` and some constants. + +As of right now, it's necessary for the user to cast `event` before autocomplete will appear: +``` +var key = event as InputEventKey +if key: +```",1,autocomplete no longer recognizes type under if block checked by is please search existing issues for potential duplicates before filing yours godot version os device including version linux issue description a type s autocompletion would appear under an if block when that object s type has been checked for a common example func input event if event is inputeventkey event in autocomplete would give you this post typed gdscript this no longer works the autocompletion for event under the if block just displays the following using typed gdscript autocomplete works fine outside of the if block albeit just for the base class func input event inputevent void event if event is inputeventkey but inside the if block again it displays new and some constants as of right now it s necessary for the user to cast event before autocomplete will appear var key event as inputeventkey if key ,1 +16802,11361520525.0,IssuesEvent,2020-01-26 15:28:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"HTML5 one click deploy button is always active, even if misconfigured",bug junior job topic:editor usability,"**Godot version:** +3.2 RC 3 and master (689db68) + +**OS/device including version:** +Linux + +**Issue description:** +The HTML5 one click deploy button is always visible if an HTML5 preset has been defined, even if the templates are missing or if it's misconfigured. + +![Screenshot_20200126_162724](https://user-images.githubusercontent.com/4701338/73137472-be2ad800-4058-11ea-8e90-5eb724088af0.png) + +When clicking: +![Screenshot_20200126_162742](https://user-images.githubusercontent.com/4701338/73137479-ca169a00-4058-11ea-98c8-357e2cc09ab9.png) + +`EditorRunNative` should check `EditorExportPlatform::can_export()` for all platforms when deciding whether the platform's one click deploy button should be visible or not (in `EditorRunNative::_notification()` at `NOTIFICATION_PROCESS` most likely. + +The hotfix done for Android in #35570 could then likely be partly reverted (the removal of the `adb == """"` check should still be valid though if there is no way anymore to trigger this code without passing `can_export()`). + +**Steps to reproduce:** +- Create new project +- Add HTML5 preset",True,"HTML5 one click deploy button is always active, even if misconfigured - **Godot version:** +3.2 RC 3 and master (689db68) + +**OS/device including version:** +Linux + +**Issue description:** +The HTML5 one click deploy button is always visible if an HTML5 preset has been defined, even if the templates are missing or if it's misconfigured. + +![Screenshot_20200126_162724](https://user-images.githubusercontent.com/4701338/73137472-be2ad800-4058-11ea-8e90-5eb724088af0.png) + +When clicking: +![Screenshot_20200126_162742](https://user-images.githubusercontent.com/4701338/73137479-ca169a00-4058-11ea-98c8-357e2cc09ab9.png) + +`EditorRunNative` should check `EditorExportPlatform::can_export()` for all platforms when deciding whether the platform's one click deploy button should be visible or not (in `EditorRunNative::_notification()` at `NOTIFICATION_PROCESS` most likely. + +The hotfix done for Android in #35570 could then likely be partly reverted (the removal of the `adb == """"` check should still be valid though if there is no way anymore to trigger this code without passing `can_export()`). + +**Steps to reproduce:** +- Create new project +- Add HTML5 preset",1, one click deploy button is always active even if misconfigured godot version rc and master os device including version linux issue description the one click deploy button is always visible if an preset has been defined even if the templates are missing or if it s misconfigured when clicking editorrunnative should check editorexportplatform can export for all platforms when deciding whether the platform s one click deploy button should be visible or not in editorrunnative notification at notification process most likely the hotfix done for android in could then likely be partly reverted the removal of the adb check should still be valid though if there is no way anymore to trigger this code without passing can export steps to reproduce create new project add preset,1 +21051,16488705796.0,IssuesEvent,2021-05-24 22:25:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Reloading assets take very long when there's many of them,discussion topic:editor topic:import usability," + +**Godot version:** + +3.2.2 beta4 + +**OS/device including version:** + +Windows 10 x64 + +**Issue description:** + +My project has a huge amount of assets (2k+ right now). I tend to rely on texture reloading to make tweaks on the fly. My problem is that the time between me saving changes to image and Godot starting to reimport it keeps increasing. Right now I try re-focusing editor for good -teen seconds before the changes are reflected in Godot. + +AFAIK, Godot runs a periodical file scan on a separate thread and large amount of assets makes it take longer. Not sure what can be done about this. More threads or maybe it's possible to detect change of files in a different way. But this is a big problem for my workflow .-. + +**Steps to reproduce:** +1. Have a project with **LOTS** of assets +2. Change some image +3. Focus editor and wait until the texture updates in the editor",True,"Reloading assets take very long when there's many of them - + +**Godot version:** + +3.2.2 beta4 + +**OS/device including version:** + +Windows 10 x64 + +**Issue description:** + +My project has a huge amount of assets (2k+ right now). I tend to rely on texture reloading to make tweaks on the fly. My problem is that the time between me saving changes to image and Godot starting to reimport it keeps increasing. Right now I try re-focusing editor for good -teen seconds before the changes are reflected in Godot. + +AFAIK, Godot runs a periodical file scan on a separate thread and large amount of assets makes it take longer. Not sure what can be done about this. More threads or maybe it's possible to detect change of files in a different way. But this is a big problem for my workflow .-. + +**Steps to reproduce:** +1. Have a project with **LOTS** of assets +2. Change some image +3. Focus editor and wait until the texture updates in the editor",1,reloading assets take very long when there s many of them please search existing issues for potential duplicates before filing yours godot version os device including version windows issue description my project has a huge amount of assets right now i tend to rely on texture reloading to make tweaks on the fly my problem is that the time between me saving changes to image and godot starting to reimport it keeps increasing right now i try re focusing editor for good teen seconds before the changes are reflected in godot afaik godot runs a periodical file scan on a separate thread and large amount of assets makes it take longer not sure what can be done about this more threads or maybe it s possible to detect change of files in a different way but this is a big problem for my workflow steps to reproduce have a project with lots of assets change some image focus editor and wait until the texture updates in the editor,1 +6147,4163157117.0,IssuesEvent,2016-06-18 00:01:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,exported var of type Image are not auto-updated,bug topic:editor usability,"**Operating system or device - Godot version:** +official 2.0.3stable win64 + +**Issue description** (what happened, and what was expected): + +Can't say wether it is a bug or a feature request. + +When, into a script, you export a variable of type Image(), you can use the inspector to load an image. + +If you modify this image file outside of the editor, the editor does not automatically update it like are usually auto-updated other external ressources like textures etc. + +And if you press the little ""refresh"" button at the left of the script variable into the inspector, it clears the image isntead of reloading it. + +Then you have to reload the image manually. + +**Steps to reproduce:** +- create a script with an `export var image = Image()` (see example below) +- attach an white image to the script variable using the inspector +- edit the image using an external image editor, change the color of the pixel(0,0) and save your modification to the same file +- go back to the editor and run again (the result is be the same) +- click the little ""refresh"" button at the right of the script variable into the inspector (the image is cleared instead of reloaded) +- reload manually the picture and run again the script. + +**Link to minimal example project** (optional but very welcome): +```` +extends Node + +export var my_image = Image() + +func _ready(): + print( my_image.get_pixel(0,0) ) +````",True,"exported var of type Image are not auto-updated - **Operating system or device - Godot version:** +official 2.0.3stable win64 + +**Issue description** (what happened, and what was expected): + +Can't say wether it is a bug or a feature request. + +When, into a script, you export a variable of type Image(), you can use the inspector to load an image. + +If you modify this image file outside of the editor, the editor does not automatically update it like are usually auto-updated other external ressources like textures etc. + +And if you press the little ""refresh"" button at the left of the script variable into the inspector, it clears the image isntead of reloading it. + +Then you have to reload the image manually. + +**Steps to reproduce:** +- create a script with an `export var image = Image()` (see example below) +- attach an white image to the script variable using the inspector +- edit the image using an external image editor, change the color of the pixel(0,0) and save your modification to the same file +- go back to the editor and run again (the result is be the same) +- click the little ""refresh"" button at the right of the script variable into the inspector (the image is cleared instead of reloaded) +- reload manually the picture and run again the script. + +**Link to minimal example project** (optional but very welcome): +```` +extends Node + +export var my_image = Image() + +func _ready(): + print( my_image.get_pixel(0,0) ) +````",1,exported var of type image are not auto updated operating system or device godot version official issue description what happened and what was expected can t say wether it is a bug or a feature request when into a script you export a variable of type image you can use the inspector to load an image if you modify this image file outside of the editor the editor does not automatically update it like are usually auto updated other external ressources like textures etc and if you press the little refresh button at the left of the script variable into the inspector it clears the image isntead of reloading it then you have to reload the image manually steps to reproduce create a script with an export var image image see example below attach an white image to the script variable using the inspector edit the image using an external image editor change the color of the pixel and save your modification to the same file go back to the editor and run again the result is be the same click the little refresh button at the right of the script variable into the inspector the image is cleared instead of reloaded reload manually the picture and run again the script link to minimal example project optional but very welcome extends node export var my image image func ready print my image get pixel ,1 +13963,8753318304.0,IssuesEvent,2018-12-14 07:56:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changes made to a Resource in a nested inspector cannot be undone,bug confirmed topic:editor usability,"Godot 3.1 alpha 1 + +Reproduction steps: + +1) Open a new scene +2) Create a `MeshInstance` +3) Assign a new CubeMesh to its `mesh` property +4) Click on the property: this opens a nested inspector inside the `MeshInstance` inspector +5) Modify the `X` size of the `CubeMesh` +6) Press `Ctrl`+`Z`: notice the whole mesh resource is removed, which is not expected. I expected only the modification made in 5) to be undone. + +Note: if you choose to click `Edit` instead of using the nested inspector, undoing works properly.",True,"Changes made to a Resource in a nested inspector cannot be undone - Godot 3.1 alpha 1 + +Reproduction steps: + +1) Open a new scene +2) Create a `MeshInstance` +3) Assign a new CubeMesh to its `mesh` property +4) Click on the property: this opens a nested inspector inside the `MeshInstance` inspector +5) Modify the `X` size of the `CubeMesh` +6) Press `Ctrl`+`Z`: notice the whole mesh resource is removed, which is not expected. I expected only the modification made in 5) to be undone. + +Note: if you choose to click `Edit` instead of using the nested inspector, undoing works properly.",1,changes made to a resource in a nested inspector cannot be undone godot alpha reproduction steps open a new scene create a meshinstance assign a new cubemesh to its mesh property click on the property this opens a nested inspector inside the meshinstance inspector modify the x size of the cubemesh press ctrl z notice the whole mesh resource is removed which is not expected i expected only the modification made in to be undone note if you choose to click edit instead of using the nested inspector undoing works properly ,1 +15759,10279161981.0,IssuesEvent,2019-08-25 20:32:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Minimap region color is hard to see,bug topic:editor usability,"Godot 3.2 ccf294b92f02af6e60206e220dcf4a8474f73f0a + +Maybe that's related to my syntax theme, but I can hardly see it: + +![image](https://user-images.githubusercontent.com/1311555/63549620-afc81580-c528-11e9-8fe3-4e220cd511cf.png) + +It uses the color of the current line, but I believe it should have its own?",True,"Minimap region color is hard to see - Godot 3.2 ccf294b92f02af6e60206e220dcf4a8474f73f0a + +Maybe that's related to my syntax theme, but I can hardly see it: + +![image](https://user-images.githubusercontent.com/1311555/63549620-afc81580-c528-11e9-8fe3-4e220cd511cf.png) + +It uses the color of the current line, but I believe it should have its own?",1,minimap region color is hard to see godot maybe that s related to my syntax theme but i can hardly see it it uses the color of the current line but i believe it should have its own ,1 +13654,8632550028.0,IssuesEvent,2018-11-22 11:07:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,OS X (El Capitan) delayed UI responsiveness to mouse interactions,bug platform:osx topic:porting usability,"In an empty project, newly installed Godot, trying to follow the ""Hello World"" tutorial. The user interface's responsiveness to mouse interactions is very poor. Sometimes I have to click on a menu item or button 3 or 4 times before the UI responds. + +Responsiveness is subjective but no other software on this computer exhibits anything like this behavior. I need advice on how to crack this open. I could screen capture a video. + +I will remove all startup items to see if that reveals a hidden conflict. I'll post the results. + +I first referred to this in [https://godotengine.org/qa/9630/godot-editor-interface-performance-bottleneck-on-mac-os-x?show=9697#c9697](url) + +Godot v2.1.stable.official +Mac Pro (early 2009) +OS X El Capitan +2 x 2.66 GHz Quad Core Intel Xeon +16 GB 1066 MHz DDR3 ECC +nVidia GeForce GT 120 512 MB.",True,"OS X (El Capitan) delayed UI responsiveness to mouse interactions - In an empty project, newly installed Godot, trying to follow the ""Hello World"" tutorial. The user interface's responsiveness to mouse interactions is very poor. Sometimes I have to click on a menu item or button 3 or 4 times before the UI responds. + +Responsiveness is subjective but no other software on this computer exhibits anything like this behavior. I need advice on how to crack this open. I could screen capture a video. + +I will remove all startup items to see if that reveals a hidden conflict. I'll post the results. + +I first referred to this in [https://godotengine.org/qa/9630/godot-editor-interface-performance-bottleneck-on-mac-os-x?show=9697#c9697](url) + +Godot v2.1.stable.official +Mac Pro (early 2009) +OS X El Capitan +2 x 2.66 GHz Quad Core Intel Xeon +16 GB 1066 MHz DDR3 ECC +nVidia GeForce GT 120 512 MB.",1,os x el capitan delayed ui responsiveness to mouse interactions in an empty project newly installed godot trying to follow the hello world tutorial the user interface s responsiveness to mouse interactions is very poor sometimes i have to click on a menu item or button or times before the ui responds responsiveness is subjective but no other software on this computer exhibits anything like this behavior i need advice on how to crack this open i could screen capture a video i will remove all startup items to see if that reveals a hidden conflict i ll post the results i first referred to this in url godot stable official mac pro early os x el capitan x ghz quad core intel xeon gb mhz ecc nvidia geforce gt mb ,1 +12780,8099664861.0,IssuesEvent,2018-08-11 11:52:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Request: Double-clicking on a set signal (GUI) opens the belonging script,feature proposal topic:editor usability,"**Godot version:** +v3.0.6.stable.mono.official.8314054 + +**OS/device including version:** +GNU/Linux - Ubuntu 18.04 + +I am sure many would enjoy the ability to be able to double-click on a set signal via the godot GUI, in order to open the script file in use. Preferably having automatically navigated to the set function, but just being able to open the associated script would be a good start. +![](https://i.imgur.com/xd6VPYZ.png) + +(I could not find an existing issue about this) + +",True,"Feature Request: Double-clicking on a set signal (GUI) opens the belonging script - **Godot version:** +v3.0.6.stable.mono.official.8314054 + +**OS/device including version:** +GNU/Linux - Ubuntu 18.04 + +I am sure many would enjoy the ability to be able to double-click on a set signal via the godot GUI, in order to open the script file in use. Preferably having automatically navigated to the set function, but just being able to open the associated script would be a good start. +![](https://i.imgur.com/xd6VPYZ.png) + +(I could not find an existing issue about this) + +",1,feature request double clicking on a set signal gui opens the belonging script godot version stable mono official os device including version gnu linux ubuntu i am sure many would enjoy the ability to be able to double click on a set signal via the godot gui in order to open the script file in use preferably having automatically navigated to the set function but just being able to open the associated script would be a good start i could not find an existing issue about this ,1 +25059,24647026573.0,IssuesEvent,2022-10-17 15:32:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script undo no longer follows caret,bug topic:editor usability regression,"### Godot version + +4.0 beta3 + +### System information + +Windows 10 x64 + +### Issue description + +When undoing a change in script editor, previously the view would follow the caret. It's not happening anymore, undo/redo will do changes off-screen. + +### Steps to reproduce + +1. Have a scrollable script +2. Change something +3. Scroll to leave the changed area outside of view +4. Undo/redo + +### Minimal reproduction project + +_No response_",True,"Script undo no longer follows caret - ### Godot version + +4.0 beta3 + +### System information + +Windows 10 x64 + +### Issue description + +When undoing a change in script editor, previously the view would follow the caret. It's not happening anymore, undo/redo will do changes off-screen. + +### Steps to reproduce + +1. Have a scrollable script +2. Change something +3. Scroll to leave the changed area outside of view +4. Undo/redo + +### Minimal reproduction project + +_No response_",1,script undo no longer follows caret godot version system information windows issue description when undoing a change in script editor previously the view would follow the caret it s not happening anymore undo redo will do changes off screen steps to reproduce have a scrollable script change something scroll to leave the changed area outside of view undo redo minimal reproduction project no response ,1 +20955,16360353775.0,IssuesEvent,2021-05-14 08:30:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Infinite error message when plugin has error in code,bug junior job topic:editor topic:plugin usability," + +**Godot version:** + +b5e4d63 (and possibly 3.3) + +**Issue description:** + +When you have an addon with error in code, you get this message on startup +![image](https://user-images.githubusercontent.com/2223172/116991604-137e7c00-acd5-11eb-8873-0c6c80273339.png) +The only way to get rid of this message is either fixing the error or manually deleting the plugin from `project.godot` (or somehow triggering project save). If you ignore the message, it will appear again on next startup. You can't toggle the plugin in Project Settings dialog, because it's disabled and you will get the same error when trying to enable it. + +Project Settings are saved just after checking plugins (since #47385) so we should just make sure that any errored plugin gets disabled in the settings. + +**Minimal reproduction project:** +[Repro.zip](https://github.com/godotengine/godot/files/6420465/Repro.zip) +",True,"Infinite error message when plugin has error in code - + +**Godot version:** + +b5e4d63 (and possibly 3.3) + +**Issue description:** + +When you have an addon with error in code, you get this message on startup +![image](https://user-images.githubusercontent.com/2223172/116991604-137e7c00-acd5-11eb-8873-0c6c80273339.png) +The only way to get rid of this message is either fixing the error or manually deleting the plugin from `project.godot` (or somehow triggering project save). If you ignore the message, it will appear again on next startup. You can't toggle the plugin in Project Settings dialog, because it's disabled and you will get the same error when trying to enable it. + +Project Settings are saved just after checking plugins (since #47385) so we should just make sure that any errored plugin gets disabled in the settings. + +**Minimal reproduction project:** +[Repro.zip](https://github.com/godotengine/godot/files/6420465/Repro.zip) +",1,infinite error message when plugin has error in code please search existing issues for potential duplicates before filing yours godot version and possibly issue description when you have an addon with error in code you get this message on startup the only way to get rid of this message is either fixing the error or manually deleting the plugin from project godot or somehow triggering project save if you ignore the message it will appear again on next startup you can t toggle the plugin in project settings dialog because it s disabled and you will get the same error when trying to enable it project settings are saved just after checking plugins since so we should just make sure that any errored plugin gets disabled in the settings minimal reproduction project ,1 +12796,8109452416.0,IssuesEvent,2018-08-14 07:37:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Case-aware autocomplete,enhancement topic:editor usability,"Right now, autocomplete feature ignores whether you write something in uppercase or lower case. It leads to situations like this: +![image](https://user-images.githubusercontent.com/2223172/43995199-2c3d7b0c-9daa-11e8-9ef8-003d0456edcd.png) +Whenever I want to use `position`, the editor suggests me `Position2D` type. It should jump to `position` in this case and only suggest `Position2D` if I start typing from _Pos.._",True,"Case-aware autocomplete - Right now, autocomplete feature ignores whether you write something in uppercase or lower case. It leads to situations like this: +![image](https://user-images.githubusercontent.com/2223172/43995199-2c3d7b0c-9daa-11e8-9ef8-003d0456edcd.png) +Whenever I want to use `position`, the editor suggests me `Position2D` type. It should jump to `position` in this case and only suggest `Position2D` if I start typing from _Pos.._",1,case aware autocomplete right now autocomplete feature ignores whether you write something in uppercase or lower case it leads to situations like this whenever i want to use position the editor suggests me type it should jump to position in this case and only suggest if i start typing from pos ,1 +12217,7754552873.0,IssuesEvent,2018-05-31 07:11:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Convert clipboard indentation on paste to match editor settings,enhancement topic:editor usability,"Godot currently lets you define your indentation preferences via the editor settings: +![screenshot_20180531_090703](https://user-images.githubusercontent.com/4701338/40767167-fcd01f86-64b1-11e8-9bbf-96656f0d1179.png) + +When you paste code from projects using different conventions (e.g. the official docs where code blocks are indented with 4-spaces to match the usual Sphinx convention), you can easily introduce indentation mismatch and syntax errors in your code. + +Most IDEs have an option to convert indentation of the code in the clipboard when you paste it in the script editor. We currently have such an option to convert indentation of the whole file on save, but not of the pasted code on paste. This should be added. + +The feature should respect both: +- the indentation settings defined in the editor settings +- the code context: when pasting code in an already-indented block, the whole paste block should be re-indented accordingly. + +This conversion step can be done as a complex operation after the paste, so that Undo still lets you go back to the un-converted paste if need be.",True,"Convert clipboard indentation on paste to match editor settings - Godot currently lets you define your indentation preferences via the editor settings: +![screenshot_20180531_090703](https://user-images.githubusercontent.com/4701338/40767167-fcd01f86-64b1-11e8-9bbf-96656f0d1179.png) + +When you paste code from projects using different conventions (e.g. the official docs where code blocks are indented with 4-spaces to match the usual Sphinx convention), you can easily introduce indentation mismatch and syntax errors in your code. + +Most IDEs have an option to convert indentation of the code in the clipboard when you paste it in the script editor. We currently have such an option to convert indentation of the whole file on save, but not of the pasted code on paste. This should be added. + +The feature should respect both: +- the indentation settings defined in the editor settings +- the code context: when pasting code in an already-indented block, the whole paste block should be re-indented accordingly. + +This conversion step can be done as a complex operation after the paste, so that Undo still lets you go back to the un-converted paste if need be.",1,convert clipboard indentation on paste to match editor settings godot currently lets you define your indentation preferences via the editor settings when you paste code from projects using different conventions e g the official docs where code blocks are indented with spaces to match the usual sphinx convention you can easily introduce indentation mismatch and syntax errors in your code most ides have an option to convert indentation of the code in the clipboard when you paste it in the script editor we currently have such an option to convert indentation of the whole file on save but not of the pasted code on paste this should be added the feature should respect both the indentation settings defined in the editor settings the code context when pasting code in an already indented block the whole paste block should be re indented accordingly this conversion step can be done as a complex operation after the paste so that undo still lets you go back to the un converted paste if need be ,1 +17965,12441442051.0,IssuesEvent,2020-05-26 13:40:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene minimap for 2D editor,discussion feature proposal topic:editor usability,"A minimap for 2D editor could be really useful for games with big levels. + +This is the way it is on Tiled: +![tiledcapture](https://cloud.githubusercontent.com/assets/10215987/26321803/b0e62b44-3efe-11e7-8748-2793faaf17ab.png) + +But on Godot it will need to be configurable on extents and zoom, not limited to tilemaps (because is just one of many ways to make levels). + +Could look like this: +![minigodotmap](https://cloud.githubusercontent.com/assets/10215987/26321837/da515cf6-3efe-11e7-816a-fb2371e627db.png) +Or use the bottom panel to make it less intrusive and allow minimaps for huge levels, + +This may be possible to do with plugins but I'm not good with viewports (and failed miserably trying :sweat_smile: ) so I can't be sure. + + +",True,"Scene minimap for 2D editor - A minimap for 2D editor could be really useful for games with big levels. + +This is the way it is on Tiled: +![tiledcapture](https://cloud.githubusercontent.com/assets/10215987/26321803/b0e62b44-3efe-11e7-8748-2793faaf17ab.png) + +But on Godot it will need to be configurable on extents and zoom, not limited to tilemaps (because is just one of many ways to make levels). + +Could look like this: +![minigodotmap](https://cloud.githubusercontent.com/assets/10215987/26321837/da515cf6-3efe-11e7-816a-fb2371e627db.png) +Or use the bottom panel to make it less intrusive and allow minimaps for huge levels, + +This may be possible to do with plugins but I'm not good with viewports (and failed miserably trying :sweat_smile: ) so I can't be sure. + + +",1,scene minimap for editor a minimap for editor could be really useful for games with big levels this is the way it is on tiled but on godot it will need to be configurable on extents and zoom not limited to tilemaps because is just one of many ways to make levels could look like this or use the bottom panel to make it less intrusive and allow minimaps for huge levels this may be possible to do with plugins but i m not good with viewports and failed miserably trying sweat smile so i can t be sure ,1 +15873,10345747741.0,IssuesEvent,2019-09-04 14:03:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot should be able to import a CSV without forcing it to be used for translation,enhancement topic:import usability," + +**Godot version:** + +3.0.3 + +**OS/device including version:** + +N/A (all) + +**Issue description:** + +Importing a CSV appears to only be possible if it's used for translation, I think most people coming to Godot from other engines would assume they could import a CSV as just a container for simple data by default (especially as there [appears to be functions for working with CSV files](http://docs.godotengine.org/en/latest/classes/class_file.html#class-file-get-csv-line)! importing as another extension just seems like a hack, not a solution) - with an option in the import menu to mark it to be used for translations if that's the actual purpose + +![import menu](https://i.imgur.com/VLdIszQ.png) + +**Steps to reproduce:** +Add csv to project +Click it, go to import menu +Expected an option to import it as a normal CSV, but can only be used for translation + +**Minimal reproduction project:** + +N/A (blank project with an added csv file)",True,"Godot should be able to import a CSV without forcing it to be used for translation - + +**Godot version:** + +3.0.3 + +**OS/device including version:** + +N/A (all) + +**Issue description:** + +Importing a CSV appears to only be possible if it's used for translation, I think most people coming to Godot from other engines would assume they could import a CSV as just a container for simple data by default (especially as there [appears to be functions for working with CSV files](http://docs.godotengine.org/en/latest/classes/class_file.html#class-file-get-csv-line)! importing as another extension just seems like a hack, not a solution) - with an option in the import menu to mark it to be used for translations if that's the actual purpose + +![import menu](https://i.imgur.com/VLdIszQ.png) + +**Steps to reproduce:** +Add csv to project +Click it, go to import menu +Expected an option to import it as a normal CSV, but can only be used for translation + +**Minimal reproduction project:** + +N/A (blank project with an added csv file)",1,godot should be able to import a csv without forcing it to be used for translation please search existing issues for potential duplicates before filing yours godot version os device including version n a all issue description importing a csv appears to only be possible if it s used for translation i think most people coming to godot from other engines would assume they could import a csv as just a container for simple data by default especially as there importing as another extension just seems like a hack not a solution with an option in the import menu to mark it to be used for translations if that s the actual purpose steps to reproduce add csv to project click it go to import menu expected an option to import it as a normal csv but can only be used for translation minimal reproduction project n a blank project with an added csv file ,1 +14800,9531202378.0,IssuesEvent,2019-04-29 15:28:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,OptionButton's popup menu is not hidden,enhancement topic:editor usability,"**Godot version:** +Godot 3.1 RC1 + +**Issue description:** +Setting a OptionButton visibility to false while the popup menu is open does not hide/close the popup menu. +",True,"OptionButton's popup menu is not hidden - **Godot version:** +Godot 3.1 RC1 + +**Issue description:** +Setting a OptionButton visibility to false while the popup menu is open does not hide/close the popup menu. +",1,optionbutton s popup menu is not hidden godot version godot issue description setting a optionbutton visibility to false while the popup menu is open does not hide close the popup menu ,1 +19542,14220004407.0,IssuesEvent,2020-11-17 14:01:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script debug settings are not saved,enhancement topic:editor usability," + +**Godot version:** +3.0.2 + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +The 'Keep Debugger Open' and 'Debug with external editor' flags reset themselves after closing the editor. If the developer wants these options active, he has to set them again when starting a new session. For those who use an external editor, this can get repetitive. +",True,"Script debug settings are not saved - + +**Godot version:** +3.0.2 + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +The 'Keep Debugger Open' and 'Debug with external editor' flags reset themselves after closing the editor. If the developer wants these options active, he has to set them again when starting a new session. For those who use an external editor, this can get repetitive. +",1,script debug settings are not saved please search existing issues for potential duplicates before filing yours godot version os device including version windows issue description the keep debugger open and debug with external editor flags reset themselves after closing the editor if the developer wants these options active he has to set them again when starting a new session for those who use an external editor this can get repetitive ,1 +15984,10466378376.0,IssuesEvent,2019-09-21 18:27:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drag&Drop nodes from scene tree dock into script editor,enhancement topic:editor usability,"This would be a huge time saver if implemented right. +Admit it, the most annoying part is to find nodes by their names from script, especially when scene tree is huge, and when you're moving around nodes and constantly changing layout. Current solution is node groups that are hard to keep track of, but I think there is a better way. + +I'm suggesting the ability to drag and drop nodes into script (or right click inside script editor) , but it can be split into three main problems: +- basically inserting get_node("""") statement into the code and filling in node path automatically. +- making scripteditorplugin change all of them whenever a node is being moved or removed. +- for convenience get_node("""") statement that is recognized can be replaced with a button (inside of script editor of course), inside of which are node icon and node name. Pressing on it would select that particular node. + +I would implement this feature myself but still figuring out how drag&drop was implemented across the editor. +",True,"Drag&Drop nodes from scene tree dock into script editor - This would be a huge time saver if implemented right. +Admit it, the most annoying part is to find nodes by their names from script, especially when scene tree is huge, and when you're moving around nodes and constantly changing layout. Current solution is node groups that are hard to keep track of, but I think there is a better way. + +I'm suggesting the ability to drag and drop nodes into script (or right click inside script editor) , but it can be split into three main problems: +- basically inserting get_node("""") statement into the code and filling in node path automatically. +- making scripteditorplugin change all of them whenever a node is being moved or removed. +- for convenience get_node("""") statement that is recognized can be replaced with a button (inside of script editor of course), inside of which are node icon and node name. Pressing on it would select that particular node. + +I would implement this feature myself but still figuring out how drag&drop was implemented across the editor. +",1,drag drop nodes from scene tree dock into script editor this would be a huge time saver if implemented right admit it the most annoying part is to find nodes by their names from script especially when scene tree is huge and when you re moving around nodes and constantly changing layout current solution is node groups that are hard to keep track of but i think there is a better way i m suggesting the ability to drag and drop nodes into script or right click inside script editor but it can be split into three main problems basically inserting get node statement into the code and filling in node path automatically making scripteditorplugin change all of them whenever a node is being moved or removed for convenience get node statement that is recognized can be replaced with a button inside of script editor of course inside of which are node icon and node name pressing on it would select that particular node i would implement this feature myself but still figuring out how drag drop was implemented across the editor ,1 +21231,16667978418.0,IssuesEvent,2021-06-07 07:25:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Using connection dialog with build-in script opens save file dialog,bug regression topic:editor usability," + +**Godot version:** + +4.0 7ea3a45 / 3.x 94b5a82 + +**Issue description:** + +![LSLQqqZPW1](https://user-images.githubusercontent.com/2223172/119577672-6078de00-bdbb-11eb-835d-619b7d084984.gif) + +**Steps to reproduce:** +1. Create a build-in script +2. Try connecting any signal to it",True,"Using connection dialog with build-in script opens save file dialog - + +**Godot version:** + +4.0 7ea3a45 / 3.x 94b5a82 + +**Issue description:** + +![LSLQqqZPW1](https://user-images.githubusercontent.com/2223172/119577672-6078de00-bdbb-11eb-835d-619b7d084984.gif) + +**Steps to reproduce:** +1. Create a build-in script +2. Try connecting any signal to it",1,using connection dialog with build in script opens save file dialog please search existing issues for potential duplicates before filing yours godot version x issue description steps to reproduce create a build in script try connecting any signal to it,1 +8889,6024516525.0,IssuesEvent,2017-06-08 05:32:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Running a project without main doesn't actually run after selecting main,enhancement junior job topic:editor usability,"When you hit run on your new project with no main selected, it prompts you to select a main scene. When you select a main scene, you get thrown back to the editor, and nothing happens. The project should be run automatically after you select a main as prompted.",True,"Running a project without main doesn't actually run after selecting main - When you hit run on your new project with no main selected, it prompts you to select a main scene. When you select a main scene, you get thrown back to the editor, and nothing happens. The project should be run automatically after you select a main as prompted.",1,running a project without main doesn t actually run after selecting main when you hit run on your new project with no main selected it prompts you to select a main scene when you select a main scene you get thrown back to the editor and nothing happens the project should be run automatically after you select a main as prompted ,1 +23460,21942875637.0,IssuesEvent,2022-05-23 20:08:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The hiding of Script Editor when selecting node in Scene Tree,discussion topic:editor usability,"I just discovered a function called `can_lose_focus_on_node_selection()` in ScriptEditorPlugin class. It returns `false` for VisualScript editor and `true` for other script editors. When it's true, clicking a node in Scene Tree will change the viewport to this node's native (i.e. 2D or 3D). Before the function was introduced, Godot would switch away from Script Editor unconditionally. + +Now, I've seen an issue where this behavior was labeled as a bug: #14862 +There's also #33704, which is related +EDIT: Another old issue: #20676 (this time enhancement) + +The question is: is this behavior useful? Many users will probably agree that if you are in the Script Editor, you want to click nodes in Scene Tree without hiding the Script Editor (some people want e.g. to check them in the inspector). Personally I don't see why would we want to switch on click, other than it being maybe faster than clicking the 2D/3D button on the top. + +I opened this issue to discuss this problem. We could either: +1) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly) +2) remove this behavior (would close both of these issues, and probably some others) +3) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method) +4) change it to switch double-click or something similar + +Any thoughts?",True,"The hiding of Script Editor when selecting node in Scene Tree - I just discovered a function called `can_lose_focus_on_node_selection()` in ScriptEditorPlugin class. It returns `false` for VisualScript editor and `true` for other script editors. When it's true, clicking a node in Scene Tree will change the viewport to this node's native (i.e. 2D or 3D). Before the function was introduced, Godot would switch away from Script Editor unconditionally. + +Now, I've seen an issue where this behavior was labeled as a bug: #14862 +There's also #33704, which is related +EDIT: Another old issue: #20676 (this time enhancement) + +The question is: is this behavior useful? Many users will probably agree that if you are in the Script Editor, you want to click nodes in Scene Tree without hiding the Script Editor (some people want e.g. to check them in the inspector). Personally I don't see why would we want to switch on click, other than it being maybe faster than clicking the 2D/3D button on the top. + +I opened this issue to discuss this problem. We could either: +1) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly) +2) remove this behavior (would close both of these issues, and probably some others) +3) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method) +4) change it to switch double-click or something similar + +Any thoughts?",1,the hiding of script editor when selecting node in scene tree i just discovered a function called can lose focus on node selection in scripteditorplugin class it returns false for visualscript editor and true for other script editors when it s true clicking a node in scene tree will change the viewport to this node s native i e or before the function was introduced godot would switch away from script editor unconditionally now i ve seen an issue where this behavior was labeled as a bug there s also which is related edit another old issue this time enhancement the question is is this behavior useful many users will probably agree that if you are in the script editor you want to click nodes in scene tree without hiding the script editor some people want e g to check them in the inspector personally i don t see why would we want to switch on click other than it being maybe faster than clicking the button on the top i opened this issue to discuss this problem we could either leave the behavior as it is which means should be closed and fixed properly remove this behavior would close both of these issues and probably some others make it optional editor setting should be easy by reading the setting in the can lose focus on node selection method change it to switch double click or something similar any thoughts ,1 +18130,12557893681.0,IssuesEvent,2020-06-07 14:20:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom Module singletons and classes are not showing in help,bug topic:editor usability,"**Operating system or device:** +debian compiling for android + +**Issue description** (what happened, and what was expected): +admob module + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Custom Module singletons and classes are not showing in help - **Operating system or device:** +debian compiling for android + +**Issue description** (what happened, and what was expected): +admob module + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,custom module singletons and classes are not showing in help operating system or device debian compiling for android issue description what happened and what was expected admob module steps to reproduce link to minimal example project optional but very welcome ,1 +26755,27160830753.0,IssuesEvent,2023-02-17 11:43:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Impossible to resize collision shape for tile when vertex outside of tilesheet,bug topic:editor usability,"**Godot version:** +v.3.1.2.stable.official + +**OS/device including version:** +Pop!_OS 19.10 (highly derived from Ubuntu) + +**Issue description:** +I am following the tilemap tutorial in the documentation and accidentally I created a collision shape (rectangular) in an Atlas tile which is bigger than the size of the tilesheet : + +![Capture d’écran de 2020-01-09 22-41-50](https://user-images.githubusercontent.com/35373357/72107280-4b6bee00-3331-11ea-95e4-23a53a8a138e.png) + +**Steps to reproduce:** +Now if I want to resize the rectangle collision shape to fit the tile, I can't select any vertex outside the tilesheet (but I can grab and move the two left corners). + +**Minimal reproduction project:** +[tilemap.zip](https://github.com/godotengine/godot/files/4042642/tilemap.zip) +",True,"Impossible to resize collision shape for tile when vertex outside of tilesheet - **Godot version:** +v.3.1.2.stable.official + +**OS/device including version:** +Pop!_OS 19.10 (highly derived from Ubuntu) + +**Issue description:** +I am following the tilemap tutorial in the documentation and accidentally I created a collision shape (rectangular) in an Atlas tile which is bigger than the size of the tilesheet : + +![Capture d’écran de 2020-01-09 22-41-50](https://user-images.githubusercontent.com/35373357/72107280-4b6bee00-3331-11ea-95e4-23a53a8a138e.png) + +**Steps to reproduce:** +Now if I want to resize the rectangle collision shape to fit the tile, I can't select any vertex outside the tilesheet (but I can grab and move the two left corners). + +**Minimal reproduction project:** +[tilemap.zip](https://github.com/godotengine/godot/files/4042642/tilemap.zip) +",1,impossible to resize collision shape for tile when vertex outside of tilesheet godot version v stable official os device including version pop os highly derived from ubuntu issue description i am following the tilemap tutorial in the documentation and accidentally i created a collision shape rectangular in an atlas tile which is bigger than the size of the tilesheet steps to reproduce now if i want to resize the rectangle collision shape to fit the tile i can t select any vertex outside the tilesheet but i can grab and move the two left corners minimal reproduction project ,1 +3396,3439026527.0,IssuesEvent,2015-12-14 06:39:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Array Editor, NodePath not selected properly",bug topic:editor usability,"When selecting node in array editor, value is set relative to editor. + +Expected: Should be set in a way that can be retrieved with get_node() + +Example: It's currently set as ""/root/EditorNode/bunch_of_editor_specific_nodes/my_node""",True,"Array Editor, NodePath not selected properly - When selecting node in array editor, value is set relative to editor. + +Expected: Should be set in a way that can be retrieved with get_node() + +Example: It's currently set as ""/root/EditorNode/bunch_of_editor_specific_nodes/my_node""",1,array editor nodepath not selected properly when selecting node in array editor value is set relative to editor expected should be set in a way that can be retrieved with get node example it s currently set as root editornode bunch of editor specific nodes my node ,1 +5528,3934344112.0,IssuesEvent,2016-04-25 22:16:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Few 3D viewport selection bugs and usability problems,discussion enhancement topic:editor usability,"Sorry that I stacked all of them here. I can separate each one to it's own report if there is need for it. + +Bug 1: +I can't select instanced scenes in 3D view-port by clicking their meshes. (*Edit:* now in #2852) + +Bug 2: +When zoomed out it's impossible to select some smaller objects. I'm not talking about 5px objects of course, they are reasonably big on screen to be selectable by user. + +Problem 1: +Current way of indicating which objects are selected is not very useful, the bounding box corners are not very noticeable (actually not visible in light scenes) and it's often hard to see if I selected mesh or lamp even. +Would suggest some sort of coloured outline around mesh objects and maybe sprite display change for lamps and stuff. +Additional benefit from outline is when working with stacked, intersecting meshes. User can then see borders of the object he manipulates and it's easier for him to see what he is doing. + +Problem 2: +Awesome feature of Select Mode (Q) is that it can do bounding box selection, helps with selecting multiple or small objects, but it doesn't work if there are other objects behind object we want to select. +It then selects that ""behind object"" and because current nature of this tool automatically transforms it to the movement of the mouse, so there is no way to use bounding box selection in most scenes. + +I would suggest to separate selection from multi transform tool and make it more like ON/OFF mode for transform gizmos. It would also help if user wants, for example, only translate objects that he selects, or only select object without seeing any transform widgets on the screen that can stand in the way sometimes. +I can elaborate that idea (visual help what I have in mind?) if that's not enough. + +Problem 3: +In 2D there is an option to Lock objects from selection, something like that would be useful for 3D as well.",True,"Few 3D viewport selection bugs and usability problems - Sorry that I stacked all of them here. I can separate each one to it's own report if there is need for it. + +Bug 1: +I can't select instanced scenes in 3D view-port by clicking their meshes. (*Edit:* now in #2852) + +Bug 2: +When zoomed out it's impossible to select some smaller objects. I'm not talking about 5px objects of course, they are reasonably big on screen to be selectable by user. + +Problem 1: +Current way of indicating which objects are selected is not very useful, the bounding box corners are not very noticeable (actually not visible in light scenes) and it's often hard to see if I selected mesh or lamp even. +Would suggest some sort of coloured outline around mesh objects and maybe sprite display change for lamps and stuff. +Additional benefit from outline is when working with stacked, intersecting meshes. User can then see borders of the object he manipulates and it's easier for him to see what he is doing. + +Problem 2: +Awesome feature of Select Mode (Q) is that it can do bounding box selection, helps with selecting multiple or small objects, but it doesn't work if there are other objects behind object we want to select. +It then selects that ""behind object"" and because current nature of this tool automatically transforms it to the movement of the mouse, so there is no way to use bounding box selection in most scenes. + +I would suggest to separate selection from multi transform tool and make it more like ON/OFF mode for transform gizmos. It would also help if user wants, for example, only translate objects that he selects, or only select object without seeing any transform widgets on the screen that can stand in the way sometimes. +I can elaborate that idea (visual help what I have in mind?) if that's not enough. + +Problem 3: +In 2D there is an option to Lock objects from selection, something like that would be useful for 3D as well.",1,few viewport selection bugs and usability problems sorry that i stacked all of them here i can separate each one to it s own report if there is need for it bug i can t select instanced scenes in view port by clicking their meshes edit now in bug when zoomed out it s impossible to select some smaller objects i m not talking about objects of course they are reasonably big on screen to be selectable by user problem current way of indicating which objects are selected is not very useful the bounding box corners are not very noticeable actually not visible in light scenes and it s often hard to see if i selected mesh or lamp even would suggest some sort of coloured outline around mesh objects and maybe sprite display change for lamps and stuff additional benefit from outline is when working with stacked intersecting meshes user can then see borders of the object he manipulates and it s easier for him to see what he is doing problem awesome feature of select mode q is that it can do bounding box selection helps with selecting multiple or small objects but it doesn t work if there are other objects behind object we want to select it then selects that behind object and because current nature of this tool automatically transforms it to the movement of the mouse so there is no way to use bounding box selection in most scenes i would suggest to separate selection from multi transform tool and make it more like on off mode for transform gizmos it would also help if user wants for example only translate objects that he selects or only select object without seeing any transform widgets on the screen that can stand in the way sometimes i can elaborate that idea visual help what i have in mind if that s not enough problem in there is an option to lock objects from selection something like that would be useful for as well ,1 +9467,6310513185.0,IssuesEvent,2017-07-23 11:10:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,After close script: next open script not relevant to the history hierarchy,bug topic:editor usability,"**Operating system or device - Godot version:** +Xubuntu 16.04.2 LTS x64, Godot version: 2.1 d8ae244, master + +**Issue description:** + +When open a multiple scripts and we close a some script (Ctrl+W), in some case a next open script not relevant to the history hierarchy. + +**Steps to reproduce:** +If ""**highlight current script**"" enabled and we try some... +Open files in this sequence: +1.gd -> 2.gd -> 3.gd -> 1.gd -> 3.gd +Now try to close **3.gd**. +Current a history hierarchy by: +1.gd -> 2.gd -> 1.gd +We are here ___**^** +Godot editor has highlight 1.gd, but open **2.gd.** +![close_script_bug](https://cloud.githubusercontent.com/assets/1049442/25026026/773ac0cc-20c6-11e7-8270-c0410ce5c86f.gif) + +**Link to minimal example project:** + +[close_tab_bug.zip](https://github.com/godotengine/godot/files/920986/close_tab_bug.zip) +",True,"After close script: next open script not relevant to the history hierarchy - **Operating system or device - Godot version:** +Xubuntu 16.04.2 LTS x64, Godot version: 2.1 d8ae244, master + +**Issue description:** + +When open a multiple scripts and we close a some script (Ctrl+W), in some case a next open script not relevant to the history hierarchy. + +**Steps to reproduce:** +If ""**highlight current script**"" enabled and we try some... +Open files in this sequence: +1.gd -> 2.gd -> 3.gd -> 1.gd -> 3.gd +Now try to close **3.gd**. +Current a history hierarchy by: +1.gd -> 2.gd -> 1.gd +We are here ___**^** +Godot editor has highlight 1.gd, but open **2.gd.** +![close_script_bug](https://cloud.githubusercontent.com/assets/1049442/25026026/773ac0cc-20c6-11e7-8270-c0410ce5c86f.gif) + +**Link to minimal example project:** + +[close_tab_bug.zip](https://github.com/godotengine/godot/files/920986/close_tab_bug.zip) +",1,after close script next open script not relevant to the history hierarchy operating system or device godot version xubuntu lts godot version master issue description when open a multiple scripts and we close a some script ctrl w in some case a next open script not relevant to the history hierarchy steps to reproduce if highlight current script enabled and we try some open files in this sequence gd gd gd gd gd now try to close gd current a history hierarchy by gd gd gd we are here godot editor has highlight gd but open gd link to minimal example project ,1 +15566,10137386093.0,IssuesEvent,2019-08-02 15:09:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Find in Files does not search scene files,enhancement topic:core topic:editor usability,"**Godot version:** +3.1 + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +Find in files seems to only search within .gd files. If your code is in the .tscn file (i.e. a large majority of the code) then it does not find it. + +**Steps to reproduce:** +1. Have some known text in a scene code and a gd file. +2. Use Find In Files. +3. You will not get any results for the text within the scene code. + +btw, it would be really nice if you could perform a ctrl/shift/f without having to first open a code file. More a quality of life request than a bug (but you're finding in all files, why the need to have a file open?) + +Thanks. +",True,"Find in Files does not search scene files - **Godot version:** +3.1 + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +Find in files seems to only search within .gd files. If your code is in the .tscn file (i.e. a large majority of the code) then it does not find it. + +**Steps to reproduce:** +1. Have some known text in a scene code and a gd file. +2. Use Find In Files. +3. You will not get any results for the text within the scene code. + +btw, it would be really nice if you could perform a ctrl/shift/f without having to first open a code file. More a quality of life request than a bug (but you're finding in all files, why the need to have a file open?) + +Thanks. +",1,find in files does not search scene files godot version os device including version windows issue description find in files seems to only search within gd files if your code is in the tscn file i e a large majority of the code then it does not find it steps to reproduce have some known text in a scene code and a gd file use find in files you will not get any results for the text within the scene code btw it would be really nice if you could perform a ctrl shift f without having to first open a code file more a quality of life request than a bug but you re finding in all files why the need to have a file open thanks ,1 +20168,15088112119.0,IssuesEvent,2021-02-05 23:47:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Reset zoom shortcut doesn't work,bug regression topic:editor usability," + +**Godot version:** + +b70836c + +**Issue description:** + +In 2D editor, the Reset Zoom (Ctrl+0 by default) shortcut does nothing. Might apply to other shortcuts, but not all (e.g. tools work properly).",True,"Reset zoom shortcut doesn't work - + +**Godot version:** + +b70836c + +**Issue description:** + +In 2D editor, the Reset Zoom (Ctrl+0 by default) shortcut does nothing. Might apply to other shortcuts, but not all (e.g. tools work properly).",1,reset zoom shortcut doesn t work please search existing issues for potential duplicates before filing yours godot version issue description in editor the reset zoom ctrl by default shortcut does nothing might apply to other shortcuts but not all e g tools work properly ,1 +19896,14690677659.0,IssuesEvent,2021-01-02 16:21:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3D Workflow Issues,discussion enhancement topic:editor usability,"There has been a ton of great work on the 3D side of Godot. There are still a few things that really limit the speed of the workflow. + +- Accidentally selecting the collisionshape or mesh of a rigidbody or kinematic body instead of the parent. I don't know what the solution would be though. There might be instances where you would want to be able to select the child (perhaps the player is holding a weapon or item). This is one of the areas where the node based structure seems to slow down workflow. +- Inability to scale a parent of a collision shape, or scale a rigidbody. Having to change the extends of a collision shape and scale the mesh separately is tedious. Being able to scale one item and scale all of it's children is intuitive and user friendly. +- I would love to have an editor option to put the transform at the top of the inspector. I reference it more than any other item in the inspector. +- The ability to snap to vertices of other meshes. This is a huge time saver when laying out a level. Again, the node based system might make it a challenge since the mesh we are moving isn't always the parent node, and so we might snap the mesh to the correct location, but leave the parent and collision shape behind. + +I love the coding experience in Godot and the UI system works great, but the workflow for 3D just feels like I am fighting against it rather that it working with me.",True,"3D Workflow Issues - There has been a ton of great work on the 3D side of Godot. There are still a few things that really limit the speed of the workflow. + +- Accidentally selecting the collisionshape or mesh of a rigidbody or kinematic body instead of the parent. I don't know what the solution would be though. There might be instances where you would want to be able to select the child (perhaps the player is holding a weapon or item). This is one of the areas where the node based structure seems to slow down workflow. +- Inability to scale a parent of a collision shape, or scale a rigidbody. Having to change the extends of a collision shape and scale the mesh separately is tedious. Being able to scale one item and scale all of it's children is intuitive and user friendly. +- I would love to have an editor option to put the transform at the top of the inspector. I reference it more than any other item in the inspector. +- The ability to snap to vertices of other meshes. This is a huge time saver when laying out a level. Again, the node based system might make it a challenge since the mesh we are moving isn't always the parent node, and so we might snap the mesh to the correct location, but leave the parent and collision shape behind. + +I love the coding experience in Godot and the UI system works great, but the workflow for 3D just feels like I am fighting against it rather that it working with me.",1, workflow issues there has been a ton of great work on the side of godot there are still a few things that really limit the speed of the workflow accidentally selecting the collisionshape or mesh of a rigidbody or kinematic body instead of the parent i don t know what the solution would be though there might be instances where you would want to be able to select the child perhaps the player is holding a weapon or item this is one of the areas where the node based structure seems to slow down workflow inability to scale a parent of a collision shape or scale a rigidbody having to change the extends of a collision shape and scale the mesh separately is tedious being able to scale one item and scale all of it s children is intuitive and user friendly i would love to have an editor option to put the transform at the top of the inspector i reference it more than any other item in the inspector the ability to snap to vertices of other meshes this is a huge time saver when laying out a level again the node based system might make it a challenge since the mesh we are moving isn t always the parent node and so we might snap the mesh to the correct location but leave the parent and collision shape behind i love the coding experience in godot and the ui system works great but the workflow for just feels like i am fighting against it rather that it working with me ,1 +17951,12440046191.0,IssuesEvent,2020-05-26 11:14:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"'New Project' browse window should have ""Recent"" and ""favorites"".",feature proposal topic:editor usability,"**Operating system or device - Godot version:** +Any, Godot 2.1.Stable.Official + +**Feature Request** +If this hasn't been added in the latest branch, the idea is to have the recent and favorites sub-window, just like when you open a scene up +![godot windows opt tools 32_2016-10-11_19-16-20](https://cloud.githubusercontent.com/assets/10463922/19292015/55637696-8fef-11e6-8f9a-3a0a895d9f23.png) + +That should make creating new projects in same, non engine root, location easier. +",True,"'New Project' browse window should have ""Recent"" and ""favorites"". - **Operating system or device - Godot version:** +Any, Godot 2.1.Stable.Official + +**Feature Request** +If this hasn't been added in the latest branch, the idea is to have the recent and favorites sub-window, just like when you open a scene up +![godot windows opt tools 32_2016-10-11_19-16-20](https://cloud.githubusercontent.com/assets/10463922/19292015/55637696-8fef-11e6-8f9a-3a0a895d9f23.png) + +That should make creating new projects in same, non engine root, location easier. +",1, new project browse window should have recent and favorites operating system or device godot version any godot stable official feature request if this hasn t been added in the latest branch the idea is to have the recent and favorites sub window just like when you open a scene up that should make creating new projects in same non engine root location easier ,1 +21612,17374551463.0,IssuesEvent,2021-07-30 18:47:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing editor theme is extremely slow,bug confirmed regression topic:editor usability,"### Godot version + +4.0.dev (bdcc8741e4826ce27850bbffa5880c57451e3be5) + +### System information + +Windows 10 + +### Issue description + +When applying a theme from editor settings, the editor freezes during a very long time before applying the theme (40 seconds on my configuration, in release_debug). + +### Steps to reproduce + +1. Open any project +2. Open `Editor > Editor Settings` +3. Go to `Interface > Theme` +4. Select a different theme in the `Preset` setting +5. Press close +6. Observe the editor freeze for a long time + +### Minimal reproduction project + +n/a",True,"Changing editor theme is extremely slow - ### Godot version + +4.0.dev (bdcc8741e4826ce27850bbffa5880c57451e3be5) + +### System information + +Windows 10 + +### Issue description + +When applying a theme from editor settings, the editor freezes during a very long time before applying the theme (40 seconds on my configuration, in release_debug). + +### Steps to reproduce + +1. Open any project +2. Open `Editor > Editor Settings` +3. Go to `Interface > Theme` +4. Select a different theme in the `Preset` setting +5. Press close +6. Observe the editor freeze for a long time + +### Minimal reproduction project + +n/a",1,changing editor theme is extremely slow godot version dev system information windows issue description when applying a theme from editor settings the editor freezes during a very long time before applying the theme seconds on my configuration in release debug steps to reproduce open any project open editor editor settings go to interface theme select a different theme in the preset setting press close observe the editor freeze for a long time minimal reproduction project n a,1 +5956,4098269941.0,IssuesEvent,2016-06-03 07:33:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor GUI Text Controls Hide the Last Character,bug topic:core usability,"Using Windows 10 and the rc1 version of 2.0 + +When using any of the editor controls that work with text the last character is hidden when the control is too small to show the last character, for instance, in the below image, you can see that the Path field is missing the final character in the path 'x', you also can't see my caret at this point, if I move the caret back a space it shows up properly in the field. + +You should be able to reproduce this by clicking any text field and attempting to move the caret to the location following the final character. + +![godottextboxlastcharactermissing](https://cloud.githubusercontent.com/assets/17059062/12936104/13fd6f32-cf69-11e5-967b-3deb63d1b995.png) +",True,"Editor GUI Text Controls Hide the Last Character - Using Windows 10 and the rc1 version of 2.0 + +When using any of the editor controls that work with text the last character is hidden when the control is too small to show the last character, for instance, in the below image, you can see that the Path field is missing the final character in the path 'x', you also can't see my caret at this point, if I move the caret back a space it shows up properly in the field. + +You should be able to reproduce this by clicking any text field and attempting to move the caret to the location following the final character. + +![godottextboxlastcharactermissing](https://cloud.githubusercontent.com/assets/17059062/12936104/13fd6f32-cf69-11e5-967b-3deb63d1b995.png) +",1,editor gui text controls hide the last character using windows and the version of when using any of the editor controls that work with text the last character is hidden when the control is too small to show the last character for instance in the below image you can see that the path field is missing the final character in the path x you also can t see my caret at this point if i move the caret back a space it shows up properly in the field you should be able to reproduce this by clicking any text field and attempting to move the caret to the location following the final character ,1 +13152,8307694365.0,IssuesEvent,2018-09-23 12:38:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,'Extra Cull Margin' in MeshInstance doesn't show fractional bits of its value in inspector,enhancement junior job topic:editor usability,"**Godot version:** +`master` / ef7b384861 + +**OS/device including version:** +Manjaro Linux 17.1 + +**Issue description:** +When entering a such number as _'0.5'_ for the `Extra Cull Margin` property on a `MeshInstance`, the inspector doesn't display the fractional part and simply show it as `0` instead : + +![image](https://user-images.githubusercontent.com/2367032/45927136-60b8df80-bf69-11e8-8cb9-970936c2bd7d.png) + +However, the tooltip shows the correct value and so does the saved `.tscn` file.",True,"'Extra Cull Margin' in MeshInstance doesn't show fractional bits of its value in inspector - **Godot version:** +`master` / ef7b384861 + +**OS/device including version:** +Manjaro Linux 17.1 + +**Issue description:** +When entering a such number as _'0.5'_ for the `Extra Cull Margin` property on a `MeshInstance`, the inspector doesn't display the fractional part and simply show it as `0` instead : + +![image](https://user-images.githubusercontent.com/2367032/45927136-60b8df80-bf69-11e8-8cb9-970936c2bd7d.png) + +However, the tooltip shows the correct value and so does the saved `.tscn` file.",1, extra cull margin in meshinstance doesn t show fractional bits of its value in inspector godot version master os device including version manjaro linux issue description when entering a such number as for the extra cull margin property on a meshinstance the inspector doesn t display the fractional part and simply show it as instead however the tooltip shows the correct value and so does the saved tscn file ,1 +14534,9256328631.0,IssuesEvent,2019-03-16 18:06:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl-clicking class names defined with `class_name` doesn't take you to the source,enhancement topic:editor usability,"**Godot version:** +3.1 RC 1 + +**OS/device including version:** +X11 + +**Issue description:** +Ctrl-clicking class names defined with `class_name` doesn't take you to the source. +",True,"Ctrl-clicking class names defined with `class_name` doesn't take you to the source - **Godot version:** +3.1 RC 1 + +**OS/device including version:** +X11 + +**Issue description:** +Ctrl-clicking class names defined with `class_name` doesn't take you to the source. +",1,ctrl clicking class names defined with class name doesn t take you to the source godot version rc os device including version issue description ctrl clicking class names defined with class name doesn t take you to the source ,1 +21469,17112779343.0,IssuesEvent,2021-07-10 17:31:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimatedSprite - SpriteFrame Editor: Being able to replace existing frames by double-click or/and button,enhancement topic:editor usability,"Currently to replace the texture from a frame in SpriteFrames Editor needs to Delete said frame, then add the desired texture (Load Resource), and finally Move the new frame to the original position of the replaced frame. +**Proposal** +Would be useful to replace the texture by double-clicking its frame or/and via a button. +**Use cases** +-correct mistakes. +-replace prototyping textures. +-create new character graphics using existing SpriteFrames as template +",True,"AnimatedSprite - SpriteFrame Editor: Being able to replace existing frames by double-click or/and button - Currently to replace the texture from a frame in SpriteFrames Editor needs to Delete said frame, then add the desired texture (Load Resource), and finally Move the new frame to the original position of the replaced frame. +**Proposal** +Would be useful to replace the texture by double-clicking its frame or/and via a button. +**Use cases** +-correct mistakes. +-replace prototyping textures. +-create new character graphics using existing SpriteFrames as template +",1,animatedsprite spriteframe editor being able to replace existing frames by double click or and button currently to replace the texture from a frame in spriteframes editor needs to delete said frame then add the desired texture load resource and finally move the new frame to the original position of the replaced frame proposal would be useful to replace the texture by double clicking its frame or and via a button use cases correct mistakes replace prototyping textures create new character graphics using existing spriteframes as template ,1 +22002,18266694064.0,IssuesEvent,2021-10-04 09:16:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Input Mapping configuration popup size doesn't fit all contents,bug topic:editor usability,"### Godot version + +4.0.dev (66ab3ce95) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +In the Project Settings > Input Map, when adding a new input event to a mapping, the dialog used to capture events is not properly resized to fit its contents: +![Screenshot_20211004_100241](https://user-images.githubusercontent.com/4701338/135825173-5ebb993b-01f8-496e-ac52-b52f60b9a086.png) + +CC @EricEzaM @jmb462 + +### Steps to reproduce + +- Open Project Settings > Input Map +- Add new action, add new binding + +### Minimal reproduction project + +_No response_",True,"Input Mapping configuration popup size doesn't fit all contents - ### Godot version + +4.0.dev (66ab3ce95) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +In the Project Settings > Input Map, when adding a new input event to a mapping, the dialog used to capture events is not properly resized to fit its contents: +![Screenshot_20211004_100241](https://user-images.githubusercontent.com/4701338/135825173-5ebb993b-01f8-496e-ac52-b52f60b9a086.png) + +CC @EricEzaM @jmb462 + +### Steps to reproduce + +- Open Project Settings > Input Map +- Add new action, add new binding + +### Minimal reproduction project + +_No response_",1,input mapping configuration popup size doesn t fit all contents godot version dev system information linux mageia issue description in the project settings input map when adding a new input event to a mapping the dialog used to capture events is not properly resized to fit its contents cc ericezam steps to reproduce open project settings input map add new action add new binding minimal reproduction project no response ,1 +14771,9482070983.0,IssuesEvent,2019-04-21 11:50:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3d Camera Fail when rotating RigidBody,topic:core topic:physics usability,"**Godot version:** +3.1 b11 + + +**OS/device including version:** +Windows 10 x64 + +**Issue description:** + + +As you can see in the video below, when I resize and rotate a 3d Rigid Body, the Camera is not showing the correct perspective. +I've attached the test project. + +- https://drive.google.com/open?id=1lyQTDPh6ZqC9sXzZRUJHtoTSBWsWCH98 + +- [camera fail.zip](https://github.com/godotengine/godot/files/2947136/camera.fail.zip) + + +",True,"3d Camera Fail when rotating RigidBody - **Godot version:** +3.1 b11 + + +**OS/device including version:** +Windows 10 x64 + +**Issue description:** + + +As you can see in the video below, when I resize and rotate a 3d Rigid Body, the Camera is not showing the correct perspective. +I've attached the test project. + +- https://drive.google.com/open?id=1lyQTDPh6ZqC9sXzZRUJHtoTSBWsWCH98 + +- [camera fail.zip](https://github.com/godotengine/godot/files/2947136/camera.fail.zip) + + +",1, camera fail when rotating rigidbody godot version os device including version windows issue description as you can see in the video below when i resize and rotate a rigid body the camera is not showing the correct perspective i ve attached the test project ,1 +27724,30269254046.0,IssuesEvent,2023-07-07 14:10:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Deselecting a node while working with signals,enhancement topic:editor usability,"**Godot version:** +3.1.dev-1 + +**OS/device including version:** +Arch Linux + +**Issue description:** +Node gets deselected after any action related to signals. Connecting them, editing, etc. + +**Steps to reproduce:** +1. Select a node, +2. Connect a signal, +3. Node is deselected now (at least window says so, even if it is still highlighted) +![imgur-2018_09_10-20 48 38](https://user-images.githubusercontent.com/15695377/45317473-71656080-b53a-11e8-8565-cbd516c777cd.png)",True,"Deselecting a node while working with signals - **Godot version:** +3.1.dev-1 + +**OS/device including version:** +Arch Linux + +**Issue description:** +Node gets deselected after any action related to signals. Connecting them, editing, etc. + +**Steps to reproduce:** +1. Select a node, +2. Connect a signal, +3. Node is deselected now (at least window says so, even if it is still highlighted) +![imgur-2018_09_10-20 48 38](https://user-images.githubusercontent.com/15695377/45317473-71656080-b53a-11e8-8565-cbd516c777cd.png)",1,deselecting a node while working with signals godot version dev os device including version arch linux issue description node gets deselected after any action related to signals connecting them editing etc steps to reproduce select a node connect a signal node is deselected now at least window says so even if it is still highlighted ,1 +15854,10335446972.0,IssuesEvent,2019-09-03 10:36:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add an editor setting to set the default ColorPicker color model,enhancement topic:editor usability,"Currently, ColorPicker will start in RGB mode until you enable its HSV mode. This must be done on a per-property basis, and it won't persist across editor restarts. + +An editor setting could be added (something like `interface/editor/default_color_picker_mode`), which would let the user choose between RGB (the default), HSV and maybe RAW. + +Related to #30754.",True,"Add an editor setting to set the default ColorPicker color model - Currently, ColorPicker will start in RGB mode until you enable its HSV mode. This must be done on a per-property basis, and it won't persist across editor restarts. + +An editor setting could be added (something like `interface/editor/default_color_picker_mode`), which would let the user choose between RGB (the default), HSV and maybe RAW. + +Related to #30754.",1,add an editor setting to set the default colorpicker color model currently colorpicker will start in rgb mode until you enable its hsv mode this must be done on a per property basis and it won t persist across editor restarts an editor setting could be added something like interface editor default color picker mode which would let the user choose between rgb the default hsv and maybe raw related to ,1 +3933,3614872994.0,IssuesEvent,2016-02-06 09:53:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ColorPicker defaults to red and loses focus when dragging mouse out of the canvas,bug topic:core usability,"As the title says. It actually happens only on the left and bottom sides, i.e. `local_mouse_pos.x<0` and `local_mouse_pos.y>height`. + +It's quite annoying as the previous position in the colour scale is lost, and the focus is somehow lost too so you can't click on the color scale to adjust it, you need first to click in the main canvas, and only then you can change the colour ""scale"" (or ladder or specter or however it's named, the part on the right :p). + +It should behave as for dragging on the top and right sides: the picker cursor stays on the edge and moves to match either the x or y mouse coordinate.",True,"ColorPicker defaults to red and loses focus when dragging mouse out of the canvas - As the title says. It actually happens only on the left and bottom sides, i.e. `local_mouse_pos.x<0` and `local_mouse_pos.y>height`. + +It's quite annoying as the previous position in the colour scale is lost, and the focus is somehow lost too so you can't click on the color scale to adjust it, you need first to click in the main canvas, and only then you can change the colour ""scale"" (or ladder or specter or however it's named, the part on the right :p). + +It should behave as for dragging on the top and right sides: the picker cursor stays on the edge and moves to match either the x or y mouse coordinate.",1,colorpicker defaults to red and loses focus when dragging mouse out of the canvas as the title says it actually happens only on the left and bottom sides i e local mouse pos x height it s quite annoying as the previous position in the colour scale is lost and the focus is somehow lost too so you can t click on the color scale to adjust it you need first to click in the main canvas and only then you can change the colour scale or ladder or specter or however it s named the part on the right p it should behave as for dragging on the top and right sides the picker cursor stays on the edge and moves to match either the x or y mouse coordinate ,1 +11503,7268867346.0,IssuesEvent,2018-02-20 11:38:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Not possible to drag and drop textures into Material slots (Godot 3.0),bug topic:editor usability,"**Operating system or device - Godot version:** +Windows 10, Godot 3.0, alpha 1 + +**Issue description:** +Drag and drop a texture from file system to a material slot is not allowed. +![godot3draganddrop](https://user-images.githubusercontent.com/24936603/28913992-4dc00308-783a-11e7-831c-b60683d5822f.jpg) + +**Steps to reproduce:** +Try drag and drop a texture from file system to a texture slot in a material + + +",True,"Not possible to drag and drop textures into Material slots (Godot 3.0) - **Operating system or device - Godot version:** +Windows 10, Godot 3.0, alpha 1 + +**Issue description:** +Drag and drop a texture from file system to a material slot is not allowed. +![godot3draganddrop](https://user-images.githubusercontent.com/24936603/28913992-4dc00308-783a-11e7-831c-b60683d5822f.jpg) + +**Steps to reproduce:** +Try drag and drop a texture from file system to a texture slot in a material + + +",1,not possible to drag and drop textures into material slots godot operating system or device godot version windows godot alpha issue description drag and drop a texture from file system to a material slot is not allowed steps to reproduce try drag and drop a texture from file system to a texture slot in a material ,1 +9583,6399006749.0,IssuesEvent,2017-08-04 22:23:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to view 3D RayCasts while running the game,enhancement junior job topic:editor topic:rendering usability,"The ability to view 3D RayCasts while running the game would be helpful for debugging. +",True,"Ability to view 3D RayCasts while running the game - The ability to view 3D RayCasts while running the game would be helpful for debugging. +",1,ability to view raycasts while running the game the ability to view raycasts while running the game would be helpful for debugging ,1 +6447,4288704562.0,IssuesEvent,2016-07-17 16:50:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's impossible to use 'Sync script changes' together with custom signals,bug topic:core topic:editor usability,"**Operating system or device - Godot version:** +Ubuntu 16.04, 4c4ab140b4569f2700517a13b20127eb7542b3ec + +**Issue description** (what happened, and what was expected): +It's impossible to use `Sync script changes` together with custom signals, which are declared with `signal` keyword. Error below: +` +Parser Error: Signal 'Signal name' redefined (in current or parent class) +` + +**Steps to reproduce:** +1. Create a scene with custom signal which is defined with `signal` keyword +2. Run the game with `Sync script changes` option turned on. +3. Modify script in which custom signal is defined. + +**Link to minimal example project** (optional but very welcome): +",True,"It's impossible to use 'Sync script changes' together with custom signals - **Operating system or device - Godot version:** +Ubuntu 16.04, 4c4ab140b4569f2700517a13b20127eb7542b3ec + +**Issue description** (what happened, and what was expected): +It's impossible to use `Sync script changes` together with custom signals, which are declared with `signal` keyword. Error below: +` +Parser Error: Signal 'Signal name' redefined (in current or parent class) +` + +**Steps to reproduce:** +1. Create a scene with custom signal which is defined with `signal` keyword +2. Run the game with `Sync script changes` option turned on. +3. Modify script in which custom signal is defined. + +**Link to minimal example project** (optional but very welcome): +",1,it s impossible to use sync script changes together with custom signals operating system or device godot version ubuntu issue description what happened and what was expected it s impossible to use sync script changes together with custom signals which are declared with signal keyword error below parser error signal signal name redefined in current or parent class steps to reproduce create a scene with custom signal which is defined with signal keyword run the game with sync script changes option turned on modify script in which custom signal is defined link to minimal example project optional but very welcome ,1 +16631,11161720215.0,IssuesEvent,2019-12-26 14:55:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Error log becomes unusable when it has many lines,bug confirmed topic:editor usability,"Godot 3.0 master + +One of my projects produced a lot of errors (1428), and I noticed the error list becomes extremely slow when I scroll down, even though only a few entries (10) are drawn. + +Clicking items in it also becomes very slow, I have to wait a few seconds before I can see the call stack. + +![image](https://user-images.githubusercontent.com/1311555/30244807-fbf99b7a-95c5-11e7-9712-a87ba6af0b89.png)",True,"Error log becomes unusable when it has many lines - Godot 3.0 master + +One of my projects produced a lot of errors (1428), and I noticed the error list becomes extremely slow when I scroll down, even though only a few entries (10) are drawn. + +Clicking items in it also becomes very slow, I have to wait a few seconds before I can see the call stack. + +![image](https://user-images.githubusercontent.com/1311555/30244807-fbf99b7a-95c5-11e7-9712-a87ba6af0b89.png)",1,error log becomes unusable when it has many lines godot master one of my projects produced a lot of errors and i noticed the error list becomes extremely slow when i scroll down even though only a few entries are drawn clicking items in it also becomes very slow i have to wait a few seconds before i can see the call stack ,1 +6151,4163693027.0,IssuesEvent,2016-06-18 08:32:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,How to check if class exists in GDScript,feature proposal topic:plugin usability,"**Operating system or device - Godot version:** + +Godot 2.1 alpha + +**Issue description** (what happened, and what was expected): + +I hope there is a way to check if some classes written in modules can be used or not in GDScript. + +So my plugins written in GDScript can add more optional features with fuctionalitys in modules.",True,"How to check if class exists in GDScript - **Operating system or device - Godot version:** + +Godot 2.1 alpha + +**Issue description** (what happened, and what was expected): + +I hope there is a way to check if some classes written in modules can be used or not in GDScript. + +So my plugins written in GDScript can add more optional features with fuctionalitys in modules.",1,how to check if class exists in gdscript operating system or device godot version godot alpha issue description what happened and what was expected i hope there is a way to check if some classes written in modules can be used or not in gdscript so my plugins written in gdscript can add more optional features with fuctionalitys in modules ,1 +22948,20733220689.0,IssuesEvent,2022-03-14 11:21:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Remote scene tree sometimes remains after stopping the game with error,bug topic:editor usability regression," + +**Godot version:** + +7cde0e4 + +**Steps to reproduce:** +1. Write some faulty code +2. Run the game, make sure there's an error +3. Stop the game +4. Remote tree is still opened when the game isn't running",True,"Remote scene tree sometimes remains after stopping the game with error - + +**Godot version:** + +7cde0e4 + +**Steps to reproduce:** +1. Write some faulty code +2. Run the game, make sure there's an error +3. Stop the game +4. Remote tree is still opened when the game isn't running",1,remote scene tree sometimes remains after stopping the game with error please search existing issues for potential duplicates before filing yours godot version steps to reproduce write some faulty code run the game make sure there s an error stop the game remote tree is still opened when the game isn t running,1 +18204,12677656015.0,IssuesEvent,2020-06-19 08:11:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Request: Add 'Wait for Debugger' option to the debug menu drop down for Mono version,enhancement topic:mono usability,"**Godot version:** +3.0.X + + +**OS/device including version:** +All + + +**Description:** +Basically right now we have to constantly open the `Project -> Project Settings -> Mono -> Debugger Agent` settings to enable/disable the wait for debugger setting for debugging our mono projects. + +It would be nice if we could get this option also added here under the debug menu. + +![](https://cdn.discordapp.com/attachments/389794884585914368/452248815135621140/unknown.png) ",True,"Request: Add 'Wait for Debugger' option to the debug menu drop down for Mono version - **Godot version:** +3.0.X + + +**OS/device including version:** +All + + +**Description:** +Basically right now we have to constantly open the `Project -> Project Settings -> Mono -> Debugger Agent` settings to enable/disable the wait for debugger setting for debugging our mono projects. + +It would be nice if we could get this option also added here under the debug menu. + +![](https://cdn.discordapp.com/attachments/389794884585914368/452248815135621140/unknown.png) ",1,request add wait for debugger option to the debug menu drop down for mono version godot version x os device including version all description basically right now we have to constantly open the project project settings mono debugger agent settings to enable disable the wait for debugger setting for debugging our mono projects it would be nice if we could get this option also added here under the debug menu ,1 +15765,10280319356.0,IssuesEvent,2019-08-26 04:43:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Saving path should default to the currently opened folder in the filesystem dock,discussion enhancement topic:editor usability,"**Godot version:** +11d7738 + + +**Issue description:** +When saving a new scene, the save scene dialog defaults to the project root. +As the project grows big, it takes a lot of clicks for the user to reach the desired point of save. + + +**Proposal** +When saving, Godot should default to the currently opened folder in the filesystem dock as it is most likely that if you have a folder opened when creating a new scene you are working in that directory. At least, in my experience.",True,"Saving path should default to the currently opened folder in the filesystem dock - **Godot version:** +11d7738 + + +**Issue description:** +When saving a new scene, the save scene dialog defaults to the project root. +As the project grows big, it takes a lot of clicks for the user to reach the desired point of save. + + +**Proposal** +When saving, Godot should default to the currently opened folder in the filesystem dock as it is most likely that if you have a folder opened when creating a new scene you are working in that directory. At least, in my experience.",1,saving path should default to the currently opened folder in the filesystem dock godot version issue description when saving a new scene the save scene dialog defaults to the project root as the project grows big it takes a lot of clicks for the user to reach the desired point of save proposal when saving godot should default to the currently opened folder in the filesystem dock as it is most likely that if you have a folder opened when creating a new scene you are working in that directory at least in my experience ,1 +3828,3575597911.0,IssuesEvent,2016-01-27 16:29:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Animation toolbar (loc, rot, scale, insert key and animation buttons) is missing",bug topic:editor usability,"buttons to save rot loc scale are no more in the toolbar + +![sin titulo1](https://cloud.githubusercontent.com/assets/1776044/12593290/184aaf98-c44f-11e5-9d28-74d40b5a741b.png) +",True,"Animation toolbar (loc, rot, scale, insert key and animation buttons) is missing - buttons to save rot loc scale are no more in the toolbar + +![sin titulo1](https://cloud.githubusercontent.com/assets/1776044/12593290/184aaf98-c44f-11e5-9d28-74d40b5a741b.png) +",1,animation toolbar loc rot scale insert key and animation buttons is missing buttons to save rot loc scale are no more in the toolbar ,1 +8767,5955533253.0,IssuesEvent,2017-05-28 07:28:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[Bug] GraphNode is created instead of Node if selected from Recent list,bug confirmed junior job topic:editor usability,"**Windows 64bits - v2.1.3** + +**Issue description:** +If you add a Node to a scene and select it via the _Recent_ list, it creates a GraphNode instead. Doesn't seem to happen with any other node. + +http://i.imgur.com/e2zphKm.gif + +**Steps to reproduce:** +Add a new node to a scene (CTRL+A), select Node from the _Recent_ list. +",True,"[Bug] GraphNode is created instead of Node if selected from Recent list - **Windows 64bits - v2.1.3** + +**Issue description:** +If you add a Node to a scene and select it via the _Recent_ list, it creates a GraphNode instead. Doesn't seem to happen with any other node. + +http://i.imgur.com/e2zphKm.gif + +**Steps to reproduce:** +Add a new node to a scene (CTRL+A), select Node from the _Recent_ list. +",1, graphnode is created instead of node if selected from recent list windows issue description if you add a node to a scene and select it via the recent list it creates a graphnode instead doesn t seem to happen with any other node steps to reproduce add a new node to a scene ctrl a select node from the recent list ,1 +3564,3488036023.0,IssuesEvent,2016-01-02 15:30:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,audio sample import bugs,bug topic:editor usability,"Several things are going wrong with importing audio samples. I've got a sample imported already, but when I change the wav file that it depended on, I don't see the refesh checkbox on the top right do anything. When I click reimport, it's not in the list. + +When I reimport it myself manually, it does overwrite the sample. The loop flag doesn't work though. If I edit the sample, I see that the loop parameters (forward, length...) were retained from the previous version of the sample, but they don't work. I save and reopen the project, and the loop paramters are gone. It seems the reimport doesn't set the loop parameters (even though the box is checked), and it also doesn't refresh the loop parameters in the GUI to show that they're reset.",True,"audio sample import bugs - Several things are going wrong with importing audio samples. I've got a sample imported already, but when I change the wav file that it depended on, I don't see the refesh checkbox on the top right do anything. When I click reimport, it's not in the list. + +When I reimport it myself manually, it does overwrite the sample. The loop flag doesn't work though. If I edit the sample, I see that the loop parameters (forward, length...) were retained from the previous version of the sample, but they don't work. I save and reopen the project, and the loop paramters are gone. It seems the reimport doesn't set the loop parameters (even though the box is checked), and it also doesn't refresh the loop parameters in the GUI to show that they're reset.",1,audio sample import bugs several things are going wrong with importing audio samples i ve got a sample imported already but when i change the wav file that it depended on i don t see the refesh checkbox on the top right do anything when i click reimport it s not in the list when i reimport it myself manually it does overwrite the sample the loop flag doesn t work though if i edit the sample i see that the loop parameters forward length were retained from the previous version of the sample but they don t work i save and reopen the project and the loop paramters are gone it seems the reimport doesn t set the loop parameters even though the box is checked and it also doesn t refresh the loop parameters in the gui to show that they re reset ,1 +26634,27036807391.0,IssuesEvent,2023-02-12 21:38:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Calling on null instance sometimes doesn't show method name,bug topic:gdscript usability,"### Godot version + +90a1e51 + +### System information + +W10 + +### Issue description + +When you call a method on null instance, e.g. `$ThisNodeDoesNotExist.any_method()`, you get an error ""Trying to call method 'any_method()' on a null instance."". + +But under some circumstances, the method name is unknown, e.g.: +``` +var node: Node = $Node +node.get_parent().remove_child(node) +print(node.get_parent().get_name()) +``` +![image](https://user-images.githubusercontent.com/2223172/137585334-ce6cf9ad-7eb3-49c2-9705-c084f5a573b7.png) + +Why it doesn't say what function? I looked into the source and there are 4 instances of this error. + +### Steps to reproduce + +1. Try code above. + +### Minimal reproduction project + +_No response_",True,"Calling on null instance sometimes doesn't show method name - ### Godot version + +90a1e51 + +### System information + +W10 + +### Issue description + +When you call a method on null instance, e.g. `$ThisNodeDoesNotExist.any_method()`, you get an error ""Trying to call method 'any_method()' on a null instance."". + +But under some circumstances, the method name is unknown, e.g.: +``` +var node: Node = $Node +node.get_parent().remove_child(node) +print(node.get_parent().get_name()) +``` +![image](https://user-images.githubusercontent.com/2223172/137585334-ce6cf9ad-7eb3-49c2-9705-c084f5a573b7.png) + +Why it doesn't say what function? I looked into the source and there are 4 instances of this error. + +### Steps to reproduce + +1. Try code above. + +### Minimal reproduction project + +_No response_",1,calling on null instance sometimes doesn t show method name godot version system information issue description when you call a method on null instance e g thisnodedoesnotexist any method you get an error trying to call method any method on a null instance but under some circumstances the method name is unknown e g var node node node node get parent remove child node print node get parent get name why it doesn t say what function i looked into the source and there are instances of this error steps to reproduce try code above minimal reproduction project no response ,1 +20964,16374637279.0,IssuesEvent,2021-05-15 21:10:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Launch Options / Arguments not working properly in Steam,topic:editor usability,"**Godot version:** +Godot 3.1 (Steam) + + +**OS/device including version:** +macOS Mojave 10.14.3 + + +**Issue description:** +Adding the launch options '/path/to/project' launches in maximized window but loads the Project Manager instead of the project. + +Godot is launched with `--path $HOME -p` via Steam, which prevent it from working + + +**Steps to reproduce:** +In Steam > Library, right click Godot and open Properties, in General > Set Launch Options add the arguments '/path/to/project' to launch directly into the project. + +**Minimal reproduction project:** +[Test.zip](https://github.com/godotengine/godot/files/2922441/Test.zip) +",True,"Launch Options / Arguments not working properly in Steam - **Godot version:** +Godot 3.1 (Steam) + + +**OS/device including version:** +macOS Mojave 10.14.3 + + +**Issue description:** +Adding the launch options '/path/to/project' launches in maximized window but loads the Project Manager instead of the project. + +Godot is launched with `--path $HOME -p` via Steam, which prevent it from working + + +**Steps to reproduce:** +In Steam > Library, right click Godot and open Properties, in General > Set Launch Options add the arguments '/path/to/project' to launch directly into the project. + +**Minimal reproduction project:** +[Test.zip](https://github.com/godotengine/godot/files/2922441/Test.zip) +",1,launch options arguments not working properly in steam godot version godot steam os device including version macos mojave issue description adding the launch options path to project launches in maximized window but loads the project manager instead of the project godot is launched with path home p via steam which prevent it from working steps to reproduce in steam library right click godot and open properties in general set launch options add the arguments path to project to launch directly into the project minimal reproduction project ,1 +22657,19900271104.0,IssuesEvent,2022-01-25 06:55:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[C#] Type safe return types for PhysicsDirectSpaceState API,enhancement usability topic:mono,"**Godot version:** +`master` / 2ff31badaff + +**OS/device including version:** +_Manjaro Linux 17.1_ + +**Issue description:** +Currently, all methods of `PhysicsDirectSpaceState` API have generic return type like `object` or `Dictionary` in C#, which better be changed to something more specific to prevent potential mistakes.",True,"[C#] Type safe return types for PhysicsDirectSpaceState API - **Godot version:** +`master` / 2ff31badaff + +**OS/device including version:** +_Manjaro Linux 17.1_ + +**Issue description:** +Currently, all methods of `PhysicsDirectSpaceState` API have generic return type like `object` or `Dictionary` in C#, which better be changed to something more specific to prevent potential mistakes.",1, type safe return types for physicsdirectspacestate api godot version master os device including version manjaro linux issue description currently all methods of physicsdirectspacestate api have generic return type like object or dictionary in c which better be changed to something more specific to prevent potential mistakes ,1 +18350,12807650611.0,IssuesEvent,2020-07-03 11:58:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Double clicking on message in output should jump to file and line where message is printed,enhancement topic:editor usability,"In unity's output window it is possible to double click on every printed message to open the corresponding file and jump to the line with the print() method. + +I think something similar would be a nice addition to godot.",True,"Double clicking on message in output should jump to file and line where message is printed - In unity's output window it is possible to double click on every printed message to open the corresponding file and jump to the line with the print() method. + +I think something similar would be a nice addition to godot.",1,double clicking on message in output should jump to file and line where message is printed in unity s output window it is possible to double click on every printed message to open the corresponding file and jump to the line with the print method i think something similar would be a nice addition to godot ,1 +17621,12201384220.0,IssuesEvent,2020-04-30 07:07:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mouse wheel is not configurable shortcut key,bug topic:core usability,"**Operating system or device - Godot version:** +Mac OS X 10.11.6 Godot 2.1 Stable + +**Issue description** (what happened, and what was expected): +Mouse wheel is not configurable as a shortcut key. Current default behavior makes trackpad almost unuseable in godot. +",True,"Mouse wheel is not configurable shortcut key - **Operating system or device - Godot version:** +Mac OS X 10.11.6 Godot 2.1 Stable + +**Issue description** (what happened, and what was expected): +Mouse wheel is not configurable as a shortcut key. Current default behavior makes trackpad almost unuseable in godot. +",1,mouse wheel is not configurable shortcut key operating system or device godot version mac os x godot stable issue description what happened and what was expected mouse wheel is not configurable as a shortcut key current default behavior makes trackpad almost unuseable in godot ,1 +10677,6874609398.0,IssuesEvent,2017-11-19 01:37:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Main screen plugins can't set their icon,bug topic:plugin usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 (63283eca5) + +**Issue description:** +If you create a main screen plugin, you have no way to set its icon, leaving it as ""Error"" instead. + +![godot_2017-11-18_23-29-14](https://user-images.githubusercontent.com/5599796/32986466-0fb17a46-ccb9-11e7-89bb-d35f3feac709.png) + +I also noticed that if the name is recognized, it'll use its icon: + +![godot_2017-11-18_23-35-52](https://user-images.githubusercontent.com/5599796/32986470-4ca124b0-ccb9-11e7-82a4-af20fd093c78.png) + +**Link to minimal example project:** + +[main_screen.zip](https://github.com/godotengine/godot/files/1485216/main_screen.zip) +",True,"Main screen plugins can't set their icon - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 (63283eca5) + +**Issue description:** +If you create a main screen plugin, you have no way to set its icon, leaving it as ""Error"" instead. + +![godot_2017-11-18_23-29-14](https://user-images.githubusercontent.com/5599796/32986466-0fb17a46-ccb9-11e7-89bb-d35f3feac709.png) + +I also noticed that if the name is recognized, it'll use its icon: + +![godot_2017-11-18_23-35-52](https://user-images.githubusercontent.com/5599796/32986470-4ca124b0-ccb9-11e7-82a4-af20fd093c78.png) + +**Link to minimal example project:** + +[main_screen.zip](https://github.com/godotengine/godot/files/1485216/main_screen.zip) +",1,main screen plugins can t set their icon operating system or device godot version gpu model and driver if graphics related godot issue description if you create a main screen plugin you have no way to set its icon leaving it as error instead i also noticed that if the name is recognized it ll use its icon link to minimal example project ,1 +17941,12439120963.0,IssuesEvent,2020-05-26 09:34:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Split script editor,feature proposal topic:editor usability,"It would be neat to split the code editor in two (at least) horizontally and/or vertically. Sometimes I need to edit more than one script at a time and this would make it easier. + +Don't seem so hard to do, but it can wait and be done after 2.1. + +(I'm impressed that no one asked this before, or my GH-issue-search-fu failed on me.) +",True,"Split script editor - It would be neat to split the code editor in two (at least) horizontally and/or vertically. Sometimes I need to edit more than one script at a time and this would make it easier. + +Don't seem so hard to do, but it can wait and be done after 2.1. + +(I'm impressed that no one asked this before, or my GH-issue-search-fu failed on me.) +",1,split script editor it would be neat to split the code editor in two at least horizontally and or vertically sometimes i need to edit more than one script at a time and this would make it easier don t seem so hard to do but it can wait and be done after i m impressed that no one asked this before or my gh issue search fu failed on me ,1 +26633,27036768997.0,IssuesEvent,2023-02-12 21:33:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Various issues when multiple carets are on the same row,bug topic:editor usability,"### Godot version + +4.0 beta16 + +### System information + +Ubuntu 22.04.1 LTS + +### Issue description + +When I use multi-carets and I have two on the same line, various functionalities misbehave by being run twice on the same line: + +* Toggling breakpoints (F9) +* Toggling bookmarks (Ctrl+Alt+B) +* Toggling comments (Ctrl+K) +* Toggling folding (Alt+F) +* Duplicating lines (Ctrl+Shift+D) +* Deleting lines (Ctrl+Shift+K). There must also be a selection. +* Indent/Unindent (might be by design but I doubt it) + +Move line up/down (Alt+Up/Down) works correctly though, so maybe its implementation can be used as a baseline. + +### Steps to reproduce + +Test the above in the script editor + +### Minimal reproduction project + +N/A",True,"Various issues when multiple carets are on the same row - ### Godot version + +4.0 beta16 + +### System information + +Ubuntu 22.04.1 LTS + +### Issue description + +When I use multi-carets and I have two on the same line, various functionalities misbehave by being run twice on the same line: + +* Toggling breakpoints (F9) +* Toggling bookmarks (Ctrl+Alt+B) +* Toggling comments (Ctrl+K) +* Toggling folding (Alt+F) +* Duplicating lines (Ctrl+Shift+D) +* Deleting lines (Ctrl+Shift+K). There must also be a selection. +* Indent/Unindent (might be by design but I doubt it) + +Move line up/down (Alt+Up/Down) works correctly though, so maybe its implementation can be used as a baseline. + +### Steps to reproduce + +Test the above in the script editor + +### Minimal reproduction project + +N/A",1,various issues when multiple carets are on the same row godot version system information ubuntu lts issue description when i use multi carets and i have two on the same line various functionalities misbehave by being run twice on the same line toggling breakpoints toggling bookmarks ctrl alt b toggling comments ctrl k toggling folding alt f duplicating lines ctrl shift d deleting lines ctrl shift k there must also be a selection indent unindent might be by design but i doubt it move line up down alt up down works correctly though so maybe its implementation can be used as a baseline steps to reproduce test the above in the script editor minimal reproduction project n a,1 +15826,10317591081.0,IssuesEvent,2019-08-30 13:05:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Change cursor to multi-selection cursor when selecting text in Console,enhancement junior job topic:editor usability,"**Godot version:** +3.1 + +**Issue description:** +Selecting text inside the Console in the editor doesn't change the cursor from the regular pointer to a multi-selection cursor. + +**Steps to reproduce:** +select the text inside the Console that is in the editor. + +**Example of expected behaviour:** +![Console-selection-cursor](https://user-images.githubusercontent.com/43510188/55282333-81ac2400-5342-11e9-9f32-4310618fceb3.png) +",True,"Change cursor to multi-selection cursor when selecting text in Console - **Godot version:** +3.1 + +**Issue description:** +Selecting text inside the Console in the editor doesn't change the cursor from the regular pointer to a multi-selection cursor. + +**Steps to reproduce:** +select the text inside the Console that is in the editor. + +**Example of expected behaviour:** +![Console-selection-cursor](https://user-images.githubusercontent.com/43510188/55282333-81ac2400-5342-11e9-9f32-4310618fceb3.png) +",1,change cursor to multi selection cursor when selecting text in console godot version issue description selecting text inside the console in the editor doesn t change the cursor from the regular pointer to a multi selection cursor steps to reproduce select the text inside the console that is in the editor example of expected behaviour ,1 +10374,6690753370.0,IssuesEvent,2017-10-09 10:22:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Request: Anchor drop down updates margins,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 2.1.4 + +**Issue description:** +Changing a node's anchor settings via the dropdown does not move the node. This seems counter-intuitive and unsatisfying. For example, selecting ""full rect"" should expand the node (setting all margins to 0) to fill its parent.",True,"Feature Request: Anchor drop down updates margins - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 2.1.4 + +**Issue description:** +Changing a node's anchor settings via the dropdown does not move the node. This seems counter-intuitive and unsatisfying. For example, selecting ""full rect"" should expand the node (setting all margins to 0) to fill its parent.",1,feature request anchor drop down updates margins operating system or device godot version gpu model and driver if graphics related godot issue description changing a node s anchor settings via the dropdown does not move the node this seems counter intuitive and unsatisfying for example selecting full rect should expand the node setting all margins to to fill its parent ,1 +16959,11516778006.0,IssuesEvent,2020-02-14 06:23:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing enter in the Replace field doesn't run the Replace command,enhancement topic:editor usability,"Pressing enter in the Replace field doesn't run the Replace command. +Optionally alt-enter or ctrl-alt-enter could run Replace All.",True,"Pressing enter in the Replace field doesn't run the Replace command - Pressing enter in the Replace field doesn't run the Replace command. +Optionally alt-enter or ctrl-alt-enter could run Replace All.",1,pressing enter in the replace field doesn t run the replace command pressing enter in the replace field doesn t run the replace command optionally alt enter or ctrl alt enter could run replace all ,1 +26172,26517260491.0,IssuesEvent,2023-01-18 21:57:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't undo adding TileSet array properties,bug topic:editor usability topic:2d,"### Godot version + +066692b + +### System information + +Windows 10 x64 + +### Issue description + +Can't undo this +![godot4_H0SKtol94A](https://user-images.githubusercontent.com/2223172/167042128-eefdd533-e452-45b3-ab69-5bcec3219c87.gif) + +Tile Layers undo correctly though. + +### Steps to reproduce + +1. Add TileMap +2. Add TileSet +3. Add physics layer +4. Try undoing it + +### Minimal reproduction project + +_No response_",True,"Can't undo adding TileSet array properties - ### Godot version + +066692b + +### System information + +Windows 10 x64 + +### Issue description + +Can't undo this +![godot4_H0SKtol94A](https://user-images.githubusercontent.com/2223172/167042128-eefdd533-e452-45b3-ab69-5bcec3219c87.gif) + +Tile Layers undo correctly though. + +### Steps to reproduce + +1. Add TileMap +2. Add TileSet +3. Add physics layer +4. Try undoing it + +### Minimal reproduction project + +_No response_",1,can t undo adding tileset array properties godot version system information windows issue description can t undo this tile layers undo correctly though steps to reproduce add tilemap add tileset add physics layer try undoing it minimal reproduction project no response ,1 +8992,6085353910.0,IssuesEvent,2017-06-17 14:03:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No option to *not* save the scene when played,bug junior job topic:editor usability,"**Operating system or device - Godot version:** +Godot `master`, but also applies to 2.1. + +**Issue description:** +There isn't a ""No"" option in the alert that asks you whether to save the scene you try to run it before saving. + +![godot windows opt tools 64 3 0_2017-06-16_21-49-53](https://user-images.githubusercontent.com/5599796/27248831-73699090-52df-11e7-8883-1fc428bf68d4.png) + +Of course, you can just close the alert, but it smells like bad usability for me.",True,"No option to *not* save the scene when played - **Operating system or device - Godot version:** +Godot `master`, but also applies to 2.1. + +**Issue description:** +There isn't a ""No"" option in the alert that asks you whether to save the scene you try to run it before saving. + +![godot windows opt tools 64 3 0_2017-06-16_21-49-53](https://user-images.githubusercontent.com/5599796/27248831-73699090-52df-11e7-8883-1fc428bf68d4.png) + +Of course, you can just close the alert, but it smells like bad usability for me.",1,no option to not save the scene when played operating system or device godot version godot master but also applies to issue description there isn t a no option in the alert that asks you whether to save the scene you try to run it before saving of course you can just close the alert but it smells like bad usability for me ,1 +18043,12504979604.0,IssuesEvent,2020-06-02 09:54:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Menu and mouse behavior enhancement suggestion,feature proposal topic:editor usability,"**Godot version:** +v3.0.2 official *(but applies to all versions if i'm not mistaken). + + +**OS/device including version:** +macOS / Ubuntu *(but applies to all versions if i'm not mistaken). + + +**Issue description:** +Currently, to trigger a menu option with the mouse is necessary to open the menu (click! - _**release**_), point the option and trigger the option (click! - _**release**_). + +It would be possible to trigger them also opening the menu (click! and **hold**), point to the option an just then **release** the mouse button to trigger it? It is a common convention in most operating systems UI, and I really miss it. + +I understand it can be difficult to implement, but in my opinion it would make the Godot UI even better and enjoyable than it already is. + +**Minimal reproduction project:** +1. Click and **hold** the mouse button over the 'Scene' main menu. +2. Drag the mouse to 'New Scene'. +3. **Release** the button. It won't create a new scene! + +Thank you.",True,"Menu and mouse behavior enhancement suggestion - **Godot version:** +v3.0.2 official *(but applies to all versions if i'm not mistaken). + + +**OS/device including version:** +macOS / Ubuntu *(but applies to all versions if i'm not mistaken). + + +**Issue description:** +Currently, to trigger a menu option with the mouse is necessary to open the menu (click! - _**release**_), point the option and trigger the option (click! - _**release**_). + +It would be possible to trigger them also opening the menu (click! and **hold**), point to the option an just then **release** the mouse button to trigger it? It is a common convention in most operating systems UI, and I really miss it. + +I understand it can be difficult to implement, but in my opinion it would make the Godot UI even better and enjoyable than it already is. + +**Minimal reproduction project:** +1. Click and **hold** the mouse button over the 'Scene' main menu. +2. Drag the mouse to 'New Scene'. +3. **Release** the button. It won't create a new scene! + +Thank you.",1,menu and mouse behavior enhancement suggestion godot version official but applies to all versions if i m not mistaken os device including version macos ubuntu but applies to all versions if i m not mistaken issue description currently to trigger a menu option with the mouse is necessary to open the menu click release point the option and trigger the option click release it would be possible to trigger them also opening the menu click and hold point to the option an just then release the mouse button to trigger it it is a common convention in most operating systems ui and i really miss it i understand it can be difficult to implement but in my opinion it would make the godot ui even better and enjoyable than it already is minimal reproduction project click and hold the mouse button over the scene main menu drag the mouse to new scene release the button it won t create a new scene thank you ,1 +16096,10559508716.0,IssuesEvent,2019-10-04 11:47:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom project font overrides Container warning text,bug junior job topic:editor usability," + +**Godot version:** +037237f + +**Steps to reproduce:** +1. Create a valid DynamicFont resource +2. Set it under Project Settings -> GUI -> Theme -> Custom Font +3. Restart the project +4. Create a Container node and a child +5. Try to move the child +6. +![image](https://user-images.githubusercontent.com/2223172/64136563-bdb44b00-cdf2-11e9-88f3-1c09ff054d44.png) + +**Minimal reproduction project:** +[ReproductionProject.zip](https://github.com/godotengine/godot/files/3567316/ReproductionProject.zip) +",True,"Custom project font overrides Container warning text - + +**Godot version:** +037237f + +**Steps to reproduce:** +1. Create a valid DynamicFont resource +2. Set it under Project Settings -> GUI -> Theme -> Custom Font +3. Restart the project +4. Create a Container node and a child +5. Try to move the child +6. +![image](https://user-images.githubusercontent.com/2223172/64136563-bdb44b00-cdf2-11e9-88f3-1c09ff054d44.png) + +**Minimal reproduction project:** +[ReproductionProject.zip](https://github.com/godotengine/godot/files/3567316/ReproductionProject.zip) +",1,custom project font overrides container warning text please search existing issues for potential duplicates before filing yours godot version steps to reproduce create a valid dynamicfont resource set it under project settings gui theme custom font restart the project create a container node and a child try to move the child minimal reproduction project ,1 +26103,26421711369.0,IssuesEvent,2023-01-13 21:14:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add child node shortcut (CTRL + A) is not working while the scene dock has been clicked or selected,bug topic:editor confirmed usability topic:input regression," + +**Godot version:** 4.0 + + + +**OS/device including version:** Windows/ HP Omen 15 + + + +**Issue description:** Add child node shortcut (CTRL + A) is pressed while the scene dock has been selected, the add child node button i.e. the '+' button is holding the pressed state and not being released, so it can generate the 'add child node' window. + + + +**Steps to reproduce:** 1. Click anywhere in the scene dock. Then press (CTRL+A) + + +**Minimal reproduction project:** + +",True,"Add child node shortcut (CTRL + A) is not working while the scene dock has been clicked or selected - + +**Godot version:** 4.0 + + + +**OS/device including version:** Windows/ HP Omen 15 + + + +**Issue description:** Add child node shortcut (CTRL + A) is pressed while the scene dock has been selected, the add child node button i.e. the '+' button is holding the pressed state and not being released, so it can generate the 'add child node' window. + + + +**Steps to reproduce:** 1. Click anywhere in the scene dock. Then press (CTRL+A) + + +**Minimal reproduction project:** + +",1,add child node shortcut ctrl a is not working while the scene dock has been clicked or selected please search existing issues for potential duplicates before filing yours godot version os device including version windows hp omen issue description add child node shortcut ctrl a is pressed while the scene dock has been selected the add child node button i e the button is holding the pressed state and not being released so it can generate the add child node window steps to reproduce click anywhere in the scene dock then press ctrl a minimal reproduction project ,1 +26961,27440905649.0,IssuesEvent,2023-03-02 10:55:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Deselected TileMap does not remember previously selected tile source,bug topic:editor usability regression topic:2d,"### Godot version + +4.0 rc2 + +### System information + +Windows 10 x64 + +### Issue description + +Regression from #71770 + +When you have a TileMap with multiple tile sources and deselect the node, it resets back to 0. It's likely because the editor edits null and resets to initial state. + +This wasn't happening before. + +### Steps to reproduce + +1. Add TileMap +2. Add multiple tile sources +3. Select any source other than the first one +4. Click other node +5. Click TileMap again +6. Your source is no longer selected + +### Minimal reproduction project + +N/A",True,"Deselected TileMap does not remember previously selected tile source - ### Godot version + +4.0 rc2 + +### System information + +Windows 10 x64 + +### Issue description + +Regression from #71770 + +When you have a TileMap with multiple tile sources and deselect the node, it resets back to 0. It's likely because the editor edits null and resets to initial state. + +This wasn't happening before. + +### Steps to reproduce + +1. Add TileMap +2. Add multiple tile sources +3. Select any source other than the first one +4. Click other node +5. Click TileMap again +6. Your source is no longer selected + +### Minimal reproduction project + +N/A",1,deselected tilemap does not remember previously selected tile source godot version system information windows issue description regression from when you have a tilemap with multiple tile sources and deselect the node it resets back to it s likely because the editor edits null and resets to initial state this wasn t happening before steps to reproduce add tilemap add multiple tile sources select any source other than the first one click other node click tilemap again your source is no longer selected minimal reproduction project n a,1 +17132,11712819761.0,IssuesEvent,2020-03-09 09:09:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Axis caption in spatial editor,enhancement topic:editor usability,"**Issue description:** +Maybe this is not a big issue for people with a lot of experience in 3d applications but when working +in the spatial editor, I still often get confused/disoriented about which axis is which and from what direction exactly I'm looking. + +When working in blender, I find the little widget in the bottom left corner very helpful to quickly orient myself and know where in 3d space I am positioned and on which axes (an in what direction) i'm currently working. + +![axis](https://user-images.githubusercontent.com/7927471/30238750-adcc03ac-954d-11e7-9967-b5c05eeac7b8.png) + + +I think something similar would be very nice to have in godot's viewport as well.",True,"Axis caption in spatial editor - **Issue description:** +Maybe this is not a big issue for people with a lot of experience in 3d applications but when working +in the spatial editor, I still often get confused/disoriented about which axis is which and from what direction exactly I'm looking. + +When working in blender, I find the little widget in the bottom left corner very helpful to quickly orient myself and know where in 3d space I am positioned and on which axes (an in what direction) i'm currently working. + +![axis](https://user-images.githubusercontent.com/7927471/30238750-adcc03ac-954d-11e7-9967-b5c05eeac7b8.png) + + +I think something similar would be very nice to have in godot's viewport as well.",1,axis caption in spatial editor issue description maybe this is not a big issue for people with a lot of experience in applications but when working in the spatial editor i still often get confused disoriented about which axis is which and from what direction exactly i m looking when working in blender i find the little widget in the bottom left corner very helpful to quickly orient myself and know where in space i am positioned and on which axes an in what direction i m currently working i think something similar would be very nice to have in godot s viewport as well ,1 +3192,3368008904.0,IssuesEvent,2015-11-22 17:15:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Code Completion hint stays open until I click,enhancement topic:editor usability,When a code completion hint shows up it will stay up until I either click or get another hint which then stays on screen.,True,Code Completion hint stays open until I click - When a code completion hint shows up it will stay up until I either click or get another hint which then stays on screen.,1,code completion hint stays open until i click when a code completion hint shows up it will stay up until i either click or get another hint which then stays on screen ,1 +19270,13756772948.0,IssuesEvent,2020-10-06 20:29:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mono types checking in gdscript,enhancement topic:gdscript topic:mono usability,"**Godot version:** +3.1 Mono + +**Issue description:** +It may sound strange, but gdscript does not know about c# types. +Of course it does not, you would say. I can make a ```.call()```, which works quite nice. + +But, consider the following: +I have some type created in c#, for example ```LevelData : Resource {}``` +Then, from my plugin, which uses gdscript, I get this object (e.x., in editor): + +```gdscript +extends EditorInspectorPlugin + +func parse_begin(object): + if (object is LevelData): +``` +And it will raise an error, because LevelData is of course unknown. But ```object.get_class()``` will return ```Resource```, so the only way for now is the following: +```gdscript +if (object is Resource): + if (object.get_script().get_path().get_file() == ""LevelData.cs""): +``` + +Is there any workaround? If not, it should be in order for two languages to coexist.",True,"Mono types checking in gdscript - **Godot version:** +3.1 Mono + +**Issue description:** +It may sound strange, but gdscript does not know about c# types. +Of course it does not, you would say. I can make a ```.call()```, which works quite nice. + +But, consider the following: +I have some type created in c#, for example ```LevelData : Resource {}``` +Then, from my plugin, which uses gdscript, I get this object (e.x., in editor): + +```gdscript +extends EditorInspectorPlugin + +func parse_begin(object): + if (object is LevelData): +``` +And it will raise an error, because LevelData is of course unknown. But ```object.get_class()``` will return ```Resource```, so the only way for now is the following: +```gdscript +if (object is Resource): + if (object.get_script().get_path().get_file() == ""LevelData.cs""): +``` + +Is there any workaround? If not, it should be in order for two languages to coexist.",1,mono types checking in gdscript godot version mono issue description it may sound strange but gdscript does not know about c types of course it does not you would say i can make a call which works quite nice but consider the following i have some type created in c for example leveldata resource then from my plugin which uses gdscript i get this object e x in editor gdscript extends editorinspectorplugin func parse begin object if object is leveldata and it will raise an error because leveldata is of course unknown but object get class will return resource so the only way for now is the following gdscript if object is resource if object get script get path get file leveldata cs is there any workaround if not it should be in order for two languages to coexist ,1 +15080,9742674627.0,IssuesEvent,2019-06-02 19:06:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TileSet Theme Menu Hard to See,enhancement topic:editor usability,"**Operating system or device - Godot version:** +Ubuntu, Godot 2.1.1 + +**Issue description** (what happened, and what was expected): +When editing a tileset the ""Theme"" menu isn't obvious. I'm coming back to Godot from a break and I wasn't sure where it was supposed to show up, but then I saw it. Because it doesn't move the panels out of the way it's not obvious at first where it is. For a new user it could be frustrating. + +Maybe also making it more obvious that the Theme menu is for editing a tileset. Like perhaps renaming it from just ""Theme"" to ""Tileset"" theme. + +**Steps to reproduce:** +Edit a Tileset + +**Link to minimal example project** (optional but very welcome): + + + +-------------- + +*NOTE: Incompatibilities are broken features in the current master branch / 3.0-alpha +are expected, so no need to report them for now. Thanks!* +",True,"TileSet Theme Menu Hard to See - **Operating system or device - Godot version:** +Ubuntu, Godot 2.1.1 + +**Issue description** (what happened, and what was expected): +When editing a tileset the ""Theme"" menu isn't obvious. I'm coming back to Godot from a break and I wasn't sure where it was supposed to show up, but then I saw it. Because it doesn't move the panels out of the way it's not obvious at first where it is. For a new user it could be frustrating. + +Maybe also making it more obvious that the Theme menu is for editing a tileset. Like perhaps renaming it from just ""Theme"" to ""Tileset"" theme. + +**Steps to reproduce:** +Edit a Tileset + +**Link to minimal example project** (optional but very welcome): + + + +-------------- + +*NOTE: Incompatibilities are broken features in the current master branch / 3.0-alpha +are expected, so no need to report them for now. Thanks!* +",1,tileset theme menu hard to see operating system or device godot version ubuntu godot issue description what happened and what was expected when editing a tileset the theme menu isn t obvious i m coming back to godot from a break and i wasn t sure where it was supposed to show up but then i saw it because it doesn t move the panels out of the way it s not obvious at first where it is for a new user it could be frustrating maybe also making it more obvious that the theme menu is for editing a tileset like perhaps renaming it from just theme to tileset theme steps to reproduce edit a tileset link to minimal example project optional but very welcome note incompatibilities are broken features in the current master branch alpha are expected so no need to report them for now thanks ,1 +15679,10229142794.0,IssuesEvent,2019-08-17 09:55:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Attach scripts to nodes by drag and drop from script panel,feature proposal topic:editor usability,"Godot v3.1.1.stable.official + +Linux Mint 19.1 + + +Enable drag and drop from the script panel (script editor) onto a node, to attach a script to the node. + +Attaching a script to a node works fine, if dragged from the file system panel onto the node. +Dragging a script from the script panel would be faster and very useful. +You wouldn't have to search the script in the file system panel first.",True,"Attach scripts to nodes by drag and drop from script panel - Godot v3.1.1.stable.official + +Linux Mint 19.1 + + +Enable drag and drop from the script panel (script editor) onto a node, to attach a script to the node. + +Attaching a script to a node works fine, if dragged from the file system panel onto the node. +Dragging a script from the script panel would be faster and very useful. +You wouldn't have to search the script in the file system panel first.",1,attach scripts to nodes by drag and drop from script panel godot stable official linux mint enable drag and drop from the script panel script editor onto a node to attach a script to the node attaching a script to a node works fine if dragged from the file system panel onto the node dragging a script from the script panel would be faster and very useful you wouldn t have to search the script in the file system panel first ,1 +26390,26789490185.0,IssuesEvent,2023-02-01 07:11:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Export as dedicated server - Selecting folder does not propagate to children,enhancement usability topic:export,"### Godot version + +v4.0.beta.mono.custom_build [d1e5903c6] + +### System information + +Arch Linux, Vulkan + +### Issue description + +While using the new ""Export as dedicated server"" Export Mode introduced in #70377, ticking a folder does not tick all children like the other modes. + +When a project has hundreds or thousands of resources it would be tedious to have to click them all individually. + +Below looks to be the cause, it looks to be handled differently as the file mode (e.g Strip Visuals) would need to be setup for each of the children as well. + +https://github.com/godotengine/godot/blob/d1e5903c67956707948b1de370b807e3aad395b7/editor/export/project_export.cpp#L842-L854 + +Ideally, if a folder's file mode is changed then that would propagate to any ticked children as well. + +### Steps to reproduce + +1. Open Project>Export +2. Add or click on an existing preset +3. In the Resources tab select ""Export as dedicated server"" as the Export Mode +4. Tick a folder, observe no children are affected. +5. Try the other selective export modes, ticking folders also ticks all child files & folders + +### Minimal reproduction project + +N/A",True,"Export as dedicated server - Selecting folder does not propagate to children - ### Godot version + +v4.0.beta.mono.custom_build [d1e5903c6] + +### System information + +Arch Linux, Vulkan + +### Issue description + +While using the new ""Export as dedicated server"" Export Mode introduced in #70377, ticking a folder does not tick all children like the other modes. + +When a project has hundreds or thousands of resources it would be tedious to have to click them all individually. + +Below looks to be the cause, it looks to be handled differently as the file mode (e.g Strip Visuals) would need to be setup for each of the children as well. + +https://github.com/godotengine/godot/blob/d1e5903c67956707948b1de370b807e3aad395b7/editor/export/project_export.cpp#L842-L854 + +Ideally, if a folder's file mode is changed then that would propagate to any ticked children as well. + +### Steps to reproduce + +1. Open Project>Export +2. Add or click on an existing preset +3. In the Resources tab select ""Export as dedicated server"" as the Export Mode +4. Tick a folder, observe no children are affected. +5. Try the other selective export modes, ticking folders also ticks all child files & folders + +### Minimal reproduction project + +N/A",1,export as dedicated server selecting folder does not propagate to children godot version beta mono custom build system information arch linux vulkan issue description while using the new export as dedicated server export mode introduced in ticking a folder does not tick all children like the other modes when a project has hundreds or thousands of resources it would be tedious to have to click them all individually below looks to be the cause it looks to be handled differently as the file mode e g strip visuals would need to be setup for each of the children as well ideally if a folder s file mode is changed then that would propagate to any ticked children as well steps to reproduce open project export add or click on an existing preset in the resources tab select export as dedicated server as the export mode tick a folder observe no children are affected try the other selective export modes ticking folders also ticks all child files folders minimal reproduction project n a,1 +11482,7260208276.0,IssuesEvent,2018-02-18 06:24:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Confusing UX with project settings search functionality,enhancement topic:editor usability,"**Godot version:** +Godot 3.0 stable + + +**OS/device including version:** +Arch linux + + +**Issue description:** +Very often I see myself quickly search through project settings for category or property names. + +For reference this is how the project settings toolbar looks now: +![screenshot_20180201_105624](https://user-images.githubusercontent.com/4293865/35672463-f732b168-073e-11e8-8c1d-21a2307b379f.png) + +My first UX with the search functionality when I started using godot a few months back was a little confusing and it still confuses me from time to time when I don't pay much attention. At first glance I can see there is a search icon and label at the leftmost position on the toolbar. So I think, awesome, I am ready to begin typing my queries in the category or property text fields and hit Enter to confirm. But then I found I actually added a new category/property with my search query. I also see that the label (which is actually a button) is different looking than the Add and Delete buttons located rightmost on the toolbar so I was a little confused. Then I found out that the Search label is actually a button which opens a new text field which is the one used for searching. + +I would like to propose few ways to change the behaviour of the search functionality if this bothers other people too. + +1. Make Search button look more like the already mentioned Add and Delete buttons (Background colour and on hover outline colour change). Currently the on hover behaviour of the search button is very very subtle (the icon and label swap colours) and it does not indicated it is a button. + +2. Make the Search label and field appear by default and move the addition functionality of new categories/properties to perhaps a modal dialog activated by an Add Property button? + +3. In addition to step 1. show the search functionality automatically when I start typing when no other text field is already in focus. + +4. In addition to step 2. make the search field have the focus by default so it is ready to use. + +If anyone has other propositions I would gladly hear them :). + +**Steps to reproduce:** +Open Project > Project Settings + +**Minimal reproduction project:** +n/a +",True,"Confusing UX with project settings search functionality - **Godot version:** +Godot 3.0 stable + + +**OS/device including version:** +Arch linux + + +**Issue description:** +Very often I see myself quickly search through project settings for category or property names. + +For reference this is how the project settings toolbar looks now: +![screenshot_20180201_105624](https://user-images.githubusercontent.com/4293865/35672463-f732b168-073e-11e8-8c1d-21a2307b379f.png) + +My first UX with the search functionality when I started using godot a few months back was a little confusing and it still confuses me from time to time when I don't pay much attention. At first glance I can see there is a search icon and label at the leftmost position on the toolbar. So I think, awesome, I am ready to begin typing my queries in the category or property text fields and hit Enter to confirm. But then I found I actually added a new category/property with my search query. I also see that the label (which is actually a button) is different looking than the Add and Delete buttons located rightmost on the toolbar so I was a little confused. Then I found out that the Search label is actually a button which opens a new text field which is the one used for searching. + +I would like to propose few ways to change the behaviour of the search functionality if this bothers other people too. + +1. Make Search button look more like the already mentioned Add and Delete buttons (Background colour and on hover outline colour change). Currently the on hover behaviour of the search button is very very subtle (the icon and label swap colours) and it does not indicated it is a button. + +2. Make the Search label and field appear by default and move the addition functionality of new categories/properties to perhaps a modal dialog activated by an Add Property button? + +3. In addition to step 1. show the search functionality automatically when I start typing when no other text field is already in focus. + +4. In addition to step 2. make the search field have the focus by default so it is ready to use. + +If anyone has other propositions I would gladly hear them :). + +**Steps to reproduce:** +Open Project > Project Settings + +**Minimal reproduction project:** +n/a +",1,confusing ux with project settings search functionality godot version godot stable os device including version arch linux issue description very often i see myself quickly search through project settings for category or property names for reference this is how the project settings toolbar looks now my first ux with the search functionality when i started using godot a few months back was a little confusing and it still confuses me from time to time when i don t pay much attention at first glance i can see there is a search icon and label at the leftmost position on the toolbar so i think awesome i am ready to begin typing my queries in the category or property text fields and hit enter to confirm but then i found i actually added a new category property with my search query i also see that the label which is actually a button is different looking than the add and delete buttons located rightmost on the toolbar so i was a little confused then i found out that the search label is actually a button which opens a new text field which is the one used for searching i would like to propose few ways to change the behaviour of the search functionality if this bothers other people too make search button look more like the already mentioned add and delete buttons background colour and on hover outline colour change currently the on hover behaviour of the search button is very very subtle the icon and label swap colours and it does not indicated it is a button make the search label and field appear by default and move the addition functionality of new categories properties to perhaps a modal dialog activated by an add property button in addition to step show the search functionality automatically when i start typing when no other text field is already in focus in addition to step make the search field have the focus by default so it is ready to use if anyone has other propositions i would gladly hear them steps to reproduce open project project settings minimal reproduction project n a ,1 +15338,9966597614.0,IssuesEvent,2019-07-08 11:37:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor 2D view scroll limits not working properly,bug topic:editor usability,"**Godot version:** +3.1.1 + + +**OS/device including version:** +Manjaro Linux + + +**Issue description:** +When I create a tilemap I have scrolling problem in -y direction. If the map is bigger in x and -x direction I can scroll accordingly more to cover the tilemap cell, but in -y direction the viewport is locked and I can't scroll over some limit. + + +**Steps to reproduce:** +Create a tilemap and draw in -y direction. + +",True,"Editor 2D view scroll limits not working properly - **Godot version:** +3.1.1 + + +**OS/device including version:** +Manjaro Linux + + +**Issue description:** +When I create a tilemap I have scrolling problem in -y direction. If the map is bigger in x and -x direction I can scroll accordingly more to cover the tilemap cell, but in -y direction the viewport is locked and I can't scroll over some limit. + + +**Steps to reproduce:** +Create a tilemap and draw in -y direction. + +",1,editor view scroll limits not working properly godot version os device including version manjaro linux issue description when i create a tilemap i have scrolling problem in y direction if the map is bigger in x and x direction i can scroll accordingly more to cover the tilemap cell but in y direction the viewport is locked and i can t scroll over some limit steps to reproduce create a tilemap and draw in y direction ,1 +10845,6961014644.0,IssuesEvent,2017-12-08 07:26:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tabs inside Localization could look better,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +[Build](http://godot3builds.digitecnology.com/) 584bc8883 + +**Issue description:** +The tabs in Project > Project Settings > Localization could use some love, as they look kinda awkward: +![screenshot at 2017-10-25 17-49-32](https://user-images.githubusercontent.com/30739239/32297257-c0c4c248-bf35-11e7-86ea-e158e2204b9b.png) +",True,"Tabs inside Localization could look better - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +[Build](http://godot3builds.digitecnology.com/) 584bc8883 + +**Issue description:** +The tabs in Project > Project Settings > Localization could use some love, as they look kinda awkward: +![screenshot at 2017-10-25 17-49-32](https://user-images.githubusercontent.com/30739239/32297257-c0c4c248-bf35-11e7-86ea-e158e2204b9b.png) +",1,tabs inside localization could look better operating system or device godot version gpu model and driver if graphics related issue description the tabs in project project settings localization could use some love as they look kinda awkward ,1 +9919,6516487911.0,IssuesEvent,2017-08-27 09:51:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,redo [Ctrl+y] does not auto repeat in script editor,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** +official 2.1-beta 20160721 + +**Issue description** (what happened, and what was expected): + +When you keep pressing [Ctrl+Z] to undo, it has key-repeat. + +When you keep pressing [Ctrl+Y] to redo, key-repeat does not work, and you have to release and press [Ctrl+Y] several time. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"redo [Ctrl+y] does not auto repeat in script editor - **Operating system or device - Godot version:** +official 2.1-beta 20160721 + +**Issue description** (what happened, and what was expected): + +When you keep pressing [Ctrl+Z] to undo, it has key-repeat. + +When you keep pressing [Ctrl+Y] to redo, key-repeat does not work, and you have to release and press [Ctrl+Y] several time. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,redo does not auto repeat in script editor operating system or device godot version official beta issue description what happened and what was expected when you keep pressing to undo it has key repeat when you keep pressing to redo key repeat does not work and you have to release and press several time steps to reproduce link to minimal example project optional but very welcome ,1 +27134,27742840242.0,IssuesEvent,2023-03-15 15:17:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drag-dropping an .gdshaderinc into the shader editor does not open the shader,enhancement topic:editor usability topic:shaders,"### Godot version + +4.0 + +### System information + +Fedora Linux 37, Nvidia 4090, Vulkan 1.3, nv 525.60.11 + +### Issue description + +Dropping a .gdshaderinc file from the FileSystem tab into the Shader Editor tab does not open the file like is done when a .gdshader is dropped + +### Steps to reproduce + +Create a .gdshaderinc file and drop it into the Shader Editor + +### Minimal reproduction project + +N/A",True,"Drag-dropping an .gdshaderinc into the shader editor does not open the shader - ### Godot version + +4.0 + +### System information + +Fedora Linux 37, Nvidia 4090, Vulkan 1.3, nv 525.60.11 + +### Issue description + +Dropping a .gdshaderinc file from the FileSystem tab into the Shader Editor tab does not open the file like is done when a .gdshader is dropped + +### Steps to reproduce + +Create a .gdshaderinc file and drop it into the Shader Editor + +### Minimal reproduction project + +N/A",1,drag dropping an gdshaderinc into the shader editor does not open the shader godot version system information fedora linux nvidia vulkan nv issue description dropping a gdshaderinc file from the filesystem tab into the shader editor tab does not open the file like is done when a gdshader is dropped steps to reproduce create a gdshaderinc file and drop it into the shader editor minimal reproduction project n a,1 +3668,3512551339.0,IssuesEvent,2016-01-11 02:18:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Metadata in tscn format,enhancement topic:core usability,"The tscn format is already way VCS-friendlier than the XML format, so that's a big improvements. +The two remaining issues IMO are: + - random reordering of external resources upon save (#2495) + - editor-specific metadata that are saved to the tscn and change very often (whether on 2D or script screen, camera offset, etc.). This issue is about this point. + +Here's what I get in a simple 2D tscn scene (as a one-liner, but I split it for readability): +``` +__meta__ = { + ""__editor_plugin_screen__"":""2D"", + ""__editor_plugin_states__"":{ + ""2D"":{ + ""ofs"":Vector2( -166.143, -66.5586 ), + ""snap_grid"":true, + ""snap_offset"":Vector2( 0, 0 ), + ""snap_pixel"":false, + ""snap_relative"":false, + ""snap_rotation"":false, + ""snap_rotation_offset"":0, + ""snap_rotation_step"":0.261799, + ""snap_show_grid"":false, + ""snap_step"":Vector2( 16, 16 ), + ""zoom"":0.814506 }, + ""3D"":{ + ""ambient_light_color"":Color( 0.15, 0.15, 0.15, 1 ), + ""default_light"":true, + ""default_srgb"":false, + ""deflight_rot_x"":0.942478, + ""deflight_rot_y"":0.628319, + ""fov"":45, + ""show_grid"":true, + ""show_origin"":true, + ""viewport_mode"":1, + ""viewports"":[ + { ""distance"":4, ""listener"":true, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, + { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, + { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, + { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 } ], + ""zfar"":500, + ""znear"":0.1 }, + ""Anim"":{ + ""visible"":false } }, + ""__editor_run_settings__"":{ + ""custom_args"":""-l $scene"", + ""run_mode"":0 } } +``` +I'll put some thoughts in a later comment on how these metadata could be made more VCS friendly.",True,"Metadata in tscn format - The tscn format is already way VCS-friendlier than the XML format, so that's a big improvements. +The two remaining issues IMO are: + - random reordering of external resources upon save (#2495) + - editor-specific metadata that are saved to the tscn and change very often (whether on 2D or script screen, camera offset, etc.). This issue is about this point. + +Here's what I get in a simple 2D tscn scene (as a one-liner, but I split it for readability): +``` +__meta__ = { + ""__editor_plugin_screen__"":""2D"", + ""__editor_plugin_states__"":{ + ""2D"":{ + ""ofs"":Vector2( -166.143, -66.5586 ), + ""snap_grid"":true, + ""snap_offset"":Vector2( 0, 0 ), + ""snap_pixel"":false, + ""snap_relative"":false, + ""snap_rotation"":false, + ""snap_rotation_offset"":0, + ""snap_rotation_step"":0.261799, + ""snap_show_grid"":false, + ""snap_step"":Vector2( 16, 16 ), + ""zoom"":0.814506 }, + ""3D"":{ + ""ambient_light_color"":Color( 0.15, 0.15, 0.15, 1 ), + ""default_light"":true, + ""default_srgb"":false, + ""deflight_rot_x"":0.942478, + ""deflight_rot_y"":0.628319, + ""fov"":45, + ""show_grid"":true, + ""show_origin"":true, + ""viewport_mode"":1, + ""viewports"":[ + { ""distance"":4, ""listener"":true, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, + { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, + { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 }, + { ""distance"":4, ""listener"":false, ""pos"":Vector3( 0, 0, 0 ), ""use_environment"":false, ""use_orthogonal"":false, ""x_rot"":0, ""y_rot"":0 } ], + ""zfar"":500, + ""znear"":0.1 }, + ""Anim"":{ + ""visible"":false } }, + ""__editor_run_settings__"":{ + ""custom_args"":""-l $scene"", + ""run_mode"":0 } } +``` +I'll put some thoughts in a later comment on how these metadata could be made more VCS friendly.",1,metadata in tscn format the tscn format is already way vcs friendlier than the xml format so that s a big improvements the two remaining issues imo are random reordering of external resources upon save editor specific metadata that are saved to the tscn and change very often whether on or script screen camera offset etc this issue is about this point here s what i get in a simple tscn scene as a one liner but i split it for readability meta editor plugin screen editor plugin states ofs snap grid true snap offset snap pixel false snap relative false snap rotation false snap rotation offset snap rotation step snap show grid false snap step zoom ambient light color color default light true default srgb false deflight rot x deflight rot y fov show grid true show origin true viewport mode viewports distance listener true pos use environment false use orthogonal false x rot y rot distance listener false pos use environment false use orthogonal false x rot y rot distance listener false pos use environment false use orthogonal false x rot y rot distance listener false pos use environment false use orthogonal false x rot y rot zfar znear anim visible false editor run settings custom args l scene run mode i ll put some thoughts in a later comment on how these metadata could be made more vcs friendly ,1 +25793,25907365950.0,IssuesEvent,2022-12-15 11:17:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Incorrect default values for Tilemap.set_cell,enhancement usability topic:2d,"### Godot version + +v4.0.beta7.official [0bb1e89fb] + +### System information + +MacOS Ventura 13.0 + +### Issue description + +This should be a simple fix, however I am unable to build on my computer to attempt to fix myself. The default value in GDscript for the alternative_tile is 0, but the TileSetSource::INVALID_TILE_ALTERNATIVE is -1. This results in a warning value when passing only default values using GDscript TileMap.set_cell function. + +### Steps to reproduce + +On a class that extends TileMap: + +``` +extends TileMap + + +# Called when the node enters the scene tree for the first time. +func _ready() -> void: + set_cell(0, Vector2.ZERO, -1, Vector2i(-1, -1), -1) #works + set_cell(0, Vector2.ZERO) #warning +``` + +### Minimal reproduction project + +N/A",True,"Incorrect default values for Tilemap.set_cell - ### Godot version + +v4.0.beta7.official [0bb1e89fb] + +### System information + +MacOS Ventura 13.0 + +### Issue description + +This should be a simple fix, however I am unable to build on my computer to attempt to fix myself. The default value in GDscript for the alternative_tile is 0, but the TileSetSource::INVALID_TILE_ALTERNATIVE is -1. This results in a warning value when passing only default values using GDscript TileMap.set_cell function. + +### Steps to reproduce + +On a class that extends TileMap: + +``` +extends TileMap + + +# Called when the node enters the scene tree for the first time. +func _ready() -> void: + set_cell(0, Vector2.ZERO, -1, Vector2i(-1, -1), -1) #works + set_cell(0, Vector2.ZERO) #warning +``` + +### Minimal reproduction project + +N/A",1,incorrect default values for tilemap set cell godot version official system information macos ventura issue description this should be a simple fix however i am unable to build on my computer to attempt to fix myself the default value in gdscript for the alternative tile is but the tilesetsource invalid tile alternative is this results in a warning value when passing only default values using gdscript tilemap set cell function steps to reproduce on a class that extends tilemap extends tilemap called when the node enters the scene tree for the first time func ready void set cell zero works set cell zero warning minimal reproduction project n a,1 +10731,6897971360.0,IssuesEvent,2017-11-24 07:06:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Context menu doesn't open on the first node you add to a scene,bug confirmed topic:editor usability,"Godot 3.0 master +Windows 10 64 bits + +Repro: +1) Create a project / create a new scene +2) Add a Node: notice right-click on it doesn't open the contextual menu +3) Add a child: notice now you can, on both nodes +4) Remove the child: you still can +5) Remove all nodes, then add one: you can't open the contextual menu again",True,"Context menu doesn't open on the first node you add to a scene - Godot 3.0 master +Windows 10 64 bits + +Repro: +1) Create a project / create a new scene +2) Add a Node: notice right-click on it doesn't open the contextual menu +3) Add a child: notice now you can, on both nodes +4) Remove the child: you still can +5) Remove all nodes, then add one: you can't open the contextual menu again",1,context menu doesn t open on the first node you add to a scene godot master windows bits repro create a project create a new scene add a node notice right click on it doesn t open the contextual menu add a child notice now you can on both nodes remove the child you still can remove all nodes then add one you can t open the contextual menu again,1 +6426,4282805623.0,IssuesEvent,2016-07-15 10:42:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot Code Editor Parameter Info Display Obscures Current Line,bug topic:editor usability,"I'm using the Godot Beta build released most recently (05 February 2016 12:56 PM) and when using the code editor the parameter suggestion popup obscures part of the line currently being edited. + +![godotapisuggestionsobscurecurrentline](https://cloud.githubusercontent.com/assets/17059062/12855482/b0da4b40-cc0d-11e5-88f3-82faba20a12a.png) +",True,"Godot Code Editor Parameter Info Display Obscures Current Line - I'm using the Godot Beta build released most recently (05 February 2016 12:56 PM) and when using the code editor the parameter suggestion popup obscures part of the line currently being edited. + +![godotapisuggestionsobscurecurrentline](https://cloud.githubusercontent.com/assets/17059062/12855482/b0da4b40-cc0d-11e5-88f3-82faba20a12a.png) +",1,godot code editor parameter info display obscures current line i m using the godot beta build released most recently february pm and when using the code editor the parameter suggestion popup obscures part of the line currently being edited ,1 +4687,3876238477.0,IssuesEvent,2016-04-12 06:54:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 2.0 Feb 23 2016 stable version: How to rotate/pan scene (Macbook Pro)?,enhancement platform:osx topic:editor usability,"Operation System: +Macbook Pro Late 2014 , Yosemite 10.10.5 + +I could rotate the object, and pan the object +and I could also set perspective (which are preset angles) +but I do not know how to pan/rotate the viewport + +I tried all possible control combinations with my Macbook trackpad. +I wonder if the pan/rotate controls are only available now for Mouse.",True,"Godot 2.0 Feb 23 2016 stable version: How to rotate/pan scene (Macbook Pro)? - Operation System: +Macbook Pro Late 2014 , Yosemite 10.10.5 + +I could rotate the object, and pan the object +and I could also set perspective (which are preset angles) +but I do not know how to pan/rotate the viewport + +I tried all possible control combinations with my Macbook trackpad. +I wonder if the pan/rotate controls are only available now for Mouse.",1,godot feb stable version how to rotate pan scene macbook pro operation system macbook pro late yosemite i could rotate the object and pan the object and i could also set perspective which are preset angles but i do not know how to pan rotate the viewport i tried all possible control combinations with my macbook trackpad i wonder if the pan rotate controls are only available now for mouse ,1 +12639,8015718353.0,IssuesEvent,2018-07-25 10:57:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AssetLib causes Godot Engine to lag-freeze when using a slow internet speed,bug confirmed topic:assetlib usability,"**Operating system or device - Godot version:** +v2.2.alpha.custom_build + +**Issue description** (what happened, and what was expected): +Using a slow internet connection appears to make Godot Engine freeze and lag while it attempts to fetch plugins. Note that these are assumptions based on what is going on. +This happens every time I do it. Internet speed is around 5-50kb/s and can be up to around 200kb/s on rare occasions. + +Another issue is when I click away from AssetLib; it does not stop attempting to download the assetlib. Not a big deal, but can be a pain when you accidentally press AssetLib due to lag/freezes. + +**Steps to reproduce:** +- Have slow internet connection +- Start Godot Engine v2.2 alpha.custom_build +- Select AssetLib +- (Optional) Unselect AssetLib + +--- + +I could not find any previous issues mentioning about this. +",True,"AssetLib causes Godot Engine to lag-freeze when using a slow internet speed - **Operating system or device - Godot version:** +v2.2.alpha.custom_build + +**Issue description** (what happened, and what was expected): +Using a slow internet connection appears to make Godot Engine freeze and lag while it attempts to fetch plugins. Note that these are assumptions based on what is going on. +This happens every time I do it. Internet speed is around 5-50kb/s and can be up to around 200kb/s on rare occasions. + +Another issue is when I click away from AssetLib; it does not stop attempting to download the assetlib. Not a big deal, but can be a pain when you accidentally press AssetLib due to lag/freezes. + +**Steps to reproduce:** +- Have slow internet connection +- Start Godot Engine v2.2 alpha.custom_build +- Select AssetLib +- (Optional) Unselect AssetLib + +--- + +I could not find any previous issues mentioning about this. +",1,assetlib causes godot engine to lag freeze when using a slow internet speed operating system or device godot version alpha custom build issue description what happened and what was expected using a slow internet connection appears to make godot engine freeze and lag while it attempts to fetch plugins note that these are assumptions based on what is going on this happens every time i do it internet speed is around s and can be up to around s on rare occasions another issue is when i click away from assetlib it does not stop attempting to download the assetlib not a big deal but can be a pain when you accidentally press assetlib due to lag freezes steps to reproduce have slow internet connection start godot engine alpha custom build select assetlib optional unselect assetlib i could not find any previous issues mentioning about this ,1 +11871,7495939870.0,IssuesEvent,2018-04-08 03:15:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"File browser ""up to folder"" duplicate icons",enhancement topic:core usability,"**Operating system or device - Godot version:** +Windows 10, 4965ddfaa1536fb179d4b156d1ecb8a72a3c565f + +**Issue description** (what happened, and what was expected): +There are duplicate ""up to folder"" icons in file browser and only the one with two dots work. Previously there was just one option to go one folder up. + +![duplicate_up_to_folder](https://cloud.githubusercontent.com/assets/9309589/20456386/9b615c0c-ae6d-11e6-9758-db955a5829b9.jpg) + + +**Steps to reproduce:** +It just happens from the whole start when Godot is launched. This happens when I want to create a new project, add existing one or basically anytime file browser is being showed. + +**Link to minimal example project** (optional but very welcome): +",True,"File browser ""up to folder"" duplicate icons - **Operating system or device - Godot version:** +Windows 10, 4965ddfaa1536fb179d4b156d1ecb8a72a3c565f + +**Issue description** (what happened, and what was expected): +There are duplicate ""up to folder"" icons in file browser and only the one with two dots work. Previously there was just one option to go one folder up. + +![duplicate_up_to_folder](https://cloud.githubusercontent.com/assets/9309589/20456386/9b615c0c-ae6d-11e6-9758-db955a5829b9.jpg) + + +**Steps to reproduce:** +It just happens from the whole start when Godot is launched. This happens when I want to create a new project, add existing one or basically anytime file browser is being showed. + +**Link to minimal example project** (optional but very welcome): +",1,file browser up to folder duplicate icons operating system or device godot version windows issue description what happened and what was expected there are duplicate up to folder icons in file browser and only the one with two dots work previously there was just one option to go one folder up steps to reproduce it just happens from the whole start when godot is launched this happens when i want to create a new project add existing one or basically anytime file browser is being showed link to minimal example project optional but very welcome ,1 +21712,17571186418.0,IssuesEvent,2021-08-14 18:29:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Flags in AnimatedTexture, ProxyTexture, MeshTexture and GradientTexture can't be set",bug topic:editor usability,"**Godot version:** +![image](https://user-images.githubusercontent.com/7307968/51275087-3f28ab80-19d1-11e9-9d07-1b5a69783710.png) + +**OS/device including version:** +Windows 64 + +**Steps to reproduce:** +Create a new AnimationTexture resource, try to change the flags - they can't be set. +",True,"Flags in AnimatedTexture, ProxyTexture, MeshTexture and GradientTexture can't be set - **Godot version:** +![image](https://user-images.githubusercontent.com/7307968/51275087-3f28ab80-19d1-11e9-9d07-1b5a69783710.png) + +**OS/device including version:** +Windows 64 + +**Steps to reproduce:** +Create a new AnimationTexture resource, try to change the flags - they can't be set. +",1,flags in animatedtexture proxytexture meshtexture and gradienttexture can t be set godot version os device including version windows steps to reproduce create a new animationtexture resource try to change the flags they can t be set ,1 +23852,23038213574.0,IssuesEvent,2022-07-22 21:46:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Sun/Environment Preview and Label toolbar color pickers doesn't respect color picker shape and mode editor settings,bug topic:editor usability topic:3d,"### Godot version + +v4.0.dev.custom_build [e09881de9] + +### System information + +Windows 10, Vulkan + +### Issue description + +The color picker in the sun preview menu doesn't respect the Default Color Picker Mode and Default Color Picker Shape editor settings. This applies to all 3 color pickers in this menu (Sun, Sky, and Ground Color). + +![image](https://user-images.githubusercontent.com/67974470/150864768-1c9bcabb-604d-4abf-bf20-f77a4a724900.png) + +![image](https://user-images.githubusercontent.com/67974470/150864370-e3254744-3bee-45e3-8113-9ee662d0d0c9.png) + +EDIT: This also applies to the Label toolbar: +![image](https://user-images.githubusercontent.com/67974470/151095043-cc523bd7-e8d8-450c-b723-aa7b8737d307.png) + +## Proposal that would solve this issue: https://github.com/godotengine/godot-proposals/issues/3857 + +### Steps to reproduce + +* Change the Default Color Picker Mode and Default Color Picker Shape editor settings to something other than the default +* Open a color picker in the 3D Sun/Environment Preview menu + +### Minimal reproduction project + +_No response_",True,"Sun/Environment Preview and Label toolbar color pickers doesn't respect color picker shape and mode editor settings - ### Godot version + +v4.0.dev.custom_build [e09881de9] + +### System information + +Windows 10, Vulkan + +### Issue description + +The color picker in the sun preview menu doesn't respect the Default Color Picker Mode and Default Color Picker Shape editor settings. This applies to all 3 color pickers in this menu (Sun, Sky, and Ground Color). + +![image](https://user-images.githubusercontent.com/67974470/150864768-1c9bcabb-604d-4abf-bf20-f77a4a724900.png) + +![image](https://user-images.githubusercontent.com/67974470/150864370-e3254744-3bee-45e3-8113-9ee662d0d0c9.png) + +EDIT: This also applies to the Label toolbar: +![image](https://user-images.githubusercontent.com/67974470/151095043-cc523bd7-e8d8-450c-b723-aa7b8737d307.png) + +## Proposal that would solve this issue: https://github.com/godotengine/godot-proposals/issues/3857 + +### Steps to reproduce + +* Change the Default Color Picker Mode and Default Color Picker Shape editor settings to something other than the default +* Open a color picker in the 3D Sun/Environment Preview menu + +### Minimal reproduction project + +_No response_",1,sun environment preview and label toolbar color pickers doesn t respect color picker shape and mode editor settings godot version dev custom build system information windows vulkan issue description the color picker in the sun preview menu doesn t respect the default color picker mode and default color picker shape editor settings this applies to all color pickers in this menu sun sky and ground color edit this also applies to the label toolbar proposal that would solve this issue steps to reproduce change the default color picker mode and default color picker shape editor settings to something other than the default open a color picker in the sun environment preview menu minimal reproduction project no response ,1 +15247,9907280279.0,IssuesEvent,2019-06-27 15:29:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Regression, unmark One Shot when Emmiting is true, doesn't restore particles emitting ",bug confirmed topic:editor usability,"**Godot version:** +3.1 Alpha + + +**OS/device including version:** +Windows 10 Intel HD 4600 + + +**Issue description:** +Issue is same as #10181 and fixed in #10297 but now this still not working + +So when I unmark One Shot when I have Emitting enabled, I expecting restore particles emitting but this doesn't happen. + +_Bugsquad edit: CPUParticles2D is also affected_ + +**Steps to reproduce:** + +![ezgif-5-8312265410](https://user-images.githubusercontent.com/41945903/45152736-3679ca80-b1d2-11e8-9ff8-2f9ef8188269.gif) + +",True,"Regression, unmark One Shot when Emmiting is true, doesn't restore particles emitting - **Godot version:** +3.1 Alpha + + +**OS/device including version:** +Windows 10 Intel HD 4600 + + +**Issue description:** +Issue is same as #10181 and fixed in #10297 but now this still not working + +So when I unmark One Shot when I have Emitting enabled, I expecting restore particles emitting but this doesn't happen. + +_Bugsquad edit: CPUParticles2D is also affected_ + +**Steps to reproduce:** + +![ezgif-5-8312265410](https://user-images.githubusercontent.com/41945903/45152736-3679ca80-b1d2-11e8-9ff8-2f9ef8188269.gif) + +",1,regression unmark one shot when emmiting is true doesn t restore particles emitting godot version alpha os device including version windows intel hd issue description issue is same as and fixed in but now this still not working so when i unmark one shot when i have emitting enabled i expecting restore particles emitting but this doesn t happen bugsquad edit is also affected steps to reproduce ,1 +18536,13019322568.0,IssuesEvent,2020-07-26 21:55:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,External script editor gets focused after changing scenes or selecting any C# script in the Inspector,enhancement topic:editor topic:mono usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot v3.0.beta.build1.mono +Windows 10 +Single UltraWide Monitor 2560x1080. +GTX 780, 16 gb ram. + +**Issue description:** +Visual studio code is sent to the front of the screen everytime any script.cs is on the Inspector tab + +**Steps to reproduce:** +- Create new Project +- Create Any Node +- Attach new C# script ( Visual Studio Code opens here, if not, select visual studio code as current Editor ) +- Go back to godot editor +- Press inspector arrows to select the node, then select the script. +- At this moment Visual Studio Code should be on your screen ( not sure if this will work with multiple monitors ) + +If this is working as intended, its somewhat annoying, making this toggleable in the settings would be very much appreciated. +",True,"External script editor gets focused after changing scenes or selecting any C# script in the Inspector - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot v3.0.beta.build1.mono +Windows 10 +Single UltraWide Monitor 2560x1080. +GTX 780, 16 gb ram. + +**Issue description:** +Visual studio code is sent to the front of the screen everytime any script.cs is on the Inspector tab + +**Steps to reproduce:** +- Create new Project +- Create Any Node +- Attach new C# script ( Visual Studio Code opens here, if not, select visual studio code as current Editor ) +- Go back to godot editor +- Press inspector arrows to select the node, then select the script. +- At this moment Visual Studio Code should be on your screen ( not sure if this will work with multiple monitors ) + +If this is working as intended, its somewhat annoying, making this toggleable in the settings would be very much appreciated. +",1,external script editor gets focused after changing scenes or selecting any c script in the inspector operating system or device godot version gpu model and driver if graphics related godot beta mono windows single ultrawide monitor gtx gb ram issue description visual studio code is sent to the front of the screen everytime any script cs is on the inspector tab steps to reproduce create new project create any node attach new c script visual studio code opens here if not select visual studio code as current editor go back to godot editor press inspector arrows to select the node then select the script at this moment visual studio code should be on your screen not sure if this will work with multiple monitors if this is working as intended its somewhat annoying making this toggleable in the settings would be very much appreciated ,1 +11054,7044915791.0,IssuesEvent,2018-01-01 11:47:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot add a point between two points in Line2D,bug topic:editor usability,"**OS/Godot version:** + +Antergos x86_64 - 5c63687 + +**Issue description:** + +Expected: new point between existing two points (`+` icon appears on the line) +Happened: new point connected to one of the points +*Note: for 3 or more points it works as expected* + +**Steps to reproduce:** +1. New Line2D +2. Add two points +3. Try using add/select tool to add a point between two points +4. New point is connected to one of the points instead of both + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",True,"Cannot add a point between two points in Line2D - **OS/Godot version:** + +Antergos x86_64 - 5c63687 + +**Issue description:** + +Expected: new point between existing two points (`+` icon appears on the line) +Happened: new point connected to one of the points +*Note: for 3 or more points it works as expected* + +**Steps to reproduce:** +1. New Line2D +2. Add two points +3. Try using add/select tool to add a point between two points +4. New point is connected to one of the points instead of both + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",1,cannot add a point between two points in os godot version antergos issue description expected new point between existing two points icon appears on the line happened new point connected to one of the points note for or more points it works as expected steps to reproduce new add two points try using add select tool to add a point between two points new point is connected to one of the points instead of both i searched the existing for potential duplicates ,1 +6160,4164494456.0,IssuesEvent,2016-06-18 20:51:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Wrong behaviour on copying texts with accented characters on linux.,bug platform:linux topic:editor usability,"I can reproduce it on Linux (Xubuntu 14.04) but not in windows 10. + +Copying a text with characters like à è é ì ò ù (in Italian they're very common) and pasting in the engine will paste only the text before the first occurence of one of them. +",True,"Wrong behaviour on copying texts with accented characters on linux. - I can reproduce it on Linux (Xubuntu 14.04) but not in windows 10. + +Copying a text with characters like à è é ì ò ù (in Italian they're very common) and pasting in the engine will paste only the text before the first occurence of one of them. +",1,wrong behaviour on copying texts with accented characters on linux i can reproduce it on linux xubuntu but not in windows copying a text with characters like à è é ì ò ù in italian they re very common and pasting in the engine will paste only the text before the first occurence of one of them ,1 +14999,9645764737.0,IssuesEvent,2019-05-17 09:28:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot copy node's path on remote scene tree,enhancement junior job topic:editor usability,"**Godot version:** 3.1.1 +![image](https://user-images.githubusercontent.com/11059246/57038116-65f5af80-6c59-11e9-9d45-f84bc03abd60.png) + +There should be menu item to allow copy node's path",True,"Cannot copy node's path on remote scene tree - **Godot version:** 3.1.1 +![image](https://user-images.githubusercontent.com/11059246/57038116-65f5af80-6c59-11e9-9d45-f84bc03abd60.png) + +There should be menu item to allow copy node's path",1,cannot copy node s path on remote scene tree godot version there should be menu item to allow copy node s path,1 +6169,4165387066.0,IssuesEvent,2016-06-19 13:13:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Node Multi-Edit can't attach script to multiple nodes,bug confirmed topic:editor usability,"**Issue description** (what happened, and what was expected): +I've tried to add same script to multiple nodes using multi-edit feature and properties editor. It didn't worked had to add them manually to each node :) + +**Steps to reproduce:** +Create many nodes. +Select them. +Turn ON multi-edit/ +Go to properties and try to attach script to them.",True,"Node Multi-Edit can't attach script to multiple nodes - **Issue description** (what happened, and what was expected): +I've tried to add same script to multiple nodes using multi-edit feature and properties editor. It didn't worked had to add them manually to each node :) + +**Steps to reproduce:** +Create many nodes. +Select them. +Turn ON multi-edit/ +Go to properties and try to attach script to them.",1,node multi edit can t attach script to multiple nodes issue description what happened and what was expected i ve tried to add same script to multiple nodes using multi edit feature and properties editor it didn t worked had to add them manually to each node steps to reproduce create many nodes select them turn on multi edit go to properties and try to attach script to them ,1 +23890,23111677345.0,IssuesEvent,2022-07-27 13:31:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual shader connections are very hard to work with,bug topic:editor usability topic:visualscript topic:shaders topic:gui,"### Godot version + +v4.0.alpha.custom_build [c4389f774] + +### System information + +Linux Fedora, Radeon RX 590 + +### Issue description + +Connecting pins in visual shaders is rather frustrating. +When shaders become of small-medium size ( 5+ nodes) already the zoom level required to work with it makes the connections super hard to work with. + +### Steps to reproduce + +Create a visual shader with some complexity, for example +![image](https://user-images.githubusercontent.com/7917475/181218785-641b9c68-35cd-4921-a426-273fe8d8fdf7.png) + +I am reporting this as a bug because the usability is so impaired that I think it should count as a bug. + +### Minimal reproduction project + +This is the specific shader I'm working on ( License CC-BY-ND-NC 4.0 for now) + +[CrystalAoEShield.zip](https://github.com/godotengine/godot/files/9197195/CrystalAoEShield.zip) +",True,"Visual shader connections are very hard to work with - ### Godot version + +v4.0.alpha.custom_build [c4389f774] + +### System information + +Linux Fedora, Radeon RX 590 + +### Issue description + +Connecting pins in visual shaders is rather frustrating. +When shaders become of small-medium size ( 5+ nodes) already the zoom level required to work with it makes the connections super hard to work with. + +### Steps to reproduce + +Create a visual shader with some complexity, for example +![image](https://user-images.githubusercontent.com/7917475/181218785-641b9c68-35cd-4921-a426-273fe8d8fdf7.png) + +I am reporting this as a bug because the usability is so impaired that I think it should count as a bug. + +### Minimal reproduction project + +This is the specific shader I'm working on ( License CC-BY-ND-NC 4.0 for now) + +[CrystalAoEShield.zip](https://github.com/godotengine/godot/files/9197195/CrystalAoEShield.zip) +",1,visual shader connections are very hard to work with godot version alpha custom build system information linux fedora radeon rx issue description connecting pins in visual shaders is rather frustrating when shaders become of small medium size nodes already the zoom level required to work with it makes the connections super hard to work with steps to reproduce create a visual shader with some complexity for example i am reporting this as a bug because the usability is so impaired that i think it should count as a bug minimal reproduction project this is the specific shader i m working on license cc by nd nc for now ,1 +15825,10317153971.0,IssuesEvent,2019-08-30 11:58:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector dock changes size when selected,bug confirmed topic:editor usability," + +**Godot version:** + 5b5db08 + + +**Issue description:** +When clicking the Inspector dock, it will change its size. It only affects this dock alone, no matter its current location: +![peek 2019-01-25 11-00](https://user-images.githubusercontent.com/30739239/51747391-428ef780-20a1-11e9-9abe-7adf98e921ba.gif)",True,"Inspector dock changes size when selected - + +**Godot version:** + 5b5db08 + + +**Issue description:** +When clicking the Inspector dock, it will change its size. It only affects this dock alone, no matter its current location: +![peek 2019-01-25 11-00](https://user-images.githubusercontent.com/30739239/51747391-428ef780-20a1-11e9-9abe-7adf98e921ba.gif)",1,inspector dock changes size when selected please search existing issues for potential duplicates before filing yours godot version issue description when clicking the inspector dock it will change its size it only affects this dock alone no matter its current location ,1 +7798,5215812307.0,IssuesEvent,2017-01-26 07:42:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Remove Warning message when creating a new track in Animation window,enhancement junior job topic:editor usability,"In my opinion there's no reason why you would give a warning message every time you want to create a new track in your animation. As a graphics guy doing a lot of animations this warning message becomes really annoying. It's like asking in Photoshop ""if you really want to create a new layer."" + +If you accidentally hit the wrong key button when setting a keyframe, then you can easily remove the track from the animation, so it's hard to see the need for the warning message. ",True,"Remove Warning message when creating a new track in Animation window - In my opinion there's no reason why you would give a warning message every time you want to create a new track in your animation. As a graphics guy doing a lot of animations this warning message becomes really annoying. It's like asking in Photoshop ""if you really want to create a new layer."" + +If you accidentally hit the wrong key button when setting a keyframe, then you can easily remove the track from the animation, so it's hard to see the need for the warning message. ",1,remove warning message when creating a new track in animation window in my opinion there s no reason why you would give a warning message every time you want to create a new track in your animation as a graphics guy doing a lot of animations this warning message becomes really annoying it s like asking in photoshop if you really want to create a new layer if you accidentally hit the wrong key button when setting a keyframe then you can easily remove the track from the animation so it s hard to see the need for the warning message ,1 +17969,12451686122.0,IssuesEvent,2020-05-27 10:55:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Not able to change ""Pan Mode""'s shortcut.",enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** +Windows 10 64-bits. Godot_v2.1.3-stable_win64 + + +**Issue description:** + You are not able to change the shortcut of _Pan Mode_ from _MiddleMouse Button_ to another key e.g., _Control + LeftMouse Button + Drag_ or _Space + LeftMouse Button + Drag_. + When using a Touchpad (_Trackpad_) it's really uncomfortable having to click _Control + Space + LeftMouse Button_. + +![panmode](https://cloud.githubusercontent.com/assets/19430633/25557440/39385808-2d09-11e7-804f-28c268d44ba5.png) + +",True,"Not able to change ""Pan Mode""'s shortcut. - **Operating system or device - Godot version:** +Windows 10 64-bits. Godot_v2.1.3-stable_win64 + + +**Issue description:** + You are not able to change the shortcut of _Pan Mode_ from _MiddleMouse Button_ to another key e.g., _Control + LeftMouse Button + Drag_ or _Space + LeftMouse Button + Drag_. + When using a Touchpad (_Trackpad_) it's really uncomfortable having to click _Control + Space + LeftMouse Button_. + +![panmode](https://cloud.githubusercontent.com/assets/19430633/25557440/39385808-2d09-11e7-804f-28c268d44ba5.png) + +",1,not able to change pan mode s shortcut operating system or device godot version windows bits godot stable issue description you are not able to change the shortcut of pan mode from middlemouse button to another key e g control leftmouse button drag or space leftmouse button drag when using a touchpad trackpad it s really uncomfortable having to click control space leftmouse button ,1 +13166,8320257488.0,IssuesEvent,2018-09-25 19:39:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add clear(er) error messages for networking,enhancement topic:network usability,"Quoting a Discord user: +*There was a problem with an rpc call I was doing. I was using rpc to call a procedure send_player_data(playerID, playerInfo), but in the rpc call, I wasn't including either of those arguments. I don't think the error message was directly caused by the bad rpc call, but it probably triggered some chain of events that eventually caused the error to rise:* +``` +ERROR: Attempt to remote call/set when networking is not connected yet in SceneTree. +At: scene/main/scene_tree.cpp:1760 +```",True,"Add clear(er) error messages for networking - Quoting a Discord user: +*There was a problem with an rpc call I was doing. I was using rpc to call a procedure send_player_data(playerID, playerInfo), but in the rpc call, I wasn't including either of those arguments. I don't think the error message was directly caused by the bad rpc call, but it probably triggered some chain of events that eventually caused the error to rise:* +``` +ERROR: Attempt to remote call/set when networking is not connected yet in SceneTree. +At: scene/main/scene_tree.cpp:1760 +```",1,add clear er error messages for networking quoting a discord user there was a problem with an rpc call i was doing i was using rpc to call a procedure send player data playerid playerinfo but in the rpc call i wasn t including either of those arguments i don t think the error message was directly caused by the bad rpc call but it probably triggered some chain of events that eventually caused the error to rise error attempt to remote call set when networking is not connected yet in scenetree at scene main scene tree cpp ,1 +12177,7738122891.0,IssuesEvent,2018-05-28 10:44:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Font preview in import dialog file browser,confirmed feature proposal topic:editor usability,"Font preview in import dialog file browser, like in Blender. Would be handy :) +",True,"Font preview in import dialog file browser - Font preview in import dialog file browser, like in Blender. Would be handy :) +",1,font preview in import dialog file browser font preview in import dialog file browser like in blender would be handy ,1 +17625,12201896633.0,IssuesEvent,2020-04-30 08:03:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,`Align Transform with View` should not move the view,confirmed discussion topic:editor usability,"**Godot version:** 3.2 + +**OS/device including version:** Pop_OS! 19.10 + +**Issue description:** `Align Transform with View` moves the view. This makes it very hard to make a minor adjustment after this button has been pressed or copy the same transform to multiple objects. (it's been a few years but) My experience with Unreal and Unity is that they do not move the view while doing this action. + +**Steps to reproduce:** In 3d preview, select a camera node (or any spacial node), click `perspective`, then `Align Transform with View` + +**Minimal reproduction project:** Any 3d project +",True,"`Align Transform with View` should not move the view - **Godot version:** 3.2 + +**OS/device including version:** Pop_OS! 19.10 + +**Issue description:** `Align Transform with View` moves the view. This makes it very hard to make a minor adjustment after this button has been pressed or copy the same transform to multiple objects. (it's been a few years but) My experience with Unreal and Unity is that they do not move the view while doing this action. + +**Steps to reproduce:** In 3d preview, select a camera node (or any spacial node), click `perspective`, then `Align Transform with View` + +**Minimal reproduction project:** Any 3d project +",1, align transform with view should not move the view godot version os device including version pop os issue description align transform with view moves the view this makes it very hard to make a minor adjustment after this button has been pressed or copy the same transform to multiple objects it s been a few years but my experience with unreal and unity is that they do not move the view while doing this action steps to reproduce in preview select a camera node or any spacial node click perspective then align transform with view minimal reproduction project any project ,1 +16537,11035856243.0,IssuesEvent,2019-12-07 16:36:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,parameter Hints in autocompletion preview - to show expected type of variable and other info,enhancement topic:editor topic:gdscript usability,"1. The editor and gdscript are not consistent with the value type they take for rotations + A hint about set_rot() type of expected variable would have helped me avoid a bit of confusion here: + https://github.com/godotengine/godot/issues/4516#issuecomment-217423197 + This is an example of how in some cases your code might parse successfully, but not do what you expect. +2. In order to know the type of variable that is expected in a function or a method, you need to search the class api documentation explicitly. + In game maker, the auto - completion gives hints like this: + ![autocomplete_image](https://cloud.githubusercontent.com/assets/6495061/15072365/1fb1f19e-138a-11e6-8419-b19096c5c054.png) + So no need to search for this, the actual autocompletion is showing you immediately what type of value or syntax it expects! + +Godot has no hints whatsoever. + +To make this even more awesome than godot, gamemaker users can write hints for their own functions parameters. Defining a hint is as simple as: +![intelligent-code-completion](https://cloud.githubusercontent.com/assets/6495061/15072382/48fa91e6-138a-11e6-8814-754a1220420d.png) + +http://gamemakerblog.com/2014/01/02/how-to-add-intelligent-code-completion-to-scripts/ + +This is a common feature of many other code editors. +Look at how nice it is in superpowers game engine: +![kii8xad](https://cloud.githubusercontent.com/assets/6495061/15072444/afaa9328-138a-11e6-9c00-c3a073976dec.png) + +This makes them easier to learn or transition to! +",True,"parameter Hints in autocompletion preview - to show expected type of variable and other info - 1. The editor and gdscript are not consistent with the value type they take for rotations + A hint about set_rot() type of expected variable would have helped me avoid a bit of confusion here: + https://github.com/godotengine/godot/issues/4516#issuecomment-217423197 + This is an example of how in some cases your code might parse successfully, but not do what you expect. +2. In order to know the type of variable that is expected in a function or a method, you need to search the class api documentation explicitly. + In game maker, the auto - completion gives hints like this: + ![autocomplete_image](https://cloud.githubusercontent.com/assets/6495061/15072365/1fb1f19e-138a-11e6-8419-b19096c5c054.png) + So no need to search for this, the actual autocompletion is showing you immediately what type of value or syntax it expects! + +Godot has no hints whatsoever. + +To make this even more awesome than godot, gamemaker users can write hints for their own functions parameters. Defining a hint is as simple as: +![intelligent-code-completion](https://cloud.githubusercontent.com/assets/6495061/15072382/48fa91e6-138a-11e6-8814-754a1220420d.png) + +http://gamemakerblog.com/2014/01/02/how-to-add-intelligent-code-completion-to-scripts/ + +This is a common feature of many other code editors. +Look at how nice it is in superpowers game engine: +![kii8xad](https://cloud.githubusercontent.com/assets/6495061/15072444/afaa9328-138a-11e6-9c00-c3a073976dec.png) + +This makes them easier to learn or transition to! +",1,parameter hints in autocompletion preview to show expected type of variable and other info the editor and gdscript are not consistent with the value type they take for rotations a hint about set rot type of expected variable would have helped me avoid a bit of confusion here this is an example of how in some cases your code might parse successfully but not do what you expect in order to know the type of variable that is expected in a function or a method you need to search the class api documentation explicitly in game maker the auto completion gives hints like this so no need to search for this the actual autocompletion is showing you immediately what type of value or syntax it expects godot has no hints whatsoever to make this even more awesome than godot gamemaker users can write hints for their own functions parameters defining a hint is as simple as this is a common feature of many other code editors look at how nice it is in superpowers game engine this makes them easier to learn or transition to ,1 +21921,18074009442.0,IssuesEvent,2021-09-21 07:48:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tab key can't be used in editor shortcuts.,bug topic:editor usability,"**Operating system or device - Godot version:** +Linux - Master + +**Issue description:** +When pressing an Editor shortcut that involves the `Tab` key, Godot will focus the next `control` instead of activating the shortcut. Easily testable with the default ""next/prev scene"" shortcut. + + +**Steps to reproduce:** +- Have 2 or more scenes open. +- Press `ctrl + tab` or `ctrl + shift + tab` +- ... +- Don't Profit :(",True,"Tab key can't be used in editor shortcuts. - **Operating system or device - Godot version:** +Linux - Master + +**Issue description:** +When pressing an Editor shortcut that involves the `Tab` key, Godot will focus the next `control` instead of activating the shortcut. Easily testable with the default ""next/prev scene"" shortcut. + + +**Steps to reproduce:** +- Have 2 or more scenes open. +- Press `ctrl + tab` or `ctrl + shift + tab` +- ... +- Don't Profit :(",1,tab key can t be used in editor shortcuts operating system or device godot version linux master issue description when pressing an editor shortcut that involves the tab key godot will focus the next control instead of activating the shortcut easily testable with the default next prev scene shortcut steps to reproduce have or more scenes open press ctrl tab or ctrl shift tab don t profit ,1 +17949,12439868373.0,IssuesEvent,2020-05-26 10:54:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to define custom conditional function in VS,feature proposal topic:visualscript usability,"**Issue description** (what happened, and what was expected): +This would be mostly a 'Syntax Sugar' in VS world, but it would further improve VS readability :) +Like we have currently `Condition` block it would be awesome if we could declare boolean getter functions which works just like current condition block, take a look at picture: +![sugarconditional3](https://cloud.githubusercontent.com/assets/6129594/18134119/8d093530-6f9d-11e6-928f-f1ba44840a2b.png) +",True,"Ability to define custom conditional function in VS - **Issue description** (what happened, and what was expected): +This would be mostly a 'Syntax Sugar' in VS world, but it would further improve VS readability :) +Like we have currently `Condition` block it would be awesome if we could declare boolean getter functions which works just like current condition block, take a look at picture: +![sugarconditional3](https://cloud.githubusercontent.com/assets/6129594/18134119/8d093530-6f9d-11e6-928f-f1ba44840a2b.png) +",1,ability to define custom conditional function in vs issue description what happened and what was expected this would be mostly a syntax sugar in vs world but it would further improve vs readability like we have currently condition block it would be awesome if we could declare boolean getter functions which works just like current condition block take a look at picture ,1 +12759,8068723328.0,IssuesEvent,2018-08-06 00:10:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Minimizing the editor shrinks all panels,platform:windows usability," + +**Godot version:** +3.1 6c569c9 + + +**OS/device including version:** +Windows 10 x64 + + +**Issue description:** +A short video demonstrating the problem: https://streamable.com/doj64 + + +**Steps to reproduce:** +1. Open a project +2. Resize any panel to whatever size +3. Minimize the window +4. Restore the window",True,"Minimizing the editor shrinks all panels - + +**Godot version:** +3.1 6c569c9 + + +**OS/device including version:** +Windows 10 x64 + + +**Issue description:** +A short video demonstrating the problem: https://streamable.com/doj64 + + +**Steps to reproduce:** +1. Open a project +2. Resize any panel to whatever size +3. Minimize the window +4. Restore the window",1,minimizing the editor shrinks all panels please search existing issues for potential duplicates before filing yours godot version os device including version windows issue description a short video demonstrating the problem steps to reproduce open a project resize any panel to whatever size minimize the window restore the window,1 +17109,11687847124.0,IssuesEvent,2020-03-05 13:34:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add Point2i type for integer coordinates (like in TileMap),discussion enhancement topic:gdscript usability,"GDScript only has float vector structs (Vector2/Vector3), no integer versions, so functions like `TileMap::get_used_cells` convert their integer cell coordinates to `Vector2`s. If they're left as `Vector2`s when we do calculations on them, like adding/subtracting to get adjacent cells, the floating-point math [could introduce small error](https://en.wikipedia.org/wiki/Floating_point#Accuracy_problems), and using the `Vector2` variable in certain ways will create bugs: +- As keys in a Dictionary, since the hashes will be different and `==` will return false +- Cast back to `int`s for the other TileMap functions, since the fractional part gets truncated, not rounded (example in GDScript: `int(1.9999999)` returns 1, not 2.) + +I'm avoiding the issue by converting the coordinates to Arrays `[int(vector.x), int(vector.y)]` before using them in my pathfinding/line-of-sight functions or the Dictionary where I keep extra map info. But it'd be more convenient and efficient to have an integer vector struct that works like `Vector2`, so I made a branch implementing the existing `Point2i` type from [math_2d.h](https://github.com/godotengine/godot/blob/master/core/math/math_2d.h#L369) into GDScript, Variant, the resource formats, and those TileMap functions: https://github.com/sheepandshepherd/godot/tree/point2i +And a scene testing that the new type, operators, saving/loading, etc all work correctly: https://github.com/sheepandshepherd/godot-point2i-test + +Are these integer vector types something we'd want to add to Godot? If so, I can finish adding Point2iArray and Point3i types, then make a pull request. Or otherwise, I don't mind just sticking with IntArrays, which are a simpler solution to the problem; might not warrant adding new types to GDScript. +",True,"Add Point2i type for integer coordinates (like in TileMap) - GDScript only has float vector structs (Vector2/Vector3), no integer versions, so functions like `TileMap::get_used_cells` convert their integer cell coordinates to `Vector2`s. If they're left as `Vector2`s when we do calculations on them, like adding/subtracting to get adjacent cells, the floating-point math [could introduce small error](https://en.wikipedia.org/wiki/Floating_point#Accuracy_problems), and using the `Vector2` variable in certain ways will create bugs: +- As keys in a Dictionary, since the hashes will be different and `==` will return false +- Cast back to `int`s for the other TileMap functions, since the fractional part gets truncated, not rounded (example in GDScript: `int(1.9999999)` returns 1, not 2.) + +I'm avoiding the issue by converting the coordinates to Arrays `[int(vector.x), int(vector.y)]` before using them in my pathfinding/line-of-sight functions or the Dictionary where I keep extra map info. But it'd be more convenient and efficient to have an integer vector struct that works like `Vector2`, so I made a branch implementing the existing `Point2i` type from [math_2d.h](https://github.com/godotengine/godot/blob/master/core/math/math_2d.h#L369) into GDScript, Variant, the resource formats, and those TileMap functions: https://github.com/sheepandshepherd/godot/tree/point2i +And a scene testing that the new type, operators, saving/loading, etc all work correctly: https://github.com/sheepandshepherd/godot-point2i-test + +Are these integer vector types something we'd want to add to Godot? If so, I can finish adding Point2iArray and Point3i types, then make a pull request. Or otherwise, I don't mind just sticking with IntArrays, which are a simpler solution to the problem; might not warrant adding new types to GDScript. +",1,add type for integer coordinates like in tilemap gdscript only has float vector structs no integer versions so functions like tilemap get used cells convert their integer cell coordinates to s if they re left as s when we do calculations on them like adding subtracting to get adjacent cells the floating point math and using the variable in certain ways will create bugs as keys in a dictionary since the hashes will be different and will return false cast back to int s for the other tilemap functions since the fractional part gets truncated not rounded example in gdscript int returns not i m avoiding the issue by converting the coordinates to arrays before using them in my pathfinding line of sight functions or the dictionary where i keep extra map info but it d be more convenient and efficient to have an integer vector struct that works like so i made a branch implementing the existing type from into gdscript variant the resource formats and those tilemap functions and a scene testing that the new type operators saving loading etc all work correctly are these integer vector types something we d want to add to godot if so i can finish adding and types then make a pull request or otherwise i don t mind just sticking with intarrays which are a simpler solution to the problem might not warrant adding new types to gdscript ,1 +18201,12677614585.0,IssuesEvent,2020-06-19 08:07:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Generated C# script class should be inside project namespace,enhancement topic:mono usability,"**Godot version:** +a71b083 + + +**OS/device including version:** +no matter + + +**Issue description:** +By default C# script generated without namespace, which is not good...",True,"Generated C# script class should be inside project namespace - **Godot version:** +a71b083 + + +**OS/device including version:** +no matter + + +**Issue description:** +By default C# script generated without namespace, which is not good...",1,generated c script class should be inside project namespace godot version os device including version no matter issue description by default c script generated without namespace which is not good ,1 +24582,23971991774.0,IssuesEvent,2022-09-13 08:31:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimatedSprite3D with playing=true causes churn in scene persistence,bug topic:editor usability topic:animation,"### Godot version + +3.3.stable + +### System information + +Linux 5.14.6-arch1-1 + +### Issue description + +When `playing=true`, the sprite3d keeps cycling the `frame` property, which is persisted to the `.tscn` file. This causes unnecessary churn for files committed into version control. + +### Steps to reproduce + +1. Create an `AnimatedSprite3D` in the editor with more than 1 sprite frame, and save the scene +2. Set `playing=true` +3. Commit the file into version control +4. Save the scene a few more times without changes, and check the file diff +5. Notice that the `.tscn` keeps changing, adding/removing a ""frame"" key + +### Minimal reproduction project + +[example.zip](https://github.com/godotengine/godot/files/7280634/example.zip) + +Try opening Spatial.tscn, keep saving it, and run `git diff` between saves.",True,"AnimatedSprite3D with playing=true causes churn in scene persistence - ### Godot version + +3.3.stable + +### System information + +Linux 5.14.6-arch1-1 + +### Issue description + +When `playing=true`, the sprite3d keeps cycling the `frame` property, which is persisted to the `.tscn` file. This causes unnecessary churn for files committed into version control. + +### Steps to reproduce + +1. Create an `AnimatedSprite3D` in the editor with more than 1 sprite frame, and save the scene +2. Set `playing=true` +3. Commit the file into version control +4. Save the scene a few more times without changes, and check the file diff +5. Notice that the `.tscn` keeps changing, adding/removing a ""frame"" key + +### Minimal reproduction project + +[example.zip](https://github.com/godotengine/godot/files/7280634/example.zip) + +Try opening Spatial.tscn, keep saving it, and run `git diff` between saves.",1, with playing true causes churn in scene persistence godot version stable system information linux issue description when playing true the keeps cycling the frame property which is persisted to the tscn file this causes unnecessary churn for files committed into version control steps to reproduce create an in the editor with more than sprite frame and save the scene set playing true commit the file into version control save the scene a few more times without changes and check the file diff notice that the tscn keeps changing adding removing a frame key minimal reproduction project try opening spatial tscn keep saving it and run git diff between saves ,1 +6045,4127768901.0,IssuesEvent,2016-06-10 00:46:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to perform live editing from a PC to another PC,feature proposal topic:core usability,"It would be very welcome to have support for live editing (and one-click deploy, remote filesystem, …) when two PCs are on the same Ethernet or Wi-Fi network. This way, you could develop the game on one PC, and test it on another PC.",True,"Ability to perform live editing from a PC to another PC - It would be very welcome to have support for live editing (and one-click deploy, remote filesystem, …) when two PCs are on the same Ethernet or Wi-Fi network. This way, you could develop the game on one PC, and test it on another PC.",1,ability to perform live editing from a pc to another pc it would be very welcome to have support for live editing and one click deploy remote filesystem … when two pcs are on the same ethernet or wi fi network this way you could develop the game on one pc and test it on another pc ,1 +3530,3480838025.0,IssuesEvent,2015-12-29 11:27:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default ui_focus_next and ui_focus_prev Misreport,bug confirmed topic:core usability,"It looks like the default Input Maps for ui_focus_next (Tab) and ui_focus_prev (Shift + Tab) don't work as expected. If you create an empty project with the following code: + + func _ready(): + set_process(true) + + func _process(delta): + if Input.is_action_pressed(""ui_focus_next""): + print(""Tab"") + if Input.is_action_pressed(""ui_focus_prev""): + print(""Shift + Tab"") + +both ""Tab"" and ""Shift + Tab"" will be printed if you press either Tab or Shift + Tab. I wonder if the Shift modifier is accidentally being ignored.",True,"Default ui_focus_next and ui_focus_prev Misreport - It looks like the default Input Maps for ui_focus_next (Tab) and ui_focus_prev (Shift + Tab) don't work as expected. If you create an empty project with the following code: + + func _ready(): + set_process(true) + + func _process(delta): + if Input.is_action_pressed(""ui_focus_next""): + print(""Tab"") + if Input.is_action_pressed(""ui_focus_prev""): + print(""Shift + Tab"") + +both ""Tab"" and ""Shift + Tab"" will be printed if you press either Tab or Shift + Tab. I wonder if the Shift modifier is accidentally being ignored.",1,default ui focus next and ui focus prev misreport it looks like the default input maps for ui focus next tab and ui focus prev shift tab don t work as expected if you create an empty project with the following code func ready set process true func process delta if input is action pressed ui focus next print tab if input is action pressed ui focus prev print shift tab both tab and shift tab will be printed if you press either tab or shift tab i wonder if the shift modifier is accidentally being ignored ,1 +11190,7098846506.0,IssuesEvent,2018-01-15 07:54:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't update position in animation editor,bug topic:editor usability,"**Godot version:** +3.0.beta.custom_build.702e28f + +**OS/device including version:** +gentoo/gtx1070/nvidia-drivers-390.12 + +**Issue description:** +Can't update pose in animationplayer editor + +**Steps to reproduce:** +create animation, move cursor in timeline + +**Minimal reproduction project:** +[anim_bug.zip](https://github.com/godotengine/godot/files/1627852/anim_bug.zip) + + +![peek 2018-01-13 02-51](https://user-images.githubusercontent.com/2144212/34899903-c93b82c6-f80c-11e7-9c67-cfdcd9a5cb1a.gif) +",True,"Can't update position in animation editor - **Godot version:** +3.0.beta.custom_build.702e28f + +**OS/device including version:** +gentoo/gtx1070/nvidia-drivers-390.12 + +**Issue description:** +Can't update pose in animationplayer editor + +**Steps to reproduce:** +create animation, move cursor in timeline + +**Minimal reproduction project:** +[anim_bug.zip](https://github.com/godotengine/godot/files/1627852/anim_bug.zip) + + +![peek 2018-01-13 02-51](https://user-images.githubusercontent.com/2144212/34899903-c93b82c6-f80c-11e7-9c67-cfdcd9a5cb1a.gif) +",1,can t update position in animation editor godot version beta custom build os device including version gentoo nvidia drivers issue description can t update pose in animationplayer editor steps to reproduce create animation move cursor in timeline minimal reproduction project ,1 +12548,7935265890.0,IssuesEvent,2018-07-09 03:51:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,change Language selection to radio button,enhancement topic:editor usability,"This should use radio button, not checkbox: +![zrzut ekranu 2016-08-04 o 18 35 05](https://cloud.githubusercontent.com/assets/959429/17410091/84393b66-5a72-11e6-95f0-8fd73a85acf1.png) + +Because it looks like it's possible to choose multiple languages for one script. +",True,"change Language selection to radio button - This should use radio button, not checkbox: +![zrzut ekranu 2016-08-04 o 18 35 05](https://cloud.githubusercontent.com/assets/959429/17410091/84393b66-5a72-11e6-95f0-8fd73a85acf1.png) + +Because it looks like it's possible to choose multiple languages for one script. +",1,change language selection to radio button this should use radio button not checkbox because it looks like it s possible to choose multiple languages for one script ,1 +25000,24562038489.0,IssuesEvent,2022-10-12 21:17:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Modifying tile atlas texture will sometimes reset the selected source,bug topic:editor usability topic:2d,"### Godot version + +d6d20d0 + +### System information + +W10 + +### Issue description + +Normally when you have tiles editor opened, updating the used texture will refresh the view, but keep the currently selected source. But sometimes it will enter a weird state where any change to the texture will reset the selected source to 0. +![](https://chat.godotengine.org/file-upload/fBrkFTtEcpWqMbem2/JjK5uFr8Mp.gif) +This happens seemingly randomly and will get fixed permanently (until editor restart) when you switch to TileSet tab and then modify the texture. + +### Steps to reproduce + +1. Create a TileMap with multiple atlas sources +2. With TileMap tab open, modify its used texture externally +3. The editor will reset to the first source if you have another one selected +4. If it didn't happen, restart editor and try again + +### Minimal reproduction project + +_No response_",True,"Modifying tile atlas texture will sometimes reset the selected source - ### Godot version + +d6d20d0 + +### System information + +W10 + +### Issue description + +Normally when you have tiles editor opened, updating the used texture will refresh the view, but keep the currently selected source. But sometimes it will enter a weird state where any change to the texture will reset the selected source to 0. +![](https://chat.godotengine.org/file-upload/fBrkFTtEcpWqMbem2/JjK5uFr8Mp.gif) +This happens seemingly randomly and will get fixed permanently (until editor restart) when you switch to TileSet tab and then modify the texture. + +### Steps to reproduce + +1. Create a TileMap with multiple atlas sources +2. With TileMap tab open, modify its used texture externally +3. The editor will reset to the first source if you have another one selected +4. If it didn't happen, restart editor and try again + +### Minimal reproduction project + +_No response_",1,modifying tile atlas texture will sometimes reset the selected source godot version system information issue description normally when you have tiles editor opened updating the used texture will refresh the view but keep the currently selected source but sometimes it will enter a weird state where any change to the texture will reset the selected source to this happens seemingly randomly and will get fixed permanently until editor restart when you switch to tileset tab and then modify the texture steps to reproduce create a tilemap with multiple atlas sources with tilemap tab open modify its used texture externally the editor will reset to the first source if you have another one selected if it didn t happen restart editor and try again minimal reproduction project no response ,1 +17428,12013964084.0,IssuesEvent,2020-04-10 10:08:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Material preview reset to sphere whenever shader is modified,bug hero wanted! topic:editor usability,"**Godot version:** +v3.2.stable.official + +**OS/device including version:** +Windows 10 Pro + +**Issue description:** +A material can be previewed on either a sphere or a cube in the Inspector. Whenever a shader is modified, the material preview is reset to sphere. This results in having to repeatedly change the material preview back to cube when working on a shader. + +**Steps to reproduce:** +1. Create a new shader material (either Shader or VisualShader). +2. Change the material preview to a cube. +3. Modify the shader (eg rewire nodes or change a value) + +The material preview will be reset to a sphere.",True,"Material preview reset to sphere whenever shader is modified - **Godot version:** +v3.2.stable.official + +**OS/device including version:** +Windows 10 Pro + +**Issue description:** +A material can be previewed on either a sphere or a cube in the Inspector. Whenever a shader is modified, the material preview is reset to sphere. This results in having to repeatedly change the material preview back to cube when working on a shader. + +**Steps to reproduce:** +1. Create a new shader material (either Shader or VisualShader). +2. Change the material preview to a cube. +3. Modify the shader (eg rewire nodes or change a value) + +The material preview will be reset to a sphere.",1,material preview reset to sphere whenever shader is modified godot version stable official os device including version windows pro issue description a material can be previewed on either a sphere or a cube in the inspector whenever a shader is modified the material preview is reset to sphere this results in having to repeatedly change the material preview back to cube when working on a shader steps to reproduce create a new shader material either shader or visualshader change the material preview to a cube modify the shader eg rewire nodes or change a value the material preview will be reset to a sphere ,1 +25267,24929539039.0,IssuesEvent,2022-10-31 10:25:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ScriptEditor shortcuts only work when focused on code editor,bug topic:editor usability topic:input,"### Godot version + +Godot 4.0 beta 3 + +### System information + +Windows 10 + +### Issue description + +In Godot 4 beta 3 it's become impossible to use ScriptEditor shortcuts without having to focus on the code editor first. + +In Godot 3 we're able to use the `find` shortcut while focused on the code editor, and even when focused on the `find` input we're still able to use the `find and replace` shortcut; as well as when focused on the filter methods input we're able to use ScriptEditor shortcuts, as seen below: +https://user-images.githubusercontent.com/17155529/197325485-0fc23954-a10d-46b2-b7fb-b9424fe6381b.mp4 + +However, now in Godot 4 beta 3, we can still use the `find` shortcut while focused on the code editor, however once focused on the find input I'm not able to use anymore ScriptEditor shortcuts, nor when focused on any other thing other than the code editor. This means if I want to switch between `find` and `find and replace` with shortcuts I'd have to focus on the code editor again to be able to use them, as seen below: +https://user-images.githubusercontent.com/17155529/197325476-cb8b4034-0221-4aa2-b318-c10d6183a4c6.mp4 + +### Steps to reproduce + +- Open Godot Engine +- Open any editable file with the ScriptEditor +- Focus on text editor +- Use any ScriptEditor shortcut +- Shortcut works +- Focus on anything else than the text editor +- Use any ScriptEditor shortcut +- Shortcut won't work + +### Minimal reproduction project + +N/A",True,"ScriptEditor shortcuts only work when focused on code editor - ### Godot version + +Godot 4.0 beta 3 + +### System information + +Windows 10 + +### Issue description + +In Godot 4 beta 3 it's become impossible to use ScriptEditor shortcuts without having to focus on the code editor first. + +In Godot 3 we're able to use the `find` shortcut while focused on the code editor, and even when focused on the `find` input we're still able to use the `find and replace` shortcut; as well as when focused on the filter methods input we're able to use ScriptEditor shortcuts, as seen below: +https://user-images.githubusercontent.com/17155529/197325485-0fc23954-a10d-46b2-b7fb-b9424fe6381b.mp4 + +However, now in Godot 4 beta 3, we can still use the `find` shortcut while focused on the code editor, however once focused on the find input I'm not able to use anymore ScriptEditor shortcuts, nor when focused on any other thing other than the code editor. This means if I want to switch between `find` and `find and replace` with shortcuts I'd have to focus on the code editor again to be able to use them, as seen below: +https://user-images.githubusercontent.com/17155529/197325476-cb8b4034-0221-4aa2-b318-c10d6183a4c6.mp4 + +### Steps to reproduce + +- Open Godot Engine +- Open any editable file with the ScriptEditor +- Focus on text editor +- Use any ScriptEditor shortcut +- Shortcut works +- Focus on anything else than the text editor +- Use any ScriptEditor shortcut +- Shortcut won't work + +### Minimal reproduction project + +N/A",1,scripteditor shortcuts only work when focused on code editor godot version godot beta system information windows issue description in godot beta it s become impossible to use scripteditor shortcuts without having to focus on the code editor first in godot we re able to use the find shortcut while focused on the code editor and even when focused on the find input we re still able to use the find and replace shortcut as well as when focused on the filter methods input we re able to use scripteditor shortcuts as seen below however now in godot beta we can still use the find shortcut while focused on the code editor however once focused on the find input i m not able to use anymore scripteditor shortcuts nor when focused on any other thing other than the code editor this means if i want to switch between find and find and replace with shortcuts i d have to focus on the code editor again to be able to use them as seen below steps to reproduce open godot engine open any editable file with the scripteditor focus on text editor use any scripteditor shortcut shortcut works focus on anything else than the text editor use any scripteditor shortcut shortcut won t work minimal reproduction project n a,1 +22542,19610245894.0,IssuesEvent,2022-01-06 14:37:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Popup window to change language(and other similar too) should show first entry around mouse,enhancement topic:editor usability,"**Godot version:** +3.1 Alpha + +**Issue description:** +When I try to change language to english, I must move mouse above because first entry is very high. It should be placed around location where we click. Try to right click at the web browser to see that first entry is at the right at the bottom of mouse cursor + +Now: +![aaaa](https://user-images.githubusercontent.com/41945903/45963383-5a873980-c023-11e8-9000-3a5aefe98dc6.png) + +How should it look: +![bbbb](https://user-images.githubusercontent.com/41945903/45963432-72f75400-c023-11e8-8a63-4169f45d2d98.png) + +",True,"Popup window to change language(and other similar too) should show first entry around mouse - **Godot version:** +3.1 Alpha + +**Issue description:** +When I try to change language to english, I must move mouse above because first entry is very high. It should be placed around location where we click. Try to right click at the web browser to see that first entry is at the right at the bottom of mouse cursor + +Now: +![aaaa](https://user-images.githubusercontent.com/41945903/45963383-5a873980-c023-11e8-9000-3a5aefe98dc6.png) + +How should it look: +![bbbb](https://user-images.githubusercontent.com/41945903/45963432-72f75400-c023-11e8-8a63-4169f45d2d98.png) + +",1,popup window to change language and other similar too should show first entry around mouse godot version alpha issue description when i try to change language to english i must move mouse above because first entry is very high it should be placed around location where we click try to right click at the web browser to see that first entry is at the right at the bottom of mouse cursor now how should it look ,1 +14659,9396771005.0,IssuesEvent,2019-04-08 08:07:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Enable panning with middle mouse button while dragging a node.,enhancement topic:editor usability," + +**Godot version:** +3.1 Stable + +In larger 2D scenes, having to drag a node large distances gets quite annoying as you must: + +1. Drag the node to the edge of the screen +2. Pan to make room for more dragging +3. Repeat until you have dragged the node to the desired location + +And I don't see much reason as to why this shouldn't be a thing.",True,"Enable panning with middle mouse button while dragging a node. - + +**Godot version:** +3.1 Stable + +In larger 2D scenes, having to drag a node large distances gets quite annoying as you must: + +1. Drag the node to the edge of the screen +2. Pan to make room for more dragging +3. Repeat until you have dragged the node to the desired location + +And I don't see much reason as to why this shouldn't be a thing.",1,enable panning with middle mouse button while dragging a node godot version stable in larger scenes having to drag a node large distances gets quite annoying as you must drag the node to the edge of the screen pan to make room for more dragging repeat until you have dragged the node to the desired location and i don t see much reason as to why this shouldn t be a thing ,1 +27454,28904684889.0,IssuesEvent,2023-05-08 00:06:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[Android Editor] Several controls don't respond to touch gestures,bug platform:android topic:editor usability topic:input,"### Godot version + +Version v4.0.rc.custom_build [8c7b98d45] + +### System information + +Galaxy Tab S6 Lite running Android 12 with keyboard case + +### Issue description + +For the fun of it, I followed the [2D Tutorial](https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.html) on my Android tablet. +I noticed several steps that were impossible to repeat without a connected mouse, because interface elements simply didn't respond to touch taps. +I was unable to: +* [x] Close a Scene +* [x] Resize a CollisionShape2D +* [x] Modify a Mask property +* [x] Move Path2D Nodes + +### Steps to reproduce + +**Close a Scene** +In any Workspace, while several scenes are open: Press the X to close the Scene. (Image for clarity) +![grafik](https://user-images.githubusercontent.com/61663141/220451195-22a7f817-621b-4ce9-b0ea-3766ca129f6f.png) +**Expected result** +The Scene is closed after tapping the X + +**Resize a CollisionShape2D** +Try to grab and move the Gizmos to resize the Shape. I can't do it at all. +**Expected result** +The gizmos could be a smidge larger. Mostly though, they should move when I try to drag them. The viewport shouldn't. + +**Modify a Mask property** +Tapping the property has no effect. Long-press can sometimes select a layer, after which it can be toggled. Very fiddly and not repeatable. +![grafik](https://user-images.githubusercontent.com/61663141/220451776-b111b10f-8dcb-452f-9c0a-d95b7094df03.png) +**Expected result** +The mask property should behave like a bunch of tiny toggle buttons. Alternatively tapping should enlarge the button field. + +**Move Path2D Nodes** +It's not completely impossible. I can move the Node by a few pixels. +With longer movements I'll instead drag the viewport. +**Expected result** +Dragging a node should move the node and not the viewport. The node icons could be a bit larger on mobile. + +What if you could only 2-finger-drag the viewport while a Node with Gizmos is selected? That could make things easier! + +### Minimal reproduction project + +N/A",True,"[Android Editor] Several controls don't respond to touch gestures - ### Godot version + +Version v4.0.rc.custom_build [8c7b98d45] + +### System information + +Galaxy Tab S6 Lite running Android 12 with keyboard case + +### Issue description + +For the fun of it, I followed the [2D Tutorial](https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.html) on my Android tablet. +I noticed several steps that were impossible to repeat without a connected mouse, because interface elements simply didn't respond to touch taps. +I was unable to: +* [x] Close a Scene +* [x] Resize a CollisionShape2D +* [x] Modify a Mask property +* [x] Move Path2D Nodes + +### Steps to reproduce + +**Close a Scene** +In any Workspace, while several scenes are open: Press the X to close the Scene. (Image for clarity) +![grafik](https://user-images.githubusercontent.com/61663141/220451195-22a7f817-621b-4ce9-b0ea-3766ca129f6f.png) +**Expected result** +The Scene is closed after tapping the X + +**Resize a CollisionShape2D** +Try to grab and move the Gizmos to resize the Shape. I can't do it at all. +**Expected result** +The gizmos could be a smidge larger. Mostly though, they should move when I try to drag them. The viewport shouldn't. + +**Modify a Mask property** +Tapping the property has no effect. Long-press can sometimes select a layer, after which it can be toggled. Very fiddly and not repeatable. +![grafik](https://user-images.githubusercontent.com/61663141/220451776-b111b10f-8dcb-452f-9c0a-d95b7094df03.png) +**Expected result** +The mask property should behave like a bunch of tiny toggle buttons. Alternatively tapping should enlarge the button field. + +**Move Path2D Nodes** +It's not completely impossible. I can move the Node by a few pixels. +With longer movements I'll instead drag the viewport. +**Expected result** +Dragging a node should move the node and not the viewport. The node icons could be a bit larger on mobile. + +What if you could only 2-finger-drag the viewport while a Node with Gizmos is selected? That could make things easier! + +### Minimal reproduction project + +N/A",1, several controls don t respond to touch gestures godot version version rc custom build system information galaxy tab lite running android with keyboard case issue description for the fun of it i followed the on my android tablet i noticed several steps that were impossible to repeat without a connected mouse because interface elements simply didn t respond to touch taps i was unable to close a scene resize a modify a mask property move nodes steps to reproduce close a scene in any workspace while several scenes are open press the x to close the scene image for clarity expected result the scene is closed after tapping the x resize a try to grab and move the gizmos to resize the shape i can t do it at all expected result the gizmos could be a smidge larger mostly though they should move when i try to drag them the viewport shouldn t modify a mask property tapping the property has no effect long press can sometimes select a layer after which it can be toggled very fiddly and not repeatable expected result the mask property should behave like a bunch of tiny toggle buttons alternatively tapping should enlarge the button field move nodes it s not completely impossible i can move the node by a few pixels with longer movements i ll instead drag the viewport expected result dragging a node should move the node and not the viewport the node icons could be a bit larger on mobile what if you could only finger drag the viewport while a node with gizmos is selected that could make things easier minimal reproduction project n a,1 +26903,27340368629.0,IssuesEvent,2023-02-26 18:20:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Exported node types with a custom type defined by a preloaded const script path can't be selected in inspector.,bug topic:editor usability,"### Godot version + +SHA-1: 1bd0b296e195a622c362a12d8e3dca51e8648578 + +### System information + +Windows 10, Vulkan, Intel® Core™ i7-8700K, Nvidia GTX 1080 (471.11) + +### Issue description + +Scripts now allow you to export node variables with explicit types, including those defined by scripts. However, while using a script type defined by a class_name will allow expected valid node to be selectable in the inspector, if the type is instead defined by a const, for example: + +``` +const type_b_const = preload(""res://type_b.gd"") +@export var type_b: type_b_const = null +``` + +No nodes with this script attached will be selectable in the inspector. + +### Steps to reproduce + +Create a node and attach a script to it (we call this script in the example 'type_b.gd') +Create another node, attach another script to it, and export a variable like this: +``` +const type_b_const = preload(""res://type_b.gd"") +@export var type_b: type_b_const = null +``` +Attempt to assign the type_b variable the node with the type_b script attached a note that it is not selectable. + +### Minimal reproduction project + +[TypeSelection.zip](https://github.com/godotengine/godot/files/10834394/TypeSelection.zip) +",True,"Exported node types with a custom type defined by a preloaded const script path can't be selected in inspector. - ### Godot version + +SHA-1: 1bd0b296e195a622c362a12d8e3dca51e8648578 + +### System information + +Windows 10, Vulkan, Intel® Core™ i7-8700K, Nvidia GTX 1080 (471.11) + +### Issue description + +Scripts now allow you to export node variables with explicit types, including those defined by scripts. However, while using a script type defined by a class_name will allow expected valid node to be selectable in the inspector, if the type is instead defined by a const, for example: + +``` +const type_b_const = preload(""res://type_b.gd"") +@export var type_b: type_b_const = null +``` + +No nodes with this script attached will be selectable in the inspector. + +### Steps to reproduce + +Create a node and attach a script to it (we call this script in the example 'type_b.gd') +Create another node, attach another script to it, and export a variable like this: +``` +const type_b_const = preload(""res://type_b.gd"") +@export var type_b: type_b_const = null +``` +Attempt to assign the type_b variable the node with the type_b script attached a note that it is not selectable. + +### Minimal reproduction project + +[TypeSelection.zip](https://github.com/godotengine/godot/files/10834394/TypeSelection.zip) +",1,exported node types with a custom type defined by a preloaded const script path can t be selected in inspector godot version sha system information windows vulkan intel® core™ nvidia gtx issue description scripts now allow you to export node variables with explicit types including those defined by scripts however while using a script type defined by a class name will allow expected valid node to be selectable in the inspector if the type is instead defined by a const for example const type b const preload res type b gd export var type b type b const null no nodes with this script attached will be selectable in the inspector steps to reproduce create a node and attach a script to it we call this script in the example type b gd create another node attach another script to it and export a variable like this const type b const preload res type b gd export var type b type b const null attempt to assign the type b variable the node with the type b script attached a note that it is not selectable minimal reproduction project ,1 +26928,27384420829.0,IssuesEvent,2023-02-28 12:20:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Can't copy text from editor help,bug topic:editor usability,"### Godot version + +4.0 rc6 + +### System information + +Windows 10 x64 + +### Issue description + +You can select text in editor help, but it can't be copied. Ctrl+C does not change clipboard. + +### Steps to reproduce + +1. F1 +2. Enter +3. Select text +4. Ctrl+C +5. Ctrl+V somewhere + +### Minimal reproduction project + +N/A",True,"Can't copy text from editor help - ### Godot version + +4.0 rc6 + +### System information + +Windows 10 x64 + +### Issue description + +You can select text in editor help, but it can't be copied. Ctrl+C does not change clipboard. + +### Steps to reproduce + +1. F1 +2. Enter +3. Select text +4. Ctrl+C +5. Ctrl+V somewhere + +### Minimal reproduction project + +N/A",1,can t copy text from editor help godot version system information windows issue description you can select text in editor help but it can t be copied ctrl c does not change clipboard steps to reproduce enter select text ctrl c ctrl v somewhere minimal reproduction project n a,1 +21040,16481385774.0,IssuesEvent,2021-05-24 12:10:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tileset Editor Toolbar not shown unless tile clicked/selected,enhancement topic:editor usability," + +3.2.2 + + + +Win + + + +Create a tileset. Then attempt to edit the tileset. The GUI/UX is very odd. Selecting a picture shows the associated tile, but none of the edit tools or toolbar: + +![image](https://user-images.githubusercontent.com/17924807/99009708-5cccea80-2540-11eb-93a2-6f4db95d78ff.png) + +Selecting the tile starts an edit, but also displays the associated edit toolbar: + +![image](https://user-images.githubusercontent.com/17924807/99009726-68b8ac80-2540-11eb-9351-80edcb0150dd.png) + +I think selecting the image, which causes the tile to display, should ALSO display the GUI",True,"Tileset Editor Toolbar not shown unless tile clicked/selected - + +3.2.2 + + + +Win + + + +Create a tileset. Then attempt to edit the tileset. The GUI/UX is very odd. Selecting a picture shows the associated tile, but none of the edit tools or toolbar: + +![image](https://user-images.githubusercontent.com/17924807/99009708-5cccea80-2540-11eb-93a2-6f4db95d78ff.png) + +Selecting the tile starts an edit, but also displays the associated edit toolbar: + +![image](https://user-images.githubusercontent.com/17924807/99009726-68b8ac80-2540-11eb-9351-80edcb0150dd.png) + +I think selecting the image, which causes the tile to display, should ALSO display the GUI",1,tileset editor toolbar not shown unless tile clicked selected please search existing issues for potential duplicates before filing yours win create a tileset then attempt to edit the tileset the gui ux is very odd selecting a picture shows the associated tile but none of the edit tools or toolbar selecting the tile starts an edit but also displays the associated edit toolbar i think selecting the image which causes the tile to display should also display the gui,1 +9871,6486035741.0,IssuesEvent,2017-08-19 16:01:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script Editor smoother scrolling,enhancement topic:core topic:editor usability,"The script editor is scrolling in increments. +would be nice if it would scroll like the help page. +",True,"Script Editor smoother scrolling - The script editor is scrolling in increments. +would be nice if it would scroll like the help page. +",1,script editor smoother scrolling the script editor is scrolling in increments would be nice if it would scroll like the help page ,1 +7560,5051576715.0,IssuesEvent,2016-12-20 22:20:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,SampleLibrary page prevents tab navigation,bug topic:editor usability,"#_(Not an important issue, but should be mentioned regardless)_ + +**How to replicate the problem:** +1. Start New Project (_optional_) +2. Create Node type ""SamplePlayer"". +3. In the Inspector, under ""Config""->""Samples"", change from __ to _New SampleLibrary_. +4. Click it again and select ""Edit"". + +This will overlap your current page with the sample library page. +You are unable to leave this page by clicking on the tabs; 2D, 3D, Script or Help - so you are forced to finish whatever you are doing. A way I have found to leave this page (when not doing anything) it is by clicking on any node in the Scene window. + +Worth mentioning there is no indication of where you are (not counting inside the Inspector window). No title saying ""Sample Library"" or some other information to tell the user what ""page"" is he on. (Granted; most people usually know where they are and how they got there, but let us pretend the user is a dummy and create a user friendly program!) :) + +A suggestion to remedy this might be to make it _appear in a new window_ instead of replacing whatever page/tab you are currently in. +",True,"SampleLibrary page prevents tab navigation - #_(Not an important issue, but should be mentioned regardless)_ + +**How to replicate the problem:** +1. Start New Project (_optional_) +2. Create Node type ""SamplePlayer"". +3. In the Inspector, under ""Config""->""Samples"", change from __ to _New SampleLibrary_. +4. Click it again and select ""Edit"". + +This will overlap your current page with the sample library page. +You are unable to leave this page by clicking on the tabs; 2D, 3D, Script or Help - so you are forced to finish whatever you are doing. A way I have found to leave this page (when not doing anything) it is by clicking on any node in the Scene window. + +Worth mentioning there is no indication of where you are (not counting inside the Inspector window). No title saying ""Sample Library"" or some other information to tell the user what ""page"" is he on. (Granted; most people usually know where they are and how they got there, but let us pretend the user is a dummy and create a user friendly program!) :) + +A suggestion to remedy this might be to make it _appear in a new window_ instead of replacing whatever page/tab you are currently in. +",1,samplelibrary page prevents tab navigation not an important issue but should be mentioned regardless how to replicate the problem start new project optional create node type sampleplayer in the inspector under config samples change from to new samplelibrary click it again and select edit this will overlap your current page with the sample library page you are unable to leave this page by clicking on the tabs script or help so you are forced to finish whatever you are doing a way i have found to leave this page when not doing anything it is by clicking on any node in the scene window worth mentioning there is no indication of where you are not counting inside the inspector window no title saying sample library or some other information to tell the user what page is he on granted most people usually know where they are and how they got there but let us pretend the user is a dummy and create a user friendly program a suggestion to remedy this might be to make it appear in a new window instead of replacing whatever page tab you are currently in ,1 +9365,6262560689.0,IssuesEvent,2017-07-15 12:00:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Converter 2.0 to 3.0 issues,bug usability,"**Operating system or device - Godot version:** +This was tested with version 3: e64b82ebfcc3475c7a7d2a9196bfe20d6c9e3614 version 2: 408f91024c1babc5b60a8fa283a51c44637e00b6 + +**Issue description:** +_Background:_ Last day I was working on porting plugin from godot 2 to godot 3. So it's a little special case since almost any script was a tool. In normal project conversion works quite well. +Also I will not enlist problems with variable/function name changes since those are expected to be fixed by the develop on his own. + +**The list:** +- [ ] Groups are not converted +- [ ] Path9Frame nodes are not converted (class name change to NinePatchRect) +- [ ] Tool scenes are forgetting outgoing signals that were defined in editor +- [ ] Tool Control scenes are losing their size +- [ ] Tool Control scenes are losing their position +- [ ] Tool Control scenes are losing their anchoring + + +Some properties for animation are not converted (sorry don't have a list at the time, but for me it was most of Control ones (inside rect)), not sure what is status of others? +- [ ] (not 100% sure) all inside Control.rect +- [ ] (not 100% sure) all inside CanvasItem.visibility (for sure visible) + + +Some signals were renamed, so they are not connected/converted: +- [ ] Node.enter_tree - > tree_entered +- [ ] Node.exit_tree - > tree_exited +- [ ] Control.focus_enter -> focus_entered +- [ ] Control.focus_exit -> focus_exited +- [ ] Control.input_event -> gui_input +- [ ] Control.modal_close -> modal_closed +- [ ] Control.mouse_enter -> mouse_entered +- [ ] Control.mouse_exit -> mouse_exited +- [ ] Control.mouse_exit -> mouse_exited +- [ ] Control.mouse_exit -> mouse_exited + +Those lists are probably very much incomplete, but I will try to update them when I see something new, also some of those are really easy to fix. Also I'm not saying all of those NEED to be fixed, but some of them should be for sure, and even if something wont be fixed it's better to be aware since it might be helpful during migration guide doc creation. + +If you will want to share your own observations always test on the newest 2.0 build. And paste build git hash so we could know what version it was. + +**Steps to reproduce:** + +**Link to minimal example project:** +Not very convenient, but if you really want to start with something here is a project in which I was trying to reproduce my issues: [Test2 to 3 conversion.zip](https://github.com/godotengine/godot/files/1150283/Test2.to.3.conversion.zip) + +",True,"Converter 2.0 to 3.0 issues - **Operating system or device - Godot version:** +This was tested with version 3: e64b82ebfcc3475c7a7d2a9196bfe20d6c9e3614 version 2: 408f91024c1babc5b60a8fa283a51c44637e00b6 + +**Issue description:** +_Background:_ Last day I was working on porting plugin from godot 2 to godot 3. So it's a little special case since almost any script was a tool. In normal project conversion works quite well. +Also I will not enlist problems with variable/function name changes since those are expected to be fixed by the develop on his own. + +**The list:** +- [ ] Groups are not converted +- [ ] Path9Frame nodes are not converted (class name change to NinePatchRect) +- [ ] Tool scenes are forgetting outgoing signals that were defined in editor +- [ ] Tool Control scenes are losing their size +- [ ] Tool Control scenes are losing their position +- [ ] Tool Control scenes are losing their anchoring + + +Some properties for animation are not converted (sorry don't have a list at the time, but for me it was most of Control ones (inside rect)), not sure what is status of others? +- [ ] (not 100% sure) all inside Control.rect +- [ ] (not 100% sure) all inside CanvasItem.visibility (for sure visible) + + +Some signals were renamed, so they are not connected/converted: +- [ ] Node.enter_tree - > tree_entered +- [ ] Node.exit_tree - > tree_exited +- [ ] Control.focus_enter -> focus_entered +- [ ] Control.focus_exit -> focus_exited +- [ ] Control.input_event -> gui_input +- [ ] Control.modal_close -> modal_closed +- [ ] Control.mouse_enter -> mouse_entered +- [ ] Control.mouse_exit -> mouse_exited +- [ ] Control.mouse_exit -> mouse_exited +- [ ] Control.mouse_exit -> mouse_exited + +Those lists are probably very much incomplete, but I will try to update them when I see something new, also some of those are really easy to fix. Also I'm not saying all of those NEED to be fixed, but some of them should be for sure, and even if something wont be fixed it's better to be aware since it might be helpful during migration guide doc creation. + +If you will want to share your own observations always test on the newest 2.0 build. And paste build git hash so we could know what version it was. + +**Steps to reproduce:** + +**Link to minimal example project:** +Not very convenient, but if you really want to start with something here is a project in which I was trying to reproduce my issues: [Test2 to 3 conversion.zip](https://github.com/godotengine/godot/files/1150283/Test2.to.3.conversion.zip) + +",1,converter to issues operating system or device godot version this was tested with version version issue description background last day i was working on porting plugin from godot to godot so it s a little special case since almost any script was a tool in normal project conversion works quite well also i will not enlist problems with variable function name changes since those are expected to be fixed by the develop on his own the list groups are not converted nodes are not converted class name change to ninepatchrect tool scenes are forgetting outgoing signals that were defined in editor tool control scenes are losing their size tool control scenes are losing their position tool control scenes are losing their anchoring some properties for animation are not converted sorry don t have a list at the time but for me it was most of control ones inside rect not sure what is status of others not sure all inside control rect not sure all inside canvasitem visibility for sure visible some signals were renamed so they are not connected converted node enter tree tree entered node exit tree tree exited control focus enter focus entered control focus exit focus exited control input event gui input control modal close modal closed control mouse enter mouse entered control mouse exit mouse exited control mouse exit mouse exited control mouse exit mouse exited those lists are probably very much incomplete but i will try to update them when i see something new also some of those are really easy to fix also i m not saying all of those need to be fixed but some of them should be for sure and even if something wont be fixed it s better to be aware since it might be helpful during migration guide doc creation if you will want to share your own observations always test on the newest build and paste build git hash so we could know what version it was steps to reproduce link to minimal example project not very convenient but if you really want to start with something here is a project in which i was trying to reproduce my issues ,1 +27741,8031831597.0,IssuesEvent,2018-07-28 07:20:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,On Windows at least building with a -j > 1 scons parameter fails with a file not found even though the file exists,bug confirmed platform:windows topic:buildsystem,"**Operating system or device - Godot version:** + +Windows 10 Pro 64-bit, Godot source 64-bit build (tested with master branch) + +Visual Studio 2015 Community, Windows 10 SDK Kit 10586. + +Python 2.7.11, Scons 2.5.0, and Pywin32 220 all these tools are 32-bit. + +**Issue description** (what happened, and what was expected): + +When I issue the command: + +scons platform=windows target=release_debug -jx + +Where ""x"" is a number > 1 then the build process will eventually give a file not found error. Going to where it says the file is not found it is present. Specifying -j1 on the build line works fine. + +**Steps to reproduce:** + +scons platform=windows target=release_debug -j2 +",1.0,"On Windows at least building with a -j > 1 scons parameter fails with a file not found even though the file exists - **Operating system or device - Godot version:** + +Windows 10 Pro 64-bit, Godot source 64-bit build (tested with master branch) + +Visual Studio 2015 Community, Windows 10 SDK Kit 10586. + +Python 2.7.11, Scons 2.5.0, and Pywin32 220 all these tools are 32-bit. + +**Issue description** (what happened, and what was expected): + +When I issue the command: + +scons platform=windows target=release_debug -jx + +Where ""x"" is a number > 1 then the build process will eventually give a file not found error. Going to where it says the file is not found it is present. Specifying -j1 on the build line works fine. + +**Steps to reproduce:** + +scons platform=windows target=release_debug -j2 +",0,on windows at least building with a j scons parameter fails with a file not found even though the file exists operating system or device godot version windows pro bit godot source bit build tested with master branch visual studio community windows sdk kit python scons and all these tools are bit issue description what happened and what was expected when i issue the command scons platform windows target release debug jx where x is a number then the build process will eventually give a file not found error going to where it says the file is not found it is present specifying on the build line works fine steps to reproduce scons platform windows target release debug ,0 +26083,26393498302.0,IssuesEvent,2023-01-12 17:23:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+S does not save resources in *[unsaved] scenes,enhancement topic:editor usability," +**Godot version:** +4.0.dev c9413b513fd2fb95e9b71d886e01a04e379bb969 + +**OS/device including version:** +Windows 10.0.19041.746 +Nvidia RTX 2080 Ti driver 452.06 + +**Issue description:** +Ctrl+S saves resources but only if the current scene can be saved, so either [empty] or a valid scene. (not [unsaved], and not opened .glb files or such things) + + Ctrl+Alt+S (Save All Scenes) always saves resources but does not notify the user of this fact. + +Similar to issue 9069, but this problem deals with *all resources* (such as Environment), not just scripts. + +**Steps to reproduce:** +1. Create a new project or open existing +2. Double click default_env.tres +3. Expand Sky. Then, in the Sky fleld, click Sky to expand the sky object. +4. In the Sky Material box, create a new PhysicalSky +5. Press Ctrl-S +6. Quit to Project List and reopen. +7. The default_sky.tres was not saved. + +**Minimal reproduction project:** +Happens in a new project",True,"Ctrl+S does not save resources in *[unsaved] scenes - +**Godot version:** +4.0.dev c9413b513fd2fb95e9b71d886e01a04e379bb969 + +**OS/device including version:** +Windows 10.0.19041.746 +Nvidia RTX 2080 Ti driver 452.06 + +**Issue description:** +Ctrl+S saves resources but only if the current scene can be saved, so either [empty] or a valid scene. (not [unsaved], and not opened .glb files or such things) + + Ctrl+Alt+S (Save All Scenes) always saves resources but does not notify the user of this fact. + +Similar to issue 9069, but this problem deals with *all resources* (such as Environment), not just scripts. + +**Steps to reproduce:** +1. Create a new project or open existing +2. Double click default_env.tres +3. Expand Sky. Then, in the Sky fleld, click Sky to expand the sky object. +4. In the Sky Material box, create a new PhysicalSky +5. Press Ctrl-S +6. Quit to Project List and reopen. +7. The default_sky.tres was not saved. + +**Minimal reproduction project:** +Happens in a new project",1,ctrl s does not save resources in scenes godot version dev os device including version windows nvidia rtx ti driver issue description ctrl s saves resources but only if the current scene can be saved so either or a valid scene not and not opened glb files or such things ctrl alt s save all scenes always saves resources but does not notify the user of this fact similar to issue but this problem deals with all resources such as environment not just scripts steps to reproduce create a new project or open existing double click default env tres expand sky then in the sky fleld click sky to expand the sky object in the sky material box create a new physicalsky press ctrl s quit to project list and reopen the default sky tres was not saved minimal reproduction project happens in a new project,1 +9967,6533322731.0,IssuesEvent,2017-08-31 05:41:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Support touch screen actions on desktop platforms,feature proposal topic:core usability,"On many laptops, touch screens are now available. However, it isn't possible to scroll by flicking the scrollable area up and down in the Godot editor (in the script editor or scene tree, for example), like you can do on a mobile device. You currently need to drag the scroll bar, which can be very hard to do. + +This ability could also be helpful in exported projects. + +Exemple application which supports touch events: [Visual Studio Code](http://code.visualstudio.com/)",True,"Support touch screen actions on desktop platforms - On many laptops, touch screens are now available. However, it isn't possible to scroll by flicking the scrollable area up and down in the Godot editor (in the script editor or scene tree, for example), like you can do on a mobile device. You currently need to drag the scroll bar, which can be very hard to do. + +This ability could also be helpful in exported projects. + +Exemple application which supports touch events: [Visual Studio Code](http://code.visualstudio.com/)",1,support touch screen actions on desktop platforms on many laptops touch screens are now available however it isn t possible to scroll by flicking the scrollable area up and down in the godot editor in the script editor or scene tree for example like you can do on a mobile device you currently need to drag the scroll bar which can be very hard to do this ability could also be helpful in exported projects exemple application which supports touch events ,1 +19520,14149661957.0,IssuesEvent,2020-11-11 01:25:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"delete a subdirectory, and that will not removed from godot file browser",bug topic:editor usability,"**Godot version:** +3.1.1, 3.1.2, 3.2 beta2 +**OS/device including version:** +windows 8.1 +**Issue description:** +when delete a subdirectory (empty or not), an unexpected event happening: the godot checking all files, and don't remove the directory from the godot file browser, and copy all project files to this directory ( but not in real. in the os, the directory deleted, but in godot file browser this phenomenon happen, and it is a little bit annoying) +**Steps to reproduce:** +create a subdirectory and delete it, when a project is opened +**Minimal reproduction project:** +new project with some files",True,"delete a subdirectory, and that will not removed from godot file browser - **Godot version:** +3.1.1, 3.1.2, 3.2 beta2 +**OS/device including version:** +windows 8.1 +**Issue description:** +when delete a subdirectory (empty or not), an unexpected event happening: the godot checking all files, and don't remove the directory from the godot file browser, and copy all project files to this directory ( but not in real. in the os, the directory deleted, but in godot file browser this phenomenon happen, and it is a little bit annoying) +**Steps to reproduce:** +create a subdirectory and delete it, when a project is opened +**Minimal reproduction project:** +new project with some files",1,delete a subdirectory and that will not removed from godot file browser godot version os device including version windows issue description when delete a subdirectory empty or not an unexpected event happening the godot checking all files and don t remove the directory from the godot file browser and copy all project files to this directory but not in real in the os the directory deleted but in godot file browser this phenomenon happen and it is a little bit annoying steps to reproduce create a subdirectory and delete it when a project is opened minimal reproduction project new project with some files,1 +4134,3727423690.0,IssuesEvent,2016-03-06 08:43:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Making object hierarchy more explicit in help pages.,enhancement topic:editor usability,"By this, I mean having something like (for example) ""Object > Node > Control > Panel"" at the top of the help page for panel, so you can click on any of the others to be taken to the relevant help page.",True,"Making object hierarchy more explicit in help pages. - By this, I mean having something like (for example) ""Object > Node > Control > Panel"" at the top of the help page for panel, so you can click on any of the others to be taken to the relevant help page.",1,making object hierarchy more explicit in help pages by this i mean having something like for example object node control panel at the top of the help page for panel so you can click on any of the others to be taken to the relevant help page ,1 +12802,8121421837.0,IssuesEvent,2018-08-16 08:08:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make the Debugger also display warning color,enhancement junior job topic:editor usability,"The Output tab was recently updated to show the color yellow when displaying warnings (#20976), but the Debugger still shows red even if there's only warnings: +![screenshot at 2018-08-15 15-06-45](https://user-images.githubusercontent.com/30739239/44164962-d6de4280-a09d-11e8-94f0-2ce3c80ff5e4.png)",True,"Make the Debugger also display warning color - The Output tab was recently updated to show the color yellow when displaying warnings (#20976), but the Debugger still shows red even if there's only warnings: +![screenshot at 2018-08-15 15-06-45](https://user-images.githubusercontent.com/30739239/44164962-d6de4280-a09d-11e8-94f0-2ce3c80ff5e4.png)",1,make the debugger also display warning color the output tab was recently updated to show the color yellow when displaying warnings but the debugger still shows red even if there s only warnings ,1 +17426,12013874691.0,IssuesEvent,2020-04-10 09:55:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Time line zoom is confusing in Animation player,enhancement topic:editor usability,"**Godot version:** 3.2.1 + +**OS/device including version:** Solus + +**Issue description:** +It supposed to be zoom in but it zooms out. +![Peek 2020-03-29 21-12](https://user-images.githubusercontent.com/29702428/77853515-13729980-7202-11ea-8225-0b6fe1497754.gif) + +**Steps to reproduce:** +N/A +**Minimal reproduction project:** +N/A",True,"Time line zoom is confusing in Animation player - **Godot version:** 3.2.1 + +**OS/device including version:** Solus + +**Issue description:** +It supposed to be zoom in but it zooms out. +![Peek 2020-03-29 21-12](https://user-images.githubusercontent.com/29702428/77853515-13729980-7202-11ea-8225-0b6fe1497754.gif) + +**Steps to reproduce:** +N/A +**Minimal reproduction project:** +N/A",1,time line zoom is confusing in animation player godot version os device including version solus issue description it supposed to be zoom in but it zooms out steps to reproduce n a minimal reproduction project n a,1 +19775,14539518607.0,IssuesEvent,2020-12-15 12:00:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default color for ruler text with light theme to dark,bug topic:editor usability,"**Godot version:** +v3.2.3.stable + +**OS/device including version:** +Windows 10 + +**Issue description:** +The text for the ruler position with light theme is nearly invisible. It needs an other default color. + +**Steps to reproduce:** +Switch to light theme, open a new empty scene, move the ruler and look at the ruler text. +![Zwischenablage01](https://user-images.githubusercontent.com/9704038/96834123-bc544080-1441-11eb-936a-bece51f67d95.png) + +related to #33523?",True,"Default color for ruler text with light theme to dark - **Godot version:** +v3.2.3.stable + +**OS/device including version:** +Windows 10 + +**Issue description:** +The text for the ruler position with light theme is nearly invisible. It needs an other default color. + +**Steps to reproduce:** +Switch to light theme, open a new empty scene, move the ruler and look at the ruler text. +![Zwischenablage01](https://user-images.githubusercontent.com/9704038/96834123-bc544080-1441-11eb-936a-bece51f67d95.png) + +related to #33523?",1,default color for ruler text with light theme to dark godot version stable os device including version windows issue description the text for the ruler position with light theme is nearly invisible it needs an other default color steps to reproduce switch to light theme open a new empty scene move the ruler and look at the ruler text related to ,1 +26325,26701444790.0,IssuesEvent,2023-01-27 14:42:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor nodes not filtered on the 'Create CanvasItem' window,bug topic:editor usability,"### Godot version + +v4.0.beta15.official [4fa6edc88] + +### System information + +Windows10, Forward+, AMD Ryzen 5 5600H with Radeon Graphics + +### Issue description + +Users can only add Control and Node2D nodes on the Create CanvasItem window, but there are Editor nodes not filtered out. + + +### Steps to reproduce + +Right-clicking on the 2D viewport. Select the add node feature. A Create CanvasItem window shows. Users can only add Control and Node2D nodes, but there are Editor nodes not filtered out. +![图片](https://user-images.githubusercontent.com/80319225/214565483-98717565-c2e5-41d8-83a0-a985a96fc595.png) + +### Minimal reproduction project + +No project is needed.",True,"Editor nodes not filtered on the 'Create CanvasItem' window - ### Godot version + +v4.0.beta15.official [4fa6edc88] + +### System information + +Windows10, Forward+, AMD Ryzen 5 5600H with Radeon Graphics + +### Issue description + +Users can only add Control and Node2D nodes on the Create CanvasItem window, but there are Editor nodes not filtered out. + + +### Steps to reproduce + +Right-clicking on the 2D viewport. Select the add node feature. A Create CanvasItem window shows. Users can only add Control and Node2D nodes, but there are Editor nodes not filtered out. +![图片](https://user-images.githubusercontent.com/80319225/214565483-98717565-c2e5-41d8-83a0-a985a96fc595.png) + +### Minimal reproduction project + +No project is needed.",1,editor nodes not filtered on the create canvasitem window godot version official system information forward amd ryzen with radeon graphics issue description users can only add control and nodes on the create canvasitem window but there are editor nodes not filtered out steps to reproduce right clicking on the viewport select the add node feature a create canvasitem window shows users can only add control and nodes but there are editor nodes not filtered out minimal reproduction project no project is needed ,1 +9997,6540591487.0,IssuesEvent,2017-09-01 16:01:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Support of custom render sort order in 3D,feature proposal topic:rendering usability,"Currently Godot 3.0 supports render sorting based on various characteristics of materials, but sometimes games need to sort objects within same material group using a custom value. In our game specifically, ground meshes beneath buildings have alpha, and special effects (particles and meshes, always above ground level) also have alpha. The engine is not able to decide in which order to render them without additional information, which we cannot provide to it at the moment, so it renders them in arbitrary order. + +A related problem is that for some reason [Godot assumes](https://github.com/godotengine/godot/blob/d9a97aae04b947517c286f019ce7cd8abd3745fe/drivers/gles3/rasterizer_scene_gles3.cpp#L2185) that all Unshaded materials have alpha, which is actually rarely the case. This prevents from properly sorting materials that actually have or don't have alpha.",True,"Support of custom render sort order in 3D - Currently Godot 3.0 supports render sorting based on various characteristics of materials, but sometimes games need to sort objects within same material group using a custom value. In our game specifically, ground meshes beneath buildings have alpha, and special effects (particles and meshes, always above ground level) also have alpha. The engine is not able to decide in which order to render them without additional information, which we cannot provide to it at the moment, so it renders them in arbitrary order. + +A related problem is that for some reason [Godot assumes](https://github.com/godotengine/godot/blob/d9a97aae04b947517c286f019ce7cd8abd3745fe/drivers/gles3/rasterizer_scene_gles3.cpp#L2185) that all Unshaded materials have alpha, which is actually rarely the case. This prevents from properly sorting materials that actually have or don't have alpha.",1,support of custom render sort order in currently godot supports render sorting based on various characteristics of materials but sometimes games need to sort objects within same material group using a custom value in our game specifically ground meshes beneath buildings have alpha and special effects particles and meshes always above ground level also have alpha the engine is not able to decide in which order to render them without additional information which we cannot provide to it at the moment so it renders them in arbitrary order a related problem is that for some reason that all unshaded materials have alpha which is actually rarely the case this prevents from properly sorting materials that actually have or don t have alpha ,1 +10684,6877478897.0,IssuesEvent,2017-11-20 08:11:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Having a plus sign next to the scene tab for creating new scene,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +3.0 + +**Issue description:** +I think it is more direct to have a plus sign for adding new scene which is not creating a more crowded UI. It is just so natural that I want to click at that spot and find nothing there. + +![2017-11-13 20 00 22](https://user-images.githubusercontent.com/10883749/32726129-cbfc1e6e-c8b2-11e7-8fd4-22f60690848b.png) + +![add](https://user-images.githubusercontent.com/10883749/32726105-b0aceab2-c8b2-11e7-9b37-44c8fbaafa67.png) + + + + + + + + +",True,"Having a plus sign next to the scene tab for creating new scene - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +3.0 + +**Issue description:** +I think it is more direct to have a plus sign for adding new scene which is not creating a more crowded UI. It is just so natural that I want to click at that spot and find nothing there. + +![2017-11-13 20 00 22](https://user-images.githubusercontent.com/10883749/32726129-cbfc1e6e-c8b2-11e7-8fd4-22f60690848b.png) + +![add](https://user-images.githubusercontent.com/10883749/32726105-b0aceab2-c8b2-11e7-9b37-44c8fbaafa67.png) + + + + + + + + +",1,having a plus sign next to the scene tab for creating new scene operating system or device godot version gpu model and driver if graphics related issue description i think it is more direct to have a plus sign for adding new scene which is not creating a more crowded ui it is just so natural that i want to click at that spot and find nothing there ,1 +11517,7274532134.0,IssuesEvent,2018-02-21 10:20:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The camera2D smoothing is always active even the Enabled is switching off,bug junior job topic:core usability,"![default](https://user-images.githubusercontent.com/2604688/33819487-a808ff02-de85-11e7-92ab-b7a093c44c2a.PNG) +The camera2D is always smoothing even the toggled is off, i can only set speed to 0 for terminating the camera smoothing",True,"The camera2D smoothing is always active even the Enabled is switching off - ![default](https://user-images.githubusercontent.com/2604688/33819487-a808ff02-de85-11e7-92ab-b7a093c44c2a.PNG) +The camera2D is always smoothing even the toggled is off, i can only set speed to 0 for terminating the camera smoothing",1,the smoothing is always active even the enabled is switching off the is always smoothing even the toggled is off i can only set speed to for terminating the camera smoothing,1 +13096,8269032955.0,IssuesEvent,2018-09-15 00:35:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bug in AnimationPlayer and Keys disappearing ,bug topic:editor usability,"**Operating system or device - Godot version:** +Win 10 +Godot 2.1.2 + +**Issue description:** + +*Select ""Animation"" tab. +Key symbol next to properties in the inspector are toggling off while in the AnimationPlayer. + +**Steps to reproduce:** +Keys appear next to all properties in the inspector. +*Next select either ""Output"", ""Debugger"" or ""Texture Region"" tab. +Keys are still showing next to the properties in the inspector. +*Now go back to the Animation tab by selecting it. +The Keys next to the properties are now toggled off when they should be on. + +Subsequently, you have to select another node to turn the keys back on. + +**Link to minimal example project:** + +",True,"Bug in AnimationPlayer and Keys disappearing - **Operating system or device - Godot version:** +Win 10 +Godot 2.1.2 + +**Issue description:** + +*Select ""Animation"" tab. +Key symbol next to properties in the inspector are toggling off while in the AnimationPlayer. + +**Steps to reproduce:** +Keys appear next to all properties in the inspector. +*Next select either ""Output"", ""Debugger"" or ""Texture Region"" tab. +Keys are still showing next to the properties in the inspector. +*Now go back to the Animation tab by selecting it. +The Keys next to the properties are now toggled off when they should be on. + +Subsequently, you have to select another node to turn the keys back on. + +**Link to minimal example project:** + +",1,bug in animationplayer and keys disappearing operating system or device godot version win godot issue description select animation tab key symbol next to properties in the inspector are toggling off while in the animationplayer steps to reproduce keys appear next to all properties in the inspector next select either output debugger or texture region tab keys are still showing next to the properties in the inspector now go back to the animation tab by selecting it the keys next to the properties are now toggled off when they should be on subsequently you have to select another node to turn the keys back on link to minimal example project ,1 +18105,12542083299.0,IssuesEvent,2020-06-05 13:29:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Debug Performance Monitor Graph is ""difficult"" to read afterward",enhancement pr welcome topic:editor usability,"**Operating system or device - Godot version:** +Official 2.0.3stable win64 + +**Issue description** (what happened, and what was expected): + +Sometimes, the debug performance monitor graph is ""difficult"" to read because it does not show min/max value, average value, nor a grid/scale, nor a timeline, nor a hint-box showing value under the mouse, etc. + +Only the last value is available. + +![monitor_scale](https://cloud.githubusercontent.com/assets/9801802/15821428/0fcdad9e-2bf0-11e6-8c9d-085fa3cfa158.png) + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Debug Performance Monitor Graph is ""difficult"" to read afterward - **Operating system or device - Godot version:** +Official 2.0.3stable win64 + +**Issue description** (what happened, and what was expected): + +Sometimes, the debug performance monitor graph is ""difficult"" to read because it does not show min/max value, average value, nor a grid/scale, nor a timeline, nor a hint-box showing value under the mouse, etc. + +Only the last value is available. + +![monitor_scale](https://cloud.githubusercontent.com/assets/9801802/15821428/0fcdad9e-2bf0-11e6-8c9d-085fa3cfa158.png) + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,debug performance monitor graph is difficult to read afterward operating system or device godot version official issue description what happened and what was expected sometimes the debug performance monitor graph is difficult to read because it does not show min max value average value nor a grid scale nor a timeline nor a hint box showing value under the mouse etc only the last value is available steps to reproduce link to minimal example project optional but very welcome ,1 +11798,7461378313.0,IssuesEvent,2018-03-31 02:05:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Signal method inserted after the end of C# class implementation in the Godot editor,topic:editor usability,"Signal method inserted after the end of C# class implementation when connecting a signal +in the Godot editor to a node with a C# script attached. +Presents with error: ""A namespace cannot directly contain members such as fields or methods"" + +Godot version: +3.1.dev.mono.custom_build.b49ca94 + +OS/device including version: +Windows 8.1 64bit, 8GB AMD FX 6350 6 core + +Graphics Chipset +AMD Radeon HD 7700 Series +Memory Size 1024 MB +Radeon Software Version 17.4.4 + +Issue description: +Signal method inserted after end of the C# class implementation when connecting a signal +in the Godot editor to a node with a C# script attached. +Error: ""A namespace cannot directly contain members such as fields or methods"" +Just have to drag the signal handler back inside the class brackets. +![godotsignalinsert](https://user-images.githubusercontent.com/7356383/38110770-b580f57e-336a-11e8-930a-a8493484d885.PNG) + + +Steps to reproduce: +Connect a signal from a node in the editor to a node with a C# script attached. +Signal method inserted after end of class implementation. + + + +**Minimal reproduction project:** + +Basic 3D scene such as +https://www.youtube.com/watch?v=-D-IcbsdT04",True,"Signal method inserted after the end of C# class implementation in the Godot editor - Signal method inserted after the end of C# class implementation when connecting a signal +in the Godot editor to a node with a C# script attached. +Presents with error: ""A namespace cannot directly contain members such as fields or methods"" + +Godot version: +3.1.dev.mono.custom_build.b49ca94 + +OS/device including version: +Windows 8.1 64bit, 8GB AMD FX 6350 6 core + +Graphics Chipset +AMD Radeon HD 7700 Series +Memory Size 1024 MB +Radeon Software Version 17.4.4 + +Issue description: +Signal method inserted after end of the C# class implementation when connecting a signal +in the Godot editor to a node with a C# script attached. +Error: ""A namespace cannot directly contain members such as fields or methods"" +Just have to drag the signal handler back inside the class brackets. +![godotsignalinsert](https://user-images.githubusercontent.com/7356383/38110770-b580f57e-336a-11e8-930a-a8493484d885.PNG) + + +Steps to reproduce: +Connect a signal from a node in the editor to a node with a C# script attached. +Signal method inserted after end of class implementation. + + + +**Minimal reproduction project:** + +Basic 3D scene such as +https://www.youtube.com/watch?v=-D-IcbsdT04",1,signal method inserted after the end of c class implementation in the godot editor signal method inserted after the end of c class implementation when connecting a signal in the godot editor to a node with a c script attached presents with error a namespace cannot directly contain members such as fields or methods godot version dev mono custom build os device including version windows amd fx core graphics chipset amd radeon hd series memory size mb radeon software version issue description signal method inserted after end of the c class implementation when connecting a signal in the godot editor to a node with a c script attached error a namespace cannot directly contain members such as fields or methods just have to drag the signal handler back inside the class brackets steps to reproduce connect a signal from a node in the editor to a node with a c script attached signal method inserted after end of class implementation minimal reproduction project basic scene such as ,1 +18800,13237323439.0,IssuesEvent,2020-08-18 21:26:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Strings are not automatically converted to StringNames,bug topic:gdscript usability," + +**Godot version:** + +08d3d06 + +**Issue description:** + +This doesn't work: +``` +connect(""body_entered"", Callable(self, ""entered"")) +``` +You need to use StringName explicitly: +``` +connect(""body_entered"", Callable(self, StringName(""entered""))) +``` +Strings used to be converted automatically.",True,"Strings are not automatically converted to StringNames - + +**Godot version:** + +08d3d06 + +**Issue description:** + +This doesn't work: +``` +connect(""body_entered"", Callable(self, ""entered"")) +``` +You need to use StringName explicitly: +``` +connect(""body_entered"", Callable(self, StringName(""entered""))) +``` +Strings used to be converted automatically.",1,strings are not automatically converted to stringnames please search existing issues for potential duplicates before filing yours godot version issue description this doesn t work connect body entered callable self entered you need to use stringname explicitly connect body entered callable self stringname entered strings used to be converted automatically ,1 +17983,12465578139.0,IssuesEvent,2020-05-28 14:15:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add a clipboard history feature to the editor,feature proposal topic:editor usability,"Qt Creator has a nice feature where pressing Command + Shift + V (on macOS) brings up a clipboard history menu: + + + +So the most recently things you've copied in the editor will show up there, making it really easy to quickly paste in variables etc. you've recently been working with.",True,"Add a clipboard history feature to the editor - Qt Creator has a nice feature where pressing Command + Shift + V (on macOS) brings up a clipboard history menu: + + + +So the most recently things you've copied in the editor will show up there, making it really easy to quickly paste in variables etc. you've recently been working with.",1,add a clipboard history feature to the editor qt creator has a nice feature where pressing command shift v on macos brings up a clipboard history menu img width alt screen shot at pm src so the most recently things you ve copied in the editor will show up there making it really easy to quickly paste in variables etc you ve recently been working with ,1 +10291,6664501367.0,IssuesEvent,2017-10-02 20:23:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spot light gizmo always faces towards camera direction,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +59d1f96418540b6d1b8fec5892b3c1b7d1ae69e1 + +**Issue description:** + +The spot light faces towards the camera + +![peek 2017-08-27 23-20](https://user-images.githubusercontent.com/1103897/29759130-8c71daac-8b7e-11e7-8993-d52c8722b1df.gif) + + +**Steps to reproduce:** +rotate the camera with a spot light on the scene + +",True,"Spot light gizmo always faces towards camera direction - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +59d1f96418540b6d1b8fec5892b3c1b7d1ae69e1 + +**Issue description:** + +The spot light faces towards the camera + +![peek 2017-08-27 23-20](https://user-images.githubusercontent.com/1103897/29759130-8c71daac-8b7e-11e7-8993-d52c8722b1df.gif) + + +**Steps to reproduce:** +rotate the camera with a spot light on the scene + +",1,spot light gizmo always faces towards camera direction operating system or device godot version gpu model and driver if graphics related issue description the spot light faces towards the camera steps to reproduce rotate the camera with a spot light on the scene ,1 +25596,25469931662.0,IssuesEvent,2022-11-25 09:17:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unable to view sub objects in debugger,bug topic:editor usability,"### Godot version + +4.0 beta 3 + +### System information + +Windows 10 + +### Issue description + +The debugger inspector will not follow sub objects + +### Steps to reproduce + +-Break after object creation +-Double click on ""main object""s member, ""sub object"" + +The debugger will not follow the sub object + +### Minimal reproduction project + +[DebuggerViewingSubobjects.zip](https://github.com/godotengine/godot/files/9860703/DebuggerViewingSubobjects.zip) +![DebuggerViewingSubobjects](https://user-images.githubusercontent.com/105455193/197786256-845cf084-49fe-4bbf-aa3d-88d06c02db74.png) +",True,"Unable to view sub objects in debugger - ### Godot version + +4.0 beta 3 + +### System information + +Windows 10 + +### Issue description + +The debugger inspector will not follow sub objects + +### Steps to reproduce + +-Break after object creation +-Double click on ""main object""s member, ""sub object"" + +The debugger will not follow the sub object + +### Minimal reproduction project + +[DebuggerViewingSubobjects.zip](https://github.com/godotengine/godot/files/9860703/DebuggerViewingSubobjects.zip) +![DebuggerViewingSubobjects](https://user-images.githubusercontent.com/105455193/197786256-845cf084-49fe-4bbf-aa3d-88d06c02db74.png) +",1,unable to view sub objects in debugger godot version beta system information windows issue description the debugger inspector will not follow sub objects steps to reproduce break after object creation double click on main object s member sub object the debugger will not follow the sub object minimal reproduction project ,1 +6157,4164342214.0,IssuesEvent,2016-06-18 18:35:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,bug with drag&drop in the Scene tab,bug topic:editor usability,"Latest commit c7292b1 + +1. start dragging an unselected nodes which leads to scrolling list +2. the fall of the node, scrolling continues until the mouse click. + +![2016-05-11_21-59-25](https://cloud.githubusercontent.com/assets/7782218/15192886/ea794b60-17c3-11e6-9eca-ce4e2bf79584.gif) + +that's going to happen if drag selected node in a large list: + +![2016-05-11_22-47-02](https://cloud.githubusercontent.com/assets/7782218/15194319/0ef7acdc-17cb-11e6-90c7-cba9fc1b1b25.gif) +",True,"bug with drag&drop in the Scene tab - Latest commit c7292b1 + +1. start dragging an unselected nodes which leads to scrolling list +2. the fall of the node, scrolling continues until the mouse click. + +![2016-05-11_21-59-25](https://cloud.githubusercontent.com/assets/7782218/15192886/ea794b60-17c3-11e6-9eca-ce4e2bf79584.gif) + +that's going to happen if drag selected node in a large list: + +![2016-05-11_22-47-02](https://cloud.githubusercontent.com/assets/7782218/15194319/0ef7acdc-17cb-11e6-90c7-cba9fc1b1b25.gif) +",1,bug with drag drop in the scene tab latest commit start dragging an unselected nodes which leads to scrolling list the fall of the node scrolling continues until the mouse click that s going to happen if drag selected node in a large list ,1 +19613,14343209991.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,While in script editor ctrl+D paste a line instead of the duplicating node,bug confirmed topic:editor usability,"**Godot version:** 3.2 +cant reproduce in 3.1.2 + +**OS/device including version:** Linux + +**Issue description:** +![Peek 2020-02-14 10-37](https://user-images.githubusercontent.com/29702428/74503262-632d2800-4f16-11ea-9d5b-8d98fdd183b7.gif) + +**Steps to reproduce:** +1. Create project, add node like Timer or Tween +2. Open Script editor +3. select Timer node and Press Ctrl+D",True,"While in script editor ctrl+D paste a line instead of the duplicating node - **Godot version:** 3.2 +cant reproduce in 3.1.2 + +**OS/device including version:** Linux + +**Issue description:** +![Peek 2020-02-14 10-37](https://user-images.githubusercontent.com/29702428/74503262-632d2800-4f16-11ea-9d5b-8d98fdd183b7.gif) + +**Steps to reproduce:** +1. Create project, add node like Timer or Tween +2. Open Script editor +3. select Timer node and Press Ctrl+D",1,while in script editor ctrl d paste a line instead of the duplicating node godot version cant reproduce in os device including version linux issue description steps to reproduce create project add node like timer or tween open script editor select timer node and press ctrl d,1 +3594,3490782921.0,IssuesEvent,2016-01-04 12:13:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Orphan resource explorer should start with all folders folded,archived enhancement topic:editor usability,"I think all folders and subfolders should be folded by default. It's quite difficult to find one particular file in bigger project currently, the first thing I usually do is to fold all the folders and only then I'm able to navigate the project normally. Gif, just to make sure I'm understated correctly: +![foldfolders](https://cloud.githubusercontent.com/assets/6129594/12088116/b7a17230-b2d8-11e5-9cf4-529e43475cdd.gif) +",True,"Orphan resource explorer should start with all folders folded - I think all folders and subfolders should be folded by default. It's quite difficult to find one particular file in bigger project currently, the first thing I usually do is to fold all the folders and only then I'm able to navigate the project normally. Gif, just to make sure I'm understated correctly: +![foldfolders](https://cloud.githubusercontent.com/assets/6129594/12088116/b7a17230-b2d8-11e5-9cf4-529e43475cdd.gif) +",1,orphan resource explorer should start with all folders folded i think all folders and subfolders should be folded by default it s quite difficult to find one particular file in bigger project currently the first thing i usually do is to fold all the folders and only then i m able to navigate the project normally gif just to make sure i m understated correctly ,1 +11867,7495334909.0,IssuesEvent,2018-04-07 19:41:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Radio-button-looking entries for PopupMenu,feature proposal topic:editor usability,"Currently you can add checkable items to `PopupMenu`s. They'll be displayed with a checkbox-like graphic before the text. + +The problem is see is in some menus, options in certain groups are presented like checkable, yet they are mutually exclusive, so the convention about individually checkable items break, + +For instance, in the 3D editor, the _View_ dropdown has some options you can enable/disable individually while it also has entries for different numbers of viewports and, yet only one of them can be active at a time, they are presented as checkboxes: +![check-items](https://user-images.githubusercontent.com/11797174/32995443-9f56f62e-cd74-11e7-81e5-fb92bf286d65.png) + +It would be nice to be able to add items that look like radio buttons to add more clarity to the UI. + +I can add the code and update menus that are displayed as checkable but treated as radios, but I'd need the graphics.",True,"Radio-button-looking entries for PopupMenu - Currently you can add checkable items to `PopupMenu`s. They'll be displayed with a checkbox-like graphic before the text. + +The problem is see is in some menus, options in certain groups are presented like checkable, yet they are mutually exclusive, so the convention about individually checkable items break, + +For instance, in the 3D editor, the _View_ dropdown has some options you can enable/disable individually while it also has entries for different numbers of viewports and, yet only one of them can be active at a time, they are presented as checkboxes: +![check-items](https://user-images.githubusercontent.com/11797174/32995443-9f56f62e-cd74-11e7-81e5-fb92bf286d65.png) + +It would be nice to be able to add items that look like radio buttons to add more clarity to the UI. + +I can add the code and update menus that are displayed as checkable but treated as radios, but I'd need the graphics.",1,radio button looking entries for popupmenu currently you can add checkable items to popupmenu s they ll be displayed with a checkbox like graphic before the text the problem is see is in some menus options in certain groups are presented like checkable yet they are mutually exclusive so the convention about individually checkable items break for instance in the editor the view dropdown has some options you can enable disable individually while it also has entries for different numbers of viewports and yet only one of them can be active at a time they are presented as checkboxes it would be nice to be able to add items that look like radio buttons to add more clarity to the ui i can add the code and update menus that are displayed as checkable but treated as radios but i d need the graphics ,1 +11087,7054416492.0,IssuesEvent,2018-01-04 00:35:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Horizontal scrolling with Shift,enhancement topic:editor usability,"**Godot/OS version:** +3.0 beta2, X11 Linux + +**Issue description:** +In many other applications we can scroll horizontally by holding Shift while scrolling. +It would be nice to have such functionality in the script editor. + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",True,"Horizontal scrolling with Shift - **Godot/OS version:** +3.0 beta2, X11 Linux + +**Issue description:** +In many other applications we can scroll horizontally by holding Shift while scrolling. +It would be nice to have such functionality in the script editor. + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",1,horizontal scrolling with shift godot os version linux issue description in many other applications we can scroll horizontally by holding shift while scrolling it would be nice to have such functionality in the script editor i searched the existing for potential duplicates ,1 +19191,13639283683.0,IssuesEvent,2020-09-25 10:44:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add a hint to StyleBoxFlat shadow size to recommend keeping it within a reasonable value,enhancement topic:editor usability,"**Godot version:** +Target: Master branch and 3.2 cherry pick + +**OS/device including version:** +N/A + +**Issue description:** +The StyleBoxFlat shadow size option has no upper limit. There should be an export hint that allows the slider to display properly. + +**Steps to reproduce:** +Edit the shadow size option in StyleBoxFlat + +**Minimal reproduction project:** +N/A + +--- + +> Closing for now as there's no technical reason to prevent huge shadows, even if they don't look good. +> +> If we want to add a hint for convenience, it should maybe be a bit higher and include `,or_greater` to let users use extreme values if they feel like it. + +_Originally posted by @akien-mga in https://github.com/godotengine/godot/pull/41658#issuecomment-698366413_",True,"Add a hint to StyleBoxFlat shadow size to recommend keeping it within a reasonable value - **Godot version:** +Target: Master branch and 3.2 cherry pick + +**OS/device including version:** +N/A + +**Issue description:** +The StyleBoxFlat shadow size option has no upper limit. There should be an export hint that allows the slider to display properly. + +**Steps to reproduce:** +Edit the shadow size option in StyleBoxFlat + +**Minimal reproduction project:** +N/A + +--- + +> Closing for now as there's no technical reason to prevent huge shadows, even if they don't look good. +> +> If we want to add a hint for convenience, it should maybe be a bit higher and include `,or_greater` to let users use extreme values if they feel like it. + +_Originally posted by @akien-mga in https://github.com/godotengine/godot/pull/41658#issuecomment-698366413_",1,add a hint to styleboxflat shadow size to recommend keeping it within a reasonable value godot version target master branch and cherry pick os device including version n a issue description the styleboxflat shadow size option has no upper limit there should be an export hint that allows the slider to display properly steps to reproduce edit the shadow size option in styleboxflat minimal reproduction project n a closing for now as there s no technical reason to prevent huge shadows even if they don t look good if we want to add a hint for convenience it should maybe be a bit higher and include or greater to let users use extreme values if they feel like it originally posted by akien mga in ,1 +10416,6716459728.0,IssuesEvent,2017-10-14 08:28:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,need to press on pencil after adding empty CollisonPolygon2D node,enhancement hacktoberfest topic:editor usability,"**Operating system or device - Godot version:** +Window 7, v2.1.3.stable.official + +**Issue description:** +usability improvement +![draw_polygon_pencil](https://cloud.githubusercontent.com/assets/10463138/26736537/d736a76c-47c6-11e7-82c5-315db830b21e.gif) + +I expect when adding a empty CollisonPolygon2D node the pencil should be automatically selected. + +",True,"need to press on pencil after adding empty CollisonPolygon2D node - **Operating system or device - Godot version:** +Window 7, v2.1.3.stable.official + +**Issue description:** +usability improvement +![draw_polygon_pencil](https://cloud.githubusercontent.com/assets/10463138/26736537/d736a76c-47c6-11e7-82c5-315db830b21e.gif) + +I expect when adding a empty CollisonPolygon2D node the pencil should be automatically selected. + +",1,need to press on pencil after adding empty node operating system or device godot version window stable official issue description usability improvement i expect when adding a empty node the pencil should be automatically selected ,1 +8993,6085359227.0,IssuesEvent,2017-06-17 14:06:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Only the first sampler showing up in ShaderMaterial Shader Param list,bug confirmed topic:core topic:editor usability,"I am trying to write my own shader in godot 3, and have managed to get something partially working, but the ShaderMaterial is not showing the full set of Shader Params. + +here is my shader: + +``` +shader_type spatial; +render_mode blend_mix,depth_draw_opaque,cull_back; +uniform vec4 albedo : hint_color; +uniform sampler2D texture_albedo_2 : hint_white; +uniform sampler2D texture_albedo : hint_albedo; + +//uniform sampler2D texture_colour_tint : hint_white; +//uniform sampler2D texture_terrain : hint_white; + +//uniform float metalness; +//uniform float roughness : hint_range(0,1); +//uniform float point_size : hint_range(0,128); +//uniform sampler2D texture_specular : hint_white; +uniform vec2 uv1_scale; +uniform vec2 uv1_offset; +uniform vec2 uv2_scale; +uniform vec2 uv2_offset; +//uniform sampler2D texture_normal : hint_normal; +//uniform float normal_scale : hint_range(-16,16); + + +void vertex() { + UV=UV*uv1_scale+uv1_offset; +} + + +void fragment() { + vec4 albedo_tex = texture(texture_albedo,UV); + vec4 albedo_tex_2 = texture(texture_albedo_2,UV); + ALBEDO = albedo.rgb * albedo_tex.rgb * albedo_tex_2.rgb; + //NORMALMAP = texture(texture_normal,UV).rgb; + //NORMALMAP_DEPTH = normal_scale; + //vec4 specular_tex = texture(texture_specular,UV); + //SPECULAR = vec3(ALBEDO.rgb * metalness * specular_tex.r); + //ROUGHNESS = specular_tex.a * roughness; +} + +``` + +the problem is that only the first texture sampler is being displayed in the ShaderMaterial ""Shader Param"" list. Any other samplers are not displayed. + +so texture_albedo_2 is displaying, but texture_albedo is not. The normal map and specular map were also not showing so I commented them out to try to simplify the problem. + +",True,"Only the first sampler showing up in ShaderMaterial Shader Param list - I am trying to write my own shader in godot 3, and have managed to get something partially working, but the ShaderMaterial is not showing the full set of Shader Params. + +here is my shader: + +``` +shader_type spatial; +render_mode blend_mix,depth_draw_opaque,cull_back; +uniform vec4 albedo : hint_color; +uniform sampler2D texture_albedo_2 : hint_white; +uniform sampler2D texture_albedo : hint_albedo; + +//uniform sampler2D texture_colour_tint : hint_white; +//uniform sampler2D texture_terrain : hint_white; + +//uniform float metalness; +//uniform float roughness : hint_range(0,1); +//uniform float point_size : hint_range(0,128); +//uniform sampler2D texture_specular : hint_white; +uniform vec2 uv1_scale; +uniform vec2 uv1_offset; +uniform vec2 uv2_scale; +uniform vec2 uv2_offset; +//uniform sampler2D texture_normal : hint_normal; +//uniform float normal_scale : hint_range(-16,16); + + +void vertex() { + UV=UV*uv1_scale+uv1_offset; +} + + +void fragment() { + vec4 albedo_tex = texture(texture_albedo,UV); + vec4 albedo_tex_2 = texture(texture_albedo_2,UV); + ALBEDO = albedo.rgb * albedo_tex.rgb * albedo_tex_2.rgb; + //NORMALMAP = texture(texture_normal,UV).rgb; + //NORMALMAP_DEPTH = normal_scale; + //vec4 specular_tex = texture(texture_specular,UV); + //SPECULAR = vec3(ALBEDO.rgb * metalness * specular_tex.r); + //ROUGHNESS = specular_tex.a * roughness; +} + +``` + +the problem is that only the first texture sampler is being displayed in the ShaderMaterial ""Shader Param"" list. Any other samplers are not displayed. + +so texture_albedo_2 is displaying, but texture_albedo is not. The normal map and specular map were also not showing so I commented them out to try to simplify the problem. + +",1,only the first sampler showing up in shadermaterial shader param list i am trying to write my own shader in godot and have managed to get something partially working but the shadermaterial is not showing the full set of shader params here is my shader shader type spatial render mode blend mix depth draw opaque cull back uniform albedo hint color uniform texture albedo hint white uniform texture albedo hint albedo uniform texture colour tint hint white uniform texture terrain hint white uniform float metalness uniform float roughness hint range uniform float point size hint range uniform texture specular hint white uniform scale uniform offset uniform scale uniform offset uniform texture normal hint normal uniform float normal scale hint range void vertex uv uv scale offset void fragment albedo tex texture texture albedo uv albedo tex texture texture albedo uv albedo albedo rgb albedo tex rgb albedo tex rgb normalmap texture texture normal uv rgb normalmap depth normal scale specular tex texture texture specular uv specular albedo rgb metalness specular tex r roughness specular tex a roughness the problem is that only the first texture sampler is being displayed in the shadermaterial shader param list any other samplers are not displayed so texture albedo is displaying but texture albedo is not the normal map and specular map were also not showing so i commented them out to try to simplify the problem ,1 +19485,14108941383.0,IssuesEvent,2020-11-06 18:41:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Suggestion: better way to change variable and function names,enhancement topic:visualscript usability,"Godot version: 3.0.4 stable +OS/device including version: Win 7 + +Issue description: +I'm not sure if any text based editor does this but when creating variables and functions in ue4: +![ue4 variables](https://user-images.githubusercontent.com/40721994/42264358-b5a9eac2-7f70-11e8-9bb1-99e921008536.jpg) + +The user creates them in a special drop down menu. The great thing about this is if the name of a function or variable is changed the editor automatically updates the name in the whole project. + +I'm somebody that changes var and funct names a lot. They might start as speed then become MaxSpeed then Char1MaxSpeed then Char1MaxYSpeed etc. I hate searching and replacing var and function names +because if I forget to use a name like var_speed searching and replacing speed can destroy the code and then there is a lot of manual searching and fixing involved. I know this is mostly a beginner problem but a feature like this would help beginners and/or scatterbrains like me a lot. + +I'd love to see this with the Visual Scripting but I think this could also be done in the text based coding editor. + +A user could write something like: + ** VAR// ** + +const SOMECONST +var someVar + + ** //VAR ** + +And the editor automatically checks for changes to the names and changes them automatically everywhere in the project. ",True,"Suggestion: better way to change variable and function names - Godot version: 3.0.4 stable +OS/device including version: Win 7 + +Issue description: +I'm not sure if any text based editor does this but when creating variables and functions in ue4: +![ue4 variables](https://user-images.githubusercontent.com/40721994/42264358-b5a9eac2-7f70-11e8-9bb1-99e921008536.jpg) + +The user creates them in a special drop down menu. The great thing about this is if the name of a function or variable is changed the editor automatically updates the name in the whole project. + +I'm somebody that changes var and funct names a lot. They might start as speed then become MaxSpeed then Char1MaxSpeed then Char1MaxYSpeed etc. I hate searching and replacing var and function names +because if I forget to use a name like var_speed searching and replacing speed can destroy the code and then there is a lot of manual searching and fixing involved. I know this is mostly a beginner problem but a feature like this would help beginners and/or scatterbrains like me a lot. + +I'd love to see this with the Visual Scripting but I think this could also be done in the text based coding editor. + +A user could write something like: + ** VAR// ** + +const SOMECONST +var someVar + + ** //VAR ** + +And the editor automatically checks for changes to the names and changes them automatically everywhere in the project. ",1,suggestion better way to change variable and function names godot version stable os device including version win issue description i m not sure if any text based editor does this but when creating variables and functions in the user creates them in a special drop down menu the great thing about this is if the name of a function or variable is changed the editor automatically updates the name in the whole project i m somebody that changes var and funct names a lot they might start as speed then become maxspeed then then etc i hate searching and replacing var and function names because if i forget to use a name like var speed searching and replacing speed can destroy the code and then there is a lot of manual searching and fixing involved i know this is mostly a beginner problem but a feature like this would help beginners and or scatterbrains like me a lot i d love to see this with the visual scripting but i think this could also be done in the text based coding editor a user could write something like var const someconst var somevar var and the editor automatically checks for changes to the names and changes them automatically everywhere in the project ,1 +10671,6849463707.0,IssuesEvent,2017-11-13 22:11:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Global axis translation does not work,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Fedora 64bit godot master 19b1ff0fc5f7acce23176ad6c8752604357472f0 + +**Issue description:** + +the axis translation in global coordinates is broken, it does not respect the axis + +example +![peek 2017-11-10 13-21](https://user-images.githubusercontent.com/1103897/32674789-3a0c9406-c61a-11e7-8396-8d8a408502a3.gif) + + + +**Steps to reproduce:** +try to translate something by axis + +ping @n-pigeon + + +**Link to minimal example project:** + +",True,"Global axis translation does not work - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Fedora 64bit godot master 19b1ff0fc5f7acce23176ad6c8752604357472f0 + +**Issue description:** + +the axis translation in global coordinates is broken, it does not respect the axis + +example +![peek 2017-11-10 13-21](https://user-images.githubusercontent.com/1103897/32674789-3a0c9406-c61a-11e7-8396-8d8a408502a3.gif) + + + +**Steps to reproduce:** +try to translate something by axis + +ping @n-pigeon + + +**Link to minimal example project:** + +",1,global axis translation does not work operating system or device godot version gpu model and driver if graphics related fedora godot master issue description the axis translation in global coordinates is broken it does not respect the axis example steps to reproduce try to translate something by axis ping n pigeon link to minimal example project ,1 +11314,7158424419.0,IssuesEvent,2018-01-27 00:38:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,False and misleading project creation process.,enhancement topic:editor usability,"**Issue description:** + + + +**Steps to reproduce:** + + +1. When I press the "" Create & Edit"" accidentally, Godot is trying to import the entire home directory + +![orho2](https://user-images.githubusercontent.com/33985414/34984164-f3dcd87a-fac0-11e7-89e2-900c31655f4a.gif) + + +2. At this point the program is not responding. You have to do a ""Force Quit"" (on macOS). + +Why is not the project folder being created automatically? The project creation process makes me Cancer.",True,"False and misleading project creation process. - **Issue description:** + + + +**Steps to reproduce:** + + +1. When I press the "" Create & Edit"" accidentally, Godot is trying to import the entire home directory + +![orho2](https://user-images.githubusercontent.com/33985414/34984164-f3dcd87a-fac0-11e7-89e2-900c31655f4a.gif) + + +2. At this point the program is not responding. You have to do a ""Force Quit"" (on macOS). + +Why is not the project folder being created automatically? The project creation process makes me Cancer.",1,false and misleading project creation process issue description steps to reproduce img width alt ekran resmi src when i press the create edit accidentally godot is trying to import the entire home directory img width alt ekran resmi src at this point the program is not responding you have to do a force quit on macos why is not the project folder being created automatically the project creation process makes me cancer ,1 +6464,4307552689.0,IssuesEvent,2016-07-21 09:26:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+Drag to rotate collides with Ctrl+Click to add point in Path2D,bug topic:editor usability,"Ctrl+Drag to rotate node, +Ctrl+Click to add point in Path2D. + +They collide with each other, so when you want to rotate path2d node you add a new point instead, which is quite annoying.",True,"Ctrl+Drag to rotate collides with Ctrl+Click to add point in Path2D - Ctrl+Drag to rotate node, +Ctrl+Click to add point in Path2D. + +They collide with each other, so when you want to rotate path2d node you add a new point instead, which is quite annoying.",1,ctrl drag to rotate collides with ctrl click to add point in ctrl drag to rotate node ctrl click to add point in they collide with each other so when you want to rotate node you add a new point instead which is quite annoying ,1 +14653,9393529662.0,IssuesEvent,2019-04-07 12:24:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,VisualShader problem with UI,enhancement topic:editor usability,"**Godot version:** +3.1 + + +**OS/device including version:** +win10, gt1030 + + +**Issue description:** +In create node menu via right-click, there are no items to scroll through. You can scroll only with the mouse wheel, which is not available to me. +![visualshader_1](https://user-images.githubusercontent.com/10414783/53299113-23db7680-3882-11e9-95dc-ed96e6632c2f.png) + +Please add any buttons for scrolling. For example: +![visualshader_2](https://user-images.githubusercontent.com/10414783/53299118-2c33b180-3882-11e9-97c3-97df50843588.png) + +A mouse click does not process the layer, a click is made on any node from the stack. +![visualshader_3](https://user-images.githubusercontent.com/10414783/53299124-39e93700-3882-11e9-8b67-5b661a37ffa9.png) + + +And in general, in Godot, working with the viewport (3d / 2d - view) takes place through the mouse wheel, which not available for many people. Please do as in Blender the ""emulate middle mouse button"" mode.",True,"VisualShader problem with UI - **Godot version:** +3.1 + + +**OS/device including version:** +win10, gt1030 + + +**Issue description:** +In create node menu via right-click, there are no items to scroll through. You can scroll only with the mouse wheel, which is not available to me. +![visualshader_1](https://user-images.githubusercontent.com/10414783/53299113-23db7680-3882-11e9-95dc-ed96e6632c2f.png) + +Please add any buttons for scrolling. For example: +![visualshader_2](https://user-images.githubusercontent.com/10414783/53299118-2c33b180-3882-11e9-97c3-97df50843588.png) + +A mouse click does not process the layer, a click is made on any node from the stack. +![visualshader_3](https://user-images.githubusercontent.com/10414783/53299124-39e93700-3882-11e9-8b67-5b661a37ffa9.png) + + +And in general, in Godot, working with the viewport (3d / 2d - view) takes place through the mouse wheel, which not available for many people. Please do as in Blender the ""emulate middle mouse button"" mode.",1,visualshader problem with ui godot version os device including version issue description in create node menu via right click there are no items to scroll through you can scroll only with the mouse wheel which is not available to me please add any buttons for scrolling for example a mouse click does not process the layer a click is made on any node from the stack and in general in godot working with the viewport view takes place through the mouse wheel which not available for many people please do as in blender the emulate middle mouse button mode ,1 +24308,23616862578.0,IssuesEvent,2022-08-24 16:36:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Rotation on 3D transform animation track in inspector with Quaternion is hard to use,enhancement topic:editor usability topic:animation," + +**Godot version:** + +3.2.1 stable official + +**OS/device including version:** + +Geforce 750 TI, GLES3 + +**Issue description:** + +when using a 3d transform track adding rotation information to keys is simply ignored +(P.S. why does the editors axis lines intersect at (0.5, 0, 0) ?) +**Steps to reproduce:** +add a 3d transform track to an object, change the rotation information, observe no change. + +**Minimal reproduction project:** + +[no rotation.zip](https://github.com/godotengine/godot/files/4713785/no.rotation.zip) +",True,"Rotation on 3D transform animation track in inspector with Quaternion is hard to use - + +**Godot version:** + +3.2.1 stable official + +**OS/device including version:** + +Geforce 750 TI, GLES3 + +**Issue description:** + +when using a 3d transform track adding rotation information to keys is simply ignored +(P.S. why does the editors axis lines intersect at (0.5, 0, 0) ?) +**Steps to reproduce:** +add a 3d transform track to an object, change the rotation information, observe no change. + +**Minimal reproduction project:** + +[no rotation.zip](https://github.com/godotengine/godot/files/4713785/no.rotation.zip) +",1,rotation on transform animation track in inspector with quaternion is hard to use please search existing issues for potential duplicates before filing yours godot version stable official os device including version geforce ti issue description when using a transform track adding rotation information to keys is simply ignored p s why does the editors axis lines intersect at steps to reproduce add a transform track to an object change the rotation information observe no change minimal reproduction project ,1 +15410,10010826398.0,IssuesEvent,2019-07-15 09:02:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,add tilemap editor rotation hotkeys,enhancement topic:editor usability," + +**Godot version:** + +3.1 + +rotating tiles by flipping them on the x and y axis is incredibly unintuitive. i think replacing the hotkeys for flipping, for rotating +-90° would make more sense. we can keep the old hotkeys in the config.",True,"add tilemap editor rotation hotkeys - + +**Godot version:** + +3.1 + +rotating tiles by flipping them on the x and y axis is incredibly unintuitive. i think replacing the hotkeys for flipping, for rotating +-90° would make more sense. we can keep the old hotkeys in the config.",1,add tilemap editor rotation hotkeys please search existing issues for potential duplicates before filing yours godot version rotating tiles by flipping them on the x and y axis is incredibly unintuitive i think replacing the hotkeys for flipping for rotating ° would make more sense we can keep the old hotkeys in the config ,1 +18535,13019256881.0,IssuesEvent,2020-07-26 21:32:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,add .md files to resorce in export,bug topic:import usability,"**Godot version:** +3.1 + +**OS/device including version:** +Linux Mint 19 Cinnamon x64 +kernel 4.15.0-47-generic +AMD Ryzen 5 2600 Six-Core Processor × 6 +NVIDIA Corporation GP106 [GeForce GTX 1060 3GB] not graphic related, though +Google Chrome Version 73.0.3683.103 (Official Version) 64 bits + +**Issue description:** +I needed to add a .md file to my exports in a game, with the purpose of fulfilling some license agreement and presenting at the game's credits. +since I saw in the docs and in for that un add ""*.json"" at the, which I already used and works just fine, then a tried to add ""*.md"" file, but it doesn't work, also tried to put the entire path to the file, relative and absolute, no success. +I'm not sure if it's a bug or if it's how it was supposed to be... + + +**Steps to reproduce:** +1. Create a new project, add a directory of your choice, add a .md file +2. Make a quick to read this file's content and fill the label (or a RichTextLabel), like +```gdscript +var file: File = File.new() +file.open(""res://LICENSES/License_Notes.md"", file.READ) +var read = file.get_as_text() +file.close() +get_node(""RichTextLabel"").text = read +``` +3. Go to the export menu, at ""Resources"" tab in ""Files to export ..."", add ```*.md``` +4. Export, run the game, and see if the file was found and the label got filled",True,"add .md files to resorce in export - **Godot version:** +3.1 + +**OS/device including version:** +Linux Mint 19 Cinnamon x64 +kernel 4.15.0-47-generic +AMD Ryzen 5 2600 Six-Core Processor × 6 +NVIDIA Corporation GP106 [GeForce GTX 1060 3GB] not graphic related, though +Google Chrome Version 73.0.3683.103 (Official Version) 64 bits + +**Issue description:** +I needed to add a .md file to my exports in a game, with the purpose of fulfilling some license agreement and presenting at the game's credits. +since I saw in the docs and in for that un add ""*.json"" at the, which I already used and works just fine, then a tried to add ""*.md"" file, but it doesn't work, also tried to put the entire path to the file, relative and absolute, no success. +I'm not sure if it's a bug or if it's how it was supposed to be... + + +**Steps to reproduce:** +1. Create a new project, add a directory of your choice, add a .md file +2. Make a quick to read this file's content and fill the label (or a RichTextLabel), like +```gdscript +var file: File = File.new() +file.open(""res://LICENSES/License_Notes.md"", file.READ) +var read = file.get_as_text() +file.close() +get_node(""RichTextLabel"").text = read +``` +3. Go to the export menu, at ""Resources"" tab in ""Files to export ..."", add ```*.md``` +4. Export, run the game, and see if the file was found and the label got filled",1,add md files to resorce in export godot version os device including version linux mint cinnamon kernel generic amd ryzen six core processor × nvidia corporation not graphic related though google chrome version official version bits issue description i needed to add a md file to my exports in a game with the purpose of fulfilling some license agreement and presenting at the game s credits since i saw in the docs and in for that un add json at the which i already used and works just fine then a tried to add md file but it doesn t work also tried to put the entire path to the file relative and absolute no success i m not sure if it s a bug or if it s how it was supposed to be steps to reproduce create a new project add a directory of your choice add a md file make a quick to read this file s content and fill the label or a richtextlabel like gdscript var file file file new file open res licenses license notes md file read var read file get as text file close get node richtextlabel text read go to the export menu at resources tab in files to export add md export run the game and see if the file was found and the label got filled,1 +21001,16420060860.0,IssuesEvent,2021-05-19 11:29:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Profiler should display method name in the tooltip,enhancement junior job topic:editor usability," + +**Godot version:** + +3.3 + +**Issue description:** + +I profiled my game and found this: +![image](https://user-images.githubusercontent.com/2223172/118804908-93940c80-b8a5-11eb-842a-3a7808675bc6.png) +The method names are cut off. Can be easily solved by expanding the list horizontally, but it would be more practical if the tooltip included the method name. Right now it only includes path: +![image](https://user-images.githubusercontent.com/2223172/118805062-c6d69b80-b8a5-11eb-83f8-3eee7f373322.png) + +The tooltip could be something like +``` +method name +source +```",True,"Profiler should display method name in the tooltip - + +**Godot version:** + +3.3 + +**Issue description:** + +I profiled my game and found this: +![image](https://user-images.githubusercontent.com/2223172/118804908-93940c80-b8a5-11eb-842a-3a7808675bc6.png) +The method names are cut off. Can be easily solved by expanding the list horizontally, but it would be more practical if the tooltip included the method name. Right now it only includes path: +![image](https://user-images.githubusercontent.com/2223172/118805062-c6d69b80-b8a5-11eb-83f8-3eee7f373322.png) + +The tooltip could be something like +``` +method name +source +```",1,profiler should display method name in the tooltip please search existing issues for potential duplicates before filing yours godot version issue description i profiled my game and found this the method names are cut off can be easily solved by expanding the list horizontally but it would be more practical if the tooltip included the method name right now it only includes path the tooltip could be something like method name source ,1 +10733,6898407850.0,IssuesEvent,2017-11-24 09:24:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor FileSystem defaults to unfolded folder structure ,enhancement junior job topic:editor usability," + +**Operating system or device - Godot version:** +Godot 2.1.2 official. Windows 10 x64 pro + +**Issue description:** + +The FileSystem folder structure defaults to unfolded. + +**Steps to reproduce:** +In the editor look under the filesystem. Navigating away causes the folder structure to unfold. + +**Link to minimal example project:** +It's kind of annoying when looking for assets and everything is unfolded no matter how many times I refold all the folders. +",True,"Editor FileSystem defaults to unfolded folder structure - + +**Operating system or device - Godot version:** +Godot 2.1.2 official. Windows 10 x64 pro + +**Issue description:** + +The FileSystem folder structure defaults to unfolded. + +**Steps to reproduce:** +In the editor look under the filesystem. Navigating away causes the folder structure to unfold. + +**Link to minimal example project:** +It's kind of annoying when looking for assets and everything is unfolded no matter how many times I refold all the folders. +",1,editor filesystem defaults to unfolded folder structure readme incompatibilities and broken features in the current master branch alpha are known and expected due to important refactoring work so no need to report them for now thanks operating system or device godot version godot official windows pro issue description the filesystem folder structure defaults to unfolded steps to reproduce in the editor look under the filesystem navigating away causes the folder structure to unfold link to minimal example project it s kind of annoying when looking for assets and everything is unfolded no matter how many times i refold all the folders ,1 +19266,13754707755.0,IssuesEvent,2020-10-06 17:20:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zoom visual script editor via mouse scrolling,enhancement topic:editor topic:visualscript usability,"Linux Mint 17.3 - Godot version: 2.2 alpha (Aug 14th) + +This is a feature request for the visual scripting system: the mouse scroll wheel will increase the zoom level as it is scrolled forward. When scrolled backward it should zoom out at the same rate. Would that not be ideal? It currently does nothing and it's what I expected it to do when I first tried it out. Thanks! +",True,"Zoom visual script editor via mouse scrolling - Linux Mint 17.3 - Godot version: 2.2 alpha (Aug 14th) + +This is a feature request for the visual scripting system: the mouse scroll wheel will increase the zoom level as it is scrolled forward. When scrolled backward it should zoom out at the same rate. Would that not be ideal? It currently does nothing and it's what I expected it to do when I first tried it out. Thanks! +",1,zoom visual script editor via mouse scrolling linux mint godot version alpha aug this is a feature request for the visual scripting system the mouse scroll wheel will increase the zoom level as it is scrolled forward when scrolled backward it should zoom out at the same rate would that not be ideal it currently does nothing and it s what i expected it to do when i first tried it out thanks ,1 +25816,25949377575.0,IssuesEvent,2022-12-17 11:33:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader editor autocomplete box clips off screen if too small,bug topic:editor usability topic:gui,"### Godot version + +v4.0.beta8.official [45cac42c0] + +### System information + +Windows 10 + +### Issue description + +When writing lines close to the top of the shader editor, the autocomplete popup list goes upwards, clipping off the top (often most relevant) suggestions. + +I understand the editor is trying to stop the autocomplete popup from clipping off of the bottom of the screen for the case of editing close the bottom of the editor, but clipping off of the top is worse in this case. + +Shader editor too small, cutting off top suggestions: +![image](https://user-images.githubusercontent.com/14885846/207758193-b9aef5a1-2574-497a-861f-511534bd7098.png) + +Shader editor after resizing: +![image](https://user-images.githubusercontent.com/14885846/207759507-669c38ce-dbb3-4813-8a4b-a01ec076ecae.png) + + +### Steps to reproduce + +1. Open shader in shader editor +2. Move cursor near top of screen and bring up autocomplete with something like +```c +shader_type canvas_item; + +void fragment() { + texture(TEX) +} +``` +4. Shrink vertical size of shader editor until issue appears. + +Produced on 1080p monitor, maximised editor window, with default editor scale. + +### Minimal reproduction project + +N/A",True,"Shader editor autocomplete box clips off screen if too small - ### Godot version + +v4.0.beta8.official [45cac42c0] + +### System information + +Windows 10 + +### Issue description + +When writing lines close to the top of the shader editor, the autocomplete popup list goes upwards, clipping off the top (often most relevant) suggestions. + +I understand the editor is trying to stop the autocomplete popup from clipping off of the bottom of the screen for the case of editing close the bottom of the editor, but clipping off of the top is worse in this case. + +Shader editor too small, cutting off top suggestions: +![image](https://user-images.githubusercontent.com/14885846/207758193-b9aef5a1-2574-497a-861f-511534bd7098.png) + +Shader editor after resizing: +![image](https://user-images.githubusercontent.com/14885846/207759507-669c38ce-dbb3-4813-8a4b-a01ec076ecae.png) + + +### Steps to reproduce + +1. Open shader in shader editor +2. Move cursor near top of screen and bring up autocomplete with something like +```c +shader_type canvas_item; + +void fragment() { + texture(TEX) +} +``` +4. Shrink vertical size of shader editor until issue appears. + +Produced on 1080p monitor, maximised editor window, with default editor scale. + +### Minimal reproduction project + +N/A",1,shader editor autocomplete box clips off screen if too small godot version official system information windows issue description when writing lines close to the top of the shader editor the autocomplete popup list goes upwards clipping off the top often most relevant suggestions i understand the editor is trying to stop the autocomplete popup from clipping off of the bottom of the screen for the case of editing close the bottom of the editor but clipping off of the top is worse in this case shader editor too small cutting off top suggestions shader editor after resizing steps to reproduce open shader in shader editor move cursor near top of screen and bring up autocomplete with something like c shader type canvas item void fragment texture tex shrink vertical size of shader editor until issue appears produced on monitor maximised editor window with default editor scale minimal reproduction project n a,1 +17192,11779722468.0,IssuesEvent,2020-03-16 18:34:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,translation csv files don't support ANSI format on Windows,enhancement platform:windows topic:core usability,"**Godot version:** +3.1.1-stable-windows + +**OS/device including version:** +Windows 10 and Excel 2013 + + +**Issue description:** +When importing .csv files exported into csv format from Excel (and maybe generally?) are giving me ""Unicode error: invalid skip"" even if the file contains only Latin-1 characters. Opening the file in Notepad and changing the encoding from ANSI to UTF-8 seems to solve the problem. +",True,"translation csv files don't support ANSI format on Windows - **Godot version:** +3.1.1-stable-windows + +**OS/device including version:** +Windows 10 and Excel 2013 + + +**Issue description:** +When importing .csv files exported into csv format from Excel (and maybe generally?) are giving me ""Unicode error: invalid skip"" even if the file contains only Latin-1 characters. Opening the file in Notepad and changing the encoding from ANSI to UTF-8 seems to solve the problem. +",1,translation csv files don t support ansi format on windows godot version stable windows os device including version windows and excel issue description when importing csv files exported into csv format from excel and maybe generally are giving me unicode error invalid skip even if the file contains only latin characters opening the file in notepad and changing the encoding from ansi to utf seems to solve the problem ,1 +4436,3864589457.0,IssuesEvent,2016-04-08 14:26:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Rename ""subscene"" menu item and move it",enhancement junior job topic:editor usability,"Okay this is a bit of a weird one, but the way I've been developing now has been to mock objects inside a scene as child nodes as tests. Inevitably, if it's all okay and the complexity necessitates it, I keep needing to upgrade them to their own scenes for instancing. This means painstakingly rebuilding the node and it's children. (Or copying the scene and deleting everything that isn't what I want.) + +I don't know what the feasability of this would be, but a way to take a node (and all it's children) and upgrade them to their own scene file would greatly help this workflow. + +Also happy to get some discussion on this particular workflow and even if I'm just ""doing it wrong"". I don't think having hindsight is a super great answer to it though as that goes against experimentation and rapid development.",True,"Rename ""subscene"" menu item and move it - Okay this is a bit of a weird one, but the way I've been developing now has been to mock objects inside a scene as child nodes as tests. Inevitably, if it's all okay and the complexity necessitates it, I keep needing to upgrade them to their own scenes for instancing. This means painstakingly rebuilding the node and it's children. (Or copying the scene and deleting everything that isn't what I want.) + +I don't know what the feasability of this would be, but a way to take a node (and all it's children) and upgrade them to their own scene file would greatly help this workflow. + +Also happy to get some discussion on this particular workflow and even if I'm just ""doing it wrong"". I don't think having hindsight is a super great answer to it though as that goes against experimentation and rapid development.",1,rename subscene menu item and move it okay this is a bit of a weird one but the way i ve been developing now has been to mock objects inside a scene as child nodes as tests inevitably if it s all okay and the complexity necessitates it i keep needing to upgrade them to their own scenes for instancing this means painstakingly rebuilding the node and it s children or copying the scene and deleting everything that isn t what i want i don t know what the feasability of this would be but a way to take a node and all it s children and upgrade them to their own scene file would greatly help this workflow also happy to get some discussion on this particular workflow and even if i m just doing it wrong i don t think having hindsight is a super great answer to it though as that goes against experimentation and rapid development ,1 +20961,16374299763.0,IssuesEvent,2021-05-15 19:43:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Profiler: usability ideas,enhancement topic:editor usability,"After testing a bit the profiler, I have a few ideas to improve its usability: +- Ability to focus spikes more easily. Half of performance bottlenecks can be seen as spikes, and focusing them in the profiler is currently a bit tedious since you have to be pixel-perfect when clicking on the graph. + Could we have zoom or something allowing easy precision? +- Functions taking most time should be ordered first instead of last, because they are the point of profiling. I see I can click on the headers but it does nothing particular. +",True,"Profiler: usability ideas - After testing a bit the profiler, I have a few ideas to improve its usability: +- Ability to focus spikes more easily. Half of performance bottlenecks can be seen as spikes, and focusing them in the profiler is currently a bit tedious since you have to be pixel-perfect when clicking on the graph. + Could we have zoom or something allowing easy precision? +- Functions taking most time should be ordered first instead of last, because they are the point of profiling. I see I can click on the headers but it does nothing particular. +",1,profiler usability ideas after testing a bit the profiler i have a few ideas to improve its usability ability to focus spikes more easily half of performance bottlenecks can be seen as spikes and focusing them in the profiler is currently a bit tedious since you have to be pixel perfect when clicking on the graph could we have zoom or something allowing easy precision functions taking most time should be ordered first instead of last because they are the point of profiling i see i can click on the headers but it does nothing particular ,1 +23572,22238509988.0,IssuesEvent,2022-06-09 00:50:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TextureRegion editor pushes the inspector outside screen,bug topic:editor usability regression," + +**Godot version:** + +2ba66c1 + +**Issue description:** + +Basically horizontal version of #26835 +![ZdIEIKaUYf](https://user-images.githubusercontent.com/2223172/106935029-2952c400-671b-11eb-946e-201d6488d961.gif) + +**Steps to reproduce:** +1. Add Sprite2D +2. Click TextureRegion at the bottom",True,"TextureRegion editor pushes the inspector outside screen - + +**Godot version:** + +2ba66c1 + +**Issue description:** + +Basically horizontal version of #26835 +![ZdIEIKaUYf](https://user-images.githubusercontent.com/2223172/106935029-2952c400-671b-11eb-946e-201d6488d961.gif) + +**Steps to reproduce:** +1. Add Sprite2D +2. Click TextureRegion at the bottom",1,textureregion editor pushes the inspector outside screen please search existing issues for potential duplicates before filing yours godot version issue description basically horizontal version of steps to reproduce add click textureregion at the bottom,1 +26196,26543832736.0,IssuesEvent,2023-01-19 21:45:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationNodeTransition gives no error message when you give it a String instead of an int,enhancement topic:editor usability topic:animation,"### Godot version + +4.0 beta7 + +### System information + +Manjaro Linux using i3, Vulkan + +### Issue description + +This cropped up while I was doing an MRP for another bug, about methods at the last frame of animations not being called depending on the animation duration, when using AnimationTree with AnimationNodeStateMachine. (https://github.com/godotengine/godot/issues/64644) + +@TokageItLab asked if I could test using AnimationTree but not the StateMachine node, and I tried it both with AnimationNodeOneShot and AnimationNodeTransition, but I couldn't make the AnimationNodeTransition work at all. + +The problem was that I had renamed my ""states"" in the AnimationNodeTransition and I was seeing a nice, human readable list both on the AnimationTree editor as well as in the inspector: +![image](https://user-images.githubusercontent.com/13070158/205492554-39e5bdb6-06c7-4803-98d7-5c50e786fa6b.png) +![image](https://user-images.githubusercontent.com/13070158/205492574-abec66a5-8207-497b-8f05-e2f4ad0c2575.png) + +And so I was trying to set `_anim_tree[""parameters/Transition/current""]` to a string. When That didn't work I though ""Oh silly me, we have StringName now!"" and tried that as well, with no success. This also didn't print any errors, it just didn't work. Later @TokageItLab helped me out explaining I should be using ` int` instead and suggested I open an usability issue for it, which I'm finally doing. + +Going a bit more on my process thought before Tokage helped me out, I guess I did miss out that the actual properties in the AnimationNodeTransition inspector had their indexes out there: +![image](https://user-images.githubusercontent.com/13070158/205492617-e24854c0-08c2-4fde-9c57-b6d6baecccb2.png) + +But what I actually searched for was some kind of documentation, and there was no tooltip for the property on the AnimationTree (not sure it is possible to add tooltips on those) for me to see the expected type: +![image](https://user-images.githubusercontent.com/13070158/205492645-5383d90d-7cfb-4f53-a761-49550fb99710.png) + +And no hints to how to use it on AnimationNodeTransition Doc page +![image](https://user-images.githubusercontent.com/13070158/205492733-8a077581-5afe-47fd-bdb0-868b748a383d.png) + +And neither in the [linked tutorial for AnimationTree](https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#transition) that is referencered in that page, which in regards to this Transition Node is just a couple of sentences and basically the same thing you can read in the AnimationNodeTransition Doc page, there is no example and no mention that you should actually look for the `current` property added to the AnimationTree. + +![image](https://user-images.githubusercontent.com/13070158/205492753-80714ce3-ad93-466d-a3a5-a6127e0031b6.png) + +I think updating the Docs would probably be enough to solve this, but maybe these would also help: +- `current` property on AnimationTree actually accepted Strings or StringName +- if it's possible, add some helpful tooltip to the `current` property +- Add some error for when `current` is receiving anything other than an int + +I think any of the above would have naturally steered me in the right direction, adding the error being the easiest one probably? I didn't know if this should be reported as a bug or a proposal as it feels more like an enhancement request rather then a bug, so I ended up writing it here. + +### Steps to reproduce + +Just create a new scene with one AnimationPlayer with any animation, one AnimationTree, and create an AnimationNodeTransition in it. Add your animation to it and try to set the `current` property in the AnimationTree through code, but try giving it the name ""state 0"" (or whatever you've renamed it to) instead of the int 0. + +It will not work but also not give any error + +### Minimal reproduction project + +N/A",True,"AnimationNodeTransition gives no error message when you give it a String instead of an int - ### Godot version + +4.0 beta7 + +### System information + +Manjaro Linux using i3, Vulkan + +### Issue description + +This cropped up while I was doing an MRP for another bug, about methods at the last frame of animations not being called depending on the animation duration, when using AnimationTree with AnimationNodeStateMachine. (https://github.com/godotengine/godot/issues/64644) + +@TokageItLab asked if I could test using AnimationTree but not the StateMachine node, and I tried it both with AnimationNodeOneShot and AnimationNodeTransition, but I couldn't make the AnimationNodeTransition work at all. + +The problem was that I had renamed my ""states"" in the AnimationNodeTransition and I was seeing a nice, human readable list both on the AnimationTree editor as well as in the inspector: +![image](https://user-images.githubusercontent.com/13070158/205492554-39e5bdb6-06c7-4803-98d7-5c50e786fa6b.png) +![image](https://user-images.githubusercontent.com/13070158/205492574-abec66a5-8207-497b-8f05-e2f4ad0c2575.png) + +And so I was trying to set `_anim_tree[""parameters/Transition/current""]` to a string. When That didn't work I though ""Oh silly me, we have StringName now!"" and tried that as well, with no success. This also didn't print any errors, it just didn't work. Later @TokageItLab helped me out explaining I should be using ` int` instead and suggested I open an usability issue for it, which I'm finally doing. + +Going a bit more on my process thought before Tokage helped me out, I guess I did miss out that the actual properties in the AnimationNodeTransition inspector had their indexes out there: +![image](https://user-images.githubusercontent.com/13070158/205492617-e24854c0-08c2-4fde-9c57-b6d6baecccb2.png) + +But what I actually searched for was some kind of documentation, and there was no tooltip for the property on the AnimationTree (not sure it is possible to add tooltips on those) for me to see the expected type: +![image](https://user-images.githubusercontent.com/13070158/205492645-5383d90d-7cfb-4f53-a761-49550fb99710.png) + +And no hints to how to use it on AnimationNodeTransition Doc page +![image](https://user-images.githubusercontent.com/13070158/205492733-8a077581-5afe-47fd-bdb0-868b748a383d.png) + +And neither in the [linked tutorial for AnimationTree](https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#transition) that is referencered in that page, which in regards to this Transition Node is just a couple of sentences and basically the same thing you can read in the AnimationNodeTransition Doc page, there is no example and no mention that you should actually look for the `current` property added to the AnimationTree. + +![image](https://user-images.githubusercontent.com/13070158/205492753-80714ce3-ad93-466d-a3a5-a6127e0031b6.png) + +I think updating the Docs would probably be enough to solve this, but maybe these would also help: +- `current` property on AnimationTree actually accepted Strings or StringName +- if it's possible, add some helpful tooltip to the `current` property +- Add some error for when `current` is receiving anything other than an int + +I think any of the above would have naturally steered me in the right direction, adding the error being the easiest one probably? I didn't know if this should be reported as a bug or a proposal as it feels more like an enhancement request rather then a bug, so I ended up writing it here. + +### Steps to reproduce + +Just create a new scene with one AnimationPlayer with any animation, one AnimationTree, and create an AnimationNodeTransition in it. Add your animation to it and try to set the `current` property in the AnimationTree through code, but try giving it the name ""state 0"" (or whatever you've renamed it to) instead of the int 0. + +It will not work but also not give any error + +### Minimal reproduction project + +N/A",1,animationnodetransition gives no error message when you give it a string instead of an int godot version system information manjaro linux using vulkan issue description this cropped up while i was doing an mrp for another bug about methods at the last frame of animations not being called depending on the animation duration when using animationtree with animationnodestatemachine tokageitlab asked if i could test using animationtree but not the statemachine node and i tried it both with animationnodeoneshot and animationnodetransition but i couldn t make the animationnodetransition work at all the problem was that i had renamed my states in the animationnodetransition and i was seeing a nice human readable list both on the animationtree editor as well as in the inspector and so i was trying to set anim tree to a string when that didn t work i though oh silly me we have stringname now and tried that as well with no success this also didn t print any errors it just didn t work later tokageitlab helped me out explaining i should be using int instead and suggested i open an usability issue for it which i m finally doing going a bit more on my process thought before tokage helped me out i guess i did miss out that the actual properties in the animationnodetransition inspector had their indexes out there but what i actually searched for was some kind of documentation and there was no tooltip for the property on the animationtree not sure it is possible to add tooltips on those for me to see the expected type and no hints to how to use it on animationnodetransition doc page and neither in the that is referencered in that page which in regards to this transition node is just a couple of sentences and basically the same thing you can read in the animationnodetransition doc page there is no example and no mention that you should actually look for the current property added to the animationtree i think updating the docs would probably be enough to solve this but maybe these would also help current property on animationtree actually accepted strings or stringname if it s possible add some helpful tooltip to the current property add some error for when current is receiving anything other than an int i think any of the above would have naturally steered me in the right direction adding the error being the easiest one probably i didn t know if this should be reported as a bug or a proposal as it feels more like an enhancement request rather then a bug so i ended up writing it here steps to reproduce just create a new scene with one animationplayer with any animation one animationtree and create an animationnodetransition in it add your animation to it and try to set the current property in the animationtree through code but try giving it the name state or whatever you ve renamed it to instead of the int it will not work but also not give any error minimal reproduction project n a,1 +23461,21942875681.0,IssuesEvent,2022-05-23 20:08:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drag & Drop node to scripts sometimes handles incorrectly,bug topic:editor usability,"**Godot version:** +3.1.1 - 3.2beta1 + +**OS/device including version:** +Win10 + +**Issue description:** +Sometimes drag&drop behaves incorrectly - instead pushing string to the script it focus to the scene. This is very irritating and should be fixed ASAP. + +**Steps to reproduce:** + +![bug](https://user-images.githubusercontent.com/3036176/69053505-97c63c00-0a1a-11ea-8061-d6db1fbeb63f.gif) + +**Minimal reproduction project:** +It's easy to reproduce in any simple project...",True,"Drag & Drop node to scripts sometimes handles incorrectly - **Godot version:** +3.1.1 - 3.2beta1 + +**OS/device including version:** +Win10 + +**Issue description:** +Sometimes drag&drop behaves incorrectly - instead pushing string to the script it focus to the scene. This is very irritating and should be fixed ASAP. + +**Steps to reproduce:** + +![bug](https://user-images.githubusercontent.com/3036176/69053505-97c63c00-0a1a-11ea-8061-d6db1fbeb63f.gif) + +**Minimal reproduction project:** +It's easy to reproduce in any simple project...",1,drag drop node to scripts sometimes handles incorrectly godot version os device including version issue description sometimes drag drop behaves incorrectly instead pushing string to the script it focus to the scene this is very irritating and should be fixed asap steps to reproduce minimal reproduction project it s easy to reproduce in any simple project ,1 +8443,5706770151.0,IssuesEvent,2017-04-18 12:16:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make indentation configurable in the script editor (spaces vs tabs),discussion feature proposal pr welcome topic:editor usability,"I am used to using 4 plain spaces instead of a tabulation character when writing code (especially Python, and GDScript is quite similar), but as far as I can tell the script editor enforces the use of 4-space-wide normal tabulations. + +Would it be possible to add a setting to be able to chose between tabs and spaces for the code indentation? +",True,"Make indentation configurable in the script editor (spaces vs tabs) - I am used to using 4 plain spaces instead of a tabulation character when writing code (especially Python, and GDScript is quite similar), but as far as I can tell the script editor enforces the use of 4-space-wide normal tabulations. + +Would it be possible to add a setting to be able to chose between tabs and spaces for the code indentation? +",1,make indentation configurable in the script editor spaces vs tabs i am used to using plain spaces instead of a tabulation character when writing code especially python and gdscript is quite similar but as far as i can tell the script editor enforces the use of space wide normal tabulations would it be possible to add a setting to be able to chose between tabs and spaces for the code indentation ,1 +18006,12484850625.0,IssuesEvent,2020-05-30 16:44:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Duplicating node by Ctrl+D duplicates code,bug topic:editor usability,"**Godot version:** +3.2.2 beta 2 8cf450c16b + +**OS/device including version:** +Linux mint 19.3 + +**Issue description:** +Duplicating node by Ctrl+D duplicates code of current line, not duplicating node. + +**Steps to reproduce:** +1. Duplicate node by Ctrl + D with 2D viewport +2. Duplicate node by Ctrl + D with script editor +![duplicate_node](https://user-images.githubusercontent.com/8281454/82566228-8f5fe100-9bb6-11ea-8149-46fff1315491.gif) + +**Minimal reproduction project:** +",True,"Duplicating node by Ctrl+D duplicates code - **Godot version:** +3.2.2 beta 2 8cf450c16b + +**OS/device including version:** +Linux mint 19.3 + +**Issue description:** +Duplicating node by Ctrl+D duplicates code of current line, not duplicating node. + +**Steps to reproduce:** +1. Duplicate node by Ctrl + D with 2D viewport +2. Duplicate node by Ctrl + D with script editor +![duplicate_node](https://user-images.githubusercontent.com/8281454/82566228-8f5fe100-9bb6-11ea-8149-46fff1315491.gif) + +**Minimal reproduction project:** +",1,duplicating node by ctrl d duplicates code godot version beta os device including version linux mint issue description duplicating node by ctrl d duplicates code of current line not duplicating node steps to reproduce duplicate node by ctrl d with viewport duplicate node by ctrl d with script editor minimal reproduction project ,1 +17938,12439095596.0,IssuesEvent,2020-05-26 09:31:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Proposal for the 3D viewport tools,feature proposal topic:editor usability,"I would like to propose to make the viewport tools more accessible, similar to UE4. +![deepinscreenshot20160528010806](https://cloud.githubusercontent.com/assets/9007314/15623163/3e7fc2e8-2471-11e6-8616-67d8298c619e.png) + +Is this or something similar already in the development plans? If not, then I could try to implement in it the c++ code myself and do a pull request. My first thought was to create a EditorPlugin script, but I was not able to find any way of modifying the snap settings in the editor that way. Is it possible to access somehow from script, or is c++ the only way? +",True,"Proposal for the 3D viewport tools - I would like to propose to make the viewport tools more accessible, similar to UE4. +![deepinscreenshot20160528010806](https://cloud.githubusercontent.com/assets/9007314/15623163/3e7fc2e8-2471-11e6-8616-67d8298c619e.png) + +Is this or something similar already in the development plans? If not, then I could try to implement in it the c++ code myself and do a pull request. My first thought was to create a EditorPlugin script, but I was not able to find any way of modifying the snap settings in the editor that way. Is it possible to access somehow from script, or is c++ the only way? +",1,proposal for the viewport tools i would like to propose to make the viewport tools more accessible similar to is this or something similar already in the development plans if not then i could try to implement in it the c code myself and do a pull request my first thought was to create a editorplugin script but i was not able to find any way of modifying the snap settings in the editor that way is it possible to access somehow from script or is c the only way ,1 +18182,12626103032.0,IssuesEvent,2020-06-14 15:04:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add support for running commands before playing the project from the editor,discussion enhancement topic:editor topic:gdnative usability,"When using GDNative, it is often desired to compile the attached library (or libraries) before starting up the project (e.g. by pressing F5 in the editor). + +Adding support for defining one or several commands to run before playing the project will make using GDNative more convenient (and there would be less risk to forget recompiling the library, thus wondering why things don't work as expected). + +However, should the commands be stored in the editor, or in the project, considering that some of the user-defined commands may not work in a cross-platform manner (which is a bad thing for collaborative projects)?",True,"Add support for running commands before playing the project from the editor - When using GDNative, it is often desired to compile the attached library (or libraries) before starting up the project (e.g. by pressing F5 in the editor). + +Adding support for defining one or several commands to run before playing the project will make using GDNative more convenient (and there would be less risk to forget recompiling the library, thus wondering why things don't work as expected). + +However, should the commands be stored in the editor, or in the project, considering that some of the user-defined commands may not work in a cross-platform manner (which is a bad thing for collaborative projects)?",1,add support for running commands before playing the project from the editor when using gdnative it is often desired to compile the attached library or libraries before starting up the project e g by pressing in the editor adding support for defining one or several commands to run before playing the project will make using gdnative more convenient and there would be less risk to forget recompiling the library thus wondering why things don t work as expected however should the commands be stored in the editor or in the project considering that some of the user defined commands may not work in a cross platform manner which is a bad thing for collaborative projects ,1 +3162,3358017455.0,IssuesEvent,2015-11-19 06:34:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Play button should Restart Project if it's already running,feature request topic:editor usability,"Why do I have to press ""Stop the Scene"" first to restart the project? + +""Play the Project "" -> ""Stop the Scene"" -> ""Play the Project "" + +Why not + +""Play the Project "" -> ""Play the Project(restart if running) "" + +I always forget to close the game so I change something and press Play but it doesn't work I have to ""Stop the Scene"" -> ""Play the Project "" .... + +So annoying :D are there any side effect to add this feature? +",True,"Play button should Restart Project if it's already running - Why do I have to press ""Stop the Scene"" first to restart the project? + +""Play the Project "" -> ""Stop the Scene"" -> ""Play the Project "" + +Why not + +""Play the Project "" -> ""Play the Project(restart if running) "" + +I always forget to close the game so I change something and press Play but it doesn't work I have to ""Stop the Scene"" -> ""Play the Project "" .... + +So annoying :D are there any side effect to add this feature? +",1,play button should restart project if it s already running why do i have to press stop the scene first to restart the project play the project stop the scene play the project why not play the project play the project restart if running i always forget to close the game so i change something and press play but it doesn t work i have to stop the scene play the project so annoying d are there any side effect to add this feature ,1 +25017,24582496909.0,IssuesEvent,2022-10-13 16:43:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Adding code completion of properties in Object.set/get,enhancement topic:gdscript topic:editor confirmed usability,"Code completion is very nice now but it should be available when calling set(String property, value)! Is it possible? +",True,"Adding code completion of properties in Object.set/get - Code completion is very nice now but it should be available when calling set(String property, value)! Is it possible? +",1,adding code completion of properties in object set get code completion is very nice now but it should be available when calling set string property value is it possible ,1 +25029,24606594649.0,IssuesEvent,2022-10-14 16:49:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cubic and linear interpolation in Animation have too similar icons,enhancement topic:editor usability,"**Godot version:** +3.2 beta3 + +**Issue description:** +Some of these tracks have cubic interpolation. Can you find them all? 😉 +![image](https://user-images.githubusercontent.com/2223172/70571596-79c5a480-1b9e-11ea-9dd0-0ffb42d7da7d.png) +",True,"Cubic and linear interpolation in Animation have too similar icons - **Godot version:** +3.2 beta3 + +**Issue description:** +Some of these tracks have cubic interpolation. Can you find them all? 😉 +![image](https://user-images.githubusercontent.com/2223172/70571596-79c5a480-1b9e-11ea-9dd0-0ffb42d7da7d.png) +",1,cubic and linear interpolation in animation have too similar icons godot version issue description some of these tracks have cubic interpolation can you find them all 😉 ,1 +6046,4127839026.0,IssuesEvent,2016-06-10 01:16:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Font Import Plug-in Discrepancy.,bug topic:editor usability,"When a large path to a font file is present the options box is crammed into an unusable section on the window making it unusable. If this bug is present here it might also be present in other parts of the editor. + +Visual of the Problem: +![](https://s-media-cache-ak0.pinimg.com/originals/5a/57/b3/5a57b33da22a53efdb870928b0297d57.png) +",True,"Font Import Plug-in Discrepancy. - When a large path to a font file is present the options box is crammed into an unusable section on the window making it unusable. If this bug is present here it might also be present in other parts of the editor. + +Visual of the Problem: +![](https://s-media-cache-ak0.pinimg.com/originals/5a/57/b3/5a57b33da22a53efdb870928b0297d57.png) +",1,font import plug in discrepancy when a large path to a font file is present the options box is crammed into an unusable section on the window making it unusable if this bug is present here it might also be present in other parts of the editor visual of the problem ,1 +4289,3798431635.0,IssuesEvent,2016-03-23 12:31:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3D nodes position sprite icon ON/OFF switching and max size,confirmed enhancement topic:editor usability,"Some nodes like lights use sprites to display their position, but often when zooming out they become so big, compared to rest of the scene, that they are more in the way than help. + +They need editable maximum size settings, and ON/OFF switching.",True,"3D nodes position sprite icon ON/OFF switching and max size - Some nodes like lights use sprites to display their position, but often when zooming out they become so big, compared to rest of the scene, that they are more in the way than help. + +They need editable maximum size settings, and ON/OFF switching.",1, nodes position sprite icon on off switching and max size some nodes like lights use sprites to display their position but often when zooming out they become so big compared to rest of the scene that they are more in the way than help they need editable maximum size settings and on off switching ,1 +21935,18107050095.0,IssuesEvent,2021-09-22 20:22:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Windows Export should warn if custom resources are specified but rcedit isn't,enhancement platform:windows topic:editor topic:porting usability,"**Godot version:** v3.02.stable.official + +**OS/device including version:** Windows 10 64-bit + +**Issue description:** +Expected behavior: Changing the Application settings in the export options should set the file attributes of the exported exe. +Actual behavior: File details are all set to the default values. If an icon is specified in the export options, it is not used. + +**Steps to reproduce:** +1. Add a Windows Desktop export. +2. Set the Application options. +3. Click ""Export Project"" and save the exe. +4. Right click the exported exe then ""Properties"". +5. Switch to the ""Details"" tab. +",True,"Windows Export should warn if custom resources are specified but rcedit isn't - **Godot version:** v3.02.stable.official + +**OS/device including version:** Windows 10 64-bit + +**Issue description:** +Expected behavior: Changing the Application settings in the export options should set the file attributes of the exported exe. +Actual behavior: File details are all set to the default values. If an icon is specified in the export options, it is not used. + +**Steps to reproduce:** +1. Add a Windows Desktop export. +2. Set the Application options. +3. Click ""Export Project"" and save the exe. +4. Right click the exported exe then ""Properties"". +5. Switch to the ""Details"" tab. +",1,windows export should warn if custom resources are specified but rcedit isn t godot version stable official os device including version windows bit issue description expected behavior changing the application settings in the export options should set the file attributes of the exported exe actual behavior file details are all set to the default values if an icon is specified in the export options it is not used steps to reproduce add a windows desktop export set the application options click export project and save the exe right click the exported exe then properties switch to the details tab ,1 +13527,8557082976.0,IssuesEvent,2018-11-08 14:54:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Renaming/Moving Files Should Also Update AutoLoad Tab,enhancement topic:editor usability,"I think that when you rename or move a file, the autoloaded node paths should be updated as well. Currently when you rename or move autoloaded scenes and scripts, you have to re-add them in the AutoLoad tab.",True,"Renaming/Moving Files Should Also Update AutoLoad Tab - I think that when you rename or move a file, the autoloaded node paths should be updated as well. Currently when you rename or move autoloaded scenes and scripts, you have to re-add them in the AutoLoad tab.",1,renaming moving files should also update autoload tab i think that when you rename or move a file the autoloaded node paths should be updated as well currently when you rename or move autoloaded scenes and scripts you have to re add them in the autoload tab ,1 +18385,12835063404.0,IssuesEvent,2020-07-07 12:14:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Closing a scene with built-in script opened will open a Save Resource dialog,bug regression topic:editor usability," + +**Godot version:** + +3.2.3 beta 07b24de (and probably master) + +**Steps to reproduce:** +1. Create/open a built-in script so it appears in the script editor +2. Close the scene tab",True,"Closing a scene with built-in script opened will open a Save Resource dialog - + +**Godot version:** + +3.2.3 beta 07b24de (and probably master) + +**Steps to reproduce:** +1. Create/open a built-in script so it appears in the script editor +2. Close the scene tab",1,closing a scene with built in script opened will open a save resource dialog please search existing issues for potential duplicates before filing yours godot version beta and probably master steps to reproduce create open a built in script so it appears in the script editor close the scene tab,1 +10965,6996188274.0,IssuesEvent,2017-12-15 22:52:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Create new node tooltip is larger than the text,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Antergos x86_64 - 1401b07 + +**Issue description:** + +![screenshot from 2017-12-12 04-21-26](https://user-images.githubusercontent.com/26753932/33854443-5d3be5ec-def4-11e7-8cec-1b8c7e118fe8.png)",True,"Create new node tooltip is larger than the text - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Antergos x86_64 - 1401b07 + +**Issue description:** + +![screenshot from 2017-12-12 04-21-26](https://user-images.githubusercontent.com/26753932/33854443-5d3be5ec-def4-11e7-8cec-1b8c7e118fe8.png)",1,create new node tooltip is larger than the text operating system or device godot version gpu model and driver if graphics related antergos issue description ,1 +6199,4178390489.0,IssuesEvent,2016-06-22 06:32:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Editor Shortcuts: Scene shortcuts don't work until focus has been given on a UI element,bug topic:editor usability,"**Operating system or device - Godot version:** +Mageia 6, Linux 64-bit - Current master HEAD (0266d75) + +**Issue description** (what happened, and what was expected): +After opening a project via the project manager or the command line, the shortcuts of the Scene menu like Ctrl+Alt+O do not work at first, though they used to before the addition of the Editor Shortcuts API. + +To get them to work, you need to click the Viewport or a dock to give them the focus. Then the shortcuts work. + +**Steps to reproduce:** +1. Open an editor, don't click anywhere +2. Try Ctrl+Alt+O, see that it doesn't work +3. Click on the Viewport +4. Try Ctrl+Alt+O, see that it works.",True,"Editor Shortcuts: Scene shortcuts don't work until focus has been given on a UI element - **Operating system or device - Godot version:** +Mageia 6, Linux 64-bit - Current master HEAD (0266d75) + +**Issue description** (what happened, and what was expected): +After opening a project via the project manager or the command line, the shortcuts of the Scene menu like Ctrl+Alt+O do not work at first, though they used to before the addition of the Editor Shortcuts API. + +To get them to work, you need to click the Viewport or a dock to give them the focus. Then the shortcuts work. + +**Steps to reproduce:** +1. Open an editor, don't click anywhere +2. Try Ctrl+Alt+O, see that it doesn't work +3. Click on the Viewport +4. Try Ctrl+Alt+O, see that it works.",1,editor shortcuts scene shortcuts don t work until focus has been given on a ui element operating system or device godot version mageia linux bit current master head issue description what happened and what was expected after opening a project via the project manager or the command line the shortcuts of the scene menu like ctrl alt o do not work at first though they used to before the addition of the editor shortcuts api to get them to work you need to click the viewport or a dock to give them the focus then the shortcuts work steps to reproduce open an editor don t click anywhere try ctrl alt o see that it doesn t work click on the viewport try ctrl alt o see that it works ,1 +26301,26672129815.0,IssuesEvent,2023-01-26 11:13:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Use a lower editor scale by default on 720p mobile displays,bug platform:android topic:editor usability,"### Godot version + +3.5.stable + +### System information + +Android, GLES2, Xiaomi Redmi 9C 720x1600 269dpi + +### Issue description + +By default Godot's resolution is 200%, but there is no inspector with 200%. Can't edit any node's property. I can change resolution in settings, but I want default resolution to be usable + +![Screenshot_2022-08-09-18-34-17-699_org godotengine editor v3](https://user-images.githubusercontent.com/103959882/183696165-ef1d40c4-08a8-4711-813d-0b456f76311b.jpg) +![Screenshot_2022-08-09-18-39-09-299_org godotengine editor v3](https://user-images.githubusercontent.com/103959882/183696895-7bb78f07-c155-4e43-b293-4575d456c663.jpg) + + +### Steps to reproduce + +Download stable Godot Editor 3.5 APK from official releases on Redmi 9C +Install downloaded file +Create or open any project + +### Minimal reproduction project + +_No response_",True,"Use a lower editor scale by default on 720p mobile displays - ### Godot version + +3.5.stable + +### System information + +Android, GLES2, Xiaomi Redmi 9C 720x1600 269dpi + +### Issue description + +By default Godot's resolution is 200%, but there is no inspector with 200%. Can't edit any node's property. I can change resolution in settings, but I want default resolution to be usable + +![Screenshot_2022-08-09-18-34-17-699_org godotengine editor v3](https://user-images.githubusercontent.com/103959882/183696165-ef1d40c4-08a8-4711-813d-0b456f76311b.jpg) +![Screenshot_2022-08-09-18-39-09-299_org godotengine editor v3](https://user-images.githubusercontent.com/103959882/183696895-7bb78f07-c155-4e43-b293-4575d456c663.jpg) + + +### Steps to reproduce + +Download stable Godot Editor 3.5 APK from official releases on Redmi 9C +Install downloaded file +Create or open any project + +### Minimal reproduction project + +_No response_",1,use a lower editor scale by default on mobile displays godot version stable system information android xiaomi redmi issue description by default godot s resolution is but there is no inspector with can t edit any node s property i can change resolution in settings but i want default resolution to be usable steps to reproduce download stable godot editor apk from official releases on redmi install downloaded file create or open any project minimal reproduction project no response ,1 +15284,9932322367.0,IssuesEvent,2019-07-02 09:33:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Direction"" property for Particles is missing",enhancement hero wanted! junior job topic:rendering usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 Beta - Windows + +**Issue description:** + +It's no longer possible to specify the direction of Initial Velocity for particles it seems. I have to rotate the Particles2D object itself and change the particle angle to offset this. If I'm using gravity I also have to alter this based on whatever rotation I am currently using. It's really quite cumbersome. +Could this property be added back please? It's quite important for users who make heavy use of particles, like me. +",True,"""Direction"" property for Particles is missing - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 Beta - Windows + +**Issue description:** + +It's no longer possible to specify the direction of Initial Velocity for particles it seems. I have to rotate the Particles2D object itself and change the particle angle to offset this. If I'm using gravity I also have to alter this based on whatever rotation I am currently using. It's really quite cumbersome. +Could this property be added back please? It's quite important for users who make heavy use of particles, like me. +",1, direction property for particles is missing operating system or device godot version gpu model and driver if graphics related godot beta windows issue description it s no longer possible to specify the direction of initial velocity for particles it seems i have to rotate the object itself and change the particle angle to offset this if i m using gravity i also have to alter this based on whatever rotation i am currently using it s really quite cumbersome could this property be added back please it s quite important for users who make heavy use of particles like me ,1 +14824,9537616552.0,IssuesEvent,2019-04-30 12:59:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Setting for default quote type,enhancement junior job topic:editor usability,"**Godot version:** +3.1-alpha3 + + +**OS/device including version:** +Any + + +**Issue description:** +I'd love to have a setting for choosing whether Godot suggests single or double quotes for strings. I use single quotes everywhere and currently I have to type one single quote to make the suggestion use single quotes, too. + +![peek 2018-12-14 18-14](https://user-images.githubusercontent.com/8849554/50017473-6fdd8580-ffcc-11e8-8120-474a48f0b85c.gif) +",True,"Setting for default quote type - **Godot version:** +3.1-alpha3 + + +**OS/device including version:** +Any + + +**Issue description:** +I'd love to have a setting for choosing whether Godot suggests single or double quotes for strings. I use single quotes everywhere and currently I have to type one single quote to make the suggestion use single quotes, too. + +![peek 2018-12-14 18-14](https://user-images.githubusercontent.com/8849554/50017473-6fdd8580-ffcc-11e8-8120-474a48f0b85c.gif) +",1,setting for default quote type godot version os device including version any issue description i d love to have a setting for choosing whether godot suggests single or double quotes for strings i use single quotes everywhere and currently i have to type one single quote to make the suggestion use single quotes too ,1 +17963,12441416930.0,IssuesEvent,2020-05-26 13:38:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom editor theme paths (how to install editor themes),feature proposal topic:editor usability,"I'm always having issues installing custom themes. I don't know if I'm doing something wrong or if installing is just really cumbersome. +A theme created in the editor has res:// paths to the resources (images) it uses. when I set a custom editor theme the resources are only there if they are part of the current project I'm working on... +OR +if I adapt every singe url in the theme file... (that works with a install script but I just want to choose the theme and it should work!!) + +*feature I'm asking for* +It would be nice if the exported themes would allow for relative paths so I can package them into a Folder and the editor would find the theme png's for every project! + +Another cool approach would be to save themes as packaged files with all the recources in it. Than the packed folder could be read loaded as the theme and shared. (again with relative paths in the theme file)",True,"Custom editor theme paths (how to install editor themes) - I'm always having issues installing custom themes. I don't know if I'm doing something wrong or if installing is just really cumbersome. +A theme created in the editor has res:// paths to the resources (images) it uses. when I set a custom editor theme the resources are only there if they are part of the current project I'm working on... +OR +if I adapt every singe url in the theme file... (that works with a install script but I just want to choose the theme and it should work!!) + +*feature I'm asking for* +It would be nice if the exported themes would allow for relative paths so I can package them into a Folder and the editor would find the theme png's for every project! + +Another cool approach would be to save themes as packaged files with all the recources in it. Than the packed folder could be read loaded as the theme and shared. (again with relative paths in the theme file)",1,custom editor theme paths how to install editor themes i m always having issues installing custom themes i don t know if i m doing something wrong or if installing is just really cumbersome a theme created in the editor has res paths to the resources images it uses when i set a custom editor theme the resources are only there if they are part of the current project i m working on or if i adapt every singe url in the theme file that works with a install script but i just want to choose the theme and it should work feature i m asking for it would be nice if the exported themes would allow for relative paths so i can package them into a folder and the editor would find the theme png s for every project another cool approach would be to save themes as packaged files with all the recources in it than the packed folder could be read loaded as the theme and shared again with relative paths in the theme file ,1 +22658,19900307505.0,IssuesEvent,2022-01-25 06:58:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationTree -> OneShot node don't have the UI to change parameters,enhancement topic:editor usability,"**Godot version:** +72db3000a56a6f85d348c218437d1a1dfc0953bf + +**OS/device including version:** +Ubuntu 18.04, GTX 1060, 64bit + +**Issue description:** +'One shot' graph node in the new Animation Tree (not the depreciated AnimationTreePlayer), don't have any UI to change: +- mix mode +- fade in time +- fade out time + +![one_shot](https://user-images.githubusercontent.com/6129594/47930148-5de7cd80-decb-11e8-840a-2c5bb9b1be84.png) + +From the API I can see that those functionalities are implemented but they are not exposed to the graph (there are functions `set_mix_mode`, `set_fadein_time`, `set_fadeout_time` inside `AnimationNodeOneShot`. + +For comparison old version looked like that: +![one_shot_old](https://user-images.githubusercontent.com/6129594/47930579-a81d7e80-decc-11e8-87fd-c6b558dd856c.png) + + +**Steps to reproduce:** +1. Add `OneShot` node to the animation graph of the `AnimationTree` node. +2. Try to find any way to change the mix mode of this node.",True,"AnimationTree -> OneShot node don't have the UI to change parameters - **Godot version:** +72db3000a56a6f85d348c218437d1a1dfc0953bf + +**OS/device including version:** +Ubuntu 18.04, GTX 1060, 64bit + +**Issue description:** +'One shot' graph node in the new Animation Tree (not the depreciated AnimationTreePlayer), don't have any UI to change: +- mix mode +- fade in time +- fade out time + +![one_shot](https://user-images.githubusercontent.com/6129594/47930148-5de7cd80-decb-11e8-840a-2c5bb9b1be84.png) + +From the API I can see that those functionalities are implemented but they are not exposed to the graph (there are functions `set_mix_mode`, `set_fadein_time`, `set_fadeout_time` inside `AnimationNodeOneShot`. + +For comparison old version looked like that: +![one_shot_old](https://user-images.githubusercontent.com/6129594/47930579-a81d7e80-decc-11e8-87fd-c6b558dd856c.png) + + +**Steps to reproduce:** +1. Add `OneShot` node to the animation graph of the `AnimationTree` node. +2. Try to find any way to change the mix mode of this node.",1,animationtree oneshot node don t have the ui to change parameters godot version os device including version ubuntu gtx issue description one shot graph node in the new animation tree not the depreciated animationtreeplayer don t have any ui to change mix mode fade in time fade out time from the api i can see that those functionalities are implemented but they are not exposed to the graph there are functions set mix mode set fadein time set fadeout time inside animationnodeoneshot for comparison old version looked like that steps to reproduce add oneshot node to the animation graph of the animationtree node try to find any way to change the mix mode of this node ,1 +21890,18043545823.0,IssuesEvent,2021-09-18 13:26:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Errors in debugger aren't cleared on run,bug topic:editor usability regression,"### Godot version + +a1a8afa + +### System information + +W10 + +### Issue description + +Seems like the Errors tab in the debugger isn't auto-cleared anymore. What's more interesting, the error count for Debugger tab does reset, so there is a mismatch between the number and the actual accumulated amount of errors: +![image](https://user-images.githubusercontent.com/2223172/133524293-82e29f36-60b4-4d88-8f51-a909d14db917.png) + + +### Steps to reproduce + +1. Make some code with errors/warnings (very easy on master, you don't even need code lol) +2. Run +3. Run +4. Notice how the errors accumulated in the Debugger + +### Minimal reproduction project + +_No response_",True,"Errors in debugger aren't cleared on run - ### Godot version + +a1a8afa + +### System information + +W10 + +### Issue description + +Seems like the Errors tab in the debugger isn't auto-cleared anymore. What's more interesting, the error count for Debugger tab does reset, so there is a mismatch between the number and the actual accumulated amount of errors: +![image](https://user-images.githubusercontent.com/2223172/133524293-82e29f36-60b4-4d88-8f51-a909d14db917.png) + + +### Steps to reproduce + +1. Make some code with errors/warnings (very easy on master, you don't even need code lol) +2. Run +3. Run +4. Notice how the errors accumulated in the Debugger + +### Minimal reproduction project + +_No response_",1,errors in debugger aren t cleared on run godot version system information issue description seems like the errors tab in the debugger isn t auto cleared anymore what s more interesting the error count for debugger tab does reset so there is a mismatch between the number and the actual accumulated amount of errors steps to reproduce make some code with errors warnings very easy on master you don t even need code lol run run notice how the errors accumulated in the debugger minimal reproduction project no response ,1 +4408,3851975207.0,IssuesEvent,2016-04-06 06:15:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Moving around in the 3D viewport,enhancement topic:editor usability,"Hi, + +I just lunched your editor for the first time. +Here are some UI things that will make it more easy to understand. + + - I do not understand how to move. I open the 3D Platformer project. And I wanted to see how the scene looks like. I was only been able to zoom in and zoom out, I wasn't been able to modify my camera view to move on the x or the y coordination. Even checked the right mouse button. + - Where do I see the animation editor? I clicked on the player icon, and I found it on screen. Than I wanted to see how you made it. All I been able to find is a scrip. May be it was your animation, but I was expecting to see resources. If you have a script animation you need to tell me some how that it's a script. + +Hope it helps. + +Ilya",True,"Moving around in the 3D viewport - Hi, + +I just lunched your editor for the first time. +Here are some UI things that will make it more easy to understand. + + - I do not understand how to move. I open the 3D Platformer project. And I wanted to see how the scene looks like. I was only been able to zoom in and zoom out, I wasn't been able to modify my camera view to move on the x or the y coordination. Even checked the right mouse button. + - Where do I see the animation editor? I clicked on the player icon, and I found it on screen. Than I wanted to see how you made it. All I been able to find is a scrip. May be it was your animation, but I was expecting to see resources. If you have a script animation you need to tell me some how that it's a script. + +Hope it helps. + +Ilya",1,moving around in the viewport hi i just lunched your editor for the first time here are some ui things that will make it more easy to understand i do not understand how to move i open the platformer project and i wanted to see how the scene looks like i was only been able to zoom in and zoom out i wasn t been able to modify my camera view to move on the x or the y coordination even checked the right mouse button where do i see the animation editor i clicked on the player icon and i found it on screen than i wanted to see how you made it all i been able to find is a scrip may be it was your animation but i was expecting to see resources if you have a script animation you need to tell me some how that it s a script hope it helps ilya,1 +10397,6712407808.0,IssuesEvent,2017-10-13 09:15:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,VisualScript: untouched value is null instead of 0,bug topic:visualscript usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Antergos x86_64, Master e97ada6 + +**Issue description:** +![image](https://user-images.githubusercontent.com/26753932/31538912-3e4d893e-b031-11e7-9452-fecc86f904c2.png) +Expected: no error +Happened: error in arg2, alpha is null + +**Steps to reproduce:** +1. add VS and nodes as in the image, don't set any value +2. set 1st arg to ""red"" +3. save and run -> error +4. stop, click in the 2nd arg and press enter without changing value +5. save and run -> ok +",True,"VisualScript: untouched value is null instead of 0 - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Antergos x86_64, Master e97ada6 + +**Issue description:** +![image](https://user-images.githubusercontent.com/26753932/31538912-3e4d893e-b031-11e7-9452-fecc86f904c2.png) +Expected: no error +Happened: error in arg2, alpha is null + +**Steps to reproduce:** +1. add VS and nodes as in the image, don't set any value +2. set 1st arg to ""red"" +3. save and run -> error +4. stop, click in the 2nd arg and press enter without changing value +5. save and run -> ok +",1,visualscript untouched value is null instead of operating system or device godot version gpu model and driver if graphics related antergos master issue description expected no error happened error in alpha is null steps to reproduce add vs and nodes as in the image don t set any value set arg to red save and run error stop click in the arg and press enter without changing value save and run ok ,1 +8890,6024529693.0,IssuesEvent,2017-06-08 05:36:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Running an unsaved scene doesn't actually run after saving,enhancement topic:editor usability,"When you hit run on your new project with an unsaved scene, it prompts you to save the unsaved scene. When you save the scene, you get thrown back to the editor, and nothing happens. The project should be run automatically after you save the scene as prompted.",True,"Running an unsaved scene doesn't actually run after saving - When you hit run on your new project with an unsaved scene, it prompts you to save the unsaved scene. When you save the scene, you get thrown back to the editor, and nothing happens. The project should be run automatically after you save the scene as prompted.",1,running an unsaved scene doesn t actually run after saving when you hit run on your new project with an unsaved scene it prompts you to save the unsaved scene when you save the scene you get thrown back to the editor and nothing happens the project should be run automatically after you save the scene as prompted ,1 +9189,6155148277.0,IssuesEvent,2017-06-28 14:14:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cant hide CanvasModulate ,enhancement topic:editor usability,"It seems like there is some problem with all CanvasItem options in CanvasModulate. 'Visible' checkbox doesn't work, so as all other options there. In order to hide it, you need to delete it basically. +",True,"Cant hide CanvasModulate - It seems like there is some problem with all CanvasItem options in CanvasModulate. 'Visible' checkbox doesn't work, so as all other options there. In order to hide it, you need to delete it basically. +",1,cant hide canvasmodulate it seems like there is some problem with all canvasitem options in canvasmodulate visible checkbox doesn t work so as all other options there in order to hide it you need to delete it basically ,1 +23218,21467508981.0,IssuesEvent,2022-04-26 06:15:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Godot 4: Impossible to resize panels in ""SpriteFrames"" menu",bug topic:editor confirmed usability regression,"### Godot version + +v4.0.dev.calinou [4f298237b] + +### System information + +Windows 10 64bit - Vulkan API 1.2.141 - GeForce GTX 1660 SUPER + +### Issue description + +Impossible to resize the SpriteFrames panels while the cursor show this possibility. + +![image](https://user-images.githubusercontent.com/2736557/145445583-538b0ee2-6ca3-4bed-b07f-6a89ef0e1bef.png) + +![image](https://user-images.githubusercontent.com/2736557/145446383-bb305e41-221f-4cda-9959-2f5d6101a2b7.png) + + +### Steps to reproduce + +1. Create a new `AnimatedSprite2D` +2. Create a new `SpriteFrames` +3. Edit it +4. Try to resize panels + +### Minimal reproduction project + +NA (Editor related)",True,"Godot 4: Impossible to resize panels in ""SpriteFrames"" menu - ### Godot version + +v4.0.dev.calinou [4f298237b] + +### System information + +Windows 10 64bit - Vulkan API 1.2.141 - GeForce GTX 1660 SUPER + +### Issue description + +Impossible to resize the SpriteFrames panels while the cursor show this possibility. + +![image](https://user-images.githubusercontent.com/2736557/145445583-538b0ee2-6ca3-4bed-b07f-6a89ef0e1bef.png) + +![image](https://user-images.githubusercontent.com/2736557/145446383-bb305e41-221f-4cda-9959-2f5d6101a2b7.png) + + +### Steps to reproduce + +1. Create a new `AnimatedSprite2D` +2. Create a new `SpriteFrames` +3. Edit it +4. Try to resize panels + +### Minimal reproduction project + +NA (Editor related)",1,godot impossible to resize panels in spriteframes menu godot version dev calinou system information windows vulkan api geforce gtx super issue description impossible to resize the spriteframes panels while the cursor show this possibility steps to reproduce create a new create a new spriteframes edit it try to resize panels minimal reproduction project na editor related ,1 +3370,3421764252.0,IssuesEvent,2015-12-08 20:07:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"The ""Items"" menu for MenuButton objects is missing.",enhancement topic:editor usability,"In Godot 1.0 stable, there was an ""Items"" button when you select a MenuButton (#1079). It used to allow editing of MenuButton items on the editor but now it's gone. Please put it back in.",True,"The ""Items"" menu for MenuButton objects is missing. - In Godot 1.0 stable, there was an ""Items"" button when you select a MenuButton (#1079). It used to allow editing of MenuButton items on the editor but now it's gone. Please put it back in.",1,the items menu for menubutton objects is missing in godot stable there was an items button when you select a menubutton it used to allow editing of menubutton items on the editor but now it s gone please put it back in ,1 +15057,9692453419.0,IssuesEvent,2019-05-24 13:51:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spinbox Tooltip only applies for the control not the line edit ,bug topic:core usability," + +**Godot version:** 3.0, potentially 2.1 (untested) + + + +**OS/device including version:** Fedora Linux - x64 + + + +**Issue description:** + +The text area / line edit of the spinbox does not show the tooltip. +This reduces the area for the tooltip to the little control area. + +![bug_spinbox_tooltip](https://user-images.githubusercontent.com/2116566/35207411-dad10730-ff10-11e7-922a-ed329e55b5bf.gif) + + +**Steps to reproduce:** +- Create a SpinBox +- Set a tooltip +- Hover over the control area (arrows) +- Tool tip is shown +- Hover over the SpinBox line edit +- No tooltip is shown + +",True,"Spinbox Tooltip only applies for the control not the line edit - + +**Godot version:** 3.0, potentially 2.1 (untested) + + + +**OS/device including version:** Fedora Linux - x64 + + + +**Issue description:** + +The text area / line edit of the spinbox does not show the tooltip. +This reduces the area for the tooltip to the little control area. + +![bug_spinbox_tooltip](https://user-images.githubusercontent.com/2116566/35207411-dad10730-ff10-11e7-922a-ed329e55b5bf.gif) + + +**Steps to reproduce:** +- Create a SpinBox +- Set a tooltip +- Hover over the control area (arrows) +- Tool tip is shown +- Hover over the SpinBox line edit +- No tooltip is shown + +",1,spinbox tooltip only applies for the control not the line edit please search existing issues for potential duplicates before filing yours godot version potentially untested os device including version fedora linux issue description the text area line edit of the spinbox does not show the tooltip this reduces the area for the tooltip to the little control area steps to reproduce create a spinbox set a tooltip hover over the control area arrows tool tip is shown hover over the spinbox line edit no tooltip is shown ,1 +25448,25203452030.0,IssuesEvent,2022-11-13 11:53:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,In 4.0 it is not possible to edit nodes such as FileDialog or AcceptDialog in the editor,topic:editor usability topic:gui,"### Godot version + +4.0.beta4 + +### System information + +Windows 10 21H2, Vulkan, AMD Radeon RX 6750 XT (31.0.12029.1042) + +### Issue description + +In Godot 4.0 you can no longer edit nodes in the Viewport category in the editor, it was previosly possible in the 3.5.1 + +[Video showing the problem](https://www.youtube.com/watch?v=AlUapT1rtpI) + +### Steps to reproduce + +1. Add any node under Viewport category +2. Change the visibility of the node so it is visible in the editor +3. Try to grap the node or change its size in the editor. + +### Minimal reproduction project + +_No response_",True,"In 4.0 it is not possible to edit nodes such as FileDialog or AcceptDialog in the editor - ### Godot version + +4.0.beta4 + +### System information + +Windows 10 21H2, Vulkan, AMD Radeon RX 6750 XT (31.0.12029.1042) + +### Issue description + +In Godot 4.0 you can no longer edit nodes in the Viewport category in the editor, it was previosly possible in the 3.5.1 + +[Video showing the problem](https://www.youtube.com/watch?v=AlUapT1rtpI) + +### Steps to reproduce + +1. Add any node under Viewport category +2. Change the visibility of the node so it is visible in the editor +3. Try to grap the node or change its size in the editor. + +### Minimal reproduction project + +_No response_",1,in it is not possible to edit nodes such as filedialog or acceptdialog in the editor godot version system information windows vulkan amd radeon rx xt issue description in godot you can no longer edit nodes in the viewport category in the editor it was previosly possible in the steps to reproduce add any node under viewport category change the visibility of the node so it is visible in the editor try to grap the node or change its size in the editor minimal reproduction project no response ,1 +12529,7928144605.0,IssuesEvent,2018-07-06 10:30:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Editing text property of MultipleNodeEdit keeps cursor at leftmost position,bug topic:editor usability," + +**Godot version:** + +ecee0c9 + +**OS/device including version:** + +Manjaro x86_64 + +**Issue description:** + +Expected: being able to type normally into text field +Happened: cursor keeps going back to the leftmost position + +**Steps to reproduce:** +1. select multiple nodes with multiline text e.g. Labels +2. edit text property +![peek 2018-07-06 17-24](https://user-images.githubusercontent.com/26753932/42374264-e005fd10-8141-11e8-9ee4-3e485dae026b.gif) + +**Minimal reproduction project:** + +",True,"Editing text property of MultipleNodeEdit keeps cursor at leftmost position - + +**Godot version:** + +ecee0c9 + +**OS/device including version:** + +Manjaro x86_64 + +**Issue description:** + +Expected: being able to type normally into text field +Happened: cursor keeps going back to the leftmost position + +**Steps to reproduce:** +1. select multiple nodes with multiline text e.g. Labels +2. edit text property +![peek 2018-07-06 17-24](https://user-images.githubusercontent.com/26753932/42374264-e005fd10-8141-11e8-9ee4-3e485dae026b.gif) + +**Minimal reproduction project:** + +",1,editing text property of multiplenodeedit keeps cursor at leftmost position please search existing issues for potential duplicates before filing yours godot version os device including version manjaro issue description expected being able to type normally into text field happened cursor keeps going back to the leftmost position steps to reproduce select multiple nodes with multiline text e g labels edit text property minimal reproduction project ,1 +11020,7027700807.0,IssuesEvent,2017-12-25 01:42:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""F"" key Viewport focus problem",bug junior job topic:editor usability,"version -> http://godot3builds.digitecnology.com/builds/2017-12-06.12:52:48.a8ae46e14/godot-v3.0-osx.fat.zip + +**Issue description:** +When i press F key, wrong viewport is active. + +**Steps to reproduce:** +https://www.youtube.com/watch?v=y5K5xv7UBuo&feature=youtu.be +",True,"""F"" key Viewport focus problem - version -> http://godot3builds.digitecnology.com/builds/2017-12-06.12:52:48.a8ae46e14/godot-v3.0-osx.fat.zip + +**Issue description:** +When i press F key, wrong viewport is active. + +**Steps to reproduce:** +https://www.youtube.com/watch?v=y5K5xv7UBuo&feature=youtu.be +",1, f key viewport focus problem version issue description when i press f key wrong viewport is active steps to reproduce ,1 +14125,8848726234.0,IssuesEvent,2019-01-08 08:11:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tooltips not displaying for nested resources,bug topic:editor usability,"**Godot version:** +commit 5e6c6f3 and Godot alpha 5 + +**Issue description:** +When mousing over properties of resources that are nested one layer deep only the name of the property appears in the tooltip. + +For example, when mousing over ""angle"" in a ParticlesMaterial it only says ""angle"" rather than ""Initial rotation applied to each particle."" + +I am not sure when this issue first arose. But it is not present in 3.06 (likely because 3.06 does not nest resources). + +**Steps to reproduce:** +Mouse over a property of a resource found inside a node. For example a ParticlesMaterial found in a Particles node, or a SphereMesh found in a MeshInstance. +",True,"Tooltips not displaying for nested resources - **Godot version:** +commit 5e6c6f3 and Godot alpha 5 + +**Issue description:** +When mousing over properties of resources that are nested one layer deep only the name of the property appears in the tooltip. + +For example, when mousing over ""angle"" in a ParticlesMaterial it only says ""angle"" rather than ""Initial rotation applied to each particle."" + +I am not sure when this issue first arose. But it is not present in 3.06 (likely because 3.06 does not nest resources). + +**Steps to reproduce:** +Mouse over a property of a resource found inside a node. For example a ParticlesMaterial found in a Particles node, or a SphereMesh found in a MeshInstance. +",1,tooltips not displaying for nested resources godot version commit and godot alpha issue description when mousing over properties of resources that are nested one layer deep only the name of the property appears in the tooltip for example when mousing over angle in a particlesmaterial it only says angle rather than initial rotation applied to each particle i am not sure when this issue first arose but it is not present in likely because does not nest resources steps to reproduce mouse over a property of a resource found inside a node for example a particlesmaterial found in a particles node or a spheremesh found in a meshinstance ,1 +12804,8122331510.0,IssuesEvent,2018-08-16 11:13:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Duplicate String Literal Added on Autocomplete Partial String,bug topic:editor usability,"Godot Version: 3.0.6-stable + +Current Behavior: +- Open Editor +- Enter `if Input.is_action_pressed(""ui_up""):` +- Change `ui_up` to `ui_right` and select it from the autocomplete menu +- An extra `""` gets added at the end + +Expected: +- The extra `""` should not be added",True,"Duplicate String Literal Added on Autocomplete Partial String - Godot Version: 3.0.6-stable + +Current Behavior: +- Open Editor +- Enter `if Input.is_action_pressed(""ui_up""):` +- Change `ui_up` to `ui_right` and select it from the autocomplete menu +- An extra `""` gets added at the end + +Expected: +- The extra `""` should not be added",1,duplicate string literal added on autocomplete partial string godot version stable current behavior open editor enter if input is action pressed ui up change ui up to ui right and select it from the autocomplete menu an extra gets added at the end expected the extra should not be added,1 +3187,3367796265.0,IssuesEvent,2015-11-22 13:53:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bug with side scroll bar in the script tab of the editor,bug topic:editor usability,"Built on 07 April 2015 +OS: Fedora 21 + +The side scroll bar within the script tab of the editor seems to have a limit at 70 columns even when the code line is longer. You can only access columns > 70 if you mark and drag the code with the mouse or by maximizing the window. +When maximizing, the side-scroll bar disappears completely. If the code line is bigger then the screen, you have to use above mentioned method with the mouse. +Little demo video: +https://youtu.be/eaTYeD1iIws",True,"Bug with side scroll bar in the script tab of the editor - Built on 07 April 2015 +OS: Fedora 21 + +The side scroll bar within the script tab of the editor seems to have a limit at 70 columns even when the code line is longer. You can only access columns > 70 if you mark and drag the code with the mouse or by maximizing the window. +When maximizing, the side-scroll bar disappears completely. If the code line is bigger then the screen, you have to use above mentioned method with the mouse. +Little demo video: +https://youtu.be/eaTYeD1iIws",1,bug with side scroll bar in the script tab of the editor built on april os fedora the side scroll bar within the script tab of the editor seems to have a limit at columns even when the code line is longer you can only access columns if you mark and drag the code with the mouse or by maximizing the window when maximizing the side scroll bar disappears completely if the code line is bigger then the screen you have to use above mentioned method with the mouse little demo video ,1 +18127,12556389245.0,IssuesEvent,2020-06-07 09:33:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to increase amount of physics collision layers,enhancement topic:physics usability,"**Issue description:** +It would be great to have the ability to increase amount of collision layers. +From talk on irc with @AndreaCatania it should be customizable inside Project settings and the default value should be 20 (the same amount as currently). +",True,"Ability to increase amount of physics collision layers - **Issue description:** +It would be great to have the ability to increase amount of collision layers. +From talk on irc with @AndreaCatania it should be customizable inside Project settings and the default value should be 20 (the same amount as currently). +",1,ability to increase amount of physics collision layers issue description it would be great to have the ability to increase amount of collision layers from talk on irc with andreacatania it should be customizable inside project settings and the default value should be the same amount as currently ,1 +13677,8638314069.0,IssuesEvent,2018-11-23 14:21:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Better bounding box select in 3D,enhancement topic:editor usability,"**Issue description** (what happened, and what was expected): +Awesome feature of Select Mode (Q) is that it can do bounding box selection, helps with selecting multiple or small objects, but it doesn't work if there are other objects behind object we want to select. +It then selects that ""behind object"" and because current nature of this tool automatically transforms it to the movement of the mouse, so there is no way to use bounding box selection in most scenes. + +I would suggest to separate selection from multi transform tool and make it more like ON/OFF mode for transform gizmos. It would also help if user wants, for example, only translate objects that he selects, or only select object without seeing any transform widgets on the screen that can stand in the way sometimes. +I can elaborate that idea (visual help what I have in mind?) if that's not enough. +",True,"Better bounding box select in 3D - **Issue description** (what happened, and what was expected): +Awesome feature of Select Mode (Q) is that it can do bounding box selection, helps with selecting multiple or small objects, but it doesn't work if there are other objects behind object we want to select. +It then selects that ""behind object"" and because current nature of this tool automatically transforms it to the movement of the mouse, so there is no way to use bounding box selection in most scenes. + +I would suggest to separate selection from multi transform tool and make it more like ON/OFF mode for transform gizmos. It would also help if user wants, for example, only translate objects that he selects, or only select object without seeing any transform widgets on the screen that can stand in the way sometimes. +I can elaborate that idea (visual help what I have in mind?) if that's not enough. +",1,better bounding box select in issue description what happened and what was expected awesome feature of select mode q is that it can do bounding box selection helps with selecting multiple or small objects but it doesn t work if there are other objects behind object we want to select it then selects that behind object and because current nature of this tool automatically transforms it to the movement of the mouse so there is no way to use bounding box selection in most scenes i would suggest to separate selection from multi transform tool and make it more like on off mode for transform gizmos it would also help if user wants for example only translate objects that he selects or only select object without seeing any transform widgets on the screen that can stand in the way sometimes i can elaborate that idea visual help what i have in mind if that s not enough ,1 +15973,10454033331.0,IssuesEvent,2019-09-19 17:56:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add custom message to `assert` call,enhancement topic:gdscript usability,"Currently there's no way to display custom error message in `assert` call. It would be great for debugging, and establishing invariants in published libraries if we could optionally customize what `assert` displays. Example: + +![assert](https://user-images.githubusercontent.com/5294515/36740274-3d58dbb0-1be2-11e8-8c29-3e00eb441a11.png) + +AFAIK most modern engines and programming languages have message handling in assertion macros/functions.",True,"Add custom message to `assert` call - Currently there's no way to display custom error message in `assert` call. It would be great for debugging, and establishing invariants in published libraries if we could optionally customize what `assert` displays. Example: + +![assert](https://user-images.githubusercontent.com/5294515/36740274-3d58dbb0-1be2-11e8-8c29-3e00eb441a11.png) + +AFAIK most modern engines and programming languages have message handling in assertion macros/functions.",1,add custom message to assert call currently there s no way to display custom error message in assert call it would be great for debugging and establishing invariants in published libraries if we could optionally customize what assert displays example afaik most modern engines and programming languages have message handling in assertion macros functions ,1 +24297,23604356854.0,IssuesEvent,2022-08-24 06:53:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ruler tool line displays above text,bug topic:editor confirmed good first issue usability topic:2d,"### Godot version + +0c5f254 + +### System information + +Windows 10 x64 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/185808881-da5a09f1-b192-4644-9faf-a333730cb444.png) +Probably wrong order of drawing. + +### Steps to reproduce + +1. Use ruler tool (R) in 2D editor +2. Looks very closely when line and text overlap + +### Minimal reproduction project + +_No response_",True,"Ruler tool line displays above text - ### Godot version + +0c5f254 + +### System information + +Windows 10 x64 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/185808881-da5a09f1-b192-4644-9faf-a333730cb444.png) +Probably wrong order of drawing. + +### Steps to reproduce + +1. Use ruler tool (R) in 2D editor +2. Looks very closely when line and text overlap + +### Minimal reproduction project + +_No response_",1,ruler tool line displays above text godot version system information windows issue description probably wrong order of drawing steps to reproduce use ruler tool r in editor looks very closely when line and text overlap minimal reproduction project no response ,1 +6455,4295190331.0,IssuesEvent,2016-07-19 05:36:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo performs both on popup and script editor,bug topic:editor usability,"I was editing a script, then I opened the ProjectProperties window to set up some key mappings. But I made mistakes, and wondered if I could undo. +It actually worked, but every time I pressed CTRL+Z, the script editor behind was undoing too, at the same time. It seems like the event is not well focused on the ProjectProperties window. +PS: difficult to find a meaningful short title, I hope it's clear enough :) +",True,"Undo performs both on popup and script editor - I was editing a script, then I opened the ProjectProperties window to set up some key mappings. But I made mistakes, and wondered if I could undo. +It actually worked, but every time I pressed CTRL+Z, the script editor behind was undoing too, at the same time. It seems like the event is not well focused on the ProjectProperties window. +PS: difficult to find a meaningful short title, I hope it's clear enough :) +",1,undo performs both on popup and script editor i was editing a script then i opened the projectproperties window to set up some key mappings but i made mistakes and wondered if i could undo it actually worked but every time i pressed ctrl z the script editor behind was undoing too at the same time it seems like the event is not well focused on the projectproperties window ps difficult to find a meaningful short title i hope it s clear enough ,1 +15831,10319651624.0,IssuesEvent,2019-08-30 18:07:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Go to definition sometimes selects text,bug topic:editor usability," + +**Godot version:** +f2777c04c + +**Steps to reproduce:** +1. Write some code, like +``` +func whatever(): + print(""whatevs"") + +func _ready() -> void: + whatever() + + print(""place cursor here"") +``` +2. Put the cursor where the text says +3. Ctrl + Click the `whatever()` above `print()`. Sometimes the cursor will select text between the `print` and `whatever`. +![image](https://user-images.githubusercontent.com/2223172/63803181-905c2e80-c914-11e9-9bc7-3d2c671f35af.png)",True,"Go to definition sometimes selects text - + +**Godot version:** +f2777c04c + +**Steps to reproduce:** +1. Write some code, like +``` +func whatever(): + print(""whatevs"") + +func _ready() -> void: + whatever() + + print(""place cursor here"") +``` +2. Put the cursor where the text says +3. Ctrl + Click the `whatever()` above `print()`. Sometimes the cursor will select text between the `print` and `whatever`. +![image](https://user-images.githubusercontent.com/2223172/63803181-905c2e80-c914-11e9-9bc7-3d2c671f35af.png)",1,go to definition sometimes selects text please search existing issues for potential duplicates before filing yours godot version steps to reproduce write some code like func whatever print whatevs func ready void whatever print place cursor here put the cursor where the text says ctrl click the whatever above print sometimes the cursor will select text between the print and whatever ,1 +13751,8683748022.0,IssuesEvent,2018-12-02 20:48:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Opening a directory should cancel searching in file system dock,bug topic:editor usability,"Let's say your project looks like this: +![image](https://user-images.githubusercontent.com/2223172/49259397-81098c80-f439-11e8-9c34-36b317e55bbd.png) + +You now search for a specific file: +![image](https://user-images.githubusercontent.com/2223172/49259418-91216c00-f439-11e8-91e8-931b4171e4c8.png) + +It shows in the tree that there are two files that match your search. Now you are interested in the ""new folder"", where the Spatial.tscn lies. You double-click the new folder and you see this: +![image](https://user-images.githubusercontent.com/2223172/49259451-b4e4b200-f439-11e8-9a0b-2b291d0530fa.png) + +I'd rather expect the contents of the directory, not search results in a different view. So the search should be automatically cancelled in this case IMO.",True,"Opening a directory should cancel searching in file system dock - Let's say your project looks like this: +![image](https://user-images.githubusercontent.com/2223172/49259397-81098c80-f439-11e8-9c34-36b317e55bbd.png) + +You now search for a specific file: +![image](https://user-images.githubusercontent.com/2223172/49259418-91216c00-f439-11e8-91e8-931b4171e4c8.png) + +It shows in the tree that there are two files that match your search. Now you are interested in the ""new folder"", where the Spatial.tscn lies. You double-click the new folder and you see this: +![image](https://user-images.githubusercontent.com/2223172/49259451-b4e4b200-f439-11e8-9a0b-2b291d0530fa.png) + +I'd rather expect the contents of the directory, not search results in a different view. So the search should be automatically cancelled in this case IMO.",1,opening a directory should cancel searching in file system dock let s say your project looks like this you now search for a specific file it shows in the tree that there are two files that match your search now you are interested in the new folder where the spatial tscn lies you double click the new folder and you see this i d rather expect the contents of the directory not search results in a different view so the search should be automatically cancelled in this case imo ,1 +18359,12812796941.0,IssuesEvent,2020-07-04 08:51:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MacOS: Moving Godot Editor Window from Retina Display to non Retina display does not resize the content appropriately,bug confirmed pr welcome topic:core usability,"**Operating system or device - Godot version:** +2.1 beta 20160712 osx + +_**Not reproducible with 2.0 stable version**_ + +**Issue description** (what happened, and what was expected): +When moving the window from a 'zoomed' monitor (Retina Display) to a non zoomed (Full HD) monitor the window content is too big + +Retina before: +![image](https://cloud.githubusercontent.com/assets/36638/16836048/d6c9abbc-49bb-11e6-8bd1-caba83e196c3.png) + +After moving to Non Retina Monitor: +![image](https://cloud.githubusercontent.com/assets/36638/16835999/9ed9e0aa-49bb-11e6-8cf2-705f5e937f2d.png) + +**Steps to reproduce:** +(Using a MacBook Pro MBP) +- 1 External DVI monitor via Lightning Cable attached to MBP +- Start Godot on the Retina screen (Builtin screen) and open a project +- Move the window over to non retina screen +",True,"MacOS: Moving Godot Editor Window from Retina Display to non Retina display does not resize the content appropriately - **Operating system or device - Godot version:** +2.1 beta 20160712 osx + +_**Not reproducible with 2.0 stable version**_ + +**Issue description** (what happened, and what was expected): +When moving the window from a 'zoomed' monitor (Retina Display) to a non zoomed (Full HD) monitor the window content is too big + +Retina before: +![image](https://cloud.githubusercontent.com/assets/36638/16836048/d6c9abbc-49bb-11e6-8bd1-caba83e196c3.png) + +After moving to Non Retina Monitor: +![image](https://cloud.githubusercontent.com/assets/36638/16835999/9ed9e0aa-49bb-11e6-8cf2-705f5e937f2d.png) + +**Steps to reproduce:** +(Using a MacBook Pro MBP) +- 1 External DVI monitor via Lightning Cable attached to MBP +- Start Godot on the Retina screen (Builtin screen) and open a project +- Move the window over to non retina screen +",1,macos moving godot editor window from retina display to non retina display does not resize the content appropriately operating system or device godot version beta osx not reproducible with stable version issue description what happened and what was expected when moving the window from a zoomed monitor retina display to a non zoomed full hd monitor the window content is too big retina before after moving to non retina monitor steps to reproduce using a macbook pro mbp external dvi monitor via lightning cable attached to mbp start godot on the retina screen builtin screen and open a project move the window over to non retina screen ,1 +3402,3440172077.0,IssuesEvent,2015-12-14 13:25:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Opening many scenes tabs pushes right panel out of screen,bug confirmed topic:editor usability,"Closing scenes tabs doesn't bring back the panel. See following video : + +https://youtu.be/2Dy9zskLz60 + +Reference: #2396 ",True,"Opening many scenes tabs pushes right panel out of screen - Closing scenes tabs doesn't bring back the panel. See following video : + +https://youtu.be/2Dy9zskLz60 + +Reference: #2396 ",1,opening many scenes tabs pushes right panel out of screen closing scenes tabs doesn t bring back the panel see following video reference ,1 +17990,12467344760.0,IssuesEvent,2020-05-28 16:54:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add Chroma-Key or ""Green Screen"" Keying-Out of a Color Range",feature proposal topic:rendering usability,"The idea is to be able to use green screen footage in a game. The user would select a range of colors to be considered transparent. I understand this is probably doable via shaders. I am suggesting this a feature in Godot, since it is a media industry standard workflow. + +I found an example of someones [implementation](https://www.youtube.com/watch?v=lTmvkf_Ydzs) of this in Godot, but I think it should be a built-in feature.",True,"Add Chroma-Key or ""Green Screen"" Keying-Out of a Color Range - The idea is to be able to use green screen footage in a game. The user would select a range of colors to be considered transparent. I understand this is probably doable via shaders. I am suggesting this a feature in Godot, since it is a media industry standard workflow. + +I found an example of someones [implementation](https://www.youtube.com/watch?v=lTmvkf_Ydzs) of this in Godot, but I think it should be a built-in feature.",1,add chroma key or green screen keying out of a color range the idea is to be able to use green screen footage in a game the user would select a range of colors to be considered transparent i understand this is probably doable via shaders i am suggesting this a feature in godot since it is a media industry standard workflow i found an example of someones of this in godot but i think it should be a built in feature ,1 +15524,10101213795.0,IssuesEvent,2019-07-29 08:11:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDNativeLibrary editor should let you filter platforms with checkable entries,enhancement junior job topic:editor usability,"**Godot version:** +3.1.1 and 3.2 master (d483a85) + + +**OS/device including version:** + Mageia 7 x86_64 + + +**Issue description:** +When you create a `GDNativeLibrary` resource, a specific editor is shown. It has a drop-down list to select platforms which should be visible, but it's all or nothing as it uses exclusive radio buttons: +![Screenshot_20190726_163808](https://user-images.githubusercontent.com/4701338/61959487-cb8cda00-afc3-11e9-9235-ffda89152017.png) + +This popup menu should use checkboxes so that you can select the platforms you want to see. + +**Steps to reproduce:** + +- Open project +- On Inspector, click ""Create new resource"" +- Select GDNativeLibrary +- Uses drop-down list to filter platforms, see that you can only filter ""All"" or any single platform",True,"GDNativeLibrary editor should let you filter platforms with checkable entries - **Godot version:** +3.1.1 and 3.2 master (d483a85) + + +**OS/device including version:** + Mageia 7 x86_64 + + +**Issue description:** +When you create a `GDNativeLibrary` resource, a specific editor is shown. It has a drop-down list to select platforms which should be visible, but it's all or nothing as it uses exclusive radio buttons: +![Screenshot_20190726_163808](https://user-images.githubusercontent.com/4701338/61959487-cb8cda00-afc3-11e9-9235-ffda89152017.png) + +This popup menu should use checkboxes so that you can select the platforms you want to see. + +**Steps to reproduce:** + +- Open project +- On Inspector, click ""Create new resource"" +- Select GDNativeLibrary +- Uses drop-down list to filter platforms, see that you can only filter ""All"" or any single platform",1,gdnativelibrary editor should let you filter platforms with checkable entries godot version and master os device including version mageia issue description when you create a gdnativelibrary resource a specific editor is shown it has a drop down list to select platforms which should be visible but it s all or nothing as it uses exclusive radio buttons this popup menu should use checkboxes so that you can select the platforms you want to see steps to reproduce open project on inspector click create new resource select gdnativelibrary uses drop down list to filter platforms see that you can only filter all or any single platform,1 +10373,6689858192.0,IssuesEvent,2017-10-09 06:04:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Viewport lock and child-select lock buttons should be toggles,enhancement hacktoberfest topic:editor usability,"It is more conventional and intuitive that the viewport buttons for locking/unlocking nodes and child-selection locking/unlocking nodes are singular toggleable buttons than independent buttons. + +This is the current layout: + + +And this is an example of what it could look like by what I mean by toggleable: +![godot_viewport_icons_modified](https://user-images.githubusercontent.com/15862731/30234273-87e31fa6-94c9-11e7-9038-43b1d1b6c289.png) +(pardon my mediocre graphics skills) + +Toggling lock state by clicking the button is also more consistent with toggling lock state by clicking on node lock icons in the Scene panel: +![unlocking_node_from_scene_panel](https://user-images.githubusercontent.com/15862731/30234378-99177b68-94ca-11e7-95f8-930abb7c63ed.gif) + + +Glancing at the current layout makes it appear as if there are more functions than there actually are, and as we know about good UX, the fewer unnecessary buttons, the more approachable the UI. + +",True,"Viewport lock and child-select lock buttons should be toggles - It is more conventional and intuitive that the viewport buttons for locking/unlocking nodes and child-selection locking/unlocking nodes are singular toggleable buttons than independent buttons. + +This is the current layout: + + +And this is an example of what it could look like by what I mean by toggleable: +![godot_viewport_icons_modified](https://user-images.githubusercontent.com/15862731/30234273-87e31fa6-94c9-11e7-9038-43b1d1b6c289.png) +(pardon my mediocre graphics skills) + +Toggling lock state by clicking the button is also more consistent with toggling lock state by clicking on node lock icons in the Scene panel: +![unlocking_node_from_scene_panel](https://user-images.githubusercontent.com/15862731/30234378-99177b68-94ca-11e7-95f8-930abb7c63ed.gif) + + +Glancing at the current layout makes it appear as if there are more functions than there actually are, and as we know about good UX, the fewer unnecessary buttons, the more approachable the UI. + +",1,viewport lock and child select lock buttons should be toggles it is more conventional and intuitive that the viewport buttons for locking unlocking nodes and child selection locking unlocking nodes are singular toggleable buttons than independent buttons this is the current layout img width alt godot viewport icons current src and this is an example of what it could look like by what i mean by toggleable pardon my mediocre graphics skills toggling lock state by clicking the button is also more consistent with toggling lock state by clicking on node lock icons in the scene panel glancing at the current layout makes it appear as if there are more functions than there actually are and as we know about good ux the fewer unnecessary buttons the more approachable the ui ,1 +3763,3549045947.0,IssuesEvent,2016-01-20 16:36:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"Nodes in scene tab, should be folded initially below first level",enhancement topic:editor usability,"Currently when we are opening new scene all the nodes in the tree in 'scene' tab are unfolded at the start. I think the scene should remember 'fold status' between sessions. Eventually all the nodes below first level should be folded by default. + Further more if we change scene and come back they also will be unfolded - despite the fact we have already folded them in mean time: +![scenetreefolded](https://cloud.githubusercontent.com/assets/6129594/12455387/c72ecc96-bf9b-11e5-9958-23662eb34261.gif) +",True,"Nodes in scene tab, should be folded initially below first level - Currently when we are opening new scene all the nodes in the tree in 'scene' tab are unfolded at the start. I think the scene should remember 'fold status' between sessions. Eventually all the nodes below first level should be folded by default. + Further more if we change scene and come back they also will be unfolded - despite the fact we have already folded them in mean time: +![scenetreefolded](https://cloud.githubusercontent.com/assets/6129594/12455387/c72ecc96-bf9b-11e5-9958-23662eb34261.gif) +",1,nodes in scene tab should be folded initially below first level currently when we are opening new scene all the nodes in the tree in scene tab are unfolded at the start i think the scene should remember fold status between sessions eventually all the nodes below first level should be folded by default further more if we change scene and come back they also will be unfolded despite the fact we have already folded them in mean time ,1 +12770,8073949880.0,IssuesEvent,2018-08-06 21:05:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Show a description of nodes into ""Create New Node"" dialog box",feature proposal topic:editor usability,"**Operating system or device - Godot version:** +2.1beta + +**Issue description** (what happened, and what was expected): + +IT could be handy if a description of the selected new node was displayed into the ""Create New Node"" dialog box. (see screenshot example) + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): + +![create_new_node_dialog_proposal](https://cloud.githubusercontent.com/assets/9801802/17085109/41912ea4-51d0-11e6-9f8d-9cc4e3802ce3.png) +",True,"Show a description of nodes into ""Create New Node"" dialog box - **Operating system or device - Godot version:** +2.1beta + +**Issue description** (what happened, and what was expected): + +IT could be handy if a description of the selected new node was displayed into the ""Create New Node"" dialog box. (see screenshot example) + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): + +![create_new_node_dialog_proposal](https://cloud.githubusercontent.com/assets/9801802/17085109/41912ea4-51d0-11e6-9f8d-9cc4e3802ce3.png) +",1,show a description of nodes into create new node dialog box operating system or device godot version issue description what happened and what was expected it could be handy if a description of the selected new node was displayed into the create new node dialog box see screenshot example steps to reproduce link to minimal example project optional but very welcome ,1 +25471,25234106621.0,IssuesEvent,2022-11-14 22:36:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scrolling down in Tree with arrow keys leaves a small gap,bug usability topic:gui,"### Godot version + +3db1d689ce11507d9597bb434891da95168f2c69 + +### System information + +W10 + +### Issue description + +When scrolling down with arrow keys, there is a small space between the highlighted result and the bottom of the tree rect. This is not the case when scrolling up. It probably has something to do with the horizontal slider, even when it's not visible. + +Scrolling up works correctly: +![tree2](https://user-images.githubusercontent.com/25907608/152580582-c1d6bad7-887d-4642-8971-1e1f4cead6f7.png) + +Scrolling down leaves a gap: +![tree](https://user-images.githubusercontent.com/25907608/152580581-eac5dbc5-fcf3-4d60-becd-7c026c7f9585.png) + +With horizontal scrollbar visible: +![image](https://user-images.githubusercontent.com/25907608/152582795-7269921b-35b9-47f3-8ec9-39b5f9191edf.png) + +Video: + +https://user-images.githubusercontent.com/25907608/152580566-3981fba7-4623-4ac1-86b7-4c9c94bb089a.mp4 + + +### Steps to reproduce + +Focus tree node with vertical scrollbar +Scroll down with arrow keys + +### Minimal reproduction project + +_No response_",True,"Scrolling down in Tree with arrow keys leaves a small gap - ### Godot version + +3db1d689ce11507d9597bb434891da95168f2c69 + +### System information + +W10 + +### Issue description + +When scrolling down with arrow keys, there is a small space between the highlighted result and the bottom of the tree rect. This is not the case when scrolling up. It probably has something to do with the horizontal slider, even when it's not visible. + +Scrolling up works correctly: +![tree2](https://user-images.githubusercontent.com/25907608/152580582-c1d6bad7-887d-4642-8971-1e1f4cead6f7.png) + +Scrolling down leaves a gap: +![tree](https://user-images.githubusercontent.com/25907608/152580581-eac5dbc5-fcf3-4d60-becd-7c026c7f9585.png) + +With horizontal scrollbar visible: +![image](https://user-images.githubusercontent.com/25907608/152582795-7269921b-35b9-47f3-8ec9-39b5f9191edf.png) + +Video: + +https://user-images.githubusercontent.com/25907608/152580566-3981fba7-4623-4ac1-86b7-4c9c94bb089a.mp4 + + +### Steps to reproduce + +Focus tree node with vertical scrollbar +Scroll down with arrow keys + +### Minimal reproduction project + +_No response_",1,scrolling down in tree with arrow keys leaves a small gap godot version system information issue description when scrolling down with arrow keys there is a small space between the highlighted result and the bottom of the tree rect this is not the case when scrolling up it probably has something to do with the horizontal slider even when it s not visible scrolling up works correctly scrolling down leaves a gap with horizontal scrollbar visible video steps to reproduce focus tree node with vertical scrollbar scroll down with arrow keys minimal reproduction project no response ,1 +14760,9479683487.0,IssuesEvent,2019-04-20 10:56:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3D Editor do not display details like shapes and icons of instanced scenes,enhancement topic:editor usability,"**Ubuntu 16.10 - Godot version: 2.1.2** + + +**Issue description:** +Unlike 2D, 3D editor hides details of icons and shapes of instanced scenes. +For some nodes, like Area nodes used as triggers or nodes for sound effects, the possibility to see the shapes/icons will be really useful on level design. + +I don't know if this could be solved by an editor option or an option in the dropdown menu on instanced scenes (and could be used for 2D too). + +**Steps to reproduce:** + - Instance a 3D scene with icons and/or shapes on another 3D scene. + - The shapes/icons are not visible in the editor. + +**Link to minimal example project:** +Platformer 3D demo scenes like the coins are a good example of this issue. + +ps: It is possible to make everything visible turning on editable children, changing current scene and going back, but I don't know if that is a bug.",True,"3D Editor do not display details like shapes and icons of instanced scenes - **Ubuntu 16.10 - Godot version: 2.1.2** + + +**Issue description:** +Unlike 2D, 3D editor hides details of icons and shapes of instanced scenes. +For some nodes, like Area nodes used as triggers or nodes for sound effects, the possibility to see the shapes/icons will be really useful on level design. + +I don't know if this could be solved by an editor option or an option in the dropdown menu on instanced scenes (and could be used for 2D too). + +**Steps to reproduce:** + - Instance a 3D scene with icons and/or shapes on another 3D scene. + - The shapes/icons are not visible in the editor. + +**Link to minimal example project:** +Platformer 3D demo scenes like the coins are a good example of this issue. + +ps: It is possible to make everything visible turning on editable children, changing current scene and going back, but I don't know if that is a bug.",1, editor do not display details like shapes and icons of instanced scenes ubuntu godot version issue description unlike editor hides details of icons and shapes of instanced scenes for some nodes like area nodes used as triggers or nodes for sound effects the possibility to see the shapes icons will be really useful on level design i don t know if this could be solved by an editor option or an option in the dropdown menu on instanced scenes and could be used for too steps to reproduce instance a scene with icons and or shapes on another scene the shapes icons are not visible in the editor link to minimal example project platformer demo scenes like the coins are a good example of this issue ps it is possible to make everything visible turning on editable children changing current scene and going back but i don t know if that is a bug ,1 +16328,10779942106.0,IssuesEvent,2019-11-04 11:48:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Infinite mouse movement stops working if zoom in or out,bug topic:editor usability,"**Godot version:** +cbdd410 but i think that it also happens in the stable version + + +**OS/device including version:** +Antergos, KDE + + +**Issue description:** +Infinite mouse moving stops working if middle mouse button is rotated, it was expected that the infinite mouse movement continued to work even when zooming in and out + + +**Steps to reproduce:** +Create a new project, this happens on 2d and 3d",True,"Infinite mouse movement stops working if zoom in or out - **Godot version:** +cbdd410 but i think that it also happens in the stable version + + +**OS/device including version:** +Antergos, KDE + + +**Issue description:** +Infinite mouse moving stops working if middle mouse button is rotated, it was expected that the infinite mouse movement continued to work even when zooming in and out + + +**Steps to reproduce:** +Create a new project, this happens on 2d and 3d",1,infinite mouse movement stops working if zoom in or out godot version but i think that it also happens in the stable version os device including version antergos kde issue description infinite mouse moving stops working if middle mouse button is rotated it was expected that the infinite mouse movement continued to work even when zooming in and out steps to reproduce create a new project this happens on and ,1 +20919,16194917220.0,IssuesEvent,2021-05-04 13:31:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bad mouse position when releasing EditorSpinSlider,bug regression topic:editor usability,"**Godot version:** +4.0 Master branch + +**OS/device including version:** +Windows 10 + +**Issue description:** +When the mouse cursor reappears after dragging an EditorSpinSlider grabber, the position of the cursor is wrong. +It reappears at the exact location it was hidden despite the fact that the slider has moved. + + +![before](https://user-images.githubusercontent.com/3649998/110176832-38a15c00-7e04-11eb-9e91-3cc3de979fe5.gif) + + +**Steps to reproduce:** +Move any slider in a EditorSpinSlider (with the mouse set the rotation_degrees property of a node2d for instance) +Look at the location where the cursor reappears.",True,"Bad mouse position when releasing EditorSpinSlider - **Godot version:** +4.0 Master branch + +**OS/device including version:** +Windows 10 + +**Issue description:** +When the mouse cursor reappears after dragging an EditorSpinSlider grabber, the position of the cursor is wrong. +It reappears at the exact location it was hidden despite the fact that the slider has moved. + + +![before](https://user-images.githubusercontent.com/3649998/110176832-38a15c00-7e04-11eb-9e91-3cc3de979fe5.gif) + + +**Steps to reproduce:** +Move any slider in a EditorSpinSlider (with the mouse set the rotation_degrees property of a node2d for instance) +Look at the location where the cursor reappears.",1,bad mouse position when releasing editorspinslider godot version master branch os device including version windows issue description when the mouse cursor reappears after dragging an editorspinslider grabber the position of the cursor is wrong it reappears at the exact location it was hidden despite the fact that the slider has moved steps to reproduce move any slider in a editorspinslider with the mouse set the rotation degrees property of a for instance look at the location where the cursor reappears ,1 +5868,4048589352.0,IssuesEvent,2016-05-23 10:56:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Remote Inspector: ability to inspect local variables as well,enhancement topic:editor usability,"**Operating system or device - Godot version:** +2.1 alpha +**Issue description** (what happened, and what was expected): +Remote inspector would be even more handy if it would allow not only to inspect exported variables, but 'normal' ones as well.",True,"Remote Inspector: ability to inspect local variables as well - **Operating system or device - Godot version:** +2.1 alpha +**Issue description** (what happened, and what was expected): +Remote inspector would be even more handy if it would allow not only to inspect exported variables, but 'normal' ones as well.",1,remote inspector ability to inspect local variables as well operating system or device godot version alpha issue description what happened and what was expected remote inspector would be even more handy if it would allow not only to inspect exported variables but normal ones as well ,1 +6345,4232281757.0,IssuesEvent,2016-07-04 21:38:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to modify Spinbox editor widgets with mouse drag suddenly stopped working.,bug confirmed topic:core topic:editor usability,"**Operating system or device - Godot version:** +Ubuntu Linux 16.04 64bit, Godot built from git bc31be9812b165c677584a2be81a5a9bd71d8ecf + +**Issue description** (what happened, and what was expected): +It was possible to alter the value of a Spinbox in the editor by holding mouse and dragging up and down, which was pretty handy to alter small values without having to reach for the keyboard. It suddenly stopped working after last update, and doesn't seem intentional judging from the changelogs. +Furthermore, the (rather imprecise, IMHO)""slider"" widget will always pop out when the mouse is released after trying this, even if the cursor is far from the Spinbox widget when released. + +**Steps to reproduce:** +Click over Spinbox and drag up/down, the value won't change. When the mouse button is released, the slider widget will pop out.",True,"Ability to modify Spinbox editor widgets with mouse drag suddenly stopped working. - **Operating system or device - Godot version:** +Ubuntu Linux 16.04 64bit, Godot built from git bc31be9812b165c677584a2be81a5a9bd71d8ecf + +**Issue description** (what happened, and what was expected): +It was possible to alter the value of a Spinbox in the editor by holding mouse and dragging up and down, which was pretty handy to alter small values without having to reach for the keyboard. It suddenly stopped working after last update, and doesn't seem intentional judging from the changelogs. +Furthermore, the (rather imprecise, IMHO)""slider"" widget will always pop out when the mouse is released after trying this, even if the cursor is far from the Spinbox widget when released. + +**Steps to reproduce:** +Click over Spinbox and drag up/down, the value won't change. When the mouse button is released, the slider widget will pop out.",1,ability to modify spinbox editor widgets with mouse drag suddenly stopped working operating system or device godot version ubuntu linux godot built from git issue description what happened and what was expected it was possible to alter the value of a spinbox in the editor by holding mouse and dragging up and down which was pretty handy to alter small values without having to reach for the keyboard it suddenly stopped working after last update and doesn t seem intentional judging from the changelogs furthermore the rather imprecise imho slider widget will always pop out when the mouse is released after trying this even if the cursor is far from the spinbox widget when released steps to reproduce click over spinbox and drag up down the value won t change when the mouse button is released the slider widget will pop out ,1 +11458,7244462998.0,IssuesEvent,2018-02-14 15:12:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Close bottom dock when pressing ESC,enhancement topic:editor usability,"A minor UX enhancement, could pressing Esc close the bottom dock if nothing else listens to that key? +I was inspired by the way you can press Esc to close docks in QtCreator, and found myself mechanically press Esc to close those in Godot too, but was annoyed to have to take my mouse and close them manually.",True,"Close bottom dock when pressing ESC - A minor UX enhancement, could pressing Esc close the bottom dock if nothing else listens to that key? +I was inspired by the way you can press Esc to close docks in QtCreator, and found myself mechanically press Esc to close those in Godot too, but was annoyed to have to take my mouse and close them manually.",1,close bottom dock when pressing esc a minor ux enhancement could pressing esc close the bottom dock if nothing else listens to that key i was inspired by the way you can press esc to close docks in qtcreator and found myself mechanically press esc to close those in godot too but was annoyed to have to take my mouse and close them manually ,1 +18167,12624768144.0,IssuesEvent,2020-06-14 08:13:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autoscroll down deactivate in output,bug topic:editor usability,"**Godot version:** +3.2.1 stable mono + +**OS/device including version:** +win10 64 + +**Issue description:** +If you print values in the ""Output"" window, then the window will automatically scroll so you can always see the last value printed, all OK. + +But ... you finish executing the scene and scroll up in the ""Output"" window to see previous values, then you rerun and now the ""Output"" window no longer does automatic scrolling, you can no longer view values printing in real time. + +To solve this you will have to manually lower the scroll of the ""Output"" window again towards the lower end, then now the window will automatically scroll down again when printing values. + +![EasyMovement gif](https://user-images.githubusercontent.com/19652075/78080183-01cdf500-73ae-11ea-9a47-e0ef8cfa0d5f.gif) + +**Steps to reproduce:** +1 - Print a large number of values ​​so that the output window must scroll down. +2 - Finish the execution and scroll the scroll of the exit window upwards +3 - Run again and print values ​​again, you can check that the output window no longer scrolls down automatically + +**Minimal reproduction project:** +",True,"Autoscroll down deactivate in output - **Godot version:** +3.2.1 stable mono + +**OS/device including version:** +win10 64 + +**Issue description:** +If you print values in the ""Output"" window, then the window will automatically scroll so you can always see the last value printed, all OK. + +But ... you finish executing the scene and scroll up in the ""Output"" window to see previous values, then you rerun and now the ""Output"" window no longer does automatic scrolling, you can no longer view values printing in real time. + +To solve this you will have to manually lower the scroll of the ""Output"" window again towards the lower end, then now the window will automatically scroll down again when printing values. + +![EasyMovement gif](https://user-images.githubusercontent.com/19652075/78080183-01cdf500-73ae-11ea-9a47-e0ef8cfa0d5f.gif) + +**Steps to reproduce:** +1 - Print a large number of values ​​so that the output window must scroll down. +2 - Finish the execution and scroll the scroll of the exit window upwards +3 - Run again and print values ​​again, you can check that the output window no longer scrolls down automatically + +**Minimal reproduction project:** +",1,autoscroll down deactivate in output godot version stable mono os device including version issue description if you print values in the output window then the window will automatically scroll so you can always see the last value printed all ok but you finish executing the scene and scroll up in the output window to see previous values then you rerun and now the output window no longer does automatic scrolling you can no longer view values printing in real time to solve this you will have to manually lower the scroll of the output window again towards the lower end then now the window will automatically scroll down again when printing values steps to reproduce print a large number of values ​​so that the output window must scroll down finish the execution and scroll the scroll of the exit window upwards run again and print values ​​again you can check that the output window no longer scrolls down automatically minimal reproduction project ,1 +21228,16664817818.0,IssuesEvent,2021-06-07 00:30:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Copy/Paste Animation is a reference, not a copy.",discussion enhancement topic:editor usability," + +**Godot version:** + +3652442 + +**OS/device including version:** + +Win10 64bit + +**Issue description:** + + +I understand this is likely by design, and addressed and closed multiple times already. However, this terminology is confusing and keeps catching me off guard still to date. I'm in the mindset that a Copy will produce a copy, not a reference. + +Is the primary use case really a reference? It is hard to track these things as well since there isn't any obvious indicator what else it is linked with inside the project. It is sensible and desirable when saving Animations as resources to be reused, though they're still hard to know the reach of it. + +We mainly use this feature to copy an animation to quickly move tracks into other AnimationPlayers to save efforts. Then after some modification, and potentially saving, the damage is discovered. + +Not the worst if your project is version controlled, but just messing about in small projects, you can quite easily do some destructive work. + +The current work flow to do this is: +1. Copy Animation +2. Paste Animation +3. Remember to Duplicate it. +4. Delete the first. +5. Rename the duplicate. + +I'm not sure what language would be preferred, but perhaps it would be a usability improvement (especially for newcomers) to have two copy or two paste options. Each with explicit language about the outcome. + +Copy Animation +Copy Animation Resource +Paste + +or + +Paste +Paste Animation Resource + +Maybe someone else has better ideas. + +**Steps to reproduce:** + +Copy and Paste animation into another AnimationPlayer and modify the tracks. + +![image](https://user-images.githubusercontent.com/13004169/51076218-3a48bc80-169e-11e9-9f0e-f520d7137494.png)",True,"Copy/Paste Animation is a reference, not a copy. - + +**Godot version:** + +3652442 + +**OS/device including version:** + +Win10 64bit + +**Issue description:** + + +I understand this is likely by design, and addressed and closed multiple times already. However, this terminology is confusing and keeps catching me off guard still to date. I'm in the mindset that a Copy will produce a copy, not a reference. + +Is the primary use case really a reference? It is hard to track these things as well since there isn't any obvious indicator what else it is linked with inside the project. It is sensible and desirable when saving Animations as resources to be reused, though they're still hard to know the reach of it. + +We mainly use this feature to copy an animation to quickly move tracks into other AnimationPlayers to save efforts. Then after some modification, and potentially saving, the damage is discovered. + +Not the worst if your project is version controlled, but just messing about in small projects, you can quite easily do some destructive work. + +The current work flow to do this is: +1. Copy Animation +2. Paste Animation +3. Remember to Duplicate it. +4. Delete the first. +5. Rename the duplicate. + +I'm not sure what language would be preferred, but perhaps it would be a usability improvement (especially for newcomers) to have two copy or two paste options. Each with explicit language about the outcome. + +Copy Animation +Copy Animation Resource +Paste + +or + +Paste +Paste Animation Resource + +Maybe someone else has better ideas. + +**Steps to reproduce:** + +Copy and Paste animation into another AnimationPlayer and modify the tracks. + +![image](https://user-images.githubusercontent.com/13004169/51076218-3a48bc80-169e-11e9-9f0e-f520d7137494.png)",1,copy paste animation is a reference not a copy please search existing issues for potential duplicates before filing yours godot version os device including version issue description i understand this is likely by design and addressed and closed multiple times already however this terminology is confusing and keeps catching me off guard still to date i m in the mindset that a copy will produce a copy not a reference is the primary use case really a reference it is hard to track these things as well since there isn t any obvious indicator what else it is linked with inside the project it is sensible and desirable when saving animations as resources to be reused though they re still hard to know the reach of it we mainly use this feature to copy an animation to quickly move tracks into other animationplayers to save efforts then after some modification and potentially saving the damage is discovered not the worst if your project is version controlled but just messing about in small projects you can quite easily do some destructive work the current work flow to do this is copy animation paste animation remember to duplicate it delete the first rename the duplicate i m not sure what language would be preferred but perhaps it would be a usability improvement especially for newcomers to have two copy or two paste options each with explicit language about the outcome copy animation copy animation resource paste or paste paste animation resource maybe someone else has better ideas steps to reproduce copy and paste animation into another animationplayer and modify the tracks ,1 +10037,6548066118.0,IssuesEvent,2017-09-04 18:36:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The script editor caret isn't blinking,bug topic:editor usability,"Godot 3.0 9575dbdf788e8a5154b3ec2f66913e731ac02850 +Windows 10 64 bits + +I just noticed the cursor doesn't blink in the script editor, although the ""redraw"" spinner indicates a redraw every second.",True,"The script editor caret isn't blinking - Godot 3.0 9575dbdf788e8a5154b3ec2f66913e731ac02850 +Windows 10 64 bits + +I just noticed the cursor doesn't blink in the script editor, although the ""redraw"" spinner indicates a redraw every second.",1,the script editor caret isn t blinking godot windows bits i just noticed the cursor doesn t blink in the script editor although the redraw spinner indicates a redraw every second ,1 +11005,7016616607.0,IssuesEvent,2017-12-21 05:07:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Eye icon in scene tree doesn't shut.,enhancement topic:editor usability,"Ubuntu 16.04, Godot 3 build 68cf66c + +When hiding a node in the scene tree, the eye that marks visibility no longer shuts and instead merely darkens: +![image](https://user-images.githubusercontent.com/20242421/34061147-2e04e08a-e1e7-11e7-9d0f-d4edd13b5804.png) +(The node named ""main"" is hidden.) + +Could #14674 be the cause?",True,"Eye icon in scene tree doesn't shut. - Ubuntu 16.04, Godot 3 build 68cf66c + +When hiding a node in the scene tree, the eye that marks visibility no longer shuts and instead merely darkens: +![image](https://user-images.githubusercontent.com/20242421/34061147-2e04e08a-e1e7-11e7-9d0f-d4edd13b5804.png) +(The node named ""main"" is hidden.) + +Could #14674 be the cause?",1,eye icon in scene tree doesn t shut ubuntu godot build when hiding a node in the scene tree the eye that marks visibility no longer shuts and instead merely darkens the node named main is hidden could be the cause ,1 +3147,3354473276.0,IssuesEvent,2015-11-18 12:21:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,suggest to split script files and help reference,enhancement topic:editor usability,"I tested with commit 18e014a193840141911789aacf57b28a2e001724. +I found help tab removed and can open many help reference. +It looks good. +But, I feel not comfortable to see all opened gdscript with help reference in one list. + +How about split list to show gdscript and reference separately? + +![godot](https://cloud.githubusercontent.com/assets/8281454/11236681/9637874e-8e1e-11e5-803b-a705e1bd383d.jpg) +",True,"suggest to split script files and help reference - I tested with commit 18e014a193840141911789aacf57b28a2e001724. +I found help tab removed and can open many help reference. +It looks good. +But, I feel not comfortable to see all opened gdscript with help reference in one list. + +How about split list to show gdscript and reference separately? + +![godot](https://cloud.githubusercontent.com/assets/8281454/11236681/9637874e-8e1e-11e5-803b-a705e1bd383d.jpg) +",1,suggest to split script files and help reference i tested with commit i found help tab removed and can open many help reference it looks good but i feel not comfortable to see all opened gdscript with help reference in one list how about split list to show gdscript and reference separately ,1 +14769,9481992648.0,IssuesEvent,2019-04-21 11:01:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Types/keywords are highlighted in $ operator node path,bug topic:editor usability,"This never really bothered me, but I thought that it's not unreasonable issue, so well, reporting it. +![image](https://user-images.githubusercontent.com/2223172/46584961-887c6d00-ca6a-11e8-8a09-15344542db89.png) +![image](https://user-images.githubusercontent.com/2223172/46584967-95995c00-ca6a-11e8-800f-28c964b1222b.png) +Perfectly, anything that is after $ operator should be considered a constant string and highlighted with appropriate color, preferably the same as $ operator or standard text color. Right now the node paths are needlessly colorful and it might be confusing for some people. + +Here's a mockup for above code fix, with both color variants: +![image](https://user-images.githubusercontent.com/2223172/46585022-5fa8a780-ca6b-11e8-90ea-50409840410b.png) +![image](https://user-images.githubusercontent.com/2223172/46585024-66cfb580-ca6b-11e8-9fa3-850ddfa6bc7d.png)",True,"Types/keywords are highlighted in $ operator node path - This never really bothered me, but I thought that it's not unreasonable issue, so well, reporting it. +![image](https://user-images.githubusercontent.com/2223172/46584961-887c6d00-ca6a-11e8-8a09-15344542db89.png) +![image](https://user-images.githubusercontent.com/2223172/46584967-95995c00-ca6a-11e8-800f-28c964b1222b.png) +Perfectly, anything that is after $ operator should be considered a constant string and highlighted with appropriate color, preferably the same as $ operator or standard text color. Right now the node paths are needlessly colorful and it might be confusing for some people. + +Here's a mockup for above code fix, with both color variants: +![image](https://user-images.githubusercontent.com/2223172/46585022-5fa8a780-ca6b-11e8-90ea-50409840410b.png) +![image](https://user-images.githubusercontent.com/2223172/46585024-66cfb580-ca6b-11e8-9fa3-850ddfa6bc7d.png)",1,types keywords are highlighted in operator node path this never really bothered me but i thought that it s not unreasonable issue so well reporting it perfectly anything that is after operator should be considered a constant string and highlighted with appropriate color preferably the same as operator or standard text color right now the node paths are needlessly colorful and it might be confusing for some people here s a mockup for above code fix with both color variants ,1 +3398,3439232604.0,IssuesEvent,2015-12-14 08:22:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Import > Sub-Scene is confusingly named,enhancement topic:editor usability,"The ""sub-scene"" term is used in several places but can be quite confusing to newcomers und especially developers new to Godot's scene system, see e.g. this Facebook post: https://www.facebook.com/groups/godotengine/permalink/703042476499016/ + +The PR #2928 based on @Fiona's proposal already moves the ""Export -> Sub-Scene"" menu entry to an icon in the scene tree panel (""Create new scene from node(s)""), but the ""Import -> Sub-Scene"" entry could also use some love. + +As this import function actually seems to *copy* the selected nodes of a scene to the current scene, a name like ""Import nodes from scene"" would be more explicit.",True,"Import > Sub-Scene is confusingly named - The ""sub-scene"" term is used in several places but can be quite confusing to newcomers und especially developers new to Godot's scene system, see e.g. this Facebook post: https://www.facebook.com/groups/godotengine/permalink/703042476499016/ + +The PR #2928 based on @Fiona's proposal already moves the ""Export -> Sub-Scene"" menu entry to an icon in the scene tree panel (""Create new scene from node(s)""), but the ""Import -> Sub-Scene"" entry could also use some love. + +As this import function actually seems to *copy* the selected nodes of a scene to the current scene, a name like ""Import nodes from scene"" would be more explicit.",1,import sub scene is confusingly named the sub scene term is used in several places but can be quite confusing to newcomers und especially developers new to godot s scene system see e g this facebook post the pr based on fiona s proposal already moves the export sub scene menu entry to an icon in the scene tree panel create new scene from node s but the import sub scene entry could also use some love as this import function actually seems to copy the selected nodes of a scene to the current scene a name like import nodes from scene would be more explicit ,1 +11514,7274154307.0,IssuesEvent,2018-02-21 08:59:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatic switch to viewport in background when playing a scene,confirmed enhancement topic:editor usability," + +**Godot version:** +Commit 4ab522799d833c5118f7335a7849d488f7fb3e35 +(3.0) + + +**OS/device including version:** +Windows 10 x64 +NVIDIA GeForce GTX 970 + +**Issue description:** +Hi! +When you play a 2d or 3d scene, the editor view tab automaticaly switches to 2d or 3d viewport (respectively) no matter the viewport you're currently using (gdscript editor included!). + +It's maybe not a bug, but it becomes very annoying when you have to go back to the gdscript editor each time you launch your scene when debugging (yes I'm this kind of lazy guys :p). + +As I think I'm not the only one to find it inconvenient I prepared a PR for this. + +Just waiting your feedback before publish it (as it currently disables this autoswitch for 2d, 3d viewports and gdscript editor). + +**Steps to reproduce:** +1 - Create a New Project +2 - Create a new Scene with either a 2D node or a Spatial node +3 - Go to the Script tab with F3 +4 - Play the scene + +**Minimal reproduction project:** + +",True,"Automatic switch to viewport in background when playing a scene - + +**Godot version:** +Commit 4ab522799d833c5118f7335a7849d488f7fb3e35 +(3.0) + + +**OS/device including version:** +Windows 10 x64 +NVIDIA GeForce GTX 970 + +**Issue description:** +Hi! +When you play a 2d or 3d scene, the editor view tab automaticaly switches to 2d or 3d viewport (respectively) no matter the viewport you're currently using (gdscript editor included!). + +It's maybe not a bug, but it becomes very annoying when you have to go back to the gdscript editor each time you launch your scene when debugging (yes I'm this kind of lazy guys :p). + +As I think I'm not the only one to find it inconvenient I prepared a PR for this. + +Just waiting your feedback before publish it (as it currently disables this autoswitch for 2d, 3d viewports and gdscript editor). + +**Steps to reproduce:** +1 - Create a New Project +2 - Create a new Scene with either a 2D node or a Spatial node +3 - Go to the Script tab with F3 +4 - Play the scene + +**Minimal reproduction project:** + +",1,automatic switch to viewport in background when playing a scene please search existing issues for potential duplicates before filing yours godot version commit os device including version windows nvidia geforce gtx issue description hi when you play a or scene the editor view tab automaticaly switches to or viewport respectively no matter the viewport you re currently using gdscript editor included it s maybe not a bug but it becomes very annoying when you have to go back to the gdscript editor each time you launch your scene when debugging yes i m this kind of lazy guys p as i think i m not the only one to find it inconvenient i prepared a pr for this just waiting your feedback before publish it as it currently disables this autoswitch for viewports and gdscript editor steps to reproduce create a new project create a new scene with either a node or a spatial node go to the script tab with play the scene minimal reproduction project ,1 +16561,11082780248.0,IssuesEvent,2019-12-13 13:00:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,iPhone x - home button / indicator is overlaying my ui,bug platform:ios topic:porting usability,"**Godot version:** +3.1.2 +**OS/device including version:** +iOS 11 / iPhone X +**Issue description:** + +One of my testers told me that the home indicator / home bar (this white / black line at the bottom of the screen on iPhones without a home button) is overlaying my UI . + +https://cdn.vox-cdn.com/thumbor/INnrzpqGKqRD7dfJ43nUU19yTDw=/800x0/filters:no_upscale()/cdn.vox-cdn.com/uploads/chorus_asset/file/9244305/fGEC9TJ.png + +(Not my game, just an illustration I found online) + +He also said that other games hide the home bar until the user swiped upward from the button of the screen to show it again for a few seconds. + + + +I wasn't sure to add this as a missing feature or bug, but I dediced it's a bug because in my opinion that's something that prevents pushing godot apps to the appstore. Sure I couldmove my UI, but that wouldn't solve the issue, as I want my game to behave like the others and hide the home bar as my tester said it's disturbing the experience. + +Is there a workaround? Can this be done in the exported xcode project somehow: +https://stackoverflow.com/a/48066439 ? + +**Steps to reproduce:** +Run your Godot app on an iPhone without physical home button + +",True,"iPhone x - home button / indicator is overlaying my ui - **Godot version:** +3.1.2 +**OS/device including version:** +iOS 11 / iPhone X +**Issue description:** + +One of my testers told me that the home indicator / home bar (this white / black line at the bottom of the screen on iPhones without a home button) is overlaying my UI . + +https://cdn.vox-cdn.com/thumbor/INnrzpqGKqRD7dfJ43nUU19yTDw=/800x0/filters:no_upscale()/cdn.vox-cdn.com/uploads/chorus_asset/file/9244305/fGEC9TJ.png + +(Not my game, just an illustration I found online) + +He also said that other games hide the home bar until the user swiped upward from the button of the screen to show it again for a few seconds. + + + +I wasn't sure to add this as a missing feature or bug, but I dediced it's a bug because in my opinion that's something that prevents pushing godot apps to the appstore. Sure I couldmove my UI, but that wouldn't solve the issue, as I want my game to behave like the others and hide the home bar as my tester said it's disturbing the experience. + +Is there a workaround? Can this be done in the exported xcode project somehow: +https://stackoverflow.com/a/48066439 ? + +**Steps to reproduce:** +Run your Godot app on an iPhone without physical home button + +",1,iphone x home button indicator is overlaying my ui godot version os device including version ios iphone x issue description one of my testers told me that the home indicator home bar this white black line at the bottom of the screen on iphones without a home button is overlaying my ui not my game just an illustration i found online he also said that other games hide the home bar until the user swiped upward from the button of the screen to show it again for a few seconds i wasn t sure to add this as a missing feature or bug but i dediced it s a bug because in my opinion that s something that prevents pushing godot apps to the appstore sure i couldmove my ui but that wouldn t solve the issue as i want my game to behave like the others and hide the home bar as my tester said it s disturbing the experience is there a workaround can this be done in the exported xcode project somehow steps to reproduce run your godot app on an iphone without physical home button ,1 +10777,6919370199.0,IssuesEvent,2017-11-29 15:17:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Interpret comma as decimal point in editor,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** +Linux (Manjaro) - v2.2 alpha (git custom build) + +**Issue description** (what happened, and what was expected): +If you use a German keyboard layout (and maybe other layouts), the ""decimal point"" is a comma. If you insert numbers into the editor's fields (e.g. the translation) it would be nice if this comma would be automatically replaced by a decimal point. Blender does the same and it this little fix would enhance the workflow. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Interpret comma as decimal point in editor - **Operating system or device - Godot version:** +Linux (Manjaro) - v2.2 alpha (git custom build) + +**Issue description** (what happened, and what was expected): +If you use a German keyboard layout (and maybe other layouts), the ""decimal point"" is a comma. If you insert numbers into the editor's fields (e.g. the translation) it would be nice if this comma would be automatically replaced by a decimal point. Blender does the same and it this little fix would enhance the workflow. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,interpret comma as decimal point in editor operating system or device godot version linux manjaro alpha git custom build issue description what happened and what was expected if you use a german keyboard layout and maybe other layouts the decimal point is a comma if you insert numbers into the editor s fields e g the translation it would be nice if this comma would be automatically replaced by a decimal point blender does the same and it this little fix would enhance the workflow steps to reproduce link to minimal example project optional but very welcome ,1 +24064,23290624604.0,IssuesEvent,2022-08-05 22:14:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Signal list isn't updated immediately after adding script,bug topic:editor usability,"**Godot version:** +3.2.1 + +**Steps to reproduce:** +1. Create a script with any signal +2. Select a node and go to signals tab +3. Attach the script to node +4. The signal won't appear until you re-select the node + +**Minimal reproduction project:** +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4463686/ReproductionProject.zip)",True,"Signal list isn't updated immediately after adding script - **Godot version:** +3.2.1 + +**Steps to reproduce:** +1. Create a script with any signal +2. Select a node and go to signals tab +3. Attach the script to node +4. The signal won't appear until you re-select the node + +**Minimal reproduction project:** +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4463686/ReproductionProject.zip)",1,signal list isn t updated immediately after adding script godot version steps to reproduce create a script with any signal select a node and go to signals tab attach the script to node the signal won t appear until you re select the node minimal reproduction project ,1 +22199,18842781268.0,IssuesEvent,2021-11-11 11:34:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't copy errors from the error box,bug topic:gdscript topic:editor usability,"### Godot version + +c6f6c05 + +### System information + +W10 + +### Issue description + +Example error: +``` +func _ready(): + var sprite = Sprite2D.new() + sprite.material = CanvasItemMaterial.new() +``` +![image](https://user-images.githubusercontent.com/2223172/132136363-975b5f4f-2abc-410c-bafc-c36fceb10ef4.png) + + +### Steps to reproduce + +1. Make script error +2. Click this button at the bottom: +![image](https://user-images.githubusercontent.com/2223172/132136373-c65193a7-dad3-45f6-b176-ce3d383d0761.png) +3. Try to copy contents + +### Minimal reproduction project + +_No response_",True,"Can't copy errors from the error box - ### Godot version + +c6f6c05 + +### System information + +W10 + +### Issue description + +Example error: +``` +func _ready(): + var sprite = Sprite2D.new() + sprite.material = CanvasItemMaterial.new() +``` +![image](https://user-images.githubusercontent.com/2223172/132136363-975b5f4f-2abc-410c-bafc-c36fceb10ef4.png) + + +### Steps to reproduce + +1. Make script error +2. Click this button at the bottom: +![image](https://user-images.githubusercontent.com/2223172/132136373-c65193a7-dad3-45f6-b176-ce3d383d0761.png) +3. Try to copy contents + +### Minimal reproduction project + +_No response_",1,can t copy errors from the error box godot version system information issue description example error func ready var sprite new sprite material canvasitemmaterial new steps to reproduce make script error click this button at the bottom try to copy contents minimal reproduction project no response ,1 +10802,6923036316.0,IssuesEvent,2017-11-30 07:08:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Lose setting items in editor settings after reset,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10, compiled with edde719 + +**Issue description:** + +Setting items missing after reset the value button is pressed. + +![scenetree2](https://user-images.githubusercontent.com/6964556/33360593-5471cbaa-d50f-11e7-9a62-5a346c06e22e.gif) + +**Steps to reproduce:** +1. Open editor setting dialog +2. Rest any value and watch it disappear + + +",True,"Lose setting items in editor settings after reset - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10, compiled with edde719 + +**Issue description:** + +Setting items missing after reset the value button is pressed. + +![scenetree2](https://user-images.githubusercontent.com/6964556/33360593-5471cbaa-d50f-11e7-9a62-5a346c06e22e.gif) + +**Steps to reproduce:** +1. Open editor setting dialog +2. Rest any value and watch it disappear + + +",1,lose setting items in editor settings after reset operating system or device godot version gpu model and driver if graphics related windows compiled with issue description setting items missing after reset the value button is pressed steps to reproduce open editor setting dialog rest any value and watch it disappear ,1 +11149,7085187150.0,IssuesEvent,2018-01-11 10:04:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spatial 'Snap Mode' icon not always in sync with editor ,bug topic:editor usability,"**Godot version:** +30cd6643bea5c38128a0dc285c6aeaf0185d2e7b + +**OS/device including version:** +Ubuntu 17.04 + +**Issue description:** +When saving a scene with snap mode on, then after restarting the editor, the icon will look like snap is off, but editor will still snap spatials. To disable snap, double click on the icon is needed (after first click icon and editor are in sync (both indicating snap), second click turns off the snap). + +**Steps to reproduce:** +1. Open 3D Platformer demo +2. Enable snap mode via icon click. +3. Translate any spatial and save the scene. +4. Turn off the editor +5. Turn on the editor again. +6.1 Notice that icon indicates that snap is off. +6.2 Select and move any object, you will be able to see that object is snapping to the grid. + +**Minimal reproduction project:** + +",True,"Spatial 'Snap Mode' icon not always in sync with editor - **Godot version:** +30cd6643bea5c38128a0dc285c6aeaf0185d2e7b + +**OS/device including version:** +Ubuntu 17.04 + +**Issue description:** +When saving a scene with snap mode on, then after restarting the editor, the icon will look like snap is off, but editor will still snap spatials. To disable snap, double click on the icon is needed (after first click icon and editor are in sync (both indicating snap), second click turns off the snap). + +**Steps to reproduce:** +1. Open 3D Platformer demo +2. Enable snap mode via icon click. +3. Translate any spatial and save the scene. +4. Turn off the editor +5. Turn on the editor again. +6.1 Notice that icon indicates that snap is off. +6.2 Select and move any object, you will be able to see that object is snapping to the grid. + +**Minimal reproduction project:** + +",1,spatial snap mode icon not always in sync with editor godot version os device including version ubuntu issue description when saving a scene with snap mode on then after restarting the editor the icon will look like snap is off but editor will still snap spatials to disable snap double click on the icon is needed after first click icon and editor are in sync both indicating snap second click turns off the snap steps to reproduce open platformer demo enable snap mode via icon click translate any spatial and save the scene turn off the editor turn on the editor again notice that icon indicates that snap is off select and move any object you will be able to see that object is snapping to the grid minimal reproduction project ,1 +17929,12438891801.0,IssuesEvent,2020-05-26 09:11:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Renaming anything in Godot should rename their references,feature proposal topic:editor topic:gdscript usability,"When renaming any kind of object in Godot, it should find all occurrences in scripts/editor +and change that as well. This can be achieved by parsing script files, any matching names for the changed scene/node, like ""load(), preload(), set_script() get_node()..etc!) functions. + +This should apply too to renaming variables, it would be great if when renaming a variable in script +it changes all occurrences in the script file. +",True,"Renaming anything in Godot should rename their references - When renaming any kind of object in Godot, it should find all occurrences in scripts/editor +and change that as well. This can be achieved by parsing script files, any matching names for the changed scene/node, like ""load(), preload(), set_script() get_node()..etc!) functions. + +This should apply too to renaming variables, it would be great if when renaming a variable in script +it changes all occurrences in the script file. +",1,renaming anything in godot should rename their references when renaming any kind of object in godot it should find all occurrences in scripts editor and change that as well this can be achieved by parsing script files any matching names for the changed scene node like load preload set script get node etc functions this should apply too to renaming variables it would be great if when renaming a variable in script it changes all occurrences in the script file ,1 +17959,12441111108.0,IssuesEvent,2020-05-26 13:10:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,A way to save and load groups of visual script nodes,feature proposal topic:visualscript usability,"When working with visual scripts there are two options, make all from scratch or copy-paste a group of nodes from another visual script (meaning that the script must be added and opened in the editor). + +I was thinking that having templates could be useful for generic things like input handling or character movement and more complex but commonly used operations, some kind of ""visual snippet"". +These templates could work just like copy-paste, but copied/pasted to/from files instead. + +Something like this may increase a lot the usability of visual scripting. + +-------- +I don't know if I was clear on the request but, just in case, the basic idea is: +- Save the selected Visual Script nodes to disk (like a copy operation). +- Load saved nodes from disk and add them to the current Visual Script function (like a paste operation) +-------- + +ps: if these templates/snippets could be added to a customizable section on the available nodes list, even better, but as files could be enough. +",True,"A way to save and load groups of visual script nodes - When working with visual scripts there are two options, make all from scratch or copy-paste a group of nodes from another visual script (meaning that the script must be added and opened in the editor). + +I was thinking that having templates could be useful for generic things like input handling or character movement and more complex but commonly used operations, some kind of ""visual snippet"". +These templates could work just like copy-paste, but copied/pasted to/from files instead. + +Something like this may increase a lot the usability of visual scripting. + +-------- +I don't know if I was clear on the request but, just in case, the basic idea is: +- Save the selected Visual Script nodes to disk (like a copy operation). +- Load saved nodes from disk and add them to the current Visual Script function (like a paste operation) +-------- + +ps: if these templates/snippets could be added to a customizable section on the available nodes list, even better, but as files could be enough. +",1,a way to save and load groups of visual script nodes when working with visual scripts there are two options make all from scratch or copy paste a group of nodes from another visual script meaning that the script must be added and opened in the editor i was thinking that having templates could be useful for generic things like input handling or character movement and more complex but commonly used operations some kind of visual snippet these templates could work just like copy paste but copied pasted to from files instead something like this may increase a lot the usability of visual scripting i don t know if i was clear on the request but just in case the basic idea is save the selected visual script nodes to disk like a copy operation load saved nodes from disk and add them to the current visual script function like a paste operation ps if these templates snippets could be added to a customizable section on the available nodes list even better but as files could be enough ,1 +18205,12677677952.0,IssuesEvent,2020-06-19 08:14:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No grid in side orthogonal views,archived enhancement topic:editor usability,"**Godot version:** +3.0.2, but is present in 3.1 dev + + +**OS/device including version:** +Elementary OS Loki + + +**Issue description:** +Grid is only visible in the top view, it is expected to be in all orthogonal views. + +**Steps to reproduce:** +Switch the 3D viewport to left view, and then to orthogonal view +![selection_056](https://user-images.githubusercontent.com/1463277/41193844-1901b92e-6c1b-11e8-968e-75b020c63f99.png) +",True,"No grid in side orthogonal views - **Godot version:** +3.0.2, but is present in 3.1 dev + + +**OS/device including version:** +Elementary OS Loki + + +**Issue description:** +Grid is only visible in the top view, it is expected to be in all orthogonal views. + +**Steps to reproduce:** +Switch the 3D viewport to left view, and then to orthogonal view +![selection_056](https://user-images.githubusercontent.com/1463277/41193844-1901b92e-6c1b-11e8-968e-75b020c63f99.png) +",1,no grid in side orthogonal views godot version but is present in dev os device including version elementary os loki issue description grid is only visible in the top view it is expected to be in all orthogonal views steps to reproduce switch the viewport to left view and then to orthogonal view ,1 +14958,9607094415.0,IssuesEvent,2019-05-11 15:59:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dynamic exported NodePath,feature proposal topic:editor usability,"Example: +Create hierarchy - +Node A +-Node B +--Node C +Add script to Node A with export(NodePath) var node_c +Assign Node C to the exported node_c var +Reparent Node C so that Node A is the new parent +Current behavior: exported Node Path stays ""Node B/Node C"" +Suggested behavior: exported NodePath updates to become ""Node C""",True,"Dynamic exported NodePath - Example: +Create hierarchy - +Node A +-Node B +--Node C +Add script to Node A with export(NodePath) var node_c +Assign Node C to the exported node_c var +Reparent Node C so that Node A is the new parent +Current behavior: exported Node Path stays ""Node B/Node C"" +Suggested behavior: exported NodePath updates to become ""Node C""",1,dynamic exported nodepath example create hierarchy node a node b node c add script to node a with export nodepath var node c assign node c to the exported node c var reparent node c so that node a is the new parent current behavior exported node path stays node b node c suggested behavior exported nodepath updates to become node c ,1 +12479,7896051610.0,IssuesEvent,2018-06-29 07:05:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Need to press F5/F6 twice on 3.0.3 in release_debug (regression),bug confirmed topic:editor usability,I sometimes need to press F5 or F6 twice to run the project or scene with 3.0.3.,True,Need to press F5/F6 twice on 3.0.3 in release_debug (regression) - I sometimes need to press F5 or F6 twice to run the project or scene with 3.0.3.,1,need to press twice on in release debug regression i sometimes need to press or twice to run the project or scene with ,1 +13678,8638364719.0,IssuesEvent,2018-11-23 14:31:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Android one-click deploy should ignore ""Signed"" export setting",enhancement platform:android topic:porting usability,"**Operating system or device - Godot version:** +Windows 10, Godot nightly build (but applies to 2.0.3 and earlier) + +**Issue description** (what happened, and what was expected): +It's possible to attempt a one-click deploy of an unsigned APK. This doesn't ever make sense. I'd expect the ""Package/Signed"" option to be ignore for one-click deployment. Not a HUGE issue but consider my use case where I need to export a release unsigned APK and so I have to check/uncheck this option when going between 1-click and export. +(edit: it's true I can 're-sign' an already signed APK and I will probably take advantage of that, but I think it's still something to consider.) + +**Steps to reproduce:** +Set up Godot for Android 1-click deployment +Verify that a one-click deploy with ""Signed"" turned ON works ok +Un-check the ""Signed"" setting +Perform an Android one-click deploy +Note the deploy fails (silently; the command window shows that the install failed due to no certificate): + +``` +Installing into device (please wait..): Google Nexus 7 +running cmdline: ""H:/Android/sdk/platform-tools/adb.exe"" ""-s"" ""00ea7f8d"" ""install"" ""-r"" ""C:\Users\med\AppData\Roaming/Godot/tmp/tmpexport.apk"" +3338 KB/s (7730287 bytes in 2.261s) + pkg: /data/local/tmp/tmpexport.apk +Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES] + +``` + +**Link to minimal example project** (optional but very welcome): +Any project that can deploy to Android. +",True,"Android one-click deploy should ignore ""Signed"" export setting - **Operating system or device - Godot version:** +Windows 10, Godot nightly build (but applies to 2.0.3 and earlier) + +**Issue description** (what happened, and what was expected): +It's possible to attempt a one-click deploy of an unsigned APK. This doesn't ever make sense. I'd expect the ""Package/Signed"" option to be ignore for one-click deployment. Not a HUGE issue but consider my use case where I need to export a release unsigned APK and so I have to check/uncheck this option when going between 1-click and export. +(edit: it's true I can 're-sign' an already signed APK and I will probably take advantage of that, but I think it's still something to consider.) + +**Steps to reproduce:** +Set up Godot for Android 1-click deployment +Verify that a one-click deploy with ""Signed"" turned ON works ok +Un-check the ""Signed"" setting +Perform an Android one-click deploy +Note the deploy fails (silently; the command window shows that the install failed due to no certificate): + +``` +Installing into device (please wait..): Google Nexus 7 +running cmdline: ""H:/Android/sdk/platform-tools/adb.exe"" ""-s"" ""00ea7f8d"" ""install"" ""-r"" ""C:\Users\med\AppData\Roaming/Godot/tmp/tmpexport.apk"" +3338 KB/s (7730287 bytes in 2.261s) + pkg: /data/local/tmp/tmpexport.apk +Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES] + +``` + +**Link to minimal example project** (optional but very welcome): +Any project that can deploy to Android. +",1,android one click deploy should ignore signed export setting operating system or device godot version windows godot nightly build but applies to and earlier issue description what happened and what was expected it s possible to attempt a one click deploy of an unsigned apk this doesn t ever make sense i d expect the package signed option to be ignore for one click deployment not a huge issue but consider my use case where i need to export a release unsigned apk and so i have to check uncheck this option when going between click and export edit it s true i can re sign an already signed apk and i will probably take advantage of that but i think it s still something to consider steps to reproduce set up godot for android click deployment verify that a one click deploy with signed turned on works ok un check the signed setting perform an android one click deploy note the deploy fails silently the command window shows that the install failed due to no certificate installing into device please wait google nexus running cmdline h android sdk platform tools adb exe s install r c users med appdata roaming godot tmp tmpexport apk kb s bytes in pkg data local tmp tmpexport apk failure link to minimal example project optional but very welcome any project that can deploy to android ,1 +13680,8638691038.0,IssuesEvent,2018-11-23 15:36:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo skips Spinbox increment/decrement operations,enhancement topic:core topic:editor usability,"**Operating system or device - Godot version:** +Windows 7 x64 - 2rc1 + +**Issue description** (what happened, and what was expected): +After using the increment/decrement buttons on a spinbox multiple times, using undo will only negate the most recent interaction, then skipping other spinbox interactions and reverting prior actions. + +**Steps to reproduce:** +In the editor place a TextureFrame. +Perform a series of undoable actions. +In the inspector, change an attribute of the TextureFrame by clicking on a Spinbox increment button several times. +Perform several undo operations, the most recent increment will be undone, then the prior series of undoable actions will be undone, skipping over the initial Spinbox increments. + +**Link to minimal example project** (optional but very welcome): +",True,"Undo skips Spinbox increment/decrement operations - **Operating system or device - Godot version:** +Windows 7 x64 - 2rc1 + +**Issue description** (what happened, and what was expected): +After using the increment/decrement buttons on a spinbox multiple times, using undo will only negate the most recent interaction, then skipping other spinbox interactions and reverting prior actions. + +**Steps to reproduce:** +In the editor place a TextureFrame. +Perform a series of undoable actions. +In the inspector, change an attribute of the TextureFrame by clicking on a Spinbox increment button several times. +Perform several undo operations, the most recent increment will be undone, then the prior series of undoable actions will be undone, skipping over the initial Spinbox increments. + +**Link to minimal example project** (optional but very welcome): +",1,undo skips spinbox increment decrement operations operating system or device godot version windows issue description what happened and what was expected after using the increment decrement buttons on a spinbox multiple times using undo will only negate the most recent interaction then skipping other spinbox interactions and reverting prior actions steps to reproduce in the editor place a textureframe perform a series of undoable actions in the inspector change an attribute of the textureframe by clicking on a spinbox increment button several times perform several undo operations the most recent increment will be undone then the prior series of undoable actions will be undone skipping over the initial spinbox increments link to minimal example project optional but very welcome ,1 +23789,22782180575.0,IssuesEvent,2022-07-08 21:19:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improving the new project dialog box,enhancement topic:editor usability,"Hello, + +I would like to suggest some small improvements to the ""New Project"" dialog box. +The overall goal of that is to make it even easier to use, lighter and more direct to start a new project. + +When opening a new project, the dialog box is prompted and directly you have a red message telling that the project path is not empty (at least on Linux, since it's pointing in the home folder). To solve this, you have to change the project name (or to keep it) and click on the ""Create folder"" button. Then, you can create your project. +If you manually type a project path, you could specify a folder which does not exists yet. Of course, the dialog box will tell you about it. And if you type an existing folder, you will possibly have the ""not empty"" message. Ever, you will create the folder by hand in the file explorer, or click on the create folder (but, in such cache, the folder has the same name that the project), or to use the embedded file explorer. + +As an improvement, I would suggest to automatically create a new folder, with project name, in the folder specified by project path. +Moreover, If the project path does not exist, Godot should try to create the missing folders. + +By doing this, it would be possible to: +- remove the ""Create folder"" button +- remove the different red messages +- make it easier to use: when opening the dialog box, you can directly press the ""Create & Edit"" button + +",True,"Improving the new project dialog box - Hello, + +I would like to suggest some small improvements to the ""New Project"" dialog box. +The overall goal of that is to make it even easier to use, lighter and more direct to start a new project. + +When opening a new project, the dialog box is prompted and directly you have a red message telling that the project path is not empty (at least on Linux, since it's pointing in the home folder). To solve this, you have to change the project name (or to keep it) and click on the ""Create folder"" button. Then, you can create your project. +If you manually type a project path, you could specify a folder which does not exists yet. Of course, the dialog box will tell you about it. And if you type an existing folder, you will possibly have the ""not empty"" message. Ever, you will create the folder by hand in the file explorer, or click on the create folder (but, in such cache, the folder has the same name that the project), or to use the embedded file explorer. + +As an improvement, I would suggest to automatically create a new folder, with project name, in the folder specified by project path. +Moreover, If the project path does not exist, Godot should try to create the missing folders. + +By doing this, it would be possible to: +- remove the ""Create folder"" button +- remove the different red messages +- make it easier to use: when opening the dialog box, you can directly press the ""Create & Edit"" button + +",1,improving the new project dialog box hello i would like to suggest some small improvements to the new project dialog box the overall goal of that is to make it even easier to use lighter and more direct to start a new project when opening a new project the dialog box is prompted and directly you have a red message telling that the project path is not empty at least on linux since it s pointing in the home folder to solve this you have to change the project name or to keep it and click on the create folder button then you can create your project if you manually type a project path you could specify a folder which does not exists yet of course the dialog box will tell you about it and if you type an existing folder you will possibly have the not empty message ever you will create the folder by hand in the file explorer or click on the create folder but in such cache the folder has the same name that the project or to use the embedded file explorer as an improvement i would suggest to automatically create a new folder with project name in the folder specified by project path moreover if the project path does not exist godot should try to create the missing folders by doing this it would be possible to remove the create folder button remove the different red messages make it easier to use when opening the dialog box you can directly press the create edit button ,1 +24758,24250166513.0,IssuesEvent,2022-09-27 13:40:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector: Allow to search properties in sub-resources,enhancement topic:editor usability," + +**Godot version:** +3.1-dev + +**Issue description:** +Godot 3.1 introduced sub-resource editing in the same inspector. It also made property search feature more visible (I didn't notice it in 3.0 xd). However, I noticed that searching doesn't show properties from sub-resources, which is a bit counter-intuitive given how integrated they are now in inspector. So the search field should search for sub-resource properties too. + +![image](https://user-images.githubusercontent.com/2223172/43649400-5898d7be-973d-11e8-94ea-983dea2ba437.png) +![image](https://user-images.githubusercontent.com/2223172/43649389-5223fa44-973d-11e8-98a2-e48f2e07d64c.png)",True,"Inspector: Allow to search properties in sub-resources - + +**Godot version:** +3.1-dev + +**Issue description:** +Godot 3.1 introduced sub-resource editing in the same inspector. It also made property search feature more visible (I didn't notice it in 3.0 xd). However, I noticed that searching doesn't show properties from sub-resources, which is a bit counter-intuitive given how integrated they are now in inspector. So the search field should search for sub-resource properties too. + +![image](https://user-images.githubusercontent.com/2223172/43649400-5898d7be-973d-11e8-94ea-983dea2ba437.png) +![image](https://user-images.githubusercontent.com/2223172/43649389-5223fa44-973d-11e8-98a2-e48f2e07d64c.png)",1,inspector allow to search properties in sub resources please search existing issues for potential duplicates before filing yours godot version dev issue description godot introduced sub resource editing in the same inspector it also made property search feature more visible i didn t notice it in xd however i noticed that searching doesn t show properties from sub resources which is a bit counter intuitive given how integrated they are now in inspector so the search field should search for sub resource properties too ,1 +22550,19636035273.0,IssuesEvent,2022-01-08 09:43:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,tileset editor can't reliably select which tile to edit,enhancement topic:editor usability," + +**Godot version:** + +3.1 + +Scenario: One file, several tiles. Some tiles use the same texture. For example i have an autotile using a 3x3 region, but want to manually be able to place these tiles as well. For that i add 9 single tiles, which overlap the autotile. This prevents me from reliably selecting the correct tile to edit. + +I propose we add a list of all the tiles on the current texture, or make the names you can optionally display atm clickable.",True,"tileset editor can't reliably select which tile to edit - + +**Godot version:** + +3.1 + +Scenario: One file, several tiles. Some tiles use the same texture. For example i have an autotile using a 3x3 region, but want to manually be able to place these tiles as well. For that i add 9 single tiles, which overlap the autotile. This prevents me from reliably selecting the correct tile to edit. + +I propose we add a list of all the tiles on the current texture, or make the names you can optionally display atm clickable.",1,tileset editor can t reliably select which tile to edit please search existing issues for potential duplicates before filing yours godot version scenario one file several tiles some tiles use the same texture for example i have an autotile using a region but want to manually be able to place these tiles as well for that i add single tiles which overlap the autotile this prevents me from reliably selecting the correct tile to edit i propose we add a list of all the tiles on the current texture or make the names you can optionally display atm clickable ,1 +13188,8359874745.0,IssuesEvent,2018-10-03 09:40:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 3.1 alpha animator doesn't automatically move to a newer frame,bug topic:editor usability,"Hi, I'm using an animated sprite being animated in the animationplayer node, but everytime I click on Setting up a frame as a keyframe it doesn't automatically move to a newer frame, I'm wondering why Godot devs removed this functionality if it worked like that in 2.1 and 3.0",True,"Godot 3.1 alpha animator doesn't automatically move to a newer frame - Hi, I'm using an animated sprite being animated in the animationplayer node, but everytime I click on Setting up a frame as a keyframe it doesn't automatically move to a newer frame, I'm wondering why Godot devs removed this functionality if it worked like that in 2.1 and 3.0",1,godot alpha animator doesn t automatically move to a newer frame hi i m using an animated sprite being animated in the animationplayer node but everytime i click on setting up a frame as a keyframe it doesn t automatically move to a newer frame i m wondering why godot devs removed this functionality if it worked like that in and ,1 +16821,11404880910.0,IssuesEvent,2020-01-31 10:45:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Settings search brings weird results,bug regression topic:editor usability,"**Godot version:** +3.2 alpha-2 + +**OS/device including version:** +OSX Sierra + +**Issue description:** +When searching in the project settings to filter elements, the displaying results behave strangely. For example if I search for 'window', when I type 'wi' it appears, and then if I type 'win' it doesn't appear anymore. I've tried this for other settings and I don't really understand the results, seems to behave randomly to me. + +**Steps to reproduce:** +In any project, open Project Settings and search for a setting by typing the first letter, then the second then the third and so on, and see how search results behave. + +**Minimal reproduction project:** +Empty new project.",True,"Project Settings search brings weird results - **Godot version:** +3.2 alpha-2 + +**OS/device including version:** +OSX Sierra + +**Issue description:** +When searching in the project settings to filter elements, the displaying results behave strangely. For example if I search for 'window', when I type 'wi' it appears, and then if I type 'win' it doesn't appear anymore. I've tried this for other settings and I don't really understand the results, seems to behave randomly to me. + +**Steps to reproduce:** +In any project, open Project Settings and search for a setting by typing the first letter, then the second then the third and so on, and see how search results behave. + +**Minimal reproduction project:** +Empty new project.",1,project settings search brings weird results godot version alpha os device including version osx sierra issue description when searching in the project settings to filter elements the displaying results behave strangely for example if i search for window when i type wi it appears and then if i type win it doesn t appear anymore i ve tried this for other settings and i don t really understand the results seems to behave randomly to me steps to reproduce in any project open project settings and search for a setting by typing the first letter then the second then the third and so on and see how search results behave minimal reproduction project empty new project ,1 +25580,25449871525.0,IssuesEvent,2022-11-24 09:38:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Order of input_event signals: ""visible order""",bug usability topic:input," + +**Godot version:** + +cac8cc8 + +**OS/device including version:** + +Ubuntu 18.04 / Radeon RX 560 + +**Issue description:** + +When I place down two Area2Ds, and then I produce an input_event signal for two areas at once (because they overlap), it doesn't produce the signals in the order I would expect. + +Since these events are meant to detect what the user is trying to interact with on their screen, I would have expected it act based on what would be in the 'foreground' and what would be in the 'background' (if the Area2Ds were hypothetically visible), and allow my code to mark the interaction as 'handled' by whatever means, so that background elements don't react when the player is trying to interact with something in the foreground. + +So for 3D Areas, it should be done in order from nearest to farthest from the camera, and for Area2D it should use z_index and the reverse order of appearance in the node tree. + +**Steps to reproduce:** +1. Load the attached project +1. Note the order of ClickArea1 and ClickArea2, and also the order of Sprite and Sprite2 +1. Run the program and click. 'Left' appears in the output when you may expect 'Right' +1. Changing the z_index of the Area2D objects doesn't seem to help. + +**Minimal reproduction project:** + +[collision-input-order.zip](https://github.com/godotengine/godot/files/2663307/collision-input-order.zip) + +**Script from the project:** +``` +extends Node2D + +func _on_ClickArea1_input_event(viewport, event, shape_idx): + if (event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed): + if get_tree().is_input_handled(): + return + get_tree().set_input_as_handled() + print(""Left"") + +func _on_ClickArea2_input_event(viewport, event, shape_idx): + if (event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed): + if get_tree().is_input_handled(): + return + get_tree().set_input_as_handled() + print(""Right"") +```",True,"Order of input_event signals: ""visible order"" - + +**Godot version:** + +cac8cc8 + +**OS/device including version:** + +Ubuntu 18.04 / Radeon RX 560 + +**Issue description:** + +When I place down two Area2Ds, and then I produce an input_event signal for two areas at once (because they overlap), it doesn't produce the signals in the order I would expect. + +Since these events are meant to detect what the user is trying to interact with on their screen, I would have expected it act based on what would be in the 'foreground' and what would be in the 'background' (if the Area2Ds were hypothetically visible), and allow my code to mark the interaction as 'handled' by whatever means, so that background elements don't react when the player is trying to interact with something in the foreground. + +So for 3D Areas, it should be done in order from nearest to farthest from the camera, and for Area2D it should use z_index and the reverse order of appearance in the node tree. + +**Steps to reproduce:** +1. Load the attached project +1. Note the order of ClickArea1 and ClickArea2, and also the order of Sprite and Sprite2 +1. Run the program and click. 'Left' appears in the output when you may expect 'Right' +1. Changing the z_index of the Area2D objects doesn't seem to help. + +**Minimal reproduction project:** + +[collision-input-order.zip](https://github.com/godotengine/godot/files/2663307/collision-input-order.zip) + +**Script from the project:** +``` +extends Node2D + +func _on_ClickArea1_input_event(viewport, event, shape_idx): + if (event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed): + if get_tree().is_input_handled(): + return + get_tree().set_input_as_handled() + print(""Left"") + +func _on_ClickArea2_input_event(viewport, event, shape_idx): + if (event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed): + if get_tree().is_input_handled(): + return + get_tree().set_input_as_handled() + print(""Right"") +```",1,order of input event signals visible order please search existing issues for potential duplicates before filing yours godot version os device including version ubuntu radeon rx issue description when i place down two and then i produce an input event signal for two areas at once because they overlap it doesn t produce the signals in the order i would expect since these events are meant to detect what the user is trying to interact with on their screen i would have expected it act based on what would be in the foreground and what would be in the background if the were hypothetically visible and allow my code to mark the interaction as handled by whatever means so that background elements don t react when the player is trying to interact with something in the foreground so for areas it should be done in order from nearest to farthest from the camera and for it should use z index and the reverse order of appearance in the node tree steps to reproduce load the attached project note the order of and and also the order of sprite and run the program and click left appears in the output when you may expect right changing the z index of the objects doesn t seem to help minimal reproduction project script from the project extends func on input event viewport event shape idx if event is inputeventmousebutton and event button index button left and event pressed if get tree is input handled return get tree set input as handled print left func on input event viewport event shape idx if event is inputeventmousebutton and event button index button left and event pressed if get tree is input handled return get tree set input as handled print right ,1 +6503,4322037777.0,IssuesEvent,2016-07-25 12:45:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exposed int script variables have a maximum limit of 65535,enhancement topic:editor usability,"If you export an int variable from script like this: +export(int) var my_var + +it can only be set to a maximum of 65,535 via the editor as the editor clamps it to that, despite it being able to hold a much larger number.",True,"Exposed int script variables have a maximum limit of 65535 - If you export an int variable from script like this: +export(int) var my_var + +it can only be set to a maximum of 65,535 via the editor as the editor clamps it to that, despite it being able to hold a much larger number.",1,exposed int script variables have a maximum limit of if you export an int variable from script like this export int var my var it can only be set to a maximum of via the editor as the editor clamps it to that despite it being able to hold a much larger number ,1 +7051,4750465658.0,IssuesEvent,2016-10-22 10:49:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Change ""Add to script"" option to allow selecting scripting language option.",discussion enhancement hacktoberfest topic:editor usability,"Currently, if you want to select which language option you want to use, you have to do it from the ""Create Node Script"" popup (""Add Script"" from the context menu on the scene panel). + +What I would like to see is that it brings up a further sub-menu with a list of available scripting options: +![context_menu_addition png](https://cloud.githubusercontent.com/assets/324679/17398262/cf8ad0be-5a33-11e6-87e1-89ae013f20a5.png) + +Which then calls up the ""Create Node Script"" dialogue as normal, _except that your scripting option is selected instead of whatever the default option is_: +![takes_to_dialogue png](https://cloud.githubusercontent.com/assets/324679/17398298/fb1c9f14-5a33-11e6-96cf-0b57c6733249.png) + +I hope this makes sense?",True,"Change ""Add to script"" option to allow selecting scripting language option. - Currently, if you want to select which language option you want to use, you have to do it from the ""Create Node Script"" popup (""Add Script"" from the context menu on the scene panel). + +What I would like to see is that it brings up a further sub-menu with a list of available scripting options: +![context_menu_addition png](https://cloud.githubusercontent.com/assets/324679/17398262/cf8ad0be-5a33-11e6-87e1-89ae013f20a5.png) + +Which then calls up the ""Create Node Script"" dialogue as normal, _except that your scripting option is selected instead of whatever the default option is_: +![takes_to_dialogue png](https://cloud.githubusercontent.com/assets/324679/17398298/fb1c9f14-5a33-11e6-96cf-0b57c6733249.png) + +I hope this makes sense?",1,change add to script option to allow selecting scripting language option currently if you want to select which language option you want to use you have to do it from the create node script popup add script from the context menu on the scene panel what i would like to see is that it brings up a further sub menu with a list of available scripting options which then calls up the create node script dialogue as normal except that your scripting option is selected instead of whatever the default option is i hope this makes sense ,1 +18238,12690770748.0,IssuesEvent,2020-06-21 13:51:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Polygon 2D - editing polygon point resets UVs,bug topic:editor usability,"Currently if you create your UVs for Polygon2D and you decide that you need extra point in that polygon, adding it or removing resets WHOLE UV and you have to start all over again ;) +",True,"Polygon 2D - editing polygon point resets UVs - Currently if you create your UVs for Polygon2D and you decide that you need extra point in that polygon, adding it or removing resets WHOLE UV and you have to start all over again ;) +",1,polygon editing polygon point resets uvs currently if you create your uvs for and you decide that you need extra point in that polygon adding it or removing resets whole uv and you have to start all over again ,1 +26322,26695685877.0,IssuesEvent,2023-01-27 10:09:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Viewport not clip control node input,enhancement topic:core confirmed usability topic:input,"**Godot version:** +<3.1> + +[#5172](https://github.com/godotengine/godot/issues/5172)report the control not clip input, but I found viewport no work either. +I cannot find a simple way to let the control node not get gui_input when it's out of it's parent control node(with clip content) or a viewport. I dont understand why a node outside of a viewport +can still catch input, it makes no sense. +What I can do now is check if the the parent get the input too. +![image](https://user-images.githubusercontent.com/9168814/57575774-c2d83d80-7483-11e9-97f9-3e1cde068416.png) +And I cannot use mouse_enter exit to check if the mouse is in parent box, because the final mouse enter/exit area is the blue area in the pic above, not only the parent block.",True,"Viewport not clip control node input - **Godot version:** +<3.1> + +[#5172](https://github.com/godotengine/godot/issues/5172)report the control not clip input, but I found viewport no work either. +I cannot find a simple way to let the control node not get gui_input when it's out of it's parent control node(with clip content) or a viewport. I dont understand why a node outside of a viewport +can still catch input, it makes no sense. +What I can do now is check if the the parent get the input too. +![image](https://user-images.githubusercontent.com/9168814/57575774-c2d83d80-7483-11e9-97f9-3e1cde068416.png) +And I cannot use mouse_enter exit to check if the mouse is in parent box, because the final mouse enter/exit area is the blue area in the pic above, not only the parent block.",1,viewport not clip control node input godot version the control not clip input but i found viewport no work either i cannot find a simple way to let the control node not get gui input when it s out of it s parent control node with clip content or a viewport i dont understand why a node outside of a viewport can still catch input it makes no sense what i can do now is check if the the parent get the input too and i cannot use mouse enter exit to check if the mouse is in parent box because the final mouse enter exit area is the blue area in the pic above not only the parent block ,1 +9907,6510349898.0,IssuesEvent,2017-08-25 02:41:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Sometimes resource thumbnails are shown in inspector, sometimes not",bug topic:editor usability,"Godot 3.0 alpha1 official +Windows 10 64 bits + +I noticed that I have no preview of the resources being in use here, I see there names now: +![image](https://user-images.githubusercontent.com/1311555/28648625-61b0846c-726f-11e7-8c12-329913f40703.png) + +On the other hand, if I click on another MeshInstance in the same scene, I see thumbnails: +![image](https://user-images.githubusercontent.com/1311555/28648641-87f2cb44-726f-11e7-8a73-b87bdee3735b.png) + +I used to see thumbnails in the first one a bit earlier in the same session, in which materials where black balls instead of brown. Not sure what caused them to disappear. +#9891 did occur earlier in the session, but I realize that now I can click on meshes without it happening, so maybe it's related? + +Edit: I closed another unsaved scene, and now I can see thumbnails again in the first MeshInstance, and material thumbnails are back to brown color: +![image](https://user-images.githubusercontent.com/1311555/28648765-5effa3c8-7270-11e7-9983-dc810031a017.png) +",True,"Sometimes resource thumbnails are shown in inspector, sometimes not - Godot 3.0 alpha1 official +Windows 10 64 bits + +I noticed that I have no preview of the resources being in use here, I see there names now: +![image](https://user-images.githubusercontent.com/1311555/28648625-61b0846c-726f-11e7-8c12-329913f40703.png) + +On the other hand, if I click on another MeshInstance in the same scene, I see thumbnails: +![image](https://user-images.githubusercontent.com/1311555/28648641-87f2cb44-726f-11e7-8a73-b87bdee3735b.png) + +I used to see thumbnails in the first one a bit earlier in the same session, in which materials where black balls instead of brown. Not sure what caused them to disappear. +#9891 did occur earlier in the session, but I realize that now I can click on meshes without it happening, so maybe it's related? + +Edit: I closed another unsaved scene, and now I can see thumbnails again in the first MeshInstance, and material thumbnails are back to brown color: +![image](https://user-images.githubusercontent.com/1311555/28648765-5effa3c8-7270-11e7-9983-dc810031a017.png) +",1,sometimes resource thumbnails are shown in inspector sometimes not godot official windows bits i noticed that i have no preview of the resources being in use here i see there names now on the other hand if i click on another meshinstance in the same scene i see thumbnails i used to see thumbnails in the first one a bit earlier in the same session in which materials where black balls instead of brown not sure what caused them to disappear did occur earlier in the session but i realize that now i can click on meshes without it happening so maybe it s related edit i closed another unsaved scene and now i can see thumbnails again in the first meshinstance and material thumbnails are back to brown color ,1 +26351,26736125903.0,IssuesEvent,2023-01-30 09:35:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,clip_children has no effect on PointLight2D,bug topic:core good first issue usability topic:2d,"### Godot version + +4.0-beta14 + +### System information + +Fedora 37 + +### Issue description + +When the `clip_children` property of a PointLight2D node is set to `Clip Only` or `Clip + Draw` it has no effect on child nodes. Example scene: +![image](https://user-images.githubusercontent.com/2245391/214673750-4e550ab3-1722-4c23-97c0-b6ba9e68a675.png) +The selected node is a PointLight2D with a white circle as texture and `clip_children` set to `Clip Only`. The dark grey rectangle has a LightOccluder2D to block some of the light. The purple rectangle is a child node of the PointLight2D and I would expect it to be clipped to the light of the PointLight2D and the light texture to be invisible. But that is not the case. In Godot 3.5 I can get the expected effect with the mask mode that was removed in Godot 4.0: +![image](https://user-images.githubusercontent.com/2245391/214678431-760acabd-29b4-498b-8d46-d7a2dcbb257e.png) +I know that `clip_children` works with other CanvasItems, but they don't react to light occluders, so I can't use them to create the same effect that the mask mode in 3.5 could. + +### Steps to reproduce + +- create a PointLight2D node and set a texture +- add a child node with a texture +- set `clip_children` of the PointLight2D to `Clip Only` + +### Minimal reproduction project + +The example scene for Godot 4.0: [PointLight2DBug_4_0.zip](https://github.com/godotengine/godot/files/10503343/PointLight2DBug_4_0.zip) +a similar scene for Godot 3.5 with mask mode that shows how it should look like: [Light2DMaskMode_3_5.zip](https://github.com/godotengine/godot/files/10503348/Light2DMaskMode_3_5.zip) +",True,"clip_children has no effect on PointLight2D - ### Godot version + +4.0-beta14 + +### System information + +Fedora 37 + +### Issue description + +When the `clip_children` property of a PointLight2D node is set to `Clip Only` or `Clip + Draw` it has no effect on child nodes. Example scene: +![image](https://user-images.githubusercontent.com/2245391/214673750-4e550ab3-1722-4c23-97c0-b6ba9e68a675.png) +The selected node is a PointLight2D with a white circle as texture and `clip_children` set to `Clip Only`. The dark grey rectangle has a LightOccluder2D to block some of the light. The purple rectangle is a child node of the PointLight2D and I would expect it to be clipped to the light of the PointLight2D and the light texture to be invisible. But that is not the case. In Godot 3.5 I can get the expected effect with the mask mode that was removed in Godot 4.0: +![image](https://user-images.githubusercontent.com/2245391/214678431-760acabd-29b4-498b-8d46-d7a2dcbb257e.png) +I know that `clip_children` works with other CanvasItems, but they don't react to light occluders, so I can't use them to create the same effect that the mask mode in 3.5 could. + +### Steps to reproduce + +- create a PointLight2D node and set a texture +- add a child node with a texture +- set `clip_children` of the PointLight2D to `Clip Only` + +### Minimal reproduction project + +The example scene for Godot 4.0: [PointLight2DBug_4_0.zip](https://github.com/godotengine/godot/files/10503343/PointLight2DBug_4_0.zip) +a similar scene for Godot 3.5 with mask mode that shows how it should look like: [Light2DMaskMode_3_5.zip](https://github.com/godotengine/godot/files/10503348/Light2DMaskMode_3_5.zip) +",1,clip children has no effect on godot version system information fedora issue description when the clip children property of a node is set to clip only or clip draw it has no effect on child nodes example scene the selected node is a with a white circle as texture and clip children set to clip only the dark grey rectangle has a to block some of the light the purple rectangle is a child node of the and i would expect it to be clipped to the light of the and the light texture to be invisible but that is not the case in godot i can get the expected effect with the mask mode that was removed in godot i know that clip children works with other canvasitems but they don t react to light occluders so i can t use them to create the same effect that the mask mode in could steps to reproduce create a node and set a texture add a child node with a texture set clip children of the to clip only minimal reproduction project the example scene for godot a similar scene for godot with mask mode that shows how it should look like ,1 +13237,8380412972.0,IssuesEvent,2018-10-07 14:31:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New property inspector: Scripts don't show filename,enhancement topic:editor usability,"**Godot version:** +ba134d4 + +**Issue description:** +This is more of a personal nitpick. While I find the script thumb preview *marginally* useful, seeing a filename at a glance would be much more useful, or in a tooltip if must be. I'm assuming this is simply a feature in testing (for supporting property field previews which weren't feasible before?), but nevertheless it seems to be an issue. + +",True,"New property inspector: Scripts don't show filename - **Godot version:** +ba134d4 + +**Issue description:** +This is more of a personal nitpick. While I find the script thumb preview *marginally* useful, seeing a filename at a glance would be much more useful, or in a tooltip if must be. I'm assuming this is simply a feature in testing (for supporting property field previews which weren't feasible before?), but nevertheless it seems to be an issue. + +",1,new property inspector scripts don t show filename godot version issue description this is more of a personal nitpick while i find the script thumb preview marginally useful seeing a filename at a glance would be much more useful or in a tooltip if must be i m assuming this is simply a feature in testing for supporting property field previews which weren t feasible before but nevertheless it seems to be an issue ,1 +15947,10437015750.0,IssuesEvent,2019-09-17 20:55:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,DEBUG_CRASH_COND macros a.k.a. ASSERT,enhancement topic:core usability,"I often find myself writing code like this: + +``` C++ +#ifdef DEBUG_ENABLED + CRASH_COND(/*invalid state/data cond*/); +#endif +``` + +It would be much better to be able to write something like this: + +``` C++ + DEBUG_CRASH_COND(/*INVALID state/data cond*/); +``` + +Or simply: + +``` C++ + ASSERT(/*VALID state/data cond*/); +``` + +The former being consistent with the other macros names. +",True,"DEBUG_CRASH_COND macros a.k.a. ASSERT - I often find myself writing code like this: + +``` C++ +#ifdef DEBUG_ENABLED + CRASH_COND(/*invalid state/data cond*/); +#endif +``` + +It would be much better to be able to write something like this: + +``` C++ + DEBUG_CRASH_COND(/*INVALID state/data cond*/); +``` + +Or simply: + +``` C++ + ASSERT(/*VALID state/data cond*/); +``` + +The former being consistent with the other macros names. +",1,debug crash cond macros a k a assert i often find myself writing code like this c ifdef debug enabled crash cond invalid state data cond endif it would be much better to be able to write something like this c debug crash cond invalid state data cond or simply c assert valid state data cond the former being consistent with the other macros names ,1 +13565,8576226827.0,IssuesEvent,2018-11-12 19:42:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,YSort companion node,enhancement topic:core topic:editor usability,"**_Disclaimer**_ : I am not asking for YSort to sort all sub-nodes of it's child nodes. + +Would it be possible to add a new node that would only serve as a container/symbolic link within YSort nodes, where its contents would be YSorted as if they were direct children of the YSort node for better organization? + +I'm not asking for this to interfere with other nodes or instanced nodes that are already children of the YSort node. They should all work the same way as before. + +**_example**_ + +YSort1 + +> > **_sprite1**_ <---- YSorted because it is a direct child node of the YSort node +> > **_instanced nodes**_ <---- would still get sorted like they currently already do just like sprites 1-2(and its children would **_not**_ be sorted) +> > **_sprite2**_ +> > (**_New node**_) +> > +> > > > **_sprite3**_ +> > > > **_sprite4**_ <---- Direct children of the new node (sprite3 and 4) would be YSorted as if they were direct children of the YSort1 node like sprites 1-2 + +I apologise for resubmitting this issue. I submitted it two days ago https://github.com/godotengine/godot/issues/3258 but it was closed because everyone thought I was asking to sort **_all**_ sub-nodes of children of YSort nodes. +",True,"YSort companion node - **_Disclaimer**_ : I am not asking for YSort to sort all sub-nodes of it's child nodes. + +Would it be possible to add a new node that would only serve as a container/symbolic link within YSort nodes, where its contents would be YSorted as if they were direct children of the YSort node for better organization? + +I'm not asking for this to interfere with other nodes or instanced nodes that are already children of the YSort node. They should all work the same way as before. + +**_example**_ + +YSort1 + +> > **_sprite1**_ <---- YSorted because it is a direct child node of the YSort node +> > **_instanced nodes**_ <---- would still get sorted like they currently already do just like sprites 1-2(and its children would **_not**_ be sorted) +> > **_sprite2**_ +> > (**_New node**_) +> > +> > > > **_sprite3**_ +> > > > **_sprite4**_ <---- Direct children of the new node (sprite3 and 4) would be YSorted as if they were direct children of the YSort1 node like sprites 1-2 + +I apologise for resubmitting this issue. I submitted it two days ago https://github.com/godotengine/godot/issues/3258 but it was closed because everyone thought I was asking to sort **_all**_ sub-nodes of children of YSort nodes. +",1,ysort companion node disclaimer i am not asking for ysort to sort all sub nodes of it s child nodes would it be possible to add a new node that would only serve as a container symbolic link within ysort nodes where its contents would be ysorted as if they were direct children of the ysort node for better organization i m not asking for this to interfere with other nodes or instanced nodes that are already children of the ysort node they should all work the same way as before example ysorted because it is a direct child node of the ysort node instanced nodes would still get sorted like they currently already do just like sprites and its children would not be sorted new node direct children of the new node and would be ysorted as if they were direct children of the node like sprites i apologise for resubmitting this issue i submitted it two days ago but it was closed because everyone thought i was asking to sort all sub nodes of children of ysort nodes ,1 +19208,13654544296.0,IssuesEvent,2020-09-27 17:55:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The selected node Gizmo in 3.1 can be very hard to see,enhancement topic:editor usability,"Godot 3.1 stable, Win 10. + +In some cases it can be hard to see where the selected node is placed in your scene, especially if you have a large scene with many nodes. In the example below the selected node is hidden behind other nodes. + +In my perfect world it would actually be something similar to 3.0.6 where all nodes are invisible in the scene view except for the selected node. + +![objectlocation](https://user-images.githubusercontent.com/24936603/54809041-5eb6ab80-4c82-11e9-8487-a2e5d742d0c4.jpg) +",True,"The selected node Gizmo in 3.1 can be very hard to see - Godot 3.1 stable, Win 10. + +In some cases it can be hard to see where the selected node is placed in your scene, especially if you have a large scene with many nodes. In the example below the selected node is hidden behind other nodes. + +In my perfect world it would actually be something similar to 3.0.6 where all nodes are invisible in the scene view except for the selected node. + +![objectlocation](https://user-images.githubusercontent.com/24936603/54809041-5eb6ab80-4c82-11e9-8487-a2e5d742d0c4.jpg) +",1,the selected node gizmo in can be very hard to see godot stable win in some cases it can be hard to see where the selected node is placed in your scene especially if you have a large scene with many nodes in the example below the selected node is hidden behind other nodes in my perfect world it would actually be something similar to where all nodes are invisible in the scene view except for the selected node ,1 +22909,20598177945.0,IssuesEvent,2022-03-05 21:05:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot see inspector,bug topic:editor usability,"### Godot version + +Godot Engine v4.0.alpha3.official.256069eaf + +### System information + +mac + +### Issue description + + +Inspector is blocked by options of scene view + +### Steps to reproduce + +create label, click on it + +### Minimal reproduction project + +_No response_",True,"Cannot see inspector - ### Godot version + +Godot Engine v4.0.alpha3.official.256069eaf + +### System information + +mac + +### Issue description + + +Inspector is blocked by options of scene view + +### Steps to reproduce + +create label, click on it + +### Minimal reproduction project + +_No response_",1,cannot see inspector godot version godot engine official system information mac issue description img width alt screen shot at pm src inspector is blocked by options of scene view steps to reproduce create label click on it minimal reproduction project no response ,1 +17133,11713645291.0,IssuesEvent,2020-03-09 10:43:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene without file loses its path when resource gets modified,bug topic:editor usability,"**Godot version:** +3.2 + +**Steps to reproduce:** +1. Create a new scene from FileSystem dock (so it has internal path, but no file) +2. Add icon.png to the scene +3. Modify the icon.png externally +3.5 Scene gets ninja-reloaded due to modified resource +4. Try to save scene +5. It lost it's internal path, so FileDialog opens",True,"Scene without file loses its path when resource gets modified - **Godot version:** +3.2 + +**Steps to reproduce:** +1. Create a new scene from FileSystem dock (so it has internal path, but no file) +2. Add icon.png to the scene +3. Modify the icon.png externally +3.5 Scene gets ninja-reloaded due to modified resource +4. Try to save scene +5. It lost it's internal path, so FileDialog opens",1,scene without file loses its path when resource gets modified godot version steps to reproduce create a new scene from filesystem dock so it has internal path but no file add icon png to the scene modify the icon png externally scene gets ninja reloaded due to modified resource try to save scene it lost it s internal path so filedialog opens,1 +13127,8300544272.0,IssuesEvent,2018-09-21 08:28:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Filesystem split setting weirdness with combined view,bug topic:editor usability,"Godot version d9e88bccbea11189b9ea1437d4a48266b69aaf27 + +I noticed this behavior and tested few times. Then I deleted all my editor configs and tested again and it still continued to happen. Here are some screenshots and what I did. + +When I first open Godot filesystem looks normal. +![first](https://user-images.githubusercontent.com/40793342/45848070-cfadf280-bd35-11e8-9d70-31fdd59f01ce.png) +Then I click split toggle. +![after_click](https://user-images.githubusercontent.com/40793342/45848087-dfc5d200-bd35-11e8-87c9-7026b97fc4b5.png) +Then I close and restart Godot. +![restart1](https://user-images.githubusercontent.com/40793342/45848112-f1a77500-bd35-11e8-8804-ee9b344d19d8.png) +Then I close and restart again. +![restart2](https://user-images.githubusercontent.com/40793342/45848129-fff59100-bd35-11e8-8d4d-89cb9bbb23ba.png) +Then if I close and restart it might be normal or not. + +This also happens randomly when opening Godot even without clicking the split toggle. + +@groud + + + + +",True,"Filesystem split setting weirdness with combined view - Godot version d9e88bccbea11189b9ea1437d4a48266b69aaf27 + +I noticed this behavior and tested few times. Then I deleted all my editor configs and tested again and it still continued to happen. Here are some screenshots and what I did. + +When I first open Godot filesystem looks normal. +![first](https://user-images.githubusercontent.com/40793342/45848070-cfadf280-bd35-11e8-9d70-31fdd59f01ce.png) +Then I click split toggle. +![after_click](https://user-images.githubusercontent.com/40793342/45848087-dfc5d200-bd35-11e8-87c9-7026b97fc4b5.png) +Then I close and restart Godot. +![restart1](https://user-images.githubusercontent.com/40793342/45848112-f1a77500-bd35-11e8-8804-ee9b344d19d8.png) +Then I close and restart again. +![restart2](https://user-images.githubusercontent.com/40793342/45848129-fff59100-bd35-11e8-8d4d-89cb9bbb23ba.png) +Then if I close and restart it might be normal or not. + +This also happens randomly when opening Godot even without clicking the split toggle. + +@groud + + + + +",1,filesystem split setting weirdness with combined view godot version i noticed this behavior and tested few times then i deleted all my editor configs and tested again and it still continued to happen here are some screenshots and what i did when i first open godot filesystem looks normal then i click split toggle then i close and restart godot then i close and restart again then if i close and restart it might be normal or not this also happens randomly when opening godot even without clicking the split toggle groud ,1 +11496,7267702074.0,IssuesEvent,2018-02-20 06:50:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add a command line flag to trigger Mono project build,feature proposal topic:mono usability,"**Godot version:** +Godot 3.0.mono.official + +Hi, +please add a command line option to rebuild Godot Mono project before running it. Right now, when I make code changes in VSCode/other external IDE, and run Godot through a hotkey to test, I don't see changes because Godot runs the pre-compiled files. I need to manually press ""Play"" in Godot editor and only then it will compile the sources. + +Thanks.",True,"Add a command line flag to trigger Mono project build - **Godot version:** +Godot 3.0.mono.official + +Hi, +please add a command line option to rebuild Godot Mono project before running it. Right now, when I make code changes in VSCode/other external IDE, and run Godot through a hotkey to test, I don't see changes because Godot runs the pre-compiled files. I need to manually press ""Play"" in Godot editor and only then it will compile the sources. + +Thanks.",1,add a command line flag to trigger mono project build godot version godot mono official hi please add a command line option to rebuild godot mono project before running it right now when i make code changes in vscode other external ide and run godot through a hotkey to test i don t see changes because godot runs the pre compiled files i need to manually press play in godot editor and only then it will compile the sources thanks ,1 +7069,4758108966.0,IssuesEvent,2016-10-24 18:32:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Double-click project file to open it in Godot,feature proposal topic:core topic:editor usability,"One of the usability problems that still remain is that it's a bit hard to open a project directly from the file explorer with Godot. You can open through command line or create a custom shortcut for each project, but it's cumbersome. + +Since for 3.0 the project file will change name, might be a good opportunity to change this behavior. + +**My proposal:** + +* Change the `engine.cfg` to a file with custom extension, like `project.gdp` (`.gdp` for Godot Project, open to suggestions of course). +* Change the command line to accept a `.gdp` directly, without `-path` specifier (currently the expected argument is the starting scene path). +* Run the editor by default if it's a `tools=yes` binary. + +This will allow the file to be associated with Godot and even be dragged & dropped over the Godot executable to open it. Also, it'll be possible to use a custom icon for Godot projects. It'll enable the recent file list on Windows, like my idea in #5653 and some other OS-specific possibilities.",True,"Double-click project file to open it in Godot - One of the usability problems that still remain is that it's a bit hard to open a project directly from the file explorer with Godot. You can open through command line or create a custom shortcut for each project, but it's cumbersome. + +Since for 3.0 the project file will change name, might be a good opportunity to change this behavior. + +**My proposal:** + +* Change the `engine.cfg` to a file with custom extension, like `project.gdp` (`.gdp` for Godot Project, open to suggestions of course). +* Change the command line to accept a `.gdp` directly, without `-path` specifier (currently the expected argument is the starting scene path). +* Run the editor by default if it's a `tools=yes` binary. + +This will allow the file to be associated with Godot and even be dragged & dropped over the Godot executable to open it. Also, it'll be possible to use a custom icon for Godot projects. It'll enable the recent file list on Windows, like my idea in #5653 and some other OS-specific possibilities.",1,double click project file to open it in godot one of the usability problems that still remain is that it s a bit hard to open a project directly from the file explorer with godot you can open through command line or create a custom shortcut for each project but it s cumbersome since for the project file will change name might be a good opportunity to change this behavior my proposal change the engine cfg to a file with custom extension like project gdp gdp for godot project open to suggestions of course change the command line to accept a gdp directly without path specifier currently the expected argument is the starting scene path run the editor by default if it s a tools yes binary this will allow the file to be associated with godot and even be dragged dropped over the godot executable to open it also it ll be possible to use a custom icon for godot projects it ll enable the recent file list on windows like my idea in and some other os specific possibilities ,1 +7264,4847747171.0,IssuesEvent,2016-11-10 15:44:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Expose path 2d points array in editor,feature proposal topic:editor usability,"I would like to edit the points from a path 2d manually without using code, for that could be useful to expose the non-baked Vector2Array. This is similar to polygon or collision polygon points behavior, the user could access to array directly from editor and edit values manually. + +As a reference could be like this when the user try to edit the generated Curve2D Resource in path 2d: +![3em3w38 1](https://cloud.githubusercontent.com/assets/12376042/20160583/da2a02da-a6c6-11e6-8a71-1f38f83c2a89.png) +",True,"Expose path 2d points array in editor - I would like to edit the points from a path 2d manually without using code, for that could be useful to expose the non-baked Vector2Array. This is similar to polygon or collision polygon points behavior, the user could access to array directly from editor and edit values manually. + +As a reference could be like this when the user try to edit the generated Curve2D Resource in path 2d: +![3em3w38 1](https://cloud.githubusercontent.com/assets/12376042/20160583/da2a02da-a6c6-11e6-8a71-1f38f83c2a89.png) +",1,expose path points array in editor i would like to edit the points from a path manually without using code for that could be useful to expose the non baked this is similar to polygon or collision polygon points behavior the user could access to array directly from editor and edit values manually as a reference could be like this when the user try to edit the generated resource in path ,1 +15906,10373415859.0,IssuesEvent,2019-09-09 07:12:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The display of modulate keys in the animation timeline,enhancement topic:editor usability," + +**Godot version:** + +76875ba + + + + +**Issue description:** + +In the image below the scale and modulate keyframes are both keyframed at 0 and 1 respectively. + +![colorkeyswrong](https://user-images.githubusercontent.com/15687516/41644689-1be8356c-746f-11e8-82a7-928febc4318b.png) + +The animation timeline displays keyframed modulate values as large square boxes that are placed in front of the blue playhead line. This defies convention of current keyframes being in the middle of the playheadline. Keyframes at the same point in time should line up and not be offset. + +I propose something like this with keyframes lined up and of the same size. Easier to understand at a glance and easier to work with. + +![colorkeysright](https://user-images.githubusercontent.com/15687516/41645173-75ecdb3e-7470-11e8-8bee-0ce525af6155.png) + + +",True,"The display of modulate keys in the animation timeline - + +**Godot version:** + +76875ba + + + + +**Issue description:** + +In the image below the scale and modulate keyframes are both keyframed at 0 and 1 respectively. + +![colorkeyswrong](https://user-images.githubusercontent.com/15687516/41644689-1be8356c-746f-11e8-82a7-928febc4318b.png) + +The animation timeline displays keyframed modulate values as large square boxes that are placed in front of the blue playhead line. This defies convention of current keyframes being in the middle of the playheadline. Keyframes at the same point in time should line up and not be offset. + +I propose something like this with keyframes lined up and of the same size. Easier to understand at a glance and easier to work with. + +![colorkeysright](https://user-images.githubusercontent.com/15687516/41645173-75ecdb3e-7470-11e8-8bee-0ce525af6155.png) + + +",1,the display of modulate keys in the animation timeline please search existing issues for potential duplicates before filing yours godot version issue description in the image below the scale and modulate keyframes are both keyframed at and respectively the animation timeline displays keyframed modulate values as large square boxes that are placed in front of the blue playhead line this defies convention of current keyframes being in the middle of the playheadline keyframes at the same point in time should line up and not be offset i propose something like this with keyframes lined up and of the same size easier to understand at a glance and easier to work with ,1 +11135,7065672768.0,IssuesEvent,2018-01-06 23:08:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Reorder nodes in ""Create New Node"" dialog.",enhancement topic:editor usability,"This is just a minor annoyance/suggestion, but one that in the long run takes up a lot of time + +If I want to add a ""Sprite"" node to a 2d scene, and I start searching for it in the ""Create New Node"" window, I type ""Sprite"", and then I will have to press the down button four times before I can choose ""Sprite"". If I would want to add a ""Sprite3D"" then I could just press enter after typing ""Sprite"", or type out ""Sprite3D"", but there is no way to specify, in search (that I know of) that I want the 2d sprite. + +This could either be fixed by sorting the ""Sprite"" node before the ""Sprite3D"" in the list, or by renaming ""Sprite"" to ""Sprite2D"", both would save lots of times, and make it easier to select when using the keyboard. + +The same goes for ""AnimatedSprite"".",True,"Reorder nodes in ""Create New Node"" dialog. - This is just a minor annoyance/suggestion, but one that in the long run takes up a lot of time + +If I want to add a ""Sprite"" node to a 2d scene, and I start searching for it in the ""Create New Node"" window, I type ""Sprite"", and then I will have to press the down button four times before I can choose ""Sprite"". If I would want to add a ""Sprite3D"" then I could just press enter after typing ""Sprite"", or type out ""Sprite3D"", but there is no way to specify, in search (that I know of) that I want the 2d sprite. + +This could either be fixed by sorting the ""Sprite"" node before the ""Sprite3D"" in the list, or by renaming ""Sprite"" to ""Sprite2D"", both would save lots of times, and make it easier to select when using the keyboard. + +The same goes for ""AnimatedSprite"".",1,reorder nodes in create new node dialog this is just a minor annoyance suggestion but one that in the long run takes up a lot of time if i want to add a sprite node to a scene and i start searching for it in the create new node window i type sprite and then i will have to press the down button four times before i can choose sprite if i would want to add a then i could just press enter after typing sprite or type out but there is no way to specify in search that i know of that i want the sprite this could either be fixed by sorting the sprite node before the in the list or by renaming sprite to both would save lots of times and make it easier to select when using the keyboard the same goes for animatedsprite ,1 +13499,8518798392.0,IssuesEvent,2018-11-01 12:54:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Updating extents in a scene does not update them in the inspector.,bug topic:editor usability,"**Godot version:** + +v3.1.alpha.official + +**Issue description:** + +If i mutate a CollisionBox2D in the 2D scene, the extents in the inspector should be updated. +![extents aren t updating](https://user-images.githubusercontent.com/192675/47836401-658d6200-dd65-11e8-94a2-ede6d8ce8069.gif) +",True,"Updating extents in a scene does not update them in the inspector. - **Godot version:** + +v3.1.alpha.official + +**Issue description:** + +If i mutate a CollisionBox2D in the 2D scene, the extents in the inspector should be updated. +![extents aren t updating](https://user-images.githubusercontent.com/192675/47836401-658d6200-dd65-11e8-94a2-ede6d8ce8069.gif) +",1,updating extents in a scene does not update them in the inspector godot version alpha official issue description if i mutate a in the scene the extents in the inspector should be updated ,1 +15862,10338293022.0,IssuesEvent,2019-09-03 16:34:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDScript: show properties added with _get_property_list() in the code completion popup,enhancement topic:editor topic:gdscript usability," +**Godot version:** + +Godot 3.1 beta 1 + +I wanted to have some dynamic properties added with `_get_property_list()` to show in the code completion popup so I wrote this script as an autoload: + +```gdscript +tool +extends Node + +var layers = Dictionary() + +func _init(): + print(get_property_list()) + property_list_changed_notify() + +func _get_layers(): + var layers = {} + for i in 20: + var s = ProjectSettings.get('layer_names/2d_physics/layer_%s' % [i+1]) + if s: + layers[s] = 1 << i + + return layers + +func _get(key): + if layers.has(key): + return layers[key] + + return null + +func _set(key, value): + return false + +func _get_property_list(): + layers = _get_layers() + var result = [] + for layer in layers.keys(): + result.push_back({ + ""name"": layer, + ""type"": TYPE_INT, + ""usage"": PROPERTY_USAGE_SCRIPT_VARIABLE + }) + return result +``` + +It doesn't work so I went to the source code and I think I found why. The code completion calls this function: https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript.cpp#L239-L264 which doesn't call the script's `_get_property_list()` function while the function `get_property_list()` call this one: https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript.cpp#L1059-L1128 which does call it and returns the property list with the ones added with `_get_property_list()`. + +Would it be possible to call `GDScriptIntance::get_property_list()` from `GDScript::get_script_property_list()` or would that hurt performance somehow? ",True,"GDScript: show properties added with _get_property_list() in the code completion popup - +**Godot version:** + +Godot 3.1 beta 1 + +I wanted to have some dynamic properties added with `_get_property_list()` to show in the code completion popup so I wrote this script as an autoload: + +```gdscript +tool +extends Node + +var layers = Dictionary() + +func _init(): + print(get_property_list()) + property_list_changed_notify() + +func _get_layers(): + var layers = {} + for i in 20: + var s = ProjectSettings.get('layer_names/2d_physics/layer_%s' % [i+1]) + if s: + layers[s] = 1 << i + + return layers + +func _get(key): + if layers.has(key): + return layers[key] + + return null + +func _set(key, value): + return false + +func _get_property_list(): + layers = _get_layers() + var result = [] + for layer in layers.keys(): + result.push_back({ + ""name"": layer, + ""type"": TYPE_INT, + ""usage"": PROPERTY_USAGE_SCRIPT_VARIABLE + }) + return result +``` + +It doesn't work so I went to the source code and I think I found why. The code completion calls this function: https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript.cpp#L239-L264 which doesn't call the script's `_get_property_list()` function while the function `get_property_list()` call this one: https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript.cpp#L1059-L1128 which does call it and returns the property list with the ones added with `_get_property_list()`. + +Would it be possible to call `GDScriptIntance::get_property_list()` from `GDScript::get_script_property_list()` or would that hurt performance somehow? ",1,gdscript show properties added with get property list in the code completion popup godot version godot beta i wanted to have some dynamic properties added with get property list to show in the code completion popup so i wrote this script as an autoload gdscript tool extends node var layers dictionary func init print get property list property list changed notify func get layers var layers for i in var s projectsettings get layer names physics layer s if s layers i return layers func get key if layers has key return layers return null func set key value return false func get property list layers get layers var result for layer in layers keys result push back name layer type type int usage property usage script variable return result it doesn t work so i went to the source code and i think i found why the code completion calls this function which doesn t call the script s get property list function while the function get property list call this one which does call it and returns the property list with the ones added with get property list would it be possible to call gdscriptintance get property list from gdscript get script property list or would that hurt performance somehow ,1 +16812,11387677178.0,IssuesEvent,2020-01-29 15:25:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,"The ""Editor Description"" section does not allow you to scroll down.",bug topic:editor usability,"**Godot version:** +3.2 beta 4 mono + +**OS/device including version:** +Win10 64 Home + +**Issue description:** +If you place the cursor in the ""Editor Description"" section you can scroll up but you cannot do it down. + +This should not happen if no text is being written in this section and the section text cursor is inactive. + +**Steps to reproduce:** +Place the cursor in the ""Editor Description"" section and leave a margin to scroll down, now try to scroll down from the mouse wheel, you will see that it does not work. + +![1](https://user-images.githubusercontent.com/19652075/71487787-847a6d80-281d-11ea-80fd-2eb7c0b96338.png) + + +**Minimal reproduction project:** +",True,"The ""Editor Description"" section does not allow you to scroll down. - **Godot version:** +3.2 beta 4 mono + +**OS/device including version:** +Win10 64 Home + +**Issue description:** +If you place the cursor in the ""Editor Description"" section you can scroll up but you cannot do it down. + +This should not happen if no text is being written in this section and the section text cursor is inactive. + +**Steps to reproduce:** +Place the cursor in the ""Editor Description"" section and leave a margin to scroll down, now try to scroll down from the mouse wheel, you will see that it does not work. + +![1](https://user-images.githubusercontent.com/19652075/71487787-847a6d80-281d-11ea-80fd-2eb7c0b96338.png) + + +**Minimal reproduction project:** +",1,the editor description section does not allow you to scroll down godot version beta mono os device including version home issue description if you place the cursor in the editor description section you can scroll up but you cannot do it down this should not happen if no text is being written in this section and the section text cursor is inactive steps to reproduce place the cursor in the editor description section and leave a margin to scroll down now try to scroll down from the mouse wheel you will see that it does not work minimal reproduction project ,1 +18212,12677891750.0,IssuesEvent,2020-06-19 08:40:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,visual script enhancement,enhancement topic:visualscript usability,"**Godot version:** +v3.1.dev.calinou.9bd5315 + +**OS/device including version:** +windows 10 x64 + +**Issue description:** +in visual script : +1) when drag a node (ex: animated sprite) to visual script area it shows a dialog to select properties and when you select one it puts a node with empty function and you select function by hand, but in godot 3.0.5 it shows a list of methods (better and very useful) , just select one and it is ready to go. + +2) properties can be draged and droped from the inspector (easy get and set) and its better than show properties in list (when drag a node to visual script area) + +3) the window ""search visual script"" and ""select methods"" window are small and not resizable.",True,"visual script enhancement - **Godot version:** +v3.1.dev.calinou.9bd5315 + +**OS/device including version:** +windows 10 x64 + +**Issue description:** +in visual script : +1) when drag a node (ex: animated sprite) to visual script area it shows a dialog to select properties and when you select one it puts a node with empty function and you select function by hand, but in godot 3.0.5 it shows a list of methods (better and very useful) , just select one and it is ready to go. + +2) properties can be draged and droped from the inspector (easy get and set) and its better than show properties in list (when drag a node to visual script area) + +3) the window ""search visual script"" and ""select methods"" window are small and not resizable.",1,visual script enhancement godot version dev calinou os device including version windows issue description in visual script when drag a node ex animated sprite to visual script area it shows a dialog to select properties and when you select one it puts a node with empty function and you select function by hand but in godot it shows a list of methods better and very useful just select one and it is ready to go properties can be draged and droped from the inspector easy get and set and its better than show properties in list when drag a node to visual script area the window search visual script and select methods window are small and not resizable ,1 +9106,6148633469.0,IssuesEvent,2017-06-27 18:16:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open Godot's windows at a better position,bug platform:windows topic:editor topic:porting usability,"Tested on Godot 2.0.4, Windows 10 64 bits: + +When any Godot window opens (project manager, editor or games), it appears on the top-left of the screen, and if you happen to have your taskbar on top, the title bar appears under it. + +![godot_window_under_taskbar](https://cloud.githubusercontent.com/assets/1311555/16714005/5f929650-46b7-11e6-8acb-a1b7f2de12f9.png) + +There is a `game window placement` parameter, but 1) it is in editor settings, 2) it's only for games, 3) it doesn't affects the exported game. +So I fixed this in my game by directly writing this script in auto-load to center the window, so it won't annoy players: + +``` gdscript +extends Node + +func _ready(): + # Center window on screen + var screen_size = OS.get_screen_size(OS.get_current_screen()) + var window_size = OS.get_window_size() + var centered_pos = (screen_size - window_size) / 2 + OS.set_window_position(centered_pos) + # Note: not tested on mobile platforms, + # should do nothing in that case because it's fullscreen anyway +``` + +The window still blinkes on the top-left when it opens, but at least it is repositionned after. + +But the project manager and editor still have this issue. +I would suggest they appear at the center of the screen, like Unity3D does with its project manager. +This could be a common feature between tools and games, like, have an option for how the window should be placed when it is created on PCs. Because resolutions vary, it could be specified as an anchor or ratios. +",True,"Open Godot's windows at a better position - Tested on Godot 2.0.4, Windows 10 64 bits: + +When any Godot window opens (project manager, editor or games), it appears on the top-left of the screen, and if you happen to have your taskbar on top, the title bar appears under it. + +![godot_window_under_taskbar](https://cloud.githubusercontent.com/assets/1311555/16714005/5f929650-46b7-11e6-8acb-a1b7f2de12f9.png) + +There is a `game window placement` parameter, but 1) it is in editor settings, 2) it's only for games, 3) it doesn't affects the exported game. +So I fixed this in my game by directly writing this script in auto-load to center the window, so it won't annoy players: + +``` gdscript +extends Node + +func _ready(): + # Center window on screen + var screen_size = OS.get_screen_size(OS.get_current_screen()) + var window_size = OS.get_window_size() + var centered_pos = (screen_size - window_size) / 2 + OS.set_window_position(centered_pos) + # Note: not tested on mobile platforms, + # should do nothing in that case because it's fullscreen anyway +``` + +The window still blinkes on the top-left when it opens, but at least it is repositionned after. + +But the project manager and editor still have this issue. +I would suggest they appear at the center of the screen, like Unity3D does with its project manager. +This could be a common feature between tools and games, like, have an option for how the window should be placed when it is created on PCs. Because resolutions vary, it could be specified as an anchor or ratios. +",1,open godot s windows at a better position tested on godot windows bits when any godot window opens project manager editor or games it appears on the top left of the screen and if you happen to have your taskbar on top the title bar appears under it there is a game window placement parameter but it is in editor settings it s only for games it doesn t affects the exported game so i fixed this in my game by directly writing this script in auto load to center the window so it won t annoy players gdscript extends node func ready center window on screen var screen size os get screen size os get current screen var window size os get window size var centered pos screen size window size os set window position centered pos note not tested on mobile platforms should do nothing in that case because it s fullscreen anyway the window still blinkes on the top left when it opens but at least it is repositionned after but the project manager and editor still have this issue i would suggest they appear at the center of the screen like does with its project manager this could be a common feature between tools and games like have an option for how the window should be placed when it is created on pcs because resolutions vary it could be specified as an anchor or ratios ,1 +14902,9561269811.0,IssuesEvent,2019-05-03 22:27:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CheckButton has no disabled theme,bug junior job topic:core usability," + +**Godot version:** + 554e957 + + +**Issue description:** +Neither in-game, nor in the editor.",True,"CheckButton has no disabled theme - + +**Godot version:** + 554e957 + + +**Issue description:** +Neither in-game, nor in the editor.",1,checkbutton has no disabled theme please search existing issues for potential duplicates before filing yours godot version issue description neither in game nor in the editor ,1 +20204,15112119955.0,IssuesEvent,2021-02-08 21:22:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Tree.get_selected() always returns the last selected tree item, instead of null when no items are selected",bug confirmed topic:gui usability," + +**Godot version:** 3.1 beta 2 + + + +**OS/device including version:** windows 10 x64 + + + +**Issue description:** + +Tree.get_selected() will always return the last selected tree item, even when there are no tree items selected. Expected result of null + +edit: Tree.get_selected_collumn() also returns the last selected selected collumn, instead of null",True,"Tree.get_selected() always returns the last selected tree item, instead of null when no items are selected - + +**Godot version:** 3.1 beta 2 + + + +**OS/device including version:** windows 10 x64 + + + +**Issue description:** + +Tree.get_selected() will always return the last selected tree item, even when there are no tree items selected. Expected result of null + +edit: Tree.get_selected_collumn() also returns the last selected selected collumn, instead of null",1,tree get selected always returns the last selected tree item instead of null when no items are selected please search existing issues for potential duplicates before filing yours godot version beta os device including version windows issue description tree get selected will always return the last selected tree item even when there are no tree items selected expected result of null edit tree get selected collumn also returns the last selected selected collumn instead of null,1 +10073,6555490100.0,IssuesEvent,2017-09-06 10:29:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gizmos rendering colors are homogeneous ,bug topic:editor topic:rendering usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +9b9344cab1a01358e5ebdc7efab1c00472b7bf2f + +**Issue description:** +I noticed all gizmos have homogeneous colors. For example gizmo used to move spatials had it's arrows in three colors before (red, green, blue). This no longer is the case: +![gizmo_color](https://user-images.githubusercontent.com/6129594/30103633-844a2416-92f3-11e7-8953-07fd24c1da77.gif) + +**Steps to reproduce:** +1. Select any spatial +",True,"Gizmos rendering colors are homogeneous - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +9b9344cab1a01358e5ebdc7efab1c00472b7bf2f + +**Issue description:** +I noticed all gizmos have homogeneous colors. For example gizmo used to move spatials had it's arrows in three colors before (red, green, blue). This no longer is the case: +![gizmo_color](https://user-images.githubusercontent.com/6129594/30103633-844a2416-92f3-11e7-8953-07fd24c1da77.gif) + +**Steps to reproduce:** +1. Select any spatial +",1,gizmos rendering colors are homogeneous operating system or device godot version gpu model and driver if graphics related issue description i noticed all gizmos have homogeneous colors for example gizmo used to move spatials had it s arrows in three colors before red green blue this no longer is the case steps to reproduce select any spatial ,1 +21657,17400374091.0,IssuesEvent,2021-08-02 18:44:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Minor usability issue with triple quotes,bug topic:editor usability," + +**Godot version:** + +v3.2.2.stable.official + +**OS/device including version:** + +MacBookAir8,1 +macOS Catalina 10.15.5 (19F101) + +**Issue description:** + +When I type three quotes in a row for a multiline comment or string, the script editor shouldn't automatically close the last one. + +**Steps to reproduce:** +Type three quotes in any script + +**Minimal reproduction project:** +",True,"Minor usability issue with triple quotes - + +**Godot version:** + +v3.2.2.stable.official + +**OS/device including version:** + +MacBookAir8,1 +macOS Catalina 10.15.5 (19F101) + +**Issue description:** + +When I type three quotes in a row for a multiline comment or string, the script editor shouldn't automatically close the last one. + +**Steps to reproduce:** +Type three quotes in any script + +**Minimal reproduction project:** +",1,minor usability issue with triple quotes please search existing issues for potential duplicates before filing yours godot version stable official os device including version macos catalina issue description when i type three quotes in a row for a multiline comment or string the script editor shouldn t automatically close the last one steps to reproduce type three quotes in any script minimal reproduction project ,1 +14716,9438042198.0,IssuesEvent,2019-04-13 19:56:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Color of the node emitting the signal in Connecting Signal dialog is confusing,enhancement junior job topic:editor usability," + +**Godot version:** + +v3.0.2 + +**OS/device including version:** + +All + +**Usability Enhancement:** + +When connecting a signal in the Connecting Signal dialog. The node emitting the signal is bright red. This can lead to confusion as to whether or not a signal can be connected to it since red is generally used to indicate things that are bad. I suggest switching the color to a more friendly color or making it a bolded version of the normal color and add the word (Emitter). +This is how it currently is. Note how it can be perceived as incorrect to connect a signal to that node. +![godotcolor](https://user-images.githubusercontent.com/4635469/38710386-456ba75a-3e8e-11e8-8666-66df776227d5.png) + +Just an example color to show how it doesn't feel wrong to connect a signal to this node now. +![godotcolordifferent](https://user-images.githubusercontent.com/4635469/38710453-9686183c-3e8e-11e8-8e01-f9c78b1bdd61.png) + +Last example to show it white with the added word (Emitter). This to me is the clearest and doesn't indicated that it should be connected or that it shouldn't be connected. Note: On discord it was also mention to possible add the emitter icon as well. +![godotcolordifferent2](https://user-images.githubusercontent.com/4635469/38710474-b2d33150-3e8e-11e8-82d7-15c3371d5782.png) + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",True,"Color of the node emitting the signal in Connecting Signal dialog is confusing - + +**Godot version:** + +v3.0.2 + +**OS/device including version:** + +All + +**Usability Enhancement:** + +When connecting a signal in the Connecting Signal dialog. The node emitting the signal is bright red. This can lead to confusion as to whether or not a signal can be connected to it since red is generally used to indicate things that are bad. I suggest switching the color to a more friendly color or making it a bolded version of the normal color and add the word (Emitter). +This is how it currently is. Note how it can be perceived as incorrect to connect a signal to that node. +![godotcolor](https://user-images.githubusercontent.com/4635469/38710386-456ba75a-3e8e-11e8-8666-66df776227d5.png) + +Just an example color to show how it doesn't feel wrong to connect a signal to this node now. +![godotcolordifferent](https://user-images.githubusercontent.com/4635469/38710453-9686183c-3e8e-11e8-8e01-f9c78b1bdd61.png) + +Last example to show it white with the added word (Emitter). This to me is the clearest and doesn't indicated that it should be connected or that it shouldn't be connected. Note: On discord it was also mention to possible add the emitter icon as well. +![godotcolordifferent2](https://user-images.githubusercontent.com/4635469/38710474-b2d33150-3e8e-11e8-82d7-15c3371d5782.png) + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",1,color of the node emitting the signal in connecting signal dialog is confusing please search existing issues for potential duplicates before filing yours godot version os device including version all usability enhancement when connecting a signal in the connecting signal dialog the node emitting the signal is bright red this can lead to confusion as to whether or not a signal can be connected to it since red is generally used to indicate things that are bad i suggest switching the color to a more friendly color or making it a bolded version of the normal color and add the word emitter this is how it currently is note how it can be perceived as incorrect to connect a signal to that node just an example color to show how it doesn t feel wrong to connect a signal to this node now last example to show it white with the added word emitter this to me is the clearest and doesn t indicated that it should be connected or that it shouldn t be connected note on discord it was also mention to possible add the emitter icon as well steps to reproduce minimal reproduction project ,1 +14795,9530566876.0,IssuesEvent,2019-04-29 14:09:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unable to modify animation tracks to on imported models ,enhancement topic:editor usability," +Same as this: #6169 +**Godot version:** 3.1 + + + +**OS/device including version:** Ubuntu 18.10 + + + +**Issue description:** + +Imported a collada file that had a rigging and couple animations, made the animation player part of an Animation Tree, added a call method track to it, but the method is never called if the animation is run. Also, if I restart the project, the call method track disappears. + +**Minimal reproduction project:** + +[AnimTest.zip](https://github.com/godotengine/godot/files/3101410/AnimTest.zip) +Click the AnimationPlayer node +add a call method track to the 'move_loop' animation and set it to animate AnimationTree +Right click and insert key on that track +choose the 'say_msg' function +run the scene, no message is printed + +",True,"Unable to modify animation tracks to on imported models - +Same as this: #6169 +**Godot version:** 3.1 + + + +**OS/device including version:** Ubuntu 18.10 + + + +**Issue description:** + +Imported a collada file that had a rigging and couple animations, made the animation player part of an Animation Tree, added a call method track to it, but the method is never called if the animation is run. Also, if I restart the project, the call method track disappears. + +**Minimal reproduction project:** + +[AnimTest.zip](https://github.com/godotengine/godot/files/3101410/AnimTest.zip) +Click the AnimationPlayer node +add a call method track to the 'move_loop' animation and set it to animate AnimationTree +Right click and insert key on that track +choose the 'say_msg' function +run the scene, no message is printed + +",1,unable to modify animation tracks to on imported models please search existing issues for potential duplicates before filing yours same as this godot version os device including version ubuntu issue description imported a collada file that had a rigging and couple animations made the animation player part of an animation tree added a call method track to it but the method is never called if the animation is run also if i restart the project the call method track disappears minimal reproduction project click the animationplayer node add a call method track to the move loop animation and set it to animate animationtree right click and insert key on that track choose the say msg function run the scene no message is printed ,1 +3282,3388500662.0,IssuesEvent,2015-11-29 10:44:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,tscn format is missing from the filesystem panel,bug topic:editor usability,"Scenes saved in the tscn format do not appear in the filesystem panel. A potentially related issue is that they do not appear either in the ""Quick Open Scene"" (Ctrl + Shift + O) dialog. On the other hand they appear fine in the ""Open Scene"" dialog (Ctrl + O). + +If the main scene is a tscn file, it seems however to appear fine in the filesystem: +![tscn-fs](https://cloud.githubusercontent.com/assets/4701338/11456596/6e762832-968e-11e5-9d47-686cafb57587.png) +![tscn-fs1](https://cloud.githubusercontent.com/assets/4701338/11456601/849c5aaa-968e-11e5-9da5-3b010291a049.png) +![tscn-fs2](https://cloud.githubusercontent.com/assets/4701338/11456602/86ac64d4-968e-11e5-9a0d-e4f1ea8197c3.png) +",True,"tscn format is missing from the filesystem panel - Scenes saved in the tscn format do not appear in the filesystem panel. A potentially related issue is that they do not appear either in the ""Quick Open Scene"" (Ctrl + Shift + O) dialog. On the other hand they appear fine in the ""Open Scene"" dialog (Ctrl + O). + +If the main scene is a tscn file, it seems however to appear fine in the filesystem: +![tscn-fs](https://cloud.githubusercontent.com/assets/4701338/11456596/6e762832-968e-11e5-9d47-686cafb57587.png) +![tscn-fs1](https://cloud.githubusercontent.com/assets/4701338/11456601/849c5aaa-968e-11e5-9da5-3b010291a049.png) +![tscn-fs2](https://cloud.githubusercontent.com/assets/4701338/11456602/86ac64d4-968e-11e5-9a0d-e4f1ea8197c3.png) +",1,tscn format is missing from the filesystem panel scenes saved in the tscn format do not appear in the filesystem panel a potentially related issue is that they do not appear either in the quick open scene ctrl shift o dialog on the other hand they appear fine in the open scene dialog ctrl o if the main scene is a tscn file it seems however to appear fine in the filesystem ,1 +12847,8136133525.0,IssuesEvent,2018-08-20 07:17:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Search Help"" - Bad selection color",enhancement junior job topic:editor usability,"https://github.com/godotengine/godot/commit/9f8e2d5c5bb0ab56630768530025e9e36c4bd445 + +![image](https://user-images.githubusercontent.com/4741886/44093350-9bfaca50-9fd3-11e8-9998-03942f73e00e.png) + +If someone works in a bright environment the selection color(black) is almost not visible on the greyish background. (thinking maybe I should look for a basement to solve this issue thinking )",True,"""Search Help"" - Bad selection color - https://github.com/godotengine/godot/commit/9f8e2d5c5bb0ab56630768530025e9e36c4bd445 + +![image](https://user-images.githubusercontent.com/4741886/44093350-9bfaca50-9fd3-11e8-9998-03942f73e00e.png) + +If someone works in a bright environment the selection color(black) is almost not visible on the greyish background. (thinking maybe I should look for a basement to solve this issue thinking )",1, search help bad selection color if someone works in a bright environment the selection color black is almost not visible on the greyish background thinking maybe i should look for a basement to solve this issue thinking ,1 +14360,9101637764.0,IssuesEvent,2019-02-20 11:39:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Releasing mouse button without moving 2D object cause print to output ""Move CanvasItem""",enhancement topic:editor usability,"**Godot version:** +3.1 f2cc969 + +**OS/device including version:** +Windows 10 + + +**Issue description:** +I don't know if it is bug or not but when I select the 2d object(e.g. CollisionShape2D) by LMB and I didn't change mouse position and then I release this button then Godot print to output ""Move CanvasItem"". + +It is little confusing for people which only select object but doesn't change its position. + +**Steps to reproduce:** +https://streamable.com/4459v",True,"Releasing mouse button without moving 2D object cause print to output ""Move CanvasItem"" - **Godot version:** +3.1 f2cc969 + +**OS/device including version:** +Windows 10 + + +**Issue description:** +I don't know if it is bug or not but when I select the 2d object(e.g. CollisionShape2D) by LMB and I didn't change mouse position and then I release this button then Godot print to output ""Move CanvasItem"". + +It is little confusing for people which only select object but doesn't change its position. + +**Steps to reproduce:** +https://streamable.com/4459v",1,releasing mouse button without moving object cause print to output move canvasitem godot version os device including version windows issue description i don t know if it is bug or not but when i select the object e g by lmb and i didn t change mouse position and then i release this button then godot print to output move canvasitem it is little confusing for people which only select object but doesn t change its position steps to reproduce ,1 +10482,6757055582.0,IssuesEvent,2017-10-24 09:25:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to maximize cetain panels ,feature proposal topic:editor usability,"Proposing the following: +- A new icon on the right side of certain panels will enable 2D, 3D, Script, FileSystem browser panels to be maximized (to occupy the entire window) or minimize (return them to default normal behaviour). Perhaps starting Godot via terminal with the switch`-editor`should open Godot in Script mode with the Script editor panel maximized. +",True,"Ability to maximize cetain panels - Proposing the following: +- A new icon on the right side of certain panels will enable 2D, 3D, Script, FileSystem browser panels to be maximized (to occupy the entire window) or minimize (return them to default normal behaviour). Perhaps starting Godot via terminal with the switch`-editor`should open Godot in Script mode with the Script editor panel maximized. +",1,ability to maximize cetain panels proposing the following a new icon on the right side of certain panels will enable script filesystem browser panels to be maximized to occupy the entire window or minimize return them to default normal behaviour perhaps starting godot via terminal with the switch editor should open godot in script mode with the script editor panel maximized ,1 +15519,10095769060.0,IssuesEvent,2019-07-27 12:09:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"change keyframe value ""frame:"" when SpriteNode->Animation->HFrames changes",enhancement topic:editor usability,"**Godot version:** +3.0.6, 3.0.7, 3.1.alpha.calinou.c320d93 + +**OS/device including version:** +Win7Pro 64bit, Intel-internal/NVIDIA + +**Issue description:** +Working in Frame-by-frame Animation with Spritesheets is a bit tedious right now, see discussion here: [12469](https://github.com/godotengine/godot/issues/12469) +However another, maybe far more important issue, is the exponential workload created when adding frames to an existing animation in a spritesheet animation. **This makes iteration almost impossible.** +Adding frames to the bottom of the spritesheet is no problem at all, as increasing the Vframe does not change existing keyframes. Adding frames horizontally however, breaks the animations, because frame: count the cells in the spritesheet from left to right and keyframes don't update their ""frame:"" value to added cells in every row. + +My current workaround involves numbering each frame in the spritesheet with current and previous keyframe numbers in an external graphics editor, then go to every Animation and every track and every keyframe and manually set the new value. I hope you can see how crazy this is and becomes even more so the more animations/tracks/keyframes you have. In addition to the stupidity of the task, it's super easy to incorporate mistakes in the procedure, and hence demands a lot of concentration. +I do not wish this job on my fiercest enemy. + +**Proposed solution:** +Update Keyframe value ""frame:"" when Hframes changed depending on what VFrame the frame: was set and how many Hframes where added. For instance: + +Hframes =+1: +Keyframe in VFrame row 0: update frame: value = value +Keyframe in VFrame row 1: update frame: value =-1 +Keyframe in VFrame row 5: update frame: value =-5 + +Hframes =+3: +Keyframe in VFrame row 0: update frame: value = value +Keyframe in VFrame row 1: update frame: value =-3 +Keyframe in VFrame row 5: update frame: value =-15 + +EDIT: +I spend a day and a halve making another graphic in hopes newcomers to this issue can gasp it quickly: +![keyframes-example-explained2](https://user-images.githubusercontent.com/43533832/46406276-875ddf80-c6fa-11e8-801e-cfc1ff81bbd3.png) + + + + + +![6x2gdicon](https://user-images.githubusercontent.com/43533832/46257896-4cb53680-c4b1-11e8-9633-a9d6b6a3d093.png) +![6x3gdicon](https://user-images.githubusercontent.com/43533832/46257898-4d4dcd00-c4b1-11e8-9a08-70d3b3319dd6.png) + + +**Steps to reproduce:** + +1. Create new Scene with Sprite and AnimationPlayer +2. Create a new Animation +3. Add Texture 6x2gdicon.png to the Sprite, in the Sprite Inspector under ""Animation"" set Vframe 6 and Hframe 2 +4. Keyframe frames 0 to 11 +5. Override or change 6x2gdicon.png with 6x3gdicon.png and **change Hframe to 3** +6. Watch a broken Animation +",True,"change keyframe value ""frame:"" when SpriteNode->Animation->HFrames changes - **Godot version:** +3.0.6, 3.0.7, 3.1.alpha.calinou.c320d93 + +**OS/device including version:** +Win7Pro 64bit, Intel-internal/NVIDIA + +**Issue description:** +Working in Frame-by-frame Animation with Spritesheets is a bit tedious right now, see discussion here: [12469](https://github.com/godotengine/godot/issues/12469) +However another, maybe far more important issue, is the exponential workload created when adding frames to an existing animation in a spritesheet animation. **This makes iteration almost impossible.** +Adding frames to the bottom of the spritesheet is no problem at all, as increasing the Vframe does not change existing keyframes. Adding frames horizontally however, breaks the animations, because frame: count the cells in the spritesheet from left to right and keyframes don't update their ""frame:"" value to added cells in every row. + +My current workaround involves numbering each frame in the spritesheet with current and previous keyframe numbers in an external graphics editor, then go to every Animation and every track and every keyframe and manually set the new value. I hope you can see how crazy this is and becomes even more so the more animations/tracks/keyframes you have. In addition to the stupidity of the task, it's super easy to incorporate mistakes in the procedure, and hence demands a lot of concentration. +I do not wish this job on my fiercest enemy. + +**Proposed solution:** +Update Keyframe value ""frame:"" when Hframes changed depending on what VFrame the frame: was set and how many Hframes where added. For instance: + +Hframes =+1: +Keyframe in VFrame row 0: update frame: value = value +Keyframe in VFrame row 1: update frame: value =-1 +Keyframe in VFrame row 5: update frame: value =-5 + +Hframes =+3: +Keyframe in VFrame row 0: update frame: value = value +Keyframe in VFrame row 1: update frame: value =-3 +Keyframe in VFrame row 5: update frame: value =-15 + +EDIT: +I spend a day and a halve making another graphic in hopes newcomers to this issue can gasp it quickly: +![keyframes-example-explained2](https://user-images.githubusercontent.com/43533832/46406276-875ddf80-c6fa-11e8-801e-cfc1ff81bbd3.png) + + + + + +![6x2gdicon](https://user-images.githubusercontent.com/43533832/46257896-4cb53680-c4b1-11e8-9633-a9d6b6a3d093.png) +![6x3gdicon](https://user-images.githubusercontent.com/43533832/46257898-4d4dcd00-c4b1-11e8-9a08-70d3b3319dd6.png) + + +**Steps to reproduce:** + +1. Create new Scene with Sprite and AnimationPlayer +2. Create a new Animation +3. Add Texture 6x2gdicon.png to the Sprite, in the Sprite Inspector under ""Animation"" set Vframe 6 and Hframe 2 +4. Keyframe frames 0 to 11 +5. Override or change 6x2gdicon.png with 6x3gdicon.png and **change Hframe to 3** +6. Watch a broken Animation +",1,change keyframe value frame when spritenode animation hframes changes godot version alpha calinou os device including version intel internal nvidia issue description working in frame by frame animation with spritesheets is a bit tedious right now see discussion here however another maybe far more important issue is the exponential workload created when adding frames to an existing animation in a spritesheet animation this makes iteration almost impossible adding frames to the bottom of the spritesheet is no problem at all as increasing the vframe does not change existing keyframes adding frames horizontally however breaks the animations because frame count the cells in the spritesheet from left to right and keyframes don t update their frame value to added cells in every row my current workaround involves numbering each frame in the spritesheet with current and previous keyframe numbers in an external graphics editor then go to every animation and every track and every keyframe and manually set the new value i hope you can see how crazy this is and becomes even more so the more animations tracks keyframes you have in addition to the stupidity of the task it s super easy to incorporate mistakes in the procedure and hence demands a lot of concentration i do not wish this job on my fiercest enemy proposed solution update keyframe value frame when hframes changed depending on what vframe the frame was set and how many hframes where added for instance hframes keyframe in vframe row update frame value value keyframe in vframe row update frame value keyframe in vframe row update frame value hframes keyframe in vframe row update frame value value keyframe in vframe row update frame value keyframe in vframe row update frame value edit i spend a day and a halve making another graphic in hopes newcomers to this issue can gasp it quickly steps to reproduce create new scene with sprite and animationplayer create a new animation add texture png to the sprite in the sprite inspector under animation set vframe and hframe keyframe frames to override or change png with png and change hframe to watch a broken animation ,1 +25268,24930936560.0,IssuesEvent,2022-10-31 11:33:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing TAB in Snap Configure doesn't preselect values,bug topic:editor usability,"This is more an inconsistency than a bug but it's certainly not a feature request. +So I hop this fits the description better. + +**Godot version:** +v3.2.1.stable.official + +**OS/device including version:** +Windows 10 + +**Issue description:** +When entering values in the Snap settings (2D and 3D ""Snap Configure"" settings in the scene view) +does not preselect the values like the other numeric field inputs do. + +**Steps to reproduce:** +Go to 3D or 2D Scene view, +Open the ""Configure Snap..."" dialog +Enter a value +Tab to another field + +Values are not preselected. This is inconsistent to all the other numeric fields found in Godot.",True,"Pressing TAB in Snap Configure doesn't preselect values - This is more an inconsistency than a bug but it's certainly not a feature request. +So I hop this fits the description better. + +**Godot version:** +v3.2.1.stable.official + +**OS/device including version:** +Windows 10 + +**Issue description:** +When entering values in the Snap settings (2D and 3D ""Snap Configure"" settings in the scene view) +does not preselect the values like the other numeric field inputs do. + +**Steps to reproduce:** +Go to 3D or 2D Scene view, +Open the ""Configure Snap..."" dialog +Enter a value +Tab to another field + +Values are not preselected. This is inconsistent to all the other numeric fields found in Godot.",1,pressing tab in snap configure doesn t preselect values this is more an inconsistency than a bug but it s certainly not a feature request so i hop this fits the description better godot version stable official os device including version windows issue description when entering values in the snap settings and snap configure settings in the scene view does not preselect the values like the other numeric field inputs do steps to reproduce go to or scene view open the configure snap dialog enter a value tab to another field values are not preselected this is inconsistent to all the other numeric fields found in godot ,1 +11818,7472151300.0,IssuesEvent,2018-04-03 11:42:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Panel widths are not loaded upon opening/creating projects,bug topic:editor usability,"Editor layouts do save the widths of each panel correctly, but when opening up a project they don't seem to be applied. For the saved width information to be loaded you must manually load the layouts upon opening the project each time. Even saving the layout as Default doesn't fix this. This happens on both 2.1.3 and 3.0.",True,"Panel widths are not loaded upon opening/creating projects - Editor layouts do save the widths of each panel correctly, but when opening up a project they don't seem to be applied. For the saved width information to be loaded you must manually load the layouts upon opening the project each time. Even saving the layout as Default doesn't fix this. This happens on both 2.1.3 and 3.0.",1,panel widths are not loaded upon opening creating projects editor layouts do save the widths of each panel correctly but when opening up a project they don t seem to be applied for the saved width information to be loaded you must manually load the layouts upon opening the project each time even saving the layout as default doesn t fix this this happens on both and ,1 +20368,15350120072.0,IssuesEvent,2021-03-01 01:28:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,"When using arrow keys in FileSystem, the selection graphic doesn't update properly",confirmed discussion topic:editor topic:gui usability,"**Godot version:** v3.2.4.rc3 +**OS/device including version:** Windows 8.1, GTX 970 +**Issue description:** +When you click on the FileSystem to give focus to it, the UI controls work as expected; up and down move to the next file, left and right open and collapse subdirectories, enter opens a file. However the selection graphic isn't updating, as you press the arrow keys you are moving an invisible selection around. + +**Steps to reproduce:** +-Create a few subdirectories with some files in them +-Give focus to the FileSystem by clicking with the mouse +-Use arrow keys to move your invisible selection to a subdirectory then open and collapse it, or press enter",True,"When using arrow keys in FileSystem, the selection graphic doesn't update properly - **Godot version:** v3.2.4.rc3 +**OS/device including version:** Windows 8.1, GTX 970 +**Issue description:** +When you click on the FileSystem to give focus to it, the UI controls work as expected; up and down move to the next file, left and right open and collapse subdirectories, enter opens a file. However the selection graphic isn't updating, as you press the arrow keys you are moving an invisible selection around. + +**Steps to reproduce:** +-Create a few subdirectories with some files in them +-Give focus to the FileSystem by clicking with the mouse +-Use arrow keys to move your invisible selection to a subdirectory then open and collapse it, or press enter",1,when using arrow keys in filesystem the selection graphic doesn t update properly godot version os device including version windows gtx issue description when you click on the filesystem to give focus to it the ui controls work as expected up and down move to the next file left and right open and collapse subdirectories enter opens a file however the selection graphic isn t updating as you press the arrow keys you are moving an invisible selection around steps to reproduce create a few subdirectories with some files in them give focus to the filesystem by clicking with the mouse use arrow keys to move your invisible selection to a subdirectory then open and collapse it or press enter,1 +20252,15181300744.0,IssuesEvent,2021-02-15 03:04:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Adding contours of the selected object and his children nodes,enhancement topic:editor usability,"Currently it is hard to see which assets are selected, a box appears arround the model. And is the scene is instanced from a Spatial node, a little cube is added at the position of the node, with a big model or detailled one or a model with the same color as the little cube it becomes invisible. I suggest to add an highlight arround the model, maybe in orange like Blender, Unity and Unreal do. The line should be thick like in Blender 2.8. +The line have less opacity when hidden behind other objects and two color, a darker color for other selection and a brighter color for the main selection. + +How the line works is that they should highlight every children objects when selected, so an instanced scene should highlight every assets in the scene when selected. Every children use the darker color. + +Here is what Blender 2.8's line looks like: + +![lines](https://user-images.githubusercontent.com/30020215/39361462-dda34a2e-4a22-11e8-8d25-7b3000ef1243.png) +",True,"Adding contours of the selected object and his children nodes - Currently it is hard to see which assets are selected, a box appears arround the model. And is the scene is instanced from a Spatial node, a little cube is added at the position of the node, with a big model or detailled one or a model with the same color as the little cube it becomes invisible. I suggest to add an highlight arround the model, maybe in orange like Blender, Unity and Unreal do. The line should be thick like in Blender 2.8. +The line have less opacity when hidden behind other objects and two color, a darker color for other selection and a brighter color for the main selection. + +How the line works is that they should highlight every children objects when selected, so an instanced scene should highlight every assets in the scene when selected. Every children use the darker color. + +Here is what Blender 2.8's line looks like: + +![lines](https://user-images.githubusercontent.com/30020215/39361462-dda34a2e-4a22-11e8-8d25-7b3000ef1243.png) +",1,adding contours of the selected object and his children nodes currently it is hard to see which assets are selected a box appears arround the model and is the scene is instanced from a spatial node a little cube is added at the position of the node with a big model or detailled one or a model with the same color as the little cube it becomes invisible i suggest to add an highlight arround the model maybe in orange like blender unity and unreal do the line should be thick like in blender the line have less opacity when hidden behind other objects and two color a darker color for other selection and a brighter color for the main selection how the line works is that they should highlight every children objects when selected so an instanced scene should highlight every assets in the scene when selected every children use the darker color here is what blender s line looks like ,1 +3093,3331181383.0,IssuesEvent,2015-11-11 14:49:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to edit Editor Settings from Project Manager,feature request topic:editor usability,"It's a bummer that you have to open a project in order to edit the Editor Settings, since they're not related to any project.",True,"Ability to edit Editor Settings from Project Manager - It's a bummer that you have to open a project in order to edit the Editor Settings, since they're not related to any project.",1,ability to edit editor settings from project manager it s a bummer that you have to open a project in order to edit the editor settings since they re not related to any project ,1 +17953,12440133212.0,IssuesEvent,2020-05-26 11:24:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,offer hint/info when shared resources are used,feature proposal topic:editor usability,"Sometimes is difficult to find a bug in the code just because it turns out all you had to do is make some resources unique. I like how blender offers info on how many times a certain resource is used and I think godot can benefit from something like this as well. + +Example gotcha which isn't easy to detect: make an Area2D with CollisionShape2D and set the Shape parameter, Duplicate the Area2D and reuse it (say you have multiple objects that have the same Shape, but different scaling). Let's say we have 10 of these objects but 2 of them have are smaller, they still look the same so the Shape can work with them but it just needs to have different extents. We don't want to use scale here cause it might involve physics etc. (and if it isn't Area2D maybe it's Static2D, it's the same). + +Problem is, if I make a script with an export var called scale_extents for example so that I can calculate different dimensions for Shape, then all of the Area2D nodes will be affected and it isn't easy to remember which resource is being reused. + +A counter in the inspector on the property with reused resource would be nice, something like blender has perhaps +",True,"offer hint/info when shared resources are used - Sometimes is difficult to find a bug in the code just because it turns out all you had to do is make some resources unique. I like how blender offers info on how many times a certain resource is used and I think godot can benefit from something like this as well. + +Example gotcha which isn't easy to detect: make an Area2D with CollisionShape2D and set the Shape parameter, Duplicate the Area2D and reuse it (say you have multiple objects that have the same Shape, but different scaling). Let's say we have 10 of these objects but 2 of them have are smaller, they still look the same so the Shape can work with them but it just needs to have different extents. We don't want to use scale here cause it might involve physics etc. (and if it isn't Area2D maybe it's Static2D, it's the same). + +Problem is, if I make a script with an export var called scale_extents for example so that I can calculate different dimensions for Shape, then all of the Area2D nodes will be affected and it isn't easy to remember which resource is being reused. + +A counter in the inspector on the property with reused resource would be nice, something like blender has perhaps +",1,offer hint info when shared resources are used sometimes is difficult to find a bug in the code just because it turns out all you had to do is make some resources unique i like how blender offers info on how many times a certain resource is used and i think godot can benefit from something like this as well example gotcha which isn t easy to detect make an with and set the shape parameter duplicate the and reuse it say you have multiple objects that have the same shape but different scaling let s say we have of these objects but of them have are smaller they still look the same so the shape can work with them but it just needs to have different extents we don t want to use scale here cause it might involve physics etc and if it isn t maybe it s it s the same problem is if i make a script with an export var called scale extents for example so that i can calculate different dimensions for shape then all of the nodes will be affected and it isn t easy to remember which resource is being reused a counter in the inspector on the property with reused resource would be nice something like blender has perhaps ,1 +26292,26663825083.0,IssuesEvent,2023-01-26 00:21:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CanvasEditor's zoom widget has janky click areas,bug discussion usability topic:gui,"### Godot version + +4.0.beta6 + +### System information + +Ubuntu 22 + +### Issue description + +![Clipboard - November 22, 2022 6_07 PM](https://user-images.githubusercontent.com/85438892/203695334-6adbfd58-92bd-461b-9da0-e019bd39544f.png) + +This cursor position here should get the Zoom Minus' focus, not the Zoom Reset's. + +The bug is caused by the HBoxContainer using a negative amount of separation. So Zoom Plus overlaps a bit of Zoom Reset, and Zoom Reset overlaps a little bit of Zoom Minus. + +### Steps to reproduce + +N/A + +### Minimal reproduction project + +N/A",True,"CanvasEditor's zoom widget has janky click areas - ### Godot version + +4.0.beta6 + +### System information + +Ubuntu 22 + +### Issue description + +![Clipboard - November 22, 2022 6_07 PM](https://user-images.githubusercontent.com/85438892/203695334-6adbfd58-92bd-461b-9da0-e019bd39544f.png) + +This cursor position here should get the Zoom Minus' focus, not the Zoom Reset's. + +The bug is caused by the HBoxContainer using a negative amount of separation. So Zoom Plus overlaps a bit of Zoom Reset, and Zoom Reset overlaps a little bit of Zoom Minus. + +### Steps to reproduce + +N/A + +### Minimal reproduction project + +N/A",1,canvaseditor s zoom widget has janky click areas godot version system information ubuntu issue description this cursor position here should get the zoom minus focus not the zoom reset s the bug is caused by the hboxcontainer using a negative amount of separation so zoom plus overlaps a bit of zoom reset and zoom reset overlaps a little bit of zoom minus steps to reproduce n a minimal reproduction project n a,1 +15482,10063674203.0,IssuesEvent,2019-07-23 06:41:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The ProjectManager takes a long time to open due to loading project icons,enhancement topic:editor usability,"Godot 3.0.6 +Godot 3.1 beta6 + +Over time I accumulated a lot of projects and test projects, so the list in my project manager has become very big. It also became very slow to open, and given some errors appearing in the console while it loads, I suspect this is due to parsing all project files and icons. +Would it be possible to run this filesystem walk asynchronously?",True,"The ProjectManager takes a long time to open due to loading project icons - Godot 3.0.6 +Godot 3.1 beta6 + +Over time I accumulated a lot of projects and test projects, so the list in my project manager has become very big. It also became very slow to open, and given some errors appearing in the console while it loads, I suspect this is due to parsing all project files and icons. +Would it be possible to run this filesystem walk asynchronously?",1,the projectmanager takes a long time to open due to loading project icons godot godot over time i accumulated a lot of projects and test projects so the list in my project manager has become very big it also became very slow to open and given some errors appearing in the console while it loads i suspect this is due to parsing all project files and icons would it be possible to run this filesystem walk asynchronously ,1 +13761,8688631563.0,IssuesEvent,2018-12-03 16:33:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Instancing Mesh Instance by dragging files into editor should use file name as fallback name instead of class name.,enhancement topic:editor usability," + +**Godot version:** +Godot master. + + +**OS/device including version:** +Windows 10. + + +**Issue description:** +When I drag files from the files dock to the scene, the generated node has the default name for the node e.g. MeshInstance. This is unhelpful when working with a large number of files as it forces the user to constantly rename the generated nodes to the file name. + +The engine already uses file name as node name for 2d sprites, so I believe my suggestion is consistent with the current workflow. + +**Steps to reproduce:** +- Drag OBJ file from the file dock into the editor view. + + +**Minimal reproduction project:** + +",True,"Instancing Mesh Instance by dragging files into editor should use file name as fallback name instead of class name. - + +**Godot version:** +Godot master. + + +**OS/device including version:** +Windows 10. + + +**Issue description:** +When I drag files from the files dock to the scene, the generated node has the default name for the node e.g. MeshInstance. This is unhelpful when working with a large number of files as it forces the user to constantly rename the generated nodes to the file name. + +The engine already uses file name as node name for 2d sprites, so I believe my suggestion is consistent with the current workflow. + +**Steps to reproduce:** +- Drag OBJ file from the file dock into the editor view. + + +**Minimal reproduction project:** + +",1,instancing mesh instance by dragging files into editor should use file name as fallback name instead of class name please search existing issues for potential duplicates before filing yours godot version godot master os device including version windows issue description when i drag files from the files dock to the scene the generated node has the default name for the node e g meshinstance this is unhelpful when working with a large number of files as it forces the user to constantly rename the generated nodes to the file name the engine already uses file name as node name for sprites so i believe my suggestion is consistent with the current workflow steps to reproduce drag obj file from the file dock into the editor view minimal reproduction project ,1 +16060,10544095167.0,IssuesEvent,2019-10-02 16:11:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,camera orbit,feature proposal topic:editor usability,"would be nice to implement the same camera orbit system that can be found in blender called Auto depth, just checks what is under mouse cursor and uses that as a point of reference to rotate around, would make camera orbit much nicer to use when inspecting meshes",True,"camera orbit - would be nice to implement the same camera orbit system that can be found in blender called Auto depth, just checks what is under mouse cursor and uses that as a point of reference to rotate around, would make camera orbit much nicer to use when inspecting meshes",1,camera orbit would be nice to implement the same camera orbit system that can be found in blender called auto depth just checks what is under mouse cursor and uses that as a point of reference to rotate around would make camera orbit much nicer to use when inspecting meshes,1 +20878,16116417923.0,IssuesEvent,2021-04-28 07:59:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,LineEdit ctrl+backspace and ctrl+delete not working correctly,bug topic:gui usability," + +**Godot version:** +4b6e9f315739c4400e3c2d27cd72028779bce1e5 + +**OS/device including version:** +Ubuntu 20.04.2 LTS + +**Issue description:** + +Both ctrl+backspace and ctrl+delete are not working correctly on the LineEdit node. + +Using ctrl+backspace deletes everything to the left of the cursor, instead of just the last word. +![lineedit_ctrl_backspace](https://user-images.githubusercontent.com/13281891/113361945-09e2ac80-9302-11eb-92da-fb31d34a7a62.gif) + +Using ctrl+delete seems to be working correctly, except that it doesn't take effect immediately. The next word only gets deleted after you click on the LineEdit or press a key. +![lineedit_ctrl_delete](https://user-images.githubusercontent.com/13281891/113362064-55955600-9302-11eb-8138-8d6ac39e77a3.gif) + + +**Steps to reproduce:** +Create a LineEdit node. Run the scene. Add some text, and then try pressing ctrl+backspace and ctrl+delete. + + +**Minimal reproduction project:** + +",True,"LineEdit ctrl+backspace and ctrl+delete not working correctly - + +**Godot version:** +4b6e9f315739c4400e3c2d27cd72028779bce1e5 + +**OS/device including version:** +Ubuntu 20.04.2 LTS + +**Issue description:** + +Both ctrl+backspace and ctrl+delete are not working correctly on the LineEdit node. + +Using ctrl+backspace deletes everything to the left of the cursor, instead of just the last word. +![lineedit_ctrl_backspace](https://user-images.githubusercontent.com/13281891/113361945-09e2ac80-9302-11eb-92da-fb31d34a7a62.gif) + +Using ctrl+delete seems to be working correctly, except that it doesn't take effect immediately. The next word only gets deleted after you click on the LineEdit or press a key. +![lineedit_ctrl_delete](https://user-images.githubusercontent.com/13281891/113362064-55955600-9302-11eb-8138-8d6ac39e77a3.gif) + + +**Steps to reproduce:** +Create a LineEdit node. Run the scene. Add some text, and then try pressing ctrl+backspace and ctrl+delete. + + +**Minimal reproduction project:** + +",1,lineedit ctrl backspace and ctrl delete not working correctly please search existing issues for potential duplicates before filing yours godot version os device including version ubuntu lts issue description both ctrl backspace and ctrl delete are not working correctly on the lineedit node using ctrl backspace deletes everything to the left of the cursor instead of just the last word using ctrl delete seems to be working correctly except that it doesn t take effect immediately the next word only gets deleted after you click on the lineedit or press a key steps to reproduce create a lineedit node run the scene add some text and then try pressing ctrl backspace and ctrl delete minimal reproduction project ,1 +11837,7480026051.0,IssuesEvent,2018-04-04 16:07:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,horizontal scrolling bar in script tab broken,bug topic:editor usability,"**Operating system or device - Godot version:** +Linux Fedora 25 - v2.1.3.stable.official +Steam version, but started directly + +**Issue description:** +When the only very long script line is deleted the horizontal scrolling bar disappears but the start of the line isn't shown. +You have to use your cursor to view the first columns + +**Steps to reproduce:** +You scroll at the end of the only long script line then delete it, so all lines could be viewed without a horizontal scrolling bar. The Scrollbar disappears, but you are still viewing the end of the line.",True,"horizontal scrolling bar in script tab broken - **Operating system or device - Godot version:** +Linux Fedora 25 - v2.1.3.stable.official +Steam version, but started directly + +**Issue description:** +When the only very long script line is deleted the horizontal scrolling bar disappears but the start of the line isn't shown. +You have to use your cursor to view the first columns + +**Steps to reproduce:** +You scroll at the end of the only long script line then delete it, so all lines could be viewed without a horizontal scrolling bar. The Scrollbar disappears, but you are still viewing the end of the line.",1,horizontal scrolling bar in script tab broken operating system or device godot version linux fedora stable official steam version but started directly issue description when the only very long script line is deleted the horizontal scrolling bar disappears but the start of the line isn t shown you have to use your cursor to view the first columns steps to reproduce you scroll at the end of the only long script line then delete it so all lines could be viewed without a horizontal scrolling bar the scrollbar disappears but you are still viewing the end of the line ,1 +5936,4076036015.0,IssuesEvent,2016-05-29 16:35:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Debug menu: add ""goto next/prev breakpoints"", and ""remove all breakpoints"" at once",feature proposal topic:editor usability,"Hi, + +It could be useful to have such options into the Debug menu : +- go to next/previous breakpoint +- remove all breakpoints +",True,"Debug menu: add ""goto next/prev breakpoints"", and ""remove all breakpoints"" at once - Hi, + +It could be useful to have such options into the Debug menu : +- go to next/previous breakpoint +- remove all breakpoints +",1,debug menu add goto next prev breakpoints and remove all breakpoints at once hi it could be useful to have such options into the debug menu go to next previous breakpoint remove all breakpoints ,1 +25037,24616268726.0,IssuesEvent,2022-10-15 10:58:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatically focus the key/gamepad listener on the new input map editor dialog,enhancement topic:editor usability topic:input,"### Godot version + +4.0.beta (0c23a2cfe) + +### System information + +Fedora 36, AMD Radeon RX 6900 XT + +### Issue description + +The new input map dialog doesn't focus **Filter by event…** by default, so you can't press a key anymore after making it show up (unlike in 3.x): + +![image](https://user-images.githubusercontent.com/180032/194933810-240c301d-e26f-485e-a5ac-1cddb72a488a.png) + +Most of the time, you want to input a key or gamepad button as soon as you open the dialog. Selecting a key manually is typically only useful for scenarios where you can't press the key on your keyboard layout (e.g. for function keys above F12). + +### Steps to reproduce + +- Open Project Settings > Input Map. +- Add an input action. +- Add a key for the input action. +- Notice how you have to click the top field first before being able to press a key to register it. + +### Minimal reproduction project + +N/A",True,"Automatically focus the key/gamepad listener on the new input map editor dialog - ### Godot version + +4.0.beta (0c23a2cfe) + +### System information + +Fedora 36, AMD Radeon RX 6900 XT + +### Issue description + +The new input map dialog doesn't focus **Filter by event…** by default, so you can't press a key anymore after making it show up (unlike in 3.x): + +![image](https://user-images.githubusercontent.com/180032/194933810-240c301d-e26f-485e-a5ac-1cddb72a488a.png) + +Most of the time, you want to input a key or gamepad button as soon as you open the dialog. Selecting a key manually is typically only useful for scenarios where you can't press the key on your keyboard layout (e.g. for function keys above F12). + +### Steps to reproduce + +- Open Project Settings > Input Map. +- Add an input action. +- Add a key for the input action. +- Notice how you have to click the top field first before being able to press a key to register it. + +### Minimal reproduction project + +N/A",1,automatically focus the key gamepad listener on the new input map editor dialog godot version beta system information fedora amd radeon rx xt issue description the new input map dialog doesn t focus filter by event… by default so you can t press a key anymore after making it show up unlike in x most of the time you want to input a key or gamepad button as soon as you open the dialog selecting a key manually is typically only useful for scenarios where you can t press the key on your keyboard layout e g for function keys above steps to reproduce open project settings input map add an input action add a key for the input action notice how you have to click the top field first before being able to press a key to register it minimal reproduction project n a,1 +21401,17025372830.0,IssuesEvent,2021-07-03 11:39:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Editor log cuts the bottom line,bug topic:editor usability,"### Godot version + +c1320aa + +### System information + +W10 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/124352958-db77b480-dc03-11eb-8f22-2c48ecf1351a.png) + + +### Steps to reproduce + +1. +``` +func _process(delta): + print(""hello world or something"") +``` + +### Minimal reproduction project + +_No response_",True,"Editor log cuts the bottom line - ### Godot version + +c1320aa + +### System information + +W10 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/124352958-db77b480-dc03-11eb-8f22-2c48ecf1351a.png) + + +### Steps to reproduce + +1. +``` +func _process(delta): + print(""hello world or something"") +``` + +### Minimal reproduction project + +_No response_",1,editor log cuts the bottom line godot version system information issue description steps to reproduce func process delta print hello world or something minimal reproduction project no response ,1 +11826,7477618615.0,IssuesEvent,2018-04-04 08:54:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Going for enums in the docs will just put you at the top of the page,bug topic:editor usability," + +**Godot version:** +2459eeb + + +**Issue description:** +Be by searching for them or clicking in a shortcut in another doc, going for any enum (e. g. the ones in the GlobalScope) will just place you at the top of the page.",True,"Going for enums in the docs will just put you at the top of the page - + +**Godot version:** +2459eeb + + +**Issue description:** +Be by searching for them or clicking in a shortcut in another doc, going for any enum (e. g. the ones in the GlobalScope) will just place you at the top of the page.",1,going for enums in the docs will just put you at the top of the page please search existing issues for potential duplicates before filing yours godot version issue description be by searching for them or clicking in a shortcut in another doc going for any enum e g the ones in the globalscope will just place you at the top of the page ,1 +22510,19563424962.0,IssuesEvent,2022-01-03 19:40:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing script language permanently changes default template,bug topic:editor usability," + +**Godot version:** + +3.2.4 beta4 + +**Issue description:** + +![7oCVcTtEBU](https://user-images.githubusercontent.com/2223172/102701595-d7cca380-4258-11eb-8f58-267b15c25f2f.gif) +",True,"Changing script language permanently changes default template - + +**Godot version:** + +3.2.4 beta4 + +**Issue description:** + +![7oCVcTtEBU](https://user-images.githubusercontent.com/2223172/102701595-d7cca380-4258-11eb-8f58-267b15c25f2f.gif) +",1,changing script language permanently changes default template please search existing issues for potential duplicates before filing yours godot version issue description ,1 +23310,21650421538.0,IssuesEvent,2022-05-06 08:46:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ItemList.item_rmb_selected and item_selected signals fire at the same time,enhancement good first issue usability topic:gui,"Godot 3.1 alpha2, +Godot 3.1 alpha1 + +ItemList has two signals for item selection: +- `item_selected` +- `item_rmb_selected` + +I want to be able to pick up left and right mouse button selections separately to execute a different action. However, when I select with RMB, both signals get sent, which makes me unable to use that second signal... (and by extent, the whole control)",True,"ItemList.item_rmb_selected and item_selected signals fire at the same time - Godot 3.1 alpha2, +Godot 3.1 alpha1 + +ItemList has two signals for item selection: +- `item_selected` +- `item_rmb_selected` + +I want to be able to pick up left and right mouse button selections separately to execute a different action. However, when I select with RMB, both signals get sent, which makes me unable to use that second signal... (and by extent, the whole control)",1,itemlist item rmb selected and item selected signals fire at the same time godot godot itemlist has two signals for item selection item selected item rmb selected i want to be able to pick up left and right mouse button selections separately to execute a different action however when i select with rmb both signals get sent which makes me unable to use that second signal and by extent the whole control ,1 +6251,4194755007.0,IssuesEvent,2016-06-25 08:36:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor Tabbing hotkeys for OSX,enhancement junior job platform:osx topic:editor usability,For OSX selecting next/previous tab should be possible with META+SHIFT+[ and META+SHIFT+] as it's default behaviour by all other applications,True,Editor Tabbing hotkeys for OSX - For OSX selecting next/previous tab should be possible with META+SHIFT+[ and META+SHIFT+] as it's default behaviour by all other applications,1,editor tabbing hotkeys for osx for osx selecting next previous tab should be possible with meta shift as it s default behaviour by all other applications,1 +13674,8637936923.0,IssuesEvent,2018-11-23 13:05:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3D CollisionShape scale tool widgets are slightly shifted,enhancement topic:editor usability,"CollisionShape node when scale tool gizmo is turned ON. +Little red dots used for scaling in axis, are a bit hard to hit, hitbox usually is a bit off from drawing. +",True,"3D CollisionShape scale tool widgets are slightly shifted - CollisionShape node when scale tool gizmo is turned ON. +Little red dots used for scaling in axis, are a bit hard to hit, hitbox usually is a bit off from drawing. +",1, collisionshape scale tool widgets are slightly shifted collisionshape node when scale tool gizmo is turned on little red dots used for scaling in axis are a bit hard to hit hitbox usually is a bit off from drawing ,1 +18865,13358291212.0,IssuesEvent,2020-08-31 11:25:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Updating region_rect in StyleBoxTexture doesn't immediately update TextureRegion display,bug topic:editor usability,"**Godot version:** +3.1.1 official + +**OS/device including version:** +Windows 10 64 bit + +**Issue description:** +When setting region_rect in the sidebar, the preview will update correctly but the new selected region will not display in the TextureRegion editor until you click inside it.",True,"Updating region_rect in StyleBoxTexture doesn't immediately update TextureRegion display - **Godot version:** +3.1.1 official + +**OS/device including version:** +Windows 10 64 bit + +**Issue description:** +When setting region_rect in the sidebar, the preview will update correctly but the new selected region will not display in the TextureRegion editor until you click inside it.",1,updating region rect in styleboxtexture doesn t immediately update textureregion display godot version official os device including version windows bit issue description when setting region rect in the sidebar the preview will update correctly but the new selected region will not display in the textureregion editor until you click inside it ,1 +3646,3510420675.0,IssuesEvent,2016-01-09 13:13:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Parameter for ready() to indicate if it's called for the first time ,enhancement needs discussion topic:gdscript usability,"Currently ```_ready()``` is called every time the node enters scene tree. +People tend to use _ready as a constructor, but in some situations it can be harmful since sometimes there is need to reparent node or disable it (by removing it from the scene tree for some time). +My proposition is to add additional boolean parameter to ```_on_ready``` that will indicate if this is a first ready call for given node. + +Potentially related issue: https://github.com/godotengine/godot/issues/1905",True,"Parameter for ready() to indicate if it's called for the first time - Currently ```_ready()``` is called every time the node enters scene tree. +People tend to use _ready as a constructor, but in some situations it can be harmful since sometimes there is need to reparent node or disable it (by removing it from the scene tree for some time). +My proposition is to add additional boolean parameter to ```_on_ready``` that will indicate if this is a first ready call for given node. + +Potentially related issue: https://github.com/godotengine/godot/issues/1905",1,parameter for ready to indicate if it s called for the first time currently ready is called every time the node enters scene tree people tend to use ready as a constructor but in some situations it can be harmful since sometimes there is need to reparent node or disable it by removing it from the scene tree for some time my proposition is to add additional boolean parameter to on ready that will indicate if this is a first ready call for given node potentially related issue ,1 +13607,8609789446.0,IssuesEvent,2018-11-19 00:44:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Multi node selection property slider registers loads of undos,bug topic:editor usability,"When selecting multiple nodes and changing a shared property with a slider, instead of registering 1 undo it registers n number of undos (n signifying the number of frames / input cycles while dragging the slider).",True,"Multi node selection property slider registers loads of undos - When selecting multiple nodes and changing a shared property with a slider, instead of registering 1 undo it registers n number of undos (n signifying the number of frames / input cycles while dragging the slider).",1,multi node selection property slider registers loads of undos when selecting multiple nodes and changing a shared property with a slider instead of registering undo it registers n number of undos n signifying the number of frames input cycles while dragging the slider ,1 +16003,10477116202.0,IssuesEvent,2019-09-23 20:09:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"'Use Bezier Curves' option when adding rotation keyframe adds a standard keyframe track, not a curve",bug topic:editor usability," + +**Godot version:** + +3.1 (Mac version) + +**OS/device including version:** + +Mac OS 10.14 + +**Issue description:** + +Inserting keyframes and selecting 'Use Bezier Curves' does not work correctly for the rotation property. Instead it adds a regular key track **unless** you also add 'position' or 'scale' properties. + +**Steps to reproduce:** + +Only rotation selected: +![01](https://user-images.githubusercontent.com/24660807/56763676-e0768900-679a-11e9-97f7-9f1bdd5ccbcc.png) + +'Use Bezier Curves' is checked: +![02](https://user-images.githubusercontent.com/24660807/56763677-e0768900-679a-11e9-888e-312abb8d7b1f.png) + +It adds a standard keyframe track: +![03](https://user-images.githubusercontent.com/24660807/56763679-e0768900-679a-11e9-92ab-2184e40d9cda.png) + +Delete keyframe and select another property as well: +![04](https://user-images.githubusercontent.com/24660807/56763680-e0768900-679a-11e9-99e4-7b04e011b112.png) + +Now it adds bezier curve tracks: +![05](https://user-images.githubusercontent.com/24660807/56763682-e0768900-679a-11e9-9bb6-d578dee812ae.png) +",True,"'Use Bezier Curves' option when adding rotation keyframe adds a standard keyframe track, not a curve - + +**Godot version:** + +3.1 (Mac version) + +**OS/device including version:** + +Mac OS 10.14 + +**Issue description:** + +Inserting keyframes and selecting 'Use Bezier Curves' does not work correctly for the rotation property. Instead it adds a regular key track **unless** you also add 'position' or 'scale' properties. + +**Steps to reproduce:** + +Only rotation selected: +![01](https://user-images.githubusercontent.com/24660807/56763676-e0768900-679a-11e9-97f7-9f1bdd5ccbcc.png) + +'Use Bezier Curves' is checked: +![02](https://user-images.githubusercontent.com/24660807/56763677-e0768900-679a-11e9-888e-312abb8d7b1f.png) + +It adds a standard keyframe track: +![03](https://user-images.githubusercontent.com/24660807/56763679-e0768900-679a-11e9-92ab-2184e40d9cda.png) + +Delete keyframe and select another property as well: +![04](https://user-images.githubusercontent.com/24660807/56763680-e0768900-679a-11e9-99e4-7b04e011b112.png) + +Now it adds bezier curve tracks: +![05](https://user-images.githubusercontent.com/24660807/56763682-e0768900-679a-11e9-9bb6-d578dee812ae.png) +",1, use bezier curves option when adding rotation keyframe adds a standard keyframe track not a curve please search existing issues for potential duplicates before filing yours godot version mac version os device including version mac os issue description inserting keyframes and selecting use bezier curves does not work correctly for the rotation property instead it adds a regular key track unless you also add position or scale properties steps to reproduce only rotation selected use bezier curves is checked it adds a standard keyframe track delete keyframe and select another property as well now it adds bezier curve tracks ,1 +3788,3561565426.0,IssuesEvent,2016-01-23 21:50:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't click tab when a graph node dialog is behind it,bug topic:editor usability,"The graph node dialog is capturing the mouse click: + +![GIF](https://cloud.githubusercontent.com/assets/7718100/12530535/fcfa27a6-c1e1-11e5-8a23-67d89d1facbe.gif) +",True,"Can't click tab when a graph node dialog is behind it - The graph node dialog is capturing the mouse click: + +![GIF](https://cloud.githubusercontent.com/assets/7718100/12530535/fcfa27a6-c1e1-11e5-8a23-67d89d1facbe.gif) +",1,can t click tab when a graph node dialog is behind it the graph node dialog is capturing the mouse click ,1 +15077,9739270724.0,IssuesEvent,2019-06-01 09:47:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,OptionButton should allow letter jumping like ItemList,feature proposal topic:core usability,"There's this OptionButton with dropdown menu and all, but it lacks one thing IMO. When the list is opened and you hover over it, you should be able to press letter keys to quickly jump to the next word starting with pressed letter. It's useful for long dropdowns. + +Also, would be nice if it had cyclic behavior like described in #9724 (that's ninja-reopen btw >_>)",True,"OptionButton should allow letter jumping like ItemList - There's this OptionButton with dropdown menu and all, but it lacks one thing IMO. When the list is opened and you hover over it, you should be able to press letter keys to quickly jump to the next word starting with pressed letter. It's useful for long dropdowns. + +Also, would be nice if it had cyclic behavior like described in #9724 (that's ninja-reopen btw >_>)",1,optionbutton should allow letter jumping like itemlist there s this optionbutton with dropdown menu and all but it lacks one thing imo when the list is opened and you hover over it you should be able to press letter keys to quickly jump to the next word starting with pressed letter it s useful for long dropdowns also would be nice if it had cyclic behavior like described in that s ninja reopen btw ,1 +3566,3488427674.0,IssuesEvent,2016-01-02 23:21:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No way to close Path / Path2D manually,feature proposal topic:editor usability,"There is no way to close Path and Path2D manually while editing by clicking on it's first point - while it is possible while editing polygons ie. It's only possible by clicking the ""close path"" button which is quite unusable.",True,"No way to close Path / Path2D manually - There is no way to close Path and Path2D manually while editing by clicking on it's first point - while it is possible while editing polygons ie. It's only possible by clicking the ""close path"" button which is quite unusable.",1,no way to close path manually there is no way to close path and manually while editing by clicking on it s first point while it is possible while editing polygons ie it s only possible by clicking the close path button which is quite unusable ,1 +166520,14059707782.0,IssuesEvent,2020-11-03 03:54:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Texture.get_data() cause error when use custom viewport, result in can not capture my mesh thumbnail.",documentation topic:core topic:rendering,"**Godot version:** +v3.2.1 stable.official + + +**OS/device including version:** +Win 10, GLES3 + +**Issue description:** +Create a viewport node in world, then call **viewport.get_texture().get_data()** +It show this error: +ERROR: create: Index p_width - 1 = -1 is out of bounds (MAX_WIDTH = 16384). + At: core/image.cpp:1598 +![screenshot_2020_06_26](https://user-images.githubusercontent.com/8220843/85788255-44119300-b75f-11ea-8604-0aafba0e32fe.png) +Then, have no image data! + + +**Steps to reproduce:** +Create a viewport node in world, then call **viewport.get_texture().get_data()** + +**Minimal reproduction project:** +[bugy_godot.zip](https://github.com/godotengine/godot/files/4833484/bugy_godot.zip) + +",1.0,"Texture.get_data() cause error when use custom viewport, result in can not capture my mesh thumbnail. - **Godot version:** +v3.2.1 stable.official + + +**OS/device including version:** +Win 10, GLES3 + +**Issue description:** +Create a viewport node in world, then call **viewport.get_texture().get_data()** +It show this error: +ERROR: create: Index p_width - 1 = -1 is out of bounds (MAX_WIDTH = 16384). + At: core/image.cpp:1598 +![screenshot_2020_06_26](https://user-images.githubusercontent.com/8220843/85788255-44119300-b75f-11ea-8604-0aafba0e32fe.png) +Then, have no image data! + + +**Steps to reproduce:** +Create a viewport node in world, then call **viewport.get_texture().get_data()** + +**Minimal reproduction project:** +[bugy_godot.zip](https://github.com/godotengine/godot/files/4833484/bugy_godot.zip) + +",0,texture get data cause error when use custom viewport result in can not capture my mesh thumbnail godot version stable official os device including version win issue description create a viewport node in world then call viewport get texture get data it show this error error create index p width is out of bounds max width at core image cpp then have no image data steps to reproduce create a viewport node in world then call viewport get texture get data minimal reproduction project ,0 +3827,3575588138.0,IssuesEvent,2016-01-27 16:28:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,when trying to click on sliders to change value the slider disappears,bug confirmed topic:editor usability,"![screenshot from 2016-01-26 20-44-46](https://cloud.githubusercontent.com/assets/6195060/12590889/edfea4dc-c46d-11e5-8abd-4d83dc43328a.png) + +So I'm under the impression that I can left click and drag that slider to change value right? nope, it just disappears and the value remains the same.",True,"when trying to click on sliders to change value the slider disappears - ![screenshot from 2016-01-26 20-44-46](https://cloud.githubusercontent.com/assets/6195060/12590889/edfea4dc-c46d-11e5-8abd-4d83dc43328a.png) + +So I'm under the impression that I can left click and drag that slider to change value right? nope, it just disappears and the value remains the same.",1,when trying to click on sliders to change value the slider disappears so i m under the impression that i can left click and drag that slider to change value right nope it just disappears and the value remains the same ,1 +12155,7725894296.0,IssuesEvent,2018-05-24 19:26:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor sliders are tiny and difficult to hit,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3 beta 1 + +**Issue description:** + +Horizontal sliders of editor are too thin and is difficult to hit in them and drag. Contextual slider in exported variables are very very tiny. They should be taller: + +![tinysliders2](https://user-images.githubusercontent.com/11712737/33520967-47e5f4b6-d7c5-11e7-96a3-4b91ab8bc302.jpg) +![tinysliders1](https://user-images.githubusercontent.com/11712737/33520968-49a0de9c-d7c5-11e7-9c8e-a598b2574ce3.jpg) +",True,"Editor sliders are tiny and difficult to hit - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3 beta 1 + +**Issue description:** + +Horizontal sliders of editor are too thin and is difficult to hit in them and drag. Contextual slider in exported variables are very very tiny. They should be taller: + +![tinysliders2](https://user-images.githubusercontent.com/11712737/33520967-47e5f4b6-d7c5-11e7-96a3-4b91ab8bc302.jpg) +![tinysliders1](https://user-images.githubusercontent.com/11712737/33520968-49a0de9c-d7c5-11e7-9c8e-a598b2574ce3.jpg) +",1,editor sliders are tiny and difficult to hit operating system or device godot version gpu model and driver if graphics related godot beta issue description horizontal sliders of editor are too thin and is difficult to hit in them and drag contextual slider in exported variables are very very tiny they should be taller ,1 +8284,5559823972.0,IssuesEvent,2017-03-24 17:52:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"HiDPI automatically used on FullHD screens, makes the UI too big",bug platform:linux topic:editor usability,"**Operating system or device - Godot version:** +Deepin linux (Debian), Godot 2.1 64bit + +**Issue description** (what happened, and what was expected): +gui is too big + +**Steps to reproduce:** +run Godot_v2.1-stable_x11.64 + +**Link to minimal example project** (optional but very welcome): +![deepinscreenshot20160810132556](https://cloud.githubusercontent.com/assets/5107597/17543945/5d13b8f0-5efe-11e6-8536-4db5e8046d69.png) +",True,"HiDPI automatically used on FullHD screens, makes the UI too big - **Operating system or device - Godot version:** +Deepin linux (Debian), Godot 2.1 64bit + +**Issue description** (what happened, and what was expected): +gui is too big + +**Steps to reproduce:** +run Godot_v2.1-stable_x11.64 + +**Link to minimal example project** (optional but very welcome): +![deepinscreenshot20160810132556](https://cloud.githubusercontent.com/assets/5107597/17543945/5d13b8f0-5efe-11e6-8536-4db5e8046d69.png) +",1,hidpi automatically used on fullhd screens makes the ui too big operating system or device godot version deepin linux debian godot issue description what happened and what was expected gui is too big steps to reproduce run godot stable link to minimal example project optional but very welcome ,1 +9795,6417213386.0,IssuesEvent,2017-08-08 16:16:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's impossible to create custom function without sequence port in VS,enhancement topic:visualscript usability,"**Issue description** (what happened, and what was expected): +It would be nice if we could create 'getters' functions without sequence ports in VS. +Take a look at ""calculateCurrentState"" function in script below: +![switch](https://cloud.githubusercontent.com/assets/6129594/18133297/435f279e-6f9a-11e6-919c-87eeff7127a0.png) +",True,"It's impossible to create custom function without sequence port in VS - **Issue description** (what happened, and what was expected): +It would be nice if we could create 'getters' functions without sequence ports in VS. +Take a look at ""calculateCurrentState"" function in script below: +![switch](https://cloud.githubusercontent.com/assets/6129594/18133297/435f279e-6f9a-11e6-919c-87eeff7127a0.png) +",1,it s impossible to create custom function without sequence port in vs issue description what happened and what was expected it would be nice if we could create getters functions without sequence ports in vs take a look at calculatecurrentstate function in script below ,1 +17946,12439817503.0,IssuesEvent,2020-05-26 10:48:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,File recovery on crash,feature proposal topic:editor usability,"Godot shouldn't crash, but we all know that it does sometimes. It would be very nice that a data recovery function existed so not much of work is lost. + +I believe an autosave to a temp path from time to time seems enough, along with a popup showing what can be recovered when opening a project that crashed. +",True,"File recovery on crash - Godot shouldn't crash, but we all know that it does sometimes. It would be very nice that a data recovery function existed so not much of work is lost. + +I believe an autosave to a temp path from time to time seems enough, along with a popup showing what can be recovered when opening a project that crashed. +",1,file recovery on crash godot shouldn t crash but we all know that it does sometimes it would be very nice that a data recovery function existed so not much of work is lost i believe an autosave to a temp path from time to time seems enough along with a popup showing what can be recovered when opening a project that crashed ,1 +5872,4048669736.0,IssuesEvent,2016-05-23 11:17:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,[Tracker] Drag Drop related issues,enhancement topic:editor tracker usability,"This is a tracker for drag drop related issues: + +https://github.com/godotengine/godot/issues/3543 (feature request) +https://github.com/godotengine/godot/issues/4712 (bug) +https://github.com/godotengine/godot/issues/4628 (bug) +https://github.com/godotengine/godot/issues/2505 (feature request) +https://github.com/godotengine/godot/issues/1030 (feature request) +",True,"[Tracker] Drag Drop related issues - This is a tracker for drag drop related issues: + +https://github.com/godotengine/godot/issues/3543 (feature request) +https://github.com/godotengine/godot/issues/4712 (bug) +https://github.com/godotengine/godot/issues/4628 (bug) +https://github.com/godotengine/godot/issues/2505 (feature request) +https://github.com/godotengine/godot/issues/1030 (feature request) +",1, drag drop related issues this is a tracker for drag drop related issues feature request bug bug feature request feature request ,1 +12795,8109450625.0,IssuesEvent,2018-08-14 07:36:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDScript warnings should not appear as errors.,enhancement topic:editor usability," + +**Godot version:** +Godot 3.1 0fc1c4e + + +**OS/device including version:** +Windows 10 64bit + + +**Issue description:** +I like having the warnings in the script editor. But they should not appear as errors when the game launches, this can be confusing and potentially cover up actual errors since if there's too many errors some errors will be dropped. + +![errors](https://user-images.githubusercontent.com/11450875/44037381-2f330e06-9ee2-11e8-9943-0d84a54fd0e0.png) +",True,"GDScript warnings should not appear as errors. - + +**Godot version:** +Godot 3.1 0fc1c4e + + +**OS/device including version:** +Windows 10 64bit + + +**Issue description:** +I like having the warnings in the script editor. But they should not appear as errors when the game launches, this can be confusing and potentially cover up actual errors since if there's too many errors some errors will be dropped. + +![errors](https://user-images.githubusercontent.com/11450875/44037381-2f330e06-9ee2-11e8-9943-0d84a54fd0e0.png) +",1,gdscript warnings should not appear as errors please search existing issues for potential duplicates before filing yours godot version godot os device including version windows issue description i like having the warnings in the script editor but they should not appear as errors when the game launches this can be confusing and potentially cover up actual errors since if there s too many errors some errors will be dropped ,1 +16728,11271460204.0,IssuesEvent,2020-01-14 13:06:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,More user-friendly resource selector in inspector,enhancement topic:editor usability,"If you create a new resource in the FileSystem tab it gives you a nice window where you can search for resources, look at their descriptions, select favorites and even have a list of recent ones. So why is it that if I want to create a resource from the inspector, I get this: +![2018-12-13-111837_1366x768_scrot](https://user-images.githubusercontent.com/28286961/49932332-0a54a080-fec9-11e8-9043-8bb3787a8620.png) +The total height is three times the picture, btw. + +Edit: I also noticed that custom resources don't show up in this list. +",True,"More user-friendly resource selector in inspector - If you create a new resource in the FileSystem tab it gives you a nice window where you can search for resources, look at their descriptions, select favorites and even have a list of recent ones. So why is it that if I want to create a resource from the inspector, I get this: +![2018-12-13-111837_1366x768_scrot](https://user-images.githubusercontent.com/28286961/49932332-0a54a080-fec9-11e8-9043-8bb3787a8620.png) +The total height is three times the picture, btw. + +Edit: I also noticed that custom resources don't show up in this list. +",1,more user friendly resource selector in inspector if you create a new resource in the filesystem tab it gives you a nice window where you can search for resources look at their descriptions select favorites and even have a list of recent ones so why is it that if i want to create a resource from the inspector i get this the total height is three times the picture btw edit i also noticed that custom resources don t show up in this list ,1 +20715,15932758702.0,IssuesEvent,2021-04-14 06:24:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Typing into Find text box in Find/Replace loses selection and searches file for the text instead,bug junior job topic:editor usability,"**Godot version:** +3.2.3 + + +**OS/device including version:** +Linux + + +**Issue description:** +Typing into the find part of the Find/Replace option loses your selection and searches entire file for the text. + +When you are only searching for text then highlighting the first occurrence is fine, but when you want to search/replace and Selection Only is highlighted this behaviour is wrong. + + +**Steps to reproduce:** +1. Select some lines of text +2. Press CTRL-R (selection only should be ticked) +3. Type something into the top 'find' box +4. Your selection is gone and the IDE jumps to the first occurrence + +What you have to do is a sequence that isn't 'normal' by remembering to bring up the search bar, entering the find text then selecting the text. + +I expect this is because the 'find' and 'find/replace' use the same code. + +**Minimal reproduction project:** + +",True,"Typing into Find text box in Find/Replace loses selection and searches file for the text instead - **Godot version:** +3.2.3 + + +**OS/device including version:** +Linux + + +**Issue description:** +Typing into the find part of the Find/Replace option loses your selection and searches entire file for the text. + +When you are only searching for text then highlighting the first occurrence is fine, but when you want to search/replace and Selection Only is highlighted this behaviour is wrong. + + +**Steps to reproduce:** +1. Select some lines of text +2. Press CTRL-R (selection only should be ticked) +3. Type something into the top 'find' box +4. Your selection is gone and the IDE jumps to the first occurrence + +What you have to do is a sequence that isn't 'normal' by remembering to bring up the search bar, entering the find text then selecting the text. + +I expect this is because the 'find' and 'find/replace' use the same code. + +**Minimal reproduction project:** + +",1,typing into find text box in find replace loses selection and searches file for the text instead godot version os device including version linux issue description typing into the find part of the find replace option loses your selection and searches entire file for the text when you are only searching for text then highlighting the first occurrence is fine but when you want to search replace and selection only is highlighted this behaviour is wrong steps to reproduce select some lines of text press ctrl r selection only should be ticked type something into the top find box your selection is gone and the ide jumps to the first occurrence what you have to do is a sequence that isn t normal by remembering to bring up the search bar entering the find text then selecting the text i expect this is because the find and find replace use the same code minimal reproduction project ,1 +22467,19488545002.0,IssuesEvent,2021-12-26 22:01:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"When moving resource that belongs to unsaved scene, the scene will save without any warning and clear undo history",enhancement topic:editor usability,"### Godot version + +28174d5 + +### System information + +W10 + +### Issue description + +Title. +The editor could check for the resource's dependencies and warn if it belongs to a scene that is currently unsaved. + +### Steps to reproduce + +1. Open a scene with any resource +2. Modify the scene but don't save +3. Move the resource to another directory or rename it +4. The editor will update references in all scenes +5. Your unsaved scene is now saved +6. You can't undo your modifications + +### Minimal reproduction project + +_No response_",True,"When moving resource that belongs to unsaved scene, the scene will save without any warning and clear undo history - ### Godot version + +28174d5 + +### System information + +W10 + +### Issue description + +Title. +The editor could check for the resource's dependencies and warn if it belongs to a scene that is currently unsaved. + +### Steps to reproduce + +1. Open a scene with any resource +2. Modify the scene but don't save +3. Move the resource to another directory or rename it +4. The editor will update references in all scenes +5. Your unsaved scene is now saved +6. You can't undo your modifications + +### Minimal reproduction project + +_No response_",1,when moving resource that belongs to unsaved scene the scene will save without any warning and clear undo history godot version system information issue description title the editor could check for the resource s dependencies and warn if it belongs to a scene that is currently unsaved steps to reproduce open a scene with any resource modify the scene but don t save move the resource to another directory or rename it the editor will update references in all scenes your unsaved scene is now saved you can t undo your modifications minimal reproduction project no response ,1 +3531,3481294809.0,IssuesEvent,2015-12-29 15:12:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Enhance debugging, new type of breakpoints",feature proposal topic:editor topic:gdscript usability,"I know I am stretching it, but it would be great if the users would be able to create a +breakpoint by clicking the area left to line numbers by making it a few pixels wider +(similar to Visual Studio), also adding a context menu to create custom breakpoint +that occurs when a condition is true, for example (only do a breakpoint if x value > 30) +Also, toggling the breakpoint should be easy as clicking..",True,"Enhance debugging, new type of breakpoints - I know I am stretching it, but it would be great if the users would be able to create a +breakpoint by clicking the area left to line numbers by making it a few pixels wider +(similar to Visual Studio), also adding a context menu to create custom breakpoint +that occurs when a condition is true, for example (only do a breakpoint if x value > 30) +Also, toggling the breakpoint should be easy as clicking..",1,enhance debugging new type of breakpoints i know i am stretching it but it would be great if the users would be able to create a breakpoint by clicking the area left to line numbers by making it a few pixels wider similar to visual studio also adding a context menu to create custom breakpoint that occurs when a condition is true for example only do a breakpoint if x value also toggling the breakpoint should be easy as clicking ,1 +9600,6404131988.0,IssuesEvent,2017-08-07 01:04:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to set import settings as default for a resource type,enhancement topic:editor usability,"Currently there's no way to set default import settings for each type of resource. It would be interesting to, e.g. import all textures without filter by default in a 2D pixel art game. + +Talking to @reduz on IRC, he suggested a ""Set as default"" button for this.",True,"Ability to set import settings as default for a resource type - Currently there's no way to set default import settings for each type of resource. It would be interesting to, e.g. import all textures without filter by default in a 2D pixel art game. + +Talking to @reduz on IRC, he suggested a ""Set as default"" button for this.",1,ability to set import settings as default for a resource type currently there s no way to set default import settings for each type of resource it would be interesting to e g import all textures without filter by default in a pixel art game talking to reduz on irc he suggested a set as default button for this ,1 +5813,4018072326.0,IssuesEvent,2016-05-16 08:45:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto-save does not save all edited scenes,enhancement topic:editor usability,"I was going to submit this as a feature request but it seems to me this behaviour is not as desired. Currently when I run my project with F5/run button, and I have ""Auto save before running"" checked, only the current scene is saved. Others that are currently 'dirty' remain that way. This is doubly annoying as there is currently no way to 'save all scenes' (unless I'm missing something).",True,"Auto-save does not save all edited scenes - I was going to submit this as a feature request but it seems to me this behaviour is not as desired. Currently when I run my project with F5/run button, and I have ""Auto save before running"" checked, only the current scene is saved. Others that are currently 'dirty' remain that way. This is doubly annoying as there is currently no way to 'save all scenes' (unless I'm missing something).",1,auto save does not save all edited scenes i was going to submit this as a feature request but it seems to me this behaviour is not as desired currently when i run my project with run button and i have auto save before running checked only the current scene is saved others that are currently dirty remain that way this is doubly annoying as there is currently no way to save all scenes unless i m missing something ,1 +17715,12278606410.0,IssuesEvent,2020-05-08 10:19:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The mouse should be confined to the 3D view rotation widget,enhancement topic:editor usability,"**Godot version:** + +3.2.2-beta1 + +**OS/device including version:** + +Windows10 + +**Issue description:** + +In 3D, there is a new Widget on top right corner. When dragging it, it change the view accordingly, but the mouse is also moving and is also wrapped. The mouse can quickly be lost! + +Expectation: mouse stays confined (a hot topic today!) to the widget. + +**Steps to reproduce:** + +Create a 3D scene, drag the widget. + +**Minimal reproduction project:** + +Any empty project with a 3D scene will do!",True,"The mouse should be confined to the 3D view rotation widget - **Godot version:** + +3.2.2-beta1 + +**OS/device including version:** + +Windows10 + +**Issue description:** + +In 3D, there is a new Widget on top right corner. When dragging it, it change the view accordingly, but the mouse is also moving and is also wrapped. The mouse can quickly be lost! + +Expectation: mouse stays confined (a hot topic today!) to the widget. + +**Steps to reproduce:** + +Create a 3D scene, drag the widget. + +**Minimal reproduction project:** + +Any empty project with a 3D scene will do!",1,the mouse should be confined to the view rotation widget godot version os device including version issue description in there is a new widget on top right corner when dragging it it change the view accordingly but the mouse is also moving and is also wrapped the mouse can quickly be lost expectation mouse stays confined a hot topic today to the widget steps to reproduce create a scene drag the widget minimal reproduction project any empty project with a scene will do ,1 +27886,30601852139.0,IssuesEvent,2023-07-22 13:38:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gradient editor: clicking inside handle area (and even a little outside) to select handle moves it to exact cursor position,bug topic:editor usability,"### Godot version + +v4.0.2.stable.official [7a0977ce2] + +### System information + +Linux Ubuntu 22.04 with Unity desktop + +### Issue description + +Also tested on: v3.5.2.stable.official [170ba337a] + +When clicking on a gradient handle to select it (generally just to change color), the gradient handle moves to the exact click position (the handle rectangle centers around it on X). This happens even if you don't drag the mouse at all before release. You can click anywhere in a small rectangle surrounding the whole handle (including the thin segment at the top) to trigger it. + +This makes it very hard to change a color without messing up handle positions, except when they are on the edges (in which case you can still snap them to the edge later). + +The handles should (1) move move on simple click, and ideally I'd say they should (2) not move when accidentally moving the mouse by a few pixels too, but that part would be more complex to design (how to define a simple click: a click that is a. short enough in time, or b. that doesn't move a lot? a. would prevent users who do a quick long drag to move handles, b. would prevent users who very slowly try to move the handle by a few pixels on purpose to make it move; maybe a combination of time and distance check would work) + +I would have to try the gradient editor a little once (1) is fixed and see if I still accidentally move the handle and we need (2). + +For now, consider that this issue is about (1) only. + +### Steps to reproduce + +1. Create any node with Gradient Color, such as CPUParticles2D > Color > Color Ramp +2. Create a new gradient +3. Click on a handle at different places inside and near the handle rectangle at the bottom and also the thin segment at the top +4. Note that when you click near enough but not on exact center, the handle moves slightly to match exact click position, even if you don't release the mouse + +![Godot 4 0 2 - click inside or near handle moves it](https://github.com/godotengine/godot/assets/1067772/fed775d1-4b46-4555-9b8d-17cca9567254) + + +### Minimal reproduction project + +N/A",True,"Gradient editor: clicking inside handle area (and even a little outside) to select handle moves it to exact cursor position - ### Godot version + +v4.0.2.stable.official [7a0977ce2] + +### System information + +Linux Ubuntu 22.04 with Unity desktop + +### Issue description + +Also tested on: v3.5.2.stable.official [170ba337a] + +When clicking on a gradient handle to select it (generally just to change color), the gradient handle moves to the exact click position (the handle rectangle centers around it on X). This happens even if you don't drag the mouse at all before release. You can click anywhere in a small rectangle surrounding the whole handle (including the thin segment at the top) to trigger it. + +This makes it very hard to change a color without messing up handle positions, except when they are on the edges (in which case you can still snap them to the edge later). + +The handles should (1) move move on simple click, and ideally I'd say they should (2) not move when accidentally moving the mouse by a few pixels too, but that part would be more complex to design (how to define a simple click: a click that is a. short enough in time, or b. that doesn't move a lot? a. would prevent users who do a quick long drag to move handles, b. would prevent users who very slowly try to move the handle by a few pixels on purpose to make it move; maybe a combination of time and distance check would work) + +I would have to try the gradient editor a little once (1) is fixed and see if I still accidentally move the handle and we need (2). + +For now, consider that this issue is about (1) only. + +### Steps to reproduce + +1. Create any node with Gradient Color, such as CPUParticles2D > Color > Color Ramp +2. Create a new gradient +3. Click on a handle at different places inside and near the handle rectangle at the bottom and also the thin segment at the top +4. Note that when you click near enough but not on exact center, the handle moves slightly to match exact click position, even if you don't release the mouse + +![Godot 4 0 2 - click inside or near handle moves it](https://github.com/godotengine/godot/assets/1067772/fed775d1-4b46-4555-9b8d-17cca9567254) + + +### Minimal reproduction project + +N/A",1,gradient editor clicking inside handle area and even a little outside to select handle moves it to exact cursor position godot version stable official system information linux ubuntu with unity desktop issue description also tested on stable official when clicking on a gradient handle to select it generally just to change color the gradient handle moves to the exact click position the handle rectangle centers around it on x this happens even if you don t drag the mouse at all before release you can click anywhere in a small rectangle surrounding the whole handle including the thin segment at the top to trigger it this makes it very hard to change a color without messing up handle positions except when they are on the edges in which case you can still snap them to the edge later the handles should move move on simple click and ideally i d say they should not move when accidentally moving the mouse by a few pixels too but that part would be more complex to design how to define a simple click a click that is a short enough in time or b that doesn t move a lot a would prevent users who do a quick long drag to move handles b would prevent users who very slowly try to move the handle by a few pixels on purpose to make it move maybe a combination of time and distance check would work i would have to try the gradient editor a little once is fixed and see if i still accidentally move the handle and we need for now consider that this issue is about only steps to reproduce create any node with gradient color such as color color ramp create a new gradient click on a handle at different places inside and near the handle rectangle at the bottom and also the thin segment at the top note that when you click near enough but not on exact center the handle moves slightly to match exact click position even if you don t release the mouse minimal reproduction project n a,1 +25009,24572744547.0,IssuesEvent,2022-10-13 09:53:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Collapse / Expand All doesn't work with mouse input,enhancement topic:core topic:editor usability,"In lists (Like the scene window list of nodes or the Create New Node window) Alt + Left Cursor key collapses all the nodes and their children and Alt + Right Cursor key expands the whole hierarchy of the children. + +But Alt + mouse clicks do not replicate the same behavior. When working with such UI items one tends to use the mouse so the behavior should be the same with mouse input and Alt key should be a modifier to the mouse clicks also. + +![collapse](https://user-images.githubusercontent.com/4283979/57108065-5ac68080-6d3a-11e9-8014-e7d60ac26e1f.gif) +",True,"Collapse / Expand All doesn't work with mouse input - In lists (Like the scene window list of nodes or the Create New Node window) Alt + Left Cursor key collapses all the nodes and their children and Alt + Right Cursor key expands the whole hierarchy of the children. + +But Alt + mouse clicks do not replicate the same behavior. When working with such UI items one tends to use the mouse so the behavior should be the same with mouse input and Alt key should be a modifier to the mouse clicks also. + +![collapse](https://user-images.githubusercontent.com/4283979/57108065-5ac68080-6d3a-11e9-8014-e7d60ac26e1f.gif) +",1,collapse expand all doesn t work with mouse input in lists like the scene window list of nodes or the create new node window alt left cursor key collapses all the nodes and their children and alt right cursor key expands the whole hierarchy of the children but alt mouse clicks do not replicate the same behavior when working with such ui items one tends to use the mouse so the behavior should be the same with mouse input and alt key should be a modifier to the mouse clicks also ,1 +18135,12560063737.0,IssuesEvent,2020-06-07 20:55:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2D scene view screen range doesn't adapt everytime,bug discussion topic:editor usability," + +**Godot version: 3.0.2 -> 3.0.6** + + + +**OS/device including version: Windows 10 Éducation** + + +**Issue description:** +Hello, I'm no real game dev, maybe I'm doing it wrong on my side, but I've been working on a 2D game for 3 months for a university project and I came to the part where I'm testing free roam in a 2D world. Right now my Environnement is something I create on my own and probably not the best way to make it, but for what I have done, I think it does the job. +Today I try to use my main Tiles which I was using for testing to make a bigger world. So i duplicate it 3 times. for a 2x2 world. +Got this zoom out the most I can (not full screen). (92160, 51200) +![image](https://user-images.githubusercontent.com/4070713/43374001-691d9158-937b-11e8-9133-6383ec4f39b2.png) +But if i zoom to the farthest point I can go I can't get the distance write when zoom out. +Lowest point (-5120, -5120) : +![image](https://user-images.githubusercontent.com/4070713/43374099-e86117fa-937b-11e8-9b00-39389c8fe65c.png) +Highest Point (8733, 8132): +![image](https://user-images.githubusercontent.com/4070713/43374138-2376ffc6-937c-11e8-91fb-87067304b5b5.png) + +From what I understand if you zoom out you can go to near (-5120, -5120) to over (92160, 51200) but if you try to nitpick thing, you can't go farther than those point (-5100,-4506) to (8733, 8132). It change when you add things but in my case, it didn't change when it should have change. +This is a big restriction because I'm able to drag thing out of my reach and after I'm not able to do anything precise because I need to zoom out to reach it or the scene viewer doesn't allow me to move to this location. The problem I see with that is I can move my character in game to the fartest position possible in negative or positive axe but the scene editor doesnt allow me to go beyond those position... So I could allow my character get out of map where me as a game dev, can go there? That make no logical sense... + + + +**Steps to reproduce:** +Just try to zoom in at the fartest position. You can't go where you want. Suggestion, allowing the Dev, who know what he/she does, to go anywhere he/she want in a scene even if that's completely stupid.... Requested features, adding a way to enter coordinate and it teleport the view at those coordinate. + +So I try something like moving my KinematicBody2D to higher point and it seem it work and i can now see farther than where I could before. but put it back to pos (0,0) and I wasn't able to go back to this point... + +Here is what make me realize the bug : Was on godot 3.0.2 when doing this. I tought updating would fix it but it didn't help. +Create a Node2D Environment with sprite background, staticBody, imported scene. +Create a new Node2D call Tile0-0 in the Node2D Environment +Took every object in Environment and place it in Tile0-0 +Duplicate Tile0-0 3 times to get Tile0-1, 1-0, 1-1 +Try to edit every Tile because I didn't want to be all the same, +When i try to edit Tile1-1, I couldn't... The editor didn't allow me to zoom at this point... + +Download Godot 3.0.6 +Try again doesnt allow me either... + +Try moving a tile (Tile1-1) and that allow me to go further but still not at the maximum of what I want for. Example, there is more content after those position, but the editor doesnt allow me to go there... +![image](https://user-images.githubusercontent.com/4070713/43375885-b087ecaa-9385-11e8-87f7-a91ecb92be79.png) + + +Scene structure Image : +![image](https://user-images.githubusercontent.com/4070713/43375447-1e3439e6-9383-11e8-8eb2-0fb7ef7c1e7f.png) + +Background picture is 1800x1800px with scale (4,4) and i add object on this after, mostly scale (3,3). I mostly use low res free image for placeholding, that's why they all scale that much. Maybe that can be related (that's why I'm telling that). I'm not a 2D artist and I'm alone, so i just found image on internet for my school project that will never be release. + + +**Minimal reproduction project:** +I will wait answer and if I can help, I will try my best to give useful content. + +[Test.zip](https://github.com/godotengine/godot/files/2239629/Test.zip) + + +",True,"2D scene view screen range doesn't adapt everytime - + +**Godot version: 3.0.2 -> 3.0.6** + + + +**OS/device including version: Windows 10 Éducation** + + +**Issue description:** +Hello, I'm no real game dev, maybe I'm doing it wrong on my side, but I've been working on a 2D game for 3 months for a university project and I came to the part where I'm testing free roam in a 2D world. Right now my Environnement is something I create on my own and probably not the best way to make it, but for what I have done, I think it does the job. +Today I try to use my main Tiles which I was using for testing to make a bigger world. So i duplicate it 3 times. for a 2x2 world. +Got this zoom out the most I can (not full screen). (92160, 51200) +![image](https://user-images.githubusercontent.com/4070713/43374001-691d9158-937b-11e8-9133-6383ec4f39b2.png) +But if i zoom to the farthest point I can go I can't get the distance write when zoom out. +Lowest point (-5120, -5120) : +![image](https://user-images.githubusercontent.com/4070713/43374099-e86117fa-937b-11e8-9b00-39389c8fe65c.png) +Highest Point (8733, 8132): +![image](https://user-images.githubusercontent.com/4070713/43374138-2376ffc6-937c-11e8-91fb-87067304b5b5.png) + +From what I understand if you zoom out you can go to near (-5120, -5120) to over (92160, 51200) but if you try to nitpick thing, you can't go farther than those point (-5100,-4506) to (8733, 8132). It change when you add things but in my case, it didn't change when it should have change. +This is a big restriction because I'm able to drag thing out of my reach and after I'm not able to do anything precise because I need to zoom out to reach it or the scene viewer doesn't allow me to move to this location. The problem I see with that is I can move my character in game to the fartest position possible in negative or positive axe but the scene editor doesnt allow me to go beyond those position... So I could allow my character get out of map where me as a game dev, can go there? That make no logical sense... + + + +**Steps to reproduce:** +Just try to zoom in at the fartest position. You can't go where you want. Suggestion, allowing the Dev, who know what he/she does, to go anywhere he/she want in a scene even if that's completely stupid.... Requested features, adding a way to enter coordinate and it teleport the view at those coordinate. + +So I try something like moving my KinematicBody2D to higher point and it seem it work and i can now see farther than where I could before. but put it back to pos (0,0) and I wasn't able to go back to this point... + +Here is what make me realize the bug : Was on godot 3.0.2 when doing this. I tought updating would fix it but it didn't help. +Create a Node2D Environment with sprite background, staticBody, imported scene. +Create a new Node2D call Tile0-0 in the Node2D Environment +Took every object in Environment and place it in Tile0-0 +Duplicate Tile0-0 3 times to get Tile0-1, 1-0, 1-1 +Try to edit every Tile because I didn't want to be all the same, +When i try to edit Tile1-1, I couldn't... The editor didn't allow me to zoom at this point... + +Download Godot 3.0.6 +Try again doesnt allow me either... + +Try moving a tile (Tile1-1) and that allow me to go further but still not at the maximum of what I want for. Example, there is more content after those position, but the editor doesnt allow me to go there... +![image](https://user-images.githubusercontent.com/4070713/43375885-b087ecaa-9385-11e8-87f7-a91ecb92be79.png) + + +Scene structure Image : +![image](https://user-images.githubusercontent.com/4070713/43375447-1e3439e6-9383-11e8-8eb2-0fb7ef7c1e7f.png) + +Background picture is 1800x1800px with scale (4,4) and i add object on this after, mostly scale (3,3). I mostly use low res free image for placeholding, that's why they all scale that much. Maybe that can be related (that's why I'm telling that). I'm not a 2D artist and I'm alone, so i just found image on internet for my school project that will never be release. + + +**Minimal reproduction project:** +I will wait answer and if I can help, I will try my best to give useful content. + +[Test.zip](https://github.com/godotengine/godot/files/2239629/Test.zip) + + +",1, scene view screen range doesn t adapt everytime please search existing issues for potential duplicates before filing yours godot version os device including version windows éducation issue description hello i m no real game dev maybe i m doing it wrong on my side but i ve been working on a game for months for a university project and i came to the part where i m testing free roam in a world right now my environnement is something i create on my own and probably not the best way to make it but for what i have done i think it does the job today i try to use my main tiles which i was using for testing to make a bigger world so i duplicate it times for a world got this zoom out the most i can not full screen but if i zoom to the farthest point i can go i can t get the distance write when zoom out lowest point highest point from what i understand if you zoom out you can go to near to over but if you try to nitpick thing you can t go farther than those point to it change when you add things but in my case it didn t change when it should have change this is a big restriction because i m able to drag thing out of my reach and after i m not able to do anything precise because i need to zoom out to reach it or the scene viewer doesn t allow me to move to this location the problem i see with that is i can move my character in game to the fartest position possible in negative or positive axe but the scene editor doesnt allow me to go beyond those position so i could allow my character get out of map where me as a game dev can go there that make no logical sense steps to reproduce just try to zoom in at the fartest position you can t go where you want suggestion allowing the dev who know what he she does to go anywhere he she want in a scene even if that s completely stupid requested features adding a way to enter coordinate and it teleport the view at those coordinate so i try something like moving my to higher point and it seem it work and i can now see farther than where i could before but put it back to pos and i wasn t able to go back to this point here is what make me realize the bug was on godot when doing this i tought updating would fix it but it didn t help create a environment with sprite background staticbody imported scene create a new call in the environment took every object in environment and place it in duplicate times to get try to edit every tile because i didn t want to be all the same when i try to edit i couldn t the editor didn t allow me to zoom at this point download godot try again doesnt allow me either try moving a tile and that allow me to go further but still not at the maximum of what i want for example there is more content after those position but the editor doesnt allow me to go there scene structure image background picture is with scale and i add object on this after mostly scale i mostly use low res free image for placeholding that s why they all scale that much maybe that can be related that s why i m telling that i m not a artist and i m alone so i just found image on internet for my school project that will never be release minimal reproduction project i will wait answer and if i can help i will try my best to give useful content ,1 +3186,3367794240.0,IssuesEvent,2015-11-22 13:51:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,script horizontal scrolling broken,bug topic:editor usability,"This seems to be related to the new dock layout, with docks on the left side of the window. The script editor won't scroll all the way to the right unless you move the cursor there. It's missing about the same distance as the width of the left dock, which makes me think the dock area is not being taken into account.",True,"script horizontal scrolling broken - This seems to be related to the new dock layout, with docks on the left side of the window. The script editor won't scroll all the way to the right unless you move the cursor there. It's missing about the same distance as the width of the left dock, which makes me think the dock area is not being taken into account.",1,script horizontal scrolling broken this seems to be related to the new dock layout with docks on the left side of the window the script editor won t scroll all the way to the right unless you move the cursor there it s missing about the same distance as the width of the left dock which makes me think the dock area is not being taken into account ,1 +18977,13507549991.0,IssuesEvent,2020-09-14 06:12:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Resizing CSGBox using handles won't update the inspector,topic:editor usability," + +**Godot version:** + +14cf450 + +**OS/device including version:** + +Manjaro x86_64 + +**Issue description:** + +Expected: click and drag handles (red dot) on the CSGBox would update its size in the inspector +Happened: it doesn't update. must reselect the node first. + +**Steps to reproduce:** +1. New CSGCombiner and CSGBox child +2. Resize CSGBox using handle, see its `width`, `height`, and `depth` property. +",True,"Resizing CSGBox using handles won't update the inspector - + +**Godot version:** + +14cf450 + +**OS/device including version:** + +Manjaro x86_64 + +**Issue description:** + +Expected: click and drag handles (red dot) on the CSGBox would update its size in the inspector +Happened: it doesn't update. must reselect the node first. + +**Steps to reproduce:** +1. New CSGCombiner and CSGBox child +2. Resize CSGBox using handle, see its `width`, `height`, and `depth` property. +",1,resizing csgbox using handles won t update the inspector please search existing issues for potential duplicates before filing yours godot version os device including version manjaro issue description expected click and drag handles red dot on the csgbox would update its size in the inspector happened it doesn t update must reselect the node first steps to reproduce new csgcombiner and csgbox child resize csgbox using handle see its width height and depth property ,1 +18181,12626036451.0,IssuesEvent,2020-06-14 14:46:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,UI Concept for Project Manager,discussion topic:editor usability,"Hey there, + +Just to generate discussion and to experiment, I've made up a proposal for a potential new design for the Project Manager. + +I'm not demanding for this to be implemented, I'm just offering it to spark ideas and show potential ways the project manager could be visually laid out differently. My C++ skills are probably not up to scratch to implement this myself and I am not familiar with the Godot codebase to just jump in and try it, so it's up to contributors to decide if they like this or not. You're welcome to take any part of this UI design and use any of it you like and ignore the stuff you don't. + +There are a few issues I thought could be addressed with the current UI. + +- The 'Godot Engine - Project Manager' label at the top left seems redundant, when that label is already present in the title bar of the window. +- The language dropdown only shows the two letter abbreviation of a language, I felt visually it looked more pleasant to just show the whole word. + - There is a lot of wasted space at the top between the labels, tabs, version label and language dropdown. + - The exit button at the bottom feels redundant when you can just close the window with the X. + - The label 'Project List' in my opinion could be simply 'Projects', it's shorter and cleaner, and visually match the tab next to it which is 'Templates' and not 'Template List'. + - The button labelled 'New Project' similarly could be reduced to 'New', to keep that button similar in style to the previous buttons. The 'Edit' and 'Run' buttons for example don't say 'Edit Project', 'Run Project', so it seems out of place to say 'New Project'. + - Generally speaking it's a rule of UI design to keep context sensitive UI elements close to the things that they are context sensitive to. So on those grounds, I moved the Edit/Run/Rename/Remove buttons onto the list of projects itself, and they appear for each project when the mouse hovers over the top of a row. I also moved the favourite button over to join them. + - I condensed the sort and search by field options into a menu that can appear via a button next to the search box. + - I reduced the contrast of the version number string since I felt that is not a significant focus of the UI, it only needs to be readable for those searching for it, not visually stand out. + - The right column of buttons felt visually unpleasant and asymmetrical, so I turned it into a horizontal toolbar above the list of projects. + - I adjusted the visual alignment of some elements for more consistency. + +Overall my redesign frees up space and allows for an additional row even to be visible. + + +Here is the current project manager: +![before](https://user-images.githubusercontent.com/15921126/62912258-be952680-bdca-11e9-8ed3-701b93b60ed8.png) + +Here is my redesign: +![after](https://user-images.githubusercontent.com/15921126/62912841-15036480-bdcd-11e9-8d7a-0274fdd68d49.png) + +Redesign v2: +![after-v2](https://user-images.githubusercontent.com/15921126/62985012-be536480-be78-11e9-92d0-688c467987be.png) + + +What's everyone's thoughts on this? Is this an improvement or worse? +",True,"UI Concept for Project Manager - Hey there, + +Just to generate discussion and to experiment, I've made up a proposal for a potential new design for the Project Manager. + +I'm not demanding for this to be implemented, I'm just offering it to spark ideas and show potential ways the project manager could be visually laid out differently. My C++ skills are probably not up to scratch to implement this myself and I am not familiar with the Godot codebase to just jump in and try it, so it's up to contributors to decide if they like this or not. You're welcome to take any part of this UI design and use any of it you like and ignore the stuff you don't. + +There are a few issues I thought could be addressed with the current UI. + +- The 'Godot Engine - Project Manager' label at the top left seems redundant, when that label is already present in the title bar of the window. +- The language dropdown only shows the two letter abbreviation of a language, I felt visually it looked more pleasant to just show the whole word. + - There is a lot of wasted space at the top between the labels, tabs, version label and language dropdown. + - The exit button at the bottom feels redundant when you can just close the window with the X. + - The label 'Project List' in my opinion could be simply 'Projects', it's shorter and cleaner, and visually match the tab next to it which is 'Templates' and not 'Template List'. + - The button labelled 'New Project' similarly could be reduced to 'New', to keep that button similar in style to the previous buttons. The 'Edit' and 'Run' buttons for example don't say 'Edit Project', 'Run Project', so it seems out of place to say 'New Project'. + - Generally speaking it's a rule of UI design to keep context sensitive UI elements close to the things that they are context sensitive to. So on those grounds, I moved the Edit/Run/Rename/Remove buttons onto the list of projects itself, and they appear for each project when the mouse hovers over the top of a row. I also moved the favourite button over to join them. + - I condensed the sort and search by field options into a menu that can appear via a button next to the search box. + - I reduced the contrast of the version number string since I felt that is not a significant focus of the UI, it only needs to be readable for those searching for it, not visually stand out. + - The right column of buttons felt visually unpleasant and asymmetrical, so I turned it into a horizontal toolbar above the list of projects. + - I adjusted the visual alignment of some elements for more consistency. + +Overall my redesign frees up space and allows for an additional row even to be visible. + + +Here is the current project manager: +![before](https://user-images.githubusercontent.com/15921126/62912258-be952680-bdca-11e9-8ed3-701b93b60ed8.png) + +Here is my redesign: +![after](https://user-images.githubusercontent.com/15921126/62912841-15036480-bdcd-11e9-8d7a-0274fdd68d49.png) + +Redesign v2: +![after-v2](https://user-images.githubusercontent.com/15921126/62985012-be536480-be78-11e9-92d0-688c467987be.png) + + +What's everyone's thoughts on this? Is this an improvement or worse? +",1,ui concept for project manager hey there just to generate discussion and to experiment i ve made up a proposal for a potential new design for the project manager i m not demanding for this to be implemented i m just offering it to spark ideas and show potential ways the project manager could be visually laid out differently my c skills are probably not up to scratch to implement this myself and i am not familiar with the godot codebase to just jump in and try it so it s up to contributors to decide if they like this or not you re welcome to take any part of this ui design and use any of it you like and ignore the stuff you don t there are a few issues i thought could be addressed with the current ui the godot engine project manager label at the top left seems redundant when that label is already present in the title bar of the window the language dropdown only shows the two letter abbreviation of a language i felt visually it looked more pleasant to just show the whole word there is a lot of wasted space at the top between the labels tabs version label and language dropdown the exit button at the bottom feels redundant when you can just close the window with the x the label project list in my opinion could be simply projects it s shorter and cleaner and visually match the tab next to it which is templates and not template list the button labelled new project similarly could be reduced to new to keep that button similar in style to the previous buttons the edit and run buttons for example don t say edit project run project so it seems out of place to say new project generally speaking it s a rule of ui design to keep context sensitive ui elements close to the things that they are context sensitive to so on those grounds i moved the edit run rename remove buttons onto the list of projects itself and they appear for each project when the mouse hovers over the top of a row i also moved the favourite button over to join them i condensed the sort and search by field options into a menu that can appear via a button next to the search box i reduced the contrast of the version number string since i felt that is not a significant focus of the ui it only needs to be readable for those searching for it not visually stand out the right column of buttons felt visually unpleasant and asymmetrical so i turned it into a horizontal toolbar above the list of projects i adjusted the visual alignment of some elements for more consistency overall my redesign frees up space and allows for an additional row even to be visible here is the current project manager here is my redesign redesign what s everyone s thoughts on this is this an improvement or worse ,1 +16288,10729245356.0,IssuesEvent,2019-10-28 15:17:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"RayShape using move_and_slide or move_and_slide_with_snap with snap argument == (0,0) snaps into a vertical wall",topic:physics usability,"**Godot version:** +3.1 Beta 8 + +**Issue description:** +With the `move_and_slide` or the `move_and_slide_with_snap` with snap argument == `Vector2(0,0)` and if a `rayShape `collides with a vertical wall it snaps to the platformer above. + +The rayShape behaviour: +![Alt text](https://i.imgur.com/bLPKJNf.gif?raw=true ""Title"") + +The expected: +![Alt text](https://i.imgur.com/iP7gomT.gif?raw=true ""Title"") + +The expected behavior of `rayShape` when the `move_and_slide_with_snap` `snap argument is (0,0)` or using the `move_and_slide` and the character is colliding with a vertical wall would not to leaning the wall but without the snap? Or maybe ignore the vertical wall? + +Note: it is working perfectly with slopes. + +**Steps to reproduce:** + + Create an platformer game and add a collisionShape2D with a rayShape shape to kinematic body for the slopes. + Use the move_and_slide or the move_and_slide_with_snap with snap argument == (0,0). + Jump or move in a vertical wall direction. + +**Minimal reproduction project:** +[rayShape_snap_platformer.zip](https://github.com/godotengine/godot/files/2915235/rayShape_snap_platformer.zip) +",True,"RayShape using move_and_slide or move_and_slide_with_snap with snap argument == (0,0) snaps into a vertical wall - **Godot version:** +3.1 Beta 8 + +**Issue description:** +With the `move_and_slide` or the `move_and_slide_with_snap` with snap argument == `Vector2(0,0)` and if a `rayShape `collides with a vertical wall it snaps to the platformer above. + +The rayShape behaviour: +![Alt text](https://i.imgur.com/bLPKJNf.gif?raw=true ""Title"") + +The expected: +![Alt text](https://i.imgur.com/iP7gomT.gif?raw=true ""Title"") + +The expected behavior of `rayShape` when the `move_and_slide_with_snap` `snap argument is (0,0)` or using the `move_and_slide` and the character is colliding with a vertical wall would not to leaning the wall but without the snap? Or maybe ignore the vertical wall? + +Note: it is working perfectly with slopes. + +**Steps to reproduce:** + + Create an platformer game and add a collisionShape2D with a rayShape shape to kinematic body for the slopes. + Use the move_and_slide or the move_and_slide_with_snap with snap argument == (0,0). + Jump or move in a vertical wall direction. + +**Minimal reproduction project:** +[rayShape_snap_platformer.zip](https://github.com/godotengine/godot/files/2915235/rayShape_snap_platformer.zip) +",1,rayshape using move and slide or move and slide with snap with snap argument snaps into a vertical wall godot version beta issue description with the move and slide or the move and slide with snap with snap argument and if a rayshape collides with a vertical wall it snaps to the platformer above the rayshape behaviour title the expected title the expected behavior of rayshape when the move and slide with snap snap argument is or using the move and slide and the character is colliding with a vertical wall would not to leaning the wall but without the snap or maybe ignore the vertical wall note it is working perfectly with slopes steps to reproduce create an platformer game and add a with a rayshape shape to kinematic body for the slopes use the move and slide or the move and slide with snap with snap argument jump or move in a vertical wall direction minimal reproduction project ,1 +13085,8245459518.0,IssuesEvent,2018-09-11 09:45:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Stopped Profiler still show graph after clearing,bug junior job topic:editor usability,"**Godot version:** +3.1 9bd5315 + +**OS/device including version:** +Windows 10 Intel HD 4600 + +**Issue description:** +When game is launched(to see the graph), need to start, wait a moment and stop Profiler and click to Clear button. Graph still is visible even left panel was cleared. This only happens when Profiler is stopped. + +https://streamable.com/iq2im +",True,"Stopped Profiler still show graph after clearing - **Godot version:** +3.1 9bd5315 + +**OS/device including version:** +Windows 10 Intel HD 4600 + +**Issue description:** +When game is launched(to see the graph), need to start, wait a moment and stop Profiler and click to Clear button. Graph still is visible even left panel was cleared. This only happens when Profiler is stopped. + +https://streamable.com/iq2im +",1,stopped profiler still show graph after clearing godot version os device including version windows intel hd issue description when game is launched to see the graph need to start wait a moment and stop profiler and click to clear button graph still is visible even left panel was cleared this only happens when profiler is stopped ,1 +27439,28499505083.0,IssuesEvent,2023-04-18 16:15:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Close documentation"" does not appear in the context menu.",enhancement archived topic:editor usability,"### Godot version + +v3.6.beta1.official [632a544c6] + +### System information + +w10 64 + +### Issue description + +The ""Close Documentation"" option only appears in the ""File"" menu. + +Does not appear in context menu: + +![Captura2](https://user-images.githubusercontent.com/19652075/232201683-b214d464-ed62-46be-86e6-aeff38474527.PNG) + +It appears in the ""File"" menu: + +![Captura4](https://user-images.githubusercontent.com/19652075/232201698-1317c20c-df4c-49c4-a6a3-750a010cba43.PNG) + +### Steps to reproduce + +... + +### Minimal reproduction project + +...",True,"""Close documentation"" does not appear in the context menu. - ### Godot version + +v3.6.beta1.official [632a544c6] + +### System information + +w10 64 + +### Issue description + +The ""Close Documentation"" option only appears in the ""File"" menu. + +Does not appear in context menu: + +![Captura2](https://user-images.githubusercontent.com/19652075/232201683-b214d464-ed62-46be-86e6-aeff38474527.PNG) + +It appears in the ""File"" menu: + +![Captura4](https://user-images.githubusercontent.com/19652075/232201698-1317c20c-df4c-49c4-a6a3-750a010cba43.PNG) + +### Steps to reproduce + +... + +### Minimal reproduction project + +...",1, close documentation does not appear in the context menu godot version official system information issue description the close documentation option only appears in the file menu does not appear in context menu it appears in the file menu steps to reproduce minimal reproduction project ,1 +6419,4281766878.0,IssuesEvent,2016-07-15 05:35:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Signal connecting menu should let you double click on a node to connect,feature proposal junior job topic:editor usability,"Currently, the node connecting dialog (where you select the name of the function, whether to make it automatically etc.) requires you to select the node, then press the `Connect` button to connect. For ease of use it'd be great to be able to connect by just double clicking on the node.",True,"Signal connecting menu should let you double click on a node to connect - Currently, the node connecting dialog (where you select the name of the function, whether to make it automatically etc.) requires you to select the node, then press the `Connect` button to connect. For ease of use it'd be great to be able to connect by just double clicking on the node.",1,signal connecting menu should let you double click on a node to connect currently the node connecting dialog where you select the name of the function whether to make it automatically etc requires you to select the node then press the connect button to connect for ease of use it d be great to be able to connect by just double clicking on the node ,1 +26757,27163372025.0,IssuesEvent,2023-02-17 13:41:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"3-to-4 conversion renames all ""remove"" functions",enhancement topic:editor usability,"### Godot version + +v4.0.rc1.official [8843d9ad3] + +### System information + +Steam OS Holo, Steam Deck + +### Issue description + +The conversion rule renaming `remove` to `remove_at` for `Array` objects is applied to all functions named `remove`. + +### Steps to reproduce + +Create a 3.0 project with a function called ""remove"" in any script: +```gdscript +extends Node + +func remove(): + pass +``` + +After converting to 4.0, the function will be called ""remove_at"": +```gdscript +extends Node + +func remove_at(): + pass +``` + +### Minimal reproduction project + +N/A",True,"3-to-4 conversion renames all ""remove"" functions - ### Godot version + +v4.0.rc1.official [8843d9ad3] + +### System information + +Steam OS Holo, Steam Deck + +### Issue description + +The conversion rule renaming `remove` to `remove_at` for `Array` objects is applied to all functions named `remove`. + +### Steps to reproduce + +Create a 3.0 project with a function called ""remove"" in any script: +```gdscript +extends Node + +func remove(): + pass +``` + +After converting to 4.0, the function will be called ""remove_at"": +```gdscript +extends Node + +func remove_at(): + pass +``` + +### Minimal reproduction project + +N/A",1, to conversion renames all remove functions godot version official system information steam os holo steam deck issue description the conversion rule renaming remove to remove at for array objects is applied to all functions named remove steps to reproduce create a project with a function called remove in any script gdscript extends node func remove pass after converting to the function will be called remove at gdscript extends node func remove at pass minimal reproduction project n a,1 +11264,7132136503.0,IssuesEvent,2018-01-22 13:39:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Interface not usable on Hybric PC (Surface pro like),bug platform:windows topic:editor usability," + +**Godot version:** +Godot_v3.0-rc2_win64 + +**OS/device including version:** + +- Dell PC Hybrid (Surface Pro like) +- Windows 10 + +**Issue description:** +Impossible to work with Godot : +On the project selection window, all the button interface are difficult to click +On the project window, all menus does not appear + +I think this is because of the Hybrid capability of the PC, All the interface is by default zoomed by 150%, but if I try 100% zoom, it is not working + + +",True,"Interface not usable on Hybric PC (Surface pro like) - + +**Godot version:** +Godot_v3.0-rc2_win64 + +**OS/device including version:** + +- Dell PC Hybrid (Surface Pro like) +- Windows 10 + +**Issue description:** +Impossible to work with Godot : +On the project selection window, all the button interface are difficult to click +On the project window, all menus does not appear + +I think this is because of the Hybrid capability of the PC, All the interface is by default zoomed by 150%, but if I try 100% zoom, it is not working + + +",1,interface not usable on hybric pc surface pro like please search existing issues for potential duplicates before filing yours godot version godot os device including version dell pc hybrid surface pro like windows issue description impossible to work with godot on the project selection window all the button interface are difficult to click on the project window all menus does not appear i think this is because of the hybrid capability of the pc all the interface is by default zoomed by but if i try zoom it is not working ,1 +20959,16374286826.0,IssuesEvent,2021-05-15 19:39:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scripts should be scene identifiable,enhancement topic:editor usability,"There should be a way to tell which script belongs to which scene. +By opening a lot of scripts, after a while it gets messy what is from where. +Maybe a note at the bottom of the script window, like from objName, SceneName, or whatnot. +",True,"Scripts should be scene identifiable - There should be a way to tell which script belongs to which scene. +By opening a lot of scripts, after a while it gets messy what is from where. +Maybe a note at the bottom of the script window, like from objName, SceneName, or whatnot. +",1,scripts should be scene identifiable there should be a way to tell which script belongs to which scene by opening a lot of scripts after a while it gets messy what is from where maybe a note at the bottom of the script window like from objname scenename or whatnot ,1 +11842,7481374047.0,IssuesEvent,2018-04-04 20:27:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add configurable shortcut for ""Rename.."" file on ""FileSystem"" editor. [Feature request]",enhancement junior job topic:editor usability," + +**Godot version:** v3.0.2 stable official + + + +**OS/device including version:** Windows 10 + + + +**Issue description:** + +Add configurable shorkey for ""Rename.."" file on ""FileSystem"" editor. [Feature request] + +![image](https://user-images.githubusercontent.com/7988351/37873759-40a78700-2ff9-11e8-9350-1e266c8a1958.png) + +There is currently no shortcut. +For windows users is common to rename ""things"" (files, folders, etc) with the F2 key. I don't know for other OS. +The F2 key is currently used as a shortkey for the ""3D"" mode. So it could be enough to add the shortkey as ""None"". + +![image](https://user-images.githubusercontent.com/7988351/37873806-0b8357b0-2ffa-11e8-8409-822a6a0079d5.png) + +",True,"Add configurable shortcut for ""Rename.."" file on ""FileSystem"" editor. [Feature request] - + +**Godot version:** v3.0.2 stable official + + + +**OS/device including version:** Windows 10 + + + +**Issue description:** + +Add configurable shorkey for ""Rename.."" file on ""FileSystem"" editor. [Feature request] + +![image](https://user-images.githubusercontent.com/7988351/37873759-40a78700-2ff9-11e8-9350-1e266c8a1958.png) + +There is currently no shortcut. +For windows users is common to rename ""things"" (files, folders, etc) with the F2 key. I don't know for other OS. +The F2 key is currently used as a shortkey for the ""3D"" mode. So it could be enough to add the shortkey as ""None"". + +![image](https://user-images.githubusercontent.com/7988351/37873806-0b8357b0-2ffa-11e8-8409-822a6a0079d5.png) + +",1,add configurable shortcut for rename file on filesystem editor please search existing issues for potential duplicates before filing yours godot version stable official os device including version windows issue description add configurable shorkey for rename file on filesystem editor there is currently no shortcut for windows users is common to rename things files folders etc with the key i don t know for other os the key is currently used as a shortkey for the mode so it could be enough to add the shortkey as none ,1 +17728,12291669094.0,IssuesEvent,2020-05-10 11:10:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Extends keyword prevents eol or semicolon from being found,enhancement topic:gdscript usability,"**Godot version:** +3.1.2 Stable + +**OS/device including version:** +Laptop +Linux Mint 19.1 Cinnamon +Cinnamon Version 4.0.10 +Linux Kernel 4.15.0-20-generic +Intel Core i3-7100U + +**Issue description:** +I am trying to use the following segment of code + +``` +if variable extends Array: + pass +``` +I receive an error saying "": expected at end of line"" + +if i try doing the following + +``` +var condition = self extends Node2D +if condition: + pass +``` + I receive an error saying ""expected end of statement (var)"" + +**Steps to reproduce:** + +To reproduce this error use the following code +``` +var _dummy = self extends Node +``` + +**Minimal reproduction project:** +I have posted a project containing the error on Github [here](https://github.com/lolzyman/Extends_Error_Project) +",True,"Extends keyword prevents eol or semicolon from being found - **Godot version:** +3.1.2 Stable + +**OS/device including version:** +Laptop +Linux Mint 19.1 Cinnamon +Cinnamon Version 4.0.10 +Linux Kernel 4.15.0-20-generic +Intel Core i3-7100U + +**Issue description:** +I am trying to use the following segment of code + +``` +if variable extends Array: + pass +``` +I receive an error saying "": expected at end of line"" + +if i try doing the following + +``` +var condition = self extends Node2D +if condition: + pass +``` + I receive an error saying ""expected end of statement (var)"" + +**Steps to reproduce:** + +To reproduce this error use the following code +``` +var _dummy = self extends Node +``` + +**Minimal reproduction project:** +I have posted a project containing the error on Github [here](https://github.com/lolzyman/Extends_Error_Project) +",1,extends keyword prevents eol or semicolon from being found godot version stable os device including version laptop linux mint cinnamon cinnamon version linux kernel generic intel core issue description i am trying to use the following segment of code if variable extends array pass i receive an error saying expected at end of line if i try doing the following var condition self extends if condition pass i receive an error saying expected end of statement var steps to reproduce to reproduce this error use the following code var dummy self extends node minimal reproduction project i have posted a project containing the error on github ,1 +10614,6825108547.0,IssuesEvent,2017-11-08 09:21:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drag-Drop and some other Editor features,feature proposal topic:editor usability,"Here are drag-drop and some other useful features: +[https://www.youtube.com/watch?v=I0g-t0nZ-qE](https://www.youtube.com/watch?v=I0g-t0nZ-qE) +[https://www.youtube.com/watch?v=8U9Ojc8Babc](https://www.youtube.com/watch?v=8U9Ojc8Babc) +[https://www.youtube.com/watch?v=yeD8lVYwAWQ](https://www.youtube.com/watch?v=yeD8lVYwAWQ) +",True,"Drag-Drop and some other Editor features - Here are drag-drop and some other useful features: +[https://www.youtube.com/watch?v=I0g-t0nZ-qE](https://www.youtube.com/watch?v=I0g-t0nZ-qE) +[https://www.youtube.com/watch?v=8U9Ojc8Babc](https://www.youtube.com/watch?v=8U9Ojc8Babc) +[https://www.youtube.com/watch?v=yeD8lVYwAWQ](https://www.youtube.com/watch?v=yeD8lVYwAWQ) +",1,drag drop and some other editor features here are drag drop and some other useful features ,1 +26718,27116570850.0,IssuesEvent,2023-02-15 19:04:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,BitMap inspector preview cannot be resized below the BitMap's initial size,bug topic:editor usability,"### Godot version + +4.0.rc1 + +### System information + +Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05) + +### Issue description + +The BitMap inspector preview cannot be resized below the BitMap's initial size. This is problematic for large BitMaps – see the example below with a 1024×1024 Texture2D, then a 1024×1024 BitMap ([downloaded from Poly Haven](https://polyhaven.com/a/red_brick_03)). + +### Texture2D double-clicked in FileSystem dock + +![Screenshot_20230215_200104](https://user-images.githubusercontent.com/180032/219127093-2c178b5a-e899-47ed-95c0-2e9bd1781d2b.png) + +### BitMap double-clicked in FileSystem dock + +![Screenshot_20230215_200110](https://user-images.githubusercontent.com/180032/219127102-1a138b76-8eea-4b94-8c76-aeaf51109673.png) + + +### Steps to reproduce + +- Import two textures with a high resolution. +- Change the import type of one of the two textures to BitMap in the Import dock, then restart the editor when prompted. +- Double-click the BitMap in the FileSystem dock to preview it in the Inspector. + +### Minimal reproduction project + +[test_large_bitmap.zip](https://github.com/godotengine/godot/files/10746444/test_large_bitmap.zip) +",True,"BitMap inspector preview cannot be resized below the BitMap's initial size - ### Godot version + +4.0.rc1 + +### System information + +Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05) + +### Issue description + +The BitMap inspector preview cannot be resized below the BitMap's initial size. This is problematic for large BitMaps – see the example below with a 1024×1024 Texture2D, then a 1024×1024 BitMap ([downloaded from Poly Haven](https://polyhaven.com/a/red_brick_03)). + +### Texture2D double-clicked in FileSystem dock + +![Screenshot_20230215_200104](https://user-images.githubusercontent.com/180032/219127093-2c178b5a-e899-47ed-95c0-2e9bd1781d2b.png) + +### BitMap double-clicked in FileSystem dock + +![Screenshot_20230215_200110](https://user-images.githubusercontent.com/180032/219127102-1a138b76-8eea-4b94-8c76-aeaf51109673.png) + + +### Steps to reproduce + +- Import two textures with a high resolution. +- Change the import type of one of the two textures to BitMap in the Import dock, then restart the editor when prompted. +- Double-click the BitMap in the FileSystem dock to preview it in the Inspector. + +### Minimal reproduction project + +[test_large_bitmap.zip](https://github.com/godotengine/godot/files/10746444/test_large_bitmap.zip) +",1,bitmap inspector preview cannot be resized below the bitmap s initial size godot version system information fedora geforce rtx nvidia issue description the bitmap inspector preview cannot be resized below the bitmap s initial size this is problematic for large bitmaps – see the example below with a × then a × bitmap double clicked in filesystem dock bitmap double clicked in filesystem dock steps to reproduce import two textures with a high resolution change the import type of one of the two textures to bitmap in the import dock then restart the editor when prompted double click the bitmap in the filesystem dock to preview it in the inspector minimal reproduction project ,1 +8005,5319390690.0,IssuesEvent,2017-02-14 06:47:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spinbox: arrow buttons are not always responding,bug junior job topic:core usability,"**Operating system or device - Godot version:** +master, Linux 64bit (but should be platform-independent) + +**Issue description:** +As noted in #7790, the little spinbox buttons are not responding to every click. + +**Steps to reproduce:** +Add a spinbox and click the increment or decrement button a few times, sometimes it won't change the value.",True,"Spinbox: arrow buttons are not always responding - **Operating system or device - Godot version:** +master, Linux 64bit (but should be platform-independent) + +**Issue description:** +As noted in #7790, the little spinbox buttons are not responding to every click. + +**Steps to reproduce:** +Add a spinbox and click the increment or decrement button a few times, sometimes it won't change the value.",1,spinbox arrow buttons are not always responding operating system or device godot version master linux but should be platform independent issue description as noted in the little spinbox buttons are not responding to every click steps to reproduce add a spinbox and click the increment or decrement button a few times sometimes it won t change the value ,1 +10537,6793976942.0,IssuesEvent,2017-11-01 10:06:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No easy way to restore default editor settings,enhancement topic:editor usability,"**Operating system or device - Godot version:** +Arch Linux, Godot 3 master + +**Issue description:** +I noticed there is currently no easy way to restore the default settings (per setting or globally) within the editor and project settings other than deleting config files and reloading the editor. I think this might become especially problematic for new users, because it's easy to mess things up and get confused or lost when playing around with certain values without any way of telling what the original sane settings were. +",True,"No easy way to restore default editor settings - **Operating system or device - Godot version:** +Arch Linux, Godot 3 master + +**Issue description:** +I noticed there is currently no easy way to restore the default settings (per setting or globally) within the editor and project settings other than deleting config files and reloading the editor. I think this might become especially problematic for new users, because it's easy to mess things up and get confused or lost when playing around with certain values without any way of telling what the original sane settings were. +",1,no easy way to restore default editor settings operating system or device godot version arch linux godot master issue description i noticed there is currently no easy way to restore the default settings per setting or globally within the editor and project settings other than deleting config files and reloading the editor i think this might become especially problematic for new users because it s easy to mess things up and get confused or lost when playing around with certain values without any way of telling what the original sane settings were ,1 +27748,30307596195.0,IssuesEvent,2023-07-10 10:32:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Disabled Sliders shouldn't be highlightable,bug usability topic:gui,"### Godot version + +v4.1.rc.custom_build [1b3bf4852] + +### System information + +Godot v4.1.rc (1b3bf4852) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Sat, 10 Jun 2023 00:35:19 +0000 - Vulkan (Compatibility) - AMD Radeon R9 380 Series (tonga, LLVM 15.0.7, DRM 3.52, 6.3.7-zen1-1-zen) () - AMD Ryzen 5 5600X 6-Core Processor (12 Threads) + +### Issue description + +Sliders that are set to *not* editable will still be highlighted on hover, even if you cannot interact with them. + +This seems counterintuitive (I'd expect to be able to interact with something that lights up on hover), and inconsistent (disabled buttons do not get highlighted on hover). + +Screencap of hover behaviour: + +https://github.com/godotengine/godot/assets/1187609/af9466ad-37d5-4d13-ace5-b6268166e2b6 + +In Godot 3, uneditable sliders behaved as you would expect and did not get highlighted on hover, same as buttons. + +### Steps to reproduce + +Add HSlider or VSlider, hover over with mouse. + +### Minimal reproduction project + +None.",True,"Disabled Sliders shouldn't be highlightable - ### Godot version + +v4.1.rc.custom_build [1b3bf4852] + +### System information + +Godot v4.1.rc (1b3bf4852) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Sat, 10 Jun 2023 00:35:19 +0000 - Vulkan (Compatibility) - AMD Radeon R9 380 Series (tonga, LLVM 15.0.7, DRM 3.52, 6.3.7-zen1-1-zen) () - AMD Ryzen 5 5600X 6-Core Processor (12 Threads) + +### Issue description + +Sliders that are set to *not* editable will still be highlighted on hover, even if you cannot interact with them. + +This seems counterintuitive (I'd expect to be able to interact with something that lights up on hover), and inconsistent (disabled buttons do not get highlighted on hover). + +Screencap of hover behaviour: + +https://github.com/godotengine/godot/assets/1187609/af9466ad-37d5-4d13-ace5-b6268166e2b6 + +In Godot 3, uneditable sliders behaved as you would expect and did not get highlighted on hover, same as buttons. + +### Steps to reproduce + +Add HSlider or VSlider, hover over with mouse. + +### Minimal reproduction project + +None.",1,disabled sliders shouldn t be highlightable godot version rc custom build system information godot rc arch linux zen smp preempt dynamic sat jun vulkan compatibility amd radeon series tonga llvm drm zen amd ryzen core processor threads issue description sliders that are set to not editable will still be highlighted on hover even if you cannot interact with them this seems counterintuitive i d expect to be able to interact with something that lights up on hover and inconsistent disabled buttons do not get highlighted on hover screencap of hover behaviour in godot uneditable sliders behaved as you would expect and did not get highlighted on hover same as buttons steps to reproduce add hslider or vslider hover over with mouse minimal reproduction project none ,1 +24734,24202528463.0,IssuesEvent,2022-09-24 19:25:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Can't open"" alert for removed resource",bug topic:editor confirmed good first issue usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Debian 9, master + +**Issue description:** +I have a resource that i've removed, i don't know what happned but Godot says ""Can't open xxxx.tscn"" always when i try open project. + +Only think i can do click ""I see"". There should be some options like ""Yes, i know, remove that file from project"" or ""Let me help you find that file"" etc... + +Edit: File is run/main_scene=""res://xxxx.tscn"" in project.godot",True,"""Can't open"" alert for removed resource - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Debian 9, master + +**Issue description:** +I have a resource that i've removed, i don't know what happned but Godot says ""Can't open xxxx.tscn"" always when i try open project. + +Only think i can do click ""I see"". There should be some options like ""Yes, i know, remove that file from project"" or ""Let me help you find that file"" etc... + +Edit: File is run/main_scene=""res://xxxx.tscn"" in project.godot",1, can t open alert for removed resource operating system or device godot version gpu model and driver if graphics related debian master issue description i have a resource that i ve removed i don t know what happned but godot says can t open xxxx tscn always when i try open project only think i can do click i see there should be some options like yes i know remove that file from project or let me help you find that file etc edit file is run main scene res xxxx tscn in project godot,1 +3095,3331272926.0,IssuesEvent,2015-11-11 15:12:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Data types in code completion,enhancement topic:editor usability,Sometimes I have to jump into the Help tab to know the returning data type (or property data type) and it slows me down. It would be helpful if code completion showed me data type next to the function/property name.,True,Data types in code completion - Sometimes I have to jump into the Help tab to know the returning data type (or property data type) and it slows me down. It would be helpful if code completion showed me data type next to the function/property name.,1,data types in code completion sometimes i have to jump into the help tab to know the returning data type or property data type and it slows me down it would be helpful if code completion showed me data type next to the function property name ,1 +18040,12504889670.0,IssuesEvent,2020-06-02 09:45:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem Tab default OS rename key shortcut,confirmed feature proposal topic:editor usability,"Godot version: +v3.0.beta.build2 + +Issue description: +If the FileSystem TAB is selected (not the viewport) when you hit the F2 key to rename the folder the Scene tabs change to 3d mode instead of allow to rename the file - by using F2 is a standard rename folder in windows maybe some aproach may be used for others OS + ",True,"FileSystem Tab default OS rename key shortcut - Godot version: +v3.0.beta.build2 + +Issue description: +If the FileSystem TAB is selected (not the viewport) when you hit the F2 key to rename the folder the Scene tabs change to 3d mode instead of allow to rename the file - by using F2 is a standard rename folder in windows maybe some aproach may be used for others OS + ",1,filesystem tab default os rename key shortcut godot version beta issue description if the filesystem tab is selected not the viewport when you hit the key to rename the folder the scene tabs change to mode instead of allow to rename the file by using is a standard rename folder in windows maybe some aproach may be used for others os ,1 +20626,15783189283.0,IssuesEvent,2021-04-01 13:42:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New collision layer labels not visible in previously opened node,enhancement topic:editor usability,"**Godot version:** 3.1 beta8 + + +**OS/device including version:** Windows 10 1803 + + +**Issue description:** +Collision layer labels are not refreshed in previously opened node. Must re-open node to see newly added collision labels. + + +**Steps to reproduce:** +![ezgif-2-64667dbec0c1](https://user-images.githubusercontent.com/583528/53482059-b183b580-3a7e-11e9-9bdd-7f13553477b0.gif) + + +**Minimal reproduction project:** +Reproducible with new project from scratch. +",True,"New collision layer labels not visible in previously opened node - **Godot version:** 3.1 beta8 + + +**OS/device including version:** Windows 10 1803 + + +**Issue description:** +Collision layer labels are not refreshed in previously opened node. Must re-open node to see newly added collision labels. + + +**Steps to reproduce:** +![ezgif-2-64667dbec0c1](https://user-images.githubusercontent.com/583528/53482059-b183b580-3a7e-11e9-9bdd-7f13553477b0.gif) + + +**Minimal reproduction project:** +Reproducible with new project from scratch. +",1,new collision layer labels not visible in previously opened node godot version os device including version windows issue description collision layer labels are not refreshed in previously opened node must re open node to see newly added collision labels steps to reproduce minimal reproduction project reproducible with new project from scratch ,1 +16762,11300075749.0,IssuesEvent,2020-01-17 12:48:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add CLion project to codebase,discussion topic:thirdparty usability,"Hello, + +Like many other developers, I am most familiar with IntelliJ IDE's, and in this case would like to use CLion. Now, as I understand it there is no need to support multiple IDE project types in tandem (VS is already the 'default' option) so I understand this is likely a low-priority issue. + +However, I feel like this is worth looking into as it would be beneficial to have all CLion developers on the same page - using the same .clang-format for the project, having the source indexed properly, or even finding a way to introduce the SCons build system into the IDE directly (or if the build system moves away from SCons, support CMake or whatever). There are a lot of different features, and many different setups, and I'd like to ensure that there isn't too much divergence for the components that matter the most. + +I'm using CLion myself but am missing many of the features - I'm more comfortable in this IDE and having a more streamlined setup process would help introduce more developers into contributing to the codebase. I know personally it took many hours and several failed attempts to get Godot to build once, and I still have to manually run SCons in the terminal window. I'm also unable to figure out debug but that could be due to my being out of practice with C++. + +SCons already has the option to produce a VSCode project. I'm curious why we rely on SCons to produce this instead of including it directly in the VCS (with appropriate .gitignore of course). However, I'm still naive as far as the technical details of SCons so I won't worry about that too much. Adding a CLion option doesn't seem like too much of a stretch if it was deemed a priority. + +Thanks, +-Devin +",True,"Add CLion project to codebase - Hello, + +Like many other developers, I am most familiar with IntelliJ IDE's, and in this case would like to use CLion. Now, as I understand it there is no need to support multiple IDE project types in tandem (VS is already the 'default' option) so I understand this is likely a low-priority issue. + +However, I feel like this is worth looking into as it would be beneficial to have all CLion developers on the same page - using the same .clang-format for the project, having the source indexed properly, or even finding a way to introduce the SCons build system into the IDE directly (or if the build system moves away from SCons, support CMake or whatever). There are a lot of different features, and many different setups, and I'd like to ensure that there isn't too much divergence for the components that matter the most. + +I'm using CLion myself but am missing many of the features - I'm more comfortable in this IDE and having a more streamlined setup process would help introduce more developers into contributing to the codebase. I know personally it took many hours and several failed attempts to get Godot to build once, and I still have to manually run SCons in the terminal window. I'm also unable to figure out debug but that could be due to my being out of practice with C++. + +SCons already has the option to produce a VSCode project. I'm curious why we rely on SCons to produce this instead of including it directly in the VCS (with appropriate .gitignore of course). However, I'm still naive as far as the technical details of SCons so I won't worry about that too much. Adding a CLion option doesn't seem like too much of a stretch if it was deemed a priority. + +Thanks, +-Devin +",1,add clion project to codebase hello like many other developers i am most familiar with intellij ide s and in this case would like to use clion now as i understand it there is no need to support multiple ide project types in tandem vs is already the default option so i understand this is likely a low priority issue however i feel like this is worth looking into as it would be beneficial to have all clion developers on the same page using the same clang format for the project having the source indexed properly or even finding a way to introduce the scons build system into the ide directly or if the build system moves away from scons support cmake or whatever there are a lot of different features and many different setups and i d like to ensure that there isn t too much divergence for the components that matter the most i m using clion myself but am missing many of the features i m more comfortable in this ide and having a more streamlined setup process would help introduce more developers into contributing to the codebase i know personally it took many hours and several failed attempts to get godot to build once and i still have to manually run scons in the terminal window i m also unable to figure out debug but that could be due to my being out of practice with c scons already has the option to produce a vscode project i m curious why we rely on scons to produce this instead of including it directly in the vcs with appropriate gitignore of course however i m still naive as far as the technical details of scons so i won t worry about that too much adding a clion option doesn t seem like too much of a stretch if it was deemed a priority thanks devin ,1 +23496,22045220325.0,IssuesEvent,2022-05-30 00:04:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dropping to script editor doesn't focus it,bug topic:editor usability,"### Godot version + +8a21f72 + +### System information + +Windows 10 x64 + +### Issue description + +When you drop e.g. node to Script Editor, the editor doesn't get focused, so if you try to undo immediately, it will undo the scene instead. +![godot windows tools 64_itxiYBXNVQ](https://user-images.githubusercontent.com/2223172/170701202-165db3fd-ad56-4d58-afb3-a108fad3604e.gif) + + + +### Steps to reproduce + +1. Open Script Editor +2. Drop some node from scene tree +3. Undo it + +### Minimal reproduction project + +_No response_",True,"Dropping to script editor doesn't focus it - ### Godot version + +8a21f72 + +### System information + +Windows 10 x64 + +### Issue description + +When you drop e.g. node to Script Editor, the editor doesn't get focused, so if you try to undo immediately, it will undo the scene instead. +![godot windows tools 64_itxiYBXNVQ](https://user-images.githubusercontent.com/2223172/170701202-165db3fd-ad56-4d58-afb3-a108fad3604e.gif) + + + +### Steps to reproduce + +1. Open Script Editor +2. Drop some node from scene tree +3. Undo it + +### Minimal reproduction project + +_No response_",1,dropping to script editor doesn t focus it godot version system information windows issue description when you drop e g node to script editor the editor doesn t get focused so if you try to undo immediately it will undo the scene instead steps to reproduce open script editor drop some node from scene tree undo it minimal reproduction project no response ,1 +6607,4385292983.0,IssuesEvent,2016-08-08 08:24:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ShaderGraph nodes position reset when deleting connected nodes,bug confirmed topic:editor usability,"When making a shader with ShaderGraph and deleting a node that's already connected to the chain, sometimes all other nodes reset their position and ""stick"" to the cursor (often fail to do so). +For example, after deleting one of the nodes here, RGB operator stuck to the cursor and moves with a pointer, but it's position is way too far from the pointer. +These little glitches are not consistent but occur way too often and ruin the whole structure sometimes. +![clearcolor10](https://cloud.githubusercontent.com/assets/10696955/15632356/8fa96a76-2597-11e6-806a-1ceb08ff87fc.png) + + + +",True,"ShaderGraph nodes position reset when deleting connected nodes - When making a shader with ShaderGraph and deleting a node that's already connected to the chain, sometimes all other nodes reset their position and ""stick"" to the cursor (often fail to do so). +For example, after deleting one of the nodes here, RGB operator stuck to the cursor and moves with a pointer, but it's position is way too far from the pointer. +These little glitches are not consistent but occur way too often and ruin the whole structure sometimes. +![clearcolor10](https://cloud.githubusercontent.com/assets/10696955/15632356/8fa96a76-2597-11e6-806a-1ceb08ff87fc.png) + + + +",1,shadergraph nodes position reset when deleting connected nodes when making a shader with shadergraph and deleting a node that s already connected to the chain sometimes all other nodes reset their position and stick to the cursor often fail to do so for example after deleting one of the nodes here rgb operator stuck to the cursor and moves with a pointer but it s position is way too far from the pointer these little glitches are not consistent but occur way too often and ruin the whole structure sometimes ,1 +7699,5144880452.0,IssuesEvent,2017-01-12 19:56:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Option to change the default PascalCase/CamelCase into snake_case when adding Nodes,feature proposal junior job topic:editor usability,"I am blown away that I can't find an existing issue about this. +Most people that I know, uses snake_case in all their Godot projects. +I don't see why we couldn't implement an option to change the PascalCase into snake_case when adding them to the scene :)",True,"Option to change the default PascalCase/CamelCase into snake_case when adding Nodes - I am blown away that I can't find an existing issue about this. +Most people that I know, uses snake_case in all their Godot projects. +I don't see why we couldn't implement an option to change the PascalCase into snake_case when adding them to the scene :)",1,option to change the default pascalcase camelcase into snake case when adding nodes i am blown away that i can t find an existing issue about this most people that i know uses snake case in all their godot projects i don t see why we couldn t implement an option to change the pascalcase into snake case when adding them to the scene ,1 +15336,9965453994.0,IssuesEvent,2019-07-08 08:48:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add string pattern found count to find/replace tools.,feature proposal topic:editor usability,"When I refactor my code using the find and replace tools, it would be extremely helpful to know how many instances of the search string the tool has found. + +Sometimes I need to create const string references in a huge source file and there is no point in making them if the string is used only once, so I create the constant strings only if there are multiple instances of the string used. + +I _could_ use the ""up"" or ""down"" arrow to check if the editor jumps to another instance if there exists one, but that's not an elegant solution...",True,"Add string pattern found count to find/replace tools. - When I refactor my code using the find and replace tools, it would be extremely helpful to know how many instances of the search string the tool has found. + +Sometimes I need to create const string references in a huge source file and there is no point in making them if the string is used only once, so I create the constant strings only if there are multiple instances of the string used. + +I _could_ use the ""up"" or ""down"" arrow to check if the editor jumps to another instance if there exists one, but that's not an elegant solution...",1,add string pattern found count to find replace tools when i refactor my code using the find and replace tools it would be extremely helpful to know how many instances of the search string the tool has found sometimes i need to create const string references in a huge source file and there is no point in making them if the string is used only once so i create the constant strings only if there are multiple instances of the string used i could use the up or down arrow to check if the editor jumps to another instance if there exists one but that s not an elegant solution ,1 +15056,9691620438.0,IssuesEvent,2019-05-24 11:45:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"VisualScript change base type dialog says ""Create New Object""",bug junior job topic:editor topic:visualscript usability,"**Godot version:** +3.1.1 + +**Issue description:** +The title of the change base type dialog says ""Create New Object"" + +**Steps to reproduce:** +Change the base type of a VisualScript. +",True,"VisualScript change base type dialog says ""Create New Object"" - **Godot version:** +3.1.1 + +**Issue description:** +The title of the change base type dialog says ""Create New Object"" + +**Steps to reproduce:** +Change the base type of a VisualScript. +",1,visualscript change base type dialog says create new object godot version issue description the title of the change base type dialog says create new object steps to reproduce change the base type of a visualscript ,1 +15983,10466368830.0,IssuesEvent,2019-09-21 18:22:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Find node in project browser,enhancement topic:editor usability,"I'd love to have a feature where you could locate a given node from the 2D view, in the project/node tree. Sometimes a node is buried down several levels, or is otherwise time consuming to locate. + +Currently a selected node is highlighted in the browser if it's already in view (in the tree) but not if it isn't. So the idea is to expand whichever nodes are necessary in the tree, and scroll the selected node into view. + +Normally this would be implemented as a right-click in the 2D view, bringing up a context menu ""Find in Project Window"" or similar, so I'm not sure where this could fit into the current schedule. + +(I haven't done any 3D stuff but I guess it would apply there as well) +",True,"Find node in project browser - I'd love to have a feature where you could locate a given node from the 2D view, in the project/node tree. Sometimes a node is buried down several levels, or is otherwise time consuming to locate. + +Currently a selected node is highlighted in the browser if it's already in view (in the tree) but not if it isn't. So the idea is to expand whichever nodes are necessary in the tree, and scroll the selected node into view. + +Normally this would be implemented as a right-click in the 2D view, bringing up a context menu ""Find in Project Window"" or similar, so I'm not sure where this could fit into the current schedule. + +(I haven't done any 3D stuff but I guess it would apply there as well) +",1,find node in project browser i d love to have a feature where you could locate a given node from the view in the project node tree sometimes a node is buried down several levels or is otherwise time consuming to locate currently a selected node is highlighted in the browser if it s already in view in the tree but not if it isn t so the idea is to expand whichever nodes are necessary in the tree and scroll the selected node into view normally this would be implemented as a right click in the view bringing up a context menu find in project window or similar so i m not sure where this could fit into the current schedule i haven t done any stuff but i guess it would apply there as well ,1 +18297,12747892108.0,IssuesEvent,2020-06-26 18:54:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Dragged resource file over scene should appear at it's drop position, not be centered at cursor",bug enhancement topic:editor usability," + +**Godot version:** +3.1 beta10 + +**Issue description:** +Dragging a scene/texture into scene view always shows it at cursor's position. When you drop said resource, it will then align properly to grid or whatever. + +E.g. this: +![image](https://user-images.githubusercontent.com/2223172/53701805-fc942480-3e00-11e9-8f4d-d826d72d7a4f.png) +After dropping you get this (snapping to grid enabled): +![image](https://user-images.githubusercontent.com/2223172/53701807-03229c00-3e01-11e9-9461-5605cb4e135c.png) +which is not exactly where you dropped. It's even worse with placing scenes, because if you happen to have a scene with non-centered root, it will be shifted from the cursor by the root offset: +![image](https://user-images.githubusercontent.com/2223172/53701837-3bc27580-3e01-11e9-93ff-4b72c3b7fd42.png) + +IMO whatever appears when you drag a resource over scene, should appear at it's drop position, not some weird cursor offset. Which means that e.g. texture file dragged into scene should snap to grid from start, not after placing it and moving again.",True,"Dragged resource file over scene should appear at it's drop position, not be centered at cursor - + +**Godot version:** +3.1 beta10 + +**Issue description:** +Dragging a scene/texture into scene view always shows it at cursor's position. When you drop said resource, it will then align properly to grid or whatever. + +E.g. this: +![image](https://user-images.githubusercontent.com/2223172/53701805-fc942480-3e00-11e9-8f4d-d826d72d7a4f.png) +After dropping you get this (snapping to grid enabled): +![image](https://user-images.githubusercontent.com/2223172/53701807-03229c00-3e01-11e9-9461-5605cb4e135c.png) +which is not exactly where you dropped. It's even worse with placing scenes, because if you happen to have a scene with non-centered root, it will be shifted from the cursor by the root offset: +![image](https://user-images.githubusercontent.com/2223172/53701837-3bc27580-3e01-11e9-93ff-4b72c3b7fd42.png) + +IMO whatever appears when you drag a resource over scene, should appear at it's drop position, not some weird cursor offset. Which means that e.g. texture file dragged into scene should snap to grid from start, not after placing it and moving again.",1,dragged resource file over scene should appear at it s drop position not be centered at cursor please search existing issues for potential duplicates before filing yours godot version issue description dragging a scene texture into scene view always shows it at cursor s position when you drop said resource it will then align properly to grid or whatever e g this after dropping you get this snapping to grid enabled which is not exactly where you dropped it s even worse with placing scenes because if you happen to have a scene with non centered root it will be shifted from the cursor by the root offset imo whatever appears when you drag a resource over scene should appear at it s drop position not some weird cursor offset which means that e g texture file dragged into scene should snap to grid from start not after placing it and moving again ,1 +15518,10095693430.0,IssuesEvent,2019-07-27 11:23:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Advanced Settings option,discussion enhancement topic:editor usability," + +**Godot version:** +94aabf5 + +**Issue description:** +Recurring problem with some feature proposals is that they **absolutely can't** add any Editor Settings, _because settings are bloated_ and editor becomes complex etc. This is problematic, because more options is sometimes useful. Well, the settings really have some not-so-useful options (probably) and aren't well-organized, but that's for another issue. + +Discussion in #30816 spawned an idea for a nice feature that could do something about the problem of editor becoming ""too complex"" - Advanced Settings option. Basically, upon opening Editor Settings, you'd see only a set of very common options (like editor language or theme) and most of the settings would be hidden (like interface dialogs or file server). To show them, there would be an ""Advanced Settings"" checkbox. + +This way, when you open Editor Settings, you will see stuff that is mostly relevant and you are likely to change. It would keep users from being lost and if someone wants to tweak more things and have option for literally everything, it would be possible. The biggest problem here is determining which options should be considered ""advanced"". + +Also, here's how it looks in VLC, which does it really well: +Basic settings +![image](https://user-images.githubusercontent.com/2223172/61993792-7d361480-b071-11e9-826b-bcb789a470ea.png) + +Advanced settings +![image](https://user-images.githubusercontent.com/2223172/61993794-858e4f80-b071-11e9-86e6-ececf5b292f3.png) + + + +Anyone disagrees? Any proposals for basic and advanced settings?",True,"Advanced Settings option - + +**Godot version:** +94aabf5 + +**Issue description:** +Recurring problem with some feature proposals is that they **absolutely can't** add any Editor Settings, _because settings are bloated_ and editor becomes complex etc. This is problematic, because more options is sometimes useful. Well, the settings really have some not-so-useful options (probably) and aren't well-organized, but that's for another issue. + +Discussion in #30816 spawned an idea for a nice feature that could do something about the problem of editor becoming ""too complex"" - Advanced Settings option. Basically, upon opening Editor Settings, you'd see only a set of very common options (like editor language or theme) and most of the settings would be hidden (like interface dialogs or file server). To show them, there would be an ""Advanced Settings"" checkbox. + +This way, when you open Editor Settings, you will see stuff that is mostly relevant and you are likely to change. It would keep users from being lost and if someone wants to tweak more things and have option for literally everything, it would be possible. The biggest problem here is determining which options should be considered ""advanced"". + +Also, here's how it looks in VLC, which does it really well: +Basic settings +![image](https://user-images.githubusercontent.com/2223172/61993792-7d361480-b071-11e9-826b-bcb789a470ea.png) + +Advanced settings +![image](https://user-images.githubusercontent.com/2223172/61993794-858e4f80-b071-11e9-86e6-ececf5b292f3.png) + + + +Anyone disagrees? Any proposals for basic and advanced settings?",1,advanced settings option please search existing issues for potential duplicates before filing yours godot version issue description recurring problem with some feature proposals is that they absolutely can t add any editor settings because settings are bloated and editor becomes complex etc this is problematic because more options is sometimes useful well the settings really have some not so useful options probably and aren t well organized but that s for another issue discussion in spawned an idea for a nice feature that could do something about the problem of editor becoming too complex advanced settings option basically upon opening editor settings you d see only a set of very common options like editor language or theme and most of the settings would be hidden like interface dialogs or file server to show them there would be an advanced settings checkbox this way when you open editor settings you will see stuff that is mostly relevant and you are likely to change it would keep users from being lost and if someone wants to tweak more things and have option for literally everything it would be possible the biggest problem here is determining which options should be considered advanced also here s how it looks in vlc which does it really well basic settings advanced settings anyone disagrees any proposals for basic and advanced settings ,1 +17726,12289663401.0,IssuesEvent,2020-05-09 22:45:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,"Autocomplete doesn´t list functions after if, while and for blocks.",bug topic:editor topic:gdscript usability," + +**Godot version:** + +Godot 3.1dev +451e5fd0511bc2c17a66fc73a0de9a5169109517 + + +**OS/device including version:** + +Win764bit + +**Issue description:** + +Autocomplete only list variables and constants after if,while and for blocks: +![autocompletebug](https://user-images.githubusercontent.com/11712737/47463117-99a4d800-d7e5-11e8-9525-20798f7efb16.gif) + +Related: +https://github.com/godotengine/godot/issues/21915 +",True,"Autocomplete doesn´t list functions after if, while and for blocks. - + +**Godot version:** + +Godot 3.1dev +451e5fd0511bc2c17a66fc73a0de9a5169109517 + + +**OS/device including version:** + +Win764bit + +**Issue description:** + +Autocomplete only list variables and constants after if,while and for blocks: +![autocompletebug](https://user-images.githubusercontent.com/11712737/47463117-99a4d800-d7e5-11e8-9525-20798f7efb16.gif) + +Related: +https://github.com/godotengine/godot/issues/21915 +",1,autocomplete doesn´t list functions after if while and for blocks please search existing issues for potential duplicates before filing yours godot version godot os device including version issue description autocomplete only list variables and constants after if while and for blocks related ,1 +14830,9538622835.0,IssuesEvent,2019-04-30 15:05:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Option to choose frames or seconds display in AnimationPlayer's timeline,enhancement junior job topic:editor usability,"The timeline in AnimationPlayer, by default, shows the time in seconds, and the cursor snaps to the seconds subdivisions instead of individual frames. + +![timeline](https://cloud.githubusercontent.com/assets/19820741/17646452/74534bf8-61a0-11e6-9297-1502568b8f66.png) + +This is not good when importing an external animation made through frames reference (like importing from Blender), and when is needed to have more precision too. I suggest to add an option to toggle the individual frames display (changing the grid and snapping as well). + +And a question: Godot have an animation frame rate parameter? Thanks. +",True,"Option to choose frames or seconds display in AnimationPlayer's timeline - The timeline in AnimationPlayer, by default, shows the time in seconds, and the cursor snaps to the seconds subdivisions instead of individual frames. + +![timeline](https://cloud.githubusercontent.com/assets/19820741/17646452/74534bf8-61a0-11e6-9297-1502568b8f66.png) + +This is not good when importing an external animation made through frames reference (like importing from Blender), and when is needed to have more precision too. I suggest to add an option to toggle the individual frames display (changing the grid and snapping as well). + +And a question: Godot have an animation frame rate parameter? Thanks. +",1,option to choose frames or seconds display in animationplayer s timeline the timeline in animationplayer by default shows the time in seconds and the cursor snaps to the seconds subdivisions instead of individual frames this is not good when importing an external animation made through frames reference like importing from blender and when is needed to have more precision too i suggest to add an option to toggle the individual frames display changing the grid and snapping as well and a question godot have an animation frame rate parameter thanks ,1 +25343,25005090940.0,IssuesEvent,2022-11-03 11:10:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The default HSV slider is wrong for OKHSL mode,bug usability topic:gui,"### Godot version + +4.0 0d28820 + +### System information + +Windows 10 x64 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/196189757-8db5d8b5-2970-4eab-9441-290240131e86.png) +You can see 3 different colors here. S slider is being fixed by #67534, but H slider is completely wrong. It needs a separate texture. + +### Steps to reproduce + +1. Open any ColorPicker +2. Change color mode to OKHSL + +### Minimal reproduction project + +_No response_",True,"The default HSV slider is wrong for OKHSL mode - ### Godot version + +4.0 0d28820 + +### System information + +Windows 10 x64 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/196189757-8db5d8b5-2970-4eab-9441-290240131e86.png) +You can see 3 different colors here. S slider is being fixed by #67534, but H slider is completely wrong. It needs a separate texture. + +### Steps to reproduce + +1. Open any ColorPicker +2. Change color mode to OKHSL + +### Minimal reproduction project + +_No response_",1,the default hsv slider is wrong for okhsl mode godot version system information windows issue description you can see different colors here s slider is being fixed by but h slider is completely wrong it needs a separate texture steps to reproduce open any colorpicker change color mode to okhsl minimal reproduction project no response ,1 +15855,10335449099.0,IssuesEvent,2019-09-03 10:36:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ColorPicker doesn't always remember its HSV mode status in the editor,bug topic:editor usability,"**Godot version:** Git https://github.com/godotengine/godot/commit/017b224a87064a3d333ba63809a0f12cfe2c4412 + +**OS/device including version:** Fedora 30 + +**Issue description:** In the editor, when using a ColorPicker in HSV mode, it will sometimes go back to RGB mode after closing it. This can be pretty confusing when editing colors, especially if you're editing the same property a second time. + +This seems to always occur when editing a color in the Project Settings (such as the default clear color) then closing the Project Settings dialog. All color pickers' HSV mode states (including the ones in the inspector) will be reverted back to RGB mode. + +**Steps to reproduce:** Go to the Project Settings, change the default clear color while in HSV mode, then close the Project Settings. +",True,"ColorPicker doesn't always remember its HSV mode status in the editor - **Godot version:** Git https://github.com/godotengine/godot/commit/017b224a87064a3d333ba63809a0f12cfe2c4412 + +**OS/device including version:** Fedora 30 + +**Issue description:** In the editor, when using a ColorPicker in HSV mode, it will sometimes go back to RGB mode after closing it. This can be pretty confusing when editing colors, especially if you're editing the same property a second time. + +This seems to always occur when editing a color in the Project Settings (such as the default clear color) then closing the Project Settings dialog. All color pickers' HSV mode states (including the ones in the inspector) will be reverted back to RGB mode. + +**Steps to reproduce:** Go to the Project Settings, change the default clear color while in HSV mode, then close the Project Settings. +",1,colorpicker doesn t always remember its hsv mode status in the editor godot version git os device including version fedora issue description in the editor when using a colorpicker in hsv mode it will sometimes go back to rgb mode after closing it this can be pretty confusing when editing colors especially if you re editing the same property a second time this seems to always occur when editing a color in the project settings such as the default clear color then closing the project settings dialog all color pickers hsv mode states including the ones in the inspector will be reverted back to rgb mode steps to reproduce go to the project settings change the default clear color while in hsv mode then close the project settings ,1 +21507,17192750752.0,IssuesEvent,2021-07-16 13:21:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot becomes unresponsive after Creating Theme From Current Editor Theme,archived topic:editor usability,"### Godot version + +3.3.stable + +### System information + +Windows 10, GLES3 + +### Issue description + +Godot becomes unresponsive after Creating Theme From Current Editor Theme + +### Steps to reproduce + +- Select a node (I used control node) +- Select Theme in Inspector +- Click empty > New Theme +- In Theme Preview panel click Edit Theme +- Click Create From Current Editor Theme + +### Minimal reproduction project + +_No response_",True,"Godot becomes unresponsive after Creating Theme From Current Editor Theme - ### Godot version + +3.3.stable + +### System information + +Windows 10, GLES3 + +### Issue description + +Godot becomes unresponsive after Creating Theme From Current Editor Theme + +### Steps to reproduce + +- Select a node (I used control node) +- Select Theme in Inspector +- Click empty > New Theme +- In Theme Preview panel click Edit Theme +- Click Create From Current Editor Theme + +### Minimal reproduction project + +_No response_",1,godot becomes unresponsive after creating theme from current editor theme godot version stable system information windows issue description godot becomes unresponsive after creating theme from current editor theme steps to reproduce select a node i used control node select theme in inspector click empty new theme in theme preview panel click edit theme click create from current editor theme minimal reproduction project no response ,1 +6689,4448850261.0,IssuesEvent,2016-08-22 02:59:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,File recovery on crash,feature proposal topic:editor usability,"Godot shouldn't crash, but we all know that it does sometimes. It would be very nice that a data recovery function existed so not much of work is lost. + +I believe an autosave to a temp path from time to time seems enough, along with a popup showing what can be recovered when opening a project that crashed.",True,"File recovery on crash - Godot shouldn't crash, but we all know that it does sometimes. It would be very nice that a data recovery function existed so not much of work is lost. + +I believe an autosave to a temp path from time to time seems enough, along with a popup showing what can be recovered when opening a project that crashed.",1,file recovery on crash godot shouldn t crash but we all know that it does sometimes it would be very nice that a data recovery function existed so not much of work is lost i believe an autosave to a temp path from time to time seems enough along with a popup showing what can be recovered when opening a project that crashed ,1 +19774,14539518588.0,IssuesEvent,2020-12-15 12:00:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ruler's text colour option does not exist in Editor Settings,discussion topic:editor usability,"**Godot version:** + +_3.2 beta 1_ + +**OS/device including version:** + +All + +**Issue description:** + +In the Editor Settings, there lacks an option to set the ruler's text colour. + +**Steps to reproduce:** + +Open the Editor Settings, look for an option to change the ruler's text colour.",True,"Ruler's text colour option does not exist in Editor Settings - **Godot version:** + +_3.2 beta 1_ + +**OS/device including version:** + +All + +**Issue description:** + +In the Editor Settings, there lacks an option to set the ruler's text colour. + +**Steps to reproduce:** + +Open the Editor Settings, look for an option to change the ruler's text colour.",1,ruler s text colour option does not exist in editor settings godot version beta os device including version all issue description in the editor settings there lacks an option to set the ruler s text colour steps to reproduce open the editor settings look for an option to change the ruler s text colour ,1 +8560,5824387712.0,IssuesEvent,2017-05-07 12:34:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script editor scroll too fast with trackpad in OSX.,bug platform:osx topic:editor usability,"**Operating system or device:** +OSX, trackpad + +**Issue description:** +GDScript editor scroll too fast vertical and too slow horizontal with trackpad. It hard to scroll & view with long script file or help file. +",True,"Script editor scroll too fast with trackpad in OSX. - **Operating system or device:** +OSX, trackpad + +**Issue description:** +GDScript editor scroll too fast vertical and too slow horizontal with trackpad. It hard to scroll & view with long script file or help file. +",1,script editor scroll too fast with trackpad in osx operating system or device osx trackpad issue description gdscript editor scroll too fast vertical and too slow horizontal with trackpad it hard to scroll view with long script file or help file ,1 +11461,7244788940.0,IssuesEvent,2018-02-14 16:06:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inconsistent behavior of delete key,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 7 64bits, Godot 3.0 beta1 + +**Issue description:** +- Clicking on a node and pressing ""delete"" shows the confirmation window for deleting that node +- Clicking on a key frame in the Animator timeline and pressing ""delete"" deletes said key frame +- *However*, clicking on a file in the filesystem panel and pressing ""delete"" shows the confirmation window for deleting the **node** that's currently selected on the scene panel rather than a confirmation window for the selected **file**. + +This behavior is inconsistent and unexpected being that Godot has an otherwise pretty standard UI/UX and can lead to the user accidentally deleting nodes while intending to delete files. ",True,"Inconsistent behavior of delete key - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 7 64bits, Godot 3.0 beta1 + +**Issue description:** +- Clicking on a node and pressing ""delete"" shows the confirmation window for deleting that node +- Clicking on a key frame in the Animator timeline and pressing ""delete"" deletes said key frame +- *However*, clicking on a file in the filesystem panel and pressing ""delete"" shows the confirmation window for deleting the **node** that's currently selected on the scene panel rather than a confirmation window for the selected **file**. + +This behavior is inconsistent and unexpected being that Godot has an otherwise pretty standard UI/UX and can lead to the user accidentally deleting nodes while intending to delete files. ",1,inconsistent behavior of delete key operating system or device godot version gpu model and driver if graphics related windows godot issue description clicking on a node and pressing delete shows the confirmation window for deleting that node clicking on a key frame in the animator timeline and pressing delete deletes said key frame however clicking on a file in the filesystem panel and pressing delete shows the confirmation window for deleting the node that s currently selected on the scene panel rather than a confirmation window for the selected file this behavior is inconsistent and unexpected being that godot has an otherwise pretty standard ui ux and can lead to the user accidentally deleting nodes while intending to delete files ,1 +16282,10722074681.0,IssuesEvent,2019-10-27 09:06:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The file dialog should reset the scroll after opening a directory,enhancement junior job topic:core topic:editor usability,"UX proposal. (I would love to be able to add tags to the issues) + +When you open a new directory on the file dialog the scroll should go back to the top, otherwise you start browsing that new dir in the same position as your preview view was. This creates confusion and it is not the expected behavior. If my explanation is vague I can include a gif with the issue.",True,"The file dialog should reset the scroll after opening a directory - UX proposal. (I would love to be able to add tags to the issues) + +When you open a new directory on the file dialog the scroll should go back to the top, otherwise you start browsing that new dir in the same position as your preview view was. This creates confusion and it is not the expected behavior. If my explanation is vague I can include a gif with the issue.",1,the file dialog should reset the scroll after opening a directory ux proposal i would love to be able to add tags to the issues when you open a new directory on the file dialog the scroll should go back to the top otherwise you start browsing that new dir in the same position as your preview view was this creates confusion and it is not the expected behavior if my explanation is vague i can include a gif with the issue ,1 +20409,15396962522.0,IssuesEvent,2021-03-03 21:25:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,'No item column selected' when trying to rename node,bug regression topic:editor usability," + +**Godot version:** + +3.2.4 rc2 +Works in rc1 + +**Issue description:** + +When trying to rename node in scene tree by pressing Enter, this error appears: +![image](https://user-images.githubusercontent.com/2223172/109649458-39b06000-7b5c-11eb-96b0-e9cf08366c6c.png) + +**Steps to reproduce:** +1. Open a scene with some nodes +2. Select a node in scene tree +3. Press Enter +4. If the error doesn't appear, use arrows to change selection and try again",True,"'No item column selected' when trying to rename node - + +**Godot version:** + +3.2.4 rc2 +Works in rc1 + +**Issue description:** + +When trying to rename node in scene tree by pressing Enter, this error appears: +![image](https://user-images.githubusercontent.com/2223172/109649458-39b06000-7b5c-11eb-96b0-e9cf08366c6c.png) + +**Steps to reproduce:** +1. Open a scene with some nodes +2. Select a node in scene tree +3. Press Enter +4. If the error doesn't appear, use arrows to change selection and try again",1, no item column selected when trying to rename node please search existing issues for potential duplicates before filing yours godot version works in issue description when trying to rename node in scene tree by pressing enter this error appears steps to reproduce open a scene with some nodes select a node in scene tree press enter if the error doesn t appear use arrows to change selection and try again,1 +10615,6825120825.0,IssuesEvent,2017-11-08 09:23:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add ""Make Resource Unique"" flag (allow unique Materials on instanced nodes)",feature proposal topic:core topic:rendering usability,"_bugsquad edit: The orginal title of this issue was ""Shader material not unique on instanced nodes""_ +_Changed title to reflect ""feature proposal"" status in reaction to reduz comment: https://github.com/godotengine/godot/issues/3222#issuecomment-168666945_ + +--- + +Related to #2162 + +When using shader on sprites (haven tested on other nodes), the shader is the same for every instanced sprite. +I have a setup where the sprites are instanced in the editor inside another scene. If the shader changes one of it's parameters it changes on every sprite instance. + +RootNode +===> Instanced1 +=====> Sprite(shader) +===> Instanced2 +======> Sprite(shader) + +This happens even if I use the ""Make sub-resources unique"" on the instanced node. The only way to achive this is going node by node and set the ""Editable Children"" flag to true. Then navigating to the sprite child node and setting ""Make sub-resources unique"" flag. + +Is there a reason why the shader resources are not duplicated when duplicating nodes that are using them? + +PS: here's a test project https://dl.dropboxusercontent.com/u/274954519/godot-issues/test_shaders.zip +",True,"Add ""Make Resource Unique"" flag (allow unique Materials on instanced nodes) - _bugsquad edit: The orginal title of this issue was ""Shader material not unique on instanced nodes""_ +_Changed title to reflect ""feature proposal"" status in reaction to reduz comment: https://github.com/godotengine/godot/issues/3222#issuecomment-168666945_ + +--- + +Related to #2162 + +When using shader on sprites (haven tested on other nodes), the shader is the same for every instanced sprite. +I have a setup where the sprites are instanced in the editor inside another scene. If the shader changes one of it's parameters it changes on every sprite instance. + +RootNode +===> Instanced1 +=====> Sprite(shader) +===> Instanced2 +======> Sprite(shader) + +This happens even if I use the ""Make sub-resources unique"" on the instanced node. The only way to achive this is going node by node and set the ""Editable Children"" flag to true. Then navigating to the sprite child node and setting ""Make sub-resources unique"" flag. + +Is there a reason why the shader resources are not duplicated when duplicating nodes that are using them? + +PS: here's a test project https://dl.dropboxusercontent.com/u/274954519/godot-issues/test_shaders.zip +",1,add make resource unique flag allow unique materials on instanced nodes bugsquad edit the orginal title of this issue was shader material not unique on instanced nodes changed title to reflect feature proposal status in reaction to reduz comment related to when using shader on sprites haven tested on other nodes the shader is the same for every instanced sprite i have a setup where the sprites are instanced in the editor inside another scene if the shader changes one of it s parameters it changes on every sprite instance rootnode sprite shader sprite shader this happens even if i use the make sub resources unique on the instanced node the only way to achive this is going node by node and set the editable children flag to true then navigating to the sprite child node and setting make sub resources unique flag is there a reason why the shader resources are not duplicated when duplicating nodes that are using them ps here s a test project ,1 +6463,4307399520.0,IssuesEvent,2016-07-21 08:52:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Reload all scenes button in editor,feature proposal topic:editor usability,"From the Facebook group discussion. + +Please add reload all edited scenes button. + +Thanks! :D",True,"Reload all scenes button in editor - From the Facebook group discussion. + +Please add reload all edited scenes button. + +Thanks! :D",1,reload all scenes button in editor from the facebook group discussion please add reload all edited scenes button thanks d,1 +9367,6265740812.0,IssuesEvent,2017-07-16 19:57:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Subscene icon tooltip is outdated,bug junior job topic:editor usability,"**Operating system or device - Godot version:** +`master` (4366b7c) + +**Issue description:** +The subscene icon tooltip says ""Subscene options"", but this icon now opens the subscene in editor. + +![godot windows opt tools 64_2017-07-16_16-53-00](https://user-images.githubusercontent.com/5599796/28250799-b47d86ac-6a47-11e7-8c85-cb24ecdbe0cb.png)",True,"Subscene icon tooltip is outdated - **Operating system or device - Godot version:** +`master` (4366b7c) + +**Issue description:** +The subscene icon tooltip says ""Subscene options"", but this icon now opens the subscene in editor. + +![godot windows opt tools 64_2017-07-16_16-53-00](https://user-images.githubusercontent.com/5599796/28250799-b47d86ac-6a47-11e7-8c85-cb24ecdbe0cb.png)",1,subscene icon tooltip is outdated operating system or device godot version master issue description the subscene icon tooltip says subscene options but this icon now opens the subscene in editor ,1 +24525,23873095677.0,IssuesEvent,2022-09-07 16:23:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing layer changes atlas source,bug topic:editor usability topic:2d,"### Godot version + +c2d55a4 + +### System information + +Windows 10 x64 + +### Issue description + +Another weird source interaction. Related to sorting (like in #58482) +![Vm8ruuRV0f](https://user-images.githubusercontent.com/2223172/181937166-b4f7b2dd-0dcf-49bb-b158-c62281992512.gif) + + +### Steps to reproduce + +1. Add TileMap with 2 tilesets (can be 2 icon.pngs) +2. Change sorting to e.g. ID descending +3. Add layer +4. Pick some tile I think +5. Change layer +6. Your source is changed + +EDIT: +Updated steps. You need TileMap with a couple of layers. +1. Draw some tiles +2. Change tile source sorting (make sure the new order is different from default) +3. Pick any source (different than in 1.) +4. Pick tiles from the scene. Your selected source is the same as in 1. +5. Change layer. Your selected source is the same as in 3. + +### Minimal reproduction project + +_No response_",True,"Changing layer changes atlas source - ### Godot version + +c2d55a4 + +### System information + +Windows 10 x64 + +### Issue description + +Another weird source interaction. Related to sorting (like in #58482) +![Vm8ruuRV0f](https://user-images.githubusercontent.com/2223172/181937166-b4f7b2dd-0dcf-49bb-b158-c62281992512.gif) + + +### Steps to reproduce + +1. Add TileMap with 2 tilesets (can be 2 icon.pngs) +2. Change sorting to e.g. ID descending +3. Add layer +4. Pick some tile I think +5. Change layer +6. Your source is changed + +EDIT: +Updated steps. You need TileMap with a couple of layers. +1. Draw some tiles +2. Change tile source sorting (make sure the new order is different from default) +3. Pick any source (different than in 1.) +4. Pick tiles from the scene. Your selected source is the same as in 1. +5. Change layer. Your selected source is the same as in 3. + +### Minimal reproduction project + +_No response_",1,changing layer changes atlas source godot version system information windows issue description another weird source interaction related to sorting like in steps to reproduce add tilemap with tilesets can be icon pngs change sorting to e g id descending add layer pick some tile i think change layer your source is changed edit updated steps you need tilemap with a couple of layers draw some tiles change tile source sorting make sure the new order is different from default pick any source different than in pick tiles from the scene your selected source is the same as in change layer your selected source is the same as in minimal reproduction project no response ,1 +18180,12626017248.0,IssuesEvent,2020-06-14 14:41:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ideas for multidevice 2D/3D navigation and impoved consistency,discussion enhancement topic:editor usability,"Navigation in 2D and 3D editors is currently difficult/strange with restricted input devices such as some touchpads. There are optional settings options to make working with touchpad possible, but at least for me, it took quite long to accidentally learn about the existence of such (not until I searched the issues related to this one today). Also, navigation in 2D is different to most 2D-space applications (#7409), such as many image editors, web browsers, etc.: in Godot you can't pan around with vertical and horizontal scroll. + +Another, although possibly not that major, inconsistency is within Godot itself. Constantly switching between 2D and 3D, when you work on a project that needs both, may confuse your nervous system and you end up orbiting all the time in 3D instead of panning. Some useful functionality of 3D is also missing from 2D (at least continuous zoom by ctrl + middle mouse button). Navigation in 2D and 3D editors should be similar where they overlap (pan, zoom), if possible. Of course, this may break Godot's navigation compatibility with either Blender (and others?) or 2D software so there is a need for configuration options, as always. Following the current 3D navigation scheme similar to Blender's however possibly breaks consistency also between traditional pointer touchpads and multitouch touchpads/screens, because the latter do not send scroll events (I don't know, just guessing), if you want to fully utilize these modern devices. + +So: +- You should be able to move around with any (common) device combinations by default. No extra configuration should be needed. These device combinations include partially also the case _keyboard only_, because some things are faster/more accurate to do by pressing keys than by first reaching to the mouse or aiming at a distinct value with it. +- Differences between 2D and 3D navigation should be minimal. +- Differences to standard navigation approaches in other related software should be minimal. + +And the last two are in contradiction... + +Below are my two different proposals for defaults. A is optimized for 2D compatibility and B for the current 3D. The 2D + 3D columns list actions that can be shared between both 2D and 3D. + +![navigation1](https://user-images.githubusercontent.com/25223253/35866589-4a61fe50-0b60-11e8-8273-5ea4e28dbf49.png) +![navigation2](https://user-images.githubusercontent.com/25223253/35866592-4abbfe14-0b60-11e8-9776-078819800a5b.png) +![navigation3](https://user-images.githubusercontent.com/25223253/35866594-4b1e0e4c-0b60-11e8-9c2a-132998f65b63.png) + +You can find there some ""new"" functionality, too: Forward/backward movement in 3D editor that is accessible only in fly mode now, and keyboard shortcuts for zoom 1:1, and double/halve the current zoom level (those small ""+ 1 -"" buttons at the upper left corner in current 2D editor). Shortcut `1` (number row) for 1:1 zoom can be found in image manipulation and viewer programs. And finally something that is missing from Godot altogether (AFAIK): zoom to rectangle in both 2D and 3D orthogonal view. The proposed Shift + middle mouse button is used in Inkscape for this. + +Keyboard-only mappings for orbiting and forward/backward movement are missing from the table, but they should not. At the moment, the arrow keys are used in 2D editor to move the selected object 1 pixel to the given direction, and with Shift modifier 10 pixels. To enable panning, this functionality could be moved behind modifier keys completely (thus eliminating usage of _modified_ arrows in navigation context and the most intuitive option for keyboard orbiting and forward movement), or one could have a totally different approach to manipulation tools, eg. following #15969. + +**Correction:** The column Zoom to rectangle in the first B table should be empty, because Shift + m.mouse is reserved for panning.",True,"Ideas for multidevice 2D/3D navigation and impoved consistency - Navigation in 2D and 3D editors is currently difficult/strange with restricted input devices such as some touchpads. There are optional settings options to make working with touchpad possible, but at least for me, it took quite long to accidentally learn about the existence of such (not until I searched the issues related to this one today). Also, navigation in 2D is different to most 2D-space applications (#7409), such as many image editors, web browsers, etc.: in Godot you can't pan around with vertical and horizontal scroll. + +Another, although possibly not that major, inconsistency is within Godot itself. Constantly switching between 2D and 3D, when you work on a project that needs both, may confuse your nervous system and you end up orbiting all the time in 3D instead of panning. Some useful functionality of 3D is also missing from 2D (at least continuous zoom by ctrl + middle mouse button). Navigation in 2D and 3D editors should be similar where they overlap (pan, zoom), if possible. Of course, this may break Godot's navigation compatibility with either Blender (and others?) or 2D software so there is a need for configuration options, as always. Following the current 3D navigation scheme similar to Blender's however possibly breaks consistency also between traditional pointer touchpads and multitouch touchpads/screens, because the latter do not send scroll events (I don't know, just guessing), if you want to fully utilize these modern devices. + +So: +- You should be able to move around with any (common) device combinations by default. No extra configuration should be needed. These device combinations include partially also the case _keyboard only_, because some things are faster/more accurate to do by pressing keys than by first reaching to the mouse or aiming at a distinct value with it. +- Differences between 2D and 3D navigation should be minimal. +- Differences to standard navigation approaches in other related software should be minimal. + +And the last two are in contradiction... + +Below are my two different proposals for defaults. A is optimized for 2D compatibility and B for the current 3D. The 2D + 3D columns list actions that can be shared between both 2D and 3D. + +![navigation1](https://user-images.githubusercontent.com/25223253/35866589-4a61fe50-0b60-11e8-8273-5ea4e28dbf49.png) +![navigation2](https://user-images.githubusercontent.com/25223253/35866592-4abbfe14-0b60-11e8-9776-078819800a5b.png) +![navigation3](https://user-images.githubusercontent.com/25223253/35866594-4b1e0e4c-0b60-11e8-9c2a-132998f65b63.png) + +You can find there some ""new"" functionality, too: Forward/backward movement in 3D editor that is accessible only in fly mode now, and keyboard shortcuts for zoom 1:1, and double/halve the current zoom level (those small ""+ 1 -"" buttons at the upper left corner in current 2D editor). Shortcut `1` (number row) for 1:1 zoom can be found in image manipulation and viewer programs. And finally something that is missing from Godot altogether (AFAIK): zoom to rectangle in both 2D and 3D orthogonal view. The proposed Shift + middle mouse button is used in Inkscape for this. + +Keyboard-only mappings for orbiting and forward/backward movement are missing from the table, but they should not. At the moment, the arrow keys are used in 2D editor to move the selected object 1 pixel to the given direction, and with Shift modifier 10 pixels. To enable panning, this functionality could be moved behind modifier keys completely (thus eliminating usage of _modified_ arrows in navigation context and the most intuitive option for keyboard orbiting and forward movement), or one could have a totally different approach to manipulation tools, eg. following #15969. + +**Correction:** The column Zoom to rectangle in the first B table should be empty, because Shift + m.mouse is reserved for panning.",1,ideas for multidevice navigation and impoved consistency navigation in and editors is currently difficult strange with restricted input devices such as some touchpads there are optional settings options to make working with touchpad possible but at least for me it took quite long to accidentally learn about the existence of such not until i searched the issues related to this one today also navigation in is different to most space applications such as many image editors web browsers etc in godot you can t pan around with vertical and horizontal scroll another although possibly not that major inconsistency is within godot itself constantly switching between and when you work on a project that needs both may confuse your nervous system and you end up orbiting all the time in instead of panning some useful functionality of is also missing from at least continuous zoom by ctrl middle mouse button navigation in and editors should be similar where they overlap pan zoom if possible of course this may break godot s navigation compatibility with either blender and others or software so there is a need for configuration options as always following the current navigation scheme similar to blender s however possibly breaks consistency also between traditional pointer touchpads and multitouch touchpads screens because the latter do not send scroll events i don t know just guessing if you want to fully utilize these modern devices so you should be able to move around with any common device combinations by default no extra configuration should be needed these device combinations include partially also the case keyboard only because some things are faster more accurate to do by pressing keys than by first reaching to the mouse or aiming at a distinct value with it differences between and navigation should be minimal differences to standard navigation approaches in other related software should be minimal and the last two are in contradiction below are my two different proposals for defaults a is optimized for compatibility and b for the current the columns list actions that can be shared between both and you can find there some new functionality too forward backward movement in editor that is accessible only in fly mode now and keyboard shortcuts for zoom and double halve the current zoom level those small buttons at the upper left corner in current editor shortcut number row for zoom can be found in image manipulation and viewer programs and finally something that is missing from godot altogether afaik zoom to rectangle in both and orthogonal view the proposed shift middle mouse button is used in inkscape for this keyboard only mappings for orbiting and forward backward movement are missing from the table but they should not at the moment the arrow keys are used in editor to move the selected object pixel to the given direction and with shift modifier pixels to enable panning this functionality could be moved behind modifier keys completely thus eliminating usage of modified arrows in navigation context and the most intuitive option for keyboard orbiting and forward movement or one could have a totally different approach to manipulation tools eg following correction the column zoom to rectangle in the first b table should be empty because shift m mouse is reserved for panning ,1 +26312,26686910104.0,IssuesEvent,2023-01-26 22:56:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Method created from editing connection doesn't include arguments,bug topic:editor usability," + +**Godot version:** + +3.2.3 + +**Steps to reproduce:** +1. Create a node (e.g. AnimationPlayer) and add a script +2. Connect some signal that has arguments +3. A method with the arguments will be created +4. Now edit the connection and change the target method +5. New method will be generated, but without arguments + +![Cr3w9iPWQm](https://user-images.githubusercontent.com/2223172/97744388-69385880-1ae7-11eb-822a-08527fda1a78.gif) +",True,"Method created from editing connection doesn't include arguments - + +**Godot version:** + +3.2.3 + +**Steps to reproduce:** +1. Create a node (e.g. AnimationPlayer) and add a script +2. Connect some signal that has arguments +3. A method with the arguments will be created +4. Now edit the connection and change the target method +5. New method will be generated, but without arguments + +![Cr3w9iPWQm](https://user-images.githubusercontent.com/2223172/97744388-69385880-1ae7-11eb-822a-08527fda1a78.gif) +",1,method created from editing connection doesn t include arguments please search existing issues for potential duplicates before filing yours godot version steps to reproduce create a node e g animationplayer and add a script connect some signal that has arguments a method with the arguments will be created now edit the connection and change the target method new method will be generated but without arguments ,1 +25388,25112899952.0,IssuesEvent,2022-11-08 22:15:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Lookup Symbol isn't accurate on the first use (regression in 4.0 alpha 4),bug topic:editor confirmed usability regression,"### Godot version + +7bb963e + +### System information + +Windows 10 x64 + +### Issue description + +![godot windows tools 64_PsqVCHivTA](https://user-images.githubusercontent.com/2223172/161406124-d3ea3d2a-8c9d-4831-a40b-4ea7ed7bfec1.gif) +Notice how on the first jump the method was nowhere in focus. It worked on the second click, when the doc was already opened. + +### Steps to reproduce + +1. Add code with some built-in class' method +2. Ctrl + Click that method +3. You are thrown somewhere into editor help, but the method is not in sight + +### Minimal reproduction project + +_No response_",True,"Lookup Symbol isn't accurate on the first use (regression in 4.0 alpha 4) - ### Godot version + +7bb963e + +### System information + +Windows 10 x64 + +### Issue description + +![godot windows tools 64_PsqVCHivTA](https://user-images.githubusercontent.com/2223172/161406124-d3ea3d2a-8c9d-4831-a40b-4ea7ed7bfec1.gif) +Notice how on the first jump the method was nowhere in focus. It worked on the second click, when the doc was already opened. + +### Steps to reproduce + +1. Add code with some built-in class' method +2. Ctrl + Click that method +3. You are thrown somewhere into editor help, but the method is not in sight + +### Minimal reproduction project + +_No response_",1,lookup symbol isn t accurate on the first use regression in alpha godot version system information windows issue description notice how on the first jump the method was nowhere in focus it worked on the second click when the doc was already opened steps to reproduce add code with some built in class method ctrl click that method you are thrown somewhere into editor help but the method is not in sight minimal reproduction project no response ,1 +26079,26388807625.0,IssuesEvent,2023-01-12 14:17:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tab navigation in a Vector3 inspector property doesn't properly give focus to spinboxes (DisplayServer regression),bug topic:editor confirmed usability regression topic:gui,"Godot 4 b3310a00743d65d8baa2b5730ecfaed8bf8842a6 +Windows 10 64 bits + +Using the tab key to focus X, Y and Z parts of a Vector3 property in the inspector doesn't seem to work properly. In 3.2.1 it focuses each field one after the other by allowing to type numbers immediately. In master, it visually gives focus, but typing numbers doesn't work. + +1) Create a `Spatial` +2) Go to its `transform` property and click on the `X` spinbox. Observe you can input numbers normally. +3) Hit the `Tab` key. Observe the `Y` field now looks focused, but typing numbers does nothing. +4) Hit `Tab` again. Observe `Z` is now focused and this time typing numbers works again. Sometimes it still doesn't work, not sure why.",True,"Tab navigation in a Vector3 inspector property doesn't properly give focus to spinboxes (DisplayServer regression) - Godot 4 b3310a00743d65d8baa2b5730ecfaed8bf8842a6 +Windows 10 64 bits + +Using the tab key to focus X, Y and Z parts of a Vector3 property in the inspector doesn't seem to work properly. In 3.2.1 it focuses each field one after the other by allowing to type numbers immediately. In master, it visually gives focus, but typing numbers doesn't work. + +1) Create a `Spatial` +2) Go to its `transform` property and click on the `X` spinbox. Observe you can input numbers normally. +3) Hit the `Tab` key. Observe the `Y` field now looks focused, but typing numbers does nothing. +4) Hit `Tab` again. Observe `Z` is now focused and this time typing numbers works again. Sometimes it still doesn't work, not sure why.",1,tab navigation in a inspector property doesn t properly give focus to spinboxes displayserver regression godot windows bits using the tab key to focus x y and z parts of a property in the inspector doesn t seem to work properly in it focuses each field one after the other by allowing to type numbers immediately in master it visually gives focus but typing numbers doesn t work create a spatial go to its transform property and click on the x spinbox observe you can input numbers normally hit the tab key observe the y field now looks focused but typing numbers does nothing hit tab again observe z is now focused and this time typing numbers works again sometimes it still doesn t work not sure why ,1 +18190,12642866121.0,IssuesEvent,2020-06-16 08:52:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete Path in Project Manager,enhancement topic:editor usability,The current Path textbox in the project selection screen does not have autocomplete support. It would be nice if it provided fuzzy autocomplete ,True,Autocomplete Path in Project Manager - The current Path textbox in the project selection screen does not have autocomplete support. It would be nice if it provided fuzzy autocomplete ,1,autocomplete path in project manager the current path textbox in the project selection screen does not have autocomplete support it would be nice if it provided fuzzy autocomplete ,1 +16665,11201078785.0,IssuesEvent,2020-01-04 00:32:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Android export doesn't warn if keystore doesn't exist,bug platform:android topic:editor usability,"**Godot version:** +3.2 beta5 + +**Steps to reproduce:** +1. Set a wrong release keystore path for Android export preset +2. Export with that preset +3. Wait +4. Wait more +5. Ok, it finished +6. Except it didn't, because the keystore doesn't exist and you just wasted time + +The check should be done at the beginning of export.",True,"Android export doesn't warn if keystore doesn't exist - **Godot version:** +3.2 beta5 + +**Steps to reproduce:** +1. Set a wrong release keystore path for Android export preset +2. Export with that preset +3. Wait +4. Wait more +5. Ok, it finished +6. Except it didn't, because the keystore doesn't exist and you just wasted time + +The check should be done at the beginning of export.",1,android export doesn t warn if keystore doesn t exist godot version steps to reproduce set a wrong release keystore path for android export preset export with that preset wait wait more ok it finished except it didn t because the keystore doesn t exist and you just wasted time the check should be done at the beginning of export ,1 +28091,31721672929.0,IssuesEvent,2023-09-10 13:32:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Switching scene tabs with many tabs may hide tabs,bug topic:editor usability,"### Godot version + +4.2 dev4 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you have many tabs opened and they are overflowing with the < > buttons, when you switch scene tab it may hide some tabs in specific circumstances: + +https://github.com/godotengine/godot/assets/2223172/e5904497-6e3f-48af-815a-3a156ca15018 + +I'd expect that simply switching to another tab has no effect on visibility. + +### Steps to reproduce + +1. Open many scene tabs +2. Repeat what I did on the video +May depend on tab names and window size. + +### Minimal reproduction project + +N/A",True,"Switching scene tabs with many tabs may hide tabs - ### Godot version + +4.2 dev4 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you have many tabs opened and they are overflowing with the < > buttons, when you switch scene tab it may hide some tabs in specific circumstances: + +https://github.com/godotengine/godot/assets/2223172/e5904497-6e3f-48af-815a-3a156ca15018 + +I'd expect that simply switching to another tab has no effect on visibility. + +### Steps to reproduce + +1. Open many scene tabs +2. Repeat what I did on the video +May depend on tab names and window size. + +### Minimal reproduction project + +N/A",1,switching scene tabs with many tabs may hide tabs godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description when you have many tabs opened and they are overflowing with the buttons when you switch scene tab it may hide some tabs in specific circumstances i d expect that simply switching to another tab has no effect on visibility steps to reproduce open many scene tabs repeat what i did on the video may depend on tab names and window size minimal reproduction project n a,1 +18173,12625832833.0,IssuesEvent,2020-06-14 13:52:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Particles 3D, Shape mode ""points"": points can be defined only in distance from 0 to 1 from the origin",discussion enhancement usability,"**Operating system or device - Godot version:** +e93ce33 Gpu: Gtx1060 + +**Issue description:** +With R/G/B color pixels we can code position of emission points in `points' and 'directed points` emission shapes. But it's impossible to move them They can have position values only from 0 to 1 in local world coords. +Take a look at the screen: +![part_pos](https://user-images.githubusercontent.com/6129594/29184204-b37cea28-7e05-11e7-933d-923c493a9ac5.png) + +Yellow box visibility is not very big (radius around 2 I think), lets say I have some bigger object in the game like boss and I wanted to use one particle emitter to have some nice effect. Unfortunately distance from the center cant be more than 1 (but only in positive directions). +Maybe we could have additional factor to scale this distance? + +**Steps to reproduce:** + +**Link to minimal example project:** + +",True,"Particles 3D, Shape mode ""points"": points can be defined only in distance from 0 to 1 from the origin - **Operating system or device - Godot version:** +e93ce33 Gpu: Gtx1060 + +**Issue description:** +With R/G/B color pixels we can code position of emission points in `points' and 'directed points` emission shapes. But it's impossible to move them They can have position values only from 0 to 1 in local world coords. +Take a look at the screen: +![part_pos](https://user-images.githubusercontent.com/6129594/29184204-b37cea28-7e05-11e7-933d-923c493a9ac5.png) + +Yellow box visibility is not very big (radius around 2 I think), lets say I have some bigger object in the game like boss and I wanted to use one particle emitter to have some nice effect. Unfortunately distance from the center cant be more than 1 (but only in positive directions). +Maybe we could have additional factor to scale this distance? + +**Steps to reproduce:** + +**Link to minimal example project:** + +",1,particles shape mode points points can be defined only in distance from to from the origin operating system or device godot version gpu issue description with r g b color pixels we can code position of emission points in points and directed points emission shapes but it s impossible to move them they can have position values only from to in local world coords take a look at the screen yellow box visibility is not very big radius around i think lets say i have some bigger object in the game like boss and i wanted to use one particle emitter to have some nice effect unfortunately distance from the center cant be more than but only in positive directions maybe we could have additional factor to scale this distance steps to reproduce link to minimal example project ,1 +14735,9458899621.0,IssuesEvent,2019-04-17 07:03:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,colorpicker's slider is hard to click,enhancement topic:core topic:editor usability,"**Godot version:** +8dd00ed1762c4956b3231d709ce0d01ee9b306c8 + +**OS/device including version:** +win 10, 64-bit + + +**Issue description:** +when trying to click on the colorpicker's slider, your mouse has to be over the tiny white ball. + +example: +![](https://i.gyazo.com/956447a8b0b001eb94221bfd462d0a5b.gif) + +imo it'd be a lot easier if the entire circle detected the mouse, not just the inner circle. also, visually your mind thinks it's over the entire ball (but it's not, because it has to be over the inner white circle), makes it harder to click",True,"colorpicker's slider is hard to click - **Godot version:** +8dd00ed1762c4956b3231d709ce0d01ee9b306c8 + +**OS/device including version:** +win 10, 64-bit + + +**Issue description:** +when trying to click on the colorpicker's slider, your mouse has to be over the tiny white ball. + +example: +![](https://i.gyazo.com/956447a8b0b001eb94221bfd462d0a5b.gif) + +imo it'd be a lot easier if the entire circle detected the mouse, not just the inner circle. also, visually your mind thinks it's over the entire ball (but it's not, because it has to be over the inner white circle), makes it harder to click",1,colorpicker s slider is hard to click godot version os device including version win bit issue description when trying to click on the colorpicker s slider your mouse has to be over the tiny white ball example imo it d be a lot easier if the entire circle detected the mouse not just the inner circle also visually your mind thinks it s over the entire ball but it s not because it has to be over the inner white circle makes it harder to click,1 +18868,13359300875.0,IssuesEvent,2020-08-31 13:09:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Order of h_frames/v_frames in the inspector,discussion enhancement junior job topic:editor usability,"**Godot version:** +3.2 alpha3 + +**Issue description:** +This always bothered me, so I though I'd create an issue. Why Sprite's `v_frames` are in the inspector before the `h_frames`? Usually, horizontal properties are listed before vertical ones. Like in vectors (x/y) and rectangles (width/height) etc. Even in CanvasItemMaterial, when you enable `particles_animation`, h frames are before v. Camera2D used to have this problem with offset, but I ninja-swapped it in one of PRs. + +So, could this be changed for Sprite and Sprite3D, so `h_frames` are before `v_frames`? >_> +It doesn't break compatibility, just inspector-only visual thing. (also it's fit for Junior Job)",True,"Order of h_frames/v_frames in the inspector - **Godot version:** +3.2 alpha3 + +**Issue description:** +This always bothered me, so I though I'd create an issue. Why Sprite's `v_frames` are in the inspector before the `h_frames`? Usually, horizontal properties are listed before vertical ones. Like in vectors (x/y) and rectangles (width/height) etc. Even in CanvasItemMaterial, when you enable `particles_animation`, h frames are before v. Camera2D used to have this problem with offset, but I ninja-swapped it in one of PRs. + +So, could this be changed for Sprite and Sprite3D, so `h_frames` are before `v_frames`? >_> +It doesn't break compatibility, just inspector-only visual thing. (also it's fit for Junior Job)",1,order of h frames v frames in the inspector godot version issue description this always bothered me so i though i d create an issue why sprite s v frames are in the inspector before the h frames usually horizontal properties are listed before vertical ones like in vectors x y and rectangles width height etc even in canvasitemmaterial when you enable particles animation h frames are before v used to have this problem with offset but i ninja swapped it in one of prs so could this be changed for sprite and so h frames are before v frames it doesn t break compatibility just inspector only visual thing also it s fit for junior job ,1 +18665,13150873145.0,IssuesEvent,2020-08-09 13:57:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Trackpad scrolling in animation window inverted (macOS),topic:editor usability,"**Godot version:** +3.06 + +**OS/device including version:** +macOS 10.14.2, MagicTrackpad 2 + +**Issue description:** +Scrolling in the animation window at the bottom is inverted. When two-finger dragging up, content moves down and when two-finger dragging down, content moves up. In the inspector, it works correctly. + +**Steps to reproduce:** +• make sure that, in system preferences → trackpad → scroll & zoom, ""Scroll direction: Natural"" is enabled. +• open the ""player scene"" from the tutorial mentioned below. +• on the trackpad, two-finger drag up and down with the cursor inside the animation window +→ you'll see that the content moves opposite of the finger movement +• for comparison, make an inspector with enough content small enough to scroll and do the same in the inspector +→ you'll see that the scrolling is correct as expected. +• left/right are also inverted in the animation window only. + +Side notes: +• when disabling ""scroll direction: natural"", everything is flipped. In the inspector, scrolling is inverted (as expected), but in the animation window, scrolling suddenly works as if set to ""natural"". +• with the mouse wheel, it works as expected in both settings (natural/inverted) and also both windows (animation and inspector). + +proposed fix: invert trackpad scrolling in the animation window in all cases (as it's currently wrong, no matter the user preference). + +**Minimal reproduction project:** +the Godot first person tutorial project (https://docs.godotengine.org/en/3.0/tutorials/3d/fps_tutorial/part_two.html) has a scene ""Player"" that contains enough animations to be scrolled when the window is too small.",True,"Trackpad scrolling in animation window inverted (macOS) - **Godot version:** +3.06 + +**OS/device including version:** +macOS 10.14.2, MagicTrackpad 2 + +**Issue description:** +Scrolling in the animation window at the bottom is inverted. When two-finger dragging up, content moves down and when two-finger dragging down, content moves up. In the inspector, it works correctly. + +**Steps to reproduce:** +• make sure that, in system preferences → trackpad → scroll & zoom, ""Scroll direction: Natural"" is enabled. +• open the ""player scene"" from the tutorial mentioned below. +• on the trackpad, two-finger drag up and down with the cursor inside the animation window +→ you'll see that the content moves opposite of the finger movement +• for comparison, make an inspector with enough content small enough to scroll and do the same in the inspector +→ you'll see that the scrolling is correct as expected. +• left/right are also inverted in the animation window only. + +Side notes: +• when disabling ""scroll direction: natural"", everything is flipped. In the inspector, scrolling is inverted (as expected), but in the animation window, scrolling suddenly works as if set to ""natural"". +• with the mouse wheel, it works as expected in both settings (natural/inverted) and also both windows (animation and inspector). + +proposed fix: invert trackpad scrolling in the animation window in all cases (as it's currently wrong, no matter the user preference). + +**Minimal reproduction project:** +the Godot first person tutorial project (https://docs.godotengine.org/en/3.0/tutorials/3d/fps_tutorial/part_two.html) has a scene ""Player"" that contains enough animations to be scrolled when the window is too small.",1,trackpad scrolling in animation window inverted macos godot version os device including version macos magictrackpad issue description scrolling in the animation window at the bottom is inverted when two finger dragging up content moves down and when two finger dragging down content moves up in the inspector it works correctly steps to reproduce • make sure that in system preferences → trackpad → scroll zoom scroll direction natural is enabled • open the player scene from the tutorial mentioned below • on the trackpad two finger drag up and down with the cursor inside the animation window → you ll see that the content moves opposite of the finger movement • for comparison make an inspector with enough content small enough to scroll and do the same in the inspector → you ll see that the scrolling is correct as expected • left right are also inverted in the animation window only side notes • when disabling scroll direction natural everything is flipped in the inspector scrolling is inverted as expected but in the animation window scrolling suddenly works as if set to natural • with the mouse wheel it works as expected in both settings natural inverted and also both windows animation and inspector proposed fix invert trackpad scrolling in the animation window in all cases as it s currently wrong no matter the user preference minimal reproduction project the godot first person tutorial project has a scene player that contains enough animations to be scrolled when the window is too small ,1 +26758,27164130574.0,IssuesEvent,2023-02-17 14:12:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Minimap bottom area selects/drags code instead,bug topic:editor usability topic:gui,"### Godot version + +515552860b2eb1ac5f10e7266507a3e92f824fde + +### System information + +Fedora Silverblue 36, Ryzen 2400G + +### Issue description + +The bottom area of the code minimap cannot be used to scroll the code window, mouse inputs are instead sent to the underlying editor, resulting in code being selected/dragged. + +https://user-images.githubusercontent.com/347965/182465164-a5c020ae-d48b-4521-8074-350864d8d677.mov + + + +### Steps to reproduce + +1. Open a file with ~300 LOC +2. Attempt to scroll from the bottom of the minimap + +### Minimal reproduction project + +_No response_",True,"Minimap bottom area selects/drags code instead - ### Godot version + +515552860b2eb1ac5f10e7266507a3e92f824fde + +### System information + +Fedora Silverblue 36, Ryzen 2400G + +### Issue description + +The bottom area of the code minimap cannot be used to scroll the code window, mouse inputs are instead sent to the underlying editor, resulting in code being selected/dragged. + +https://user-images.githubusercontent.com/347965/182465164-a5c020ae-d48b-4521-8074-350864d8d677.mov + + + +### Steps to reproduce + +1. Open a file with ~300 LOC +2. Attempt to scroll from the bottom of the minimap + +### Minimal reproduction project + +_No response_",1,minimap bottom area selects drags code instead godot version system information fedora silverblue ryzen issue description the bottom area of the code minimap cannot be used to scroll the code window mouse inputs are instead sent to the underlying editor resulting in code being selected dragged steps to reproduce open a file with loc attempt to scroll from the bottom of the minimap minimal reproduction project no response ,1 +24645,24090694369.0,IssuesEvent,2022-09-19 14:32:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TileMap 4 : Unable to select or add a tile if zoom < 100%,bug topic:editor usability regression topic:2d,"### Godot version + +v4.0.beta1.mono.official [4ba934bf3] + +### System information + +Windows 11, Vulkan + +### Issue description + +Creating a tilemap (isometric), creating a tileset, creating an atlas, choosing to automatically create tiles + +After that, you can select tiles only in the upper left corner, the rest of the tiles cannot be selected. + +It is also not possible to place tiles on the map (it is possible place only several tiles from the upper-left corner of the tile map) + +### Steps to reproduce + +- Open mini proj +- Select a tilemap +- Try to place a tile on the scene - you can only place 6 (from the upper left corner) of the 18 tiles. + +### Minimal reproduction project + +[test_proj.zip](https://github.com/godotengine/godot/files/9587286/test_proj.zip) + + +UPD: after several experiments, I found that the ability to select a tile appears if you zoom a tile map tab more than 100%. +But if the zoom is less than 50%, you cannot select or add tile. +",True,"TileMap 4 : Unable to select or add a tile if zoom < 100% - ### Godot version + +v4.0.beta1.mono.official [4ba934bf3] + +### System information + +Windows 11, Vulkan + +### Issue description + +Creating a tilemap (isometric), creating a tileset, creating an atlas, choosing to automatically create tiles + +After that, you can select tiles only in the upper left corner, the rest of the tiles cannot be selected. + +It is also not possible to place tiles on the map (it is possible place only several tiles from the upper-left corner of the tile map) + +### Steps to reproduce + +- Open mini proj +- Select a tilemap +- Try to place a tile on the scene - you can only place 6 (from the upper left corner) of the 18 tiles. + +### Minimal reproduction project + +[test_proj.zip](https://github.com/godotengine/godot/files/9587286/test_proj.zip) + + +UPD: after several experiments, I found that the ability to select a tile appears if you zoom a tile map tab more than 100%. +But if the zoom is less than 50%, you cannot select or add tile. +",1,tilemap unable to select or add a tile if zoom godot version mono official system information windows vulkan issue description creating a tilemap isometric creating a tileset creating an atlas choosing to automatically create tiles after that you can select tiles only in the upper left corner the rest of the tiles cannot be selected it is also not possible to place tiles on the map it is possible place only several tiles from the upper left corner of the tile map steps to reproduce open mini proj select a tilemap try to place a tile on the scene you can only place from the upper left corner of the tiles minimal reproduction project upd after several experiments i found that the ability to select a tile appears if you zoom a tile map tab more than but if the zoom is less than you cannot select or add tile ,1 +23751,22718330068.0,IssuesEvent,2022-07-06 05:43:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[3.x] Some node icons use the Godot 4 colors,bug topic:editor usability,"### Godot version + +v3.5.rc4.official [e047c5006] + +### System information + +Windows 10 + +### Issue description + +Some node icons are using the Godot 4 color scheme, which is slightly more saturated, instead of the Godot 3 color scheme. + +### Label3D +![image](https://user-images.githubusercontent.com/67974470/177412825-78a82766-ab36-4102-9491-964a759c925a.png) ![image](https://user-images.githubusercontent.com/67974470/177414264-11349e92-bf05-403f-a9b6-f6efda6d8edd.png) + +### H/VFlowContainer +![image](https://user-images.githubusercontent.com/67974470/177413186-22de1106-5ae2-4325-baac-283e5b4bc2c2.png) +![image](https://user-images.githubusercontent.com/67974470/177414035-7ec438e2-b936-4247-8bd1-cf35b4c0edf7.png) + +### CPUParticles2D +![image](https://user-images.githubusercontent.com/67974470/177414515-37a17cae-7278-45ea-8ed9-3ecc30645088.png) ![image](https://user-images.githubusercontent.com/67974470/177414343-a0227f51-66ff-41df-9412-6ed55e74329f.png) + +### Steps to reproduce + +Check `Label3D.svg`, `HFlowContainer.svg`, and `VFlowContainer.svg` and `CPUParticles2D.svg` in the Godot source code. + +### Minimal reproduction project + +_No response_",True,"[3.x] Some node icons use the Godot 4 colors - ### Godot version + +v3.5.rc4.official [e047c5006] + +### System information + +Windows 10 + +### Issue description + +Some node icons are using the Godot 4 color scheme, which is slightly more saturated, instead of the Godot 3 color scheme. + +### Label3D +![image](https://user-images.githubusercontent.com/67974470/177412825-78a82766-ab36-4102-9491-964a759c925a.png) ![image](https://user-images.githubusercontent.com/67974470/177414264-11349e92-bf05-403f-a9b6-f6efda6d8edd.png) + +### H/VFlowContainer +![image](https://user-images.githubusercontent.com/67974470/177413186-22de1106-5ae2-4325-baac-283e5b4bc2c2.png) +![image](https://user-images.githubusercontent.com/67974470/177414035-7ec438e2-b936-4247-8bd1-cf35b4c0edf7.png) + +### CPUParticles2D +![image](https://user-images.githubusercontent.com/67974470/177414515-37a17cae-7278-45ea-8ed9-3ecc30645088.png) ![image](https://user-images.githubusercontent.com/67974470/177414343-a0227f51-66ff-41df-9412-6ed55e74329f.png) + +### Steps to reproduce + +Check `Label3D.svg`, `HFlowContainer.svg`, and `VFlowContainer.svg` and `CPUParticles2D.svg` in the Godot source code. + +### Minimal reproduction project + +_No response_",1, some node icons use the godot colors godot version official system information windows issue description some node icons are using the godot color scheme which is slightly more saturated instead of the godot color scheme h vflowcontainer steps to reproduce check svg hflowcontainer svg and vflowcontainer svg and svg in the godot source code minimal reproduction project no response ,1 +24512,23859920446.0,IssuesEvent,2022-09-07 05:51:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Error message for reaching maximum number of concurrent DNS queries is not explicit.,enhancement usability topic:network,"### Godot version + +3.x + +### System information + +Windows 10 + +### Issue description + +After https://github.com/godotengine/godot/pull/59445 upped the maximum concurrent DNS queries at any given time, it is much less likely to reach the limit, but not impossible. And should it occur, the console outputs: +``` +Condition ' resolving == IP::RESOLVER_INVALID_ID ' is true. returned: ERR_BUG +``` + +This error message can potentially be very confusing. misleading and, compared to most other error messages in Godot, it looks quite cryptic. If the users doesn't know where to look, it's bound to cause a few headaches +Ideally, it should tell the user exactly what happened (the query limit has been reached), and potentially instruct the user on how to fix it (_tone down the requests, or increase the limit, the latter of which should probably not be encouraged_) + +### Steps to reproduce + +No need. + +### Minimal reproduction project + +_No response_",True,"Error message for reaching maximum number of concurrent DNS queries is not explicit. - ### Godot version + +3.x + +### System information + +Windows 10 + +### Issue description + +After https://github.com/godotengine/godot/pull/59445 upped the maximum concurrent DNS queries at any given time, it is much less likely to reach the limit, but not impossible. And should it occur, the console outputs: +``` +Condition ' resolving == IP::RESOLVER_INVALID_ID ' is true. returned: ERR_BUG +``` + +This error message can potentially be very confusing. misleading and, compared to most other error messages in Godot, it looks quite cryptic. If the users doesn't know where to look, it's bound to cause a few headaches +Ideally, it should tell the user exactly what happened (the query limit has been reached), and potentially instruct the user on how to fix it (_tone down the requests, or increase the limit, the latter of which should probably not be encouraged_) + +### Steps to reproduce + +No need. + +### Minimal reproduction project + +_No response_",1,error message for reaching maximum number of concurrent dns queries is not explicit godot version x system information windows issue description after upped the maximum concurrent dns queries at any given time it is much less likely to reach the limit but not impossible and should it occur the console outputs condition resolving ip resolver invalid id is true returned err bug this error message can potentially be very confusing misleading and compared to most other error messages in godot it looks quite cryptic if the users doesn t know where to look it s bound to cause a few headaches ideally it should tell the user exactly what happened the query limit has been reached and potentially instruct the user on how to fix it tone down the requests or increase the limit the latter of which should probably not be encouraged steps to reproduce no need minimal reproduction project no response ,1 +18647,13131721431.0,IssuesEvent,2020-08-06 17:32:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Curve editor in the inspector can't be zoomed,bug topic:editor usability," + +**Godot version:** + +3.2.3 rc3 + +**Issue description:** + +I have a Line2D. I tried to make a curve with high width values. I added a point, but it's nowhere to be seen: +![image](https://user-images.githubusercontent.com/2223172/89563157-516c7380-d81b-11ea-8833-351c299e8d04.png) +I can't scroll nor zoom the curve editor, so it's basically unusable. You can only do something with small values. +",True,"Curve editor in the inspector can't be zoomed - + +**Godot version:** + +3.2.3 rc3 + +**Issue description:** + +I have a Line2D. I tried to make a curve with high width values. I added a point, but it's nowhere to be seen: +![image](https://user-images.githubusercontent.com/2223172/89563157-516c7380-d81b-11ea-8833-351c299e8d04.png) +I can't scroll nor zoom the curve editor, so it's basically unusable. You can only do something with small values. +",1,curve editor in the inspector can t be zoomed please search existing issues for potential duplicates before filing yours godot version issue description i have a i tried to make a curve with high width values i added a point but it s nowhere to be seen i can t scroll nor zoom the curve editor so it s basically unusable you can only do something with small values ,1 +10877,6969630230.0,IssuesEvent,2017-12-11 06:44:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Adding nodes without root node present only works correctly when no node was ever parented previously,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Current master @ bf45e56 + +**Issue description:** +https://github.com/godotengine/godot/pull/13166 was a vast improvement for how creating a node in a new scene without a root present works, but seems to still have an unhandled case: + +First, it works as expected: +1. Drang-and-drop a file from the FileSystem pane into a empty scene +2. The popup asks if the new node should be created as root *Sprite*, *Light2D*, etc. +3. Choose one, hit *OK*, the node gets created as a root node, everything works + +You can even click on the new node in the scene, delete it, and repeat. Works. + +But: Do the following, and it no longer works: +1. Drang-and-drop a file from the FileSystem pane into a empty scene +2. The popup asks if the new node should be created as root *Sprite*, *Light2D*, etc. +3. Choose one, hit *OK*, the node gets created as a root node, everything works +4. Select the created node in the scene, and now drag and drop another node into the scene +5. The new node gets created with the previous node as the parent +6. Delete both +7. Now retry from 1, when you press *OK* in the popup, nothing happens, you can no longer create root nodes this way",True,"Adding nodes without root node present only works correctly when no node was ever parented previously - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Current master @ bf45e56 + +**Issue description:** +https://github.com/godotengine/godot/pull/13166 was a vast improvement for how creating a node in a new scene without a root present works, but seems to still have an unhandled case: + +First, it works as expected: +1. Drang-and-drop a file from the FileSystem pane into a empty scene +2. The popup asks if the new node should be created as root *Sprite*, *Light2D*, etc. +3. Choose one, hit *OK*, the node gets created as a root node, everything works + +You can even click on the new node in the scene, delete it, and repeat. Works. + +But: Do the following, and it no longer works: +1. Drang-and-drop a file from the FileSystem pane into a empty scene +2. The popup asks if the new node should be created as root *Sprite*, *Light2D*, etc. +3. Choose one, hit *OK*, the node gets created as a root node, everything works +4. Select the created node in the scene, and now drag and drop another node into the scene +5. The new node gets created with the previous node as the parent +6. Delete both +7. Now retry from 1, when you press *OK* in the popup, nothing happens, you can no longer create root nodes this way",1,adding nodes without root node present only works correctly when no node was ever parented previously operating system or device godot version gpu model and driver if graphics related current master issue description was a vast improvement for how creating a node in a new scene without a root present works but seems to still have an unhandled case first it works as expected drang and drop a file from the filesystem pane into a empty scene the popup asks if the new node should be created as root sprite etc choose one hit ok the node gets created as a root node everything works you can even click on the new node in the scene delete it and repeat works but do the following and it no longer works drang and drop a file from the filesystem pane into a empty scene the popup asks if the new node should be created as root sprite etc choose one hit ok the node gets created as a root node everything works select the created node in the scene and now drag and drop another node into the scene the new node gets created with the previous node as the parent delete both now retry from when you press ok in the popup nothing happens you can no longer create root nodes this way,1 +17986,12466409098.0,IssuesEvent,2020-05-28 15:26:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Request: Change order of elements in export (Array),feature proposal topic:editor usability,"I am using Godot Engine v3.2.dev.calinou.0985d5fa9 on Windows 10 + +Export arrays in the inspector are great! +But it can be a pain when you add a lot of elements, then realize you need to insert another element at a certain index. Right now the only way to do that is to erase every element until you reach that index, insert the new element, then re-add every element. + +There are a few ways to add this, for example: +-arrows next to the element index number to move it up or down the array +-Being able to drag the elements to sort them (however would not work with more than 1 page) +-Editable index number that will re-arrange elements according to the number you change it to +-""Insert at index #"" option at top of the array + +If there are any better ways then I'm all for it! ",True,"Feature Request: Change order of elements in export (Array) - I am using Godot Engine v3.2.dev.calinou.0985d5fa9 on Windows 10 + +Export arrays in the inspector are great! +But it can be a pain when you add a lot of elements, then realize you need to insert another element at a certain index. Right now the only way to do that is to erase every element until you reach that index, insert the new element, then re-add every element. + +There are a few ways to add this, for example: +-arrows next to the element index number to move it up or down the array +-Being able to drag the elements to sort them (however would not work with more than 1 page) +-Editable index number that will re-arrange elements according to the number you change it to +-""Insert at index #"" option at top of the array + +If there are any better ways then I'm all for it! ",1,feature request change order of elements in export array i am using godot engine dev calinou on windows export arrays in the inspector are great but it can be a pain when you add a lot of elements then realize you need to insert another element at a certain index right now the only way to do that is to erase every element until you reach that index insert the new element then re add every element there are a few ways to add this for example arrows next to the element index number to move it up or down the array being able to drag the elements to sort them however would not work with more than page editable index number that will re arrange elements according to the number you change it to insert at index option at top of the array if there are any better ways then i m all for it ,1 +18281,12731788500.0,IssuesEvent,2020-06-25 09:22:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,3.1.1. 2D Mouse zoom does not behave same as 3D on Mac OS X.,bug confirmed platform:osx topic:editor usability,"**Godot version:** +3.1.1 stable + +**OS/device including version:** +Mac OS X Mojave + +**Issue description:** +Magic Mouse zooming does not work in 2D editor at all. However works fine in 3D Editor + +Holding down CTRL+Mouse finger slide, zooms properly in 3D. There is even a setting in Editor Settings. + +However CTRL+Mouse finger slide in 2D does NOT zoom. Instead it scrolls the viewport up/down left or right instead of zooming. Also there are no Editor settings for zoom 2D. + +**Editor settings available for keyword Zoom** +![image](https://user-images.githubusercontent.com/930478/66129422-e41a0180-e5bd-11e9-9d22-864addb5e0da.png) +",True,"3.1.1. 2D Mouse zoom does not behave same as 3D on Mac OS X. - **Godot version:** +3.1.1 stable + +**OS/device including version:** +Mac OS X Mojave + +**Issue description:** +Magic Mouse zooming does not work in 2D editor at all. However works fine in 3D Editor + +Holding down CTRL+Mouse finger slide, zooms properly in 3D. There is even a setting in Editor Settings. + +However CTRL+Mouse finger slide in 2D does NOT zoom. Instead it scrolls the viewport up/down left or right instead of zooming. Also there are no Editor settings for zoom 2D. + +**Editor settings available for keyword Zoom** +![image](https://user-images.githubusercontent.com/930478/66129422-e41a0180-e5bd-11e9-9d22-864addb5e0da.png) +",1, mouse zoom does not behave same as on mac os x godot version stable os device including version mac os x mojave issue description magic mouse zooming does not work in editor at all however works fine in editor holding down ctrl mouse finger slide zooms properly in there is even a setting in editor settings however ctrl mouse finger slide in does not zoom instead it scrolls the viewport up down left or right instead of zooming also there are no editor settings for zoom editor settings available for keyword zoom ,1 +25870,26015719138.0,IssuesEvent,2022-12-21 08:15:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,enum typed variable do not throw warning when assigning string,enhancement topic:editor usability,"### Godot version + +4.0.beta8 + +### System information + +MacOS Monterey 12.4 puce M1 Pro + +### Issue description + +Enum typed variables accept at runtime string while it is giving an error in the editor and when assigned at runtime it does not assign the value associated with the key contained in the string. + +### Steps to reproduce + +create an enum with two values +create a variable typep by this enum +create a variable with a string with the name of the second value +assign the string variable to the enum typed variable +when running there is no error but the enum is assigned the value 0 + + + +### Minimal reproduction project + +[Archive.zip](https://github.com/godotengine/godot/files/10263384/Archive.zip) +",True,"enum typed variable do not throw warning when assigning string - ### Godot version + +4.0.beta8 + +### System information + +MacOS Monterey 12.4 puce M1 Pro + +### Issue description + +Enum typed variables accept at runtime string while it is giving an error in the editor and when assigned at runtime it does not assign the value associated with the key contained in the string. + +### Steps to reproduce + +create an enum with two values +create a variable typep by this enum +create a variable with a string with the name of the second value +assign the string variable to the enum typed variable +when running there is no error but the enum is assigned the value 0 + + + +### Minimal reproduction project + +[Archive.zip](https://github.com/godotengine/godot/files/10263384/Archive.zip) +",1,enum typed variable do not throw warning when assigning string godot version system information macos monterey puce pro issue description enum typed variables accept at runtime string while it is giving an error in the editor and when assigned at runtime it does not assign the value associated with the key contained in the string steps to reproduce create an enum with two values create a variable typep by this enum create a variable with a string with the name of the second value assign the string variable to the enum typed variable when running there is no error but the enum is assigned the value minimal reproduction project ,1 +15117,9784820050.0,IssuesEvent,2019-06-08 23:05:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Some node configuration warnings aren't displayed immediately after changing properties,bug topic:editor usability,"**Godot version:** Git https://github.com/godotengine/godot/commit/abbbde87e28982150d30e748b89c5303384909ca + +**OS/device including version:** Fedora 30, Clang 8.0.0 + +**Issue description:** When changing properties that *should* cause a node to display a configuration warning, the warning isn't displayed immediately. Instead, the warning is only displayed after reloading the scene. The opposite is also true: in some cases, fixing a warning will require the user to reload the scene to make the warning icon go away. + +**Steps to reproduce:** Create a CPUParticles node and assign a mesh to it. Notice how it still has a warning icon (but clicking it doesn't display anything). Reload the scene, and notice the warning icon disappearing.",True,"Some node configuration warnings aren't displayed immediately after changing properties - **Godot version:** Git https://github.com/godotengine/godot/commit/abbbde87e28982150d30e748b89c5303384909ca + +**OS/device including version:** Fedora 30, Clang 8.0.0 + +**Issue description:** When changing properties that *should* cause a node to display a configuration warning, the warning isn't displayed immediately. Instead, the warning is only displayed after reloading the scene. The opposite is also true: in some cases, fixing a warning will require the user to reload the scene to make the warning icon go away. + +**Steps to reproduce:** Create a CPUParticles node and assign a mesh to it. Notice how it still has a warning icon (but clicking it doesn't display anything). Reload the scene, and notice the warning icon disappearing.",1,some node configuration warnings aren t displayed immediately after changing properties godot version git os device including version fedora clang issue description when changing properties that should cause a node to display a configuration warning the warning isn t displayed immediately instead the warning is only displayed after reloading the scene the opposite is also true in some cases fixing a warning will require the user to reload the scene to make the warning icon go away steps to reproduce create a cpuparticles node and assign a mesh to it notice how it still has a warning icon but clicking it doesn t display anything reload the scene and notice the warning icon disappearing ,1 +21732,17601230421.0,IssuesEvent,2021-08-17 12:07:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Node's renaming does not applied when clicking outside of the context field of the Scene Tree,bug topic:editor usability regression,"### Godot version + +3e7a545ecf9194891ef0fd774159ddfa4cebf5f6 + +### System information + +Windows 10 + +### Issue description + +Attempting to rename node in the Scene Tree and clicking outside of context does not apply this rename: + +![renaming_bug](https://user-images.githubusercontent.com/3036176/129540457-f2aa6fbd-b6f3-49e9-96a5-0bed857e822f.gif) + +This is a regression because 3.x allows doing this. + +### Steps to reproduce + +GIF above ^^ + +### Minimal reproduction project + +No need.",True,"Node's renaming does not applied when clicking outside of the context field of the Scene Tree - ### Godot version + +3e7a545ecf9194891ef0fd774159ddfa4cebf5f6 + +### System information + +Windows 10 + +### Issue description + +Attempting to rename node in the Scene Tree and clicking outside of context does not apply this rename: + +![renaming_bug](https://user-images.githubusercontent.com/3036176/129540457-f2aa6fbd-b6f3-49e9-96a5-0bed857e822f.gif) + +This is a regression because 3.x allows doing this. + +### Steps to reproduce + +GIF above ^^ + +### Minimal reproduction project + +No need.",1,node s renaming does not applied when clicking outside of the context field of the scene tree godot version system information windows issue description attempting to rename node in the scene tree and clicking outside of context does not apply this rename this is a regression because x allows doing this steps to reproduce gif above minimal reproduction project no need ,1 +14335,9037551635.0,IssuesEvent,2019-02-09 11:51:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Small bug + improvement to the folder list icon in the filesystem dock,enhancement topic:editor usability,"Some remarks on the folder list icon. + +The folder list icon ![icon](https://user-images.githubusercontent.com/5330692/35617332-316170d0-0678-11e8-8393-9850c361bf68.png) should only be displayed (or made clickable) when needed. I wondered for a while what it did, given that clicking it did nothing at all. The icon should probably be disabled or removed when the filesystem dock is in split mode. + +Also, there is a small bug: when in ""single pane"" mode with folder view, the button is hidden. Now if you go back to split view (eg. by moving the dock) the icon is missing. +![missing icon](https://user-images.githubusercontent.com/5330692/35617818-6fd38be0-0679-11e8-9cbf-05173ce04a91.png) + +I think it might be better if the toggle button (list/thumbnail) on the right was moved to the left, and the folder list icon was displayed on the right, but only when clicking on it actually does something.",True,"Small bug + improvement to the folder list icon in the filesystem dock - Some remarks on the folder list icon. + +The folder list icon ![icon](https://user-images.githubusercontent.com/5330692/35617332-316170d0-0678-11e8-8393-9850c361bf68.png) should only be displayed (or made clickable) when needed. I wondered for a while what it did, given that clicking it did nothing at all. The icon should probably be disabled or removed when the filesystem dock is in split mode. + +Also, there is a small bug: when in ""single pane"" mode with folder view, the button is hidden. Now if you go back to split view (eg. by moving the dock) the icon is missing. +![missing icon](https://user-images.githubusercontent.com/5330692/35617818-6fd38be0-0679-11e8-9cbf-05173ce04a91.png) + +I think it might be better if the toggle button (list/thumbnail) on the right was moved to the left, and the folder list icon was displayed on the right, but only when clicking on it actually does something.",1,small bug improvement to the folder list icon in the filesystem dock some remarks on the folder list icon the folder list icon should only be displayed or made clickable when needed i wondered for a while what it did given that clicking it did nothing at all the icon should probably be disabled or removed when the filesystem dock is in split mode also there is a small bug when in single pane mode with folder view the button is hidden now if you go back to split view eg by moving the dock the icon is missing i think it might be better if the toggle button list thumbnail on the right was moved to the left and the folder list icon was displayed on the right but only when clicking on it actually does something ,1 +24543,23892868080.0,IssuesEvent,2022-09-08 12:50:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Export doesn't display any status,bug topic:editor usability regression topic:export,"### Godot version + +81c2d7a + +### System information + +Windows 10 x64 + +### Issue description + +Exporting a project looks like this right now: +![godot windows tools 64_qllZqsf5R9](https://user-images.githubusercontent.com/2223172/159142048-ebee601e-60a1-41a5-a3c9-2b2b214c6391.gif) +The export dialog simply freezes and then unfreezes when export finishes. No progress, no status. You don't even know if the export succeeded or anything has happened if you don't look into the output tab. + +### Steps to reproduce + +1. Export project + +### Minimal reproduction project + +_No response_",True,"Export doesn't display any status - ### Godot version + +81c2d7a + +### System information + +Windows 10 x64 + +### Issue description + +Exporting a project looks like this right now: +![godot windows tools 64_qllZqsf5R9](https://user-images.githubusercontent.com/2223172/159142048-ebee601e-60a1-41a5-a3c9-2b2b214c6391.gif) +The export dialog simply freezes and then unfreezes when export finishes. No progress, no status. You don't even know if the export succeeded or anything has happened if you don't look into the output tab. + +### Steps to reproduce + +1. Export project + +### Minimal reproduction project + +_No response_",1,export doesn t display any status godot version system information windows issue description exporting a project looks like this right now the export dialog simply freezes and then unfreezes when export finishes no progress no status you don t even know if the export succeeded or anything has happened if you don t look into the output tab steps to reproduce export project minimal reproduction project no response ,1 +15232,9886602541.0,IssuesEvent,2019-06-25 07:12:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Remove 2D view limits,discussion enhancement topic:editor usability," + +**Godot version:** + +16d402147b9057c9f7d43ef9b46eb8654e5483cc + +**OS/device including version:** + +Arch Linux + +**Issue description:** + +The 2D view will clamp your ability to scroll it depending on where nodes are in it; if you add a node2d, or a control, for example, which extends beyond the view's current limits, the limits will extend such that you can move the view so that you can see these new nodes. + +There's a number of issues with this: + +1. It doesn't respect the node's size in all cases: if your node just happens to have a really long sprite or collision shape, the view will not compensate for that, only paying attention to the node's position; so, you won't be able to move the view to the point where you can actually see it. +2. It makes it difficult to place elements far away; you can scroll out quite a bit, but for a particularly large level, it becomes cumbersome to deal with the view limits. If you wanted to place a platform high above the view's limits, you have to work your way up there. +3. It doesn't seem to have a real point; if the idea is that I might get lost somehow, I can just double-click any node in the hierarchy and the view will snap to it. I don't believe having limits on the view helps me in any way. Maybe a button which centers the view on the origin would be better. + +The current workaround is to throw some dummy control nodes into the scene and set their positions to very high values so the view limits stop being a nuisance, but I think the better solution is to just not have limits to begin with.",True,"Remove 2D view limits - + +**Godot version:** + +16d402147b9057c9f7d43ef9b46eb8654e5483cc + +**OS/device including version:** + +Arch Linux + +**Issue description:** + +The 2D view will clamp your ability to scroll it depending on where nodes are in it; if you add a node2d, or a control, for example, which extends beyond the view's current limits, the limits will extend such that you can move the view so that you can see these new nodes. + +There's a number of issues with this: + +1. It doesn't respect the node's size in all cases: if your node just happens to have a really long sprite or collision shape, the view will not compensate for that, only paying attention to the node's position; so, you won't be able to move the view to the point where you can actually see it. +2. It makes it difficult to place elements far away; you can scroll out quite a bit, but for a particularly large level, it becomes cumbersome to deal with the view limits. If you wanted to place a platform high above the view's limits, you have to work your way up there. +3. It doesn't seem to have a real point; if the idea is that I might get lost somehow, I can just double-click any node in the hierarchy and the view will snap to it. I don't believe having limits on the view helps me in any way. Maybe a button which centers the view on the origin would be better. + +The current workaround is to throw some dummy control nodes into the scene and set their positions to very high values so the view limits stop being a nuisance, but I think the better solution is to just not have limits to begin with.",1,remove view limits please search existing issues for potential duplicates before filing yours godot version os device including version arch linux issue description the view will clamp your ability to scroll it depending on where nodes are in it if you add a or a control for example which extends beyond the view s current limits the limits will extend such that you can move the view so that you can see these new nodes there s a number of issues with this it doesn t respect the node s size in all cases if your node just happens to have a really long sprite or collision shape the view will not compensate for that only paying attention to the node s position so you won t be able to move the view to the point where you can actually see it it makes it difficult to place elements far away you can scroll out quite a bit but for a particularly large level it becomes cumbersome to deal with the view limits if you wanted to place a platform high above the view s limits you have to work your way up there it doesn t seem to have a real point if the idea is that i might get lost somehow i can just double click any node in the hierarchy and the view will snap to it i don t believe having limits on the view helps me in any way maybe a button which centers the view on the origin would be better the current workaround is to throw some dummy control nodes into the scene and set their positions to very high values so the view limits stop being a nuisance but i think the better solution is to just not have limits to begin with ,1 +13902,8718957750.0,IssuesEvent,2018-12-07 22:17:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Loading a resource property of the wrong type fails silently,enhancement topic:editor usability,"## Meta + +**Godot version:** 3.1, 68f7cf13c7326c077cc6ff8a6a267ae2610c4519 + +## Description + +The editor does not show an error (as a dialog or in the Output) when the user tries to change a resource property to a resource / file of the wrong type. + +## Reproduction + +Just an example, there are a lot of ways to reproduce: + +* Open a scene and create a `Control` node +* Select the node, open up the `Theme` section in the inspector and click on ""Load"" +* Select a file that isn't a theme (I tried using a font and a png file, both allowed me to reproduce this) +* The theme just gets set back to ""[empty]"", with no error dialog or (visible) logging",True,"Loading a resource property of the wrong type fails silently - ## Meta + +**Godot version:** 3.1, 68f7cf13c7326c077cc6ff8a6a267ae2610c4519 + +## Description + +The editor does not show an error (as a dialog or in the Output) when the user tries to change a resource property to a resource / file of the wrong type. + +## Reproduction + +Just an example, there are a lot of ways to reproduce: + +* Open a scene and create a `Control` node +* Select the node, open up the `Theme` section in the inspector and click on ""Load"" +* Select a file that isn't a theme (I tried using a font and a png file, both allowed me to reproduce this) +* The theme just gets set back to ""[empty]"", with no error dialog or (visible) logging",1,loading a resource property of the wrong type fails silently meta godot version description the editor does not show an error as a dialog or in the output when the user tries to change a resource property to a resource file of the wrong type reproduction just an example there are a lot of ways to reproduce open a scene and create a control node select the node open up the theme section in the inspector and click on load select a file that isn t a theme i tried using a font and a png file both allowed me to reproduce this the theme just gets set back to with no error dialog or visible logging,1 +3423,3448897374.0,IssuesEvent,2015-12-16 10:50:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clicking on holding the increment/decrement arrows could change the value continuously.,enhancement topic:editor usability,"Arrow is the white up/down Arrow behind the variable.Editing the number should be more convenient. +More thing to do,the step of variable's change can be set up. ",True,"Clicking on holding the increment/decrement arrows could change the value continuously. - Arrow is the white up/down Arrow behind the variable.Editing the number should be more convenient. +More thing to do,the step of variable's change can be set up. ",1,clicking on holding the increment decrement arrows could change the value continuously arrow is the white up down arrow behind the variable editing the number should be more convenient more thing to do the step of variable s change can be set up ,1 +6614,4386474309.0,IssuesEvent,2016-08-08 12:58:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to find function fast in VS,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +Currently in VS when we want to use function from node, we have to go into inspector tab and deal with a long list of functions. At the moment there is no way to use keyboard to faster find what we are looking for: +![manyfunc](https://cloud.githubusercontent.com/assets/6129594/17480413/17004da6-5d78-11e6-906c-908310aebc68.png) + +It would be a lot better if we could use fuzzy matching to find this function faster. It would be even more better if we could do this from inside VS editor, without looking for Inspector tab (**which is not visible** anyway when we are working with VS in fullscreen). +I imagine it could look more or less like this: +![fuzzy_function](https://cloud.githubusercontent.com/assets/6129594/17480506/84b50a44-5d78-11e6-8759-d39a17190f8e.png) + + + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to find function fast in VS - **Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +Currently in VS when we want to use function from node, we have to go into inspector tab and deal with a long list of functions. At the moment there is no way to use keyboard to faster find what we are looking for: +![manyfunc](https://cloud.githubusercontent.com/assets/6129594/17480413/17004da6-5d78-11e6-906c-908310aebc68.png) + +It would be a lot better if we could use fuzzy matching to find this function faster. It would be even more better if we could do this from inside VS editor, without looking for Inspector tab (**which is not visible** anyway when we are working with VS in fullscreen). +I imagine it could look more or less like this: +![fuzzy_function](https://cloud.githubusercontent.com/assets/6129594/17480506/84b50a44-5d78-11e6-8759-d39a17190f8e.png) + + + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,ability to find function fast in vs operating system or device godot version issue description what happened and what was expected currently in vs when we want to use function from node we have to go into inspector tab and deal with a long list of functions at the moment there is no way to use keyboard to faster find what we are looking for it would be a lot better if we could use fuzzy matching to find this function faster it would be even more better if we could do this from inside vs editor without looking for inspector tab which is not visible anyway when we are working with vs in fullscreen i imagine it could look more or less like this steps to reproduce link to minimal example project optional but very welcome ,1 +9590,6400613998.0,IssuesEvent,2017-08-05 13:00:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Relative mouse motion is unreliable at scale ratios != 1:1 (rounding errors),bug confirmed topic:editor usability,"_Bugsquad edit:_ Changed the issue to address the root cause of the symptoms that are described hereafter. + +The problem is that the relative mouse motion is limited to integers, and thus unreliable as soon as the scale is different from (1,1). E.g. at a scale of (2,2), only mouse motion deltas of multiples of 2px will be detected; 1px delta will be seen as 0, 3px as 1. + +Reproducer: [mousemotion_relative.zip](https://github.com/godotengine/godot/files/384518/mousemotion_relative.zip) +Use the LineEdit to change the scale, and experiment a bit with moving the mouse. Left mouse click resets the ""drag origin"" value. + +--- + +Mac OSX El Capitan - Godot 2.1 RC. + +Shader graphs nodes only are displaced correctly when scale factor is 1:1. Otherwise, when moving a node, they move less distance than the mouse moved distance. Seems like a factor is needed to compensate the scale and translate the real movement to shader graph units. + +To reproduce: +- Open a shader graph with some nodes +- Move a node with 1:1 zoom +- Increase or decrease the zoom level +- Move the node -> Moved distances does not match the mouse moved distance +",True,"Relative mouse motion is unreliable at scale ratios != 1:1 (rounding errors) - _Bugsquad edit:_ Changed the issue to address the root cause of the symptoms that are described hereafter. + +The problem is that the relative mouse motion is limited to integers, and thus unreliable as soon as the scale is different from (1,1). E.g. at a scale of (2,2), only mouse motion deltas of multiples of 2px will be detected; 1px delta will be seen as 0, 3px as 1. + +Reproducer: [mousemotion_relative.zip](https://github.com/godotengine/godot/files/384518/mousemotion_relative.zip) +Use the LineEdit to change the scale, and experiment a bit with moving the mouse. Left mouse click resets the ""drag origin"" value. + +--- + +Mac OSX El Capitan - Godot 2.1 RC. + +Shader graphs nodes only are displaced correctly when scale factor is 1:1. Otherwise, when moving a node, they move less distance than the mouse moved distance. Seems like a factor is needed to compensate the scale and translate the real movement to shader graph units. + +To reproduce: +- Open a shader graph with some nodes +- Move a node with 1:1 zoom +- Increase or decrease the zoom level +- Move the node -> Moved distances does not match the mouse moved distance +",1,relative mouse motion is unreliable at scale ratios rounding errors bugsquad edit changed the issue to address the root cause of the symptoms that are described hereafter the problem is that the relative mouse motion is limited to integers and thus unreliable as soon as the scale is different from e g at a scale of only mouse motion deltas of multiples of will be detected delta will be seen as as reproducer use the lineedit to change the scale and experiment a bit with moving the mouse left mouse click resets the drag origin value mac osx el capitan godot rc shader graphs nodes only are displaced correctly when scale factor is otherwise when moving a node they move less distance than the mouse moved distance seems like a factor is needed to compensate the scale and translate the real movement to shader graph units to reproduce open a shader graph with some nodes move a node with zoom increase or decrease the zoom level move the node moved distances does not match the mouse moved distance ,1 +20909,16192839166.0,IssuesEvent,2021-05-04 10:57:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot select and copy godot version from the about window,enhancement topic:editor usability,"**Godot version:** +11d7738 + + +**Issue description:** +Every time i open an issue, the Godot version is required. The current way of finding out your own Godot version is either: +1. Open the about window and manually copy the commit hash (very annoying without 2 screens) +2. Git log +3. Check my last opened issue for the Godot version + + +**Proposal:** +Allow the Godot version in the ""about"" window for selecting and copying (or add a ""copy to clipboard"" button) +",True,"Cannot select and copy godot version from the about window - **Godot version:** +11d7738 + + +**Issue description:** +Every time i open an issue, the Godot version is required. The current way of finding out your own Godot version is either: +1. Open the about window and manually copy the commit hash (very annoying without 2 screens) +2. Git log +3. Check my last opened issue for the Godot version + + +**Proposal:** +Allow the Godot version in the ""about"" window for selecting and copying (or add a ""copy to clipboard"" button) +",1,cannot select and copy godot version from the about window godot version issue description every time i open an issue the godot version is required the current way of finding out your own godot version is either open the about window and manually copy the commit hash very annoying without screens git log check my last opened issue for the godot version proposal allow the godot version in the about window for selecting and copying or add a copy to clipboard button ,1 +3203,3369044084.0,IssuesEvent,2015-11-23 07:25:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"AcceptDialog in inspector does not expose ""text"" property",bug confirmed topic:editor usability,"The AcceptDialog in the inspector does not expose the ""text"" property to be set. The ""title"" is available to be set, however, the ""text"" has to be set manually via a GDScript command.",True,"AcceptDialog in inspector does not expose ""text"" property - The AcceptDialog in the inspector does not expose the ""text"" property to be set. The ""title"" is available to be set, however, the ""text"" has to be set manually via a GDScript command.",1,acceptdialog in inspector does not expose text property the acceptdialog in the inspector does not expose the text property to be set the title is available to be set however the text has to be set manually via a gdscript command ,1 +14654,9393529665.0,IssuesEvent,2019-04-07 12:24:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Missing feature in ShaderGraph: boolean uniform.,enhancement topic:core topic:rendering usability,"**Operating system or device:** +All supported? + +**Issue description:** +Shader Language supports booleans but no boolean uniforms can be added in shaderGraph. +IMO, it would be nice if shaderGraph could do anything the shaderLang can & vice versa. +The main reason I request for this however is simply because it would allow me to create better shader/material UI's for the shaders I intend to share with the community: + +![booluniforms](https://cloud.githubusercontent.com/assets/3162126/14590678/5a11b638-0509-11e6-9b4b-4fa2baee529a.png) +NB: I have moved the Flip Bump V in the image for shaderGraph, but it was actually placed entirely randomly in between 'Metallicness' and 'Specular Exponent'. + +While I can clamp the scalar uniform's values in shader to 0...1 range(min/max) - in the UI the user will still be able to input greater or negative values and that could lead to confusion. Using a boolean Uniform in place of the scalar uniforms would however make everything much clearer. + +As a node the boolean uniform should take a name variable similar to other uniforms, and output either a 0 or a 1 depending on it's state. 0 for false, 1 for true. Or alternatively the values for false and true could be over-writable, i.e. be usable for any switches. +",True,"Missing feature in ShaderGraph: boolean uniform. - **Operating system or device:** +All supported? + +**Issue description:** +Shader Language supports booleans but no boolean uniforms can be added in shaderGraph. +IMO, it would be nice if shaderGraph could do anything the shaderLang can & vice versa. +The main reason I request for this however is simply because it would allow me to create better shader/material UI's for the shaders I intend to share with the community: + +![booluniforms](https://cloud.githubusercontent.com/assets/3162126/14590678/5a11b638-0509-11e6-9b4b-4fa2baee529a.png) +NB: I have moved the Flip Bump V in the image for shaderGraph, but it was actually placed entirely randomly in between 'Metallicness' and 'Specular Exponent'. + +While I can clamp the scalar uniform's values in shader to 0...1 range(min/max) - in the UI the user will still be able to input greater or negative values and that could lead to confusion. Using a boolean Uniform in place of the scalar uniforms would however make everything much clearer. + +As a node the boolean uniform should take a name variable similar to other uniforms, and output either a 0 or a 1 depending on it's state. 0 for false, 1 for true. Or alternatively the values for false and true could be over-writable, i.e. be usable for any switches. +",1,missing feature in shadergraph boolean uniform operating system or device all supported issue description shader language supports booleans but no boolean uniforms can be added in shadergraph imo it would be nice if shadergraph could do anything the shaderlang can vice versa the main reason i request for this however is simply because it would allow me to create better shader material ui s for the shaders i intend to share with the community nb i have moved the flip bump v in the image for shadergraph but it was actually placed entirely randomly in between metallicness and specular exponent while i can clamp the scalar uniform s values in shader to range min max in the ui the user will still be able to input greater or negative values and that could lead to confusion using a boolean uniform in place of the scalar uniforms would however make everything much clearer as a node the boolean uniform should take a name variable similar to other uniforms and output either a or a depending on it s state for false for true or alternatively the values for false and true could be over writable i e be usable for any switches ,1 +3547,3485249494.0,IssuesEvent,2015-12-31 03:33:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,External resources and subresources are not sorted logically in 2.0 format,bug topic:core usability,"Here is an example of git diff output when converting a 1.1 scene to the 2.0 format: + +``` +- +- +- +- +- +- +- +- +- +- +- ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ +``` + +The ext_resource index seems to be well computed, and I guess the XML scene header should list ext_resource sorted by their index too. The current order does not seem really logical.",True,"External resources and subresources are not sorted logically in 2.0 format - Here is an example of git diff output when converting a 1.1 scene to the 2.0 format: + +``` +- +- +- +- +- +- +- +- +- +- +- ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ +``` + +The ext_resource index seems to be well computed, and I guess the XML scene header should list ext_resource sorted by their index too. The current order does not seem really logical.",1,external resources and subresources are not sorted logically in format here is an example of git diff output when converting a scene to the format the ext resource index seems to be well computed and i guess the xml scene header should list ext resource sorted by their index too the current order does not seem really logical ,1 +16848,11425123716.0,IssuesEvent,2020-02-03 19:11:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hide 'Favorites' if there are none,discussion enhancement topic:editor usability,"A teeny-tiny UI tweak... I'd suggest hiding the 'Favorites'-item in the FileSystem-view, if one has not added any favorites.",True,"Hide 'Favorites' if there are none - A teeny-tiny UI tweak... I'd suggest hiding the 'Favorites'-item in the FileSystem-view, if one has not added any favorites.",1,hide favorites if there are none a teeny tiny ui tweak i d suggest hiding the favorites item in the filesystem view if one has not added any favorites ,1 +21907,18060076966.0,IssuesEvent,2021-09-20 13:06:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Warn or open editor if project.godot in $pwd can't be run,enhancement topic:core usability,"Hi there + +Double click on Godot 3.0.3 on windows, it closes without showing Godot project list.",True,"Warn or open editor if project.godot in $pwd can't be run - Hi there + +Double click on Godot 3.0.3 on windows, it closes without showing Godot project list.",1,warn or open editor if project godot in pwd can t be run hi there double click on godot on windows it closes without showing godot project list ,1 +3576,3489118945.0,IssuesEvent,2016-01-03 16:09:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Splitting editor tabs,feature proposal topic:editor usability,"Allow spliting tabs - to view two ( or more ) different scripts, scenes and so on at the same time, both horizontal and vertical. Also multiple times something like in blender.",True,"Splitting editor tabs - Allow spliting tabs - to view two ( or more ) different scripts, scenes and so on at the same time, both horizontal and vertical. Also multiple times something like in blender.",1,splitting editor tabs allow spliting tabs to view two or more different scripts scenes and so on at the same time both horizontal and vertical also multiple times something like in blender ,1 +23621,22339078583.0,IssuesEvent,2022-06-14 21:48:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dropping to Script Editor is broken if scrolling past end of file is enabled,bug topic:editor confirmed usability regression,"### Godot version + +3.5 beta3 + +### System information + +Windows 10 x64 + +### Issue description + +When you enable `text_editor/cursor/scroll_past_end_of_file` in editor settings and try to drop a file into the script, dragging over the area under the script will cause scrolling down and makes the editor unusable: +![godot_RN52PSq21w](https://user-images.githubusercontent.com/2223172/161407741-ca58acff-6c36-4d8f-82a3-a5da8e6ddd5b.gif) + +Does not happen on master. + +### Steps to reproduce + +1. Enable scroll past end of file +2. Open some script that can scroll +3. Try dropping some file + +### Minimal reproduction project + +_No response_",True,"Dropping to Script Editor is broken if scrolling past end of file is enabled - ### Godot version + +3.5 beta3 + +### System information + +Windows 10 x64 + +### Issue description + +When you enable `text_editor/cursor/scroll_past_end_of_file` in editor settings and try to drop a file into the script, dragging over the area under the script will cause scrolling down and makes the editor unusable: +![godot_RN52PSq21w](https://user-images.githubusercontent.com/2223172/161407741-ca58acff-6c36-4d8f-82a3-a5da8e6ddd5b.gif) + +Does not happen on master. + +### Steps to reproduce + +1. Enable scroll past end of file +2. Open some script that can scroll +3. Try dropping some file + +### Minimal reproduction project + +_No response_",1,dropping to script editor is broken if scrolling past end of file is enabled godot version system information windows issue description when you enable text editor cursor scroll past end of file in editor settings and try to drop a file into the script dragging over the area under the script will cause scrolling down and makes the editor unusable does not happen on master steps to reproduce enable scroll past end of file open some script that can scroll try dropping some file minimal reproduction project no response ,1 +16534,11035722743.0,IssuesEvent,2019-12-07 15:42:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Commented rows do not respect text indent when inserting a new line below them.,discussion enhancement topic:editor usability,"**Operating system or device - Godot version:** +Windows - Godot 2+ + +**Issue description:** +There is an annoying usability issue in the code editor: + +``` +func example(): + var answer = 42 +# var foobar = make_foobar() + var baz = foobar.baz +``` + +Imagine that the caret is located at the end of the commented line. + +Now, create a new line, and the caret jumps back to the very beginning of the new line - which is quite impractical and annoying. + +So, I'd suggest to make the caret respect the previous row's indent - whether the row is commented out or not.",True,"Commented rows do not respect text indent when inserting a new line below them. - **Operating system or device - Godot version:** +Windows - Godot 2+ + +**Issue description:** +There is an annoying usability issue in the code editor: + +``` +func example(): + var answer = 42 +# var foobar = make_foobar() + var baz = foobar.baz +``` + +Imagine that the caret is located at the end of the commented line. + +Now, create a new line, and the caret jumps back to the very beginning of the new line - which is quite impractical and annoying. + +So, I'd suggest to make the caret respect the previous row's indent - whether the row is commented out or not.",1,commented rows do not respect text indent when inserting a new line below them operating system or device godot version windows godot issue description there is an annoying usability issue in the code editor func example var answer var foobar make foobar var baz foobar baz imagine that the caret is located at the end of the commented line now create a new line and the caret jumps back to the very beginning of the new line which is quite impractical and annoying so i d suggest to make the caret respect the previous row s indent whether the row is commented out or not ,1 +3562,3488011365.0,IssuesEvent,2016-01-02 14:58:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keep object child transform information intact when re-parenting,feature proposal needs discussion topic:editor usability,"Currently +------------------------------------------- +Re-parenting an object in the node tree will often send the newly minted child somewhere else in the level, requiring the user to find it and move it back to where it is needed. + +Proposal +-------------------------------------------- +Change the operation so it doesn't change the transform values of the new child object at all (the object stays exactly where it was placed). + +Benefits +---------------------------------------------- +It will make it much easier to reorganize parent/child hierarchies as the desired setup remains intact as nodes are moved around. Saving time and reducing frustration. + +I hope this is seen as a good suggestion for the 1.2 usability release. + +Thanks.",True,"Keep object child transform information intact when re-parenting - Currently +------------------------------------------- +Re-parenting an object in the node tree will often send the newly minted child somewhere else in the level, requiring the user to find it and move it back to where it is needed. + +Proposal +-------------------------------------------- +Change the operation so it doesn't change the transform values of the new child object at all (the object stays exactly where it was placed). + +Benefits +---------------------------------------------- +It will make it much easier to reorganize parent/child hierarchies as the desired setup remains intact as nodes are moved around. Saving time and reducing frustration. + +I hope this is seen as a good suggestion for the 1.2 usability release. + +Thanks.",1,keep object child transform information intact when re parenting currently re parenting an object in the node tree will often send the newly minted child somewhere else in the level requiring the user to find it and move it back to where it is needed proposal change the operation so it doesn t change the transform values of the new child object at all the object stays exactly where it was placed benefits it will make it much easier to reorganize parent child hierarchies as the desired setup remains intact as nodes are moved around saving time and reducing frustration i hope this is seen as a good suggestion for the usability release thanks ,1 +26663,27057286319.0,IssuesEvent,2023-02-13 17:00:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't jump to autoload members using Lookup Symbol,bug topic:gdscript topic:editor usability regression,"### Godot version + +4.0 RC1 + +### System information + +Windows 10 x64 + +### Issue description + +When you have any autload with any method, the method completes correctly, but you can't Ctrl+Click to go to its definition. + +https://user-images.githubusercontent.com/2223172/218195754-f71e94fc-2041-4507-af34-1960ec623a68.mp4 + + + +### Steps to reproduce + +1. Have autoload script +2. Add any method +3. Call this method in some script +4. Try to go to definition + +### Minimal reproduction project + +N/A",True,"Can't jump to autoload members using Lookup Symbol - ### Godot version + +4.0 RC1 + +### System information + +Windows 10 x64 + +### Issue description + +When you have any autload with any method, the method completes correctly, but you can't Ctrl+Click to go to its definition. + +https://user-images.githubusercontent.com/2223172/218195754-f71e94fc-2041-4507-af34-1960ec623a68.mp4 + + + +### Steps to reproduce + +1. Have autoload script +2. Add any method +3. Call this method in some script +4. Try to go to definition + +### Minimal reproduction project + +N/A",1,can t jump to autoload members using lookup symbol godot version system information windows issue description when you have any autload with any method the method completes correctly but you can t ctrl click to go to its definition steps to reproduce have autoload script add any method call this method in some script try to go to definition minimal reproduction project n a,1 +28157,31884715546.0,IssuesEvent,2023-09-16 20:12:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Node icon's size in the inspector is not adjusted,bug topic:editor usability,"### Godot version + +4.2 dev4 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you assign a custom icon to a node and then assign the node to some Node/NodePath property, the inspector will use full icon's size. +![image](https://github.com/godotengine/godot/assets/2223172/2831fdfa-4c62-4249-bbdf-8a9dad15ffc6) + + +### Steps to reproduce + +1. +```GDScript +@icon(""res://icon.svg"") +extends Node + +@export var test: NodePath = ""."" +``` +2. Close and reopen scene + +### Minimal reproduction project + +N/A",True,"Node icon's size in the inspector is not adjusted - ### Godot version + +4.2 dev4 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you assign a custom icon to a node and then assign the node to some Node/NodePath property, the inspector will use full icon's size. +![image](https://github.com/godotengine/godot/assets/2223172/2831fdfa-4c62-4249-bbdf-8a9dad15ffc6) + + +### Steps to reproduce + +1. +```GDScript +@icon(""res://icon.svg"") +extends Node + +@export var test: NodePath = ""."" +``` +2. Close and reopen scene + +### Minimal reproduction project + +N/A",1,node icon s size in the inspector is not adjusted godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description when you assign a custom icon to a node and then assign the node to some node nodepath property the inspector will use full icon s size steps to reproduce gdscript icon res icon svg extends node export var test nodepath close and reopen scene minimal reproduction project n a,1 +5836,4021538018.0,IssuesEvent,2016-05-16 22:22:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Search and filter node on Scene tab,feature proposal topic:editor usability,"there should be a way to search and filter the nodes on the scene tab. +I have a scene with a LOT of nodes and in the game i an devoloping having scenes with hundredes of nodes will be very common.",True,"Search and filter node on Scene tab - there should be a way to search and filter the nodes on the scene tab. +I have a scene with a LOT of nodes and in the game i an devoloping having scenes with hundredes of nodes will be very common.",1,search and filter node on scene tab there should be a way to search and filter the nodes on the scene tab i have a scene with a lot of nodes and in the game i an devoloping having scenes with hundredes of nodes will be very common ,1 +12532,7929043585.0,IssuesEvent,2018-07-06 13:50:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,The number of voices in the inspector doesn't change when changing 'voice_count' property of AudioEffectChorus.,bug topic:editor usability," + +**Godot version:** + +ecee0c9 + +**OS/device including version:** + +Antergos x86_64 + +**Issue description:** + +Expected: changing voice_count of AudioEffectChorus will add/remove voice entries in the inspector +Happened: it doesn't. you have to select something else then come back to it. + +**Steps to reproduce:** +1. Audio > Add Effect: Chorus +2. change voice_count to 1, you can still see voice/2 + +![image](https://user-images.githubusercontent.com/26753932/42382337-2e5d3f2a-815e-11e8-8a37-81fdda5a814e.png) + + +**Minimal reproduction project:** + +",True,"The number of voices in the inspector doesn't change when changing 'voice_count' property of AudioEffectChorus. - + +**Godot version:** + +ecee0c9 + +**OS/device including version:** + +Antergos x86_64 + +**Issue description:** + +Expected: changing voice_count of AudioEffectChorus will add/remove voice entries in the inspector +Happened: it doesn't. you have to select something else then come back to it. + +**Steps to reproduce:** +1. Audio > Add Effect: Chorus +2. change voice_count to 1, you can still see voice/2 + +![image](https://user-images.githubusercontent.com/26753932/42382337-2e5d3f2a-815e-11e8-8a37-81fdda5a814e.png) + + +**Minimal reproduction project:** + +",1,the number of voices in the inspector doesn t change when changing voice count property of audioeffectchorus please search existing issues for potential duplicates before filing yours godot version os device including version antergos issue description expected changing voice count of audioeffectchorus will add remove voice entries in the inspector happened it doesn t you have to select something else then come back to it steps to reproduce audio add effect chorus change voice count to you can still see voice minimal reproduction project ,1 +5990,4110647796.0,IssuesEvent,2016-06-07 00:27:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GUI framework,discussion topic:editor usability,"How about using a gui framework like [electron,](http://electron.atom.io/) for the editor. I think most of the godot usability problems are related to the editor ui, and the editor has problems with the ui because of its implementation using a custom ui framework, the godot gui framework is well suited for a game (uis in games are very simple or should be) but not for a complex application like an editor, using html, and css would be very beneficial for future editor modifications.",True,"GUI framework - How about using a gui framework like [electron,](http://electron.atom.io/) for the editor. I think most of the godot usability problems are related to the editor ui, and the editor has problems with the ui because of its implementation using a custom ui framework, the godot gui framework is well suited for a game (uis in games are very simple or should be) but not for a complex application like an editor, using html, and css would be very beneficial for future editor modifications.",1,gui framework how about using a gui framework like for the editor i think most of the godot usability problems are related to the editor ui and the editor has problems with the ui because of its implementation using a custom ui framework the godot gui framework is well suited for a game uis in games are very simple or should be but not for a complex application like an editor using html and css would be very beneficial for future editor modifications ,1 +21606,17370420461.0,IssuesEvent,2021-07-30 13:18:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"3D Particles, move emission mesh creation menu to Inspector",discussion enhancement topic:editor usability,"there could actually exist a way if arrays were available as shader's uniforms, one can pass an array of verts and their normals to the control shader and it will place particles on random verts. + +but i think particle system needs a better way for this, i think user should specify emitting shape in the particle system's settings, not the control shader, so that control shader runs on already properly placed particle",True,"3D Particles, move emission mesh creation menu to Inspector - there could actually exist a way if arrays were available as shader's uniforms, one can pass an array of verts and their normals to the control shader and it will place particles on random verts. + +but i think particle system needs a better way for this, i think user should specify emitting shape in the particle system's settings, not the control shader, so that control shader runs on already properly placed particle",1, particles move emission mesh creation menu to inspector there could actually exist a way if arrays were available as shader s uniforms one can pass an array of verts and their normals to the control shader and it will place particles on random verts but i think particle system needs a better way for this i think user should specify emitting shape in the particle system s settings not the control shader so that control shader runs on already properly placed particle,1 +10680,6875085013.0,IssuesEvent,2017-11-19 09:22:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drag and drop importing of files,enhancement topic:editor usability,"Ver: Godot 3.0 master + +Dropping an importable (png, obj etc...) file from the OS into the filesystem pane should import the file to the project. Default behavior is up for discussion, but my opinion is that the import process should copy the file, not move it.",True,"Drag and drop importing of files - Ver: Godot 3.0 master + +Dropping an importable (png, obj etc...) file from the OS into the filesystem pane should import the file to the project. Default behavior is up for discussion, but my opinion is that the import process should copy the file, not move it.",1,drag and drop importing of files ver godot master dropping an importable png obj etc file from the os into the filesystem pane should import the file to the project default behavior is up for discussion but my opinion is that the import process should copy the file not move it ,1 +6712,4479411544.0,IssuesEvent,2016-08-27 15:55:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,"Show a description of nodes into ""Create New Node"" dialog box",feature proposal topic:editor usability,"**Operating system or device - Godot version:** +2.1beta + +**Issue description** (what happened, and what was expected): + +IT could be handy if a description of the selected new node was displayed into the ""Create New Node"" dialog box. (see screenshot example) + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): + +![create_new_node_dialog_proposal](https://cloud.githubusercontent.com/assets/9801802/17085109/41912ea4-51d0-11e6-9f8d-9cc4e3802ce3.png) +",True,"Show a description of nodes into ""Create New Node"" dialog box - **Operating system or device - Godot version:** +2.1beta + +**Issue description** (what happened, and what was expected): + +IT could be handy if a description of the selected new node was displayed into the ""Create New Node"" dialog box. (see screenshot example) + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): + +![create_new_node_dialog_proposal](https://cloud.githubusercontent.com/assets/9801802/17085109/41912ea4-51d0-11e6-9f8d-9cc4e3802ce3.png) +",1,show a description of nodes into create new node dialog box operating system or device godot version issue description what happened and what was expected it could be handy if a description of the selected new node was displayed into the create new node dialog box see screenshot example steps to reproduce link to minimal example project optional but very welcome ,1 +19488,14109194365.0,IssuesEvent,2020-11-06 19:08:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selection indicator in 3D needs improvement,enhancement topic:editor usability,"**Issue description** (what happened, and what was expected): +Current way of indicating which objects are selected is not very useful, the bounding box corners are not very noticeable (actually not visible in light scenes) and it's often hard to see if I selected mesh or lamp even. +Would suggest some sort of coloured outline around mesh objects and maybe sprite display change for lamps and stuff. +Additional benefit from outline is when working with stacked, intersecting meshes. User can then see borders of the object he manipulates and it's easier for him to see what he is doing. +",True,"Selection indicator in 3D needs improvement - **Issue description** (what happened, and what was expected): +Current way of indicating which objects are selected is not very useful, the bounding box corners are not very noticeable (actually not visible in light scenes) and it's often hard to see if I selected mesh or lamp even. +Would suggest some sort of coloured outline around mesh objects and maybe sprite display change for lamps and stuff. +Additional benefit from outline is when working with stacked, intersecting meshes. User can then see borders of the object he manipulates and it's easier for him to see what he is doing. +",1,selection indicator in needs improvement issue description what happened and what was expected current way of indicating which objects are selected is not very useful the bounding box corners are not very noticeable actually not visible in light scenes and it s often hard to see if i selected mesh or lamp even would suggest some sort of coloured outline around mesh objects and maybe sprite display change for lamps and stuff additional benefit from outline is when working with stacked intersecting meshes user can then see borders of the object he manipulates and it s easier for him to see what he is doing ,1 +26341,26719861437.0,IssuesEvent,2023-01-29 01:25:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Multi-Carets in the editor will forcibly unselect after the first character if Find / Find+Replace is open,bug topic:editor confirmed usability,"### Godot version + +v4.0.beta14.official + +### System information + +Windows 11 22H2 + +### Issue description + +There's not much to it, simply noticed that if you have Find or Find+Replace opened in the Script Editor, the Multi-Caret functionality seems to stop working -- forcibly removing all other carets after the first character is typed. I'd expect the Multi-Caret to remain until unselected by clicking elsewhere. + +The content of what's in ""Find"" doesn't matter, it happens regardless. + +https://user-images.githubusercontent.com/8159582/214234069-cbcc1681-3f09-4b10-9a90-857cc91d41a7.mp4 + + + +### Steps to reproduce + +1. Open the Find or Find+Replace tool in the Script Editor _(nothing has to be inputted)_ +2. Add multiple mouse cursors with Ctrl+Alt+Click **OR** highlight something and then highlight additional duplicates with Ctrl+D _(or synonymous keyboard shortcuts depending on OS)_. +3. Start typing as if going to add or replace in all locations where the multi-caret is + +### Minimal reproduction project + +N/A",True,"Multi-Carets in the editor will forcibly unselect after the first character if Find / Find+Replace is open - ### Godot version + +v4.0.beta14.official + +### System information + +Windows 11 22H2 + +### Issue description + +There's not much to it, simply noticed that if you have Find or Find+Replace opened in the Script Editor, the Multi-Caret functionality seems to stop working -- forcibly removing all other carets after the first character is typed. I'd expect the Multi-Caret to remain until unselected by clicking elsewhere. + +The content of what's in ""Find"" doesn't matter, it happens regardless. + +https://user-images.githubusercontent.com/8159582/214234069-cbcc1681-3f09-4b10-9a90-857cc91d41a7.mp4 + + + +### Steps to reproduce + +1. Open the Find or Find+Replace tool in the Script Editor _(nothing has to be inputted)_ +2. Add multiple mouse cursors with Ctrl+Alt+Click **OR** highlight something and then highlight additional duplicates with Ctrl+D _(or synonymous keyboard shortcuts depending on OS)_. +3. Start typing as if going to add or replace in all locations where the multi-caret is + +### Minimal reproduction project + +N/A",1,multi carets in the editor will forcibly unselect after the first character if find find replace is open godot version official system information windows issue description there s not much to it simply noticed that if you have find or find replace opened in the script editor the multi caret functionality seems to stop working forcibly removing all other carets after the first character is typed i d expect the multi caret to remain until unselected by clicking elsewhere the content of what s in find doesn t matter it happens regardless steps to reproduce open the find or find replace tool in the script editor nothing has to be inputted add multiple mouse cursors with ctrl alt click or highlight something and then highlight additional duplicates with ctrl d or synonymous keyboard shortcuts depending on os start typing as if going to add or replace in all locations where the multi caret is minimal reproduction project n a,1 +21316,16825475264.0,IssuesEvent,2021-06-17 17:56:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Export float EASE inspector graph is very squashed.,enhancement topic:editor usability," + +**Godot version:** + +f52c294 + +**OS/device including version:** + +Win10 64-bit + +**Issue description:** + + +The editing graph for this export var is difficult to read because it is very skewed. It isn't clear if there is any way to expand it vertically to make it more square. + +![image](https://user-images.githubusercontent.com/13004169/55703652-ddca1480-59e2-11e9-86b8-63d1eb1da559.png) + + + +**Steps to reproduce:** +Using an export var in GDScript. +`export (float, EASE) var easing = 1.0` +",True,"Export float EASE inspector graph is very squashed. - + +**Godot version:** + +f52c294 + +**OS/device including version:** + +Win10 64-bit + +**Issue description:** + + +The editing graph for this export var is difficult to read because it is very skewed. It isn't clear if there is any way to expand it vertically to make it more square. + +![image](https://user-images.githubusercontent.com/13004169/55703652-ddca1480-59e2-11e9-86b8-63d1eb1da559.png) + + + +**Steps to reproduce:** +Using an export var in GDScript. +`export (float, EASE) var easing = 1.0` +",1,export float ease inspector graph is very squashed please search existing issues for potential duplicates before filing yours godot version os device including version bit issue description the editing graph for this export var is difficult to read because it is very skewed it isn t clear if there is any way to expand it vertically to make it more square steps to reproduce using an export var in gdscript export float ease var easing ,1 +19616,14343210006.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Delete key doesn't Delete Node when Visual Script Editor is open ,bug topic:editor usability,"**Godot version:** +3.2 + +**OS/device including version:** +Linux Mint 19.2 Cinnamon + +**Issue description:** +The Delete key does not Delete the selected node when focusing a node in the Scene Tree when the Visual Script Editor is open. This is due to Delete being mapped to Delete Selected (visual node) in the context of Visual Script Editor, and this context being considered active despite focusing the Scene Tree. Note that when pressing Delete however, the last focused Visual node is not deleted either; nothing happens instead. + +If you remove the mapping of Delete in Visual Script Editor context (or remap Delete Selected to another key), Delete will work correctly on the Scene Tree. + +**Steps to reproduce:** +With default mappings: + +1. Create a Visual Script and keep the Visual Script Editor open. +2. Select a node in the scene tree (outside the Root) +3. Press Delete + +Result: nothing happens + +Bonus: do the same, but after removing Delete Selected mapping in Visual Script Editor context. + +Result: Godot prompts for node deletion as expected",True,"Delete key doesn't Delete Node when Visual Script Editor is open - **Godot version:** +3.2 + +**OS/device including version:** +Linux Mint 19.2 Cinnamon + +**Issue description:** +The Delete key does not Delete the selected node when focusing a node in the Scene Tree when the Visual Script Editor is open. This is due to Delete being mapped to Delete Selected (visual node) in the context of Visual Script Editor, and this context being considered active despite focusing the Scene Tree. Note that when pressing Delete however, the last focused Visual node is not deleted either; nothing happens instead. + +If you remove the mapping of Delete in Visual Script Editor context (or remap Delete Selected to another key), Delete will work correctly on the Scene Tree. + +**Steps to reproduce:** +With default mappings: + +1. Create a Visual Script and keep the Visual Script Editor open. +2. Select a node in the scene tree (outside the Root) +3. Press Delete + +Result: nothing happens + +Bonus: do the same, but after removing Delete Selected mapping in Visual Script Editor context. + +Result: Godot prompts for node deletion as expected",1,delete key doesn t delete node when visual script editor is open godot version os device including version linux mint cinnamon issue description the delete key does not delete the selected node when focusing a node in the scene tree when the visual script editor is open this is due to delete being mapped to delete selected visual node in the context of visual script editor and this context being considered active despite focusing the scene tree note that when pressing delete however the last focused visual node is not deleted either nothing happens instead if you remove the mapping of delete in visual script editor context or remap delete selected to another key delete will work correctly on the scene tree steps to reproduce with default mappings create a visual script and keep the visual script editor open select a node in the scene tree outside the root press delete result nothing happens bonus do the same but after removing delete selected mapping in visual script editor context result godot prompts for node deletion as expected,1 +19209,13655064520.0,IssuesEvent,2020-09-27 20:24:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector no longer interprets Comma as decimal point in editor,enhancement topic:editor usability,"**Godot version:** +3.1-alpha (2 and 3, didnt test alpha1) + +**OS/device including version:** +Windows 10, non-english keyboard + + +**Issue description:** + +Regression of issue #6028 in godot 3.1 alpha. Original issue fixed by PR #13240 + +In GODOT 3.0 editor you can use "","" as decimal separator: + +![insert_with_comma_godot305](https://user-images.githubusercontent.com/4945875/50347112-ce5ab480-0534-11e9-9455-65fefc71b82b.gif) +(comma is simply replaced by dot) + +In GODOT 3.1-alpha (2 and 3, didnt test 1) everything after comma is trimmed: +![insert_with_comma_godot31_alpha](https://user-images.githubusercontent.com/4945875/50347145-ec281980-0534-11e9-84e9-113df83b2913.gif) + + +**Steps to reproduce:** + +Same as in issue #6028 + +1) In editor, write ""1.1"" to any float box (like ""rotation degrees"" on Node2D) - rotation is set to ""1.1"" +2) In editor, write ""1,1"" to any float box (like ""rotation degrees"" on Node2D) - rotation is set to ""1""",True,"Inspector no longer interprets Comma as decimal point in editor - **Godot version:** +3.1-alpha (2 and 3, didnt test alpha1) + +**OS/device including version:** +Windows 10, non-english keyboard + + +**Issue description:** + +Regression of issue #6028 in godot 3.1 alpha. Original issue fixed by PR #13240 + +In GODOT 3.0 editor you can use "","" as decimal separator: + +![insert_with_comma_godot305](https://user-images.githubusercontent.com/4945875/50347112-ce5ab480-0534-11e9-9455-65fefc71b82b.gif) +(comma is simply replaced by dot) + +In GODOT 3.1-alpha (2 and 3, didnt test 1) everything after comma is trimmed: +![insert_with_comma_godot31_alpha](https://user-images.githubusercontent.com/4945875/50347145-ec281980-0534-11e9-84e9-113df83b2913.gif) + + +**Steps to reproduce:** + +Same as in issue #6028 + +1) In editor, write ""1.1"" to any float box (like ""rotation degrees"" on Node2D) - rotation is set to ""1.1"" +2) In editor, write ""1,1"" to any float box (like ""rotation degrees"" on Node2D) - rotation is set to ""1""",1,inspector no longer interprets comma as decimal point in editor godot version alpha and didnt test os device including version windows non english keyboard issue description regression of issue in godot alpha original issue fixed by pr in godot editor you can use as decimal separator comma is simply replaced by dot in godot alpha and didnt test everything after comma is trimmed steps to reproduce same as in issue in editor write to any float box like rotation degrees on rotation is set to in editor write to any float box like rotation degrees on rotation is set to ,1 +15207,9854704283.0,IssuesEvent,2019-06-19 17:30:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MODO Navigation Scheme Does Not Work with GridMaps,bug hero wanted! topic:editor usability,"Godot v3.0.2 + + +Windows 10, Nvidia GeForce 1070 + + +MODO Navigation Scheme does not work with GridMap tile placement. + +If you go to Editor>Editor Settings>Navigation>Navigation Scheme and change the Scheme to MODO, then you can no longer navigate the viewport when placing GridMap tiles. + +- Go through the steps to create a GridMap +- Go to Editor>Editor Settings>Navigation>Navigation Scheme and change the scheme to MODO +- Click on a GridMap item to start placing instances in the viewport +- Attempt to rotate or pan the viewport using MODO shortcuts (SHIFT+LMB, etc.) + +",True,"MODO Navigation Scheme Does Not Work with GridMaps - Godot v3.0.2 + + +Windows 10, Nvidia GeForce 1070 + + +MODO Navigation Scheme does not work with GridMap tile placement. + +If you go to Editor>Editor Settings>Navigation>Navigation Scheme and change the Scheme to MODO, then you can no longer navigate the viewport when placing GridMap tiles. + +- Go through the steps to create a GridMap +- Go to Editor>Editor Settings>Navigation>Navigation Scheme and change the scheme to MODO +- Click on a GridMap item to start placing instances in the viewport +- Attempt to rotate or pan the viewport using MODO shortcuts (SHIFT+LMB, etc.) + +",1,modo navigation scheme does not work with gridmaps godot windows nvidia geforce modo navigation scheme does not work with gridmap tile placement if you go to editor editor settings navigation navigation scheme and change the scheme to modo then you can no longer navigate the viewport when placing gridmap tiles go through the steps to create a gridmap go to editor editor settings navigation navigation scheme and change the scheme to modo click on a gridmap item to start placing instances in the viewport attempt to rotate or pan the viewport using modo shortcuts shift lmb etc ,1 +6170,4165395344.0,IssuesEvent,2016-06-19 13:21:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Implement scaling up/down of the text inside the script editor.,enhancement topic:editor usability,Add an option to scale the text size inside the script editor so that making tutorials will be better.,True,Implement scaling up/down of the text inside the script editor. - Add an option to scale the text size inside the script editor so that making tutorials will be better.,1,implement scaling up down of the text inside the script editor add an option to scale the text size inside the script editor so that making tutorials will be better ,1 +9870,6486004459.0,IssuesEvent,2017-08-19 15:44:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Laggy dock resizing, dragging split in editor low fps",bug topic:editor usability,"**Operating system or device - Godot version:** +current master +macOS + +**Issue description:** + +dragging the split to resize different editor docks is slow/laggy compared to 2.1 + +**Steps to reproduce:** +Open godot 3.0 resize the right or left dock section. It will render with less than 10 fps. + + +## Things we know (would be good to know): + - [x] This issue is not existing in the 2.1 version from the website + - [x] Also present in release compile + - [x] drawing texture style boxes needs less number calculations on the cpu when redrawn. (styleBoxFlat needs to calculate the size and position for multiple rectangles. This gets even more complex with the new style boxFlat (rounded borders) + - [x] there is no noticeable difference in performance when I test it with the more complex calculations of the new style box. (taking all that into consideration, it does not seem like the lag has anything to do with the actual style box drawing) + - [ ] the lag was introduced when switching to the new renderer in the viewport. + - [x] the lag is much bigger when resizing the editor in a way that the main viewport gets resized. + - [x] **probably has something to do with the input system** +I marked things in the list which I know. the rest are more or the less questions which, when answered would help finding the issue for the low performance. + +@volzhs maybe you have already discovered additional information.",True,"Laggy dock resizing, dragging split in editor low fps - **Operating system or device - Godot version:** +current master +macOS + +**Issue description:** + +dragging the split to resize different editor docks is slow/laggy compared to 2.1 + +**Steps to reproduce:** +Open godot 3.0 resize the right or left dock section. It will render with less than 10 fps. + + +## Things we know (would be good to know): + - [x] This issue is not existing in the 2.1 version from the website + - [x] Also present in release compile + - [x] drawing texture style boxes needs less number calculations on the cpu when redrawn. (styleBoxFlat needs to calculate the size and position for multiple rectangles. This gets even more complex with the new style boxFlat (rounded borders) + - [x] there is no noticeable difference in performance when I test it with the more complex calculations of the new style box. (taking all that into consideration, it does not seem like the lag has anything to do with the actual style box drawing) + - [ ] the lag was introduced when switching to the new renderer in the viewport. + - [x] the lag is much bigger when resizing the editor in a way that the main viewport gets resized. + - [x] **probably has something to do with the input system** +I marked things in the list which I know. the rest are more or the less questions which, when answered would help finding the issue for the low performance. + +@volzhs maybe you have already discovered additional information.",1,laggy dock resizing dragging split in editor low fps operating system or device godot version current master macos issue description dragging the split to resize different editor docks is slow laggy compared to steps to reproduce open godot resize the right or left dock section it will render with less than fps things we know would be good to know this issue is not existing in the version from the website also present in release compile drawing texture style boxes needs less number calculations on the cpu when redrawn styleboxflat needs to calculate the size and position for multiple rectangles this gets even more complex with the new style boxflat rounded borders there is no noticeable difference in performance when i test it with the more complex calculations of the new style box taking all that into consideration it does not seem like the lag has anything to do with the actual style box drawing the lag was introduced when switching to the new renderer in the viewport the lag is much bigger when resizing the editor in a way that the main viewport gets resized probably has something to do with the input system i marked things in the list which i know the rest are more or the less questions which when answered would help finding the issue for the low performance volzhs maybe you have already discovered additional information ,1 +12538,7931771171.0,IssuesEvent,2018-07-07 05:00:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editing text property of MultiNodeEdit keeps cursor at leftmost position,bug topic:editor usability," + +**Godot version:** + +ecee0c9 + +**OS/device including version:** + +Manjaro x86_64 + +**Issue description:** + +Expected: being able to type normally into text field +Happened: cursor keeps going back to the leftmost position + +This also affects expanded multiline text property editor. + +**Steps to reproduce:** +1. select multiple nodes with multiline text e.g. Labels +2. edit text property +![peek 2018-07-06 17-24](https://user-images.githubusercontent.com/26753932/42374264-e005fd10-8141-11e8-9ee4-3e485dae026b.gif) + +**Minimal reproduction project:** + +",True,"Editing text property of MultiNodeEdit keeps cursor at leftmost position - + +**Godot version:** + +ecee0c9 + +**OS/device including version:** + +Manjaro x86_64 + +**Issue description:** + +Expected: being able to type normally into text field +Happened: cursor keeps going back to the leftmost position + +This also affects expanded multiline text property editor. + +**Steps to reproduce:** +1. select multiple nodes with multiline text e.g. Labels +2. edit text property +![peek 2018-07-06 17-24](https://user-images.githubusercontent.com/26753932/42374264-e005fd10-8141-11e8-9ee4-3e485dae026b.gif) + +**Minimal reproduction project:** + +",1,editing text property of multinodeedit keeps cursor at leftmost position please search existing issues for potential duplicates before filing yours godot version os device including version manjaro issue description expected being able to type normally into text field happened cursor keeps going back to the leftmost position this also affects expanded multiline text property editor steps to reproduce select multiple nodes with multiline text e g labels edit text property minimal reproduction project ,1 +3553,3487059734.0,IssuesEvent,2016-01-01 12:52:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bracket closing for auto completion,enhancement needs discussion topic:editor usability,"If you want to write a function into closed brackets () you endup with something like that if you use auto completion: +(function_name() + +Would be nice if it keeps the outer bracket like that: +(function_name())",True,"Bracket closing for auto completion - If you want to write a function into closed brackets () you endup with something like that if you use auto completion: +(function_name() + +Would be nice if it keeps the outer bracket like that: +(function_name())",1,bracket closing for auto completion if you want to write a function into closed brackets you endup with something like that if you use auto completion function name would be nice if it keeps the outer bracket like that function name ,1 +26886,27312351678.0,IssuesEvent,2023-02-24 13:13:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The Advanced Scene Import Dialog doesn't always switch back to a visible tab.,bug topic:editor usability topic:import,"### Godot version + +4.0 RC4 + +### System information + +Arch Linux, KDE Plasma Version: 5.27.0, Linux 6.1.12-zen1-1-zen, X11 AMD Ryzen 5 2400G, NVIDIA GeForce GTX 1660 + +### Issue description + +Sometimes, nothing appears on the left side panel of the Advanced Import window when editing AnimationLibrary's. + +### Steps to reproduce + +1. Open a regular model. +2. pick a different tab other than the first. +3. Open an Animation Library + +[advancedimportbug.webm](https://user-images.githubusercontent.com/32441086/221053564-c57dc619-d83a-4aca-bcb3-988772a6a8c4.webm) + + + +### Minimal reproduction project + +N/A",True,"The Advanced Scene Import Dialog doesn't always switch back to a visible tab. - ### Godot version + +4.0 RC4 + +### System information + +Arch Linux, KDE Plasma Version: 5.27.0, Linux 6.1.12-zen1-1-zen, X11 AMD Ryzen 5 2400G, NVIDIA GeForce GTX 1660 + +### Issue description + +Sometimes, nothing appears on the left side panel of the Advanced Import window when editing AnimationLibrary's. + +### Steps to reproduce + +1. Open a regular model. +2. pick a different tab other than the first. +3. Open an Animation Library + +[advancedimportbug.webm](https://user-images.githubusercontent.com/32441086/221053564-c57dc619-d83a-4aca-bcb3-988772a6a8c4.webm) + + + +### Minimal reproduction project + +N/A",1,the advanced scene import dialog doesn t always switch back to a visible tab godot version system information arch linux kde plasma version linux zen amd ryzen nvidia geforce gtx issue description sometimes nothing appears on the left side panel of the advanced import window when editing animationlibrary s steps to reproduce open a regular model pick a different tab other than the first open an animation library minimal reproduction project n a,1 +18860,13340713202.0,IssuesEvent,2020-08-28 14:50:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Suggestion: Priority Patch Review/Committing for bugfixes.,discussion usability,"Currently in the Pull Requests tracker, there are 60 fixes for known bugs in Godot waiting to be green-lighted for inclusion into master. Since commercial game engines such as Unity and Unreal have historically been known for their bugs, having Godot become the engine where the vast majority of things simply work as intended could serve to help it make major inroads among studios small and large. + +Some of these proposed fixes are for highly notable things that a developer is somewhat likely to come across with any given project, so it is important to give them priority to ensure that people can get games out with little to nothing to stand in their way (working around issues can be time consuming and are not guaranteed to work). + +Apologies if a sweep of that category is planned, but Godot as a project needs to encourage patch makers to submit fixes if it is to thrive.",True,"Suggestion: Priority Patch Review/Committing for bugfixes. - Currently in the Pull Requests tracker, there are 60 fixes for known bugs in Godot waiting to be green-lighted for inclusion into master. Since commercial game engines such as Unity and Unreal have historically been known for their bugs, having Godot become the engine where the vast majority of things simply work as intended could serve to help it make major inroads among studios small and large. + +Some of these proposed fixes are for highly notable things that a developer is somewhat likely to come across with any given project, so it is important to give them priority to ensure that people can get games out with little to nothing to stand in their way (working around issues can be time consuming and are not guaranteed to work). + +Apologies if a sweep of that category is planned, but Godot as a project needs to encourage patch makers to submit fixes if it is to thrive.",1,suggestion priority patch review committing for bugfixes currently in the pull requests tracker there are fixes for known bugs in godot waiting to be green lighted for inclusion into master since commercial game engines such as unity and unreal have historically been known for their bugs having godot become the engine where the vast majority of things simply work as intended could serve to help it make major inroads among studios small and large some of these proposed fixes are for highly notable things that a developer is somewhat likely to come across with any given project so it is important to give them priority to ensure that people can get games out with little to nothing to stand in their way working around issues can be time consuming and are not guaranteed to work apologies if a sweep of that category is planned but godot as a project needs to encourage patch makers to submit fixes if it is to thrive ,1 +6283,4211766917.0,IssuesEvent,2016-06-29 14:28:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"""Quick Open"" window is ignoring file extensions",bug topic:editor usability,"**Operating system or device - Godot version:** +Ubuntu 16.04 + +**Issue description** (what happened, and what was expected): +It's a regression from 2.0 +In Godot 2.1 windows ""Quick open scene"" and ""Quick open script"" are ignoring dots (or file extensions). It will be the best to ilustrate this with screenshot: +![quickopenregression](https://cloud.githubusercontent.com/assets/6129594/16455967/7ac1849e-3e16-11e6-9ab2-478c11edb8c8.png) +In Godot 2.0 for this phrase I would have only one outcome. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"""Quick Open"" window is ignoring file extensions - **Operating system or device - Godot version:** +Ubuntu 16.04 + +**Issue description** (what happened, and what was expected): +It's a regression from 2.0 +In Godot 2.1 windows ""Quick open scene"" and ""Quick open script"" are ignoring dots (or file extensions). It will be the best to ilustrate this with screenshot: +![quickopenregression](https://cloud.githubusercontent.com/assets/6129594/16455967/7ac1849e-3e16-11e6-9ab2-478c11edb8c8.png) +In Godot 2.0 for this phrase I would have only one outcome. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1, quick open window is ignoring file extensions operating system or device godot version ubuntu issue description what happened and what was expected it s a regression from in godot windows quick open scene and quick open script are ignoring dots or file extensions it will be the best to ilustrate this with screenshot in godot for this phrase i would have only one outcome steps to reproduce link to minimal example project optional but very welcome ,1 +10429,6718925944.0,IssuesEvent,2017-10-15 18:24:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"export (float,min,max) clamps float to int",enhancement hacktoberfest topic:editor usability,"This issue: #539 still happens in godot 2.1.4. + +Code that I am using is: +export(float, -100, 100) var variable = 0.0 +in inspector any number given is then rounded to int. + +In future should I comment on closed issue instead opening new one?",True,"export (float,min,max) clamps float to int - This issue: #539 still happens in godot 2.1.4. + +Code that I am using is: +export(float, -100, 100) var variable = 0.0 +in inspector any number given is then rounded to int. + +In future should I comment on closed issue instead opening new one?",1,export float min max clamps float to int this issue still happens in godot code that i am using is export float var variable in inspector any number given is then rounded to int in future should i comment on closed issue instead opening new one ,1 +19177,13628000141.0,IssuesEvent,2020-09-24 13:22:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Disallow leading or trailing spaces for node names. (Trim string),enhancement topic:editor usability,"**Godot version:** +3.2.2 Default 64bit (GDScript) + +**OS/device including version:** +Windows 10 - GTX 2070 Super - GLES3 + +**Issue description:** +Currently it is possible to have e.g. trailing spaces for a node name. e.g. for ""Camera"". +It's not really a bug, but can cause problems. I wasted time to find it. It's not easy to find hidden characters like spaces. + +**Steps to reproduce:** +Just rename a node and leave spaces on the name like: ""`Camera `"" or ""` Spatial `"". +And now try to use `$Camera` or using `get_node(...)`. You'll get a null reference. +Yes you can use e.g. `$""Camera ""` but anyway. The string should be trimmed on enter / change. +",True,"Disallow leading or trailing spaces for node names. (Trim string) - **Godot version:** +3.2.2 Default 64bit (GDScript) + +**OS/device including version:** +Windows 10 - GTX 2070 Super - GLES3 + +**Issue description:** +Currently it is possible to have e.g. trailing spaces for a node name. e.g. for ""Camera"". +It's not really a bug, but can cause problems. I wasted time to find it. It's not easy to find hidden characters like spaces. + +**Steps to reproduce:** +Just rename a node and leave spaces on the name like: ""`Camera `"" or ""` Spatial `"". +And now try to use `$Camera` or using `get_node(...)`. You'll get a null reference. +Yes you can use e.g. `$""Camera ""` but anyway. The string should be trimmed on enter / change. +",1,disallow leading or trailing spaces for node names trim string godot version default gdscript os device including version windows gtx super issue description currently it is possible to have e g trailing spaces for a node name e g for camera it s not really a bug but can cause problems i wasted time to find it it s not easy to find hidden characters like spaces steps to reproduce just rename a node and leave spaces on the name like camera or spatial and now try to use camera or using get node you ll get a null reference yes you can use e g camera but anyway the string should be trimmed on enter change ,1 +21924,18074434262.0,IssuesEvent,2021-09-21 08:16:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Right-to-left: Wrong horizontal offset for some elements in 3D editor viewport,bug topic:editor usability,"### Godot version + +4.0.dev (ec23d13) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +Testing the editor with Arabic translation and RTL layout, I notice a couple issues in the 3D editor viewport: + +![Screenshot_20210917_164859](https://user-images.githubusercontent.com/4701338/133803090-f29b2dab-d631-4bd7-903b-191f931b088c.png) + +- The rotation widget in the top left is offset to the right (in English it's at the same distance from the top and right sides). +- The ""Perspective"" menu is offset to the right, which makes it go out of the viewport. It should be offset to the left instead. +- When selecting a Camera3D, the same issue happens with the ""Preview"" menu, and they are both left-aligned with each other instead of right-aligned: +![Screenshot_20210917_165026](https://user-images.githubusercontent.com/4701338/133803375-072b0cce-709c-407a-bef1-5e25f239a459.png) + + +For comparison, in English and LTR layout: +![Screenshot_20210917_165212](https://user-images.githubusercontent.com/4701338/133803578-01ad350b-c519-4dec-a6ba-53c9f7dda49e.png) + + + +### Steps to reproduce + +- Use Editor in Arabic locale (`ar`) +- Select a 3D node + + +### Minimal reproduction project + +n/a",True,"Right-to-left: Wrong horizontal offset for some elements in 3D editor viewport - ### Godot version + +4.0.dev (ec23d13) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +Testing the editor with Arabic translation and RTL layout, I notice a couple issues in the 3D editor viewport: + +![Screenshot_20210917_164859](https://user-images.githubusercontent.com/4701338/133803090-f29b2dab-d631-4bd7-903b-191f931b088c.png) + +- The rotation widget in the top left is offset to the right (in English it's at the same distance from the top and right sides). +- The ""Perspective"" menu is offset to the right, which makes it go out of the viewport. It should be offset to the left instead. +- When selecting a Camera3D, the same issue happens with the ""Preview"" menu, and they are both left-aligned with each other instead of right-aligned: +![Screenshot_20210917_165026](https://user-images.githubusercontent.com/4701338/133803375-072b0cce-709c-407a-bef1-5e25f239a459.png) + + +For comparison, in English and LTR layout: +![Screenshot_20210917_165212](https://user-images.githubusercontent.com/4701338/133803578-01ad350b-c519-4dec-a6ba-53c9f7dda49e.png) + + + +### Steps to reproduce + +- Use Editor in Arabic locale (`ar`) +- Select a 3D node + + +### Minimal reproduction project + +n/a",1,right to left wrong horizontal offset for some elements in editor viewport godot version dev system information linux mageia issue description testing the editor with arabic translation and rtl layout i notice a couple issues in the editor viewport the rotation widget in the top left is offset to the right in english it s at the same distance from the top and right sides the perspective menu is offset to the right which makes it go out of the viewport it should be offset to the left instead when selecting a the same issue happens with the preview menu and they are both left aligned with each other instead of right aligned for comparison in english and ltr layout steps to reproduce use editor in arabic locale ar select a node minimal reproduction project n a,1 +24144,23395191281.0,IssuesEvent,2022-08-11 22:18:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Selection in Editor Help is not accurate,bug topic:editor usability regression,"### Godot version + +67d4015 + +### System information + +Windows 10 x64 + +### Issue description + +![godot_nkBHH0s3oN](https://user-images.githubusercontent.com/2223172/184251959-c9420552-677e-46bb-88c5-ad8f44113e74.gif) +It's off by 1 character. + +### Steps to reproduce + +1. Open some help page +2. Try to select text + +### Minimal reproduction project + +_No response_",True,"Selection in Editor Help is not accurate - ### Godot version + +67d4015 + +### System information + +Windows 10 x64 + +### Issue description + +![godot_nkBHH0s3oN](https://user-images.githubusercontent.com/2223172/184251959-c9420552-677e-46bb-88c5-ad8f44113e74.gif) +It's off by 1 character. + +### Steps to reproduce + +1. Open some help page +2. Try to select text + +### Minimal reproduction project + +_No response_",1,selection in editor help is not accurate godot version system information windows issue description it s off by character steps to reproduce open some help page try to select text minimal reproduction project no response ,1 +14821,9537179899.0,IssuesEvent,2019-04-30 11:49:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project settings search results should be hidden when the button is unpressed,bug topic:editor usability,"**Godot version:** +3.1-beta2 + +**OS/device including version:** +Win 7 64-bit + +**Issue description:** +After unpressing the ""Search"" button search mode is still active. To fix it, one needs to press ""Search"" again and erase the string being searched. +In my opinion, it should store the search string, but deactivate when the button is unpressed. Or for quick fix, just erase the string when the button is unpressed. + +**Steps to reproduce:** +1. Go to Project settings +2. Press ""Search"" button +3. Type ""abc"" in the search field +4. Unpress the ""Search"" button +5. Nothing is shown in the settings +",True,"Project settings search results should be hidden when the button is unpressed - **Godot version:** +3.1-beta2 + +**OS/device including version:** +Win 7 64-bit + +**Issue description:** +After unpressing the ""Search"" button search mode is still active. To fix it, one needs to press ""Search"" again and erase the string being searched. +In my opinion, it should store the search string, but deactivate when the button is unpressed. Or for quick fix, just erase the string when the button is unpressed. + +**Steps to reproduce:** +1. Go to Project settings +2. Press ""Search"" button +3. Type ""abc"" in the search field +4. Unpress the ""Search"" button +5. Nothing is shown in the settings +",1,project settings search results should be hidden when the button is unpressed godot version os device including version win bit issue description after unpressing the search button search mode is still active to fix it one needs to press search again and erase the string being searched in my opinion it should store the search string but deactivate when the button is unpressed or for quick fix just erase the string when the button is unpressed steps to reproduce go to project settings press search button type abc in the search field unpress the search button nothing is shown in the settings ,1 +15064,9694089600.0,IssuesEvent,2019-05-24 17:56:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scrolling a multiline text box scrolls the Inspector also,enhancement topic:editor usability," + +**Godot version:** + +8fc92ae86faed72c402e7770246ed18d50b5c43b + +**OS/device including version:** + +Linux + +**Issue description:** + +When the mouse wheel is used to scroll a multiline text box, it will scroll both it and the Inspector. Ideally it should only scroll the text box when the mouse is hovering over it. +",True,"Scrolling a multiline text box scrolls the Inspector also - + +**Godot version:** + +8fc92ae86faed72c402e7770246ed18d50b5c43b + +**OS/device including version:** + +Linux + +**Issue description:** + +When the mouse wheel is used to scroll a multiline text box, it will scroll both it and the Inspector. Ideally it should only scroll the text box when the mouse is hovering over it. +",1,scrolling a multiline text box scrolls the inspector also please search existing issues for potential duplicates before filing yours godot version os device including version linux issue description when the mouse wheel is used to scroll a multiline text box it will scroll both it and the inspector ideally it should only scroll the text box when the mouse is hovering over it ,1 +12840,8134180782.0,IssuesEvent,2018-08-19 12:56:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor Camera Bug,bug topic:editor usability," +**Godot version:** +Godot 3 official release + +**Issue description:** +When navigating in the Editor using WASD keys and mouse .. you can stuck in free looking mode + +**Steps to reproduce:** +start navigating using WASD keys and mouse .. then do mouse wheel up or down , now if you release every key you can still rotate the Editor camera and look around .. this should not happen +",True,"Editor Camera Bug - +**Godot version:** +Godot 3 official release + +**Issue description:** +When navigating in the Editor using WASD keys and mouse .. you can stuck in free looking mode + +**Steps to reproduce:** +start navigating using WASD keys and mouse .. then do mouse wheel up or down , now if you release every key you can still rotate the Editor camera and look around .. this should not happen +",1,editor camera bug godot version godot official release issue description when navigating in the editor using wasd keys and mouse you can stuck in free looking mode steps to reproduce start navigating using wasd keys and mouse then do mouse wheel up or down now if you release every key you can still rotate the editor camera and look around this should not happen ,1 +22614,19749834523.0,IssuesEvent,2022-01-15 01:05:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Renaming a file causes the FileSystem panel to lose focus,bug topic:editor usability,"### Godot version + +v3.4.1.stable.official [aa1b95889] + +### System information + +Windows 10 21H1 + +### Issue description + +The FileSystem panel loses focus when a file is renamed. + +It should be possible to select/rename multiple files, +without having to mouse click in the FileSystem panel first. + + +### Steps to reproduce + +In the FileSystem panel +- Create a new script +- Rename the script +- Press `arrow up` or `arrow down` to select the previous or next file +- Or `F2` to rename the selected file again. + +### Observed +`arrow keys`: Nothing happens. +`F2`: If a Scene panel node was selected before renaming the file, +then `F2` makes the Scene panel nodes text editable. + +### Expected +The FileSystem panel should remain focused. + +And the file/folder above or below the renamed file should become selected. +Or the rename window should open for the selected file. + +### Minimal reproduction project + +_No response_",True,"Renaming a file causes the FileSystem panel to lose focus - ### Godot version + +v3.4.1.stable.official [aa1b95889] + +### System information + +Windows 10 21H1 + +### Issue description + +The FileSystem panel loses focus when a file is renamed. + +It should be possible to select/rename multiple files, +without having to mouse click in the FileSystem panel first. + + +### Steps to reproduce + +In the FileSystem panel +- Create a new script +- Rename the script +- Press `arrow up` or `arrow down` to select the previous or next file +- Or `F2` to rename the selected file again. + +### Observed +`arrow keys`: Nothing happens. +`F2`: If a Scene panel node was selected before renaming the file, +then `F2` makes the Scene panel nodes text editable. + +### Expected +The FileSystem panel should remain focused. + +And the file/folder above or below the renamed file should become selected. +Or the rename window should open for the selected file. + +### Minimal reproduction project + +_No response_",1,renaming a file causes the filesystem panel to lose focus godot version stable official system information windows issue description the filesystem panel loses focus when a file is renamed it should be possible to select rename multiple files without having to mouse click in the filesystem panel first steps to reproduce in the filesystem panel create a new script rename the script press arrow up or arrow down to select the previous or next file or to rename the selected file again observed arrow keys nothing happens if a scene panel node was selected before renaming the file then makes the scene panel nodes text editable expected the filesystem panel should remain focused and the file folder above or below the renamed file should become selected or the rename window should open for the selected file minimal reproduction project no response ,1 +17834,12371791067.0,IssuesEvent,2020-05-18 19:11:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Autocompletion spams errors on invalid get_child() index,bug topic:editor topic:gdscript usability,"**Godot version:** +3.2.1 + +**Steps to reproduce:** +1. Create a new scene with root node +2. Add script to root node +3. Type `get_child(1).` in the script and press Ctrl + Space +4. The console gets spammed with errors + +This is because the Script Editor tries to get the node from get_child() method, but the node doesn't exist. The editor should check index before calling get_child() and ignore it if it's invalid.",True,"Autocompletion spams errors on invalid get_child() index - **Godot version:** +3.2.1 + +**Steps to reproduce:** +1. Create a new scene with root node +2. Add script to root node +3. Type `get_child(1).` in the script and press Ctrl + Space +4. The console gets spammed with errors + +This is because the Script Editor tries to get the node from get_child() method, but the node doesn't exist. The editor should check index before calling get_child() and ignore it if it's invalid.",1,autocompletion spams errors on invalid get child index godot version steps to reproduce create a new scene with root node add script to root node type get child in the script and press ctrl space the console gets spammed with errors this is because the script editor tries to get the node from get child method but the node doesn t exist the editor should check index before calling get child and ignore it if it s invalid ,1 +16199,10616903078.0,IssuesEvent,2019-10-12 15:14:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open Scene with Missing dependencies is too small,bug topic:editor usability,"**Godot version:** +Godot 3.2 Alpha 2 + +**OS/device including version:** +Operating System: Mac OS Mojave 10.14.6 +Screen Resolution: Retina (2880x1800), HIDPI +Graphics Card: AMD Radeon R9 M370X 2GB + +**Issue description:** + +The missing dependecies dialog is too small to see the missing dependencies and cannot be resized: + + + +**Steps to reproduce:** + +The node type does not matter, simply the scenes are important. + +1) Create a Scene A +2) Create Scene B +3) Instanciate Scene B as a child of A +4) Close Scene B and A +4) Delete Scene B +5) Open Scene A + +**Minimal reproduction project:** +I can provide my project, but I think the steps to reproduce are easy.",True,"Open Scene with Missing dependencies is too small - **Godot version:** +Godot 3.2 Alpha 2 + +**OS/device including version:** +Operating System: Mac OS Mojave 10.14.6 +Screen Resolution: Retina (2880x1800), HIDPI +Graphics Card: AMD Radeon R9 M370X 2GB + +**Issue description:** + +The missing dependecies dialog is too small to see the missing dependencies and cannot be resized: + + + +**Steps to reproduce:** + +The node type does not matter, simply the scenes are important. + +1) Create a Scene A +2) Create Scene B +3) Instanciate Scene B as a child of A +4) Close Scene B and A +4) Delete Scene B +5) Open Scene A + +**Minimal reproduction project:** +I can provide my project, but I think the steps to reproduce are easy.",1,open scene with missing dependencies is too small godot version godot alpha os device including version operating system mac os mojave screen resolution retina hidpi graphics card amd radeon issue description the missing dependecies dialog is too small to see the missing dependencies and cannot be resized img width alt bildschirmfoto um src steps to reproduce the node type does not matter simply the scenes are important create a scene a create scene b instanciate scene b as a child of a close scene b and a delete scene b open scene a minimal reproduction project i can provide my project but i think the steps to reproduce are easy ,1 +12667,8032796642.0,IssuesEvent,2018-07-28 19:34:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New inspector doesn't trigger the TextureRegion editor,bug topic:editor usability," + +**Godot version:** +eded061 + + + +**Issue description:** +When clicking in a Atlas resource, the TextureRegion editor doesn't open anymore.",True,"New inspector doesn't trigger the TextureRegion editor - + +**Godot version:** +eded061 + + + +**Issue description:** +When clicking in a Atlas resource, the TextureRegion editor doesn't open anymore.",1,new inspector doesn t trigger the textureregion editor please search existing issues for potential duplicates before filing yours godot version issue description when clicking in a atlas resource the textureregion editor doesn t open anymore ,1 +10430,6718949552.0,IssuesEvent,2017-10-15 18:40:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The camera wiggles back and forth when freelook speed is modulated,bug topic:editor usability,"Godot 3.0 master + +Mouse wheel is supposed to modulate speed while using freelook, aside from having a link with orbit zoom. +However, when I do this in the current master it makes the camera wiggle back and forth in unwanted ways. +It worked fine before, so something must have broken the way this is handled...",True,"The camera wiggles back and forth when freelook speed is modulated - Godot 3.0 master + +Mouse wheel is supposed to modulate speed while using freelook, aside from having a link with orbit zoom. +However, when I do this in the current master it makes the camera wiggle back and forth in unwanted ways. +It worked fine before, so something must have broken the way this is handled...",1,the camera wiggles back and forth when freelook speed is modulated godot master mouse wheel is supposed to modulate speed while using freelook aside from having a link with orbit zoom however when i do this in the current master it makes the camera wiggle back and forth in unwanted ways it worked fine before so something must have broken the way this is handled ,1 +20908,16191816674.0,IssuesEvent,2021-05-04 09:32:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,File with extension *.tscn and *.scn not generated previews in filesystem dock,enhancement topic:editor usability," + +**Godot version:** Godot_v3.3-stable_win64 + + + +**OS/device including version:** Win 10 pro 20H2 , AMD Ryzen 5 3500X , NVIDIA GeForce GTX 750 TI (2 Gb RAM), GLES3 + + + +**Issue description:** *.tscn and *.scn not generated previews in filesystem dock. But generated in Godot_v3.0.6-stable_win64 + + + +**Steps to reproduce:** Create and save any scene with Spatial node containing any Mesh (with or without Light source) + + + +**Minimal reproduction project:** +[test_no_preview_issue.zip](https://github.com/godotengine/godot/files/6417405/test_no_preview_issue.zip) + + +",True,"File with extension *.tscn and *.scn not generated previews in filesystem dock - + +**Godot version:** Godot_v3.3-stable_win64 + + + +**OS/device including version:** Win 10 pro 20H2 , AMD Ryzen 5 3500X , NVIDIA GeForce GTX 750 TI (2 Gb RAM), GLES3 + + + +**Issue description:** *.tscn and *.scn not generated previews in filesystem dock. But generated in Godot_v3.0.6-stable_win64 + + + +**Steps to reproduce:** Create and save any scene with Spatial node containing any Mesh (with or without Light source) + + + +**Minimal reproduction project:** +[test_no_preview_issue.zip](https://github.com/godotengine/godot/files/6417405/test_no_preview_issue.zip) + + +",1,file with extension tscn and scn not generated previews in filesystem dock please search existing issues for potential duplicates before filing yours godot version godot stable os device including version win pro amd ryzen nvidia geforce gtx ti gb ram issue description tscn and scn not generated previews in filesystem dock but generated in godot stable steps to reproduce create and save any scene with spatial node containing any mesh with or without light source minimal reproduction project ,1 +12641,8016255287.0,IssuesEvent,2018-07-25 12:50:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Show files in the FileSystem Tree View ,discussion enhancement junior job topic:editor usability,"We are several developers at my company who have been working with both Unity, Cocos Creator and Godot. In Unity and Cocos Creator it's possible to view files in the hierarchy view but in the Godot engine this is not possible. In our opinion it makes it a lot easier to to work in a game editor when you can see all your files in the tree view. + +We are currently working on our third game in the Godot engine and we are still not comfortable using the FileSystem view in Godot. This indicates to us that the current way of showing the tree view might not be optimal, at least not for all developers. + +**Idea for improvement: Make a toggle button for displaying files in the FileSystem view** + +This issue shows a mockup: +#4570 +",True,"Show files in the FileSystem Tree View - We are several developers at my company who have been working with both Unity, Cocos Creator and Godot. In Unity and Cocos Creator it's possible to view files in the hierarchy view but in the Godot engine this is not possible. In our opinion it makes it a lot easier to to work in a game editor when you can see all your files in the tree view. + +We are currently working on our third game in the Godot engine and we are still not comfortable using the FileSystem view in Godot. This indicates to us that the current way of showing the tree view might not be optimal, at least not for all developers. + +**Idea for improvement: Make a toggle button for displaying files in the FileSystem view** + +This issue shows a mockup: +#4570 +",1,show files in the filesystem tree view we are several developers at my company who have been working with both unity cocos creator and godot in unity and cocos creator it s possible to view files in the hierarchy view but in the godot engine this is not possible in our opinion it makes it a lot easier to to work in a game editor when you can see all your files in the tree view we are currently working on our third game in the godot engine and we are still not comfortable using the filesystem view in godot this indicates to us that the current way of showing the tree view might not be optimal at least not for all developers idea for improvement make a toggle button for displaying files in the filesystem view this issue shows a mockup ,1 +15824,10317153953.0,IssuesEvent,2019-08-30 11:58:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Empty scene with ""Create Root Node"" widget adds extra margin to SceneTree",bug junior job topic:editor usability,"**Godot version:** +Current master (7b4e7d56) + +**OS/device including version:** +Mageia 7 Linux x86_64 + +**Issue description:** +When switching from a saved scene (with nodes in the SceneTree) to an empty new scene with the Create Root Node widget, the width of the SceneTree dock changes. The Create Root Node widget seems to add some extra margin. + +It doesn't seem to be dependent on the existing width of the dock, even if I make it much wider than needed to show its contents, the empty scene will expand it. + +![screenshot_20190124_102928](https://user-images.githubusercontent.com/4701338/51668902-8b707e80-1fc3-11e9-84f9-0a776218c1ec.png) +![screenshot_20190124_103407](https://user-images.githubusercontent.com/4701338/51668919-962b1380-1fc3-11e9-841b-b0c937645eaf.png) + +Tested with French locale, but the same happens in English. + +**Steps to reproduce:** +- Create a scene, add a root node, save it +- Create a scene, don't add a root node +- Switch between both scenes and see the SceneTree dock expand and contract",True,"Empty scene with ""Create Root Node"" widget adds extra margin to SceneTree - **Godot version:** +Current master (7b4e7d56) + +**OS/device including version:** +Mageia 7 Linux x86_64 + +**Issue description:** +When switching from a saved scene (with nodes in the SceneTree) to an empty new scene with the Create Root Node widget, the width of the SceneTree dock changes. The Create Root Node widget seems to add some extra margin. + +It doesn't seem to be dependent on the existing width of the dock, even if I make it much wider than needed to show its contents, the empty scene will expand it. + +![screenshot_20190124_102928](https://user-images.githubusercontent.com/4701338/51668902-8b707e80-1fc3-11e9-84f9-0a776218c1ec.png) +![screenshot_20190124_103407](https://user-images.githubusercontent.com/4701338/51668919-962b1380-1fc3-11e9-841b-b0c937645eaf.png) + +Tested with French locale, but the same happens in English. + +**Steps to reproduce:** +- Create a scene, add a root node, save it +- Create a scene, don't add a root node +- Switch between both scenes and see the SceneTree dock expand and contract",1,empty scene with create root node widget adds extra margin to scenetree godot version current master os device including version mageia linux issue description when switching from a saved scene with nodes in the scenetree to an empty new scene with the create root node widget the width of the scenetree dock changes the create root node widget seems to add some extra margin it doesn t seem to be dependent on the existing width of the dock even if i make it much wider than needed to show its contents the empty scene will expand it tested with french locale but the same happens in english steps to reproduce create a scene add a root node save it create a scene don t add a root node switch between both scenes and see the scenetree dock expand and contract,1 +9956,6529247072.0,IssuesEvent,2017-08-30 10:47:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,(concept mockup) new gizmo controls,enhancement topic:editor usability,"I was fooling around with new ideas for Godot gizmo and came up with this. + +A new xy yz zx plane controls. The colors are a blend of the two axis they are made up of (purple, teal, yellow). These controls appear only when transform controls are turned on. + +There is also a center diamond control. If you double click on it it will focus on the object. + +![new_gizmo](https://cloud.githubusercontent.com/assets/6987027/13608507/164ef3ee-e523-11e5-9c09-b558747944c1.png) +",True,"(concept mockup) new gizmo controls - I was fooling around with new ideas for Godot gizmo and came up with this. + +A new xy yz zx plane controls. The colors are a blend of the two axis they are made up of (purple, teal, yellow). These controls appear only when transform controls are turned on. + +There is also a center diamond control. If you double click on it it will focus on the object. + +![new_gizmo](https://cloud.githubusercontent.com/assets/6987027/13608507/164ef3ee-e523-11e5-9c09-b558747944c1.png) +",1, concept mockup new gizmo controls i was fooling around with new ideas for godot gizmo and came up with this a new xy yz zx plane controls the colors are a blend of the two axis they are made up of purple teal yellow these controls appear only when transform controls are turned on there is also a center diamond control if you double click on it it will focus on the object ,1 +15753,10277013783.0,IssuesEvent,2019-08-24 23:16:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Scene tabs don't expand on window maximize,bug topic:editor usability," + +**Godot version:** +89bcfa4b3 + +**Steps to reproduce:** +1. You need to open lots of scenes +![image](https://user-images.githubusercontent.com/2223172/63643628-d88d0e00-c6d4-11e9-9430-18692d1b2aca.png) +2. Make sure you aren't in the script editor +3. Shrink the window somehow and make it fullscreen again (on Windows 10 you can just drag the header down and up again) +4. This happens +![image](https://user-images.githubusercontent.com/2223172/63643643-3f122c00-c6d5-11e9-8d9d-6d0f5ffb2e0b.png) +New Scene button moves to the left and tabs don't take full space. It returns to normal when you press the small round arrow to the right until you move to the first scene, but the New Scene button won't move until something forces it. + + +",True,"Scene tabs don't expand on window maximize - + +**Godot version:** +89bcfa4b3 + +**Steps to reproduce:** +1. You need to open lots of scenes +![image](https://user-images.githubusercontent.com/2223172/63643628-d88d0e00-c6d4-11e9-9430-18692d1b2aca.png) +2. Make sure you aren't in the script editor +3. Shrink the window somehow and make it fullscreen again (on Windows 10 you can just drag the header down and up again) +4. This happens +![image](https://user-images.githubusercontent.com/2223172/63643643-3f122c00-c6d5-11e9-8d9d-6d0f5ffb2e0b.png) +New Scene button moves to the left and tabs don't take full space. It returns to normal when you press the small round arrow to the right until you move to the first scene, but the New Scene button won't move until something forces it. + + +",1,scene tabs don t expand on window maximize please search existing issues for potential duplicates before filing yours godot version steps to reproduce you need to open lots of scenes make sure you aren t in the script editor shrink the window somehow and make it fullscreen again on windows you can just drag the header down and up again this happens new scene button moves to the left and tabs don t take full space it returns to normal when you press the small round arrow to the right until you move to the first scene but the new scene button won t move until something forces it ,1 +12038,7635317532.0,IssuesEvent,2018-05-07 02:42:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Request: Allow us to drag assets from desktop folder to folder in FileSystem in godot sidebar,enhancement topic:editor usability,"**Godot version:** + +3.x + +**OS/device including version:** +Windows 10 + +**Suggestion description:** +Allow us to drag an asset from any desktop folder directly into the sidebar of the filesystem. That way say you don't have the current folder open and you just downloaded a new font, and you wanted to quickly drag it to the project without needing to open the folder since you have that folder already opened in godot directly. + +**Why would it be useful** +Sometimes you don't always have the project folder open on your desktop and you're already looking through your assets and you just want to drag them directly into the project since godot's already open. We download free assets offline all the time, it'll save us a bit of time being able to do this without an extra step.",True,"Feature Request: Allow us to drag assets from desktop folder to folder in FileSystem in godot sidebar - **Godot version:** + +3.x + +**OS/device including version:** +Windows 10 + +**Suggestion description:** +Allow us to drag an asset from any desktop folder directly into the sidebar of the filesystem. That way say you don't have the current folder open and you just downloaded a new font, and you wanted to quickly drag it to the project without needing to open the folder since you have that folder already opened in godot directly. + +**Why would it be useful** +Sometimes you don't always have the project folder open on your desktop and you're already looking through your assets and you just want to drag them directly into the project since godot's already open. We download free assets offline all the time, it'll save us a bit of time being able to do this without an extra step.",1,feature request allow us to drag assets from desktop folder to folder in filesystem in godot sidebar godot version x os device including version windows suggestion description allow us to drag an asset from any desktop folder directly into the sidebar of the filesystem that way say you don t have the current folder open and you just downloaded a new font and you wanted to quickly drag it to the project without needing to open the folder since you have that folder already opened in godot directly why would it be useful sometimes you don t always have the project folder open on your desktop and you re already looking through your assets and you just want to drag them directly into the project since godot s already open we download free assets offline all the time it ll save us a bit of time being able to do this without an extra step ,1 +24856,24390468320.0,IssuesEvent,2022-10-04 14:52:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Several vulkan_context @ _debug_messenger_callback() errors on run,enhancement platform:windows topic:rendering usability,"### Godot version + +4.0beta2 + +### System information + +Windows11, i7-11700, GTX 970 + +### Issue description + +When running a project, I get a few GOG Galaxy and OBS Studio related errors, yet the project seems to run fine otherwise. I do have GOG Galaxy installed but not OBS Studio. +Here is the log output: +``` +Godot Engine v4.0.beta2.official.f8745f2f7 - https://godotengine.org +USER WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + loaderAddLayerProperties: 'layers' tag not supported until file version 1.0.1, but C:\ProgramData\GOG.com\Galaxy\redists\overlay\injected\galaxy_overlay_vklayer_x64.json is reporting version ""1 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 + at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + loaderAddLayerProperties: 'layers' tag not supported until file version 1.0.1, but C:\ProgramData\GOG.com\Galaxy\redists\overlay\injected\galaxy_overlay_vklayer_x64.json is reporting version ""1 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 +USER WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files. + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 + at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files. + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 +USER ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 + at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:171) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 +Vulkan API 1.2.182 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 970 +USER ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 + at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:171) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 +``` + +### Steps to reproduce + +No specific steps, errors occur on run in a new project with one scene and one node. + +### Minimal reproduction project + +_No response_",True,"Several vulkan_context @ _debug_messenger_callback() errors on run - ### Godot version + +4.0beta2 + +### System information + +Windows11, i7-11700, GTX 970 + +### Issue description + +When running a project, I get a few GOG Galaxy and OBS Studio related errors, yet the project seems to run fine otherwise. I do have GOG Galaxy installed but not OBS Studio. +Here is the log output: +``` +Godot Engine v4.0.beta2.official.f8745f2f7 - https://godotengine.org +USER WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + loaderAddLayerProperties: 'layers' tag not supported until file version 1.0.1, but C:\ProgramData\GOG.com\Galaxy\redists\overlay\injected\galaxy_overlay_vklayer_x64.json is reporting version ""1 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 + at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + loaderAddLayerProperties: 'layers' tag not supported until file version 1.0.1, but C:\ProgramData\GOG.com\Galaxy\redists\overlay\injected\galaxy_overlay_vklayer_x64.json is reporting version ""1 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 +USER WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files. + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 + at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files. + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 +USER ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 + at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:171) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 +Vulkan API 1.2.182 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 970 +USER ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 + at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:171) - GENERAL - Message Id Number: 0 | Message Id Name: Loader Message + Failed to open dynamic library ""C:\ProgramData\obs-studio-hook\.\graphics-hook32.dll"" with error 193 + Objects - 1 + Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2295500668752 +``` + +### Steps to reproduce + +No specific steps, errors occur on run in a new project with one scene and one node. + +### Minimal reproduction project + +_No response_",1,several vulkan context debug messenger callback errors on run godot version system information gtx issue description when running a project i get a few gog galaxy and obs studio related errors yet the project seems to run fine otherwise i do have gog galaxy installed but not obs studio here is the log output godot engine official user warning general message id number message id name loader message loaderaddlayerproperties layers tag not supported until file version but c programdata gog com galaxy redists overlay injected galaxy overlay vklayer json is reporting version objects object vk object type instance handle at debug messenger callback drivers vulkan vulkan context cpp general message id number message id name loader message loaderaddlayerproperties layers tag not supported until file version but c programdata gog com galaxy redists overlay injected galaxy overlay vklayer json is reporting version objects object vk object type instance handle user warning general message id number message id name loader message readdatafilesinregistry registry lookup failed to get layer manifest files objects object vk object type instance handle at debug messenger callback drivers vulkan vulkan context cpp general message id number message id name loader message readdatafilesinregistry registry lookup failed to get layer manifest files objects object vk object type instance handle user error general message id number message id name loader message failed to open dynamic library c programdata obs studio hook graphics dll with error objects object vk object type instance handle at debug messenger callback drivers vulkan vulkan context cpp general message id number message id name loader message failed to open dynamic library c programdata obs studio hook graphics dll with error objects object vk object type instance handle vulkan api using vulkan device nvidia nvidia geforce gtx user error general message id number message id name loader message failed to open dynamic library c programdata obs studio hook graphics dll with error objects object vk object type instance handle at debug messenger callback drivers vulkan vulkan context cpp general message id number message id name loader message failed to open dynamic library c programdata obs studio hook graphics dll with error objects object vk object type instance handle steps to reproduce no specific steps errors occur on run in a new project with one scene and one node minimal reproduction project no response ,1 +19614,14343209997.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Select All in the inspector text boxes might trigger Create New Node dialog,bug topic:editor usability,"**Godot version:** +3.2.1 + +**Steps to reproduce:** +1. Create a new node (must be done via shortcut, i.e. Ctrl + A) +2. Enter some text to the Editor Description of that node +3. Press Ctrl + A to select all text +4. ->Create New Node appears again + +If you try to do Ctrl + A again or didn't use the shortcut to add the node, the text will be correctly selected.",True,"Select All in the inspector text boxes might trigger Create New Node dialog - **Godot version:** +3.2.1 + +**Steps to reproduce:** +1. Create a new node (must be done via shortcut, i.e. Ctrl + A) +2. Enter some text to the Editor Description of that node +3. Press Ctrl + A to select all text +4. ->Create New Node appears again + +If you try to do Ctrl + A again or didn't use the shortcut to add the node, the text will be correctly selected.",1,select all in the inspector text boxes might trigger create new node dialog godot version steps to reproduce create a new node must be done via shortcut i e ctrl a enter some text to the editor description of that node press ctrl a to select all text create new node appears again if you try to do ctrl a again or didn t use the shortcut to add the node the text will be correctly selected ,1 +17120,11700497533.0,IssuesEvent,2020-03-06 17:37:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Searching editor help should center around the found text,enhancement topic:editor usability,"**Godot version:** +3.2 + +**Issue description:** +Whenever you use search in class reference, the view scrolls only to the found text and leaves it at the border, making it sometimes not obvious to find. It should work like in Script Editor, i.e. center around found text (see #5269).",True,"Searching editor help should center around the found text - **Godot version:** +3.2 + +**Issue description:** +Whenever you use search in class reference, the view scrolls only to the found text and leaves it at the border, making it sometimes not obvious to find. It should work like in Script Editor, i.e. center around found text (see #5269).",1,searching editor help should center around the found text godot version issue description whenever you use search in class reference the view scrolls only to the found text and leaves it at the border making it sometimes not obvious to find it should work like in script editor i e center around found text see ,1 +25327,24983325352.0,IssuesEvent,2022-11-02 13:25:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Double click selects wrong autocomplete candidate if single-click would scroll list,bug topic:editor usability topic:gui,"### Godot version + +3.5.1, 4.0 beta 3 + +### System information + +Windows 10 + +### Issue description + +When you single click on an autocomplete suggestion, the list scrolls until either the clicked option is centered or the list can no longer scroll. Selecting an option requires a double-click event. If you double click on an option that causes the list to scroll, the option you wanted is no longer under your cursor when the double click happens, so you select something else. The first click counts as a single click and causes the scroll. The second counts as a double click, even though you only clicked on that particular option once. + +![godot4_mouse_autocomplete](https://user-images.githubusercontent.com/17280776/197070894-6165a12b-590a-4133-97a1-a5b5da0ec80a.gif) +(Please ignore the casting of a VBoxContainer to a Button. That was testing something else.) + +Gif is of 3.5.1. Behavior is identical in 4.0 beta 3. + +### Steps to reproduce + +1. Write a line of code that gives many autocomplete suggestions. +2. Double-click an option in the lower half of the visible portion of the list. (Or scroll down and select and option in the upper portion). +3. The option chosen will not be what you started clicking on. + +### Minimal reproduction project + +N/A Happens in every project.",True,"Double click selects wrong autocomplete candidate if single-click would scroll list - ### Godot version + +3.5.1, 4.0 beta 3 + +### System information + +Windows 10 + +### Issue description + +When you single click on an autocomplete suggestion, the list scrolls until either the clicked option is centered or the list can no longer scroll. Selecting an option requires a double-click event. If you double click on an option that causes the list to scroll, the option you wanted is no longer under your cursor when the double click happens, so you select something else. The first click counts as a single click and causes the scroll. The second counts as a double click, even though you only clicked on that particular option once. + +![godot4_mouse_autocomplete](https://user-images.githubusercontent.com/17280776/197070894-6165a12b-590a-4133-97a1-a5b5da0ec80a.gif) +(Please ignore the casting of a VBoxContainer to a Button. That was testing something else.) + +Gif is of 3.5.1. Behavior is identical in 4.0 beta 3. + +### Steps to reproduce + +1. Write a line of code that gives many autocomplete suggestions. +2. Double-click an option in the lower half of the visible portion of the list. (Or scroll down and select and option in the upper portion). +3. The option chosen will not be what you started clicking on. + +### Minimal reproduction project + +N/A Happens in every project.",1,double click selects wrong autocomplete candidate if single click would scroll list godot version beta system information windows issue description when you single click on an autocomplete suggestion the list scrolls until either the clicked option is centered or the list can no longer scroll selecting an option requires a double click event if you double click on an option that causes the list to scroll the option you wanted is no longer under your cursor when the double click happens so you select something else the first click counts as a single click and causes the scroll the second counts as a double click even though you only clicked on that particular option once please ignore the casting of a vboxcontainer to a button that was testing something else gif is of behavior is identical in beta steps to reproduce write a line of code that gives many autocomplete suggestions double click an option in the lower half of the visible portion of the list or scroll down and select and option in the upper portion the option chosen will not be what you started clicking on minimal reproduction project n a happens in every project ,1 +24483,23816107135.0,IssuesEvent,2022-09-05 06:54:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom dock with minimal size appears bigger than necessary,bug topic:editor usability topic:plugin," + +**Godot version:** + +3.2.4 beta2 + +**Issue description:** + +![uyBuazcFLC](https://user-images.githubusercontent.com/2223172/99879941-8953c700-2c10-11eb-857a-edf7c4207612.gif) +The dock has minimum horizontal size. It looks like the panel is resized to this size, but it's also added to the final size, so the left panel is wider than necessary. But when you manually shrink the width to minimal, when the dock is switched out the additional size is still subtracted resulting in tiny panel. + +**Minimal reproduction project:** + +[ReproductionProject.zip](https://github.com/godotengine/godot/files/5577793/ReproductionProject.zip) +",True,"Custom dock with minimal size appears bigger than necessary - + +**Godot version:** + +3.2.4 beta2 + +**Issue description:** + +![uyBuazcFLC](https://user-images.githubusercontent.com/2223172/99879941-8953c700-2c10-11eb-857a-edf7c4207612.gif) +The dock has minimum horizontal size. It looks like the panel is resized to this size, but it's also added to the final size, so the left panel is wider than necessary. But when you manually shrink the width to minimal, when the dock is switched out the additional size is still subtracted resulting in tiny panel. + +**Minimal reproduction project:** + +[ReproductionProject.zip](https://github.com/godotengine/godot/files/5577793/ReproductionProject.zip) +",1,custom dock with minimal size appears bigger than necessary please search existing issues for potential duplicates before filing yours godot version issue description the dock has minimum horizontal size it looks like the panel is resized to this size but it s also added to the final size so the left panel is wider than necessary but when you manually shrink the width to minimal when the dock is switched out the additional size is still subtracted resulting in tiny panel minimal reproduction project ,1 +7136,4788062740.0,IssuesEvent,2016-10-30 10:57:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Have ""Create"" and ""Add"" options instead of ""Add script"" on node right click menu",enhancement hacktoberfest topic:editor usability,"Adding a script on a node can be done in two ways: +- Creating one +- Adding an existing one + +But there is only one option in the right-click menu of a node in the hierarchy. Could we have the same options as in the inspector?",True,"Have ""Create"" and ""Add"" options instead of ""Add script"" on node right click menu - Adding a script on a node can be done in two ways: +- Creating one +- Adding an existing one + +But there is only one option in the right-click menu of a node in the hierarchy. Could we have the same options as in the inspector?",1,have create and add options instead of add script on node right click menu adding a script on a node can be done in two ways creating one adding an existing one but there is only one option in the right click menu of a node in the hierarchy could we have the same options as in the inspector ,1 +22912,20598735096.0,IssuesEvent,2022-03-05 23:18:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve reporting of debug draw modes not working in GLES2,enhancement topic:editor usability topic:3d,"### Godot version + +3.4.2.stable.mono.official.45eaa2daf + +### System information + +Windows 10 Home, AMD RADEON HD5450, GLES2 + +### Issue description + +When I try to change the View Mode In the viewport menu, the Display-Related options are all locked +![DisplayModesLocked](https://user-images.githubusercontent.com/72571267/156892677-39b204aa-0b07-45df-90a8-950bfd46c406.PNG) + + +### Steps to reproduce + +Open a new project +Add a MeshInstance node and give it mesh +Open the viewport menu +Check if the Display-related options are locked + +### Minimal reproduction project + +_No response_",True,"Improve reporting of debug draw modes not working in GLES2 - ### Godot version + +3.4.2.stable.mono.official.45eaa2daf + +### System information + +Windows 10 Home, AMD RADEON HD5450, GLES2 + +### Issue description + +When I try to change the View Mode In the viewport menu, the Display-Related options are all locked +![DisplayModesLocked](https://user-images.githubusercontent.com/72571267/156892677-39b204aa-0b07-45df-90a8-950bfd46c406.PNG) + + +### Steps to reproduce + +Open a new project +Add a MeshInstance node and give it mesh +Open the viewport menu +Check if the Display-related options are locked + +### Minimal reproduction project + +_No response_",1,improve reporting of debug draw modes not working in godot version stable mono official system information windows home amd radeon issue description when i try to change the view mode in the viewport menu the display related options are all locked steps to reproduce open a new project add a meshinstance node and give it mesh open the viewport menu check if the display related options are locked minimal reproduction project no response ,1 +22503,19557297658.0,IssuesEvent,2022-01-03 11:26:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keyboard Control In Scene Tree Doesn't Select Correct Node,bug topic:editor confirmed usability,"**Godot version:** +3.2 stable (Steam) + +**OS/device including version:** +Ubuntu Linux 64-bit 19.10 + +**Issue description:** +When using the arrow keys on the keyboard to navigate through the scene tree, the correct node is not selected. This behavior seems to be based on class type. For example, if all the nodes are Node2D, then it works, but by adding a CanvasLayer, then it doesn't work. This is a problem because if you press Delete on the keyboard, it now deletes the incorrect node (especially important for people with impaired sight and relying on keyboard and screen readers). + +**Steps to reproduce:** +Create a new project, add two Node2D objects, then add a CanvasLayer in-between them. Try pressing up and down on the arrow keys and you will see the correct node is not selected (and pressing delete will delete the previous node, not the current one). + +**Minimal reproduction project:** +Attached is a minimal project with the problem. +[KeyTest.zip](https://github.com/godotengine/godot/files/4211930/KeyTest.zip) + +",True,"Keyboard Control In Scene Tree Doesn't Select Correct Node - **Godot version:** +3.2 stable (Steam) + +**OS/device including version:** +Ubuntu Linux 64-bit 19.10 + +**Issue description:** +When using the arrow keys on the keyboard to navigate through the scene tree, the correct node is not selected. This behavior seems to be based on class type. For example, if all the nodes are Node2D, then it works, but by adding a CanvasLayer, then it doesn't work. This is a problem because if you press Delete on the keyboard, it now deletes the incorrect node (especially important for people with impaired sight and relying on keyboard and screen readers). + +**Steps to reproduce:** +Create a new project, add two Node2D objects, then add a CanvasLayer in-between them. Try pressing up and down on the arrow keys and you will see the correct node is not selected (and pressing delete will delete the previous node, not the current one). + +**Minimal reproduction project:** +Attached is a minimal project with the problem. +[KeyTest.zip](https://github.com/godotengine/godot/files/4211930/KeyTest.zip) + +",1,keyboard control in scene tree doesn t select correct node godot version stable steam os device including version ubuntu linux bit issue description when using the arrow keys on the keyboard to navigate through the scene tree the correct node is not selected this behavior seems to be based on class type for example if all the nodes are then it works but by adding a canvaslayer then it doesn t work this is a problem because if you press delete on the keyboard it now deletes the incorrect node especially important for people with impaired sight and relying on keyboard and screen readers steps to reproduce create a new project add two objects then add a canvaslayer in between them try pressing up and down on the arrow keys and you will see the correct node is not selected and pressing delete will delete the previous node not the current one minimal reproduction project attached is a minimal project with the problem ,1 +18237,12690769733.0,IssuesEvent,2020-06-21 13:51:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor mesh-view-uv glitch,bug topic:editor usability,"**Godot version:** +7f1265b41fc52def42c433e5d324070bc6454d6b + + +**OS/device including version:** +x11 + +**Issue description:** +The window content should scale to the max. uv-map size. + +blender: + +![uv-issue1](https://user-images.githubusercontent.com/4047289/34413469-0f308ee6-ebe4-11e7-83a0-ed755e08f145.png) + +godot3: + +![uv-issue2](https://user-images.githubusercontent.com/4047289/34413883-7a01073a-ebe6-11e7-95a0-03fe2f465204.jpg) + + +![uv-issue3](https://user-images.githubusercontent.com/4047289/34413506-3b5cf6ee-ebe4-11e7-9acf-c67c1bdca141.jpg) + + + + +",True,"Editor mesh-view-uv glitch - **Godot version:** +7f1265b41fc52def42c433e5d324070bc6454d6b + + +**OS/device including version:** +x11 + +**Issue description:** +The window content should scale to the max. uv-map size. + +blender: + +![uv-issue1](https://user-images.githubusercontent.com/4047289/34413469-0f308ee6-ebe4-11e7-83a0-ed755e08f145.png) + +godot3: + +![uv-issue2](https://user-images.githubusercontent.com/4047289/34413883-7a01073a-ebe6-11e7-95a0-03fe2f465204.jpg) + + +![uv-issue3](https://user-images.githubusercontent.com/4047289/34413506-3b5cf6ee-ebe4-11e7-9acf-c67c1bdca141.jpg) + + + + +",1,editor mesh view uv glitch godot version os device including version issue description the window content should scale to the max uv map size blender ,1 +6450,4289170110.0,IssuesEvent,2016-07-17 22:54:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Profiler: pausing the game opens the debugger even while profiling,enhancement topic:editor usability,"Tested on Godot 2.1 beta, Windows 10 64 bits + +When I use the profiler to monitor the game while it is running, if I hit pause the debugger tab opens and hides the profiler. I see the debugger could show stack frames but here it is empty and useless since I want to see the curves of the profiler. Is it an intended behaviour?",True,"Profiler: pausing the game opens the debugger even while profiling - Tested on Godot 2.1 beta, Windows 10 64 bits + +When I use the profiler to monitor the game while it is running, if I hit pause the debugger tab opens and hides the profiler. I see the debugger could show stack frames but here it is empty and useless since I want to see the curves of the profiler. Is it an intended behaviour?",1,profiler pausing the game opens the debugger even while profiling tested on godot beta windows bits when i use the profiler to monitor the game while it is running if i hit pause the debugger tab opens and hides the profiler i see the debugger could show stack frames but here it is empty and useless since i want to see the curves of the profiler is it an intended behaviour ,1 +10193,6623464343.0,IssuesEvent,2017-09-22 07:20:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default `freelook_base_speed` is too fast,enhancement topic:editor usability,"Godot 3.0 master + +I tried the new default settings for freelook, and I think it's too fast. It is currently set to a base speed of 0.5, it should be 0.1 maybe. It used to roughly match panning speed in the past, but got modified since. +It can be changed by users of course, but it was a bit confusing when I built latest. + +Video showing orbit navigation, followed by freelook: +https://www.youtube.com/watch?v=pwxmiXW4gmI&feature=youtu.be",True,"Default `freelook_base_speed` is too fast - Godot 3.0 master + +I tried the new default settings for freelook, and I think it's too fast. It is currently set to a base speed of 0.5, it should be 0.1 maybe. It used to roughly match panning speed in the past, but got modified since. +It can be changed by users of course, but it was a bit confusing when I built latest. + +Video showing orbit navigation, followed by freelook: +https://www.youtube.com/watch?v=pwxmiXW4gmI&feature=youtu.be",1,default freelook base speed is too fast godot master i tried the new default settings for freelook and i think it s too fast it is currently set to a base speed of it should be maybe it used to roughly match panning speed in the past but got modified since it can be changed by users of course but it was a bit confusing when i built latest video showing orbit navigation followed by freelook ,1 +19959,14839637035.0,IssuesEvent,2021-01-16 01:35:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MainLoop iteration function does not effect physics,topic:core topic:physics usability,"**Godot version:** +Godot 3.1 Stable + +**OS/device including version:** +Windows 10 64 bit + +**Issue description:** +Calling `iteration` on MainLoop does not appear to effect physics nodes within the scene, despite `_physics_process` being effected. + +I was trying to help **Schorsch** on the Godot Developer forums with an simulating a Godot game and the physics within as fast as possible (right now you can find the [forum post here](https://godotdevelopers.browse-tutorials.com/discussion/20623/simulate-game-and-physics-as-fast-as-possible)). Using `idle` in the MainLoop class works as expected, but `iteration` doesn't effect the physics nodes, like RigidBody2D, at all despite `_physics_process` being effected as expected. + +As far as I can tell the `iteration` function is supposed to make the physics engine process, so I would assume this is a bug? + +See GIF below (my apologizes for the poor quality): + +![MainLoop_Iteration_Bug](https://user-images.githubusercontent.com/25082678/56400259-faefb600-6220-11e9-89d6-83e6e4e899a0.gif) + +**Steps to reproduce:** +Call `iteration` on the MainLoop class. `_physics_process` will move forward as expected, but physics objects within the scene, like RigidBody2D nodes, will not be effected. + +**Minimal reproduction project:** +Please ignore the comments, as I added them when I was trying to figure out how to use MainLoop and forgot to remove them: [MainLoop_Tests.zip](https://github.com/godotengine/godot/files/3096694/MainLoop_Tests.zip) + + +",True,"MainLoop iteration function does not effect physics - **Godot version:** +Godot 3.1 Stable + +**OS/device including version:** +Windows 10 64 bit + +**Issue description:** +Calling `iteration` on MainLoop does not appear to effect physics nodes within the scene, despite `_physics_process` being effected. + +I was trying to help **Schorsch** on the Godot Developer forums with an simulating a Godot game and the physics within as fast as possible (right now you can find the [forum post here](https://godotdevelopers.browse-tutorials.com/discussion/20623/simulate-game-and-physics-as-fast-as-possible)). Using `idle` in the MainLoop class works as expected, but `iteration` doesn't effect the physics nodes, like RigidBody2D, at all despite `_physics_process` being effected as expected. + +As far as I can tell the `iteration` function is supposed to make the physics engine process, so I would assume this is a bug? + +See GIF below (my apologizes for the poor quality): + +![MainLoop_Iteration_Bug](https://user-images.githubusercontent.com/25082678/56400259-faefb600-6220-11e9-89d6-83e6e4e899a0.gif) + +**Steps to reproduce:** +Call `iteration` on the MainLoop class. `_physics_process` will move forward as expected, but physics objects within the scene, like RigidBody2D nodes, will not be effected. + +**Minimal reproduction project:** +Please ignore the comments, as I added them when I was trying to figure out how to use MainLoop and forgot to remove them: [MainLoop_Tests.zip](https://github.com/godotengine/godot/files/3096694/MainLoop_Tests.zip) + + +",1,mainloop iteration function does not effect physics godot version godot stable os device including version windows bit issue description calling iteration on mainloop does not appear to effect physics nodes within the scene despite physics process being effected i was trying to help schorsch on the godot developer forums with an simulating a godot game and the physics within as fast as possible right now you can find the using idle in the mainloop class works as expected but iteration doesn t effect the physics nodes like at all despite physics process being effected as expected as far as i can tell the iteration function is supposed to make the physics engine process so i would assume this is a bug see gif below my apologizes for the poor quality steps to reproduce call iteration on the mainloop class physics process will move forward as expected but physics objects within the scene like nodes will not be effected minimal reproduction project please ignore the comments as i added them when i was trying to figure out how to use mainloop and forgot to remove them ,1 +338322,30292601455.0,IssuesEvent,2023-07-09 13:13:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 4.1 performs worse than 4.0.3 (get_meta set_meta),topic:core needs testing performance,"### Godot version + +Godot_v4.1-stable_mono_win64 + +### System information + +Windows 10 - Vulkan (Forward+) - RTX 3060 laptop - AMD Ryzen 5 5600H - 24GB RAM + +### Issue description + +Godot 4.1 as a big performance loss when storing metadata in nodes (using set_meta() get_meta()). I made a demo project to test if this was the case, and it looks to be. In **4.0.3 I get around 79 FPS** while on **4.1 I get around 45 FPS**. + + + + + + +### Steps to reproduce + +Download the demo file and run it, it's just simple nodes and this code to stress-test the engine: +``` +func _process(delta: float) -> void: + for i in range(45000): + set_meta(""a"", 100.0) + set_meta(""b"", ""Barbacue"") + set_meta(""c"", 34) + set_meta(""d"", 340) + get_meta(""a"") + get_meta(""b"") + get_meta(""c"") + get_meta(""d"") +``` + + +### Minimal reproduction project + +Demo project DOWNLOAD: +[403vs410.zip](https://github.com/godotengine/godot/files/11992412/403vs410.zip) +",1.0,"Godot 4.1 performs worse than 4.0.3 (get_meta set_meta) - ### Godot version + +Godot_v4.1-stable_mono_win64 + +### System information + +Windows 10 - Vulkan (Forward+) - RTX 3060 laptop - AMD Ryzen 5 5600H - 24GB RAM + +### Issue description + +Godot 4.1 as a big performance loss when storing metadata in nodes (using set_meta() get_meta()). I made a demo project to test if this was the case, and it looks to be. In **4.0.3 I get around 79 FPS** while on **4.1 I get around 45 FPS**. + + + + + + +### Steps to reproduce + +Download the demo file and run it, it's just simple nodes and this code to stress-test the engine: +``` +func _process(delta: float) -> void: + for i in range(45000): + set_meta(""a"", 100.0) + set_meta(""b"", ""Barbacue"") + set_meta(""c"", 34) + set_meta(""d"", 340) + get_meta(""a"") + get_meta(""b"") + get_meta(""c"") + get_meta(""d"") +``` + + +### Minimal reproduction project + +Demo project DOWNLOAD: +[403vs410.zip](https://github.com/godotengine/godot/files/11992412/403vs410.zip) +",0,godot performs worse than get meta set meta godot version godot stable mono system information windows vulkan forward rtx laptop amd ryzen ram issue description godot as a big performance loss when storing metadata in nodes using set meta get meta i made a demo project to test if this was the case and it looks to be in i get around fps while on i get around fps steps to reproduce download the demo file and run it it s just simple nodes and this code to stress test the engine func process delta float void for i in range set meta a set meta b barbacue set meta c set meta d get meta a get meta b get meta c get meta d minimal reproduction project demo project download ,0 +15641,10209049608.0,IssuesEvent,2019-08-14 11:44:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Manager doesn't remember sorting option,bug topic:editor usability," + +**Godot version:** +52cfb5f + +**Issue description:** +Not sure if it wasn't always like this, but when you change the sorting option in the manager and exit the editor, it will be reverted back to ""Name"" on another launch. Moreover, when you manually change the sorting in Editor Settings, it will be ok when running Project Manager, but will revert again when running editor. + +This actually seems to be similar to #24303, except it was fixed and now it isn't again.",True,"Project Manager doesn't remember sorting option - + +**Godot version:** +52cfb5f + +**Issue description:** +Not sure if it wasn't always like this, but when you change the sorting option in the manager and exit the editor, it will be reverted back to ""Name"" on another launch. Moreover, when you manually change the sorting in Editor Settings, it will be ok when running Project Manager, but will revert again when running editor. + +This actually seems to be similar to #24303, except it was fixed and now it isn't again.",1,project manager doesn t remember sorting option please search existing issues for potential duplicates before filing yours godot version issue description not sure if it wasn t always like this but when you change the sorting option in the manager and exit the editor it will be reverted back to name on another launch moreover when you manually change the sorting in editor settings it will be ok when running project manager but will revert again when running editor this actually seems to be similar to except it was fixed and now it isn t again ,1 +28000,30875408172.0,IssuesEvent,2023-08-03 14:00:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,TileMap editor shortcuts are not handled properly,bug topic:editor usability topic:input topic:2d,"### Godot version + +4.2 725beaa + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you are using TileMap editor, some shortcuts are not working. Most notable is E, which is supposed to toggle the Erase too, but instead if changes to Rotate tool in 2D editor. + +The editor might needs something similar to #79529, but the buttons are not inside menu and their actions are called directly from pressed callback. + +### Steps to reproduce + +1. Open TileMap editor +2. Add TileSet +3. Select a tile +4. Press E to enable erase tool + +### Minimal reproduction project + +N/A",True,"TileMap editor shortcuts are not handled properly - ### Godot version + +4.2 725beaa + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you are using TileMap editor, some shortcuts are not working. Most notable is E, which is supposed to toggle the Erase too, but instead if changes to Rotate tool in 2D editor. + +The editor might needs something similar to #79529, but the buttons are not inside menu and their actions are called directly from pressed callback. + +### Steps to reproduce + +1. Open TileMap editor +2. Add TileSet +3. Select a tile +4. Press E to enable erase tool + +### Minimal reproduction project + +N/A",1,tilemap editor shortcuts are not handled properly godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description when you are using tilemap editor some shortcuts are not working most notable is e which is supposed to toggle the erase too but instead if changes to rotate tool in editor the editor might needs something similar to but the buttons are not inside menu and their actions are called directly from pressed callback steps to reproduce open tilemap editor add tileset select a tile press e to enable erase tool minimal reproduction project n a,1 +21711,17570901708.0,IssuesEvent,2021-08-14 17:16:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some drop-down menus are hard to notice,enhancement topic:editor usability,"**Godot version:** +3.1 stable + +**Issue description:** +Some drop-down menus do not look like menus. The name of the node in the inspector, the ""tilemap"" at the top of the tilemap bar. Those ones. +![image](https://imgur.com/AGcME0e.png) + +After a year using Godot, I just now learn that these can be clicked. This is not properly shown in the design, it is flat and looks like a title, causing much confusion for anyone who doesn't know otherwise. + +Other interactive elements in the editor are coloured differently, hinting at their press-able qualities. Just do that for those too. Important tools are hidden behind these invisible drop-downs. +Just like this : +![image](https://imgur.com/xOweBLj.png) +And then no more confusion, everything is clear. Just make it the same as other similar buttons. +",True,"Some drop-down menus are hard to notice - **Godot version:** +3.1 stable + +**Issue description:** +Some drop-down menus do not look like menus. The name of the node in the inspector, the ""tilemap"" at the top of the tilemap bar. Those ones. +![image](https://imgur.com/AGcME0e.png) + +After a year using Godot, I just now learn that these can be clicked. This is not properly shown in the design, it is flat and looks like a title, causing much confusion for anyone who doesn't know otherwise. + +Other interactive elements in the editor are coloured differently, hinting at their press-able qualities. Just do that for those too. Important tools are hidden behind these invisible drop-downs. +Just like this : +![image](https://imgur.com/xOweBLj.png) +And then no more confusion, everything is clear. Just make it the same as other similar buttons. +",1,some drop down menus are hard to notice godot version stable issue description some drop down menus do not look like menus the name of the node in the inspector the tilemap at the top of the tilemap bar those ones after a year using godot i just now learn that these can be clicked this is not properly shown in the design it is flat and looks like a title causing much confusion for anyone who doesn t know otherwise other interactive elements in the editor are coloured differently hinting at their press able qualities just do that for those too important tools are hidden behind these invisible drop downs just like this and then no more confusion everything is clear just make it the same as other similar buttons ,1 +12610,7976600224.0,IssuesEvent,2018-07-17 13:11:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Please make it easier to add a node as the root for a scene that already has nodes in it,enhancement topic:editor usability,"**Operating system or device - Godot version:** +ALL + +**Issue description:** + +it would be embarrassed that sometimes, I have already created a scene, and I just want to modify the scene to add a new node as the root and make the existed nodes as the child of the new root .(I did not mean to change the type of the root node), but it seems it's impossible to achieve this without creating a new scene to replace the current one. + +**Steps to reproduce:** + + +**Link to minimal example project:** + +",True,"Please make it easier to add a node as the root for a scene that already has nodes in it - **Operating system or device - Godot version:** +ALL + +**Issue description:** + +it would be embarrassed that sometimes, I have already created a scene, and I just want to modify the scene to add a new node as the root and make the existed nodes as the child of the new root .(I did not mean to change the type of the root node), but it seems it's impossible to achieve this without creating a new scene to replace the current one. + +**Steps to reproduce:** + + +**Link to minimal example project:** + +",1,please make it easier to add a node as the root for a scene that already has nodes in it operating system or device godot version all issue description it would be embarrassed that sometimes i have already created a scene and i just want to modify the scene to add a new node as the root and make the existed nodes as the child of the new root i did not mean to change the type of the root node but it seems it s impossible to achieve this without creating a new scene to replace the current one steps to reproduce link to minimal example project ,1 +14259,8956902431.0,IssuesEvent,2019-01-26 21:33:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Displaying the properties of a keyframe,discussion enhancement topic:editor usability," +**Displaying the properties of a keyframe:** + +The keyframe properties has been moved from the animation timeline to the Inspector, this is counter productive. +Most of the time when making an animation you are working with multiple values for multiple nodes and this change just makes that process more difficult, more time consuming and ultimately more irritating. You are now required to constantly click back and forth between your keyframes and scene nodes to display the properties of one or the other. Before this change you were able to see both at the same time. + +**Please move the keyframe properties back to the animation timeline.** + + + +**Current workflow (Godot 3.0.2)** +![timeline-03_1](https://user-images.githubusercontent.com/15687516/41280020-3d499bca-6e2e-11e8-8e32-7a56b164b076.jpg) + + + +**New Workflow (Godot 76875ba).** +![timeline-03_2](https://user-images.githubusercontent.com/15687516/41284758-83ec5e94-6e3a-11e8-9477-5ffc5a24dac9.jpg) + + + + +**Godot version:** + +76875ba + + +",True,"Displaying the properties of a keyframe - +**Displaying the properties of a keyframe:** + +The keyframe properties has been moved from the animation timeline to the Inspector, this is counter productive. +Most of the time when making an animation you are working with multiple values for multiple nodes and this change just makes that process more difficult, more time consuming and ultimately more irritating. You are now required to constantly click back and forth between your keyframes and scene nodes to display the properties of one or the other. Before this change you were able to see both at the same time. + +**Please move the keyframe properties back to the animation timeline.** + + + +**Current workflow (Godot 3.0.2)** +![timeline-03_1](https://user-images.githubusercontent.com/15687516/41280020-3d499bca-6e2e-11e8-8e32-7a56b164b076.jpg) + + + +**New Workflow (Godot 76875ba).** +![timeline-03_2](https://user-images.githubusercontent.com/15687516/41284758-83ec5e94-6e3a-11e8-9477-5ffc5a24dac9.jpg) + + + + +**Godot version:** + +76875ba + + +",1,displaying the properties of a keyframe please search existing issues for potential duplicates before filing yours displaying the properties of a keyframe the keyframe properties has been moved from the animation timeline to the inspector this is counter productive most of the time when making an animation you are working with multiple values for multiple nodes and this change just makes that process more difficult more time consuming and ultimately more irritating you are now required to constantly click back and forth between your keyframes and scene nodes to display the properties of one or the other before this change you were able to see both at the same time please move the keyframe properties back to the animation timeline current workflow godot new workflow godot godot version ,1 +14833,9539281295.0,IssuesEvent,2019-04-30 16:32:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Installing projects in a folder that doesn't exist,enhancement topic:editor usability,"**Godot version:** +3.1 beta + +**OS/device including version:** +GTX 1060 6GB on a Ubuntu 18.04 + +**Enhancement description:** +Installing projects in paths that don't exist should create the path on request. + +**Steps to reproduce:** +Install a project in a folder that doesn't exist. Godot refuses to create this folder on this own or at least ask to create it.",True,"Installing projects in a folder that doesn't exist - **Godot version:** +3.1 beta + +**OS/device including version:** +GTX 1060 6GB on a Ubuntu 18.04 + +**Enhancement description:** +Installing projects in paths that don't exist should create the path on request. + +**Steps to reproduce:** +Install a project in a folder that doesn't exist. Godot refuses to create this folder on this own or at least ask to create it.",1,installing projects in a folder that doesn t exist godot version beta os device including version gtx on a ubuntu enhancement description installing projects in paths that don t exist should create the path on request steps to reproduce install a project in a folder that doesn t exist godot refuses to create this folder on this own or at least ask to create it ,1 +25036,24616268676.0,IssuesEvent,2022-10-15 10:58:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,EditorPropertyText misbehavior for LineEdit with `text` longer than `max_length`,bug topic:editor usability,"### Godot version + +4.0.dev (7428c0762) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +When editing a `LineEdit`'s `text` property in the Inspector with a non-zero `max_length` property, a weird wrap around of the caret happens when hitting the max length. The caret jumps to the first column each time you attempt to input a new char that exceeds the max length. + +This also triggers the unexpected behavior that new keypresses will insert characters at the start of the string and it's the end of the pre-existing string which gets truncated. + +![Peek 2021-07-07 13-30](https://user-images.githubusercontent.com/4701338/124752040-a206b800-df27-11eb-9139-0d8c07981621.gif) + + +Expected behavior would be that the caret would stay at its current position (and the excess char would still not be inserted, as it can't fit). + +See https://github.com/godotengine/godot/pull/50200#issuecomment-874684045 for details, the problem seems to be due to #44971 which prevents updates when the text doesn't change. And since the Inspector refreshes and not update is sent, the caret position might be reset? + +We'd need to find a different fix for #42488 if we want to keep sending updates for actions that don't modify the text. + +CC @pouleyKetchoupp + +### Steps to reproduce + +- Add `LineEdit`, set `max_length` to something like 10 +- Type enough text in the `text` property to reach max length (e.g. ""Hello world"") +- See the caret go back to 0 when you exceed the max length + +### Minimal reproduction project + +[LineEdit-max_length-caret.zip](https://github.com/godotengine/godot/files/6776762/LineEdit-max_length-caret.zip)",True,"EditorPropertyText misbehavior for LineEdit with `text` longer than `max_length` - ### Godot version + +4.0.dev (7428c0762) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +When editing a `LineEdit`'s `text` property in the Inspector with a non-zero `max_length` property, a weird wrap around of the caret happens when hitting the max length. The caret jumps to the first column each time you attempt to input a new char that exceeds the max length. + +This also triggers the unexpected behavior that new keypresses will insert characters at the start of the string and it's the end of the pre-existing string which gets truncated. + +![Peek 2021-07-07 13-30](https://user-images.githubusercontent.com/4701338/124752040-a206b800-df27-11eb-9139-0d8c07981621.gif) + + +Expected behavior would be that the caret would stay at its current position (and the excess char would still not be inserted, as it can't fit). + +See https://github.com/godotengine/godot/pull/50200#issuecomment-874684045 for details, the problem seems to be due to #44971 which prevents updates when the text doesn't change. And since the Inspector refreshes and not update is sent, the caret position might be reset? + +We'd need to find a different fix for #42488 if we want to keep sending updates for actions that don't modify the text. + +CC @pouleyKetchoupp + +### Steps to reproduce + +- Add `LineEdit`, set `max_length` to something like 10 +- Type enough text in the `text` property to reach max length (e.g. ""Hello world"") +- See the caret go back to 0 when you exceed the max length + +### Minimal reproduction project + +[LineEdit-max_length-caret.zip](https://github.com/godotengine/godot/files/6776762/LineEdit-max_length-caret.zip)",1,editorpropertytext misbehavior for lineedit with text longer than max length godot version dev system information linux mageia issue description when editing a lineedit s text property in the inspector with a non zero max length property a weird wrap around of the caret happens when hitting the max length the caret jumps to the first column each time you attempt to input a new char that exceeds the max length this also triggers the unexpected behavior that new keypresses will insert characters at the start of the string and it s the end of the pre existing string which gets truncated expected behavior would be that the caret would stay at its current position and the excess char would still not be inserted as it can t fit see for details the problem seems to be due to which prevents updates when the text doesn t change and since the inspector refreshes and not update is sent the caret position might be reset we d need to find a different fix for if we want to keep sending updates for actions that don t modify the text cc pouleyketchoupp steps to reproduce add lineedit set max length to something like type enough text in the text property to reach max length e g hello world see the caret go back to when you exceed the max length minimal reproduction project ,1 +24517,23866127459.0,IssuesEvent,2022-09-07 11:11:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Adding TileMap layer switches to TileSet editor,bug topic:editor usability regression topic:2d,"### Godot version + +86dd3f3 + +### System information + +Windows 10 x64 + +### Issue description + +![godot windows tools x86_64_gFTtOi2XW2](https://user-images.githubusercontent.com/2223172/188864351-a69e6074-c875-4eea-b8dd-e2639a0c1bd9.gif) +It appeared recently. + +### Steps to reproduce + +1. Add TileMap +2. Edit it +3. Add layer +4. You are now editing TileSet + +### Minimal reproduction project + +_No response_",True,"Adding TileMap layer switches to TileSet editor - ### Godot version + +86dd3f3 + +### System information + +Windows 10 x64 + +### Issue description + +![godot windows tools x86_64_gFTtOi2XW2](https://user-images.githubusercontent.com/2223172/188864351-a69e6074-c875-4eea-b8dd-e2639a0c1bd9.gif) +It appeared recently. + +### Steps to reproduce + +1. Add TileMap +2. Edit it +3. Add layer +4. You are now editing TileSet + +### Minimal reproduction project + +_No response_",1,adding tilemap layer switches to tileset editor godot version system information windows issue description it appeared recently steps to reproduce add tilemap edit it add layer you are now editing tileset minimal reproduction project no response ,1 +26896,27332481142.0,IssuesEvent,2023-02-25 20:11:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,UV editor undesired scroll limit,bug topic:editor confirmed usability,"**Godot version:** +Godot 3.2 beta5 + +**OS/device including version:** +WIN 10 +**Issue description:** +When you open UV editor on Polygon2D there is a scroll limit that blocks you from viewing full a sprite. This limit changes when you place first point in the editor the texture. +Zooming out in editor is a work around, but it does not feel right. And working in higher resolution also mitigates somewhat. + +This might be related to similar limit in 2D scene editor scrolling. + +**Steps to reproduce:** +Just add Polygon2D to a scene with large enough texture. + +![UV_editor_bug](https://user-images.githubusercontent.com/23294139/70627573-c1900e80-1c26-11ea-857e-db928c1f0c7a.gif) +",True,"UV editor undesired scroll limit - **Godot version:** +Godot 3.2 beta5 + +**OS/device including version:** +WIN 10 +**Issue description:** +When you open UV editor on Polygon2D there is a scroll limit that blocks you from viewing full a sprite. This limit changes when you place first point in the editor the texture. +Zooming out in editor is a work around, but it does not feel right. And working in higher resolution also mitigates somewhat. + +This might be related to similar limit in 2D scene editor scrolling. + +**Steps to reproduce:** +Just add Polygon2D to a scene with large enough texture. + +![UV_editor_bug](https://user-images.githubusercontent.com/23294139/70627573-c1900e80-1c26-11ea-857e-db928c1f0c7a.gif) +",1,uv editor undesired scroll limit godot version godot os device including version win issue description when you open uv editor on there is a scroll limit that blocks you from viewing full a sprite this limit changes when you place first point in the editor the texture zooming out in editor is a work around but it does not feel right and working in higher resolution also mitigates somewhat this might be related to similar limit in scene editor scrolling steps to reproduce just add to a scene with large enough texture ,1 +11498,7268050692.0,IssuesEvent,2018-02-20 08:40:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Close Docs"" changes which script you're currently editing",bug topic:editor usability," + +**Godot version:** +ea99b90 + + +**Issue description:** +In the script editor, when you click in `File>Close Docs`, it will sometimes change which script you're currently editing.",True,"""Close Docs"" changes which script you're currently editing - + +**Godot version:** +ea99b90 + + +**Issue description:** +In the script editor, when you click in `File>Close Docs`, it will sometimes change which script you're currently editing.",1, close docs changes which script you re currently editing please search existing issues for potential duplicates before filing yours godot version issue description in the script editor when you click in file close docs it will sometimes change which script you re currently editing ,1 +26563,26977375076.0,IssuesEvent,2023-02-09 10:31:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TileSet name types backwards,bug topic:editor usability topic:2d,"### Godot version + +v4.0.rc1.official [8843d9ad3] + +### System information + +Windows 10 Pro + +### Issue description + +When typing in the name for my TileSet, it sets the cursor position to the very beginning of the name each character you type. + +### Steps to reproduce + +Make an Atlas TileSet, type a name, see issue. + +https://user-images.githubusercontent.com/80011716/217703931-875b128a-d4b0-4efa-9130-756e06115086.mov + + + +### Minimal reproduction project + +All projects.",True,"TileSet name types backwards - ### Godot version + +v4.0.rc1.official [8843d9ad3] + +### System information + +Windows 10 Pro + +### Issue description + +When typing in the name for my TileSet, it sets the cursor position to the very beginning of the name each character you type. + +### Steps to reproduce + +Make an Atlas TileSet, type a name, see issue. + +https://user-images.githubusercontent.com/80011716/217703931-875b128a-d4b0-4efa-9130-756e06115086.mov + + + +### Minimal reproduction project + +All projects.",1,tileset name types backwards godot version official system information windows pro issue description when typing in the name for my tileset it sets the cursor position to the very beginning of the name each character you type steps to reproduce make an atlas tileset type a name see issue minimal reproduction project all projects ,1 +6591,4364564874.0,IssuesEvent,2016-08-03 07:25:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Make a better panel for the tilemap editor (zoom, columns alignment)",enhancement topic:editor usability,"Currrently, when the tilemap editor's tiles panel is resized it looks quite strange.... (all columns are displaced) +![image](https://cloud.githubusercontent.com/assets/5276727/14762895/9dc1dbfe-098e-11e6-9820-7f77da56df23.png) + +And here is how it looks with very smallish tiles: (Good luck finding and clicking the right one!) +![image](https://cloud.githubusercontent.com/assets/5276727/14762930/69346f90-098f-11e6-9bf1-46f1ce760425.png) + +The problems: + +* Columns are misaligned +* Small tiles are basically invisible + +--- + +We discussed with @akien-mga on IRC (in an non-godotengine channel), a few fixes for those two scenarios: + +1. Make everything properly aligned in nice columns somehow. (Will PR soon) +2. Add a zoom option. ( Done in #4800 ) +3. Add an option to hide the names of tiles, since they are useless (take too much space) in some cases (like in the first pic). + +--- + +To future responders: Note that this issue is not a place to dump your latest tilemap editor idea -- you should preferably open a new issue for that. This issue is specifically for discussing the above two examples (along with similar examples), and solutions for the problems presented.",True,"Make a better panel for the tilemap editor (zoom, columns alignment) - Currrently, when the tilemap editor's tiles panel is resized it looks quite strange.... (all columns are displaced) +![image](https://cloud.githubusercontent.com/assets/5276727/14762895/9dc1dbfe-098e-11e6-9820-7f77da56df23.png) + +And here is how it looks with very smallish tiles: (Good luck finding and clicking the right one!) +![image](https://cloud.githubusercontent.com/assets/5276727/14762930/69346f90-098f-11e6-9bf1-46f1ce760425.png) + +The problems: + +* Columns are misaligned +* Small tiles are basically invisible + +--- + +We discussed with @akien-mga on IRC (in an non-godotengine channel), a few fixes for those two scenarios: + +1. Make everything properly aligned in nice columns somehow. (Will PR soon) +2. Add a zoom option. ( Done in #4800 ) +3. Add an option to hide the names of tiles, since they are useless (take too much space) in some cases (like in the first pic). + +--- + +To future responders: Note that this issue is not a place to dump your latest tilemap editor idea -- you should preferably open a new issue for that. This issue is specifically for discussing the above two examples (along with similar examples), and solutions for the problems presented.",1,make a better panel for the tilemap editor zoom columns alignment currrently when the tilemap editor s tiles panel is resized it looks quite strange all columns are displaced and here is how it looks with very smallish tiles good luck finding and clicking the right one the problems columns are misaligned small tiles are basically invisible we discussed with akien mga on irc in an non godotengine channel a few fixes for those two scenarios make everything properly aligned in nice columns somehow will pr soon add a zoom option done in add an option to hide the names of tiles since they are useless take too much space in some cases like in the first pic to future responders note that this issue is not a place to dump your latest tilemap editor idea you should preferably open a new issue for that this issue is specifically for discussing the above two examples along with similar examples and solutions for the problems presented ,1 +25875,26027511922.0,IssuesEvent,2022-12-21 17:39:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing Escape closes project settings window when listening for input,bug topic:editor usability topic:input,"### Godot version + +Godot Engine v4.0.beta9.official + +### System information + +Windows 10 + +### Issue description + +In the input map setting page on ""Filter by event . . ."", when you press Escape, it will both register and close the window. +The key stock will be there when you open the input map settings page again, but i don't think it should close the window when listening for input. + +### Steps to reproduce + +Open project settings +Click input map tab +Click ""Filter by event . . ."" +Press Esc + +The window will close, but when you open the settings tab again it will be there. + +### Minimal reproduction project + +N/A",True,"Pressing Escape closes project settings window when listening for input - ### Godot version + +Godot Engine v4.0.beta9.official + +### System information + +Windows 10 + +### Issue description + +In the input map setting page on ""Filter by event . . ."", when you press Escape, it will both register and close the window. +The key stock will be there when you open the input map settings page again, but i don't think it should close the window when listening for input. + +### Steps to reproduce + +Open project settings +Click input map tab +Click ""Filter by event . . ."" +Press Esc + +The window will close, but when you open the settings tab again it will be there. + +### Minimal reproduction project + +N/A",1,pressing escape closes project settings window when listening for input godot version godot engine official system information windows issue description in the input map setting page on filter by event when you press escape it will both register and close the window the key stock will be there when you open the input map settings page again but i don t think it should close the window when listening for input steps to reproduce open project settings click input map tab click filter by event press esc the window will close but when you open the settings tab again it will be there minimal reproduction project n a,1 +14832,9539271793.0,IssuesEvent,2019-04-30 16:31:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script Text disappear when the line spacing is set to a big number,enhancement topic:editor usability,"Godot version 3.1 + +OS/device including version: +MacOs Mojave 10.14.3 +McBook Air 13 (2015) + +Issue description: +Script Text disappear when the line spacing is set to a big number and messed up when is set to a negative number. The line spacing should have a limit range. + + +**Steps to reproduce:** +Editor-> Editor Settings -> Text Editor -> Theme -> Line spacing +![Default line spacing](https://user-images.githubusercontent.com/46790538/55919794-8e106680-5bf7-11e9-91d1-f8e992f09c35.png) +Default line spacing (6) + +![Negative line spacing](https://user-images.githubusercontent.com/46790538/55919827-b13b1600-5bf7-11e9-833f-e93fba082e3a.png) +Negative line spacing (-12) + +![Big line spacing](https://user-images.githubusercontent.com/46790538/55919848-bf893200-5bf7-11e9-872d-008de0130315.png) +Big line spacing (1000) + + + +",True,"Script Text disappear when the line spacing is set to a big number - Godot version 3.1 + +OS/device including version: +MacOs Mojave 10.14.3 +McBook Air 13 (2015) + +Issue description: +Script Text disappear when the line spacing is set to a big number and messed up when is set to a negative number. The line spacing should have a limit range. + + +**Steps to reproduce:** +Editor-> Editor Settings -> Text Editor -> Theme -> Line spacing +![Default line spacing](https://user-images.githubusercontent.com/46790538/55919794-8e106680-5bf7-11e9-91d1-f8e992f09c35.png) +Default line spacing (6) + +![Negative line spacing](https://user-images.githubusercontent.com/46790538/55919827-b13b1600-5bf7-11e9-833f-e93fba082e3a.png) +Negative line spacing (-12) + +![Big line spacing](https://user-images.githubusercontent.com/46790538/55919848-bf893200-5bf7-11e9-872d-008de0130315.png) +Big line spacing (1000) + + + +",1,script text disappear when the line spacing is set to a big number godot version os device including version macos mojave mcbook air issue description script text disappear when the line spacing is set to a big number and messed up when is set to a negative number the line spacing should have a limit range steps to reproduce editor editor settings text editor theme line spacing default line spacing negative line spacing big line spacing ,1 +14258,8956698441.0,IssuesEvent,2019-01-26 19:44:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Profiler should list functions in inverse order.,enhancement topic:editor usability," + +**Godot version:** + +Master + +**OS/device including version:** + +All + +**Issue description:** + + + +Profiler shows script functions in time-ascendent way. Usual propose of profiler is to know what parts of code are more expensive to the processor, so this order is nonsense, **should list functions from more expensive ones to less**. Autoscroll doesn´t help with that because allways rise the list to the top and you can´t follow the bottom functions (the more expensives ones).... I think this change is not new functionality, not difficult to achieve and can be adressed before 3.1 launch because (not compatibility breaking or functionality change). +",True,"Profiler should list functions in inverse order. - + +**Godot version:** + +Master + +**OS/device including version:** + +All + +**Issue description:** + + + +Profiler shows script functions in time-ascendent way. Usual propose of profiler is to know what parts of code are more expensive to the processor, so this order is nonsense, **should list functions from more expensive ones to less**. Autoscroll doesn´t help with that because allways rise the list to the top and you can´t follow the bottom functions (the more expensives ones).... I think this change is not new functionality, not difficult to achieve and can be adressed before 3.1 launch because (not compatibility breaking or functionality change). +",1,profiler should list functions in inverse order please search existing issues for potential duplicates before filing yours godot version master os device including version all issue description profiler shows script functions in time ascendent way usual propose of profiler is to know what parts of code are more expensive to the processor so this order is nonsense should list functions from more expensive ones to less autoscroll doesn´t help with that because allways rise the list to the top and you can´t follow the bottom functions the more expensives ones i think this change is not new functionality not difficult to achieve and can be adressed before launch because not compatibility breaking or functionality change ,1 +17307,11879454906.0,IssuesEvent,2020-03-27 08:48:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Popups always appear on the first monitor regardless of position of editor ,bug regression topic:editor usability,"**Godot version:** +https://github.com/godotengine/godot/commit/5f1107aa30295e686be6f41cb6d17fc2cff1e036 + +**OS/device including version:** +Windows 10 + +**Issue description:** +I have two monitors and popups like menus appear only on the first monitor, whereas the editor on second. +",True,"Popups always appear on the first monitor regardless of position of editor - **Godot version:** +https://github.com/godotengine/godot/commit/5f1107aa30295e686be6f41cb6d17fc2cff1e036 + +**OS/device including version:** +Windows 10 + +**Issue description:** +I have two monitors and popups like menus appear only on the first monitor, whereas the editor on second. +",1,popups always appear on the first monitor regardless of position of editor godot version os device including version windows issue description i have two monitors and popups like menus appear only on the first monitor whereas the editor on second ,1 +27300,28061457530.0,IssuesEvent,2023-03-29 12:54:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Picker tool does not appear in tileset paint mode when first selected,bug topic:editor usability topic:2d,"### Godot version + +v4.0.stable.official [92bee43ad] + +### System information + +Windows 10 + +### Issue description + +The picker tool in the tileset 'paint' panel doesn't consistently appear. The first time you open the 'paint' panel the picker does not exist. Selecting a different property to paint (even if one is already selected) will cause the picker to appear. + +### Steps to reproduce + +click on the 'paint' tab of tileset. The picker will not show up. + +https://user-images.githubusercontent.com/89282845/228454981-1c7045f0-9ba3-4a71-8a25-aa5dc2abd59e.mp4 + + + +### Minimal reproduction project + +any project will do this.",True,"Picker tool does not appear in tileset paint mode when first selected - ### Godot version + +v4.0.stable.official [92bee43ad] + +### System information + +Windows 10 + +### Issue description + +The picker tool in the tileset 'paint' panel doesn't consistently appear. The first time you open the 'paint' panel the picker does not exist. Selecting a different property to paint (even if one is already selected) will cause the picker to appear. + +### Steps to reproduce + +click on the 'paint' tab of tileset. The picker will not show up. + +https://user-images.githubusercontent.com/89282845/228454981-1c7045f0-9ba3-4a71-8a25-aa5dc2abd59e.mp4 + + + +### Minimal reproduction project + +any project will do this.",1,picker tool does not appear in tileset paint mode when first selected godot version stable official system information windows issue description the picker tool in the tileset paint panel doesn t consistently appear the first time you open the paint panel the picker does not exist selecting a different property to paint even if one is already selected will cause the picker to appear steps to reproduce click on the paint tab of tileset the picker will not show up minimal reproduction project any project will do this ,1 +7983,5310709814.0,IssuesEvent,2017-02-12 22:16:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Output tab doesn't close automatically after a run,enhancement topic:editor usability,"**Operating system or device - Godot version:** +Windows 8.1 - Godot v2.1.1 and 2.1.2: + + +**Issue description:** +In Godot 2.1, when you stopped a run, the Output tab was automatically closed. In Godot 2.1.1 and 2.1.2, it stays apparent, even when there were no errors. You have to close it yourself each time. + + +**Steps to reproduce:** +Load a project (with no error) and play it, the Output tab is shown. +Stop the execution, the output tab stays open, instead of being hidden as in v2.1 + + +If this is a wanted behavior, it might be good to add an option here to disable it ;) +![output settings](https://cloud.githubusercontent.com/assets/13215043/22622515/834f313c-eb3c-11e6-9bd5-b56cfb21ab1e.png) +Thank you all!",True,"Output tab doesn't close automatically after a run - **Operating system or device - Godot version:** +Windows 8.1 - Godot v2.1.1 and 2.1.2: + + +**Issue description:** +In Godot 2.1, when you stopped a run, the Output tab was automatically closed. In Godot 2.1.1 and 2.1.2, it stays apparent, even when there were no errors. You have to close it yourself each time. + + +**Steps to reproduce:** +Load a project (with no error) and play it, the Output tab is shown. +Stop the execution, the output tab stays open, instead of being hidden as in v2.1 + + +If this is a wanted behavior, it might be good to add an option here to disable it ;) +![output settings](https://cloud.githubusercontent.com/assets/13215043/22622515/834f313c-eb3c-11e6-9bd5-b56cfb21ab1e.png) +Thank you all!",1,output tab doesn t close automatically after a run operating system or device godot version windows godot and issue description in godot when you stopped a run the output tab was automatically closed in godot and it stays apparent even when there were no errors you have to close it yourself each time steps to reproduce load a project with no error and play it the output tab is shown stop the execution the output tab stays open instead of being hidden as in if this is a wanted behavior it might be good to add an option here to disable it thank you all ,1 +26248,26594630546.0,IssuesEvent,2023-01-23 11:27:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clicking on `res://` folder is very slow,bug topic:editor usability regression performance,"### Godot version + +0056acf + +### System information + +Windows 10 x64 + +### Issue description + +When you click `res://` folder in filesystem dock, it hangs the editor for a few seconds: +![godot_96GEUSbke2](https://user-images.githubusercontent.com/2223172/193903101-d0a7d395-9a17-4642-a49c-724833f6e723.gif) +(this is release build) + +### Steps to reproduce + +1. Click `res://` +2. 🥶 + +### Minimal reproduction project + +_No response_",True,"Clicking on `res://` folder is very slow - ### Godot version + +0056acf + +### System information + +Windows 10 x64 + +### Issue description + +When you click `res://` folder in filesystem dock, it hangs the editor for a few seconds: +![godot_96GEUSbke2](https://user-images.githubusercontent.com/2223172/193903101-d0a7d395-9a17-4642-a49c-724833f6e723.gif) +(this is release build) + +### Steps to reproduce + +1. Click `res://` +2. 🥶 + +### Minimal reproduction project + +_No response_",1,clicking on res folder is very slow godot version system information windows issue description when you click res folder in filesystem dock it hangs the editor for a few seconds this is release build steps to reproduce click res 🥶 minimal reproduction project no response ,1 +316754,27182580716.0,IssuesEvent,2023-02-18 20:30:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Tilemap - Hex Tiles overlap based on Quadrant size,archived topic:core needs testing topic:2d,"### Godot version + +Godot4 Beta 10 + +### System information + +Windows 10 + +### Issue description + +When creating a tile map, periodically, tiles will overlap incorrectly, this changes based on the cell quadrant size, not being visible at quadrant size 1 or 2, however larger values cause this bug. E.g when cell quadrant size is deafult (16), this happens +![image](https://user-images.githubusercontent.com/83168300/209565373-44272ea7-bb5e-4f0f-b763-720e8365d399.png) + + +### Steps to reproduce + +Create Hex tile map with vertical alignment. add tiles that stretch outside of the defined hexagonal region, e.g. to provide illusion of some depth to a map, e.g pictured above. Draw a large area of these tiles. + +### Minimal reproduction project + +N/A",1.0,"Tilemap - Hex Tiles overlap based on Quadrant size - ### Godot version + +Godot4 Beta 10 + +### System information + +Windows 10 + +### Issue description + +When creating a tile map, periodically, tiles will overlap incorrectly, this changes based on the cell quadrant size, not being visible at quadrant size 1 or 2, however larger values cause this bug. E.g when cell quadrant size is deafult (16), this happens +![image](https://user-images.githubusercontent.com/83168300/209565373-44272ea7-bb5e-4f0f-b763-720e8365d399.png) + + +### Steps to reproduce + +Create Hex tile map with vertical alignment. add tiles that stretch outside of the defined hexagonal region, e.g. to provide illusion of some depth to a map, e.g pictured above. Draw a large area of these tiles. + +### Minimal reproduction project + +N/A",0,tilemap hex tiles overlap based on quadrant size godot version beta system information windows issue description when creating a tile map periodically tiles will overlap incorrectly this changes based on the cell quadrant size not being visible at quadrant size or however larger values cause this bug e g when cell quadrant size is deafult this happens steps to reproduce create hex tile map with vertical alignment add tiles that stretch outside of the defined hexagonal region e g to provide illusion of some depth to a map e g pictured above draw a large area of these tiles minimal reproduction project n a,0 +13094,8251930511.0,IssuesEvent,2018-09-12 09:18:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Sort Scripts by Name"" does not seem to work",bug hero wanted! topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10. Godot 3 beta 1. + +I was a bit surprised to not find an open issue for this, perhaps I missed it? + +Sorting open scripts by name simply does not work, new scripts are always added to the bottom of the list when they are opened.",True,"""Sort Scripts by Name"" does not seem to work - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10. Godot 3 beta 1. + +I was a bit surprised to not find an open issue for this, perhaps I missed it? + +Sorting open scripts by name simply does not work, new scripts are always added to the bottom of the list when they are opened.",1, sort scripts by name does not seem to work operating system or device godot version gpu model and driver if graphics related windows godot beta i was a bit surprised to not find an open issue for this perhaps i missed it sorting open scripts by name simply does not work new scripts are always added to the bottom of the list when they are opened ,1 +13125,8300072549.0,IssuesEvent,2018-09-21 06:43:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,A scene should be able to specify which children are editable by default,feature proposal topic:editor usability,"**Godot version:** 3.1 custom + +**Issue description:** +If often happens to me that, when i make a scene, I have some objects that will need to be tweaked in another scene where my scene is instanced. Every time, i need to tick editable children and edit the children that i want to edit. This happens incredibly often with trigger areas. + +**Suggestion:** +Have a system that behaves in a way similar to private/public in code: the scene specifies which nodes should be editable from a foreign scene. In order to not break compatibility, the current ""editable children"" could be renamed with ""force editable children"" +",True,"A scene should be able to specify which children are editable by default - **Godot version:** 3.1 custom + +**Issue description:** +If often happens to me that, when i make a scene, I have some objects that will need to be tweaked in another scene where my scene is instanced. Every time, i need to tick editable children and edit the children that i want to edit. This happens incredibly often with trigger areas. + +**Suggestion:** +Have a system that behaves in a way similar to private/public in code: the scene specifies which nodes should be editable from a foreign scene. In order to not break compatibility, the current ""editable children"" could be renamed with ""force editable children"" +",1,a scene should be able to specify which children are editable by default godot version custom issue description if often happens to me that when i make a scene i have some objects that will need to be tweaked in another scene where my scene is instanced every time i need to tick editable children and edit the children that i want to edit this happens incredibly often with trigger areas suggestion have a system that behaves in a way similar to private public in code the scene specifies which nodes should be editable from a foreign scene in order to not break compatibility the current editable children could be renamed with force editable children ,1 +12494,7919284169.0,IssuesEvent,2018-07-04 16:07:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot is randomly unable to write to config files and file cache,bug platform:windows topic:editor usability,"Godot 3.0 beta 1 and master and 2.1.4 +Windows 10 64 bits + +Every so often, under pretty random occasions, I see error messages in which I see Godot is unable to write to some config file or file cache, things like `Unable to write to file , file in use, locked or lacking permissions`. + +Example here, I got this one 1 second after opening a scene: +![image](https://user-images.githubusercontent.com/1311555/33687232-d3333ece-dad7-11e7-8964-206bd54bcd8a.png) + +Another one with file cache, when I use Ctrl+S: +![image](https://user-images.githubusercontent.com/1311555/33689339-5a0ebb2e-dadf-11e7-8a00-19111f67a875.png) +",True,"Godot is randomly unable to write to config files and file cache - Godot 3.0 beta 1 and master and 2.1.4 +Windows 10 64 bits + +Every so often, under pretty random occasions, I see error messages in which I see Godot is unable to write to some config file or file cache, things like `Unable to write to file , file in use, locked or lacking permissions`. + +Example here, I got this one 1 second after opening a scene: +![image](https://user-images.githubusercontent.com/1311555/33687232-d3333ece-dad7-11e7-8964-206bd54bcd8a.png) + +Another one with file cache, when I use Ctrl+S: +![image](https://user-images.githubusercontent.com/1311555/33689339-5a0ebb2e-dadf-11e7-8a00-19111f67a875.png) +",1,godot is randomly unable to write to config files and file cache godot beta and master and windows bits every so often under pretty random occasions i see error messages in which i see godot is unable to write to some config file or file cache things like unable to write to file file in use locked or lacking permissions example here i got this one second after opening a scene another one with file cache when i use ctrl s ,1 +13882,8709178546.0,IssuesEvent,2018-12-06 13:14:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Sorting projects in Project List inside Project Manager ,feature proposal junior job topic:editor usability,"This is a feature proposal. +There is a neat favorite feature in Project List inside the Project Manager (with the Stars to the left of project names) but it would be awesome if we could also sort the Project List by alphabetical name or reverse the order. It could be sorted for Paths too. +Anyway, just an idea for improvement.",True,"Sorting projects in Project List inside Project Manager - This is a feature proposal. +There is a neat favorite feature in Project List inside the Project Manager (with the Stars to the left of project names) but it would be awesome if we could also sort the Project List by alphabetical name or reverse the order. It could be sorted for Paths too. +Anyway, just an idea for improvement.",1,sorting projects in project list inside project manager this is a feature proposal there is a neat favorite feature in project list inside the project manager with the stars to the left of project names but it would be awesome if we could also sort the project list by alphabetical name or reverse the order it could be sorted for paths too anyway just an idea for improvement ,1 +14200,8915670130.0,IssuesEvent,2019-01-19 08:37:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script Editor error/warning font can not be changed,bug junior job topic:editor usability," + +**Godot version:** + +3.1 beta 1 + +**OS/device including version:** + +macOS 10.14.2 + +**Issue description:** + +Script editor error/warning pane at the bottom font size can not be changed. Have searched through all of the editor settings. This is not a game changer but I have changed all other fonts to size 12 as I have a low res monitor and this size 14/15 stands out. + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +![screenshot 2019-01-16 at 14 28 06](https://user-images.githubusercontent.com/4403212/51255769-cc510d80-199b-11e9-96c4-e8fd354b77c9.png) +",True,"Script Editor error/warning font can not be changed - + +**Godot version:** + +3.1 beta 1 + +**OS/device including version:** + +macOS 10.14.2 + +**Issue description:** + +Script editor error/warning pane at the bottom font size can not be changed. Have searched through all of the editor settings. This is not a game changer but I have changed all other fonts to size 12 as I have a low res monitor and this size 14/15 stands out. + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +![screenshot 2019-01-16 at 14 28 06](https://user-images.githubusercontent.com/4403212/51255769-cc510d80-199b-11e9-96c4-e8fd354b77c9.png) +",1,script editor error warning font can not be changed please search existing issues for potential duplicates before filing yours godot version beta os device including version macos issue description script editor error warning pane at the bottom font size can not be changed have searched through all of the editor settings this is not a game changer but i have changed all other fonts to size as i have a low res monitor and this size stands out steps to reproduce minimal reproduction project ,1 +17936,12439087236.0,IssuesEvent,2020-05-26 09:31:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Nested functions,feature proposal topic:gdscript usability,"**Operating system or device:** + +**Issue description** (what happened, and what was expected): +It would be great if we could have nested functions inside GDscript. Nested functions would allow to divide script into significantly higher amount of 'logic blocks' without loosing readability. It's one of the features most modern languages don't support, which I personally miss the most. +Interestingly nested functions are present in Python and since GdScript is Python-similar I think it would be a nice addition. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Nested functions - **Operating system or device:** + +**Issue description** (what happened, and what was expected): +It would be great if we could have nested functions inside GDscript. Nested functions would allow to divide script into significantly higher amount of 'logic blocks' without loosing readability. It's one of the features most modern languages don't support, which I personally miss the most. +Interestingly nested functions are present in Python and since GdScript is Python-similar I think it would be a nice addition. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,nested functions operating system or device issue description what happened and what was expected it would be great if we could have nested functions inside gdscript nested functions would allow to divide script into significantly higher amount of logic blocks without loosing readability it s one of the features most modern languages don t support which i personally miss the most interestingly nested functions are present in python and since gdscript is python similar i think it would be a nice addition steps to reproduce link to minimal example project optional but very welcome ,1 +17740,12299178778.0,IssuesEvent,2020-05-11 11:54:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"[TRACKER] Internationalization-related issues (CJK and RTL support, IME, fonts, etc.)",discussion feature proposal topic:core topic:editor tracker usability,"We have quite a few issues and PRs (both new and old) related to internationalization issues, especially CJK and Arabic input and display support, input method engines, etc., so I thought to list them all here so that a global solution can be discussed and implemented. + +**Issues:** +- [x] #29: IME support for non-latin Unicode characters (CJK, Arabic, etc.) +- [x] #531: Default font in editor is non-unicode +- [x] #871: Godot editor accepts non-ascii chars but doesn't show them +- [ ] #982: Support for RTL input and display +- [x] #1708: Can't import template if folder contains non-ascii characters +- [x] #1848: RichTextLabel does not support wrapping for Chinese font +- [x] #2379: International font problem with OptionButton +- [x] #2491: Cannot display CJK properly on linux +- [ ] #2689: Alt codes aren’t picked up by text +- [ ] #2915: Missing support for non-ascii keyboard bindings +- [ ] #9961: Add HarfBuzz for text shaping +- [x] #9398: Improve internationalization support for projects via gettext +- [ ] #31432: Add support for gettext plural forms + +**Pull requests:** +- #194: Fixed issue #29 Editor doesn't support CJK **(closed)** +- #245: Split font atlas texture into 1024*1024 size if atlas size > 1024 **(merge conflicts, closed)** +- #257: New add dynamic ttf loading support **(closed, obsoleted by 2.1 developments)** +- #287: Add editor localization support (WIP) **(closed, obsoleted by 2.1 developments)** +- #300: Fix CJK input on ios platform **(merge conflicts)** +- #2297: Add RTL text support and fa locale **(closed, was using copylefted code apparently)** +- #2799: Add character selection to font importer **(merge conflicts)** +- #2886: RTL support based on ICU library **(merge conflicts, but could likely get rebased if asked for)** +",True,"[TRACKER] Internationalization-related issues (CJK and RTL support, IME, fonts, etc.) - We have quite a few issues and PRs (both new and old) related to internationalization issues, especially CJK and Arabic input and display support, input method engines, etc., so I thought to list them all here so that a global solution can be discussed and implemented. + +**Issues:** +- [x] #29: IME support for non-latin Unicode characters (CJK, Arabic, etc.) +- [x] #531: Default font in editor is non-unicode +- [x] #871: Godot editor accepts non-ascii chars but doesn't show them +- [ ] #982: Support for RTL input and display +- [x] #1708: Can't import template if folder contains non-ascii characters +- [x] #1848: RichTextLabel does not support wrapping for Chinese font +- [x] #2379: International font problem with OptionButton +- [x] #2491: Cannot display CJK properly on linux +- [ ] #2689: Alt codes aren’t picked up by text +- [ ] #2915: Missing support for non-ascii keyboard bindings +- [ ] #9961: Add HarfBuzz for text shaping +- [x] #9398: Improve internationalization support for projects via gettext +- [ ] #31432: Add support for gettext plural forms + +**Pull requests:** +- #194: Fixed issue #29 Editor doesn't support CJK **(closed)** +- #245: Split font atlas texture into 1024*1024 size if atlas size > 1024 **(merge conflicts, closed)** +- #257: New add dynamic ttf loading support **(closed, obsoleted by 2.1 developments)** +- #287: Add editor localization support (WIP) **(closed, obsoleted by 2.1 developments)** +- #300: Fix CJK input on ios platform **(merge conflicts)** +- #2297: Add RTL text support and fa locale **(closed, was using copylefted code apparently)** +- #2799: Add character selection to font importer **(merge conflicts)** +- #2886: RTL support based on ICU library **(merge conflicts, but could likely get rebased if asked for)** +",1, internationalization related issues cjk and rtl support ime fonts etc we have quite a few issues and prs both new and old related to internationalization issues especially cjk and arabic input and display support input method engines etc so i thought to list them all here so that a global solution can be discussed and implemented issues ime support for non latin unicode characters cjk arabic etc default font in editor is non unicode godot editor accepts non ascii chars but doesn t show them support for rtl input and display can t import template if folder contains non ascii characters richtextlabel does not support wrapping for chinese font international font problem with optionbutton cannot display cjk properly on linux alt codes aren’t picked up by text missing support for non ascii keyboard bindings add harfbuzz for text shaping improve internationalization support for projects via gettext add support for gettext plural forms pull requests fixed issue editor doesn t support cjk closed split font atlas texture into size if atlas size merge conflicts closed new add dynamic ttf loading support closed obsoleted by developments add editor localization support wip closed obsoleted by developments fix cjk input on ios platform merge conflicts add rtl text support and fa locale closed was using copylefted code apparently add character selection to font importer merge conflicts rtl support based on icu library merge conflicts but could likely get rebased if asked for ,1 +17948,12439861155.0,IssuesEvent,2020-05-26 10:53:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual Script Minimap,feature proposal topic:editor topic:visualscript usability,"Since visual scripts tend to grow very fast, a minimap could be useful to easily navigate the script +",True,"Visual Script Minimap - Since visual scripts tend to grow very fast, a minimap could be useful to easily navigate the script +",1,visual script minimap since visual scripts tend to grow very fast a minimap could be useful to easily navigate the script ,1 +14852,9544713842.0,IssuesEvent,2019-05-01 14:59:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Highlight selected animation in animation list,enhancement topic:editor usability," + +**Godot version:** + + +3.0 +**OS/device including version:** + + + +**Issue description:** + +This is just a suggestion. When you start (keyframe) an animation from within another animation, it would be nice if your selection was highlighted in the dropdown list. The name field that shows your selection afterwards is also very small. As you can see from my screenshot I have two animations with very similar names and I cannot see which one that I have selected. + +![godotanimationkeyframing](https://user-images.githubusercontent.com/15687516/35856356-1134b39a-0b36-11e8-8610-403e577142cd.png) + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",True,"Highlight selected animation in animation list - + +**Godot version:** + + +3.0 +**OS/device including version:** + + + +**Issue description:** + +This is just a suggestion. When you start (keyframe) an animation from within another animation, it would be nice if your selection was highlighted in the dropdown list. The name field that shows your selection afterwards is also very small. As you can see from my screenshot I have two animations with very similar names and I cannot see which one that I have selected. + +![godotanimationkeyframing](https://user-images.githubusercontent.com/15687516/35856356-1134b39a-0b36-11e8-8610-403e577142cd.png) + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",1,highlight selected animation in animation list please search existing issues for potential duplicates before filing yours godot version os device including version issue description this is just a suggestion when you start keyframe an animation from within another animation it would be nice if your selection was highlighted in the dropdown list the name field that shows your selection afterwards is also very small as you can see from my screenshot i have two animations with very similar names and i cannot see which one that i have selected steps to reproduce minimal reproduction project ,1 +25939,26141965160.0,IssuesEvent,2022-12-29 19:58:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Quickly pressing and releasing keyboard-combo shortcuts causes command to not run, works fine in other apps like VSCode",bug platform:macos usability topic:input,"### Godot version + +3.5, 4.0 beta4 (affects both) + +### System information + +Mac OS 12.6 + +### Issue description + +Keyboard shortcuts on Mac OS will sometimes not launch correctly, if you enter and release the input fast enough. + +For instance, default shortcut on Mac OS for ""Run Scene"" is `cmd + r` + +If you quickly press `cmd + r` then release *both*, ""Run Scene"" will not launch. However, if you hold down `cmd` then press `r` then release *only* `r` while continuing to hold down `cmd`, ""Run Scene"" will execute consistently and correctly. + +Here is a screencast with an overlay of inputs pressed using the app Keycastr: + +https://user-images.githubusercontent.com/1757912/200209446-292de084-c9c3-4ca5-85f1-ce9d76644795.mp4 + + +At first I issue the key combo at ""normal"" speeds and it doesn't run. Then, I use ""always hold cmd key"" method, and it works. + +And here is the same key combo working correctly in VSCode, at full speed. I hope this eliminates any idea that this is something specific to my system. I can bring the goto symbol palette up using cmd + r consistently in VScode. + +https://user-images.githubusercontent.com/1757912/200209484-edb7f6f0-cb99-4f14-b701-d686ec57879b.mp4 + +### Steps to reproduce + +1. Open minimal project +2. Select scene ""Player"" +3. Press `cmd` and `r` quickly, then release both quickly +4. Run Scene will not launch + +One interesting note is the ""Run Scene"" icon does change from gray to blue when pressing the keyboard shortcut fast (though the scene is not run). So it seems to be somehow receiving the shortcut in some form. + +### Minimal reproduction project + +See attached zip file for project, and steps to reproduce for instructions. + +[First 2D Godot Game.zip](https://github.com/godotengine/godot/files/9947254/First.2D.Godot.Game.zip) +",True,"Quickly pressing and releasing keyboard-combo shortcuts causes command to not run, works fine in other apps like VSCode - ### Godot version + +3.5, 4.0 beta4 (affects both) + +### System information + +Mac OS 12.6 + +### Issue description + +Keyboard shortcuts on Mac OS will sometimes not launch correctly, if you enter and release the input fast enough. + +For instance, default shortcut on Mac OS for ""Run Scene"" is `cmd + r` + +If you quickly press `cmd + r` then release *both*, ""Run Scene"" will not launch. However, if you hold down `cmd` then press `r` then release *only* `r` while continuing to hold down `cmd`, ""Run Scene"" will execute consistently and correctly. + +Here is a screencast with an overlay of inputs pressed using the app Keycastr: + +https://user-images.githubusercontent.com/1757912/200209446-292de084-c9c3-4ca5-85f1-ce9d76644795.mp4 + + +At first I issue the key combo at ""normal"" speeds and it doesn't run. Then, I use ""always hold cmd key"" method, and it works. + +And here is the same key combo working correctly in VSCode, at full speed. I hope this eliminates any idea that this is something specific to my system. I can bring the goto symbol palette up using cmd + r consistently in VScode. + +https://user-images.githubusercontent.com/1757912/200209484-edb7f6f0-cb99-4f14-b701-d686ec57879b.mp4 + +### Steps to reproduce + +1. Open minimal project +2. Select scene ""Player"" +3. Press `cmd` and `r` quickly, then release both quickly +4. Run Scene will not launch + +One interesting note is the ""Run Scene"" icon does change from gray to blue when pressing the keyboard shortcut fast (though the scene is not run). So it seems to be somehow receiving the shortcut in some form. + +### Minimal reproduction project + +See attached zip file for project, and steps to reproduce for instructions. + +[First 2D Godot Game.zip](https://github.com/godotengine/godot/files/9947254/First.2D.Godot.Game.zip) +",1,quickly pressing and releasing keyboard combo shortcuts causes command to not run works fine in other apps like vscode godot version affects both system information mac os issue description keyboard shortcuts on mac os will sometimes not launch correctly if you enter and release the input fast enough for instance default shortcut on mac os for run scene is cmd r if you quickly press cmd r then release both run scene will not launch however if you hold down cmd then press r then release only r while continuing to hold down cmd run scene will execute consistently and correctly here is a screencast with an overlay of inputs pressed using the app keycastr at first i issue the key combo at normal speeds and it doesn t run then i use always hold cmd key method and it works and here is the same key combo working correctly in vscode at full speed i hope this eliminates any idea that this is something specific to my system i can bring the goto symbol palette up using cmd r consistently in vscode steps to reproduce open minimal project select scene player press cmd and r quickly then release both quickly run scene will not launch one interesting note is the run scene icon does change from gray to blue when pressing the keyboard shortcut fast though the scene is not run so it seems to be somehow receiving the shortcut in some form minimal reproduction project see attached zip file for project and steps to reproduce for instructions ,1 +27889,30610407608.0,IssuesEvent,2023-07-23 14:35:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Doing a Save operation on Floating Editor opens main editor window,bug topic:editor usability,"### Godot version + +4.1.beta2 + +### System information + +Windows 11 - 4.1 beta2 - Compatibility + +### Issue description + +When editing code on a floating Code Editor Window and hitting Ctrl + S, the focus is taken back to the main Editor Window and you have to manually focus back onto the Floating Editor Window. + +### Steps to reproduce + +- Open Code Editor +- Click on ""Make Floating"" +- Edit some code +- Hit ""Ctrl + S"" +- Main Editor Window will show up instead of staying on Code Editor + +### Minimal reproduction project + +N/A",True,"Doing a Save operation on Floating Editor opens main editor window - ### Godot version + +4.1.beta2 + +### System information + +Windows 11 - 4.1 beta2 - Compatibility + +### Issue description + +When editing code on a floating Code Editor Window and hitting Ctrl + S, the focus is taken back to the main Editor Window and you have to manually focus back onto the Floating Editor Window. + +### Steps to reproduce + +- Open Code Editor +- Click on ""Make Floating"" +- Edit some code +- Hit ""Ctrl + S"" +- Main Editor Window will show up instead of staying on Code Editor + +### Minimal reproduction project + +N/A",1,doing a save operation on floating editor opens main editor window godot version system information windows compatibility issue description when editing code on a floating code editor window and hitting ctrl s the focus is taken back to the main editor window and you have to manually focus back onto the floating editor window steps to reproduce open code editor click on make floating edit some code hit ctrl s main editor window will show up instead of staying on code editor minimal reproduction project n a,1 +9804,6420820843.0,IssuesEvent,2017-08-09 01:47:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene Hierarchy Panel cropped when selecting a Tilemap Node,bug junior job topic:editor usability,"**Operating system or device - Godot version:** +Macbook Pro Retina 13 - El Capitain 10.11.6 +Godot 2.1 + +**Issue description** (what happened, and what was expected): +When selecting a Tilemap node, the Scene view splits into 2 panels: 1 to select the tile and 1 to show the scene. Creating this Tiles Panel 'pushes' the Scene Hierarchy Panel (along with Inspector Panel) to the right, off-screen. Also, I can't resize back to what it was, like the tilemap editor has a minimum width that it has to respect. + +It's expected not to be pushed / resized and be able to resize the panel. + +I've took a screenshot to show how it looks on my notebook: +http://imgur.com/CUJfu1O + +**Steps to reproduce:** +Open any project with a Tilemap and select the Tilemap node. + +**Link to minimal example project** (optional but very welcome): +I'm using the Kinematic Character Demo +",True,"Scene Hierarchy Panel cropped when selecting a Tilemap Node - **Operating system or device - Godot version:** +Macbook Pro Retina 13 - El Capitain 10.11.6 +Godot 2.1 + +**Issue description** (what happened, and what was expected): +When selecting a Tilemap node, the Scene view splits into 2 panels: 1 to select the tile and 1 to show the scene. Creating this Tiles Panel 'pushes' the Scene Hierarchy Panel (along with Inspector Panel) to the right, off-screen. Also, I can't resize back to what it was, like the tilemap editor has a minimum width that it has to respect. + +It's expected not to be pushed / resized and be able to resize the panel. + +I've took a screenshot to show how it looks on my notebook: +http://imgur.com/CUJfu1O + +**Steps to reproduce:** +Open any project with a Tilemap and select the Tilemap node. + +**Link to minimal example project** (optional but very welcome): +I'm using the Kinematic Character Demo +",1,scene hierarchy panel cropped when selecting a tilemap node operating system or device godot version macbook pro retina el capitain godot issue description what happened and what was expected when selecting a tilemap node the scene view splits into panels to select the tile and to show the scene creating this tiles panel pushes the scene hierarchy panel along with inspector panel to the right off screen also i can t resize back to what it was like the tilemap editor has a minimum width that it has to respect it s expected not to be pushed resized and be able to resize the panel i ve took a screenshot to show how it looks on my notebook steps to reproduce open any project with a tilemap and select the tilemap node link to minimal example project optional but very welcome i m using the kinematic character demo ,1 +13546,8561496233.0,IssuesEvent,2018-11-09 07:13:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Animation timeline advances a step when keyframing from the inspector.,bug topic:editor usability,"Win10 64-bit commit: 8d75ea755cb933a5c4a0f9ec296e8b8c34ef9999 + +When clicking a keyframe in the inspector, it will step the time line forward. There was some work on the past done on this, but the advancing I believe is intended only for advancing ""frame"" properties on Sprites and AnimatedSprites, etc. + +The commit that causes this is: 5f2f1089086ad64636efc2a4096e55e4483c927a +A related commit is: 127940bd55751fa33394da2f9536c63bffe18398 + +I missed it earlier, since I mostly work from the toolbar keyframes, which are not affected, but found it today keyframing less common properties in the inspector. + +![ezgif com-video-to-gif](https://user-images.githubusercontent.com/13004169/47608177-60ad7300-da32-11e8-979b-3395a4edb166.gif) + +@DualMatrix I think these two things need to be combined in some way. A condition to only advance steps when keyframing ""frame"" properties. Advancing the timeline on the other types makes things very difficult, as you might have to keep dragging back the time slider when changing and rekeying multiple tracks with keyframes on the same time position.",True,"Animation timeline advances a step when keyframing from the inspector. - Win10 64-bit commit: 8d75ea755cb933a5c4a0f9ec296e8b8c34ef9999 + +When clicking a keyframe in the inspector, it will step the time line forward. There was some work on the past done on this, but the advancing I believe is intended only for advancing ""frame"" properties on Sprites and AnimatedSprites, etc. + +The commit that causes this is: 5f2f1089086ad64636efc2a4096e55e4483c927a +A related commit is: 127940bd55751fa33394da2f9536c63bffe18398 + +I missed it earlier, since I mostly work from the toolbar keyframes, which are not affected, but found it today keyframing less common properties in the inspector. + +![ezgif com-video-to-gif](https://user-images.githubusercontent.com/13004169/47608177-60ad7300-da32-11e8-979b-3395a4edb166.gif) + +@DualMatrix I think these two things need to be combined in some way. A condition to only advance steps when keyframing ""frame"" properties. Advancing the timeline on the other types makes things very difficult, as you might have to keep dragging back the time slider when changing and rekeying multiple tracks with keyframes on the same time position.",1,animation timeline advances a step when keyframing from the inspector bit commit when clicking a keyframe in the inspector it will step the time line forward there was some work on the past done on this but the advancing i believe is intended only for advancing frame properties on sprites and animatedsprites etc the commit that causes this is a related commit is i missed it earlier since i mostly work from the toolbar keyframes which are not affected but found it today keyframing less common properties in the inspector dualmatrix i think these two things need to be combined in some way a condition to only advance steps when keyframing frame properties advancing the timeline on the other types makes things very difficult as you might have to keep dragging back the time slider when changing and rekeying multiple tracks with keyframes on the same time position ,1 +15990,10468429309.0,IssuesEvent,2019-09-22 13:44:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Option to Remove delete node confirmation,discussion enhancement topic:editor usability,"I have a feature request to have an option to remove the ""Delete Node(s)?"" confirmation when deleting a node the the scene: +![2c9256b6023d920aaf90da9c7027fc9c](https://user-images.githubusercontent.com/31301148/61845063-17b51d00-aee5-11e9-97c7-7d5168a3862d.png) + +**Godot version:** 3.1.1 Standard 64bit +**OS/device including version:** Windows 10 + +It is a bit redundant to have it there, the delete key is pretty far from everything else so it's a bit hard to fat finger it and you can always undo it pretty easily. It can be a bit obstructing for people who like to work by starting rough and by prototyping. Then polishing afterwards. + +",True,"Option to Remove delete node confirmation - I have a feature request to have an option to remove the ""Delete Node(s)?"" confirmation when deleting a node the the scene: +![2c9256b6023d920aaf90da9c7027fc9c](https://user-images.githubusercontent.com/31301148/61845063-17b51d00-aee5-11e9-97c7-7d5168a3862d.png) + +**Godot version:** 3.1.1 Standard 64bit +**OS/device including version:** Windows 10 + +It is a bit redundant to have it there, the delete key is pretty far from everything else so it's a bit hard to fat finger it and you can always undo it pretty easily. It can be a bit obstructing for people who like to work by starting rough and by prototyping. Then polishing afterwards. + +",1,option to remove delete node confirmation i have a feature request to have an option to remove the delete node s confirmation when deleting a node the the scene godot version standard os device including version windows it is a bit redundant to have it there the delete key is pretty far from everything else so it s a bit hard to fat finger it and you can always undo it pretty easily it can be a bit obstructing for people who like to work by starting rough and by prototyping then polishing afterwards ,1 +27619,29869554631.0,IssuesEvent,2023-06-20 07:33:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Minor annoyances around $Node/Paths in scripts,bug topic:editor good first issue usability,"### Godot version + +4.0.2 + +### System information + +Windows 11 + +### Issue description + +Double clicking on `$MyNode` in the script editor will select the whole name including the ""$"". + +But double clicking on `%MyNode` (unique name) will select the name but will not include the ""%"". + +Dragging a node from the scene tree into the script editor brings up the property/method hint list, even though a ""."" has not been typed. Pressing enter appends ""new()"" even though this makes no sense as there is no period so it is just appending it directly to the node name: `$MyNodenew()` + + +### Steps to reproduce + +Type `%MyNode` in a script and double click on it. + +Type `@onready var x =` in a script, drag a node from the scene tree, then press enter. + + +### Minimal reproduction project + +N/A",True,"Minor annoyances around $Node/Paths in scripts - ### Godot version + +4.0.2 + +### System information + +Windows 11 + +### Issue description + +Double clicking on `$MyNode` in the script editor will select the whole name including the ""$"". + +But double clicking on `%MyNode` (unique name) will select the name but will not include the ""%"". + +Dragging a node from the scene tree into the script editor brings up the property/method hint list, even though a ""."" has not been typed. Pressing enter appends ""new()"" even though this makes no sense as there is no period so it is just appending it directly to the node name: `$MyNodenew()` + + +### Steps to reproduce + +Type `%MyNode` in a script and double click on it. + +Type `@onready var x =` in a script, drag a node from the scene tree, then press enter. + + +### Minimal reproduction project + +N/A",1,minor annoyances around node paths in scripts godot version system information windows issue description double clicking on mynode in the script editor will select the whole name including the but double clicking on mynode unique name will select the name but will not include the dragging a node from the scene tree into the script editor brings up the property method hint list even though a has not been typed pressing enter appends new even though this makes no sense as there is no period so it is just appending it directly to the node name mynodenew steps to reproduce type mynode in a script and double click on it type onready var x in a script drag a node from the scene tree then press enter minimal reproduction project n a,1 +6685,4445831078.0,IssuesEvent,2016-08-20 08:57:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to change node type of inherited scene,feature proposal topic:core usability,"**Operating system or device - Godot version:** + + +**Issue description** (what happened, and what was expected): +I think it would make sense if we could change node type of base scene, just like we can with regular nodes. For example I quite often have base scene which is a `Spatial` and I often need to inherit it and make it a `Body`. Currently this is not possible and every workaround for this problem have it's own disadvantages. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to change node type of inherited scene - **Operating system or device - Godot version:** + + +**Issue description** (what happened, and what was expected): +I think it would make sense if we could change node type of base scene, just like we can with regular nodes. For example I quite often have base scene which is a `Spatial` and I often need to inherit it and make it a `Body`. Currently this is not possible and every workaround for this problem have it's own disadvantages. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,ability to change node type of inherited scene operating system or device godot version issue description what happened and what was expected i think it would make sense if we could change node type of base scene just like we can with regular nodes for example i quite often have base scene which is a spatial and i often need to inherit it and make it a body currently this is not possible and every workaround for this problem have it s own disadvantages steps to reproduce link to minimal example project optional but very welcome ,1 +10068,6554525357.0,IssuesEvent,2017-09-06 06:26:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,drag/drop meshes into viewport ,feature proposal pr welcome topic:editor usability,"The new drag/drop features are brilliant! Would be great if you could also drag/drop a .msh file from the filesystem into the 3d viewport or the scene tree(where it would automatically create a new meshinstance node). Would make populating a 3d world much quicker then having to manually make new mesh instances each time. +",True,"drag/drop meshes into viewport - The new drag/drop features are brilliant! Would be great if you could also drag/drop a .msh file from the filesystem into the 3d viewport or the scene tree(where it would automatically create a new meshinstance node). Would make populating a 3d world much quicker then having to manually make new mesh instances each time. +",1,drag drop meshes into viewport the new drag drop features are brilliant would be great if you could also drag drop a msh file from the filesystem into the viewport or the scene tree where it would automatically create a new meshinstance node would make populating a world much quicker then having to manually make new mesh instances each time ,1 +21208,16626546762.0,IssuesEvent,2021-06-03 10:17:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Zoom Level with light theme nearly invisible,enhancement topic:2d topic:editor usability,"Windows 10, Godot Engine v3.2.3.stable + +Switch to light theme, open a new empty scene and look at the zoom level. The zoom level is only a little bit darker as the background. +![Zwischenablage01](https://user-images.githubusercontent.com/9704038/96832546-3800be00-143f-11eb-9ef1-650b90ee4de6.png) + +",True,"Zoom Level with light theme nearly invisible - Windows 10, Godot Engine v3.2.3.stable + +Switch to light theme, open a new empty scene and look at the zoom level. The zoom level is only a little bit darker as the background. +![Zwischenablage01](https://user-images.githubusercontent.com/9704038/96832546-3800be00-143f-11eb-9ef1-650b90ee4de6.png) + +",1,zoom level with light theme nearly invisible windows godot engine stable switch to light theme open a new empty scene and look at the zoom level the zoom level is only a little bit darker as the background ,1 +25613,25495647680.0,IssuesEvent,2022-11-27 16:41:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Nothing happens when trying to add characters to font prerendering if no configuration is created,enhancement usability topic:gui,"### Godot version + +4.0.beta (282e50ac8) + +### System information + +Fedora 36, AMD Radeon RX 6900 XT + +### Issue description + +In the advanced import settings for a font, you can enable prerendering. However, when you click **Shape Text and Add Glyphs** in the **Glyphs from the Text**, nothing happens unless you already created a configuration beforehand: + +![image](https://user-images.githubusercontent.com/180032/200046759-4638f455-9605-4f42-a5bb-a5000b9a4c22.png) + +This also occurs when double-clicking one of the checkboxes on the right in the **Glyphs from the Character Map** tab: + +![image](https://user-images.githubusercontent.com/180032/200046790-b5ac1641-d760-4cf0-b16d-f3bdf1c5067f.png) + +I suggest automatically creating a configuration when you click **Shape Text and Add Glyphs** in the **Glyphs from the Text** tab, or double-click one of the checkboxes on the right in the **Glyphs from the Character Map** tab. + +When creating a new configuration (manually or automatically), it should also be automatically selected, which is currently not the case. + +### Steps to reproduce + +- Double-click a font file to access its advanced import settings. +- Try to add glyphs from text or the character map without adding a configuration beforehand. +- Notice how nothing occurs. + +### Minimal reproduction project + +[test_using_fonts.zip](https://github.com/godotengine/godot/files/9941048/test_using_fonts.zip) +",True,"Nothing happens when trying to add characters to font prerendering if no configuration is created - ### Godot version + +4.0.beta (282e50ac8) + +### System information + +Fedora 36, AMD Radeon RX 6900 XT + +### Issue description + +In the advanced import settings for a font, you can enable prerendering. However, when you click **Shape Text and Add Glyphs** in the **Glyphs from the Text**, nothing happens unless you already created a configuration beforehand: + +![image](https://user-images.githubusercontent.com/180032/200046759-4638f455-9605-4f42-a5bb-a5000b9a4c22.png) + +This also occurs when double-clicking one of the checkboxes on the right in the **Glyphs from the Character Map** tab: + +![image](https://user-images.githubusercontent.com/180032/200046790-b5ac1641-d760-4cf0-b16d-f3bdf1c5067f.png) + +I suggest automatically creating a configuration when you click **Shape Text and Add Glyphs** in the **Glyphs from the Text** tab, or double-click one of the checkboxes on the right in the **Glyphs from the Character Map** tab. + +When creating a new configuration (manually or automatically), it should also be automatically selected, which is currently not the case. + +### Steps to reproduce + +- Double-click a font file to access its advanced import settings. +- Try to add glyphs from text or the character map without adding a configuration beforehand. +- Notice how nothing occurs. + +### Minimal reproduction project + +[test_using_fonts.zip](https://github.com/godotengine/godot/files/9941048/test_using_fonts.zip) +",1,nothing happens when trying to add characters to font prerendering if no configuration is created godot version beta system information fedora amd radeon rx xt issue description in the advanced import settings for a font you can enable prerendering however when you click shape text and add glyphs in the glyphs from the text nothing happens unless you already created a configuration beforehand this also occurs when double clicking one of the checkboxes on the right in the glyphs from the character map tab i suggest automatically creating a configuration when you click shape text and add glyphs in the glyphs from the text tab or double click one of the checkboxes on the right in the glyphs from the character map tab when creating a new configuration manually or automatically it should also be automatically selected which is currently not the case steps to reproduce double click a font file to access its advanced import settings try to add glyphs from text or the character map without adding a configuration beforehand notice how nothing occurs minimal reproduction project ,1 +23473,21954047391.0,IssuesEvent,2022-05-24 10:25:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Theme"" > ""Button"" > ""Styles"" > ""StyleBoxTexture"" won't unfold edit pane",bug topic:editor confirmed usability,"**Godot version:** +3.1 stable.official + + +**OS/device including version:** +Windows 10 Home + + +**Issue description:** +I added a Theme for a popup dialog in a game i was making which also included buttons. When trying to add Button Styles for the theme i choose to go for ""StyleBoxTexture"". I found out that this is bugged. When clicking on to edit the Texture the whole Theme tab folds. + + +**Steps to reproduce:** +Use a Node which can have a Theme (Popup in my case) +Theme > Button > Styles > choose one of the states below e.g. ""Disabled"" > +From the dropdown choose ""New StyleBoxTexture"" +Click on the ""StyleBoxTexture"" + +Expected: should open a dropdown like when clicking on ""Theme"" or ""Font"" + +Actually behaviour: closes the whole ""Theme"" tab",True,"""Theme"" > ""Button"" > ""Styles"" > ""StyleBoxTexture"" won't unfold edit pane - **Godot version:** +3.1 stable.official + + +**OS/device including version:** +Windows 10 Home + + +**Issue description:** +I added a Theme for a popup dialog in a game i was making which also included buttons. When trying to add Button Styles for the theme i choose to go for ""StyleBoxTexture"". I found out that this is bugged. When clicking on to edit the Texture the whole Theme tab folds. + + +**Steps to reproduce:** +Use a Node which can have a Theme (Popup in my case) +Theme > Button > Styles > choose one of the states below e.g. ""Disabled"" > +From the dropdown choose ""New StyleBoxTexture"" +Click on the ""StyleBoxTexture"" + +Expected: should open a dropdown like when clicking on ""Theme"" or ""Font"" + +Actually behaviour: closes the whole ""Theme"" tab",1, theme button styles styleboxtexture won t unfold edit pane godot version stable official os device including version windows home issue description i added a theme for a popup dialog in a game i was making which also included buttons when trying to add button styles for the theme i choose to go for styleboxtexture i found out that this is bugged when clicking on to edit the texture the whole theme tab folds steps to reproduce use a node which can have a theme popup in my case theme button styles choose one of the states below e g disabled from the dropdown choose new styleboxtexture click on the styleboxtexture expected should open a dropdown like when clicking on theme or font actually behaviour closes the whole theme tab,1 +15605,10163735645.0,IssuesEvent,2019-08-07 09:56:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow to search in built-in scripts,enhancement topic:editor usability,"So there's this new Find in files option (probably introduced in 3.1, didn't see it before). +![image](https://user-images.githubusercontent.com/2223172/43651149-e37960fc-9741-11e8-8aa0-3d1d269df77f.png) +However, it's missing one thing. It doesn't allow to search in built-in scripts. I know they are embedded in scene files, so it should be enough to just add .tscn extension to the list of filters. Or if the list would be somehow configurable, it could work as general purpose grep e.g. for .txt and .json files. + +But at least simply adding .tscn filter would be enough and appreciated.",True,"Allow to search in built-in scripts - So there's this new Find in files option (probably introduced in 3.1, didn't see it before). +![image](https://user-images.githubusercontent.com/2223172/43651149-e37960fc-9741-11e8-8aa0-3d1d269df77f.png) +However, it's missing one thing. It doesn't allow to search in built-in scripts. I know they are embedded in scene files, so it should be enough to just add .tscn extension to the list of filters. Or if the list would be somehow configurable, it could work as general purpose grep e.g. for .txt and .json files. + +But at least simply adding .tscn filter would be enough and appreciated.",1,allow to search in built in scripts so there s this new find in files option probably introduced in didn t see it before however it s missing one thing it doesn t allow to search in built in scripts i know they are embedded in scene files so it should be enough to just add tscn extension to the list of filters or if the list would be somehow configurable it could work as general purpose grep e g for txt and json files but at least simply adding tscn filter would be enough and appreciated ,1 +226121,17950483054.0,IssuesEvent,2021-09-12 16:25:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 3.4 beta 4 Mono crashes on loading a project with C# scripts,bug platform:linuxbsd topic:editor needs testing topic:mono,"### Godot version + +3.4.beta.4 + +### System information + +Manjaro Linux 21.1.0, Ryzen 7 3700X, 16GB RAM, RTX 2070 Super + +### Issue description + +I've had this issue on multiple non-Windows OSes now, I don't know if it also happens on Windows. When I load a C# project in Godot 3.4 beta 4 or 3.3.3, the editor window disappears, but the executable appears to still run after the window disappears. I started the project on SolusOS, and occasionally the editor would close when running the project, but other than that it was fine. When I switched to Manjaro, however, it now crashes whenever I load the project. I don't think the switch caused it, I think I might be missing a Mono dependency or there might be a bug (which I think is unlikely but it could be). + +### Steps to reproduce + +1. Be on Linux +2. Load Godot 3.4 beta 4 Mono or 3.3.3 Mono +3. Load or create a C# project + +Additionally, here is the Mono crash file from my most recent attempt at loading. +[2021-08-25_16.17.05_5258.log](https://github.com/godotengine/godot/files/7049756/2021-08-25_16.17.05_5258.log) + + +### Minimal reproduction project + +_No response_",1.0,"Godot 3.4 beta 4 Mono crashes on loading a project with C# scripts - ### Godot version + +3.4.beta.4 + +### System information + +Manjaro Linux 21.1.0, Ryzen 7 3700X, 16GB RAM, RTX 2070 Super + +### Issue description + +I've had this issue on multiple non-Windows OSes now, I don't know if it also happens on Windows. When I load a C# project in Godot 3.4 beta 4 or 3.3.3, the editor window disappears, but the executable appears to still run after the window disappears. I started the project on SolusOS, and occasionally the editor would close when running the project, but other than that it was fine. When I switched to Manjaro, however, it now crashes whenever I load the project. I don't think the switch caused it, I think I might be missing a Mono dependency or there might be a bug (which I think is unlikely but it could be). + +### Steps to reproduce + +1. Be on Linux +2. Load Godot 3.4 beta 4 Mono or 3.3.3 Mono +3. Load or create a C# project + +Additionally, here is the Mono crash file from my most recent attempt at loading. +[2021-08-25_16.17.05_5258.log](https://github.com/godotengine/godot/files/7049756/2021-08-25_16.17.05_5258.log) + + +### Minimal reproduction project + +_No response_",0,godot beta mono crashes on loading a project with c scripts godot version beta system information manjaro linux ryzen ram rtx super issue description i ve had this issue on multiple non windows oses now i don t know if it also happens on windows when i load a c project in godot beta or the editor window disappears but the executable appears to still run after the window disappears i started the project on solusos and occasionally the editor would close when running the project but other than that it was fine when i switched to manjaro however it now crashes whenever i load the project i don t think the switch caused it i think i might be missing a mono dependency or there might be a bug which i think is unlikely but it could be steps to reproduce be on linux load godot beta mono or mono load or create a c project additionally here is the mono crash file from my most recent attempt at loading minimal reproduction project no response ,0 +20816,16067160646.0,IssuesEvent,2021-04-23 21:12:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Oddly inconsistent UI in theme editor,enhancement topic:editor usability,"**Godot version:** +3.1.1 official + +**OS/device including version:** +Windows 10 64 bit + +**Issue description:** +Massive vertical whitespace, should probably use a dropdown menu instead of the odd two dots. +![image](https://user-images.githubusercontent.com/3558659/58038838-cb63fe80-7b7c-11e9-9c23-f1b989192ae6.png) + +Two menus use the two dots while the third uses the more intuitive dropdown. +![image](https://user-images.githubusercontent.com/3558659/58038867-dfa7fb80-7b7c-11e9-82ff-9a2627d07a7d.png) +",True,"Oddly inconsistent UI in theme editor - **Godot version:** +3.1.1 official + +**OS/device including version:** +Windows 10 64 bit + +**Issue description:** +Massive vertical whitespace, should probably use a dropdown menu instead of the odd two dots. +![image](https://user-images.githubusercontent.com/3558659/58038838-cb63fe80-7b7c-11e9-9c23-f1b989192ae6.png) + +Two menus use the two dots while the third uses the more intuitive dropdown. +![image](https://user-images.githubusercontent.com/3558659/58038867-dfa7fb80-7b7c-11e9-82ff-9a2627d07a7d.png) +",1,oddly inconsistent ui in theme editor godot version official os device including version windows bit issue description massive vertical whitespace should probably use a dropdown menu instead of the odd two dots two menus use the two dots while the third uses the more intuitive dropdown ,1 +16408,10883862280.0,IssuesEvent,2019-11-18 06:35:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Easier ways to create a new inherited scene,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 + +**Issue description:** +Currently the only way to create a new inherited scene is by going to the ""Scene"" menu, selecting ""New inherited scene"", and then navigating to the scene you want to inherit. + +Two ways that would make this easier, I think, is the ability to right click on an open scene tab, which will show an option to create a new inherited scene from that open scene. And right clicking on a scene in the file system panel, then selecting to create a new inherited scene from that scene.",True,"Easier ways to create a new inherited scene - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 + +**Issue description:** +Currently the only way to create a new inherited scene is by going to the ""Scene"" menu, selecting ""New inherited scene"", and then navigating to the scene you want to inherit. + +Two ways that would make this easier, I think, is the ability to right click on an open scene tab, which will show an option to create a new inherited scene from that open scene. And right clicking on a scene in the file system panel, then selecting to create a new inherited scene from that scene.",1,easier ways to create a new inherited scene operating system or device godot version gpu model and driver if graphics related godot issue description currently the only way to create a new inherited scene is by going to the scene menu selecting new inherited scene and then navigating to the scene you want to inherit two ways that would make this easier i think is the ability to right click on an open scene tab which will show an option to create a new inherited scene from that open scene and right clicking on a scene in the file system panel then selecting to create a new inherited scene from that scene ,1 +9187,6154476772.0,IssuesEvent,2017-06-28 12:47:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exporting Shape Settings to CollisionShape2D,enhancement junior job topic:editor usability,"Hey there, +I have created a mockup for a simple ui enhancement. At the moment the shape settings are very hidden in the shape resource itself. You need to open the shaperesource to adjust the shape settings. It took me about 3 month to discover this. Before I always adjusted the shape via the nodes scale values, which resulted in very bad physics behavior. + +In this screenshot I show how this can be exported to the main CollisionShape2D node. Depending on which shape is selected the appropriate shape values are shown. +I also thought if maybe removing the scale vector from that node, but I don't know if that should be done, or to just set it inactive or something like that. + +![collisionshape_ui_enhancement](https://cloud.githubusercontent.com/assets/6723918/2962884/4ad1e252-dad5-11e3-839b-66231c5a22d0.png) +",True,"Exporting Shape Settings to CollisionShape2D - Hey there, +I have created a mockup for a simple ui enhancement. At the moment the shape settings are very hidden in the shape resource itself. You need to open the shaperesource to adjust the shape settings. It took me about 3 month to discover this. Before I always adjusted the shape via the nodes scale values, which resulted in very bad physics behavior. + +In this screenshot I show how this can be exported to the main CollisionShape2D node. Depending on which shape is selected the appropriate shape values are shown. +I also thought if maybe removing the scale vector from that node, but I don't know if that should be done, or to just set it inactive or something like that. + +![collisionshape_ui_enhancement](https://cloud.githubusercontent.com/assets/6723918/2962884/4ad1e252-dad5-11e3-839b-66231c5a22d0.png) +",1,exporting shape settings to hey there i have created a mockup for a simple ui enhancement at the moment the shape settings are very hidden in the shape resource itself you need to open the shaperesource to adjust the shape settings it took me about month to discover this before i always adjusted the shape via the nodes scale values which resulted in very bad physics behavior in this screenshot i show how this can be exported to the main node depending on which shape is selected the appropriate shape values are shown i also thought if maybe removing the scale vector from that node but i don t know if that should be done or to just set it inactive or something like that ,1 +19286,13779218185.0,IssuesEvent,2020-10-08 13:30:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Changing scene tabs is an undo-able action (Or, undo is not locked to current scene)",discussion enhancement topic:editor usability,"_Bugsquad edit:_ **TL;DR:** UndoRedo should work per-scene, having it undo stuff in all open scenes is very counter-intuitive and provides a bad UX. + +--- + +While under the effect of issue #6772 and pressing the undo shortcut more than I should, I noticed opening another scene tab is somehow an event that counts towards undo. While this could be subjected to discussion, it seems like a wrong thing to do, as one expects the undo buffer to be contextual to the currently selected scene. Not to mention spurious events can push potentially important changes from the undo stack. + +As further testing, I made a number of changes in separate scenes, mashing undo proceeded to do the entire sequence in reverse instead of undoing the changes in the scene I had selected, including changing scenes. Making some memory of things, it explains some unexpected effects I've encountered during longer work sessions but I didn't quite think of it at the time. + +Why this can be problematic: +Say I have a scene ""1"" that is something like a visual effect, like a explosion. +1) I make two changes to ""1"" and seem satisfied with the result. +2) I open a scene ""2"" and include ""1"" in it. (at least 1-2 changes) +3) I make a last-minute change to ""1"" +4) I run the project, but I don't like how ""1"" looks like in action. So I decide to undo changes. +5) I undo twice, suddenly I am back to ""2"" +6) I keep undoing, and all changes to ""2"" are undone before I can reach ""1"" again. +7) I have undone the changes in ""1"", but as a result I erased all changes in ""2"". + +This presents a large number of small-to-grave issues during the workflow: +1) It requires to mentally keep track of what scenes have been undone, and fix all ""unwanted"" undos (and with changes the ""redo"" buffer becomes nullified) +2) In case the changes become too difficult to undo, it requires a copy to restore or a version control (as in git) commit to revert to. While it's good practice to have such things, it's not always readily available, specially if it's a big change or a thing requiring several small tweaks, or some change done by pure chance (it happens). Note that for changes to be shown in the main project files have to be saved, so a basic reverting stops becoming an option every time the project is run. (read: not every scene does what one wants individually) +3) Having to restore the changes requires interrupting your workflow to restore the file. +4) If the file was created recently and there's no backup or recent commit, well, it might be impossible to restore to a ""proper"" point and has to be remade from scratch. + +While one can argue that such potential mistakes can be avoided by being super careful, accidents/oversights/distractions happen. We are human after all. And projects can grow pretty large with a lot of files being juggled and changed all at once, or having to step away from the computer and forgetting you made change X in file Y. +",True,"Changing scene tabs is an undo-able action (Or, undo is not locked to current scene) - _Bugsquad edit:_ **TL;DR:** UndoRedo should work per-scene, having it undo stuff in all open scenes is very counter-intuitive and provides a bad UX. + +--- + +While under the effect of issue #6772 and pressing the undo shortcut more than I should, I noticed opening another scene tab is somehow an event that counts towards undo. While this could be subjected to discussion, it seems like a wrong thing to do, as one expects the undo buffer to be contextual to the currently selected scene. Not to mention spurious events can push potentially important changes from the undo stack. + +As further testing, I made a number of changes in separate scenes, mashing undo proceeded to do the entire sequence in reverse instead of undoing the changes in the scene I had selected, including changing scenes. Making some memory of things, it explains some unexpected effects I've encountered during longer work sessions but I didn't quite think of it at the time. + +Why this can be problematic: +Say I have a scene ""1"" that is something like a visual effect, like a explosion. +1) I make two changes to ""1"" and seem satisfied with the result. +2) I open a scene ""2"" and include ""1"" in it. (at least 1-2 changes) +3) I make a last-minute change to ""1"" +4) I run the project, but I don't like how ""1"" looks like in action. So I decide to undo changes. +5) I undo twice, suddenly I am back to ""2"" +6) I keep undoing, and all changes to ""2"" are undone before I can reach ""1"" again. +7) I have undone the changes in ""1"", but as a result I erased all changes in ""2"". + +This presents a large number of small-to-grave issues during the workflow: +1) It requires to mentally keep track of what scenes have been undone, and fix all ""unwanted"" undos (and with changes the ""redo"" buffer becomes nullified) +2) In case the changes become too difficult to undo, it requires a copy to restore or a version control (as in git) commit to revert to. While it's good practice to have such things, it's not always readily available, specially if it's a big change or a thing requiring several small tweaks, or some change done by pure chance (it happens). Note that for changes to be shown in the main project files have to be saved, so a basic reverting stops becoming an option every time the project is run. (read: not every scene does what one wants individually) +3) Having to restore the changes requires interrupting your workflow to restore the file. +4) If the file was created recently and there's no backup or recent commit, well, it might be impossible to restore to a ""proper"" point and has to be remade from scratch. + +While one can argue that such potential mistakes can be avoided by being super careful, accidents/oversights/distractions happen. We are human after all. And projects can grow pretty large with a lot of files being juggled and changed all at once, or having to step away from the computer and forgetting you made change X in file Y. +",1,changing scene tabs is an undo able action or undo is not locked to current scene bugsquad edit tl dr undoredo should work per scene having it undo stuff in all open scenes is very counter intuitive and provides a bad ux while under the effect of issue and pressing the undo shortcut more than i should i noticed opening another scene tab is somehow an event that counts towards undo while this could be subjected to discussion it seems like a wrong thing to do as one expects the undo buffer to be contextual to the currently selected scene not to mention spurious events can push potentially important changes from the undo stack as further testing i made a number of changes in separate scenes mashing undo proceeded to do the entire sequence in reverse instead of undoing the changes in the scene i had selected including changing scenes making some memory of things it explains some unexpected effects i ve encountered during longer work sessions but i didn t quite think of it at the time why this can be problematic say i have a scene that is something like a visual effect like a explosion i make two changes to and seem satisfied with the result i open a scene and include in it at least changes i make a last minute change to i run the project but i don t like how looks like in action so i decide to undo changes i undo twice suddenly i am back to i keep undoing and all changes to are undone before i can reach again i have undone the changes in but as a result i erased all changes in this presents a large number of small to grave issues during the workflow it requires to mentally keep track of what scenes have been undone and fix all unwanted undos and with changes the redo buffer becomes nullified in case the changes become too difficult to undo it requires a copy to restore or a version control as in git commit to revert to while it s good practice to have such things it s not always readily available specially if it s a big change or a thing requiring several small tweaks or some change done by pure chance it happens note that for changes to be shown in the main project files have to be saved so a basic reverting stops becoming an option every time the project is run read not every scene does what one wants individually having to restore the changes requires interrupting your workflow to restore the file if the file was created recently and there s no backup or recent commit well it might be impossible to restore to a proper point and has to be remade from scratch while one can argue that such potential mistakes can be avoided by being super careful accidents oversights distractions happen we are human after all and projects can grow pretty large with a lot of files being juggled and changed all at once or having to step away from the computer and forgetting you made change x in file y ,1 +18889,13396041364.0,IssuesEvent,2020-09-03 09:20:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project/Editor settings shows empty search results,bug junior job topic:editor usability,"**Godot version:** +3.2.1 + +**Issue description:** +![bug](https://user-images.githubusercontent.com/3036176/77899767-b4eeff00-7285-11ea-991c-fdf21fa6969a.gif) + +",True,"Project/Editor settings shows empty search results - **Godot version:** +3.2.1 + +**Issue description:** +![bug](https://user-images.githubusercontent.com/3036176/77899767-b4eeff00-7285-11ea-991c-fdf21fa6969a.gif) + +",1,project editor settings shows empty search results godot version issue description ,1 +10681,6875209438.0,IssuesEvent,2017-11-19 11:08:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add key button in AnimationPlayer is not entirely clickable.,bug topic:editor usability,"Windows 10 Home Edition +Nvidia GTX 950 +Godot 3.0 Alpha + +**Issue description:** +Only the extreme right side of the add key marker is clickable. I almost thought the add key was not working at all. But I am able to consistently repeat the action. + +**Steps to reproduce:** +Just give it a go. + + +![animationplayer](https://user-images.githubusercontent.com/7462993/32981882-6bcb2c56-cc40-11e7-89e3-bbb458208aa9.png) +",True,"Add key button in AnimationPlayer is not entirely clickable. - Windows 10 Home Edition +Nvidia GTX 950 +Godot 3.0 Alpha + +**Issue description:** +Only the extreme right side of the add key marker is clickable. I almost thought the add key was not working at all. But I am able to consistently repeat the action. + +**Steps to reproduce:** +Just give it a go. + + +![animationplayer](https://user-images.githubusercontent.com/7462993/32981882-6bcb2c56-cc40-11e7-89e3-bbb458208aa9.png) +",1,add key button in animationplayer is not entirely clickable windows home edition nvidia gtx godot alpha issue description only the extreme right side of the add key marker is clickable i almost thought the add key was not working at all but i am able to consistently repeat the action steps to reproduce just give it a go ,1 +13235,8379921095.0,IssuesEvent,2018-10-07 09:03:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New inspector doesn't change theme with rest of editor.,bug topic:editor usability,"**Godot version:** +Godot master ba125a6 + +**OS/device including version:** +Solus Linux (rolling release) + +**Issue description:** +When changing the editor's theme, portions of the inspector fail to update their colors. + +**Steps to reproduce:** +Change the editor's theme (Editor->Settings->Theme), see the inspector's internal area not update. +",True,"New inspector doesn't change theme with rest of editor. - **Godot version:** +Godot master ba125a6 + +**OS/device including version:** +Solus Linux (rolling release) + +**Issue description:** +When changing the editor's theme, portions of the inspector fail to update their colors. + +**Steps to reproduce:** +Change the editor's theme (Editor->Settings->Theme), see the inspector's internal area not update. +",1,new inspector doesn t change theme with rest of editor godot version godot master os device including version solus linux rolling release issue description when changing the editor s theme portions of the inspector fail to update their colors steps to reproduce change the editor s theme editor settings theme see the inspector s internal area not update ,1 +19487,14109111675.0,IssuesEvent,2020-11-06 18:59:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dropdown menu to select method,enhancement topic:editor usability,"Hello there, so I was tweaking the engine to see if I could help improve it, and since I was struggling when I had to connect signals to methods, and I found some cool usages for that, I was thinking about improving the connection menu. My ideas were: + +1. Add a dropdown menu to select a list of all the currently available methods of the node +1. When selecting an already existing method automatically add the needed arguments +1. Be able to edit an already connected signal + +Seems like someone tried this before but for some reason he/she commented the code as we can see in [connections_dialog.cpp](https://github.com/godotengine/godot/blob/master/editor/connections_dialog.cpp#L116-L143) + +I can try to implement it myself and make a pull request, but I'll need some guidance on that :> + +Then I designed this just for concept +![new_connection_concept](https://user-images.githubusercontent.com/10171059/28215710-4b3202a4-6885-11e7-9e84-30bb0719faea.png) +",True,"Dropdown menu to select method - Hello there, so I was tweaking the engine to see if I could help improve it, and since I was struggling when I had to connect signals to methods, and I found some cool usages for that, I was thinking about improving the connection menu. My ideas were: + +1. Add a dropdown menu to select a list of all the currently available methods of the node +1. When selecting an already existing method automatically add the needed arguments +1. Be able to edit an already connected signal + +Seems like someone tried this before but for some reason he/she commented the code as we can see in [connections_dialog.cpp](https://github.com/godotengine/godot/blob/master/editor/connections_dialog.cpp#L116-L143) + +I can try to implement it myself and make a pull request, but I'll need some guidance on that :> + +Then I designed this just for concept +![new_connection_concept](https://user-images.githubusercontent.com/10171059/28215710-4b3202a4-6885-11e7-9e84-30bb0719faea.png) +",1,dropdown menu to select method hello there so i was tweaking the engine to see if i could help improve it and since i was struggling when i had to connect signals to methods and i found some cool usages for that i was thinking about improving the connection menu my ideas were add a dropdown menu to select a list of all the currently available methods of the node when selecting an already existing method automatically add the needed arguments be able to edit an already connected signal seems like someone tried this before but for some reason he she commented the code as we can see in i can try to implement it myself and make a pull request but i ll need some guidance on that then i designed this just for concept ,1 +17958,12440387202.0,IssuesEvent,2020-05-26 11:54:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Collision Groups"" handling Collision Layers & Masks",discussion feature proposal topic:editor topic:physics usability,"This is an ongoing idea that I am building on, and I believe this have the potential to simplify collision layers and masks - for intermediate and beginners alike. + +While I was working on a tutorial explaining Collision Layers and Masks thoroughly, I realize that a lot of the work consists of having to manage and setting up the individual collision layers and masks. + +While I realize we have a ""Groups"" tab that allows us to set groups, it does not directly affect collision layers and masks without going into gdscript of each object and managing collisions from there. +You could argue that you could check which group ""I am on"" and set layers and masks from code - and I am sure that would work, but that is not simple or effective - at least not compared to this possible solution. + +For example, when working with layers and masks I usually plan ahead of what types of objects will be in which layers and interact with which masks. This is an example of my note: + +**Collision Layers | Masks** +1 - Static Objects (immovable objects, floor, roof, etc.) <-> 2, 3, 4 +2 - Friendly Rigid Bodies (crates, player, etc.) <-> 1, 2, 3, 5 +3 - Enemy Rigid Bodies <-> 1, 2, 4 +4 - Player Bullets <-> 1, 3 +5 - Enemy Bullets <-> 1, 2 + +I realize that keeping this consistent can be incredibly awkward. Having to go back to my list every time I create new objects. +After all, for **every**, **single**, **object** I make; I would have to go into the inspector and manually set individual layers and masks. + +So this idea hit me; Why not create a ""Collision Group"" system, that allows us to setup individual collision groups for those masks and layers? + +Imagine having an simple drop down menu in place of Collision Layers and Masks that allows you to set a new Group or choose an existing group. +When creating a new group, you set a name for it and select which layer it is on and what it with collide with (masks). +**Some of the best advantages with this,** is that if you later decide that all static objects should also collide with objects on layer 6, you just edit the group instead of doing inside every single object and manually adding 6 to them. + +Group name: ""Static Objects"" <---- This is what you set on new objects that are static +Layer: 1 +Mask: 2,3,4 + +Group name: ""Friendly Rigid Bodies"" <---- Easy setup of friendly rigidbodies such as player, crates, etc. +Layer: 2 +Mask: 1,2,3,5 + +_Lastly I should add_; you should not be forced to setup a group - you should still be able to just directly set layers and masks without defining a group. + +Thoughts? Feelings? Any flaws that I have not foreseen about this? ;)",True,"""Collision Groups"" handling Collision Layers & Masks - This is an ongoing idea that I am building on, and I believe this have the potential to simplify collision layers and masks - for intermediate and beginners alike. + +While I was working on a tutorial explaining Collision Layers and Masks thoroughly, I realize that a lot of the work consists of having to manage and setting up the individual collision layers and masks. + +While I realize we have a ""Groups"" tab that allows us to set groups, it does not directly affect collision layers and masks without going into gdscript of each object and managing collisions from there. +You could argue that you could check which group ""I am on"" and set layers and masks from code - and I am sure that would work, but that is not simple or effective - at least not compared to this possible solution. + +For example, when working with layers and masks I usually plan ahead of what types of objects will be in which layers and interact with which masks. This is an example of my note: + +**Collision Layers | Masks** +1 - Static Objects (immovable objects, floor, roof, etc.) <-> 2, 3, 4 +2 - Friendly Rigid Bodies (crates, player, etc.) <-> 1, 2, 3, 5 +3 - Enemy Rigid Bodies <-> 1, 2, 4 +4 - Player Bullets <-> 1, 3 +5 - Enemy Bullets <-> 1, 2 + +I realize that keeping this consistent can be incredibly awkward. Having to go back to my list every time I create new objects. +After all, for **every**, **single**, **object** I make; I would have to go into the inspector and manually set individual layers and masks. + +So this idea hit me; Why not create a ""Collision Group"" system, that allows us to setup individual collision groups for those masks and layers? + +Imagine having an simple drop down menu in place of Collision Layers and Masks that allows you to set a new Group or choose an existing group. +When creating a new group, you set a name for it and select which layer it is on and what it with collide with (masks). +**Some of the best advantages with this,** is that if you later decide that all static objects should also collide with objects on layer 6, you just edit the group instead of doing inside every single object and manually adding 6 to them. + +Group name: ""Static Objects"" <---- This is what you set on new objects that are static +Layer: 1 +Mask: 2,3,4 + +Group name: ""Friendly Rigid Bodies"" <---- Easy setup of friendly rigidbodies such as player, crates, etc. +Layer: 2 +Mask: 1,2,3,5 + +_Lastly I should add_; you should not be forced to setup a group - you should still be able to just directly set layers and masks without defining a group. + +Thoughts? Feelings? Any flaws that I have not foreseen about this? ;)",1, collision groups handling collision layers masks this is an ongoing idea that i am building on and i believe this have the potential to simplify collision layers and masks for intermediate and beginners alike while i was working on a tutorial explaining collision layers and masks thoroughly i realize that a lot of the work consists of having to manage and setting up the individual collision layers and masks while i realize we have a groups tab that allows us to set groups it does not directly affect collision layers and masks without going into gdscript of each object and managing collisions from there you could argue that you could check which group i am on and set layers and masks from code and i am sure that would work but that is not simple or effective at least not compared to this possible solution for example when working with layers and masks i usually plan ahead of what types of objects will be in which layers and interact with which masks this is an example of my note collision layers masks static objects immovable objects floor roof etc friendly rigid bodies crates player etc enemy rigid bodies player bullets enemy bullets i realize that keeping this consistent can be incredibly awkward having to go back to my list every time i create new objects after all for every single object i make i would have to go into the inspector and manually set individual layers and masks so this idea hit me why not create a collision group system that allows us to setup individual collision groups for those masks and layers imagine having an simple drop down menu in place of collision layers and masks that allows you to set a new group or choose an existing group when creating a new group you set a name for it and select which layer it is on and what it with collide with masks some of the best advantages with this is that if you later decide that all static objects should also collide with objects on layer you just edit the group instead of doing inside every single object and manually adding to them group name static objects this is what you set on new objects that are static layer mask group name friendly rigid bodies easy setup of friendly rigidbodies such as player crates etc layer mask lastly i should add you should not be forced to setup a group you should still be able to just directly set layers and masks without defining a group thoughts feelings any flaws that i have not foreseen about this ,1 +12306,7794223936.0,IssuesEvent,2018-06-08 01:15:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationPlayer editor: Ability to copy individual keys,feature proposal topic:editor usability,"I found myself having to move a key with a number of arguments in an func call track in the animation editor to another animation inside the same node, but it seems to not be possible to copy a single individual key. + +It'd be really convenient to allow copying/cutting selected keys to the clipboard so they can be pasted to a different animation. While this is mostly useful for func call tracks, it'd also be useful in regular node parameter ones, specially with multi-part sprites where certain positions/parameters are repeated in different animations. +",True,"AnimationPlayer editor: Ability to copy individual keys - I found myself having to move a key with a number of arguments in an func call track in the animation editor to another animation inside the same node, but it seems to not be possible to copy a single individual key. + +It'd be really convenient to allow copying/cutting selected keys to the clipboard so they can be pasted to a different animation. While this is mostly useful for func call tracks, it'd also be useful in regular node parameter ones, specially with multi-part sprites where certain positions/parameters are repeated in different animations. +",1,animationplayer editor ability to copy individual keys i found myself having to move a key with a number of arguments in an func call track in the animation editor to another animation inside the same node but it seems to not be possible to copy a single individual key it d be really convenient to allow copying cutting selected keys to the clipboard so they can be pasted to a different animation while this is mostly useful for func call tracks it d also be useful in regular node parameter ones specially with multi part sprites where certain positions parameters are repeated in different animations ,1 +22391,19277392051.0,IssuesEvent,2021-12-10 13:29:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Cursor is sometimes stuck in resize shape,bug platform:windows topic:editor usability topic:input regression,"### Godot version + +04cc06b + +### System information + +W10 + +### Issue description + +![lH7rWFfJbA](https://user-images.githubusercontent.com/2223172/145581179-2b70eb6d-9d4f-4391-8856-d7942ba52540.gif) +Happens randomly with any dialog. + +### Steps to reproduce + +1. Open any non-maximized window/dialog +2. Move cursor to the border so it changes to ""resize"" shape +3. When you move cursor inside the dialog, it sometimes gets stuck in this shape + +### Minimal reproduction project + +_No response_",True,"Cursor is sometimes stuck in resize shape - ### Godot version + +04cc06b + +### System information + +W10 + +### Issue description + +![lH7rWFfJbA](https://user-images.githubusercontent.com/2223172/145581179-2b70eb6d-9d4f-4391-8856-d7942ba52540.gif) +Happens randomly with any dialog. + +### Steps to reproduce + +1. Open any non-maximized window/dialog +2. Move cursor to the border so it changes to ""resize"" shape +3. When you move cursor inside the dialog, it sometimes gets stuck in this shape + +### Minimal reproduction project + +_No response_",1,cursor is sometimes stuck in resize shape godot version system information issue description happens randomly with any dialog steps to reproduce open any non maximized window dialog move cursor to the border so it changes to resize shape when you move cursor inside the dialog it sometimes gets stuck in this shape minimal reproduction project no response ,1 +10039,6548520793.0,IssuesEvent,2017-09-04 22:52:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dragging an image from the resource pane to the 2d workspace results in a bad resource link,bug topic:editor usability,"In the current revision in the repo, dragging any image from the resource pane to the 2d workspace (possibly any workspace) results in a resource path of for example; ""res://some_image.png"". +It should be automatically be setting the resource to the ""res://.import/some_image-8234823498234.stex"" file behind the scenes but it doesn't. + +Manually creating a Sprite->Adding a streaming texture->Loading the ""some_image.png"" will create the right links on the scene. + + +",True,"Dragging an image from the resource pane to the 2d workspace results in a bad resource link - In the current revision in the repo, dragging any image from the resource pane to the 2d workspace (possibly any workspace) results in a resource path of for example; ""res://some_image.png"". +It should be automatically be setting the resource to the ""res://.import/some_image-8234823498234.stex"" file behind the scenes but it doesn't. + +Manually creating a Sprite->Adding a streaming texture->Loading the ""some_image.png"" will create the right links on the scene. + + +",1,dragging an image from the resource pane to the workspace results in a bad resource link in the current revision in the repo dragging any image from the resource pane to the workspace possibly any workspace results in a resource path of for example res some image png it should be automatically be setting the resource to the res import some image stex file behind the scenes but it doesn t manually creating a sprite adding a streaming texture loading the some image png will create the right links on the scene ,1 +10666,6848848264.0,IssuesEvent,2017-11-13 19:56:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Signal connection dialog ignore indentation settings when creating function,bug junior job topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 alpha + +**Issue description:** +When you use the signal connection dialog to create a function, it will always create a function using tab as indentation for the `pass` keyword. This is troublesome if you don't delete the keyword or if you delete it without clearing the blank space before it. + + +**Steps to reproduce:** +1. Change the indent to spaces in the Editor Settings. +2. Create a new function with the signal connection dialog from the Node dock.",True,"Signal connection dialog ignore indentation settings when creating function - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 alpha + +**Issue description:** +When you use the signal connection dialog to create a function, it will always create a function using tab as indentation for the `pass` keyword. This is troublesome if you don't delete the keyword or if you delete it without clearing the blank space before it. + + +**Steps to reproduce:** +1. Change the indent to spaces in the Editor Settings. +2. Create a new function with the signal connection dialog from the Node dock.",1,signal connection dialog ignore indentation settings when creating function operating system or device godot version gpu model and driver if graphics related godot alpha issue description when you use the signal connection dialog to create a function it will always create a function using tab as indentation for the pass keyword this is troublesome if you don t delete the keyword or if you delete it without clearing the blank space before it steps to reproduce change the indent to spaces in the editor settings create a new function with the signal connection dialog from the node dock ,1 +6424,4282401432.0,IssuesEvent,2016-07-15 09:00:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Re-import menu doesn't show recently added resources,enhancement topic:editor usability,"When I add a new font, it doesn't show up in the re-import menu. +It shows up after I restart godot though.",True,"Re-import menu doesn't show recently added resources - When I add a new font, it doesn't show up in the re-import menu. +It shows up after I restart godot though.",1,re import menu doesn t show recently added resources when i add a new font it doesn t show up in the re import menu it shows up after i restart godot though ,1 +27721,30269244229.0,IssuesEvent,2023-07-07 14:10:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Plugin description tooltip has no limits,bug topic:editor usability,"### Godot version + +4.1 beta1 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +![image](https://github.com/godotengine/godot/assets/2223172/3030410f-3bde-4d48-a2bc-959cc4b10518) +This is a plugin description that spans 2 screens and goes beyond the right screen border. +I just wanted to test if there is any limit to plugin description size. There is none. You can potentially put a text that will cover your whole screen (don't try it 🙃). + +Not sure how we should solve that. We could autowrap the label, but to gracefully display extremely long texts they either need to be scrolled (in a tooltip??) or truncated. + +### Steps to reproduce + +1. Open Project Settings +2. Go to Plugins -> Create New Plugin +3. Write a book in the Description field + +### Minimal reproduction project + +https://www.lipsum.com/",True,"Plugin description tooltip has no limits - ### Godot version + +4.1 beta1 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +![image](https://github.com/godotengine/godot/assets/2223172/3030410f-3bde-4d48-a2bc-959cc4b10518) +This is a plugin description that spans 2 screens and goes beyond the right screen border. +I just wanted to test if there is any limit to plugin description size. There is none. You can potentially put a text that will cover your whole screen (don't try it 🙃). + +Not sure how we should solve that. We could autowrap the label, but to gracefully display extremely long texts they either need to be scrolled (in a tooltip??) or truncated. + +### Steps to reproduce + +1. Open Project Settings +2. Go to Plugins -> Create New Plugin +3. Write a book in the Description field + +### Minimal reproduction project + +https://www.lipsum.com/",1,plugin description tooltip has no limits godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description this is a plugin description that spans screens and goes beyond the right screen border i just wanted to test if there is any limit to plugin description size there is none you can potentially put a text that will cover your whole screen don t try it 🙃 not sure how we should solve that we could autowrap the label but to gracefully display extremely long texts they either need to be scrolled in a tooltip or truncated steps to reproduce open project settings go to plugins create new plugin write a book in the description field minimal reproduction project ,1 +17957,12440326302.0,IssuesEvent,2020-05-26 11:47:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Dragging a texture from the ""FileSystem"" resources pane on the left onto a ""TestCube"" node in the scene explorer should create a default material and assign the texture [prototyping essential]",feature proposal topic:editor usability,"**Operating system or device - Godot version:** +Fedora 25 x64 - v2.1.1.stable.official + +**Issue description** (what happened, and what was expected): +Dragging a texture from the ""FileSystem"" resources pane on the left onto a ""TestCube"" node in the scene explorer should create a default material and assign the texture immediately. This is required for fast prototyping, because right now it seems I am expected to first create or assign a Material manually which is way too tedious to do for every test block. + +**Steps to reproduce:** +(feature request) + +**Link to minimal example project** (optional but very welcome): +",True,"Dragging a texture from the ""FileSystem"" resources pane on the left onto a ""TestCube"" node in the scene explorer should create a default material and assign the texture [prototyping essential] - **Operating system or device - Godot version:** +Fedora 25 x64 - v2.1.1.stable.official + +**Issue description** (what happened, and what was expected): +Dragging a texture from the ""FileSystem"" resources pane on the left onto a ""TestCube"" node in the scene explorer should create a default material and assign the texture immediately. This is required for fast prototyping, because right now it seems I am expected to first create or assign a Material manually which is way too tedious to do for every test block. + +**Steps to reproduce:** +(feature request) + +**Link to minimal example project** (optional but very welcome): +",1,dragging a texture from the filesystem resources pane on the left onto a testcube node in the scene explorer should create a default material and assign the texture operating system or device godot version fedora stable official issue description what happened and what was expected dragging a texture from the filesystem resources pane on the left onto a testcube node in the scene explorer should create a default material and assign the texture immediately this is required for fast prototyping because right now it seems i am expected to first create or assign a material manually which is way too tedious to do for every test block steps to reproduce feature request link to minimal example project optional but very welcome ,1 +6097,4153221187.0,IssuesEvent,2016-06-16 06:38:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Default editor layout for 2.1,discussion enhancement topic:editor usability,"The current default layout in 2.1-dev is: +![spectacle p15397](https://cloud.githubusercontent.com/assets/4701338/16107604/a6a14154-339d-11e6-88e6-2189101d26d1.png) + +It has the advantage of exhibiting the cool new feature of the Filesystem dock, but at the same time I'm not sure it's the most meaningful when starting a project. I preferred to have the Scene dock on the top left, as it's the most important one, and to have the inspector on the right. + +My own simple layout is: +![spectacle z15397](https://cloud.githubusercontent.com/assets/4701338/16107540/58618940-339d-11e6-96d6-a46a03343d3d.png) +I think it would make a better default (it's quite similar to 2.0). + +As an alternative, I'd propose also this one, with all docks directly visible, thus making sure new users don't miss the new Node dock: +![spectacle r15397](https://cloud.githubusercontent.com/assets/4701338/16107576/7a17da30-339d-11e6-8920-c35d680eb0cd.png) +",True,"Default editor layout for 2.1 - The current default layout in 2.1-dev is: +![spectacle p15397](https://cloud.githubusercontent.com/assets/4701338/16107604/a6a14154-339d-11e6-88e6-2189101d26d1.png) + +It has the advantage of exhibiting the cool new feature of the Filesystem dock, but at the same time I'm not sure it's the most meaningful when starting a project. I preferred to have the Scene dock on the top left, as it's the most important one, and to have the inspector on the right. + +My own simple layout is: +![spectacle z15397](https://cloud.githubusercontent.com/assets/4701338/16107540/58618940-339d-11e6-96d6-a46a03343d3d.png) +I think it would make a better default (it's quite similar to 2.0). + +As an alternative, I'd propose also this one, with all docks directly visible, thus making sure new users don't miss the new Node dock: +![spectacle r15397](https://cloud.githubusercontent.com/assets/4701338/16107576/7a17da30-339d-11e6-8920-c35d680eb0cd.png) +",1,default editor layout for the current default layout in dev is it has the advantage of exhibiting the cool new feature of the filesystem dock but at the same time i m not sure it s the most meaningful when starting a project i preferred to have the scene dock on the top left as it s the most important one and to have the inspector on the right my own simple layout is i think it would make a better default it s quite similar to as an alternative i d propose also this one with all docks directly visible thus making sure new users don t miss the new node dock ,1 +10672,6849680883.0,IssuesEvent,2017-11-13 23:03:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Connected signals will be disconnected if the target node changes its type,bug hero wanted! topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 master https://github.com/godotengine/godot/commit/4f39ce32b9195405f934445b20059e86632b47f9 + +**Issue description:** + +When changing the type of a node all connected signals to that node will be disconnected. +![https://i.imgur.com/s0h1LVZ.gifv](https://i.imgur.com/s0h1LVZ.gif) + + +**Steps to reproduce:** +1. Create two nodes +2. Connect a signal from one to another +3. Change the type of the target node +",True,"Connected signals will be disconnected if the target node changes its type - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 master https://github.com/godotengine/godot/commit/4f39ce32b9195405f934445b20059e86632b47f9 + +**Issue description:** + +When changing the type of a node all connected signals to that node will be disconnected. +![https://i.imgur.com/s0h1LVZ.gifv](https://i.imgur.com/s0h1LVZ.gif) + + +**Steps to reproduce:** +1. Create two nodes +2. Connect a signal from one to another +3. Change the type of the target node +",1,connected signals will be disconnected if the target node changes its type operating system or device godot version gpu model and driver if graphics related godot master issue description when changing the type of a node all connected signals to that node will be disconnected steps to reproduce create two nodes connect a signal from one to another change the type of the target node ,1 +21381,16989354981.0,IssuesEvent,2021-06-30 18:16:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tabs Borders Work Differently,discussion topic:editor usability,"### Godot version + +3.2.3.stable.custom_build + +### System information + +Kali + +### Issue description + +when i click on tabs spaces (docks or whatever) it show a light border around the tab space, that it should +(with - space - i mean options like file names in file system tab and even empty space) +and when i move the cursor to somewhere else the border go away, this is fine +but some other tabs act different in here, like both scripts panel tabs + +i don't know if this is a bug or not but i think if all of tabs work same it's better + +### Steps to reproduce + +First dock in Scripts panel: with clicking on +- empty space: it shows a border that do not go away with moving cursor except with clicking on a script name that should not +- script name: it doesn't show a border except with double clicking on it or clicking on empty space after first click + + +### Minimal reproduction project + +_No response_",True,"Tabs Borders Work Differently - ### Godot version + +3.2.3.stable.custom_build + +### System information + +Kali + +### Issue description + +when i click on tabs spaces (docks or whatever) it show a light border around the tab space, that it should +(with - space - i mean options like file names in file system tab and even empty space) +and when i move the cursor to somewhere else the border go away, this is fine +but some other tabs act different in here, like both scripts panel tabs + +i don't know if this is a bug or not but i think if all of tabs work same it's better + +### Steps to reproduce + +First dock in Scripts panel: with clicking on +- empty space: it shows a border that do not go away with moving cursor except with clicking on a script name that should not +- script name: it doesn't show a border except with double clicking on it or clicking on empty space after first click + + +### Minimal reproduction project + +_No response_",1,tabs borders work differently godot version stable custom build system information kali issue description when i click on tabs spaces docks or whatever it show a light border around the tab space that it should with space i mean options like file names in file system tab and even empty space and when i move the cursor to somewhere else the border go away this is fine but some other tabs act different in here like both scripts panel tabs i don t know if this is a bug or not but i think if all of tabs work same it s better steps to reproduce first dock in scripts panel with clicking on empty space it shows a border that do not go away with moving cursor except with clicking on a script name that should not script name it doesn t show a border except with double clicking on it or clicking on empty space after first click minimal reproduction project no response ,1 +19600,14285981932.0,IssuesEvent,2020-11-23 14:36:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Wrong ScrollContainer size after toggling scrolls,bug topic:gui usability,"**Godot version:** +3.2 beta6 + +**Issue description:** +When you disable and then enable horizontal/vertical scrollbar of ScrollContainer, it can't be shrunk under the content minimal size until you switch out of the scene tab and back. However if you disable both scrolls and enable again, you will be able to shrink it, but it triggers the ""auto-magical"" shrinking behavior similar to #21803. +![mfZcuTLEgF](https://user-images.githubusercontent.com/2223172/72269733-5b7f1880-3624-11ea-9e70-5a70e5a34c4b.gif) + +**Steps to reproduce:** +1. Create a ScrollContainer +2. Add some Control child (possibly a Panel) and set minimal size to bigger than the container +3. Disable any of the scrolls (the container expands) and enable it again +4. Try shrinking the container to original size + +EDIT: +This seems similar to #19252",True,"Wrong ScrollContainer size after toggling scrolls - **Godot version:** +3.2 beta6 + +**Issue description:** +When you disable and then enable horizontal/vertical scrollbar of ScrollContainer, it can't be shrunk under the content minimal size until you switch out of the scene tab and back. However if you disable both scrolls and enable again, you will be able to shrink it, but it triggers the ""auto-magical"" shrinking behavior similar to #21803. +![mfZcuTLEgF](https://user-images.githubusercontent.com/2223172/72269733-5b7f1880-3624-11ea-9e70-5a70e5a34c4b.gif) + +**Steps to reproduce:** +1. Create a ScrollContainer +2. Add some Control child (possibly a Panel) and set minimal size to bigger than the container +3. Disable any of the scrolls (the container expands) and enable it again +4. Try shrinking the container to original size + +EDIT: +This seems similar to #19252",1,wrong scrollcontainer size after toggling scrolls godot version issue description when you disable and then enable horizontal vertical scrollbar of scrollcontainer it can t be shrunk under the content minimal size until you switch out of the scene tab and back however if you disable both scrolls and enable again you will be able to shrink it but it triggers the auto magical shrinking behavior similar to steps to reproduce create a scrollcontainer add some control child possibly a panel and set minimal size to bigger than the container disable any of the scrolls the container expands and enable it again try shrinking the container to original size edit this seems similar to ,1 +19773,14539491526.0,IssuesEvent,2020-12-15 11:57:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gizmos become hard to see under some circumstances,confirmed enhancement junior job topic:editor usability,"Godot 3.0 RC3 + +Rewritten from https://github.com/godotengine/godot/issues/15198 + +There are situations in which gizmos become hardly visible, if visible at all, especially with materials outputting specific colors. +There is a need for gizmos that are shaded in a way they can always be visible regardless of whatever is put in the scene. + +![image](https://user-images.githubusercontent.com/1311555/35485691-78f64432-0463-11e8-998c-24d204a86262.png) +Can you see Y axes? I can't. Maybe squinting a lot. + +![image](https://user-images.githubusercontent.com/1311555/35485740-fbdeb410-0463-11e8-8abb-1f6a943be4aa.png) +Going further and... can't see blue axes anymore. + +In some cases it is really supposed to look like this in a game. But these are gizmos, they are editor tools, they need to be usable regardless of the scene.",True,"Gizmos become hard to see under some circumstances - Godot 3.0 RC3 + +Rewritten from https://github.com/godotengine/godot/issues/15198 + +There are situations in which gizmos become hardly visible, if visible at all, especially with materials outputting specific colors. +There is a need for gizmos that are shaded in a way they can always be visible regardless of whatever is put in the scene. + +![image](https://user-images.githubusercontent.com/1311555/35485691-78f64432-0463-11e8-998c-24d204a86262.png) +Can you see Y axes? I can't. Maybe squinting a lot. + +![image](https://user-images.githubusercontent.com/1311555/35485740-fbdeb410-0463-11e8-8abb-1f6a943be4aa.png) +Going further and... can't see blue axes anymore. + +In some cases it is really supposed to look like this in a game. But these are gizmos, they are editor tools, they need to be usable regardless of the scene.",1,gizmos become hard to see under some circumstances godot rewritten from there are situations in which gizmos become hardly visible if visible at all especially with materials outputting specific colors there is a need for gizmos that are shaded in a way they can always be visible regardless of whatever is put in the scene can you see y axes i can t maybe squinting a lot going further and can t see blue axes anymore in some cases it is really supposed to look like this in a game but these are gizmos they are editor tools they need to be usable regardless of the scene ,1 +7250,4837527260.0,IssuesEvent,2016-11-08 22:53:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hold Ctrl to turn all objects/functions into links to their help files,feature proposal topic:editor usability,"I was trying to find something similar already submitted but I haven't found anything. + +So yeah + +Hold Ctrl (or any other modifier key) to turn all the recognized objects or functions in the current script to links to their respective help classes. Also optionally it should even autoscroll the help file to where the entry is located. + +Additionally when hovering over recognized objects/functions it should show the help file description as a tooltip. + +Some IDEs have the ability to do this and I always found it quite useful. + +Alternatively simply tries to turn only the keyword the mouse is over rather than ALL keywords. Might be easier to implement and equally useful. +",True,"Hold Ctrl to turn all objects/functions into links to their help files - I was trying to find something similar already submitted but I haven't found anything. + +So yeah + +Hold Ctrl (or any other modifier key) to turn all the recognized objects or functions in the current script to links to their respective help classes. Also optionally it should even autoscroll the help file to where the entry is located. + +Additionally when hovering over recognized objects/functions it should show the help file description as a tooltip. + +Some IDEs have the ability to do this and I always found it quite useful. + +Alternatively simply tries to turn only the keyword the mouse is over rather than ALL keywords. Might be easier to implement and equally useful. +",1,hold ctrl to turn all objects functions into links to their help files i was trying to find something similar already submitted but i haven t found anything so yeah hold ctrl or any other modifier key to turn all the recognized objects or functions in the current script to links to their respective help classes also optionally it should even autoscroll the help file to where the entry is located additionally when hovering over recognized objects functions it should show the help file description as a tooltip some ides have the ability to do this and i always found it quite useful alternatively simply tries to turn only the keyword the mouse is over rather than all keywords might be easier to implement and equally useful ,1 +21710,17570603563.0,IssuesEvent,2021-08-14 16:02:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Difficulties when translating 3D view name,bug topic:editor usability topic:3d,"### Godot version + +3.3.2, 3.4.beta1, 3.x(883bb2f4f6), 4.0(5de991d57c) + +### System information + +macOS 11.4 + +### Issue description + +Name is shown on the top left corner of each 3D viewport, like ""Top Orthognal"". But i18n and l10n are done separately on each word and then joined with a space. + +This is OK in English, but in languages like Chinese, the space is not needed. There is no way to get rid of the space because it's hardcoded. + +Wording & order may also be different depending on the context in other languages. ""Top Orthognal"" may not always be ""Top"" + ""Orthognal"". For example, Top - 顶部, Orthognal - 正交, but Top Orthognal should be 正交顶视图 in Chinese, which swaps the order and changes the words when used together. + +Currently, ""thanks"" to the space, ""顶部 正交"" makes sense if you think it's displaying two separate fields. But it's not ideal since Top Orthognal is always 正交顶视图 in other 3D softwares (e.g. Blender). + +### Steps to reproduce + +Open the 3D editor in Chinese. + +### Minimal reproduction project + +_No response_",True,"Difficulties when translating 3D view name - ### Godot version + +3.3.2, 3.4.beta1, 3.x(883bb2f4f6), 4.0(5de991d57c) + +### System information + +macOS 11.4 + +### Issue description + +Name is shown on the top left corner of each 3D viewport, like ""Top Orthognal"". But i18n and l10n are done separately on each word and then joined with a space. + +This is OK in English, but in languages like Chinese, the space is not needed. There is no way to get rid of the space because it's hardcoded. + +Wording & order may also be different depending on the context in other languages. ""Top Orthognal"" may not always be ""Top"" + ""Orthognal"". For example, Top - 顶部, Orthognal - 正交, but Top Orthognal should be 正交顶视图 in Chinese, which swaps the order and changes the words when used together. + +Currently, ""thanks"" to the space, ""顶部 正交"" makes sense if you think it's displaying two separate fields. But it's not ideal since Top Orthognal is always 正交顶视图 in other 3D softwares (e.g. Blender). + +### Steps to reproduce + +Open the 3D editor in Chinese. + +### Minimal reproduction project + +_No response_",1,difficulties when translating view name godot version x system information macos issue description name is shown on the top left corner of each viewport like top orthognal but and are done separately on each word and then joined with a space this is ok in english but in languages like chinese the space is not needed there is no way to get rid of the space because it s hardcoded wording order may also be different depending on the context in other languages top orthognal may not always be top orthognal for example top 顶部 orthognal 正交 but top orthognal should be 正交顶视图 in chinese which swaps the order and changes the words when used together currently thanks to the space 顶部 正交 makes sense if you think it s displaying two separate fields but it s not ideal since top orthognal is always 正交顶视图 in other softwares e g blender steps to reproduce open the editor in chinese minimal reproduction project no response ,1 +25692,25719297279.0,IssuesEvent,2022-12-07 12:36:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"AnimationTree infinite loop, ERROR: Condition ""!track_cache.has(path)"" is true. Continuing.",enhancement usability topic:animation,"### Godot version + +4.0-alpha16 + +### System information + +PopOS 22.04, 5.19.0-76051900-generic kernel, Ryzen 6800h, Radeon 6700m, amdgpu, Vulkan + +### Issue description + +The whole application started to lag and I noticed this output over and over in the terminal: +``` +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +... +``` + +I ended up closing the application because it would not resolve. + +### Steps to reproduce + +I was updating the AnimationTree, with the graph open, and changing the referenced tracks from the AnimationPlayer. I ended up saving the scene with the AnimationTree graph open. + +Now, when ever I launch the scene, it throws this infinite loop and makes my machine come to a crawl. + +The first output I notice when opening the scene is the following: + +``` +ERROR: Node not found: ""Root/Skeleton3D:root.x"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:root.x' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:root.x"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:root.x' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:foot.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:foot.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:toes_01.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:toes_01.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:thigh_twist.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:thigh_twist.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:thigh_twist.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:thigh_twist.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:foot.r"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.r' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:foot.r"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +... +``` + +The above output, goes through all the bones on the skeleton... + +Which then goes into the mentioned error output of: + +``` +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +... +``` + +This happens until I close the application, which takes a long time because my machine is locked up. + +### Minimal reproduction project + +_No response_",True,"AnimationTree infinite loop, ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. - ### Godot version + +4.0-alpha16 + +### System information + +PopOS 22.04, 5.19.0-76051900-generic kernel, Ryzen 6800h, Radeon 6700m, amdgpu, Vulkan + +### Issue description + +The whole application started to lag and I noticed this output over and over in the terminal: +``` +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +... +``` + +I ended up closing the application because it would not resolve. + +### Steps to reproduce + +I was updating the AnimationTree, with the graph open, and changing the referenced tracks from the AnimationPlayer. I ended up saving the scene with the AnimationTree graph open. + +Now, when ever I launch the scene, it throws this infinite loop and makes my machine come to a crawl. + +The first output I notice when opening the scene is the following: + +``` +ERROR: Node not found: ""Root/Skeleton3D:root.x"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:root.x' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:root.x"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:root.x' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:foot.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:foot.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:toes_01.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:toes_01.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:thigh_twist.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:thigh_twist.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:thigh_twist.l"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:thigh_twist.l' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:foot.r"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +ERROR: AnimationTree: 'Player/Idle', couldn't resolve track: 'Root/Skeleton3D:foot.r' + at: _update_caches (scene/animation/animation_tree.cpp:587) +ERROR: Node not found: ""Root/Skeleton3D:foot.r"" (relative to ""/root/@@16122/@@633/@@634/@@643/@@645/@@651/@@657/@@658/@@659/@@681/@@682/@@721/MainScreen/@@9499/@@9328/@@9329/@@9330/@@9331/@@9332/@@9333/Player/Root""). + at: get_node (scene/main/node.cpp:1356) +... +``` + +The above output, goes through all the bones on the skeleton... + +Which then goes into the mentioned error output of: + +``` +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +ERROR: Condition ""!track_cache.has(path)"" is true. Continuing. + at: _process_graph (scene/animation/animation_tree.cpp:990) +... +``` + +This happens until I close the application, which takes a long time because my machine is locked up. + +### Minimal reproduction project + +_No response_",1,animationtree infinite loop error condition track cache has path is true continuing godot version system information popos generic kernel ryzen radeon amdgpu vulkan issue description the whole application started to lag and i noticed this output over and over in the terminal error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp i ended up closing the application because it would not resolve steps to reproduce i was updating the animationtree with the graph open and changing the referenced tracks from the animationplayer i ended up saving the scene with the animationtree graph open now when ever i launch the scene it throws this infinite loop and makes my machine come to a crawl the first output i notice when opening the scene is the following error node not found root root x relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root root x at update caches scene animation animation tree cpp error node not found root root x relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root root x at update caches scene animation animation tree cpp error node not found root foot l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root foot l at update caches scene animation animation tree cpp error node not found root foot l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root foot l at update caches scene animation animation tree cpp error node not found root toes l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root toes l at update caches scene animation animation tree cpp error node not found root thigh twist l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root thigh twist l at update caches scene animation animation tree cpp error node not found root thigh twist l relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root thigh twist l at update caches scene animation animation tree cpp error node not found root foot r relative to root mainscreen player root at get node scene main node cpp error animationtree player idle couldn t resolve track root foot r at update caches scene animation animation tree cpp error node not found root foot r relative to root mainscreen player root at get node scene main node cpp the above output goes through all the bones on the skeleton which then goes into the mentioned error output of error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp error condition track cache has path is true continuing at process graph scene animation animation tree cpp this happens until i close the application which takes a long time because my machine is locked up minimal reproduction project no response ,1 +12188,7742134167.0,IssuesEvent,2018-05-29 08:36:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2DRigidbody weird physics on sliding,enhancement topic:physics usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10, Godot 3.0 custom build 0c043bc + +**Issue description:** +RigidBody2D got stuck where it shouldn't + + + +**Steps to reproduce:** +create a tile map, make a line of colliable tiles, create a rigidbody2D, slide it across the tiles + + +**Link to minimal example project:** +![fixedregularharborporpoise-size_restricted](https://user-images.githubusercontent.com/6185415/32149714-1f3f7e02-bcdf-11e7-81dc-f3218c255cea.gif) +",True,"2DRigidbody weird physics on sliding - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10, Godot 3.0 custom build 0c043bc + +**Issue description:** +RigidBody2D got stuck where it shouldn't + + + +**Steps to reproduce:** +create a tile map, make a line of colliable tiles, create a rigidbody2D, slide it across the tiles + + +**Link to minimal example project:** +![fixedregularharborporpoise-size_restricted](https://user-images.githubusercontent.com/6185415/32149714-1f3f7e02-bcdf-11e7-81dc-f3218c255cea.gif) +",1, weird physics on sliding operating system or device godot version gpu model and driver if graphics related windows godot custom build issue description got stuck where it shouldn t steps to reproduce create a tile map make a line of colliable tiles create a slide it across the tiles link to minimal example project ,1 +15678,10229093765.0,IssuesEvent,2019-08-17 09:25:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Create new scene from file system dock,discussion enhancement topic:editor usability," + +**Godot version:** +3.1 beta8 + +**Issue description:** +3.1 introduced some QoL context menu entries for creating a Script or Resource from within the file system dock (by right-clicking something there). It's so convenient that I sometimes try to create a scene this way, only to discover (yet again) that the ""New scene"" button is missing. IMO it should be there. + +I know we can create a scene by clicking Scene -> New scene, but we can also create a script from File -> New script, and yet the New script option was added to file explorer. As a bonus, inheriting scene option could be there too. +Eh, now that I think of it, you create a scene by saving, because you need a root node, but maybe this option could create a somewhat empty scene file.",True,"Create new scene from file system dock - + +**Godot version:** +3.1 beta8 + +**Issue description:** +3.1 introduced some QoL context menu entries for creating a Script or Resource from within the file system dock (by right-clicking something there). It's so convenient that I sometimes try to create a scene this way, only to discover (yet again) that the ""New scene"" button is missing. IMO it should be there. + +I know we can create a scene by clicking Scene -> New scene, but we can also create a script from File -> New script, and yet the New script option was added to file explorer. As a bonus, inheriting scene option could be there too. +Eh, now that I think of it, you create a scene by saving, because you need a root node, but maybe this option could create a somewhat empty scene file.",1,create new scene from file system dock please search existing issues for potential duplicates before filing yours godot version issue description introduced some qol context menu entries for creating a script or resource from within the file system dock by right clicking something there it s so convenient that i sometimes try to create a scene this way only to discover yet again that the new scene button is missing imo it should be there i know we can create a scene by clicking scene new scene but we can also create a script from file new script and yet the new script option was added to file explorer as a bonus inheriting scene option could be there too eh now that i think of it you create a scene by saving because you need a root node but maybe this option could create a somewhat empty scene file ,1 +9101,6146437307.0,IssuesEvent,2017-06-27 13:53:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Custom Signal variables do not show up in editor,bug topic:editor usability,"**Operating system or device - Godot version:** +3.0 + +**Issue description:** +When you create a custom signal on a script - it does not show indicate it take in any variables from within the editor. + +This is somewhat related to https://github.com/godotengine/godot/issues/6120 - but for the editor view. :) + +**Steps to reproduce:** +Create script with signal - that takes in variables. +Go to editor and check the Node -> Signals tab for the custom script. + +There should be a variable, but nothing is shown. +![image](https://cloud.githubusercontent.com/assets/6776092/26548236/72e46d7c-4473-11e7-9976-a80c331dabf1.png) +",True,"Custom Signal variables do not show up in editor - **Operating system or device - Godot version:** +3.0 + +**Issue description:** +When you create a custom signal on a script - it does not show indicate it take in any variables from within the editor. + +This is somewhat related to https://github.com/godotengine/godot/issues/6120 - but for the editor view. :) + +**Steps to reproduce:** +Create script with signal - that takes in variables. +Go to editor and check the Node -> Signals tab for the custom script. + +There should be a variable, but nothing is shown. +![image](https://cloud.githubusercontent.com/assets/6776092/26548236/72e46d7c-4473-11e7-9976-a80c331dabf1.png) +",1,custom signal variables do not show up in editor operating system or device godot version issue description when you create a custom signal on a script it does not show indicate it take in any variables from within the editor this is somewhat related to but for the editor view steps to reproduce create script with signal that takes in variables go to editor and check the node signals tab for the custom script there should be a variable but nothing is shown ,1 +15474,10058314596.0,IssuesEvent,2019-07-22 13:41:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Add an editor setting to set the default ColorPicker color model,enhancement topic:editor usability,"Currently, ColorPicker will start in RGB mode until you enable its HSV mode. This must be done on a per-property basis, and it won't persist across editor restarts. + +An editor setting could be added to (something like `interface/editor/color_picker_default_mode`), which would let the user choose between RGB (the default), HSV and maybe RAW. + +Related to #30754.",True,"Add an editor setting to set the default ColorPicker color model - Currently, ColorPicker will start in RGB mode until you enable its HSV mode. This must be done on a per-property basis, and it won't persist across editor restarts. + +An editor setting could be added to (something like `interface/editor/color_picker_default_mode`), which would let the user choose between RGB (the default), HSV and maybe RAW. + +Related to #30754.",1,add an editor setting to set the default colorpicker color model currently colorpicker will start in rgb mode until you enable its hsv mode this must be done on a per property basis and it won t persist across editor restarts an editor setting could be added to something like interface editor color picker default mode which would let the user choose between rgb the default hsv and maybe raw related to ,1 +9788,6415029348.0,IssuesEvent,2017-08-08 11:47:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,negative scale changed into rotation after a spatial node is translated using the 3d viewport gizmo,bug topic:editor usability,"**Operating system or device - Godot version:** + +2.1rc1 official win64 +2.1beta official win64 +2.0.4.1 stable official win64 +2.0.2stable official win64 + +**Issue description** (what happened, and what was expected): + +When you set a negative scale for a Spatial node and move it using the 3d viewport gizmo, the inspector set the scale positive and change the Rotation to -180° on some axis. + +**Steps to reproduce:** + +Create a new scene with a TestCube. + +Set its scale to (-2, 1, 1) using the Inspector. + +Translate it to (3, 0, 0) using the 3d viewport gizmo. + +Look at the Inspector. +- Scale became ( 2, 1, 1 ) +- Rotation became ( -0, 0, -180 ) + +On the other hand, if you set the Translation using the Inspector, there is no such behavior. + +**Link to minimal example project** (optional but very welcome): +",True,"negative scale changed into rotation after a spatial node is translated using the 3d viewport gizmo - **Operating system or device - Godot version:** + +2.1rc1 official win64 +2.1beta official win64 +2.0.4.1 stable official win64 +2.0.2stable official win64 + +**Issue description** (what happened, and what was expected): + +When you set a negative scale for a Spatial node and move it using the 3d viewport gizmo, the inspector set the scale positive and change the Rotation to -180° on some axis. + +**Steps to reproduce:** + +Create a new scene with a TestCube. + +Set its scale to (-2, 1, 1) using the Inspector. + +Translate it to (3, 0, 0) using the 3d viewport gizmo. + +Look at the Inspector. +- Scale became ( 2, 1, 1 ) +- Rotation became ( -0, 0, -180 ) + +On the other hand, if you set the Translation using the Inspector, there is no such behavior. + +**Link to minimal example project** (optional but very welcome): +",1,negative scale changed into rotation after a spatial node is translated using the viewport gizmo operating system or device godot version official official stable official official issue description what happened and what was expected when you set a negative scale for a spatial node and move it using the viewport gizmo the inspector set the scale positive and change the rotation to ° on some axis steps to reproduce create a new scene with a testcube set its scale to using the inspector translate it to using the viewport gizmo look at the inspector scale became rotation became on the other hand if you set the translation using the inspector there is no such behavior link to minimal example project optional but very welcome ,1 +23677,22580835093.0,IssuesEvent,2022-06-28 11:29:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Can't tell expected node type without looking into the script,enhancement topic:editor usability,"### Godot version + +5ab59ee + +### System information + +Windows 10 x64 + +### Issue description + +When you export Node (after #62470), you can't tell what type it expects from looking at the inspector: +![image](https://user-images.githubusercontent.com/2223172/176167406-8825e974-bb51-43fa-a5b1-e884dd8d042a.png) +Moreover, when you click Assign, you see list of nodes and the wrong types are disabled. But if there is no expected type in the list, you don't know what type it wants. You need to look into the script. + +In the inspector, we could have an icon of the expected node type. +In the scene picker dialog, the type could be in the title. + +### Steps to reproduce + +1. Export some Node type variable +2. Forget the type +3. Try to assign it + +### Minimal reproduction project + +_No response_",True,"Can't tell expected node type without looking into the script - ### Godot version + +5ab59ee + +### System information + +Windows 10 x64 + +### Issue description + +When you export Node (after #62470), you can't tell what type it expects from looking at the inspector: +![image](https://user-images.githubusercontent.com/2223172/176167406-8825e974-bb51-43fa-a5b1-e884dd8d042a.png) +Moreover, when you click Assign, you see list of nodes and the wrong types are disabled. But if there is no expected type in the list, you don't know what type it wants. You need to look into the script. + +In the inspector, we could have an icon of the expected node type. +In the scene picker dialog, the type could be in the title. + +### Steps to reproduce + +1. Export some Node type variable +2. Forget the type +3. Try to assign it + +### Minimal reproduction project + +_No response_",1,can t tell expected node type without looking into the script godot version system information windows issue description when you export node after you can t tell what type it expects from looking at the inspector moreover when you click assign you see list of nodes and the wrong types are disabled but if there is no expected type in the list you don t know what type it wants you need to look into the script in the inspector we could have an icon of the expected node type in the scene picker dialog the type could be in the title steps to reproduce export some node type variable forget the type try to assign it minimal reproduction project no response ,1 +21166,16602153847.0,IssuesEvent,2021-06-01 21:07:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Popup Export Template Manager can't manage different fonts,bug topic:editor usability," + +**Godot version:** + +3.3.1 mono stable + +**OS/device including version:** + +Debian 10 + +**Issue description:** + +After download export template: +![DeepinScreenshot_select-area_20210519080434](https://user-images.githubusercontent.com/13235119/118764488-e3f57500-b879-11eb-9fbb-c1b68aa4b95b.png) + + +**Steps to reproduce:** +Install Terminus (TTF) fonts in godot then install export templates in godot + +**Minimal reproduction project:** + +Not related to any project",True,"Popup Export Template Manager can't manage different fonts - + +**Godot version:** + +3.3.1 mono stable + +**OS/device including version:** + +Debian 10 + +**Issue description:** + +After download export template: +![DeepinScreenshot_select-area_20210519080434](https://user-images.githubusercontent.com/13235119/118764488-e3f57500-b879-11eb-9fbb-c1b68aa4b95b.png) + + +**Steps to reproduce:** +Install Terminus (TTF) fonts in godot then install export templates in godot + +**Minimal reproduction project:** + +Not related to any project",1,popup export template manager can t manage different fonts please search existing issues for potential duplicates before filing yours godot version mono stable os device including version debian issue description after download export template steps to reproduce install terminus ttf fonts in godot then install export templates in godot minimal reproduction project not related to any project,1 +17954,12440219519.0,IssuesEvent,2020-05-26 11:34:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AssetLib recognise already installed,feature proposal topic:assetlib usability,"**Operating system or device - Godot version:** +Fedora 25 x86_64 - Godot Engine v2.1.1.stable.official + +**Issue description** (what happened, and what was expected): +In AssetLib tab, there is no indication of any kind that an entry is already installed. +You can still download it (again), and only when trying to install it, you see that all filenames in proposed installation are red, implying already existing files. + +I think that there should be an indication that either: +- latest version of addon is already installed or +- addon is installed but there is newer version avaliable + +If user already has latest version of addon, do still allow him to re-download the latest version again, but in that case change the button text from ""Install"" to ""Reinstall""",True,"AssetLib recognise already installed - **Operating system or device - Godot version:** +Fedora 25 x86_64 - Godot Engine v2.1.1.stable.official + +**Issue description** (what happened, and what was expected): +In AssetLib tab, there is no indication of any kind that an entry is already installed. +You can still download it (again), and only when trying to install it, you see that all filenames in proposed installation are red, implying already existing files. + +I think that there should be an indication that either: +- latest version of addon is already installed or +- addon is installed but there is newer version avaliable + +If user already has latest version of addon, do still allow him to re-download the latest version again, but in that case change the button text from ""Install"" to ""Reinstall""",1,assetlib recognise already installed operating system or device godot version fedora godot engine stable official issue description what happened and what was expected in assetlib tab there is no indication of any kind that an entry is already installed you can still download it again and only when trying to install it you see that all filenames in proposed installation are red implying already existing files i think that there should be an indication that either latest version of addon is already installed or addon is installed but there is newer version avaliable if user already has latest version of addon do still allow him to re download the latest version again but in that case change the button text from install to reinstall ,1 +18134,12559773172.0,IssuesEvent,2020-06-07 19:59:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDScript errors are not reported for non-tool scripts loaded by tool scripts,bug topic:editor topic:gdscript usability,"Godot 3.0.2 stable, Godot 2.x too I believe + +I thought an issue existed already, but I was unable to find it. + +I have a tool script which preloads an utility script: + +```gdscript +tool +const Util = preload(""util.gd"") +``` + +But for some reason the tool script failed to execute, telling me that `Util` doesn't contain function xxx in base `GDScript`. +Turns out, it was because `util.gd` had a GDScript parsing error, but it wasn't reported explicitely. Adding `tool` on top of `util.gd` made the error show up. + +As a result, I am adding `tool` in scripts that didn't need it (not really)...",True,"GDScript errors are not reported for non-tool scripts loaded by tool scripts - Godot 3.0.2 stable, Godot 2.x too I believe + +I thought an issue existed already, but I was unable to find it. + +I have a tool script which preloads an utility script: + +```gdscript +tool +const Util = preload(""util.gd"") +``` + +But for some reason the tool script failed to execute, telling me that `Util` doesn't contain function xxx in base `GDScript`. +Turns out, it was because `util.gd` had a GDScript parsing error, but it wasn't reported explicitely. Adding `tool` on top of `util.gd` made the error show up. + +As a result, I am adding `tool` in scripts that didn't need it (not really)...",1,gdscript errors are not reported for non tool scripts loaded by tool scripts godot stable godot x too i believe i thought an issue existed already but i was unable to find it i have a tool script which preloads an utility script gdscript tool const util preload util gd but for some reason the tool script failed to execute telling me that util doesn t contain function xxx in base gdscript turns out it was because util gd had a gdscript parsing error but it wasn t reported explicitely adding tool on top of util gd made the error show up as a result i am adding tool in scripts that didn t need it not really ,1 +27526,29506522767.0,IssuesEvent,2023-06-03 11:35:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Line Numbers in Editor move when adding new digit positions (going from 9 to 10 lines of code or 99 to 100),discussion topic:editor usability,"### Godot version + +4.0.2 stable + +### System information + +MacOS 12.6.6 (21G646) - Mac Studio M1 Max + +### Issue description + +In the GDScript editor the line numbers jump when adding a new digit position: i.e. when adding another line brings the line number from a single digit to two digits or from two to three digits. 9 to 10 or 99 to 100. + +I'll be honest, I didn't test 999 to 1000 or higher + +This is disconcerting to the user as they are often focused on the code and the movement looks like an error appearing in the editor margin or text changing. + +Expected behavior: the line numbers will not shift to accommodate more digits. The Controls for the editor window/view should be rendered with sufficient space for more digits (maybe four? 9999 lines of code seems unwieldy enough to be an upper limit) + +### Steps to reproduce + +1. Start writing a new blank script +2. Exceed single digit numbers for the number of lines +3. Watch the line numbers jump to the right. +4. The line number movement can also be seen when removing a line takes it to a lower number of displayed digits: deleting line 10 causes all remaining line numbers (1-9) to shift left. + +optional +5. For larger line numbers create several blank lines of code and copy & paste them to hit the desired number. + +### Minimal reproduction project + +N/A",True,"Line Numbers in Editor move when adding new digit positions (going from 9 to 10 lines of code or 99 to 100) - ### Godot version + +4.0.2 stable + +### System information + +MacOS 12.6.6 (21G646) - Mac Studio M1 Max + +### Issue description + +In the GDScript editor the line numbers jump when adding a new digit position: i.e. when adding another line brings the line number from a single digit to two digits or from two to three digits. 9 to 10 or 99 to 100. + +I'll be honest, I didn't test 999 to 1000 or higher + +This is disconcerting to the user as they are often focused on the code and the movement looks like an error appearing in the editor margin or text changing. + +Expected behavior: the line numbers will not shift to accommodate more digits. The Controls for the editor window/view should be rendered with sufficient space for more digits (maybe four? 9999 lines of code seems unwieldy enough to be an upper limit) + +### Steps to reproduce + +1. Start writing a new blank script +2. Exceed single digit numbers for the number of lines +3. Watch the line numbers jump to the right. +4. The line number movement can also be seen when removing a line takes it to a lower number of displayed digits: deleting line 10 causes all remaining line numbers (1-9) to shift left. + +optional +5. For larger line numbers create several blank lines of code and copy & paste them to hit the desired number. + +### Minimal reproduction project + +N/A",1,line numbers in editor move when adding new digit positions going from to lines of code or to godot version stable system information macos mac studio max issue description in the gdscript editor the line numbers jump when adding a new digit position i e when adding another line brings the line number from a single digit to two digits or from two to three digits to or to i ll be honest i didn t test to or higher this is disconcerting to the user as they are often focused on the code and the movement looks like an error appearing in the editor margin or text changing expected behavior the line numbers will not shift to accommodate more digits the controls for the editor window view should be rendered with sufficient space for more digits maybe four lines of code seems unwieldy enough to be an upper limit steps to reproduce start writing a new blank script exceed single digit numbers for the number of lines watch the line numbers jump to the right the line number movement can also be seen when removing a line takes it to a lower number of displayed digits deleting line causes all remaining line numbers to shift left optional for larger line numbers create several blank lines of code and copy paste them to hit the desired number minimal reproduction project n a,1 +3913,3605598149.0,IssuesEvent,2016-02-04 06:36:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot window positions aren't being remembered,feature proposal topic:editor usability,"I'm on Windows 7. + +All Godot windows always start at the top left (0,0) of my monitor. This includes the Project List, the Main Editor, and the game when it's built and run using Godot. It doesn't remember that I move the windows around, nor does it remember that I maximize the Editor every time. + +Not having to worry about this every time I launch the Editor or build games would be great.",True,"Godot window positions aren't being remembered - I'm on Windows 7. + +All Godot windows always start at the top left (0,0) of my monitor. This includes the Project List, the Main Editor, and the game when it's built and run using Godot. It doesn't remember that I move the windows around, nor does it remember that I maximize the Editor every time. + +Not having to worry about this every time I launch the Editor or build games would be great.",1,godot window positions aren t being remembered i m on windows all godot windows always start at the top left of my monitor this includes the project list the main editor and the game when it s built and run using godot it doesn t remember that i move the windows around nor does it remember that i maximize the editor every time not having to worry about this every time i launch the editor or build games would be great ,1 +14803,9531698867.0,IssuesEvent,2019-04-29 16:38:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Execution cursor when debugging scripts.,enhancement topic:editor topic:gdscript usability,"As I have not seen this feature mentioned anywhere and it bugs me I propose adding an execution cursor to the script debugger so you can see which line will be executed next even if you move around the script while stepping. + +I will be working on this and doing a PR for it.",True,"Execution cursor when debugging scripts. - As I have not seen this feature mentioned anywhere and it bugs me I propose adding an execution cursor to the script debugger so you can see which line will be executed next even if you move around the script while stepping. + +I will be working on this and doing a PR for it.",1,execution cursor when debugging scripts as i have not seen this feature mentioned anywhere and it bugs me i propose adding an execution cursor to the script debugger so you can see which line will be executed next even if you move around the script while stepping i will be working on this and doing a pr for it ,1 +12142,7719481417.0,IssuesEvent,2018-05-23 19:33:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector ranges,enhancement junior job topic:editor usability,"Some of the inspector ranges are exagerated, for example why node2D rotation goes from -1440 to 1440, instead of -360 to 360, or light2D energy from -some_big_number to some_big_number, even though energy set to negative does not have effect, and also going above 100 does not seem to have effect either. +",True,"Inspector ranges - Some of the inspector ranges are exagerated, for example why node2D rotation goes from -1440 to 1440, instead of -360 to 360, or light2D energy from -some_big_number to some_big_number, even though energy set to negative does not have effect, and also going above 100 does not seem to have effect either. +",1,inspector ranges some of the inspector ranges are exagerated for example why rotation goes from to instead of to or energy from some big number to some big number even though energy set to negative does not have effect and also going above does not seem to have effect either ,1 +13549,8561949576.0,IssuesEvent,2018-11-09 09:04:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Let children of Container nodes be selectionable, just forbid moving/rotation/scale",discussion enhancement topic:editor usability,"**Godot version:** +Current master, 3.1 alpha + +**OS/device including version:** +Mageia 6, all OSes affected + +**Issue description:** +Since the merge of #22329, all children nodes of Containers are not selectable in the scene. Thus the only way to select these nodes is to search for them in the scene tree, which can be cumbersome. + +While I understand the problems underlying described in #20750, I think it would have been interesting to keep the selection by mouse click in the scene, and simply lock all their geometrical parameters (position, size, rotation, scale...) +@groud @DualMatrix @reduz + +**Steps to reproduce:** +N/A + +**Minimal reproduction project:** +N/A +",True,"Let children of Container nodes be selectionable, just forbid moving/rotation/scale - **Godot version:** +Current master, 3.1 alpha + +**OS/device including version:** +Mageia 6, all OSes affected + +**Issue description:** +Since the merge of #22329, all children nodes of Containers are not selectable in the scene. Thus the only way to select these nodes is to search for them in the scene tree, which can be cumbersome. + +While I understand the problems underlying described in #20750, I think it would have been interesting to keep the selection by mouse click in the scene, and simply lock all their geometrical parameters (position, size, rotation, scale...) +@groud @DualMatrix @reduz + +**Steps to reproduce:** +N/A + +**Minimal reproduction project:** +N/A +",1,let children of container nodes be selectionable just forbid moving rotation scale godot version current master alpha os device including version mageia all oses affected issue description since the merge of all children nodes of containers are not selectable in the scene thus the only way to select these nodes is to search for them in the scene tree which can be cumbersome while i understand the problems underlying described in i think it would have been interesting to keep the selection by mouse click in the scene and simply lock all their geometrical parameters position size rotation scale groud dualmatrix reduz steps to reproduce n a minimal reproduction project n a ,1 +12300,7787800423.0,IssuesEvent,2018-06-07 00:31:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add ""GDScript: "" in front of tooltips",discussion enhancement topic:editor usability,"In brief, my proposal is as follows: add ""GDScript: "" in front of tooltips. I think it would make it more easy to figure out what those tooltips mean. Ex: ""GDScript: 'size/always_on_top'"" or without quotes +",True,"Add ""GDScript: "" in front of tooltips - In brief, my proposal is as follows: add ""GDScript: "" in front of tooltips. I think it would make it more easy to figure out what those tooltips mean. Ex: ""GDScript: 'size/always_on_top'"" or without quotes +",1,add gdscript in front of tooltips in brief my proposal is as follows add gdscript in front of tooltips i think it would make it more easy to figure out what those tooltips mean ex gdscript size always on top or without quotes ,1 +26723,27123125269.0,IssuesEvent,2023-02-16 01:29:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TabContainer does not support focusing tabs for keyboard navigation,bug usability topic:gui,"### Godot version + +v4.0.rc2.official [d2699dc7a] + +### System information + +Debain 11 KDE Plasma 5.20.5 + +### Issue description + +Some controls don't support focusing their own parts.. +for example tab container doesn't allow focusing between it's own tabs with left and right + +### Steps to reproduce + +- Add a tab container +- Add some tabs +- Make sure it's focus mode is set to all +- Run the project +- Click on a tab +- Try switching with left and right + +### Minimal reproduction project + +[TabContainerBugs.zip](https://github.com/godotengine/godot/files/10751011/TabContainerBugs.zip) +",True,"TabContainer does not support focusing tabs for keyboard navigation - ### Godot version + +v4.0.rc2.official [d2699dc7a] + +### System information + +Debain 11 KDE Plasma 5.20.5 + +### Issue description + +Some controls don't support focusing their own parts.. +for example tab container doesn't allow focusing between it's own tabs with left and right + +### Steps to reproduce + +- Add a tab container +- Add some tabs +- Make sure it's focus mode is set to all +- Run the project +- Click on a tab +- Try switching with left and right + +### Minimal reproduction project + +[TabContainerBugs.zip](https://github.com/godotengine/godot/files/10751011/TabContainerBugs.zip) +",1,tabcontainer does not support focusing tabs for keyboard navigation godot version official system information debain kde plasma issue description some controls don t support focusing their own parts for example tab container doesn t allow focusing between it s own tabs with left and right steps to reproduce add a tab container add some tabs make sure it s focus mode is set to all run the project click on a tab try switching with left and right minimal reproduction project ,1 +26404,26811605566.0,IssuesEvent,2023-02-01 22:59:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader function with custom defined return type raises error,bug archived usability topic:shaders,"### Godot version + +4.0.beta3 + +### System information + +Windows 10 + +### Issue description + +I have two files, one containing definitions, and the other some functions that look like this: + +![image](https://user-images.githubusercontent.com/5569899/196846220-5345e2ac-f610-441d-b636-908b4679af67.png) + +A user from the [godot public forums](https://godotforums.org/d/31571-shader-function-with-custom-defined-return-type/8) gave it a try and it was working fine for him. + +### Steps to reproduce + +Create a file `definitions.gdshaderinc` containing + +`#define Number float` + +and another file `functions.gdshaderinc` containing + +``` +#include ""definitions.gdshaderinc"" + +Number ClampCosine(Number mu) { + return clamp(mu, Number(-1.0), Number(1.0)); +} +``` + +### Minimal reproduction project + +_No response_",True,"Shader function with custom defined return type raises error - ### Godot version + +4.0.beta3 + +### System information + +Windows 10 + +### Issue description + +I have two files, one containing definitions, and the other some functions that look like this: + +![image](https://user-images.githubusercontent.com/5569899/196846220-5345e2ac-f610-441d-b636-908b4679af67.png) + +A user from the [godot public forums](https://godotforums.org/d/31571-shader-function-with-custom-defined-return-type/8) gave it a try and it was working fine for him. + +### Steps to reproduce + +Create a file `definitions.gdshaderinc` containing + +`#define Number float` + +and another file `functions.gdshaderinc` containing + +``` +#include ""definitions.gdshaderinc"" + +Number ClampCosine(Number mu) { + return clamp(mu, Number(-1.0), Number(1.0)); +} +``` + +### Minimal reproduction project + +_No response_",1,shader function with custom defined return type raises error godot version system information windows issue description i have two files one containing definitions and the other some functions that look like this a user from the gave it a try and it was working fine for him steps to reproduce create a file definitions gdshaderinc containing define number float and another file functions gdshaderinc containing include definitions gdshaderinc number clampcosine number mu return clamp mu number number minimal reproduction project no response ,1 +12923,8182826840.0,IssuesEvent,2018-08-29 07:01:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Audio bus output dropdown menu should use radio buttons, not checkboxes",enhancement junior job topic:editor usability,"**Godot version:** +v3.0.2.stable + +**Issue description:** +The audio bus output menu uses checkboxes, which implies that multiple outputs can be selected simultaneously (this would actually be a useful feature, I think). In reality, though, it behaves like a radio button, so the UI should reflect that if it's intentional. + +![screenshot from 2018-07-08 17-45-12](https://user-images.githubusercontent.com/744228/42425951-3e6cee62-82d8-11e8-983f-31e5b61fc6d0.png) + +I recall seeing similar checkbox-instead-of-radiobutton usage elsewhere in the editor, but can't think of specifics at the moment. + +",True,"Audio bus output dropdown menu should use radio buttons, not checkboxes - **Godot version:** +v3.0.2.stable + +**Issue description:** +The audio bus output menu uses checkboxes, which implies that multiple outputs can be selected simultaneously (this would actually be a useful feature, I think). In reality, though, it behaves like a radio button, so the UI should reflect that if it's intentional. + +![screenshot from 2018-07-08 17-45-12](https://user-images.githubusercontent.com/744228/42425951-3e6cee62-82d8-11e8-983f-31e5b61fc6d0.png) + +I recall seeing similar checkbox-instead-of-radiobutton usage elsewhere in the editor, but can't think of specifics at the moment. + +",1,audio bus output dropdown menu should use radio buttons not checkboxes godot version stable issue description the audio bus output menu uses checkboxes which implies that multiple outputs can be selected simultaneously this would actually be a useful feature i think in reality though it behaves like a radio button so the ui should reflect that if it s intentional i recall seeing similar checkbox instead of radiobutton usage elsewhere in the editor but can t think of specifics at the moment ,1 +13103,8279263284.0,IssuesEvent,2018-09-18 02:08:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,GDScript warning levels,feature proposal topic:editor topic:gdscript usability,"This is a proposal (and mostly a reminder for myself) to add levels to the GDScript warnings. The idea is to be able to have a decent amount of warnings enabled by default and others turned off. Considering the amount of users that feel that some warnings are ""too much"", we could disable some in the default level. + +Currently it's already possible to enable/disable specific warnings, but having default levels might be easier for users to change between the amount of warnings they desire without picking one by one. They can also serve as rough guidelines. + +This also makes simpler to add as much warning types as possible without impacting users too much. + +I'm accepting proposals to which levels should exist (probably 3 or 4) and what warnings would go to each level.",True,"GDScript warning levels - This is a proposal (and mostly a reminder for myself) to add levels to the GDScript warnings. The idea is to be able to have a decent amount of warnings enabled by default and others turned off. Considering the amount of users that feel that some warnings are ""too much"", we could disable some in the default level. + +Currently it's already possible to enable/disable specific warnings, but having default levels might be easier for users to change between the amount of warnings they desire without picking one by one. They can also serve as rough guidelines. + +This also makes simpler to add as much warning types as possible without impacting users too much. + +I'm accepting proposals to which levels should exist (probably 3 or 4) and what warnings would go to each level.",1,gdscript warning levels this is a proposal and mostly a reminder for myself to add levels to the gdscript warnings the idea is to be able to have a decent amount of warnings enabled by default and others turned off considering the amount of users that feel that some warnings are too much we could disable some in the default level currently it s already possible to enable disable specific warnings but having default levels might be easier for users to change between the amount of warnings they desire without picking one by one they can also serve as rough guidelines this also makes simpler to add as much warning types as possible without impacting users too much i m accepting proposals to which levels should exist probably or and what warnings would go to each level ,1 +96787,8632509243.0,IssuesEvent,2018-11-22 11:00:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mipmap bug when using imported textures,bug needs testing topic:rendering,"**Windows 10 Home 64-Bits** - Godot Version: **2.1.1-Stable 32-bits** _&_ **2.1-Stable 32-bit** + + +When using imported textures with the **""no mipmap""** option turned off and specific compression options, I get a black shadow a bit far from camera as seen [**HERE**](https://i.gyazo.com/72c551219ba3aa0025d82d2d786970c7.png). + +It doesn't happen when seen from the top, but grows the more aligned the face/polygon is to the camera. + +It only happens if you import the textures with the compression option set to Uncrompressed or Compressed(Vram) and with mipmap. + +Using the image file directly or importing using the other compression options work as it should, both with mipmaps on. +Deactivating the mipmaps flag after it was imported with vram or uncrompressed also gets rid of the problem but you lose the mipmap effect. + +**Steps to reproduce:** +1-Import the texture provided with only **repeat**, **anisotropy**,**fix border** and **filter** flags set to on and compression set to **Vram** or **Uncompressed**. +2-Apply to terrain as diffuse. +3-Run the scene for a FPS view or move camera close to the ground and align to it. + +[**Link to minimal example project**](https://dl.dropboxusercontent.com/u/11827298/MipmapBug.rar)",1.0,"Mipmap bug when using imported textures - **Windows 10 Home 64-Bits** - Godot Version: **2.1.1-Stable 32-bits** _&_ **2.1-Stable 32-bit** + + +When using imported textures with the **""no mipmap""** option turned off and specific compression options, I get a black shadow a bit far from camera as seen [**HERE**](https://i.gyazo.com/72c551219ba3aa0025d82d2d786970c7.png). + +It doesn't happen when seen from the top, but grows the more aligned the face/polygon is to the camera. + +It only happens if you import the textures with the compression option set to Uncrompressed or Compressed(Vram) and with mipmap. + +Using the image file directly or importing using the other compression options work as it should, both with mipmaps on. +Deactivating the mipmaps flag after it was imported with vram or uncrompressed also gets rid of the problem but you lose the mipmap effect. + +**Steps to reproduce:** +1-Import the texture provided with only **repeat**, **anisotropy**,**fix border** and **filter** flags set to on and compression set to **Vram** or **Uncompressed**. +2-Apply to terrain as diffuse. +3-Run the scene for a FPS view or move camera close to the ground and align to it. + +[**Link to minimal example project**](https://dl.dropboxusercontent.com/u/11827298/MipmapBug.rar)",0,mipmap bug when using imported textures windows home bits godot version stable bits stable bit when using imported textures with the no mipmap option turned off and specific compression options i get a black shadow a bit far from camera as seen it doesn t happen when seen from the top but grows the more aligned the face polygon is to the camera it only happens if you import the textures with the compression option set to uncrompressed or compressed vram and with mipmap using the image file directly or importing using the other compression options work as it should both with mipmaps on deactivating the mipmaps flag after it was imported with vram or uncrompressed also gets rid of the problem but you lose the mipmap effect steps to reproduce import the texture provided with only repeat anisotropy fix border and filter flags set to on and compression set to vram or uncompressed apply to terrain as diffuse run the scene for a fps view or move camera close to the ground and align to it ,0 +9339,6229557024.0,IssuesEvent,2017-07-11 04:31:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Using Freelook and Zoom at the same time changes zoom max and min values,discussion topic:editor usability,"**Operating system or device - Godot version:** +Linux Mint 18.1 - Godot 3.0 custom build + +**Issue description:** + +When you hold down the RMB and Scroll, the extent that you can zoom changes. +This also changes the speed at which you can zoom. + +**Steps to reproduce:** +1) Go to a 3d scene with something to look at as a reference point +2) hold down the right mouse button and scroll until you are to the minimum value for zoom the very helpful scroll bar in the scene view should not be filled +3) let go of the right mouse button +4) keep using the scroll wheel +",True,"Using Freelook and Zoom at the same time changes zoom max and min values - **Operating system or device - Godot version:** +Linux Mint 18.1 - Godot 3.0 custom build + +**Issue description:** + +When you hold down the RMB and Scroll, the extent that you can zoom changes. +This also changes the speed at which you can zoom. + +**Steps to reproduce:** +1) Go to a 3d scene with something to look at as a reference point +2) hold down the right mouse button and scroll until you are to the minimum value for zoom the very helpful scroll bar in the scene view should not be filled +3) let go of the right mouse button +4) keep using the scroll wheel +",1,using freelook and zoom at the same time changes zoom max and min values operating system or device godot version linux mint godot custom build issue description when you hold down the rmb and scroll the extent that you can zoom changes this also changes the speed at which you can zoom steps to reproduce go to a scene with something to look at as a reference point hold down the right mouse button and scroll until you are to the minimum value for zoom the very helpful scroll bar in the scene view should not be filled let go of the right mouse button keep using the scroll wheel ,1 +385090,26617087597.0,IssuesEvent,2023-01-24 08:16:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Document using GPUParticles2D collision,enhancement topic:rendering documentation topic:2d,"*Related to https://github.com/godotengine/godot/issues/60909.* + +### Godot version + +4.0.alpha7 + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 510.60.02) + +### Issue description + +GPUParticles2D collision isn't implemented yet (unlike in GPUParticles3D): + +![image](https://user-images.githubusercontent.com/180032/167512300-554be04a-637c-4e3f-a0b0-92affea0dbff.png) + + +### Steps to reproduce + +- Look for GPUParticles2D collision shape nodes in the Create New Node dialog. + +### Minimal reproduction project + +N/A",1.0,"Document using GPUParticles2D collision - *Related to https://github.com/godotengine/godot/issues/60909.* + +### Godot version + +4.0.alpha7 + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 510.60.02) + +### Issue description + +GPUParticles2D collision isn't implemented yet (unlike in GPUParticles3D): + +![image](https://user-images.githubusercontent.com/180032/167512300-554be04a-637c-4e3f-a0b0-92affea0dbff.png) + + +### Steps to reproduce + +- Look for GPUParticles2D collision shape nodes in the Create New Node dialog. + +### Minimal reproduction project + +N/A",0,document using collision related to godot version system information fedora geforce gtx nvidia issue description collision isn t implemented yet unlike in steps to reproduce look for collision shape nodes in the create new node dialog minimal reproduction project n a,0 +24402,23723651419.0,IssuesEvent,2022-08-30 17:29:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing F8 stops the project even if the shortcut has been changed in the editor settings,bug topic:editor confirmed usability,"**Godot version:** 3.0.2 stable + +**OS/device including version:** Windows 10 + +**Issue description:** By default, F8 stops the running application. Since I wanted to use this key in my game, I disabled the shortcut (set it to ""None"") in the editor setup window... Despite this, pressing F8 still interrupts the game! + +Do I need to change something else, or is this a bug? +",True,"Pressing F8 stops the project even if the shortcut has been changed in the editor settings - **Godot version:** 3.0.2 stable + +**OS/device including version:** Windows 10 + +**Issue description:** By default, F8 stops the running application. Since I wanted to use this key in my game, I disabled the shortcut (set it to ""None"") in the editor setup window... Despite this, pressing F8 still interrupts the game! + +Do I need to change something else, or is this a bug? +",1,pressing stops the project even if the shortcut has been changed in the editor settings godot version stable os device including version windows issue description by default stops the running application since i wanted to use this key in my game i disabled the shortcut set it to none in the editor setup window despite this pressing still interrupts the game do i need to change something else or is this a bug ,1 +11499,7268273366.0,IssuesEvent,2018-02-20 09:31:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inconsistent node type and C# script definition => hang at scene start with no error message,discussion enhancement topic:editor usability,"**Godot version:** +3.0 + +**OS/device including version:** +Win 8.1, Mono 5.4.1.7 + +**Issue description:** +If a C# script attached to a node extends the class of another node, the project compiles but the engine hangs at scene start with no error message. +Changing a node type does not automatically change the base class in the attached script. That means a Label ""MyClass"" can have a script attached with ""class MyClass : Node2D"" +What's really bad is that there are no error message. + +**Steps to reproduce:** +In any project or scene: +create any node +change its name to something other than the default name +add a C# script to it +In the editor change the node's type to something else +Compile and run the project => hang at start-up + +**Minimal reproduction project:** +[HangAtStart[1].zip](https://github.com/godotengine/godot/files/1715655/HangAtStart.1.zip) +",True,"Inconsistent node type and C# script definition => hang at scene start with no error message - **Godot version:** +3.0 + +**OS/device including version:** +Win 8.1, Mono 5.4.1.7 + +**Issue description:** +If a C# script attached to a node extends the class of another node, the project compiles but the engine hangs at scene start with no error message. +Changing a node type does not automatically change the base class in the attached script. That means a Label ""MyClass"" can have a script attached with ""class MyClass : Node2D"" +What's really bad is that there are no error message. + +**Steps to reproduce:** +In any project or scene: +create any node +change its name to something other than the default name +add a C# script to it +In the editor change the node's type to something else +Compile and run the project => hang at start-up + +**Minimal reproduction project:** +[HangAtStart[1].zip](https://github.com/godotengine/godot/files/1715655/HangAtStart.1.zip) +",1,inconsistent node type and c script definition hang at scene start with no error message godot version os device including version win mono issue description if a c script attached to a node extends the class of another node the project compiles but the engine hangs at scene start with no error message changing a node type does not automatically change the base class in the attached script that means a label myclass can have a script attached with class myclass what s really bad is that there are no error message steps to reproduce in any project or scene create any node change its name to something other than the default name add a c script to it in the editor change the node s type to something else compile and run the project hang at start up minimal reproduction project zip ,1 +8569,5826830756.0,IssuesEvent,2017-05-08 06:53:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature request: separate fullscreen state for scene view and script editor,enhancement junior job topic:editor usability,"Most of the time using script editor is best in fullscreen mode (activated with shortcut). +Most of the time you would want to use scene editor in normal mode. +Currently you have to manually switch modes every time you switch between script and scene editors. It would be nice to have editors to remember their screen mode separately, so you won't have to do extra actions when switching between editors.",True,"Feature request: separate fullscreen state for scene view and script editor - Most of the time using script editor is best in fullscreen mode (activated with shortcut). +Most of the time you would want to use scene editor in normal mode. +Currently you have to manually switch modes every time you switch between script and scene editors. It would be nice to have editors to remember their screen mode separately, so you won't have to do extra actions when switching between editors.",1,feature request separate fullscreen state for scene view and script editor most of the time using script editor is best in fullscreen mode activated with shortcut most of the time you would want to use scene editor in normal mode currently you have to manually switch modes every time you switch between script and scene editors it would be nice to have editors to remember their screen mode separately so you won t have to do extra actions when switching between editors ,1 +24372,23681328261.0,IssuesEvent,2022-08-28 20:57:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector resource previews are very small,bug topic:editor confirmed usability regression,"### Godot version + +v4.0.alpha13.official [59dcddc45] + +### System information + +Windows 10 + +### Issue description + +Inspector resource previews are small. Previously they were 64px tall, but now they are much shorter. + +Alpha 13: +![image](https://user-images.githubusercontent.com/67974470/182003617-1c27df66-11bb-4e00-b957-341936bff74e.png) + +Alpha 12: +![image](https://user-images.githubusercontent.com/67974470/182003792-c02bc5f4-9306-4049-9e12-007efd3d3538.png) + + +### Steps to reproduce + +* Create a MeshInstance3D +* Add a BoxMesh to it +* The resource preview is short + +This also applies to other resources with previews, including Texture. + +### Minimal reproduction project + +_No response_",True,"Inspector resource previews are very small - ### Godot version + +v4.0.alpha13.official [59dcddc45] + +### System information + +Windows 10 + +### Issue description + +Inspector resource previews are small. Previously they were 64px tall, but now they are much shorter. + +Alpha 13: +![image](https://user-images.githubusercontent.com/67974470/182003617-1c27df66-11bb-4e00-b957-341936bff74e.png) + +Alpha 12: +![image](https://user-images.githubusercontent.com/67974470/182003792-c02bc5f4-9306-4049-9e12-007efd3d3538.png) + + +### Steps to reproduce + +* Create a MeshInstance3D +* Add a BoxMesh to it +* The resource preview is short + +This also applies to other resources with previews, including Texture. + +### Minimal reproduction project + +_No response_",1,inspector resource previews are very small godot version official system information windows issue description inspector resource previews are small previously they were tall but now they are much shorter alpha alpha steps to reproduce create a add a boxmesh to it the resource preview is short this also applies to other resources with previews including texture minimal reproduction project no response ,1 +27663,30054380210.0,IssuesEvent,2023-06-28 05:10:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Modifying string names in dictionary's new key field results in it constantly unfocusing,bug topic:editor usability topic:input,"### Godot version + +v4.1.beta3.official [ada712e06] + +### System information + +Godot v4.1.beta3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 14 Jun 2023 20:10:31 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.54.03) - Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz (8 Threads) + +### Issue description + +When setting the new key field to a string name, and trying to modify it, every time you type a letter the text box unfocuses. + +### Steps to reproduce + + - Create a script that exports a Dictionary variable + - Set a StringName to the new key field + - Everytime you hit a letter on your keyboard, the text box unfocuses. + +https://github.com/godotengine/godot/assets/69520693/ec035e2e-6b09-4cb6-a108-455401bfb6e2 + + + +### Minimal reproduction project + +[minimal.zip](https://github.com/godotengine/godot/files/11887966/minimal.zip) +",True,"Modifying string names in dictionary's new key field results in it constantly unfocusing - ### Godot version + +v4.1.beta3.official [ada712e06] + +### System information + +Godot v4.1.beta3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 14 Jun 2023 20:10:31 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.54.03) - Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz (8 Threads) + +### Issue description + +When setting the new key field to a string name, and trying to modify it, every time you type a letter the text box unfocuses. + +### Steps to reproduce + + - Create a script that exports a Dictionary variable + - Set a StringName to the new key field + - Everytime you hit a letter on your keyboard, the text box unfocuses. + +https://github.com/godotengine/godot/assets/69520693/ec035e2e-6b09-4cb6-a108-455401bfb6e2 + + + +### Minimal reproduction project + +[minimal.zip](https://github.com/godotengine/godot/files/11887966/minimal.zip) +",1,modifying string names in dictionary s new key field results in it constantly unfocusing godot version official system information godot arch linux smp preempt dynamic wed jun vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description when setting the new key field to a string name and trying to modify it every time you type a letter the text box unfocuses steps to reproduce create a script that exports a dictionary variable set a stringname to the new key field everytime you hit a letter on your keyboard the text box unfocuses minimal reproduction project ,1 +14535,9256345154.0,IssuesEvent,2019-03-16 18:15:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GridMap - Include transforms of tile object's children when generating .meshlib file,enhancement hero wanted! topic:physics usability,"_(currently using Godot 3.0, build from the 27th of September)_ + +When creating a meshlib for use with a GridMap, the engine currently forces all components of each tile to be centred. This makes sense for neatly rotatable tiles of uniform size. But in some use cases, you want objects that are off-centre, and you still want them to have collision details. + +![image](https://user-images.githubusercontent.com/1318345/31046141-f064dd3e-a636-11e7-9453-9f3854774f0d.png) +- My bookshelf model is deliberately off-centre so that it can be placed against a wall (it only takes up half a grid-space along one axis) +- If I want to add a StaticBody with a BoxCollisionShape, I can't offset them to cover just the geometry (because they don't export their transforms, they are locked to the centre of the tile, or grid space) +- I can centre its pivot in my modelling program, then I can apply the StaticBody and BoxCollisionShape. This will give me correct collision geometry, but my object is then forced to be in the centre of the tile/grid-space (which is undesired). +![image](https://user-images.githubusercontent.com/1318345/31046153-20d1a8f8-a637-11e7-9efb-709edb698490.png) +- Ideally, the children of the MeshInstance nodes should retain their transforms when a .meshlib is created from a scene. + +This effect is exaggerated if you imagine the bookshelf is a painting, or something thin that you would typically mount on a wall, not in the centre of a grid space. + +You can also imagine a half-tile object in a grid space would be affected by this issue. + + + +",True,"GridMap - Include transforms of tile object's children when generating .meshlib file - _(currently using Godot 3.0, build from the 27th of September)_ + +When creating a meshlib for use with a GridMap, the engine currently forces all components of each tile to be centred. This makes sense for neatly rotatable tiles of uniform size. But in some use cases, you want objects that are off-centre, and you still want them to have collision details. + +![image](https://user-images.githubusercontent.com/1318345/31046141-f064dd3e-a636-11e7-9453-9f3854774f0d.png) +- My bookshelf model is deliberately off-centre so that it can be placed against a wall (it only takes up half a grid-space along one axis) +- If I want to add a StaticBody with a BoxCollisionShape, I can't offset them to cover just the geometry (because they don't export their transforms, they are locked to the centre of the tile, or grid space) +- I can centre its pivot in my modelling program, then I can apply the StaticBody and BoxCollisionShape. This will give me correct collision geometry, but my object is then forced to be in the centre of the tile/grid-space (which is undesired). +![image](https://user-images.githubusercontent.com/1318345/31046153-20d1a8f8-a637-11e7-9efb-709edb698490.png) +- Ideally, the children of the MeshInstance nodes should retain their transforms when a .meshlib is created from a scene. + +This effect is exaggerated if you imagine the bookshelf is a painting, or something thin that you would typically mount on a wall, not in the centre of a grid space. + +You can also imagine a half-tile object in a grid space would be affected by this issue. + + + +",1,gridmap include transforms of tile object s children when generating meshlib file currently using godot build from the of september when creating a meshlib for use with a gridmap the engine currently forces all components of each tile to be centred this makes sense for neatly rotatable tiles of uniform size but in some use cases you want objects that are off centre and you still want them to have collision details my bookshelf model is deliberately off centre so that it can be placed against a wall it only takes up half a grid space along one axis if i want to add a staticbody with a boxcollisionshape i can t offset them to cover just the geometry because they don t export their transforms they are locked to the centre of the tile or grid space i can centre its pivot in my modelling program then i can apply the staticbody and boxcollisionshape this will give me correct collision geometry but my object is then forced to be in the centre of the tile grid space which is undesired ideally the children of the meshinstance nodes should retain their transforms when a meshlib is created from a scene this effect is exaggerated if you imagine the bookshelf is a painting or something thin that you would typically mount on a wall not in the centre of a grid space you can also imagine a half tile object in a grid space would be affected by this issue ,1 +3568,3488447252.0,IssuesEvent,2016-01-02 23:46:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo errors when shader editor is open,bug topic:editor usability,"When the shader editor is open and you edit something else in the scene, if you try to undo the scene changes it will ALSO undo the changes done to the shader. + +That's very likely to cause data loss if one is not aware of it. + +Tested in 2D scenes, untested in 3D.",True,"Undo errors when shader editor is open - When the shader editor is open and you edit something else in the scene, if you try to undo the scene changes it will ALSO undo the changes done to the shader. + +That's very likely to cause data loss if one is not aware of it. + +Tested in 2D scenes, untested in 3D.",1,undo errors when shader editor is open when the shader editor is open and you edit something else in the scene if you try to undo the scene changes it will also undo the changes done to the shader that s very likely to cause data loss if one is not aware of it tested in scenes untested in ,1 +3390,3436625137.0,IssuesEvent,2015-12-12 15:08:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Option/cli switch to not start the editor maximized,feature request topic:editor usability,"Could an option or command line switch be added to prevent the editor to start maximized? While the default (which can remain default) is convenient for smaller screens that benefit from a single maximized window, it gets a bit in the way when one has windows at a side for terminal tasks, collaboration tools, artwork references/editors and such things. +An option to remember last window state (position and size/maximized status) could be convenient too.",True,"Option/cli switch to not start the editor maximized - Could an option or command line switch be added to prevent the editor to start maximized? While the default (which can remain default) is convenient for smaller screens that benefit from a single maximized window, it gets a bit in the way when one has windows at a side for terminal tasks, collaboration tools, artwork references/editors and such things. +An option to remember last window state (position and size/maximized status) could be convenient too.",1,option cli switch to not start the editor maximized could an option or command line switch be added to prevent the editor to start maximized while the default which can remain default is convenient for smaller screens that benefit from a single maximized window it gets a bit in the way when one has windows at a side for terminal tasks collaboration tools artwork references editors and such things an option to remember last window state position and size maximized status could be convenient too ,1 +23073,20970049035.0,IssuesEvent,2022-03-28 10:28:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Hide ""Normal Map"" import setting when not using VRAM compression mode",enhancement topic:editor usability topic:import,"### Godot version + +3.4.3.stable + +### System information + +Windows 10, GLES3, GTX 980Ti + +### Issue description + +The Normal Map setting only affects textures when they are set to VRAM Compression. + +If this is correct, then we should hide the Normal Map fold down like we do with the ""HDR Mode"" drop down. + +Also is this correct? I understand that it should not be affected when choosing Uncompressed, but shouldn't Lossless and Lossy be able to only use two texture channels for a smaller texture like VRAM Compression does? + +![image](https://user-images.githubusercontent.com/4955051/159649970-f3fb9864-e206-4e1a-908a-85fa2d1145ef.png) +![image](https://user-images.githubusercontent.com/4955051/159650053-61ee33fa-dbe9-44e3-9844-551e8722c0fe.png) + +### Steps to reproduce + +1. Open the import settings for a normal map in godot. +2. Set the mode to Lossless or Lossy and set Normal Map to Enable and select Reimport. + +### Minimal reproduction project + +Included a normal map to test on. +![nor_test](https://user-images.githubusercontent.com/4955051/159649755-04dc716f-b434-4e65-86dd-c43737207ffd.png) +",True,"Hide ""Normal Map"" import setting when not using VRAM compression mode - ### Godot version + +3.4.3.stable + +### System information + +Windows 10, GLES3, GTX 980Ti + +### Issue description + +The Normal Map setting only affects textures when they are set to VRAM Compression. + +If this is correct, then we should hide the Normal Map fold down like we do with the ""HDR Mode"" drop down. + +Also is this correct? I understand that it should not be affected when choosing Uncompressed, but shouldn't Lossless and Lossy be able to only use two texture channels for a smaller texture like VRAM Compression does? + +![image](https://user-images.githubusercontent.com/4955051/159649970-f3fb9864-e206-4e1a-908a-85fa2d1145ef.png) +![image](https://user-images.githubusercontent.com/4955051/159650053-61ee33fa-dbe9-44e3-9844-551e8722c0fe.png) + +### Steps to reproduce + +1. Open the import settings for a normal map in godot. +2. Set the mode to Lossless or Lossy and set Normal Map to Enable and select Reimport. + +### Minimal reproduction project + +Included a normal map to test on. +![nor_test](https://user-images.githubusercontent.com/4955051/159649755-04dc716f-b434-4e65-86dd-c43737207ffd.png) +",1,hide normal map import setting when not using vram compression mode godot version stable system information windows gtx issue description the normal map setting only affects textures when they are set to vram compression if this is correct then we should hide the normal map fold down like we do with the hdr mode drop down also is this correct i understand that it should not be affected when choosing uncompressed but shouldn t lossless and lossy be able to only use two texture channels for a smaller texture like vram compression does steps to reproduce open the import settings for a normal map in godot set the mode to lossless or lossy and set normal map to enable and select reimport minimal reproduction project included a normal map to test on ,1 +15974,10454111200.0,IssuesEvent,2019-09-19 18:06:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TileSet editor enhancement,enhancement junior job topic:core usability,"**Godot version:** + +3.1 + +**Issue description:** + +When you have no texture selected in the TileSet editor, it should say so. This avoids scenarios where the user opens up the editor and wonders where all their tiles have gone. + +![image](https://user-images.githubusercontent.com/44248915/63353675-5f538b00-c363-11e9-9eb5-6c9f5451d9a1.png) +",True,"TileSet editor enhancement - **Godot version:** + +3.1 + +**Issue description:** + +When you have no texture selected in the TileSet editor, it should say so. This avoids scenarios where the user opens up the editor and wonders where all their tiles have gone. + +![image](https://user-images.githubusercontent.com/44248915/63353675-5f538b00-c363-11e9-9eb5-6c9f5451d9a1.png) +",1,tileset editor enhancement godot version issue description when you have no texture selected in the tileset editor it should say so this avoids scenarios where the user opens up the editor and wonders where all their tiles have gone ,1 +12366,7834770341.0,IssuesEvent,2018-06-16 18:19:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot open a project with stable version after saving it with nightly,enhancement topic:editor usability,"**Godot version:** +3.0.2 stable and nightly + +**Issue description:** +A project thats saved with the nigtly cannot be open in 3.0.2 stable +i post the error msg i get below + + +![error](https://user-images.githubusercontent.com/13393087/40972868-69159f68-68c2-11e8-9767-551fa216c8ed.PNG) + +",True,"Cannot open a project with stable version after saving it with nightly - **Godot version:** +3.0.2 stable and nightly + +**Issue description:** +A project thats saved with the nigtly cannot be open in 3.0.2 stable +i post the error msg i get below + + +![error](https://user-images.githubusercontent.com/13393087/40972868-69159f68-68c2-11e8-9767-551fa216c8ed.PNG) + +",1,cannot open a project with stable version after saving it with nightly godot version stable and nightly issue description a project thats saved with the nigtly cannot be open in stable i post the error msg i get below ,1 +27403,28363856795.0,IssuesEvent,2023-04-12 12:42:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,NodePaths display incorrectly in the inspector arrays,bug topic:editor usability,"### Godot version + +4.0.2 + +### System information + +Windows 10 x64 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/231459722-294d88f9-dae3-4a3f-8e7f-e5340ca0dd25.png) +Both paths point to the same node, but the second one appears as if the node wasn't found. I assume this is because the NodePaths in array don't have the scene's node as ""parent"", so the path can't be resolved properly. + +### Steps to reproduce + +1. +```GDScript +@export var np1: NodePath +@export var np2: Array[NodePath] +``` +2. Assign the same node +3. Compare the results + +### Minimal reproduction project + +N/A",True,"NodePaths display incorrectly in the inspector arrays - ### Godot version + +4.0.2 + +### System information + +Windows 10 x64 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/231459722-294d88f9-dae3-4a3f-8e7f-e5340ca0dd25.png) +Both paths point to the same node, but the second one appears as if the node wasn't found. I assume this is because the NodePaths in array don't have the scene's node as ""parent"", so the path can't be resolved properly. + +### Steps to reproduce + +1. +```GDScript +@export var np1: NodePath +@export var np2: Array[NodePath] +``` +2. Assign the same node +3. Compare the results + +### Minimal reproduction project + +N/A",1,nodepaths display incorrectly in the inspector arrays godot version system information windows issue description both paths point to the same node but the second one appears as if the node wasn t found i assume this is because the nodepaths in array don t have the scene s node as parent so the path can t be resolved properly steps to reproduce gdscript export var nodepath export var array assign the same node compare the results minimal reproduction project n a,1 +11062,7046848626.0,IssuesEvent,2018-01-02 10:19:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script editor text selection with keyboard CTRL+SHIFT+arrows jumps strangely,bug confirmed topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Linux (Fedora) x86_64, Godot 2.1.4 official stable. + +**Issue description:** +In script editor, selecting different portions of text sequentially with CTRL+SHIFT+RIGHT/LEFT makes the previous selection to suddenly reappear. + +![selection_keyboard](https://user-images.githubusercontent.com/25223253/34016238-cf46857a-e129-11e7-83ff-3fe8448c8b84.png) + +**Steps to reproduce:** +1) In script editor, create a new GDScript file, eg. named ""bugs.gd"". +2) If it is not there already (it is), put the text cursor at the absolute beginning of the file by mouse left-click and *then start jumping forward by pressing CTRL+SHIFT+RIGHT repeatedly until you have selected the three first lines* of the default text in bugs.gd. +3) Left-click the text cursor to the end of the file, ie. on the empty line 11. +4) Press CTRL+SHIFT+LEFT only once. +As result, the region selected in 2) is selected again. + +**Link to minimal example project:** +Any new project will suffice. +",True,"Script editor text selection with keyboard CTRL+SHIFT+arrows jumps strangely - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Linux (Fedora) x86_64, Godot 2.1.4 official stable. + +**Issue description:** +In script editor, selecting different portions of text sequentially with CTRL+SHIFT+RIGHT/LEFT makes the previous selection to suddenly reappear. + +![selection_keyboard](https://user-images.githubusercontent.com/25223253/34016238-cf46857a-e129-11e7-83ff-3fe8448c8b84.png) + +**Steps to reproduce:** +1) In script editor, create a new GDScript file, eg. named ""bugs.gd"". +2) If it is not there already (it is), put the text cursor at the absolute beginning of the file by mouse left-click and *then start jumping forward by pressing CTRL+SHIFT+RIGHT repeatedly until you have selected the three first lines* of the default text in bugs.gd. +3) Left-click the text cursor to the end of the file, ie. on the empty line 11. +4) Press CTRL+SHIFT+LEFT only once. +As result, the region selected in 2) is selected again. + +**Link to minimal example project:** +Any new project will suffice. +",1,script editor text selection with keyboard ctrl shift arrows jumps strangely operating system or device godot version gpu model and driver if graphics related linux fedora godot official stable issue description in script editor selecting different portions of text sequentially with ctrl shift right left makes the previous selection to suddenly reappear steps to reproduce in script editor create a new gdscript file eg named bugs gd if it is not there already it is put the text cursor at the absolute beginning of the file by mouse left click and then start jumping forward by pressing ctrl shift right repeatedly until you have selected the three first lines of the default text in bugs gd left click the text cursor to the end of the file ie on the empty line press ctrl shift left only once as result the region selected in is selected again link to minimal example project any new project will suffice ,1 +15004,9651520719.0,IssuesEvent,2019-05-18 08:38:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatically save resources in the Inspector,enhancement topic:editor usability,"**Godot version:** +Godot 3.1 8b77dca + +**Issue description:** +It is frustrating to have to manually save a resource every time I edit a property from the Inspector. I would rather the process be automated some way so that I don't forget to save it or have to go back to the resource if I move away from it just to save it before returning to where I was. + +Right now when if you open a resource and edit it... and then open another resource and edit it too. +Even though the values were saved.. they are not! They only save when you click the save button (icon) when in the inspector. + +**Steps to reproduce:** +Having two resources: +1) Edit the first +2) Double click the other resource +3) Edit the second resource +4) Double click the first (the values seem to be saved) +5) Close and Reopen the project +6) Values were not saved + +**Possible solution:** +Add toggleable editor settings that do the following... + +- Save a resource every time its properties are edited. If the properties are set through an EditorPlugin (like for embedded curve editors), then serialize the data on a loop while editing (or something to just no execute I/O operations per frame while changing data every frame). + +- Additionally, auto-save a resource when switching from that resource to a different one. This would be accomplished with very little changes in the editor. +",True,"Automatically save resources in the Inspector - **Godot version:** +Godot 3.1 8b77dca + +**Issue description:** +It is frustrating to have to manually save a resource every time I edit a property from the Inspector. I would rather the process be automated some way so that I don't forget to save it or have to go back to the resource if I move away from it just to save it before returning to where I was. + +Right now when if you open a resource and edit it... and then open another resource and edit it too. +Even though the values were saved.. they are not! They only save when you click the save button (icon) when in the inspector. + +**Steps to reproduce:** +Having two resources: +1) Edit the first +2) Double click the other resource +3) Edit the second resource +4) Double click the first (the values seem to be saved) +5) Close and Reopen the project +6) Values were not saved + +**Possible solution:** +Add toggleable editor settings that do the following... + +- Save a resource every time its properties are edited. If the properties are set through an EditorPlugin (like for embedded curve editors), then serialize the data on a loop while editing (or something to just no execute I/O operations per frame while changing data every frame). + +- Additionally, auto-save a resource when switching from that resource to a different one. This would be accomplished with very little changes in the editor. +",1,automatically save resources in the inspector godot version godot issue description it is frustrating to have to manually save a resource every time i edit a property from the inspector i would rather the process be automated some way so that i don t forget to save it or have to go back to the resource if i move away from it just to save it before returning to where i was right now when if you open a resource and edit it and then open another resource and edit it too even though the values were saved they are not they only save when you click the save button icon when in the inspector steps to reproduce having two resources edit the first double click the other resource edit the second resource double click the first the values seem to be saved close and reopen the project values were not saved possible solution add toggleable editor settings that do the following save a resource every time its properties are edited if the properties are set through an editorplugin like for embedded curve editors then serialize the data on a loop while editing or something to just no execute i o operations per frame while changing data every frame additionally auto save a resource when switching from that resource to a different one this would be accomplished with very little changes in the editor ,1 +11833,7479013314.0,IssuesEvent,2018-04-04 13:31:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Rotate X degrees"" icons not changing when T A S shortcuts are used in Tilemaps",bug junior job topic:editor usability,"**Godot version:** +3.1 (latest master branch) + +**Issue description:** +When in the tile editor in Tilemap node, if you use T A S (Transpose, Mirror X, Mirror Y) shortcuts, the four ""Rotate X degrees"" icons do not change respectively. They change normally if you use your mouse. + +**Steps to reproduce:** +Use T A S shortcuts in Tilemap.",True,"""Rotate X degrees"" icons not changing when T A S shortcuts are used in Tilemaps - **Godot version:** +3.1 (latest master branch) + +**Issue description:** +When in the tile editor in Tilemap node, if you use T A S (Transpose, Mirror X, Mirror Y) shortcuts, the four ""Rotate X degrees"" icons do not change respectively. They change normally if you use your mouse. + +**Steps to reproduce:** +Use T A S shortcuts in Tilemap.",1, rotate x degrees icons not changing when t a s shortcuts are used in tilemaps godot version latest master branch issue description when in the tile editor in tilemap node if you use t a s transpose mirror x mirror y shortcuts the four rotate x degrees icons do not change respectively they change normally if you use your mouse steps to reproduce use t a s shortcuts in tilemap ,1 +13651,8632332236.0,IssuesEvent,2018-11-22 10:29:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual bug. Renaming nodes placement in Scene section using keyboard.,bug topic:editor usability,"Windows 7. Godot v2.1.3-stable + +Here's an flv of it. The renaming shows on the original node you selected even if you've already selected a different one by the arrow keys on the keybaord. + +[https://gfycat.com/ReadyZestyAdmiralbutterfly](https://gfycat.com/ReadyZestyAdmiralbutterfly) +",True,"Visual bug. Renaming nodes placement in Scene section using keyboard. - Windows 7. Godot v2.1.3-stable + +Here's an flv of it. The renaming shows on the original node you selected even if you've already selected a different one by the arrow keys on the keybaord. + +[https://gfycat.com/ReadyZestyAdmiralbutterfly](https://gfycat.com/ReadyZestyAdmiralbutterfly) +",1,visual bug renaming nodes placement in scene section using keyboard windows godot stable here s an flv of it the renaming shows on the original node you selected even if you ve already selected a different one by the arrow keys on the keybaord ,1 +20401,15393827000.0,IssuesEvent,2021-03-03 17:10:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keyboard navigation on the interface,enhancement topic:editor usability," + +**Godot version:** 3.0.4 + + +**Issue description:** UX failures force the user to switch between mouse and keyboard. + +There are several shortcuts present in the API. But I could not locate those who allow me to navigate in it. +![image](https://user-images.githubusercontent.com/28039158/41928007-389b61d6-794a-11e8-872b-8b832411a3d0.png) +Not having access to certain options in the software, makes your use less productive for those who tend to use the keyboard more. + +_Case1:_ Many times when I'm working in the Script editor, and I need to check something in the other panels, I end up having to switch to the scene editor, only to be able to navigate freely on the interface; This is not a very intuitive task, in my view. + +_Case2:_ The TAB key allows me to move on the GUI, but it is somewhat confusing, as it is difficult to understand which panel is in focus at the moment. Only buttons, or input objects as the text field are highlighted. As a consequence I have to pushing the arrows to see if I can locate myself, and this may end up, move an object from the scene for example. Sometimes I can not access some panels, like the Inspector (one of the always have to be manipulating). And I end up having to opt for the mouse (the villain tendinitis.) + +_Case3:_ For some reason the full screen is activated with Shift + F11. Which could lead us to believe that the option does not even exist, if the option Editor > Toggle Fullscreen was not available. The Scape key does not deactivate this mode. _//This is not a big problem, but it is different from the patterns which generates a certain strangeness._ + +_Case4:_ In the inspector, I found no way to expand/select these options... +![image](https://user-images.githubusercontent.com/28039158/41927070-7e2caa6e-7947-11e8-93a5-3dcdacbf8c8d.png) + + +Given this, I show below some cases of how problems like this are solved in other softwares: + +- The ALT key would allow me to navigate the options bar: the desired option would be represented with a highlighted character, as shown in the examples below +![captura de tela 550](https://user-images.githubusercontent.com/28039158/41925837-1d27c5d0-7944-11e8-9b9d-726b4501a20f.png) +![captura de tela 551](https://user-images.githubusercontent.com/28039158/41925844-203890f6-7944-11e8-9d28-d434b2c0c985.png) + +- _This following solution is present on Godot but it is very strange, sometimes works, others do not._ Navigating between tabs as well as in browsers is performed by pressing CTRL + TAB or SHIFT + TAB, or even CTRL + (1-9 tab numbering). + +- In some software, such as Photoshop, some panes (or Windows) have specific shortcuts. Which would make access to the Inspector much quicker and more practical. +![keyboard shortcuts for windows](https://user-images.githubusercontent.com/28039158/41929277-f0eac5bc-794d-11e8-81fe-9626516ec1d2.png) + + +- F1 in many programs, opens a guide or manual, which is actually not that relevant. + +- In canvas, it would make sense if the zoom control was performed with the CTRL + (+,-, 0) keys. + +Some problems may seem a bit silly, but they really make a difference when you choose to leave your mouse aside. + + + +If you have more cases or solutions for this type of problem in UX, please feel free to join us in the discussion. I hope someone understands and implements these issues.",True,"Keyboard navigation on the interface - + +**Godot version:** 3.0.4 + + +**Issue description:** UX failures force the user to switch between mouse and keyboard. + +There are several shortcuts present in the API. But I could not locate those who allow me to navigate in it. +![image](https://user-images.githubusercontent.com/28039158/41928007-389b61d6-794a-11e8-872b-8b832411a3d0.png) +Not having access to certain options in the software, makes your use less productive for those who tend to use the keyboard more. + +_Case1:_ Many times when I'm working in the Script editor, and I need to check something in the other panels, I end up having to switch to the scene editor, only to be able to navigate freely on the interface; This is not a very intuitive task, in my view. + +_Case2:_ The TAB key allows me to move on the GUI, but it is somewhat confusing, as it is difficult to understand which panel is in focus at the moment. Only buttons, or input objects as the text field are highlighted. As a consequence I have to pushing the arrows to see if I can locate myself, and this may end up, move an object from the scene for example. Sometimes I can not access some panels, like the Inspector (one of the always have to be manipulating). And I end up having to opt for the mouse (the villain tendinitis.) + +_Case3:_ For some reason the full screen is activated with Shift + F11. Which could lead us to believe that the option does not even exist, if the option Editor > Toggle Fullscreen was not available. The Scape key does not deactivate this mode. _//This is not a big problem, but it is different from the patterns which generates a certain strangeness._ + +_Case4:_ In the inspector, I found no way to expand/select these options... +![image](https://user-images.githubusercontent.com/28039158/41927070-7e2caa6e-7947-11e8-93a5-3dcdacbf8c8d.png) + + +Given this, I show below some cases of how problems like this are solved in other softwares: + +- The ALT key would allow me to navigate the options bar: the desired option would be represented with a highlighted character, as shown in the examples below +![captura de tela 550](https://user-images.githubusercontent.com/28039158/41925837-1d27c5d0-7944-11e8-9b9d-726b4501a20f.png) +![captura de tela 551](https://user-images.githubusercontent.com/28039158/41925844-203890f6-7944-11e8-9d28-d434b2c0c985.png) + +- _This following solution is present on Godot but it is very strange, sometimes works, others do not._ Navigating between tabs as well as in browsers is performed by pressing CTRL + TAB or SHIFT + TAB, or even CTRL + (1-9 tab numbering). + +- In some software, such as Photoshop, some panes (or Windows) have specific shortcuts. Which would make access to the Inspector much quicker and more practical. +![keyboard shortcuts for windows](https://user-images.githubusercontent.com/28039158/41929277-f0eac5bc-794d-11e8-81fe-9626516ec1d2.png) + + +- F1 in many programs, opens a guide or manual, which is actually not that relevant. + +- In canvas, it would make sense if the zoom control was performed with the CTRL + (+,-, 0) keys. + +Some problems may seem a bit silly, but they really make a difference when you choose to leave your mouse aside. + + + +If you have more cases or solutions for this type of problem in UX, please feel free to join us in the discussion. I hope someone understands and implements these issues.",1,keyboard navigation on the interface please search existing issues for potential duplicates before filing yours godot version issue description ux failures force the user to switch between mouse and keyboard there are several shortcuts present in the api but i could not locate those who allow me to navigate in it not having access to certain options in the software makes your use less productive for those who tend to use the keyboard more many times when i m working in the script editor and i need to check something in the other panels i end up having to switch to the scene editor only to be able to navigate freely on the interface this is not a very intuitive task in my view the tab key allows me to move on the gui but it is somewhat confusing as it is difficult to understand which panel is in focus at the moment only buttons or input objects as the text field are highlighted as a consequence i have to pushing the arrows to see if i can locate myself and this may end up move an object from the scene for example sometimes i can not access some panels like the inspector one of the always have to be manipulating and i end up having to opt for the mouse the villain tendinitis for some reason the full screen is activated with shift which could lead us to believe that the option does not even exist if the option editor toggle fullscreen was not available the scape key does not deactivate this mode this is not a big problem but it is different from the patterns which generates a certain strangeness in the inspector i found no way to expand select these options given this i show below some cases of how problems like this are solved in other softwares the alt key would allow me to navigate the options bar the desired option would be represented with a highlighted character as shown in the examples below this following solution is present on godot but it is very strange sometimes works others do not navigating between tabs as well as in browsers is performed by pressing ctrl tab or shift tab or even ctrl tab numbering in some software such as photoshop some panes or windows have specific shortcuts which would make access to the inspector much quicker and more practical in many programs opens a guide or manual which is actually not that relevant in canvas it would make sense if the zoom control was performed with the ctrl keys some problems may seem a bit silly but they really make a difference when you choose to leave your mouse aside if you have more cases or solutions for this type of problem in ux please feel free to join us in the discussion i hope someone understands and implements these issues ,1 +13560,8568346952.0,IssuesEvent,2018-11-10 20:33:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,export vars are lost/reset upon saving a script with a syntax error,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** + +Ubuntu 16.04 + +**Issue description** (what happened, and what was expected): + +If you restart the project with an error in the script, then the reset value of the variable in the Inspector. + +**Steps to reproduce:** +1. `export var test = 'a'` +2. The inspector 'a' change to 'b' +3. Add a string to simulate errors. +4. `export var test = 'a' +x` +5. Save the project and restart the project. +![2016-07-09 07-55-39](https://cloud.githubusercontent.com/assets/11325733/16705122/5bca1d54-45b3-11e6-879e-6936091d7d53.png) +",True,"export vars are lost/reset upon saving a script with a syntax error - **Operating system or device - Godot version:** + +Ubuntu 16.04 + +**Issue description** (what happened, and what was expected): + +If you restart the project with an error in the script, then the reset value of the variable in the Inspector. + +**Steps to reproduce:** +1. `export var test = 'a'` +2. The inspector 'a' change to 'b' +3. Add a string to simulate errors. +4. `export var test = 'a' +x` +5. Save the project and restart the project. +![2016-07-09 07-55-39](https://cloud.githubusercontent.com/assets/11325733/16705122/5bca1d54-45b3-11e6-879e-6936091d7d53.png) +",1,export vars are lost reset upon saving a script with a syntax error operating system or device godot version ubuntu issue description what happened and what was expected if you restart the project with an error in the script then the reset value of the variable in the inspector steps to reproduce export var test a the inspector a change to b add a string to simulate errors export var test a x save the project and restart the project ,1 +14847,9543582115.0,IssuesEvent,2019-05-01 10:47:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gridmap editor controls don't work due to conflicting key mappings,bug topic:editor usability,"**Godot version:** +Latest master + +**OS/device including version:** +Win7/Radeon7870 + +**Issue description:** +Some gridmap editor controls conflict with other key bindings, in particular: + +- RMB should delete grid items in the gridmap editor, but actually activates free look which is also assigned to RMB +- Shift+F should fill the grid selection in the gridmap editor, but actually turns free look on (though if you fast-press Shift+F twice _sometimes_ you get a grid fill operation performed) + +It seems like this is not the first time this issue pops up, see #10697. + +In order to solve this issue the controls of the gridmap editor should be assigned to different input bindings, or better, the gridmap editor controls should override the basic ones when the UI is active, as having unique input bindings for all possible editor plugins doesn't scale well. I'd actually expect that ""topmost UI elements"" (gridmap editor in this case) should take precedence over others (3D view in this case) when it comes to receiving and handling input events. + +Also, while somewhat unrelated the GridMap node's spatial gizmos are shown unnecessarily during gridmap editing (you can't click them anyway) so probably they should be hidden while the gridmap editor UI is active. + +**Steps to reproduce:** +Add a GridMap node and try to perform any of the actions above. + +**Minimal reproduction project:** +I can provide one if needed, but repro is trivial.",True,"Gridmap editor controls don't work due to conflicting key mappings - **Godot version:** +Latest master + +**OS/device including version:** +Win7/Radeon7870 + +**Issue description:** +Some gridmap editor controls conflict with other key bindings, in particular: + +- RMB should delete grid items in the gridmap editor, but actually activates free look which is also assigned to RMB +- Shift+F should fill the grid selection in the gridmap editor, but actually turns free look on (though if you fast-press Shift+F twice _sometimes_ you get a grid fill operation performed) + +It seems like this is not the first time this issue pops up, see #10697. + +In order to solve this issue the controls of the gridmap editor should be assigned to different input bindings, or better, the gridmap editor controls should override the basic ones when the UI is active, as having unique input bindings for all possible editor plugins doesn't scale well. I'd actually expect that ""topmost UI elements"" (gridmap editor in this case) should take precedence over others (3D view in this case) when it comes to receiving and handling input events. + +Also, while somewhat unrelated the GridMap node's spatial gizmos are shown unnecessarily during gridmap editing (you can't click them anyway) so probably they should be hidden while the gridmap editor UI is active. + +**Steps to reproduce:** +Add a GridMap node and try to perform any of the actions above. + +**Minimal reproduction project:** +I can provide one if needed, but repro is trivial.",1,gridmap editor controls don t work due to conflicting key mappings godot version latest master os device including version issue description some gridmap editor controls conflict with other key bindings in particular rmb should delete grid items in the gridmap editor but actually activates free look which is also assigned to rmb shift f should fill the grid selection in the gridmap editor but actually turns free look on though if you fast press shift f twice sometimes you get a grid fill operation performed it seems like this is not the first time this issue pops up see in order to solve this issue the controls of the gridmap editor should be assigned to different input bindings or better the gridmap editor controls should override the basic ones when the ui is active as having unique input bindings for all possible editor plugins doesn t scale well i d actually expect that topmost ui elements gridmap editor in this case should take precedence over others view in this case when it comes to receiving and handling input events also while somewhat unrelated the gridmap node s spatial gizmos are shown unnecessarily during gridmap editing you can t click them anyway so probably they should be hidden while the gridmap editor ui is active steps to reproduce add a gridmap node and try to perform any of the actions above minimal reproduction project i can provide one if needed but repro is trivial ,1 +5993,4111417771.0,IssuesEvent,2016-06-07 06:01:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened, Tab character not properly displayed in the Output panel,bug topic:editor usability,"**Operating system or device - Godot version:** +Mageia 6 x86_64. Current master branch (0729c85), the bug is not reproducible in 2.0.3-stable. + +**Issue description** (what happened, and what was expected): +Tab charaters are not displayed in the Output panel when printed, though they still work just fine in the system terminal. E.g. ``printt(""instanced scene "", scene, scene.get_filename())`` gives: + +![screenshot_20160607](https://cloud.githubusercontent.com/assets/4701338/15847415/f17bbc82-2c85-11e6-8866-dc6004cec322.png) + +**Steps to reproduce:** +``` +printt(""This should start with a line with `` character."") +```",True," Tab character not properly displayed in the Output panel - **Operating system or device - Godot version:** +Mageia 6 x86_64. Current master branch (0729c85), the bug is not reproducible in 2.0.3-stable. + +**Issue description** (what happened, and what was expected): +Tab charaters are not displayed in the Output panel when printed, though they still work just fine in the system terminal. E.g. ``printt(""instanced scene "", scene, scene.get_filename())`` gives: + +![screenshot_20160607](https://cloud.githubusercontent.com/assets/4701338/15847415/f17bbc82-2c85-11e6-8866-dc6004cec322.png) + +**Steps to reproduce:** +``` +printt(""This should start with a line with `` character."") +```",1, tab character not properly displayed in the output panel operating system or device godot version mageia current master branch the bug is not reproducible in stable issue description what happened and what was expected tab charaters are not displayed in the output panel when printed though they still work just fine in the system terminal e g printt instanced scene scene scene get filename gives steps to reproduce printt this should start with a line with character ,1 +14346,9083728259.0,IssuesEvent,2019-02-17 22:48:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Description of node is not shown,bug confirmed topic:editor usability," + +**Godot version:** + +Godot 3.1.beta fa7329f64 + +**OS/device including version:** + +Kubuntu 18.10 + +**Issue description:** + +Description of node is not shown. + +**Steps to reproduce:** +Captured with Godot 3.1.beta3 official +![beta3](https://user-images.githubusercontent.com/8281454/52631420-13321480-2f02-11e9-8047-0400f0065b71.gif) + +Captured with Godot 3.1.beta fa7329f64 +![beta_master](https://user-images.githubusercontent.com/8281454/52631425-162d0500-2f02-11e9-804e-a9e0a4d3b7aa.gif) + + +**Minimal reproduction project:** + +",True,"Description of node is not shown - + +**Godot version:** + +Godot 3.1.beta fa7329f64 + +**OS/device including version:** + +Kubuntu 18.10 + +**Issue description:** + +Description of node is not shown. + +**Steps to reproduce:** +Captured with Godot 3.1.beta3 official +![beta3](https://user-images.githubusercontent.com/8281454/52631420-13321480-2f02-11e9-8047-0400f0065b71.gif) + +Captured with Godot 3.1.beta fa7329f64 +![beta_master](https://user-images.githubusercontent.com/8281454/52631425-162d0500-2f02-11e9-804e-a9e0a4d3b7aa.gif) + + +**Minimal reproduction project:** + +",1,description of node is not shown please search existing issues for potential duplicates before filing yours godot version godot beta os device including version kubuntu issue description description of node is not shown steps to reproduce captured with godot official captured with godot beta minimal reproduction project ,1 +17620,12201383983.0,IssuesEvent,2020-04-30 07:07:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Request - Ability to Bind shortcut actions to the mouse,bug topic:core usability,"Currently, you can change shortcuts only to the keyboard. It would be nice to support binding shortcuts to the mouse as well. (I was attempting to attach zooming in script editor to the mouse) + +Additionally, support for mice with many buttons would be nice. +![image](https://cloud.githubusercontent.com/assets/4421587/18962606/88048202-863f-11e6-9775-1b19c7898113.png) +",True,"Feature Request - Ability to Bind shortcut actions to the mouse - Currently, you can change shortcuts only to the keyboard. It would be nice to support binding shortcuts to the mouse as well. (I was attempting to attach zooming in script editor to the mouse) + +Additionally, support for mice with many buttons would be nice. +![image](https://cloud.githubusercontent.com/assets/4421587/18962606/88048202-863f-11e6-9775-1b19c7898113.png) +",1,feature request ability to bind shortcut actions to the mouse currently you can change shortcuts only to the keyboard it would be nice to support binding shortcuts to the mouse as well i was attempting to attach zooming in script editor to the mouse additionally support for mice with many buttons would be nice ,1 +16876,11450135667.0,IssuesEvent,2020-02-06 09:00:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Why android export so slow,discussion platform:android topic:porting usability," + +**Godot version:** + +Godot 3.1.2-devel (e766b16e9) + +**OS/device including version:** + +MacOSX 10.14.5 + +**Issue description:** + + +When I export my game it takes: +- 5 min 8 sec for android +- 1 min 45 sec for iOS +- 10 seconds for HTML5 + +All release builds. I think the most of time it just copying files from one folder to another. Building APK (in the end of process) takes less time then building IPA as far as I could notice. + + +**Steps to reproduce:** + + +**Minimal reproduction project:** +",True,"Why android export so slow - + +**Godot version:** + +Godot 3.1.2-devel (e766b16e9) + +**OS/device including version:** + +MacOSX 10.14.5 + +**Issue description:** + + +When I export my game it takes: +- 5 min 8 sec for android +- 1 min 45 sec for iOS +- 10 seconds for HTML5 + +All release builds. I think the most of time it just copying files from one folder to another. Building APK (in the end of process) takes less time then building IPA as far as I could notice. + + +**Steps to reproduce:** + + +**Minimal reproduction project:** +",1,why android export so slow please search existing issues for potential duplicates before filing yours godot version godot devel os device including version macosx issue description when i export my game it takes min sec for android min sec for ios seconds for all release builds i think the most of time it just copying files from one folder to another building apk in the end of process takes less time then building ipa as far as i could notice steps to reproduce minimal reproduction project ,1 +17303,11873588710.0,IssuesEvent,2020-03-26 17:32:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Project Manager appears in the corner of the screen,bug regression topic:editor usability,"**Godot version:** +5f1107a + +**OS/device including version:** +Windows 10 + +**Issue description:** +When you start Godot, the Project Manager appears in the top-left corner with title bar out of screen, so you can't move it. Resizing the window fixes it.",True,"Project Manager appears in the corner of the screen - **Godot version:** +5f1107a + +**OS/device including version:** +Windows 10 + +**Issue description:** +When you start Godot, the Project Manager appears in the top-left corner with title bar out of screen, so you can't move it. Resizing the window fixes it.",1,project manager appears in the corner of the screen godot version os device including version windows issue description when you start godot the project manager appears in the top left corner with title bar out of screen so you can t move it resizing the window fixes it ,1 +13124,8300021720.0,IssuesEvent,2018-09-21 06:30:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to change node type of inherited scene,feature proposal topic:core usability,"**Operating system or device - Godot version:** + +**Issue description** (what happened, and what was expected): +I think it would make sense if we could change node type of base scene, just like we can with regular nodes. For example I quite often have base scene which is a `Spatial` and I often need to inherit it and make it a `Body`. Currently this is not possible and every workaround for this problem have it's own disadvantages. +I think it would be great if instanced scenes could also benefit from this change and also have the ability to change it's base node type + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to change node type of inherited scene - **Operating system or device - Godot version:** + +**Issue description** (what happened, and what was expected): +I think it would make sense if we could change node type of base scene, just like we can with regular nodes. For example I quite often have base scene which is a `Spatial` and I often need to inherit it and make it a `Body`. Currently this is not possible and every workaround for this problem have it's own disadvantages. +I think it would be great if instanced scenes could also benefit from this change and also have the ability to change it's base node type + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,ability to change node type of inherited scene operating system or device godot version issue description what happened and what was expected i think it would make sense if we could change node type of base scene just like we can with regular nodes for example i quite often have base scene which is a spatial and i often need to inherit it and make it a body currently this is not possible and every workaround for this problem have it s own disadvantages i think it would be great if instanced scenes could also benefit from this change and also have the ability to change it s base node type steps to reproduce link to minimal example project optional but very welcome ,1 +14254,8955747129.0,IssuesEvent,2019-01-26 11:07:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some odd-looking symbols in script editor,discussion topic:editor usability,"Godot 3.0 master + +Minor in general, noticed a few characters look a bit odd with the new Hack font / icons: + +- My main concern is indentation marks look out of place. I liked to code with them as they were fine, discrete enough and improved readability for me and made indents visible (they matter :p), but now I find them too noticeable (alternating shape, size and different thickness). I preferred the old ones, is it coming from the font though? +- Minor: already noted earlier, but the zeroes look weird. I understand it's to differentiate with O and I like this, but filling the whole oval isn't common. +- Minor: more personal note, but I got used to wider angled brackets. Hack ones are more tight compared to Consolas, for example. + +New: +![image](https://user-images.githubusercontent.com/1311555/30766491-caeec610-9ff5-11e7-926b-5ed01bed2a8f.png) +Old: +![image](https://user-images.githubusercontent.com/1311555/30766678-07ed8b22-9ff7-11e7-834b-b32662f4a5ea.png) + + +(other than that the font looks fine so far) + +Edit: Github shows no images anywhere on my end, I hope you can see them...? + +Edit 2: At the moment I'll most likely try another font myself and stick with it. I'm trying to test a TTF but I see no way of setting it up easily in Godot...",True,"Some odd-looking symbols in script editor - Godot 3.0 master + +Minor in general, noticed a few characters look a bit odd with the new Hack font / icons: + +- My main concern is indentation marks look out of place. I liked to code with them as they were fine, discrete enough and improved readability for me and made indents visible (they matter :p), but now I find them too noticeable (alternating shape, size and different thickness). I preferred the old ones, is it coming from the font though? +- Minor: already noted earlier, but the zeroes look weird. I understand it's to differentiate with O and I like this, but filling the whole oval isn't common. +- Minor: more personal note, but I got used to wider angled brackets. Hack ones are more tight compared to Consolas, for example. + +New: +![image](https://user-images.githubusercontent.com/1311555/30766491-caeec610-9ff5-11e7-926b-5ed01bed2a8f.png) +Old: +![image](https://user-images.githubusercontent.com/1311555/30766678-07ed8b22-9ff7-11e7-834b-b32662f4a5ea.png) + + +(other than that the font looks fine so far) + +Edit: Github shows no images anywhere on my end, I hope you can see them...? + +Edit 2: At the moment I'll most likely try another font myself and stick with it. I'm trying to test a TTF but I see no way of setting it up easily in Godot...",1,some odd looking symbols in script editor godot master minor in general noticed a few characters look a bit odd with the new hack font icons my main concern is indentation marks look out of place i liked to code with them as they were fine discrete enough and improved readability for me and made indents visible they matter p but now i find them too noticeable alternating shape size and different thickness i preferred the old ones is it coming from the font though minor already noted earlier but the zeroes look weird i understand it s to differentiate with o and i like this but filling the whole oval isn t common minor more personal note but i got used to wider angled brackets hack ones are more tight compared to consolas for example new old other than that the font looks fine so far edit github shows no images anywhere on my end i hope you can see them edit at the moment i ll most likely try another font myself and stick with it i m trying to test a ttf but i see no way of setting it up easily in godot ,1 +3583,3489429905.0,IssuesEvent,2016-01-03 21:47:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default Input Map Actions work even if not activated,bug confirmed topic:editor usability,"All of the default Input Map Actions work even if not activated. The only way to make them not working is to make them active ( tick them ), and remove all of the attached keys.",True,"Default Input Map Actions work even if not activated - All of the default Input Map Actions work even if not activated. The only way to make them not working is to make them active ( tick them ), and remove all of the attached keys.",1,default input map actions work even if not activated all of the default input map actions work even if not activated the only way to make them not working is to make them active tick them and remove all of the attached keys ,1 +14796,9530676040.0,IssuesEvent,2019-04-29 14:23:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Lock/Unlock node doesn't mark scene as unsaved,bug topic:editor usability,"**Godot version:** +3.1 stable + +**OS/device including version:** +Windows 7 x64 + +**Relevant for:** +- Lock/Unlock button, +- ""Make sure children are not selectable"" on/off button, + +**Steps to reproduce:** +Press buttons (see above) when some node is selected + +**_Result_**: scene is not marked as unsaved (it doesn't have * in the tab and when you close editor - godot won't tell you that there are something you probably would like to save) + +_**Expected**_: scene is marked as there are some unsaved changes + +![bug3](https://user-images.githubusercontent.com/1552169/55684956-bd09ac80-5959-11e9-9fff-8cf468c5b3b9.gif) +",True,"Lock/Unlock node doesn't mark scene as unsaved - **Godot version:** +3.1 stable + +**OS/device including version:** +Windows 7 x64 + +**Relevant for:** +- Lock/Unlock button, +- ""Make sure children are not selectable"" on/off button, + +**Steps to reproduce:** +Press buttons (see above) when some node is selected + +**_Result_**: scene is not marked as unsaved (it doesn't have * in the tab and when you close editor - godot won't tell you that there are something you probably would like to save) + +_**Expected**_: scene is marked as there are some unsaved changes + +![bug3](https://user-images.githubusercontent.com/1552169/55684956-bd09ac80-5959-11e9-9fff-8cf468c5b3b9.gif) +",1,lock unlock node doesn t mark scene as unsaved godot version stable os device including version windows relevant for lock unlock button make sure children are not selectable on off button steps to reproduce press buttons see above when some node is selected result scene is not marked as unsaved it doesn t have in the tab and when you close editor godot won t tell you that there are something you probably would like to save expected scene is marked as there are some unsaved changes ,1 +17987,12466527090.0,IssuesEvent,2020-05-28 15:36:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Physics material name,feature proposal topic:editor topic:physics usability,"**Godot version:** +Godot 3.1 + +**Issue description:** +in Physic material there is Friction , Rough , Bounce and Absorbent , but if you add Name for Example to define what type of this Physic material , for example is it Glass ? is it Metal ? or is it Concrete ? adding this variable will make it very easy to define what surface of that object +this will make it very very easy to make Foot steps sounds maybe ? +or bullets impacts on objects ? + +i know there is other ways to do this , but this way is the easier one , like Unreal Engine 4 + +![phyisc](https://user-images.githubusercontent.com/34812055/52538447-fa472900-2d72-11e9-9a9a-24b2aed2fdbe.jpg) + +",True,"Physics material name - **Godot version:** +Godot 3.1 + +**Issue description:** +in Physic material there is Friction , Rough , Bounce and Absorbent , but if you add Name for Example to define what type of this Physic material , for example is it Glass ? is it Metal ? or is it Concrete ? adding this variable will make it very easy to define what surface of that object +this will make it very very easy to make Foot steps sounds maybe ? +or bullets impacts on objects ? + +i know there is other ways to do this , but this way is the easier one , like Unreal Engine 4 + +![phyisc](https://user-images.githubusercontent.com/34812055/52538447-fa472900-2d72-11e9-9a9a-24b2aed2fdbe.jpg) + +",1,physics material name godot version godot issue description in physic material there is friction rough bounce and absorbent but if you add name for example to define what type of this physic material for example is it glass is it metal or is it concrete adding this variable will make it very easy to define what surface of that object this will make it very very easy to make foot steps sounds maybe or bullets impacts on objects i know there is other ways to do this but this way is the easier one like unreal engine ,1 +27637,29999663174.0,IssuesEvent,2023-06-26 08:28:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Port in shader editor partially overlaps the eye when zoomed out.,bug topic:editor usability topic:shaders topic:gui,"### Godot version + +4.0 Beta 17 mono + +### System information + +Windows 10, Nvidia GTX 1660Ti, Vulkan + +### Issue description + +When you try to click on the eye icon it won't work in about half of the icon's area when you zoom out, instead you can drag a noodle from the port next to the icon. + +https://youtu.be/zpWVsGoy9oU + +### Steps to reproduce + +Check the video and description above. + +### Minimal reproduction project + +-",True,"Port in shader editor partially overlaps the eye when zoomed out. - ### Godot version + +4.0 Beta 17 mono + +### System information + +Windows 10, Nvidia GTX 1660Ti, Vulkan + +### Issue description + +When you try to click on the eye icon it won't work in about half of the icon's area when you zoom out, instead you can drag a noodle from the port next to the icon. + +https://youtu.be/zpWVsGoy9oU + +### Steps to reproduce + +Check the video and description above. + +### Minimal reproduction project + +-",1,port in shader editor partially overlaps the eye when zoomed out godot version beta mono system information windows nvidia gtx vulkan issue description when you try to click on the eye icon it won t work in about half of the icon s area when you zoom out instead you can drag a noodle from the port next to the icon steps to reproduce check the video and description above minimal reproduction project ,1 +9280,6196285569.0,IssuesEvent,2017-07-05 14:27:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Switch block for VS,feature proposal topic:visualscript usability,"**Issue description** (what happened, and what was expected): +It would be awesome to have switch block in VS. For example can't imagine how to create readable State Machine implementation without such block. Let me illustrate this: +![switch](https://cloud.githubusercontent.com/assets/6129594/18133187/e0d896aa-6f99-11e6-9d66-f31616ddd539.png) + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Switch block for VS - **Issue description** (what happened, and what was expected): +It would be awesome to have switch block in VS. For example can't imagine how to create readable State Machine implementation without such block. Let me illustrate this: +![switch](https://cloud.githubusercontent.com/assets/6129594/18133187/e0d896aa-6f99-11e6-9d66-f31616ddd539.png) + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,switch block for vs issue description what happened and what was expected it would be awesome to have switch block in vs for example can t imagine how to create readable state machine implementation without such block let me illustrate this steps to reproduce link to minimal example project optional but very welcome ,1 +26338,26714968200.0,IssuesEvent,2023-01-28 11:34:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Members panel default size is very small,bug topic:editor usability,"### Godot version + +4.0 70eaaf2 / 3.5 rc + +### System information + +Windows 10 x64 + +### Issue description + +The members panel on the right side of the debugger defaults to minimum size: +![image](https://user-images.githubusercontent.com/2223172/171307263-f5f21887-60c8-4a2f-9fdd-8860e896a18f.png) +It's difficult to see anything and you need to expand it manually each time. + +### Steps to reproduce + +1. Have error +2. Inspect local variables + +### Minimal reproduction project + +_No response_",True,"Members panel default size is very small - ### Godot version + +4.0 70eaaf2 / 3.5 rc + +### System information + +Windows 10 x64 + +### Issue description + +The members panel on the right side of the debugger defaults to minimum size: +![image](https://user-images.githubusercontent.com/2223172/171307263-f5f21887-60c8-4a2f-9fdd-8860e896a18f.png) +It's difficult to see anything and you need to expand it manually each time. + +### Steps to reproduce + +1. Have error +2. Inspect local variables + +### Minimal reproduction project + +_No response_",1,members panel default size is very small godot version rc system information windows issue description the members panel on the right side of the debugger defaults to minimum size it s difficult to see anything and you need to expand it manually each time steps to reproduce have error inspect local variables minimal reproduction project no response ,1 +26756,27163013089.0,IssuesEvent,2023-02-17 13:25:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tileset: Clicking anything when there is shader attached to tile prompt shader editor,bug topic:editor usability,"### Godot version + +4.0 beta 16 + +### System information + +Windows 11 + +### Issue description + +There are shaders on alternative tiles. Clicking anything or trying to paint stuff on tile (in this example modulate) ends with the opening shader editor. + +PS: Reloading project helps. + +![Godot_v4 0-beta16_win64_1hkaEriocx](https://user-images.githubusercontent.com/62170071/215277448-b65b5ddc-2306-4405-a7eb-2e1ee41a6de5.gif) + + +### Steps to reproduce + +Add shader to tile and try using paint tool on that tile. + +### Minimal reproduction project + +-",True,"Tileset: Clicking anything when there is shader attached to tile prompt shader editor - ### Godot version + +4.0 beta 16 + +### System information + +Windows 11 + +### Issue description + +There are shaders on alternative tiles. Clicking anything or trying to paint stuff on tile (in this example modulate) ends with the opening shader editor. + +PS: Reloading project helps. + +![Godot_v4 0-beta16_win64_1hkaEriocx](https://user-images.githubusercontent.com/62170071/215277448-b65b5ddc-2306-4405-a7eb-2e1ee41a6de5.gif) + + +### Steps to reproduce + +Add shader to tile and try using paint tool on that tile. + +### Minimal reproduction project + +-",1,tileset clicking anything when there is shader attached to tile prompt shader editor godot version beta system information windows issue description there are shaders on alternative tiles clicking anything or trying to paint stuff on tile in this example modulate ends with the opening shader editor ps reloading project helps steps to reproduce add shader to tile and try using paint tool on that tile minimal reproduction project ,1 +13876,8707873125.0,IssuesEvent,2018-12-06 09:18:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Improve UX for editing non-script text files in the script editor,discussion enhancement topic:editor usability,"**Godot version:** +Master (a7bd9f0) + +**OS/device including version:** +Any. + +**Issue description:** +@Paulb23 added long-requested support for opening arbitrary text files in the script editor in #19225, and it works well. + +The UX could be improved in several ways, though: +- File > Open in the script editor has the filter ""All Recognized"" which does not include non-Godot text extensions, so those files are not listed as valid targets. You can change the filter to ""All Files (*)"" to see them. IMO it's ok that the default excludes non-script text files as it would be difficult to whitelist all possible extensions (.txt, .log, .godot, .import, .cfg, .json, .yaml, etc.). But maybe we can at least rename the default filter to ""All Script Formats"" to make it clear that it only includes though. +- Non-script/resource text files are not shown in the FileSystem dock, so you can't double click them to open them in the text editor. So the only workflow to actually edit them is to use File > Open, change the default filter, and then select the file. + +Ideas welcome on how to improve things, without introducing worse issues such as having the FileSystem dock cluttered with text-based `.import` files.",True,"Improve UX for editing non-script text files in the script editor - **Godot version:** +Master (a7bd9f0) + +**OS/device including version:** +Any. + +**Issue description:** +@Paulb23 added long-requested support for opening arbitrary text files in the script editor in #19225, and it works well. + +The UX could be improved in several ways, though: +- File > Open in the script editor has the filter ""All Recognized"" which does not include non-Godot text extensions, so those files are not listed as valid targets. You can change the filter to ""All Files (*)"" to see them. IMO it's ok that the default excludes non-script text files as it would be difficult to whitelist all possible extensions (.txt, .log, .godot, .import, .cfg, .json, .yaml, etc.). But maybe we can at least rename the default filter to ""All Script Formats"" to make it clear that it only includes though. +- Non-script/resource text files are not shown in the FileSystem dock, so you can't double click them to open them in the text editor. So the only workflow to actually edit them is to use File > Open, change the default filter, and then select the file. + +Ideas welcome on how to improve things, without introducing worse issues such as having the FileSystem dock cluttered with text-based `.import` files.",1,improve ux for editing non script text files in the script editor godot version master os device including version any issue description added long requested support for opening arbitrary text files in the script editor in and it works well the ux could be improved in several ways though file open in the script editor has the filter all recognized which does not include non godot text extensions so those files are not listed as valid targets you can change the filter to all files to see them imo it s ok that the default excludes non script text files as it would be difficult to whitelist all possible extensions txt log godot import cfg json yaml etc but maybe we can at least rename the default filter to all script formats to make it clear that it only includes though non script resource text files are not shown in the filesystem dock so you can t double click them to open them in the text editor so the only workflow to actually edit them is to use file open change the default filter and then select the file ideas welcome on how to improve things without introducing worse issues such as having the filesystem dock cluttered with text based import files ,1 +26232,26572377686.0,IssuesEvent,2023-01-21 10:35:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Metadata editing does not work if multiple nodes are selected,bug topic:editor usability,"### Godot version + +4.0.alpha (a5eed70fa2edcf755d6abea2077232e38381449b) + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 495.46) + +### Issue description + +Following the merge of https://github.com/godotengine/godot/pull/59452, it's not currently possible to add metadata to several nodes at once. + +This currently fails silently, so I'm labeling this as an usability bug (rather than an enhancement). This should either be prevented, or adding metadata when selecting several nodes should be implemented. + +### Steps to reproduce + +- Select more than one node in the Scene tree dock. +- Click **Add Metadata** at the bottom of the Inspector. +- Specify a valid metadata name and value. +- The dialog will allow you to click OK, which means that the name and value are valid. +- Select nodes individually, and notice that none of the nodes will have the metadata associated to them. + +### Minimal reproduction project + +N/A",True,"Metadata editing does not work if multiple nodes are selected - ### Godot version + +4.0.alpha (a5eed70fa2edcf755d6abea2077232e38381449b) + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 495.46) + +### Issue description + +Following the merge of https://github.com/godotengine/godot/pull/59452, it's not currently possible to add metadata to several nodes at once. + +This currently fails silently, so I'm labeling this as an usability bug (rather than an enhancement). This should either be prevented, or adding metadata when selecting several nodes should be implemented. + +### Steps to reproduce + +- Select more than one node in the Scene tree dock. +- Click **Add Metadata** at the bottom of the Inspector. +- Specify a valid metadata name and value. +- The dialog will allow you to click OK, which means that the name and value are valid. +- Select nodes individually, and notice that none of the nodes will have the metadata associated to them. + +### Minimal reproduction project + +N/A",1,metadata editing does not work if multiple nodes are selected godot version alpha system information fedora geforce gtx nvidia issue description following the merge of it s not currently possible to add metadata to several nodes at once this currently fails silently so i m labeling this as an usability bug rather than an enhancement this should either be prevented or adding metadata when selecting several nodes should be implemented steps to reproduce select more than one node in the scene tree dock click add metadata at the bottom of the inspector specify a valid metadata name and value the dialog will allow you to click ok which means that the name and value are valid select nodes individually and notice that none of the nodes will have the metadata associated to them minimal reproduction project n a,1 +19377,13936410407.0,IssuesEvent,2020-10-22 12:54:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot doesn't show paths for scripts with identical names anymore,bug regression topic:editor usability," + +**Godot version:** +Godot 3.2.4 beta 1 + + +**OS/device including version:** +Linux X11 x64 + + +**Issue description:** +In Godot 3.2.3 when two scripts with identical file names were opened, editor showed their path making user able to recognize them. This behaviour is no longer present in 3.2.4 beta 1. I tried to use the setting making paths visible for all scripts, however it resulted in some very long names making the dock with scripts needlessly large. + + +**Steps to reproduce:** +Create two scripts with exactly same file names and open them in the editor. + +**Minimal reproduction project:** +See above. + +Note: this is my first issue and I'm not really sure if this is the right way/place to do it.",True,"Godot doesn't show paths for scripts with identical names anymore - + +**Godot version:** +Godot 3.2.4 beta 1 + + +**OS/device including version:** +Linux X11 x64 + + +**Issue description:** +In Godot 3.2.3 when two scripts with identical file names were opened, editor showed their path making user able to recognize them. This behaviour is no longer present in 3.2.4 beta 1. I tried to use the setting making paths visible for all scripts, however it resulted in some very long names making the dock with scripts needlessly large. + + +**Steps to reproduce:** +Create two scripts with exactly same file names and open them in the editor. + +**Minimal reproduction project:** +See above. + +Note: this is my first issue and I'm not really sure if this is the right way/place to do it.",1,godot doesn t show paths for scripts with identical names anymore please search existing issues for potential duplicates before filing yours godot version godot beta os device including version linux issue description in godot when two scripts with identical file names were opened editor showed their path making user able to recognize them this behaviour is no longer present in beta i tried to use the setting making paths visible for all scripts however it resulted in some very long names making the dock with scripts needlessly large steps to reproduce create two scripts with exactly same file names and open them in the editor minimal reproduction project see above note this is my first issue and i m not really sure if this is the right way place to do it ,1 +5655,3971424931.0,IssuesEvent,2016-05-04 11:51:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Nested functions,feature proposal topic:gdscript usability,"**Operating system or device:** + + +**Issue description** (what happened, and what was expected): +It would be great if we could have nested functions inside GDscript. Nested functions would allow to divide script into significantly higher amount of 'logic blocks' without loosing readability. It's one of the features most modern languages don't support, which I personally miss the most. +Interestingly nested functions are present in Python and since GdScript is Python-similar I think it would be a nice addition. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Nested functions - **Operating system or device:** + + +**Issue description** (what happened, and what was expected): +It would be great if we could have nested functions inside GDscript. Nested functions would allow to divide script into significantly higher amount of 'logic blocks' without loosing readability. It's one of the features most modern languages don't support, which I personally miss the most. +Interestingly nested functions are present in Python and since GdScript is Python-similar I think it would be a nice addition. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,nested functions operating system or device issue description what happened and what was expected it would be great if we could have nested functions inside gdscript nested functions would allow to divide script into significantly higher amount of logic blocks without loosing readability it s one of the features most modern languages don t support which i personally miss the most interestingly nested functions are present in python and since gdscript is python similar i think it would be a nice addition steps to reproduce link to minimal example project optional but very welcome ,1 +21155,16598395500.0,IssuesEvent,2021-06-01 15:58:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto-completion should merge the selected proposal with the current line,discussion enhancement topic:editor usability,"Godot 3.1 alpha2 and before + +Sometimes when I use auto-complete, it occurs that I'm at a position where previous code exists after my cursor. When I select a completion proposal, it just appends the result to my cursor, which causes temporary errors and I have to delete the code that followed manually. In VisualStudio, Intellisense actually merges the following code, so that you don't need to do this extra deletion. + +Examples: +I renamed or moved a node, so I need to change its path in code. The following scenario then happens: +I place my cursor in the path, press Ctrl+Space to get suggestions (or just start typing a name, either way) +![image](https://user-images.githubusercontent.com/1311555/48646151-dc6e6000-e9df-11e8-8e0f-eb98d31ab3cd.png) +I choose the proposal, and... I end up with this. +![image](https://user-images.githubusercontent.com/1311555/48646166-f14af380-e9df-11e8-9595-044564f016c3.png) +I then have to correct it myself to go back to correct code... +![image](https://user-images.githubusercontent.com/1311555/48646244-32db9e80-e9e0-11e8-94fb-35c0fb16fc09.png) +It would be nice if the time gained by autocomplete didnt get lost in this^^ + +The same happens for member access. Let's say I want to replace the call to a function by another of a similar name. I also get auto-completion proposals: +![image](https://user-images.githubusercontent.com/1311555/48646386-a2ea2480-e9e0-11e8-982f-90f14deb51cc.png) +But as soon as I choose one, I end up with this: +![image](https://user-images.githubusercontent.com/1311555/48646410-af6e7d00-e9e0-11e8-9840-316ab3d10169.png) +And you guess I have to move the cursor to correct this out manually. + +WDYT? +",True,"Auto-completion should merge the selected proposal with the current line - Godot 3.1 alpha2 and before + +Sometimes when I use auto-complete, it occurs that I'm at a position where previous code exists after my cursor. When I select a completion proposal, it just appends the result to my cursor, which causes temporary errors and I have to delete the code that followed manually. In VisualStudio, Intellisense actually merges the following code, so that you don't need to do this extra deletion. + +Examples: +I renamed or moved a node, so I need to change its path in code. The following scenario then happens: +I place my cursor in the path, press Ctrl+Space to get suggestions (or just start typing a name, either way) +![image](https://user-images.githubusercontent.com/1311555/48646151-dc6e6000-e9df-11e8-8e0f-eb98d31ab3cd.png) +I choose the proposal, and... I end up with this. +![image](https://user-images.githubusercontent.com/1311555/48646166-f14af380-e9df-11e8-9595-044564f016c3.png) +I then have to correct it myself to go back to correct code... +![image](https://user-images.githubusercontent.com/1311555/48646244-32db9e80-e9e0-11e8-94fb-35c0fb16fc09.png) +It would be nice if the time gained by autocomplete didnt get lost in this^^ + +The same happens for member access. Let's say I want to replace the call to a function by another of a similar name. I also get auto-completion proposals: +![image](https://user-images.githubusercontent.com/1311555/48646386-a2ea2480-e9e0-11e8-982f-90f14deb51cc.png) +But as soon as I choose one, I end up with this: +![image](https://user-images.githubusercontent.com/1311555/48646410-af6e7d00-e9e0-11e8-9840-316ab3d10169.png) +And you guess I have to move the cursor to correct this out manually. + +WDYT? +",1,auto completion should merge the selected proposal with the current line godot and before sometimes when i use auto complete it occurs that i m at a position where previous code exists after my cursor when i select a completion proposal it just appends the result to my cursor which causes temporary errors and i have to delete the code that followed manually in visualstudio intellisense actually merges the following code so that you don t need to do this extra deletion examples i renamed or moved a node so i need to change its path in code the following scenario then happens i place my cursor in the path press ctrl space to get suggestions or just start typing a name either way i choose the proposal and i end up with this i then have to correct it myself to go back to correct code it would be nice if the time gained by autocomplete didnt get lost in this the same happens for member access let s say i want to replace the call to a function by another of a similar name i also get auto completion proposals but as soon as i choose one i end up with this and you guess i have to move the cursor to correct this out manually wdyt ,1 +17977,12464124552.0,IssuesEvent,2020-05-28 11:54:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Directory.remove prints,bug platform:windows topic:core usability,"Godot 3.2.2 beta3 +Windows 10 + +When I use `Directory.remove`, this gets printed: +``` +erasing +``` + +When erasing lots of files it spams the console. I think this should not print. +Apparently it only happens on Windows.",True,"Directory.remove prints - Godot 3.2.2 beta3 +Windows 10 + +When I use `Directory.remove`, this gets printed: +``` +erasing +``` + +When erasing lots of files it spams the console. I think this should not print. +Apparently it only happens on Windows.",1,directory remove prints godot windows when i use directory remove this gets printed erasing when erasing lots of files it spams the console i think this should not print apparently it only happens on windows ,1 +17947,12439819155.0,IssuesEvent,2020-05-26 10:48:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,A way to know in-editor if sub-resources are unique or not,feature proposal topic:editor usability,"Hi, if you duplicate for example an AnimationPlayer its sub-resources remain linked and on the editor there is no way to determine if the sub-resources are unique or not. The only way now is to check the .tscn file. +So I was thinking that perhaps a good solution for this would be to show the list of sub-resources ids used by the node on the Inspector, I could try to implement this as well but I would like to know first if you agree with this or not :) +",True,"A way to know in-editor if sub-resources are unique or not - Hi, if you duplicate for example an AnimationPlayer its sub-resources remain linked and on the editor there is no way to determine if the sub-resources are unique or not. The only way now is to check the .tscn file. +So I was thinking that perhaps a good solution for this would be to show the list of sub-resources ids used by the node on the Inspector, I could try to implement this as well but I would like to know first if you agree with this or not :) +",1,a way to know in editor if sub resources are unique or not hi if you duplicate for example an animationplayer its sub resources remain linked and on the editor there is no way to determine if the sub resources are unique or not the only way now is to check the tscn file so i was thinking that perhaps a good solution for this would be to show the list of sub resources ids used by the node on the inspector i could try to implement this as well but i would like to know first if you agree with this or not ,1 +6293,4213988667.0,IssuesEvent,2016-06-29 20:52:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default sprite name changing in AnimatedSprite,bug topic:editor usability,"**Operating system or device - Godot version:** Linux Mint 17.3 - Godot 2.1 + + +**Issue description**: + +When you have a sprite associated with a node and you change the name ""default "", then you can't see the sprite on screen. + +If this should not be changed ( because one of the sprites must be named default ), you'd better don't let the user the possibily of change the name of the sprite. + +![image](https://cloud.githubusercontent.com/assets/19497492/15982078/a09b1574-2f55-11e6-8f60-bf469d35b686.png) + + + + +",True,"Default sprite name changing in AnimatedSprite - **Operating system or device - Godot version:** Linux Mint 17.3 - Godot 2.1 + + +**Issue description**: + +When you have a sprite associated with a node and you change the name ""default "", then you can't see the sprite on screen. + +If this should not be changed ( because one of the sprites must be named default ), you'd better don't let the user the possibily of change the name of the sprite. + +![image](https://cloud.githubusercontent.com/assets/19497492/15982078/a09b1574-2f55-11e6-8f60-bf469d35b686.png) + + + + +",1,default sprite name changing in animatedsprite operating system or device godot version linux mint godot issue description when you have a sprite associated with a node and you change the name default then you can t see the sprite on screen if this should not be changed because one of the sprites must be named default you d better don t let the user the possibily of change the name of the sprite ,1 +16070,10548664740.0,IssuesEvent,2019-10-03 06:38:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector is empty when selecting a stack frame level,enhancement topic:editor usability," +**Godot version:** +3.1 stable official + + +**OS/device including version:** +Windows 7 sp1 + +**Issue description:** +Debugging proposal. Usability. + + + + + +**Steps to reproduce:** +When I select a stack frame level the inspector is empty. +![GodotInspector](https://user-images.githubusercontent.com/46633266/54418452-46381580-4705-11e9-99b4-059c39c58b37.png) + +It would be better to have the self object of the current stack level selected there, so users can see all details not just local, members and global variables as in the stackframe windows. + +Desiered situation after selecting a stack level. +![GodotInspector2](https://user-images.githubusercontent.com/46633266/54418532-7d0e2b80-4705-11e9-8ae9-306b57146156.png) + +Thank you. You are doing awesome job with Godot.",True,"Inspector is empty when selecting a stack frame level - +**Godot version:** +3.1 stable official + + +**OS/device including version:** +Windows 7 sp1 + +**Issue description:** +Debugging proposal. Usability. + + + + + +**Steps to reproduce:** +When I select a stack frame level the inspector is empty. +![GodotInspector](https://user-images.githubusercontent.com/46633266/54418452-46381580-4705-11e9-99b4-059c39c58b37.png) + +It would be better to have the self object of the current stack level selected there, so users can see all details not just local, members and global variables as in the stackframe windows. + +Desiered situation after selecting a stack level. +![GodotInspector2](https://user-images.githubusercontent.com/46633266/54418532-7d0e2b80-4705-11e9-8ae9-306b57146156.png) + +Thank you. You are doing awesome job with Godot.",1,inspector is empty when selecting a stack frame level godot version stable official os device including version windows issue description debugging proposal usability steps to reproduce when i select a stack frame level the inspector is empty it would be better to have the self object of the current stack level selected there so users can see all details not just local members and global variables as in the stackframe windows desiered situation after selecting a stack level thank you you are doing awesome job with godot ,1 +13982,8773818290.0,IssuesEvent,2018-12-18 17:56:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationPlayer curve editor tangents color should be different,enhancement junior job topic:editor usability,"Godot master efdd0c4b894a4329469e3c8456b0440e7398c5d8 + +I was a bit confused about what was a tangent and what was the actual curve, they have the same color. I think tangents should have a slightly more transparent color. +I also expected the tangents to look smaller, the first time I created such a track the tangents were actually so much bigger than the curve itself. + +![image](https://user-images.githubusercontent.com/1311555/41125663-645c4bb8-6aa5-11e8-95ff-6e8553172032.png) + +Compared to the `Curve` resource editor: + +![image](https://user-images.githubusercontent.com/1311555/41125777-b8883c6a-6aa5-11e8-9918-a8d595b1136f.png) +",True,"AnimationPlayer curve editor tangents color should be different - Godot master efdd0c4b894a4329469e3c8456b0440e7398c5d8 + +I was a bit confused about what was a tangent and what was the actual curve, they have the same color. I think tangents should have a slightly more transparent color. +I also expected the tangents to look smaller, the first time I created such a track the tangents were actually so much bigger than the curve itself. + +![image](https://user-images.githubusercontent.com/1311555/41125663-645c4bb8-6aa5-11e8-95ff-6e8553172032.png) + +Compared to the `Curve` resource editor: + +![image](https://user-images.githubusercontent.com/1311555/41125777-b8883c6a-6aa5-11e8-9918-a8d595b1136f.png) +",1,animationplayer curve editor tangents color should be different godot master i was a bit confused about what was a tangent and what was the actual curve they have the same color i think tangents should have a slightly more transparent color i also expected the tangents to look smaller the first time i created such a track the tangents were actually so much bigger than the curve itself compared to the curve resource editor ,1 +20456,15530841844.0,IssuesEvent,2021-03-13 20:47:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,capitalize properties deactivated not work with shader variables names,bug junior job topic:editor usability," + +**Godot version:** + +3.2.4 rc4 mono + +**OS/device including version:** + +win10 64 + +**Issue description:** + +I am creating a bool variable to activate my visuashader effect, I want to name the variable with the name ""ImpactEffect"" or ""impactEffect"" but the editor decides that it is better ""Impact Effect"" which creates confusion for me. + +![Captura2](https://user-images.githubusercontent.com/19652075/111027348-025d7100-83f0-11eb-8936-1bb25db24be6.PNG) + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",True,"capitalize properties deactivated not work with shader variables names - + +**Godot version:** + +3.2.4 rc4 mono + +**OS/device including version:** + +win10 64 + +**Issue description:** + +I am creating a bool variable to activate my visuashader effect, I want to name the variable with the name ""ImpactEffect"" or ""impactEffect"" but the editor decides that it is better ""Impact Effect"" which creates confusion for me. + +![Captura2](https://user-images.githubusercontent.com/19652075/111027348-025d7100-83f0-11eb-8936-1bb25db24be6.PNG) + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",1,capitalize properties deactivated not work with shader variables names please search existing issues for potential duplicates before filing yours godot version mono os device including version issue description i am creating a bool variable to activate my visuashader effect i want to name the variable with the name impacteffect or impacteffect but the editor decides that it is better impact effect which creates confusion for me steps to reproduce minimal reproduction project ,1 +5855,4044661216.0,IssuesEvent,2016-05-21 13:29:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Editor is using project input map actions,bug topic:editor usability,"**Issue description** (what happened, and what was expected): +The editor is using input map actions from the project's settings. Therefore, modifying input presets (`ui_*`) affects the editor too. This can break usability in many situations, like removing ENTER from the `ui_accept` (pressing ENTER when focusing a button will not longer press the button). + +**Steps to reproduce:** +Actually, being able to remove keys from input presets may be a bug. [This comment](https://github.com/godotengine/godot/issues/4315#issuecomment-209876046) explains how to do it: + +> It looks like if you add another key to that action, then you can remove the other keys and it will be saved. +· neikeq + +The solution may be to forbid modifying input presets, but it stills seems weird that the editor is using the project's input map.",True,"Editor is using project input map actions - **Issue description** (what happened, and what was expected): +The editor is using input map actions from the project's settings. Therefore, modifying input presets (`ui_*`) affects the editor too. This can break usability in many situations, like removing ENTER from the `ui_accept` (pressing ENTER when focusing a button will not longer press the button). + +**Steps to reproduce:** +Actually, being able to remove keys from input presets may be a bug. [This comment](https://github.com/godotengine/godot/issues/4315#issuecomment-209876046) explains how to do it: + +> It looks like if you add another key to that action, then you can remove the other keys and it will be saved. +· neikeq + +The solution may be to forbid modifying input presets, but it stills seems weird that the editor is using the project's input map.",1,editor is using project input map actions issue description what happened and what was expected the editor is using input map actions from the project s settings therefore modifying input presets ui affects the editor too this can break usability in many situations like removing enter from the ui accept pressing enter when focusing a button will not longer press the button steps to reproduce actually being able to remove keys from input presets may be a bug explains how to do it it looks like if you add another key to that action then you can remove the other keys and it will be saved · neikeq the solution may be to forbid modifying input presets but it stills seems weird that the editor is using the project s input map ,1 +14651,9393458194.0,IssuesEvent,2019-04-07 11:49:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom shortcuts for menus and everything inside the editor,enhancement junior job topic:editor usability,"# Feature proposal +**Godot version:** 3.0.6 + +**TL;DR: Please, extend the list of available shortcuts in the Editor -> Editor Settings -> Shortcuts so that it contains main window menu items as well** + +Hi all, +I'm following the tutorial and suddenly I realizied that I had to navigate to Project -> Project Settings quite often during the last two days. That led me to the idea of learning the shortcut for this menu item. Though, there's no such, I hoped to find something related at Editor -> Editor Settings -> Shortcuts, but there's totally nothing related to menus. + +Most IDEs (like ones from JetBrains) offer you an ability to customize shortcuts for almost everything, and there's even a default shortcut for, say, project settings. I find that quite convenient, but failed to find such an ability in Godot. + +Maybe I just overlooked something?",True,"Custom shortcuts for menus and everything inside the editor - # Feature proposal +**Godot version:** 3.0.6 + +**TL;DR: Please, extend the list of available shortcuts in the Editor -> Editor Settings -> Shortcuts so that it contains main window menu items as well** + +Hi all, +I'm following the tutorial and suddenly I realizied that I had to navigate to Project -> Project Settings quite often during the last two days. That led me to the idea of learning the shortcut for this menu item. Though, there's no such, I hoped to find something related at Editor -> Editor Settings -> Shortcuts, but there's totally nothing related to menus. + +Most IDEs (like ones from JetBrains) offer you an ability to customize shortcuts for almost everything, and there's even a default shortcut for, say, project settings. I find that quite convenient, but failed to find such an ability in Godot. + +Maybe I just overlooked something?",1,custom shortcuts for menus and everything inside the editor feature proposal godot version tl dr please extend the list of available shortcuts in the editor editor settings shortcuts so that it contains main window menu items as well hi all i m following the tutorial and suddenly i realizied that i had to navigate to project project settings quite often during the last two days that led me to the idea of learning the shortcut for this menu item though there s no such i hoped to find something related at editor editor settings shortcuts but there s totally nothing related to menus most ides like ones from jetbrains offer you an ability to customize shortcuts for almost everything and there s even a default shortcut for say project settings i find that quite convenient but failed to find such an ability in godot maybe i just overlooked something ,1 +26148,26483899996.0,IssuesEvent,2023-01-17 16:31:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,When external editor is set to true with no exec path freeze of Godot 4 beta 12,bug topic:editor usability,"### Godot version + +4.0 beta 12 mono + +### System information + +MacOS 13.1, Apple M1 Pro + +### Issue description + +When `text_editor/external/use_external_editor` is set to true but `text_editor/external/exec_path` is not set and I create a new script and attach it to a node Godot freezes and i need to force quit the application. +Also after a restart when double clicking on the script the application freezes but I can quit normally + +### Steps to reproduce + +- Set Use External Editor to true in Editor Settings and leave Exec Path empty +- Create a new project with Moblie Renderer and Git Versioning in Godot +- Create a 3D Scene +- Create a gd script in the FileSystem inspector or directly attach the script to a node + +### Minimal reproduction project + +[New Game Project.zip](https://github.com/godotengine/godot/files/10420510/New.Game.Project.zip) +",True,"When external editor is set to true with no exec path freeze of Godot 4 beta 12 - ### Godot version + +4.0 beta 12 mono + +### System information + +MacOS 13.1, Apple M1 Pro + +### Issue description + +When `text_editor/external/use_external_editor` is set to true but `text_editor/external/exec_path` is not set and I create a new script and attach it to a node Godot freezes and i need to force quit the application. +Also after a restart when double clicking on the script the application freezes but I can quit normally + +### Steps to reproduce + +- Set Use External Editor to true in Editor Settings and leave Exec Path empty +- Create a new project with Moblie Renderer and Git Versioning in Godot +- Create a 3D Scene +- Create a gd script in the FileSystem inspector or directly attach the script to a node + +### Minimal reproduction project + +[New Game Project.zip](https://github.com/godotengine/godot/files/10420510/New.Game.Project.zip) +",1,when external editor is set to true with no exec path freeze of godot beta godot version beta mono system information macos apple pro issue description when text editor external use external editor is set to true but text editor external exec path is not set and i create a new script and attach it to a node godot freezes and i need to force quit the application also after a restart when double clicking on the script the application freezes but i can quit normally steps to reproduce set use external editor to true in editor settings and leave exec path empty create a new project with moblie renderer and git versioning in godot create a scene create a gd script in the filesystem inspector or directly attach the script to a node minimal reproduction project ,1 +15081,9742716294.0,IssuesEvent,2019-06-02 19:28:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,shader parameters accessible from shader inspector instead of material,enhancement topic:editor usability,"Usability discussion. + +Doesn't it make more sense to have the shader parameters accessible when the shader tab is open? At the moment you're forced to go back and forth between shader and and material to set the parameters. If you have factors to play with it's a pain to go back an forth like that, since the shader code editor closes. + +So we have 2 options: +1. move the shader parameters under shader in inspector +2. don't automatically close the shader code editor when moving in the inspector & scene from shader to other resources/objects + +I'd be happy with either, but I don't know the implications here.",True,"shader parameters accessible from shader inspector instead of material - Usability discussion. + +Doesn't it make more sense to have the shader parameters accessible when the shader tab is open? At the moment you're forced to go back and forth between shader and and material to set the parameters. If you have factors to play with it's a pain to go back an forth like that, since the shader code editor closes. + +So we have 2 options: +1. move the shader parameters under shader in inspector +2. don't automatically close the shader code editor when moving in the inspector & scene from shader to other resources/objects + +I'd be happy with either, but I don't know the implications here.",1,shader parameters accessible from shader inspector instead of material usability discussion doesn t it make more sense to have the shader parameters accessible when the shader tab is open at the moment you re forced to go back and forth between shader and and material to set the parameters if you have factors to play with it s a pain to go back an forth like that since the shader code editor closes so we have options move the shader parameters under shader in inspector don t automatically close the shader code editor when moving in the inspector scene from shader to other resources objects i d be happy with either but i don t know the implications here ,1 +12608,7976584051.0,IssuesEvent,2018-07-17 13:08:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Improve workflow when exporting release or debug builds,enhancement topic:editor usability,"Moving discussion from the closed #19667. + +The current workflow to select the debug/release mode when exporting binaries is a hardly visible stretched button in the editor file dialog where you define the export location. Many users miss it, and as it defaults to debug, end up shipping games in debug mode. + +I think a proper fix should be somewhat like what @razcore-art proposed: + +> I am in favor of adding a watermark or a warning or something like that on a project exported with debug enabled by default. And have a separate checkbox for disabling this watermark in case you want to export for testers for example, but with debugging enabled. This will make you more conscious of the option. +> +> And like was mentioned before it's also a visibility problem. I also think it should be a global option (that affects all templates), not per export template. + +More proposals welcome.",True,"Improve workflow when exporting release or debug builds - Moving discussion from the closed #19667. + +The current workflow to select the debug/release mode when exporting binaries is a hardly visible stretched button in the editor file dialog where you define the export location. Many users miss it, and as it defaults to debug, end up shipping games in debug mode. + +I think a proper fix should be somewhat like what @razcore-art proposed: + +> I am in favor of adding a watermark or a warning or something like that on a project exported with debug enabled by default. And have a separate checkbox for disabling this watermark in case you want to export for testers for example, but with debugging enabled. This will make you more conscious of the option. +> +> And like was mentioned before it's also a visibility problem. I also think it should be a global option (that affects all templates), not per export template. + +More proposals welcome.",1,improve workflow when exporting release or debug builds moving discussion from the closed the current workflow to select the debug release mode when exporting binaries is a hardly visible stretched button in the editor file dialog where you define the export location many users miss it and as it defaults to debug end up shipping games in debug mode i think a proper fix should be somewhat like what razcore art proposed i am in favor of adding a watermark or a warning or something like that on a project exported with debug enabled by default and have a separate checkbox for disabling this watermark in case you want to export for testers for example but with debugging enabled this will make you more conscious of the option and like was mentioned before it s also a visibility problem i also think it should be a global option that affects all templates not per export template more proposals welcome ,1 +25989,26231256849.0,IssuesEvent,2023-01-05 00:34:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,keyboard navigation for autocomplete menus within text editor,bug topic:editor usability topic:input,"### Godot version + +v3.5.1.stable.official [6fed1ffa3] + +### System information + +macOS 12.6 (21G115) + +### Issue description + +The auto-complete menus within the script editor does not accept common keyboard movement shortcuts and there is no config for it. I use `ctrl-n/p` for moving my cursor up and down the editor but this does not extend to the menus that might appear within the editor. In editors like vscode it is common for me to hit `ctrl-space` (`script_text_editor/complete_symbol` in godot) and then `ctrl-n` to highlight the auto-complete menu item I want completed. Currently this menu navigation is only `arrow-up/down` afaik. + +This is just a small QoL improvement so I ask that you please make this configurable and/or allow the `ctrl-n/p` shortcut keys to move the menu selection along with the arrow keys by default. + +### Steps to reproduce + +- inside of a script editor +- start typing something like `Input.` +- use `ctrl-space` to bring up the menu of auto-complete options. +- You will be unable to use `ctrl-n` to move the selection down the way you would with `arrow-down`. + +### Minimal reproduction project + +_No response_",True,"keyboard navigation for autocomplete menus within text editor - ### Godot version + +v3.5.1.stable.official [6fed1ffa3] + +### System information + +macOS 12.6 (21G115) + +### Issue description + +The auto-complete menus within the script editor does not accept common keyboard movement shortcuts and there is no config for it. I use `ctrl-n/p` for moving my cursor up and down the editor but this does not extend to the menus that might appear within the editor. In editors like vscode it is common for me to hit `ctrl-space` (`script_text_editor/complete_symbol` in godot) and then `ctrl-n` to highlight the auto-complete menu item I want completed. Currently this menu navigation is only `arrow-up/down` afaik. + +This is just a small QoL improvement so I ask that you please make this configurable and/or allow the `ctrl-n/p` shortcut keys to move the menu selection along with the arrow keys by default. + +### Steps to reproduce + +- inside of a script editor +- start typing something like `Input.` +- use `ctrl-space` to bring up the menu of auto-complete options. +- You will be unable to use `ctrl-n` to move the selection down the way you would with `arrow-down`. + +### Minimal reproduction project + +_No response_",1,keyboard navigation for autocomplete menus within text editor godot version stable official system information macos issue description the auto complete menus within the script editor does not accept common keyboard movement shortcuts and there is no config for it i use ctrl n p for moving my cursor up and down the editor but this does not extend to the menus that might appear within the editor in editors like vscode it is common for me to hit ctrl space script text editor complete symbol in godot and then ctrl n to highlight the auto complete menu item i want completed currently this menu navigation is only arrow up down afaik this is just a small qol improvement so i ask that you please make this configurable and or allow the ctrl n p shortcut keys to move the menu selection along with the arrow keys by default steps to reproduce inside of a script editor start typing something like input use ctrl space to bring up the menu of auto complete options you will be unable to use ctrl n to move the selection down the way you would with arrow down minimal reproduction project no response ,1 +19929,14727854539.0,IssuesEvent,2021-01-06 09:09:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Pressing ""no"" to ""This scene has never been saved. Save before running?"" causes it to not run. ",discussion topic:editor usability," + +**Godot version:** + +3.2.3 stable official + +**OS/device including version:** + +Windows 10 + +**Issue description:** + +I had an unsaved scene that I had made just to test how my pixel art game looked when I resized the window, so I hit Play Scene, and it asked me if I wanted to save, and I hit no, and then nothing happened. **I think either hitting ""no"" should cause it to run without saving (as the dialogue box implies), or the dialogue box text should be changed to say something like ""Please save your scene before running it""**. + +**Steps to reproduce:** +Create new scene +Hit play scene before saving the scene + +**Minimal reproduction project:** + +not relevant",True,"Pressing ""no"" to ""This scene has never been saved. Save before running?"" causes it to not run. - + +**Godot version:** + +3.2.3 stable official + +**OS/device including version:** + +Windows 10 + +**Issue description:** + +I had an unsaved scene that I had made just to test how my pixel art game looked when I resized the window, so I hit Play Scene, and it asked me if I wanted to save, and I hit no, and then nothing happened. **I think either hitting ""no"" should cause it to run without saving (as the dialogue box implies), or the dialogue box text should be changed to say something like ""Please save your scene before running it""**. + +**Steps to reproduce:** +Create new scene +Hit play scene before saving the scene + +**Minimal reproduction project:** + +not relevant",1,pressing no to this scene has never been saved save before running causes it to not run please search existing issues for potential duplicates before filing yours godot version stable official os device including version windows issue description i had an unsaved scene that i had made just to test how my pixel art game looked when i resized the window so i hit play scene and it asked me if i wanted to save and i hit no and then nothing happened i think either hitting no should cause it to run without saving as the dialogue box implies or the dialogue box text should be changed to say something like please save your scene before running it steps to reproduce create new scene hit play scene before saving the scene minimal reproduction project not relevant,1 +16727,11271455956.0,IssuesEvent,2020-01-14 13:05:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,VisualScript: the `preload` node's resource property opens a huge dropdown,bug topic:editor topic:visualscript usability,"Godot 3.1 beta5 + +I wanted to preload a resource in VisualScript, so I created a `Preload` item, which has a `resource` property. However, clicking it brings a gigantic menu listing every resource type in Godot *for creating them*. If you want to just load one, you have to scroll down for about 10 seconds with the mouse wheel until you can reach the `Load` option. This is quite overwhelming, I think it should either open a more workable popup instead, or just not show the `New` option because that's a `Preload` item. + +Note: I can't find any way to create new resource instances in VisualScript, so maybe that could be another issue. Maybe I'm not doing it the easiest way, I went trying this because I was curious about a Q&A thread so I toyed around with VisualScript and found this. + +![image](https://user-images.githubusercontent.com/1311555/53200511-9e558d80-3619-11e9-87ed-23446f5d4ee0.png) +",True,"VisualScript: the `preload` node's resource property opens a huge dropdown - Godot 3.1 beta5 + +I wanted to preload a resource in VisualScript, so I created a `Preload` item, which has a `resource` property. However, clicking it brings a gigantic menu listing every resource type in Godot *for creating them*. If you want to just load one, you have to scroll down for about 10 seconds with the mouse wheel until you can reach the `Load` option. This is quite overwhelming, I think it should either open a more workable popup instead, or just not show the `New` option because that's a `Preload` item. + +Note: I can't find any way to create new resource instances in VisualScript, so maybe that could be another issue. Maybe I'm not doing it the easiest way, I went trying this because I was curious about a Q&A thread so I toyed around with VisualScript and found this. + +![image](https://user-images.githubusercontent.com/1311555/53200511-9e558d80-3619-11e9-87ed-23446f5d4ee0.png) +",1,visualscript the preload node s resource property opens a huge dropdown godot i wanted to preload a resource in visualscript so i created a preload item which has a resource property however clicking it brings a gigantic menu listing every resource type in godot for creating them if you want to just load one you have to scroll down for about seconds with the mouse wheel until you can reach the load option this is quite overwhelming i think it should either open a more workable popup instead or just not show the new option because that s a preload item note i can t find any way to create new resource instances in visualscript so maybe that could be another issue maybe i m not doing it the easiest way i went trying this because i was curious about a q a thread so i toyed around with visualscript and found this ,1 +23907,23115361881.0,IssuesEvent,2022-07-27 16:10:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Contrast is too high in inspector property arrays,enhancement topic:editor usability,"### Godot version + +v4.0.alpha10.official [4bbe7f0b9] + +### System information + +Windows 10 + +### Issue description + +There is too much contrast between even and odd items in inspector property arrays. A bit of contrast is good to make it easy to tell each item apart, but this is too much. + +To fix this the contrast should be reduced where these colors are created in the editor theme. + +Alternatively, the array item dark/light backgrounds could be removed and an HSeparator can be added between each item? Just an idea though, I'm not sure if that would look better or worse. + +![image](https://user-images.githubusercontent.com/67974470/174828805-c172b57a-ac1e-41a7-9927-44fbd61ebbc9.png) ![image](https://user-images.githubusercontent.com/67974470/174828620-2bb10ab1-427b-4d9b-9e2e-344c941fbdb7.png) + + +### Steps to reproduce + +* Create a TileMap node +* Add a TileSet +* Open the ""Terrain Sets"" section and press the ""Add Element"" button a few times +* Open the ""Terrain"" section in each of the terrain sets and press the ""Add Element"" button a few times + +This can be done with any other object that has a property array, such as OptionButton or Curve. + +### Minimal reproduction project + +_No response_",True,"Contrast is too high in inspector property arrays - ### Godot version + +v4.0.alpha10.official [4bbe7f0b9] + +### System information + +Windows 10 + +### Issue description + +There is too much contrast between even and odd items in inspector property arrays. A bit of contrast is good to make it easy to tell each item apart, but this is too much. + +To fix this the contrast should be reduced where these colors are created in the editor theme. + +Alternatively, the array item dark/light backgrounds could be removed and an HSeparator can be added between each item? Just an idea though, I'm not sure if that would look better or worse. + +![image](https://user-images.githubusercontent.com/67974470/174828805-c172b57a-ac1e-41a7-9927-44fbd61ebbc9.png) ![image](https://user-images.githubusercontent.com/67974470/174828620-2bb10ab1-427b-4d9b-9e2e-344c941fbdb7.png) + + +### Steps to reproduce + +* Create a TileMap node +* Add a TileSet +* Open the ""Terrain Sets"" section and press the ""Add Element"" button a few times +* Open the ""Terrain"" section in each of the terrain sets and press the ""Add Element"" button a few times + +This can be done with any other object that has a property array, such as OptionButton or Curve. + +### Minimal reproduction project + +_No response_",1,contrast is too high in inspector property arrays godot version official system information windows issue description there is too much contrast between even and odd items in inspector property arrays a bit of contrast is good to make it easy to tell each item apart but this is too much to fix this the contrast should be reduced where these colors are created in the editor theme alternatively the array item dark light backgrounds could be removed and an hseparator can be added between each item just an idea though i m not sure if that would look better or worse steps to reproduce create a tilemap node add a tileset open the terrain sets section and press the add element button a few times open the terrain section in each of the terrain sets and press the add element button a few times this can be done with any other object that has a property array such as optionbutton or curve minimal reproduction project no response ,1 +19813,14593018122.0,IssuesEvent,2020-12-19 20:29:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Remove default commit message in VCS commit dock,enhancement junior job topic:editor usability,"Current commit message should be a placeholder (instead of default message). + +![image](https://user-images.githubusercontent.com/23405122/102286976-b0649680-3f39-11eb-929c-416c6216e13d.png) + +like +![image](https://user-images.githubusercontent.com/23405122/102287037-ddb14480-3f39-11eb-8639-ffa3d042f3bd.png) +![image](https://user-images.githubusercontent.com/23405122/102287127-09ccc580-3f3a-11eb-9185-d863f199d9f0.png) + +Also without a placeholder, after a commit, the text box of commit message is emptied and unhinted about its use. + +Suggested solution: TextEdit implements placeholder functionnality",True,"Remove default commit message in VCS commit dock - Current commit message should be a placeholder (instead of default message). + +![image](https://user-images.githubusercontent.com/23405122/102286976-b0649680-3f39-11eb-929c-416c6216e13d.png) + +like +![image](https://user-images.githubusercontent.com/23405122/102287037-ddb14480-3f39-11eb-8639-ffa3d042f3bd.png) +![image](https://user-images.githubusercontent.com/23405122/102287127-09ccc580-3f3a-11eb-9185-d863f199d9f0.png) + +Also without a placeholder, after a commit, the text box of commit message is emptied and unhinted about its use. + +Suggested solution: TextEdit implements placeholder functionnality",1,remove default commit message in vcs commit dock current commit message should be a placeholder instead of default message like also without a placeholder after a commit the text box of commit message is emptied and unhinted about its use suggested solution textedit implements placeholder functionnality,1 +16076,10550235376.0,IssuesEvent,2019-10-03 10:33:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Need to confirm app installation each time on native run,enhancement platform:android topic:porting usability,"**Godot version:** +3.1.1 + +**OS/device including version:** +Android 7 on Xiaomi Redmi Note 4 + +**Issue description:** +When you run Android app on the device (the ""native run"" option), Android will prompt you to confirm the installation. Even if I click to remember my choice, it still asks again. This does not happen when installing app directly via adb. + +This is annoying, because when I run on device, I want to click and forget, because the exporting process takes time. However I have to remember to confirm the app, which makes the option pretty useless, because I could as well install it manually >_>",True,"Need to confirm app installation each time on native run - **Godot version:** +3.1.1 + +**OS/device including version:** +Android 7 on Xiaomi Redmi Note 4 + +**Issue description:** +When you run Android app on the device (the ""native run"" option), Android will prompt you to confirm the installation. Even if I click to remember my choice, it still asks again. This does not happen when installing app directly via adb. + +This is annoying, because when I run on device, I want to click and forget, because the exporting process takes time. However I have to remember to confirm the app, which makes the option pretty useless, because I could as well install it manually >_>",1,need to confirm app installation each time on native run godot version os device including version android on xiaomi redmi note issue description when you run android app on the device the native run option android will prompt you to confirm the installation even if i click to remember my choice it still asks again this does not happen when installing app directly via adb this is annoying because when i run on device i want to click and forget because the exporting process takes time however i have to remember to confirm the app which makes the option pretty useless because i could as well install it manually ,1 +23514,22087270957.0,IssuesEvent,2022-06-01 00:58:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Members panel default size is very small,bug topic:editor usability,"### Godot version + +70eaaf2 / 3.5 rc + +### System information + +Windows 10 x64 + +### Issue description + +The members panel on the right side of the debugger defaults to minimum size: +![image](https://user-images.githubusercontent.com/2223172/171307263-f5f21887-60c8-4a2f-9fdd-8860e896a18f.png) +It's difficult to see anything and you need to expand it manually each time. + +### Steps to reproduce + +1. Have error +2. Inspect local variables + +### Minimal reproduction project + +_No response_",True,"Members panel default size is very small - ### Godot version + +70eaaf2 / 3.5 rc + +### System information + +Windows 10 x64 + +### Issue description + +The members panel on the right side of the debugger defaults to minimum size: +![image](https://user-images.githubusercontent.com/2223172/171307263-f5f21887-60c8-4a2f-9fdd-8860e896a18f.png) +It's difficult to see anything and you need to expand it manually each time. + +### Steps to reproduce + +1. Have error +2. Inspect local variables + +### Minimal reproduction project + +_No response_",1,members panel default size is very small godot version rc system information windows issue description the members panel on the right side of the debugger defaults to minimum size it s difficult to see anything and you need to expand it manually each time steps to reproduce have error inspect local variables minimal reproduction project no response ,1 +9622,6412135627.0,IssuesEvent,2017-08-08 01:52:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,EditorScript 's compile errors are not logged in Console,enhancement topic:core topic:plugin usability,"When writing an script to run in the editor bugs like undefined vars are not logged and when trying to run only feedback is a reminder to use tool keyword, same happens if you try to inherit another class instead of EditorScript. + +Error logs are in godot's command window (if std-out is enabled) +",True,"EditorScript 's compile errors are not logged in Console - When writing an script to run in the editor bugs like undefined vars are not logged and when trying to run only feedback is a reminder to use tool keyword, same happens if you try to inherit another class instead of EditorScript. + +Error logs are in godot's command window (if std-out is enabled) +",1,editorscript s compile errors are not logged in console when writing an script to run in the editor bugs like undefined vars are not logged and when trying to run only feedback is a reminder to use tool keyword same happens if you try to inherit another class instead of editorscript error logs are in godot s command window if std out is enabled ,1 +27351,28138428378.0,IssuesEvent,2023-04-01 17:03:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete doesn't suggest properly when passing through a singleton global variable,bug topic:gdscript topic:editor usability,"### Godot version + +v4.0.stable.official [92bee43ad] + +### System information + +Windows 11 + +### Issue description + +I have an autoload singleton with some children and its script has some onready vars that reference them so that I can do ""singleton.child"". The problem is that when I write methods in a child script, even if the onready vars in the singleton are statically typed, if I access them from outside the singleton using its global variable, autocomplete won't suggest them, but will only suggest the child's base class methods. Though, if inside the singleton I access those same onready variables without passing through the singleton global variable, autocomplete works as expected. + +### Steps to reproduce + +1) Create a scene with Node as a parent +2) Add a Node as a child of the previous Node +3) Attach a script to the parent Node and declare an onready var that references its child like so `@onready var child := $childNode as ChildNodeType` +4) Attach a script to the child Node and declare a random function like so `func random_function(): pass` +5) Set the whole scene as an autoload singleton with the global variable turned on +6) Create another scene to set as main scene +7) Attach a script to the parent node of that scene and in its _ready function try to access the random_function we declared before passing through the singleton global variable +8) You will now notice how `singleton.child.random_function()` doesn't get autocompleted, but works anyway + +### Minimal reproduction project + +[SingletonAutocompleteTest.zip](https://github.com/godotengine/godot/files/11037707/SingletonAutocompleteTest.zip) +",True,"Autocomplete doesn't suggest properly when passing through a singleton global variable - ### Godot version + +v4.0.stable.official [92bee43ad] + +### System information + +Windows 11 + +### Issue description + +I have an autoload singleton with some children and its script has some onready vars that reference them so that I can do ""singleton.child"". The problem is that when I write methods in a child script, even if the onready vars in the singleton are statically typed, if I access them from outside the singleton using its global variable, autocomplete won't suggest them, but will only suggest the child's base class methods. Though, if inside the singleton I access those same onready variables without passing through the singleton global variable, autocomplete works as expected. + +### Steps to reproduce + +1) Create a scene with Node as a parent +2) Add a Node as a child of the previous Node +3) Attach a script to the parent Node and declare an onready var that references its child like so `@onready var child := $childNode as ChildNodeType` +4) Attach a script to the child Node and declare a random function like so `func random_function(): pass` +5) Set the whole scene as an autoload singleton with the global variable turned on +6) Create another scene to set as main scene +7) Attach a script to the parent node of that scene and in its _ready function try to access the random_function we declared before passing through the singleton global variable +8) You will now notice how `singleton.child.random_function()` doesn't get autocompleted, but works anyway + +### Minimal reproduction project + +[SingletonAutocompleteTest.zip](https://github.com/godotengine/godot/files/11037707/SingletonAutocompleteTest.zip) +",1,autocomplete doesn t suggest properly when passing through a singleton global variable godot version stable official system information windows issue description i have an autoload singleton with some children and its script has some onready vars that reference them so that i can do singleton child the problem is that when i write methods in a child script even if the onready vars in the singleton are statically typed if i access them from outside the singleton using its global variable autocomplete won t suggest them but will only suggest the child s base class methods though if inside the singleton i access those same onready variables without passing through the singleton global variable autocomplete works as expected steps to reproduce create a scene with node as a parent add a node as a child of the previous node attach a script to the parent node and declare an onready var that references its child like so onready var child childnode as childnodetype attach a script to the child node and declare a random function like so func random function pass set the whole scene as an autoload singleton with the global variable turned on create another scene to set as main scene attach a script to the parent node of that scene and in its ready function try to access the random function we declared before passing through the singleton global variable you will now notice how singleton child random function doesn t get autocompleted but works anyway minimal reproduction project ,1 +16269,10719850202.0,IssuesEvent,2019-10-26 13:28:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Curve editor: add hint for RMB click,enhancement junior job topic:editor usability," + +**Godot version:** + +current tip + +**OS/device including version:** + +Linux + +**Issue description:** + +It's not entirely clear what to do in an empty curve editor: + +![screenshot from 2018-08-28 12-33-17](https://user-images.githubusercontent.com/4047289/44717871-97145380-aabe-11e8-8a03-c27516ff7ca4.png) + +Add a hint about using the RMB to insert the control points, similar to: + +![screenshot from 2018-08-28 12-32-36](https://user-images.githubusercontent.com/4047289/44717936-bf9c4d80-aabe-11e8-825a-bedc7c1f7965.png) + +",True,"Curve editor: add hint for RMB click - + +**Godot version:** + +current tip + +**OS/device including version:** + +Linux + +**Issue description:** + +It's not entirely clear what to do in an empty curve editor: + +![screenshot from 2018-08-28 12-33-17](https://user-images.githubusercontent.com/4047289/44717871-97145380-aabe-11e8-8a03-c27516ff7ca4.png) + +Add a hint about using the RMB to insert the control points, similar to: + +![screenshot from 2018-08-28 12-32-36](https://user-images.githubusercontent.com/4047289/44717936-bf9c4d80-aabe-11e8-825a-bedc7c1f7965.png) + +",1,curve editor add hint for rmb click please search existing issues for potential duplicates before filing yours godot version current tip os device including version linux issue description it s not entirely clear what to do in an empty curve editor add a hint about using the rmb to insert the control points similar to ,1 +17939,12439105105.0,IssuesEvent,2020-05-26 09:32:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to perform live editing from a PC to another PC,feature proposal topic:core usability,"It would be very welcome to have support for live editing (and one-click deploy, remote filesystem, …) when two PCs are on the same Ethernet or Wi-Fi network. This way, you could develop the game on one PC, and test it on another PC. +",True,"Ability to perform live editing from a PC to another PC - It would be very welcome to have support for live editing (and one-click deploy, remote filesystem, …) when two PCs are on the same Ethernet or Wi-Fi network. This way, you could develop the game on one PC, and test it on another PC. +",1,ability to perform live editing from a pc to another pc it would be very welcome to have support for live editing and one click deploy remote filesystem … when two pcs are on the same ethernet or wi fi network this way you could develop the game on one pc and test it on another pc ,1 +17920,12426618670.0,IssuesEvent,2020-05-24 22:10:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Moving dependencies accumulates blank lines in tscn file,bug topic:core usability,"**Godot version:** +3.2.2 beta3 + +**Issue description:** +When a scene has dependency on a file and you move the file, a blank line appears in tscn under external resources. +![9Ptc6YBNsm](https://user-images.githubusercontent.com/2223172/82765921-3b096b00-9e1b-11ea-9c2c-2189aa2b75c6.gif) +This happens ONLY if the scene isn't currently opened. + +**Minimal reproduction project:** +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4674500/ReproductionProject.zip) +Open the tscn in text editor and move icon around.",True,"Moving dependencies accumulates blank lines in tscn file - **Godot version:** +3.2.2 beta3 + +**Issue description:** +When a scene has dependency on a file and you move the file, a blank line appears in tscn under external resources. +![9Ptc6YBNsm](https://user-images.githubusercontent.com/2223172/82765921-3b096b00-9e1b-11ea-9c2c-2189aa2b75c6.gif) +This happens ONLY if the scene isn't currently opened. + +**Minimal reproduction project:** +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4674500/ReproductionProject.zip) +Open the tscn in text editor and move icon around.",1,moving dependencies accumulates blank lines in tscn file godot version issue description when a scene has dependency on a file and you move the file a blank line appears in tscn under external resources this happens only if the scene isn t currently opened minimal reproduction project open the tscn in text editor and move icon around ,1 +26240,26579960289.0,IssuesEvent,2023-01-22 10:20:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Polygon2D toolbar becomes inaccessible when a shader is attached.,bug topic:editor usability," + +**Godot version:** + +04103db6bd5694b81ab0a1717fc5fdde6cb5dd4f +bfed10185a55004b258eaad7fbb3e6049448edf9 (Slightly different behavior. Works initially.) + + +**OS/device including version:** + +Win 10 64bit + +**Issue description:** + +When attaching a material and then a shader to a Polygon2D the toolbar to edit the points will disappear. + +![godot windows tools 64_QSbit9iC8y](https://user-images.githubusercontent.com/13004169/99510068-4636f100-298f-11eb-828b-340b6a8556af.png) +![godot windows tools 64_CWXapGmKIV](https://user-images.githubusercontent.com/13004169/99510160-64045600-298f-11eb-8b23-e2c6dd8fcc23.png) + + + +**Steps to reproduce:** +It appears to be the result of the shader text editor opening. In 3.2 this is forced every time the Polygon2D is selected. + +In the Master it seems to be fine on first selection, but after opening the shader resource and having the editor to appear, the toolbars then vanishes from then on. + +1. Create a Polygon2D +2. Attach a Material and a Shader. +3. Open the Shader resource into its text editor. + +**Minimal reproduction project:** + +[Poly Tools Missing.zip](https://github.com/godotengine/godot/files/5559007/Poly.Tools.Missing.zip) +",True,"Polygon2D toolbar becomes inaccessible when a shader is attached. - + +**Godot version:** + +04103db6bd5694b81ab0a1717fc5fdde6cb5dd4f +bfed10185a55004b258eaad7fbb3e6049448edf9 (Slightly different behavior. Works initially.) + + +**OS/device including version:** + +Win 10 64bit + +**Issue description:** + +When attaching a material and then a shader to a Polygon2D the toolbar to edit the points will disappear. + +![godot windows tools 64_QSbit9iC8y](https://user-images.githubusercontent.com/13004169/99510068-4636f100-298f-11eb-828b-340b6a8556af.png) +![godot windows tools 64_CWXapGmKIV](https://user-images.githubusercontent.com/13004169/99510160-64045600-298f-11eb-8b23-e2c6dd8fcc23.png) + + + +**Steps to reproduce:** +It appears to be the result of the shader text editor opening. In 3.2 this is forced every time the Polygon2D is selected. + +In the Master it seems to be fine on first selection, but after opening the shader resource and having the editor to appear, the toolbars then vanishes from then on. + +1. Create a Polygon2D +2. Attach a Material and a Shader. +3. Open the Shader resource into its text editor. + +**Minimal reproduction project:** + +[Poly Tools Missing.zip](https://github.com/godotengine/godot/files/5559007/Poly.Tools.Missing.zip) +",1, toolbar becomes inaccessible when a shader is attached please search existing issues for potential duplicates before filing yours godot version slightly different behavior works initially os device including version win issue description when attaching a material and then a shader to a the toolbar to edit the points will disappear steps to reproduce it appears to be the result of the shader text editor opening in this is forced every time the is selected in the master it seems to be fine on first selection but after opening the shader resource and having the editor to appear the toolbars then vanishes from then on create a attach a material and a shader open the shader resource into its text editor minimal reproduction project ,1 +6613,4386400159.0,IssuesEvent,2016-08-08 12:43:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Better rendering of VS nodes when they are positioned in top to down manner,discussion enhancement topic:visualscript usability,"**Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +Currently VS layout force on programmer straight horizontal left to right positioning of VS nodes. +There is nothing wrong with that, but basically every VS script will also need to allow position nodes under each other (lets say new line), currently representation for this scenario is not very readable: +![topdown1](https://cloud.githubusercontent.com/assets/6129594/17479646/ee788884-5d73-11e6-8bf2-d86e85ae8359.png) + +![topdown2](https://cloud.githubusercontent.com/assets/6129594/17479650/f1ae57a4-5d73-11e6-88a9-4394f7cf5565.png) + +I think there are three ways of solving this, +1. Have lines connection that acts a little more like bezier curves: +![betterlines](https://cloud.githubusercontent.com/assets/6129594/17479813/0c84a032-5d75-11e6-9884-4daf51af6113.png) +2. When there is no way to avoid another VS node, line could get little more alpha in that part: +![betterlines1](https://cloud.githubusercontent.com/assets/6129594/17480054/49e12102-5d76-11e6-8785-8fe1ce66a31c.png) +3. Dynamically move output connection points in response to VS node movement: +![betterlines2](https://cloud.githubusercontent.com/assets/6129594/17479910/92933e86-5d75-11e6-8379-37e8ff072121.png) + +Obviously mix of those three would be the best. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Better rendering of VS nodes when they are positioned in top to down manner - **Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +Currently VS layout force on programmer straight horizontal left to right positioning of VS nodes. +There is nothing wrong with that, but basically every VS script will also need to allow position nodes under each other (lets say new line), currently representation for this scenario is not very readable: +![topdown1](https://cloud.githubusercontent.com/assets/6129594/17479646/ee788884-5d73-11e6-8bf2-d86e85ae8359.png) + +![topdown2](https://cloud.githubusercontent.com/assets/6129594/17479650/f1ae57a4-5d73-11e6-88a9-4394f7cf5565.png) + +I think there are three ways of solving this, +1. Have lines connection that acts a little more like bezier curves: +![betterlines](https://cloud.githubusercontent.com/assets/6129594/17479813/0c84a032-5d75-11e6-9884-4daf51af6113.png) +2. When there is no way to avoid another VS node, line could get little more alpha in that part: +![betterlines1](https://cloud.githubusercontent.com/assets/6129594/17480054/49e12102-5d76-11e6-8785-8fe1ce66a31c.png) +3. Dynamically move output connection points in response to VS node movement: +![betterlines2](https://cloud.githubusercontent.com/assets/6129594/17479910/92933e86-5d75-11e6-8379-37e8ff072121.png) + +Obviously mix of those three would be the best. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,better rendering of vs nodes when they are positioned in top to down manner operating system or device godot version issue description what happened and what was expected currently vs layout force on programmer straight horizontal left to right positioning of vs nodes there is nothing wrong with that but basically every vs script will also need to allow position nodes under each other lets say new line currently representation for this scenario is not very readable i think there are three ways of solving this have lines connection that acts a little more like bezier curves when there is no way to avoid another vs node line could get little more alpha in that part dynamically move output connection points in response to vs node movement obviously mix of those three would be the best steps to reproduce link to minimal example project optional but very welcome ,1 +21042,16481619862.0,IssuesEvent,2021-05-24 12:30:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Transpose in TileMap doesn't have a button,enhancement topic:editor usability," + +**Godot version:** +3.1.1 + +**Issue description:** +If you look at the editor shortcuts, you might notice a mysterious one called ""Transpose"". It's fully functional and even has a dedicated variable in tiles, but if the shortcut was hard-coded, there would be no way of knowing it even exists, because it doesn't appear in any menu. It should probably have a button, like the rotation and mirroring.",True,"Transpose in TileMap doesn't have a button - + +**Godot version:** +3.1.1 + +**Issue description:** +If you look at the editor shortcuts, you might notice a mysterious one called ""Transpose"". It's fully functional and even has a dedicated variable in tiles, but if the shortcut was hard-coded, there would be no way of knowing it even exists, because it doesn't appear in any menu. It should probably have a button, like the rotation and mirroring.",1,transpose in tilemap doesn t have a button please search existing issues for potential duplicates before filing yours godot version issue description if you look at the editor shortcuts you might notice a mysterious one called transpose it s fully functional and even has a dedicated variable in tiles but if the shortcut was hard coded there would be no way of knowing it even exists because it doesn t appear in any menu it should probably have a button like the rotation and mirroring ,1 +11907,7527623971.0,IssuesEvent,2018-04-13 17:44:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Hard to select Node2D,bug topic:editor usability,"**Godot version:** +Master + +** Issue ** +As @poke1024 mentionned in #17502: +> I felt that hitting the cross there was a bit finicky (maybe a larger click radius?). + +This is due to the fact that the selectable area should not depend on the editor zoom. + +**Steps to not reproduce this kind of mistakes again:** +I should listen to people and test my PRs little bit more. ^^",True,"Hard to select Node2D - **Godot version:** +Master + +** Issue ** +As @poke1024 mentionned in #17502: +> I felt that hitting the cross there was a bit finicky (maybe a larger click radius?). + +This is due to the fact that the selectable area should not depend on the editor zoom. + +**Steps to not reproduce this kind of mistakes again:** +I should listen to people and test my PRs little bit more. ^^",1,hard to select godot version master issue as mentionned in i felt that hitting the cross there was a bit finicky maybe a larger click radius this is due to the fact that the selectable area should not depend on the editor zoom steps to not reproduce this kind of mistakes again i should listen to people and test my prs little bit more ,1 +17699,12254236655.0,IssuesEvent,2020-05-06 08:06:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Stretch ratio has weird value range,discussion topic:gui usability,"**Godot version:** +3.2.1 + +**Issue description:** +Sooo there's this `size_flags_stretch_ratio` property in Control nodes, which controls how much of available space the control will take (relatively). But it's awkward to use. The range goes from 0 to 128, with step value of 0.01. This makes the slider basically useless (although you can set to rounded values with Control key, but you need to know it first; and the small values are still awkward). I mean, the useful range would be something between 1 to 5. I doubt anyone would want a control in a container to be 100 times bigger than the other one. And even if you ignore that the slider allows for such big values, the small useful range compared to the whole range makes it difficult to set anything. + +So the range should be tweaked to some more useful/sane values, possibly including a step change. IMO.",True,"Stretch ratio has weird value range - **Godot version:** +3.2.1 + +**Issue description:** +Sooo there's this `size_flags_stretch_ratio` property in Control nodes, which controls how much of available space the control will take (relatively). But it's awkward to use. The range goes from 0 to 128, with step value of 0.01. This makes the slider basically useless (although you can set to rounded values with Control key, but you need to know it first; and the small values are still awkward). I mean, the useful range would be something between 1 to 5. I doubt anyone would want a control in a container to be 100 times bigger than the other one. And even if you ignore that the slider allows for such big values, the small useful range compared to the whole range makes it difficult to set anything. + +So the range should be tweaked to some more useful/sane values, possibly including a step change. IMO.",1,stretch ratio has weird value range godot version issue description sooo there s this size flags stretch ratio property in control nodes which controls how much of available space the control will take relatively but it s awkward to use the range goes from to with step value of this makes the slider basically useless although you can set to rounded values with control key but you need to know it first and the small values are still awkward i mean the useful range would be something between to i doubt anyone would want a control in a container to be times bigger than the other one and even if you ignore that the slider allows for such big values the small useful range compared to the whole range makes it difficult to set anything so the range should be tweaked to some more useful sane values possibly including a step change imo ,1 +19960,14839853597.0,IssuesEvent,2021-01-16 02:37:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Issue with detecting clicks on a plane-shaped Area,topic:core topic:physics usability," + +**Godot version:** 3.0.6 + + + + +**OS/device including version:** Ubuntu 18.04 + + + +**Issue description:** + +_input_event() on an Area doesn't work as expected if it has a 'plane' shaped CollisionShape +I believe for the purposes of handling the click, it may be acting as though the plane is positioned right on top of the camera. + +**Steps to reproduce:** +[godot-areaclicktest-bad.zip](https://github.com/godotengine/godot/files/2627066/godot-areaclicktest-bad.zip) + +Run this project and try to click the Area, and watch the console for feedback. I've put a MeshInstance cube there to give a visual indication of where the Area is _supposed_ to be. + +It seems that if you click on the left 20% of the window it will not trigger, but if you click on the right 80% it will. + +You can rotate the area around and get different results, and if you go into the CollisionShape and change it to a cube (to match the MeshInstance) then it starts acting as expected, only triggering if you click the cube.",True,"Issue with detecting clicks on a plane-shaped Area - + +**Godot version:** 3.0.6 + + + + +**OS/device including version:** Ubuntu 18.04 + + + +**Issue description:** + +_input_event() on an Area doesn't work as expected if it has a 'plane' shaped CollisionShape +I believe for the purposes of handling the click, it may be acting as though the plane is positioned right on top of the camera. + +**Steps to reproduce:** +[godot-areaclicktest-bad.zip](https://github.com/godotengine/godot/files/2627066/godot-areaclicktest-bad.zip) + +Run this project and try to click the Area, and watch the console for feedback. I've put a MeshInstance cube there to give a visual indication of where the Area is _supposed_ to be. + +It seems that if you click on the left 20% of the window it will not trigger, but if you click on the right 80% it will. + +You can rotate the area around and get different results, and if you go into the CollisionShape and change it to a cube (to match the MeshInstance) then it starts acting as expected, only triggering if you click the cube.",1,issue with detecting clicks on a plane shaped area please search existing issues for potential duplicates before filing yours godot version os device including version ubuntu issue description input event on an area doesn t work as expected if it has a plane shaped collisionshape i believe for the purposes of handling the click it may be acting as though the plane is positioned right on top of the camera steps to reproduce run this project and try to click the area and watch the console for feedback i ve put a meshinstance cube there to give a visual indication of where the area is supposed to be it seems that if you click on the left of the window it will not trigger but if you click on the right it will you can rotate the area around and get different results and if you go into the collisionshape and change it to a cube to match the meshinstance then it starts acting as expected only triggering if you click the cube ,1 +13099,8272072197.0,IssuesEvent,2018-09-16 16:16:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Control+Up or Down on Scene dock does not move selected node,bug hero wanted! topic:editor usability," + +**Godot version:** + +godot 3.0 master 201d2d722 + +**OS/device including version:** + + + +**Issue description:** + +Control + Up or Down on Scene dock does not move selected node to up or down **when Scene dock is focused**. +3.0.2 official works. + +**Steps to reproduce:** +1. select a node in Scene dock and stay mouse pointer in Scene dock +2. try Control + Up or Down // does not work +3. move mouse pointer to viewport +4. try Control + Up or Down // works + +**Minimal reproduction project:** + +",True,"Control+Up or Down on Scene dock does not move selected node - + +**Godot version:** + +godot 3.0 master 201d2d722 + +**OS/device including version:** + + + +**Issue description:** + +Control + Up or Down on Scene dock does not move selected node to up or down **when Scene dock is focused**. +3.0.2 official works. + +**Steps to reproduce:** +1. select a node in Scene dock and stay mouse pointer in Scene dock +2. try Control + Up or Down // does not work +3. move mouse pointer to viewport +4. try Control + Up or Down // works + +**Minimal reproduction project:** + +",1,control up or down on scene dock does not move selected node please search existing issues for potential duplicates before filing yours godot version godot master os device including version issue description control up or down on scene dock does not move selected node to up or down when scene dock is focused official works steps to reproduce select a node in scene dock and stay mouse pointer in scene dock try control up or down does not work move mouse pointer to viewport try control up or down works minimal reproduction project ,1 +13910,8723317697.0,IssuesEvent,2018-12-09 20:45:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual Shader Editor Duplicate bug,bug topic:editor usability," +**Godot version:** +Godot 3.1 + + +**Issue description:** +Create a Visual shader , Create more then 1 node in the Shader .. Select a node and press CTRL + D to duplicate that node , it duplicate all the nodes not only the selected one + + +",True,"Visual Shader Editor Duplicate bug - +**Godot version:** +Godot 3.1 + + +**Issue description:** +Create a Visual shader , Create more then 1 node in the Shader .. Select a node and press CTRL + D to duplicate that node , it duplicate all the nodes not only the selected one + + +",1,visual shader editor duplicate bug godot version godot issue description create a visual shader create more then node in the shader select a node and press ctrl d to duplicate that node it duplicate all the nodes not only the selected one ,1 +17932,12438929344.0,IssuesEvent,2020-05-26 09:15:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Text editor extensions for the plugins API,feature proposal topic:plugin usability,"It'd be nice to be able to add behaviour that we've grown to love from other editors in plugins, such as ""zen coding"", highlighting of all occurences of the currently selected word, etc. + +I'm not entirely sure what the best approach for coding such features would be (perhaps it'd be worth it to take a look at how Brackets.io plugins are coded), but I'm guessing we'd need all kinds of access to the text editor window.. + +Apoligies for being too vague (and/or if such access is already available). +",True,"Text editor extensions for the plugins API - It'd be nice to be able to add behaviour that we've grown to love from other editors in plugins, such as ""zen coding"", highlighting of all occurences of the currently selected word, etc. + +I'm not entirely sure what the best approach for coding such features would be (perhaps it'd be worth it to take a look at how Brackets.io plugins are coded), but I'm guessing we'd need all kinds of access to the text editor window.. + +Apoligies for being too vague (and/or if such access is already available). +",1,text editor extensions for the plugins api it d be nice to be able to add behaviour that we ve grown to love from other editors in plugins such as zen coding highlighting of all occurences of the currently selected word etc i m not entirely sure what the best approach for coding such features would be perhaps it d be worth it to take a look at how brackets io plugins are coded but i m guessing we d need all kinds of access to the text editor window apoligies for being too vague and or if such access is already available ,1 +21288,16812271581.0,IssuesEvent,2021-06-17 00:25:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Help pages search jumping doesn't work,bug regression topic:editor usability," + +**Godot version:** + +c7b4514 + +**Steps to reproduce:** +1. Open any search page in the editor +2. Search something so the result count appears at the bottom +3. Try using the navigation arrows to jump to result + +Searching nor pressing arrows doesn't scroll.",True,"Help pages search jumping doesn't work - + +**Godot version:** + +c7b4514 + +**Steps to reproduce:** +1. Open any search page in the editor +2. Search something so the result count appears at the bottom +3. Try using the navigation arrows to jump to result + +Searching nor pressing arrows doesn't scroll.",1,help pages search jumping doesn t work please search existing issues for potential duplicates before filing yours godot version steps to reproduce open any search page in the editor search something so the result count appears at the bottom try using the navigation arrows to jump to result searching nor pressing arrows doesn t scroll ,1 +17448,12043914183.0,IssuesEvent,2020-04-14 13:14:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Can't use arrows in ItemList after pressing a letter,bug discussion topic:gui usability,"**Godot version:** +3.2.1 + +**Issue description:** +When you click ItemList, you can move through elements with arrow keys. But you can't anymore after pressing a letter to search something. You need to click again or wait few secs. + +After checking the code, seems like incremental search has a separate path for arrow keys, but I don't much understand what is it for. In the end it just blocks arrow keys after searching. + +**Steps to reproduce:** +1. Create ItemList with some elements +2. Press some letter +3. Try to use arrow keys",True,"Can't use arrows in ItemList after pressing a letter - **Godot version:** +3.2.1 + +**Issue description:** +When you click ItemList, you can move through elements with arrow keys. But you can't anymore after pressing a letter to search something. You need to click again or wait few secs. + +After checking the code, seems like incremental search has a separate path for arrow keys, but I don't much understand what is it for. In the end it just blocks arrow keys after searching. + +**Steps to reproduce:** +1. Create ItemList with some elements +2. Press some letter +3. Try to use arrow keys",1,can t use arrows in itemlist after pressing a letter godot version issue description when you click itemlist you can move through elements with arrow keys but you can t anymore after pressing a letter to search something you need to click again or wait few secs after checking the code seems like incremental search has a separate path for arrow keys but i don t much understand what is it for in the end it just blocks arrow keys after searching steps to reproduce create itemlist with some elements press some letter try to use arrow keys,1 +6249,4194709301.0,IssuesEvent,2016-06-25 07:49:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make tscn the default format for better text processors / SVCs compatibility?,discussion topic:editor usability,Shouldn't the new tscn format be default over the binary scn?,True,Make tscn the default format for better text processors / SVCs compatibility? - Shouldn't the new tscn format be default over the binary scn?,1,make tscn the default format for better text processors svcs compatibility shouldn t the new tscn format be default over the binary scn ,1 +14362,9103231813.0,IssuesEvent,2019-02-20 15:28:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script editor word wrap works with very low performance and cut last letter.,bug topic:editor usability,"**Godot version:** +3.1 0b0dba3 + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +When I zoom in script editor with word wrap setting enabled, then editor wait 2/3 second and then wrap words, which looks horrible - https://streamable.com/qwlqm + +Also with big zoom last letter is cut (it cut 's' from 'change_scene' or 't' from 'PrzyciskStart') + +![afaffaffasfasfas](https://user-images.githubusercontent.com/41945903/51537298-6ad2e800-1e4e-11e9-875c-155910ee9b2b.png) + +",True,"Script editor word wrap works with very low performance and cut last letter. - **Godot version:** +3.1 0b0dba3 + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +When I zoom in script editor with word wrap setting enabled, then editor wait 2/3 second and then wrap words, which looks horrible - https://streamable.com/qwlqm + +Also with big zoom last letter is cut (it cut 's' from 'change_scene' or 't' from 'PrzyciskStart') + +![afaffaffasfasfas](https://user-images.githubusercontent.com/41945903/51537298-6ad2e800-1e4e-11e9-875c-155910ee9b2b.png) + +",1,script editor word wrap works with very low performance and cut last letter godot version os device including version windows issue description when i zoom in script editor with word wrap setting enabled then editor wait second and then wrap words which looks horrible also with big zoom last letter is cut it cut s from change scene or t from przyciskstart ,1 +13694,8643574766.0,IssuesEvent,2018-11-25 19:14:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,VisualShader editor shader_param and editor layout bug,bug topic:editor usability,"**Godot version:** +Godot Engine v3.1.dev.calinou.4b549fa + +**OS/device including version:** +windows 10 + +**Issue description:** +1st issue: +Shader_param sub tab does not show when i have a uniform set in the visual shader editor. +UNLESS i press some of those buttons that are shown in the picture, it somehow updates the engine. +and if i change the shader param and try to run the game it will not react to what my input was. +and when i come back to the shader material the shader_param window is gone, and i have to press those checkboxes again for it to show up. +But! after i minimized godot and maximized it a while later the shader_param sub tab does show all the time now, and the value i set in the param works aswell. +but this brings me to the 2nd issue: +if i resize the layout tabs and minimize and then maximize they get reset to there original saved position. + +![godotvsbug](https://user-images.githubusercontent.com/13393087/43108560-b7090390-8ee2-11e8-8a4c-960e289be252.PNG) +![godotvsbug2](https://user-images.githubusercontent.com/13393087/43108565-bba6ac40-8ee2-11e8-94d1-965c8b8638de.PNG) +",True,"VisualShader editor shader_param and editor layout bug - **Godot version:** +Godot Engine v3.1.dev.calinou.4b549fa + +**OS/device including version:** +windows 10 + +**Issue description:** +1st issue: +Shader_param sub tab does not show when i have a uniform set in the visual shader editor. +UNLESS i press some of those buttons that are shown in the picture, it somehow updates the engine. +and if i change the shader param and try to run the game it will not react to what my input was. +and when i come back to the shader material the shader_param window is gone, and i have to press those checkboxes again for it to show up. +But! after i minimized godot and maximized it a while later the shader_param sub tab does show all the time now, and the value i set in the param works aswell. +but this brings me to the 2nd issue: +if i resize the layout tabs and minimize and then maximize they get reset to there original saved position. + +![godotvsbug](https://user-images.githubusercontent.com/13393087/43108560-b7090390-8ee2-11e8-8a4c-960e289be252.PNG) +![godotvsbug2](https://user-images.githubusercontent.com/13393087/43108565-bba6ac40-8ee2-11e8-94d1-965c8b8638de.PNG) +",1,visualshader editor shader param and editor layout bug godot version godot engine dev calinou os device including version windows issue description issue shader param sub tab does not show when i have a uniform set in the visual shader editor unless i press some of those buttons that are shown in the picture it somehow updates the engine and if i change the shader param and try to run the game it will not react to what my input was and when i come back to the shader material the shader param window is gone and i have to press those checkboxes again for it to show up but after i minimized godot and maximized it a while later the shader param sub tab does show all the time now and the value i set in the param works aswell but this brings me to the issue if i resize the layout tabs and minimize and then maximize they get reset to there original saved position ,1 +7319,4891171303.0,IssuesEvent,2016-11-18 15:58:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,godot scaling error ide,bug platform:linux topic:editor usability,"**Operating system or device - Godot version:** +kubuntu 16.04 X64 +core i5 +ram 12gb +ati readeon hd 6870 +Godot_v2.1-stable_x11.64 + +**Issue description** (what happened, and what was expected): +ide not scaled correctly, so you can not see the interface. +1920 \* 1080 is correctly +but not in 1360 \* 768 + +image +http://postimg.org/gallery/2wz56gdbw/ + +**Steps to reproduce:** +godot open in a new installation of Kubuntu with the same resolution. + +**Link to minimal example project** (optional but very welcome): +",True,"godot scaling error ide - **Operating system or device - Godot version:** +kubuntu 16.04 X64 +core i5 +ram 12gb +ati readeon hd 6870 +Godot_v2.1-stable_x11.64 + +**Issue description** (what happened, and what was expected): +ide not scaled correctly, so you can not see the interface. +1920 \* 1080 is correctly +but not in 1360 \* 768 + +image +http://postimg.org/gallery/2wz56gdbw/ + +**Steps to reproduce:** +godot open in a new installation of Kubuntu with the same resolution. + +**Link to minimal example project** (optional but very welcome): +",1,godot scaling error ide operating system or device godot version kubuntu core ram ati readeon hd godot stable issue description what happened and what was expected ide not scaled correctly so you can not see the interface is correctly but not in image steps to reproduce godot open in a new installation of kubuntu with the same resolution link to minimal example project optional but very welcome ,1 +15084,9746316113.0,IssuesEvent,2019-06-03 11:56:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New icon for the Visual Shader resource,enhancement topic:editor usability,The current icon for the Visual Shader resource uses a clearly squished Shader icon. I think it could use a better treatment.,True,New icon for the Visual Shader resource - The current icon for the Visual Shader resource uses a clearly squished Shader icon. I think it could use a better treatment.,1,new icon for the visual shader resource the current icon for the visual shader resource uses a clearly squished shader icon i think it could use a better treatment ,1 +14797,9531008056.0,IssuesEvent,2019-04-29 15:04:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Freeze the debugger variable inspector scrolling position while debugging,bug junior job topic:editor usability,"**Godot version:** +3.1 rc2 + + +**OS/device including version:** +Windows 10 x64 + + +**Issue description:** +While debugging, I want to watch one variable that is located below the first visible variables in the inspector. +So I scroll the inspector down until it shows me the desired variable. +But if I click in the ""continue"" button, the variable inspector scroll back to the first variables again. +So, on each ""continue"", I have to scroll to the desired variable again. + + +**Steps to reproduce:** +- Have a code with multiple variables +- Set a breakpoint in any line +- Start debugging +- The debugger will show the first variables: +![image](https://user-images.githubusercontent.com/11199752/54247090-62c22b00-4516-11e9-8101-dc66f05e6702.png) +- But I want to follow the 'x' variable, so I scroll down: +![image](https://user-images.githubusercontent.com/11199752/54247113-7ec5cc80-4516-11e9-802b-c919a14f4c60.png) +- Now I want to continue the script, so I click on the ""continue"" button, and then the variable list is again on the beginning: +![image](https://user-images.githubusercontent.com/11199752/54247209-d2d0b100-4516-11e9-9db5-01ec520ab88c.png) + + + +",True,"Freeze the debugger variable inspector scrolling position while debugging - **Godot version:** +3.1 rc2 + + +**OS/device including version:** +Windows 10 x64 + + +**Issue description:** +While debugging, I want to watch one variable that is located below the first visible variables in the inspector. +So I scroll the inspector down until it shows me the desired variable. +But if I click in the ""continue"" button, the variable inspector scroll back to the first variables again. +So, on each ""continue"", I have to scroll to the desired variable again. + + +**Steps to reproduce:** +- Have a code with multiple variables +- Set a breakpoint in any line +- Start debugging +- The debugger will show the first variables: +![image](https://user-images.githubusercontent.com/11199752/54247090-62c22b00-4516-11e9-8101-dc66f05e6702.png) +- But I want to follow the 'x' variable, so I scroll down: +![image](https://user-images.githubusercontent.com/11199752/54247113-7ec5cc80-4516-11e9-802b-c919a14f4c60.png) +- Now I want to continue the script, so I click on the ""continue"" button, and then the variable list is again on the beginning: +![image](https://user-images.githubusercontent.com/11199752/54247209-d2d0b100-4516-11e9-9db5-01ec520ab88c.png) + + + +",1,freeze the debugger variable inspector scrolling position while debugging godot version os device including version windows issue description while debugging i want to watch one variable that is located below the first visible variables in the inspector so i scroll the inspector down until it shows me the desired variable but if i click in the continue button the variable inspector scroll back to the first variables again so on each continue i have to scroll to the desired variable again steps to reproduce have a code with multiple variables set a breakpoint in any line start debugging the debugger will show the first variables but i want to follow the x variable so i scroll down now i want to continue the script so i click on the continue button and then the variable list is again on the beginning ,1 +24334,23653038845.0,IssuesEvent,2022-08-26 08:36:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Pressing Reload does not reload currently running scene, plays currently opened scene instead",enhancement topic:editor usability,"**Godot version:** +![image](https://user-images.githubusercontent.com/7307968/63382217-8c6f6000-c39a-11e9-8dae-5778887fba06.png) + +**Issue description:** +The icon to re-play scene: +![image](https://user-images.githubusercontent.com/7307968/63382421-fbe54f80-c39a-11e9-9691-6c08cb4da11e.png) +suggests a Reload action. Instead it still behaves as Play Current Scene. + +**Steps to reproduce:** +Have scene A and scene B. Currently active tab is scene A. Press Play Scene. The Play Scene button changes to a Reload button. While scene A is running, switch tab to scene B. Press Reload. Getting scene A played here would be convenient and more intuitive (the icon would suggest that). Scene B is played instead. +",True,"Pressing Reload does not reload currently running scene, plays currently opened scene instead - **Godot version:** +![image](https://user-images.githubusercontent.com/7307968/63382217-8c6f6000-c39a-11e9-8dae-5778887fba06.png) + +**Issue description:** +The icon to re-play scene: +![image](https://user-images.githubusercontent.com/7307968/63382421-fbe54f80-c39a-11e9-9691-6c08cb4da11e.png) +suggests a Reload action. Instead it still behaves as Play Current Scene. + +**Steps to reproduce:** +Have scene A and scene B. Currently active tab is scene A. Press Play Scene. The Play Scene button changes to a Reload button. While scene A is running, switch tab to scene B. Press Reload. Getting scene A played here would be convenient and more intuitive (the icon would suggest that). Scene B is played instead. +",1,pressing reload does not reload currently running scene plays currently opened scene instead godot version issue description the icon to re play scene suggests a reload action instead it still behaves as play current scene steps to reproduce have scene a and scene b currently active tab is scene a press play scene the play scene button changes to a reload button while scene a is running switch tab to scene b press reload getting scene a played here would be convenient and more intuitive the icon would suggest that scene b is played instead ,1 +20458,15531381908.0,IssuesEvent,2021-03-13 23:20:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing Editor Settings Asset library URLS doesn't update editor,bug topic:assetlib topic:editor usability,"**Godot version:** +3.2.4-rc5 + +**OS/device including version:** +N/A + + +**Issue description:** + +I change asset library urls in editor settings, but the editor dropdown is not updated. This is because of missing functionality in #45202. Restarting the editor updates with new settings, but this should not require a restart. + + +**Steps to reproduce:** +Initial: +![image](https://user-images.githubusercontent.com/22862244/111042148-bfe86400-83f0-11eb-9f6b-eb1d070bece1.png) +![image](https://user-images.githubusercontent.com/22862244/111042198-08078680-83f1-11eb-8b4c-5f25087edd9e.png) + +Update settings, for example add new entry or modify current entries: +![image](https://user-images.githubusercontent.com/22862244/111042241-41d88d00-83f1-11eb-9ac9-7bbcc194f2ea.png) + +Editor doesn't update with new ones: +![image](https://user-images.githubusercontent.com/22862244/111042262-66cd0000-83f1-11eb-9b03-765e0adc5c43.png) + +After editor restart, we see our changes: +![image](https://user-images.githubusercontent.com/22862244/111042300-9a0f8f00-83f1-11eb-9968-3baaee99b7ce.png) + + +**Minimal reproduction project:** +New/empty project is all you need. +",True,"Changing Editor Settings Asset library URLS doesn't update editor - **Godot version:** +3.2.4-rc5 + +**OS/device including version:** +N/A + + +**Issue description:** + +I change asset library urls in editor settings, but the editor dropdown is not updated. This is because of missing functionality in #45202. Restarting the editor updates with new settings, but this should not require a restart. + + +**Steps to reproduce:** +Initial: +![image](https://user-images.githubusercontent.com/22862244/111042148-bfe86400-83f0-11eb-9f6b-eb1d070bece1.png) +![image](https://user-images.githubusercontent.com/22862244/111042198-08078680-83f1-11eb-8b4c-5f25087edd9e.png) + +Update settings, for example add new entry or modify current entries: +![image](https://user-images.githubusercontent.com/22862244/111042241-41d88d00-83f1-11eb-9ac9-7bbcc194f2ea.png) + +Editor doesn't update with new ones: +![image](https://user-images.githubusercontent.com/22862244/111042262-66cd0000-83f1-11eb-9b03-765e0adc5c43.png) + +After editor restart, we see our changes: +![image](https://user-images.githubusercontent.com/22862244/111042300-9a0f8f00-83f1-11eb-9968-3baaee99b7ce.png) + + +**Minimal reproduction project:** +New/empty project is all you need. +",1,changing editor settings asset library urls doesn t update editor godot version os device including version n a issue description i change asset library urls in editor settings but the editor dropdown is not updated this is because of missing functionality in restarting the editor updates with new settings but this should not require a restart steps to reproduce initial update settings for example add new entry or modify current entries editor doesn t update with new ones after editor restart we see our changes minimal reproduction project new empty project is all you need ,1 +10844,6960943701.0,IssuesEvent,2017-12-08 07:02:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Manage Export Templates link doesn't appear all the time,bug junior job topic:editor usability,"**Windows 8.1, Godot 3.0beta1** + + +**Issue description:** +When you want to add new export presets, but the export templates are missing, an error message should at the bottom of the window, and it is supposed to show a link to **Manage export templates**. + +However: + +- If you add a preset for Android, HTML5, or Windows Universal, the link shows and remains when you switch from a preset to another. + - If you add a preset for iOS, Mac OSX, Windows Desktop or Linux/X11, the link will ONLY appear if you already had added a preset for Android, HTML5, or Windows Universal. In that case, if you switch to another preset and come back, the link has disappeard. + +Note that the behavior is not affected if you close the window. + +In the first picture, the link is visible, in the second it is not. +![link visible](https://user-images.githubusercontent.com/13215043/33736772-1f2fed4c-db94-11e7-943e-fe583a1ad305.png) +![link hidden](https://user-images.githubusercontent.com/13215043/33736770-1f1268bc-db94-11e7-962b-efa57eebc99b.png) + + +**Steps to reproduce:** + +1. The export template must not be installed. +2. Go to the menu Project/Export +3. Add Android (or HTML5 or Windows Universal): the link should be visible +4. Add iOS (or Mac OSX, Windows Desktop or Linux/X11): the link should be visible +5. Click on the Android preset: the link is still here +6. Click on the iOS preset: the link isn't here anymore. +7. Remove all the presets +8. Add iOS (or Mac OSX, Windows Desktop or Linux/X11): No link visible + +Step 8 can also be executed instead of 3, 4, 5, 6, 7, removing the presets acts as if they had never been added. + +**Link to minimal example project:** +Any empty project as long as you haven't installed the template exports. +",True,"Manage Export Templates link doesn't appear all the time - **Windows 8.1, Godot 3.0beta1** + + +**Issue description:** +When you want to add new export presets, but the export templates are missing, an error message should at the bottom of the window, and it is supposed to show a link to **Manage export templates**. + +However: + +- If you add a preset for Android, HTML5, or Windows Universal, the link shows and remains when you switch from a preset to another. + - If you add a preset for iOS, Mac OSX, Windows Desktop or Linux/X11, the link will ONLY appear if you already had added a preset for Android, HTML5, or Windows Universal. In that case, if you switch to another preset and come back, the link has disappeard. + +Note that the behavior is not affected if you close the window. + +In the first picture, the link is visible, in the second it is not. +![link visible](https://user-images.githubusercontent.com/13215043/33736772-1f2fed4c-db94-11e7-943e-fe583a1ad305.png) +![link hidden](https://user-images.githubusercontent.com/13215043/33736770-1f1268bc-db94-11e7-962b-efa57eebc99b.png) + + +**Steps to reproduce:** + +1. The export template must not be installed. +2. Go to the menu Project/Export +3. Add Android (or HTML5 or Windows Universal): the link should be visible +4. Add iOS (or Mac OSX, Windows Desktop or Linux/X11): the link should be visible +5. Click on the Android preset: the link is still here +6. Click on the iOS preset: the link isn't here anymore. +7. Remove all the presets +8. Add iOS (or Mac OSX, Windows Desktop or Linux/X11): No link visible + +Step 8 can also be executed instead of 3, 4, 5, 6, 7, removing the presets acts as if they had never been added. + +**Link to minimal example project:** +Any empty project as long as you haven't installed the template exports. +",1,manage export templates link doesn t appear all the time windows godot issue description when you want to add new export presets but the export templates are missing an error message should at the bottom of the window and it is supposed to show a link to manage export templates however if you add a preset for android or windows universal the link shows and remains when you switch from a preset to another if you add a preset for ios mac osx windows desktop or linux the link will only appear if you already had added a preset for android or windows universal in that case if you switch to another preset and come back the link has disappeard note that the behavior is not affected if you close the window in the first picture the link is visible in the second it is not steps to reproduce the export template must not be installed go to the menu project export add android or or windows universal the link should be visible add ios or mac osx windows desktop or linux the link should be visible click on the android preset the link is still here click on the ios preset the link isn t here anymore remove all the presets add ios or mac osx windows desktop or linux no link visible step can also be executed instead of removing the presets acts as if they had never been added link to minimal example project any empty project as long as you haven t installed the template exports ,1 +17165,11747405456.0,IssuesEvent,2020-03-12 13:35:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tilemap editor keyboard shortcut ctrl+b doesn't work has expected,bug topic:editor usability,"**Godot version:** +3.2.1 + +**OS/device including version:** +Linux mint 19.2 + +**Issue description:** +Since Godot version 3.2, tilemap shortcut like ctrl+b for select doesn't the same as 3.1. We now need to press ctrl+b and keep the Ctrl key pressed to make the selection. It could lead to some strange behavior if we click on ctrl+b one time and try to select. + + +**Steps to reproduce:** +- Create a tilemap +- Add it to a scene +- Add some tiles +- Press ctrl+b +- Doesn't keep select active +![Peek 2020-03-12 10-05](https://user-images.githubusercontent.com/1162446/76505530-ebd1b200-6449-11ea-87b0-09d9df068de2.gif) + +- If pressing ctrl+b one time and keep ctrl pressed +![Peek 2020-03-12 10-22](https://user-images.githubusercontent.com/1162446/76506492-88e11a80-644b-11ea-80b5-04751cff8f40.gif) + +**Expected:** +Pressing ctrl+b should active the select behavior. + +**Minimal reproduction project:** +[tilemap-conflict.zip](https://github.com/godotengine/godot/files/4323326/tilemap-conflict.zip) +",True,"Tilemap editor keyboard shortcut ctrl+b doesn't work has expected - **Godot version:** +3.2.1 + +**OS/device including version:** +Linux mint 19.2 + +**Issue description:** +Since Godot version 3.2, tilemap shortcut like ctrl+b for select doesn't the same as 3.1. We now need to press ctrl+b and keep the Ctrl key pressed to make the selection. It could lead to some strange behavior if we click on ctrl+b one time and try to select. + + +**Steps to reproduce:** +- Create a tilemap +- Add it to a scene +- Add some tiles +- Press ctrl+b +- Doesn't keep select active +![Peek 2020-03-12 10-05](https://user-images.githubusercontent.com/1162446/76505530-ebd1b200-6449-11ea-87b0-09d9df068de2.gif) + +- If pressing ctrl+b one time and keep ctrl pressed +![Peek 2020-03-12 10-22](https://user-images.githubusercontent.com/1162446/76506492-88e11a80-644b-11ea-80b5-04751cff8f40.gif) + +**Expected:** +Pressing ctrl+b should active the select behavior. + +**Minimal reproduction project:** +[tilemap-conflict.zip](https://github.com/godotengine/godot/files/4323326/tilemap-conflict.zip) +",1,tilemap editor keyboard shortcut ctrl b doesn t work has expected godot version os device including version linux mint issue description since godot version tilemap shortcut like ctrl b for select doesn t the same as we now need to press ctrl b and keep the ctrl key pressed to make the selection it could lead to some strange behavior if we click on ctrl b one time and try to select steps to reproduce create a tilemap add it to a scene add some tiles press ctrl b doesn t keep select active if pressing ctrl b one time and keep ctrl pressed expected pressing ctrl b should active the select behavior minimal reproduction project ,1 +12134,7718164592.0,IssuesEvent,2018-05-23 15:31:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Error created from Template project page,bug confirmed topic:assetlib usability,"**Godot version:** +v3.0.1.stable.official + + +**OS/device including version:** +Windows 10 64-bit. +Intel i7 7700k +GTX 1080 + +**Issue description:** +When browsing the Templates window the terminal produces errors when trying to load pictures from the test projects it is listing. +Error returned: +``` +ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. + At: core\image.h:327 +ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. + At: modules\jpg\image_loader_jpegd.cpp:125 +ERROR: _png_error_function: Not a PNG file + At: drivers\png\image_loader_png.cpp:62 +libpng error: Not a PNG file +ERROR: ImageLoaderPNG::_load_image: PNG Corrupted + At: drivers\png\image_loader_png.cpp:94 +ERROR: _load_mem_png: Condition ' err ' is true. returned: Ref() + At: drivers\png\image_loader_png.cpp:252 +ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. + At: core\image.h:327 +ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. + At: modules\jpg\image_loader_jpegd.cpp:125 +ERROR: _png_error_function: Not a PNG file + At: drivers\png\image_loader_png.cpp:62 +libpng error: Not a PNG file +ERROR: ImageLoaderPNG::_load_image: PNG Corrupted + At: drivers\png\image_loader_png.cpp:94 +ERROR: _load_mem_png: Condition ' err ' is true. returned: Ref() + At: drivers\png\image_loader_png.cpp:252 +ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. + At: core\image.h:327 +ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. + At: modules\jpg\image_loader_jpegd.cpp:125 +``` +![image](https://user-images.githubusercontent.com/8027539/36697078-4d5df1cc-1b46-11e8-88f8-f15282b4b18b.png) + + +**Steps to reproduce:** +Download Godot from Steam. +Open Godot through Steam Launcher. +Click Template Tab. +Browse any page. +This ONLY seem to happen the first time each page is loaded, so after moving back to a page you have seen before it does not produce the error again. + +**Minimal reproduction project:** +No project needed. +",True,"Error created from Template project page - **Godot version:** +v3.0.1.stable.official + + +**OS/device including version:** +Windows 10 64-bit. +Intel i7 7700k +GTX 1080 + +**Issue description:** +When browsing the Templates window the terminal produces errors when trying to load pictures from the test projects it is listing. +Error returned: +``` +ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. + At: core\image.h:327 +ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. + At: modules\jpg\image_loader_jpegd.cpp:125 +ERROR: _png_error_function: Not a PNG file + At: drivers\png\image_loader_png.cpp:62 +libpng error: Not a PNG file +ERROR: ImageLoaderPNG::_load_image: PNG Corrupted + At: drivers\png\image_loader_png.cpp:94 +ERROR: _load_mem_png: Condition ' err ' is true. returned: Ref() + At: drivers\png\image_loader_png.cpp:252 +ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. + At: core\image.h:327 +ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. + At: modules\jpg\image_loader_jpegd.cpp:125 +ERROR: _png_error_function: Not a PNG file + At: drivers\png\image_loader_png.cpp:62 +libpng error: Not a PNG file +ERROR: ImageLoaderPNG::_load_image: PNG Corrupted + At: drivers\png\image_loader_png.cpp:94 +ERROR: _load_mem_png: Condition ' err ' is true. returned: Ref() + At: drivers\png\image_loader_png.cpp:252 +ERROR: Image::copy_internals_from: Condition ' p_image.is_null() ' is true. + At: core\image.h:327 +ERROR: _jpegd_mem_loader_func: Couldn't initialize ImageLoaderJPG with the given resource. + At: modules\jpg\image_loader_jpegd.cpp:125 +``` +![image](https://user-images.githubusercontent.com/8027539/36697078-4d5df1cc-1b46-11e8-88f8-f15282b4b18b.png) + + +**Steps to reproduce:** +Download Godot from Steam. +Open Godot through Steam Launcher. +Click Template Tab. +Browse any page. +This ONLY seem to happen the first time each page is loaded, so after moving back to a page you have seen before it does not produce the error again. + +**Minimal reproduction project:** +No project needed. +",1,error created from template project page godot version stable official os device including version windows bit intel gtx issue description when browsing the templates window the terminal produces errors when trying to load pictures from the test projects it is listing error returned error image copy internals from condition p image is null is true at core image h error jpegd mem loader func couldn t initialize imageloaderjpg with the given resource at modules jpg image loader jpegd cpp error png error function not a png file at drivers png image loader png cpp libpng error not a png file error imageloaderpng load image png corrupted at drivers png image loader png cpp error load mem png condition err is true returned ref at drivers png image loader png cpp error image copy internals from condition p image is null is true at core image h error jpegd mem loader func couldn t initialize imageloaderjpg with the given resource at modules jpg image loader jpegd cpp error png error function not a png file at drivers png image loader png cpp libpng error not a png file error imageloaderpng load image png corrupted at drivers png image loader png cpp error load mem png condition err is true returned ref at drivers png image loader png cpp error image copy internals from condition p image is null is true at core image h error jpegd mem loader func couldn t initialize imageloaderjpg with the given resource at modules jpg image loader jpegd cpp steps to reproduce download godot from steam open godot through steam launcher click template tab browse any page this only seem to happen the first time each page is loaded so after moving back to a page you have seen before it does not produce the error again minimal reproduction project no project needed ,1 +16571,11090113084.0,IssuesEvent,2019-12-14 23:52:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mouse released immediately after dragging range property of ArrayPropertyEdit,bug confirmed topic:editor usability,"I could only reproduce this issue with range properties of ArrayPropertyEdit (I am not sure if this issue happen in other situations). +After dragging the spinbox and releasing the left mouse button, the mouse remains captured. + +You can quickly check this with a Polygon2D node, by editing its polygon property (Vector2Array) and dragging the _Size_. +",True,"Mouse released immediately after dragging range property of ArrayPropertyEdit - I could only reproduce this issue with range properties of ArrayPropertyEdit (I am not sure if this issue happen in other situations). +After dragging the spinbox and releasing the left mouse button, the mouse remains captured. + +You can quickly check this with a Polygon2D node, by editing its polygon property (Vector2Array) and dragging the _Size_. +",1,mouse released immediately after dragging range property of arraypropertyedit i could only reproduce this issue with range properties of arraypropertyedit i am not sure if this issue happen in other situations after dragging the spinbox and releasing the left mouse button the mouse remains captured you can quickly check this with a node by editing its polygon property and dragging the size ,1 +6427,4282852539.0,IssuesEvent,2016-07-15 10:56:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to inspect object members values during debugging ,enhancement topic:editor usability,"While debugging / stepping through code, it's desirable to view the values of variables in current scope. + +Unfortunately, the palette on the bottom with current scope displays only simple types ( numbers, strings, etc ), and not objects / nodes. Instead, objects show up as ""0"" when hovering over variable names in text. It would be great if one could inspect the object that variable points to, or at the very least, show something like ""[KinematicBody2D: 564]"", so one could at least know its type. Ideally, it would be nice to be able to inspect objects in their entirety, with fields and all. + +It would also be great, if there was a console while debugging, allowing execution of statements in current scope. So I could enter ""print( varName )"", like in Chrome javascript console, for example.",True,"Ability to inspect object members values during debugging - While debugging / stepping through code, it's desirable to view the values of variables in current scope. + +Unfortunately, the palette on the bottom with current scope displays only simple types ( numbers, strings, etc ), and not objects / nodes. Instead, objects show up as ""0"" when hovering over variable names in text. It would be great if one could inspect the object that variable points to, or at the very least, show something like ""[KinematicBody2D: 564]"", so one could at least know its type. Ideally, it would be nice to be able to inspect objects in their entirety, with fields and all. + +It would also be great, if there was a console while debugging, allowing execution of statements in current scope. So I could enter ""print( varName )"", like in Chrome javascript console, for example.",1,ability to inspect object members values during debugging while debugging stepping through code it s desirable to view the values of variables in current scope unfortunately the palette on the bottom with current scope displays only simple types numbers strings etc and not objects nodes instead objects show up as when hovering over variable names in text it would be great if one could inspect the object that variable points to or at the very least show something like so one could at least know its type ideally it would be nice to be able to inspect objects in their entirety with fields and all it would also be great if there was a console while debugging allowing execution of statements in current scope so i could enter print varname like in chrome javascript console for example ,1 +27506,29486916102.0,IssuesEvent,2023-06-02 10:25:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Main screen view buttons can immediately lose focus when navigating (causes the focus style to quickly flicker),archived discussion topic:editor usability,"### Godot version + +v4.0.beta17.official [c40020513] + +### System information + +MacOS 13.1 + +### Issue description + +### I know it's a nitpick but I pretty weird and I think it's a bug... + +https://user-images.githubusercontent.com/75746148/216531884-06e4e543-859c-41cc-8535-766af99a204b.mov + +As you can see in the video, when I switch between the tabs sometimes they show like they're selected and sometimes they don't and it's a little weird in my opinion. +### (Again, a nitpick so only if you have time :) ) + +### Steps to reproduce + +Just switch between the 3D, 2D, Script or AssetLib tabs... + +### Minimal reproduction project + +N/A",True,"Main screen view buttons can immediately lose focus when navigating (causes the focus style to quickly flicker) - ### Godot version + +v4.0.beta17.official [c40020513] + +### System information + +MacOS 13.1 + +### Issue description + +### I know it's a nitpick but I pretty weird and I think it's a bug... + +https://user-images.githubusercontent.com/75746148/216531884-06e4e543-859c-41cc-8535-766af99a204b.mov + +As you can see in the video, when I switch between the tabs sometimes they show like they're selected and sometimes they don't and it's a little weird in my opinion. +### (Again, a nitpick so only if you have time :) ) + +### Steps to reproduce + +Just switch between the 3D, 2D, Script or AssetLib tabs... + +### Minimal reproduction project + +N/A",1,main screen view buttons can immediately lose focus when navigating causes the focus style to quickly flicker godot version official system information macos issue description i know it s a nitpick but i pretty weird and i think it s a bug as you can see in the video when i switch between the tabs sometimes they show like they re selected and sometimes they don t and it s a little weird in my opinion again a nitpick so only if you have time steps to reproduce just switch between the script or assetlib tabs minimal reproduction project n a,1 +28209,32063008545.0,IssuesEvent,2023-09-24 21:39:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,there's a thin separator line between filesystem items in split mode,bug topic:editor usability,"### Godot version + +4.1.1 + +### System information + +linux + +### Issue description + +![image](https://github.com/godotengine/godot/assets/71937306/9a9f3f33-4d57-44d0-bb8d-03f9c2f06024) + +this line appears between each rows of icons, it shouldn't be visible. + +### Steps to reproduce + +- enable the FileSystem dock's split mode +- enable big icons +- create enough empty folders + +### Minimal reproduction project + +I think zipping 5 empty folders is silly",True,"there's a thin separator line between filesystem items in split mode - ### Godot version + +4.1.1 + +### System information + +linux + +### Issue description + +![image](https://github.com/godotengine/godot/assets/71937306/9a9f3f33-4d57-44d0-bb8d-03f9c2f06024) + +this line appears between each rows of icons, it shouldn't be visible. + +### Steps to reproduce + +- enable the FileSystem dock's split mode +- enable big icons +- create enough empty folders + +### Minimal reproduction project + +I think zipping 5 empty folders is silly",1,there s a thin separator line between filesystem items in split mode godot version system information linux issue description this line appears between each rows of icons it shouldn t be visible steps to reproduce enable the filesystem dock s split mode enable big icons create enough empty folders minimal reproduction project i think zipping empty folders is silly,1 +10834,6954087990.0,IssuesEvent,2017-12-06 23:30:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Revert button doesn't appear in the editor after overriding any property value.,bug hero wanted! junior job topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10 64 bits +Godot 3.0 Beta build 1 + +**Issue description:** +I was following the Step by step docs on Instancing, but when in ""Editing Instances"": +http://docs.godotengine.org/en/latest/learning/step_by_step/instancing.html#editing-instances + +I found this wierd behavior: After overriding any property value of a node on an instanced scene, the revert button doesn't appear. You need to select another node and then back in order to refresh/redraw the property and the refresh button to appear. + +Here's a gif: + +![bug](https://user-images.githubusercontent.com/168978/33448458-66b22c72-d606-11e7-814b-160e70dc1b36.gif) + +I suppose the right behavior must be similar to when editing properties on the Project Settings: + +![bug](https://user-images.githubusercontent.com/168978/33449268-8e40b4f0-d608-11e7-9711-5b2e4c3e753c.gif) + +**Steps to reproduce:** +Follow this step by step guide: +http://docs.godotengine.org/en/latest/learning/step_by_step/instancing.html#editing-instances +Until the section Editing Instances + +**Link to minimal example project:** +[instancing.zip](https://github.com/godotengine/godot/files/1519078/instancing.zip) +",True,"Revert button doesn't appear in the editor after overriding any property value. - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10 64 bits +Godot 3.0 Beta build 1 + +**Issue description:** +I was following the Step by step docs on Instancing, but when in ""Editing Instances"": +http://docs.godotengine.org/en/latest/learning/step_by_step/instancing.html#editing-instances + +I found this wierd behavior: After overriding any property value of a node on an instanced scene, the revert button doesn't appear. You need to select another node and then back in order to refresh/redraw the property and the refresh button to appear. + +Here's a gif: + +![bug](https://user-images.githubusercontent.com/168978/33448458-66b22c72-d606-11e7-814b-160e70dc1b36.gif) + +I suppose the right behavior must be similar to when editing properties on the Project Settings: + +![bug](https://user-images.githubusercontent.com/168978/33449268-8e40b4f0-d608-11e7-9711-5b2e4c3e753c.gif) + +**Steps to reproduce:** +Follow this step by step guide: +http://docs.godotengine.org/en/latest/learning/step_by_step/instancing.html#editing-instances +Until the section Editing Instances + +**Link to minimal example project:** +[instancing.zip](https://github.com/godotengine/godot/files/1519078/instancing.zip) +",1,revert button doesn t appear in the editor after overriding any property value operating system or device godot version gpu model and driver if graphics related windows bits godot beta build issue description i was following the step by step docs on instancing but when in editing instances i found this wierd behavior after overriding any property value of a node on an instanced scene the revert button doesn t appear you need to select another node and then back in order to refresh redraw the property and the refresh button to appear here s a gif i suppose the right behavior must be similar to when editing properties on the project settings steps to reproduce follow this step by step guide until the section editing instances link to minimal example project ,1 +15515,10091594213.0,IssuesEvent,2019-07-26 14:36:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,GDNativeLibrary editor can't be expanded initially,bug junior job topic:editor usability,"**Godot version:** +3.1.1 and 3.2 master (d483a85a) + + +**OS/device including version:** +Mageia 7 x86_64 + + +**Issue description:** +When you add a new resource of type `GDNativeLibrary`, a specific editor plugin is shown. However, it cannot be expanded as the grabber button doesn't appear on hover, and the ""Expand Bottom Panel"" button is also missing: + +![Screenshot_20190726_163309](https://user-images.githubusercontent.com/4701338/61959260-515c5580-afc3-11e9-908e-4b5505a103a7.png) + +Once you switch to another bottom dock (e.g. `Animation`) and back, the panel can be expanded with both grabber and ""Expand Bottom Panel"" button. + +**Steps to reproduce:** + +- Open project +- On Inspector, click ""Create new resource"" +- Select GDNativeLibrary +- See that you can't resize the bottom dock +- Switch to another dock and back +- Now it's fine +",True,"GDNativeLibrary editor can't be expanded initially - **Godot version:** +3.1.1 and 3.2 master (d483a85a) + + +**OS/device including version:** +Mageia 7 x86_64 + + +**Issue description:** +When you add a new resource of type `GDNativeLibrary`, a specific editor plugin is shown. However, it cannot be expanded as the grabber button doesn't appear on hover, and the ""Expand Bottom Panel"" button is also missing: + +![Screenshot_20190726_163309](https://user-images.githubusercontent.com/4701338/61959260-515c5580-afc3-11e9-908e-4b5505a103a7.png) + +Once you switch to another bottom dock (e.g. `Animation`) and back, the panel can be expanded with both grabber and ""Expand Bottom Panel"" button. + +**Steps to reproduce:** + +- Open project +- On Inspector, click ""Create new resource"" +- Select GDNativeLibrary +- See that you can't resize the bottom dock +- Switch to another dock and back +- Now it's fine +",1,gdnativelibrary editor can t be expanded initially godot version and master os device including version mageia issue description when you add a new resource of type gdnativelibrary a specific editor plugin is shown however it cannot be expanded as the grabber button doesn t appear on hover and the expand bottom panel button is also missing once you switch to another bottom dock e g animation and back the panel can be expanded with both grabber and expand bottom panel button steps to reproduce open project on inspector click create new resource select gdnativelibrary see that you can t resize the bottom dock switch to another dock and back now it s fine ,1 +20045,14947213440.0,IssuesEvent,2021-01-26 08:17:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Web Editor doesn't create Project issue,discussion platform:html5 topic:editor usability," + +**Godot version:** +v3.2.4.beta4.offical.b5e8b48bb + + +**OS/device including version:** + +Windows, PC, Nvidia GTX 1060 3GB, Vulkan + +**Issue description:** +""Missing Project"" issue + + +**Steps to reproduce:** +Creating a project + +**Minimal reproduction project:** + + +![image](https://user-images.githubusercontent.com/42213155/105632237-d182a600-5e5a-11eb-80f8-e3f28a65ca0c.png) + +![image](https://user-images.githubusercontent.com/42213155/105630933-6c2bb680-5e54-11eb-8423-aea950887b26.png) +",True,"Web Editor doesn't create Project issue - + +**Godot version:** +v3.2.4.beta4.offical.b5e8b48bb + + +**OS/device including version:** + +Windows, PC, Nvidia GTX 1060 3GB, Vulkan + +**Issue description:** +""Missing Project"" issue + + +**Steps to reproduce:** +Creating a project + +**Minimal reproduction project:** + + +![image](https://user-images.githubusercontent.com/42213155/105632237-d182a600-5e5a-11eb-80f8-e3f28a65ca0c.png) + +![image](https://user-images.githubusercontent.com/42213155/105630933-6c2bb680-5e54-11eb-8423-aea950887b26.png) +",1,web editor doesn t create project issue please search existing issues for potential duplicates before filing yours godot version offical os device including version windows pc nvidia gtx vulkan issue description missing project issue steps to reproduce creating a project minimal reproduction project ,1 +16572,11091773255.0,IssuesEvent,2019-12-15 14:39:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Create a shortcut key to return to the previous line on Script Editor,enhancement topic:editor usability,"**Godot version:** +3.2 dev + + +**OS/device including version:** +Windows 10 x64 / NVIDIA GeForce GTX 1060 6GB / Intel Core i7 4790K + + +**Issue description:** +If the cursor goes to another part of the script and I want the cursor returns to the line it was previously. +Ex: if the cursor is in line 150, I press Ctrl+Home accidentally and it goes to line 1, I want to press a key to return this line 150.",True,"Create a shortcut key to return to the previous line on Script Editor - **Godot version:** +3.2 dev + + +**OS/device including version:** +Windows 10 x64 / NVIDIA GeForce GTX 1060 6GB / Intel Core i7 4790K + + +**Issue description:** +If the cursor goes to another part of the script and I want the cursor returns to the line it was previously. +Ex: if the cursor is in line 150, I press Ctrl+Home accidentally and it goes to line 1, I want to press a key to return this line 150.",1,create a shortcut key to return to the previous line on script editor godot version dev os device including version windows nvidia geforce gtx intel core issue description if the cursor goes to another part of the script and i want the cursor returns to the line it was previously ex if the cursor is in line i press ctrl home accidentally and it goes to line i want to press a key to return this line ,1 +17862,12394094653.0,IssuesEvent,2020-05-20 16:23:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Move tool is unusable after pressing arrow,bug topic:editor usability,"**Godot version:** +3.2.1 + +**Steps to reproduce:** +1. Go to 2D editor +2. Select some 2D node +3. Select move tool (W) +4. Move the node +5. Press arrow +6. Try to move the node again +7. You can't +8. You need to unselect the node +9. And select it again +10. Ugh",True,"Move tool is unusable after pressing arrow - **Godot version:** +3.2.1 + +**Steps to reproduce:** +1. Go to 2D editor +2. Select some 2D node +3. Select move tool (W) +4. Move the node +5. Press arrow +6. Try to move the node again +7. You can't +8. You need to unselect the node +9. And select it again +10. Ugh",1,move tool is unusable after pressing arrow godot version steps to reproduce go to editor select some node select move tool w move the node press arrow try to move the node again you can t you need to unselect the node and select it again ugh,1 +14201,8915672828.0,IssuesEvent,2019-01-19 08:39:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pivot for selected node should be always visible,discussion enhancement topic:editor usability,"**Godot version:** 3.1.beta.calinou.07e2046 + +**OS/device including version:** +64 bit linux + + +**Issue description:** +Godot 3.1 was changed to only show the gizmos relevant to the selected node and tool. Unfortunately, this also means that for nodes containing a pivot, such as Sprite, AnimatedSprite and Polygon2D, the pivot is only visible when having the Assign Pivot tool selected. +Being able to see the pivot is important for positioning and animation so it should always be visible, at least for the currently selected node. Consider that nodes like Node2D and KinematicBody2D have a cross shaped gizmo serving this function rather than no gizmo at all",True,"Pivot for selected node should be always visible - **Godot version:** 3.1.beta.calinou.07e2046 + +**OS/device including version:** +64 bit linux + + +**Issue description:** +Godot 3.1 was changed to only show the gizmos relevant to the selected node and tool. Unfortunately, this also means that for nodes containing a pivot, such as Sprite, AnimatedSprite and Polygon2D, the pivot is only visible when having the Assign Pivot tool selected. +Being able to see the pivot is important for positioning and animation so it should always be visible, at least for the currently selected node. Consider that nodes like Node2D and KinematicBody2D have a cross shaped gizmo serving this function rather than no gizmo at all",1,pivot for selected node should be always visible godot version beta calinou os device including version bit linux issue description godot was changed to only show the gizmos relevant to the selected node and tool unfortunately this also means that for nodes containing a pivot such as sprite animatedsprite and the pivot is only visible when having the assign pivot tool selected being able to see the pivot is important for positioning and animation so it should always be visible at least for the currently selected node consider that nodes like and have a cross shaped gizmo serving this function rather than no gizmo at all,1 +12811,8126484912.0,IssuesEvent,2018-08-17 02:31:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to easily extend gd scripts,enhancement topic:editor topic:plugin usability,"**Operating system or device - Godot version:** + +**Issue description** (what happened, and what was expected): +Currently when I want to extend some script that is attached to a scene I need to make a lot of quite tiring (in the long term) steps. +1. Create new text file. +2. Find path to the file I want to extend +3. Write proper 'extend' line in new scipt +4. Remove 'base' script from a node that should use extended script. +5. Attach 'extended' script to a node +6. Reset all exported variables of the script. + +It would be so incredibly easier if Godot editor could do all this for me (button like 'new Extended script'/'Extend'). We don't even need new button, when I want to create new script for a node I'm clicking: +![newscript](https://cloud.githubusercontent.com/assets/6129594/15098020/0e869242-1530-11e6-88cd-a4748e7caad9.png) +And then popup with question about file location cames out. +It would make perfect sense for me if the same could happen when I'm clicking this button on a node that already have a script, just this time 'extends path/2/parent/script.gd' line would be filled automatically. +**Related issue:** https://github.com/godotengine/godot/issues/4585 + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to easily extend gd scripts - **Operating system or device - Godot version:** + +**Issue description** (what happened, and what was expected): +Currently when I want to extend some script that is attached to a scene I need to make a lot of quite tiring (in the long term) steps. +1. Create new text file. +2. Find path to the file I want to extend +3. Write proper 'extend' line in new scipt +4. Remove 'base' script from a node that should use extended script. +5. Attach 'extended' script to a node +6. Reset all exported variables of the script. + +It would be so incredibly easier if Godot editor could do all this for me (button like 'new Extended script'/'Extend'). We don't even need new button, when I want to create new script for a node I'm clicking: +![newscript](https://cloud.githubusercontent.com/assets/6129594/15098020/0e869242-1530-11e6-88cd-a4748e7caad9.png) +And then popup with question about file location cames out. +It would make perfect sense for me if the same could happen when I'm clicking this button on a node that already have a script, just this time 'extends path/2/parent/script.gd' line would be filled automatically. +**Related issue:** https://github.com/godotengine/godot/issues/4585 + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,ability to easily extend gd scripts operating system or device godot version issue description what happened and what was expected currently when i want to extend some script that is attached to a scene i need to make a lot of quite tiring in the long term steps create new text file find path to the file i want to extend write proper extend line in new scipt remove base script from a node that should use extended script attach extended script to a node reset all exported variables of the script it would be so incredibly easier if godot editor could do all this for me button like new extended script extend we don t even need new button when i want to create new script for a node i m clicking and then popup with question about file location cames out it would make perfect sense for me if the same could happen when i m clicking this button on a node that already have a script just this time extends path parent script gd line would be filled automatically related issue steps to reproduce link to minimal example project optional but very welcome ,1 +10292,6664620537.0,IssuesEvent,2017-10-02 20:49:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 2D/3D preference on node searching,feature proposal topic:editor usability,"Any device probably, version 2.1.4. + +Issue: When I'm using Godot to make 2D games, and I want to for example put a 2D node like RigidBody2D, I type rigidbody and always the 3D node comes for the first choice, that's for every node that have an equal on 2D. +That's not a big issue, just usability. +Solutions that I think: +1- When you choose a 2D node, change the search to a 2D preference; +2- Make so that you can get the 3D nodes disappear; +3- When creating a project you could make a selection between a 2D or 3D project. +4- When using the 2D tab and add a node, it comes to preference 2D nodes when searching. + +",True,"Godot 2D/3D preference on node searching - Any device probably, version 2.1.4. + +Issue: When I'm using Godot to make 2D games, and I want to for example put a 2D node like RigidBody2D, I type rigidbody and always the 3D node comes for the first choice, that's for every node that have an equal on 2D. +That's not a big issue, just usability. +Solutions that I think: +1- When you choose a 2D node, change the search to a 2D preference; +2- Make so that you can get the 3D nodes disappear; +3- When creating a project you could make a selection between a 2D or 3D project. +4- When using the 2D tab and add a node, it comes to preference 2D nodes when searching. + +",1,godot preference on node searching any device probably version issue when i m using godot to make games and i want to for example put a node like i type rigidbody and always the node comes for the first choice that s for every node that have an equal on that s not a big issue just usability solutions that i think when you choose a node change the search to a preference make so that you can get the nodes disappear when creating a project you could make a selection between a or project when using the tab and add a node it comes to preference nodes when searching ,1 +8681,5916023204.0,IssuesEvent,2017-05-22 09:26:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script heat colors are not adjusted to new theme (they blend with background),bug enhancement topic:editor usability,"** Godot version: 3.0 master** + +**Issue description:** +![selection_086](https://cloud.githubusercontent.com/assets/6152134/25576626/f8abcf46-2e60-11e7-9d66-3f86a306cad8.png) + +",True,"Script heat colors are not adjusted to new theme (they blend with background) - ** Godot version: 3.0 master** + +**Issue description:** +![selection_086](https://cloud.githubusercontent.com/assets/6152134/25576626/f8abcf46-2e60-11e7-9d66-3f86a306cad8.png) + +",1,script heat colors are not adjusted to new theme they blend with background godot version master issue description ,1 +15830,10319324396.0,IssuesEvent,2019-08-30 17:11:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Copy and paste nodes between projects/engine instances,feature proposal topic:editor usability,"I installed last 2.1.2-stable and some projects no more run (crash without any debug)! +I start to remount the project tree in a clear project, but it is very slow. +Is possible to make nodes work on clipboard?",True,"Copy and paste nodes between projects/engine instances - I installed last 2.1.2-stable and some projects no more run (crash without any debug)! +I start to remount the project tree in a clear project, but it is very slow. +Is possible to make nodes work on clipboard?",1,copy and paste nodes between projects engine instances i installed last stable and some projects no more run crash without any debug i start to remount the project tree in a clear project but it is very slow is possible to make nodes work on clipboard ,1 +9790,6415555489.0,IssuesEvent,2017-08-08 13:04:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Proposal for looping and audio sample default behavior.,enhancement topic:audio usability,"Right now to loop the sample two steps need to be taken now: +1. setting the loop at import sound setting +2. setting Loop Format, Loop Begin and Loop End at SampleLibrary sample edit properties Indicator panel. + +It is not intuitive at all. Most new users probably expect that after the first step (setting the loop during sample import), the sample will be already looped and will play from the very start to the very end and again. After all they set it to be looped, right? +It would be better if, after checking the loop option in sample import settings, the sample by default be set to Loop Format = Forward, Loop Begin = 0, Loop End = 1000000000. It's what is expected most of the times as a sound loop. +Of course other settings and their editing should still be available in Inspector after pressing the pencil icon in SampleLibrary, if someone wants to change anything. +",True,"Proposal for looping and audio sample default behavior. - Right now to loop the sample two steps need to be taken now: +1. setting the loop at import sound setting +2. setting Loop Format, Loop Begin and Loop End at SampleLibrary sample edit properties Indicator panel. + +It is not intuitive at all. Most new users probably expect that after the first step (setting the loop during sample import), the sample will be already looped and will play from the very start to the very end and again. After all they set it to be looped, right? +It would be better if, after checking the loop option in sample import settings, the sample by default be set to Loop Format = Forward, Loop Begin = 0, Loop End = 1000000000. It's what is expected most of the times as a sound loop. +Of course other settings and their editing should still be available in Inspector after pressing the pencil icon in SampleLibrary, if someone wants to change anything. +",1,proposal for looping and audio sample default behavior right now to loop the sample two steps need to be taken now setting the loop at import sound setting setting loop format loop begin and loop end at samplelibrary sample edit properties indicator panel it is not intuitive at all most new users probably expect that after the first step setting the loop during sample import the sample will be already looped and will play from the very start to the very end and again after all they set it to be looped right it would be better if after checking the loop option in sample import settings the sample by default be set to loop format forward loop begin loop end it s what is expected most of the times as a sound loop of course other settings and their editing should still be available in inspector after pressing the pencil icon in samplelibrary if someone wants to change anything ,1 +21708,17569981235.0,IssuesEvent,2021-08-14 13:34:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Showing Black screen after click 'play' button,discussion topic:rendering topic:editor usability,"### Godot version + +v4.0.dev.custom_build [b9b6102b9] + +### System information + +Debian 11 Linux, Vulkan, nVidia 3060 Laptop + +### Issue description + +I setup a very simple Scene: A Cube Mesh and a Camera. + +When I Click play, it ( The Engine / Game ) shows Black Screen. + +I tried in 3.3(custom build under godot source code repo) with similar setup ( different nodes' names ), it will show correct rendered view. + +### Steps to reproduce + +Open Project +Click Play + +### Minimal reproduction project + +https://github.com/sprhawk/godot-demo-blackscreen",True,"Showing Black screen after click 'play' button - ### Godot version + +v4.0.dev.custom_build [b9b6102b9] + +### System information + +Debian 11 Linux, Vulkan, nVidia 3060 Laptop + +### Issue description + +I setup a very simple Scene: A Cube Mesh and a Camera. + +When I Click play, it ( The Engine / Game ) shows Black Screen. + +I tried in 3.3(custom build under godot source code repo) with similar setup ( different nodes' names ), it will show correct rendered view. + +### Steps to reproduce + +Open Project +Click Play + +### Minimal reproduction project + +https://github.com/sprhawk/godot-demo-blackscreen",1,showing black screen after click play button godot version dev custom build system information debian linux vulkan nvidia laptop issue description i setup a very simple scene a cube mesh and a camera when i click play it the engine game shows black screen i tried in custom build under godot source code repo with similar setup different nodes names it will show correct rendered view steps to reproduce open project click play minimal reproduction project ,1 +12629,8000461952.0,IssuesEvent,2018-07-22 16:11:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Inspector press Tab while Edit Mode,enhancement topic:editor usability,"Godot Master + +In the old Inspector Tab switched to the next property (x,y in position), but this is currently not possible. + +I have to Confirm first with Return and then Tab works. +Would be nice to confirm with Tab and go to next property(edit mode). + +![peek 2018-05-18 18-06](https://user-images.githubusercontent.com/4741886/40245675-9a0d156a-5ac6-11e8-9acc-224526dfe341.gif) +",True,"Inspector press Tab while Edit Mode - Godot Master + +In the old Inspector Tab switched to the next property (x,y in position), but this is currently not possible. + +I have to Confirm first with Return and then Tab works. +Would be nice to confirm with Tab and go to next property(edit mode). + +![peek 2018-05-18 18-06](https://user-images.githubusercontent.com/4741886/40245675-9a0d156a-5ac6-11e8-9acc-224526dfe341.gif) +",1,inspector press tab while edit mode godot master in the old inspector tab switched to the next property x y in position but this is currently not possible i have to confirm first with return and then tab works would be nice to confirm with tab and go to next property edit mode ,1 +19831,14617694443.0,IssuesEvent,2020-12-22 15:08:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Better name for ""Makes sure the objects children are not selectable"" + tooltip info",enhancement topic:editor usability,"Godot version: 3.0.4 stable +OS/device including version: Win7 + +Issue description: +I've tried to assign the ""Makes sure the objects children are not selectable"" ui button a keyboard key. +But I can't find it under editor setting -> shortcuts: +![makes sure](https://user-images.githubusercontent.com/40721994/42261373-526628ac-7f68-11e8-8a63-78fff8554936.jpg) + +How about disable child object movement or restrict object/node movement? +Also it's used soooo much it needs a keyboard key and an easy way to find it. +Here is how krita and almost every software does this: +![krita movet](https://user-images.githubusercontent.com/40721994/42261669-4348b05a-7f69-11e8-8188-c2bbcbe6f911.jpg) + +When hovering above an element/button there is a short description name, the shortkey is shown inside () and the user can find it without any problems to change the button if needed. + +This tooltip information is very very important I can't believe you haven't done this already. + + + + + +Steps to reproduce: +Use the editor +",True,"Better name for ""Makes sure the objects children are not selectable"" + tooltip info - Godot version: 3.0.4 stable +OS/device including version: Win7 + +Issue description: +I've tried to assign the ""Makes sure the objects children are not selectable"" ui button a keyboard key. +But I can't find it under editor setting -> shortcuts: +![makes sure](https://user-images.githubusercontent.com/40721994/42261373-526628ac-7f68-11e8-8a63-78fff8554936.jpg) + +How about disable child object movement or restrict object/node movement? +Also it's used soooo much it needs a keyboard key and an easy way to find it. +Here is how krita and almost every software does this: +![krita movet](https://user-images.githubusercontent.com/40721994/42261669-4348b05a-7f69-11e8-8188-c2bbcbe6f911.jpg) + +When hovering above an element/button there is a short description name, the shortkey is shown inside () and the user can find it without any problems to change the button if needed. + +This tooltip information is very very important I can't believe you haven't done this already. + + + + + +Steps to reproduce: +Use the editor +",1,better name for makes sure the objects children are not selectable tooltip info godot version stable os device including version issue description i ve tried to assign the makes sure the objects children are not selectable ui button a keyboard key but i can t find it under editor setting shortcuts how about disable child object movement or restrict object node movement also it s used soooo much it needs a keyboard key and an easy way to find it here is how krita and almost every software does this when hovering above an element button there is a short description name the shortkey is shown inside and the user can find it without any problems to change the button if needed this tooltip information is very very important i can t believe you haven t done this already steps to reproduce use the editor ,1 +17985,12466400001.0,IssuesEvent,2020-05-28 15:25:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor improvement for using tabs for more than just scenes,feature proposal topic:editor usability,"**Godot version:** +3.1.1 stable + +**OS/device including version:** +Windows 10 + +**Issue description:** +Only scenes can belong to a new tab. + +In the main IDE you get one tab per scene file, as many scenes as you want. However, all other files (script, help, etc) cannot be open in a new tab and instead sit in another pane as a 'history'. + +When you open a gd script file, or the help, it opens up but the tab still has the name of currently open scene, even though the page has absolutely nothing to do with the scene. + +Because of this, you lose massive screen space on your editor with the 'history', you cannot have two script files open at once, and you cannot have help window open either. + +You get as many tabs for scenes as you like, but only one for literally everything else and they have to overwrite each other. + +Suggestion: ditch the history (or put it as an optional view) and open every file as a new tab because I believe this is a fallback to a version of godot that possibly only had internal script files. + +It would make so much more sense to be able to easily switch between tabs than use a history bar. When you have a larger project with multiple script files, this one tab for everything not a scene makes it impossible to code and does not scale. + +Thanks. +",True,"Editor improvement for using tabs for more than just scenes - **Godot version:** +3.1.1 stable + +**OS/device including version:** +Windows 10 + +**Issue description:** +Only scenes can belong to a new tab. + +In the main IDE you get one tab per scene file, as many scenes as you want. However, all other files (script, help, etc) cannot be open in a new tab and instead sit in another pane as a 'history'. + +When you open a gd script file, or the help, it opens up but the tab still has the name of currently open scene, even though the page has absolutely nothing to do with the scene. + +Because of this, you lose massive screen space on your editor with the 'history', you cannot have two script files open at once, and you cannot have help window open either. + +You get as many tabs for scenes as you like, but only one for literally everything else and they have to overwrite each other. + +Suggestion: ditch the history (or put it as an optional view) and open every file as a new tab because I believe this is a fallback to a version of godot that possibly only had internal script files. + +It would make so much more sense to be able to easily switch between tabs than use a history bar. When you have a larger project with multiple script files, this one tab for everything not a scene makes it impossible to code and does not scale. + +Thanks. +",1,editor improvement for using tabs for more than just scenes godot version stable os device including version windows issue description only scenes can belong to a new tab in the main ide you get one tab per scene file as many scenes as you want however all other files script help etc cannot be open in a new tab and instead sit in another pane as a history when you open a gd script file or the help it opens up but the tab still has the name of currently open scene even though the page has absolutely nothing to do with the scene because of this you lose massive screen space on your editor with the history you cannot have two script files open at once and you cannot have help window open either you get as many tabs for scenes as you like but only one for literally everything else and they have to overwrite each other suggestion ditch the history or put it as an optional view and open every file as a new tab because i believe this is a fallback to a version of godot that possibly only had internal script files it would make so much more sense to be able to easily switch between tabs than use a history bar when you have a larger project with multiple script files this one tab for everything not a scene makes it impossible to code and does not scale thanks ,1 +13653,8632508395.0,IssuesEvent,2018-11-22 10:59:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo in Animation editor does not work after changing script,bug topic:editor usability,"**Operating system or device - Godot version:** +Godot 2.1, Linux 64bit + +**Issue description** (what happened, and what was expected): +Undo in Animation editor does not work correctly after changing script. It undo script changes not animation changes. + +**Steps to reproduce:** +Make a change in script. Then make a change in animation (tested on: `remove selected track`, `duplicate animation`, `remove animation`). Then Undo. It will undo script changes not animation changes. +",True,"Undo in Animation editor does not work after changing script - **Operating system or device - Godot version:** +Godot 2.1, Linux 64bit + +**Issue description** (what happened, and what was expected): +Undo in Animation editor does not work correctly after changing script. It undo script changes not animation changes. + +**Steps to reproduce:** +Make a change in script. Then make a change in animation (tested on: `remove selected track`, `duplicate animation`, `remove animation`). Then Undo. It will undo script changes not animation changes. +",1,undo in animation editor does not work after changing script operating system or device godot version godot linux issue description what happened and what was expected undo in animation editor does not work correctly after changing script it undo script changes not animation changes steps to reproduce make a change in script then make a change in animation tested on remove selected track duplicate animation remove animation then undo it will undo script changes not animation changes ,1 +13234,8379874755.0,IssuesEvent,2018-10-07 08:28:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Poor visiblity of camera settings button,bug topic:editor usability,"**Godot version:** +3.1 (master) ffe94ef4e2dc28e69337f53f58d0fa60e23607a8 + +**OS/device including version:** +Debian 9, Radeon HD 7870, mesa drivers + +**Issue description:** +If you use the default sky the camera settings button becomes invisible. The text of the button should use an outline or background. + +Screenshot: + +![invisible-camera-settings](https://user-images.githubusercontent.com/290658/46575049-3d9d1f80-c9ae-11e8-970f-2469f11a7647.png) + +",True,"Poor visiblity of camera settings button - **Godot version:** +3.1 (master) ffe94ef4e2dc28e69337f53f58d0fa60e23607a8 + +**OS/device including version:** +Debian 9, Radeon HD 7870, mesa drivers + +**Issue description:** +If you use the default sky the camera settings button becomes invisible. The text of the button should use an outline or background. + +Screenshot: + +![invisible-camera-settings](https://user-images.githubusercontent.com/290658/46575049-3d9d1f80-c9ae-11e8-970f-2469f11a7647.png) + +",1,poor visiblity of camera settings button godot version master os device including version debian radeon hd mesa drivers issue description if you use the default sky the camera settings button becomes invisible the text of the button should use an outline or background screenshot ,1 +19580,14264879910.0,IssuesEvent,2020-11-20 16:19:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editable Children Flag Turns Off Due to Node Path Change,bug confirmed topic:editor usability,"**Godot version:** +3.1 + + +**OS/device including version:** +OSX Latest + + +**Issue description:** +I changed the node path of a node that has `Editable Children` enabled, and it disabled `Editable Children`. The edits made to the children do not change, but the child nodes are not accessible anymore. If I turn `Editable Children` back on, everything seems to go back to normal since the children node states are somehow preserved. + +For example, if I enable `Editable Children` on a node, and I edit one of the children, the edit is preserved despite `Editable Children` being disabled from changing the path. + + +**Steps to reproduce:** +1. Open a Godot file +2. Make a new scene, say `Scene A` +3. Make new scene, say `Scene B`, and instance A in it +4. Enable `Editable Children` for the `Instance A` in `Scene B` +5. Change the name of `Instance A` in `Scene B`. +6. (Alternative to 5) Change the name of a parent node for the `Instance A` in `Scene B` + +Expected: The name changes and that's it +Actual: The name changes, but `Editable Children` gets disabled + +Edit: +As a side note, I'm having a hard time finding documentation for what `Editable Children` actually does. The inspector properties are all red, I don't know what that means. I don't know the limitations to `Editable Children` either.",True,"Editable Children Flag Turns Off Due to Node Path Change - **Godot version:** +3.1 + + +**OS/device including version:** +OSX Latest + + +**Issue description:** +I changed the node path of a node that has `Editable Children` enabled, and it disabled `Editable Children`. The edits made to the children do not change, but the child nodes are not accessible anymore. If I turn `Editable Children` back on, everything seems to go back to normal since the children node states are somehow preserved. + +For example, if I enable `Editable Children` on a node, and I edit one of the children, the edit is preserved despite `Editable Children` being disabled from changing the path. + + +**Steps to reproduce:** +1. Open a Godot file +2. Make a new scene, say `Scene A` +3. Make new scene, say `Scene B`, and instance A in it +4. Enable `Editable Children` for the `Instance A` in `Scene B` +5. Change the name of `Instance A` in `Scene B`. +6. (Alternative to 5) Change the name of a parent node for the `Instance A` in `Scene B` + +Expected: The name changes and that's it +Actual: The name changes, but `Editable Children` gets disabled + +Edit: +As a side note, I'm having a hard time finding documentation for what `Editable Children` actually does. The inspector properties are all red, I don't know what that means. I don't know the limitations to `Editable Children` either.",1,editable children flag turns off due to node path change godot version os device including version osx latest issue description i changed the node path of a node that has editable children enabled and it disabled editable children the edits made to the children do not change but the child nodes are not accessible anymore if i turn editable children back on everything seems to go back to normal since the children node states are somehow preserved for example if i enable editable children on a node and i edit one of the children the edit is preserved despite editable children being disabled from changing the path steps to reproduce open a godot file make a new scene say scene a make new scene say scene b and instance a in it enable editable children for the instance a in scene b change the name of instance a in scene b alternative to change the name of a parent node for the instance a in scene b expected the name changes and that s it actual the name changes but editable children gets disabled edit as a side note i m having a hard time finding documentation for what editable children actually does the inspector properties are all red i don t know what that means i don t know the limitations to editable children either ,1 +10969,6996971101.0,IssuesEvent,2017-12-16 08:26:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Why scale the scene editor by dragging two fingers feature is miss in 3.0,enhancement platform:osx topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 +Mac OS + +**Issue description:** + +in 2.1, drag tow fingers on the trackpad to scale the scene is a very nice feature. + in 3.0, scale by the button is not so easy to use as 2.1. + +**Steps to reproduce:** + + +**Link to minimal example project:** +",True,"Why scale the scene editor by dragging two fingers feature is miss in 3.0 - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 +Mac OS + +**Issue description:** + +in 2.1, drag tow fingers on the trackpad to scale the scene is a very nice feature. + in 3.0, scale by the button is not so easy to use as 2.1. + +**Steps to reproduce:** + + +**Link to minimal example project:** +",1,why scale the scene editor by dragging two fingers feature is miss in operating system or device godot version gpu model and driver if graphics related godot mac os issue description in drag tow fingers on the trackpad to scale the scene is a very nice feature in scale by the button is not so easy to use as steps to reproduce link to minimal example project ,1 +6122,4156667569.0,IssuesEvent,2016-06-16 18:43:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve readability of the layers flyout panel,enhancement topic:editor usability,"The layers flyout panel appearance should mirror the docked layer panel. Currently it is almost impossible to detect the difference between what is selected and de-selected. The only difference being a slight change in the gradient used. + +If this was changed to a solid black color, it would massively improve its usability and readability. Here is a mockup to illustrate my point: + +![layer_gui_proposal](https://cloud.githubusercontent.com/assets/7741669/13275320/c71fc7f0-db07-11e5-80c4-9a313b1029ea.png) +",True,"Improve readability of the layers flyout panel - The layers flyout panel appearance should mirror the docked layer panel. Currently it is almost impossible to detect the difference between what is selected and de-selected. The only difference being a slight change in the gradient used. + +If this was changed to a solid black color, it would massively improve its usability and readability. Here is a mockup to illustrate my point: + +![layer_gui_proposal](https://cloud.githubusercontent.com/assets/7741669/13275320/c71fc7f0-db07-11e5-80c4-9a313b1029ea.png) +",1,improve readability of the layers flyout panel the layers flyout panel appearance should mirror the docked layer panel currently it is almost impossible to detect the difference between what is selected and de selected the only difference being a slight change in the gradient used if this was changed to a solid black color it would massively improve its usability and readability here is a mockup to illustrate my point ,1 +15006,9652875476.0,IssuesEvent,2019-05-18 21:19:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to cancel during project export,feature proposal topic:editor usability,"Hi. I would like to ask for a new feature. Like the name suggests, cancel during export. Maybe could be secondary, but if done, could save lot of time if accidentally changed mind during project export. Especially on huge projects which take lot of time to export.!",True,"Ability to cancel during project export - Hi. I would like to ask for a new feature. Like the name suggests, cancel during export. Maybe could be secondary, but if done, could save lot of time if accidentally changed mind during project export. Especially on huge projects which take lot of time to export.!",1,ability to cancel during project export hi i would like to ask for a new feature like the name suggests cancel during export maybe could be secondary but if done could save lot of time if accidentally changed mind during project export especially on huge projects which take lot of time to export ,1 +15682,10230292241.0,IssuesEvent,2019-08-17 20:12:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto apply materials,feature proposal topic:editor usability,"I have a basic import script which applies a material from the material library to meshes that have a material, if they don't, then it applies a default material from the library. +Currently us artist needs to apply the materials after they have imported the mesh into godot each time, which is a pain. + +It would be good to have something automatic like this built in to Godot. + +I've linked the script to give a better idea of what it does. +https://github.com/bit-shift-io/trains-and-things/blob/master/Script/Import.gd +",True,"Auto apply materials - I have a basic import script which applies a material from the material library to meshes that have a material, if they don't, then it applies a default material from the library. +Currently us artist needs to apply the materials after they have imported the mesh into godot each time, which is a pain. + +It would be good to have something automatic like this built in to Godot. + +I've linked the script to give a better idea of what it does. +https://github.com/bit-shift-io/trains-and-things/blob/master/Script/Import.gd +",1,auto apply materials i have a basic import script which applies a material from the material library to meshes that have a material if they don t then it applies a default material from the library currently us artist needs to apply the materials after they have imported the mesh into godot each time which is a pain it would be good to have something automatic like this built in to godot i ve linked the script to give a better idea of what it does ,1 +15060,9692867715.0,IssuesEvent,2019-05-24 14:45:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,scene cannot be load after use export var(usability),discussion topic:core usability," + +If i use a export var to set the scene to be loaded like this: + +``` +export var scene_zoomed = ""res://scenes/Drawing.tscn"" + +#----load the scene... +var new_scene = load(scene_zoomed).instance() +new_scene.init(_zoom_pos, _zoom_scale, _zoom_depth) +scene_controller.add_child(new_scene) +``` +The engine will throw a error null instance call instance on a null instance + +Finally I find I add a """" on the export menu. So may be you can add a quotation marks on the export panel, so the users know that the engine add its already.",True,"scene cannot be load after use export var(usability) - + +If i use a export var to set the scene to be loaded like this: + +``` +export var scene_zoomed = ""res://scenes/Drawing.tscn"" + +#----load the scene... +var new_scene = load(scene_zoomed).instance() +new_scene.init(_zoom_pos, _zoom_scale, _zoom_depth) +scene_controller.add_child(new_scene) +``` +The engine will throw a error null instance call instance on a null instance + +Finally I find I add a """" on the export menu. So may be you can add a quotation marks on the export panel, so the users know that the engine add its already.",1,scene cannot be load after use export var usability if i use a export var to set the scene to be loaded like this export var scene zoomed res scenes drawing tscn load the scene var new scene load scene zoomed instance new scene init zoom pos zoom scale zoom depth scene controller add child new scene the engine will throw a error null instance call instance on a null instance finally i find i add a on the export menu so may be you can add a quotation marks on the export panel so the users know that the engine add its already ,1 +20075,14987322057.0,IssuesEvent,2021-01-28 22:42:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Zooming out or in makes text unreadable (VS),archived bug topic:visualscript usability," + +**Godot version:** +Godot 3.0 + + +**OS/device including version:** +Windows 10 Pro, Intel i3 7100, gtx1050ti, 8gb RAM. + +**Issue description:** +Text on VisualScript editor gets blurry or incomprensible when zoomed in or out. + + +**Steps to reproduce:** +Create a script on VS, zoom in or out. + +![zoomed out](https://user-images.githubusercontent.com/35983355/35603035-867ae266-05f8-11e8-94ee-004b5a0cadd0.png) +![zoomedin](https://user-images.githubusercontent.com/35983355/35603036-869a62da-05f8-11e8-8665-78fb50fe5082.png) + +",True,"Zooming out or in makes text unreadable (VS) - + +**Godot version:** +Godot 3.0 + + +**OS/device including version:** +Windows 10 Pro, Intel i3 7100, gtx1050ti, 8gb RAM. + +**Issue description:** +Text on VisualScript editor gets blurry or incomprensible when zoomed in or out. + + +**Steps to reproduce:** +Create a script on VS, zoom in or out. + +![zoomed out](https://user-images.githubusercontent.com/35983355/35603035-867ae266-05f8-11e8-94ee-004b5a0cadd0.png) +![zoomedin](https://user-images.githubusercontent.com/35983355/35603036-869a62da-05f8-11e8-8665-78fb50fe5082.png) + +",1,zooming out or in makes text unreadable vs please search existing issues for potential duplicates before filing yours godot version godot os device including version windows pro intel ram issue description text on visualscript editor gets blurry or incomprensible when zoomed in or out steps to reproduce create a script on vs zoom in or out ,1 +19615,14343210001.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+F in the script editor doesn't work if shader editor is open at the same time,bug topic:editor usability,"Godot 3.0.2 +Windows 10 64 bits + +Repro: +1) Open script editor +2) Open shader editor at the same time to see both script and shader +3) Click in the script editor to focus it +4) Hit Ctrl+F: notice the search doesn't open in the script editor, in the shader editor instead. + +Expected: the search should open in the currently focused text editor.",True,"Ctrl+F in the script editor doesn't work if shader editor is open at the same time - Godot 3.0.2 +Windows 10 64 bits + +Repro: +1) Open script editor +2) Open shader editor at the same time to see both script and shader +3) Click in the script editor to focus it +4) Hit Ctrl+F: notice the search doesn't open in the script editor, in the shader editor instead. + +Expected: the search should open in the currently focused text editor.",1,ctrl f in the script editor doesn t work if shader editor is open at the same time godot windows bits repro open script editor open shader editor at the same time to see both script and shader click in the script editor to focus it hit ctrl f notice the search doesn t open in the script editor in the shader editor instead expected the search should open in the currently focused text editor ,1 +16223,10676352397.0,IssuesEvent,2019-10-21 13:36:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing method's name during connecting prevents Enter from confirming the signal,enhancement topic:editor usability," + +**Godot version:** +3.1 beta8 + +**Issue description:** +When you connect signal through editor, there's this signal connection popup where you select node, method name etc. +When you don't touch anything and press Enter, your signal is correctly confirmed and window is closed. +But when you change anything (tested with changing method name), pressing Enter does nothing and you need to press Connect button manually. + +**Steps to reproduce:** +1. Select a node. +2. Go to signal tab in inspector. +3. Double click any signal +![image](https://user-images.githubusercontent.com/2223172/53510755-09daa780-3abf-11e9-8e75-95ad3b346396.png) +4. Change method name +![image](https://user-images.githubusercontent.com/2223172/53510838-34c4fb80-3abf-11e9-91ad-e47202913e96.png) +5. Press Enter to confirm the signal +6. Repeat from point 5 in infinite frustration + +On a side note, pressing Escape always works.",True,"Changing method's name during connecting prevents Enter from confirming the signal - + +**Godot version:** +3.1 beta8 + +**Issue description:** +When you connect signal through editor, there's this signal connection popup where you select node, method name etc. +When you don't touch anything and press Enter, your signal is correctly confirmed and window is closed. +But when you change anything (tested with changing method name), pressing Enter does nothing and you need to press Connect button manually. + +**Steps to reproduce:** +1. Select a node. +2. Go to signal tab in inspector. +3. Double click any signal +![image](https://user-images.githubusercontent.com/2223172/53510755-09daa780-3abf-11e9-8e75-95ad3b346396.png) +4. Change method name +![image](https://user-images.githubusercontent.com/2223172/53510838-34c4fb80-3abf-11e9-91ad-e47202913e96.png) +5. Press Enter to confirm the signal +6. Repeat from point 5 in infinite frustration + +On a side note, pressing Escape always works.",1,changing method s name during connecting prevents enter from confirming the signal please search existing issues for potential duplicates before filing yours godot version issue description when you connect signal through editor there s this signal connection popup where you select node method name etc when you don t touch anything and press enter your signal is correctly confirmed and window is closed but when you change anything tested with changing method name pressing enter does nothing and you need to press connect button manually steps to reproduce select a node go to signal tab in inspector double click any signal change method name press enter to confirm the signal repeat from point in infinite frustration on a side note pressing escape always works ,1 +27094,27644941758.0,IssuesEvent,2023-03-10 21:51:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Yellow text (Debugger with Warnings) is unreadable when using light themes until restarting the editor,bug topic:editor usability,"### Godot version + +4.0rc1 + +### System information + +Linux/Manjaro + +### Issue description + +When using light themes, the warnings in the debugger are almost indistinguishable from the light background. + +![image](https://user-images.githubusercontent.com/24468819/217785303-363d54a6-c4e9-4325-b778-e0fcd477156e.png) +![image](https://user-images.githubusercontent.com/24468819/217786098-9de25277-b31e-4e77-b313-03f7aa080de8.png) + + + +### Steps to reproduce + +Use a light theme and run a project with warnings + +### Minimal reproduction project + +N/A",True,"Yellow text (Debugger with Warnings) is unreadable when using light themes until restarting the editor - ### Godot version + +4.0rc1 + +### System information + +Linux/Manjaro + +### Issue description + +When using light themes, the warnings in the debugger are almost indistinguishable from the light background. + +![image](https://user-images.githubusercontent.com/24468819/217785303-363d54a6-c4e9-4325-b778-e0fcd477156e.png) +![image](https://user-images.githubusercontent.com/24468819/217786098-9de25277-b31e-4e77-b313-03f7aa080de8.png) + + + +### Steps to reproduce + +Use a light theme and run a project with warnings + +### Minimal reproduction project + +N/A",1,yellow text debugger with warnings is unreadable when using light themes until restarting the editor godot version system information linux manjaro issue description when using light themes the warnings in the debugger are almost indistinguishable from the light background steps to reproduce use a light theme and run a project with warnings minimal reproduction project n a,1 +13391,8435208812.0,IssuesEvent,2018-10-17 12:33:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mono: Provide a friendly way to declare custom signals,enhancement topic:mono usability,"To mirror [this issue](https://github.com/neikeq/GodotSharp/issues/5) here, ~~at some point this was possible through `add_user_signal` but that function has been removed, and AFAIK there is no alternative way to define a signal.~~",True,"Mono: Provide a friendly way to declare custom signals - To mirror [this issue](https://github.com/neikeq/GodotSharp/issues/5) here, ~~at some point this was possible through `add_user_signal` but that function has been removed, and AFAIK there is no alternative way to define a signal.~~",1,mono provide a friendly way to declare custom signals to mirror here at some point this was possible through add user signal but that function has been removed and afaik there is no alternative way to define a signal ,1 +22103,18673965531.0,IssuesEvent,2021-10-31 08:14:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,There is no way for a tilemap sprite list to add/remove sprites and it not delete the levels you have already created with it,topic:core usability," +**Godot version:** +3.1 + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +There is no way for a tilemap sprite list to add/remove sprites and it not delete the levels you have already created with it + +- If you turn merge on, your levels stay in place. Though with it on your sprite list gets messy with old sprites that you have edited or sprites that you removed but stick on the list. + +- If you turn merge off your levels get destroyed each time you update your tile set, but your sprite list gets updated correctly. + + +**Steps to reproduce:** +1. Make changes to a tile set. Change a name of a tile and remove a tile. +2. Update a tile set by clicking Scene in the top left corner and then convert to... TileSet +3. a.) When updating with merge ON, you can see your sprite list with the tile map still has the older tiles you changed. Your levels you created with this tile map stay the how they were with no changes. + b.) When updating with merge OFF, your sprite list with the tile map gets updated properly and removes the older tiles. The levels created with this tilemap before you updated it are now no longer there. + + +You can see here the sprite list could get super messy if you were making a lot of changes or even when you're just testing things out. +![image](https://user-images.githubusercontent.com/9705020/57195439-1bee2180-6f18-11e9-8120-ded368f700ed.png) + +",True,"There is no way for a tilemap sprite list to add/remove sprites and it not delete the levels you have already created with it - +**Godot version:** +3.1 + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +There is no way for a tilemap sprite list to add/remove sprites and it not delete the levels you have already created with it + +- If you turn merge on, your levels stay in place. Though with it on your sprite list gets messy with old sprites that you have edited or sprites that you removed but stick on the list. + +- If you turn merge off your levels get destroyed each time you update your tile set, but your sprite list gets updated correctly. + + +**Steps to reproduce:** +1. Make changes to a tile set. Change a name of a tile and remove a tile. +2. Update a tile set by clicking Scene in the top left corner and then convert to... TileSet +3. a.) When updating with merge ON, you can see your sprite list with the tile map still has the older tiles you changed. Your levels you created with this tile map stay the how they were with no changes. + b.) When updating with merge OFF, your sprite list with the tile map gets updated properly and removes the older tiles. The levels created with this tilemap before you updated it are now no longer there. + + +You can see here the sprite list could get super messy if you were making a lot of changes or even when you're just testing things out. +![image](https://user-images.githubusercontent.com/9705020/57195439-1bee2180-6f18-11e9-8120-ded368f700ed.png) + +",1,there is no way for a tilemap sprite list to add remove sprites and it not delete the levels you have already created with it godot version os device including version windows issue description there is no way for a tilemap sprite list to add remove sprites and it not delete the levels you have already created with it if you turn merge on your levels stay in place though with it on your sprite list gets messy with old sprites that you have edited or sprites that you removed but stick on the list if you turn merge off your levels get destroyed each time you update your tile set but your sprite list gets updated correctly steps to reproduce make changes to a tile set change a name of a tile and remove a tile update a tile set by clicking scene in the top left corner and then convert to tileset a when updating with merge on you can see your sprite list with the tile map still has the older tiles you changed your levels you created with this tile map stay the how they were with no changes b when updating with merge off your sprite list with the tile map gets updated properly and removes the older tiles the levels created with this tilemap before you updated it are now no longer there you can see here the sprite list could get super messy if you were making a lot of changes or even when you re just testing things out ,1 +11100,7058081329.0,IssuesEvent,2018-01-04 18:54:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dropdown Menu Items disappear when hovering ,bug topic:editor usability,"**Godot version:** +3.0, Jan 2 Compiled. Windows 7, 64-bit, GTX 950 + +This is kind of hard to explain, but hopefully the gif helps show it. **Mouse is not being clicked.** + +![](https://i.gyazo.com/c372b6d0a2f37cd82f0b0da6abcf6a1b.gif) + + +Here is another case. When you reach the end it sometimes trigger the menu to hide. Can be very irritating at times when you quickly Go to Scene->Convert To->Tileset and it disspears :P + +![](https://i.gyazo.com/8f0d66a78de9efa4e4d9e880b820a715.gif) + + + + + + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. + + + ",True,"Dropdown Menu Items disappear when hovering - **Godot version:** +3.0, Jan 2 Compiled. Windows 7, 64-bit, GTX 950 + +This is kind of hard to explain, but hopefully the gif helps show it. **Mouse is not being clicked.** + +![](https://i.gyazo.com/c372b6d0a2f37cd82f0b0da6abcf6a1b.gif) + + +Here is another case. When you reach the end it sometimes trigger the menu to hide. Can be very irritating at times when you quickly Go to Scene->Convert To->Tileset and it disspears :P + +![](https://i.gyazo.com/8f0d66a78de9efa4e4d9e880b820a715.gif) + + + + + + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. + + + ",1,dropdown menu items disappear when hovering godot version jan compiled windows bit gtx this is kind of hard to explain but hopefully the gif helps show it mouse is not being clicked here is another case when you reach the end it sometimes trigger the menu to hide can be very irritating at times when you quickly go to scene convert to tileset and it disspears p i searched the existing for potential duplicates ,1 +17982,12465528599.0,IssuesEvent,2020-05-28 14:10:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual script node search,feature proposal topic:editor topic:visualscript usability,"There is currently no way to find where which nodes are used. Maybe making it so that if you press Ctrl+Shift+F whilst selecting a node, it will select all the same nodes and show you a panel similar to the script text editor search panel: +![image](https://user-images.githubusercontent.com/28286961/56076508-53165a80-5dd2-11e9-8297-15b9e7624de0.png) +There could also be settings to match data, connections, where it should be searched etc.",True,"Visual script node search - There is currently no way to find where which nodes are used. Maybe making it so that if you press Ctrl+Shift+F whilst selecting a node, it will select all the same nodes and show you a panel similar to the script text editor search panel: +![image](https://user-images.githubusercontent.com/28286961/56076508-53165a80-5dd2-11e9-8297-15b9e7624de0.png) +There could also be settings to match data, connections, where it should be searched etc.",1,visual script node search there is currently no way to find where which nodes are used maybe making it so that if you press ctrl shift f whilst selecting a node it will select all the same nodes and show you a panel similar to the script text editor search panel there could also be settings to match data connections where it should be searched etc ,1 +15993,10471163703.0,IssuesEvent,2019-09-23 07:02:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No precise dB indicator for Audio Bus when editing volume,enhancement topic:audio topic:editor usability,"**Godot version:** +3.1.1 stable + +**Issue description:** +Audio buses provide a volume slider to adjust the master volume for that bus. While useful, the size of this slider doesn't allow for precise editing or even direct reading the current value of the bus volume through the UI. In general, AudioBusLayout doesn't expose any bus values in the inspector, so more precise editing functionality would have to be accessed through the AudioServer manually. One workaround would be to write an addon which handles this interaction, but a simple quality of life improvement would be to give the volume sliders in the audio tab a tooltip so users know the precise current value,",True,"No precise dB indicator for Audio Bus when editing volume - **Godot version:** +3.1.1 stable + +**Issue description:** +Audio buses provide a volume slider to adjust the master volume for that bus. While useful, the size of this slider doesn't allow for precise editing or even direct reading the current value of the bus volume through the UI. In general, AudioBusLayout doesn't expose any bus values in the inspector, so more precise editing functionality would have to be accessed through the AudioServer manually. One workaround would be to write an addon which handles this interaction, but a simple quality of life improvement would be to give the volume sliders in the audio tab a tooltip so users know the precise current value,",1,no precise db indicator for audio bus when editing volume godot version stable issue description audio buses provide a volume slider to adjust the master volume for that bus while useful the size of this slider doesn t allow for precise editing or even direct reading the current value of the bus volume through the ui in general audiobuslayout doesn t expose any bus values in the inspector so more precise editing functionality would have to be accessed through the audioserver manually one workaround would be to write an addon which handles this interaction but a simple quality of life improvement would be to give the volume sliders in the audio tab a tooltip so users know the precise current value ,1 +10691,6886081344.0,IssuesEvent,2017-11-21 18:10:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Spatial Editor: Camera Y rotation unbounded - causes unnecessary spinning when switching to top/bottom view,bug topic:editor usability,"Using the latest version I have on Windows ( 3.0 Alpha, build from a couple of days ago, build from earlier today had compilation issues but as far as I can tell it's not been changed yet) + +**Issue description:** +In editor/plugins/spatial_editor_plugin.cpp, the cursor.x_rot has an enforced bound of Pi and -Pi, but y_rot is allowed to take any value (so it can orbit properly). + +As far as I can tell though, no attempt is then made to keep the value between Pi and -Pi after the lerp to the new camera angle has been made. This causes the y_rot to take large values (unbounded). When the perspective is then changed with the top view button or by pressing 7, it then tries to lerp from this large value back down to 0, causing the whole thing to spin like crazy instead of just making the small needed movement. + +I tried to make a fix but it's very late here and I figured I would post here before I sleep. + +**Steps to reproduce:** +Open any 3D scene +Spin around a few times with middle mouse button + move. +Use the top view button/hit 7. + + +",True,"Spatial Editor: Camera Y rotation unbounded - causes unnecessary spinning when switching to top/bottom view - Using the latest version I have on Windows ( 3.0 Alpha, build from a couple of days ago, build from earlier today had compilation issues but as far as I can tell it's not been changed yet) + +**Issue description:** +In editor/plugins/spatial_editor_plugin.cpp, the cursor.x_rot has an enforced bound of Pi and -Pi, but y_rot is allowed to take any value (so it can orbit properly). + +As far as I can tell though, no attempt is then made to keep the value between Pi and -Pi after the lerp to the new camera angle has been made. This causes the y_rot to take large values (unbounded). When the perspective is then changed with the top view button or by pressing 7, it then tries to lerp from this large value back down to 0, causing the whole thing to spin like crazy instead of just making the small needed movement. + +I tried to make a fix but it's very late here and I figured I would post here before I sleep. + +**Steps to reproduce:** +Open any 3D scene +Spin around a few times with middle mouse button + move. +Use the top view button/hit 7. + + +",1,spatial editor camera y rotation unbounded causes unnecessary spinning when switching to top bottom view using the latest version i have on windows alpha build from a couple of days ago build from earlier today had compilation issues but as far as i can tell it s not been changed yet issue description in editor plugins spatial editor plugin cpp the cursor x rot has an enforced bound of pi and pi but y rot is allowed to take any value so it can orbit properly as far as i can tell though no attempt is then made to keep the value between pi and pi after the lerp to the new camera angle has been made this causes the y rot to take large values unbounded when the perspective is then changed with the top view button or by pressing it then tries to lerp from this large value back down to causing the whole thing to spin like crazy instead of just making the small needed movement i tried to make a fix but it s very late here and i figured i would post here before i sleep steps to reproduce open any scene spin around a few times with middle mouse button move use the top view button hit ,1 +18210,12677875195.0,IssuesEvent,2020-06-19 08:37:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CSG: Resizing shapes using opposite side instead of center,enhancement topic:editor usability,"**Godot version:** +3.1-dev + +**Issue description:** +When resizing a CSG shape (or any shape, probably), the resizing is done from the center on the chosen axis, forcing us to move the Spatial node for every adjustment to the shape. Also mentioned [here](https://github.com/godotengine/godot/issues/17411#issuecomment-413239933) + +**Solution:** +I propose that, when holding down a modifier key, the shape is resized using the opposite side as an anchor rather than the center.",True,"CSG: Resizing shapes using opposite side instead of center - **Godot version:** +3.1-dev + +**Issue description:** +When resizing a CSG shape (or any shape, probably), the resizing is done from the center on the chosen axis, forcing us to move the Spatial node for every adjustment to the shape. Also mentioned [here](https://github.com/godotengine/godot/issues/17411#issuecomment-413239933) + +**Solution:** +I propose that, when holding down a modifier key, the shape is resized using the opposite side as an anchor rather than the center.",1,csg resizing shapes using opposite side instead of center godot version dev issue description when resizing a csg shape or any shape probably the resizing is done from the center on the chosen axis forcing us to move the spatial node for every adjustment to the shape also mentioned solution i propose that when holding down a modifier key the shape is resized using the opposite side as an anchor rather than the center ,1 +3188,3367799027.0,IssuesEvent,2015-11-22 13:56:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor font setting is not applied when open gd file from FileSystem tab,bug topic:editor usability,"reproduce steps + +1. Set custom font at Editor Settings > Global > Font +2. Browse gd file in FileSystem panel +3. Open gd file which is not already opened.",True,"Editor font setting is not applied when open gd file from FileSystem tab - reproduce steps + +1. Set custom font at Editor Settings > Global > Font +2. Browse gd file in FileSystem panel +3. Open gd file which is not already opened.",1,editor font setting is not applied when open gd file from filesystem tab reproduce steps set custom font at editor settings global font browse gd file in filesystem panel open gd file which is not already opened ,1 +20717,15936861323.0,IssuesEvent,2021-04-14 11:43:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selecting node with rectangle selection doesn't show it in the inspector,bug topic:editor usability," + +**Godot version:** + +3.3 rc7 + +**Issue description:** + +When you select a node with rectangle selection +![FvxmJd2Jyi](https://user-images.githubusercontent.com/2223172/113360847-e132d500-934a-11eb-897b-02fac30ff2c0.gif) +it doesn't show up in the inspector. It shows up only if you click it or select multiple nodes.",True,"Selecting node with rectangle selection doesn't show it in the inspector - + +**Godot version:** + +3.3 rc7 + +**Issue description:** + +When you select a node with rectangle selection +![FvxmJd2Jyi](https://user-images.githubusercontent.com/2223172/113360847-e132d500-934a-11eb-897b-02fac30ff2c0.gif) +it doesn't show up in the inspector. It shows up only if you click it or select multiple nodes.",1,selecting node with rectangle selection doesn t show it in the inspector please search existing issues for potential duplicates before filing yours godot version issue description when you select a node with rectangle selection it doesn t show up in the inspector it shows up only if you click it or select multiple nodes ,1 +26902,27339223143.0,IssuesEvent,2023-02-26 15:45:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Beta 8 breaks PhysicsShapeQueryParameters3D set_exclude,discussion usability topic:physics,"### Godot version + +4.0 beta 8 + +### System information + +Windows 10 + +### Issue description + +An old function that worked fine in beta 6: +``` +var space: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state as PhysicsDirectSpaceState3D + + var params: = PhysicsShapeQueryParameters3D.new() + params.set_shape(col_stand.shape) + params.set_transform(global_transform) + params.set_exclude([self]) + params.collision_mask = collision_mask +``` +But since upgrading to beta 8, I get an error: +`Parser Error: Invalid argument for ""set_exclude()"" function: argument 1 should be Array[RID] but is Array[res://og_player/player.gd].` + +This is fixed when changing `params.set_exclude([self])` to `params.set_exclude([self.get_id()])` but it seems like a regression. + +### Steps to reproduce + +As above. + +### Minimal reproduction project + +N/A",True,"Beta 8 breaks PhysicsShapeQueryParameters3D set_exclude - ### Godot version + +4.0 beta 8 + +### System information + +Windows 10 + +### Issue description + +An old function that worked fine in beta 6: +``` +var space: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state as PhysicsDirectSpaceState3D + + var params: = PhysicsShapeQueryParameters3D.new() + params.set_shape(col_stand.shape) + params.set_transform(global_transform) + params.set_exclude([self]) + params.collision_mask = collision_mask +``` +But since upgrading to beta 8, I get an error: +`Parser Error: Invalid argument for ""set_exclude()"" function: argument 1 should be Array[RID] but is Array[res://og_player/player.gd].` + +This is fixed when changing `params.set_exclude([self])` to `params.set_exclude([self.get_id()])` but it seems like a regression. + +### Steps to reproduce + +As above. + +### Minimal reproduction project + +N/A",1,beta breaks set exclude godot version beta system information windows issue description an old function that worked fine in beta var space get world direct space state as var params new params set shape col stand shape params set transform global transform params set exclude params collision mask collision mask but since upgrading to beta i get an error parser error invalid argument for set exclude function argument should be array but is array this is fixed when changing params set exclude to params set exclude but it seems like a regression steps to reproduce as above minimal reproduction project n a,1 +26173,26517260860.0,IssuesEvent,2023-01-18 21:57:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The default dock width is too small,bug topic:editor usability regression,"### Godot version + +4.0 beta4 + +### System information + +Windows 10 x64 + +### Issue description + +After the SplitContainer changes some time ago, the default dock width is too small: +![image](https://user-images.githubusercontent.com/2223172/199782714-7ba2916e-1433-4a19-a2d7-f31f9ae4fa80.png) +It's smaller than before, because the size is calculated differently, so we just need some new default. + +### Steps to reproduce + +1. Create new project +2. Open it +3. Look at the docks + +### Minimal reproduction project + +_No response_",True,"The default dock width is too small - ### Godot version + +4.0 beta4 + +### System information + +Windows 10 x64 + +### Issue description + +After the SplitContainer changes some time ago, the default dock width is too small: +![image](https://user-images.githubusercontent.com/2223172/199782714-7ba2916e-1433-4a19-a2d7-f31f9ae4fa80.png) +It's smaller than before, because the size is calculated differently, so we just need some new default. + +### Steps to reproduce + +1. Create new project +2. Open it +3. Look at the docks + +### Minimal reproduction project + +_No response_",1,the default dock width is too small godot version system information windows issue description after the splitcontainer changes some time ago the default dock width is too small it s smaller than before because the size is calculated differently so we just need some new default steps to reproduce create new project open it look at the docks minimal reproduction project no response ,1 +13112,8290222348.0,IssuesEvent,2018-09-19 16:42:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Dragging a Node2d inside a CanvasLayer with scale != (1,1) results in a scaled dragging ",bug topic:editor usability," + +**Godot version:** v3.0.2.stable.official + + + +**OS/device including version:** Windows 10 + + + +**Issue description:** + +When you drag a Node2d inside a CanvasLayer Node with a sacale different than (1,1) the movement of the child Node2D does not follow the mouse movement. +If the scale of the CanvasLayer is for example (8, 8), and you drag 10 screen pixels the child Node2D, then the Node will be translated 80 screen pixels instead of 8 pixels (the nearest rouned number) +This is matematically correct but it's not intuitive nor facilitates the scene edition process. + +**Steps to reproduce:** +- Create a CanvasLayer Node +- Set their scale to (8, 8) +- Add any Node2D as a child (For example an AnimatedSprite) +- Drag the Node2D about 10 pixels to the right. It will be tranlated 80 pixels. This is matematically correct but it's not intuitive nor facilitates the scene edition process. + + +**Minimal reproduction project:** --- + +",True,"Dragging a Node2d inside a CanvasLayer with scale != (1,1) results in a scaled dragging - + +**Godot version:** v3.0.2.stable.official + + + +**OS/device including version:** Windows 10 + + + +**Issue description:** + +When you drag a Node2d inside a CanvasLayer Node with a sacale different than (1,1) the movement of the child Node2D does not follow the mouse movement. +If the scale of the CanvasLayer is for example (8, 8), and you drag 10 screen pixels the child Node2D, then the Node will be translated 80 screen pixels instead of 8 pixels (the nearest rouned number) +This is matematically correct but it's not intuitive nor facilitates the scene edition process. + +**Steps to reproduce:** +- Create a CanvasLayer Node +- Set their scale to (8, 8) +- Add any Node2D as a child (For example an AnimatedSprite) +- Drag the Node2D about 10 pixels to the right. It will be tranlated 80 pixels. This is matematically correct but it's not intuitive nor facilitates the scene edition process. + + +**Minimal reproduction project:** --- + +",1,dragging a inside a canvaslayer with scale results in a scaled dragging please search existing issues for potential duplicates before filing yours godot version stable official os device including version windows issue description when you drag a inside a canvaslayer node with a sacale different than the movement of the child does not follow the mouse movement if the scale of the canvaslayer is for example and you drag screen pixels the child then the node will be translated screen pixels instead of pixels the nearest rouned number this is matematically correct but it s not intuitive nor facilitates the scene edition process steps to reproduce create a canvaslayer node set their scale to add any as a child for example an animatedsprite drag the about pixels to the right it will be tranlated pixels this is matematically correct but it s not intuitive nor facilitates the scene edition process minimal reproduction project ,1 +6101,4154499248.0,IssuesEvent,2016-06-16 11:54:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Origin point in the center for controls,enhancement topic:editor usability,"**Operating system or device - Godot version:** +**Issue description** (what happened, and what was expected): +I think it would be very helpful to have ability to set Control origin point to the center, just like it's in Sprite2D node. Currently it's quite hard to make scale/rotation animations for controls, since they always will be rotated/scaled around the upper left corner. +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Origin point in the center for controls - **Operating system or device - Godot version:** +**Issue description** (what happened, and what was expected): +I think it would be very helpful to have ability to set Control origin point to the center, just like it's in Sprite2D node. Currently it's quite hard to make scale/rotation animations for controls, since they always will be rotated/scaled around the upper left corner. +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,origin point in the center for controls operating system or device godot version issue description what happened and what was expected i think it would be very helpful to have ability to set control origin point to the center just like it s in node currently it s quite hard to make scale rotation animations for controls since they always will be rotated scaled around the upper left corner steps to reproduce link to minimal example project optional but very welcome ,1 +9888,6495497957.0,IssuesEvent,2017-08-22 05:45:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,editor in veryLoDPI mode shows crappy icons,enhancement topic:editor usability,"godot v2.2 + +**Issue description** (what happened, and what was expected): +upon switching the editor to veryLoDPI mode, it scales the UI icons down with very low quality filter +
+ + +Screenshot + + + ![screenshot](http://s10.postimg.org/a3yeva23d/Screenshot_at_2016_10_27_15_32_14.png) +
+ +would be great to have it resize the UI images using bilinear filter :+1: +",True,"editor in veryLoDPI mode shows crappy icons - godot v2.2 + +**Issue description** (what happened, and what was expected): +upon switching the editor to veryLoDPI mode, it scales the UI icons down with very low quality filter +
+ + +Screenshot + + + ![screenshot](http://s10.postimg.org/a3yeva23d/Screenshot_at_2016_10_27_15_32_14.png) +
+ +would be great to have it resize the UI images using bilinear filter :+1: +",1,editor in verylodpi mode shows crappy icons godot issue description what happened and what was expected upon switching the editor to verylodpi mode it scales the ui icons down with very low quality filter screenshot would be great to have it resize the ui images using bilinear filter ,1 +26100,26417440169.0,IssuesEvent,2023-01-13 17:04:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unfolding inspector sections doesn't work consistently,bug topic:editor usability,"### Godot version + +28174d531b7128f0281fc2b88da2f4962fd3513e + +### System information + +W10 + +### Issue description + +This functionality was present in #41138 (see gif further down). Not sure what has changed since then. In the case of the video, I attempt to drop a ShaderMaterial on an unfolded Material tab. Inside is a material property that accepts this resource, but unfolding doesn't work. The problem is in editor_inspector.cpp:L1264. It checks whether any property can accept the dragged resource, but for some reason it doesn't detect it. + +https://user-images.githubusercontent.com/25907608/147367910-6bdca1f8-99f4-45e0-90e6-560d7dea5c5e.mp4 + +Not sure if this is something specific to ShaderMaterial, couldn't find other resources in folded sections. + + +### Steps to reproduce + + - Select Node2D (or any CanvasItem) + - Create new ShaderMaterial resource. + - Drag resource over Material tab. + + + +### Minimal reproduction project + +_No response_",True,"Unfolding inspector sections doesn't work consistently - ### Godot version + +28174d531b7128f0281fc2b88da2f4962fd3513e + +### System information + +W10 + +### Issue description + +This functionality was present in #41138 (see gif further down). Not sure what has changed since then. In the case of the video, I attempt to drop a ShaderMaterial on an unfolded Material tab. Inside is a material property that accepts this resource, but unfolding doesn't work. The problem is in editor_inspector.cpp:L1264. It checks whether any property can accept the dragged resource, but for some reason it doesn't detect it. + +https://user-images.githubusercontent.com/25907608/147367910-6bdca1f8-99f4-45e0-90e6-560d7dea5c5e.mp4 + +Not sure if this is something specific to ShaderMaterial, couldn't find other resources in folded sections. + + +### Steps to reproduce + + - Select Node2D (or any CanvasItem) + - Create new ShaderMaterial resource. + - Drag resource over Material tab. + + + +### Minimal reproduction project + +_No response_",1,unfolding inspector sections doesn t work consistently godot version system information issue description this functionality was present in see gif further down not sure what has changed since then in the case of the video i attempt to drop a shadermaterial on an unfolded material tab inside is a material property that accepts this resource but unfolding doesn t work the problem is in editor inspector cpp it checks whether any property can accept the dragged resource but for some reason it doesn t detect it not sure if this is something specific to shadermaterial couldn t find other resources in folded sections steps to reproduce select or any canvasitem create new shadermaterial resource drag resource over material tab minimal reproduction project no response ,1 +18834,13285066780.0,IssuesEvent,2020-08-24 07:28:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompletion triggers on numbers,bug regression topic:editor topic:gdscript usability," + +**Godot version:** + +3.2.3 rc4 + +**Issue description:** + +I noticed that autocompletion is overzealous recently. When you type any standalone number, it will suggest some class containing this number in name. Which often leads to accidental inserting. +![0LxKHJZ116](https://user-images.githubusercontent.com/2223172/90990377-49ddf600-e5a1-11ea-8be4-4cf2c9f1dfd1.gif) + +",True,"Autocompletion triggers on numbers - + +**Godot version:** + +3.2.3 rc4 + +**Issue description:** + +I noticed that autocompletion is overzealous recently. When you type any standalone number, it will suggest some class containing this number in name. Which often leads to accidental inserting. +![0LxKHJZ116](https://user-images.githubusercontent.com/2223172/90990377-49ddf600-e5a1-11ea-8be4-4cf2c9f1dfd1.gif) + +",1,autocompletion triggers on numbers please search existing issues for potential duplicates before filing yours godot version issue description i noticed that autocompletion is overzealous recently when you type any standalone number it will suggest some class containing this number in name which often leads to accidental inserting ,1 +7684,5121163930.0,IssuesEvent,2017-01-09 08:38:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ScriptEditor - Right Click Menu broken,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** +Linux - current master + +**Issue description** (what happened, and what was expected): +The options when opening the right click menu in the script editor don't do what they say: +`Select All` deletes the line of the cursor or the current selection +`Paste` undos +`Undo` does nothing? +etc... + +**Steps to reproduce:** +Open a script, right-click inside the text editor and choose `Select All`, this should delete a line. +",True,"ScriptEditor - Right Click Menu broken - **Operating system or device - Godot version:** +Linux - current master + +**Issue description** (what happened, and what was expected): +The options when opening the right click menu in the script editor don't do what they say: +`Select All` deletes the line of the cursor or the current selection +`Paste` undos +`Undo` does nothing? +etc... + +**Steps to reproduce:** +Open a script, right-click inside the text editor and choose `Select All`, this should delete a line. +",1,scripteditor right click menu broken operating system or device godot version linux current master issue description what happened and what was expected the options when opening the right click menu in the script editor don t do what they say select all deletes the line of the cursor or the current selection paste undos undo does nothing etc steps to reproduce open a script right click inside the text editor and choose select all this should delete a line ,1 +6163,4164601018.0,IssuesEvent,2016-06-18 22:35:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dynamic fonts: Should force redraw when there size is modified,bug topic:editor usability,"Awesome work on the dynamic font support! It seems to work fairly well already. + +One small glitch. If I have: +![spectacle yj4492](https://cloud.githubusercontent.com/assets/4701338/14947918/cb6f23ce-103a-11e6-953b-6f71520bd2c4.png) + +And change the font size, I get: +![spectacle hc4492](https://cloud.githubusercontent.com/assets/4701338/14947930/e4c23032-103a-11e6-9826-d089726b54a2.png) + +I need to move the label around to get it refreshed: +![spectacle vr4492](https://cloud.githubusercontent.com/assets/4701338/14947936/fadc80b6-103a-11e6-9482-57a056c9aa68.png)",True,"Dynamic fonts: Should force redraw when there size is modified - Awesome work on the dynamic font support! It seems to work fairly well already. + +One small glitch. If I have: +![spectacle yj4492](https://cloud.githubusercontent.com/assets/4701338/14947918/cb6f23ce-103a-11e6-953b-6f71520bd2c4.png) + +And change the font size, I get: +![spectacle hc4492](https://cloud.githubusercontent.com/assets/4701338/14947930/e4c23032-103a-11e6-9826-d089726b54a2.png) + +I need to move the label around to get it refreshed: +![spectacle vr4492](https://cloud.githubusercontent.com/assets/4701338/14947936/fadc80b6-103a-11e6-9482-57a056c9aa68.png)",1,dynamic fonts should force redraw when there size is modified awesome work on the dynamic font support it seems to work fairly well already one small glitch if i have and change the font size i get i need to move the label around to get it refreshed ,1 +12367,7834829893.0,IssuesEvent,2018-06-16 19:07:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gradient texture 'expands' Inspector window,bug confirmed topic:editor usability," + +**Godot version:** + +76875ba + +**Issue description:** + +Inspector window 'expands' to the right. + +![inspectorexpands-01](https://user-images.githubusercontent.com/15687516/41292821-eb78e186-6e53-11e8-807d-dc48db616c7b.jpg) + +![inspectorexpands-02](https://user-images.githubusercontent.com/15687516/41292827-ed60c9c8-6e53-11e8-93c3-b2d13f2e2c9b.jpg) + + +**Steps to reproduce:** +New project, new scene, add 2D Root node, add 2D particle system, add Particles material, add Gradient Texture, add New Gradient. Now click the Gradient Texture area again and the Inspector expands to the right. + +**Minimal reproduction project:** + +The included project has all the above except the Gradient. + +[Godot3Master.zip](https://github.com/godotengine/godot/files/2094240/Godot3Master.zip) +",True,"Gradient texture 'expands' Inspector window - + +**Godot version:** + +76875ba + +**Issue description:** + +Inspector window 'expands' to the right. + +![inspectorexpands-01](https://user-images.githubusercontent.com/15687516/41292821-eb78e186-6e53-11e8-807d-dc48db616c7b.jpg) + +![inspectorexpands-02](https://user-images.githubusercontent.com/15687516/41292827-ed60c9c8-6e53-11e8-93c3-b2d13f2e2c9b.jpg) + + +**Steps to reproduce:** +New project, new scene, add 2D Root node, add 2D particle system, add Particles material, add Gradient Texture, add New Gradient. Now click the Gradient Texture area again and the Inspector expands to the right. + +**Minimal reproduction project:** + +The included project has all the above except the Gradient. + +[Godot3Master.zip](https://github.com/godotengine/godot/files/2094240/Godot3Master.zip) +",1,gradient texture expands inspector window please search existing issues for potential duplicates before filing yours godot version issue description inspector window expands to the right steps to reproduce new project new scene add root node add particle system add particles material add gradient texture add new gradient now click the gradient texture area again and the inspector expands to the right minimal reproduction project the included project has all the above except the gradient ,1 +19830,14617687107.0,IssuesEvent,2020-12-22 15:08:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,More visible debug collision shapes,enhancement topic:editor usability,"**Godot version:** +Latest master + +**Issue description:** +Collision shapes in 3D are very hard to see. I suggest to have them look more transparent and solid, like 2D collision shapes (if not all the time, at least on demand.) +I had a bug because a collision shape was wrong and I couldn't figure out for a while because in the game the collision shape seemed fine, because it looked hollow but it wasn't.",True,"More visible debug collision shapes - **Godot version:** +Latest master + +**Issue description:** +Collision shapes in 3D are very hard to see. I suggest to have them look more transparent and solid, like 2D collision shapes (if not all the time, at least on demand.) +I had a bug because a collision shape was wrong and I couldn't figure out for a while because in the game the collision shape seemed fine, because it looked hollow but it wasn't.",1,more visible debug collision shapes godot version latest master issue description collision shapes in are very hard to see i suggest to have them look more transparent and solid like collision shapes if not all the time at least on demand i had a bug because a collision shape was wrong and i couldn t figure out for a while because in the game the collision shape seemed fine because it looked hollow but it wasn t ,1 +6933,4682754674.0,IssuesEvent,2016-10-09 12:35:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader Graph - Deleting a node in the node editor auto-selects and auto-moves another node.,bug confirmed hacktoberfest topic:editor usability,"**Operating system or device:** +Win10 64 bit; 24 gigs RAM; third-gen i7 CPU; ATI HD 7xxx GPU + +**Issue description** **(what happened, and what was expected):** +When deleting a node in the visual node editor, the editor will often auto-grab another node and move it with the cursor. This is not desired and noticeably impacts usability. + +**Steps to reproduce:** +Open the example file, open the node tree for the material, select a node, delete the node. Notice how another one automatically sticks to your cursor for no apparent reason. + +**Link to minimal example project** **(optional but very welcome):** +[Bugs.zip](https://github.com/godotengine/godot/files/233840/Bugs.zip) + +",True,"Shader Graph - Deleting a node in the node editor auto-selects and auto-moves another node. - **Operating system or device:** +Win10 64 bit; 24 gigs RAM; third-gen i7 CPU; ATI HD 7xxx GPU + +**Issue description** **(what happened, and what was expected):** +When deleting a node in the visual node editor, the editor will often auto-grab another node and move it with the cursor. This is not desired and noticeably impacts usability. + +**Steps to reproduce:** +Open the example file, open the node tree for the material, select a node, delete the node. Notice how another one automatically sticks to your cursor for no apparent reason. + +**Link to minimal example project** **(optional but very welcome):** +[Bugs.zip](https://github.com/godotengine/godot/files/233840/Bugs.zip) + +",1,shader graph deleting a node in the node editor auto selects and auto moves another node operating system or device bit gigs ram third gen cpu ati hd gpu issue description what happened and what was expected when deleting a node in the visual node editor the editor will often auto grab another node and move it with the cursor this is not desired and noticeably impacts usability steps to reproduce open the example file open the node tree for the material select a node delete the node notice how another one automatically sticks to your cursor for no apparent reason link to minimal example project optional but very welcome ,1 +7617,5095875452.0,IssuesEvent,2017-01-03 16:28:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Better conveying that the user has to have a root node,discussion enhancement usability,"As started on discussions in #7417. + +Currently, it is __probably__ a bit unintuitive that scenes need to have a root node to be saved (or to be called scenes at all..). Some proposals for making it more intuitive (from the above-mentioned issue) are: +> @bojidar-bg +> Wouldn't it be better if we show a big add node button instead of the 2D/3D viewport? +Or maybe, when you click new scene, we might let you directly choose a root node, so you have nothing empty to save anyway? + +> @akien-mga +>We could refactor the option to create new scenes to be a bit like the creation of new text documents in modern word processors, showing various icons + text for the available options: +>- Create new scene with root node , with an easy to use list where you can pick any node from the typical node tree. +> * Maybe also with 3 preconfigured choices to create a 2D (`Node2D` root), 3D (`Spatial` root) or GUI (`Control` root) scene +>- Create new scene inheriting a base scene +>- Create new scene from template (i.e. copy and rename an existing scene - potentially from outside the project folder - and open it) +> +>Not sure how useful that would be, but if done in a way that is good-looking, it could at least feel more polished and give new users something more tangible than a blank scene.",True,"Better conveying that the user has to have a root node - As started on discussions in #7417. + +Currently, it is __probably__ a bit unintuitive that scenes need to have a root node to be saved (or to be called scenes at all..). Some proposals for making it more intuitive (from the above-mentioned issue) are: +> @bojidar-bg +> Wouldn't it be better if we show a big add node button instead of the 2D/3D viewport? +Or maybe, when you click new scene, we might let you directly choose a root node, so you have nothing empty to save anyway? + +> @akien-mga +>We could refactor the option to create new scenes to be a bit like the creation of new text documents in modern word processors, showing various icons + text for the available options: +>- Create new scene with root node , with an easy to use list where you can pick any node from the typical node tree. +> * Maybe also with 3 preconfigured choices to create a 2D (`Node2D` root), 3D (`Spatial` root) or GUI (`Control` root) scene +>- Create new scene inheriting a base scene +>- Create new scene from template (i.e. copy and rename an existing scene - potentially from outside the project folder - and open it) +> +>Not sure how useful that would be, but if done in a way that is good-looking, it could at least feel more polished and give new users something more tangible than a blank scene.",1,better conveying that the user has to have a root node as started on discussions in currently it is probably a bit unintuitive that scenes need to have a root node to be saved or to be called scenes at all some proposals for making it more intuitive from the above mentioned issue are bojidar bg wouldn t it be better if we show a big add node button instead of the viewport or maybe when you click new scene we might let you directly choose a root node so you have nothing empty to save anyway akien mga we could refactor the option to create new scenes to be a bit like the creation of new text documents in modern word processors showing various icons text for the available options create new scene with root node with an easy to use list where you can pick any node from the typical node tree maybe also with preconfigured choices to create a root spatial root or gui control root scene create new scene inheriting a base scene create new scene from template i e copy and rename an existing scene potentially from outside the project folder and open it not sure how useful that would be but if done in a way that is good looking it could at least feel more polished and give new users something more tangible than a blank scene ,1 +10407,6714583244.0,IssuesEvent,2017-10-13 17:31:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual scripts editor cannot be zoomed using CTRL+mouse wheel combo,enhancement topic:core usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +all + +**Issue description:** +Please make CTRL+mouse wheel combo possible in Visual Scripts editor.. I looked through code myself but didnt find where I can change it and PR.. +",True,"Visual scripts editor cannot be zoomed using CTRL+mouse wheel combo - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +all + +**Issue description:** +Please make CTRL+mouse wheel combo possible in Visual Scripts editor.. I looked through code myself but didnt find where I can change it and PR.. +",1,visual scripts editor cannot be zoomed using ctrl mouse wheel combo operating system or device godot version gpu model and driver if graphics related all issue description please make ctrl mouse wheel combo possible in visual scripts editor i looked through code myself but didnt find where i can change it and pr ,1 +8891,6024537205.0,IssuesEvent,2017-06-08 05:38:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's hard to see if Audio Bus buttons are pressed or not,bug junior job topic:editor usability,"The Solo/Mute/Bypass buttons in the Audio Buses toggle status are too alike, it's very hard to tell if they are on or off. + +All on vs all off: +![godot windows opt tools 64 3 0_2017-06-04_14-12-52](https://cloud.githubusercontent.com/assets/5599796/26763791/163fe314-4930-11e7-9b8f-e7ca60823e24.png)",True,"It's hard to see if Audio Bus buttons are pressed or not - The Solo/Mute/Bypass buttons in the Audio Buses toggle status are too alike, it's very hard to tell if they are on or off. + +All on vs all off: +![godot windows opt tools 64 3 0_2017-06-04_14-12-52](https://cloud.githubusercontent.com/assets/5599796/26763791/163fe314-4930-11e7-9b8f-e7ca60823e24.png)",1,it s hard to see if audio bus buttons are pressed or not the solo mute bypass buttons in the audio buses toggle status are too alike it s very hard to tell if they are on or off all on vs all off ,1 +9407,6283012006.0,IssuesEvent,2017-07-19 01:30:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Collapse the top menus,discussion enhancement topic:editor usability,"Taking advantage of the current UI changes being done for 3.0, I was thinking that we could also improve the menu buttons on the top. + +**Currently, the top-left is occupied by** +- Scene +- Tools +- Export + +Tools only have one item, making it actually kind of like a button. +Export is a button, not a menu. + +**On the top-right:** +- volume bar? +- settings +- weird icons that nobody understands what they are for :p + +I thought in 2 different proposals for a change: + +1. Collapse the top-left buttons into just one, maybe call it ""Project""?. This means the scene menu will have 2 more items, and we get rid of tools and export, which are seldom used anyway. + +2. Since the space is not being used for anything else, make a more functional menu ""bar"", and split some items into different menus to make things easier to find. I'd also bring the Settings menu on the right, to join the left side. Project settings could be inside it, together with Editor Settings + +WDYT? :)",True,"Collapse the top menus - Taking advantage of the current UI changes being done for 3.0, I was thinking that we could also improve the menu buttons on the top. + +**Currently, the top-left is occupied by** +- Scene +- Tools +- Export + +Tools only have one item, making it actually kind of like a button. +Export is a button, not a menu. + +**On the top-right:** +- volume bar? +- settings +- weird icons that nobody understands what they are for :p + +I thought in 2 different proposals for a change: + +1. Collapse the top-left buttons into just one, maybe call it ""Project""?. This means the scene menu will have 2 more items, and we get rid of tools and export, which are seldom used anyway. + +2. Since the space is not being used for anything else, make a more functional menu ""bar"", and split some items into different menus to make things easier to find. I'd also bring the Settings menu on the right, to join the left side. Project settings could be inside it, together with Editor Settings + +WDYT? :)",1,collapse the top menus taking advantage of the current ui changes being done for i was thinking that we could also improve the menu buttons on the top currently the top left is occupied by scene tools export tools only have one item making it actually kind of like a button export is a button not a menu on the top right volume bar settings weird icons that nobody understands what they are for p i thought in different proposals for a change collapse the top left buttons into just one maybe call it project this means the scene menu will have more items and we get rid of tools and export which are seldom used anyway since the space is not being used for anything else make a more functional menu bar and split some items into different menus to make things easier to find i d also bring the settings menu on the right to join the left side project settings could be inside it together with editor settings wdyt ,1 +10976,7000663941.0,IssuesEvent,2017-12-18 06:38:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem drag and drop can easily lead to missing dependencies issues,bug topic:editor usability,"**Windows 10 - Godot 2.1 :** + +**fileSystem usability:** +After **accidental** moving of folders using the drag & drop feature from the fileSystem, along with a manual correction to re-parent my folders will not revert their new paths and cause missing dependencies issues. Having me needed to correct all my scripts, assets and scenes that got involved prior to moving. + +**Steps to reproduce:** +Move folders into folders using drag & drop from the fileSystem; folders that contain assets that were attached to scenes. + +**Suggestion:** +Alert user with a message when moving a folder that contain assets that were attached to node/scenes, changing them will cause missing dependencies, even manually reverting any changes. +",True,"FileSystem drag and drop can easily lead to missing dependencies issues - **Windows 10 - Godot 2.1 :** + +**fileSystem usability:** +After **accidental** moving of folders using the drag & drop feature from the fileSystem, along with a manual correction to re-parent my folders will not revert their new paths and cause missing dependencies issues. Having me needed to correct all my scripts, assets and scenes that got involved prior to moving. + +**Steps to reproduce:** +Move folders into folders using drag & drop from the fileSystem; folders that contain assets that were attached to scenes. + +**Suggestion:** +Alert user with a message when moving a folder that contain assets that were attached to node/scenes, changing them will cause missing dependencies, even manually reverting any changes. +",1,filesystem drag and drop can easily lead to missing dependencies issues windows godot filesystem usability after accidental moving of folders using the drag drop feature from the filesystem along with a manual correction to re parent my folders will not revert their new paths and cause missing dependencies issues having me needed to correct all my scripts assets and scenes that got involved prior to moving steps to reproduce move folders into folders using drag drop from the filesystem folders that contain assets that were attached to scenes suggestion alert user with a message when moving a folder that contain assets that were attached to node scenes changing them will cause missing dependencies even manually reverting any changes ,1 +15637,10198707235.0,IssuesEvent,2019-08-13 06:25:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Right-click menu deselects edits' content,bug topic:editor usability,"**Godot version:** +v3.1.1.stable.official x64, Ubuntu + +**Issue description:** +Editor issue. +Right click menu on an edit field and the content of the edit gets deselected. + + +**Steps to reproduce:** +* Pick a parameter e.g. position.x in the Inspector. +* Select the value. +* Right click with the intention of doing ""Cut"" or ""Copy"". +* The content of the edit field gets deselected, so cutting or copying doesn't do anything. +CTRL+C / CTRL+X do work +",True,"Right-click menu deselects edits' content - **Godot version:** +v3.1.1.stable.official x64, Ubuntu + +**Issue description:** +Editor issue. +Right click menu on an edit field and the content of the edit gets deselected. + + +**Steps to reproduce:** +* Pick a parameter e.g. position.x in the Inspector. +* Select the value. +* Right click with the intention of doing ""Cut"" or ""Copy"". +* The content of the edit field gets deselected, so cutting or copying doesn't do anything. +CTRL+C / CTRL+X do work +",1,right click menu deselects edits content godot version stable official ubuntu issue description editor issue right click menu on an edit field and the content of the edit gets deselected steps to reproduce pick a parameter e g position x in the inspector select the value right click with the intention of doing cut or copy the content of the edit field gets deselected so cutting or copying doesn t do anything ctrl c ctrl x do work ,1 +9307,6208732682.0,IssuesEvent,2017-07-07 00:57:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Offset property for controls,enhancement topic:core topic:editor usability,"**Operating system or device - Godot version:** +**Issue description** (what happened, and what was expected): +I think it would be very helpful to have ability to set Control origin point to the center, just like it's in Sprite2D node. Currently it's quite hard to make scale/rotation animations for controls, since they always will be rotated/scaled around the upper left corner. +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Offset property for controls - **Operating system or device - Godot version:** +**Issue description** (what happened, and what was expected): +I think it would be very helpful to have ability to set Control origin point to the center, just like it's in Sprite2D node. Currently it's quite hard to make scale/rotation animations for controls, since they always will be rotated/scaled around the upper left corner. +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,offset property for controls operating system or device godot version issue description what happened and what was expected i think it would be very helpful to have ability to set control origin point to the center just like it s in node currently it s quite hard to make scale rotation animations for controls since they always will be rotated scaled around the upper left corner steps to reproduce link to minimal example project optional but very welcome ,1 +7311,4882704084.0,IssuesEvent,2016-11-17 10:16:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Don't default the FileSystem pane to expanding every folder,enhancement junior job topic:editor usability,"This is a UI/Usability improvement request + +In most file explorers (such as Windows Explorer, Mac OS Finder) that have a tree style representation of the directory structure of a file system, they do not default to having every folder expanded. + +However godot's FileSystem pane defaults to having every single folder in the file system expanded every time a project is opened. For large projects with complex directory structures, this makes finding a specific folder tedious. + +Some people (those with less complex directory structures) may prefer having them all expanded though. Advanced IDEs actually remember the expand/collapse state of their project explorers - which is something that would be a nice improvement to Godot.",True,"Don't default the FileSystem pane to expanding every folder - This is a UI/Usability improvement request + +In most file explorers (such as Windows Explorer, Mac OS Finder) that have a tree style representation of the directory structure of a file system, they do not default to having every folder expanded. + +However godot's FileSystem pane defaults to having every single folder in the file system expanded every time a project is opened. For large projects with complex directory structures, this makes finding a specific folder tedious. + +Some people (those with less complex directory structures) may prefer having them all expanded though. Advanced IDEs actually remember the expand/collapse state of their project explorers - which is something that would be a nice improvement to Godot.",1,don t default the filesystem pane to expanding every folder this is a ui usability improvement request in most file explorers such as windows explorer mac os finder that have a tree style representation of the directory structure of a file system they do not default to having every folder expanded however godot s filesystem pane defaults to having every single folder in the file system expanded every time a project is opened for large projects with complex directory structures this makes finding a specific folder tedious some people those with less complex directory structures may prefer having them all expanded though advanced ides actually remember the expand collapse state of their project explorers which is something that would be a nice improvement to godot ,1 +28193,32027514824.0,IssuesEvent,2023-09-22 09:52:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Color picker hex textbox tooltip blocks keyboard input,bug confirmed usability topic:gui,"### Godot version + +v4.1.1.stable.official [bd6af8e0e] + +### System information + +Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce MX110 () - Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz (8 Threads) + +### Issue description + +In the Color picker when you click on the Hex textbox to enter a value, if you leave your cursor on the textbox, a tooltip will appear. When this happens, keyboard input gets blocked and you can't enter text into the textbox until you do something that closes the tooltip. This behavior occurs on both Windows (Win 10) and Linux (Ubuntu Studio). +![GodotColorPicker](https://github.com/godotengine/godot/assets/18563612/028e93cc-7415-469b-8c3d-b6e781051b72) + + +### Steps to reproduce + +To reproduce: +- Create root node +- Create ColorRect child node +- In Inspector, open the color picker by clicking Color. Then click on the Hex textbox and leave your mouse cursor there. Once the tooltip appears, keyboard input gets blocked. + +### Minimal reproduction project + +Given how simple the repro is I don't think uploading the project is necessary here. But if it's still required kindly let me know and I'll post it.",True,"Color picker hex textbox tooltip blocks keyboard input - ### Godot version + +v4.1.1.stable.official [bd6af8e0e] + +### System information + +Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce MX110 () - Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz (8 Threads) + +### Issue description + +In the Color picker when you click on the Hex textbox to enter a value, if you leave your cursor on the textbox, a tooltip will appear. When this happens, keyboard input gets blocked and you can't enter text into the textbox until you do something that closes the tooltip. This behavior occurs on both Windows (Win 10) and Linux (Ubuntu Studio). +![GodotColorPicker](https://github.com/godotengine/godot/assets/18563612/028e93cc-7415-469b-8c3d-b6e781051b72) + + +### Steps to reproduce + +To reproduce: +- Create root node +- Create ColorRect child node +- In Inspector, open the color picker by clicking Color. Then click on the Hex textbox and leave your mouse cursor there. Once the tooltip appears, keyboard input gets blocked. + +### Minimal reproduction project + +Given how simple the repro is I don't think uploading the project is necessary here. But if it's still required kindly let me know and I'll post it.",1,color picker hex textbox tooltip blocks keyboard input godot version stable official system information godot stable windows vulkan forward dedicated nvidia geforce intel r core tm cpu threads issue description in the color picker when you click on the hex textbox to enter a value if you leave your cursor on the textbox a tooltip will appear when this happens keyboard input gets blocked and you can t enter text into the textbox until you do something that closes the tooltip this behavior occurs on both windows win and linux ubuntu studio steps to reproduce to reproduce create root node create colorrect child node in inspector open the color picker by clicking color then click on the hex textbox and leave your mouse cursor there once the tooltip appears keyboard input gets blocked minimal reproduction project given how simple the repro is i don t think uploading the project is necessary here but if it s still required kindly let me know and i ll post it ,1 +11184,7096960648.0,IssuesEvent,2018-01-14 14:16:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,VS Code opens every time you switch scene tabs,bug topic:editor usability,"**Godot version:** +3.0 beta 2 + +**OS/device including version:** +Windows 10 + +**Issue description:** +Every time you switch scene tabs in the IDE, VS Code opens up. This is annoying if you are using the IDE and VS Code on the same screen. + +**Steps to reproduce:** +Switch scene tabs. + +EDIT: Seems to only occur when you switch to a scene that has a script on the base node.",True,"VS Code opens every time you switch scene tabs - **Godot version:** +3.0 beta 2 + +**OS/device including version:** +Windows 10 + +**Issue description:** +Every time you switch scene tabs in the IDE, VS Code opens up. This is annoying if you are using the IDE and VS Code on the same screen. + +**Steps to reproduce:** +Switch scene tabs. + +EDIT: Seems to only occur when you switch to a scene that has a script on the base node.",1,vs code opens every time you switch scene tabs godot version beta os device including version windows issue description every time you switch scene tabs in the ide vs code opens up this is annoying if you are using the ide and vs code on the same screen steps to reproduce switch scene tabs edit seems to only occur when you switch to a scene that has a script on the base node ,1 +20707,15897376873.0,IssuesEvent,2021-04-11 20:50:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,All inclusive 'undo',enhancement topic:editor usability,"Linux Ubuntu 16.04.1 x86_64 running MATE desktop. +Godot version ""Godot_v2.1-stable_x11.64"" + +Apparently not everything we can do in the editor goes into the undo stack. E.g. I edited the colors of a FixedMaterial but then when I did 'undo' the colors were left alone, and the previous things (translations, scales of meshes) were undone. + +On the whole I think it is (a) unclear what will/not be available for 'undo'; (b) would be nice if everything were 'undo'able, or at least more than not. +",True,"All inclusive 'undo' - Linux Ubuntu 16.04.1 x86_64 running MATE desktop. +Godot version ""Godot_v2.1-stable_x11.64"" + +Apparently not everything we can do in the editor goes into the undo stack. E.g. I edited the colors of a FixedMaterial but then when I did 'undo' the colors were left alone, and the previous things (translations, scales of meshes) were undone. + +On the whole I think it is (a) unclear what will/not be available for 'undo'; (b) would be nice if everything were 'undo'able, or at least more than not. +",1,all inclusive undo linux ubuntu running mate desktop godot version godot stable apparently not everything we can do in the editor goes into the undo stack e g i edited the colors of a fixedmaterial but then when i did undo the colors were left alone and the previous things translations scales of meshes were undone on the whole i think it is a unclear what will not be available for undo b would be nice if everything were undo able or at least more than not ,1 +5539,3952524230.0,IssuesEvent,2016-04-29 09:13:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,List of scenes,feature proposal topic:editor usability,"It would be great to have a list of scenes, they don't have to be opened, just for faster access. +Thanks.",True,"List of scenes - It would be great to have a list of scenes, they don't have to be opened, just for faster access. +Thanks.",1,list of scenes it would be great to have a list of scenes they don t have to be opened just for faster access thanks ,1 +11875,7496684202.0,IssuesEvent,2018-04-08 12:10:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Saving scripts with the shortcut (CTRL+S) while in fullscreen mode (CTRL+SHIFT+F11) doesn't do anything,bug topic:editor usability,"**Operating system or device - Godot version:** 2.1.2 + +**Issue description:** +This is a minor issue. +Trying to save scripts with the save shortcut while in fullscreen mode does not work. You must either save manually with File > Save **(Save All also does not work!)** or exit fullscreen mode, save with the shortcut then reenter fullscreen mode. + +**Steps to reproduce:** +Press CTRL+SHIFT+F11 while editing a script > make a change > press CTRL+S > notice the changes aren't saved. +",True,"Saving scripts with the shortcut (CTRL+S) while in fullscreen mode (CTRL+SHIFT+F11) doesn't do anything - **Operating system or device - Godot version:** 2.1.2 + +**Issue description:** +This is a minor issue. +Trying to save scripts with the save shortcut while in fullscreen mode does not work. You must either save manually with File > Save **(Save All also does not work!)** or exit fullscreen mode, save with the shortcut then reenter fullscreen mode. + +**Steps to reproduce:** +Press CTRL+SHIFT+F11 while editing a script > make a change > press CTRL+S > notice the changes aren't saved. +",1,saving scripts with the shortcut ctrl s while in fullscreen mode ctrl shift doesn t do anything operating system or device godot version issue description this is a minor issue trying to save scripts with the save shortcut while in fullscreen mode does not work you must either save manually with file save save all also does not work or exit fullscreen mode save with the shortcut then reenter fullscreen mode steps to reproduce press ctrl shift while editing a script make a change press ctrl s notice the changes aren t saved ,1 +15590,10149196655.0,IssuesEvent,2019-08-05 14:44:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make selected keyframes more visually distinctive from unselected ones and easier to select.,enhancement topic:editor usability," +**Godot version:** +3.1 + +Keyframes are hard to select because their ""hitbox"" is tiny and selected keys are visually hard to read and there is no audio feedback. + +Proposal: + +- Increase the size of selected keyframes slightly (maybe +1 pixel in each direction is sufficient), +- change the color of selected keyframes to something bright, or have a soft glow around them. +- play a soft unintrusive short sound when selecting a keyframe, it can be hardly audible, but your body will immediately know when miss-clicked even if you where not looking.",True,"Make selected keyframes more visually distinctive from unselected ones and easier to select. - +**Godot version:** +3.1 + +Keyframes are hard to select because their ""hitbox"" is tiny and selected keys are visually hard to read and there is no audio feedback. + +Proposal: + +- Increase the size of selected keyframes slightly (maybe +1 pixel in each direction is sufficient), +- change the color of selected keyframes to something bright, or have a soft glow around them. +- play a soft unintrusive short sound when selecting a keyframe, it can be hardly audible, but your body will immediately know when miss-clicked even if you where not looking.",1,make selected keyframes more visually distinctive from unselected ones and easier to select godot version keyframes are hard to select because their hitbox is tiny and selected keys are visually hard to read and there is no audio feedback proposal increase the size of selected keyframes slightly maybe pixel in each direction is sufficient change the color of selected keyframes to something bright or have a soft glow around them play a soft unintrusive short sound when selecting a keyframe it can be hardly audible but your body will immediately know when miss clicked even if you where not looking ,1 +11856,7494177593.0,IssuesEvent,2018-04-07 06:05:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tagging code,feature proposal topic:editor topic:gdscript usability,"We were discussing different ways to make code tagging in Godot in #6371 and, since this idea is a little bit different, I'll make a separate discussion for it. + +**Why we need code tagging:** +As projects grow, you get more and more code you need to manage. It's very likely that you forget about some incomplete, outdated or buggy block of code in some file. Code tagging can help with that, by showing code that needs attention. + +**How this should work:** +- By default there should be a list of commonly used tags like [Incomplete], [Needs fixing], [To do] etc. +- Users should be able to create their own tags +- Tag properties: name, background color +- In context menu of highlighted code, there should be [Apply Tag] dropdown menu. After user selects tag from it, background color behind selected lines of code should change to tag color + ![screenshot at 2016-09-04 14 33 47](https://cloud.githubusercontent.com/assets/10696955/18230905/451507dc-72b2-11e6-84c7-ffabcd0f0251.png) +- [Metrics] button on the panel with [Tutorials] and [Classes] could show the window with list of files with tagged code as well as percentage of tagged code in file/project +",True,"Tagging code - We were discussing different ways to make code tagging in Godot in #6371 and, since this idea is a little bit different, I'll make a separate discussion for it. + +**Why we need code tagging:** +As projects grow, you get more and more code you need to manage. It's very likely that you forget about some incomplete, outdated or buggy block of code in some file. Code tagging can help with that, by showing code that needs attention. + +**How this should work:** +- By default there should be a list of commonly used tags like [Incomplete], [Needs fixing], [To do] etc. +- Users should be able to create their own tags +- Tag properties: name, background color +- In context menu of highlighted code, there should be [Apply Tag] dropdown menu. After user selects tag from it, background color behind selected lines of code should change to tag color + ![screenshot at 2016-09-04 14 33 47](https://cloud.githubusercontent.com/assets/10696955/18230905/451507dc-72b2-11e6-84c7-ffabcd0f0251.png) +- [Metrics] button on the panel with [Tutorials] and [Classes] could show the window with list of files with tagged code as well as percentage of tagged code in file/project +",1,tagging code we were discussing different ways to make code tagging in godot in and since this idea is a little bit different i ll make a separate discussion for it why we need code tagging as projects grow you get more and more code you need to manage it s very likely that you forget about some incomplete outdated or buggy block of code in some file code tagging can help with that by showing code that needs attention how this should work by default there should be a list of commonly used tags like etc users should be able to create their own tags tag properties name background color in context menu of highlighted code there should be dropdown menu after user selects tag from it background color behind selected lines of code should change to tag color button on the panel with and could show the window with list of files with tagged code as well as percentage of tagged code in file project ,1 +25294,24951179316.0,IssuesEvent,2022-11-01 07:25:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,`ESC` should cancel multi-carets in the script editor,enhancement topic:editor usability topic:gui,"### Godot version + +v4.0.beta.custom_build [11e1bac76] + +### System information + +Linux Fedora - Godot Engine v4.0.beta.custom_build.11e1bac76 - https://godotengine.org Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080 + +### Issue description + +Currently there is no way to return to a single caret after using multiple carets by only using the keyboard. + +In VSCode this is done by pressing `esc`. + +### Steps to reproduce + +1. Open a script file in the text editor +2. Use `shift + d` to select multiple text occurrences and create multiple carets (or hold `alt` while clicking at different positions) +3. Press `Esc` +4. See that there are still more than one caret + +### Minimal reproduction project + +_No response_",True,"`ESC` should cancel multi-carets in the script editor - ### Godot version + +v4.0.beta.custom_build [11e1bac76] + +### System information + +Linux Fedora - Godot Engine v4.0.beta.custom_build.11e1bac76 - https://godotengine.org Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080 + +### Issue description + +Currently there is no way to return to a single caret after using multiple carets by only using the keyboard. + +In VSCode this is done by pressing `esc`. + +### Steps to reproduce + +1. Open a script file in the text editor +2. Use `shift + d` to select multiple text occurrences and create multiple carets (or hold `alt` while clicking at different positions) +3. Press `Esc` +4. See that there are still more than one caret + +### Minimal reproduction project + +_No response_",1, esc should cancel multi carets in the script editor godot version beta custom build system information linux fedora godot engine beta custom build vulkan api using vulkan device nvidia nvidia geforce gtx issue description currently there is no way to return to a single caret after using multiple carets by only using the keyboard in vscode this is done by pressing esc steps to reproduce open a script file in the text editor use shift d to select multiple text occurrences and create multiple carets or hold alt while clicking at different positions press esc see that there are still more than one caret minimal reproduction project no response ,1 +25624,25510302046.0,IssuesEvent,2022-11-28 12:37:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The InputMap event configuration dialog fails to setup analog axes when the input strength is too low,bug topic:editor usability topic:input topic:gui,"### Godot version + +4.0.beta5 + +### System information + +linux + +### Issue description + + + + + +The even configuration dialog allows to press a key or move a joystick to automatically configure the action. +The dialog does detect the input but the actual action is not selected if the joystick/analog trigger strength is too low (it seems that ""too low"" is ""<1.0"", but I'm not sure). + + + + +https://user-images.githubusercontent.com/71937306/202348201-e20b69ab-9d4d-4e16-8c29-8262fcd849e2.mp4 + + + +Such low values happens on the controllers I own even when pressed at max strength, making it impossible for me to configure these actions automatically (my xbox 360 controller's joystick value are usually around .95). + +A fix should be to add a very low deadzone. + +### Steps to reproduce + +Try associating an analog event to an action and notice how the correct event isn't select by the dialog unless the action strength is close to 1. + +### Minimal reproduction project + +_No response_",True,"The InputMap event configuration dialog fails to setup analog axes when the input strength is too low - ### Godot version + +4.0.beta5 + +### System information + +linux + +### Issue description + + + + + +The even configuration dialog allows to press a key or move a joystick to automatically configure the action. +The dialog does detect the input but the actual action is not selected if the joystick/analog trigger strength is too low (it seems that ""too low"" is ""<1.0"", but I'm not sure). + + + + +https://user-images.githubusercontent.com/71937306/202348201-e20b69ab-9d4d-4e16-8c29-8262fcd849e2.mp4 + + + +Such low values happens on the controllers I own even when pressed at max strength, making it impossible for me to configure these actions automatically (my xbox 360 controller's joystick value are usually around .95). + +A fix should be to add a very low deadzone. + +### Steps to reproduce + +Try associating an analog event to an action and notice how the correct event isn't select by the dialog unless the action strength is close to 1. + +### Minimal reproduction project + +_No response_",1,the inputmap event configuration dialog fails to setup analog axes when the input strength is too low godot version system information linux issue description the even configuration dialog allows to press a key or move a joystick to automatically configure the action the dialog does detect the input but the actual action is not selected if the joystick analog trigger strength is too low it seems that too low is but i m not sure such low values happens on the controllers i own even when pressed at max strength making it impossible for me to configure these actions automatically my xbox controller s joystick value are usually around a fix should be to add a very low deadzone steps to reproduce try associating an analog event to an action and notice how the correct event isn t select by the dialog unless the action strength is close to minimal reproduction project no response ,1 +6166,4164770148.0,IssuesEvent,2016-06-19 01:55:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot Editor Very Slow to Close,bug confirmed topic:editor usability,"When I close the editor it takes an absurdly long time to shut itself down, the really annoying bit is that when this is going on you can't interact with the editor anymore meaning it's completely unresponsive while shutting down, which gives a very unsettling feeling to Godot's shutdown sequence as it makes me worry that Godot is about the crash or something similar.",True,"Godot Editor Very Slow to Close - When I close the editor it takes an absurdly long time to shut itself down, the really annoying bit is that when this is going on you can't interact with the editor anymore meaning it's completely unresponsive while shutting down, which gives a very unsettling feeling to Godot's shutdown sequence as it makes me worry that Godot is about the crash or something similar.",1,godot editor very slow to close when i close the editor it takes an absurdly long time to shut itself down the really annoying bit is that when this is going on you can t interact with the editor anymore meaning it s completely unresponsive while shutting down which gives a very unsettling feeling to godot s shutdown sequence as it makes me worry that godot is about the crash or something similar ,1 +4047,3671521190.0,IssuesEvent,2016-02-22 08:00:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Suggestion: Change ""erase"" wording in project manager to ""remove""",enhancement junior job topic:editor usability,"Just a small thing, but to me the word ""erase"" in the project list always comes across as too extreme. A better choice would be ""remove"". Even though there is a popup stating that it won't actually be erased from your drive, I feel that ""erase"" is too harsh a word to use. A new user may be wary of even hitting this button!",True,"Suggestion: Change ""erase"" wording in project manager to ""remove"" - Just a small thing, but to me the word ""erase"" in the project list always comes across as too extreme. A better choice would be ""remove"". Even though there is a popup stating that it won't actually be erased from your drive, I feel that ""erase"" is too harsh a word to use. A new user may be wary of even hitting this button!",1,suggestion change erase wording in project manager to remove just a small thing but to me the word erase in the project list always comes across as too extreme a better choice would be remove even though there is a popup stating that it won t actually be erased from your drive i feel that erase is too harsh a word to use a new user may be wary of even hitting this button ,1 +26033,26326259576.0,IssuesEvent,2023-01-10 06:59:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clicking and dragging animation length value clutters undo history,bug topic:editor usability,"**Godot version:** +3.2.1.stable.official + +**OS/device including version:** +Windows 10 10.0.18363 Build 18363 + +**Issue description:** +Clicking and dragging the animation length value in the animation editor (see image) produces one undo/redo action per frame (see other image). If you want to undo changing the animation length, you have to press ctrl+z once for each frame you changed the length. This might be hundreds of times, which makes it very hard to undo an action which was performed before the length was changed. +![image2](https://cdn.discordapp.com/attachments/364116949887746049/688813108877459653/unknown.png) +![image](https://cdn.discordapp.com/attachments/364116949887746049/688812814344781839/unknown.png) + +**Steps to reproduce:** +- Add a AnimationPlayer to any scene +- Create a new animation +- Click and drag the animation length counter in the top right of the AnimationPlayer editor. + +**Minimal reproduction project:** +Any project with an AnimationPlayer and an animation will do +",True,"Clicking and dragging animation length value clutters undo history - **Godot version:** +3.2.1.stable.official + +**OS/device including version:** +Windows 10 10.0.18363 Build 18363 + +**Issue description:** +Clicking and dragging the animation length value in the animation editor (see image) produces one undo/redo action per frame (see other image). If you want to undo changing the animation length, you have to press ctrl+z once for each frame you changed the length. This might be hundreds of times, which makes it very hard to undo an action which was performed before the length was changed. +![image2](https://cdn.discordapp.com/attachments/364116949887746049/688813108877459653/unknown.png) +![image](https://cdn.discordapp.com/attachments/364116949887746049/688812814344781839/unknown.png) + +**Steps to reproduce:** +- Add a AnimationPlayer to any scene +- Create a new animation +- Click and drag the animation length counter in the top right of the AnimationPlayer editor. + +**Minimal reproduction project:** +Any project with an AnimationPlayer and an animation will do +",1,clicking and dragging animation length value clutters undo history godot version stable official os device including version windows build issue description clicking and dragging the animation length value in the animation editor see image produces one undo redo action per frame see other image if you want to undo changing the animation length you have to press ctrl z once for each frame you changed the length this might be hundreds of times which makes it very hard to undo an action which was performed before the length was changed steps to reproduce add a animationplayer to any scene create a new animation click and drag the animation length counter in the top right of the animationplayer editor minimal reproduction project any project with an animationplayer and an animation will do ,1 +25134,24769063902.0,IssuesEvent,2022-10-22 22:55:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Tile pick button sometimes unavailable in TileSet painting mode,bug topic:editor usability topic:2d,"### Godot version + +4.0 0b627c4 + +### System information + +Windows 10 x64 + +### Issue description + +![godot_K7xoRqRy9R](https://user-images.githubusercontent.com/2223172/197365175-6b670ec4-6b03-49d8-8489-4a0605b2e921.gif) +Notice how the pick button (on the right) disappears when changing between atlas setup and painting. Changing to a different atlas source fixes the issue. + +### Steps to reproduce + +1. Have a TileSet +2. Go to tile property painting mode (e.g. for collision shapes) +3. The pick button is not there sometimes + +### Minimal reproduction project + +_No response_",True,"Tile pick button sometimes unavailable in TileSet painting mode - ### Godot version + +4.0 0b627c4 + +### System information + +Windows 10 x64 + +### Issue description + +![godot_K7xoRqRy9R](https://user-images.githubusercontent.com/2223172/197365175-6b670ec4-6b03-49d8-8489-4a0605b2e921.gif) +Notice how the pick button (on the right) disappears when changing between atlas setup and painting. Changing to a different atlas source fixes the issue. + +### Steps to reproduce + +1. Have a TileSet +2. Go to tile property painting mode (e.g. for collision shapes) +3. The pick button is not there sometimes + +### Minimal reproduction project + +_No response_",1,tile pick button sometimes unavailable in tileset painting mode godot version system information windows issue description notice how the pick button on the right disappears when changing between atlas setup and painting changing to a different atlas source fixes the issue steps to reproduce have a tileset go to tile property painting mode e g for collision shapes the pick button is not there sometimes minimal reproduction project no response ,1 +21411,17032867511.0,IssuesEvent,2021-07-04 23:07:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,TextEdit is blocking Shift + scroll when hovering over it,bug topic:gui usability,"### Godot version + +3.3.2 + +### System information + +W10 + +### Issue description + +Seems like variation of #29201 + +When you Shift+scroll in a big ScrollContainer and you hover mouse over TextEdit, it will block your scroll even if it doesn't have horizontal scrollbar. + +### Steps to reproduce + +1. Add a Control and create a Theme +2. In the Theme editor, use Shift + scroll to scroll +3. Now hover mouse over TextEdit, try Shift + scrolling and compare the result + +### Minimal reproduction project + +_No response_",True,"TextEdit is blocking Shift + scroll when hovering over it - ### Godot version + +3.3.2 + +### System information + +W10 + +### Issue description + +Seems like variation of #29201 + +When you Shift+scroll in a big ScrollContainer and you hover mouse over TextEdit, it will block your scroll even if it doesn't have horizontal scrollbar. + +### Steps to reproduce + +1. Add a Control and create a Theme +2. In the Theme editor, use Shift + scroll to scroll +3. Now hover mouse over TextEdit, try Shift + scrolling and compare the result + +### Minimal reproduction project + +_No response_",1,textedit is blocking shift scroll when hovering over it godot version system information issue description seems like variation of when you shift scroll in a big scrollcontainer and you hover mouse over textedit it will block your scroll even if it doesn t have horizontal scrollbar steps to reproduce add a control and create a theme in the theme editor use shift scroll to scroll now hover mouse over textedit try shift scrolling and compare the result minimal reproduction project no response ,1 +26369,26765871341.0,IssuesEvent,2023-01-31 10:34:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""(Re)importing Assets"" dialog blocks screen making it difficult to do other things while waiting...",bug topic:editor usability topic:import,"### Godot version + +Godot 4, d1e5903c67956707948b1de370b807e3aad395b7 + +### System information + +Arch Linux, Gnome Shell, Wayland + +### Issue description + +The ""(Re)importing Assets"" dialog blocks all other windows while importing is in progress. This window is always on top, immovable, and unhideable. For long import operations it makes using other applications on the system difficult. + +![Screenshot from 2023-01-27 00-39-51](https://user-images.githubusercontent.com/6334580/215018181-41c17f90-140b-4b86-8d62-3515accdf3a7.png) + +![Screenshot from 2023-01-27 00-40-26](https://user-images.githubusercontent.com/6334580/215018190-e2f26c78-1260-4499-8ca7-9146c260a6d0.png) + +![Screenshot from 2023-01-27 00-44-18](https://user-images.githubusercontent.com/6334580/215018197-850ab0c3-f5e4-47b6-babf-771851d5a876.png) + + +### Steps to reproduce + +Cause files to import, try to use other applications while import is in progress. + +### Minimal reproduction project + +N/A",True,"""(Re)importing Assets"" dialog blocks screen making it difficult to do other things while waiting... - ### Godot version + +Godot 4, d1e5903c67956707948b1de370b807e3aad395b7 + +### System information + +Arch Linux, Gnome Shell, Wayland + +### Issue description + +The ""(Re)importing Assets"" dialog blocks all other windows while importing is in progress. This window is always on top, immovable, and unhideable. For long import operations it makes using other applications on the system difficult. + +![Screenshot from 2023-01-27 00-39-51](https://user-images.githubusercontent.com/6334580/215018181-41c17f90-140b-4b86-8d62-3515accdf3a7.png) + +![Screenshot from 2023-01-27 00-40-26](https://user-images.githubusercontent.com/6334580/215018190-e2f26c78-1260-4499-8ca7-9146c260a6d0.png) + +![Screenshot from 2023-01-27 00-44-18](https://user-images.githubusercontent.com/6334580/215018197-850ab0c3-f5e4-47b6-babf-771851d5a876.png) + + +### Steps to reproduce + +Cause files to import, try to use other applications while import is in progress. + +### Minimal reproduction project + +N/A",1, re importing assets dialog blocks screen making it difficult to do other things while waiting godot version godot system information arch linux gnome shell wayland issue description the re importing assets dialog blocks all other windows while importing is in progress this window is always on top immovable and unhideable for long import operations it makes using other applications on the system difficult steps to reproduce cause files to import try to use other applications while import is in progress minimal reproduction project n a,1 +27361,28148162213.0,IssuesEvent,2023-04-02 18:23:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"Certain VisualShader nodes (constants) contain a selectable, blank bar above the editor part",bug enhancement topic:editor usability topic:shaders,"### Godot version + +4.1 (21d080ead4ff09a0796574c920a76e66e8b8a3e4) + +### System information + +- + +### Issue description + +If you click on it once it stays selected until you reload the editor (or in some cases toggle the preview). + +![grafik](https://user-images.githubusercontent.com/50084500/229370300-233c6ab4-8e31-4bca-8f47-5ba7a562292f.png) + +There seems to be a context menu registered for this, but the entries are disfunctional: + +![grafik](https://user-images.githubusercontent.com/50084500/229370798-712e795f-3c52-487d-904b-582d2c441725.png) +(I'd assume that clicking on ""Copy Value"" on a TransformConstant and then clicking on ""Paste Value"" on another TransformConstant is its intended use case, but that does nothing - just like ""Copy Property Path"" (which does not even make sense to me here). + + +### Steps to reproduce + +Create a VisualShader resource and add e.g. a TransformConstant or Vector2/3/4Constant. + +### Minimal reproduction project + +-",True,"Certain VisualShader nodes (constants) contain a selectable, blank bar above the editor part - ### Godot version + +4.1 (21d080ead4ff09a0796574c920a76e66e8b8a3e4) + +### System information + +- + +### Issue description + +If you click on it once it stays selected until you reload the editor (or in some cases toggle the preview). + +![grafik](https://user-images.githubusercontent.com/50084500/229370300-233c6ab4-8e31-4bca-8f47-5ba7a562292f.png) + +There seems to be a context menu registered for this, but the entries are disfunctional: + +![grafik](https://user-images.githubusercontent.com/50084500/229370798-712e795f-3c52-487d-904b-582d2c441725.png) +(I'd assume that clicking on ""Copy Value"" on a TransformConstant and then clicking on ""Paste Value"" on another TransformConstant is its intended use case, but that does nothing - just like ""Copy Property Path"" (which does not even make sense to me here). + + +### Steps to reproduce + +Create a VisualShader resource and add e.g. a TransformConstant or Vector2/3/4Constant. + +### Minimal reproduction project + +-",1,certain visualshader nodes constants contain a selectable blank bar above the editor part godot version system information issue description if you click on it once it stays selected until you reload the editor or in some cases toggle the preview there seems to be a context menu registered for this but the entries are disfunctional i d assume that clicking on copy value on a transformconstant and then clicking on paste value on another transformconstant is its intended use case but that does nothing just like copy property path which does not even make sense to me here steps to reproduce create a visualshader resource and add e g a transformconstant or minimal reproduction project ,1 +27327,28116874400.0,IssuesEvent,2023-03-31 11:27:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Adding a signal to a C# class in a namespace creates the signal outside of the class/namespace,bug topic:editor confirmed usability topic:dotnet,"**Godot version:** 3.1.1.1 (Mono) +**Issue description:** When adding a signal to a C# class in a namespace, the signal appears at the bottom of the file (outside the namespace/class). It's simple enough to move it into the namespace. + +i.e. if I have this: + +``` +namespace Foo.Bar { + public class MainScene extends Godot.Node2D { + override public function _Ready() { } + // ... + } +} +``` + +Adding a signal `NewGameClicked` on a button gives me this: + +``` +namespace Foo.Bar { + public class MainScene extends Godot.Node2D { + override public function _Ready() { } + // ... + } +} + +public void NewGameClicked() { } +``` + +It should give me this: + +``` +namespace Foo.Bar { + public class MainScene extends Godot.Node2D { + override public function _Ready() { } + // ... + + public void NewGameClicked() { } + } +} +``` + +**Steps to reproduce:** +- Create a new Mono project +- Create a scene +- Create a `.cs` file script for the scene +- Edit the `.cs` file to put a namspace in it +- Add any control in the scene `.tscn` and bind to any signal + +Expected: the newly-created function is in the namespace/class +Actual: the newly-created function is outside the namespace/class +",True,"Adding a signal to a C# class in a namespace creates the signal outside of the class/namespace - **Godot version:** 3.1.1.1 (Mono) +**Issue description:** When adding a signal to a C# class in a namespace, the signal appears at the bottom of the file (outside the namespace/class). It's simple enough to move it into the namespace. + +i.e. if I have this: + +``` +namespace Foo.Bar { + public class MainScene extends Godot.Node2D { + override public function _Ready() { } + // ... + } +} +``` + +Adding a signal `NewGameClicked` on a button gives me this: + +``` +namespace Foo.Bar { + public class MainScene extends Godot.Node2D { + override public function _Ready() { } + // ... + } +} + +public void NewGameClicked() { } +``` + +It should give me this: + +``` +namespace Foo.Bar { + public class MainScene extends Godot.Node2D { + override public function _Ready() { } + // ... + + public void NewGameClicked() { } + } +} +``` + +**Steps to reproduce:** +- Create a new Mono project +- Create a scene +- Create a `.cs` file script for the scene +- Edit the `.cs` file to put a namspace in it +- Add any control in the scene `.tscn` and bind to any signal + +Expected: the newly-created function is in the namespace/class +Actual: the newly-created function is outside the namespace/class +",1,adding a signal to a c class in a namespace creates the signal outside of the class namespace godot version mono issue description when adding a signal to a c class in a namespace the signal appears at the bottom of the file outside the namespace class it s simple enough to move it into the namespace i e if i have this namespace foo bar public class mainscene extends godot override public function ready adding a signal newgameclicked on a button gives me this namespace foo bar public class mainscene extends godot override public function ready public void newgameclicked it should give me this namespace foo bar public class mainscene extends godot override public function ready public void newgameclicked steps to reproduce create a new mono project create a scene create a cs file script for the scene edit the cs file to put a namspace in it add any control in the scene tscn and bind to any signal expected the newly created function is in the namespace class actual the newly created function is outside the namespace class ,1 +15856,10335573885.0,IssuesEvent,2019-09-03 10:55:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Attach a note/comment to a node,feature proposal topic:editor usability,"I'd like to be able to attach a note to any node in the editor. +",True,"Attach a note/comment to a node - I'd like to be able to attach a note to any node in the editor. +",1,attach a note comment to a node i d like to be able to attach a note to any node in the editor ,1 +6162,4164591494.0,IssuesEvent,2016-06-18 22:25:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,More FileSystem view (improvement) ideas,feature proposal topic:editor usability,"I feel a bit uncomfortable using the FileSystem view, mostly because it doesn't allow the following: +- Make the tree view also display files inside the folders. + +Then I got some more ideas: +- Make only one button to toggle between the new tree and the thumbnail view of the most recently selected folder / folder of the most recently selected file. +- Remove the ""Open"" button or give it an icon with an arrow; it currently tricks me into believing it's a ""Create Folder"" button. I bet most people open files with double click anyway. +- Add a ""Create Folder"" button, which adds a child folder in the currently selected one. +- Add a ""Create New Resource"" button, which opens the New Resource dialog currently invokable from the Inspector (saving the resource to the current folder after creation?). +- Move the favorite ""Up"" and ""Down"" arrows beside the favorite list entries to clean up the toolbar. Maybe even add a remove icon, similar to the AutoLoad list in the project settings. +- Move the ""Add / Remove Favorite"" button to the right of the address bar; since the thumbnail button got merged with the tree button. +- Make it possible to favor files? + +Here's a mock up of the ideas (the previous ""Open"" button would be a ""Create Folder"" button...): +![filesystem](https://cloud.githubusercontent.com/assets/9631152/15085138/b881752c-13d8-11e6-99df-8236cc4e0aa7.png) +",True,"More FileSystem view (improvement) ideas - I feel a bit uncomfortable using the FileSystem view, mostly because it doesn't allow the following: +- Make the tree view also display files inside the folders. + +Then I got some more ideas: +- Make only one button to toggle between the new tree and the thumbnail view of the most recently selected folder / folder of the most recently selected file. +- Remove the ""Open"" button or give it an icon with an arrow; it currently tricks me into believing it's a ""Create Folder"" button. I bet most people open files with double click anyway. +- Add a ""Create Folder"" button, which adds a child folder in the currently selected one. +- Add a ""Create New Resource"" button, which opens the New Resource dialog currently invokable from the Inspector (saving the resource to the current folder after creation?). +- Move the favorite ""Up"" and ""Down"" arrows beside the favorite list entries to clean up the toolbar. Maybe even add a remove icon, similar to the AutoLoad list in the project settings. +- Move the ""Add / Remove Favorite"" button to the right of the address bar; since the thumbnail button got merged with the tree button. +- Make it possible to favor files? + +Here's a mock up of the ideas (the previous ""Open"" button would be a ""Create Folder"" button...): +![filesystem](https://cloud.githubusercontent.com/assets/9631152/15085138/b881752c-13d8-11e6-99df-8236cc4e0aa7.png) +",1,more filesystem view improvement ideas i feel a bit uncomfortable using the filesystem view mostly because it doesn t allow the following make the tree view also display files inside the folders then i got some more ideas make only one button to toggle between the new tree and the thumbnail view of the most recently selected folder folder of the most recently selected file remove the open button or give it an icon with an arrow it currently tricks me into believing it s a create folder button i bet most people open files with double click anyway add a create folder button which adds a child folder in the currently selected one add a create new resource button which opens the new resource dialog currently invokable from the inspector saving the resource to the current folder after creation move the favorite up and down arrows beside the favorite list entries to clean up the toolbar maybe even add a remove icon similar to the autoload list in the project settings move the add remove favorite button to the right of the address bar since the thumbnail button got merged with the tree button make it possible to favor files here s a mock up of the ideas the previous open button would be a create folder button ,1 +16350,10818530341.0,IssuesEvent,2019-11-08 12:19:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Opening Animation tab with TileMap open or vica versa causes editor to widen off-screen,bug topic:editor usability,"**Godot version:** + +_3.2 alpha 3_ + +**OS/device including version:** + +All + +**Issue description:** + +Opening Animation tab with TileMap open or vica versa causes editor to widen off-screen. + +Might be linked to #33269, #31836 and #32099. + +**Steps to reproduce:** + +Click on the Animation tab, click on a TileMap. +_or_ +Click on a TileMap, click on the Animation tab. + +**Minimal reproduction project:** + +[TileMap Editor Shake Demo.zip](https://github.com/godotengine/godot/files/3800663/TileMap.Editor.Shake.Demo.zip) +",True,"Opening Animation tab with TileMap open or vica versa causes editor to widen off-screen - **Godot version:** + +_3.2 alpha 3_ + +**OS/device including version:** + +All + +**Issue description:** + +Opening Animation tab with TileMap open or vica versa causes editor to widen off-screen. + +Might be linked to #33269, #31836 and #32099. + +**Steps to reproduce:** + +Click on the Animation tab, click on a TileMap. +_or_ +Click on a TileMap, click on the Animation tab. + +**Minimal reproduction project:** + +[TileMap Editor Shake Demo.zip](https://github.com/godotengine/godot/files/3800663/TileMap.Editor.Shake.Demo.zip) +",1,opening animation tab with tilemap open or vica versa causes editor to widen off screen godot version alpha os device including version all issue description opening animation tab with tilemap open or vica versa causes editor to widen off screen might be linked to and steps to reproduce click on the animation tab click on a tilemap or click on a tilemap click on the animation tab minimal reproduction project ,1 +17185,11774612124.0,IssuesEvent,2020-03-16 09:47:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Plugin status field in Project Settings should be a toggle, not an option list",enhancement junior job topic:editor usability,"**Godot version:** +3.2 + +**OS/device including version:** +Windows 10 + +**Issue description:** +In Project Settings window the plugin list has a control to change its status. Plugin can only assume 2 statuses: [Active and Inactive](https://github.com/godotengine/godot/blob/master/editor/editor_plugin_settings.cpp#L142). +```swift +item->set_text(3, ""Inactive,Active""); +``` + +Therefore the control should be a toggle of some kind rather than an option list. It is not only unnecessary to have a list here, but it also takes a lot of time to toggle plugins when developing them. +![image](https://user-images.githubusercontent.com/11782833/74453158-13f1e380-4e93-11ea-917b-c472f51bd664.png) + +Furthermore, selecting an already active option causes errors in console: +``` + editor/editor_node.cpp:3018 - Condition ""p_enabled && plugin_addons.has(p_addon)"" is true. + editor/editor_node.cpp:3019 - Condition ""!p_enabled && !plugin_addons.has(p_addon)"" is true. +``` + +**Steps to reproduce:** +Add a plugin to your project, and try to change its status in settings. + +**Minimal reproduction project:** +N/a",True,"Plugin status field in Project Settings should be a toggle, not an option list - **Godot version:** +3.2 + +**OS/device including version:** +Windows 10 + +**Issue description:** +In Project Settings window the plugin list has a control to change its status. Plugin can only assume 2 statuses: [Active and Inactive](https://github.com/godotengine/godot/blob/master/editor/editor_plugin_settings.cpp#L142). +```swift +item->set_text(3, ""Inactive,Active""); +``` + +Therefore the control should be a toggle of some kind rather than an option list. It is not only unnecessary to have a list here, but it also takes a lot of time to toggle plugins when developing them. +![image](https://user-images.githubusercontent.com/11782833/74453158-13f1e380-4e93-11ea-917b-c472f51bd664.png) + +Furthermore, selecting an already active option causes errors in console: +``` + editor/editor_node.cpp:3018 - Condition ""p_enabled && plugin_addons.has(p_addon)"" is true. + editor/editor_node.cpp:3019 - Condition ""!p_enabled && !plugin_addons.has(p_addon)"" is true. +``` + +**Steps to reproduce:** +Add a plugin to your project, and try to change its status in settings. + +**Minimal reproduction project:** +N/a",1,plugin status field in project settings should be a toggle not an option list godot version os device including version windows issue description in project settings window the plugin list has a control to change its status plugin can only assume statuses swift item set text inactive active therefore the control should be a toggle of some kind rather than an option list it is not only unnecessary to have a list here but it also takes a lot of time to toggle plugins when developing them furthermore selecting an already active option causes errors in console editor editor node cpp condition p enabled plugin addons has p addon is true editor editor node cpp condition p enabled plugin addons has p addon is true steps to reproduce add a plugin to your project and try to change its status in settings minimal reproduction project n a,1 +15589,10149157648.0,IssuesEvent,2019-08-05 14:39:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visualshader Not Opening New Image Resource In The Inspector,bug topic:core topic:editor usability," + +**Godot version:** + +410cb13abdf5699bdcd6e73728c947e1e75b4cad + +**OS/device including version:** + +Linux mint 19.1 + +**Issue description:** + +![Screenshot from 2019-07-08 20-47-37](https://user-images.githubusercontent.com/19777767/60815359-a7f32280-a1c1-11e9-8799-288841cc70b2.png) +Clicking the image resource (in this case the noise texture) won't open the inspector. + +**Steps to reproduce:** +- Create A texture node +- `New Noise Texture` +- Click it + +",True,"Visualshader Not Opening New Image Resource In The Inspector - + +**Godot version:** + +410cb13abdf5699bdcd6e73728c947e1e75b4cad + +**OS/device including version:** + +Linux mint 19.1 + +**Issue description:** + +![Screenshot from 2019-07-08 20-47-37](https://user-images.githubusercontent.com/19777767/60815359-a7f32280-a1c1-11e9-8799-288841cc70b2.png) +Clicking the image resource (in this case the noise texture) won't open the inspector. + +**Steps to reproduce:** +- Create A texture node +- `New Noise Texture` +- Click it + +",1,visualshader not opening new image resource in the inspector please search existing issues for potential duplicates before filing yours godot version os device including version linux mint issue description clicking the image resource in this case the noise texture won t open the inspector steps to reproduce create a texture node new noise texture click it ,1 +18919,13448242070.0,IssuesEvent,2020-09-08 15:13:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The quit dialog should add a third option to quit to project list,enhancement topic:editor usability,"This is a UX proposal. I think there should be a third option on the current quit dialog: +![quit dialog](https://user-images.githubusercontent.com/2206700/52983494-afb95280-33eb-11e9-9849-cbac7aed08f0.PNG) + +I know there is already a shortcut and an option under the menu bar to quit to the project list but I always find myself quitting and opening Godot again or quitting, pressing cancel, then searching for the quit to project list and finally clicking that. + +If your current scene has some unsaved changes the dialog is +![saveclose](https://user-images.githubusercontent.com/2206700/52983589-176f9d80-33ec-11e9-84fe-5073b4b57b31.PNG) +For this second case adding so many new buttons can be confusing but maybe a checkbox can be added at the bottom with the option (quit to project list) which will direct you there if you pick the `Save & Close` or the `Don't Save` options. There is probably a better way for this dialog so if you have a better idea I'm all for it.",True,"The quit dialog should add a third option to quit to project list - This is a UX proposal. I think there should be a third option on the current quit dialog: +![quit dialog](https://user-images.githubusercontent.com/2206700/52983494-afb95280-33eb-11e9-9849-cbac7aed08f0.PNG) + +I know there is already a shortcut and an option under the menu bar to quit to the project list but I always find myself quitting and opening Godot again or quitting, pressing cancel, then searching for the quit to project list and finally clicking that. + +If your current scene has some unsaved changes the dialog is +![saveclose](https://user-images.githubusercontent.com/2206700/52983589-176f9d80-33ec-11e9-84fe-5073b4b57b31.PNG) +For this second case adding so many new buttons can be confusing but maybe a checkbox can be added at the bottom with the option (quit to project list) which will direct you there if you pick the `Save & Close` or the `Don't Save` options. There is probably a better way for this dialog so if you have a better idea I'm all for it.",1,the quit dialog should add a third option to quit to project list this is a ux proposal i think there should be a third option on the current quit dialog i know there is already a shortcut and an option under the menu bar to quit to the project list but i always find myself quitting and opening godot again or quitting pressing cancel then searching for the quit to project list and finally clicking that if your current scene has some unsaved changes the dialog is for this second case adding so many new buttons can be confusing but maybe a checkbox can be added at the bottom with the option quit to project list which will direct you there if you pick the save close or the don t save options there is probably a better way for this dialog so if you have a better idea i m all for it ,1 +11313,7158420999.0,IssuesEvent,2018-01-27 00:37:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,UX usability issues ,discussion topic:editor usability," + + +**Godot version:** Godot 3.0 rc3 + +### Catch Me If You Can +![b](https://user-images.githubusercontent.com/33985414/35413640-2ab4ee38-0231-11e8-8058-58ebfa78e12c.gif) + + +### Same icon has different function (The first one does not work and I do not know what it does) + + + +### It looks like a key to return to parent directory. + +![d](https://user-images.githubusercontent.com/33985414/35413624-1b34541c-0231-11e8-99ee-3cbde70025b8.gif) + +### Too many arrows. (Left right arrows are working like a time machine.) + +![c](https://user-images.githubusercontent.com/33985414/35414179-d0692f3c-0232-11e8-9002-d7920752c1da.gif) + +![ekran resmi 2018-01-26 00 12 02](https://user-images.githubusercontent.com/33985414/35413528-cc909460-0230-11e8-99e0-e828f3da98dd.png) + +### It has to be this way; + +![ssd](https://user-images.githubusercontent.com/33985414/35414800-a79b03f8-0234-11e8-9903-2a7c84dd58c1.gif) + +**Minimal reproduction project:** + +",True,"UX usability issues - + + +**Godot version:** Godot 3.0 rc3 + +### Catch Me If You Can +![b](https://user-images.githubusercontent.com/33985414/35413640-2ab4ee38-0231-11e8-8058-58ebfa78e12c.gif) + + +### Same icon has different function (The first one does not work and I do not know what it does) + + + +### It looks like a key to return to parent directory. + +![d](https://user-images.githubusercontent.com/33985414/35413624-1b34541c-0231-11e8-99ee-3cbde70025b8.gif) + +### Too many arrows. (Left right arrows are working like a time machine.) + +![c](https://user-images.githubusercontent.com/33985414/35414179-d0692f3c-0232-11e8-9002-d7920752c1da.gif) + +![ekran resmi 2018-01-26 00 12 02](https://user-images.githubusercontent.com/33985414/35413528-cc909460-0230-11e8-99e0-e828f3da98dd.png) + +### It has to be this way; + +![ssd](https://user-images.githubusercontent.com/33985414/35414800-a79b03f8-0234-11e8-9903-2a7c84dd58c1.gif) + +**Minimal reproduction project:** + +",1,ux usability issues please search existing issues for potential duplicates before filing yours godot version godot catch me if you can same icon has different function the first one does not work and i do not know what it does img width alt ekran resmi src it looks like a key to return to parent directory too many arrows left right arrows are working like a time machine it has to be this way minimal reproduction project ,1 +11234,7120733295.0,IssuesEvent,2018-01-19 02:59:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pointless dock appears when editing a Tile Set resource,enhancement topic:editor usability,"**Godot version:** +3f9f0b3 + + +**Issue description:** +I've played a lot with the Tile Set resource, and everytime this dock appears. As far as I am aware, it doesn't seem to have any purpose at all: +![screenshot1](https://user-images.githubusercontent.com/30739239/34585575-73b44efe-f187-11e7-9401-333688cd3c34.png) + + +**Steps to reproduce:** +Create a Tile Set resource inside a TileMap node and edit it. + + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. + + ",True,"Pointless dock appears when editing a Tile Set resource - **Godot version:** +3f9f0b3 + + +**Issue description:** +I've played a lot with the Tile Set resource, and everytime this dock appears. As far as I am aware, it doesn't seem to have any purpose at all: +![screenshot1](https://user-images.githubusercontent.com/30739239/34585575-73b44efe-f187-11e7-9401-333688cd3c34.png) + + +**Steps to reproduce:** +Create a Tile Set resource inside a TileMap node and edit it. + + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. + + ",1,pointless dock appears when editing a tile set resource godot version issue description i ve played a lot with the tile set resource and everytime this dock appears as far as i am aware it doesn t seem to have any purpose at all steps to reproduce create a tile set resource inside a tilemap node and edit it i searched the existing for potential duplicates ,1 +21147,16593692793.0,IssuesEvent,2021-06-01 10:51:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tilemap collisions not showing with 'visible collision shapes' in 3.3,discussion enhancement topic:2d topic:core usability,"**Godot version:** +3.3 stable + + +**OS/device including version:** +Linux mint mate 19 64 bit + + +**Issue description:** +This is Godot 3.2.3 with debug/visible collisions showing all the tiles that have collision shapes, plus the player kinematic body spaceship hiding at the bottom right +![image](https://user-images.githubusercontent.com/12863685/117782312-673f1700-b239-11eb-8233-ac9ba70ffe26.png) + +This is 3.3. It has forgotten to include tilemap collision shapes. The only collision shape you see is the kinematic body. +![image](https://user-images.githubusercontent.com/12863685/117782903-f9dfb600-b239-11eb-9c51-6326a1ed07b2.png) + +It is the same project. + +**Steps to reproduce:** +1. create a tilemap +2. add a tileset with collisions +3. enable visible collisions +4. profit + +**Minimal reproduction project:** +See my comment below with code. +",True,"Tilemap collisions not showing with 'visible collision shapes' in 3.3 - **Godot version:** +3.3 stable + + +**OS/device including version:** +Linux mint mate 19 64 bit + + +**Issue description:** +This is Godot 3.2.3 with debug/visible collisions showing all the tiles that have collision shapes, plus the player kinematic body spaceship hiding at the bottom right +![image](https://user-images.githubusercontent.com/12863685/117782312-673f1700-b239-11eb-8233-ac9ba70ffe26.png) + +This is 3.3. It has forgotten to include tilemap collision shapes. The only collision shape you see is the kinematic body. +![image](https://user-images.githubusercontent.com/12863685/117782903-f9dfb600-b239-11eb-9c51-6326a1ed07b2.png) + +It is the same project. + +**Steps to reproduce:** +1. create a tilemap +2. add a tileset with collisions +3. enable visible collisions +4. profit + +**Minimal reproduction project:** +See my comment below with code. +",1,tilemap collisions not showing with visible collision shapes in godot version stable os device including version linux mint mate bit issue description this is godot with debug visible collisions showing all the tiles that have collision shapes plus the player kinematic body spaceship hiding at the bottom right this is it has forgotten to include tilemap collision shapes the only collision shape you see is the kinematic body it is the same project steps to reproduce create a tilemap add a tileset with collisions enable visible collisions profit minimal reproduction project see my comment below with code ,1 +25060,24647027022.0,IssuesEvent,2022-10-17 15:32:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Re-organize Script Editor's Edit menu,discussion topic:editor usability," + +**Godot version:** +ae65c610e + +**Issue description:** +This is the edit menu right now: +![image](https://user-images.githubusercontent.com/2223172/60536213-0d4c9c80-9d06-11e9-9cfb-fc41b4ec3ca8.png) + +It's... long. Especially compared to other menus. Many of the positions can be moved to sub-menus, like Convert Case, to make it shorter and probably more accessible. + +My proposals are: + +- ~~Rename ""Bookmarks"" to ""Go to"" (as discussed in #29071), and move Breakpoint-related actions there.~~ +- Fold/Unfold Line/All Lines -> Folding sub-menu +- Convert/Auto Indent (also maybe Indent Left/Right) -> Indent sub-menu +- _Optionally:_ Move Up/Down, Delete Line, Toggle Comment -> Line (or Line Operations) sub-menu + +This would make the menu 8 (or 10) positions shorter. (actually, similar thing could be done with File menu...) + +Any other propositions? Or the menu should stay as now?",True,"Re-organize Script Editor's Edit menu - + +**Godot version:** +ae65c610e + +**Issue description:** +This is the edit menu right now: +![image](https://user-images.githubusercontent.com/2223172/60536213-0d4c9c80-9d06-11e9-9cfb-fc41b4ec3ca8.png) + +It's... long. Especially compared to other menus. Many of the positions can be moved to sub-menus, like Convert Case, to make it shorter and probably more accessible. + +My proposals are: + +- ~~Rename ""Bookmarks"" to ""Go to"" (as discussed in #29071), and move Breakpoint-related actions there.~~ +- Fold/Unfold Line/All Lines -> Folding sub-menu +- Convert/Auto Indent (also maybe Indent Left/Right) -> Indent sub-menu +- _Optionally:_ Move Up/Down, Delete Line, Toggle Comment -> Line (or Line Operations) sub-menu + +This would make the menu 8 (or 10) positions shorter. (actually, similar thing could be done with File menu...) + +Any other propositions? Or the menu should stay as now?",1,re organize script editor s edit menu please search existing issues for potential duplicates before filing yours godot version issue description this is the edit menu right now it s long especially compared to other menus many of the positions can be moved to sub menus like convert case to make it shorter and probably more accessible my proposals are rename bookmarks to go to as discussed in and move breakpoint related actions there fold unfold line all lines folding sub menu convert auto indent also maybe indent left right indent sub menu optionally move up down delete line toggle comment line or line operations sub menu this would make the menu or positions shorter actually similar thing could be done with file menu any other propositions or the menu should stay as now ,1 +26851,27256501401.0,IssuesEvent,2023-02-22 11:56:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cursor is sometimes stuck in resize shape,bug platform:windows topic:porting confirmed usability regression,"### Godot version + +04cc06b + +### System information + +W10 + +### Issue description + +![lH7rWFfJbA](https://user-images.githubusercontent.com/2223172/145581179-2b70eb6d-9d4f-4391-8856-d7942ba52540.gif) +Happens randomly with any dialog. It's especially jarring when you close a dialog and your cursor changes for whatever reason. + +### Steps to reproduce + +1. Open any non-maximized window/dialog +2. Move cursor to the border so it changes to ""resize"" shape +3. When you move cursor inside the dialog, it sometimes gets stuck in this shape + +### Minimal reproduction project + +_No response_",True,"Cursor is sometimes stuck in resize shape - ### Godot version + +04cc06b + +### System information + +W10 + +### Issue description + +![lH7rWFfJbA](https://user-images.githubusercontent.com/2223172/145581179-2b70eb6d-9d4f-4391-8856-d7942ba52540.gif) +Happens randomly with any dialog. It's especially jarring when you close a dialog and your cursor changes for whatever reason. + +### Steps to reproduce + +1. Open any non-maximized window/dialog +2. Move cursor to the border so it changes to ""resize"" shape +3. When you move cursor inside the dialog, it sometimes gets stuck in this shape + +### Minimal reproduction project + +_No response_",1,cursor is sometimes stuck in resize shape godot version system information issue description happens randomly with any dialog it s especially jarring when you close a dialog and your cursor changes for whatever reason steps to reproduce open any non maximized window dialog move cursor to the border so it changes to resize shape when you move cursor inside the dialog it sometimes gets stuck in this shape minimal reproduction project no response ,1 +26095,26407411491.0,IssuesEvent,2023-01-13 09:17:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,F5 shortcut gets eaten when numeral fields are selected in the inspector,enhancement topic:editor confirmed usability,"**Godot version:** +3.3.1.stable + + + +**OS/device including version:** +Windows 10 Pro Version 20H2 (OS Build 19042.985) + + + +**Issue description:** +I wanted to test my game after making some changes in the inspector. I pressed F5 and nothing happened. I expected F5 to launch the game. + +After some experimentation I found this bug occurs only when I have a numeral field selected in the inspector. + + +**Steps to reproduce:** +Place a Node2D (for example) in the scene. Click on the Transform Position.x field in the inspector and type in a value. DO NOT PRESS ENTER OR CLICK AWAY. Either leave the field selected or press tab to select the next field (Position.y). Press F5. Nothing will happen. + +Click out of the field or press Enter to deselect it and press F5. The game will launch. + +This only seems to happen when editing numeric fields. F5 functions as expected when selecting checkboxes or editing text/string fields. + + +**Minimal reproduction project:** +[BugReport.zip](https://github.com/godotengine/godot/files/6506129/BugReport.zip) +",True,"F5 shortcut gets eaten when numeral fields are selected in the inspector - **Godot version:** +3.3.1.stable + + + +**OS/device including version:** +Windows 10 Pro Version 20H2 (OS Build 19042.985) + + + +**Issue description:** +I wanted to test my game after making some changes in the inspector. I pressed F5 and nothing happened. I expected F5 to launch the game. + +After some experimentation I found this bug occurs only when I have a numeral field selected in the inspector. + + +**Steps to reproduce:** +Place a Node2D (for example) in the scene. Click on the Transform Position.x field in the inspector and type in a value. DO NOT PRESS ENTER OR CLICK AWAY. Either leave the field selected or press tab to select the next field (Position.y). Press F5. Nothing will happen. + +Click out of the field or press Enter to deselect it and press F5. The game will launch. + +This only seems to happen when editing numeric fields. F5 functions as expected when selecting checkboxes or editing text/string fields. + + +**Minimal reproduction project:** +[BugReport.zip](https://github.com/godotengine/godot/files/6506129/BugReport.zip) +",1, shortcut gets eaten when numeral fields are selected in the inspector godot version stable os device including version windows pro version os build issue description i wanted to test my game after making some changes in the inspector i pressed and nothing happened i expected to launch the game after some experimentation i found this bug occurs only when i have a numeral field selected in the inspector steps to reproduce place a for example in the scene click on the transform position x field in the inspector and type in a value do not press enter or click away either leave the field selected or press tab to select the next field position y press nothing will happen click out of the field or press enter to deselect it and press the game will launch this only seems to happen when editing numeric fields functions as expected when selecting checkboxes or editing text string fields minimal reproduction project ,1 +26833,27227869985.0,IssuesEvent,2023-02-21 10:59:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some dropdowns in inspector fail when dropdown would go off screen (DisplayServer regression),bug topic:editor confirmed usability regression topic:gui,"### Godot version + +4.0.alpha1.official (31a7ddbf8) + +### System information + +Windows 10 + +### Issue description + +When a named enum can have many different values and is given the `@export` attribute, its dropdown menu in the inspector can lose functionality if there are more values than can fit in the ""on screen"". + +When the mouse button is pressed, the dropdown is opened. If the mouse is over a valid selection when the mouse button is released, this value will be selected and the dropdown will close again immediately. For most users, the issue is easily worked around by pressing and holding the mouse button (once they've worked out that this is what they need to do), but pressing and holding can be an accessibility issue for some users. + +Note that since the behaviour depends on screen size and the dropdown's position in the inspector, the number of values at which problems arise may not be consistent from case to case. + +*** + +**Examples** + +With 35+ values, the dropdown always closes immediately, selecting the first or second value, depending on the mouse's position: +![image](https://user-images.githubusercontent.com/61291296/151402547-43cf2105-9b1d-4587-9b17-dbe7e9e9d5f7.png) + +With 34 values, the dropdown may not close if the mouse was high enough: +![image](https://user-images.githubusercontent.com/61291296/151402756-6234bdf6-6f00-438a-92c0-1e341bb945ae.png) + +With 33 or fewer values, the dropdown behaves properly: +![image](https://user-images.githubusercontent.com/61291296/151402896-3876e3a2-f70d-4ca5-97df-f729f112f61b.png) + +Unless the enum's position is lower on the screen: +![image](https://user-images.githubusercontent.com/61291296/151403033-fd2f12d1-ef9c-4ae1-aec1-207e7e42bb0f.png) +![image](https://user-images.githubusercontent.com/61291296/151403288-27eb2f8f-24c3-44fd-8377-c052edd534b1.png) + +The problem persists when the dropdown menu has a scrollbar: +![image](https://user-images.githubusercontent.com/61291296/151404172-b06d4b56-46aa-4543-ab8d-7305d313b48b.png) + +A real-world example, editing the type for a custom data layer in the new TileSet: +![image](https://user-images.githubusercontent.com/61291296/151403813-e131dc91-ac5e-4a45-8dd8-bc12ee800627.png) + +Note that this _doesn't_ occur with the dropdown for an export with type `Resource`; the dropdown menu stays open as expected: +![image](https://user-images.githubusercontent.com/61291296/151404653-9cd259ce-d5e2-405d-85c7-17662aa406c2.png) +![image](https://user-images.githubusercontent.com/61291296/151404747-ea4c0b02-cd45-4270-beba-cb46b53b4f92.png) + + +### Steps to reproduce + +1. Add a `Node` to an empty scene and attach a script with the following code. + +``` +extends Node + +enum LengthyEnum{q,w,e,r,t,y,u,i,o,p,a,s,d,f,g,h,j,k,l,z,x,c,v,b,n,m,\ +qa,wa,ea,ra,ta,ya,ua,ia,oa,pa,aa,sa,da,fa,ga,ha,ja,ka,la,za,xa,ca,va,ba,na,ma} + +@export var lengthy_enum:LengthyEnum + +``` + +(The enum may need more values, depending on resolution etc. 35 was sufficient for me.) + +2. Select the Node so that it appears in the Inspector. + +3. Open the dropdown menu by clicking it. It will close automatically, and whatever value was under the mouse's position will be selected. + +4. Optionally, add additional export vars above the enum to see that the behaviour depends on the enum's position in the Inspector. Similarly, moving the Godot Editor window within the screen can change the behaviour. + +### Minimal reproduction project + +See steps above.",True,"Some dropdowns in inspector fail when dropdown would go off screen (DisplayServer regression) - ### Godot version + +4.0.alpha1.official (31a7ddbf8) + +### System information + +Windows 10 + +### Issue description + +When a named enum can have many different values and is given the `@export` attribute, its dropdown menu in the inspector can lose functionality if there are more values than can fit in the ""on screen"". + +When the mouse button is pressed, the dropdown is opened. If the mouse is over a valid selection when the mouse button is released, this value will be selected and the dropdown will close again immediately. For most users, the issue is easily worked around by pressing and holding the mouse button (once they've worked out that this is what they need to do), but pressing and holding can be an accessibility issue for some users. + +Note that since the behaviour depends on screen size and the dropdown's position in the inspector, the number of values at which problems arise may not be consistent from case to case. + +*** + +**Examples** + +With 35+ values, the dropdown always closes immediately, selecting the first or second value, depending on the mouse's position: +![image](https://user-images.githubusercontent.com/61291296/151402547-43cf2105-9b1d-4587-9b17-dbe7e9e9d5f7.png) + +With 34 values, the dropdown may not close if the mouse was high enough: +![image](https://user-images.githubusercontent.com/61291296/151402756-6234bdf6-6f00-438a-92c0-1e341bb945ae.png) + +With 33 or fewer values, the dropdown behaves properly: +![image](https://user-images.githubusercontent.com/61291296/151402896-3876e3a2-f70d-4ca5-97df-f729f112f61b.png) + +Unless the enum's position is lower on the screen: +![image](https://user-images.githubusercontent.com/61291296/151403033-fd2f12d1-ef9c-4ae1-aec1-207e7e42bb0f.png) +![image](https://user-images.githubusercontent.com/61291296/151403288-27eb2f8f-24c3-44fd-8377-c052edd534b1.png) + +The problem persists when the dropdown menu has a scrollbar: +![image](https://user-images.githubusercontent.com/61291296/151404172-b06d4b56-46aa-4543-ab8d-7305d313b48b.png) + +A real-world example, editing the type for a custom data layer in the new TileSet: +![image](https://user-images.githubusercontent.com/61291296/151403813-e131dc91-ac5e-4a45-8dd8-bc12ee800627.png) + +Note that this _doesn't_ occur with the dropdown for an export with type `Resource`; the dropdown menu stays open as expected: +![image](https://user-images.githubusercontent.com/61291296/151404653-9cd259ce-d5e2-405d-85c7-17662aa406c2.png) +![image](https://user-images.githubusercontent.com/61291296/151404747-ea4c0b02-cd45-4270-beba-cb46b53b4f92.png) + + +### Steps to reproduce + +1. Add a `Node` to an empty scene and attach a script with the following code. + +``` +extends Node + +enum LengthyEnum{q,w,e,r,t,y,u,i,o,p,a,s,d,f,g,h,j,k,l,z,x,c,v,b,n,m,\ +qa,wa,ea,ra,ta,ya,ua,ia,oa,pa,aa,sa,da,fa,ga,ha,ja,ka,la,za,xa,ca,va,ba,na,ma} + +@export var lengthy_enum:LengthyEnum + +``` + +(The enum may need more values, depending on resolution etc. 35 was sufficient for me.) + +2. Select the Node so that it appears in the Inspector. + +3. Open the dropdown menu by clicking it. It will close automatically, and whatever value was under the mouse's position will be selected. + +4. Optionally, add additional export vars above the enum to see that the behaviour depends on the enum's position in the Inspector. Similarly, moving the Godot Editor window within the screen can change the behaviour. + +### Minimal reproduction project + +See steps above.",1,some dropdowns in inspector fail when dropdown would go off screen displayserver regression godot version official system information windows issue description when a named enum can have many different values and is given the export attribute its dropdown menu in the inspector can lose functionality if there are more values than can fit in the on screen when the mouse button is pressed the dropdown is opened if the mouse is over a valid selection when the mouse button is released this value will be selected and the dropdown will close again immediately for most users the issue is easily worked around by pressing and holding the mouse button once they ve worked out that this is what they need to do but pressing and holding can be an accessibility issue for some users note that since the behaviour depends on screen size and the dropdown s position in the inspector the number of values at which problems arise may not be consistent from case to case examples with values the dropdown always closes immediately selecting the first or second value depending on the mouse s position with values the dropdown may not close if the mouse was high enough with or fewer values the dropdown behaves properly unless the enum s position is lower on the screen the problem persists when the dropdown menu has a scrollbar a real world example editing the type for a custom data layer in the new tileset note that this doesn t occur with the dropdown for an export with type resource the dropdown menu stays open as expected steps to reproduce add a node to an empty scene and attach a script with the following code extends node enum lengthyenum q w e r t y u i o p a s d f g h j k l z x c v b n m qa wa ea ra ta ya ua ia oa pa aa sa da fa ga ha ja ka la za xa ca va ba na ma export var lengthy enum lengthyenum the enum may need more values depending on resolution etc was sufficient for me select the node so that it appears in the inspector open the dropdown menu by clicking it it will close automatically and whatever value was under the mouse s position will be selected optionally add additional export vars above the enum to see that the behaviour depends on the enum s position in the inspector similarly moving the godot editor window within the screen can change the behaviour minimal reproduction project see steps above ,1 +13123,8300020695.0,IssuesEvent,2018-09-21 06:29:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,cannot move object on blue axis,bug topic:editor usability,"**Operating system or device - Godot version:** +OS X, Steam version and current github HEAD too. Not tested other OSes/versions. + +**Issue description** (what happened, and what was expected): +I cannot drag objects on blue axis. + +**Steps to reproduce:** +Create empy project and add test cube or open one of demos. + +Probably it's a ""feature"" that prevents you from moving object on axis which you are near (angle-wise) with your camera, which imho should be changed. + +![screen](http://i.imgur.com/onI1OX6.png) +",True,"cannot move object on blue axis - **Operating system or device - Godot version:** +OS X, Steam version and current github HEAD too. Not tested other OSes/versions. + +**Issue description** (what happened, and what was expected): +I cannot drag objects on blue axis. + +**Steps to reproduce:** +Create empy project and add test cube or open one of demos. + +Probably it's a ""feature"" that prevents you from moving object on axis which you are near (angle-wise) with your camera, which imho should be changed. + +![screen](http://i.imgur.com/onI1OX6.png) +",1,cannot move object on blue axis operating system or device godot version os x steam version and current github head too not tested other oses versions issue description what happened and what was expected i cannot drag objects on blue axis steps to reproduce create empy project and add test cube or open one of demos probably it s a feature that prevents you from moving object on axis which you are near angle wise with your camera which imho should be changed ,1 +24759,24250500279.0,IssuesEvent,2022-09-27 13:53:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Leaving dock area releases mouse button,bug topic:editor usability topic:input regression,"### Godot version + +0c5f254 + +### System information + +Windows 10 x64 + +### Issue description + +Seems like some recent regression. +![ShDLmLrHNW](https://user-images.githubusercontent.com/2223172/185801413-f947e29a-6397-4d09-b958-185011348495.gif) +Tested only with tile editor. + + +### Steps to reproduce + +1. Open tile editor (add tilemap with tileset etc) +2. Drag to select tiles +3. Leave tile area while dragging +4. The drag is cancelled + +### Minimal reproduction project + +_No response_",True,"Leaving dock area releases mouse button - ### Godot version + +0c5f254 + +### System information + +Windows 10 x64 + +### Issue description + +Seems like some recent regression. +![ShDLmLrHNW](https://user-images.githubusercontent.com/2223172/185801413-f947e29a-6397-4d09-b958-185011348495.gif) +Tested only with tile editor. + + +### Steps to reproduce + +1. Open tile editor (add tilemap with tileset etc) +2. Drag to select tiles +3. Leave tile area while dragging +4. The drag is cancelled + +### Minimal reproduction project + +_No response_",1,leaving dock area releases mouse button godot version system information windows issue description seems like some recent regression tested only with tile editor steps to reproduce open tile editor add tilemap with tileset etc drag to select tiles leave tile area while dragging the drag is cancelled minimal reproduction project no response ,1 +20519,15624074464.0,IssuesEvent,2021-03-21 00:19:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Measurements are difficult with new infinite grid,discussion topic:editor usability," + +**Godot version:** +3.2.4 RC 5 + + +**OS/device including version:** +Linux + +**Issue description:** +Scale is almost impossible to judge with the new infinite grid. Before, I could use the grid to judge 1x1 meter distances so I could build maps based on that scale. Now that the grid gets infinitely smaller it's almost impossible to judge that scale because it's constantly shifting. The only workaround I've found is to create a 1x1 csg mesh that I leave floating, but having the grid stop shrinking at 1x1 meter squares would be better. + +| New Grid | Old Grid | +| --------- | ---------- | +| ![Screenshot from 2021-03-17 13-54-16](https://user-images.githubusercontent.com/57882701/111514630-4de18900-8728-11eb-801f-c753c9fc0678.png) | ![Screenshot from 2021-03-17 13-58-09](https://user-images.githubusercontent.com/57882701/111515292-ff80ba00-8728-11eb-8b9d-848b32c1078f.png) | +| Zooming in without this 1x1 block will make users lose track of the scale. | The old grid stops at 1x1 so it can be used for scale. | + +Making maps to realize that they are 1/10th the size I need is frustrating. The new grid is great besides for this issue. + + +**Steps to reproduce:** +N/A + +**Minimal reproduction project:** +N/A",True,"Measurements are difficult with new infinite grid - + +**Godot version:** +3.2.4 RC 5 + + +**OS/device including version:** +Linux + +**Issue description:** +Scale is almost impossible to judge with the new infinite grid. Before, I could use the grid to judge 1x1 meter distances so I could build maps based on that scale. Now that the grid gets infinitely smaller it's almost impossible to judge that scale because it's constantly shifting. The only workaround I've found is to create a 1x1 csg mesh that I leave floating, but having the grid stop shrinking at 1x1 meter squares would be better. + +| New Grid | Old Grid | +| --------- | ---------- | +| ![Screenshot from 2021-03-17 13-54-16](https://user-images.githubusercontent.com/57882701/111514630-4de18900-8728-11eb-801f-c753c9fc0678.png) | ![Screenshot from 2021-03-17 13-58-09](https://user-images.githubusercontent.com/57882701/111515292-ff80ba00-8728-11eb-8b9d-848b32c1078f.png) | +| Zooming in without this 1x1 block will make users lose track of the scale. | The old grid stops at 1x1 so it can be used for scale. | + +Making maps to realize that they are 1/10th the size I need is frustrating. The new grid is great besides for this issue. + + +**Steps to reproduce:** +N/A + +**Minimal reproduction project:** +N/A",1,measurements are difficult with new infinite grid please search existing issues for potential duplicates before filing yours godot version rc os device including version linux issue description scale is almost impossible to judge with the new infinite grid before i could use the grid to judge meter distances so i could build maps based on that scale now that the grid gets infinitely smaller it s almost impossible to judge that scale because it s constantly shifting the only workaround i ve found is to create a csg mesh that i leave floating but having the grid stop shrinking at meter squares would be better new grid old grid zooming in without this block will make users lose track of the scale the old grid stops at so it can be used for scale making maps to realize that they are the size i need is frustrating the new grid is great besides for this issue steps to reproduce n a minimal reproduction project n a,1 +3577,3489121138.0,IssuesEvent,2016-01-03 16:11:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Control/Anchor-Ratio not working from the inspector,bug confirmed topic:editor usability,"The inspector doesn't allow float input, that way the ratio can only be an integer value. That way setting the ratio only works via script.",True,"Control/Anchor-Ratio not working from the inspector - The inspector doesn't allow float input, that way the ratio can only be an integer value. That way setting the ratio only works via script.",1,control anchor ratio not working from the inspector the inspector doesn t allow float input that way the ratio can only be an integer value that way setting the ratio only works via script ,1 +9875,6487994091.0,IssuesEvent,2017-08-20 13:25:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add script editor shortcut to delete current line,feature proposal junior job topic:editor usability,"**Operating system or device - Godot version:** +Godot 3 - Any platform +May also be applied to godot 2.1.4 while still in beta (i hope) + +**Issue description:** +Must code editors have shortcut to delete the current where the cursor is and moving all lines below that line up. +By default: +Notepad++: ctrl-l +Visual Studio: ctrl-l +Eclipse: ctrl-d +VS Code: ctrl-shift-k +Atom: ctrl-shift-k +Vanilla notepad: none (can be emulated with Home, Shift-End, Del) + +**Steps to reproduce:** +In the editor settings, in the shortcuts tab there is no option to bind a key to delete the current line. +Note that ctrl-x may look as a possible solution, but you loose the clipboard content that way. + +**Suggestion:** +Because by default ctrl-l is go-to-line, you can use ctrl-d or just leave it blank so the users can choose one. + +",True,"Add script editor shortcut to delete current line - **Operating system or device - Godot version:** +Godot 3 - Any platform +May also be applied to godot 2.1.4 while still in beta (i hope) + +**Issue description:** +Must code editors have shortcut to delete the current where the cursor is and moving all lines below that line up. +By default: +Notepad++: ctrl-l +Visual Studio: ctrl-l +Eclipse: ctrl-d +VS Code: ctrl-shift-k +Atom: ctrl-shift-k +Vanilla notepad: none (can be emulated with Home, Shift-End, Del) + +**Steps to reproduce:** +In the editor settings, in the shortcuts tab there is no option to bind a key to delete the current line. +Note that ctrl-x may look as a possible solution, but you loose the clipboard content that way. + +**Suggestion:** +Because by default ctrl-l is go-to-line, you can use ctrl-d or just leave it blank so the users can choose one. + +",1,add script editor shortcut to delete current line operating system or device godot version godot any platform may also be applied to godot while still in beta i hope issue description must code editors have shortcut to delete the current where the cursor is and moving all lines below that line up by default notepad ctrl l visual studio ctrl l eclipse ctrl d vs code ctrl shift k atom ctrl shift k vanilla notepad none can be emulated with home shift end del steps to reproduce in the editor settings in the shortcuts tab there is no option to bind a key to delete the current line note that ctrl x may look as a possible solution but you loose the clipboard content that way suggestion because by default ctrl l is go to line you can use ctrl d or just leave it blank so the users can choose one ,1 +11178,7094847659.0,IssuesEvent,2018-01-13 09:29:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clicking on sub-resources in a node's right-click menu doesn't do anything,bug confirmed topic:editor usability,"**Godot version:** +v3.0 rc1 (30d7943) + + +**OS/device including version:** +Linux Mint 18.3 Cinnamon x64 + + +**Issue description:** +I expected that clicking on an item in the sub-resources menu would show the resource in the inspector, but right now it doesn't seem to do anything. I'm not really sure if the lack of behaviour is a bug or not. + +![peek 2018-01-13 15-56](https://user-images.githubusercontent.com/27100585/34902931-570f6d3e-f87a-11e7-9ce0-480ce1e1cc92.gif) +",True,"Clicking on sub-resources in a node's right-click menu doesn't do anything - **Godot version:** +v3.0 rc1 (30d7943) + + +**OS/device including version:** +Linux Mint 18.3 Cinnamon x64 + + +**Issue description:** +I expected that clicking on an item in the sub-resources menu would show the resource in the inspector, but right now it doesn't seem to do anything. I'm not really sure if the lack of behaviour is a bug or not. + +![peek 2018-01-13 15-56](https://user-images.githubusercontent.com/27100585/34902931-570f6d3e-f87a-11e7-9ce0-480ce1e1cc92.gif) +",1,clicking on sub resources in a node s right click menu doesn t do anything godot version os device including version linux mint cinnamon issue description i expected that clicking on an item in the sub resources menu would show the resource in the inspector but right now it doesn t seem to do anything i m not really sure if the lack of behaviour is a bug or not ,1 +3250,3377905465.0,IssuesEvent,2015-11-25 07:50:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Set ONESHOT connections from the Node Connections dialog,enhancement topic:editor usability,"I think right now it can only be done from script. You can set deferred, but not oneshot in the Confirm dialog.",True,"Set ONESHOT connections from the Node Connections dialog - I think right now it can only be done from script. You can set deferred, but not oneshot in the Confirm dialog.",1,set oneshot connections from the node connections dialog i think right now it can only be done from script you can set deferred but not oneshot in the confirm dialog ,1 +18284,12733352172.0,IssuesEvent,2020-06-25 12:09:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Child 2D gizmo does not update with animation,bug topic:editor usability," + +**Godot version:** + +3.2.2 rc2 + +**Issue description:** + +![Ln86SiFGtr](https://user-images.githubusercontent.com/2223172/85716789-18ee5b80-b6ed-11ea-8d64-3ffe9a67f392.gif) +Notice the Node2D gizmo staying in place until you move cursor over viewport (which focuses the viewport and updates the gizmo only once). + +**Minimal reproduction project:** + +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4831075/ReproductionProject.zip) +",True,"Child 2D gizmo does not update with animation - + +**Godot version:** + +3.2.2 rc2 + +**Issue description:** + +![Ln86SiFGtr](https://user-images.githubusercontent.com/2223172/85716789-18ee5b80-b6ed-11ea-8d64-3ffe9a67f392.gif) +Notice the Node2D gizmo staying in place until you move cursor over viewport (which focuses the viewport and updates the gizmo only once). + +**Minimal reproduction project:** + +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4831075/ReproductionProject.zip) +",1,child gizmo does not update with animation please search existing issues for potential duplicates before filing yours godot version issue description notice the gizmo staying in place until you move cursor over viewport which focuses the viewport and updates the gizmo only once minimal reproduction project ,1 +15321,9958420880.0,IssuesEvent,2019-07-05 21:02:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"More consistent entries under the ""Scene"" submenu",feature proposal topic:editor usability,"In my opinion ""Project Settings"", ""Quit to Project List"" and ""Quit"" don't belong to the ""Scene"" submenu. Yes, there are separators between them and the other entries but those functions have nothing to do with scenes. It's especially bad in the case of ""Project Settings"" - who'd look for (universal) project settings in the menu for a (partial) scene? + +I suggest those entries are moved to a ""Project"" submenu, for additional consistency. +",True,"More consistent entries under the ""Scene"" submenu - In my opinion ""Project Settings"", ""Quit to Project List"" and ""Quit"" don't belong to the ""Scene"" submenu. Yes, there are separators between them and the other entries but those functions have nothing to do with scenes. It's especially bad in the case of ""Project Settings"" - who'd look for (universal) project settings in the menu for a (partial) scene? + +I suggest those entries are moved to a ""Project"" submenu, for additional consistency. +",1,more consistent entries under the scene submenu in my opinion project settings quit to project list and quit don t belong to the scene submenu yes there are separators between them and the other entries but those functions have nothing to do with scenes it s especially bad in the case of project settings who d look for universal project settings in the menu for a partial scene i suggest those entries are moved to a project submenu for additional consistency ,1 +10869,6967550135.0,IssuesEvent,2017-12-10 10:38:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Gridmap cell size not update,bug topic:editor usability,"Windows 10, Godot 3.0 Beta 1 + +The viewport not updating the new value set in cell size. need to click on another node, then back to 'gridmap' node to update. +",True,"Gridmap cell size not update - Windows 10, Godot 3.0 Beta 1 + +The viewport not updating the new value set in cell size. need to click on another node, then back to 'gridmap' node to update. +",1,gridmap cell size not update windows godot beta the viewport not updating the new value set in cell size need to click on another node then back to gridmap node to update ,1 +18857,13339941204.0,IssuesEvent,2020-08-28 13:41:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve scrollbar design?,discussion enhancement topic:editor topic:gui usability,"Version: v3.2.dev.calinou.093798c97 + +The current scrollbars are small, have no arrows and are too similar in color to the rest of the interface. It's really hard to use them or even find them. How about a look like this: https://bipedu.files.wordpress.com/2013/01/xfce_samba10.png.",True,"Improve scrollbar design? - Version: v3.2.dev.calinou.093798c97 + +The current scrollbars are small, have no arrows and are too similar in color to the rest of the interface. It's really hard to use them or even find them. How about a look like this: https://bipedu.files.wordpress.com/2013/01/xfce_samba10.png.",1,improve scrollbar design version dev calinou the current scrollbars are small have no arrows and are too similar in color to the rest of the interface it s really hard to use them or even find them how about a look like this ,1 +9561,6386612476.0,IssuesEvent,2017-08-03 11:37:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+left mouse click on filepath should open a resource,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** +Ubuntu 17.04, 0ee47fefbe4f746d6e00e863e4523398365b4e47 + +**Issue description:** +When holding control and hovering mouse cursor above filepath, it seems like it's possible to click. But clicking don't do anything. From console output it seems functionality is coded already but editor is getting only small part of the filepath: +![filepath_click](https://user-images.githubusercontent.com/6129594/28238452-c8077d62-6953-11e7-9448-5f694a53ea7e.gif) + +**Steps to reproduce:** +1. Open script editor. +2. Write full path to some scene (beginning with res://) +3. ctrl + left mouse button click on the path. + +",True,"Ctrl+left mouse click on filepath should open a resource - **Operating system or device - Godot version:** +Ubuntu 17.04, 0ee47fefbe4f746d6e00e863e4523398365b4e47 + +**Issue description:** +When holding control and hovering mouse cursor above filepath, it seems like it's possible to click. But clicking don't do anything. From console output it seems functionality is coded already but editor is getting only small part of the filepath: +![filepath_click](https://user-images.githubusercontent.com/6129594/28238452-c8077d62-6953-11e7-9448-5f694a53ea7e.gif) + +**Steps to reproduce:** +1. Open script editor. +2. Write full path to some scene (beginning with res://) +3. ctrl + left mouse button click on the path. + +",1,ctrl left mouse click on filepath should open a resource operating system or device godot version ubuntu issue description when holding control and hovering mouse cursor above filepath it seems like it s possible to click but clicking don t do anything from console output it seems functionality is coded already but editor is getting only small part of the filepath steps to reproduce open script editor write full path to some scene beginning with res ctrl left mouse button click on the path ,1 +13987,8774881919.0,IssuesEvent,2018-12-18 21:13:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Calling `set()` and `get()` with invalid property name should raise an error,enhancement topic:core topic:gdscript usability," + +**Godot version:** + +Godot 3.1-dev (3c999ae1a) + +**OS/device including version:** + +Linux Mint 19 + +**Issue description:** + +When you call `set()` or `get()` with an invalid property name (or value), there's no error message. It makes hard to find typos in the code. + +**Steps to reproduce:** +* Call `set()` (or `get()`) with a property name that does not exist. +* Notice how no errors are logged. + +**Minimal reproduction project:** +[set-get-no-error.zip](https://github.com/godotengine/godot/files/2692285/set-get-no-error.zip) + +",True,"Calling `set()` and `get()` with invalid property name should raise an error - + +**Godot version:** + +Godot 3.1-dev (3c999ae1a) + +**OS/device including version:** + +Linux Mint 19 + +**Issue description:** + +When you call `set()` or `get()` with an invalid property name (or value), there's no error message. It makes hard to find typos in the code. + +**Steps to reproduce:** +* Call `set()` (or `get()`) with a property name that does not exist. +* Notice how no errors are logged. + +**Minimal reproduction project:** +[set-get-no-error.zip](https://github.com/godotengine/godot/files/2692285/set-get-no-error.zip) + +",1,calling set and get with invalid property name should raise an error please search existing issues for potential duplicates before filing yours godot version godot dev os device including version linux mint issue description when you call set or get with an invalid property name or value there s no error message it makes hard to find typos in the code steps to reproduce call set or get with a property name that does not exist notice how no errors are logged minimal reproduction project ,1 +3131,3350331284.0,IssuesEvent,2015-11-17 14:18:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing name of resource,enhancement topic:editor usability,"Trying to change resource name, but it updates only on reopening scene. I think better to update it instantly. + +![default](https://cloud.githubusercontent.com/assets/11596541/7030930/d8b32286-dd70-11e4-93b8-dd5e910e3e75.PNG) +",True,"Changing name of resource - Trying to change resource name, but it updates only on reopening scene. I think better to update it instantly. + +![default](https://cloud.githubusercontent.com/assets/11596541/7030930/d8b32286-dd70-11e4-93b8-dd5e910e3e75.PNG) +",1,changing name of resource trying to change resource name but it updates only on reopening scene i think better to update it instantly ,1 +4135,3727426598.0,IssuesEvent,2016-03-06 08:46:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Include search box in the Classes list window (Script editor),enhancement topic:editor usability,"When looking for Class info, I prefer to go to the ""Search Help"" button instead of the more logical ""Classes"", just because I can quickly type the name. Navigating the huge class tree takes longer. Would be great if we could add the same search box with auto-filter as we type.",True,"Include search box in the Classes list window (Script editor) - When looking for Class info, I prefer to go to the ""Search Help"" button instead of the more logical ""Classes"", just because I can quickly type the name. Navigating the huge class tree takes longer. Would be great if we could add the same search box with auto-filter as we type.",1,include search box in the classes list window script editor when looking for class info i prefer to go to the search help button instead of the more logical classes just because i can quickly type the name navigating the huge class tree takes longer would be great if we could add the same search box with auto filter as we type ,1 +12910,8176009160.0,IssuesEvent,2018-08-28 05:38:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The meta+r key is bound to two different commands,bug junior job platform:osx topic:editor usability,"**OS/device including version:** +Mac OS X Sierra 10.12.6 + + +**Issue description:** +The meta+r keyboard shortcut is bound to the find and replace key and the project run key so when it's executed in the script editor, you will open the find and replace dialog and run the project. The key bindings should be changed or it should be made so that the find and replace key has priority. + + +**Steps to reproduce:** +Go into the script editor and press the meta key (ie Windows key, Mac command key) and the ""R"" key. +This key binding will open the find and replace menu in the editor but will also run the project. + + +The two lines of code relevant to this issue are: + +`ED_SHORTCUT(""script_text_editor/replace"", TTR(""Replace...""), KEY_MASK_CMD | KEY_R);` + +which can be found [here](https://github.com/godotengine/godot/blob/c488a74e0c9d56975d5b23e5bff5ca2341f80036/editor/plugins/script_text_editor.cpp#L1785) and + +``` +#ifdef OSX_ENABLED + play_scene_button->set_shortcut(ED_SHORTCUT(""editor/play_scene"", TTR(""Play Scene""), KEY_MASK_CMD | KEY_R)); +``` + +which can be found [here](https://github.com/godotengine/godot/blob/7dcaabaf1989f0e4d6957ca123df522c805ac57a/editor/editor_node.cpp#L5152). + +NOTE: The bug is OSX only.",True,"The meta+r key is bound to two different commands - **OS/device including version:** +Mac OS X Sierra 10.12.6 + + +**Issue description:** +The meta+r keyboard shortcut is bound to the find and replace key and the project run key so when it's executed in the script editor, you will open the find and replace dialog and run the project. The key bindings should be changed or it should be made so that the find and replace key has priority. + + +**Steps to reproduce:** +Go into the script editor and press the meta key (ie Windows key, Mac command key) and the ""R"" key. +This key binding will open the find and replace menu in the editor but will also run the project. + + +The two lines of code relevant to this issue are: + +`ED_SHORTCUT(""script_text_editor/replace"", TTR(""Replace...""), KEY_MASK_CMD | KEY_R);` + +which can be found [here](https://github.com/godotengine/godot/blob/c488a74e0c9d56975d5b23e5bff5ca2341f80036/editor/plugins/script_text_editor.cpp#L1785) and + +``` +#ifdef OSX_ENABLED + play_scene_button->set_shortcut(ED_SHORTCUT(""editor/play_scene"", TTR(""Play Scene""), KEY_MASK_CMD | KEY_R)); +``` + +which can be found [here](https://github.com/godotengine/godot/blob/7dcaabaf1989f0e4d6957ca123df522c805ac57a/editor/editor_node.cpp#L5152). + +NOTE: The bug is OSX only.",1,the meta r key is bound to two different commands os device including version mac os x sierra issue description the meta r keyboard shortcut is bound to the find and replace key and the project run key so when it s executed in the script editor you will open the find and replace dialog and run the project the key bindings should be changed or it should be made so that the find and replace key has priority steps to reproduce go into the script editor and press the meta key ie windows key mac command key and the r key this key binding will open the find and replace menu in the editor but will also run the project the two lines of code relevant to this issue are ed shortcut script text editor replace ttr replace key mask cmd key r which can be found and ifdef osx enabled play scene button set shortcut ed shortcut editor play scene ttr play scene key mask cmd key r which can be found note the bug is osx only ,1 +6570,4347143896.0,IssuesEvent,2016-07-29 18:28:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Suggestion: ""Add Node"" and ""Classes Reference"" dialogs improvement",enhancement topic:editor usability,"Hello! +It's not an issue, but just a suggestion. The hierarchy in both Add Node and Classes dialogs are fine, but they have some problems of readability like some items having icons, and others not. The fact that some items don't have icons makes the alignment in the hierarchy pretty messy. Example: + +![image](https://cloud.githubusercontent.com/assets/19820741/16365667/86b6a44a-3bdd-11e6-994e-ffd52f20d8bf.png) + +I suggest four alternatives to this: + +1: Removing icons (not a good idea, but at least it's said). +2: Put the icons in the right side of the words (making the words be aligned). +3: Making the items that don't have icons inherit one from the last parent that haves a icon (making the icons be aligned). +4: Adding a reference guideline in each level of hierarchy, making easier to read, like this: + +![example_grid_reference](https://cloud.githubusercontent.com/assets/19820741/16365660/581f44ca-3bdd-11e6-830b-c2d9b8f59208.png) + +Also, when the same dialogs are open, the tree is expanded by default, and sometimes is convenient to search category through category. Since there's a lot of items to scroll, and collapse one by one would be inefficient, a button to toggle expand/collapse all items in hierarchy (including the inner items) would be awesome. + +I hope you consider this possibilities, that will surely make the interface cleaner.",True,"Suggestion: ""Add Node"" and ""Classes Reference"" dialogs improvement - Hello! +It's not an issue, but just a suggestion. The hierarchy in both Add Node and Classes dialogs are fine, but they have some problems of readability like some items having icons, and others not. The fact that some items don't have icons makes the alignment in the hierarchy pretty messy. Example: + +![image](https://cloud.githubusercontent.com/assets/19820741/16365667/86b6a44a-3bdd-11e6-994e-ffd52f20d8bf.png) + +I suggest four alternatives to this: + +1: Removing icons (not a good idea, but at least it's said). +2: Put the icons in the right side of the words (making the words be aligned). +3: Making the items that don't have icons inherit one from the last parent that haves a icon (making the icons be aligned). +4: Adding a reference guideline in each level of hierarchy, making easier to read, like this: + +![example_grid_reference](https://cloud.githubusercontent.com/assets/19820741/16365660/581f44ca-3bdd-11e6-830b-c2d9b8f59208.png) + +Also, when the same dialogs are open, the tree is expanded by default, and sometimes is convenient to search category through category. Since there's a lot of items to scroll, and collapse one by one would be inefficient, a button to toggle expand/collapse all items in hierarchy (including the inner items) would be awesome. + +I hope you consider this possibilities, that will surely make the interface cleaner.",1,suggestion add node and classes reference dialogs improvement hello it s not an issue but just a suggestion the hierarchy in both add node and classes dialogs are fine but they have some problems of readability like some items having icons and others not the fact that some items don t have icons makes the alignment in the hierarchy pretty messy example i suggest four alternatives to this removing icons not a good idea but at least it s said put the icons in the right side of the words making the words be aligned making the items that don t have icons inherit one from the last parent that haves a icon making the icons be aligned adding a reference guideline in each level of hierarchy making easier to read like this also when the same dialogs are open the tree is expanded by default and sometimes is convenient to search category through category since there s a lot of items to scroll and collapse one by one would be inefficient a button to toggle expand collapse all items in hierarchy including the inner items would be awesome i hope you consider this possibilities that will surely make the interface cleaner ,1 +16642,11177542992.0,IssuesEvent,2019-12-30 11:03:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Elastic Tabstops for the Editor,feature proposal topic:editor usability,"![Gif](http://nickgravgaard.com/elastic-tabstops/images/columnblocks_coloured.gif) + +http://nickgravgaard.com/elastic-tabstops/ + +Elastic tabstops are a way to format code by linking tabs to the same indentation level as those above and below them, so they're automatically aligned. + +You can try it here https://github.com/dail8859/ElasticTabstops/releases",True,"Elastic Tabstops for the Editor - ![Gif](http://nickgravgaard.com/elastic-tabstops/images/columnblocks_coloured.gif) + +http://nickgravgaard.com/elastic-tabstops/ + +Elastic tabstops are a way to format code by linking tabs to the same indentation level as those above and below them, so they're automatically aligned. + +You can try it here https://github.com/dail8859/ElasticTabstops/releases",1,elastic tabstops for the editor elastic tabstops are a way to format code by linking tabs to the same indentation level as those above and below them so they re automatically aligned you can try it here ,1 +16375,10861280502.0,IssuesEvent,2019-11-14 10:45:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Requested file format unknown"" error when saving an edited Mesh",enhancement junior job topic:editor usability,"**Godot version:** +built 23rd dec off github + +**OS/device including version:** +linux manjaro +amd rx580 + +**Issue description:** +open a dae, or glft or glb in the editor +move the mesh +the file shows in the editor with a (*) indicating its not been saved +press the play button +a dialog opens saying ""Requested file format unknown"" and the game fails to load + +**Steps to reproduce:** +ops, as above :) + +I'm assuming this is trying to save over the mesh file, as when i close that tab it all runs fine.... +",True,"""Requested file format unknown"" error when saving an edited Mesh - **Godot version:** +built 23rd dec off github + +**OS/device including version:** +linux manjaro +amd rx580 + +**Issue description:** +open a dae, or glft or glb in the editor +move the mesh +the file shows in the editor with a (*) indicating its not been saved +press the play button +a dialog opens saying ""Requested file format unknown"" and the game fails to load + +**Steps to reproduce:** +ops, as above :) + +I'm assuming this is trying to save over the mesh file, as when i close that tab it all runs fine.... +",1, requested file format unknown error when saving an edited mesh godot version built dec off github os device including version linux manjaro amd issue description open a dae or glft or glb in the editor move the mesh the file shows in the editor with a indicating its not been saved press the play button a dialog opens saying requested file format unknown and the game fails to load steps to reproduce ops as above i m assuming this is trying to save over the mesh file as when i close that tab it all runs fine ,1 +10843,6960927154.0,IssuesEvent,2017-12-08 06:56:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Code folding icons are hard to see with light background text themes,bug topic:editor usability,"**Issue description:** +Using a combination of dark editor theme with light text theme makes the code folding icons very hard to see. +The problem is that the code folding icon colors are based on the ""Icon and Font Color"" option in the editor theme section which is not related to the text editor itself, I think it would be better if the code folding colors were editable in the Highlighting section. + +![godot engine - harmon_i_c - game tscn](https://user-images.githubusercontent.com/10258315/33440635-a4632618-d5d7-11e7-8ca7-571f7979b387.png) + +**Steps to reproduce:** +Set Icons and Font Color to Light and text editor Background Color to something light.",True,"Code folding icons are hard to see with light background text themes - **Issue description:** +Using a combination of dark editor theme with light text theme makes the code folding icons very hard to see. +The problem is that the code folding icon colors are based on the ""Icon and Font Color"" option in the editor theme section which is not related to the text editor itself, I think it would be better if the code folding colors were editable in the Highlighting section. + +![godot engine - harmon_i_c - game tscn](https://user-images.githubusercontent.com/10258315/33440635-a4632618-d5d7-11e7-8ca7-571f7979b387.png) + +**Steps to reproduce:** +Set Icons and Font Color to Light and text editor Background Color to something light.",1,code folding icons are hard to see with light background text themes issue description using a combination of dark editor theme with light text theme makes the code folding icons very hard to see the problem is that the code folding icon colors are based on the icon and font color option in the editor theme section which is not related to the text editor itself i think it would be better if the code folding colors were editable in the highlighting section steps to reproduce set icons and font color to light and text editor background color to something light ,1 +11160,7089686736.0,IssuesEvent,2018-01-12 04:29:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Better Math functions,feature proposal topic:gdscript usability,"Just wondering if there is anyway we could introduce some of these math functions into the classes in godot + +https://github.com/kermado/M3D/tree/master/source/M3D + +It's MIT and I think in godot 3d we could really use some of the functions that are in here to make it easier +",True,"Better Math functions - Just wondering if there is anyway we could introduce some of these math functions into the classes in godot + +https://github.com/kermado/M3D/tree/master/source/M3D + +It's MIT and I think in godot 3d we could really use some of the functions that are in here to make it easier +",1,better math functions just wondering if there is anyway we could introduce some of these math functions into the classes in godot it s mit and i think in godot we could really use some of the functions that are in here to make it easier ,1 +23537,22149731680.0,IssuesEvent,2022-06-03 15:32:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Node.GetChildren should return an array of Node, not Object in C#.",enhancement usability topic:dotnet,"**Issue description:** +Right now, it returns an `object[]` (it'd be an `Array` if #15880 went through), which isn't amazing because the objects are *always* `Node`s + +Yes, this would require some changes to the binding generator.",True,"Node.GetChildren should return an array of Node, not Object in C#. - **Issue description:** +Right now, it returns an `object[]` (it'd be an `Array` if #15880 went through), which isn't amazing because the objects are *always* `Node`s + +Yes, this would require some changes to the binding generator.",1,node getchildren should return an array of node not object in c issue description right now it returns an object it d be an array if went through which isn t amazing because the objects are always node s yes this would require some changes to the binding generator ,1 +18539,13019492582.0,IssuesEvent,2020-07-26 22:57:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,On Error Can't Press F8 To Close Running Game Window,enhancement topic:editor usability,"**Operating system or device - Godot version:** +Any OS, any Godot version + +**Issue description** (what happened, and what was expected): +If when I press play there's a script or debug error I can't press F8 to close the game window and get back to the editor. I think it would really help usability if we were able to quickly close the window by hitting a key press, instead of having to use the mouse and get the editors focus and then hit the stop button. Can't just click the X button on the window, either. This can really be a hassle if your game window is fullscreen because you can't get back to the editor at that point. + +**Steps to reproduce:** +Press play with an error in your script or debug error. + +**Link to minimal example project** (optional but very welcome): +",True,"On Error Can't Press F8 To Close Running Game Window - **Operating system or device - Godot version:** +Any OS, any Godot version + +**Issue description** (what happened, and what was expected): +If when I press play there's a script or debug error I can't press F8 to close the game window and get back to the editor. I think it would really help usability if we were able to quickly close the window by hitting a key press, instead of having to use the mouse and get the editors focus and then hit the stop button. Can't just click the X button on the window, either. This can really be a hassle if your game window is fullscreen because you can't get back to the editor at that point. + +**Steps to reproduce:** +Press play with an error in your script or debug error. + +**Link to minimal example project** (optional but very welcome): +",1,on error can t press to close running game window operating system or device godot version any os any godot version issue description what happened and what was expected if when i press play there s a script or debug error i can t press to close the game window and get back to the editor i think it would really help usability if we were able to quickly close the window by hitting a key press instead of having to use the mouse and get the editors focus and then hit the stop button can t just click the x button on the window either this can really be a hassle if your game window is fullscreen because you can t get back to the editor at that point steps to reproduce press play with an error in your script or debug error link to minimal example project optional but very welcome ,1 +17952,12440114398.0,IssuesEvent,2020-05-26 11:22:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Manager - features proposal,feature proposal topic:editor usability,"**Operating system or device - Godot version:** +GODOT 2.1 + +**Issue description** (what happened, and what was expected): +Project Manager - Project List. +1) The list of projects is not sorted at all, it's hard to find projects there. What about adding sort by: NAME, DATE OF CREATION, DATE OF LAST LAUNCH? + +2) Would be cool if project could be organizes into 2-level group hierarchy with custom group names. So user could create groups like: ""demo projects"", ""my current"", ""my old"", ""3rd party games"" + +3) Import button - would be cool to have a checkbox [X] scan subdirectories, so I could + add all demo projects with single directory selection + +",True,"Project Manager - features proposal - **Operating system or device - Godot version:** +GODOT 2.1 + +**Issue description** (what happened, and what was expected): +Project Manager - Project List. +1) The list of projects is not sorted at all, it's hard to find projects there. What about adding sort by: NAME, DATE OF CREATION, DATE OF LAST LAUNCH? + +2) Would be cool if project could be organizes into 2-level group hierarchy with custom group names. So user could create groups like: ""demo projects"", ""my current"", ""my old"", ""3rd party games"" + +3) Import button - would be cool to have a checkbox [X] scan subdirectories, so I could + add all demo projects with single directory selection + +",1,project manager features proposal operating system or device godot version godot issue description what happened and what was expected project manager project list the list of projects is not sorted at all it s hard to find projects there what about adding sort by name date of creation date of last launch would be cool if project could be organizes into level group hierarchy with custom group names so user could create groups like demo projects my current my old party games import button would be cool to have a checkbox scan subdirectories so i could add all demo projects with single directory selection ,1 +19898,14690834347.0,IssuesEvent,2021-01-02 16:56:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hotkey for distraction-free mode on macOS conflicts with system hotkey (Ctrl+Cmd+D),enhancement junior job platform:macos topic:editor usability,"**Godot version:** +3.0.6.stable.official.8314054 + + +**OS/device including version:** +macOS 10.13.6 (17G65) + + +**Issue description:** +It says in the tooltip that to make a panel fullscreen I should press ctrl+cmd+D, but it seems I have to press fm+ctrl+cmd+d + + +I'm on macOS - I checked with both expanded qwerty layout and regular german QWERTZ layout... . Happens regardless of weather the interface is german or english. + +**Steps to reproduce:** + +For exact steps - +-Start a blank project. +-Hover over the ""expand to fullscreen"" button on the top right of the scene view, notice that it says that the shortcut is ctrl+cmd+D +-Try press them, notice that it does nothing +-Press fn+ctrl+cmd+D, notice it has the intended effect of maximizing the panel. + +**Minimal reproduction project:** +Blank project should be enough to reproduce. + + +",True,"Hotkey for distraction-free mode on macOS conflicts with system hotkey (Ctrl+Cmd+D) - **Godot version:** +3.0.6.stable.official.8314054 + + +**OS/device including version:** +macOS 10.13.6 (17G65) + + +**Issue description:** +It says in the tooltip that to make a panel fullscreen I should press ctrl+cmd+D, but it seems I have to press fm+ctrl+cmd+d + + +I'm on macOS - I checked with both expanded qwerty layout and regular german QWERTZ layout... . Happens regardless of weather the interface is german or english. + +**Steps to reproduce:** + +For exact steps - +-Start a blank project. +-Hover over the ""expand to fullscreen"" button on the top right of the scene view, notice that it says that the shortcut is ctrl+cmd+D +-Try press them, notice that it does nothing +-Press fn+ctrl+cmd+D, notice it has the intended effect of maximizing the panel. + +**Minimal reproduction project:** +Blank project should be enough to reproduce. + + +",1,hotkey for distraction free mode on macos conflicts with system hotkey ctrl cmd d godot version stable official os device including version macos issue description it says in the tooltip that to make a panel fullscreen i should press ctrl cmd d but it seems i have to press fm ctrl cmd d img width alt bildschirmfoto um src i m on macos i checked with both expanded qwerty layout and regular german qwertz layout happens regardless of weather the interface is german or english steps to reproduce for exact steps start a blank project hover over the expand to fullscreen button on the top right of the scene view notice that it says that the shortcut is ctrl cmd d try press them notice that it does nothing press fn ctrl cmd d notice it has the intended effect of maximizing the panel minimal reproduction project blank project should be enough to reproduce ,1 +5919,4073891654.0,IssuesEvent,2016-05-28 02:40:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Sprite Region Editor UI Space Bug,bug topic:editor usability,"Not sure if this is intended, but when using the Sprite Region Editor you can hold down space to move around. But, **upon releasing space**, it automatically closes (submits the Ok Button) + +",True,"Sprite Region Editor UI Space Bug - Not sure if this is intended, but when using the Sprite Region Editor you can hold down space to move around. But, **upon releasing space**, it automatically closes (submits the Ok Button) + +",1,sprite region editor ui space bug not sure if this is intended but when using the sprite region editor you can hold down space to move around but upon releasing space it automatically closes submits the ok button ,1 +25358,25051413703.0,IssuesEvent,2022-11-05 23:28:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't select more then one anchor point,enhancement topic:editor confirmed usability,"When editing some polygon - like Polygon2D or CollisionPolygon2D and using box selection tool, the only thing that can be selected are whole objects, but can't select just a couple of anchor points to move them simultaneously. + +It should be done in this way: +- drag a selection box to select anchors +- click on one of them and drag or use arrow keys to move them + like in Adobe Illustrator or any other vector graphics editor +",True,"Can't select more then one anchor point - When editing some polygon - like Polygon2D or CollisionPolygon2D and using box selection tool, the only thing that can be selected are whole objects, but can't select just a couple of anchor points to move them simultaneously. + +It should be done in this way: +- drag a selection box to select anchors +- click on one of them and drag or use arrow keys to move them + like in Adobe Illustrator or any other vector graphics editor +",1,can t select more then one anchor point when editing some polygon like or and using box selection tool the only thing that can be selected are whole objects but can t select just a couple of anchor points to move them simultaneously it should be done in this way drag a selection box to select anchors click on one of them and drag or use arrow keys to move them like in adobe illustrator or any other vector graphics editor ,1 +19800,14576968475.0,IssuesEvent,2020-12-18 00:47:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Context-based autocompletien no longer works,bug regression topic:editor topic:gdscript usability," + +**Godot version:** + +5332d21 + +**Issue description:** + +Title. This includes e.g. animation names for `play` or method list for `connect` and probably other things.",True,"Context-based autocompletien no longer works - + +**Godot version:** + +5332d21 + +**Issue description:** + +Title. This includes e.g. animation names for `play` or method list for `connect` and probably other things.",1,context based autocompletien no longer works please search existing issues for potential duplicates before filing yours godot version issue description title this includes e g animation names for play or method list for connect and probably other things ,1 +10038,6548345630.0,IssuesEvent,2017-09-04 21:01:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Opening a 3D scene tab containing 2D elements switches to 2D regardless of selection,bug topic:editor usability,"Godot 3.0 alpha1 +Windows 10 64 bits + +I have a 3D scene that contains spatial nodes, but also contains some 2D ones. I can see the 2D view when selecting 2D nodes, and 3D view when I select spatial nodes. +However, If I switch to another tab, then come back to the first one, the viewport switches back to 2D even though I have a spatial node still selected: + +![image](https://user-images.githubusercontent.com/1311555/29435090-f1141a5a-83a5-11e7-85a5-29252f2e06a4.png) +",True,"Opening a 3D scene tab containing 2D elements switches to 2D regardless of selection - Godot 3.0 alpha1 +Windows 10 64 bits + +I have a 3D scene that contains spatial nodes, but also contains some 2D ones. I can see the 2D view when selecting 2D nodes, and 3D view when I select spatial nodes. +However, If I switch to another tab, then come back to the first one, the viewport switches back to 2D even though I have a spatial node still selected: + +![image](https://user-images.githubusercontent.com/1311555/29435090-f1141a5a-83a5-11e7-85a5-29252f2e06a4.png) +",1,opening a scene tab containing elements switches to regardless of selection godot windows bits i have a scene that contains spatial nodes but also contains some ones i can see the view when selecting nodes and view when i select spatial nodes however if i switch to another tab then come back to the first one the viewport switches back to even though i have a spatial node still selected ,1 +24755,24241692015.0,IssuesEvent,2022-09-27 07:17:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Double clicking on an unsaved signal, does not open script",bug topic:editor confirmed usability,"**Godot version:** +3.1 + +**OS/device including version:** +OS X, High Sierra + +**Issue description:** +Does not open a nodes, Signal script if you double click on newly created method. You need to save the script first. + +**Steps to reproduce:** + +1. Add a Button to a Scene and a new Script. Save. +2. Add a a new Signal, e.g. _on_Button_pressed(), to the Button which will open the Script and show the new method. +3. Click on 2D to hide the Script +4. Now go back to the Button Signal list and double click on the newly created signal _on_Button_pressed() name. +5. This will not open the Script and show the _on_pressed method as it should. You need to save it first it seems. + + +",True,"Double clicking on an unsaved signal, does not open script - **Godot version:** +3.1 + +**OS/device including version:** +OS X, High Sierra + +**Issue description:** +Does not open a nodes, Signal script if you double click on newly created method. You need to save the script first. + +**Steps to reproduce:** + +1. Add a Button to a Scene and a new Script. Save. +2. Add a a new Signal, e.g. _on_Button_pressed(), to the Button which will open the Script and show the new method. +3. Click on 2D to hide the Script +4. Now go back to the Button Signal list and double click on the newly created signal _on_Button_pressed() name. +5. This will not open the Script and show the _on_pressed method as it should. You need to save it first it seems. + + +",1,double clicking on an unsaved signal does not open script godot version os device including version os x high sierra issue description does not open a nodes signal script if you double click on newly created method you need to save the script first steps to reproduce add a button to a scene and a new script save add a a new signal e g on button pressed to the button which will open the script and show the new method click on to hide the script now go back to the button signal list and double click on the newly created signal on button pressed name this will not open the script and show the on pressed method as it should you need to save it first it seems ,1 +26586,27009179389.0,IssuesEvent,2023-02-10 14:09:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Treat Warning as Errors"" has no effect and annotation warnings are generating fatal errors",enhancement discussion topic:gdscript usability,"### Godot version + +4.0-rc1 + +### System information + +Windows 10 + +### Issue description + +The code: `@export @onready var camera_system : Node3D` + +Is throwing: `Line 5:The ""@onready"" annotation will make the default value to be set after the ""@export"" takes effect and will override it. (Warning treated as error.)` and is crashing the game. + +Unchecking ""Treat Warning as Errors"" seems to have no effect: + +![imagen](https://user-images.githubusercontent.com/248383/217900756-8e214c40-68fb-4fb2-8509-a1e689725930.png) + +![imagen](https://user-images.githubusercontent.com/248383/217901253-3b758ebc-48e9-40fe-8d77-16fce7cbae88.png) + + +### Steps to reproduce + +- Write `@export @onready var some_var : Node3D` +- In Project Settings, uncheck `Treat Warning as Errors` +- Try to run the project, a `Parser Error` will be thrown. + +### Minimal reproduction project + +It's as simple as adding one line of code, so I'm not sure a MRP is needed.",True,"""Treat Warning as Errors"" has no effect and annotation warnings are generating fatal errors - ### Godot version + +4.0-rc1 + +### System information + +Windows 10 + +### Issue description + +The code: `@export @onready var camera_system : Node3D` + +Is throwing: `Line 5:The ""@onready"" annotation will make the default value to be set after the ""@export"" takes effect and will override it. (Warning treated as error.)` and is crashing the game. + +Unchecking ""Treat Warning as Errors"" seems to have no effect: + +![imagen](https://user-images.githubusercontent.com/248383/217900756-8e214c40-68fb-4fb2-8509-a1e689725930.png) + +![imagen](https://user-images.githubusercontent.com/248383/217901253-3b758ebc-48e9-40fe-8d77-16fce7cbae88.png) + + +### Steps to reproduce + +- Write `@export @onready var some_var : Node3D` +- In Project Settings, uncheck `Treat Warning as Errors` +- Try to run the project, a `Parser Error` will be thrown. + +### Minimal reproduction project + +It's as simple as adding one line of code, so I'm not sure a MRP is needed.",1, treat warning as errors has no effect and annotation warnings are generating fatal errors godot version system information windows issue description the code export onready var camera system is throwing line the onready annotation will make the default value to be set after the export takes effect and will override it warning treated as error and is crashing the game unchecking treat warning as errors seems to have no effect steps to reproduce write export onready var some var in project settings uncheck treat warning as errors try to run the project a parser error will be thrown minimal reproduction project it s as simple as adding one line of code so i m not sure a mrp is needed ,1 +18239,12691342603.0,IssuesEvent,2020-06-21 16:32:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TextEdit will block ScrollContainer scrolling down,bug topic:gui usability," + +**Godot version:** + +3.2.2 beta3 + +**Issue description:** + +When you put a TextEdit in a ScrollContainer, it will block the scrolling of the container, but only when scrolling down. +![tkwA0NLt1y](https://user-images.githubusercontent.com/2223172/83455477-3d447880-a45e-11ea-9cd4-9b9c447d2732.gif) + +**Minimal reproduction project:** + +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4713483/ReproductionProject.zip)",True,"TextEdit will block ScrollContainer scrolling down - + +**Godot version:** + +3.2.2 beta3 + +**Issue description:** + +When you put a TextEdit in a ScrollContainer, it will block the scrolling of the container, but only when scrolling down. +![tkwA0NLt1y](https://user-images.githubusercontent.com/2223172/83455477-3d447880-a45e-11ea-9cd4-9b9c447d2732.gif) + +**Minimal reproduction project:** + +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4713483/ReproductionProject.zip)",1,textedit will block scrollcontainer scrolling down please search existing issues for potential duplicates before filing yours godot version issue description when you put a textedit in a scrollcontainer it will block the scrolling of the container but only when scrolling down minimal reproduction project ,1 +7018,4728727607.0,IssuesEvent,2016-10-18 16:42:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tilemap bucket tool doesn't works with eraser,enhancement hacktoberfest topic:editor usability,"I tried to erase tiles with the Bucket tool and RMB, but it does nothing. I would like to be able to ""fill"" an area with empty tiles (as such, I don't mean transparent dummy tiles, but actual removal of them).",True,"Tilemap bucket tool doesn't works with eraser - I tried to erase tiles with the Bucket tool and RMB, but it does nothing. I would like to be able to ""fill"" an area with empty tiles (as such, I don't mean transparent dummy tiles, but actual removal of them).",1,tilemap bucket tool doesn t works with eraser i tried to erase tiles with the bucket tool and rmb but it does nothing i would like to be able to fill an area with empty tiles as such i don t mean transparent dummy tiles but actual removal of them ,1 +3584,3489439187.0,IssuesEvent,2016-01-03 21:56:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shaders are not autosaving when pressing Play,bug topic:editor usability,Shaders are not autosaving when pressing Play ( F5 ).,True,Shaders are not autosaving when pressing Play - Shaders are not autosaving when pressing Play ( F5 ).,1,shaders are not autosaving when pressing play shaders are not autosaving when pressing play ,1 +21229,16664896149.0,IssuesEvent,2021-06-07 00:44:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow tiles in a tileset to be rearranged in new tileset editor.,enhancement topic:editor usability," + +**Godot version:** +3.1 alpha 4 + + +**OS/device including version:** +Windows 10 64bit + + +**Issue description:** +There should be a way to change the tile ID order in the new tileset editor. For example if I have a wall tile on ID 0 and a floor tile on ID 1 I can swap them so the floor is ID 0 and the wall is ID 1. + +Not sure what the editor for this should look like. Maybe a list of all the tiles in the tileset and buttons to rearrange them?",True,"Allow tiles in a tileset to be rearranged in new tileset editor. - + +**Godot version:** +3.1 alpha 4 + + +**OS/device including version:** +Windows 10 64bit + + +**Issue description:** +There should be a way to change the tile ID order in the new tileset editor. For example if I have a wall tile on ID 0 and a floor tile on ID 1 I can swap them so the floor is ID 0 and the wall is ID 1. + +Not sure what the editor for this should look like. Maybe a list of all the tiles in the tileset and buttons to rearrange them?",1,allow tiles in a tileset to be rearranged in new tileset editor please search existing issues for potential duplicates before filing yours godot version alpha os device including version windows issue description there should be a way to change the tile id order in the new tileset editor for example if i have a wall tile on id and a floor tile on id i can swap them so the floor is id and the wall is id not sure what the editor for this should look like maybe a list of all the tiles in the tileset and buttons to rearrange them ,1 +12885,8148905157.0,IssuesEvent,2018-08-22 07:53:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Do not write GDScript warnings to Output panel / stdout,enhancement topic:editor topic:gdscript usability,"**Godot version:** +Current master (238a78f1) + +**OS/device including version:** +All. + +**Issue description:** +Current GDScript warnings are nice, but they are displayed in too many locations redundantly: +- Warnings panel in script editor (when you click on ""Warnings: \"") +- Debugger ""Errors"" panel (btw I see warnings there when running the game which are not found by the static analysis in the script editor) +- Output panel when running the game +- Console stdout when running the game + +I think at least the last two are unnecessary, debugger + warnings panel are enough. Even those might be redundant UX-wise, but since they don't seem to catch the same warnings for now it's likely fine to have both. + +**Steps to reproduce:** +Run a project with script warnings.",True,"Do not write GDScript warnings to Output panel / stdout - **Godot version:** +Current master (238a78f1) + +**OS/device including version:** +All. + +**Issue description:** +Current GDScript warnings are nice, but they are displayed in too many locations redundantly: +- Warnings panel in script editor (when you click on ""Warnings: \"") +- Debugger ""Errors"" panel (btw I see warnings there when running the game which are not found by the static analysis in the script editor) +- Output panel when running the game +- Console stdout when running the game + +I think at least the last two are unnecessary, debugger + warnings panel are enough. Even those might be redundant UX-wise, but since they don't seem to catch the same warnings for now it's likely fine to have both. + +**Steps to reproduce:** +Run a project with script warnings.",1,do not write gdscript warnings to output panel stdout godot version current master os device including version all issue description current gdscript warnings are nice but they are displayed in too many locations redundantly warnings panel in script editor when you click on warnings debugger errors panel btw i see warnings there when running the game which are not found by the static analysis in the script editor output panel when running the game console stdout when running the game i think at least the last two are unnecessary debugger warnings panel are enough even those might be redundant ux wise but since they don t seem to catch the same warnings for now it s likely fine to have both steps to reproduce run a project with script warnings ,1 +12501,7920629745.0,IssuesEvent,2018-07-05 02:16:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AudioStreamPlayer3D and AudioStreamPlayer2D setting Stream issue.,bug topic:audio usability," + +**Godot version:** +Godot 3.0 stable + + +**OS/device including version:** +OS: Windows 8.1 + + +**Issue description:** +I'm not sure it should be written as different issue or not. But I think that this 2 bug about AudioStreamPlayer3D and AudioStreamPlayer2D is related so I reported it under the same issue. +1. Error: !p_stream.is_valid() always shown when running a scene that have an AudioStreamPlayer2D Node or AudioStreamPlayer3D Node with null/unset Stream property. (Not happen with AudioStreamPlayer Node) +![image](https://user-images.githubusercontent.com/8316851/36408727-d34c1a50-1639-11e8-89eb-5a8954a30ffd.png) + +2. If you set a Stream property in AudioStreamPlayer2D Node or AudioStreamPlayer3D Node you cannot unset it. (Click clear like in my screenshot below, nothing happen) +(Also Not happen with AudioStreamPlayer Node) +![image](https://user-images.githubusercontent.com/8316851/36408916-f494f168-163a-11e8-9a84-c96d75745413.png) + + +**Steps to reproduce:** +1. Create new scene +2. Add AudioStreamPlayer2D Node or AudioStreamPlayer3D Node. +3. Save Scene. +4. Do the same thing I did in Issue Description + +**Minimal reproduction project:** + +",True,"AudioStreamPlayer3D and AudioStreamPlayer2D setting Stream issue. - + +**Godot version:** +Godot 3.0 stable + + +**OS/device including version:** +OS: Windows 8.1 + + +**Issue description:** +I'm not sure it should be written as different issue or not. But I think that this 2 bug about AudioStreamPlayer3D and AudioStreamPlayer2D is related so I reported it under the same issue. +1. Error: !p_stream.is_valid() always shown when running a scene that have an AudioStreamPlayer2D Node or AudioStreamPlayer3D Node with null/unset Stream property. (Not happen with AudioStreamPlayer Node) +![image](https://user-images.githubusercontent.com/8316851/36408727-d34c1a50-1639-11e8-89eb-5a8954a30ffd.png) + +2. If you set a Stream property in AudioStreamPlayer2D Node or AudioStreamPlayer3D Node you cannot unset it. (Click clear like in my screenshot below, nothing happen) +(Also Not happen with AudioStreamPlayer Node) +![image](https://user-images.githubusercontent.com/8316851/36408916-f494f168-163a-11e8-9a84-c96d75745413.png) + + +**Steps to reproduce:** +1. Create new scene +2. Add AudioStreamPlayer2D Node or AudioStreamPlayer3D Node. +3. Save Scene. +4. Do the same thing I did in Issue Description + +**Minimal reproduction project:** + +",1, and setting stream issue please search existing issues for potential duplicates before filing yours godot version godot stable os device including version os windows issue description i m not sure it should be written as different issue or not but i think that this bug about and is related so i reported it under the same issue error p stream is valid always shown when running a scene that have an node or node with null unset stream property not happen with audiostreamplayer node if you set a stream property in node or node you cannot unset it click clear like in my screenshot below nothing happen also not happen with audiostreamplayer node steps to reproduce create new scene add node or node save scene do the same thing i did in issue description minimal reproduction project ,1 +6621,4386868506.0,IssuesEvent,2016-08-08 14:13:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Better custom EditorPlugin nodes,archived feature proposal topic:plugin usability,"Nodes created by the `add_custom_type` function in EditorPlugin have the selected script assigned to it when adding. This makes them almost useless, as you can only use the functions defined in that script in other nodes. + +This is completely different from other nodes and makes node addons pretty much useless/much more annoying to use.",True,"Better custom EditorPlugin nodes - Nodes created by the `add_custom_type` function in EditorPlugin have the selected script assigned to it when adding. This makes them almost useless, as you can only use the functions defined in that script in other nodes. + +This is completely different from other nodes and makes node addons pretty much useless/much more annoying to use.",1,better custom editorplugin nodes nodes created by the add custom type function in editorplugin have the selected script assigned to it when adding this makes them almost useless as you can only use the functions defined in that script in other nodes this is completely different from other nodes and makes node addons pretty much useless much more annoying to use ,1 +26174,26517265170.0,IssuesEvent,2023-01-18 21:57:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[Text Editor] Shift+Tab shortcut only works when multiple lines are selected,bug topic:editor confirmed usability regression,"### Godot version + +v4.0.dev.custom_build [cb4e42155] + +### System information + +manjaro Gnome 21, AMD R7 200 series, Intel i3 3.0 GHZ,8GB RAM + +### Issue description + +When you select multiple lines and press `SHIFT+TAB` the tab goes back one step which is ok: +before: +![image](https://user-images.githubusercontent.com/58845030/124931449-9a531c00-dfd8-11eb-98f5-ab7ab47b2ec1.png) +after: +![image](https://user-images.githubusercontent.com/58845030/124931519-ac34bf00-dfd8-11eb-8687-61baa366d408.png) + + But if the cursor is over one line only (without selecting) `SHIFT+TAB` doesnt work: +before: +![image](https://user-images.githubusercontent.com/58845030/124931620-c9698d80-dfd8-11eb-95d9-71c9e0c5d84d.png) + +after: +![image](https://user-images.githubusercontent.com/58845030/124931640-ccfd1480-dfd8-11eb-87ac-8321e70d5641.png) + +PS: it only works if the single line is selected, but without any selection it doesnt work! + +### Steps to reproduce + +* Select Multiple lines +* press the shortcut +* put the cursor at a single line without selection +* press the shortcut + +### Minimal reproduction project + +N/a",True,"[Text Editor] Shift+Tab shortcut only works when multiple lines are selected - ### Godot version + +v4.0.dev.custom_build [cb4e42155] + +### System information + +manjaro Gnome 21, AMD R7 200 series, Intel i3 3.0 GHZ,8GB RAM + +### Issue description + +When you select multiple lines and press `SHIFT+TAB` the tab goes back one step which is ok: +before: +![image](https://user-images.githubusercontent.com/58845030/124931449-9a531c00-dfd8-11eb-98f5-ab7ab47b2ec1.png) +after: +![image](https://user-images.githubusercontent.com/58845030/124931519-ac34bf00-dfd8-11eb-8687-61baa366d408.png) + + But if the cursor is over one line only (without selecting) `SHIFT+TAB` doesnt work: +before: +![image](https://user-images.githubusercontent.com/58845030/124931620-c9698d80-dfd8-11eb-95d9-71c9e0c5d84d.png) + +after: +![image](https://user-images.githubusercontent.com/58845030/124931640-ccfd1480-dfd8-11eb-87ac-8321e70d5641.png) + +PS: it only works if the single line is selected, but without any selection it doesnt work! + +### Steps to reproduce + +* Select Multiple lines +* press the shortcut +* put the cursor at a single line without selection +* press the shortcut + +### Minimal reproduction project + +N/a",1, shift tab shortcut only works when multiple lines are selected godot version dev custom build system information manjaro gnome amd series intel ghz ram issue description when you select multiple lines and press shift tab the tab goes back one step which is ok before after but if the cursor is over one line only without selecting shift tab doesnt work before after ps it only works if the single line is selected but without any selection it doesnt work steps to reproduce select multiple lines press the shortcut put the cursor at a single line without selection press the shortcut minimal reproduction project n a,1 +28049,31235854035.0,IssuesEvent,2023-08-20 09:08:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Root name gets translated,bug topic:editor good first issue usability,"### Godot version + +4.2 dev3 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you create a new scene and type scene name with available translation, the Root Name, which is autocompleted from scene name, will get translated. +![image](https://github.com/godotengine/godot/assets/2223172/5aa4b0f2-6445-4d79-8524-cacc0b1ad0fb) +When you create the scene, root will have the English name normally. + +### Steps to reproduce + +0. Make sure you are using non-English language +1. Right click in Filesystem Dock and Create New -> Scene +2. In Scene Name field type something that has available translation + +### Minimal reproduction project + +N/A",True,"Root name gets translated - ### Godot version + +4.2 dev3 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you create a new scene and type scene name with available translation, the Root Name, which is autocompleted from scene name, will get translated. +![image](https://github.com/godotengine/godot/assets/2223172/5aa4b0f2-6445-4d79-8524-cacc0b1ad0fb) +When you create the scene, root will have the English name normally. + +### Steps to reproduce + +0. Make sure you are using non-English language +1. Right click in Filesystem Dock and Create New -> Scene +2. In Scene Name field type something that has available translation + +### Minimal reproduction project + +N/A",1,root name gets translated godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description when you create a new scene and type scene name with available translation the root name which is autocompleted from scene name will get translated when you create the scene root will have the english name normally steps to reproduce make sure you are using non english language right click in filesystem dock and create new scene in scene name field type something that has available translation minimal reproduction project n a,1 +15705,10244559377.0,IssuesEvent,2019-08-20 10:42:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Minimal editor width isn't const,bug confirmed topic:editor usability,"**Godot version:** +3.0.x, master + +**Issue description:** + + +When I set editor witdth to minimal in 2D view and change view to script editor, part of the screen view is hidden. + +![2018-08-02 10-30-40](https://user-images.githubusercontent.com/41945903/43572800-a4bb1ad8-9640-11e8-9cd0-95cac8aebe25.gif) + +",True,"Minimal editor width isn't const - **Godot version:** +3.0.x, master + +**Issue description:** + + +When I set editor witdth to minimal in 2D view and change view to script editor, part of the screen view is hidden. + +![2018-08-02 10-30-40](https://user-images.githubusercontent.com/41945903/43572800-a4bb1ad8-9640-11e8-9cd0-95cac8aebe25.gif) + +",1,minimal editor width isn t const godot version x master issue description when i set editor witdth to minimal in view and change view to script editor part of the screen view is hidden ,1 +27708,30237769794.0,IssuesEvent,2023-07-06 11:29:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Holding Ctr+S will continually keep saving the project after letting go.,bug topic:editor usability topic:input,"### Godot version + +v4.0.stable.official [92bee43ad] + +### System information + +Operating System: openSUSE Leap 15.3 KDE Plasma Version: 5.18.6 KDE Frameworks Version: 5.76.0 Qt Version: 5.12.7 Kernel Version: 5.3.18-150300.59.101-default OS Type: 64-bit Processors: 4 × Intel® Core™ i5-2400 CPU @ 3.10GHz Memory: 7,7 GiB, Godot: OpenGL API 3.3.0 NVIDIA 390.157 - Compatibility - Using Device: NVIDIA Corporation - GeForce GT 1030 + +### Issue description + +If you hold ctrl+S for more than a second, godot will continue to save even if you let go. +It should just save once. + +### Steps to reproduce + +1.Open a godot project +2.Save a scene by holding down ctr+S for more then a second. + +### Minimal reproduction project + +N/A",True,"Holding Ctr+S will continually keep saving the project after letting go. - ### Godot version + +v4.0.stable.official [92bee43ad] + +### System information + +Operating System: openSUSE Leap 15.3 KDE Plasma Version: 5.18.6 KDE Frameworks Version: 5.76.0 Qt Version: 5.12.7 Kernel Version: 5.3.18-150300.59.101-default OS Type: 64-bit Processors: 4 × Intel® Core™ i5-2400 CPU @ 3.10GHz Memory: 7,7 GiB, Godot: OpenGL API 3.3.0 NVIDIA 390.157 - Compatibility - Using Device: NVIDIA Corporation - GeForce GT 1030 + +### Issue description + +If you hold ctrl+S for more than a second, godot will continue to save even if you let go. +It should just save once. + +### Steps to reproduce + +1.Open a godot project +2.Save a scene by holding down ctr+S for more then a second. + +### Minimal reproduction project + +N/A",1,holding ctr s will continually keep saving the project after letting go godot version stable official system information operating system opensuse leap kde plasma version kde frameworks version qt version kernel version default os type bit processors × intel® core™ cpu memory gib godot opengl api nvidia compatibility using device nvidia corporation geforce gt issue description if you hold ctrl s for more than a second godot will continue to save even if you let go it should just save once steps to reproduce open a godot project save a scene by holding down ctr s for more then a second minimal reproduction project n a,1 +18700,13161035999.0,IssuesEvent,2020-08-10 18:44:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector automatically changes size when selecting node,bug confirmed topic:editor usability,"**Godot version:** +3.2 Alpha 2 + +**OS/device including version:** +Windows 10 +**Issue description:** +When selecting the NavigationMeshInstance node - the inspector automatically increases in size. + +![InspectorResize](https://user-images.githubusercontent.com/16636969/66711352-1e229a80-ed58-11e9-844e-edd2a92fe8f5.gif) + + +**Steps to reproduce:** +1) Create NavigationMeshInstance node +2) Create any other node +3) Switch between the two nodes and observe the inspector increase in size - no matter how muxh you bring the inspector out + +This is extremely jarring and I haven't noticed it on other nodes as of yet. I double checked my 3.1.1 version and it does not do this. +",True,"Inspector automatically changes size when selecting node - **Godot version:** +3.2 Alpha 2 + +**OS/device including version:** +Windows 10 +**Issue description:** +When selecting the NavigationMeshInstance node - the inspector automatically increases in size. + +![InspectorResize](https://user-images.githubusercontent.com/16636969/66711352-1e229a80-ed58-11e9-844e-edd2a92fe8f5.gif) + + +**Steps to reproduce:** +1) Create NavigationMeshInstance node +2) Create any other node +3) Switch between the two nodes and observe the inspector increase in size - no matter how muxh you bring the inspector out + +This is extremely jarring and I haven't noticed it on other nodes as of yet. I double checked my 3.1.1 version and it does not do this. +",1,inspector automatically changes size when selecting node godot version alpha os device including version windows issue description when selecting the navigationmeshinstance node the inspector automatically increases in size steps to reproduce create navigationmeshinstance node create any other node switch between the two nodes and observe the inspector increase in size no matter how muxh you bring the inspector out this is extremely jarring and i haven t noticed it on other nodes as of yet i double checked my version and it does not do this ,1 +12141,7719431818.0,IssuesEvent,2018-05-23 19:23:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Text Editor Autocompletion should suggest keywords,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** +Windows 10 x64 - Godot Stable 2.1 + +**Issue description** (what happened, and what was expected): +When typing code in the GDScript text editor, the autocompletion never suggests keywords such as `if`, `true`, etc. This makes it a little annoying to quickly tab them into the code without fully writing the keyword out. Especially when wanting to insert a line break with Enter right after a `pass`, it inserts another word then. + +**Steps to reproduce:** +Begin to type GDScript code. In my example, when tabbing `if` away I got `stepify` instead, and for `pass` I got `PAUSE_MODE_PROCESS` inserted. +",True,"Text Editor Autocompletion should suggest keywords - **Operating system or device - Godot version:** +Windows 10 x64 - Godot Stable 2.1 + +**Issue description** (what happened, and what was expected): +When typing code in the GDScript text editor, the autocompletion never suggests keywords such as `if`, `true`, etc. This makes it a little annoying to quickly tab them into the code without fully writing the keyword out. Especially when wanting to insert a line break with Enter right after a `pass`, it inserts another word then. + +**Steps to reproduce:** +Begin to type GDScript code. In my example, when tabbing `if` away I got `stepify` instead, and for `pass` I got `PAUSE_MODE_PROCESS` inserted. +",1,text editor autocompletion should suggest keywords operating system or device godot version windows godot stable issue description what happened and what was expected when typing code in the gdscript text editor the autocompletion never suggests keywords such as if true etc this makes it a little annoying to quickly tab them into the code without fully writing the keyword out especially when wanting to insert a line break with enter right after a pass it inserts another word then steps to reproduce begin to type gdscript code in my example when tabbing if away i got stepify instead and for pass i got pause mode process inserted ,1 +18202,12677632056.0,IssuesEvent,2020-06-19 08:09:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,UI Improvement - Export with Debug On,enhancement topic:editor usability," + +**Godot version:** + +3.0.2 + +**OS/device including version:** + +Windows + +**Issue description:** + +The export with debug button is very hard to notice, and the documentation does not list where it is very well. I had to ask the community the location after looking for it. + +Can the documentation be updated to include the location? Or have a way to make it more obvious in the UI when you are exporting your project? + +https://i.imgur.com/AdntNoA.png -- Screenshot. +",True,"UI Improvement - Export with Debug On - + +**Godot version:** + +3.0.2 + +**OS/device including version:** + +Windows + +**Issue description:** + +The export with debug button is very hard to notice, and the documentation does not list where it is very well. I had to ask the community the location after looking for it. + +Can the documentation be updated to include the location? Or have a way to make it more obvious in the UI when you are exporting your project? + +https://i.imgur.com/AdntNoA.png -- Screenshot. +",1,ui improvement export with debug on please search existing issues for potential duplicates before filing yours godot version os device including version windows issue description the export with debug button is very hard to notice and the documentation does not list where it is very well i had to ask the community the location after looking for it can the documentation be updated to include the location or have a way to make it more obvious in the ui when you are exporting your project screenshot ,1 +6187,4173371564.0,IssuesEvent,2016-06-21 10:16:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Rename ""trackpad hint"" to something more intuitive like ""Enable 3D trackpad""",enhancement topic:editor usability,"I recently checked the history for the spatial_editor_plugin class and saw that somebody had made the feature I added optional, however, I wasn't able to easily verify because it was named something that I don't think is intuitive for users: ""trackpad hint"". + +Could we please rename this something much more obvious? ""Trackpad hint"" doesn't describe the feature in question, in fact, it sounds more like a ""help"" or ""accessibility"" thing for the editor. I've suggested an alternative in the title of this ticket, and would be open to discussion about what the new name should be.",True,"Rename ""trackpad hint"" to something more intuitive like ""Enable 3D trackpad"" - I recently checked the history for the spatial_editor_plugin class and saw that somebody had made the feature I added optional, however, I wasn't able to easily verify because it was named something that I don't think is intuitive for users: ""trackpad hint"". + +Could we please rename this something much more obvious? ""Trackpad hint"" doesn't describe the feature in question, in fact, it sounds more like a ""help"" or ""accessibility"" thing for the editor. I've suggested an alternative in the title of this ticket, and would be open to discussion about what the new name should be.",1,rename trackpad hint to something more intuitive like enable trackpad i recently checked the history for the spatial editor plugin class and saw that somebody had made the feature i added optional however i wasn t able to easily verify because it was named something that i don t think is intuitive for users trackpad hint could we please rename this something much more obvious trackpad hint doesn t describe the feature in question in fact it sounds more like a help or accessibility thing for the editor i ve suggested an alternative in the title of this ticket and would be open to discussion about what the new name should be ,1 +6468,4308561041.0,IssuesEvent,2016-07-21 13:27:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,custom font not applied to newly-opened scripts,bug confirmed topic:editor usability,"#1496 is somewhat related. + +Opening a script for editing ignores the custom font. I have to close out to the project manager, and load the project again and then the opened scripts will have the custom font.",True,"custom font not applied to newly-opened scripts - #1496 is somewhat related. + +Opening a script for editing ignores the custom font. I have to close out to the project manager, and load the project again and then the opened scripts will have the custom font.",1,custom font not applied to newly opened scripts is somewhat related opening a script for editing ignores the custom font i have to close out to the project manager and load the project again and then the opened scripts will have the custom font ,1 +17847,12379598492.0,IssuesEvent,2020-05-19 12:46:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Reimporting a 3D scene doesn't update meshes,bug topic:editor usability,"Godot 2.0.1 under GNU/Linux and Windows 8 (tried on both, same results). + +If I re-export a scene from Blender using the better collada exporter, Godot shows the red exclamation mark sear the ""Settings"" menu. I can click it, the list of asssets to re-import displays. I click ok, the re-importing seems to progress fine. All is done, but the geometry never changes. Textures can be re-imported and they update, but meshes never update. I need to delete the scene and start over if I want to change something. +",True,"Reimporting a 3D scene doesn't update meshes - Godot 2.0.1 under GNU/Linux and Windows 8 (tried on both, same results). + +If I re-export a scene from Blender using the better collada exporter, Godot shows the red exclamation mark sear the ""Settings"" menu. I can click it, the list of asssets to re-import displays. I click ok, the re-importing seems to progress fine. All is done, but the geometry never changes. Textures can be re-imported and they update, but meshes never update. I need to delete the scene and start over if I want to change something. +",1,reimporting a scene doesn t update meshes godot under gnu linux and windows tried on both same results if i re export a scene from blender using the better collada exporter godot shows the red exclamation mark sear the settings menu i can click it the list of asssets to re import displays i click ok the re importing seems to progress fine all is done but the geometry never changes textures can be re imported and they update but meshes never update i need to delete the scene and start over if i want to change something ,1 +18324,12760779005.0,IssuesEvent,2020-06-29 08:39:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's possible to create duplicate polygon 2D start point,bug topic:editor usability,"**Godot version:** +3.2 + +**Issue description:** +![VX9Y9S3tPr](https://user-images.githubusercontent.com/2223172/74090430-889bdb00-4aab-11ea-8a04-28634177be41.gif) + +**Steps to reproduce:** +1. Enable Grid Snap and zoom in, so that grid cells are *big* +2. Create (Collision)Polygon2D +3. Draw any polygon +4. For the last vertex, don't click on the first point, but a bit away from it, so that it's snapped to the point +5. You just created a point at the same position as first point, but it doesn't close the polygon + +This is especially bad if you do this without noticing. Collisions with this polygon will glitch out.",True,"It's possible to create duplicate polygon 2D start point - **Godot version:** +3.2 + +**Issue description:** +![VX9Y9S3tPr](https://user-images.githubusercontent.com/2223172/74090430-889bdb00-4aab-11ea-8a04-28634177be41.gif) + +**Steps to reproduce:** +1. Enable Grid Snap and zoom in, so that grid cells are *big* +2. Create (Collision)Polygon2D +3. Draw any polygon +4. For the last vertex, don't click on the first point, but a bit away from it, so that it's snapped to the point +5. You just created a point at the same position as first point, but it doesn't close the polygon + +This is especially bad if you do this without noticing. Collisions with this polygon will glitch out.",1,it s possible to create duplicate polygon start point godot version issue description steps to reproduce enable grid snap and zoom in so that grid cells are big create collision draw any polygon for the last vertex don t click on the first point but a bit away from it so that it s snapped to the point you just created a point at the same position as first point but it doesn t close the polygon this is especially bad if you do this without noticing collisions with this polygon will glitch out ,1 +20578,15711536557.0,IssuesEvent,2021-03-27 07:46:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The Project Manager window is no longer resized to follow the editor scale,bug regression topic:editor usability," + +**Godot version:** + +166a6d0 + +**Issue description:** + +This seems to apply only in 4.0, but the recent editor scale change for 4ks made the Project Manager really cramped: +![image](https://user-images.githubusercontent.com/2223172/112637377-6182a300-8e3e-11eb-95cf-decd93fa0e10.png) +Here's in 3.x: +![image](https://user-images.githubusercontent.com/2223172/112637651-ac041f80-8e3e-11eb-8c36-649e71e1cfcc.png) +(the window is bigger by default) + +Some dialogs have this problem too. + +**Steps to reproduce:** +1. Buy 4k display +2. Open Godot +",True,"The Project Manager window is no longer resized to follow the editor scale - + +**Godot version:** + +166a6d0 + +**Issue description:** + +This seems to apply only in 4.0, but the recent editor scale change for 4ks made the Project Manager really cramped: +![image](https://user-images.githubusercontent.com/2223172/112637377-6182a300-8e3e-11eb-95cf-decd93fa0e10.png) +Here's in 3.x: +![image](https://user-images.githubusercontent.com/2223172/112637651-ac041f80-8e3e-11eb-8c36-649e71e1cfcc.png) +(the window is bigger by default) + +Some dialogs have this problem too. + +**Steps to reproduce:** +1. Buy 4k display +2. Open Godot +",1,the project manager window is no longer resized to follow the editor scale please search existing issues for potential duplicates before filing yours godot version issue description this seems to apply only in but the recent editor scale change for made the project manager really cramped here s in x the window is bigger by default some dialogs have this problem too steps to reproduce buy display open godot ,1 +21226,16662562060.0,IssuesEvent,2021-06-06 15:44:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Popping up a WindowDialog causes an error message to appear in the editor,bug confirmed topic:editor usability," + +**Godot version:** + 909c06e + + +**Issue description:** +The editor has the behaviour of making itself go darker when a dialog pops up (e. g. the quit confirmation), it seems that triggering a popup of a WindowDialog node also has the same effect. + + +**Steps to reproduce:** +Connect the `ready` signal to call `popup` in the WindowDialog itself. Restart the editor.",True,"Popping up a WindowDialog causes an error message to appear in the editor - + +**Godot version:** + 909c06e + + +**Issue description:** +The editor has the behaviour of making itself go darker when a dialog pops up (e. g. the quit confirmation), it seems that triggering a popup of a WindowDialog node also has the same effect. + + +**Steps to reproduce:** +Connect the `ready` signal to call `popup` in the WindowDialog itself. Restart the editor.",1,popping up a windowdialog causes an error message to appear in the editor please search existing issues for potential duplicates before filing yours godot version issue description the editor has the behaviour of making itself go darker when a dialog pops up e g the quit confirmation it seems that triggering a popup of a windowdialog node also has the same effect steps to reproduce connect the ready signal to call popup in the windowdialog itself restart the editor ,1 +15236,9889033867.0,IssuesEvent,2019-06-25 12:58:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Grid Map node editing broken when transform is modified,bug confirmed topic:editor usability,"How to reproduce: +Open 3D platformer demo stage.xml scene. +Rotate Grid Map node. +Try to paint-edit it. + +What happens: although pre-existing elements are deleted correctly new onea are added in wrong place, looks like they are added based on global not local space. +",True,"Grid Map node editing broken when transform is modified - How to reproduce: +Open 3D platformer demo stage.xml scene. +Rotate Grid Map node. +Try to paint-edit it. + +What happens: although pre-existing elements are deleted correctly new onea are added in wrong place, looks like they are added based on global not local space. +",1,grid map node editing broken when transform is modified how to reproduce open platformer demo stage xml scene rotate grid map node try to paint edit it what happens although pre existing elements are deleted correctly new onea are added in wrong place looks like they are added based on global not local space ,1 +5940,4077223909.0,IssuesEvent,2016-05-30 06:57:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Changing the language directly in the project manager,enhancement topic:editor usability,"Because we can, and since we spawn a new process for the editor anyway, it would be the right time to select another language. + +In a more practical context, it would also make it very easy to find if we want to encourage people to make screenshots in English for bug reports, and not in their own locale.",True,"Changing the language directly in the project manager - Because we can, and since we spawn a new process for the editor anyway, it would be the right time to select another language. + +In a more practical context, it would also make it very easy to find if we want to encourage people to make screenshots in English for bug reports, and not in their own locale.",1,changing the language directly in the project manager because we can and since we spawn a new process for the editor anyway it would be the right time to select another language in a more practical context it would also make it very easy to find if we want to encourage people to make screenshots in english for bug reports and not in their own locale ,1 +10868,6966170883.0,IssuesEvent,2017-12-09 15:42:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New project / first use UX,discussion enhancement topic:editor usability,"* A new scene should have a Node added by default +* Dragging files from the FileSystem into the Scene hierarchy should have the same effect as dragging them into the Scene viewport. Currently, you can drag a PNG into the viewport, for example, but not into the Scene hierarchy, even after creating a root node. + +The aim is to reduce the learning curve (and friction) when first getting used to Godot. +Currently, to add your first texture into the viewport and play around with it, you have to: +1. Open Godot +2. Import your files +3. Create a new root node +4. Drag and drop your first texture into the scene view (but not the hierarchy, that does not work!) + +However, chances are that you get stuck at the `No parent to instance a child at` when you didn't know to add a root node or - even worse - you try to drag your file into the scene hierarchy and... it just displays the warning icon and doesn't work, without any message. + +With these changes, it becomes: +1. Open Godot +2. Import your files +3. Drag and drop your first texture into the scene viewport or hierarchy, whichever you want, it works.",True,"New project / first use UX - * A new scene should have a Node added by default +* Dragging files from the FileSystem into the Scene hierarchy should have the same effect as dragging them into the Scene viewport. Currently, you can drag a PNG into the viewport, for example, but not into the Scene hierarchy, even after creating a root node. + +The aim is to reduce the learning curve (and friction) when first getting used to Godot. +Currently, to add your first texture into the viewport and play around with it, you have to: +1. Open Godot +2. Import your files +3. Create a new root node +4. Drag and drop your first texture into the scene view (but not the hierarchy, that does not work!) + +However, chances are that you get stuck at the `No parent to instance a child at` when you didn't know to add a root node or - even worse - you try to drag your file into the scene hierarchy and... it just displays the warning icon and doesn't work, without any message. + +With these changes, it becomes: +1. Open Godot +2. Import your files +3. Drag and drop your first texture into the scene viewport or hierarchy, whichever you want, it works.",1,new project first use ux a new scene should have a node added by default dragging files from the filesystem into the scene hierarchy should have the same effect as dragging them into the scene viewport currently you can drag a png into the viewport for example but not into the scene hierarchy even after creating a root node the aim is to reduce the learning curve and friction when first getting used to godot currently to add your first texture into the viewport and play around with it you have to open godot import your files create a new root node drag and drop your first texture into the scene view but not the hierarchy that does not work however chances are that you get stuck at the no parent to instance a child at when you didn t know to add a root node or even worse you try to drag your file into the scene hierarchy and it just displays the warning icon and doesn t work without any message with these changes it becomes open godot import your files drag and drop your first texture into the scene viewport or hierarchy whichever you want it works ,1 +22009,18273748523.0,IssuesEvent,2021-10-04 16:18:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor scrolls to the right when caret moves to the end of line after deleting another line,bug topic:editor usability,"### Godot version + +3.3 + +### System information + +W10 + +### Issue description + +When deleting empty line, the caret jumps to the end of next line and editor scrolls all to the right: +![DrzEOO9fd9](https://user-images.githubusercontent.com/2223172/121677166-d10b4480-cab5-11eb-873d-008cdf5b9c2a.gif) + + +### Steps to reproduce + +1. Paste this code +``` +func collision_avoidance() -> Vector2: + var avoidance_force: Vector2 + var left = physics.raycast(left_collision_start.global_position, left_collision_end.global_position) + if not left: + left = get_world_2d().direct_space_state.intersect_ray(left_collision_start.global_position, left_collision_end.global_position, [self], Const.ENEMY_COLLISION_LAYER, false, true) + + if left.collider is BaseBuilding: + print(""kill"") +``` +2. Click at the blank line in the middle +3. Delete the line (e.g. by pressing Ctrl+X) + +### Minimal reproduction project + +_No response_",True,"Editor scrolls to the right when caret moves to the end of line after deleting another line - ### Godot version + +3.3 + +### System information + +W10 + +### Issue description + +When deleting empty line, the caret jumps to the end of next line and editor scrolls all to the right: +![DrzEOO9fd9](https://user-images.githubusercontent.com/2223172/121677166-d10b4480-cab5-11eb-873d-008cdf5b9c2a.gif) + + +### Steps to reproduce + +1. Paste this code +``` +func collision_avoidance() -> Vector2: + var avoidance_force: Vector2 + var left = physics.raycast(left_collision_start.global_position, left_collision_end.global_position) + if not left: + left = get_world_2d().direct_space_state.intersect_ray(left_collision_start.global_position, left_collision_end.global_position, [self], Const.ENEMY_COLLISION_LAYER, false, true) + + if left.collider is BaseBuilding: + print(""kill"") +``` +2. Click at the blank line in the middle +3. Delete the line (e.g. by pressing Ctrl+X) + +### Minimal reproduction project + +_No response_",1,editor scrolls to the right when caret moves to the end of line after deleting another line godot version system information issue description when deleting empty line the caret jumps to the end of next line and editor scrolls all to the right steps to reproduce paste this code func collision avoidance var avoidance force var left physics raycast left collision start global position left collision end global position if not left left get world direct space state intersect ray left collision start global position left collision end global position const enemy collision layer false true if left collider is basebuilding print kill click at the blank line in the middle delete the line e g by pressing ctrl x minimal reproduction project no response ,1 +17988,12466659856.0,IssuesEvent,2020-05-28 15:48:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's impossible to force opening a scene automatically even if dependencies are missing,feature proposal topic:editor usability,"Godot 3.2 beta2 + +In an attempt to isolate a bug, I ended up cloning a big scene to open in another clean project, which means its dependencies were missing (textures, scene instances that I however don't care about etc). I was expecting to be able to open it, with all dependencies resolving to null or placeholder nodes. However Godot doesn't let me open it, at all. + +I have two options: +- Create dummy scenes and resources, and go through the Dependencies dialog to manually fix them with placeholders +- Copy my entire project and attempt to delete things while the big scene is open. + +Both are quite tedious... would it be possible to force open with placeholders/nulls?",True,"It's impossible to force opening a scene automatically even if dependencies are missing - Godot 3.2 beta2 + +In an attempt to isolate a bug, I ended up cloning a big scene to open in another clean project, which means its dependencies were missing (textures, scene instances that I however don't care about etc). I was expecting to be able to open it, with all dependencies resolving to null or placeholder nodes. However Godot doesn't let me open it, at all. + +I have two options: +- Create dummy scenes and resources, and go through the Dependencies dialog to manually fix them with placeholders +- Copy my entire project and attempt to delete things while the big scene is open. + +Both are quite tedious... would it be possible to force open with placeholders/nulls?",1,it s impossible to force opening a scene automatically even if dependencies are missing godot in an attempt to isolate a bug i ended up cloning a big scene to open in another clean project which means its dependencies were missing textures scene instances that i however don t care about etc i was expecting to be able to open it with all dependencies resolving to null or placeholder nodes however godot doesn t let me open it at all i have two options create dummy scenes and resources and go through the dependencies dialog to manually fix them with placeholders copy my entire project and attempt to delete things while the big scene is open both are quite tedious would it be possible to force open with placeholders nulls ,1 +22565,19664925184.0,IssuesEvent,2022-01-10 21:15:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TextEdit is blocking Shift + scroll when hovering over it,bug confirmed usability topic:gui,"### Godot version + +3.3.2 + +### System information + +W10 + +### Issue description + +Seems like variation of #29201 + +When you Shift+scroll in a big ScrollContainer and you hover mouse over TextEdit, it will block your scroll even if it doesn't have horizontal scrollbar. + +### Steps to reproduce + +1. Add a Control and create a Theme +2. In the Theme editor, use Shift + scroll to scroll +3. Now hover mouse over TextEdit, try Shift + scrolling and compare the result + +### Minimal reproduction project + +_No response_ + +EDIT: +Also worth to mention that it only blocks scroll to the right (i.e. mouse wheel down).",True,"TextEdit is blocking Shift + scroll when hovering over it - ### Godot version + +3.3.2 + +### System information + +W10 + +### Issue description + +Seems like variation of #29201 + +When you Shift+scroll in a big ScrollContainer and you hover mouse over TextEdit, it will block your scroll even if it doesn't have horizontal scrollbar. + +### Steps to reproduce + +1. Add a Control and create a Theme +2. In the Theme editor, use Shift + scroll to scroll +3. Now hover mouse over TextEdit, try Shift + scrolling and compare the result + +### Minimal reproduction project + +_No response_ + +EDIT: +Also worth to mention that it only blocks scroll to the right (i.e. mouse wheel down).",1,textedit is blocking shift scroll when hovering over it godot version system information issue description seems like variation of when you shift scroll in a big scrollcontainer and you hover mouse over textedit it will block your scroll even if it doesn t have horizontal scrollbar steps to reproduce add a control and create a theme in the theme editor use shift scroll to scroll now hover mouse over textedit try shift scrolling and compare the result minimal reproduction project no response edit also worth to mention that it only blocks scroll to the right i e mouse wheel down ,1 +9188,6154681862.0,IssuesEvent,2017-06-28 13:16:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem Tab Enhancements,enhancement junior job topic:editor usability,"1) Fold folders by default. (*edit:* see #7488, fixed by #7492) +When you have a large amount of assets in folders trees you end up with the very long tree widget content. + +2) An option to Unfold/Fold all Folders at once. (fixed by #7492) + +3) Remember state of the FileSystem Tab (including the currently selected file, folded/unfolded folders,..) no matter what (saving a scene reset selection, refreshing reset folding,..) + +4) Add ability to ""tick"" Folders as well as Files so we can isolate a Folder (and its content) with the ""Star"" icon. + +5) CTRL+Tick a file or a folder would ""untick"" all other ""ticked"" files/folders +CTRL or wathever modifier. +",True,"FileSystem Tab Enhancements - 1) Fold folders by default. (*edit:* see #7488, fixed by #7492) +When you have a large amount of assets in folders trees you end up with the very long tree widget content. + +2) An option to Unfold/Fold all Folders at once. (fixed by #7492) + +3) Remember state of the FileSystem Tab (including the currently selected file, folded/unfolded folders,..) no matter what (saving a scene reset selection, refreshing reset folding,..) + +4) Add ability to ""tick"" Folders as well as Files so we can isolate a Folder (and its content) with the ""Star"" icon. + +5) CTRL+Tick a file or a folder would ""untick"" all other ""ticked"" files/folders +CTRL or wathever modifier. +",1,filesystem tab enhancements fold folders by default edit see fixed by when you have a large amount of assets in folders trees you end up with the very long tree widget content an option to unfold fold all folders at once fixed by remember state of the filesystem tab including the currently selected file folded unfolded folders no matter what saving a scene reset selection refreshing reset folding add ability to tick folders as well as files so we can isolate a folder and its content with the star icon ctrl tick a file or a folder would untick all other ticked files folders ctrl or wathever modifier ,1 +17369,11958681173.0,IssuesEvent,2020-04-04 18:59:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,No way to edit/create built-in AnimatedTextures in TileSet,regression topic:core topic:editor usability,"**Godot version:** +3.2.1 +**OS/device including version:** +Windows 10 +**Issue description:** +I cannot access the following menu in Godot 3.2.1. In Godot 3.2 and lower it appear simply by clicking on a TileSet in the editor. + + +Here is a picture of what I am talking about. How it looks in Godot 3.2 and lower + +![immagine](https://user-images.githubusercontent.com/17100058/78263026-b6c4f680-7501-11ea-8b27-a73e9851a8e1.png) + + +And there is how it looks in Godot 3.2.1 +![immagine](https://user-images.githubusercontent.com/17100058/78263145-e07e1d80-7501-11ea-9155-c147f1235f14.png) + +",True,"No way to edit/create built-in AnimatedTextures in TileSet - **Godot version:** +3.2.1 +**OS/device including version:** +Windows 10 +**Issue description:** +I cannot access the following menu in Godot 3.2.1. In Godot 3.2 and lower it appear simply by clicking on a TileSet in the editor. + + +Here is a picture of what I am talking about. How it looks in Godot 3.2 and lower + +![immagine](https://user-images.githubusercontent.com/17100058/78263026-b6c4f680-7501-11ea-8b27-a73e9851a8e1.png) + + +And there is how it looks in Godot 3.2.1 +![immagine](https://user-images.githubusercontent.com/17100058/78263145-e07e1d80-7501-11ea-9155-c147f1235f14.png) + +",1,no way to edit create built in animatedtextures in tileset godot version os device including version windows issue description i cannot access the following menu in godot in godot and lower it appear simply by clicking on a tileset in the editor here is a picture of what i am talking about how it looks in godot and lower and there is how it looks in godot ,1 +21658,17400387771.0,IssuesEvent,2021-08-02 18:45:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Move to Trash"" does not move files to Recycle Bin on Windows under specific configuration",enhancement topic:editor usability,"**Godot version:** +3.2.4 rc + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +Godot does not move files to Recycle Bin when a file is deleted from the filesystem dock with the ""Move to Trash"" menu option, and when the Recycle Bin is configured so that files are not placed inside Recycle Bin (via ""Properties""). + +Originally showcased by @aaronfranke in https://github.com/godotengine/godot-proposals/issues/2460#issuecomment-800822287. + +**Steps to reproduce:** + +*Make sure you're configuring the drive where Godot project is located.* + +## Move to Recycle bin (expected) + +![image](https://user-images.githubusercontent.com/17108460/111503865-d1fb3700-874f-11eb-942d-f266971aebca.png) + +![image](https://user-images.githubusercontent.com/17108460/111504092-ffe07b80-874f-11eb-957a-91aaf06b709a.png) + +![image](https://user-images.githubusercontent.com/17108460/111504636-8ac17600-8750-11eb-9ac7-ce5de747ed4e.png) + +![image](https://user-images.githubusercontent.com/17108460/111504702-9745ce80-8750-11eb-9ba5-cd9462ae55c2.png) + + +## Do not move to Recycle bin (not expected) + +![image](https://user-images.githubusercontent.com/17108460/111503915-daec0880-874f-11eb-9afd-c2640bdaa8f3.png) + +![image](https://user-images.githubusercontent.com/17108460/111504092-ffe07b80-874f-11eb-957a-91aaf06b709a.png) + +![image](https://user-images.githubusercontent.com/17108460/111504636-8ac17600-8750-11eb-9ac7-ce5de747ed4e.png) + +![image](https://user-images.githubusercontent.com/17108460/111504778-a6c51780-8750-11eb-86ec-0d216724a9ed.png) + + +**Minimal reproduction project:** +N/A +",True,"""Move to Trash"" does not move files to Recycle Bin on Windows under specific configuration - **Godot version:** +3.2.4 rc + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +Godot does not move files to Recycle Bin when a file is deleted from the filesystem dock with the ""Move to Trash"" menu option, and when the Recycle Bin is configured so that files are not placed inside Recycle Bin (via ""Properties""). + +Originally showcased by @aaronfranke in https://github.com/godotengine/godot-proposals/issues/2460#issuecomment-800822287. + +**Steps to reproduce:** + +*Make sure you're configuring the drive where Godot project is located.* + +## Move to Recycle bin (expected) + +![image](https://user-images.githubusercontent.com/17108460/111503865-d1fb3700-874f-11eb-942d-f266971aebca.png) + +![image](https://user-images.githubusercontent.com/17108460/111504092-ffe07b80-874f-11eb-957a-91aaf06b709a.png) + +![image](https://user-images.githubusercontent.com/17108460/111504636-8ac17600-8750-11eb-9ac7-ce5de747ed4e.png) + +![image](https://user-images.githubusercontent.com/17108460/111504702-9745ce80-8750-11eb-9ba5-cd9462ae55c2.png) + + +## Do not move to Recycle bin (not expected) + +![image](https://user-images.githubusercontent.com/17108460/111503915-daec0880-874f-11eb-9afd-c2640bdaa8f3.png) + +![image](https://user-images.githubusercontent.com/17108460/111504092-ffe07b80-874f-11eb-957a-91aaf06b709a.png) + +![image](https://user-images.githubusercontent.com/17108460/111504636-8ac17600-8750-11eb-9ac7-ce5de747ed4e.png) + +![image](https://user-images.githubusercontent.com/17108460/111504778-a6c51780-8750-11eb-86ec-0d216724a9ed.png) + + +**Minimal reproduction project:** +N/A +",1, move to trash does not move files to recycle bin on windows under specific configuration godot version rc os device including version windows issue description godot does not move files to recycle bin when a file is deleted from the filesystem dock with the move to trash menu option and when the recycle bin is configured so that files are not placed inside recycle bin via properties originally showcased by aaronfranke in steps to reproduce make sure you re configuring the drive where godot project is located move to recycle bin expected do not move to recycle bin not expected minimal reproduction project n a ,1 +25608,25488607575.0,IssuesEvent,2022-11-26 19:04:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Impossible to limit frames, neither with v-sync, nor with max fps nor Nvidia limits, in Godot 4.0",discussion topic:core topic:rendering topic:editor usability,"### Godot version + +4.0 + +### System information + +Windows 11.CPU AMD Rizen 9 5950 ,GPU Nvidia RTX 3060 , 32g RAM + +### Issue description + +Godot 4.0 does not limit the frames, neither by activating v-sync nor max fps. I have tried it in the last 4.0 beta versions, and none does it in my case. Unlike the 3.x versions that do limit them correctly. I have tried managing the nvidia settings and it does limit or not limit the fps in all other programs, but not in Godot 4.0. Godot 4.0, in my case, does not limit the fps with any of the commented options, my fps are allways over 300. + +### Steps to reproduce + +Open a new godot 3d project. Activate the frame limiting option or the v-sync option or both at the same time. Press the option to see frame time of the 3d view button. + +### Minimal reproduction project + +Open a new godot 3d project. Activate the frame limiting option or the v-sync option or both at the same time. Press the option to see frame time of the 3d view button.",True,"Impossible to limit frames, neither with v-sync, nor with max fps nor Nvidia limits, in Godot 4.0 - ### Godot version + +4.0 + +### System information + +Windows 11.CPU AMD Rizen 9 5950 ,GPU Nvidia RTX 3060 , 32g RAM + +### Issue description + +Godot 4.0 does not limit the frames, neither by activating v-sync nor max fps. I have tried it in the last 4.0 beta versions, and none does it in my case. Unlike the 3.x versions that do limit them correctly. I have tried managing the nvidia settings and it does limit or not limit the fps in all other programs, but not in Godot 4.0. Godot 4.0, in my case, does not limit the fps with any of the commented options, my fps are allways over 300. + +### Steps to reproduce + +Open a new godot 3d project. Activate the frame limiting option or the v-sync option or both at the same time. Press the option to see frame time of the 3d view button. + +### Minimal reproduction project + +Open a new godot 3d project. Activate the frame limiting option or the v-sync option or both at the same time. Press the option to see frame time of the 3d view button.",1,impossible to limit frames neither with v sync nor with max fps nor nvidia limits in godot godot version system information windows cpu amd rizen gpu nvidia rtx ram issue description godot does not limit the frames neither by activating v sync nor max fps i have tried it in the last beta versions and none does it in my case unlike the x versions that do limit them correctly i have tried managing the nvidia settings and it does limit or not limit the fps in all other programs but not in godot godot in my case does not limit the fps with any of the commented options my fps are allways over steps to reproduce open a new godot project activate the frame limiting option or the v sync option or both at the same time press the option to see frame time of the view button minimal reproduction project open a new godot project activate the frame limiting option or the v sync option or both at the same time press the option to see frame time of the view button ,1 +6146,4162261452.0,IssuesEvent,2016-06-17 19:41:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Parent does not reflect changes in children,bug topic:editor usability,"**Godot Version:** +![](https://i.imgur.com/BNC2WNQ.png) + +Currently when you make changes to the children of Panel Container (**NB**: This also applies to other nodes that make changes to children, but for sake of this post I will use PanelContainer as an example) the parent does not adjust unless I make any changes inside it after making changes in a child. + +**Scene Tree:** +![](https://i.imgur.com/3d7p2Vs.png) + +**Before making changes to child** +![](https://i.imgur.com/CkmrTOa.png) + +**After making changes to child** +![](https://i.imgur.com/brhkRZV.png) + +As you can see, the parent do not wrap the children as it is set to do. +![](https://i.imgur.com/KirLrNa.png) + +However if I just click inside one of the parents' margin, and press enter; +![](https://i.imgur.com/15dJq8x.png) + +It changes to the way it _should_ have been after making these changes to child. +![](https://i.imgur.com/wqfZiur.png) + +While this is not anything ""serious"", it would be nice to have it looked at - and adjusted so that It do as expected :)",True,"Parent does not reflect changes in children - **Godot Version:** +![](https://i.imgur.com/BNC2WNQ.png) + +Currently when you make changes to the children of Panel Container (**NB**: This also applies to other nodes that make changes to children, but for sake of this post I will use PanelContainer as an example) the parent does not adjust unless I make any changes inside it after making changes in a child. + +**Scene Tree:** +![](https://i.imgur.com/3d7p2Vs.png) + +**Before making changes to child** +![](https://i.imgur.com/CkmrTOa.png) + +**After making changes to child** +![](https://i.imgur.com/brhkRZV.png) + +As you can see, the parent do not wrap the children as it is set to do. +![](https://i.imgur.com/KirLrNa.png) + +However if I just click inside one of the parents' margin, and press enter; +![](https://i.imgur.com/15dJq8x.png) + +It changes to the way it _should_ have been after making these changes to child. +![](https://i.imgur.com/wqfZiur.png) + +While this is not anything ""serious"", it would be nice to have it looked at - and adjusted so that It do as expected :)",1,parent does not reflect changes in children godot version currently when you make changes to the children of panel container nb this also applies to other nodes that make changes to children but for sake of this post i will use panelcontainer as an example the parent does not adjust unless i make any changes inside it after making changes in a child scene tree before making changes to child after making changes to child as you can see the parent do not wrap the children as it is set to do however if i just click inside one of the parents margin and press enter it changes to the way it should have been after making these changes to child while this is not anything serious it would be nice to have it looked at and adjusted so that it do as expected ,1 +3621,3508270337.0,IssuesEvent,2016-01-08 17:04:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,tileset overwriting doesn't refresh the spritelist.,bug junior job topic:editor usability,"If you save a tileset overwriting the old one, tilemap editor doesn't reflect changes until you exit and enter godot. + +Overwriting the tileset without merging should refresh on the fly too. It's better than ""Merge with existing"" to keep the tilemap updated and organized.",True,"tileset overwriting doesn't refresh the spritelist. - If you save a tileset overwriting the old one, tilemap editor doesn't reflect changes until you exit and enter godot. + +Overwriting the tileset without merging should refresh on the fly too. It's better than ""Merge with existing"" to keep the tilemap updated and organized.",1,tileset overwriting doesn t refresh the spritelist if you save a tileset overwriting the old one tilemap editor doesn t reflect changes until you exit and enter godot overwriting the tileset without merging should refresh on the fly too it s better than merge with existing to keep the tilemap updated and organized ,1 +11701,7371303435.0,IssuesEvent,2018-03-13 11:16:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete not working properly with partially written paths and get_node() syntactic sugar ($),bug topic:editor usability," +(I search every issue containing ""autocomplete"". Sorry if I it a duplicate) + +**Godot version:** +3.0rc1 + + +**OS/device including version:** +Win7 64 + + +**Issue description:** +If I have ""$path/to"" written somewhere and want to modify it to be ""$path/to/child"". If I start writing, the correct autocomplete candidate will be offered but upon pressing tab the whole path is appended rather than only the part needed. In this example rather than ""$path/to/child"" the autocomplete will write ""$path/to/path/to/child"" +This doesn't happen with paths between double quotes + +**Minimal reproduction project:** + +![image](https://user-images.githubusercontent.com/526829/35056429-8f695fd2-fb90-11e7-9309-1d36d10465f0.png) + +",True,"Autocomplete not working properly with partially written paths and get_node() syntactic sugar ($) - +(I search every issue containing ""autocomplete"". Sorry if I it a duplicate) + +**Godot version:** +3.0rc1 + + +**OS/device including version:** +Win7 64 + + +**Issue description:** +If I have ""$path/to"" written somewhere and want to modify it to be ""$path/to/child"". If I start writing, the correct autocomplete candidate will be offered but upon pressing tab the whole path is appended rather than only the part needed. In this example rather than ""$path/to/child"" the autocomplete will write ""$path/to/path/to/child"" +This doesn't happen with paths between double quotes + +**Minimal reproduction project:** + +![image](https://user-images.githubusercontent.com/526829/35056429-8f695fd2-fb90-11e7-9309-1d36d10465f0.png) + +",1,autocomplete not working properly with partially written paths and get node syntactic sugar please search existing issues for potential duplicates before filing yours i search every issue containing autocomplete sorry if i it a duplicate godot version os device including version issue description if i have path to written somewhere and want to modify it to be path to child if i start writing the correct autocomplete candidate will be offered but upon pressing tab the whole path is appended rather than only the part needed in this example rather than path to child the autocomplete will write path to path to child this doesn t happen with paths between double quotes minimal reproduction project ,1 +19762,14531641631.0,IssuesEvent,2020-12-14 21:06:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"Snapped node is not moved, but scene is modified after slight drag",bug topic:editor usability," + +**Godot version:** + +3.2.4 beta4 + +**Issue description:** + +![2uW3oFJwEO](https://user-images.githubusercontent.com/2223172/102135100-c0a44500-3e57-11eb-820c-fb3eb8c32753.gif) + +**Steps to reproduce:** +1. Create a 2D node (Sprite for best effect) +2. Enable grid snapping and set it to some relatively high value +3. Click on your node and drag it very gently few pixels +4. When you release button, the node will stay in place (because it's snapped), but Godot will still register it as movement and mark your scene as modified",True,"Snapped node is not moved, but scene is modified after slight drag - + +**Godot version:** + +3.2.4 beta4 + +**Issue description:** + +![2uW3oFJwEO](https://user-images.githubusercontent.com/2223172/102135100-c0a44500-3e57-11eb-820c-fb3eb8c32753.gif) + +**Steps to reproduce:** +1. Create a 2D node (Sprite for best effect) +2. Enable grid snapping and set it to some relatively high value +3. Click on your node and drag it very gently few pixels +4. When you release button, the node will stay in place (because it's snapped), but Godot will still register it as movement and mark your scene as modified",1,snapped node is not moved but scene is modified after slight drag please search existing issues for potential duplicates before filing yours godot version issue description steps to reproduce create a node sprite for best effect enable grid snapping and set it to some relatively high value click on your node and drag it very gently few pixels when you release button the node will stay in place because it s snapped but godot will still register it as movement and mark your scene as modified,1 +3618,3508180682.0,IssuesEvent,2016-01-08 16:42:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Position marker shown out of the script editor after scrolling when on the first column,bug junior job topic:editor usability,"When writing in the script editor the little line that tells you where you are typing moves out of the script editor when at the end of the line. But when it is in the beginning of the line it stays in the script editor. +![bug](https://cloud.githubusercontent.com/assets/4701338/12163728/492bf23c-b510-11e5-9083-8f56a35a1f56.png) +https://lut.im/ZHt5f7O1sN/UMiCefso2rE93sk1.PNG ",True,"Position marker shown out of the script editor after scrolling when on the first column - When writing in the script editor the little line that tells you where you are typing moves out of the script editor when at the end of the line. But when it is in the beginning of the line it stays in the script editor. +![bug](https://cloud.githubusercontent.com/assets/4701338/12163728/492bf23c-b510-11e5-9083-8f56a35a1f56.png) +https://lut.im/ZHt5f7O1sN/UMiCefso2rE93sk1.PNG ",1,position marker shown out of the script editor after scrolling when on the first column when writing in the script editor the little line that tells you where you are typing moves out of the script editor when at the end of the line but when it is in the beginning of the line it stays in the script editor ,1 +18177,12625912681.0,IssuesEvent,2020-06-14 14:13:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,If the editor's window is too small changing to the script tab will cutoff part of the editor's right side,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 master https://github.com/godotengine/godot/commit/9a78efc7c270211e49fd7b2f071b61c706febffc + +**Issue description:** + +![https://i.imgur.com/5Bycz27.gifv](https://i.imgur.com/5Bycz27.gif) + +Not sure if this should be fixed or not... it also happens if there isn't enough space in the editor in any tab so I guess the script tab needs more space than the other tabs: +![https://i.imgur.com/CdaFxLS.gifv](https://i.imgur.com/CdaFxLS.gif) + +Maybe the script contents should have the same minimum size?",True,"If the editor's window is too small changing to the script tab will cutoff part of the editor's right side - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 master https://github.com/godotengine/godot/commit/9a78efc7c270211e49fd7b2f071b61c706febffc + +**Issue description:** + +![https://i.imgur.com/5Bycz27.gifv](https://i.imgur.com/5Bycz27.gif) + +Not sure if this should be fixed or not... it also happens if there isn't enough space in the editor in any tab so I guess the script tab needs more space than the other tabs: +![https://i.imgur.com/CdaFxLS.gifv](https://i.imgur.com/CdaFxLS.gif) + +Maybe the script contents should have the same minimum size?",1,if the editor s window is too small changing to the script tab will cutoff part of the editor s right side operating system or device godot version gpu model and driver if graphics related godot master issue description not sure if this should be fixed or not it also happens if there isn t enough space in the editor in any tab so i guess the script tab needs more space than the other tabs maybe the script contents should have the same minimum size ,1 +13675,8638230741.0,IssuesEvent,2018-11-23 14:05:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Replace node does not work on multiple nodes at a time,discussion enhancement junior job topic:editor usability,"Using Linux Mint, 64-bit. +The ""Replace a Node by Another Node Type"" feature does not work when you have multiple items selected from the node browser. It would have come in use as I was converting 8 text entries into buttons when I realized buttons be more appropriate for their use. It was no big bother to go one by one though, only a matter of seconds! +",True,"Replace node does not work on multiple nodes at a time - Using Linux Mint, 64-bit. +The ""Replace a Node by Another Node Type"" feature does not work when you have multiple items selected from the node browser. It would have come in use as I was converting 8 text entries into buttons when I realized buttons be more appropriate for their use. It was no big bother to go one by one though, only a matter of seconds! +",1,replace node does not work on multiple nodes at a time using linux mint bit the replace a node by another node type feature does not work when you have multiple items selected from the node browser it would have come in use as i was converting text entries into buttons when i realized buttons be more appropriate for their use it was no big bother to go one by one though only a matter of seconds ,1 +19617,14343210014.0,IssuesEvent,2020-11-28 08:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing delete key while having animation selected in AnimatedSprite should delete animation not a node,enhancement topic:editor usability," + +**Godot version:** +3.1 + + +**OS/device including version:** +Win 10 + + +**Issue description:** + +In AnimatedSprite when you add some animation and want to remove them you can select animation and press delete key this will then delete a AnimatedSprite node where as user is likely wanting to delete animation itself or a frame. + +I believe this is because node is still selected in a scene tree and editor thinks key presses are related to a node not anything else. Solution to this problem would be the moment user clicks on any resource to unselct node and treat last thing user clicked on as main focus. + +Expected behaviour from this would be I crate AnimatedSprite Create animation ""idle"" with 3 different frames. If I click on a individual frame and press delete I should delete this frame only. If I click on animation ""idle"" and click delete I should delete whole animation and if I click on AnimatedSprite and press delete I should delete node. + + +**Steps to reproduce:** + +Just add any animation to a AnimatedSprite and press delete. + +**Minimal reproduction project:** + +",True,"Pressing delete key while having animation selected in AnimatedSprite should delete animation not a node - + +**Godot version:** +3.1 + + +**OS/device including version:** +Win 10 + + +**Issue description:** + +In AnimatedSprite when you add some animation and want to remove them you can select animation and press delete key this will then delete a AnimatedSprite node where as user is likely wanting to delete animation itself or a frame. + +I believe this is because node is still selected in a scene tree and editor thinks key presses are related to a node not anything else. Solution to this problem would be the moment user clicks on any resource to unselct node and treat last thing user clicked on as main focus. + +Expected behaviour from this would be I crate AnimatedSprite Create animation ""idle"" with 3 different frames. If I click on a individual frame and press delete I should delete this frame only. If I click on animation ""idle"" and click delete I should delete whole animation and if I click on AnimatedSprite and press delete I should delete node. + + +**Steps to reproduce:** + +Just add any animation to a AnimatedSprite and press delete. + +**Minimal reproduction project:** + +",1,pressing delete key while having animation selected in animatedsprite should delete animation not a node please search existing issues for potential duplicates before filing yours godot version os device including version win issue description in animatedsprite when you add some animation and want to remove them you can select animation and press delete key this will then delete a animatedsprite node where as user is likely wanting to delete animation itself or a frame i believe this is because node is still selected in a scene tree and editor thinks key presses are related to a node not anything else solution to this problem would be the moment user clicks on any resource to unselct node and treat last thing user clicked on as main focus expected behaviour from this would be i crate animatedsprite create animation idle with different frames if i click on a individual frame and press delete i should delete this frame only if i click on animation idle and click delete i should delete whole animation and if i click on animatedsprite and press delete i should delete node steps to reproduce just add any animation to a animatedsprite and press delete minimal reproduction project ,1 +12873,8140987499.0,IssuesEvent,2018-08-20 23:30:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project/Editor Settings properties are all in snake_case,bug topic:editor usability," + +**Godot version:** +cfcb6e11f25adb13177ba08777263288a5ec6f61 + + +**Issue description:** +Could be related to #19019.",True,"Project/Editor Settings properties are all in snake_case - + +**Godot version:** +cfcb6e11f25adb13177ba08777263288a5ec6f61 + + +**Issue description:** +Could be related to #19019.",1,project editor settings properties are all in snake case please search existing issues for potential duplicates before filing yours godot version issue description could be related to ,1 +18458,12959319030.0,IssuesEvent,2020-07-20 12:50:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drop texture on Material slot,enhancement topic:editor usability," + +**Godot version:** +3.1 + +**Issue description:** +Recently I got an idea that it would be really helpful to implicitly ""convert"" textures to materials. I mean, when we want a textured MeshInstance, we need to create a SpatialMaterial, open it and assign an albedo texture. My proposal is that dropping a texture on any (empty?) Material slot could automatically create a SpatialMaterial with this texture set as albedo.",True,"Drop texture on Material slot - + +**Godot version:** +3.1 + +**Issue description:** +Recently I got an idea that it would be really helpful to implicitly ""convert"" textures to materials. I mean, when we want a textured MeshInstance, we need to create a SpatialMaterial, open it and assign an albedo texture. My proposal is that dropping a texture on any (empty?) Material slot could automatically create a SpatialMaterial with this texture set as albedo.",1,drop texture on material slot please search existing issues for potential duplicates before filing yours godot version issue description recently i got an idea that it would be really helpful to implicitly convert textures to materials i mean when we want a textured meshinstance we need to create a spatialmaterial open it and assign an albedo texture my proposal is that dropping a texture on any empty material slot could automatically create a spatialmaterial with this texture set as albedo ,1 +26632,27036757675.0,IssuesEvent,2023-02-12 21:31:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CodeTextEditor.move_lines_up moves an extra line when the selection ends at new line,bug topic:editor usability topic:gui,"### Godot version + +Godot_v3.4-rc2 (or any other) + +### System information + +Windows 10 + +### Issue description + +In script editor, when selecting lines either with shift+arrows or mouse and moving them with alt+up/down moves extra line at the end. This happens if the caret is on that line, even if no letters are selected on that line. In other popular editors I've used, only lines with selected letters are moved (Visual Studio, VS Code, Notepad++). +![extra_line](https://user-images.githubusercontent.com/1621768/139333417-c526348d-dec6-4b8f-8a64-6da2be97eea4.png) +If this is intended behaviour, I'm sorry and I'll go make a feature request instead... + +### Steps to reproduce + +Open script editor +Press shift+down +Press alt+up + +### Minimal reproduction project + +_No response_",True,"CodeTextEditor.move_lines_up moves an extra line when the selection ends at new line - ### Godot version + +Godot_v3.4-rc2 (or any other) + +### System information + +Windows 10 + +### Issue description + +In script editor, when selecting lines either with shift+arrows or mouse and moving them with alt+up/down moves extra line at the end. This happens if the caret is on that line, even if no letters are selected on that line. In other popular editors I've used, only lines with selected letters are moved (Visual Studio, VS Code, Notepad++). +![extra_line](https://user-images.githubusercontent.com/1621768/139333417-c526348d-dec6-4b8f-8a64-6da2be97eea4.png) +If this is intended behaviour, I'm sorry and I'll go make a feature request instead... + +### Steps to reproduce + +Open script editor +Press shift+down +Press alt+up + +### Minimal reproduction project + +_No response_",1,codetexteditor move lines up moves an extra line when the selection ends at new line godot version godot or any other system information windows issue description in script editor when selecting lines either with shift arrows or mouse and moving them with alt up down moves extra line at the end this happens if the caret is on that line even if no letters are selected on that line in other popular editors i ve used only lines with selected letters are moved visual studio vs code notepad if this is intended behaviour i m sorry and i ll go make a feature request instead steps to reproduce open script editor press shift down press alt up minimal reproduction project no response ,1 +3540,3482218607.0,IssuesEvent,2015-12-29 21:39:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dialogs not visible by default,bug topic:core usability,"*Bugsquad edit:* Seen in the master branch / 2.0 alpha + +What happened with all dialogs (WindowDialog, ConfirmationDialog, etc)? they're all invisible when you run.",True,"Dialogs not visible by default - *Bugsquad edit:* Seen in the master branch / 2.0 alpha + +What happened with all dialogs (WindowDialog, ConfirmationDialog, etc)? they're all invisible when you run.",1,dialogs not visible by default bugsquad edit seen in the master branch alpha what happened with all dialogs windowdialog confirmationdialog etc they re all invisible when you run ,1 +13155,8309502869.0,IssuesEvent,2018-09-24 06:59:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selecting a Button from the recent nodes list returns a TouchScreenButton.,bug topic:editor usability,"**Godot version:** +v3.0.6.stable.custom_build + +**OS/device including version:** +Arch Linux _4.17.10-1-ARCH_ + +**Issue description:** +Adding a Button from the recent nodes list returns a TouchScreenButton instead. I haven't tried it with anything else except the Button. + +**Steps to reproduce:** +Add a Control node, with a button as its child. Then go back to add another button from the list, and it returns a TouchScreenButton. + +**[A video depicting the issue](https://www.youtube.com/watch?v=526lzNFt6mo&feature=youtu.be)**",True,"Selecting a Button from the recent nodes list returns a TouchScreenButton. - **Godot version:** +v3.0.6.stable.custom_build + +**OS/device including version:** +Arch Linux _4.17.10-1-ARCH_ + +**Issue description:** +Adding a Button from the recent nodes list returns a TouchScreenButton instead. I haven't tried it with anything else except the Button. + +**Steps to reproduce:** +Add a Control node, with a button as its child. Then go back to add another button from the list, and it returns a TouchScreenButton. + +**[A video depicting the issue](https://www.youtube.com/watch?v=526lzNFt6mo&feature=youtu.be)**",1,selecting a button from the recent nodes list returns a touchscreenbutton godot version stable custom build os device including version arch linux arch issue description adding a button from the recent nodes list returns a touchscreenbutton instead i haven t tried it with anything else except the button steps to reproduce add a control node with a button as its child then go back to add another button from the list and it returns a touchscreenbutton ,1 +10143,6588989159.0,IssuesEvent,2017-09-14 07:01:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add renaming on project select screen,enhancement junior job topic:editor usability,It would be nice to have a button on the project select screen to be able to rename projects.,True,Add renaming on project select screen - It would be nice to have a button on the project select screen to be able to rename projects.,1,add renaming on project select screen it would be nice to have a button on the project select screen to be able to rename projects ,1 +21378,16988539811.0,IssuesEvent,2021-06-30 17:10:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"Saving the scene after baking lightmaps or GI will save the lightmap/GI data as a built-in file, despite being prompted to save it to an external file beforehand",bug topic:editor usability,"### Godot version + +3.3.2.stable, 4.0.dev (659178e85) + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 465.31) + +### Issue description + +When you bake lightmaps with a BakedLightmap node for the first time, you're prompted to save a `.lmbake` file that will contain the BakedLightmapData. This file is correctly generated once, but once you save the scene, the BakedLightmapData will be saved built-in to the scene file, which makes it huge and slow to load/save (since binary data is converted to Base64). + +This also happens with GIProbe/VoxelGI in my experieence. + +### Steps to reproduce + +- Create a BakedLightmap node. +- Create a [lightmapping setup](https://docs.godotengine.org/en/stable/tutorials/3d/baked_lightmaps.html). +- Save your scene to a `.tscn` file. +- Select the BakedLightmap node and click **Bake**. Accept the default save location for the `.lmbake` file. +- Press Ctrl + S to save the scene. +- Notice how the `.tscn` file becomes huge on disk (several megabytes or more). This is not as noticeable with a binary `.scn` file, but it'll still be pretty large. + +### Minimal reproduction project + +https://github.com/Calinou/godot-demo-projects/tree/add-global-illumination-demo-2/3d/global_illumination",True,"Saving the scene after baking lightmaps or GI will save the lightmap/GI data as a built-in file, despite being prompted to save it to an external file beforehand - ### Godot version + +3.3.2.stable, 4.0.dev (659178e85) + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 465.31) + +### Issue description + +When you bake lightmaps with a BakedLightmap node for the first time, you're prompted to save a `.lmbake` file that will contain the BakedLightmapData. This file is correctly generated once, but once you save the scene, the BakedLightmapData will be saved built-in to the scene file, which makes it huge and slow to load/save (since binary data is converted to Base64). + +This also happens with GIProbe/VoxelGI in my experieence. + +### Steps to reproduce + +- Create a BakedLightmap node. +- Create a [lightmapping setup](https://docs.godotengine.org/en/stable/tutorials/3d/baked_lightmaps.html). +- Save your scene to a `.tscn` file. +- Select the BakedLightmap node and click **Bake**. Accept the default save location for the `.lmbake` file. +- Press Ctrl + S to save the scene. +- Notice how the `.tscn` file becomes huge on disk (several megabytes or more). This is not as noticeable with a binary `.scn` file, but it'll still be pretty large. + +### Minimal reproduction project + +https://github.com/Calinou/godot-demo-projects/tree/add-global-illumination-demo-2/3d/global_illumination",1,saving the scene after baking lightmaps or gi will save the lightmap gi data as a built in file despite being prompted to save it to an external file beforehand godot version stable dev system information fedora geforce gtx nvidia issue description when you bake lightmaps with a bakedlightmap node for the first time you re prompted to save a lmbake file that will contain the bakedlightmapdata this file is correctly generated once but once you save the scene the bakedlightmapdata will be saved built in to the scene file which makes it huge and slow to load save since binary data is converted to this also happens with giprobe voxelgi in my experieence steps to reproduce create a bakedlightmap node create a save your scene to a tscn file select the bakedlightmap node and click bake accept the default save location for the lmbake file press ctrl s to save the scene notice how the tscn file becomes huge on disk several megabytes or more this is not as noticeable with a binary scn file but it ll still be pretty large minimal reproduction project ,1 +17624,12201855232.0,IssuesEvent,2020-04-30 07:59:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Code editor improvement: quick documentation,feature proposal topic:editor usability,"Currently, we can use Lookup Symbol or Search Help to look for documentation of everything. It would be nice to have that documentation in popup rather than a separate window / tab. +See an example: [Quick Documentation in IntelliJ IDEA](https://www.jetbrains.com/help/idea/viewing-reference-information.html#inline-quick-documentation)",True,"Code editor improvement: quick documentation - Currently, we can use Lookup Symbol or Search Help to look for documentation of everything. It would be nice to have that documentation in popup rather than a separate window / tab. +See an example: [Quick Documentation in IntelliJ IDEA](https://www.jetbrains.com/help/idea/viewing-reference-information.html#inline-quick-documentation)",1,code editor improvement quick documentation currently we can use lookup symbol or search help to look for documentation of everything it would be nice to have that documentation in popup rather than a separate window tab see an example ,1 +21403,17027688315.0,IssuesEvent,2021-07-03 22:22:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default spatial material has too extreme parameters,discussion enhancement topic:rendering usability,"I think that the default values of the spatial material are a bit too extreme. + +Sice Godot uses PBR they should also be somewhat physically correct. Currently it uses a perfectly diffuse material (roughness 1.0) with a color that reflects *all* incoming light (albedo 1.0, 1.0, 1.0) which both are not very realistic. + +I think a medium to high roughness material (0.5 to 0.8) should be used with a gray to light gray albedo (around 0.5 to 0.8 aswell).",True,"Default spatial material has too extreme parameters - I think that the default values of the spatial material are a bit too extreme. + +Sice Godot uses PBR they should also be somewhat physically correct. Currently it uses a perfectly diffuse material (roughness 1.0) with a color that reflects *all* incoming light (albedo 1.0, 1.0, 1.0) which both are not very realistic. + +I think a medium to high roughness material (0.5 to 0.8) should be used with a gray to light gray albedo (around 0.5 to 0.8 aswell).",1,default spatial material has too extreme parameters i think that the default values of the spatial material are a bit too extreme sice godot uses pbr they should also be somewhat physically correct currently it uses a perfectly diffuse material roughness with a color that reflects all incoming light albedo which both are not very realistic i think a medium to high roughness material to should be used with a gray to light gray albedo around to aswell ,1 +11186,7097165888.0,IssuesEvent,2018-01-14 16:22:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Line highlighting weird behaviour,bug topic:editor usability," + +**Godot version:** + 7159f53 + + +**Issue description:** +- Gaps appear while scrolling horizontally: +![peek 2018-01-06 22-33](https://user-images.githubusercontent.com/30739239/34645353-d492a2ce-f331-11e7-9a2a-ac00a3b62274.gif) + +- If the last character of a highlighted line is hidden, the rest of the highlight is not drawn: +![screenshot at 2018-01-06 22-34-25](https://user-images.githubusercontent.com/30739239/34645352-cde8f284-f331-11e7-815d-9060717b479e.png) +",True,"Line highlighting weird behaviour - + +**Godot version:** + 7159f53 + + +**Issue description:** +- Gaps appear while scrolling horizontally: +![peek 2018-01-06 22-33](https://user-images.githubusercontent.com/30739239/34645353-d492a2ce-f331-11e7-9a2a-ac00a3b62274.gif) + +- If the last character of a highlighted line is hidden, the rest of the highlight is not drawn: +![screenshot at 2018-01-06 22-34-25](https://user-images.githubusercontent.com/30739239/34645352-cde8f284-f331-11e7-815d-9060717b479e.png) +",1,line highlighting weird behaviour please search existing issues for potential duplicates before filing yours godot version issue description gaps appear while scrolling horizontally if the last character of a highlighted line is hidden the rest of the highlight is not drawn ,1 +10138,6586116118.0,IssuesEvent,2017-09-13 16:05:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add a 'child_offset' attribute in the control node.,feature proposal topic:core topic:editor usability,"**Operating system or device - Godot version:** +3.0 + +Hi, +While going through the code of GraphEdit, I figured out that it did use a special offset value to place each node (the `offset` attribute within GraphNode). Consequently, this forces EditorGraph to handle GraphNodes, but no other kind of control. This is, in my humble opinion, quite a limitation. Any kind of control should be displayable on such a scrolling area. + +Thus, I was wondering why not use the position value instead, but the fact is that it is used to draw each control relatively to its parent. And as its position may be a fixed value (the GraphEdit does not move), it is not easy to move of child nodes. + +To simplify all of this, I wanted to suggest a new `child_offset` attribute in a control node, this would display all child nodes with the given offset. This would also enable a scrollable area with arbitrarily placed nodes (without the container, which automatically resizes the child nodes). + +What do you think ?",True,"Add a 'child_offset' attribute in the control node. - **Operating system or device - Godot version:** +3.0 + +Hi, +While going through the code of GraphEdit, I figured out that it did use a special offset value to place each node (the `offset` attribute within GraphNode). Consequently, this forces EditorGraph to handle GraphNodes, but no other kind of control. This is, in my humble opinion, quite a limitation. Any kind of control should be displayable on such a scrolling area. + +Thus, I was wondering why not use the position value instead, but the fact is that it is used to draw each control relatively to its parent. And as its position may be a fixed value (the GraphEdit does not move), it is not easy to move of child nodes. + +To simplify all of this, I wanted to suggest a new `child_offset` attribute in a control node, this would display all child nodes with the given offset. This would also enable a scrollable area with arbitrarily placed nodes (without the container, which automatically resizes the child nodes). + +What do you think ?",1,add a child offset attribute in the control node operating system or device godot version hi while going through the code of graphedit i figured out that it did use a special offset value to place each node the offset attribute within graphnode consequently this forces editorgraph to handle graphnodes but no other kind of control this is in my humble opinion quite a limitation any kind of control should be displayable on such a scrolling area thus i was wondering why not use the position value instead but the fact is that it is used to draw each control relatively to its parent and as its position may be a fixed value the graphedit does not move it is not easy to move of child nodes to simplify all of this i wanted to suggest a new child offset attribute in a control node this would display all child nodes with the given offset this would also enable a scrollable area with arbitrarily placed nodes without the container which automatically resizes the child nodes what do you think ,1 +17876,12397566304.0,IssuesEvent,2020-05-20 23:05:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pool*Array.resize(x) causes old data from memory to leak into the array,enhancement topic:core usability,"When resizing Pool\*Array types, the Godot Engine reserves a continuous memory space and does not clear the old values from the memory cells when allocating memory to the Pool\*Array type. + +I was working with PoolIntArrays by printing their contents to the console after resizing them and +each time the result was different. Mostly the array was filled with zeroes, but occasionally I would encounter some total gibberish values in the array which I had not assigned to them. +I tried to replicate the issue with the regular Array type and all uninitialized values were of type null. + +I expected the PoolIntArray to be initialized to all zeroes when resizing, instead it was occasionally filled with gibberish, which was different every time the code was run. +I think the Pool\*Array types should be initialized automatically to zero by the Godot Engine when they are resized and this should not be left in the hands of game developers, who are not expected to understand these kind of issues. + +P.S. @reduz ",True,"Pool*Array.resize(x) causes old data from memory to leak into the array - When resizing Pool\*Array types, the Godot Engine reserves a continuous memory space and does not clear the old values from the memory cells when allocating memory to the Pool\*Array type. + +I was working with PoolIntArrays by printing their contents to the console after resizing them and +each time the result was different. Mostly the array was filled with zeroes, but occasionally I would encounter some total gibberish values in the array which I had not assigned to them. +I tried to replicate the issue with the regular Array type and all uninitialized values were of type null. + +I expected the PoolIntArray to be initialized to all zeroes when resizing, instead it was occasionally filled with gibberish, which was different every time the code was run. +I think the Pool\*Array types should be initialized automatically to zero by the Godot Engine when they are resized and this should not be left in the hands of game developers, who are not expected to understand these kind of issues. + +P.S. @reduz ",1,pool array resize x causes old data from memory to leak into the array when resizing pool array types the godot engine reserves a continuous memory space and does not clear the old values from the memory cells when allocating memory to the pool array type i was working with poolintarrays by printing their contents to the console after resizing them and each time the result was different mostly the array was filled with zeroes but occasionally i would encounter some total gibberish values in the array which i had not assigned to them i tried to replicate the issue with the regular array type and all uninitialized values were of type null i expected the poolintarray to be initialized to all zeroes when resizing instead it was occasionally filled with gibberish which was different every time the code was run i think the pool array types should be initialized automatically to zero by the godot engine when they are resized and this should not be left in the hands of game developers who are not expected to understand these kind of issues p s reduz ,1 +11858,7494241424.0,IssuesEvent,2018-04-07 07:00:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some scenes marked as changed just by switching to them in the editor,bug topic:editor usability,"**Operating system or device - Godot version:** +Ubuntu Linux 16.04, Godot version fea1fb0925142c3279fd3afaf27e80e78cd2e1e8 + +**Issue description** (what happened, and what was expected): +Some scenes are somehow marked as changed simply by switching to them as seen in this small video [http://kuuv.io/i/8PTa8Um.mp4](http://kuuv.io/i/8PTa8Um.mp4) + +This could be related to an animationplayer being present in the scene even if it's not playing. While not a huge issue by itself, it can lead to minor annoyances like displacing tabs out of view when there are few opened due to the size difference incurred by the (*) mark, and it's an undoable change, meaning a bunch of such changes could potentially push out important stuff out of the undo stack. +On a less technical note, it's slightly bothersome, as it's a change that's not known for no apparent reason. + +**Steps to reproduce:** +I can only seem to reproduce it with scenes containing animation players, regardless of their playing state. Changing back and forth to a scene _without_ an animationplayer seems to not trigger it, but jumping to a different scene _with_ an animationplayer does, and any consecutive scenes with. +",True,"Some scenes marked as changed just by switching to them in the editor - **Operating system or device - Godot version:** +Ubuntu Linux 16.04, Godot version fea1fb0925142c3279fd3afaf27e80e78cd2e1e8 + +**Issue description** (what happened, and what was expected): +Some scenes are somehow marked as changed simply by switching to them as seen in this small video [http://kuuv.io/i/8PTa8Um.mp4](http://kuuv.io/i/8PTa8Um.mp4) + +This could be related to an animationplayer being present in the scene even if it's not playing. While not a huge issue by itself, it can lead to minor annoyances like displacing tabs out of view when there are few opened due to the size difference incurred by the (*) mark, and it's an undoable change, meaning a bunch of such changes could potentially push out important stuff out of the undo stack. +On a less technical note, it's slightly bothersome, as it's a change that's not known for no apparent reason. + +**Steps to reproduce:** +I can only seem to reproduce it with scenes containing animation players, regardless of their playing state. Changing back and forth to a scene _without_ an animationplayer seems to not trigger it, but jumping to a different scene _with_ an animationplayer does, and any consecutive scenes with. +",1,some scenes marked as changed just by switching to them in the editor operating system or device godot version ubuntu linux godot version issue description what happened and what was expected some scenes are somehow marked as changed simply by switching to them as seen in this small video this could be related to an animationplayer being present in the scene even if it s not playing while not a huge issue by itself it can lead to minor annoyances like displacing tabs out of view when there are few opened due to the size difference incurred by the mark and it s an undoable change meaning a bunch of such changes could potentially push out important stuff out of the undo stack on a less technical note it s slightly bothersome as it s a change that s not known for no apparent reason steps to reproduce i can only seem to reproduce it with scenes containing animation players regardless of their playing state changing back and forth to a scene without an animationplayer seems to not trigger it but jumping to a different scene with an animationplayer does and any consecutive scenes with ,1 +13679,8638488718.0,IssuesEvent,2018-11-23 14:56:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor help needs a better easier-to-read layout,enhancement junior job pr welcome topic:editor usability,"Currently the editor help is hard to read. You can't tell in a glance what is a method's signature and what is its description. + +![godot windows opt tools 64_2016-06-03_12-56-35](https://cloud.githubusercontent.com/assets/5599796/15784936/28b811f8-298b-11e6-9304-507eb1a74f4c.png) +- The font is also too big, especially when contrasted with the monospaced font used in the code examples. +- The font for method signature should be a bit bigger. +- The space between paragraphs is too big, while the space between methods could be bigger. +- The methods' names don't stand out. So it's hard to tell to which method this description is about. A color would go miles in this way, so if method names were e.g. yellow, it'd be much more visible (check the bottom of the previous image, which shows a link to a function in yellow). +- Sometimes the text gets too close of the right border. There should be a right margin and also a greater left margin. ![godot windows opt tools 64_2016-06-03_13-02-56](https://cloud.githubusercontent.com/assets/5599796/15785333/2557c9a2-298d-11e6-9b09-23e93642c597.png) +- New lines in `classes.xml` should not make paragraphs. It's usually hard to edit long lines, so double new lines should make paragraphs instead. Otherwise we get something like this: ![godot windows opt tools 64_2016-06-03_12-48-11](https://cloud.githubusercontent.com/assets/5599796/15785389/542f700e-298d-11e6-9437-2be883b4819c.png) +",True,"Editor help needs a better easier-to-read layout - Currently the editor help is hard to read. You can't tell in a glance what is a method's signature and what is its description. + +![godot windows opt tools 64_2016-06-03_12-56-35](https://cloud.githubusercontent.com/assets/5599796/15784936/28b811f8-298b-11e6-9304-507eb1a74f4c.png) +- The font is also too big, especially when contrasted with the monospaced font used in the code examples. +- The font for method signature should be a bit bigger. +- The space between paragraphs is too big, while the space between methods could be bigger. +- The methods' names don't stand out. So it's hard to tell to which method this description is about. A color would go miles in this way, so if method names were e.g. yellow, it'd be much more visible (check the bottom of the previous image, which shows a link to a function in yellow). +- Sometimes the text gets too close of the right border. There should be a right margin and also a greater left margin. ![godot windows opt tools 64_2016-06-03_13-02-56](https://cloud.githubusercontent.com/assets/5599796/15785333/2557c9a2-298d-11e6-9b09-23e93642c597.png) +- New lines in `classes.xml` should not make paragraphs. It's usually hard to edit long lines, so double new lines should make paragraphs instead. Otherwise we get something like this: ![godot windows opt tools 64_2016-06-03_12-48-11](https://cloud.githubusercontent.com/assets/5599796/15785389/542f700e-298d-11e6-9437-2be883b4819c.png) +",1,editor help needs a better easier to read layout currently the editor help is hard to read you can t tell in a glance what is a method s signature and what is its description the font is also too big especially when contrasted with the monospaced font used in the code examples the font for method signature should be a bit bigger the space between paragraphs is too big while the space between methods could be bigger the methods names don t stand out so it s hard to tell to which method this description is about a color would go miles in this way so if method names were e g yellow it d be much more visible check the bottom of the previous image which shows a link to a function in yellow sometimes the text gets too close of the right border there should be a right margin and also a greater left margin new lines in classes xml should not make paragraphs it s usually hard to edit long lines so double new lines should make paragraphs instead otherwise we get something like this ,1 +11019,7027683081.0,IssuesEvent,2017-12-25 01:27:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Clicking ""Audio"" while in the Script Editor sinks the bottom menu",bug confirmed topic:editor usability,"**Ubuntu 17.04, Godot Build: 8ed1a28** + + +**Issue description:** +If you're in the Script Editor, clicking the Audio button will make the whole bottom menu sink. +",True,"Clicking ""Audio"" while in the Script Editor sinks the bottom menu - **Ubuntu 17.04, Godot Build: 8ed1a28** + + +**Issue description:** +If you're in the Script Editor, clicking the Audio button will make the whole bottom menu sink. +",1,clicking audio while in the script editor sinks the bottom menu ubuntu godot build issue description if you re in the script editor clicking the audio button will make the whole bottom menu sink ,1 +10257,6653042645.0,IssuesEvent,2017-09-29 06:20:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual Script editor is too small,feature proposal topic:editor topic:visualscript usability,"Visual Script editor is too small. There should be an option to get VS editor (that window with graph and those two lists on left) to another window and fullscreen it. + +Because it's not a code it cannot be opened in external editor, and Godot has too small window to edit it comfortably. + +![zrzut ekranu 2016-08-04 o 18 39 40](https://cloud.githubusercontent.com/assets/959429/17410167/d7b2be5c-5a72-11e6-8755-c373f7fab344.png) +",True,"Visual Script editor is too small - Visual Script editor is too small. There should be an option to get VS editor (that window with graph and those two lists on left) to another window and fullscreen it. + +Because it's not a code it cannot be opened in external editor, and Godot has too small window to edit it comfortably. + +![zrzut ekranu 2016-08-04 o 18 39 40](https://cloud.githubusercontent.com/assets/959429/17410167/d7b2be5c-5a72-11e6-8755-c373f7fab344.png) +",1,visual script editor is too small visual script editor is too small there should be an option to get vs editor that window with graph and those two lists on left to another window and fullscreen it because it s not a code it cannot be opened in external editor and godot has too small window to edit it comfortably ,1 +11695,7370173206.0,IssuesEvent,2018-03-13 07:17:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"The Input Map window and GDscript accepts action names with spaces, but they won't work in game.",bug topic:editor usability,"In Godot 3.0.2 + +I recently discovered that action names containing spaces will not be acted upon when testing the game in Godot (you will need one or more underscores). An example is +**Input.is_action_pressed('my action') vs. Input.is_action_pressed('my _action').** + +Now it might be more of a usability issue than anything, because having spaces instead of an underscore produces no errors in the game or in the UI when it is being set up (instead, the function will quietly choose to not execute with no apparent reason why). This threw me off for around 25 minutes until I realized the problem was the space. + +In short, if Godot does not want to have the user create actions with spaces in the name, the UI should indicate that being the case.",True,"The Input Map window and GDscript accepts action names with spaces, but they won't work in game. - In Godot 3.0.2 + +I recently discovered that action names containing spaces will not be acted upon when testing the game in Godot (you will need one or more underscores). An example is +**Input.is_action_pressed('my action') vs. Input.is_action_pressed('my _action').** + +Now it might be more of a usability issue than anything, because having spaces instead of an underscore produces no errors in the game or in the UI when it is being set up (instead, the function will quietly choose to not execute with no apparent reason why). This threw me off for around 25 minutes until I realized the problem was the space. + +In short, if Godot does not want to have the user create actions with spaces in the name, the UI should indicate that being the case.",1,the input map window and gdscript accepts action names with spaces but they won t work in game in godot i recently discovered that action names containing spaces will not be acted upon when testing the game in godot you will need one or more underscores an example is input is action pressed my action vs input is action pressed my action now it might be more of a usability issue than anything because having spaces instead of an underscore produces no errors in the game or in the ui when it is being set up instead the function will quietly choose to not execute with no apparent reason why this threw me off for around minutes until i realized the problem was the space in short if godot does not want to have the user create actions with spaces in the name the ui should indicate that being the case ,1 +26873,27293333743.0,IssuesEvent,2023-02-23 18:12:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add a 'best fit' option on Labels and other Control Nodes with text,enhancement usability topic:gui,"**Godot version:** +3.1.alpha.official (did a similar code in 3.0.6) + + +**Minimal reproduction project:** +[request_textbestfit.zip](https://github.com/godotengine/godot/files/2343700/request_textbestfit.zip) + +This is a Feature Request for controls with text, like Labels. + +I was looking for a way to reduce the font size of a Label depending on the text that is automatically loaded by the TranslationServer. As we know, a text in a certain language will probably have a different length comparing with others: + +> This is a single line of text in a Label with cliptext and wordwrap options checked, so this node doesn't resize to a bigger rect automatically + +'pt_BR' locale: + +> Essa é uma única linha de texto em um Rótulo com as opções corte de texto e quebra de linhas marcadas, para que essa node não se redimensione para um retângulo maior automaticamente + +So I created a script (TextHelper.gd) and attached it to a Label with a Custom Font + Dynamic Font, so it runs the following function when it enters the tree (automatically) and when the text changes (manually): + +>export(int) var max_font_size : int = 40 #setget max_font_size_change +>export(String) var textx : String = """" #setget text_change (tool and setters only necessary if testing the actual text string and not the id of the TranslationServer) +> +>func _enter_tree(): +> thg.add(self) #TextHelperGlobal Singleton, explained below +> +> #Runs the check function entering the tree so the font size is changed +> #when we run the game and the text loaded by the TranslationServer is already there +> best_fit_check() +> +>func best_fit_check(): +> print_debug(""best_fit_check"") +> var font = get(""custom_fonts/font"") +> if font == null: +> return +> +> font.set(""size"", max_font_size) +> var font_size = max_font_size +> print_debug(""best_fit_check "" + str(get_visible_line_count()) + "" "" + +> str(get_line_count()) ) +> while get_visible_line_count() < get_line_count(): +> font.set(""size"", font_size - 1) +> font_size = font.get(""size"") +> pass + +This is how it looks in the Editor: +![godot_bestfit_editor](https://user-images.githubusercontent.com/35024229/44960218-d7663e00-aed1-11e8-9cd6-8b4483a90ad9.png) + +And this is what happens when the `best_fit_check()` runs entering the tree: +![godot_bestfit_en](https://user-images.githubusercontent.com/35024229/44960226-e6e58700-aed1-11e8-8223-86847423748c.png) +Font size reduces from 38 to 30. + +So, I think this essential for a fixed layout with fixed label sizes, and probably should be an option on every Text control. + +As we don't have a way to easily check all Label controls (unlike the TranslationServer that has a list hidden somewhere), I create an Autoload Singleton to hold a list of these labels: + +>extends Node +> +>var labels = [] +> +>func _ready(): +> pass # Replace with function body. +> +>func add(label): +> if !labels.has(label): +> labels.append(label) +> +>func remove(label): +> if labels.has(label): +> labels.erase(label) +> +>func best_fit_check(): +> for node in labels: +> if is_instance_valid(node): +> node.best_fit_check() + +To test changing the language in Runtime, I attached this little script to the main node (not the label): + +>func _ready(): +> yield(get_tree().create_timer(5.0), ""timeout"") +> TranslationServer.set_locale(""pt_BR"") +> thg.best_fit_check() + +And what happens: +![godot_bestfit_ptbr](https://user-images.githubusercontent.com/35024229/44960249-375ce480-aed2-11e8-84dd-9b38360c1ff8.png) + +The TranslationServer automatically changes the text based on it's hidden list of label nodes, and the Singleton uses it's own list to run the best_fit_check() and resize the font size if necessary. + +​ +So, this works, but... We need the script attached to every Label (or adapt it and attach to a child of the label... you know the drill) and we need the Singleton. What I think it could be done in the engine is: + +- Add a 'best fit' option in the text control. With both cliptext and wordwrap, it should automatically resize the Dynamic Font size when the text is changed + +- Expose the list of label nodes in the TranslationServer + +- Make the TranslationServer auto resize the label's fonts when we call `set_locale`, assuming the 'best fit' is implemented. + + +​Thanks.",True,"Add a 'best fit' option on Labels and other Control Nodes with text - **Godot version:** +3.1.alpha.official (did a similar code in 3.0.6) + + +**Minimal reproduction project:** +[request_textbestfit.zip](https://github.com/godotengine/godot/files/2343700/request_textbestfit.zip) + +This is a Feature Request for controls with text, like Labels. + +I was looking for a way to reduce the font size of a Label depending on the text that is automatically loaded by the TranslationServer. As we know, a text in a certain language will probably have a different length comparing with others: + +> This is a single line of text in a Label with cliptext and wordwrap options checked, so this node doesn't resize to a bigger rect automatically + +'pt_BR' locale: + +> Essa é uma única linha de texto em um Rótulo com as opções corte de texto e quebra de linhas marcadas, para que essa node não se redimensione para um retângulo maior automaticamente + +So I created a script (TextHelper.gd) and attached it to a Label with a Custom Font + Dynamic Font, so it runs the following function when it enters the tree (automatically) and when the text changes (manually): + +>export(int) var max_font_size : int = 40 #setget max_font_size_change +>export(String) var textx : String = """" #setget text_change (tool and setters only necessary if testing the actual text string and not the id of the TranslationServer) +> +>func _enter_tree(): +> thg.add(self) #TextHelperGlobal Singleton, explained below +> +> #Runs the check function entering the tree so the font size is changed +> #when we run the game and the text loaded by the TranslationServer is already there +> best_fit_check() +> +>func best_fit_check(): +> print_debug(""best_fit_check"") +> var font = get(""custom_fonts/font"") +> if font == null: +> return +> +> font.set(""size"", max_font_size) +> var font_size = max_font_size +> print_debug(""best_fit_check "" + str(get_visible_line_count()) + "" "" + +> str(get_line_count()) ) +> while get_visible_line_count() < get_line_count(): +> font.set(""size"", font_size - 1) +> font_size = font.get(""size"") +> pass + +This is how it looks in the Editor: +![godot_bestfit_editor](https://user-images.githubusercontent.com/35024229/44960218-d7663e00-aed1-11e8-9cd6-8b4483a90ad9.png) + +And this is what happens when the `best_fit_check()` runs entering the tree: +![godot_bestfit_en](https://user-images.githubusercontent.com/35024229/44960226-e6e58700-aed1-11e8-8223-86847423748c.png) +Font size reduces from 38 to 30. + +So, I think this essential for a fixed layout with fixed label sizes, and probably should be an option on every Text control. + +As we don't have a way to easily check all Label controls (unlike the TranslationServer that has a list hidden somewhere), I create an Autoload Singleton to hold a list of these labels: + +>extends Node +> +>var labels = [] +> +>func _ready(): +> pass # Replace with function body. +> +>func add(label): +> if !labels.has(label): +> labels.append(label) +> +>func remove(label): +> if labels.has(label): +> labels.erase(label) +> +>func best_fit_check(): +> for node in labels: +> if is_instance_valid(node): +> node.best_fit_check() + +To test changing the language in Runtime, I attached this little script to the main node (not the label): + +>func _ready(): +> yield(get_tree().create_timer(5.0), ""timeout"") +> TranslationServer.set_locale(""pt_BR"") +> thg.best_fit_check() + +And what happens: +![godot_bestfit_ptbr](https://user-images.githubusercontent.com/35024229/44960249-375ce480-aed2-11e8-84dd-9b38360c1ff8.png) + +The TranslationServer automatically changes the text based on it's hidden list of label nodes, and the Singleton uses it's own list to run the best_fit_check() and resize the font size if necessary. + +​ +So, this works, but... We need the script attached to every Label (or adapt it and attach to a child of the label... you know the drill) and we need the Singleton. What I think it could be done in the engine is: + +- Add a 'best fit' option in the text control. With both cliptext and wordwrap, it should automatically resize the Dynamic Font size when the text is changed + +- Expose the list of label nodes in the TranslationServer + +- Make the TranslationServer auto resize the label's fonts when we call `set_locale`, assuming the 'best fit' is implemented. + + +​Thanks.",1,add a best fit option on labels and other control nodes with text godot version alpha official did a similar code in minimal reproduction project this is a feature request for controls with text like labels i was looking for a way to reduce the font size of a label depending on the text that is automatically loaded by the translationserver as we know a text in a certain language will probably have a different length comparing with others this is a single line of text in a label with cliptext and wordwrap options checked so this node doesn t resize to a bigger rect automatically pt br locale essa é uma única linha de texto em um rótulo com as opções corte de texto e quebra de linhas marcadas para que essa node não se redimensione para um retângulo maior automaticamente so i created a script texthelper gd and attached it to a label with a custom font dynamic font so it runs the following function when it enters the tree automatically and when the text changes manually export int var max font size int setget max font size change export string var textx string setget text change tool and setters only necessary if testing the actual text string and not the id of the translationserver func enter tree thg add self texthelperglobal singleton explained below runs the check function entering the tree so the font size is changed when we run the game and the text loaded by the translationserver is already there best fit check func best fit check print debug best fit check var font get custom fonts font if font null return font set size max font size var font size max font size print debug best fit check str get visible line count str get line count while get visible line count get line count font set size font size font size font get size pass this is how it looks in the editor and this is what happens when the best fit check runs entering the tree font size reduces from to so i think this essential for a fixed layout with fixed label sizes and probably should be an option on every text control as we don t have a way to easily check all label controls unlike the translationserver that has a list hidden somewhere i create an autoload singleton to hold a list of these labels extends node var labels func ready pass replace with function body func add label if labels has label labels append label func remove label if labels has label labels erase label func best fit check for node in labels if is instance valid node node best fit check to test changing the language in runtime i attached this little script to the main node not the label func ready yield get tree create timer timeout translationserver set locale pt br thg best fit check and what happens the translationserver automatically changes the text based on it s hidden list of label nodes and the singleton uses it s own list to run the best fit check and resize the font size if necessary ​ so this works but we need the script attached to every label or adapt it and attach to a child of the label you know the drill and we need the singleton what i think it could be done in the engine is add a best fit option in the text control with both cliptext and wordwrap it should automatically resize the dynamic font size when the text is changed expose the list of label nodes in the translationserver make the translationserver auto resize the label s fonts when we call set locale assuming the best fit is implemented ​thanks ,1 +21329,16844524750.0,IssuesEvent,2021-06-19 07:21:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Raycast3D is very hard to see in editor,enhancement topic:editor topic:rendering usability,"**Godot version:** v3.1 c861756 + +**Issue description:** +Raycast3D gizmo is almos impossible to view if it overlaps with the axis. It also z-fights with the axis. +My proposal is to have a more visible gizmo for the raycast node. + +![image](https://user-images.githubusercontent.com/7917475/41940214-50695cac-7998-11e8-941f-6a3ad4fafb28.png) +![image](https://user-images.githubusercontent.com/7917475/41940232-5b58f03c-7998-11e8-9f24-423231384908.png) + +",True,"Raycast3D is very hard to see in editor - **Godot version:** v3.1 c861756 + +**Issue description:** +Raycast3D gizmo is almos impossible to view if it overlaps with the axis. It also z-fights with the axis. +My proposal is to have a more visible gizmo for the raycast node. + +![image](https://user-images.githubusercontent.com/7917475/41940214-50695cac-7998-11e8-941f-6a3ad4fafb28.png) +![image](https://user-images.githubusercontent.com/7917475/41940232-5b58f03c-7998-11e8-9f24-423231384908.png) + +",1, is very hard to see in editor godot version issue description gizmo is almos impossible to view if it overlaps with the axis it also z fights with the axis my proposal is to have a more visible gizmo for the raycast node ,1 +18836,13300379754.0,IssuesEvent,2020-08-25 11:15:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open inspector tabs by hovering over them during drag and drop,enhancement topic:editor usability,"**Godot version:** +3.2.1 + +**OS/device including version:** +Linux Mint 19.3 + +**Issue description:** +It's been a few times now that I've tried to drag a script onto an object only to realize that the script area is folded. Then I have to stop dragging the script, unfold the tab, then drag the script again. + +![2dcc9b45](https://user-images.githubusercontent.com/14253836/78265697-6da58000-74ca-11ea-8b9f-4a34a02983da.gif) + +While it is a small thing to complain about, it can break the flow of work + +**Steps to reproduce:** + +**Minimal reproduction project:** +",True,"Open inspector tabs by hovering over them during drag and drop - **Godot version:** +3.2.1 + +**OS/device including version:** +Linux Mint 19.3 + +**Issue description:** +It's been a few times now that I've tried to drag a script onto an object only to realize that the script area is folded. Then I have to stop dragging the script, unfold the tab, then drag the script again. + +![2dcc9b45](https://user-images.githubusercontent.com/14253836/78265697-6da58000-74ca-11ea-8b9f-4a34a02983da.gif) + +While it is a small thing to complain about, it can break the flow of work + +**Steps to reproduce:** + +**Minimal reproduction project:** +",1,open inspector tabs by hovering over them during drag and drop godot version os device including version linux mint issue description it s been a few times now that i ve tried to drag a script onto an object only to realize that the script area is folded then i have to stop dragging the script unfold the tab then drag the script again while it is a small thing to complain about it can break the flow of work steps to reproduce minimal reproduction project ,1 +15292,9934901893.0,IssuesEvent,2019-07-02 15:22:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationTree Sub-StateMachines reset to start node,discussion topic:core usability,"**Godot version:** + +3.1 + +**OS/device including version:** + +Windows + +**Issue description:** + +I don't think my problem is a bug, it's just an issue that I find no way to solve and where I am not able to get help with. +Im trying to animate my player with an AnimationTree: +The state machine of the animation player looks like this: +![image](https://user-images.githubusercontent.com/48568096/58127662-24cc3c00-7c16-11e9-815d-e042f38dcda8.png) and each of the sub-state machines look like this: +![image](https://user-images.githubusercontent.com/48568096/58127725-4fb69000-7c16-11e9-9bbf-13968c35944f.png) +and this is the script on the player which controls the state machines: + +``` +extends KinematicBody2D + +export (int) var walk_speed = 200 +export (int) var run_speed = 300 +export (float) var secs_till_idle = 5.0 + +onready var Idle_Timer = get_node(""Idle_Checker"") + +var state_machines = {} +var curr_speed = 0 +var move_state = ""stop"" +var direction = ""down"" +var velocity = Vector2() + +func _ready(): + state_machines[""main""] = get_node(""AnimationTree"").get(""parameters/playback"") + state_machines[""idle""] = get_node(""AnimationTree"").get(""parameters/idle/playback"") + state_machines[""stop""] = get_node(""AnimationTree"").get(""parameters/stop/playback"") + state_machines[""walk""] = get_node(""AnimationTree"").get(""parameters/walk/playback"") + state_machines[""run""] = get_node(""AnimationTree"").get(""parameters/run/playback"") + + Idle_Timer.set_wait_time(secs_till_idle) + +func _physics_process(delta): + _check_movement() + _check_idle() + move_and_slide(velocity) + +func _check_movement(): + + velocity = Vector2() + if Input.is_action_pressed(""move_down""): + set_direction(""down"") + velocity.y += 1 + + if Input.is_action_pressed(""move_up""): + set_direction(""up"") + velocity.y -= 1 + + if Input.is_action_pressed(""move_right""): + set_direction(""right"") + velocity.x += 1 + + if Input.is_action_pressed(""move_left""): + set_direction(""left"") + velocity.x -= 1 + + if velocity.length() > 0: + if Input.is_action_pressed(""move_run""): + set_move_state(""run"") + else: + set_move_state(""walk"") + + elif move_state != ""idle"": + set_move_state(""stop"") + + if state_machines[""main""].is_playing(): + state_machines[""main""].travel(move_state) + + _change_all_sub_state_machines(direction) # Doesn't fix anything + #if state_machines[move_state].is_playing(): + # state_machines[move_state].travel(move_state + ""_"" + direction) + + velocity = velocity.normalized() * curr_speed + +func _change_all_sub_state_machines(direction): + if state_machines[""idle""].is_playing(): + state_machines[""idle""].travel(""idle_"" + direction) + + if state_machines[""stop""].is_playing(): + state_machines[""stop""].travel(""stop_"" + direction) + + if state_machines[""walk""].is_playing(): + state_machines[""walk""].travel(""walk_"" + direction) + + if state_machines[""run""].is_playing(): + state_machines[""run""].travel(""run_"" + direction) + +func _check_idle(): + if move_state == ""stop"": + if Idle_Timer.is_stopped(): + Idle_Timer.start() + else: + Idle_Timer.stop() + +func _on_Idle_Checker_timeout(): + set_move_state(""idle"") + +func set_move_state(new_move_state): + match new_move_state: + ""stop"": set_speed(0) + ""idle"": set_speed(0) + ""walk"": set_speed(walk_speed) + ""run"": set_speed(run_speed) + + move_state = new_move_state + +func set_speed(new_speed): + curr_speed = new_speed + +func set_direction(new_direction): + direction = new_direction +``` + +Now the problem is, that if I change from state ""stop"" in the main state machine to state ""walk"" for example and from the sub-state machine ""stop_left"" to sub-state machine ""walk_left"", the animation with the start marker shows off for one frame in the sub_state machine im traveling in (""walk_down"" in this example). +I tried to fix this by traveling every sub-state machine to ""[state]_[direction]"", but that doesnt fix anything, the animation still gets reset. I have made a video showing it: +https://www.youtube.com/watch?v=i-eziuBjpOU&feature=youtu.be +(This is me mashing the arrow keys in one direction at a time triggering the start node) + +So I am questioning the usage of sub-state machines right now. I don't how you would use them without encountering this problem... Maybe I am missing something. + +**Minimal reproduction project:** +[Sub-state machine debug.zip](https://github.com/godotengine/godot/files/3204404/Sub-state.machine.debug.zip) +This is the actual project im working on, but its not very advanced so you should see the issue right away. + +",True,"AnimationTree Sub-StateMachines reset to start node - **Godot version:** + +3.1 + +**OS/device including version:** + +Windows + +**Issue description:** + +I don't think my problem is a bug, it's just an issue that I find no way to solve and where I am not able to get help with. +Im trying to animate my player with an AnimationTree: +The state machine of the animation player looks like this: +![image](https://user-images.githubusercontent.com/48568096/58127662-24cc3c00-7c16-11e9-815d-e042f38dcda8.png) and each of the sub-state machines look like this: +![image](https://user-images.githubusercontent.com/48568096/58127725-4fb69000-7c16-11e9-9bbf-13968c35944f.png) +and this is the script on the player which controls the state machines: + +``` +extends KinematicBody2D + +export (int) var walk_speed = 200 +export (int) var run_speed = 300 +export (float) var secs_till_idle = 5.0 + +onready var Idle_Timer = get_node(""Idle_Checker"") + +var state_machines = {} +var curr_speed = 0 +var move_state = ""stop"" +var direction = ""down"" +var velocity = Vector2() + +func _ready(): + state_machines[""main""] = get_node(""AnimationTree"").get(""parameters/playback"") + state_machines[""idle""] = get_node(""AnimationTree"").get(""parameters/idle/playback"") + state_machines[""stop""] = get_node(""AnimationTree"").get(""parameters/stop/playback"") + state_machines[""walk""] = get_node(""AnimationTree"").get(""parameters/walk/playback"") + state_machines[""run""] = get_node(""AnimationTree"").get(""parameters/run/playback"") + + Idle_Timer.set_wait_time(secs_till_idle) + +func _physics_process(delta): + _check_movement() + _check_idle() + move_and_slide(velocity) + +func _check_movement(): + + velocity = Vector2() + if Input.is_action_pressed(""move_down""): + set_direction(""down"") + velocity.y += 1 + + if Input.is_action_pressed(""move_up""): + set_direction(""up"") + velocity.y -= 1 + + if Input.is_action_pressed(""move_right""): + set_direction(""right"") + velocity.x += 1 + + if Input.is_action_pressed(""move_left""): + set_direction(""left"") + velocity.x -= 1 + + if velocity.length() > 0: + if Input.is_action_pressed(""move_run""): + set_move_state(""run"") + else: + set_move_state(""walk"") + + elif move_state != ""idle"": + set_move_state(""stop"") + + if state_machines[""main""].is_playing(): + state_machines[""main""].travel(move_state) + + _change_all_sub_state_machines(direction) # Doesn't fix anything + #if state_machines[move_state].is_playing(): + # state_machines[move_state].travel(move_state + ""_"" + direction) + + velocity = velocity.normalized() * curr_speed + +func _change_all_sub_state_machines(direction): + if state_machines[""idle""].is_playing(): + state_machines[""idle""].travel(""idle_"" + direction) + + if state_machines[""stop""].is_playing(): + state_machines[""stop""].travel(""stop_"" + direction) + + if state_machines[""walk""].is_playing(): + state_machines[""walk""].travel(""walk_"" + direction) + + if state_machines[""run""].is_playing(): + state_machines[""run""].travel(""run_"" + direction) + +func _check_idle(): + if move_state == ""stop"": + if Idle_Timer.is_stopped(): + Idle_Timer.start() + else: + Idle_Timer.stop() + +func _on_Idle_Checker_timeout(): + set_move_state(""idle"") + +func set_move_state(new_move_state): + match new_move_state: + ""stop"": set_speed(0) + ""idle"": set_speed(0) + ""walk"": set_speed(walk_speed) + ""run"": set_speed(run_speed) + + move_state = new_move_state + +func set_speed(new_speed): + curr_speed = new_speed + +func set_direction(new_direction): + direction = new_direction +``` + +Now the problem is, that if I change from state ""stop"" in the main state machine to state ""walk"" for example and from the sub-state machine ""stop_left"" to sub-state machine ""walk_left"", the animation with the start marker shows off for one frame in the sub_state machine im traveling in (""walk_down"" in this example). +I tried to fix this by traveling every sub-state machine to ""[state]_[direction]"", but that doesnt fix anything, the animation still gets reset. I have made a video showing it: +https://www.youtube.com/watch?v=i-eziuBjpOU&feature=youtu.be +(This is me mashing the arrow keys in one direction at a time triggering the start node) + +So I am questioning the usage of sub-state machines right now. I don't how you would use them without encountering this problem... Maybe I am missing something. + +**Minimal reproduction project:** +[Sub-state machine debug.zip](https://github.com/godotengine/godot/files/3204404/Sub-state.machine.debug.zip) +This is the actual project im working on, but its not very advanced so you should see the issue right away. + +",1,animationtree sub statemachines reset to start node godot version os device including version windows issue description i don t think my problem is a bug it s just an issue that i find no way to solve and where i am not able to get help with im trying to animate my player with an animationtree the state machine of the animation player looks like this and each of the sub state machines look like this and this is the script on the player which controls the state machines extends export int var walk speed export int var run speed export float var secs till idle onready var idle timer get node idle checker var state machines var curr speed var move state stop var direction down var velocity func ready state machines get node animationtree get parameters playback state machines get node animationtree get parameters idle playback state machines get node animationtree get parameters stop playback state machines get node animationtree get parameters walk playback state machines get node animationtree get parameters run playback idle timer set wait time secs till idle func physics process delta check movement check idle move and slide velocity func check movement velocity if input is action pressed move down set direction down velocity y if input is action pressed move up set direction up velocity y if input is action pressed move right set direction right velocity x if input is action pressed move left set direction left velocity x if velocity length if input is action pressed move run set move state run else set move state walk elif move state idle set move state stop if state machines is playing state machines travel move state change all sub state machines direction doesn t fix anything if state machines is playing state machines travel move state direction velocity velocity normalized curr speed func change all sub state machines direction if state machines is playing state machines travel idle direction if state machines is playing state machines travel stop direction if state machines is playing state machines travel walk direction if state machines is playing state machines travel run direction func check idle if move state stop if idle timer is stopped idle timer start else idle timer stop func on idle checker timeout set move state idle func set move state new move state match new move state stop set speed idle set speed walk set speed walk speed run set speed run speed move state new move state func set speed new speed curr speed new speed func set direction new direction direction new direction now the problem is that if i change from state stop in the main state machine to state walk for example and from the sub state machine stop left to sub state machine walk left the animation with the start marker shows off for one frame in the sub state machine im traveling in walk down in this example i tried to fix this by traveling every sub state machine to but that doesnt fix anything the animation still gets reset i have made a video showing it this is me mashing the arrow keys in one direction at a time triggering the start node so i am questioning the usage of sub state machines right now i don t how you would use them without encountering this problem maybe i am missing something minimal reproduction project this is the actual project im working on but its not very advanced so you should see the issue right away ,1 +12930,8196158946.0,IssuesEvent,2018-08-31 08:55:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Android export settings: version/code EditorSpinSlider is broken,bug topic:editor usability,"**Godot version:** +Current master (de0fb0798e). + +**OS/device including version:** +Mageia 6 x86_64. + +**Issue description:** +The `version/code` EditorSpinSlider in the Android export settings seems to be misbehaving: +- Click the up/down spin button works, but holding the click only increments/decrements by 2, then stops (e.g. 1 -> 2 -> 3 stuck). +- Click and drag the input field is broken, neither up/down nor left/right work as they should. The mouse cursor jumps for a bit to the center of the window and comes back. Sometimes the drag will produce no increment/decrement, sometimes it will do a jump between ±3 and ±10. +- You have to click the input LineEdit to see the slider appear. When you try to drag the slider handle, it jumps to an arbitrary value (e.g. from 1 to 35) and is then stuck. You have to release the handle, and click again to move to another random point nearby. + +![test](https://user-images.githubusercontent.com/4701338/44210001-774b6a00-a165-11e8-8b1d-3e26e98545cc.gif) + +I don't know if other EditorSpinSliders are affected. + +**Steps to reproduce:** +See above. + +**Minimal reproduction project:** +Not relevant.",True,"Android export settings: version/code EditorSpinSlider is broken - **Godot version:** +Current master (de0fb0798e). + +**OS/device including version:** +Mageia 6 x86_64. + +**Issue description:** +The `version/code` EditorSpinSlider in the Android export settings seems to be misbehaving: +- Click the up/down spin button works, but holding the click only increments/decrements by 2, then stops (e.g. 1 -> 2 -> 3 stuck). +- Click and drag the input field is broken, neither up/down nor left/right work as they should. The mouse cursor jumps for a bit to the center of the window and comes back. Sometimes the drag will produce no increment/decrement, sometimes it will do a jump between ±3 and ±10. +- You have to click the input LineEdit to see the slider appear. When you try to drag the slider handle, it jumps to an arbitrary value (e.g. from 1 to 35) and is then stuck. You have to release the handle, and click again to move to another random point nearby. + +![test](https://user-images.githubusercontent.com/4701338/44210001-774b6a00-a165-11e8-8b1d-3e26e98545cc.gif) + +I don't know if other EditorSpinSliders are affected. + +**Steps to reproduce:** +See above. + +**Minimal reproduction project:** +Not relevant.",1,android export settings version code editorspinslider is broken godot version current master os device including version mageia issue description the version code editorspinslider in the android export settings seems to be misbehaving click the up down spin button works but holding the click only increments decrements by then stops e g stuck click and drag the input field is broken neither up down nor left right work as they should the mouse cursor jumps for a bit to the center of the window and comes back sometimes the drag will produce no increment decrement sometimes it will do a jump between ± and ± you have to click the input lineedit to see the slider appear when you try to drag the slider handle it jumps to an arbitrary value e g from to and is then stuck you have to release the handle and click again to move to another random point nearby i don t know if other editorspinsliders are affected steps to reproduce see above minimal reproduction project not relevant ,1 +26310,26686022095.0,IssuesEvent,2023-01-26 22:00:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader Globals in Compatability Mode Causes Shaders to Fail,bug confirmed usability topic:shaders,"### Godot version + +4.0dev_beta15 + +### System information + +Windows10, GLES3, RX6600XT + +### Issue description + +Using Shader Globals (global uniforms) in Rendering Method gl_compatability (OpenGL3.3) causes shader compilation to fail. + +### Steps to reproduce + +Create a Shader Global of any type. This case I am using one named GLOBAL_BOOL of type bool. + +Use the global in a gdshader: +``` +shader_type spatial; + +global uniform bool GLOBAL_BOOL; + +void vertex() { + GLOBAL_BOOL; +} +``` + +Attach shader to any material and get the following error: +``` + drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Vertex shader compilation failed: + ERROR: 0:386: '' : syntax error, unexpected LEFT_BRACKET, expecting RIGHT_PAREN + ERROR: 1 compilation errors. No code generated. +``` +The offending piece of generated glsl shader code: +``` +385: { +386: bool(floatBitsToUint([m_GLOBAL_BOOL].x)); +387: } +``` + +Basically it's trying to access the `global_shader_uniforms` array and retrieve the `m_GLOBAL_BOOL`th element, but it is forgetting to prepend the array name. It should look like this: +``` +385: { +386: bool(floatBitsToUint(global_shader_uniforms[m_GLOBAL_BOOL].x)); +387: } +``` + +Rummaging through the code, the `Shader::DefaultIdentifierActions` for GLES3 side of things found in `\drivers\gles3\storage\material_storage.cpp` forgets to set the value for `global_buffer_array_variable`. The fix would be to add the line +```actions.global_buffer_array_variable = ""global_shader_uniforms"";``` +before initializing the `ShaderCompiler`s. There are four `ShaderCompiler`s so you would need to add that line before each of their initializations if you want all of them to have access to Shader Globals. Attached is the laziest updated code to `material_storage.cpp` that fixes this issue. +[material_storage_fix.zip](https://github.com/godotengine/godot/files/10497086/material_storage_fix.zip) + +### Minimal reproduction project + +[GlobalShaderUniformsBug.zip](https://github.com/godotengine/godot/files/10497094/GlobalShaderUniformsBug.zip) +",True,"Shader Globals in Compatability Mode Causes Shaders to Fail - ### Godot version + +4.0dev_beta15 + +### System information + +Windows10, GLES3, RX6600XT + +### Issue description + +Using Shader Globals (global uniforms) in Rendering Method gl_compatability (OpenGL3.3) causes shader compilation to fail. + +### Steps to reproduce + +Create a Shader Global of any type. This case I am using one named GLOBAL_BOOL of type bool. + +Use the global in a gdshader: +``` +shader_type spatial; + +global uniform bool GLOBAL_BOOL; + +void vertex() { + GLOBAL_BOOL; +} +``` + +Attach shader to any material and get the following error: +``` + drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Vertex shader compilation failed: + ERROR: 0:386: '' : syntax error, unexpected LEFT_BRACKET, expecting RIGHT_PAREN + ERROR: 1 compilation errors. No code generated. +``` +The offending piece of generated glsl shader code: +``` +385: { +386: bool(floatBitsToUint([m_GLOBAL_BOOL].x)); +387: } +``` + +Basically it's trying to access the `global_shader_uniforms` array and retrieve the `m_GLOBAL_BOOL`th element, but it is forgetting to prepend the array name. It should look like this: +``` +385: { +386: bool(floatBitsToUint(global_shader_uniforms[m_GLOBAL_BOOL].x)); +387: } +``` + +Rummaging through the code, the `Shader::DefaultIdentifierActions` for GLES3 side of things found in `\drivers\gles3\storage\material_storage.cpp` forgets to set the value for `global_buffer_array_variable`. The fix would be to add the line +```actions.global_buffer_array_variable = ""global_shader_uniforms"";``` +before initializing the `ShaderCompiler`s. There are four `ShaderCompiler`s so you would need to add that line before each of their initializations if you want all of them to have access to Shader Globals. Attached is the laziest updated code to `material_storage.cpp` that fixes this issue. +[material_storage_fix.zip](https://github.com/godotengine/godot/files/10497086/material_storage_fix.zip) + +### Minimal reproduction project + +[GlobalShaderUniformsBug.zip](https://github.com/godotengine/godot/files/10497094/GlobalShaderUniformsBug.zip) +",1,shader globals in compatability mode causes shaders to fail godot version system information issue description using shader globals global uniforms in rendering method gl compatability causes shader compilation to fail steps to reproduce create a shader global of any type this case i am using one named global bool of type bool use the global in a gdshader shader type spatial global uniform bool global bool void vertex global bool attach shader to any material and get the following error drivers shader cpp vertex shader compilation failed error syntax error unexpected left bracket expecting right paren error compilation errors no code generated the offending piece of generated glsl shader code bool floatbitstouint x basically it s trying to access the global shader uniforms array and retrieve the m global bool th element but it is forgetting to prepend the array name it should look like this bool floatbitstouint global shader uniforms x rummaging through the code the shader defaultidentifieractions for side of things found in drivers storage material storage cpp forgets to set the value for global buffer array variable the fix would be to add the line actions global buffer array variable global shader uniforms before initializing the shadercompiler s there are four shadercompiler s so you would need to add that line before each of their initializations if you want all of them to have access to shader globals attached is the laziest updated code to material storage cpp that fixes this issue minimal reproduction project ,1 +16061,10544230658.0,IssuesEvent,2019-10-02 16:28:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selectable text in dialog windows,enhancement feature proposal usability," + +**Operating system or device - Godot version:** +Windows 10, 2.1.2-stable + +**Issue description:** +I don't know if it's in progress for 3.0 or is a Windows issue, but would be great if was possible to select text on dialog windows, it's a small detail that would improve usability and help search for thrown errors. +",True,"Selectable text in dialog windows - + +**Operating system or device - Godot version:** +Windows 10, 2.1.2-stable + +**Issue description:** +I don't know if it's in progress for 3.0 or is a Windows issue, but would be great if was possible to select text on dialog windows, it's a small detail that would improve usability and help search for thrown errors. +",1,selectable text in dialog windows readme incompatibilities and broken features in the current master branch alpha are known and expected due to important refactoring work so no need to report them for now thanks operating system or device godot version windows stable issue description i don t know if it s in progress for or is a windows issue but would be great if was possible to select text on dialog windows it s a small detail that would improve usability and help search for thrown errors ,1 +15754,10277046792.0,IssuesEvent,2019-08-24 23:44:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,@ operator doesn't have auto-completion,discussion topic:editor usability," + +**Godot version:** +89bcfa4b3 + +**Issue description:** +Sooo there's this `@` operator, which is mostly used for NodePaths, like, you can export a NodePath and give it a default value with `@""path/to/node""`. But the operator doesn't provide any nice autocompletion like `$` does. It's probably disputable whether it should have it or not, but it occurred to me once that it could be useful sometimes.",True,"@ operator doesn't have auto-completion - + +**Godot version:** +89bcfa4b3 + +**Issue description:** +Sooo there's this `@` operator, which is mostly used for NodePaths, like, you can export a NodePath and give it a default value with `@""path/to/node""`. But the operator doesn't provide any nice autocompletion like `$` does. It's probably disputable whether it should have it or not, but it occurred to me once that it could be useful sometimes.",1, operator doesn t have auto completion please search existing issues for potential duplicates before filing yours godot version issue description sooo there s this operator which is mostly used for nodepaths like you can export a nodepath and give it a default value with path to node but the operator doesn t provide any nice autocompletion like does it s probably disputable whether it should have it or not but it occurred to me once that it could be useful sometimes ,1 +15564,10136906384.0,IssuesEvent,2019-08-02 14:05:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Find"" and ""Find Next"" should highlight found text, so any typing/pasting replaces found text",enhancement topic:editor usability,"**Godot version:** +Godot 3.0 through 3.1 Alpha 3. + + +**OS/device including version:** +macOS 10.13.6 + +**Issue description:** +A common feature of all IDE editors I've ever used is that typing text after a Find operation replaces the found text. In Godot's text editors (GDScript and shader editors), a box is drawn around each occurrence of the searched text and the cursor moves to the next box with each Find Next operation, but the text that the cursor moves next to is not actually selected. This results in a very unusual (as far as text editors go) behaviour where typed/pasted text is appended to the found text instead of replacing it, even though the found text looks like it was selected due to the box around it and hence should have gotten replaced. + +So my request is to please automatically select the current occurrence of the searched text that the cursor is placed next to as a result of a ""Find"" or ""Find Next"" operation. + +P.S. #2982 seems to track script editor related enhancement requests, which might be a good place to add this.",True,"""Find"" and ""Find Next"" should highlight found text, so any typing/pasting replaces found text - **Godot version:** +Godot 3.0 through 3.1 Alpha 3. + + +**OS/device including version:** +macOS 10.13.6 + +**Issue description:** +A common feature of all IDE editors I've ever used is that typing text after a Find operation replaces the found text. In Godot's text editors (GDScript and shader editors), a box is drawn around each occurrence of the searched text and the cursor moves to the next box with each Find Next operation, but the text that the cursor moves next to is not actually selected. This results in a very unusual (as far as text editors go) behaviour where typed/pasted text is appended to the found text instead of replacing it, even though the found text looks like it was selected due to the box around it and hence should have gotten replaced. + +So my request is to please automatically select the current occurrence of the searched text that the cursor is placed next to as a result of a ""Find"" or ""Find Next"" operation. + +P.S. #2982 seems to track script editor related enhancement requests, which might be a good place to add this.",1, find and find next should highlight found text so any typing pasting replaces found text godot version godot through alpha os device including version macos issue description a common feature of all ide editors i ve ever used is that typing text after a find operation replaces the found text in godot s text editors gdscript and shader editors a box is drawn around each occurrence of the searched text and the cursor moves to the next box with each find next operation but the text that the cursor moves next to is not actually selected this results in a very unusual as far as text editors go behaviour where typed pasted text is appended to the found text instead of replacing it even though the found text looks like it was selected due to the box around it and hence should have gotten replaced so my request is to please automatically select the current occurrence of the searched text that the cursor is placed next to as a result of a find or find next operation p s seems to track script editor related enhancement requests which might be a good place to add this ,1 +4049,3671735532.0,IssuesEvent,2016-02-22 09:16:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2D Rotate tool always resets rotation to zero. ,bug topic:editor usability,"**Operating system or device:** +Win 7, 64 bit. Godot 2.0 RC1. But I'm assuming it works this way for all platforms and all versions. + +**Issue description** +When rotating nodes in the 2D viewport, the rotation always snaps back to zero first, which makes it confusing to use and nearly impossible to make small, precise changes. + +![](http://i.imgur.com/rg7i4P4.gif) + +I expect it to add an offset to the current location based on your mouse position. (this is how the 3D rotate tool currently works.) + +_P.S. I like the new bug report template._ ",True,"2D Rotate tool always resets rotation to zero. - **Operating system or device:** +Win 7, 64 bit. Godot 2.0 RC1. But I'm assuming it works this way for all platforms and all versions. + +**Issue description** +When rotating nodes in the 2D viewport, the rotation always snaps back to zero first, which makes it confusing to use and nearly impossible to make small, precise changes. + +![](http://i.imgur.com/rg7i4P4.gif) + +I expect it to add an offset to the current location based on your mouse position. (this is how the 3D rotate tool currently works.) + +_P.S. I like the new bug report template._ ",1, rotate tool always resets rotation to zero operating system or device win bit godot but i m assuming it works this way for all platforms and all versions issue description when rotating nodes in the viewport the rotation always snaps back to zero first which makes it confusing to use and nearly impossible to make small precise changes i expect it to add an offset to the current location based on your mouse position this is how the rotate tool currently works p s i like the new bug report template ,1 +27872,30589802719.0,IssuesEvent,2023-07-21 16:02:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"SpriteFrames window renaming animation to empty still causes error and spurious naming conflict if already ""new_animation""",bug topic:editor usability topic:animation,"### Godot version + +v4.0.rc4.official [e0de3573f] + +### System information + +Linux Ubuntu 20.04 with Unity desktop + +### Issue description + +Following PR https://github.com/godotengine/godot/pull/70788 solving issue https://github.com/godotengine/godot/issues/70769, there are still a few bugs remaining. + +1. Editing any animation name to empty string will auto-fix it with ""new_animation[suffix]"" as expected, but still show the Output error just before: + +> Animation '' doesn't exist. +Rename Animation + +2. Renaming an animation already named ""new_animation[suffix]"" will consider the old name to be reserved, causing a conflict with itself and increment the suffix without needing to. For instance, ""new_animation"" -> empty string will become ""new_animation_1"". If ""new_animation_1"" already exists, it will become ""new_animation_2"", etc. + +Basically, it should behave as if the user actually input ""new_animation"" instead of empty string. Looking at https://github.com/godotengine/godot/pull/70788/commits/62976659b8aa9a582550b5a19d0ea1b3af494912 I'd say that the empty -> ""new_animation"" fallback should be done earlier, before `if (new_name == String(edited_anim))` to fix 2. and before `if (!frames->has_animation(edited_anim))` to fix 1. But I'm not sure of possible side effects, so this needs to be tested. + +### Steps to reproduce + +1. In any project: create new Sprite Frames resource +2. In SpriteFrames window: you'll see ""default"" animation. Try to rename it to empty string -> becomes ""new_animation"" as it should. +3. Check the Output console: observe error ""Animation '' doesn't exist."" +4. Rename the animation to empty string again. This time, it becomes ""new_animation_1"". +5. Try various combinations of existing suffixes by adding new animations multiple times, and observe how number resolution by increment occurs as usual, but unnecessarily skipping the very animation that is renamed. + +### Minimal reproduction project + +N/A",True,"SpriteFrames window renaming animation to empty still causes error and spurious naming conflict if already ""new_animation"" - ### Godot version + +v4.0.rc4.official [e0de3573f] + +### System information + +Linux Ubuntu 20.04 with Unity desktop + +### Issue description + +Following PR https://github.com/godotengine/godot/pull/70788 solving issue https://github.com/godotengine/godot/issues/70769, there are still a few bugs remaining. + +1. Editing any animation name to empty string will auto-fix it with ""new_animation[suffix]"" as expected, but still show the Output error just before: + +> Animation '' doesn't exist. +Rename Animation + +2. Renaming an animation already named ""new_animation[suffix]"" will consider the old name to be reserved, causing a conflict with itself and increment the suffix without needing to. For instance, ""new_animation"" -> empty string will become ""new_animation_1"". If ""new_animation_1"" already exists, it will become ""new_animation_2"", etc. + +Basically, it should behave as if the user actually input ""new_animation"" instead of empty string. Looking at https://github.com/godotengine/godot/pull/70788/commits/62976659b8aa9a582550b5a19d0ea1b3af494912 I'd say that the empty -> ""new_animation"" fallback should be done earlier, before `if (new_name == String(edited_anim))` to fix 2. and before `if (!frames->has_animation(edited_anim))` to fix 1. But I'm not sure of possible side effects, so this needs to be tested. + +### Steps to reproduce + +1. In any project: create new Sprite Frames resource +2. In SpriteFrames window: you'll see ""default"" animation. Try to rename it to empty string -> becomes ""new_animation"" as it should. +3. Check the Output console: observe error ""Animation '' doesn't exist."" +4. Rename the animation to empty string again. This time, it becomes ""new_animation_1"". +5. Try various combinations of existing suffixes by adding new animations multiple times, and observe how number resolution by increment occurs as usual, but unnecessarily skipping the very animation that is renamed. + +### Minimal reproduction project + +N/A",1,spriteframes window renaming animation to empty still causes error and spurious naming conflict if already new animation godot version official system information linux ubuntu with unity desktop issue description following pr solving issue there are still a few bugs remaining editing any animation name to empty string will auto fix it with new animation as expected but still show the output error just before animation doesn t exist rename animation renaming an animation already named new animation will consider the old name to be reserved causing a conflict with itself and increment the suffix without needing to for instance new animation empty string will become new animation if new animation already exists it will become new animation etc basically it should behave as if the user actually input new animation instead of empty string looking at i d say that the empty new animation fallback should be done earlier before if new name string edited anim to fix and before if frames has animation edited anim to fix but i m not sure of possible side effects so this needs to be tested steps to reproduce in any project create new sprite frames resource in spriteframes window you ll see default animation try to rename it to empty string becomes new animation as it should check the output console observe error animation doesn t exist rename the animation to empty string again this time it becomes new animation try various combinations of existing suffixes by adding new animations multiple times and observe how number resolution by increment occurs as usual but unnecessarily skipping the very animation that is renamed minimal reproduction project n a,1 +18211,12677889480.0,IssuesEvent,2020-06-19 08:39:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,List of parent functions in code editor,enhancement topic:editor usability,"Suggestion for code editor: +""Alt + Insert"" hotkey for a list with functions of parent class(es) which you could overide. It also would be handy if this list will be in order ""parent -> grandparent"" with separators and parent class names. +",True,"List of parent functions in code editor - Suggestion for code editor: +""Alt + Insert"" hotkey for a list with functions of parent class(es) which you could overide. It also would be handy if this list will be in order ""parent -> grandparent"" with separators and parent class names. +",1,list of parent functions in code editor suggestion for code editor alt insert hotkey for a list with functions of parent class es which you could overide it also would be handy if this list will be in order parent grandparent with separators and parent class names ,1 +24344,23667655224.0,IssuesEvent,2022-08-26 23:55:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Pasting TileMap node pastes tile pattern at the same time,bug topic:editor usability topic:2d,"### Godot version + +4808d01 + +### System information + +Windows 10 x64 + +### Issue description + +![godot_FzRdFO4F1M](https://user-images.githubusercontent.com/2223172/187005014-f6ec68ee-f195-408e-b58b-c11357deac96.gif) +You won't believe how many times I accidentally placed random tiles due to this. + +Pretty sure it can be used by adding a `call_deferred()` somewhere, like always. + +### Steps to reproduce + +1. Have some TileMap with tiles +2. Select some tiles +3. Copy them +4. Cancel +5. Copy the TileMap +6. Paste the TileMap +7. Just as you pasted, the TileMap is selected and also pastes the tiles you copied before +8. If you don't notice it and click somewhere accidentally, the pattern is ""randomly"" added to your newly pasted TileMap + +### Minimal reproduction project + +_No response_",True,"Pasting TileMap node pastes tile pattern at the same time - ### Godot version + +4808d01 + +### System information + +Windows 10 x64 + +### Issue description + +![godot_FzRdFO4F1M](https://user-images.githubusercontent.com/2223172/187005014-f6ec68ee-f195-408e-b58b-c11357deac96.gif) +You won't believe how many times I accidentally placed random tiles due to this. + +Pretty sure it can be used by adding a `call_deferred()` somewhere, like always. + +### Steps to reproduce + +1. Have some TileMap with tiles +2. Select some tiles +3. Copy them +4. Cancel +5. Copy the TileMap +6. Paste the TileMap +7. Just as you pasted, the TileMap is selected and also pastes the tiles you copied before +8. If you don't notice it and click somewhere accidentally, the pattern is ""randomly"" added to your newly pasted TileMap + +### Minimal reproduction project + +_No response_",1,pasting tilemap node pastes tile pattern at the same time godot version system information windows issue description you won t believe how many times i accidentally placed random tiles due to this pretty sure it can be used by adding a call deferred somewhere like always steps to reproduce have some tilemap with tiles select some tiles copy them cancel copy the tilemap paste the tilemap just as you pasted the tilemap is selected and also pastes the tiles you copied before if you don t notice it and click somewhere accidentally the pattern is randomly added to your newly pasted tilemap minimal reproduction project no response ,1 +7708,5156627617.0,IssuesEvent,2017-01-16 00:40:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CanvasItem's Pivot Point Won't Change,bug discussion topic:editor usability,"**Operating system or device - Godot version:** +Ubuntu MATE, Godot 2.1.1 + +**Issue description** (what happened, and what was expected): +In trying to change a CanvasItem's pivot point, clicking it in the editor and then pressing and holding V, it doesn't work. Instead it moves the CanvasItem to the location of the mouse pointer. The inspector records the offset change, though. But as I said, in the editor the CanvasItem just moves to the mouse cursor, instead of the pivot point actually moving. + +**Steps to reproduce:** +Try to change a CanvasItem's pivot point. + +**Link to minimal example project** (optional but very welcome): +",True,"CanvasItem's Pivot Point Won't Change - **Operating system or device - Godot version:** +Ubuntu MATE, Godot 2.1.1 + +**Issue description** (what happened, and what was expected): +In trying to change a CanvasItem's pivot point, clicking it in the editor and then pressing and holding V, it doesn't work. Instead it moves the CanvasItem to the location of the mouse pointer. The inspector records the offset change, though. But as I said, in the editor the CanvasItem just moves to the mouse cursor, instead of the pivot point actually moving. + +**Steps to reproduce:** +Try to change a CanvasItem's pivot point. + +**Link to minimal example project** (optional but very welcome): +",1,canvasitem s pivot point won t change operating system or device godot version ubuntu mate godot issue description what happened and what was expected in trying to change a canvasitem s pivot point clicking it in the editor and then pressing and holding v it doesn t work instead it moves the canvasitem to the location of the mouse pointer the inspector records the offset change though but as i said in the editor the canvasitem just moves to the mouse cursor instead of the pivot point actually moving steps to reproduce try to change a canvasitem s pivot point link to minimal example project optional but very welcome ,1 +17930,12438924803.0,IssuesEvent,2020-05-26 09:14:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Copy, Cut, Paste scene nodes",feature proposal topic:editor usability,"Copy / Cut, Paste nodes would be a tremendous time saver. + +Right now I have to add my components ( sub-scenes ) and re-enter script variables in Property Editor over and over. If I could copy / paste selected node trees between scenes, I would be very happy. + +I'm sure many other users miss this ability. +",True,"Copy, Cut, Paste scene nodes - Copy / Cut, Paste nodes would be a tremendous time saver. + +Right now I have to add my components ( sub-scenes ) and re-enter script variables in Property Editor over and over. If I could copy / paste selected node trees between scenes, I would be very happy. + +I'm sure many other users miss this ability. +",1,copy cut paste scene nodes copy cut paste nodes would be a tremendous time saver right now i have to add my components sub scenes and re enter script variables in property editor over and over if i could copy paste selected node trees between scenes i would be very happy i m sure many other users miss this ability ,1 +11924,7542917614.0,IssuesEvent,2018-04-17 14:15:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,2DEditor: can't scroll past 2x viewport size when zoomed in to a certain level,topic:editor usability," + +**Godot/OS version:** + +e44444e Antergos x86_64 + +**Issue description:** + +Expected: viewport to zoom in directly where mouse cursor is +Happened: you can't go past 2x viewport size (eg. if window size = 1024x800, you can't go beyond 2048x1600) when zoomed in + +**Steps to reproduce:** +1. optional - add a Sprite with texture larger than 2x viewport size. +2. try to zoom in to see the texture outside beyond the mentioned area + +cc: @groud :D +I think it's a ""feature"" but quite problematic when I want to see shader result of large textures.",True,"2DEditor: can't scroll past 2x viewport size when zoomed in to a certain level - + +**Godot/OS version:** + +e44444e Antergos x86_64 + +**Issue description:** + +Expected: viewport to zoom in directly where mouse cursor is +Happened: you can't go past 2x viewport size (eg. if window size = 1024x800, you can't go beyond 2048x1600) when zoomed in + +**Steps to reproduce:** +1. optional - add a Sprite with texture larger than 2x viewport size. +2. try to zoom in to see the texture outside beyond the mentioned area + +cc: @groud :D +I think it's a ""feature"" but quite problematic when I want to see shader result of large textures.",1, can t scroll past viewport size when zoomed in to a certain level please search existing issues for potential duplicates before filing yours godot os version antergos issue description expected viewport to zoom in directly where mouse cursor is happened you can t go past viewport size eg if window size you can t go beyond when zoomed in steps to reproduce optional add a sprite with texture larger than viewport size try to zoom in to see the texture outside beyond the mentioned area cc groud d i think it s a feature but quite problematic when i want to see shader result of large textures ,1 +18209,12677850000.0,IssuesEvent,2020-06-19 08:34:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Disable showing editor for selected node on scene tree,enhancement topic:editor usability,"Sometimes when I'm editing a script I run the game right away to see the changes, instead of looking at the 3D/2D scene editor, and want to be always on the script editor. + +The problem is that if I select a different node in the scene tree panel, Godot shows the default editor for that node and I have to be constantly switching back to the script editor. + +This improvement add an option to the editor settings to disable that behavior, so no matter what node I select on the scene tree, the editor that is currently active will remain so. + +It's useful for live editing too and also for scripts that have exported properties or access other nodes in the hierarchy, so that if one needs to tweak some properties in the attributes editor while still editing the script, Godot won't switch the editor when selecting a different node (also related to [this usability issue](https://github.com/godotengine/godot/issues/12721)) + +The changes that need to be done are in [this commit](https://github.com/rraallvv/godot/commit/f16e5de099ccda44d857d5f8383b1fa713fd35d4).",True,"Disable showing editor for selected node on scene tree - Sometimes when I'm editing a script I run the game right away to see the changes, instead of looking at the 3D/2D scene editor, and want to be always on the script editor. + +The problem is that if I select a different node in the scene tree panel, Godot shows the default editor for that node and I have to be constantly switching back to the script editor. + +This improvement add an option to the editor settings to disable that behavior, so no matter what node I select on the scene tree, the editor that is currently active will remain so. + +It's useful for live editing too and also for scripts that have exported properties or access other nodes in the hierarchy, so that if one needs to tweak some properties in the attributes editor while still editing the script, Godot won't switch the editor when selecting a different node (also related to [this usability issue](https://github.com/godotengine/godot/issues/12721)) + +The changes that need to be done are in [this commit](https://github.com/rraallvv/godot/commit/f16e5de099ccda44d857d5f8383b1fa713fd35d4).",1,disable showing editor for selected node on scene tree sometimes when i m editing a script i run the game right away to see the changes instead of looking at the scene editor and want to be always on the script editor the problem is that if i select a different node in the scene tree panel godot shows the default editor for that node and i have to be constantly switching back to the script editor this improvement add an option to the editor settings to disable that behavior so no matter what node i select on the scene tree the editor that is currently active will remain so it s useful for live editing too and also for scripts that have exported properties or access other nodes in the hierarchy so that if one needs to tweak some properties in the attributes editor while still editing the script godot won t switch the editor when selecting a different node also related to the changes that need to be done are in ,1 +22978,20774066839.0,IssuesEvent,2022-03-16 08:49:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mouse cursor disappears after adjusting environment preview sky light parameters,bug topic:editor usability topic:3d,"### Godot version + +4.0 alpha 4 [f47097973] + +### System information + +Vulkan, Windows 11, Nvidia GTX 1060, intel i5 11400 + +### Issue description + +After clicking the three dots on the top of the editor preview to adjust the properties of the sky light and adjusting the angular altitude or the azimuth with the sliders, the mouse cursor no longer displays while Godot is open +![Screenshot (6)](https://user-images.githubusercontent.com/20273340/158454922-d86d5e06-84c4-4835-aac3-9fc7728e03be.png) +. + +### Steps to reproduce + +In a new project, adjust the azimuth or angular altitude settings of the sun with the sliders from the drop down menu above the preview window. + +### Minimal reproduction project + +_No response_",True,"Mouse cursor disappears after adjusting environment preview sky light parameters - ### Godot version + +4.0 alpha 4 [f47097973] + +### System information + +Vulkan, Windows 11, Nvidia GTX 1060, intel i5 11400 + +### Issue description + +After clicking the three dots on the top of the editor preview to adjust the properties of the sky light and adjusting the angular altitude or the azimuth with the sliders, the mouse cursor no longer displays while Godot is open +![Screenshot (6)](https://user-images.githubusercontent.com/20273340/158454922-d86d5e06-84c4-4835-aac3-9fc7728e03be.png) +. + +### Steps to reproduce + +In a new project, adjust the azimuth or angular altitude settings of the sun with the sliders from the drop down menu above the preview window. + +### Minimal reproduction project + +_No response_",1,mouse cursor disappears after adjusting environment preview sky light parameters godot version alpha system information vulkan windows nvidia gtx intel issue description after clicking the three dots on the top of the editor preview to adjust the properties of the sky light and adjusting the angular altitude or the azimuth with the sliders the mouse cursor no longer displays while godot is open steps to reproduce in a new project adjust the azimuth or angular altitude settings of the sun with the sliders from the drop down menu above the preview window minimal reproduction project no response ,1 +11380,7192403083.0,IssuesEvent,2018-02-03 03:08:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[2D Feature Proposal] Ability to have a collision shape auto generated when you add a sprite to a physics body or Area2D.,feature proposal topic:editor usability,"It's a 2D Feature proposal to make Godot 3 even more friendly for beginners. + +Today I read a comment from a great youtube creator (HeartBeast) of Gamemaker 2 and Godot 3 content. It's about what features that he wish were implemented into Godot 3. Gonna create one post per feature request (there are three of them). + +The feature proposal is ""the ability to have a collision shape auto generated when you add a sprite to a physics body or Area2D"". + +His channel is https://www.youtube.com/user/uheartbeast/videos + +Thank you. +",True,"[2D Feature Proposal] Ability to have a collision shape auto generated when you add a sprite to a physics body or Area2D. - It's a 2D Feature proposal to make Godot 3 even more friendly for beginners. + +Today I read a comment from a great youtube creator (HeartBeast) of Gamemaker 2 and Godot 3 content. It's about what features that he wish were implemented into Godot 3. Gonna create one post per feature request (there are three of them). + +The feature proposal is ""the ability to have a collision shape auto generated when you add a sprite to a physics body or Area2D"". + +His channel is https://www.youtube.com/user/uheartbeast/videos + +Thank you. +",1, ability to have a collision shape auto generated when you add a sprite to a physics body or it s a feature proposal to make godot even more friendly for beginners today i read a comment from a great youtube creator heartbeast of gamemaker and godot content it s about what features that he wish were implemented into godot gonna create one post per feature request there are three of them the feature proposal is the ability to have a collision shape auto generated when you add a sprite to a physics body or his channel is thank you ,1 +26207,26556838477.0,IssuesEvent,2023-01-20 12:46:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing Return after changing value in the Inspector causes a node to enter Rename mode. macOS,bug topic:editor usability,"### Godot version + +4.0 beta 12 and 13 + +### System information + +macOS 13 Ventura, Macbook Pro 2019, 16-inch + +### Issue description + +When I press the return key after making changes in the Inspector panel, it causes the current note in the Scene tree to enter Rename mode. + +### Steps to reproduce + +Select the node and in the Inspector panel change any value, such as scale or size, and press return. + +### Minimal reproduction project + +N/A",True,"Pressing Return after changing value in the Inspector causes a node to enter Rename mode. macOS - ### Godot version + +4.0 beta 12 and 13 + +### System information + +macOS 13 Ventura, Macbook Pro 2019, 16-inch + +### Issue description + +When I press the return key after making changes in the Inspector panel, it causes the current note in the Scene tree to enter Rename mode. + +### Steps to reproduce + +Select the node and in the Inspector panel change any value, such as scale or size, and press return. + +### Minimal reproduction project + +N/A",1,pressing return after changing value in the inspector causes a node to enter rename mode macos godot version beta and system information macos ventura macbook pro inch issue description when i press the return key after making changes in the inspector panel it causes the current note in the scene tree to enter rename mode steps to reproduce select the node and in the inspector panel change any value such as scale or size and press return minimal reproduction project n a,1 +8107,5400520332.0,IssuesEvent,2017-02-27 22:14:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Highlight Assets in the FileSystem when they are selected in the inspector,feature proposal junior job topic:editor usability,"When selecting an asset (this could be an image file) in the inspector it should navigate to the file in the FileSystem view and give it a quick highlight. This is a functionality I really like in unity and I think it provides a great way of navigating your project and finding files easy and fast. + +Example image: +![godotassetselection](https://cloud.githubusercontent.com/assets/24936603/21719700/68dbbca0-d41f-11e6-9592-397210c484d1.jpg) +",True,"Highlight Assets in the FileSystem when they are selected in the inspector - When selecting an asset (this could be an image file) in the inspector it should navigate to the file in the FileSystem view and give it a quick highlight. This is a functionality I really like in unity and I think it provides a great way of navigating your project and finding files easy and fast. + +Example image: +![godotassetselection](https://cloud.githubusercontent.com/assets/24936603/21719700/68dbbca0-d41f-11e6-9592-397210c484d1.jpg) +",1,highlight assets in the filesystem when they are selected in the inspector when selecting an asset this could be an image file in the inspector it should navigate to the file in the filesystem view and give it a quick highlight this is a functionality i really like in unity and i think it provides a great way of navigating your project and finding files easy and fast example image ,1 +6423,4282399387.0,IssuesEvent,2016-07-15 08:59:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Enhancement suggestions for the filesystem dock,discussion enhancement topic:editor usability,"That topic is of course ""IMO"". + +When opening a Godot project in current master, the filesystem dock looks like that: +![fs1](https://cloud.githubusercontent.com/assets/4701338/10059235/25382ab2-624a-11e5-9bbf-c3419d997478.jpg) +I do believe that not so long ago, it used to also show files and not only folders. One could expand folders in the tree to access files directly with single clicks. + +Now one can only double click to open folder, and then get: +![fs2](https://cloud.githubusercontent.com/assets/4701338/10059267/4f1355e6-624a-11e5-8cf4-71eb42d3ee79.jpg) +Here the interface changes completely, even the buttons at the top are different. With a bit of tweaking one can find that the tree icon on the left brings back to the first screenshot, and there again there is no obvious way to switch back to the non-tree view apart from opening a folder. + +Then by clicking the ""list"" icon one can get the listing without preview, which is better IMO for projects with many files (that's of course subjective, so it's nice to have both possibilities). +![fs3](https://cloud.githubusercontent.com/assets/4701338/10059306/845c194a-624a-11e5-88f8-c07fae1a87d3.jpg) + +So I see actually two ""problems"": +- Files missing from the tree is IMO a regression. Browsing the filesystem via the tree view is the most effective in my workflow. +- The fact that UI buttons differ in the tree view and in the other views is a bit confusing IMO. It would probably be better to have the same icons, and be able to switch between all three layouts using three icons.",True,"Enhancement suggestions for the filesystem dock - That topic is of course ""IMO"". + +When opening a Godot project in current master, the filesystem dock looks like that: +![fs1](https://cloud.githubusercontent.com/assets/4701338/10059235/25382ab2-624a-11e5-9bbf-c3419d997478.jpg) +I do believe that not so long ago, it used to also show files and not only folders. One could expand folders in the tree to access files directly with single clicks. + +Now one can only double click to open folder, and then get: +![fs2](https://cloud.githubusercontent.com/assets/4701338/10059267/4f1355e6-624a-11e5-8cf4-71eb42d3ee79.jpg) +Here the interface changes completely, even the buttons at the top are different. With a bit of tweaking one can find that the tree icon on the left brings back to the first screenshot, and there again there is no obvious way to switch back to the non-tree view apart from opening a folder. + +Then by clicking the ""list"" icon one can get the listing without preview, which is better IMO for projects with many files (that's of course subjective, so it's nice to have both possibilities). +![fs3](https://cloud.githubusercontent.com/assets/4701338/10059306/845c194a-624a-11e5-88f8-c07fae1a87d3.jpg) + +So I see actually two ""problems"": +- Files missing from the tree is IMO a regression. Browsing the filesystem via the tree view is the most effective in my workflow. +- The fact that UI buttons differ in the tree view and in the other views is a bit confusing IMO. It would probably be better to have the same icons, and be able to switch between all three layouts using three icons.",1,enhancement suggestions for the filesystem dock that topic is of course imo when opening a godot project in current master the filesystem dock looks like that i do believe that not so long ago it used to also show files and not only folders one could expand folders in the tree to access files directly with single clicks now one can only double click to open folder and then get here the interface changes completely even the buttons at the top are different with a bit of tweaking one can find that the tree icon on the left brings back to the first screenshot and there again there is no obvious way to switch back to the non tree view apart from opening a folder then by clicking the list icon one can get the listing without preview which is better imo for projects with many files that s of course subjective so it s nice to have both possibilities so i see actually two problems files missing from the tree is imo a regression browsing the filesystem via the tree view is the most effective in my workflow the fact that ui buttons differ in the tree view and in the other views is a bit confusing imo it would probably be better to have the same icons and be able to switch between all three layouts using three icons ,1 +16183,10600035499.0,IssuesEvent,2019-10-10 09:14:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shift + F3 doesn't work in the built-in docs,enhancement topic:editor usability," + +**Godot version:** +3.1.1 + +**Issue description:** +When you search something in the documentation, you can use F3, but Shift + F3 (search previous) doesn't work. + +**Steps to reproduce:** +1. Open some doc in the editor +2. Search something +3. Press F3 +4. Press Shift + F3 +5. Press Shift + F3 again, just to be sure +",True,"Shift + F3 doesn't work in the built-in docs - + +**Godot version:** +3.1.1 + +**Issue description:** +When you search something in the documentation, you can use F3, but Shift + F3 (search previous) doesn't work. + +**Steps to reproduce:** +1. Open some doc in the editor +2. Search something +3. Press F3 +4. Press Shift + F3 +5. Press Shift + F3 again, just to be sure +",1,shift doesn t work in the built in docs please search existing issues for potential duplicates before filing yours godot version issue description when you search something in the documentation you can use but shift search previous doesn t work steps to reproduce open some doc in the editor search something press press shift press shift again just to be sure ,1 +24394,23719003523.0,IssuesEvent,2022-08-30 14:00:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Problems with Tweens and types,discussion topic:core usability topic:animation,"### Godot version + +90a1e51 + +### System information + +W10 + +### Issue description + +This is a side-effect of #52731. Here's some perfectly valid bogus code: +``` +var tween = create_tween() +tween.tween_property($Node2D, ""position:x"", 100, 1).as_relative() +``` +So what is wrong about it? This error: +``` +Trying to call a function on a null value. +``` +That's pretty confusing and doesn't tell you anything. (although it should probably include method name at least, see #53878) + +Your actual error is hidden in the debugger and its +``` +Type mismatch between property and final value: float and int +``` +Yes, `position:x` is a float, `100` is an int. Due to type validations, this is no longer valid code. + +The fact that float and int are incompatible is a problem in itself. I guess int should be just converted to float in such cases, instead of throwing error that is completely unexpected. + +But another problem is that the game actually stops on the first error, which isn't really related to your code, and the actual error is waiting in the debugger tab, easy to miss. This is because on type mismatch Tween methods will return null instead of Tweeners. I see a couple possible ways to fix this. Either: +- type mismatch should stop the game, so that you see it immediately. Not sure if possible, no idea what determines a stopping error +- type mismatch should result in empty Tweener instead, which would error out during animation. It defers the stopping error, not sure if the new one would be more intuitive + +Or if we allow int/float interpolations, the issue won't be as prominent, because the error in my example is just unexpected. + +### Steps to reproduce + +Try the code above. + +### Minimal reproduction project + +_No response_",True,"Problems with Tweens and types - ### Godot version + +90a1e51 + +### System information + +W10 + +### Issue description + +This is a side-effect of #52731. Here's some perfectly valid bogus code: +``` +var tween = create_tween() +tween.tween_property($Node2D, ""position:x"", 100, 1).as_relative() +``` +So what is wrong about it? This error: +``` +Trying to call a function on a null value. +``` +That's pretty confusing and doesn't tell you anything. (although it should probably include method name at least, see #53878) + +Your actual error is hidden in the debugger and its +``` +Type mismatch between property and final value: float and int +``` +Yes, `position:x` is a float, `100` is an int. Due to type validations, this is no longer valid code. + +The fact that float and int are incompatible is a problem in itself. I guess int should be just converted to float in such cases, instead of throwing error that is completely unexpected. + +But another problem is that the game actually stops on the first error, which isn't really related to your code, and the actual error is waiting in the debugger tab, easy to miss. This is because on type mismatch Tween methods will return null instead of Tweeners. I see a couple possible ways to fix this. Either: +- type mismatch should stop the game, so that you see it immediately. Not sure if possible, no idea what determines a stopping error +- type mismatch should result in empty Tweener instead, which would error out during animation. It defers the stopping error, not sure if the new one would be more intuitive + +Or if we allow int/float interpolations, the issue won't be as prominent, because the error in my example is just unexpected. + +### Steps to reproduce + +Try the code above. + +### Minimal reproduction project + +_No response_",1,problems with tweens and types godot version system information issue description this is a side effect of here s some perfectly valid bogus code var tween create tween tween tween property position x as relative so what is wrong about it this error trying to call a function on a null value that s pretty confusing and doesn t tell you anything although it should probably include method name at least see your actual error is hidden in the debugger and its type mismatch between property and final value float and int yes position x is a float is an int due to type validations this is no longer valid code the fact that float and int are incompatible is a problem in itself i guess int should be just converted to float in such cases instead of throwing error that is completely unexpected but another problem is that the game actually stops on the first error which isn t really related to your code and the actual error is waiting in the debugger tab easy to miss this is because on type mismatch tween methods will return null instead of tweeners i see a couple possible ways to fix this either type mismatch should stop the game so that you see it immediately not sure if possible no idea what determines a stopping error type mismatch should result in empty tweener instead which would error out during animation it defers the stopping error not sure if the new one would be more intuitive or if we allow int float interpolations the issue won t be as prominent because the error in my example is just unexpected steps to reproduce try the code above minimal reproduction project no response ,1 +10142,6588979599.0,IssuesEvent,2017-09-14 06:58:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The selection rectangle doesn't update,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10. Godot 3.0 29db531fc8360b1e6d5e23008b208517b6d8c627 + +**Issue description:** + +The selection rectangle isn't being updated when the sprite is moved/scaled or when undoing the transformation: + +![https://i.imgur.com/qTPzaBN.gif](https://i.imgur.com/qTPzaBN.gif) + + +**Steps to reproduce:** +Add a sprite to a scene and do stuff with it +",True,"The selection rectangle doesn't update - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10. Godot 3.0 29db531fc8360b1e6d5e23008b208517b6d8c627 + +**Issue description:** + +The selection rectangle isn't being updated when the sprite is moved/scaled or when undoing the transformation: + +![https://i.imgur.com/qTPzaBN.gif](https://i.imgur.com/qTPzaBN.gif) + + +**Steps to reproduce:** +Add a sprite to a scene and do stuff with it +",1,the selection rectangle doesn t update operating system or device godot version gpu model and driver if graphics related windows godot issue description the selection rectangle isn t being updated when the sprite is moved scaled or when undoing the transformation steps to reproduce add a sprite to a scene and do stuff with it ,1 +22132,18739167628.0,IssuesEvent,2021-11-04 11:31:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystemDock incorrectly sorts underscore,bug topic:editor usability,"### Godot version + +4.0 dev (157cba393) + +### System information + +macOS 12.0.1 + +### Issue description + +Files and folders beginning with underscore are incorrectly sorted alphabetically in FileSystemDock. + +Note: GDscript string arrays are still sorted correctly, so it's probably not an issue with `NaturalNoCaseComparator `. + +### Steps to reproduce + +File starting with underscore is at bottom, while all other symbols at top. + +![Screen Shot 2021-10-28 at 12 31 21 AM](https://user-images.githubusercontent.com/21185262/139209244-a715797e-5a32-4a81-a6ab-491ede5e3977.png) + + +### Minimal reproduction project + +[test.zip](https://github.com/godotengine/godot/files/7432135/test.zip) +",True,"FileSystemDock incorrectly sorts underscore - ### Godot version + +4.0 dev (157cba393) + +### System information + +macOS 12.0.1 + +### Issue description + +Files and folders beginning with underscore are incorrectly sorted alphabetically in FileSystemDock. + +Note: GDscript string arrays are still sorted correctly, so it's probably not an issue with `NaturalNoCaseComparator `. + +### Steps to reproduce + +File starting with underscore is at bottom, while all other symbols at top. + +![Screen Shot 2021-10-28 at 12 31 21 AM](https://user-images.githubusercontent.com/21185262/139209244-a715797e-5a32-4a81-a6ab-491ede5e3977.png) + + +### Minimal reproduction project + +[test.zip](https://github.com/godotengine/godot/files/7432135/test.zip) +",1,filesystemdock incorrectly sorts underscore godot version dev system information macos issue description files and folders beginning with underscore are incorrectly sorted alphabetically in filesystemdock note gdscript string arrays are still sorted correctly so it s probably not an issue with naturalnocasecomparator steps to reproduce file starting with underscore is at bottom while all other symbols at top minimal reproduction project ,1 +11854,7493831740.0,IssuesEvent,2018-04-07 01:15:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,AnimationTreePlayer OneShot node mode selection area too small and un-aligned,topic:editor usability," + +**Godot version:** + +3.1.dev.custom_build.eaa5dfb, also 3.0 stable + +**OS/device including version:** + +Arch Linux, but happens on other OSs as well AFAIK. + +**Issue description:** + +When using a `Oneshot` node in the the `AnimationTreePlayer`, a mode can be selected that determines wheter or not two animations will blend together or mix ""additively"". The selection of those modes is difficult as the trigger area for the options is a lot smaller and also slightly displaced. + + +(sorry for the large GIF, I don't know how to ""scissor"" the video properly before converting to GIF, click to see it in full size) +![animationtreeplayer-oneshot-ui-offset](https://user-images.githubusercontent.com/5209613/38449618-6ce1d60a-3a11-11e8-9e60-bc33e9643268.gif) + +Related to #17519 + +**Steps to reproduce:** +In an `AnimationTreePlayer` while using an `Oneshot` node try to select one of the modes, notice how it's almost impossible to select ""Blend"" and pretty hard to select ""Mix"". + +Also the rest of that popup looks kinda off as well. + +**Minimal reproduction project:** + +",True,"AnimationTreePlayer OneShot node mode selection area too small and un-aligned - + +**Godot version:** + +3.1.dev.custom_build.eaa5dfb, also 3.0 stable + +**OS/device including version:** + +Arch Linux, but happens on other OSs as well AFAIK. + +**Issue description:** + +When using a `Oneshot` node in the the `AnimationTreePlayer`, a mode can be selected that determines wheter or not two animations will blend together or mix ""additively"". The selection of those modes is difficult as the trigger area for the options is a lot smaller and also slightly displaced. + + +(sorry for the large GIF, I don't know how to ""scissor"" the video properly before converting to GIF, click to see it in full size) +![animationtreeplayer-oneshot-ui-offset](https://user-images.githubusercontent.com/5209613/38449618-6ce1d60a-3a11-11e8-9e60-bc33e9643268.gif) + +Related to #17519 + +**Steps to reproduce:** +In an `AnimationTreePlayer` while using an `Oneshot` node try to select one of the modes, notice how it's almost impossible to select ""Blend"" and pretty hard to select ""Mix"". + +Also the rest of that popup looks kinda off as well. + +**Minimal reproduction project:** + +",1,animationtreeplayer oneshot node mode selection area too small and un aligned please search existing issues for potential duplicates before filing yours godot version dev custom build also stable os device including version arch linux but happens on other oss as well afaik issue description when using a oneshot node in the the animationtreeplayer a mode can be selected that determines wheter or not two animations will blend together or mix additively the selection of those modes is difficult as the trigger area for the options is a lot smaller and also slightly displaced sorry for the large gif i don t know how to scissor the video properly before converting to gif click to see it in full size related to steps to reproduce in an animationtreeplayer while using an oneshot node try to select one of the modes notice how it s almost impossible to select blend and pretty hard to select mix also the rest of that popup looks kinda off as well minimal reproduction project ,1 +26427,26856417811.0,IssuesEvent,2023-02-03 14:56:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual shader editor node preview shader compilation fails with instance uniforms,bug topic:editor confirmed usability topic:shaders,"### Godot version + +4.0b17 + +### System information + +macOS 13.2 + +### Issue description + +If you make a visual spatial shader and that uses an instance uniform and you have some nodes with previews (the little graphic view) for example like this: + +![Screenshot 2023-02-02 at 18 54 15](https://user-images.githubusercontent.com/17763524/216403612-05591145-e32a-4b4b-a57f-9ebd47be4082.jpg) + +You will get a strange error in the output whenever you load the shader like this: +``` +--Main Shader-- + 1 | shader_type canvas_item; + 2 | +E 3-> instance uniform float InstanceParameter : hint_range(0, 1) = 1; + 4 | + 5 | + 6 | + 7 | void fragment() { + 8 | + 9 | float n_out21p0 = InstanceParameter; + 10 | + 11 | + 12 | + 13 | float n_out14p0 = 1.0 - n_out21p0; + 14 | + 15 | + 16 | COLOR.rgb = vec3(n_out14p0); + 17 | } + 18 | + :3 - Uniform instances are not yet implemented for 'canvas_item' shaders. + Shader compilation failed. + ./servers/rendering/renderer_rd/shader_rd.h:140 - Condition ""!version"" is true. Returning: RID() +``` + +After a lot of experimenting the reason for this seems to be that the visual shader editor is actually also generating canvas_item shaders to render the little node previews (an elegant solution!). And for this shader code it's using the uniforms the nodes are connected to. However, this doesn't seem to account for the fact that we now have instance uniforms that are supported in spatial visual shaders, but not in canvas_item shaders. So it's failing to compile the shaders for the previews and outputs this error in the process. The failures have probably been happening since instance uniforms were added, but the error reporting has been added more recently so I started seeing these in one of the later beta versions. + +This doesn't seem to affect the generated shader performance, but it's outputting some confusing errors (took me a good while to figure out) and the previews for the nodes just show all white so you could say it affects the usability of the shader editor. + +### Steps to reproduce + +- Create a spatial visual shader +- Add an input parameter and set the qualifier to be ""Instance"" +- Link the parameter value to some node with a preview +- Link that node to the output +- Observe output for errors +- Open/close the file in the editor or open/close the preview on the node to see errors again. + +### Minimal reproduction project + +The shader from the example: [VisualShaderInstanceUniform.zip](https://www.lostminds.com/godot/VisualShaderInstanceUniform.zip)",True,"Visual shader editor node preview shader compilation fails with instance uniforms - ### Godot version + +4.0b17 + +### System information + +macOS 13.2 + +### Issue description + +If you make a visual spatial shader and that uses an instance uniform and you have some nodes with previews (the little graphic view) for example like this: + +![Screenshot 2023-02-02 at 18 54 15](https://user-images.githubusercontent.com/17763524/216403612-05591145-e32a-4b4b-a57f-9ebd47be4082.jpg) + +You will get a strange error in the output whenever you load the shader like this: +``` +--Main Shader-- + 1 | shader_type canvas_item; + 2 | +E 3-> instance uniform float InstanceParameter : hint_range(0, 1) = 1; + 4 | + 5 | + 6 | + 7 | void fragment() { + 8 | + 9 | float n_out21p0 = InstanceParameter; + 10 | + 11 | + 12 | + 13 | float n_out14p0 = 1.0 - n_out21p0; + 14 | + 15 | + 16 | COLOR.rgb = vec3(n_out14p0); + 17 | } + 18 | + :3 - Uniform instances are not yet implemented for 'canvas_item' shaders. + Shader compilation failed. + ./servers/rendering/renderer_rd/shader_rd.h:140 - Condition ""!version"" is true. Returning: RID() +``` + +After a lot of experimenting the reason for this seems to be that the visual shader editor is actually also generating canvas_item shaders to render the little node previews (an elegant solution!). And for this shader code it's using the uniforms the nodes are connected to. However, this doesn't seem to account for the fact that we now have instance uniforms that are supported in spatial visual shaders, but not in canvas_item shaders. So it's failing to compile the shaders for the previews and outputs this error in the process. The failures have probably been happening since instance uniforms were added, but the error reporting has been added more recently so I started seeing these in one of the later beta versions. + +This doesn't seem to affect the generated shader performance, but it's outputting some confusing errors (took me a good while to figure out) and the previews for the nodes just show all white so you could say it affects the usability of the shader editor. + +### Steps to reproduce + +- Create a spatial visual shader +- Add an input parameter and set the qualifier to be ""Instance"" +- Link the parameter value to some node with a preview +- Link that node to the output +- Observe output for errors +- Open/close the file in the editor or open/close the preview on the node to see errors again. + +### Minimal reproduction project + +The shader from the example: [VisualShaderInstanceUniform.zip](https://www.lostminds.com/godot/VisualShaderInstanceUniform.zip)",1,visual shader editor node preview shader compilation fails with instance uniforms godot version system information macos issue description if you make a visual spatial shader and that uses an instance uniform and you have some nodes with previews the little graphic view for example like this you will get a strange error in the output whenever you load the shader like this main shader shader type canvas item e instance uniform float instanceparameter hint range void fragment float n instanceparameter float n n color rgb n uniform instances are not yet implemented for canvas item shaders shader compilation failed servers rendering renderer rd shader rd h condition version is true returning rid after a lot of experimenting the reason for this seems to be that the visual shader editor is actually also generating canvas item shaders to render the little node previews an elegant solution and for this shader code it s using the uniforms the nodes are connected to however this doesn t seem to account for the fact that we now have instance uniforms that are supported in spatial visual shaders but not in canvas item shaders so it s failing to compile the shaders for the previews and outputs this error in the process the failures have probably been happening since instance uniforms were added but the error reporting has been added more recently so i started seeing these in one of the later beta versions this doesn t seem to affect the generated shader performance but it s outputting some confusing errors took me a good while to figure out and the previews for the nodes just show all white so you could say it affects the usability of the shader editor steps to reproduce create a spatial visual shader add an input parameter and set the qualifier to be instance link the parameter value to some node with a preview link that node to the output observe output for errors open close the file in the editor or open close the preview on the node to see errors again minimal reproduction project the shader from the example ,1 +10207,6626052069.0,IssuesEvent,2017-09-22 17:54:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,RichTextLabel: a method to get the number of visible lines,enhancement topic:core usability,"This is a feature request for RichTextLabel. Currently, RichTextLabel only offers to set/get the number of visible characters, but it does not offer how many lines are visible. As far as I see, this is not possible to calculate in GDScript when the font is a not a fixed-width one. +### Context: + +The way RichTextLabel handles long texts (scrollbars) is useful when building desktop-like GUIs, but many games (Visual Novels, JRPGs) don't work that way. + +I'm trying to implement a text box for dialogue. Typically, a a text box has a fixed width and fixed number of lines visible, so a long text that doesn't fit into the text box is broken into parts (each part contains only enough characters to fill the textbox), and the next part is not shown until the user presses a button. + +I essentially need to implement something along the lines of [this](https://github.com/henriquelalves/GodotTIE), but I need to use RichTextLabel for italics and bold, and the font isn't a fixed width one. A way to obtain the number of visible lines will enable implemention. +",True,"RichTextLabel: a method to get the number of visible lines - This is a feature request for RichTextLabel. Currently, RichTextLabel only offers to set/get the number of visible characters, but it does not offer how many lines are visible. As far as I see, this is not possible to calculate in GDScript when the font is a not a fixed-width one. +### Context: + +The way RichTextLabel handles long texts (scrollbars) is useful when building desktop-like GUIs, but many games (Visual Novels, JRPGs) don't work that way. + +I'm trying to implement a text box for dialogue. Typically, a a text box has a fixed width and fixed number of lines visible, so a long text that doesn't fit into the text box is broken into parts (each part contains only enough characters to fill the textbox), and the next part is not shown until the user presses a button. + +I essentially need to implement something along the lines of [this](https://github.com/henriquelalves/GodotTIE), but I need to use RichTextLabel for italics and bold, and the font isn't a fixed width one. A way to obtain the number of visible lines will enable implemention. +",1,richtextlabel a method to get the number of visible lines this is a feature request for richtextlabel currently richtextlabel only offers to set get the number of visible characters but it does not offer how many lines are visible as far as i see this is not possible to calculate in gdscript when the font is a not a fixed width one context the way richtextlabel handles long texts scrollbars is useful when building desktop like guis but many games visual novels jrpgs don t work that way i m trying to implement a text box for dialogue typically a a text box has a fixed width and fixed number of lines visible so a long text that doesn t fit into the text box is broken into parts each part contains only enough characters to fill the textbox and the next part is not shown until the user presses a button i essentially need to implement something along the lines of but i need to use richtextlabel for italics and bold and the font isn t a fixed width one a way to obtain the number of visible lines will enable implemention ,1 +3281,3388497221.0,IssuesEvent,2015-11-29 10:39:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,tscn/tres: Inconsistencies in the extension filters of the save/open file dialogs,enhancement topic:editor usability,"In the current master branch (46c5fda), there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor: +- In the ""Open Scene"" and ""New Inherited Scene"" dialogs, the filters are listed as: +![filter-open](https://cloud.githubusercontent.com/assets/4701338/11456556/fa690d2a-968c-11e5-92ed-5db612d8a45d.png) + - TRES ( *.tres ) is missing (if RES is supported, I guess TRES would be too) + - Since the new T-formats are meant to replace the XML-formats, they should probably be moved up in the list + +- In the ""Save Scene As.."" dialog, the filters are: +![filter-save](https://cloud.githubusercontent.com/assets/4701338/11456569/4fc2be4c-968d-11e5-8c5c-de9911f4d6fd.png) + - Here all formats are shown, but ""*.tscn"" is missing from the ""All recognized"" list while ""*.tres"" is there, which looks a bit weird. + - Just like above, the T-formats should be moved up. + - The order is different from the ""Open Scene"" dialogs where it was more natural: first the scene-specific format, then the general format. So it should be: SCN, RES, TSCN, TRES, XSCN, XML. + +- For both dialogs, if we want users to start using T-formats preferentially over XML formats, maybe the XML formats could be removed altogether from the ""All recognized"" shortlist (but kept as available filters of course).",True,"tscn/tres: Inconsistencies in the extension filters of the save/open file dialogs - In the current master branch (46c5fda), there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor: +- In the ""Open Scene"" and ""New Inherited Scene"" dialogs, the filters are listed as: +![filter-open](https://cloud.githubusercontent.com/assets/4701338/11456556/fa690d2a-968c-11e5-92ed-5db612d8a45d.png) + - TRES ( *.tres ) is missing (if RES is supported, I guess TRES would be too) + - Since the new T-formats are meant to replace the XML-formats, they should probably be moved up in the list + +- In the ""Save Scene As.."" dialog, the filters are: +![filter-save](https://cloud.githubusercontent.com/assets/4701338/11456569/4fc2be4c-968d-11e5-8c5c-de9911f4d6fd.png) + - Here all formats are shown, but ""*.tscn"" is missing from the ""All recognized"" list while ""*.tres"" is there, which looks a bit weird. + - Just like above, the T-formats should be moved up. + - The order is different from the ""Open Scene"" dialogs where it was more natural: first the scene-specific format, then the general format. So it should be: SCN, RES, TSCN, TRES, XSCN, XML. + +- For both dialogs, if we want users to start using T-formats preferentially over XML formats, maybe the XML formats could be removed altogether from the ""All recognized"" shortlist (but kept as available filters of course).",1,tscn tres inconsistencies in the extension filters of the save open file dialogs in the current master branch there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor in the open scene and new inherited scene dialogs the filters are listed as tres tres is missing if res is supported i guess tres would be too since the new t formats are meant to replace the xml formats they should probably be moved up in the list in the save scene as dialog the filters are here all formats are shown but tscn is missing from the all recognized list while tres is there which looks a bit weird just like above the t formats should be moved up the order is different from the open scene dialogs where it was more natural first the scene specific format then the general format so it should be scn res tscn tres xscn xml for both dialogs if we want users to start using t formats preferentially over xml formats maybe the xml formats could be removed altogether from the all recognized shortlist but kept as available filters of course ,1 +18176,12625885943.0,IssuesEvent,2020-06-14 14:06:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exposing more editor-features and -plugins to EditorPlugin,enhancement topic:editor usability,"Hey! After trying and somewhat failing to achieve some editor-customizations with the EditorPlugin and tools scripts (mainly with [tilemaps ](https://godotengine.org/qa/17659/tool-mode-possible-notified-tilemap-cell-was-changed-editor)) I dabbled a little with Unity and had a look at its very nice editor extensibility. You can look at the official [API](https://docs.unity3d.com/ScriptReference/SceneManagement.EditorSceneManager.html) and some presentations of [cool](https://www.youtube.com/watch?v=sNVT7hynBYw) and [useful](https://youtu.be/s1o0gZwJS-4) extensions some gamedevs wrote on youtube to get an idea of its possibilities. + +I want to ask if it is possible to expose more of the API of the editor to achieve similar things in Godot. Some examples of what would be cool to access from GDScript: +- Inspector for custom formatting and input of node properties (i.e. float-ranges, arrays of strings as + comma separated string, drop-downs for Enums and custom types, etc.) +- Main viewport for easier drawing of gizmos and debugstuff from a plugin and manipulation of position + and orientation of the camera. I know you can get the viewport from the EditorPlugin but drawing did + not really work for me due to me having coordinate system issues. Drawing from a tool node on the + other hand worked without a flaw. +- TileMapEditor plugin for receiving events of cell filling for doing things like autotiling or doing custom + patterns +- ScriptEditor for custom refactoring, code generation and annotation tools +- AnimationPlayerEditor plugin for various visualizations and annotations +- Opening, closing, saving and editing of scenes in background or loading multiple scenes in and out of + the current scene +- Selection and deselection of nodes that also notifies corresponding plugins (like closing/opening + the TileMapEditor when a TileMap node is deselected/selected **from code**) +etc. + +I think this would be a huge benefit for the community, as the most important thing for productive gamedev is to have really good tools that are tailored to the game you are making or an easy way to build those on top of almost perfect tools. + ",True,"Exposing more editor-features and -plugins to EditorPlugin - Hey! After trying and somewhat failing to achieve some editor-customizations with the EditorPlugin and tools scripts (mainly with [tilemaps ](https://godotengine.org/qa/17659/tool-mode-possible-notified-tilemap-cell-was-changed-editor)) I dabbled a little with Unity and had a look at its very nice editor extensibility. You can look at the official [API](https://docs.unity3d.com/ScriptReference/SceneManagement.EditorSceneManager.html) and some presentations of [cool](https://www.youtube.com/watch?v=sNVT7hynBYw) and [useful](https://youtu.be/s1o0gZwJS-4) extensions some gamedevs wrote on youtube to get an idea of its possibilities. + +I want to ask if it is possible to expose more of the API of the editor to achieve similar things in Godot. Some examples of what would be cool to access from GDScript: +- Inspector for custom formatting and input of node properties (i.e. float-ranges, arrays of strings as + comma separated string, drop-downs for Enums and custom types, etc.) +- Main viewport for easier drawing of gizmos and debugstuff from a plugin and manipulation of position + and orientation of the camera. I know you can get the viewport from the EditorPlugin but drawing did + not really work for me due to me having coordinate system issues. Drawing from a tool node on the + other hand worked without a flaw. +- TileMapEditor plugin for receiving events of cell filling for doing things like autotiling or doing custom + patterns +- ScriptEditor for custom refactoring, code generation and annotation tools +- AnimationPlayerEditor plugin for various visualizations and annotations +- Opening, closing, saving and editing of scenes in background or loading multiple scenes in and out of + the current scene +- Selection and deselection of nodes that also notifies corresponding plugins (like closing/opening + the TileMapEditor when a TileMap node is deselected/selected **from code**) +etc. + +I think this would be a huge benefit for the community, as the most important thing for productive gamedev is to have really good tools that are tailored to the game you are making or an easy way to build those on top of almost perfect tools. + ",1,exposing more editor features and plugins to editorplugin hey after trying and somewhat failing to achieve some editor customizations with the editorplugin and tools scripts mainly with i dabbled a little with unity and had a look at its very nice editor extensibility you can look at the official and some presentations of and extensions some gamedevs wrote on youtube to get an idea of its possibilities i want to ask if it is possible to expose more of the api of the editor to achieve similar things in godot some examples of what would be cool to access from gdscript inspector for custom formatting and input of node properties i e float ranges arrays of strings as comma separated string drop downs for enums and custom types etc main viewport for easier drawing of gizmos and debugstuff from a plugin and manipulation of position and orientation of the camera i know you can get the viewport from the editorplugin but drawing did not really work for me due to me having coordinate system issues drawing from a tool node on the other hand worked without a flaw tilemapeditor plugin for receiving events of cell filling for doing things like autotiling or doing custom patterns scripteditor for custom refactoring code generation and annotation tools animationplayereditor plugin for various visualizations and annotations opening closing saving and editing of scenes in background or loading multiple scenes in and out of the current scene selection and deselection of nodes that also notifies corresponding plugins like closing opening the tilemapeditor when a tilemap node is deselected selected from code etc i think this would be a huge benefit for the community as the most important thing for productive gamedev is to have really good tools that are tailored to the game you are making or an easy way to build those on top of almost perfect tools ,1 +7347,4932722688.0,IssuesEvent,2016-11-28 14:32:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationPlayer timeline scrollbar not functioning properly.,bug topic:editor usability,"I'm using Windows 64 version of v2.1.1 + +In the AnimationPlayer, whenever I drag on the timeline's slider, it will only jump from end to end. It also does some strange jumps when just clicking on the empty areas of the bar. Is there some sort of option that I mistakenly set, or is this a bug? + +Here is what it looks like when I drag from side to side. + +![animation_player](https://cloud.githubusercontent.com/assets/13004169/20646052/2e3df586-b47b-11e6-8598-fc25d66719b3.gif) +",True,"AnimationPlayer timeline scrollbar not functioning properly. - I'm using Windows 64 version of v2.1.1 + +In the AnimationPlayer, whenever I drag on the timeline's slider, it will only jump from end to end. It also does some strange jumps when just clicking on the empty areas of the bar. Is there some sort of option that I mistakenly set, or is this a bug? + +Here is what it looks like when I drag from side to side. + +![animation_player](https://cloud.githubusercontent.com/assets/13004169/20646052/2e3df586-b47b-11e6-8598-fc25d66719b3.gif) +",1,animationplayer timeline scrollbar not functioning properly i m using windows version of in the animationplayer whenever i drag on the timeline s slider it will only jump from end to end it also does some strange jumps when just clicking on the empty areas of the bar is there some sort of option that i mistakenly set or is this a bug here is what it looks like when i drag from side to side ,1 +17272,11852736717.0,IssuesEvent,2020-03-24 20:31:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Class reference is permanently case-sensitive,bug topic:editor usability,"**Godot version:** +Godot 3.2 beta6 + +**Issue description:** +I noticed that since few versions the built-in class reference is case sensitive and there's no way to disable it. + +**Steps to reproduce:** +1. Open class reference +2. Go to `@GlobalScope` +3. Type ""key_enter"" +4. Expect KEY_ENTER to show +5. Nope, not happening",True,"Class reference is permanently case-sensitive - **Godot version:** +Godot 3.2 beta6 + +**Issue description:** +I noticed that since few versions the built-in class reference is case sensitive and there's no way to disable it. + +**Steps to reproduce:** +1. Open class reference +2. Go to `@GlobalScope` +3. Type ""key_enter"" +4. Expect KEY_ENTER to show +5. Nope, not happening",1,class reference is permanently case sensitive godot version godot issue description i noticed that since few versions the built in class reference is case sensitive and there s no way to disable it steps to reproduce open class reference go to globalscope type key enter expect key enter to show nope not happening,1 +13676,8638305415.0,IssuesEvent,2018-11-23 14:20:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"3D Path - please add ""select control point"" button",enhancement topic:editor usability,"path in 3D does not have select control point button. but it's handled by shift drag +",True,"3D Path - please add ""select control point"" button - path in 3D does not have select control point button. but it's handled by shift drag +",1, path please add select control point button path in does not have select control point button but it s handled by shift drag ,1 +8651,5897264537.0,IssuesEvent,2017-05-18 12:02:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hotkey to delete bezier handle points,enhancement junior job topic:editor usability,"_Bugsquad edit:_ +- Alt + right click already works to delete normal points in 3D paths +- The hotkey could be extended to also delete bezier handle points in 3D paths, and both normal and bezier handle points in 2D paths + +--- + +I wouldn't call this a bug. Maybe it is more inconsitancy and a small addition. +At the moment you can create new points for your curve by ctrl+click. +With shift you can add bezier handles for each point. + +At the moment it is not possible to delete existing handle points or normal points for 2d Pathes . +In 3D deleting normal points at least works with alt+rightclick. + +To make it more consistent it would be great to add the alt+rightclick combination for 2d pathes for normal points and bezier handle points. +And for 3d pathes for bezier handle points. +",True,"Hotkey to delete bezier handle points - _Bugsquad edit:_ +- Alt + right click already works to delete normal points in 3D paths +- The hotkey could be extended to also delete bezier handle points in 3D paths, and both normal and bezier handle points in 2D paths + +--- + +I wouldn't call this a bug. Maybe it is more inconsitancy and a small addition. +At the moment you can create new points for your curve by ctrl+click. +With shift you can add bezier handles for each point. + +At the moment it is not possible to delete existing handle points or normal points for 2d Pathes . +In 3D deleting normal points at least works with alt+rightclick. + +To make it more consistent it would be great to add the alt+rightclick combination for 2d pathes for normal points and bezier handle points. +And for 3d pathes for bezier handle points. +",1,hotkey to delete bezier handle points bugsquad edit alt right click already works to delete normal points in paths the hotkey could be extended to also delete bezier handle points in paths and both normal and bezier handle points in paths i wouldn t call this a bug maybe it is more inconsitancy and a small addition at the moment you can create new points for your curve by ctrl click with shift you can add bezier handles for each point at the moment it is not possible to delete existing handle points or normal points for pathes in deleting normal points at least works with alt rightclick to make it more consistent it would be great to add the alt rightclick combination for pathes for normal points and bezier handle points and for pathes for bezier handle points ,1 +14240,8951341242.0,IssuesEvent,2019-01-25 13:41:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Profiler does not show any function names for built-in scripts,bug topic:editor usability,"**Godot version:** +v3.1-beta2 + +**OS/device including version:** +ArchLinux rolling + NVidia/Intel GPU + +**Issue description:** +Profiler does not show names of functions that were called. Happens only for the built-in scripts. + +![Screenshot](https://dun.ai/p/2gXkmlj.jpg) + +**Steps to reproduce:** +1. Create a scene with a single `Node` object +2. Attach the following built-in script to the root node: + +```gdscript +extends Node + +func _process(delta: float) -> void: + foo() + +func foo(): + bar() + +func bar(): + baz() + +func baz(): + pass +``` + +If using an external script, the profiler works fine: + +![Screenshot](https://dun.ai/p/ovm2rxX.jpg) + +**Minimal reproduction project:** +Any project.",True,"Profiler does not show any function names for built-in scripts - **Godot version:** +v3.1-beta2 + +**OS/device including version:** +ArchLinux rolling + NVidia/Intel GPU + +**Issue description:** +Profiler does not show names of functions that were called. Happens only for the built-in scripts. + +![Screenshot](https://dun.ai/p/2gXkmlj.jpg) + +**Steps to reproduce:** +1. Create a scene with a single `Node` object +2. Attach the following built-in script to the root node: + +```gdscript +extends Node + +func _process(delta: float) -> void: + foo() + +func foo(): + bar() + +func bar(): + baz() + +func baz(): + pass +``` + +If using an external script, the profiler works fine: + +![Screenshot](https://dun.ai/p/ovm2rxX.jpg) + +**Minimal reproduction project:** +Any project.",1,profiler does not show any function names for built in scripts godot version os device including version archlinux rolling nvidia intel gpu issue description profiler does not show names of functions that were called happens only for the built in scripts steps to reproduce create a scene with a single node object attach the following built in script to the root node gdscript extends node func process delta float void foo func foo bar func bar baz func baz pass if using an external script the profiler works fine minimal reproduction project any project ,1 +13098,8272032442.0,IssuesEvent,2018-09-16 15:51:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto completion gets blocked by helper in strings,bug topic:editor usability,"When writing NodePaths or other kind of strings, the helper shows up to demonstrate the use of the current function. And it's **very** annoying. I've lost count on how many times I couldn't use the auto completion feature because it switched to the helper. Just try to get_node by script, it's way harder than it should.",True,"Auto completion gets blocked by helper in strings - When writing NodePaths or other kind of strings, the helper shows up to demonstrate the use of the current function. And it's **very** annoying. I've lost count on how many times I couldn't use the auto completion feature because it switched to the helper. Just try to get_node by script, it's way harder than it should.",1,auto completion gets blocked by helper in strings when writing nodepaths or other kind of strings the helper shows up to demonstrate the use of the current function and it s very annoying i ve lost count on how many times i couldn t use the auto completion feature because it switched to the helper just try to get node by script it s way harder than it should ,1 +18538,13019425360.0,IssuesEvent,2020-07-26 22:32:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Consistent order of Property sections in the Inspector view,discussion feature proposal topic:editor usability,"We spend a lot of time looking for the value we need to change in the Inspector because the order is changing depending on the Node you select. So if you want to change the Opacity it's placed on top in Node2d but in the Label node its at the bottom. It cost time when you have to look in different places for the values you need. In Cocos Creator and Unity they have placed ""the most important"" properties at the top and they never move. + +**Solution: We suggest to always have the transform and opacity properties at the top in the inspector** + +Example: +![godotconsistentui](https://cloud.githubusercontent.com/assets/24936603/21721076/dcafefaa-d426-11e6-8cbb-9afa2a2f2fc4.jpg) + + +/Sorry for bulk adding issues, but we have been collecting a bit :)",True,"Consistent order of Property sections in the Inspector view - We spend a lot of time looking for the value we need to change in the Inspector because the order is changing depending on the Node you select. So if you want to change the Opacity it's placed on top in Node2d but in the Label node its at the bottom. It cost time when you have to look in different places for the values you need. In Cocos Creator and Unity they have placed ""the most important"" properties at the top and they never move. + +**Solution: We suggest to always have the transform and opacity properties at the top in the inspector** + +Example: +![godotconsistentui](https://cloud.githubusercontent.com/assets/24936603/21721076/dcafefaa-d426-11e6-8cbb-9afa2a2f2fc4.jpg) + + +/Sorry for bulk adding issues, but we have been collecting a bit :)",1,consistent order of property sections in the inspector view we spend a lot of time looking for the value we need to change in the inspector because the order is changing depending on the node you select so if you want to change the opacity it s placed on top in but in the label node its at the bottom it cost time when you have to look in different places for the values you need in cocos creator and unity they have placed the most important properties at the top and they never move solution we suggest to always have the transform and opacity properties at the top in the inspector example sorry for bulk adding issues but we have been collecting a bit ,1 +3743,3537470938.0,IssuesEvent,2016-01-18 01:18:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,EditorScript 's compile errors are not logged in Console,enhancement topic:core topic:plugin usability,"When writing an script to run in the editor bugs like undefined vars are not logged and when trying to run only feedback is a reminder to use tool keyword, same happens if you try to inherit another class instead of EditorScript. + +Error logs are in godot's command window (if std-out is enabled)",True,"EditorScript 's compile errors are not logged in Console - When writing an script to run in the editor bugs like undefined vars are not logged and when trying to run only feedback is a reminder to use tool keyword, same happens if you try to inherit another class instead of EditorScript. + +Error logs are in godot's command window (if std-out is enabled)",1,editorscript s compile errors are not logged in console when writing an script to run in the editor bugs like undefined vars are not logged and when trying to run only feedback is a reminder to use tool keyword same happens if you try to inherit another class instead of editorscript error logs are in godot s command window if std out is enabled ,1 +24710,24179786321.0,IssuesEvent,2022-09-23 07:46:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene creation dialog detects some root names as invalid when it shouldn't,bug topic:editor good first issue usability,"### Godot version + +34e28f2 + +### System information + +Windows 10 x64 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/191263372-21016e83-9f1a-4350-adac-7f93a034ff3a.png) +1 is a valid node name, but the dialog doesn't let you use it. IIRC it uses `is_valid_identifier()` function to check that, but node names have less strict rules than identifiers. A different function should be used. + +### Steps to reproduce + +1. Right-click in filesystem dock +2. New Scene +3. Start Root Name with number + +### Minimal reproduction project + +_No response_",True,"Scene creation dialog detects some root names as invalid when it shouldn't - ### Godot version + +34e28f2 + +### System information + +Windows 10 x64 + +### Issue description + +![image](https://user-images.githubusercontent.com/2223172/191263372-21016e83-9f1a-4350-adac-7f93a034ff3a.png) +1 is a valid node name, but the dialog doesn't let you use it. IIRC it uses `is_valid_identifier()` function to check that, but node names have less strict rules than identifiers. A different function should be used. + +### Steps to reproduce + +1. Right-click in filesystem dock +2. New Scene +3. Start Root Name with number + +### Minimal reproduction project + +_No response_",1,scene creation dialog detects some root names as invalid when it shouldn t godot version system information windows issue description is a valid node name but the dialog doesn t let you use it iirc it uses is valid identifier function to check that but node names have less strict rules than identifiers a different function should be used steps to reproduce right click in filesystem dock new scene start root name with number minimal reproduction project no response ,1 +25010,24573288770.0,IssuesEvent,2022-10-13 10:17:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No obvious way to erase while painting tileset terrains,enhancement topic:editor usability topic:2d,"### Godot version + +4.0 Beta 1 + +### System information + +Windows 10, Ryzen 5900x, Nvidia GTX 1080ti + +### Issue description + +The tileset terrain painter doesn't provide an obvious way to erase changes. I would expect either right clicking or a dedicated erase button at the top of the tileset editor to fill this role. + +![image](https://user-images.githubusercontent.com/17105387/190663308-9c573845-c240-448c-9361-edfe3e7b1a98.png) + + +### Steps to reproduce + +. + +### Minimal reproduction project + +_No response_",True,"No obvious way to erase while painting tileset terrains - ### Godot version + +4.0 Beta 1 + +### System information + +Windows 10, Ryzen 5900x, Nvidia GTX 1080ti + +### Issue description + +The tileset terrain painter doesn't provide an obvious way to erase changes. I would expect either right clicking or a dedicated erase button at the top of the tileset editor to fill this role. + +![image](https://user-images.githubusercontent.com/17105387/190663308-9c573845-c240-448c-9361-edfe3e7b1a98.png) + + +### Steps to reproduce + +. + +### Minimal reproduction project + +_No response_",1,no obvious way to erase while painting tileset terrains godot version beta system information windows ryzen nvidia gtx issue description the tileset terrain painter doesn t provide an obvious way to erase changes i would expect either right clicking or a dedicated erase button at the top of the tileset editor to fill this role steps to reproduce minimal reproduction project no response ,1 +14069,8808767323.0,IssuesEvent,2018-12-27 16:12:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editing an auto-tile doesn't show scrollbars until you change the zoom,bug topic:editor usability,"**Godot version:** 3.0.6 + +**OS/device including version:** Windows 10 + +**Issue description:** When editing the tileset on a tilemap, even if the tileset is huge and the window is small, it doesn't show scrollbars. In this screenshot, the red arrow shows the tiles are truncated but the scrollbars are missing. + +![image](https://i.imgur.com/nGmpDKV.png) + +**Steps to reproduce:** +- Find/borrow a large tileset +- Create a new tileset scene with some tiles, export as a TileSet +- Create a new tile map, and load the tileset +- Look at the editor. + +Expected: the tilemap is large and extends beyond the window dimensions, so you see scrollbars. +Actual: You don't see scrollbars. + +Work-around: click `(1)` or zoom in/out and the scollbars appear. + +**Minimal reproduction project:** N/A. I think this bug is easy to reproduce. But if you want, you can use any commit from [my current game](https://github.com/nightblade9/eman-quest). (If so: open up Scenes > Maps > `AutoTileTilesets.tscn` and edit any tileset. +",True,"Editing an auto-tile doesn't show scrollbars until you change the zoom - **Godot version:** 3.0.6 + +**OS/device including version:** Windows 10 + +**Issue description:** When editing the tileset on a tilemap, even if the tileset is huge and the window is small, it doesn't show scrollbars. In this screenshot, the red arrow shows the tiles are truncated but the scrollbars are missing. + +![image](https://i.imgur.com/nGmpDKV.png) + +**Steps to reproduce:** +- Find/borrow a large tileset +- Create a new tileset scene with some tiles, export as a TileSet +- Create a new tile map, and load the tileset +- Look at the editor. + +Expected: the tilemap is large and extends beyond the window dimensions, so you see scrollbars. +Actual: You don't see scrollbars. + +Work-around: click `(1)` or zoom in/out and the scollbars appear. + +**Minimal reproduction project:** N/A. I think this bug is easy to reproduce. But if you want, you can use any commit from [my current game](https://github.com/nightblade9/eman-quest). (If so: open up Scenes > Maps > `AutoTileTilesets.tscn` and edit any tileset. +",1,editing an auto tile doesn t show scrollbars until you change the zoom godot version os device including version windows issue description when editing the tileset on a tilemap even if the tileset is huge and the window is small it doesn t show scrollbars in this screenshot the red arrow shows the tiles are truncated but the scrollbars are missing steps to reproduce find borrow a large tileset create a new tileset scene with some tiles export as a tileset create a new tile map and load the tileset look at the editor expected the tilemap is large and extends beyond the window dimensions so you see scrollbars actual you don t see scrollbars work around click or zoom in out and the scollbars appear minimal reproduction project n a i think this bug is easy to reproduce but if you want you can use any commit from if so open up scenes maps autotiletilesets tscn and edit any tileset ,1 +15297,9936188688.0,IssuesEvent,2019-07-02 18:28:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Re-organize Script Editor's Edit menu,discussion topic:editor usability," + +**Godot version:** +ae65c610e + +**Issue description:** +This is the edit menu right now: +![image](https://user-images.githubusercontent.com/2223172/60536213-0d4c9c80-9d06-11e9-9cfb-fc41b4ec3ca8.png) + +It's... long. Especially compared to other menus. Many of the positions can be moved to sub-menus, like Convert Case, to make it shorter and probably more accessible. + +My proposals are: + +- Rename ""Bookmarks"" to ""Go to"" (as discussed in #29071), and move Breakpoint-related actions there. +- Fold/Unfold Line/All Lines -> Folding sub-menu +- Convert/Auto Indent (also maybe Indent Left/Right) -> Indent sub-menu +- _Optionally:_ Move Up/Down, Delete Line, Toggle Comment -> Line (or Line Operations) sub-menu + +This would make the menu 8 (or 10) positions shorter. (actually, similar thing could be done with File menu...) + +Any other propositions? Or the menu should stay as now?",True,"Re-organize Script Editor's Edit menu - + +**Godot version:** +ae65c610e + +**Issue description:** +This is the edit menu right now: +![image](https://user-images.githubusercontent.com/2223172/60536213-0d4c9c80-9d06-11e9-9cfb-fc41b4ec3ca8.png) + +It's... long. Especially compared to other menus. Many of the positions can be moved to sub-menus, like Convert Case, to make it shorter and probably more accessible. + +My proposals are: + +- Rename ""Bookmarks"" to ""Go to"" (as discussed in #29071), and move Breakpoint-related actions there. +- Fold/Unfold Line/All Lines -> Folding sub-menu +- Convert/Auto Indent (also maybe Indent Left/Right) -> Indent sub-menu +- _Optionally:_ Move Up/Down, Delete Line, Toggle Comment -> Line (or Line Operations) sub-menu + +This would make the menu 8 (or 10) positions shorter. (actually, similar thing could be done with File menu...) + +Any other propositions? Or the menu should stay as now?",1,re organize script editor s edit menu please search existing issues for potential duplicates before filing yours godot version issue description this is the edit menu right now it s long especially compared to other menus many of the positions can be moved to sub menus like convert case to make it shorter and probably more accessible my proposals are rename bookmarks to go to as discussed in and move breakpoint related actions there fold unfold line all lines folding sub menu convert auto indent also maybe indent left right indent sub menu optionally move up down delete line toggle comment line or line operations sub menu this would make the menu or positions shorter actually similar thing could be done with file menu any other propositions or the menu should stay as now ,1 +9789,6415095593.0,IssuesEvent,2017-08-08 11:57:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Having more general information icons for the scene panel.,enhancement topic:editor usability,"https://dl.dropboxusercontent.com/u/67740160/Scene_Panel.png - the popup node has a warning icon next to it. Clicking on it will tell you about the node's default behaviour. This doesn't appear to be something to _warn_ about, although it's still obviously a notification. Maybe a more general ""information""-style icon in addition (for things like this) would be nice? +",True,"Having more general information icons for the scene panel. - https://dl.dropboxusercontent.com/u/67740160/Scene_Panel.png - the popup node has a warning icon next to it. Clicking on it will tell you about the node's default behaviour. This doesn't appear to be something to _warn_ about, although it's still obviously a notification. Maybe a more general ""information""-style icon in addition (for things like this) would be nice? +",1,having more general information icons for the scene panel the popup node has a warning icon next to it clicking on it will tell you about the node s default behaviour this doesn t appear to be something to warn about although it s still obviously a notification maybe a more general information style icon in addition for things like this would be nice ,1 +4242,3783898461.0,IssuesEvent,2016-03-19 12:54:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Enable shift+del as ""cut"" in text editor.",feature proposal topic:editor usability,"It'd be pretty nice if the text editor allowed using the keyboard shortcut shift+del, usually ""cut text"" in most toolkits, text editors and OSs. Using it in Godot just deletes the text without adding it to clipboard, which can be misleading when you try paste the text later. +The shortcut shift+ins for paste and control+ins for copy already work, so it'd be nice to have its complementary in place as well",True,"Enable shift+del as ""cut"" in text editor. - It'd be pretty nice if the text editor allowed using the keyboard shortcut shift+del, usually ""cut text"" in most toolkits, text editors and OSs. Using it in Godot just deletes the text without adding it to clipboard, which can be misleading when you try paste the text later. +The shortcut shift+ins for paste and control+ins for copy already work, so it'd be nice to have its complementary in place as well",1,enable shift del as cut in text editor it d be pretty nice if the text editor allowed using the keyboard shortcut shift del usually cut text in most toolkits text editors and oss using it in godot just deletes the text without adding it to clipboard which can be misleading when you try paste the text later the shortcut shift ins for paste and control ins for copy already work so it d be nice to have its complementary in place as well,1 +9904,6500670498.0,IssuesEvent,2017-08-23 06:09:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual Script Editor: property selector leaves behind empty node after canceling.,bug topic:editor usability,"**Operating system or device - Godot version:** +Windows 10 - master branch + +**Issue description:** + +When you drag a link off an object instance into empty space and then select Get, Set, or Call, it will pop open the property selector. If you press cancel or close the property selector it will leave behind an empty node. Not sure if this is intentional behavior but what I would have expected is for the entire operation to be canceled and no node left over. + +**Steps to reproduce:** +1. Open a visual script +2. Open a function +3. Put an object instance somewhere on the graph +4. Drag the output of the node into an empty part of the graph then hit Call, Get, or Set +5. Hit cancel in the property selector + +![godot-issue](https://user-images.githubusercontent.com/1817000/29497462-289fa72a-85b6-11e7-9138-3c6faca23d19.gif) +",True,"Visual Script Editor: property selector leaves behind empty node after canceling. - **Operating system or device - Godot version:** +Windows 10 - master branch + +**Issue description:** + +When you drag a link off an object instance into empty space and then select Get, Set, or Call, it will pop open the property selector. If you press cancel or close the property selector it will leave behind an empty node. Not sure if this is intentional behavior but what I would have expected is for the entire operation to be canceled and no node left over. + +**Steps to reproduce:** +1. Open a visual script +2. Open a function +3. Put an object instance somewhere on the graph +4. Drag the output of the node into an empty part of the graph then hit Call, Get, or Set +5. Hit cancel in the property selector + +![godot-issue](https://user-images.githubusercontent.com/1817000/29497462-289fa72a-85b6-11e7-9138-3c6faca23d19.gif) +",1,visual script editor property selector leaves behind empty node after canceling operating system or device godot version windows master branch issue description when you drag a link off an object instance into empty space and then select get set or call it will pop open the property selector if you press cancel or close the property selector it will leave behind an empty node not sure if this is intentional behavior but what i would have expected is for the entire operation to be canceled and no node left over steps to reproduce open a visual script open a function put an object instance somewhere on the graph drag the output of the node into an empty part of the graph then hit call get or set hit cancel in the property selector ,1 +15222,9878940104.0,IssuesEvent,2019-06-24 08:52:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,automatically add new line to scripts,enhancement junior job topic:editor usability,"https://editorconfig.org/ + +For better compliance and ease of use with editorconfig and git, i would like it if godot automatically added a new empty line to the end of any script that does not have it. + +Some more assorted commends on why this is a good idea: https://stackoverflow.com/questions/729692/why-should-text-files-end-with-a-newline/25322168#25322168",True,"automatically add new line to scripts - https://editorconfig.org/ + +For better compliance and ease of use with editorconfig and git, i would like it if godot automatically added a new empty line to the end of any script that does not have it. + +Some more assorted commends on why this is a good idea: https://stackoverflow.com/questions/729692/why-should-text-files-end-with-a-newline/25322168#25322168",1,automatically add new line to scripts for better compliance and ease of use with editorconfig and git i would like it if godot automatically added a new empty line to the end of any script that does not have it some more assorted commends on why this is a good idea ,1 +7188,4807345546.0,IssuesEvent,2016-11-02 21:10:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selected items in ItemList are too offset to the left,bug hacktoberfest topic:core topic:editor usability,"Related to #3096 and the PR that attempts to fix it, #3409. Once the background colour part of the issue is fixed, there is still the error that the selected item is too offset to the left, and thus the left part of the StyleBox is not visible. With PR #3409, it's extended to all items since the custom background colour will extend to the same width as the StyleBox selector, so it will also have a start position out of the ItemList panel. + +Current status (with PR #3409, but without it's still similar for the StyleBox, only the background colour area changes): +![r pos x-4_](https://cloud.githubusercontent.com/assets/4701338/12518064/8424c3dc-c136-11e5-8982-73e8363f7427.png) + +What it should be: +![r pos x1_](https://cloud.githubusercontent.com/assets/4701338/12518069/89055722-c136-11e5-90a6-44dd3dfb41f5.png) +(or maybe with a bit more offset between the left part of the StyleBox and the icon, i.e. the icon and text should be offset to the right a bit). +",True,"Selected items in ItemList are too offset to the left - Related to #3096 and the PR that attempts to fix it, #3409. Once the background colour part of the issue is fixed, there is still the error that the selected item is too offset to the left, and thus the left part of the StyleBox is not visible. With PR #3409, it's extended to all items since the custom background colour will extend to the same width as the StyleBox selector, so it will also have a start position out of the ItemList panel. + +Current status (with PR #3409, but without it's still similar for the StyleBox, only the background colour area changes): +![r pos x-4_](https://cloud.githubusercontent.com/assets/4701338/12518064/8424c3dc-c136-11e5-8982-73e8363f7427.png) + +What it should be: +![r pos x1_](https://cloud.githubusercontent.com/assets/4701338/12518069/89055722-c136-11e5-90a6-44dd3dfb41f5.png) +(or maybe with a bit more offset between the left part of the StyleBox and the icon, i.e. the icon and text should be offset to the right a bit). +",1,selected items in itemlist are too offset to the left related to and the pr that attempts to fix it once the background colour part of the issue is fixed there is still the error that the selected item is too offset to the left and thus the left part of the stylebox is not visible with pr it s extended to all items since the custom background colour will extend to the same width as the stylebox selector so it will also have a start position out of the itemlist panel current status with pr but without it s still similar for the stylebox only the background colour area changes what it should be or maybe with a bit more offset between the left part of the stylebox and the icon i e the icon and text should be offset to the right a bit ,1 +14211,8921366113.0,IssuesEvent,2019-01-21 09:56:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Make ""Export with Debug"" more visible to the user",enhancement topic:editor usability,"**Godot version:** +3.1 beta2 + + +**OS/device including version:** +Windows 10 64bit + + +**Issue description:** +I notice this question coming up a lot ""does exports always show a terminal?"" Well if you look, you'll notice this text is almost invisible to the user. The color is close to the background color and the on/off button is way to the right which in theory should be obvious, but it clearly isn't obvious to the user because it's a question that constantly comes up on the discord + +![image](https://user-images.githubusercontent.com/16387107/51442245-8bf5d600-1ca0-11e9-8df7-11905f6b6aab.png) + +",True,"Make ""Export with Debug"" more visible to the user - **Godot version:** +3.1 beta2 + + +**OS/device including version:** +Windows 10 64bit + + +**Issue description:** +I notice this question coming up a lot ""does exports always show a terminal?"" Well if you look, you'll notice this text is almost invisible to the user. The color is close to the background color and the on/off button is way to the right which in theory should be obvious, but it clearly isn't obvious to the user because it's a question that constantly comes up on the discord + +![image](https://user-images.githubusercontent.com/16387107/51442245-8bf5d600-1ca0-11e9-8df7-11905f6b6aab.png) + +",1,make export with debug more visible to the user godot version os device including version windows issue description i notice this question coming up a lot does exports always show a terminal well if you look you ll notice this text is almost invisible to the user the color is close to the background color and the on off button is way to the right which in theory should be obvious but it clearly isn t obvious to the user because it s a question that constantly comes up on the discord ,1 +6252,4194928863.0,IssuesEvent,2016-06-25 11:36:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The mouse mode stays the same when an issue happens,bug topic:editor usability,"**Operating system or device - Godot version:** +Ubuntu 15.10, Godot 2.0.2 + +**Issue description** (what happened, and what was expected): +I wrote a little code to capture the mouse like this ""Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)"" +the problem is when I add a new feature i get issues in the code just like every other human and when issues happen the editor pops up which is the problem, the mouse is still captured i can't type anything and can't use the editor's shortcuts to stop debugging or even close the window with ""Alt+F4"" the Ubuntu shortcut + +**My Wish** +Add some feature that returns the mouse mode to un-captured, or saves the system's state before debugging the game and redo it when there are issues because the only solution that I can do is RESTART the computer which is why my development is SLOW",True,"The mouse mode stays the same when an issue happens - **Operating system or device - Godot version:** +Ubuntu 15.10, Godot 2.0.2 + +**Issue description** (what happened, and what was expected): +I wrote a little code to capture the mouse like this ""Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)"" +the problem is when I add a new feature i get issues in the code just like every other human and when issues happen the editor pops up which is the problem, the mouse is still captured i can't type anything and can't use the editor's shortcuts to stop debugging or even close the window with ""Alt+F4"" the Ubuntu shortcut + +**My Wish** +Add some feature that returns the mouse mode to un-captured, or saves the system's state before debugging the game and redo it when there are issues because the only solution that I can do is RESTART the computer which is why my development is SLOW",1,the mouse mode stays the same when an issue happens operating system or device godot version ubuntu godot issue description what happened and what was expected i wrote a little code to capture the mouse like this input set mouse mode input mouse mode captured the problem is when i add a new feature i get issues in the code just like every other human and when issues happen the editor pops up which is the problem the mouse is still captured i can t type anything and can t use the editor s shortcuts to stop debugging or even close the window with alt the ubuntu shortcut my wish add some feature that returns the mouse mode to un captured or saves the system s state before debugging the game and redo it when there are issues because the only solution that i can do is restart the computer which is why my development is slow,1 +16620,11141416445.0,IssuesEvent,2019-12-21 22:36:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Rigidbody. Number of contacts reported < 0?,bug topic:editor usability,"**Godot version:** +3.X +**OS/device including version:** +Any? +**Issue description:** +It can be set -1? Or in editor settings not set min-max value? +This not critical, but ... strange. +Or if it set -1, then one substract from contacts reported? (Don`t know how ^_^) +If it set -X... unpredicteble logick results.",True,"Rigidbody. Number of contacts reported < 0? - **Godot version:** +3.X +**OS/device including version:** +Any? +**Issue description:** +It can be set -1? Or in editor settings not set min-max value? +This not critical, but ... strange. +Or if it set -1, then one substract from contacts reported? (Don`t know how ^_^) +If it set -X... unpredicteble logick results.",1,rigidbody number of contacts reported godot version x os device including version any issue description it can be set or in editor settings not set min max value this not critical but strange or if it set then one substract from contacts reported don t know how if it set x unpredicteble logick results ,1 +22923,20612116618.0,IssuesEvent,2022-03-07 09:40:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project can be opened multiple times from Project Manager,bug topic:editor usability,"### Godot version + +3f69ea4 + +### System information + +W10 + +### Issue description + +When you double click a project on project list, it opens the project. But if you keep clicking it until project manager closes, it will spawn multiple instances of the editor. + +If the project is starting, further clicks should have no effect. + +### Steps to reproduce + +1. Open Project Manager +2. Click a project on the list +3. Click it +4. Click again +5. Click +6. Click +7. Keep clicking + +### Minimal reproduction project + +_No response_",True,"Project can be opened multiple times from Project Manager - ### Godot version + +3f69ea4 + +### System information + +W10 + +### Issue description + +When you double click a project on project list, it opens the project. But if you keep clicking it until project manager closes, it will spawn multiple instances of the editor. + +If the project is starting, further clicks should have no effect. + +### Steps to reproduce + +1. Open Project Manager +2. Click a project on the list +3. Click it +4. Click again +5. Click +6. Click +7. Keep clicking + +### Minimal reproduction project + +_No response_",1,project can be opened multiple times from project manager godot version system information issue description when you double click a project on project list it opens the project but if you keep clicking it until project manager closes it will spawn multiple instances of the editor if the project is starting further clicks should have no effect steps to reproduce open project manager click a project on the list click it click again click click keep clicking minimal reproduction project no response ,1 +18179,12625997327.0,IssuesEvent,2020-06-14 14:36:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Keep Debugger Open"" conflicts with ""Always Open|Close Output On Play|Stop""",enhancement topic:editor usability,"**Issue description:** + +This two settings: +![2017-09-17-165430_700x63_scrot](https://user-images.githubusercontent.com/1387165/30524380-e5537a5e-9bc8-11e7-8f61-9f285c11aa4c.png) +conflict with this: +![2017-09-17-165324_243x185_scrot](https://user-images.githubusercontent.com/1387165/30524376-d181f898-9bc8-11e7-888a-49966f560d29.png) + +- ~The option ""Always Open Output On Play"" not really works because when some print occurs the output always open.~ Fixed by #15869 +- When I am in debugger, for example in tab ""Monitors"", and I stop the game I always go to first tab, can we change this behavior to not do it? + +I think we need to simplify this options some way.",True,"""Keep Debugger Open"" conflicts with ""Always Open|Close Output On Play|Stop"" - **Issue description:** + +This two settings: +![2017-09-17-165430_700x63_scrot](https://user-images.githubusercontent.com/1387165/30524380-e5537a5e-9bc8-11e7-8f61-9f285c11aa4c.png) +conflict with this: +![2017-09-17-165324_243x185_scrot](https://user-images.githubusercontent.com/1387165/30524376-d181f898-9bc8-11e7-888a-49966f560d29.png) + +- ~The option ""Always Open Output On Play"" not really works because when some print occurs the output always open.~ Fixed by #15869 +- When I am in debugger, for example in tab ""Monitors"", and I stop the game I always go to first tab, can we change this behavior to not do it? + +I think we need to simplify this options some way.",1, keep debugger open conflicts with always open close output on play stop issue description this two settings conflict with this the option always open output on play not really works because when some print occurs the output always open fixed by when i am in debugger for example in tab monitors and i stop the game i always go to first tab can we change this behavior to not do it i think we need to simplify this options some way ,1 +24964,24527833874.0,IssuesEvent,2022-10-11 14:19:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 4 won't respect animation list,bug usability topic:import topic:animation topic:3d,"### Godot version + +4 alpha 14 + +### System information + +Windows 11, GeForce GTX 1650 + +### Issue description + +I have re-exported all my models as glbs, since Godot 4 unfortunately has trouble with daes, When I import my glbs and go to ""advanced,"" then click on AnimationPlayer I'm allowed to slice my animations as was done in previous versions of Godot. But then Godot ignores the list, no matter what I do (it saves it and it can be seen every time I repeat the process of reimporting and going through the same steps). Yet all I ever get is a single animation named ""All Animations"" (as generated by the Babylon exporter in 3ds max). + +By the way, I also can't find Quat in GDScript on Godot 4 alpha 14. The following lines don't compile: +var wrotation = Quat(global_transform.basis).slerp(Quat(wtransform.basis), rotation_speed) +global_transform = Transform(Basis(wrotation), global_transform.origin) + +### Steps to reproduce + +Import a glb and try slicing the animation. + +### Minimal reproduction project + +I can't send this specific project, but all you need is Godot 4 alpha 14 and a glb with multiple animations.",True,"Godot 4 won't respect animation list - ### Godot version + +4 alpha 14 + +### System information + +Windows 11, GeForce GTX 1650 + +### Issue description + +I have re-exported all my models as glbs, since Godot 4 unfortunately has trouble with daes, When I import my glbs and go to ""advanced,"" then click on AnimationPlayer I'm allowed to slice my animations as was done in previous versions of Godot. But then Godot ignores the list, no matter what I do (it saves it and it can be seen every time I repeat the process of reimporting and going through the same steps). Yet all I ever get is a single animation named ""All Animations"" (as generated by the Babylon exporter in 3ds max). + +By the way, I also can't find Quat in GDScript on Godot 4 alpha 14. The following lines don't compile: +var wrotation = Quat(global_transform.basis).slerp(Quat(wtransform.basis), rotation_speed) +global_transform = Transform(Basis(wrotation), global_transform.origin) + +### Steps to reproduce + +Import a glb and try slicing the animation. + +### Minimal reproduction project + +I can't send this specific project, but all you need is Godot 4 alpha 14 and a glb with multiple animations.",1,godot won t respect animation list godot version alpha system information windows geforce gtx issue description i have re exported all my models as glbs since godot unfortunately has trouble with daes when i import my glbs and go to advanced then click on animationplayer i m allowed to slice my animations as was done in previous versions of godot but then godot ignores the list no matter what i do it saves it and it can be seen every time i repeat the process of reimporting and going through the same steps yet all i ever get is a single animation named all animations as generated by the babylon exporter in max by the way i also can t find quat in gdscript on godot alpha the following lines don t compile var wrotation quat global transform basis slerp quat wtransform basis rotation speed global transform transform basis wrotation global transform origin steps to reproduce import a glb and try slicing the animation minimal reproduction project i can t send this specific project but all you need is godot alpha and a glb with multiple animations ,1 +15713,10255393745.0,IssuesEvent,2019-08-21 15:20:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompletion problems with the new list,bug regression topic:editor usability," + +**Godot version:** +afecc0b + +**Issue description:** +I can't believe no one reported it yet, but the autocompletion has a severe issue since the changes from #29626. Check this +![image](https://user-images.githubusercontent.com/2223172/63202955-af450000-c08c-11e9-998a-9d9c5c201b6d.png) +It's a very nice list without quotes and with icons looks cool and stuff. But how do I search that list? I mean, when I start typing something to filter options, the list disappears. Previously, all options started with "", so you had to write "" and then whatever you wanted to search, otherwise you ran into #24077, which seems to still be true. Now when you write "", the list disappears too, so it's entirely impossible to filter it.",True,"Autocompletion problems with the new list - + +**Godot version:** +afecc0b + +**Issue description:** +I can't believe no one reported it yet, but the autocompletion has a severe issue since the changes from #29626. Check this +![image](https://user-images.githubusercontent.com/2223172/63202955-af450000-c08c-11e9-998a-9d9c5c201b6d.png) +It's a very nice list without quotes and with icons looks cool and stuff. But how do I search that list? I mean, when I start typing something to filter options, the list disappears. Previously, all options started with "", so you had to write "" and then whatever you wanted to search, otherwise you ran into #24077, which seems to still be true. Now when you write "", the list disappears too, so it's entirely impossible to filter it.",1,autocompletion problems with the new list please search existing issues for potential duplicates before filing yours godot version issue description i can t believe no one reported it yet but the autocompletion has a severe issue since the changes from check this it s a very nice list without quotes and with icons looks cool and stuff but how do i search that list i mean when i start typing something to filter options the list disappears previously all options started with so you had to write and then whatever you wanted to search otherwise you ran into which seems to still be true now when you write the list disappears too so it s entirely impossible to filter it ,1 +11053,7044915710.0,IssuesEvent,2018-01-01 11:46:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot undo adding points to Line2D,bug topic:editor usability,"**OS/Godot version:** + +Antergos x86_64 - 5c63687 + +**Issue description:** + +Expected: Ctrl+Z undoes last point added to Line2D +Happened: it undoes the previous action instead +*Note: undoing points removal works as expected* + +**Steps to reproduce:** +1. New Line2D +2. Add a point +3. Undo, expecting that point to disappear +4. The whole node disappears because adding Line2D is undone + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",True,"Cannot undo adding points to Line2D - **OS/Godot version:** + +Antergos x86_64 - 5c63687 + +**Issue description:** + +Expected: Ctrl+Z undoes last point added to Line2D +Happened: it undoes the previous action instead +*Note: undoing points removal works as expected* + +**Steps to reproduce:** +1. New Line2D +2. Add a point +3. Undo, expecting that point to disappear +4. The whole node disappears because adding Line2D is undone + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",1,cannot undo adding points to os godot version antergos issue description expected ctrl z undoes last point added to happened it undoes the previous action instead note undoing points removal works as expected steps to reproduce new add a point undo expecting that point to disappear the whole node disappears because adding is undone i searched the existing for potential duplicates ,1 +26305,26674585598.0,IssuesEvent,2023-01-26 13:17:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve Animation Player Usability,topic:editor usability topic:animation,"### Godot version + +4.0beta15 + +### System information + +Windows10, AMD Ryzen 9 3900XT, RTX3070, Vulkan + +### Issue description + +Currently, there are several issues, that constantly throw me and my colleagues off when using the Animation Player. Some of them are UI-related others are about keyframe functionality. I am consciously not posting this under ""proposals"", because I think these are serious issues, that make the AnimationPlayer an unpleasant experience. + + +### Issue 1: Zoom tool + +The Zoom tool (or CTRL+Mouse wheel) animation player should definitely zoom in on the current position, not the beginning of the track as it does right now! The current behavior is bad UX, any other timeline-based editing tool (animations, video, audio, etc.) zooms in on the cursor position. +![AnimationPlayerZooming](https://user-images.githubusercontent.com/53947784/214716432-f7cbd59e-de5b-472b-b07e-32dbb09b3820.gif) + + +### Issue 2: Missing Copy + Paste of keyframes + +Two questions here: why can we CTRL+D (duplicate) keyframes, but not CTRL+C and CTRL+V (copy+paste)? And since I can't do it, why does it instead copy the AnimationPlayer NODE itself and paste it, even though it isn't even selected in the inspector? + +![KeyframePasting](https://user-images.githubusercontent.com/53947784/214717398-1f127fda-e0cd-4218-b8ab-65843dc6db48.gif) + +There should be an option to copy any keyframe and paste it on the current playback position. Also, I think it should be possible to copy a keyframe on another track of the same type. + +### Issue 3: Missing duplication of entire Tracks + +It would be nice to have the option to duplicate an entire animation track, just with a different path that it modifies. + +### Issue 4: Having to make both Animation AND Library unique, when duplicating + +If I have an AnimationPlayer, I want to duplicate it and edit the animations of the second player only, I have to not only make the animation unique, but also the animation library? There is at least a ""Make unique (recursive)"" option missing on the library, but maybe the library should make its Animations unique altogether by default? I haven't used Animation Libraries that much, so correct me if that is bad. + +### Issue 5: Bugs and issues with AudioPlaybackTracks, partly tracked in #71810 + +The AudioPlaybackTrack is both blessing and curse, it's very nice, but many things need to be ironed out, such as those in the mentioned issue. Also, I think audio should not be played when positioning the cursor somewhere, but only upon playback. E.g. why would I want to hear the death-scream of a character each time I reposition its ragdoll? It's mostly undesirable and annoying and if you have long audio, it can be unbearable. + +### Issue 6: Can't drag (audio) keyframes across tracks +This would be nice to have, e.g. you want two have the same sound on two Playback tracks, or you accidentally dragged an audio file from the file system onto the wrong track. This could also work for other keyframe types, and might even go hand-in-hand with Issue 2. The reason this is important for audio files specifically is that users of any audio editing program (think Audacity/Reaper/...) would intuitively try to do that, especially since you can also change the playback range. + +![image](https://user-images.githubusercontent.com/53947784/214719769-070fbda7-87a2-4c77-955d-9188b51f1374.png) + + +You can see, that there is a lot that could be improved with the current Animation Player. It is such an important feature for an Engine, yet so many usability features one would expect are just not there. I believe these improvements would be both fairly minor to implement, but at the same time benefit a majority of the users greatly. + +### Steps to reproduce + +Try to use the AnimationPlayer with several tracks and track types and you will encounter the issues described above. Above descriptions should suffice. + +### Minimal reproduction project + +Here is an Animation Playback Track with some audio, where you can try a bunch of that stuff if that's of any help. +[AnimationPlayerUsability.zip](https://github.com/godotengine/godot/files/10504738/AnimationPlayerUsability.zip) +",True,"Improve Animation Player Usability - ### Godot version + +4.0beta15 + +### System information + +Windows10, AMD Ryzen 9 3900XT, RTX3070, Vulkan + +### Issue description + +Currently, there are several issues, that constantly throw me and my colleagues off when using the Animation Player. Some of them are UI-related others are about keyframe functionality. I am consciously not posting this under ""proposals"", because I think these are serious issues, that make the AnimationPlayer an unpleasant experience. + + +### Issue 1: Zoom tool + +The Zoom tool (or CTRL+Mouse wheel) animation player should definitely zoom in on the current position, not the beginning of the track as it does right now! The current behavior is bad UX, any other timeline-based editing tool (animations, video, audio, etc.) zooms in on the cursor position. +![AnimationPlayerZooming](https://user-images.githubusercontent.com/53947784/214716432-f7cbd59e-de5b-472b-b07e-32dbb09b3820.gif) + + +### Issue 2: Missing Copy + Paste of keyframes + +Two questions here: why can we CTRL+D (duplicate) keyframes, but not CTRL+C and CTRL+V (copy+paste)? And since I can't do it, why does it instead copy the AnimationPlayer NODE itself and paste it, even though it isn't even selected in the inspector? + +![KeyframePasting](https://user-images.githubusercontent.com/53947784/214717398-1f127fda-e0cd-4218-b8ab-65843dc6db48.gif) + +There should be an option to copy any keyframe and paste it on the current playback position. Also, I think it should be possible to copy a keyframe on another track of the same type. + +### Issue 3: Missing duplication of entire Tracks + +It would be nice to have the option to duplicate an entire animation track, just with a different path that it modifies. + +### Issue 4: Having to make both Animation AND Library unique, when duplicating + +If I have an AnimationPlayer, I want to duplicate it and edit the animations of the second player only, I have to not only make the animation unique, but also the animation library? There is at least a ""Make unique (recursive)"" option missing on the library, but maybe the library should make its Animations unique altogether by default? I haven't used Animation Libraries that much, so correct me if that is bad. + +### Issue 5: Bugs and issues with AudioPlaybackTracks, partly tracked in #71810 + +The AudioPlaybackTrack is both blessing and curse, it's very nice, but many things need to be ironed out, such as those in the mentioned issue. Also, I think audio should not be played when positioning the cursor somewhere, but only upon playback. E.g. why would I want to hear the death-scream of a character each time I reposition its ragdoll? It's mostly undesirable and annoying and if you have long audio, it can be unbearable. + +### Issue 6: Can't drag (audio) keyframes across tracks +This would be nice to have, e.g. you want two have the same sound on two Playback tracks, or you accidentally dragged an audio file from the file system onto the wrong track. This could also work for other keyframe types, and might even go hand-in-hand with Issue 2. The reason this is important for audio files specifically is that users of any audio editing program (think Audacity/Reaper/...) would intuitively try to do that, especially since you can also change the playback range. + +![image](https://user-images.githubusercontent.com/53947784/214719769-070fbda7-87a2-4c77-955d-9188b51f1374.png) + + +You can see, that there is a lot that could be improved with the current Animation Player. It is such an important feature for an Engine, yet so many usability features one would expect are just not there. I believe these improvements would be both fairly minor to implement, but at the same time benefit a majority of the users greatly. + +### Steps to reproduce + +Try to use the AnimationPlayer with several tracks and track types and you will encounter the issues described above. Above descriptions should suffice. + +### Minimal reproduction project + +Here is an Animation Playback Track with some audio, where you can try a bunch of that stuff if that's of any help. +[AnimationPlayerUsability.zip](https://github.com/godotengine/godot/files/10504738/AnimationPlayerUsability.zip) +",1,improve animation player usability godot version system information amd ryzen vulkan issue description currently there are several issues that constantly throw me and my colleagues off when using the animation player some of them are ui related others are about keyframe functionality i am consciously not posting this under proposals because i think these are serious issues that make the animationplayer an unpleasant experience issue zoom tool the zoom tool or ctrl mouse wheel animation player should definitely zoom in on the current position not the beginning of the track as it does right now the current behavior is bad ux any other timeline based editing tool animations video audio etc zooms in on the cursor position issue missing copy paste of keyframes two questions here why can we ctrl d duplicate keyframes but not ctrl c and ctrl v copy paste and since i can t do it why does it instead copy the animationplayer node itself and paste it even though it isn t even selected in the inspector there should be an option to copy any keyframe and paste it on the current playback position also i think it should be possible to copy a keyframe on another track of the same type issue missing duplication of entire tracks it would be nice to have the option to duplicate an entire animation track just with a different path that it modifies issue having to make both animation and library unique when duplicating if i have an animationplayer i want to duplicate it and edit the animations of the second player only i have to not only make the animation unique but also the animation library there is at least a make unique recursive option missing on the library but maybe the library should make its animations unique altogether by default i haven t used animation libraries that much so correct me if that is bad issue bugs and issues with audioplaybacktracks partly tracked in the audioplaybacktrack is both blessing and curse it s very nice but many things need to be ironed out such as those in the mentioned issue also i think audio should not be played when positioning the cursor somewhere but only upon playback e g why would i want to hear the death scream of a character each time i reposition its ragdoll it s mostly undesirable and annoying and if you have long audio it can be unbearable issue can t drag audio keyframes across tracks this would be nice to have e g you want two have the same sound on two playback tracks or you accidentally dragged an audio file from the file system onto the wrong track this could also work for other keyframe types and might even go hand in hand with issue the reason this is important for audio files specifically is that users of any audio editing program think audacity reaper would intuitively try to do that especially since you can also change the playback range you can see that there is a lot that could be improved with the current animation player it is such an important feature for an engine yet so many usability features one would expect are just not there i believe these improvements would be both fairly minor to implement but at the same time benefit a majority of the users greatly steps to reproduce try to use the animationplayer with several tracks and track types and you will encounter the issues described above above descriptions should suffice minimal reproduction project here is an animation playback track with some audio where you can try a bunch of that stuff if that s of any help ,1 +24657,24098046168.0,IssuesEvent,2022-09-19 20:44:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationTree can't replace one connection with another of the same type.,enhancement topic:editor usability topic:animation,"### Godot version + +4.0b1 mono + +### System information + +Windows 10, Nvidia gtx 1660Ti, latest drivers, Vulkan + +### Issue description + +In the animation tree if I add two animation nodes set their animations then connect one node to output, everything is ok but if I try to drag the other node's noodle to the output I get a warning as you can see in the image and here: +`Unable to connect, port may be in use or connection may be invalid.` + +I'm not entirely sure if this is a bug but it does feel like one since the workaround is disconnecting the previous connection and connecting the second one which is just extra step which doesn't make much sense? + +![godot-bug-AnimationTree](https://user-images.githubusercontent.com/33526847/190929423-882bc64a-0077-48cf-9549-b2898885fb16.png) + + +### Steps to reproduce + +1. Create AnimationTree (set it up with an animation player if you need to) +2. Create two or more animation nodes and set them up with some animation +3. Connect first animation node to the Output +4. Try connecting the second animation node to the output - this gives a warning and doesn't connect. + +### Minimal reproduction project + +-",True,"AnimationTree can't replace one connection with another of the same type. - ### Godot version + +4.0b1 mono + +### System information + +Windows 10, Nvidia gtx 1660Ti, latest drivers, Vulkan + +### Issue description + +In the animation tree if I add two animation nodes set their animations then connect one node to output, everything is ok but if I try to drag the other node's noodle to the output I get a warning as you can see in the image and here: +`Unable to connect, port may be in use or connection may be invalid.` + +I'm not entirely sure if this is a bug but it does feel like one since the workaround is disconnecting the previous connection and connecting the second one which is just extra step which doesn't make much sense? + +![godot-bug-AnimationTree](https://user-images.githubusercontent.com/33526847/190929423-882bc64a-0077-48cf-9549-b2898885fb16.png) + + +### Steps to reproduce + +1. Create AnimationTree (set it up with an animation player if you need to) +2. Create two or more animation nodes and set them up with some animation +3. Connect first animation node to the Output +4. Try connecting the second animation node to the output - this gives a warning and doesn't connect. + +### Minimal reproduction project + +-",1,animationtree can t replace one connection with another of the same type godot version mono system information windows nvidia gtx latest drivers vulkan issue description in the animation tree if i add two animation nodes set their animations then connect one node to output everything is ok but if i try to drag the other node s noodle to the output i get a warning as you can see in the image and here unable to connect port may be in use or connection may be invalid i m not entirely sure if this is a bug but it does feel like one since the workaround is disconnecting the previous connection and connecting the second one which is just extra step which doesn t make much sense steps to reproduce create animationtree set it up with an animation player if you need to create two or more animation nodes and set them up with some animation connect first animation node to the output try connecting the second animation node to the output this gives a warning and doesn t connect minimal reproduction project ,1 +22520,19573559710.0,IssuesEvent,2022-01-04 12:58:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Vulkan: Emit a node configuration warning when GeometryInstance3D fade is enabled, but the margin is set to 0",enhancement topic:rendering topic:editor usability topic:3d,"*Related to https://github.com/godotengine/godot/issues/55367.* + +### Godot version + +4.0.dev (5efe80f30) + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 470.74) + +### Issue description + +The transparency-based distance fade implemented in https://github.com/godotengine/godot/pull/54222 doesn't seem to work as expected, both on opaque and transparent (alpha blended) materials. + +From left to right: + +- Opaque material, no LOD +- Opaque material, standard LOD (no fade) +- Opaque material, LOD with Self fade +- Opaque material, LOD with Dependencies fade +- Transparent material, LOD with Self fade +- Transparent material, LOD with Dependencies fade + +Spheres on the top have Transparency set to 0.2, spheres on the bottom have Transparency set to 0.0. + +https://user-images.githubusercontent.com/180032/143623193-86c2f171-623c-48f1-89bf-defb9b02779e.mp4 + + + + + +### Steps to reproduce + +- Add a MeshInstance3D node. +- Configure a LOD distance on the MeshInstance3D in **Visibility Range > End**. +- Set the fade mode to **Self**. +- Move away and notice that the mesh still fades in and out instantly. This occurs both if the mesh has an opaque or transparent material. + +### Minimal reproduction project + +[test_visibility_range_fade.zip](https://github.com/godotengine/godot/files/7610435/test_visibility_range_fade.zip) +",True,"Vulkan: Emit a node configuration warning when GeometryInstance3D fade is enabled, but the margin is set to 0 - *Related to https://github.com/godotengine/godot/issues/55367.* + +### Godot version + +4.0.dev (5efe80f30) + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 470.74) + +### Issue description + +The transparency-based distance fade implemented in https://github.com/godotengine/godot/pull/54222 doesn't seem to work as expected, both on opaque and transparent (alpha blended) materials. + +From left to right: + +- Opaque material, no LOD +- Opaque material, standard LOD (no fade) +- Opaque material, LOD with Self fade +- Opaque material, LOD with Dependencies fade +- Transparent material, LOD with Self fade +- Transparent material, LOD with Dependencies fade + +Spheres on the top have Transparency set to 0.2, spheres on the bottom have Transparency set to 0.0. + +https://user-images.githubusercontent.com/180032/143623193-86c2f171-623c-48f1-89bf-defb9b02779e.mp4 + + + + + +### Steps to reproduce + +- Add a MeshInstance3D node. +- Configure a LOD distance on the MeshInstance3D in **Visibility Range > End**. +- Set the fade mode to **Self**. +- Move away and notice that the mesh still fades in and out instantly. This occurs both if the mesh has an opaque or transparent material. + +### Minimal reproduction project + +[test_visibility_range_fade.zip](https://github.com/godotengine/godot/files/7610435/test_visibility_range_fade.zip) +",1,vulkan emit a node configuration warning when fade is enabled but the margin is set to related to godot version dev system information fedora geforce gtx nvidia issue description the transparency based distance fade implemented in doesn t seem to work as expected both on opaque and transparent alpha blended materials from left to right opaque material no lod opaque material standard lod no fade opaque material lod with self fade opaque material lod with dependencies fade transparent material lod with self fade transparent material lod with dependencies fade spheres on the top have transparency set to spheres on the bottom have transparency set to steps to reproduce add a node configure a lod distance on the in visibility range end set the fade mode to self move away and notice that the mesh still fades in and out instantly this occurs both if the mesh has an opaque or transparent material minimal reproduction project ,1 +25731,25782467307.0,IssuesEvent,2022-12-09 17:07:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The selection rectangle is barely visible on some tiles,enhancement topic:editor usability," + +**Godot version:** + +cb82442 + +**Issue description:** + +I have a tileset with blue tiles and the selection rectangle for alternate tiles seems to be of similar color. The result is this: +![image](https://user-images.githubusercontent.com/2223172/120940950-3b239280-c720-11eb-9b75-0a41755753a2.png) +(seems to depend on screen color settings) + +I think the rectangle should be thicker, or better, bicolored.",True,"The selection rectangle is barely visible on some tiles - + +**Godot version:** + +cb82442 + +**Issue description:** + +I have a tileset with blue tiles and the selection rectangle for alternate tiles seems to be of similar color. The result is this: +![image](https://user-images.githubusercontent.com/2223172/120940950-3b239280-c720-11eb-9b75-0a41755753a2.png) +(seems to depend on screen color settings) + +I think the rectangle should be thicker, or better, bicolored.",1,the selection rectangle is barely visible on some tiles please search existing issues for potential duplicates before filing yours godot version issue description i have a tileset with blue tiles and the selection rectangle for alternate tiles seems to be of similar color the result is this seems to depend on screen color settings i think the rectangle should be thicker or better bicolored ,1 +16044,10531393001.0,IssuesEvent,2019-10-01 08:25:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,rotation_degrees range is from -1080 do 1080,enhancement junior job topic:editor usability,"**Godot version:** +a1fcac640 +**Issue description:** +The edit range from rotation_degrees in the inspector is from -1080 do 1080, but should be -360 to 360 for better usability (dragging the value just makes the node spin like crazy).",True,"rotation_degrees range is from -1080 do 1080 - **Godot version:** +a1fcac640 +**Issue description:** +The edit range from rotation_degrees in the inspector is from -1080 do 1080, but should be -360 to 360 for better usability (dragging the value just makes the node spin like crazy).",1,rotation degrees range is from do godot version issue description the edit range from rotation degrees in the inspector is from do but should be to for better usability dragging the value just makes the node spin like crazy ,1 +24737,24206364534.0,IssuesEvent,2022-09-25 09:29:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Listen for Input does not work with Escape,bug topic:editor usability topic:input,"### Godot version + +889c522 + +### System information + +Windows 10 x64 + +### Issue description + +When you try to assign a shortcut in editor settings using this dialog: +![image](https://user-images.githubusercontent.com/2223172/187425635-62fe269f-7c5f-4e5b-a836-1a238f8536a9.png) +Pressing Escape will close the dialog instead of assigning the key. + +The dialog should probably handle closing, but not sure if it's possible to differentiate a keyboard close. + +### Steps to reproduce + +1. Open Editor Settings +2. Open Shortcuts +3. Double click some shortcut +4. Try to use Escape as shortcut when it listens for input + +### Minimal reproduction project + +_No response_",True,"Listen for Input does not work with Escape - ### Godot version + +889c522 + +### System information + +Windows 10 x64 + +### Issue description + +When you try to assign a shortcut in editor settings using this dialog: +![image](https://user-images.githubusercontent.com/2223172/187425635-62fe269f-7c5f-4e5b-a836-1a238f8536a9.png) +Pressing Escape will close the dialog instead of assigning the key. + +The dialog should probably handle closing, but not sure if it's possible to differentiate a keyboard close. + +### Steps to reproduce + +1. Open Editor Settings +2. Open Shortcuts +3. Double click some shortcut +4. Try to use Escape as shortcut when it listens for input + +### Minimal reproduction project + +_No response_",1,listen for input does not work with escape godot version system information windows issue description when you try to assign a shortcut in editor settings using this dialog pressing escape will close the dialog instead of assigning the key the dialog should probably handle closing but not sure if it s possible to differentiate a keyboard close steps to reproduce open editor settings open shortcuts double click some shortcut try to use escape as shortcut when it listens for input minimal reproduction project no response ,1 +14298,8982759055.0,IssuesEvent,2019-01-31 03:39:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Names of tiles in Tileset are overlap together,bug topic:editor usability," + +**Godot version:** + +3.1 beta 3 + +**OS/device including version:** + +windows 10 64 bit +GTX 1060 6GB + +**Issue description:** + +Names of tiles in tileset are overlap together. +It work normal in godot 3.1 beta 2 +![image](https://user-images.githubusercontent.com/8284805/51897822-2e6d3200-23e2-11e9-8831-43a08f26c6fd.png) + + + +**Steps to reproduce:** +make many single tile, auto tile. then click display Tile names +![image](https://user-images.githubusercontent.com/8284805/51897715-f36afe80-23e1-11e9-8356-8624e3df0e84.png) + + +**Minimal reproduction project:** + +",True,"Names of tiles in Tileset are overlap together - + +**Godot version:** + +3.1 beta 3 + +**OS/device including version:** + +windows 10 64 bit +GTX 1060 6GB + +**Issue description:** + +Names of tiles in tileset are overlap together. +It work normal in godot 3.1 beta 2 +![image](https://user-images.githubusercontent.com/8284805/51897822-2e6d3200-23e2-11e9-8831-43a08f26c6fd.png) + + + +**Steps to reproduce:** +make many single tile, auto tile. then click display Tile names +![image](https://user-images.githubusercontent.com/8284805/51897715-f36afe80-23e1-11e9-8356-8624e3df0e84.png) + + +**Minimal reproduction project:** + +",1,names of tiles in tileset are overlap together please search existing issues for potential duplicates before filing yours godot version beta os device including version windows bit gtx issue description names of tiles in tileset are overlap together it work normal in godot beta steps to reproduce make many single tile auto tile then click display tile names minimal reproduction project ,1 +27737,30295749407.0,IssuesEvent,2023-07-09 20:46:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Dragged nodes have no icon size limit in script editor,bug topic:editor good first issue usability,"### Godot version + +4.1 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + + +https://github.com/godotengine/godot/assets/2223172/3c8ee782-9d5f-42e3-a70f-d2aa59a233dd + +We correctly clamp the size to 16x16 everywhere except here (probably). + +### Steps to reproduce + +1. Add a class with custom icon, e.g. +```GDScript +@icon(""res://icon.svg"") +extends Node +class_name Icon +``` +2. Add it to scene +3. Open Script Editor and drag the node to script editor + +### Minimal reproduction project + +N/A",True,"Dragged nodes have no icon size limit in script editor - ### Godot version + +4.1 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + + +https://github.com/godotengine/godot/assets/2223172/3c8ee782-9d5f-42e3-a70f-d2aa59a233dd + +We correctly clamp the size to 16x16 everywhere except here (probably). + +### Steps to reproduce + +1. Add a class with custom icon, e.g. +```GDScript +@icon(""res://icon.svg"") +extends Node +class_name Icon +``` +2. Add it to scene +3. Open Script Editor and drag the node to script editor + +### Minimal reproduction project + +N/A",1,dragged nodes have no icon size limit in script editor godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description we correctly clamp the size to everywhere except here probably steps to reproduce add a class with custom icon e g gdscript icon res icon svg extends node class name icon add it to scene open script editor and drag the node to script editor minimal reproduction project n a,1 +6174,4165749986.0,IssuesEvent,2016-06-19 18:11:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cant add second anchor point to first cotrol point in Path2D,enhancement topic:editor usability,There is no option to add second anchor point in the first point of Path2D - while it is possible to do it on Path3D. Also editing both is quite different and incoherent to me - including shortcuts for doing same things.,True,Cant add second anchor point to first cotrol point in Path2D - There is no option to add second anchor point in the first point of Path2D - while it is possible to do it on Path3D. Also editing both is quite different and incoherent to me - including shortcuts for doing same things.,1,cant add second anchor point to first cotrol point in there is no option to add second anchor point in the first point of while it is possible to do it on also editing both is quite different and incoherent to me including shortcuts for doing same things ,1 +18183,12626368564.0,IssuesEvent,2020-06-14 16:15:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,The hiding of Script Editor when selecting node in Scene Tree,discussion topic:editor usability,"I just discovered a function called `can_lose_focus_on_node_selection()` in ScriptEditorPlugin class. It returns `false` for VisualScript editor and `true` for other script editors. When it's true, clicking a node in Scene Tree will change the viewport to this node's native (i.e. 2D or 3D). Before the function was introduced, Godot would switch away from Script Editor unconditionally. + +Now, I've seen an issue where this behavior was labeled as a bug: #14862 +There's also #33704, which is related + +The question is: is this behavior useful? Many users will probably agree that if you are in the Script Editor, you want to click nodes in Scene Tree without hiding the Script Editor (some people want e.g. to check them in the inspector). Personally I don't see why would we want to switch on click, other than it being maybe faster than clicking the 2D/3D button on the top. + +I opened this issue to discuss this problem. We could either: +1) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly) +2) remove this behavior (would close both of these issues, and probably some others) +3) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method) + +Any thoughts?",True,"The hiding of Script Editor when selecting node in Scene Tree - I just discovered a function called `can_lose_focus_on_node_selection()` in ScriptEditorPlugin class. It returns `false` for VisualScript editor and `true` for other script editors. When it's true, clicking a node in Scene Tree will change the viewport to this node's native (i.e. 2D or 3D). Before the function was introduced, Godot would switch away from Script Editor unconditionally. + +Now, I've seen an issue where this behavior was labeled as a bug: #14862 +There's also #33704, which is related + +The question is: is this behavior useful? Many users will probably agree that if you are in the Script Editor, you want to click nodes in Scene Tree without hiding the Script Editor (some people want e.g. to check them in the inspector). Personally I don't see why would we want to switch on click, other than it being maybe faster than clicking the 2D/3D button on the top. + +I opened this issue to discuss this problem. We could either: +1) leave the behavior as it is (which means #14862 should be closed and #33704 fixed properly) +2) remove this behavior (would close both of these issues, and probably some others) +3) make it optional editor setting (should be easy, by reading the setting in the `can_lose_focus_on_node_selection()` method) + +Any thoughts?",1,the hiding of script editor when selecting node in scene tree i just discovered a function called can lose focus on node selection in scripteditorplugin class it returns false for visualscript editor and true for other script editors when it s true clicking a node in scene tree will change the viewport to this node s native i e or before the function was introduced godot would switch away from script editor unconditionally now i ve seen an issue where this behavior was labeled as a bug there s also which is related the question is is this behavior useful many users will probably agree that if you are in the script editor you want to click nodes in scene tree without hiding the script editor some people want e g to check them in the inspector personally i don t see why would we want to switch on click other than it being maybe faster than clicking the button on the top i opened this issue to discuss this problem we could either leave the behavior as it is which means should be closed and fixed properly remove this behavior would close both of these issues and probably some others make it optional editor setting should be easy by reading the setting in the can lose focus on node selection method any thoughts ,1 +3567,3488436574.0,IssuesEvent,2016-01-02 23:33:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Wrong rendering after changing parent of Path2D/Polygon2D etc,bug topic:editor topic:rendering usability,"After changing parent of every object like Path2D, Polygon2D etc. the editing curve is rendered wrong, while it's texture and the proper curve are rendered correctly. + +This is how it looks like for polygon2d +![polygon2d](https://cloud.githubusercontent.com/assets/6615905/8228030/fee204ea-15ab-11e5-912c-e431337f8e88.png) + +and for path2d +![path2d](https://cloud.githubusercontent.com/assets/6615905/8228036/069a6a10-15ac-11e5-8b4d-7d6993c84b9e.png) + +It's very similar to colliding ones. It updates ie. after moving it - but you don't always want to. + +",True,"Wrong rendering after changing parent of Path2D/Polygon2D etc - After changing parent of every object like Path2D, Polygon2D etc. the editing curve is rendered wrong, while it's texture and the proper curve are rendered correctly. + +This is how it looks like for polygon2d +![polygon2d](https://cloud.githubusercontent.com/assets/6615905/8228030/fee204ea-15ab-11e5-912c-e431337f8e88.png) + +and for path2d +![path2d](https://cloud.githubusercontent.com/assets/6615905/8228036/069a6a10-15ac-11e5-8b4d-7d6993c84b9e.png) + +It's very similar to colliding ones. It updates ie. after moving it - but you don't always want to. + +",1,wrong rendering after changing parent of etc after changing parent of every object like etc the editing curve is rendered wrong while it s texture and the proper curve are rendered correctly this is how it looks like for and for it s very similar to colliding ones it updates ie after moving it but you don t always want to ,1 +20537,15650909398.0,IssuesEvent,2021-03-23 09:34:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"In editor, filtering Scene tree disallows dragging and dropping nodes and scripts from FileSystem onto the Scene tree.",bug topic:editor usability,"**Godot version:** 3.2.3.stable.official (also seen on v3.2.4.rc1.official) + +**OS/device including version:** Windows 10 + +**Issue description:** +When you filter nodes on the scene tree (the visual display of the node hierarchy of the open scene): +1. You can not drag scripts from FileSystem onto nodes in the tree. This is frustrating with wanting to add a bunch of scripts to a large scene. This is where I discovered the issue. It also doesn't tell you why you can't drag the script and just gives you a red 'ban' sign. +2. You can not drag scenes from FileSystem into the tree. Not as big a deal (as I can't picture many workflows doing this), just mentioning it. Possibly intended behaviour, as you can not move scenes around while filtering either (I assume it is because positioning is ambiguous due to 'hidden' nodes). + +_These problems are minor._ The lack of script dragging on filter only wastes a little bit of time as you can right click 'attach script' (even if that action is a little slow if you are using existing scripts as you need to change path on each popup). It just feels like this action doesn't need to be inhibited, so shouldn't. Most operations do work on a filtered scene (such as duplicating). + +**Steps to reproduce:** +- Type anything into the search bar ('filter nodes') above scene tree . +- Attempt to drag any script from FileSystem (below the scene tree) onto one of the nodes in scene tree (ensuring the script is valid for that node) +- See that it does not allow you to do that +- This action is possible when the search bar is not populated. + +**Minimal reproduction project:** Unnecessary as any project with a script and a scene can replicate this behaviour. +",True,"In editor, filtering Scene tree disallows dragging and dropping nodes and scripts from FileSystem onto the Scene tree. - **Godot version:** 3.2.3.stable.official (also seen on v3.2.4.rc1.official) + +**OS/device including version:** Windows 10 + +**Issue description:** +When you filter nodes on the scene tree (the visual display of the node hierarchy of the open scene): +1. You can not drag scripts from FileSystem onto nodes in the tree. This is frustrating with wanting to add a bunch of scripts to a large scene. This is where I discovered the issue. It also doesn't tell you why you can't drag the script and just gives you a red 'ban' sign. +2. You can not drag scenes from FileSystem into the tree. Not as big a deal (as I can't picture many workflows doing this), just mentioning it. Possibly intended behaviour, as you can not move scenes around while filtering either (I assume it is because positioning is ambiguous due to 'hidden' nodes). + +_These problems are minor._ The lack of script dragging on filter only wastes a little bit of time as you can right click 'attach script' (even if that action is a little slow if you are using existing scripts as you need to change path on each popup). It just feels like this action doesn't need to be inhibited, so shouldn't. Most operations do work on a filtered scene (such as duplicating). + +**Steps to reproduce:** +- Type anything into the search bar ('filter nodes') above scene tree . +- Attempt to drag any script from FileSystem (below the scene tree) onto one of the nodes in scene tree (ensuring the script is valid for that node) +- See that it does not allow you to do that +- This action is possible when the search bar is not populated. + +**Minimal reproduction project:** Unnecessary as any project with a script and a scene can replicate this behaviour. +",1,in editor filtering scene tree disallows dragging and dropping nodes and scripts from filesystem onto the scene tree godot version stable official also seen on official os device including version windows issue description when you filter nodes on the scene tree the visual display of the node hierarchy of the open scene you can not drag scripts from filesystem onto nodes in the tree this is frustrating with wanting to add a bunch of scripts to a large scene this is where i discovered the issue it also doesn t tell you why you can t drag the script and just gives you a red ban sign you can not drag scenes from filesystem into the tree not as big a deal as i can t picture many workflows doing this just mentioning it possibly intended behaviour as you can not move scenes around while filtering either i assume it is because positioning is ambiguous due to hidden nodes these problems are minor the lack of script dragging on filter only wastes a little bit of time as you can right click attach script even if that action is a little slow if you are using existing scripts as you need to change path on each popup it just feels like this action doesn t need to be inhibited so shouldn t most operations do work on a filtered scene such as duplicating steps to reproduce type anything into the search bar filter nodes above scene tree attempt to drag any script from filesystem below the scene tree onto one of the nodes in scene tree ensuring the script is valid for that node see that it does not allow you to do that this action is possible when the search bar is not populated minimal reproduction project unnecessary as any project with a script and a scene can replicate this behaviour ,1 +9584,6399085358.0,IssuesEvent,2017-08-04 22:41:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CollisionPolygon2D deleting/undo/redo doesn't make effect until making new polygon/editing other,bug topic:editor usability,"There is something wrong about making changes with 2D CollisionPolygons. When deleting / making some undo / redo it does changes visualy - it disapears / appears ( in scene tree, and the render itself when the debug is on ). There is also a change in the scene file, but there must be something buffered out there, because it still colides / doesn't collide until you make some new collider and you put at least one point into or edit some collider - that belongs to the same PhysicsBody2D object (!). Editing, adding new one for one PhysicsBody2D doesnt fix problem for other objects. + +Godot 2.0.1, Windows 7 +",True,"CollisionPolygon2D deleting/undo/redo doesn't make effect until making new polygon/editing other - There is something wrong about making changes with 2D CollisionPolygons. When deleting / making some undo / redo it does changes visualy - it disapears / appears ( in scene tree, and the render itself when the debug is on ). There is also a change in the scene file, but there must be something buffered out there, because it still colides / doesn't collide until you make some new collider and you put at least one point into or edit some collider - that belongs to the same PhysicsBody2D object (!). Editing, adding new one for one PhysicsBody2D doesnt fix problem for other objects. + +Godot 2.0.1, Windows 7 +",1, deleting undo redo doesn t make effect until making new polygon editing other there is something wrong about making changes with collisionpolygons when deleting making some undo redo it does changes visualy it disapears appears in scene tree and the render itself when the debug is on there is also a change in the scene file but there must be something buffered out there because it still colides doesn t collide until you make some new collider and you put at least one point into or edit some collider that belongs to the same object editing adding new one for one doesnt fix problem for other objects godot windows ,1 +8621,5870646292.0,IssuesEvent,2017-05-15 05:54:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Browse for file dialog - incorrect ordering,enhancement junior job topic:core topic:editor usability,"**Operating system or device - Godot version:** +Godot_v2.1.3-stable_win64 + +**Issue description:** +When importing a large number of files (textures in my case) the browse for file dialog does not order the file list correctly, which makes it difficult for building SpriteFrames because I must click individually through the files to have the correct frames loaded in order. +As you can see from the screenshot the order is 0, 1, 10, 1000. +Note that when I open up a folder in Windows I do get the correct order, so this behaviour is a bit surprising. + + +**Steps to reproduce:** +Import -> Texture -> Click the '...' button next to source textures, and browse to a folder with a large list of numbered images. + +**Link to minimal example project:** +![screen](https://cloud.githubusercontent.com/assets/1334173/25900578/cec40590-358b-11e7-903b-25b0f8b0a93d.png) + + +Additional information: +I am guessing the offending line is below which uses a NoCaseComparator: +https://github.com/godotengine/godot/blob/df61dc4b2bd54a5a40c515493c76f5a458e5b541/scene/gui/file_dialog.cpp#L340 + +The link below shows a sorting implementation for this: +https://psycodedeveloper.wordpress.com/2013/04/11/numeric-sort-file-system-names-in-c-like-windows-explorer/",True,"Browse for file dialog - incorrect ordering - **Operating system or device - Godot version:** +Godot_v2.1.3-stable_win64 + +**Issue description:** +When importing a large number of files (textures in my case) the browse for file dialog does not order the file list correctly, which makes it difficult for building SpriteFrames because I must click individually through the files to have the correct frames loaded in order. +As you can see from the screenshot the order is 0, 1, 10, 1000. +Note that when I open up a folder in Windows I do get the correct order, so this behaviour is a bit surprising. + + +**Steps to reproduce:** +Import -> Texture -> Click the '...' button next to source textures, and browse to a folder with a large list of numbered images. + +**Link to minimal example project:** +![screen](https://cloud.githubusercontent.com/assets/1334173/25900578/cec40590-358b-11e7-903b-25b0f8b0a93d.png) + + +Additional information: +I am guessing the offending line is below which uses a NoCaseComparator: +https://github.com/godotengine/godot/blob/df61dc4b2bd54a5a40c515493c76f5a458e5b541/scene/gui/file_dialog.cpp#L340 + +The link below shows a sorting implementation for this: +https://psycodedeveloper.wordpress.com/2013/04/11/numeric-sort-file-system-names-in-c-like-windows-explorer/",1,browse for file dialog incorrect ordering operating system or device godot version godot stable issue description when importing a large number of files textures in my case the browse for file dialog does not order the file list correctly which makes it difficult for building spriteframes because i must click individually through the files to have the correct frames loaded in order as you can see from the screenshot the order is note that when i open up a folder in windows i do get the correct order so this behaviour is a bit surprising steps to reproduce import texture click the button next to source textures and browse to a folder with a large list of numbered images link to minimal example project additional information i am guessing the offending line is below which uses a nocasecomparator the link below shows a sorting implementation for this ,1 +10658,6845477038.0,IssuesEvent,2017-11-13 08:25:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spatial Gizmo unconstrained local rotate does not work,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Fedora 64bit, godot master 19b1ff0fc5f7acce23176ad6c8752604357472f0 + +**Issue description:** + +If you try to use the 'unconstrained' (the rotation done by grabbing the center) rotation while local coords is active you always get a reset of the rotation, it does not happen with global coordinates + +heres an example +![peek 2017-11-10 12-30](https://user-images.githubusercontent.com/1103897/32673091-50d74b9c-c613-11e7-88e2-6ebb9d34d2ab.gif) + + + +**Steps to reproduce:** +enable local coords +select rotation gizmo +try to rotate by grabbing by the center + +ping @n-pigeon + + +**Link to minimal example project:** + +",True,"Spatial Gizmo unconstrained local rotate does not work - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Fedora 64bit, godot master 19b1ff0fc5f7acce23176ad6c8752604357472f0 + +**Issue description:** + +If you try to use the 'unconstrained' (the rotation done by grabbing the center) rotation while local coords is active you always get a reset of the rotation, it does not happen with global coordinates + +heres an example +![peek 2017-11-10 12-30](https://user-images.githubusercontent.com/1103897/32673091-50d74b9c-c613-11e7-88e2-6ebb9d34d2ab.gif) + + + +**Steps to reproduce:** +enable local coords +select rotation gizmo +try to rotate by grabbing by the center + +ping @n-pigeon + + +**Link to minimal example project:** + +",1,spatial gizmo unconstrained local rotate does not work operating system or device godot version gpu model and driver if graphics related fedora godot master issue description if you try to use the unconstrained the rotation done by grabbing the center rotation while local coords is active you always get a reset of the rotation it does not happen with global coordinates heres an example steps to reproduce enable local coords select rotation gizmo try to rotate by grabbing by the center ping n pigeon link to minimal example project ,1 +3414,3442348940.0,IssuesEvent,2015-12-14 22:13:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Manager is processing gamepad input,enhancement topic:editor usability,"similar to #813 which was fixed, the Project Manager is processing gamepad input, and while less destructive than the editor itself processing gamepad input, it is still annoying when you might be running a project directly from the Manager, and then buttons are going through and, for example, launching a bunch more copies of the project.",True,"Project Manager is processing gamepad input - similar to #813 which was fixed, the Project Manager is processing gamepad input, and while less destructive than the editor itself processing gamepad input, it is still annoying when you might be running a project directly from the Manager, and then buttons are going through and, for example, launching a bunch more copies of the project.",1,project manager is processing gamepad input similar to which was fixed the project manager is processing gamepad input and while less destructive than the editor itself processing gamepad input it is still annoying when you might be running a project directly from the manager and then buttons are going through and for example launching a bunch more copies of the project ,1 +13086,8245864939.0,IssuesEvent,2018-09-11 11:03:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Last loaded scene is shown at the right of Project Title instead opened scene name,bug junior job topic:editor usability,"**Godot version:** +3.1 5307034 + +**OS/device including version:** +Windows 10 Intel HD 4600 + +**Issue description:** +When I opened project, the last loaded level was shown at the right side of project name. I think there should be shown name of actual opened scene. + +![aaasdasdadasdas](https://user-images.githubusercontent.com/41945903/45295713-faab7180-b4ff-11e8-888c-dfab00e17495.png) +",True,"Last loaded scene is shown at the right of Project Title instead opened scene name - **Godot version:** +3.1 5307034 + +**OS/device including version:** +Windows 10 Intel HD 4600 + +**Issue description:** +When I opened project, the last loaded level was shown at the right side of project name. I think there should be shown name of actual opened scene. + +![aaasdasdadasdas](https://user-images.githubusercontent.com/41945903/45295713-faab7180-b4ff-11e8-888c-dfab00e17495.png) +",1,last loaded scene is shown at the right of project title instead opened scene name godot version os device including version windows intel hd issue description when i opened project the last loaded level was shown at the right side of project name i think there should be shown name of actual opened scene ,1 +19799,14576850673.0,IssuesEvent,2020-12-18 00:29:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompleting searched signal callback inserts method call,bug topic:editor usability,"**Godot version:** +3.2 beta1 + +**Issue description:** +![wqq8ksn1QT](https://user-images.githubusercontent.com/2223172/68627686-ae323c00-04de-11ea-9d02-e92d9486c4e7.gif) + +Works correctly if you just select the method from list, but it means you can't search for method. +",True,"Autocompleting searched signal callback inserts method call - **Godot version:** +3.2 beta1 + +**Issue description:** +![wqq8ksn1QT](https://user-images.githubusercontent.com/2223172/68627686-ae323c00-04de-11ea-9d02-e92d9486c4e7.gif) + +Works correctly if you just select the method from list, but it means you can't search for method. +",1,autocompleting searched signal callback inserts method call godot version issue description works correctly if you just select the method from list but it means you can t search for method ,1 +6148,4163201152.0,IssuesEvent,2016-06-18 00:23:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot Code Editor Highlight All Occurrences,enhancement topic:editor usability,"Something that I really miss from more featured code editors is being able to highlight all occurrences of a selected portion of the code. On the most basic level this act like a find all feature that immediately highlights everything that matches the highlighted (or selected) portion of the code, this helps you see the flow of a particular variable or function through a script, allowing you to identify where it is introduced and where it is utilized. On a more advanced level this type of feature can be paired with multiple cursors for a powerful and more flexible reversion of replace, quick limited replace, etc. + +It is particular useful since you can use different forms of selection for different results, for instance, if you have nothing highlighted, but your caret is over something, then the feature will expand the ""selection"" to the name that caret is hovering over, this can be done intelligently since the editor understands the syntax of GDScript, and find all matching instances of the selected name. On the other hand if you have something highlighted it acts like a ""dumb"" find where it will find anything that has the matching text, to better explain the difference: + +If you have variables and functions with the following names: +player, player1_score, player2_score, get_player, and find_all_players + +and you place your caret on an instance of player, then hit find-all-occurrences (or find next/previous occurrence) it will find all instances of the variable player, it will NOT highlight player1_score, player_score, get_player or find_all_players, however it would highlight player.get_node(""something""), as it would understand that the dot operator isn't changing the variable name player into something else. + +However, on the other end of the spectrum, if you highlight ""player"" from any of the instances mentioned above, it will do a dumb search and find the occurrence of player in all of the above, so it will highlight the text ""player"" in all instances of player1_score, player2_score, get_player and find_all_players. + +I'm not sure if adding multiple cursors is really within the scope of this issue post, but potential keybindings for this feature could be split into three different features: + +Alt-J : Find Next Occurrence (Go down in the script, if the last occurrence is found then tell the user, if they hit this key again it will wrap to the top of the script) + +Shift-Alt-J : Find Previous Occurrence (Go up in the script, if the first occurrence is found then tell the user, if they hit this key again then the search will wrap to the bottom of the script) + +Ctrl-Shift-Alt-J : Find All Occurrences (Highlights all occurrences in the script) + +Highlighted sections will remain shown until a key is pressed or your click off with the mouse, you should be free to scroll to look at everything. Without a multiple cursor feature, find next and previous occurrence should leave the cursor at the last found occurrence, while find all occurrences will leave the cursor where it was when the feature was activated. Find next and previous should move your view of the script so that you can see the next or previous occurrence, however, find all occurrences should leave the screen location where it is.",True,"Godot Code Editor Highlight All Occurrences - Something that I really miss from more featured code editors is being able to highlight all occurrences of a selected portion of the code. On the most basic level this act like a find all feature that immediately highlights everything that matches the highlighted (or selected) portion of the code, this helps you see the flow of a particular variable or function through a script, allowing you to identify where it is introduced and where it is utilized. On a more advanced level this type of feature can be paired with multiple cursors for a powerful and more flexible reversion of replace, quick limited replace, etc. + +It is particular useful since you can use different forms of selection for different results, for instance, if you have nothing highlighted, but your caret is over something, then the feature will expand the ""selection"" to the name that caret is hovering over, this can be done intelligently since the editor understands the syntax of GDScript, and find all matching instances of the selected name. On the other hand if you have something highlighted it acts like a ""dumb"" find where it will find anything that has the matching text, to better explain the difference: + +If you have variables and functions with the following names: +player, player1_score, player2_score, get_player, and find_all_players + +and you place your caret on an instance of player, then hit find-all-occurrences (or find next/previous occurrence) it will find all instances of the variable player, it will NOT highlight player1_score, player_score, get_player or find_all_players, however it would highlight player.get_node(""something""), as it would understand that the dot operator isn't changing the variable name player into something else. + +However, on the other end of the spectrum, if you highlight ""player"" from any of the instances mentioned above, it will do a dumb search and find the occurrence of player in all of the above, so it will highlight the text ""player"" in all instances of player1_score, player2_score, get_player and find_all_players. + +I'm not sure if adding multiple cursors is really within the scope of this issue post, but potential keybindings for this feature could be split into three different features: + +Alt-J : Find Next Occurrence (Go down in the script, if the last occurrence is found then tell the user, if they hit this key again it will wrap to the top of the script) + +Shift-Alt-J : Find Previous Occurrence (Go up in the script, if the first occurrence is found then tell the user, if they hit this key again then the search will wrap to the bottom of the script) + +Ctrl-Shift-Alt-J : Find All Occurrences (Highlights all occurrences in the script) + +Highlighted sections will remain shown until a key is pressed or your click off with the mouse, you should be free to scroll to look at everything. Without a multiple cursor feature, find next and previous occurrence should leave the cursor at the last found occurrence, while find all occurrences will leave the cursor where it was when the feature was activated. Find next and previous should move your view of the script so that you can see the next or previous occurrence, however, find all occurrences should leave the screen location where it is.",1,godot code editor highlight all occurrences something that i really miss from more featured code editors is being able to highlight all occurrences of a selected portion of the code on the most basic level this act like a find all feature that immediately highlights everything that matches the highlighted or selected portion of the code this helps you see the flow of a particular variable or function through a script allowing you to identify where it is introduced and where it is utilized on a more advanced level this type of feature can be paired with multiple cursors for a powerful and more flexible reversion of replace quick limited replace etc it is particular useful since you can use different forms of selection for different results for instance if you have nothing highlighted but your caret is over something then the feature will expand the selection to the name that caret is hovering over this can be done intelligently since the editor understands the syntax of gdscript and find all matching instances of the selected name on the other hand if you have something highlighted it acts like a dumb find where it will find anything that has the matching text to better explain the difference if you have variables and functions with the following names player score score get player and find all players and you place your caret on an instance of player then hit find all occurrences or find next previous occurrence it will find all instances of the variable player it will not highlight score player score get player or find all players however it would highlight player get node something as it would understand that the dot operator isn t changing the variable name player into something else however on the other end of the spectrum if you highlight player from any of the instances mentioned above it will do a dumb search and find the occurrence of player in all of the above so it will highlight the text player in all instances of score score get player and find all players i m not sure if adding multiple cursors is really within the scope of this issue post but potential keybindings for this feature could be split into three different features alt j find next occurrence go down in the script if the last occurrence is found then tell the user if they hit this key again it will wrap to the top of the script shift alt j find previous occurrence go up in the script if the first occurrence is found then tell the user if they hit this key again then the search will wrap to the bottom of the script ctrl shift alt j find all occurrences highlights all occurrences in the script highlighted sections will remain shown until a key is pressed or your click off with the mouse you should be free to scroll to look at everything without a multiple cursor feature find next and previous occurrence should leave the cursor at the last found occurrence while find all occurrences will leave the cursor where it was when the feature was activated find next and previous should move your view of the script so that you can see the next or previous occurrence however find all occurrences should leave the screen location where it is ,1 +18170,12625809179.0,IssuesEvent,2020-06-14 13:45:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"The Collada ""-lod:dist"" import flag does not work.",bug confirmed topic:import usability,"**Operating system or device - Godot version:** +Godot v2.1.1.stable.official +Ubuntu Gnome 16.04 - x86_64 +NVIDIA GeForce GTX570 - Driver version: 367.57 + +**Issue description** (what happened, and what was expected): + +The ""-lod"" import flag does not work. +When importing a .DAE file containing objects with -lod in their names, Godot is supposed to automatically set Range begin to whatever number is at ""-lodxxx"", and according to the importer code, it is also supposed to set Range end to 100000. +It currently does not do any of these things, for as far as I can see. +[Link to Q&A post](https://godotengine.org/qa/11606/how-use-the-lod-dist-import-flag-in-the-import-3d-scene-window) + +**Steps to reproduce:** +1. Create a scene in blender and include objects named like this: some_mesh-lod10 etc. +2. Export the scene with the Better Collada Exporter, and import to Godot 2.1.1. +3. Open the imported scene in the Godot editor and check the Range begin and Range end properties.",True,"The Collada ""-lod:dist"" import flag does not work. - **Operating system or device - Godot version:** +Godot v2.1.1.stable.official +Ubuntu Gnome 16.04 - x86_64 +NVIDIA GeForce GTX570 - Driver version: 367.57 + +**Issue description** (what happened, and what was expected): + +The ""-lod"" import flag does not work. +When importing a .DAE file containing objects with -lod in their names, Godot is supposed to automatically set Range begin to whatever number is at ""-lodxxx"", and according to the importer code, it is also supposed to set Range end to 100000. +It currently does not do any of these things, for as far as I can see. +[Link to Q&A post](https://godotengine.org/qa/11606/how-use-the-lod-dist-import-flag-in-the-import-3d-scene-window) + +**Steps to reproduce:** +1. Create a scene in blender and include objects named like this: some_mesh-lod10 etc. +2. Export the scene with the Better Collada Exporter, and import to Godot 2.1.1. +3. Open the imported scene in the Godot editor and check the Range begin and Range end properties.",1,the collada lod dist import flag does not work operating system or device godot version godot stable official ubuntu gnome nvidia geforce driver version issue description what happened and what was expected the lod import flag does not work when importing a dae file containing objects with lod in their names godot is supposed to automatically set range begin to whatever number is at lodxxx and according to the importer code it is also supposed to set range end to it currently does not do any of these things for as far as i can see steps to reproduce create a scene in blender and include objects named like this some mesh etc export the scene with the better collada exporter and import to godot open the imported scene in the godot editor and check the range begin and range end properties ,1 +16514,11014733703.0,IssuesEvent,2019-12-04 23:31:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,BakedLightmap does not react to environment,enhancement topic:rendering usability," +**Godot version:** +v3.0.6.stable.official + + +**OS/device including version:** +Microsoft Windows 10 Home +Lenovo IdeaPad 32015IKB Touch +Intel(R) Core(TM) i7-8550U @ 1.80GHz +Intel(R) UHD Graphics 620 +Tensor 1.0 Graphics Drivers - https://imo32.weebly.com/ + +**Issue description:** +So I'm having a problem where if I create a BakedLightmap node and bake the lightmaps, then the meshes inside the extents of the BakedLightmap no longer react to the environment. + +**Steps to reproduce:** +1. Create a scene with a directional light, a cube, and a plane +2. Make sure the scene has a default procedural sky +3. Add a BakedLightmap node with extents that cover the whole scene +4. Bake it! + +**Minimal reproduction project:** +https://drive.google.com/file/d/1MDJdG_IjoVn2hkawRbI9KhbkdXHtDETO/view?usp=sharing +",True,"BakedLightmap does not react to environment - +**Godot version:** +v3.0.6.stable.official + + +**OS/device including version:** +Microsoft Windows 10 Home +Lenovo IdeaPad 32015IKB Touch +Intel(R) Core(TM) i7-8550U @ 1.80GHz +Intel(R) UHD Graphics 620 +Tensor 1.0 Graphics Drivers - https://imo32.weebly.com/ + +**Issue description:** +So I'm having a problem where if I create a BakedLightmap node and bake the lightmaps, then the meshes inside the extents of the BakedLightmap no longer react to the environment. + +**Steps to reproduce:** +1. Create a scene with a directional light, a cube, and a plane +2. Make sure the scene has a default procedural sky +3. Add a BakedLightmap node with extents that cover the whole scene +4. Bake it! + +**Minimal reproduction project:** +https://drive.google.com/file/d/1MDJdG_IjoVn2hkawRbI9KhbkdXHtDETO/view?usp=sharing +",1,bakedlightmap does not react to environment godot version stable official os device including version microsoft windows home lenovo ideapad touch intel r core tm intel r uhd graphics tensor graphics drivers issue description so i m having a problem where if i create a bakedlightmap node and bake the lightmaps then the meshes inside the extents of the bakedlightmap no longer react to the environment steps to reproduce create a scene with a directional light a cube and a plane make sure the scene has a default procedural sky add a bakedlightmap node with extents that cover the whole scene bake it minimal reproduction project ,1 +6935,4682774457.0,IssuesEvent,2016-10-09 12:49:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Resolving of absolute paths with leading res:// and without result in different final paths,enhancement hacktoberfest topic:editor topic:gdscript usability,"**Operating system or device:** + +Windows 10 64 bit, in the editor. + +**Issue description** (what happened, and what was expected): + +``` +const MyScript = preload(""res://path/to/MyScript.gd"") +const MyScript2 = preload(""/path/to/MyScript.gd"") + +# later + +print(MyScript.get_path()) +print(MyScript2.get_path()) +print(MyScript == MyScript2) +``` + +Expected output: + +``` +res://path/to/MyScript.gd +res://path/to/MyScript.gd +True +``` + +Actual output: + +``` +res://path/to/MyScript.gd +res:///path/to/MyScript.gd +False +``` +",True,"Resolving of absolute paths with leading res:// and without result in different final paths - **Operating system or device:** + +Windows 10 64 bit, in the editor. + +**Issue description** (what happened, and what was expected): + +``` +const MyScript = preload(""res://path/to/MyScript.gd"") +const MyScript2 = preload(""/path/to/MyScript.gd"") + +# later + +print(MyScript.get_path()) +print(MyScript2.get_path()) +print(MyScript == MyScript2) +``` + +Expected output: + +``` +res://path/to/MyScript.gd +res://path/to/MyScript.gd +True +``` + +Actual output: + +``` +res://path/to/MyScript.gd +res:///path/to/MyScript.gd +False +``` +",1,resolving of absolute paths with leading res and without result in different final paths operating system or device windows bit in the editor issue description what happened and what was expected const myscript preload res path to myscript gd const preload path to myscript gd later print myscript get path print get path print myscript expected output res path to myscript gd res path to myscript gd true actual output res path to myscript gd res path to myscript gd false ,1 +15807,10311305993.0,IssuesEvent,2019-08-29 17:02:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Light theme, no Accent Color in toolbar",bug topic:editor usability,"**Godot version:** +V3.1.1 + +**OS/device including version:** +Manjaro Linux + +**Issue description:** +What happened: + +I went to the editor theme settings and chose the Light theme. All Icons in the toolbar (Select Mode, Move Mode, ...) turned to black. None is highlighted in the Accent color. + +and what was expected. +The selected mode or snap toggle should be highlighted in the accent color. + +**Steps to reproduce:** +Switch default theme to Light. + + +",True,"Light theme, no Accent Color in toolbar - **Godot version:** +V3.1.1 + +**OS/device including version:** +Manjaro Linux + +**Issue description:** +What happened: + +I went to the editor theme settings and chose the Light theme. All Icons in the toolbar (Select Mode, Move Mode, ...) turned to black. None is highlighted in the Accent color. + +and what was expected. +The selected mode or snap toggle should be highlighted in the accent color. + +**Steps to reproduce:** +Switch default theme to Light. + + +",1,light theme no accent color in toolbar godot version os device including version manjaro linux issue description what happened i went to the editor theme settings and chose the light theme all icons in the toolbar select mode move mode turned to black none is highlighted in the accent color and what was expected the selected mode or snap toggle should be highlighted in the accent color steps to reproduce switch default theme to light ,1 +10377,6691562910.0,IssuesEvent,2017-10-09 13:35:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shortcut taken (OS X) : Quit to project list,enhancement hacktoberfest platform:osx topic:editor usability,"The shortcut (Meta + Shift + Q) used for the action ""Quit to project list"" is already taken by OSX. + +It's a shortcut to exit the current session. We should find another shortcut. like : Meta + Shift + L. +L like List ? +",True,"Shortcut taken (OS X) : Quit to project list - The shortcut (Meta + Shift + Q) used for the action ""Quit to project list"" is already taken by OSX. + +It's a shortcut to exit the current session. We should find another shortcut. like : Meta + Shift + L. +L like List ? +",1,shortcut taken os x quit to project list the shortcut meta shift q used for the action quit to project list is already taken by osx it s a shortcut to exit the current session we should find another shortcut like meta shift l l like list ,1 +18133,12559532408.0,IssuesEvent,2020-06-07 19:14:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[3.0 Alpha2] Funny rotation editor's camera around object.,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +3.0 Alpha2 Windows 10 + +**Issue description:** +When rotate around selected object, editor camera remember rotation and if press num1(front view) or another button. Camera repeat all rotation backward, even if you make 3-5 turn around. + +",True,"[3.0 Alpha2] Funny rotation editor's camera around object. - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +3.0 Alpha2 Windows 10 + +**Issue description:** +When rotate around selected object, editor camera remember rotation and if press num1(front view) or another button. Camera repeat all rotation backward, even if you make 3-5 turn around. + +",1, funny rotation editor s camera around object operating system or device godot version gpu model and driver if graphics related windows issue description when rotate around selected object editor camera remember rotation and if press front view or another button camera repeat all rotation backward even if you make turn around ,1 +16546,11048482262.0,IssuesEvent,2019-12-09 21:15:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Delete Line"" doesn't delete first line in script",bug topic:editor usability,"**Godot version:** +3.2 beta3 + +**Issue description:** +Delete Line (Ctrl + Shift + K) doesn't have effect when cursor is in the first line. It will clear the line, but won't delete it. + +**Steps to reproduce:** +1. Open a script +2. Place cursor in first line +3. Press Ctrl + Shift + K to delete the line +4. Repeat 100000 times to make sure +",True,"""Delete Line"" doesn't delete first line in script - **Godot version:** +3.2 beta3 + +**Issue description:** +Delete Line (Ctrl + Shift + K) doesn't have effect when cursor is in the first line. It will clear the line, but won't delete it. + +**Steps to reproduce:** +1. Open a script +2. Place cursor in first line +3. Press Ctrl + Shift + K to delete the line +4. Repeat 100000 times to make sure +",1, delete line doesn t delete first line in script godot version issue description delete line ctrl shift k doesn t have effect when cursor is in the first line it will clear the line but won t delete it steps to reproduce open a script place cursor in first line press ctrl shift k to delete the line repeat times to make sure ,1 +15069,9703050449.0,IssuesEvent,2019-05-27 10:17:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selected Node in Editors Node Tree isn't deselected when filtered,bug topic:editor usability,"**Godot version:** +3.1beta 3 + +**OS/device including version:** +Windows 10 +(Project was using GLES2, but I doubt that this matters) + +**Issue description:** +1. Select a node in the node tree of the editor. +2. Filter the node list. So the selected node isn't visible in node tree. +3. Select another node by simply clicking (no modifier keys) +4. Properties shows ""Multinode Edit"" because previous node stays selected -> two selected nodes. + +Expected behaviour: +All other nodes should be deselected when clicking a node in the node tree (be them filtered or not). + +**Steps to reproduce:** +![demonstration](https://i.imgur.com/SLtkTqJ.gif) + +**Minimal reproduction project:** +(any project with more than one node in a scene should do as testing ground)",True,"Selected Node in Editors Node Tree isn't deselected when filtered - **Godot version:** +3.1beta 3 + +**OS/device including version:** +Windows 10 +(Project was using GLES2, but I doubt that this matters) + +**Issue description:** +1. Select a node in the node tree of the editor. +2. Filter the node list. So the selected node isn't visible in node tree. +3. Select another node by simply clicking (no modifier keys) +4. Properties shows ""Multinode Edit"" because previous node stays selected -> two selected nodes. + +Expected behaviour: +All other nodes should be deselected when clicking a node in the node tree (be them filtered or not). + +**Steps to reproduce:** +![demonstration](https://i.imgur.com/SLtkTqJ.gif) + +**Minimal reproduction project:** +(any project with more than one node in a scene should do as testing ground)",1,selected node in editors node tree isn t deselected when filtered godot version os device including version windows project was using but i doubt that this matters issue description select a node in the node tree of the editor filter the node list so the selected node isn t visible in node tree select another node by simply clicking no modifier keys properties shows multinode edit because previous node stays selected two selected nodes expected behaviour all other nodes should be deselected when clicking a node in the node tree be them filtered or not steps to reproduce minimal reproduction project any project with more than one node in a scene should do as testing ground ,1 +14889,9557890550.0,IssuesEvent,2019-05-03 12:55:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Built-in script option should be grayed out when creating from FileSystem Dock,enhancement junior job topic:editor usability," + +**Godot version:** +3.1 + +**Issue description:** +When creating script from FileSystem Dock, the option for built-in script can't be turned ON, but it's not indicated in any way. When you click the button, it doesn't change, but gets... focused. It should be grayed out and non-clickable. +![screen_recorder_plus_video_2019_09_4_15_30_01](https://user-images.githubusercontent.com/2223172/55804589-e737a780-5adc-11e9-81d4-5b1375a43944.gif) + +",True,"Built-in script option should be grayed out when creating from FileSystem Dock - + +**Godot version:** +3.1 + +**Issue description:** +When creating script from FileSystem Dock, the option for built-in script can't be turned ON, but it's not indicated in any way. When you click the button, it doesn't change, but gets... focused. It should be grayed out and non-clickable. +![screen_recorder_plus_video_2019_09_4_15_30_01](https://user-images.githubusercontent.com/2223172/55804589-e737a780-5adc-11e9-81d4-5b1375a43944.gif) + +",1,built in script option should be grayed out when creating from filesystem dock please search existing issues for potential duplicates before filing yours godot version issue description when creating script from filesystem dock the option for built in script can t be turned on but it s not indicated in any way when you click the button it doesn t change but gets focused it should be grayed out and non clickable ,1 +21922,18074009464.0,IssuesEvent,2021-09-21 07:48:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't switch between tabs by Ctrl+Tab,bug topic:editor usability," + +**Godot version:** 3.0.6 + + + +**OS/device including version:** Xubuntu 18.04 + + + +**Issue description:** + + +Ctrl+Tab and Ctrl+Shift+Tab doesn't work to switch between tabs. If I change keybindings and replace the Tab button to something else, it will work, but this is not a solution. +",True,"Can't switch between tabs by Ctrl+Tab - + +**Godot version:** 3.0.6 + + + +**OS/device including version:** Xubuntu 18.04 + + + +**Issue description:** + + +Ctrl+Tab and Ctrl+Shift+Tab doesn't work to switch between tabs. If I change keybindings and replace the Tab button to something else, it will work, but this is not a solution. +",1,can t switch between tabs by ctrl tab please search existing issues for potential duplicates before filing yours godot version os device including version xubuntu issue description ctrl tab and ctrl shift tab doesn t work to switch between tabs if i change keybindings and replace the tab button to something else it will work but this is not a solution ,1 +11702,7371734998.0,IssuesEvent,2018-03-13 12:48:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing between light and dark theme doesn't update some icons.,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Antergos x86_64 - a88543c + +**Issue description:** + +Scene tab +![image](https://user-images.githubusercontent.com/26753932/33691552-57ea2b44-db1b-11e7-8cdf-d06d0ca659e9.png) +EditorAbout +![image](https://user-images.githubusercontent.com/26753932/33691617-9b4afe90-db1b-11e7-94c5-69fc8dbbc80f.png) +Help PopupMenu +![image](https://user-images.githubusercontent.com/26753932/33691668-d4dfc582-db1b-11e7-9d77-f72869ef1f0a.png) +Audio bus +![image](https://user-images.githubusercontent.com/26753932/33691687-f1f77444-db1b-11e7-9428-165179dad599.png) +Debugger +![image](https://user-images.githubusercontent.com/26753932/33691720-2aa54ff0-db1c-11e7-8f3c-8f02e1a164a1.png) +EditorFileDialog +![image](https://user-images.githubusercontent.com/26753932/33691854-e2edbb4c-db1c-11e7-8a85-602e77239dd8.png) + +Performance tab ""start profiling"" button +Project settings search + +**Steps to reproduce:** +1. Editor settings: interface/theme/preset = Light +",True,"Changing between light and dark theme doesn't update some icons. - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Antergos x86_64 - a88543c + +**Issue description:** + +Scene tab +![image](https://user-images.githubusercontent.com/26753932/33691552-57ea2b44-db1b-11e7-8cdf-d06d0ca659e9.png) +EditorAbout +![image](https://user-images.githubusercontent.com/26753932/33691617-9b4afe90-db1b-11e7-94c5-69fc8dbbc80f.png) +Help PopupMenu +![image](https://user-images.githubusercontent.com/26753932/33691668-d4dfc582-db1b-11e7-9d77-f72869ef1f0a.png) +Audio bus +![image](https://user-images.githubusercontent.com/26753932/33691687-f1f77444-db1b-11e7-9428-165179dad599.png) +Debugger +![image](https://user-images.githubusercontent.com/26753932/33691720-2aa54ff0-db1c-11e7-8f3c-8f02e1a164a1.png) +EditorFileDialog +![image](https://user-images.githubusercontent.com/26753932/33691854-e2edbb4c-db1c-11e7-8a85-602e77239dd8.png) + +Performance tab ""start profiling"" button +Project settings search + +**Steps to reproduce:** +1. Editor settings: interface/theme/preset = Light +",1,changing between light and dark theme doesn t update some icons operating system or device godot version gpu model and driver if graphics related antergos issue description scene tab editorabout help popupmenu audio bus debugger editorfiledialog performance tab start profiling button project settings search steps to reproduce editor settings interface theme preset light ,1 +437525,30602374494.0,IssuesEvent,2023-07-22 14:57:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"[img] richtextlabel BBCode does not display with ""Image"" resource",bug confirmed documentation topic:gui,"### Godot version + +4.1.1 stable + +### System information + +Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads) + +### Issue description + +They simply do not display. +![image](https://github.com/godotengine/godot/assets/40964335/609b0762-3152-40b8-a239-ca7a7267216b) +![image](https://github.com/godotengine/godot/assets/40964335/d655f4d2-2dfc-4dab-8cbc-ed25cefeeb03) + + +I started typing random junk in, and it displays the ""resource not found"" error for all of it. Except it is successful for the image, proving it accepts it as valid. +![image](https://github.com/godotengine/godot/assets/40964335/2526c537-787d-4d21-8e82-d9a7809794ad) + + +### Steps to reproduce + +1. Create a RichTextLabel +2. Enable bbcode on the richtextlabel +3. Load a png file and change the import type to ""Image"" +4. . Enter it into the text slot with [img] PATH [/img] +5. Watch as it does not show up + +### Minimal reproduction project + +N/A",1.0,"[img] richtextlabel BBCode does not display with ""Image"" resource - ### Godot version + +4.1.1 stable + +### System information + +Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads) + +### Issue description + +They simply do not display. +![image](https://github.com/godotengine/godot/assets/40964335/609b0762-3152-40b8-a239-ca7a7267216b) +![image](https://github.com/godotengine/godot/assets/40964335/d655f4d2-2dfc-4dab-8cbc-ed25cefeeb03) + + +I started typing random junk in, and it displays the ""resource not found"" error for all of it. Except it is successful for the image, proving it accepts it as valid. +![image](https://github.com/godotengine/godot/assets/40964335/2526c537-787d-4d21-8e82-d9a7809794ad) + + +### Steps to reproduce + +1. Create a RichTextLabel +2. Enable bbcode on the richtextlabel +3. Load a png file and change the import type to ""Image"" +4. . Enter it into the text slot with [img] PATH [/img] +5. Watch as it does not show up + +### Minimal reproduction project + +N/A",0, richtextlabel bbcode does not display with image resource godot version stable system information godot stable windows vulkan compatibility nvidia geforce gtx ti nvidia gen intel r core tm threads issue description they simply do not display i started typing random junk in and it displays the resource not found error for all of it except it is successful for the image proving it accepts it as valid steps to reproduce create a richtextlabel enable bbcode on the richtextlabel load a png file and change the import type to image enter it into the text slot with path watch as it does not show up minimal reproduction project n a,0 +14804,9531705875.0,IssuesEvent,2019-04-29 16:39:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Need to press F5/F6 twice on 3.x in release_debug,bug platform:linuxbsd topic:editor topic:input usability,"I see this #19576 closed, i open new one because bug not fixed. + +**Godot version:** +All 3.x, master 0de6514 + +**OS/device including version:** +Xubuntu 16.04.5 LTS, Nvidia GTX 750 Ti +Tested 3.x on Windows 7 on the same machine and it works. +I think is only affected x11. + +**Issue description:** +Sometimes need to press F5 or F6 twice to run the project or scene with Godot 3.x. + +**Steps to reproduce:** +1) Open scene. +2) Press F6 button and hold it and release after scene is run. +3) Close windows and press F6. +4) Scene is not play, need press F6 twice. +5) Try several times it's difficult to reproduce. + +On my machine this happens randomly not necessary to hold F6 button. + +**Minimal reproduction project:** +Simple project with one 2DNode for version 3.1. +[f6.zip](https://github.com/godotengine/godot/files/2398814/f6.zip) + +After compare 2.1 version with 3.x, i found what cause this behaviour on my machine. +https://github.com/godotengine/godot/blob/e20a28a7db090dbf39bc8c90487c3d7beb84cbb8/main/input_default.cpp#L266-L272 + +Sometimes keys_pressed.erase not reached, then **last_is_pressed == true**, and **k->set_echo(true)** +Because **BaseButton::_unhandled_input** verify if not **is_echo()**, scene not run, while key not pressed twice.. +**New code from 3.x:** +https://github.com/godotengine/godot/blob/e20a28a7db090dbf39bc8c90487c3d7beb84cbb8/platform/x11/os_x11.cpp#L1684-L1694 + +",True,"Need to press F5/F6 twice on 3.x in release_debug - I see this #19576 closed, i open new one because bug not fixed. + +**Godot version:** +All 3.x, master 0de6514 + +**OS/device including version:** +Xubuntu 16.04.5 LTS, Nvidia GTX 750 Ti +Tested 3.x on Windows 7 on the same machine and it works. +I think is only affected x11. + +**Issue description:** +Sometimes need to press F5 or F6 twice to run the project or scene with Godot 3.x. + +**Steps to reproduce:** +1) Open scene. +2) Press F6 button and hold it and release after scene is run. +3) Close windows and press F6. +4) Scene is not play, need press F6 twice. +5) Try several times it's difficult to reproduce. + +On my machine this happens randomly not necessary to hold F6 button. + +**Minimal reproduction project:** +Simple project with one 2DNode for version 3.1. +[f6.zip](https://github.com/godotengine/godot/files/2398814/f6.zip) + +After compare 2.1 version with 3.x, i found what cause this behaviour on my machine. +https://github.com/godotengine/godot/blob/e20a28a7db090dbf39bc8c90487c3d7beb84cbb8/main/input_default.cpp#L266-L272 + +Sometimes keys_pressed.erase not reached, then **last_is_pressed == true**, and **k->set_echo(true)** +Because **BaseButton::_unhandled_input** verify if not **is_echo()**, scene not run, while key not pressed twice.. +**New code from 3.x:** +https://github.com/godotengine/godot/blob/e20a28a7db090dbf39bc8c90487c3d7beb84cbb8/platform/x11/os_x11.cpp#L1684-L1694 + +",1,need to press twice on x in release debug i see this closed i open new one because bug not fixed godot version all x master os device including version xubuntu lts nvidia gtx ti tested x on windows on the same machine and it works i think is only affected issue description sometimes need to press or twice to run the project or scene with godot x steps to reproduce open scene press button and hold it and release after scene is run close windows and press scene is not play need press twice try several times it s difficult to reproduce on my machine this happens randomly not necessary to hold button minimal reproduction project simple project with one for version after compare version with x i found what cause this behaviour on my machine sometimes keys pressed erase not reached then last is pressed true and k set echo true because basebutton unhandled input verify if not is echo scene not run while key not pressed twice new code from x ,1 +6054,4134227725.0,IssuesEvent,2016-06-12 02:00:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Un-instance a scene,enhancement topic:editor usability,"Sorry for the strange title but I have no better one in mind right now: + +Sometimes I create a new scene and instance it in a first scene, but I later realize it is better not to have it as an external scene, but as part of the first scene. But there is currently no way of asking Godot to take a scene instance and make it so it's not an instance anymore. + +In other software you would usually copy the root node, then paste it where you want it to be in the main scene, then delete the duplicate instance. But in Godot you cannot do that. You only have Ctrl+D, which only works within the current scene, not across two. + +If there is a way to do that please tell me (Godot is full of hidden features :p), otherwise it should be made easier.",True,"Un-instance a scene - Sorry for the strange title but I have no better one in mind right now: + +Sometimes I create a new scene and instance it in a first scene, but I later realize it is better not to have it as an external scene, but as part of the first scene. But there is currently no way of asking Godot to take a scene instance and make it so it's not an instance anymore. + +In other software you would usually copy the root node, then paste it where you want it to be in the main scene, then delete the duplicate instance. But in Godot you cannot do that. You only have Ctrl+D, which only works within the current scene, not across two. + +If there is a way to do that please tell me (Godot is full of hidden features :p), otherwise it should be made easier.",1,un instance a scene sorry for the strange title but i have no better one in mind right now sometimes i create a new scene and instance it in a first scene but i later realize it is better not to have it as an external scene but as part of the first scene but there is currently no way of asking godot to take a scene instance and make it so it s not an instance anymore in other software you would usually copy the root node then paste it where you want it to be in the main scene then delete the duplicate instance but in godot you cannot do that you only have ctrl d which only works within the current scene not across two if there is a way to do that please tell me godot is full of hidden features p otherwise it should be made easier ,1 +13465,8488401613.0,IssuesEvent,2018-10-26 16:31:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Selecting a node in the scene dock, changes the dock width.",bug topic:editor usability," + +**Godot version:** + +eeee47196c19dc271d6fcf8981946a1a29efd16a + +**OS/device including version:** + +Linux + +**Issue description:** + + +![peek13](https://user-images.githubusercontent.com/4047289/47530587-4e54fd00-d8ab-11e8-8cc2-507cfa005ad3.gif) +",True,"Selecting a node in the scene dock, changes the dock width. - + +**Godot version:** + +eeee47196c19dc271d6fcf8981946a1a29efd16a + +**OS/device including version:** + +Linux + +**Issue description:** + + +![peek13](https://user-images.githubusercontent.com/4047289/47530587-4e54fd00-d8ab-11e8-8cc2-507cfa005ad3.gif) +",1,selecting a node in the scene dock changes the dock width please search existing issues for potential duplicates before filing yours godot version os device including version linux issue description ,1 +11081,7051267037.0,IssuesEvent,2018-01-03 10:56:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TTF font files can't be imported by dragging into FileSystem panel,bug topic:editor usability,"**Godot version:** +Master 2de70698ae2b3c94668556140e4c0197cff3327b + +**OS/device including version:** +Windows 7 x64, NVIDIA Geforce 980 Ti + +**Issue description:** +Drag-and-dropping .ttf files into the FileSystem panel does not work. + +Dragging the file over the panel, the ""add file"" cursor/icon correctly shows, but dropping does not nothing. The import panel does not show, no progress is displayed, the file is not imported. Nothing is logged to the console. + +However, adding the .ttf file to the project folder manually works fine, the import progress dialog shows up and it gets correctly created as a DynamicFontData resource and shows up in the FileSystem panel. + +Drag-and-drop importing textures and sound files works fine. + +**Steps to reproduce:** +1. Drag-and-drop a .ttf file into the FileSystem panel +2. Nothing happens + + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates.",True,"TTF font files can't be imported by dragging into FileSystem panel - **Godot version:** +Master 2de70698ae2b3c94668556140e4c0197cff3327b + +**OS/device including version:** +Windows 7 x64, NVIDIA Geforce 980 Ti + +**Issue description:** +Drag-and-dropping .ttf files into the FileSystem panel does not work. + +Dragging the file over the panel, the ""add file"" cursor/icon correctly shows, but dropping does not nothing. The import panel does not show, no progress is displayed, the file is not imported. Nothing is logged to the console. + +However, adding the .ttf file to the project folder manually works fine, the import progress dialog shows up and it gets correctly created as a DynamicFontData resource and shows up in the FileSystem panel. + +Drag-and-drop importing textures and sound files works fine. + +**Steps to reproduce:** +1. Drag-and-drop a .ttf file into the FileSystem panel +2. Nothing happens + + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates.",1,ttf font files can t be imported by dragging into filesystem panel godot version master os device including version windows nvidia geforce ti issue description drag and dropping ttf files into the filesystem panel does not work dragging the file over the panel the add file cursor icon correctly shows but dropping does not nothing the import panel does not show no progress is displayed the file is not imported nothing is logged to the console however adding the ttf file to the project folder manually works fine the import progress dialog shows up and it gets correctly created as a dynamicfontdata resource and shows up in the filesystem panel drag and drop importing textures and sound files works fine steps to reproduce drag and drop a ttf file into the filesystem panel nothing happens i searched the existing for potential duplicates ,1 +9515,6337652491.0,IssuesEvent,2017-07-27 00:48:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"All projects are ""Unnamed project"", even though they do have a name",bug confirmed topic:editor usability,"Godot 3.0 alpha1 official +Windows 10 64 bits + +The project manager shows ""Unnamed project"" on all projects, but when I open project settings I can see a name (which is obviously not ""Unnamed project""): + +![image](https://user-images.githubusercontent.com/1311555/28648795-bdf9aad6-7270-11e7-8b0c-9118f6685f89.png) + +Opening a project also doesn't open the main scene, I think it used to do that before. Maybe there is an issue with the parsing of config files in the project manager? + +The config file for the one under `/Test3`: + +``` +config_version=3 + +[application] + +name=""Test3"" +main_scene=""res://main.tscn"" +icon=""res://icon.png"" + +[display] + +stretch/mode=""viewport"" + +[memory] + +multithread/thread_rid_pool_prealloc=60 + +[rendering] + +viewport/default_clear_color=Color( 0.407806, 0.628906, 0.618542, 1 ) +shadows/directional_shadow_size=4096 +```",True,"All projects are ""Unnamed project"", even though they do have a name - Godot 3.0 alpha1 official +Windows 10 64 bits + +The project manager shows ""Unnamed project"" on all projects, but when I open project settings I can see a name (which is obviously not ""Unnamed project""): + +![image](https://user-images.githubusercontent.com/1311555/28648795-bdf9aad6-7270-11e7-8b0c-9118f6685f89.png) + +Opening a project also doesn't open the main scene, I think it used to do that before. Maybe there is an issue with the parsing of config files in the project manager? + +The config file for the one under `/Test3`: + +``` +config_version=3 + +[application] + +name=""Test3"" +main_scene=""res://main.tscn"" +icon=""res://icon.png"" + +[display] + +stretch/mode=""viewport"" + +[memory] + +multithread/thread_rid_pool_prealloc=60 + +[rendering] + +viewport/default_clear_color=Color( 0.407806, 0.628906, 0.618542, 1 ) +shadows/directional_shadow_size=4096 +```",1,all projects are unnamed project even though they do have a name godot official windows bits the project manager shows unnamed project on all projects but when i open project settings i can see a name which is obviously not unnamed project opening a project also doesn t open the main scene i think it used to do that before maybe there is an issue with the parsing of config files in the project manager the config file for the one under config version name main scene res main tscn icon res icon png stretch mode viewport multithread thread rid pool prealloc viewport default clear color color shadows directional shadow size ,1 +13460,8483359001.0,IssuesEvent,2018-10-25 21:19:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Old editor layout sizes are wrong,bug topic:editor usability," + +**Godot version:** + d47cec4 + + +**Issue description:** +Did the way that editor layout sizes are handled changed? The default and that have been created before have their docks squished to the sides, but newly created ones are fine.",True,"Old editor layout sizes are wrong - + +**Godot version:** + d47cec4 + + +**Issue description:** +Did the way that editor layout sizes are handled changed? The default and that have been created before have their docks squished to the sides, but newly created ones are fine.",1,old editor layout sizes are wrong please search existing issues for potential duplicates before filing yours godot version issue description did the way that editor layout sizes are handled changed the default and that have been created before have their docks squished to the sides but newly created ones are fine ,1 +23593,22299426802.0,IssuesEvent,2022-06-13 07:15:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changes to editor_help.cpp make the built in editor help unreadable on smaller or scaled screens,bug topic:editor usability regression,"### Godot version + +3.x (1cf6d21) + +### System information + +Windows 10 GLES3/2 + +### Issue description + +The changes made in https://github.com/godotengine/godot/pull/55560 to `editor_help.cpp` make the page unreadable on smaller or scaled screens. + +There is no need to have 3 columns in the editor help because some of the `[default]` options can be very long resource path names pushing the other columns and making them unreadable. + +The original solution worked better. + +ProjectSettings.xml on 1920 x 1080 and 125% scaling with this pr +![image](https://user-images.githubusercontent.com/36826319/145729306-fc43537f-f9b8-4fc4-9672-60159dcafa9c.png) + + +### Steps to reproduce + +Open Project Settings with the latest 3.x using scaled screen + +### Minimal reproduction project + +_No response_",True,"Changes to editor_help.cpp make the built in editor help unreadable on smaller or scaled screens - ### Godot version + +3.x (1cf6d21) + +### System information + +Windows 10 GLES3/2 + +### Issue description + +The changes made in https://github.com/godotengine/godot/pull/55560 to `editor_help.cpp` make the page unreadable on smaller or scaled screens. + +There is no need to have 3 columns in the editor help because some of the `[default]` options can be very long resource path names pushing the other columns and making them unreadable. + +The original solution worked better. + +ProjectSettings.xml on 1920 x 1080 and 125% scaling with this pr +![image](https://user-images.githubusercontent.com/36826319/145729306-fc43537f-f9b8-4fc4-9672-60159dcafa9c.png) + + +### Steps to reproduce + +Open Project Settings with the latest 3.x using scaled screen + +### Minimal reproduction project + +_No response_",1,changes to editor help cpp make the built in editor help unreadable on smaller or scaled screens godot version x system information windows issue description the changes made in to editor help cpp make the page unreadable on smaller or scaled screens there is no need to have columns in the editor help because some of the options can be very long resource path names pushing the other columns and making them unreadable the original solution worked better projectsettings xml on x and scaling with this pr steps to reproduce open project settings with the latest x using scaled screen minimal reproduction project no response ,1 +17595,12191867274.0,IssuesEvent,2020-04-29 11:57:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Quick-open scene should match scene name first than whole path,enhancement topic:editor usability,"**Godot version:** +3.2 beta1 + +**Issue description:** +Just look at this +![image](https://user-images.githubusercontent.com/2223172/68536943-b57d0c80-035b-11ea-96e6-a33754317107.png) +I want to open a scene called GameMenu. But because it's in a folder named GameMenu and there's lots of other stuff there, the actual scene shows at the end. It should be on the top :/ + +(not sure if this shouldn't go into proposals tho)",True,"Quick-open scene should match scene name first than whole path - **Godot version:** +3.2 beta1 + +**Issue description:** +Just look at this +![image](https://user-images.githubusercontent.com/2223172/68536943-b57d0c80-035b-11ea-96e6-a33754317107.png) +I want to open a scene called GameMenu. But because it's in a folder named GameMenu and there's lots of other stuff there, the actual scene shows at the end. It should be on the top :/ + +(not sure if this shouldn't go into proposals tho)",1,quick open scene should match scene name first than whole path godot version issue description just look at this i want to open a scene called gamemenu but because it s in a folder named gamemenu and there s lots of other stuff there the actual scene shows at the end it should be on the top not sure if this shouldn t go into proposals tho ,1 +15558,10135102293.0,IssuesEvent,2019-08-02 09:18:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shortcut to open recently closed script/scene,enhancement topic:editor usability," + +**Godot version:** +3.1 + +**Issue description:** +When you close a script/scene, there's no way to restore the tab quickly. You need to manually open the file. There should be a shortcut to open recently closed scripts/scenes like you can do e.g. in web browsers. There's one for recently opened, but it only works when you open something, not when you load a project with already opened stuff. + +**Steps to reproduce:** +1. Accidentally close something :( +",True,"Shortcut to open recently closed script/scene - + +**Godot version:** +3.1 + +**Issue description:** +When you close a script/scene, there's no way to restore the tab quickly. You need to manually open the file. There should be a shortcut to open recently closed scripts/scenes like you can do e.g. in web browsers. There's one for recently opened, but it only works when you open something, not when you load a project with already opened stuff. + +**Steps to reproduce:** +1. Accidentally close something :( +",1,shortcut to open recently closed script scene please search existing issues for potential duplicates before filing yours godot version issue description when you close a script scene there s no way to restore the tab quickly you need to manually open the file there should be a shortcut to open recently closed scripts scenes like you can do e g in web browsers there s one for recently opened but it only works when you open something not when you load a project with already opened stuff steps to reproduce accidentally close something ,1 +17964,12441425219.0,IssuesEvent,2020-05-26 13:38:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to encapsulate tool subscenes (New ways of using tool keyword),discussion feature proposal topic:plugin usability,"**Issue description:** +Quite often I have tool scene which is working inside editor. Sometimes I need for those scenes to be encapsulated inside other bigger scenes. To make them work in reaction to level designer actions I need to heavily modify the bigger scene, and this usually a lot of work and sometimes it's not even possible (when scenes are using/based on many other scenes/scripts which should not work in tool mode). + +What I would want to have would be some kind of ability to notify child tool subscene about exported variable change without making owner scene a tool, maybe some kind of 'tool redirect' keyword for exported variables? +Maybe even better would be to have more general ability of using 'tool' keyword not for whole scripts, but only for single members/functions instead. + +Though for a second I will be able to overpass this issue with multi-script (different script for normal usage and different script for working inside the editor), but as many people pointed out there is little benefit from introducing multiscript and a lot of problems. ",True,"Ability to encapsulate tool subscenes (New ways of using tool keyword) - **Issue description:** +Quite often I have tool scene which is working inside editor. Sometimes I need for those scenes to be encapsulated inside other bigger scenes. To make them work in reaction to level designer actions I need to heavily modify the bigger scene, and this usually a lot of work and sometimes it's not even possible (when scenes are using/based on many other scenes/scripts which should not work in tool mode). + +What I would want to have would be some kind of ability to notify child tool subscene about exported variable change without making owner scene a tool, maybe some kind of 'tool redirect' keyword for exported variables? +Maybe even better would be to have more general ability of using 'tool' keyword not for whole scripts, but only for single members/functions instead. + +Though for a second I will be able to overpass this issue with multi-script (different script for normal usage and different script for working inside the editor), but as many people pointed out there is little benefit from introducing multiscript and a lot of problems. ",1,ability to encapsulate tool subscenes new ways of using tool keyword issue description quite often i have tool scene which is working inside editor sometimes i need for those scenes to be encapsulated inside other bigger scenes to make them work in reaction to level designer actions i need to heavily modify the bigger scene and this usually a lot of work and sometimes it s not even possible when scenes are using based on many other scenes scripts which should not work in tool mode what i would want to have would be some kind of ability to notify child tool subscene about exported variable change without making owner scene a tool maybe some kind of tool redirect keyword for exported variables maybe even better would be to have more general ability of using tool keyword not for whole scripts but only for single members functions instead though for a second i will be able to overpass this issue with multi script different script for normal usage and different script for working inside the editor but as many people pointed out there is little benefit from introducing multiscript and a lot of problems ,1 +19486,14108950232.0,IssuesEvent,2020-11-06 18:42:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Generate functions in external editors,enhancement topic:editor usability," + +**Godot version:** + + +``` +3.0.4.stable.custom_build +``` + +**OS/device including version:** + + +Linux desktop-arch 4.17.2-1-ARCH #1 SMP PREEMPT Sat Jun 16 11:08:59 UTC 2018 x86_64 GNU/Linux + +**Feature Request:** + +It would be nice if the ""Create Function"" option from the signal connection dialog worked with external editors. +I use neovim, and when I wire a new connect with ""Create Function"" enabled, it opens the script with neovim but there is no new function definition. + +One flexible solution I could think of is adding a `{generated_text}` external editor param. +If there are concerns about passing multiline text as a cli flag, then `{generated_text}` could be the path to a temp file containing the generated function, or the text could be passed on STDIN. + +Another is to append and save the generated text to the file before opening the editor. This could be optional as it is not the current behavior. +",True,"Generate functions in external editors - + +**Godot version:** + + +``` +3.0.4.stable.custom_build +``` + +**OS/device including version:** + + +Linux desktop-arch 4.17.2-1-ARCH #1 SMP PREEMPT Sat Jun 16 11:08:59 UTC 2018 x86_64 GNU/Linux + +**Feature Request:** + +It would be nice if the ""Create Function"" option from the signal connection dialog worked with external editors. +I use neovim, and when I wire a new connect with ""Create Function"" enabled, it opens the script with neovim but there is no new function definition. + +One flexible solution I could think of is adding a `{generated_text}` external editor param. +If there are concerns about passing multiline text as a cli flag, then `{generated_text}` could be the path to a temp file containing the generated function, or the text could be passed on STDIN. + +Another is to append and save the generated text to the file before opening the editor. This could be optional as it is not the current behavior. +",1,generate functions in external editors please search existing issues for potential duplicates before filing yours godot version stable custom build os device including version linux desktop arch arch smp preempt sat jun utc gnu linux feature request it would be nice if the create function option from the signal connection dialog worked with external editors i use neovim and when i wire a new connect with create function enabled it opens the script with neovim but there is no new function definition one flexible solution i could think of is adding a generated text external editor param if there are concerns about passing multiline text as a cli flag then generated text could be the path to a temp file containing the generated function or the text could be passed on stdin another is to append and save the generated text to the file before opening the editor this could be optional as it is not the current behavior ,1 +8685,5917439008.0,IssuesEvent,2017-05-22 13:16:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scan file selection font color broken,enhancement topic:editor usability,"Godot 3rd may build Kubuntu 17.04 x64 + +File selection dialog window shows files in black font in project manager (you can see font color set in theme resource on folders). Issue is present in default theme too. + +Other file selection widgets display color properly. + +STR: 1. Select ""Scan"" in project manager. +2. Navigate to a folder that contains any files in it. + +![spectacle j13328](https://cloud.githubusercontent.com/assets/10696955/25650511/07ee62f8-2fe6-11e7-93ea-1d6f0ab986c3.png) + +![spectacle c13328](https://cloud.githubusercontent.com/assets/10696955/25650465/c66cef02-2fe5-11e7-8e7c-31ad87b14656.png) +",True,"Scan file selection font color broken - Godot 3rd may build Kubuntu 17.04 x64 + +File selection dialog window shows files in black font in project manager (you can see font color set in theme resource on folders). Issue is present in default theme too. + +Other file selection widgets display color properly. + +STR: 1. Select ""Scan"" in project manager. +2. Navigate to a folder that contains any files in it. + +![spectacle j13328](https://cloud.githubusercontent.com/assets/10696955/25650511/07ee62f8-2fe6-11e7-93ea-1d6f0ab986c3.png) + +![spectacle c13328](https://cloud.githubusercontent.com/assets/10696955/25650465/c66cef02-2fe5-11e7-8e7c-31ad87b14656.png) +",1,scan file selection font color broken godot may build kubuntu file selection dialog window shows files in black font in project manager you can see font color set in theme resource on folders issue is present in default theme too other file selection widgets display color properly str select scan in project manager navigate to a folder that contains any files in it ,1 +26829,27215727949.0,IssuesEvent,2023-02-20 21:31:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot type @ in the editor on macOS,platform:macos topic:editor confirmed usability topic:input,"### Godot version + +4.0.dev + +### System information + +Macbook Air 2021 + +### Issue description + +I am unable to type @ to the editor because command + 2 is bound to switching tabs (2d, 3d, script...) + +### Steps to reproduce + +Try to type @ on a mac + +### Minimal reproduction project + +_No response_",True,"Cannot type @ in the editor on macOS - ### Godot version + +4.0.dev + +### System information + +Macbook Air 2021 + +### Issue description + +I am unable to type @ to the editor because command + 2 is bound to switching tabs (2d, 3d, script...) + +### Steps to reproduce + +Try to type @ on a mac + +### Minimal reproduction project + +_No response_",1,cannot type in the editor on macos godot version dev system information macbook air issue description i am unable to type to the editor because command is bound to switching tabs script steps to reproduce try to type on a mac minimal reproduction project no response ,1 +6328,4221032263.0,IssuesEvent,2016-07-01 02:20:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drag n Drop in Scene Tree issues with moving nodes and moving out of parent.,bug confirmed topic:editor usability,"**Issue description** (what happened, and what was expected): +It's impossible to move nodes in the same level. They always parent to some node even when highlight line shows it will move between two nodes. +The same with moving nodes out of level/parent to higher level one instead being moved out of parent they are re parented to different subtree. + +**Steps to reproduce:** +Create sub tree and duplicate it few times. Then try to move them out of parent or change positions. +",True,"Drag n Drop in Scene Tree issues with moving nodes and moving out of parent. - **Issue description** (what happened, and what was expected): +It's impossible to move nodes in the same level. They always parent to some node even when highlight line shows it will move between two nodes. +The same with moving nodes out of level/parent to higher level one instead being moved out of parent they are re parented to different subtree. + +**Steps to reproduce:** +Create sub tree and duplicate it few times. Then try to move them out of parent or change positions. +",1,drag n drop in scene tree issues with moving nodes and moving out of parent issue description what happened and what was expected it s impossible to move nodes in the same level they always parent to some node even when highlight line shows it will move between two nodes the same with moving nodes out of level parent to higher level one instead being moved out of parent they are re parented to different subtree steps to reproduce create sub tree and duplicate it few times then try to move them out of parent or change positions ,1 +3936,3617681210.0,IssuesEvent,2016-02-08 06:39:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual detail: Scripts name highlighting,enhancement junior job topic:editor usability,"As the title says it's just a really little visual detail I'm talking about +In the script opened window the scripts are highlighted w/ a red like surface, but if the name is +too long to be completely contained the red surface doesn't highlight the complete name: + +http://gyazo.govanify.com/grab/8ca4b6.png + +For this reason I think the surface should be a little bit bigger, covering the whole area of the name, maybe by using a more rectagular shpaed transparent selector",True,"Visual detail: Scripts name highlighting - As the title says it's just a really little visual detail I'm talking about +In the script opened window the scripts are highlighted w/ a red like surface, but if the name is +too long to be completely contained the red surface doesn't highlight the complete name: + +http://gyazo.govanify.com/grab/8ca4b6.png + +For this reason I think the surface should be a little bit bigger, covering the whole area of the name, maybe by using a more rectagular shpaed transparent selector",1,visual detail scripts name highlighting as the title says it s just a really little visual detail i m talking about in the script opened window the scripts are highlighted w a red like surface but if the name is too long to be completely contained the red surface doesn t highlight the complete name for this reason i think the surface should be a little bit bigger covering the whole area of the name maybe by using a more rectagular shpaed transparent selector,1 +75916,9906556881.0,IssuesEvent,2019-06-27 14:05:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Doctool doesn't fix invalid setters/getters in tags,bug documentation hero wanted! topic:editor,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Any, current master (d4d12eba5) + +**Issue description:** +When running `godot --doctool .`, the setters and getters documented in `` tags don't seem to be validated, so if they were manually changed, or changed in the source, they keep their old value. + +Example from `Image.xml`: +- Correct tag: `` +- If you change things in the `setter` and `getter` parts, doctool won't fix them and the modified values are kept +- If you remove the tag altogether, then it's properly recreated with the expected setters/getters. + +**Steps to reproduce:** +- Modify some `` tags and run `godot --doctool .`.",1.0,"Doctool doesn't fix invalid setters/getters in tags - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Any, current master (d4d12eba5) + +**Issue description:** +When running `godot --doctool .`, the setters and getters documented in `` tags don't seem to be validated, so if they were manually changed, or changed in the source, they keep their old value. + +Example from `Image.xml`: +- Correct tag: `` +- If you change things in the `setter` and `getter` parts, doctool won't fix them and the modified values are kept +- If you remove the tag altogether, then it's properly recreated with the expected setters/getters. + +**Steps to reproduce:** +- Modify some `` tags and run `godot --doctool .`.",0,doctool doesn t fix invalid setters getters in tags operating system or device godot version gpu model and driver if graphics related any current master issue description when running godot doctool the setters and getters documented in tags don t seem to be validated so if they were manually changed or changed in the source they keep their old value example from image xml correct tag if you change things in the setter and getter parts doctool won t fix them and the modified values are kept if you remove the tag altogether then it s properly recreated with the expected setters getters steps to reproduce modify some tags and run godot doctool ,0 +17153,11733244458.0,IssuesEvent,2020-03-11 06:32:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto-completion in comments not entirely useful for apostrophes.,bug topic:editor usability,"**Godot version:** 3.2.0 stable + +**OS/device including version:** N/A + +**Issue description:** Auto-completion has its issues when you're writing comments. For example `# Can't and won't do this.` would duplicate the `'` character (i.e. treat it as a single quote). This is a minor issue, but makes contractions (i.e. ""it's"", ""can't"" etc) slightly more difficult than it needs to be. Maybe look at the way other projects such as Inform 7 (for example) handle this? + +**Steps to reproduce:** Just press `'`.",True,"Auto-completion in comments not entirely useful for apostrophes. - **Godot version:** 3.2.0 stable + +**OS/device including version:** N/A + +**Issue description:** Auto-completion has its issues when you're writing comments. For example `# Can't and won't do this.` would duplicate the `'` character (i.e. treat it as a single quote). This is a minor issue, but makes contractions (i.e. ""it's"", ""can't"" etc) slightly more difficult than it needs to be. Maybe look at the way other projects such as Inform 7 (for example) handle this? + +**Steps to reproduce:** Just press `'`.",1,auto completion in comments not entirely useful for apostrophes godot version stable os device including version n a issue description auto completion has its issues when you re writing comments for example can t and won t do this would duplicate the character i e treat it as a single quote this is a minor issue but makes contractions i e it s can t etc slightly more difficult than it needs to be maybe look at the way other projects such as inform for example handle this steps to reproduce just press ,1 +18104,12541756620.0,IssuesEvent,2020-06-05 12:56:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Built-in script warning overlaps buttons,bug regression topic:editor usability,"**Godot version:** +3.2.2 beta3 + +**Issue description:** +![HRQnUgE8kT](https://user-images.githubusercontent.com/2223172/82762150-b6f5ba00-9dff-11ea-8537-d63e32d4be19.gif) + +CC @Calinou + +EDIT: +It only happens first time you create a script.",True,"Built-in script warning overlaps buttons - **Godot version:** +3.2.2 beta3 + +**Issue description:** +![HRQnUgE8kT](https://user-images.githubusercontent.com/2223172/82762150-b6f5ba00-9dff-11ea-8537-d63e32d4be19.gif) + +CC @Calinou + +EDIT: +It only happens first time you create a script.",1,built in script warning overlaps buttons godot version issue description cc calinou edit it only happens first time you create a script ,1 +18039,12504835756.0,IssuesEvent,2020-06-02 09:40:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add Accessibility for Blind Developers Who Use Screenreaders,feature proposal topic:core usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Operating System: Arch Linux, might be true for blind users on other operating systems +Godot Version: 2.1.4, may apply to all +**Issue description:** + +The Godot game editor does not work with the Orca screenreader. +I was expecting to at least be able to use Orca's flat review with the editor application, but nothing happened; it is equivellent to turning off the monitor. +**Steps to reproduce:** +Install the GNOME desktop environment, along with the Orca screenreader. MATE will also work. +With Orca running, open the Godot application. There will be no speech output from Orca. +**Link to minimal example project:** + +",True,"Add Accessibility for Blind Developers Who Use Screenreaders - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Operating System: Arch Linux, might be true for blind users on other operating systems +Godot Version: 2.1.4, may apply to all +**Issue description:** + +The Godot game editor does not work with the Orca screenreader. +I was expecting to at least be able to use Orca's flat review with the editor application, but nothing happened; it is equivellent to turning off the monitor. +**Steps to reproduce:** +Install the GNOME desktop environment, along with the Orca screenreader. MATE will also work. +With Orca running, open the Godot application. There will be no speech output from Orca. +**Link to minimal example project:** + +",1,add accessibility for blind developers who use screenreaders operating system or device godot version gpu model and driver if graphics related operating system arch linux might be true for blind users on other operating systems godot version may apply to all issue description the godot game editor does not work with the orca screenreader i was expecting to at least be able to use orca s flat review with the editor application but nothing happened it is equivellent to turning off the monitor steps to reproduce install the gnome desktop environment along with the orca screenreader mate will also work with orca running open the godot application there will be no speech output from orca link to minimal example project ,1 +16895,11464026939.0,IssuesEvent,2020-02-07 17:09:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feedback: first time godot user impressions,enhancement topic:editor usability,"**Godot version:** +3.0 +**OS/device including version:** +MacOS 10.13.2 +**Issue description:** +Hello, +I have been waiting for Godot v3.0 to test and here it is: + +- Downloading Godot and installing Godot was easy but on the first try, I downloaded Mono version as an Unity3d developer. But it did not run, just closed without an error message. I figured it out that because I have don't have mono on my system. I think Godot editor should prompt an error message on this type of dependency error. + +- Godot Project Manager page is not retina compatible and it was confusing because I read on the blog which says that UI has HiDPI support. The second issue on project manager page is that I can't scroll on templates page. I have to use the scrollbar to scroll the page. + +- I installed and opened `2D isometric Demo`. When I saw the game editor for the first time, I thought it is beautiful. + +- I could not found how to build project for iOS then I realized that Godot Editor does not use MacOS system menu. After that, I hate Godot editor because MacOS system menu provides search to menu items. + +That's all, these are my first 5 minutes experience of Godot v3.0. ",True,"Feedback: first time godot user impressions - **Godot version:** +3.0 +**OS/device including version:** +MacOS 10.13.2 +**Issue description:** +Hello, +I have been waiting for Godot v3.0 to test and here it is: + +- Downloading Godot and installing Godot was easy but on the first try, I downloaded Mono version as an Unity3d developer. But it did not run, just closed without an error message. I figured it out that because I have don't have mono on my system. I think Godot editor should prompt an error message on this type of dependency error. + +- Godot Project Manager page is not retina compatible and it was confusing because I read on the blog which says that UI has HiDPI support. The second issue on project manager page is that I can't scroll on templates page. I have to use the scrollbar to scroll the page. + +- I installed and opened `2D isometric Demo`. When I saw the game editor for the first time, I thought it is beautiful. + +- I could not found how to build project for iOS then I realized that Godot Editor does not use MacOS system menu. After that, I hate Godot editor because MacOS system menu provides search to menu items. + +That's all, these are my first 5 minutes experience of Godot v3.0. ",1,feedback first time godot user impressions godot version os device including version macos issue description hello i have been waiting for godot to test and here it is downloading godot and installing godot was easy but on the first try i downloaded mono version as an developer but it did not run just closed without an error message i figured it out that because i have don t have mono on my system i think godot editor should prompt an error message on this type of dependency error godot project manager page is not retina compatible and it was confusing because i read on the blog which says that ui has hidpi support the second issue on project manager page is that i can t scroll on templates page i have to use the scrollbar to scroll the page i installed and opened isometric demo when i saw the game editor for the first time i thought it is beautiful i could not found how to build project for ios then i realized that godot editor does not use macos system menu after that i hate godot editor because macos system menu provides search to menu items that s all these are my first minutes experience of godot ,1 +18041,12504958733.0,IssuesEvent,2020-06-02 09:52:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Create a way to move all keyframes more easily (E.g Adding a keyframe at the numbers of the TimeLine),feature proposal topic:editor usability," +Godot 3.0.2 Stable + +Windows 10 Home 64 Bits + +**Issue description:** +I would like to suggest to insert a keyframe in the TimeLine to move all keyframes at same row. Currently you have to drag to select all keyframes, and if you have a lot of keyframes this become troublesome: +![badway](https://user-images.githubusercontent.com/23051495/39721803-06430950-5217-11e8-8c2b-da28f6721251.gif) + +In DragonBones, a Skeleton Animation 2D tool, you can drag a keyframe at the timeline to move all keyframes of the same row: + +![goodway](https://user-images.githubusercontent.com/23051495/39722017-b4257ce2-5217-11e8-9422-6a14f64cfb3d.gif) + +I worked in a long animation on Godot, and this feature would've helped a lot. +",True,"Create a way to move all keyframes more easily (E.g Adding a keyframe at the numbers of the TimeLine) - +Godot 3.0.2 Stable + +Windows 10 Home 64 Bits + +**Issue description:** +I would like to suggest to insert a keyframe in the TimeLine to move all keyframes at same row. Currently you have to drag to select all keyframes, and if you have a lot of keyframes this become troublesome: +![badway](https://user-images.githubusercontent.com/23051495/39721803-06430950-5217-11e8-8c2b-da28f6721251.gif) + +In DragonBones, a Skeleton Animation 2D tool, you can drag a keyframe at the timeline to move all keyframes of the same row: + +![goodway](https://user-images.githubusercontent.com/23051495/39722017-b4257ce2-5217-11e8-9422-6a14f64cfb3d.gif) + +I worked in a long animation on Godot, and this feature would've helped a lot. +",1,create a way to move all keyframes more easily e g adding a keyframe at the numbers of the timeline godot stable windows home bits issue description i would like to suggest to insert a keyframe in the timeline to move all keyframes at same row currently you have to drag to select all keyframes and if you have a lot of keyframes this become troublesome in dragonbones a skeleton animation tool you can drag a keyframe at the timeline to move all keyframes of the same row i worked in a long animation on godot and this feature would ve helped a lot ,1 +13257,8393097017.0,IssuesEvent,2018-10-09 19:31:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[C#] Consider loosening generic guard on GetNode extension method,enhancement pr welcome topic:mono usability,"**Godot version:** +`master` / 0de8309b2 + +**OS/device including version:** +Manjaro Linux 17.1 + +**Issue description:** +The current signature of `Node.GetNode` extension method is as below which works quite well for most cases : +```csharp +public T GetNode(NodePath path) where T : Godot.Node +``` +However, if your project relies heavily on abstraction, chances are high that it'd include various interfaces which would be implemented by multiple nodes. In this scenario, we can't use `GetNode` to look up such a component by its interface since the method restricts its generic parameter to be a descendant of `Godot.Node`. + +We can solve the problem if we could change the signature as below: +```csharp +public T GetNode(NodePath path) where T : class +``` +One may argue that it would damage type safety, but as long as the method blindly casts to whatever type the user provides, there's always a chance that the resulting node is not a descendant of the type `T` even with the more strict generic guard. (i.e. invoking `GetNode` to return a `MeshInstance` node). + +More over, it's generally considered a good practice to code around interfaces rather than implementations, and abstract classes are there to provide base implementations rather than public API contracts. + +And it's not always possible to make all implementations of a service to derive from a common abstract class due to the language's limitation of not allowing multiple inheritance. (i.e. item type `A` inherits from `RigidBody` while item `B` from `Spatial`, but you can't make `B > A` even though `RigidBody` > `Spatial`). + +I encountered this issue while I was migrating a code which relies on my own implementation of `GetNode` to the standard one. I'm not sure if I should just rename my version as `GetComponent` and keep using it or change the default implementation as suggested above, so I'd like to see how other C# users think about the issue.",True,"[C#] Consider loosening generic guard on GetNode extension method - **Godot version:** +`master` / 0de8309b2 + +**OS/device including version:** +Manjaro Linux 17.1 + +**Issue description:** +The current signature of `Node.GetNode` extension method is as below which works quite well for most cases : +```csharp +public T GetNode(NodePath path) where T : Godot.Node +``` +However, if your project relies heavily on abstraction, chances are high that it'd include various interfaces which would be implemented by multiple nodes. In this scenario, we can't use `GetNode` to look up such a component by its interface since the method restricts its generic parameter to be a descendant of `Godot.Node`. + +We can solve the problem if we could change the signature as below: +```csharp +public T GetNode(NodePath path) where T : class +``` +One may argue that it would damage type safety, but as long as the method blindly casts to whatever type the user provides, there's always a chance that the resulting node is not a descendant of the type `T` even with the more strict generic guard. (i.e. invoking `GetNode` to return a `MeshInstance` node). + +More over, it's generally considered a good practice to code around interfaces rather than implementations, and abstract classes are there to provide base implementations rather than public API contracts. + +And it's not always possible to make all implementations of a service to derive from a common abstract class due to the language's limitation of not allowing multiple inheritance. (i.e. item type `A` inherits from `RigidBody` while item `B` from `Spatial`, but you can't make `B > A` even though `RigidBody` > `Spatial`). + +I encountered this issue while I was migrating a code which relies on my own implementation of `GetNode` to the standard one. I'm not sure if I should just rename my version as `GetComponent` and keep using it or change the default implementation as suggested above, so I'd like to see how other C# users think about the issue.",1, consider loosening generic guard on getnode extension method godot version master os device including version manjaro linux issue description the current signature of node getnode extension method is as below which works quite well for most cases csharp public t getnode nodepath path where t godot node however if your project relies heavily on abstraction chances are high that it d include various interfaces which would be implemented by multiple nodes in this scenario we can t use getnode to look up such a component by its interface since the method restricts its generic parameter to be a descendant of godot node we can solve the problem if we could change the signature as below csharp public t getnode nodepath path where t class one may argue that it would damage type safety but as long as the method blindly casts to whatever type the user provides there s always a chance that the resulting node is not a descendant of the type t even with the more strict generic guard i e invoking getnode to return a meshinstance node more over it s generally considered a good practice to code around interfaces rather than implementations and abstract classes are there to provide base implementations rather than public api contracts and it s not always possible to make all implementations of a service to derive from a common abstract class due to the language s limitation of not allowing multiple inheritance i e item type a inherits from rigidbody while item b from spatial but you can t make b a even though rigidbody spatial i encountered this issue while i was migrating a code which relies on my own implementation of getnode to the standard one i m not sure if i should just rename my version as getcomponent and keep using it or change the default implementation as suggested above so i d like to see how other c users think about the issue ,1 +11095,7056540469.0,IssuesEvent,2018-01-04 13:12:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Fly mode gets stuck when holding both middle and right mouse buttons then releasing rmb,bug topic:editor usability,"Godot 3.0 Beta 1 Win10 64bit + +Not sure if this is desirable behavior, but in the 3d viewport if you hold middle mouse button and then right click and at the same time release middle mouse button you can release right mouse button and you are still in the free look mode.",True,"Fly mode gets stuck when holding both middle and right mouse buttons then releasing rmb - Godot 3.0 Beta 1 Win10 64bit + +Not sure if this is desirable behavior, but in the 3d viewport if you hold middle mouse button and then right click and at the same time release middle mouse button you can release right mouse button and you are still in the free look mode.",1,fly mode gets stuck when holding both middle and right mouse buttons then releasing rmb godot beta not sure if this is desirable behavior but in the viewport if you hold middle mouse button and then right click and at the same time release middle mouse button you can release right mouse button and you are still in the free look mode ,1 +3373,3422111866.0,IssuesEvent,2015-12-08 21:36:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AutoLoad auto set NodeName after selecting a script,feature request topic:editor usability,"Is it possible to set the Node Name to the selected name of the script? + +It is most of the time the same name as the script and the previous Node Name is not removed anyway so there is nothing to lose.",True,"AutoLoad auto set NodeName after selecting a script - Is it possible to set the Node Name to the selected name of the script? + +It is most of the time the same name as the script and the previous Node Name is not removed anyway so there is nothing to lose.",1,autoload auto set nodename after selecting a script is it possible to set the node name to the selected name of the script it is most of the time the same name as the script and the previous node name is not removed anyway so there is nothing to lose ,1 +22859,20374997214.0,IssuesEvent,2022-02-21 14:49:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 4: TileEditor - Selecting a tile in the property painter will overwrite its value,bug topic:editor usability topic:2d,"### Godot version + +4.0.alpha2 + +### System information + +Windows 10 + +### Issue description + +In the paint properties mode, when painting physics or navigation properties. The current polygon I edit is not updated until I click on the tile again. What leads to a problem that every time i want to select a tile, its property is overwritten by the previous one. + +I found also a lot of other bugs. Is there a way to report them all at once? + +### Steps to reproduce + +![godot-4-bug-tile-editor](https://user-images.githubusercontent.com/1899013/154916724-b68a5b8c-3efc-48ca-83eb-2624c9f1feab.gif) + + +1. Create a tile map +2. Add an image to the tiles +3. Add a physics layer +4. Edit the property. +5. Select another tile + +### Minimal reproduction project + +_No response_",True,"Godot 4: TileEditor - Selecting a tile in the property painter will overwrite its value - ### Godot version + +4.0.alpha2 + +### System information + +Windows 10 + +### Issue description + +In the paint properties mode, when painting physics or navigation properties. The current polygon I edit is not updated until I click on the tile again. What leads to a problem that every time i want to select a tile, its property is overwritten by the previous one. + +I found also a lot of other bugs. Is there a way to report them all at once? + +### Steps to reproduce + +![godot-4-bug-tile-editor](https://user-images.githubusercontent.com/1899013/154916724-b68a5b8c-3efc-48ca-83eb-2624c9f1feab.gif) + + +1. Create a tile map +2. Add an image to the tiles +3. Add a physics layer +4. Edit the property. +5. Select another tile + +### Minimal reproduction project + +_No response_",1,godot tileeditor selecting a tile in the property painter will overwrite its value godot version system information windows issue description in the paint properties mode when painting physics or navigation properties the current polygon i edit is not updated until i click on the tile again what leads to a problem that every time i want to select a tile its property is overwritten by the previous one i found also a lot of other bugs is there a way to report them all at once steps to reproduce create a tile map add an image to the tiles add a physics layer edit the property select another tile minimal reproduction project no response ,1 +16609,11136939628.0,IssuesEvent,2019-12-20 17:54:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Enable plugins downloaded from the Asset Library by default,discussion enhancement topic:assetlib topic:editor usability,An user on Discord has noticed that plugins downloaded from the Asset Library are not enabled by default. They probably should be enabled by default to avoid confusion as to why a plugin cannot be used after it was downloaded.,True,Enable plugins downloaded from the Asset Library by default - An user on Discord has noticed that plugins downloaded from the Asset Library are not enabled by default. They probably should be enabled by default to avoid confusion as to why a plugin cannot be used after it was downloaded.,1,enable plugins downloaded from the asset library by default an user on discord has noticed that plugins downloaded from the asset library are not enabled by default they probably should be enabled by default to avoid confusion as to why a plugin cannot be used after it was downloaded ,1 +15469,10057575446.0,IssuesEvent,2019-07-22 12:00:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Trackpad usability in Windows/Linux and spacebar panning issues.,discussion enhancement topic:editor topic:input usability,"Godot Version: 3.1.1.stable +Device: Dell XPS15 9570 +OS: Windows 10 + +Horizontal scrolling doesn't work in-editor and in-application it is not pleasant. + +In macOS on my old Macbook Air in the 2d and 3d viewport we can pan/orbit using two fingers on the trackpad and pinch to zoom. This is perfect for using the editor on the go and I never feel the need for a mouse however I recently switched my daily driver to windows for more power. + +My windows trackpad (windows precision) supports this behavior as tested by zooming in and panning in a web browser. However inside the Godot editor vertical scrolling zooms into the 2d viewport instead of panning up (pinch zooming also works so why have the same thing mapped twice?) and horizontal scrolling is not being used at all, it does however work in the GraphEdit node in the standalone but the sensitivity is insanely high. + +As I don't have a scroll button on my trackpad my only options are to use spacebar to pan around or using the mouse to drag the scrollbars which feels clunky. Unfortunately the spacebar panning isn't a valid option because most trackpad drivers disable the trackpad when typing as a sort of ""palm rejection"". On top of this mouse wrapping doesn't work when using space bar panning, as tested on my desktop also. I can make a separate issue for this if requested. + +I have been informed that this is an issue on Ubuntu too but I cant confirm. I really think that windows should use use the same behavior as the macOS editor, I understand that there are a lot of poor windows trackpads but almost all of them support horizontal scrolling and pinch zooming, possibly we could make it an editor option to disable it? ",True,"Trackpad usability in Windows/Linux and spacebar panning issues. - Godot Version: 3.1.1.stable +Device: Dell XPS15 9570 +OS: Windows 10 + +Horizontal scrolling doesn't work in-editor and in-application it is not pleasant. + +In macOS on my old Macbook Air in the 2d and 3d viewport we can pan/orbit using two fingers on the trackpad and pinch to zoom. This is perfect for using the editor on the go and I never feel the need for a mouse however I recently switched my daily driver to windows for more power. + +My windows trackpad (windows precision) supports this behavior as tested by zooming in and panning in a web browser. However inside the Godot editor vertical scrolling zooms into the 2d viewport instead of panning up (pinch zooming also works so why have the same thing mapped twice?) and horizontal scrolling is not being used at all, it does however work in the GraphEdit node in the standalone but the sensitivity is insanely high. + +As I don't have a scroll button on my trackpad my only options are to use spacebar to pan around or using the mouse to drag the scrollbars which feels clunky. Unfortunately the spacebar panning isn't a valid option because most trackpad drivers disable the trackpad when typing as a sort of ""palm rejection"". On top of this mouse wrapping doesn't work when using space bar panning, as tested on my desktop also. I can make a separate issue for this if requested. + +I have been informed that this is an issue on Ubuntu too but I cant confirm. I really think that windows should use use the same behavior as the macOS editor, I understand that there are a lot of poor windows trackpads but almost all of them support horizontal scrolling and pinch zooming, possibly we could make it an editor option to disable it? ",1,trackpad usability in windows linux and spacebar panning issues godot version stable device dell os windows horizontal scrolling doesn t work in editor and in application it is not pleasant in macos on my old macbook air in the and viewport we can pan orbit using two fingers on the trackpad and pinch to zoom this is perfect for using the editor on the go and i never feel the need for a mouse however i recently switched my daily driver to windows for more power my windows trackpad windows precision supports this behavior as tested by zooming in and panning in a web browser however inside the godot editor vertical scrolling zooms into the viewport instead of panning up pinch zooming also works so why have the same thing mapped twice and horizontal scrolling is not being used at all it does however work in the graphedit node in the standalone but the sensitivity is insanely high as i don t have a scroll button on my trackpad my only options are to use spacebar to pan around or using the mouse to drag the scrollbars which feels clunky unfortunately the spacebar panning isn t a valid option because most trackpad drivers disable the trackpad when typing as a sort of palm rejection on top of this mouse wrapping doesn t work when using space bar panning as tested on my desktop also i can make a separate issue for this if requested i have been informed that this is an issue on ubuntu too but i cant confirm i really think that windows should use use the same behavior as the macos editor i understand that there are a lot of poor windows trackpads but almost all of them support horizontal scrolling and pinch zooming possibly we could make it an editor option to disable it ,1 +20914,16193834371.0,IssuesEvent,2021-05-04 12:18:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,EditorLog should remember pressed buttons,enhancement topic:editor usability," + +**Godot version:** + +56316b2 + +**Steps to reproduce:** +None of these buttons have their state remembered between sessions: +![image](https://user-images.githubusercontent.com/2223172/117002017-521b3300-ace3-11eb-9163-d0982ed1dd58.png) +We could save this as part of project's editor state. Not sure if there is a good place to store it globally.",True,"EditorLog should remember pressed buttons - + +**Godot version:** + +56316b2 + +**Steps to reproduce:** +None of these buttons have their state remembered between sessions: +![image](https://user-images.githubusercontent.com/2223172/117002017-521b3300-ace3-11eb-9163-d0982ed1dd58.png) +We could save this as part of project's editor state. Not sure if there is a good place to store it globally.",1,editorlog should remember pressed buttons please search existing issues for potential duplicates before filing yours godot version steps to reproduce none of these buttons have their state remembered between sessions we could save this as part of project s editor state not sure if there is a good place to store it globally ,1 +26810,27189128527.0,IssuesEvent,2023-02-19 15:34:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CPUParticles2D damping is limited to 100,enhancement topic:editor usability,"### Godot version + +Godot_v3.4.2-stable_x11 + +### System information + +Ubuntu desktop + +### Issue description + +In the editor, the value for [CPUParticles2D.damping](https://docs.godotengine.org/en/stable/classes/class_cpuparticles2d.html#class-cpuparticles2d-property-damping) is arbitrarily clamped to 100.0: + +![image](https://user-images.githubusercontent.com/364501/147692389-97117b68-a57b-4613-902a-7ebaa8678b8c.png) + +This can be hacked around by creating a damping curve that moves from zero immediately to the actual value you want (eg, 250): + +![image](https://user-images.githubusercontent.com/364501/147692573-062c946f-7740-454a-998a-28c6501450bd.png) + +It may also be hackable by setting the value in code (I haven't confirmed this). + +### Steps to reproduce + +- Create a CPUParticles2D node +- Give it some high velocity that you want to dampen quickly (say, 1000) +- Try to dampen it to 300 +- See that you can't raise the value above 100 + +### Minimal reproduction project + +_No response_",True,"CPUParticles2D damping is limited to 100 - ### Godot version + +Godot_v3.4.2-stable_x11 + +### System information + +Ubuntu desktop + +### Issue description + +In the editor, the value for [CPUParticles2D.damping](https://docs.godotengine.org/en/stable/classes/class_cpuparticles2d.html#class-cpuparticles2d-property-damping) is arbitrarily clamped to 100.0: + +![image](https://user-images.githubusercontent.com/364501/147692389-97117b68-a57b-4613-902a-7ebaa8678b8c.png) + +This can be hacked around by creating a damping curve that moves from zero immediately to the actual value you want (eg, 250): + +![image](https://user-images.githubusercontent.com/364501/147692573-062c946f-7740-454a-998a-28c6501450bd.png) + +It may also be hackable by setting the value in code (I haven't confirmed this). + +### Steps to reproduce + +- Create a CPUParticles2D node +- Give it some high velocity that you want to dampen quickly (say, 1000) +- Try to dampen it to 300 +- See that you can't raise the value above 100 + +### Minimal reproduction project + +_No response_",1, damping is limited to godot version godot stable system information ubuntu desktop issue description in the editor the value for is arbitrarily clamped to this can be hacked around by creating a damping curve that moves from zero immediately to the actual value you want eg it may also be hackable by setting the value in code i haven t confirmed this steps to reproduce create a node give it some high velocity that you want to dampen quickly say try to dampen it to see that you can t raise the value above minimal reproduction project no response ,1 +10588,6813301518.0,IssuesEvent,2017-11-06 08:43:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Text selection behaves strangely,bug confirmed topic:editor usability,"Godot 2.1.4 +Windows 10 64 bits + +I don't know yet how I reproduced this, but it happened to me a few times: +When I double-click on a name or word, it gets selected as expected, but immediately changes to select only the part on the left of the cursor (it takes about 1 frame or 0): + +![image](https://user-images.githubusercontent.com/1311555/31666338-c13ec8f2-b343-11e7-98be-e99f2bd9427b.png) + +I expected the whole word to be selected.",True,"Text selection behaves strangely - Godot 2.1.4 +Windows 10 64 bits + +I don't know yet how I reproduced this, but it happened to me a few times: +When I double-click on a name or word, it gets selected as expected, but immediately changes to select only the part on the left of the cursor (it takes about 1 frame or 0): + +![image](https://user-images.githubusercontent.com/1311555/31666338-c13ec8f2-b343-11e7-98be-e99f2bd9427b.png) + +I expected the whole word to be selected.",1,text selection behaves strangely godot windows bits i don t know yet how i reproduced this but it happened to me a few times when i double click on a name or word it gets selected as expected but immediately changes to select only the part on the left of the cursor it takes about frame or i expected the whole word to be selected ,1 +17304,11873787216.0,IssuesEvent,2020-03-26 17:52:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Sub-windows don't move smoothly,bug topic:editor usability,"**Godot version:** +5f1107a (release_debug) + +**OS/device including version:** +Windows 10 + +**Issue description:** +When you open any sub-window (like Editor Settings), moving it is very choppy. Just compare it to e.g. file explorer or browser windows.",True,"Sub-windows don't move smoothly - **Godot version:** +5f1107a (release_debug) + +**OS/device including version:** +Windows 10 + +**Issue description:** +When you open any sub-window (like Editor Settings), moving it is very choppy. Just compare it to e.g. file explorer or browser windows.",1,sub windows don t move smoothly godot version release debug os device including version windows issue description when you open any sub window like editor settings moving it is very choppy just compare it to e g file explorer or browser windows ,1 +23448,21923735294.0,IssuesEvent,2022-05-22 23:49:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,No way to easily remove invalid tiles outside the texture,enhancement topic:editor usability topic:2d,"### Godot version + +01d383a + +### System information + +Windows 10 x64 + +### Issue description + +I have a tileset and somehow it got some tiles outside the visible area. Now it keeps spamming errors about it like +``` +ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover. + at: (scene/resources/tile_set.cpp:3854) +ERROR: The TileSetAtlasSource atlas has no tile at (28, 4). +```` +and I can't do anything about it aside from editing the tres file manually or making the tiles smaller and removing what shouldn't be there. + +There should be some way to remove tiles outside the texture size. + +### Steps to reproduce + +1. Create a tileset texture +2. Fill it with tiles +3. Crop it +4. Some tiles are now outside the texture and will spam you forever + +### Minimal reproduction project + +[Tilebreak.zip](https://github.com/godotengine/godot/files/8750482/Tilebreak.zip) +Example broken tileset.",True,"No way to easily remove invalid tiles outside the texture - ### Godot version + +01d383a + +### System information + +Windows 10 x64 + +### Issue description + +I have a tileset and somehow it got some tiles outside the visible area. Now it keeps spamming errors about it like +``` +ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover. + at: (scene/resources/tile_set.cpp:3854) +ERROR: The TileSetAtlasSource atlas has no tile at (28, 4). +```` +and I can't do anything about it aside from editing the tres file manually or making the tiles smaller and removing what shouldn't be there. + +There should be some way to remove tiles outside the texture size. + +### Steps to reproduce + +1. Create a tileset texture +2. Fill it with tiles +3. Crop it +4. Some tiles are now outside the texture and will spam you forever + +### Minimal reproduction project + +[Tilebreak.zip](https://github.com/godotengine/godot/files/8750482/Tilebreak.zip) +Example broken tileset.",1,no way to easily remove invalid tiles outside the texture godot version system information windows issue description i have a tileset and somehow it got some tiles outside the visible area now it keeps spamming errors about it like error cannot create tile the tile is outside the texture or tiles are already present in the space the tile would cover at scene resources tile set cpp error the tilesetatlassource atlas has no tile at and i can t do anything about it aside from editing the tres file manually or making the tiles smaller and removing what shouldn t be there there should be some way to remove tiles outside the texture size steps to reproduce create a tileset texture fill it with tiles crop it some tiles are now outside the texture and will spam you forever minimal reproduction project example broken tileset ,1 +22047,18371996559.0,IssuesEvent,2021-10-11 01:26:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shift + Tab doesn't work on a right side of line,bug topic:editor usability regression,"### Godot version + +09b0293 + +### System information + +W10 + +### Issue description + +If you have caret at the right side of line, e.g like this: +![image](https://user-images.githubusercontent.com/2223172/136711220-1725a96b-5696-40c5-ae96-16bbaf7c8dc9.png) +you can't use Shift + Tab to decrease indentation. + +### Steps to reproduce + +1. Add indented text +2. Try Shift-Tabbing it when caret is at the end of line + +### Minimal reproduction project + +_No response_",True,"Shift + Tab doesn't work on a right side of line - ### Godot version + +09b0293 + +### System information + +W10 + +### Issue description + +If you have caret at the right side of line, e.g like this: +![image](https://user-images.githubusercontent.com/2223172/136711220-1725a96b-5696-40c5-ae96-16bbaf7c8dc9.png) +you can't use Shift + Tab to decrease indentation. + +### Steps to reproduce + +1. Add indented text +2. Try Shift-Tabbing it when caret is at the end of line + +### Minimal reproduction project + +_No response_",1,shift tab doesn t work on a right side of line godot version system information issue description if you have caret at the right side of line e g like this you can t use shift tab to decrease indentation steps to reproduce add indented text try shift tabbing it when caret is at the end of line minimal reproduction project no response ,1 +18131,12557949917.0,IssuesEvent,2020-06-07 14:30:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Script Editor: Ctrl + Left / Right is ""inconsistent""",bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10, Godot 3.0 Alpha + +**Issue description:** +If one jumps from the end of a row to the very beginning of the same row via consecutive Ctrl + Left strokes, the behavior is different when going to the opposite direction (I don't seem to get the logic of it). + +I think this has been so since 2.x (at least), and I've always thought that this was buggy behavior. However, I decided to (quickly) test this with some other text editors / IDEs: + +- Intellij Products +- Visual Studio 2017 +- Visual Studio Code +- Sublime Text + +Out of these, only Intellij IDEs seemed to have 100% consistent word jump behavior. VS 2017 seemed to come very close to 100%, and VS Code & Sublime were quite close to Godot (with some nuances). + +Personally, I find it is nearly impossible to get used to this ""inconsistent"" behaviour, particularly from the perspective of a ""Java developer"". + +Adding a ""Consistent Word Jumping"" or somesuch option for people who are used to it, might be something to consider. + +(Also: Treating underscores as stops might also be a good idea in a pythonic language) +",True,"Script Editor: Ctrl + Left / Right is ""inconsistent"" - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10, Godot 3.0 Alpha + +**Issue description:** +If one jumps from the end of a row to the very beginning of the same row via consecutive Ctrl + Left strokes, the behavior is different when going to the opposite direction (I don't seem to get the logic of it). + +I think this has been so since 2.x (at least), and I've always thought that this was buggy behavior. However, I decided to (quickly) test this with some other text editors / IDEs: + +- Intellij Products +- Visual Studio 2017 +- Visual Studio Code +- Sublime Text + +Out of these, only Intellij IDEs seemed to have 100% consistent word jump behavior. VS 2017 seemed to come very close to 100%, and VS Code & Sublime were quite close to Godot (with some nuances). + +Personally, I find it is nearly impossible to get used to this ""inconsistent"" behaviour, particularly from the perspective of a ""Java developer"". + +Adding a ""Consistent Word Jumping"" or somesuch option for people who are used to it, might be something to consider. + +(Also: Treating underscores as stops might also be a good idea in a pythonic language) +",1,script editor ctrl left right is inconsistent operating system or device godot version gpu model and driver if graphics related windows godot alpha issue description if one jumps from the end of a row to the very beginning of the same row via consecutive ctrl left strokes the behavior is different when going to the opposite direction i don t seem to get the logic of it i think this has been so since x at least and i ve always thought that this was buggy behavior however i decided to quickly test this with some other text editors ides intellij products visual studio visual studio code sublime text out of these only intellij ides seemed to have consistent word jump behavior vs seemed to come very close to and vs code sublime were quite close to godot with some nuances personally i find it is nearly impossible to get used to this inconsistent behaviour particularly from the perspective of a java developer adding a consistent word jumping or somesuch option for people who are used to it might be something to consider also treating underscores as stops might also be a good idea in a pythonic language ,1 +6435,4286770191.0,IssuesEvent,2016-07-16 09:24:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MenuButton receives hotkeys expected by other MenuButtons,bug topic:core usability,"**Godot version:** +2.0.3 + +**Issue description** (what happened, and what was expected): +`MenuButton` is receiving hotkeys (via `_unhandled_input`) that should be received by other `MenuButton`s. + +**Steps to reproduce:** +The best way to reproduce the problem is by testing #4848. This PR makes `MenuButton` accept the events when used. This way a event won't be used more than once by `MenuButton`. +Open the shader editor and focus the 2D editor (with the shader editor still visible). Pressing CTRL+F will result in a search dialog for the shader editor instead of the expected _Frame Selection_ in the 2D editor (since the later is focused). +Without #4848, that hotkey would result in both _Frame Selection_ in the 2D editor and a search dialog in the shader editor. +",True,"MenuButton receives hotkeys expected by other MenuButtons - **Godot version:** +2.0.3 + +**Issue description** (what happened, and what was expected): +`MenuButton` is receiving hotkeys (via `_unhandled_input`) that should be received by other `MenuButton`s. + +**Steps to reproduce:** +The best way to reproduce the problem is by testing #4848. This PR makes `MenuButton` accept the events when used. This way a event won't be used more than once by `MenuButton`. +Open the shader editor and focus the 2D editor (with the shader editor still visible). Pressing CTRL+F will result in a search dialog for the shader editor instead of the expected _Frame Selection_ in the 2D editor (since the later is focused). +Without #4848, that hotkey would result in both _Frame Selection_ in the 2D editor and a search dialog in the shader editor. +",1,menubutton receives hotkeys expected by other menubuttons godot version issue description what happened and what was expected menubutton is receiving hotkeys via unhandled input that should be received by other menubutton s steps to reproduce the best way to reproduce the problem is by testing this pr makes menubutton accept the events when used this way a event won t be used more than once by menubutton open the shader editor and focus the editor with the shader editor still visible pressing ctrl f will result in a search dialog for the shader editor instead of the expected frame selection in the editor since the later is focused without that hotkey would result in both frame selection in the editor and a search dialog in the shader editor ,1 +14658,9396757566.0,IssuesEvent,2019-04-08 08:05:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The cursor in the Label/RichTextLabel text editors is hard to see and doesn't blink,enhancement topic:editor usability,"Godot 3.1 beta6 + +The default settings for `TextEdit` cursors in the editor is hard to see and doesn't blink, which makes it harder to use. + +Both in the inspector: +![image](https://user-images.githubusercontent.com/1311555/53303432-2037f780-3862-11e9-8e6d-73693d31a805.png) + +And the popup: +![image](https://user-images.githubusercontent.com/1311555/53303421-05fe1980-3862-11e9-8fe2-b73b61b92aca.png) + +Note: that's also generally the case for `TextEdit` nodes which are added by custom editor plugins.",True,"The cursor in the Label/RichTextLabel text editors is hard to see and doesn't blink - Godot 3.1 beta6 + +The default settings for `TextEdit` cursors in the editor is hard to see and doesn't blink, which makes it harder to use. + +Both in the inspector: +![image](https://user-images.githubusercontent.com/1311555/53303432-2037f780-3862-11e9-8e6d-73693d31a805.png) + +And the popup: +![image](https://user-images.githubusercontent.com/1311555/53303421-05fe1980-3862-11e9-8fe2-b73b61b92aca.png) + +Note: that's also generally the case for `TextEdit` nodes which are added by custom editor plugins.",1,the cursor in the label richtextlabel text editors is hard to see and doesn t blink godot the default settings for textedit cursors in the editor is hard to see and doesn t blink which makes it harder to use both in the inspector and the popup note that s also generally the case for textedit nodes which are added by custom editor plugins ,1 +20518,15624059586.0,IssuesEvent,2021-03-21 00:14:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Copy / Paste inspector properies via Ctrl+c / Ctrl+v,enhancement topic:editor usability,"At the moment in order to copy something, we need to a) select property, b) right click, c) select copy option, d) open another node, e) select property, f) right click, g) select paste option. + +That's a lot of work. It'd be nice if we had option to copy via Ctrl+c/v.",True,"Copy / Paste inspector properies via Ctrl+c / Ctrl+v - At the moment in order to copy something, we need to a) select property, b) right click, c) select copy option, d) open another node, e) select property, f) right click, g) select paste option. + +That's a lot of work. It'd be nice if we had option to copy via Ctrl+c/v.",1,copy paste inspector properies via ctrl c ctrl v at the moment in order to copy something we need to a select property b right click c select copy option d open another node e select property f right click g select paste option that s a lot of work it d be nice if we had option to copy via ctrl c v ,1 +9996,6540516106.0,IssuesEvent,2017-09-01 15:44:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Instance properties not showing up in debugging area,discussion topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Linux 64bit - debian stable +Godot 2.1.4 + +**Issue description:** +Trying to debug with the remote inspector, the properties of the node are not been shown in the properties area of the debugger. Although a snapshot of the properties are shown in the inspector area of the editor. + +This is a severe problem, because debugging with the built-in debugger is not possible anymore. + +Expected: Properties showing up in the debugger area, not in the editor area, like in 2.1.3. + +**Steps to reproduce:** +Only in version 2.1.4, with old projects, demo projects and new projects... + +**Link to minimal example project:** +just take any project of the demo container",True,"Instance properties not showing up in debugging area - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Linux 64bit - debian stable +Godot 2.1.4 + +**Issue description:** +Trying to debug with the remote inspector, the properties of the node are not been shown in the properties area of the debugger. Although a snapshot of the properties are shown in the inspector area of the editor. + +This is a severe problem, because debugging with the built-in debugger is not possible anymore. + +Expected: Properties showing up in the debugger area, not in the editor area, like in 2.1.3. + +**Steps to reproduce:** +Only in version 2.1.4, with old projects, demo projects and new projects... + +**Link to minimal example project:** +just take any project of the demo container",1,instance properties not showing up in debugging area operating system or device godot version gpu model and driver if graphics related linux debian stable godot issue description trying to debug with the remote inspector the properties of the node are not been shown in the properties area of the debugger although a snapshot of the properties are shown in the inspector area of the editor this is a severe problem because debugging with the built in debugger is not possible anymore expected properties showing up in the debugger area not in the editor area like in steps to reproduce only in version with old projects demo projects and new projects link to minimal example project just take any project of the demo container,1 +26281,26647816249.0,IssuesEvent,2023-01-25 11:21:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Implement trackpad gesture panning in the TileSet editor,bug platform:macos topic:editor usability,"### Godot version + +4.0.beta8 [45cac42c0] + +### System information + +macOS 13.0.1 (22A400) + +### Issue description + +I had similar issues on Godot 3.5, etc but I am hoping we can get the Mac trackpad to work properly within the editor. Some things work okay, but the areas I notice it the most is inside the tileset editor where on a normal mouse you can move around with MMB and zoom in with the scroll wheel. I am hoping we can allow the obvious gestures to work on the track page (pinch to zoom, swipe to pan). I have also noticed similar issues within the Animation editors. + +If none of the development team has a MacBook or trackpad available, I would be willing to provide any testing, etc required or possibly even send out a trackpad for them to use. I would also be interested in helping out with a PR myself if someone could point me in the right direction as I have never worked within the Godot 4 core. + +Thanks! + +### Steps to reproduce + +Go to a tiletset on a Mac computer or laptop with an Apple trackpad. Try to pan or zoom inside the tile editor pane. + +### Minimal reproduction project + +Should work inside any project.",True,"Implement trackpad gesture panning in the TileSet editor - ### Godot version + +4.0.beta8 [45cac42c0] + +### System information + +macOS 13.0.1 (22A400) + +### Issue description + +I had similar issues on Godot 3.5, etc but I am hoping we can get the Mac trackpad to work properly within the editor. Some things work okay, but the areas I notice it the most is inside the tileset editor where on a normal mouse you can move around with MMB and zoom in with the scroll wheel. I am hoping we can allow the obvious gestures to work on the track page (pinch to zoom, swipe to pan). I have also noticed similar issues within the Animation editors. + +If none of the development team has a MacBook or trackpad available, I would be willing to provide any testing, etc required or possibly even send out a trackpad for them to use. I would also be interested in helping out with a PR myself if someone could point me in the right direction as I have never worked within the Godot 4 core. + +Thanks! + +### Steps to reproduce + +Go to a tiletset on a Mac computer or laptop with an Apple trackpad. Try to pan or zoom inside the tile editor pane. + +### Minimal reproduction project + +Should work inside any project.",1,implement trackpad gesture panning in the tileset editor godot version system information macos issue description i had similar issues on godot etc but i am hoping we can get the mac trackpad to work properly within the editor some things work okay but the areas i notice it the most is inside the tileset editor where on a normal mouse you can move around with mmb and zoom in with the scroll wheel i am hoping we can allow the obvious gestures to work on the track page pinch to zoom swipe to pan i have also noticed similar issues within the animation editors if none of the development team has a macbook or trackpad available i would be willing to provide any testing etc required or possibly even send out a trackpad for them to use i would also be interested in helping out with a pr myself if someone could point me in the right direction as i have never worked within the godot core thanks steps to reproduce go to a tiletset on a mac computer or laptop with an apple trackpad try to pan or zoom inside the tile editor pane minimal reproduction project should work inside any project ,1 +27513,29499413710.0,IssuesEvent,2023-06-02 20:05:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Bookmarks don't draw,bug topic:editor usability regression,"### Godot version + +4.1 dev4 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + + +https://github.com/godotengine/godot/assets/2223172/fe382ae2-04bb-4efa-b666-9e94ebb56a9c + + + +### Steps to reproduce + +1​. Go to Script Editor +2​. Toggle bookmark (Go To -> Toggle Bookmark) +3[.](https://media.tenor.com/_BiwWBWhYucAAAAd/what-huh.gif) It's not visible + +### Minimal reproduction project + +N/A",True,"Bookmarks don't draw - ### Godot version + +4.1 dev4 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + + +https://github.com/godotengine/godot/assets/2223172/fe382ae2-04bb-4efa-b666-9e94ebb56a9c + + + +### Steps to reproduce + +1​. Go to Script Editor +2​. Toggle bookmark (Go To -> Toggle Bookmark) +3[.](https://media.tenor.com/_BiwWBWhYucAAAAd/what-huh.gif) It's not visible + +### Minimal reproduction project + +N/A",1,bookmarks don t draw godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description steps to reproduce ​ go to script editor ​ toggle bookmark go to toggle bookmark it s not visible minimal reproduction project n a,1 +26151,26487356564.0,IssuesEvent,2023-01-17 19:13:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New in-editor error popups can extend off-screen,bug topic:editor usability,"### Godot version + +v4.0.alpha.custom_build [78e3e65e7] + +### System information + +Windows 10 + +### Issue description + +The new error popups don't wrap text or otherwise handle longer text, so they can extend off-screen: + +![image](https://user-images.githubusercontent.com/61291296/151729218-f265d9bb-bfd8-4ca2-b367-eefbed18ab3c.png) + +Since the errors are left-justified as a block, long errors can push shorter ones off-screen: + +![image](https://user-images.githubusercontent.com/61291296/151729315-23b9959a-0469-4919-b4e4-4ce4fbc3ed73.png) + +Popups don't seem to have been introduced in v4.0.alpha1.official [31a7ddbf8], so I haven't been able to reproduce the behaviour there. + +**Edit: ** The bug also appears in alpha 1. + +### Steps to reproduce + +Cause a sufficiently long error message to popup in the editor, e.g. with +``` +@tool +extends Node + +func _process(delta): + var a + a.loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong_function_name() +``` +attached to a node in the scene tree. + +### Minimal reproduction project + +_No response_",True,"New in-editor error popups can extend off-screen - ### Godot version + +v4.0.alpha.custom_build [78e3e65e7] + +### System information + +Windows 10 + +### Issue description + +The new error popups don't wrap text or otherwise handle longer text, so they can extend off-screen: + +![image](https://user-images.githubusercontent.com/61291296/151729218-f265d9bb-bfd8-4ca2-b367-eefbed18ab3c.png) + +Since the errors are left-justified as a block, long errors can push shorter ones off-screen: + +![image](https://user-images.githubusercontent.com/61291296/151729315-23b9959a-0469-4919-b4e4-4ce4fbc3ed73.png) + +Popups don't seem to have been introduced in v4.0.alpha1.official [31a7ddbf8], so I haven't been able to reproduce the behaviour there. + +**Edit: ** The bug also appears in alpha 1. + +### Steps to reproduce + +Cause a sufficiently long error message to popup in the editor, e.g. with +``` +@tool +extends Node + +func _process(delta): + var a + a.loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong_function_name() +``` +attached to a node in the scene tree. + +### Minimal reproduction project + +_No response_",1,new in editor error popups can extend off screen godot version alpha custom build system information windows issue description the new error popups don t wrap text or otherwise handle longer text so they can extend off screen since the errors are left justified as a block long errors can push shorter ones off screen popups don t seem to have been introduced in official so i haven t been able to reproduce the behaviour there edit the bug also appears in alpha steps to reproduce cause a sufficiently long error message to popup in the editor e g with tool extends node func process delta var a a loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong function name attached to a node in the scene tree minimal reproduction project no response ,1 +25681,25597394994.0,IssuesEvent,2022-12-01 17:11:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Implement 3D editor touchscreen controls in the editor,enhancement platform:android topic:editor usability topic:input,"### Godot version + +Godot 3.5.0 beta for android + +### System information + +Android 11 + +### Issue description + +The app is a revolutionary thing but there are no option to scroll through the main 3d UI ... The android users are stuck in the same position of the screen while they open it + +Also the options are too small and when we try to enlarge the UI most option goes hidden..... + +Also please make the Android app more mobile friendly please. + +### Steps to reproduce + +Adding option to scroll through the 3d interface + +Making app mobile friendly .....you can refer the it's magic game Engine UI for making this mobile friendly + +### Minimal reproduction project + +_No response_",True,"Implement 3D editor touchscreen controls in the editor - ### Godot version + +Godot 3.5.0 beta for android + +### System information + +Android 11 + +### Issue description + +The app is a revolutionary thing but there are no option to scroll through the main 3d UI ... The android users are stuck in the same position of the screen while they open it + +Also the options are too small and when we try to enlarge the UI most option goes hidden..... + +Also please make the Android app more mobile friendly please. + +### Steps to reproduce + +Adding option to scroll through the 3d interface + +Making app mobile friendly .....you can refer the it's magic game Engine UI for making this mobile friendly + +### Minimal reproduction project + +_No response_",1,implement editor touchscreen controls in the editor godot version godot beta for android system information android issue description the app is a revolutionary thing but there are no option to scroll through the main ui the android users are stuck in the same position of the screen while they open it also the options are too small and when we try to enlarge the ui most option goes hidden also please make the android app more mobile friendly please steps to reproduce adding option to scroll through the interface making app mobile friendly you can refer the it s magic game engine ui for making this mobile friendly minimal reproduction project no response ,1 +19701,14474932383.0,IssuesEvent,2020-12-10 00:24:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script editor: CTRL+Click on extends with relative path provide Errors,bug topic:editor topic:gdscript usability," +**Godot version:** +Godot 3.1 f148e8eed, platform=x11 bits=64 target=release_debug tools=yes + +**OS/device including version:** +Xubuntu 16.04.5 LTS x64, 4.4.0-135-lowlatency + +**Issue description:** +When ctrl+click on extends with relative path(extends ""base.gd""), Godot generate errors: +``` +ERROR: _load: No loader found for resource: res://b + At: core/io/resource_loader.cpp:192. +ERROR: _load: No loader found for resource: res://ba + At: core/io/resource_loader.cpp:192. +ERROR: _load: No loader found for resource: res://base + At: core/io/resource_loader.cpp:192. +``` + +**Steps to reproduce:** +Open attached project and ctrl+click on ""base.gd"" + +![click_on_extends](https://user-images.githubusercontent.com/1049442/45705106-87a69880-bb9a-11e8-98f9-458592805ee9.gif) + +**Minimal reproduction project:** +[click_on_extends.zip](https://github.com/godotengine/godot/files/2393866/click_on_extends.zip) + +",True,"Script editor: CTRL+Click on extends with relative path provide Errors - +**Godot version:** +Godot 3.1 f148e8eed, platform=x11 bits=64 target=release_debug tools=yes + +**OS/device including version:** +Xubuntu 16.04.5 LTS x64, 4.4.0-135-lowlatency + +**Issue description:** +When ctrl+click on extends with relative path(extends ""base.gd""), Godot generate errors: +``` +ERROR: _load: No loader found for resource: res://b + At: core/io/resource_loader.cpp:192. +ERROR: _load: No loader found for resource: res://ba + At: core/io/resource_loader.cpp:192. +ERROR: _load: No loader found for resource: res://base + At: core/io/resource_loader.cpp:192. +``` + +**Steps to reproduce:** +Open attached project and ctrl+click on ""base.gd"" + +![click_on_extends](https://user-images.githubusercontent.com/1049442/45705106-87a69880-bb9a-11e8-98f9-458592805ee9.gif) + +**Minimal reproduction project:** +[click_on_extends.zip](https://github.com/godotengine/godot/files/2393866/click_on_extends.zip) + +",1,script editor ctrl click on extends with relative path provide errors godot version godot platform bits target release debug tools yes os device including version xubuntu lts lowlatency issue description when ctrl click on extends with relative path extends base gd godot generate errors error load no loader found for resource res b at core io resource loader cpp error load no loader found for resource res ba at core io resource loader cpp error load no loader found for resource res base at core io resource loader cpp steps to reproduce open attached project and ctrl click on base gd minimal reproduction project ,1 +13550,8561949588.0,IssuesEvent,2018-11-09 09:04:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selected control is not highlighted in the 2D viewport when inside a container,bug topic:editor usability,"Godot 3.1 alpha2 + +When I select a control node in the scene tree, it is not highlighted in any way in the main viewport. I understand I can't move it freely but I cannot see what I am selecting, or which size they take (especially when they have no visuals!). +I can't select from viewport either, it either gets the top-most container, or just nothing. + +![image](https://user-images.githubusercontent.com/1311555/48234364-3ef8a800-e3b1-11e8-85d9-e0e0b30ae344.png) +",True,"Selected control is not highlighted in the 2D viewport when inside a container - Godot 3.1 alpha2 + +When I select a control node in the scene tree, it is not highlighted in any way in the main viewport. I understand I can't move it freely but I cannot see what I am selecting, or which size they take (especially when they have no visuals!). +I can't select from viewport either, it either gets the top-most container, or just nothing. + +![image](https://user-images.githubusercontent.com/1311555/48234364-3ef8a800-e3b1-11e8-85d9-e0e0b30ae344.png) +",1,selected control is not highlighted in the viewport when inside a container godot when i select a control node in the scene tree it is not highlighted in any way in the main viewport i understand i can t move it freely but i cannot see what i am selecting or which size they take especially when they have no visuals i can t select from viewport either it either gets the top most container or just nothing ,1 +13049,8223996324.0,IssuesEvent,2018-09-06 12:29:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exported NodePath behavior in the Inspector,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10 x64, Godot Master build 0aa4765 + +**Issue description:** + +When clicking on the resource menu button for an exported NodePath variable in the Inspector (the little rectangle icon), it does not behave as expected in every case where the value is not currently Null. +If the variable was initialized as an empty string instead of Null, then opening the menu will show a LineEdit labelled ""string:"" instead of the expected button menu, which simply copies its contents to the value field when you hit enter. +Even if you change the variable's value through this misfit LineEdit, the resource icon will only bring up this LineEdit again on click, UNLESS you select the value field itself with your mouse before clicking on the icon, in which case it brings up the expected button menu with `Assign`, `Clear` and a third option named `Select Node` that does not seem to do anything and extends out of the box. + +This third option always appears, no matter how the node was initialized, if the value is anything other than Null when clicking the menu icon. The only time it does not is when it is set to Null. + +Lastly, if the Node *is* initialized as Null (eg by doing `export(NodePath) var test`, then clicking on the `Clear` button in the icon menu will reset it to an empty string instead of setting it back to Null. Oddly enough the behavior I described above won't show for this variable, even though it's now set to an empty string just like that one. + + +Visuals to make it easier to wrap your head around: +![reducedsize](https://user-images.githubusercontent.com/20242421/33052107-8ea50042-ce6d-11e7-913b-f84ac1fbde00.gif) + +**Steps to reproduce:** +Either: +1. Export a NodePath variable and initialize it as an empty string (`Test` in the GIF above). +2. Click on its menu button. Instead of buttons, the ""string:"" LineEdit opens. +2. Select the value field, then click on the menu button. The button menu opens, but there will now be a third option, `Select Node`, that does nothing as far as I can tell. + +Or: +1. Export a NodePath variable without initialization (`Test 2` in the GIF above). +2. Click on ""Clear"" in its menu. The value will be set to an empty string instead of Null. +3. When clicking on its menu again, `Select Node` appears again. +",True,"Exported NodePath behavior in the Inspector - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10 x64, Godot Master build 0aa4765 + +**Issue description:** + +When clicking on the resource menu button for an exported NodePath variable in the Inspector (the little rectangle icon), it does not behave as expected in every case where the value is not currently Null. +If the variable was initialized as an empty string instead of Null, then opening the menu will show a LineEdit labelled ""string:"" instead of the expected button menu, which simply copies its contents to the value field when you hit enter. +Even if you change the variable's value through this misfit LineEdit, the resource icon will only bring up this LineEdit again on click, UNLESS you select the value field itself with your mouse before clicking on the icon, in which case it brings up the expected button menu with `Assign`, `Clear` and a third option named `Select Node` that does not seem to do anything and extends out of the box. + +This third option always appears, no matter how the node was initialized, if the value is anything other than Null when clicking the menu icon. The only time it does not is when it is set to Null. + +Lastly, if the Node *is* initialized as Null (eg by doing `export(NodePath) var test`, then clicking on the `Clear` button in the icon menu will reset it to an empty string instead of setting it back to Null. Oddly enough the behavior I described above won't show for this variable, even though it's now set to an empty string just like that one. + + +Visuals to make it easier to wrap your head around: +![reducedsize](https://user-images.githubusercontent.com/20242421/33052107-8ea50042-ce6d-11e7-913b-f84ac1fbde00.gif) + +**Steps to reproduce:** +Either: +1. Export a NodePath variable and initialize it as an empty string (`Test` in the GIF above). +2. Click on its menu button. Instead of buttons, the ""string:"" LineEdit opens. +2. Select the value field, then click on the menu button. The button menu opens, but there will now be a third option, `Select Node`, that does nothing as far as I can tell. + +Or: +1. Export a NodePath variable without initialization (`Test 2` in the GIF above). +2. Click on ""Clear"" in its menu. The value will be set to an empty string instead of Null. +3. When clicking on its menu again, `Select Node` appears again. +",1,exported nodepath behavior in the inspector operating system or device godot version gpu model and driver if graphics related windows godot master build issue description when clicking on the resource menu button for an exported nodepath variable in the inspector the little rectangle icon it does not behave as expected in every case where the value is not currently null if the variable was initialized as an empty string instead of null then opening the menu will show a lineedit labelled string instead of the expected button menu which simply copies its contents to the value field when you hit enter even if you change the variable s value through this misfit lineedit the resource icon will only bring up this lineedit again on click unless you select the value field itself with your mouse before clicking on the icon in which case it brings up the expected button menu with assign clear and a third option named select node that does not seem to do anything and extends out of the box this third option always appears no matter how the node was initialized if the value is anything other than null when clicking the menu icon the only time it does not is when it is set to null lastly if the node is initialized as null eg by doing export nodepath var test then clicking on the clear button in the icon menu will reset it to an empty string instead of setting it back to null oddly enough the behavior i described above won t show for this variable even though it s now set to an empty string just like that one visuals to make it easier to wrap your head around steps to reproduce either export a nodepath variable and initialize it as an empty string test in the gif above click on its menu button instead of buttons the string lineedit opens select the value field then click on the menu button the button menu opens but there will now be a third option select node that does nothing as far as i can tell or export a nodepath variable without initialization test in the gif above click on clear in its menu the value will be set to an empty string instead of null when clicking on its menu again select node appears again ,1 +16008,10480566975.0,IssuesEvent,2019-09-24 07:51:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Smart snapping guides sometimes don't disappear,bug topic:editor usability,"**Godot version:** +4ee8ecd3e + +**Issue description:** +Sometimes the smart snapping guides don't disappear and just stay there until you snap something again. + +**Steps to reproduce:** +1. Enable smart snapping +2. Move something +3. Repeat from point 2 if the line(s) disappear +4. Unselect the object and enjoy your permanent line(s) +![image](https://user-images.githubusercontent.com/2223172/64818903-5c883680-d5ad-11e9-8efd-940f1386e682.png) + +EDIT: +Worth to mention that the guides are still there when you switch to other scenes.",True,"Smart snapping guides sometimes don't disappear - **Godot version:** +4ee8ecd3e + +**Issue description:** +Sometimes the smart snapping guides don't disappear and just stay there until you snap something again. + +**Steps to reproduce:** +1. Enable smart snapping +2. Move something +3. Repeat from point 2 if the line(s) disappear +4. Unselect the object and enjoy your permanent line(s) +![image](https://user-images.githubusercontent.com/2223172/64818903-5c883680-d5ad-11e9-8efd-940f1386e682.png) + +EDIT: +Worth to mention that the guides are still there when you switch to other scenes.",1,smart snapping guides sometimes don t disappear godot version issue description sometimes the smart snapping guides don t disappear and just stay there until you snap something again steps to reproduce enable smart snapping move something repeat from point if the line s disappear unselect the object and enjoy your permanent line s edit worth to mention that the guides are still there when you switch to other scenes ,1 +25501,25301405686.0,IssuesEvent,2022-11-17 10:58:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"[Bug, Godot 4 beta5] Case mismatch when loading font",bug topic:editor usability,"### Godot version + +v4.0.beta5.official [89a33d28f] + +### System information + +Windows 11 Pro. 10.0.22621 + +### Issue description + +Since beta5, I get a warning, when the editor starts + +`WARNING: Case mismatch opening requested file 'SEGUIEMJ.TTF', stored as 'seguiemj.ttf' in the filesystem. This file wil. + at: open_internal (drivers/windows/file_access_windows.cpp:104)` + +I get the same error, when I enmable ligatures in the editor, evbenthough in a longer form: + +`Set code_font_contextual_ligatures + drivers/windows/file_access_windows.cpp:104 - Case mismatch opening requested file 'SEGUIEMJ.TTF', stored as 'seguiemj.ttf' in the filesystem. This file will not open when exported to other case-sensitive platforms.` + +Everything still works as expected. I have not set any custom fonts for the editor. + +### Steps to reproduce + +Start Godot 4.0 beta5 on Windows 11 + +### Minimal reproduction project + +DNA, Just start the editor",True,"[Bug, Godot 4 beta5] Case mismatch when loading font - ### Godot version + +v4.0.beta5.official [89a33d28f] + +### System information + +Windows 11 Pro. 10.0.22621 + +### Issue description + +Since beta5, I get a warning, when the editor starts + +`WARNING: Case mismatch opening requested file 'SEGUIEMJ.TTF', stored as 'seguiemj.ttf' in the filesystem. This file wil. + at: open_internal (drivers/windows/file_access_windows.cpp:104)` + +I get the same error, when I enmable ligatures in the editor, evbenthough in a longer form: + +`Set code_font_contextual_ligatures + drivers/windows/file_access_windows.cpp:104 - Case mismatch opening requested file 'SEGUIEMJ.TTF', stored as 'seguiemj.ttf' in the filesystem. This file will not open when exported to other case-sensitive platforms.` + +Everything still works as expected. I have not set any custom fonts for the editor. + +### Steps to reproduce + +Start Godot 4.0 beta5 on Windows 11 + +### Minimal reproduction project + +DNA, Just start the editor",1, case mismatch when loading font godot version official system information windows pro issue description since i get a warning when the editor starts warning case mismatch opening requested file seguiemj ttf stored as seguiemj ttf in the filesystem this file wil at open internal drivers windows file access windows cpp i get the same error when i enmable ligatures in the editor evbenthough in a longer form set code font contextual ligatures drivers windows file access windows cpp case mismatch opening requested file seguiemj ttf stored as seguiemj ttf in the filesystem this file will not open when exported to other case sensitive platforms everything still works as expected i have not set any custom fonts for the editor steps to reproduce start godot on windows minimal reproduction project dna just start the editor,1 +25858,26000911581.0,IssuesEvent,2022-12-20 15:15:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The viewport pixel grid is misaligned and innacurate in Godot 4 beta 9,bug topic:editor usability,"### Godot version + +4.0-beta9 (Standard and .NET6) + +### System information + +Windows 11 22H2, RTX 3080 (527.37) + +### Issue description + +In Godot 4, the pixel grid is slightly misaligned from the true position of pixels. Objects placed near the world origin will appear to fit within the pixel grid, but the grid will become steadily more misaligned the farther an object is from world origin. This causes critical visual issues in lower resolution projects, breaks tilemaps, and makes it impossible to make ""pixel perfect"" games in Godot 4. + +Here is an example I was provided by another user, who used a 1px x 1px TextureRect that has been placed at two varying positions in the scene. +![example](https://user-images.githubusercontent.com/121070110/208594359-4406b3ea-f222-420d-b06a-02900b52222e.png) + +Here is a comparison between how sprites appear in the editor vs. how they appear in-game, which displays the massive side effects that this bug has on visual quality of certain games: +![example2](https://user-images.githubusercontent.com/121070110/208597250-39345ec4-ef56-43c5-98c5-d0538cfc4418.png) + +### Steps to reproduce + +- Start a new project in Godot beta 9 +- Create a 2D scene and add a ColorRect that's 1 px by 1 px in size +- Go to ""Viewport Snapping Options"", turn on Pixel Snap, and then click ""Configure Snap"" +- Change the ""Grid Step"" option to something like 1x1, 2x2, etc. and press OK. +- Drag the 1x1 ColorRect from the world origin. The farther it is, the more misaligned. + +### Minimal reproduction project + +No reproduction project necessary (UI bug)",True,"The viewport pixel grid is misaligned and innacurate in Godot 4 beta 9 - ### Godot version + +4.0-beta9 (Standard and .NET6) + +### System information + +Windows 11 22H2, RTX 3080 (527.37) + +### Issue description + +In Godot 4, the pixel grid is slightly misaligned from the true position of pixels. Objects placed near the world origin will appear to fit within the pixel grid, but the grid will become steadily more misaligned the farther an object is from world origin. This causes critical visual issues in lower resolution projects, breaks tilemaps, and makes it impossible to make ""pixel perfect"" games in Godot 4. + +Here is an example I was provided by another user, who used a 1px x 1px TextureRect that has been placed at two varying positions in the scene. +![example](https://user-images.githubusercontent.com/121070110/208594359-4406b3ea-f222-420d-b06a-02900b52222e.png) + +Here is a comparison between how sprites appear in the editor vs. how they appear in-game, which displays the massive side effects that this bug has on visual quality of certain games: +![example2](https://user-images.githubusercontent.com/121070110/208597250-39345ec4-ef56-43c5-98c5-d0538cfc4418.png) + +### Steps to reproduce + +- Start a new project in Godot beta 9 +- Create a 2D scene and add a ColorRect that's 1 px by 1 px in size +- Go to ""Viewport Snapping Options"", turn on Pixel Snap, and then click ""Configure Snap"" +- Change the ""Grid Step"" option to something like 1x1, 2x2, etc. and press OK. +- Drag the 1x1 ColorRect from the world origin. The farther it is, the more misaligned. + +### Minimal reproduction project + +No reproduction project necessary (UI bug)",1,the viewport pixel grid is misaligned and innacurate in godot beta godot version standard and system information windows rtx issue description in godot the pixel grid is slightly misaligned from the true position of pixels objects placed near the world origin will appear to fit within the pixel grid but the grid will become steadily more misaligned the farther an object is from world origin this causes critical visual issues in lower resolution projects breaks tilemaps and makes it impossible to make pixel perfect games in godot here is an example i was provided by another user who used a x texturerect that has been placed at two varying positions in the scene here is a comparison between how sprites appear in the editor vs how they appear in game which displays the massive side effects that this bug has on visual quality of certain games steps to reproduce start a new project in godot beta create a scene and add a colorrect that s px by px in size go to viewport snapping options turn on pixel snap and then click configure snap change the grid step option to something like etc and press ok drag the colorrect from the world origin the farther it is the more misaligned minimal reproduction project no reproduction project necessary ui bug ,1 +11026,7032426818.0,IssuesEvent,2017-12-27 03:19:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot crash when tab-indenting multiple lines,bug confirmed topic:editor usability,"**Godot version:** + +Self-compiled, commit `37aab45091961e7c063e9c77d6c4835b0c14806a` + + +**OS/device including version:** + +`Linux 4.4.0-101-generic #124-Ubuntu SMP x86_64` + +**Issue description:** + +When pressing `[tab]` to indent the selected text in a GDscript editor, Godot crashed. + +``` +ERROR: operator[]: FATAL: Index p_index=0 out of size (size()=0) + At: ./core/vector.h:146. +handle_crash: Program crashed with signal 4 +Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues +[1] /lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f129e38d4b0] (??:0) +[2] Vector::operator[](int) const (/home/velenux/storage/c0de/personal/godot/./core/vector.h:146 (discriminator 7)) +[3] TextEdit::_notification(int) (/home/velenux/storage/c0de/personal/godot/scene/gui/text_edit.cpp:740) +[4] TextEdit::_notificationv(int, bool) (/home/velenux/storage/c0de/personal/godot/scene/gui/text_edit.h:40 (discriminator 14)) +[5] Object::notification(int, bool) (/home/velenux/storage/c0de/personal/godot/core/object.cpp:925) +[6] CanvasItem::_update_callback() (/home/velenux/storage/c0de/personal/godot/scene/2d/canvas_item.cpp:335) +[7] MethodBind0::call(Object*, Variant const**, int, Variant::CallError&) (/home/velenux/storage/c0de/personal/godot/core/method_bind.gen.inc:56 (discriminator 4)) +[8] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/home/velenux/storage/c0de/personal/godot/core/object.cpp:913 (discriminator 1)) +[9] MessageQueue::_call_function(Object*, StringName const&, Variant const*, int, bool) (/home/velenux/storage/c0de/personal/godot/core/message_queue.cpp:259) +[10] MessageQueue::flush() (/home/velenux/storage/c0de/personal/godot/core/message_queue.cpp:306) +[11] SceneTree::iteration(float) (/home/velenux/storage/c0de/personal/godot/scene/main/scene_tree.cpp:463 (discriminator 2)) +[12] Main::iteration() (/home/velenux/storage/c0de/personal/godot/main/main.cpp:1703) +[13] OS_X11::run() (/home/velenux/storage/c0de/personal/godot/platform/x11/os_x11.cpp:2298) +[14] /home/velenux/storage/c0de/personal/godot/bin/godot.x11.tools.64(main+0xd3) [0xe70e69] (/home/velenux/storage/c0de/personal/godot/platform/x11/godot_x11.cpp:55) +[15] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f129e378830] (??:0) +[16] /home/velenux/storage/c0de/personal/godot/bin/godot.x11.tools.64(_start+0x29) [0xe70cc9] (??:?) +-- END OF BACKTRACE -- +``` + +**Steps to reproduce:** + +Select a few lines of text, press `[tab]` to indent them. + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. + +This might be a duplicate/regression of #11368 +",True,"Godot crash when tab-indenting multiple lines - **Godot version:** + +Self-compiled, commit `37aab45091961e7c063e9c77d6c4835b0c14806a` + + +**OS/device including version:** + +`Linux 4.4.0-101-generic #124-Ubuntu SMP x86_64` + +**Issue description:** + +When pressing `[tab]` to indent the selected text in a GDscript editor, Godot crashed. + +``` +ERROR: operator[]: FATAL: Index p_index=0 out of size (size()=0) + At: ./core/vector.h:146. +handle_crash: Program crashed with signal 4 +Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues +[1] /lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f129e38d4b0] (??:0) +[2] Vector::operator[](int) const (/home/velenux/storage/c0de/personal/godot/./core/vector.h:146 (discriminator 7)) +[3] TextEdit::_notification(int) (/home/velenux/storage/c0de/personal/godot/scene/gui/text_edit.cpp:740) +[4] TextEdit::_notificationv(int, bool) (/home/velenux/storage/c0de/personal/godot/scene/gui/text_edit.h:40 (discriminator 14)) +[5] Object::notification(int, bool) (/home/velenux/storage/c0de/personal/godot/core/object.cpp:925) +[6] CanvasItem::_update_callback() (/home/velenux/storage/c0de/personal/godot/scene/2d/canvas_item.cpp:335) +[7] MethodBind0::call(Object*, Variant const**, int, Variant::CallError&) (/home/velenux/storage/c0de/personal/godot/core/method_bind.gen.inc:56 (discriminator 4)) +[8] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/home/velenux/storage/c0de/personal/godot/core/object.cpp:913 (discriminator 1)) +[9] MessageQueue::_call_function(Object*, StringName const&, Variant const*, int, bool) (/home/velenux/storage/c0de/personal/godot/core/message_queue.cpp:259) +[10] MessageQueue::flush() (/home/velenux/storage/c0de/personal/godot/core/message_queue.cpp:306) +[11] SceneTree::iteration(float) (/home/velenux/storage/c0de/personal/godot/scene/main/scene_tree.cpp:463 (discriminator 2)) +[12] Main::iteration() (/home/velenux/storage/c0de/personal/godot/main/main.cpp:1703) +[13] OS_X11::run() (/home/velenux/storage/c0de/personal/godot/platform/x11/os_x11.cpp:2298) +[14] /home/velenux/storage/c0de/personal/godot/bin/godot.x11.tools.64(main+0xd3) [0xe70e69] (/home/velenux/storage/c0de/personal/godot/platform/x11/godot_x11.cpp:55) +[15] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f129e378830] (??:0) +[16] /home/velenux/storage/c0de/personal/godot/bin/godot.x11.tools.64(_start+0x29) [0xe70cc9] (??:?) +-- END OF BACKTRACE -- +``` + +**Steps to reproduce:** + +Select a few lines of text, press `[tab]` to indent them. + +- [x] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. + +This might be a duplicate/regression of #11368 +",1,godot crash when tab indenting multiple lines godot version self compiled commit os device including version linux generic ubuntu smp issue description when pressing to indent the selected text in a gdscript editor godot crashed error operator fatal index p index out of size size at core vector h handle crash program crashed with signal dumping the backtrace please include this when reporting the bug on lib linux gnu libc so vector operator int const home velenux storage personal godot core vector h discriminator textedit notification int home velenux storage personal godot scene gui text edit cpp textedit notificationv int bool home velenux storage personal godot scene gui text edit h discriminator object notification int bool home velenux storage personal godot core object cpp canvasitem update callback home velenux storage personal godot scene canvas item cpp call object variant const int variant callerror home velenux storage personal godot core method bind gen inc discriminator object call stringname const variant const int variant callerror home velenux storage personal godot core object cpp discriminator messagequeue call function object stringname const variant const int bool home velenux storage personal godot core message queue cpp messagequeue flush home velenux storage personal godot core message queue cpp scenetree iteration float home velenux storage personal godot scene main scene tree cpp discriminator main iteration home velenux storage personal godot main main cpp os run home velenux storage personal godot platform os cpp home velenux storage personal godot bin godot tools main home velenux storage personal godot platform godot cpp lib linux gnu libc so libc start main home velenux storage personal godot bin godot tools start end of backtrace steps to reproduce select a few lines of text press to indent them i searched the existing for potential duplicates this might be a duplicate regression of ,1 +13584,8584158388.0,IssuesEvent,2018-11-13 21:52:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't cancel polygon/line editing with right click,bug topic:editor usability," + +**Godot version:** fe841fe + +**Issue description:** +In Godot 2 you were able to right click to stop editing a polygon object in the editor. In Godot 3 there's no way to stop editing a Line2D/polygon shape without clicking on a different node first. +You should be able to right-click or press ESC to cancel line drawing.",True,"Can't cancel polygon/line editing with right click - + +**Godot version:** fe841fe + +**Issue description:** +In Godot 2 you were able to right click to stop editing a polygon object in the editor. In Godot 3 there's no way to stop editing a Line2D/polygon shape without clicking on a different node first. +You should be able to right-click or press ESC to cancel line drawing.",1,can t cancel polygon line editing with right click please search existing issues for potential duplicates before filing yours godot version issue description in godot you were able to right click to stop editing a polygon object in the editor in godot there s no way to stop editing a polygon shape without clicking on a different node first you should be able to right click or press esc to cancel line drawing ,1 +6618,4386743942.0,IssuesEvent,2016-08-08 13:51:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to call VS func for external Node,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +I actually think it's a bug, since I have feeling this was working before and `Call Instance` VS node was able to do this, to the point: + +I think there should be VS node which could allow us to make a function call on an VS node which is holding scene with a script. Let me illustrate this: +![callfuncinnode](https://cloud.githubusercontent.com/assets/6129594/17481903/8656c804-5d7f-11e6-9b0b-c3db71f017e4.png) + +If we could have this kind of node together with https://github.com/godotengine/godot/issues/6071 then calling a functions would be a breeze, just dragdrop node from scene, connect with callFuncNode and type couple of letters with fuzzy matching to find proper function. + + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to call VS func for external Node - **Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +I actually think it's a bug, since I have feeling this was working before and `Call Instance` VS node was able to do this, to the point: + +I think there should be VS node which could allow us to make a function call on an VS node which is holding scene with a script. Let me illustrate this: +![callfuncinnode](https://cloud.githubusercontent.com/assets/6129594/17481903/8656c804-5d7f-11e6-9b0b-c3db71f017e4.png) + +If we could have this kind of node together with https://github.com/godotengine/godot/issues/6071 then calling a functions would be a breeze, just dragdrop node from scene, connect with callFuncNode and type couple of letters with fuzzy matching to find proper function. + + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,ability to call vs func for external node operating system or device godot version issue description what happened and what was expected i actually think it s a bug since i have feeling this was working before and call instance vs node was able to do this to the point i think there should be vs node which could allow us to make a function call on an vs node which is holding scene with a script let me illustrate this if we could have this kind of node together with then calling a functions would be a breeze just dragdrop node from scene connect with callfuncnode and type couple of letters with fuzzy matching to find proper function steps to reproduce link to minimal example project optional but very welcome ,1 +24583,23972214106.0,IssuesEvent,2022-09-13 08:42:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"You cannot click frames in ""Select Frames"" to remove from selection",bug topic:editor usability regression,"### Godot version + +3.4.4.stable + +### System information + +Win10 + +### Issue description + +(I'm brand new to Godot.) + + +Clicking to deselect frames in the ""Select Frames"" window doesn't work. After more experimentation I can drag from frame 1 to frame 2 to keep frame 1 selected, but unselect frame 2. + +I'd expect that clicking on a single frame would toggle its state and that dragging would either toggle the states of the frames dragged over or the toggled state of the clicked frame to be applied to all dragged over frames. + +https://user-images.githubusercontent.com/43559/182316711-84084ecb-d695-4cf8-8338-9a76903f4bb7.mp4 + + + + +### Steps to reproduce + +1. Create Node +1. Add AnimatedSprite child +1. find the Frames property in the Inspector and click ""[empty]"" -> ""New SpriteFrames"". Click again to open the ""SpriteFrames"" panel. +1. Click the grid icon +1. Open a spritesheet. +1. Select the correct row/column sizes. +1. Click on some of the spritesheet frames to select them. +1. Click on some of the selected spritesheet frames to unselect them. + +## Expected +They are unselected. + +## Actual +Nothing happens when you click on a selected sprite. + + +### Minimal reproduction project + +_No response_",True,"You cannot click frames in ""Select Frames"" to remove from selection - ### Godot version + +3.4.4.stable + +### System information + +Win10 + +### Issue description + +(I'm brand new to Godot.) + + +Clicking to deselect frames in the ""Select Frames"" window doesn't work. After more experimentation I can drag from frame 1 to frame 2 to keep frame 1 selected, but unselect frame 2. + +I'd expect that clicking on a single frame would toggle its state and that dragging would either toggle the states of the frames dragged over or the toggled state of the clicked frame to be applied to all dragged over frames. + +https://user-images.githubusercontent.com/43559/182316711-84084ecb-d695-4cf8-8338-9a76903f4bb7.mp4 + + + + +### Steps to reproduce + +1. Create Node +1. Add AnimatedSprite child +1. find the Frames property in the Inspector and click ""[empty]"" -> ""New SpriteFrames"". Click again to open the ""SpriteFrames"" panel. +1. Click the grid icon +1. Open a spritesheet. +1. Select the correct row/column sizes. +1. Click on some of the spritesheet frames to select them. +1. Click on some of the selected spritesheet frames to unselect them. + +## Expected +They are unselected. + +## Actual +Nothing happens when you click on a selected sprite. + + +### Minimal reproduction project + +_No response_",1,you cannot click frames in select frames to remove from selection godot version stable system information issue description i m brand new to godot clicking to deselect frames in the select frames window doesn t work after more experimentation i can drag from frame to frame to keep frame selected but unselect frame i d expect that clicking on a single frame would toggle its state and that dragging would either toggle the states of the frames dragged over or the toggled state of the clicked frame to be applied to all dragged over frames steps to reproduce create node add animatedsprite child find the frames property in the inspector and click new spriteframes click again to open the spriteframes panel click the grid icon open a spritesheet select the correct row column sizes click on some of the spritesheet frames to select them click on some of the selected spritesheet frames to unselect them expected they are unselected actual nothing happens when you click on a selected sprite minimal reproduction project no response ,1 +26848,27252584934.0,IssuesEvent,2023-02-22 09:15:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[Godot 4rc2] Font size in Output tab not working,bug topic:editor usability,"### Godot version + +v4.0.rc2.official [d2699dc7a] + +### System information + +Debian 11 + +### Issue description + +I tried to change the font side in `run/output/font_size` but the font in Output Tab remain the same. + +### Steps to reproduce + +go to Editor->Run->Output->Font Size and change it + + +### Minimal reproduction project + +NA",True,"[Godot 4rc2] Font size in Output tab not working - ### Godot version + +v4.0.rc2.official [d2699dc7a] + +### System information + +Debian 11 + +### Issue description + +I tried to change the font side in `run/output/font_size` but the font in Output Tab remain the same. + +### Steps to reproduce + +go to Editor->Run->Output->Font Size and change it + + +### Minimal reproduction project + +NA",1, font size in output tab not working godot version official system information debian issue description i tried to change the font side in run output font size but the font in output tab remain the same steps to reproduce go to editor run output font size and change it minimal reproduction project na,1 +26840,27238665226.0,IssuesEvent,2023-02-21 18:20:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Create Script Dialog is bigger then my screen,bug topic:editor usability,"### Godot version + +v4.0.rc2.mono.official [d2699dc7a] + +### System information + +Windows 10 + +### Issue description + +I created a new Project an the wanted to create a script. +The create dialog extends above and Below my screen. +![grafik](https://user-images.githubusercontent.com/6023976/219855184-6a70fc21-539a-4f21-a558-5c4aa7e9a5ae.png) + +I have an 2560x1440 Screen. + + +### Steps to reproduce + +1. Create a new Project +2. Create a new Scene with a spatial node for example +3. add a new script to the node + +### Minimal reproduction project + +N/A",True,"Create Script Dialog is bigger then my screen - ### Godot version + +v4.0.rc2.mono.official [d2699dc7a] + +### System information + +Windows 10 + +### Issue description + +I created a new Project an the wanted to create a script. +The create dialog extends above and Below my screen. +![grafik](https://user-images.githubusercontent.com/6023976/219855184-6a70fc21-539a-4f21-a558-5c4aa7e9a5ae.png) + +I have an 2560x1440 Screen. + + +### Steps to reproduce + +1. Create a new Project +2. Create a new Scene with a spatial node for example +3. add a new script to the node + +### Minimal reproduction project + +N/A",1,create script dialog is bigger then my screen godot version mono official system information windows issue description i created a new project an the wanted to create a script the create dialog extends above and below my screen i have an screen steps to reproduce create a new project create a new scene with a spatial node for example add a new script to the node minimal reproduction project n a,1 +15901,10369944881.0,IssuesEvent,2019-09-08 08:28:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Complex custom resources: workflow problems,enhancement topic:core topic:mono usability," + +**Godot version:** + +488884178e773a6e80070663d92cc53cb820bff9 + +**Issue description:** + +There are a number of open issues and comments surrounding the usage of custom resources in Godot, but I didn't find anything which comprehensively covers the problem, so I thought I'd create an issue on it here, since now the problems surrounding loading custom resources are resolved when using C#. The following text uses C# examples, but the same applies to GDScript. + +Consider we have the following hypothetical data structures saved into different scripts: +```cs +public class MonsterInfo : Resource +{ + [Export] + public Stats stats; + [Export] + public ElementalResistances resistances; + [Export] + public DropChance[] dropChances; + [Export] + ... +} + +public class Stats : Resource +{ + [Export] + public int strength; + [Export] + public int defense; + [Export] + public int magic; + [Export] + public int resistance; + [Export] + ... +} + +public class ElementalResistances : Resource +{ + [Export] + public int fire; + [Export] + public int water; + [Export] + public int holy; + [Export] + public int unholy; + [Export] + ... +} + +public class DropChance : Resource +{ + [Export] + public Item item; + [Export] + public float chance; +} +``` + +So, our `MonsterInfo` resource will hold various other resources which describe its make-up; we can save this to disk and have our own database editable right there in the editor. Great! But once you create a new `MonsterInfo` resource, you run into this problem: every property exported gives just a big list of resources to create from, none of which are what you really want: + +![image](https://user-images.githubusercontent.com/28724859/54003564-3a9e8a80-4118-11e9-9220-f341b8623e4f.png) + +In order to assign something to these slots, it is required to create them first in the FileSystem, save them to disk, then drag and drop them into the slot. So your project winds up littered with all these extra resources that exist just to be placed into those slots, when what you really want is the ability to just create a resource right there and have them 'built-in' to the file, as you can do with other resources. + +This is especially egregious with `DropChance`: for every entry you'd like to create describing what items this monster will drop when killed, that's another resource you have to go through the process of creating. + +One proposed solution to this problem is to keep everything within the one resource: + +```cs +class MonsterInfo : Resource{ + [Export] + public int strength; + [Export] + public int defense; + ... + [Export] + public int fireRes; + [Export] + public int waterRes; + ... + [Export] + public Item itemA; + [Export] + public float itemADropChance; + [Export] + public Item itemB; + [Export] + public item itemBDropChance; + ... +} +``` + +However, this introduces a problem where, if you have another resource of type `PlayableCharacterInfo`, which also uses `Stats`, `ElementalResistances` and so forth, you must copy/paste your code, or try to refactor it by introducing a base class, which can have its own problems (since multiple inheritance isn't a thing in either GDScript or C#.) + +Another possible solution (at least for `DropChance`) is to use a dictionary, where you manually define an entry that takes one resource (or path to a resource) and one float; however, dictionaries aren't really designed for this usage, and if you needed to introduce a 3rd variable, the problem gets even worse, where you now have to associate an array as the value to the dictionary which contains the rest of the info. This entire solution is unwieldy due to the fact that you don't have any guarantee of what's in these dictionaries or if the array is in the right order, so extra care must be given here and you must reference back to this resource when working with it in code to ensure you're accessing them properly, as there's no names associated with this data, nor any type safety; the same applies in the case of foregoing custom resources for, say, `Stats`, and just using an int array instead: you have to count how many entries you're adding, and you have to memorize the order in which they're meant to go, as there's no names to go by here either. + +A third solution is to just forego custom resources all together and use JSON or some other text format, which has the drawback of being more difficult to work with (no inspector, so none of the benefits which can come from it), and since you still have to figure out what to do with all your data once it's parsed, introducing more work on behalf of the developer; it's something which can break easily in ways that are hard to debug, as another developer who works in this manner has revealed to me. One could create an inspector of their own to work with all this data, but that's yet more work for each new resource introduced, not leveraging the power of Godot already present. + +Perhaps the most robust solution right now is to also forego custom resources but to instead define your data into one big script that contains just definitions; while less than ideal, as you still have much typing to do, you can at least be certain that you have a name associated with all your data, with type safety, and neatly organized into sub-objects which can just be associated with any data type of your choosing: + +```cs +private static readonly Dictionary MonsterDefinitions = new Dictionary { +... +stats = new Stats { + strength = 381, + psionics = 412, + defense = 255, + resistance = 307, + ... +}, +elements = new Elements { + sun = 2, + moon = 2, + ... +}, +skills = new Skills { + trainer = 3, + smash = 3, + ... +}, +... +``` +And then there's the business where you create a plugin for this stuff, but that's also unwieldy and shrouded in mystery. + +In an ideal Godot, you would simply be able to create a resource of the exported type right there in the slot, and then modify the built-in entry that way; now you don't need to clutter up the project with possibly hundreds (or more, depending on the complexity of your data) of resources that do nothing but provide the makeup of other more complex resources (say, you have 100 different monsters in your game, each of which requires 5 other resources to describe it), or try to come up with some other less-than-ideal solution. + +Compare this situation to Unity3D's ScriptableObject/Serializable attribute, the parallel to Godot's custom resources: + +```cs +public class MonsterInfo : ScriptableObject{ + public Stats stats; + ... +} + +[System.Serializable] +public class Stats{ + public int strength; + ... +} +``` + +In this case, all the public values of `Stats` will just show up in the inspector when a `MonsterInfo` file is inspected, and can thus be assigned to right there, in its own collapsible menu; it makes creating complex data simple and intuitive, again, bringing all the benefits of the inspector with it. + +I think Godot can be just as easy and simple to work with data in this regard, but currently it is not.",True,"Complex custom resources: workflow problems - + +**Godot version:** + +488884178e773a6e80070663d92cc53cb820bff9 + +**Issue description:** + +There are a number of open issues and comments surrounding the usage of custom resources in Godot, but I didn't find anything which comprehensively covers the problem, so I thought I'd create an issue on it here, since now the problems surrounding loading custom resources are resolved when using C#. The following text uses C# examples, but the same applies to GDScript. + +Consider we have the following hypothetical data structures saved into different scripts: +```cs +public class MonsterInfo : Resource +{ + [Export] + public Stats stats; + [Export] + public ElementalResistances resistances; + [Export] + public DropChance[] dropChances; + [Export] + ... +} + +public class Stats : Resource +{ + [Export] + public int strength; + [Export] + public int defense; + [Export] + public int magic; + [Export] + public int resistance; + [Export] + ... +} + +public class ElementalResistances : Resource +{ + [Export] + public int fire; + [Export] + public int water; + [Export] + public int holy; + [Export] + public int unholy; + [Export] + ... +} + +public class DropChance : Resource +{ + [Export] + public Item item; + [Export] + public float chance; +} +``` + +So, our `MonsterInfo` resource will hold various other resources which describe its make-up; we can save this to disk and have our own database editable right there in the editor. Great! But once you create a new `MonsterInfo` resource, you run into this problem: every property exported gives just a big list of resources to create from, none of which are what you really want: + +![image](https://user-images.githubusercontent.com/28724859/54003564-3a9e8a80-4118-11e9-9220-f341b8623e4f.png) + +In order to assign something to these slots, it is required to create them first in the FileSystem, save them to disk, then drag and drop them into the slot. So your project winds up littered with all these extra resources that exist just to be placed into those slots, when what you really want is the ability to just create a resource right there and have them 'built-in' to the file, as you can do with other resources. + +This is especially egregious with `DropChance`: for every entry you'd like to create describing what items this monster will drop when killed, that's another resource you have to go through the process of creating. + +One proposed solution to this problem is to keep everything within the one resource: + +```cs +class MonsterInfo : Resource{ + [Export] + public int strength; + [Export] + public int defense; + ... + [Export] + public int fireRes; + [Export] + public int waterRes; + ... + [Export] + public Item itemA; + [Export] + public float itemADropChance; + [Export] + public Item itemB; + [Export] + public item itemBDropChance; + ... +} +``` + +However, this introduces a problem where, if you have another resource of type `PlayableCharacterInfo`, which also uses `Stats`, `ElementalResistances` and so forth, you must copy/paste your code, or try to refactor it by introducing a base class, which can have its own problems (since multiple inheritance isn't a thing in either GDScript or C#.) + +Another possible solution (at least for `DropChance`) is to use a dictionary, where you manually define an entry that takes one resource (or path to a resource) and one float; however, dictionaries aren't really designed for this usage, and if you needed to introduce a 3rd variable, the problem gets even worse, where you now have to associate an array as the value to the dictionary which contains the rest of the info. This entire solution is unwieldy due to the fact that you don't have any guarantee of what's in these dictionaries or if the array is in the right order, so extra care must be given here and you must reference back to this resource when working with it in code to ensure you're accessing them properly, as there's no names associated with this data, nor any type safety; the same applies in the case of foregoing custom resources for, say, `Stats`, and just using an int array instead: you have to count how many entries you're adding, and you have to memorize the order in which they're meant to go, as there's no names to go by here either. + +A third solution is to just forego custom resources all together and use JSON or some other text format, which has the drawback of being more difficult to work with (no inspector, so none of the benefits which can come from it), and since you still have to figure out what to do with all your data once it's parsed, introducing more work on behalf of the developer; it's something which can break easily in ways that are hard to debug, as another developer who works in this manner has revealed to me. One could create an inspector of their own to work with all this data, but that's yet more work for each new resource introduced, not leveraging the power of Godot already present. + +Perhaps the most robust solution right now is to also forego custom resources but to instead define your data into one big script that contains just definitions; while less than ideal, as you still have much typing to do, you can at least be certain that you have a name associated with all your data, with type safety, and neatly organized into sub-objects which can just be associated with any data type of your choosing: + +```cs +private static readonly Dictionary MonsterDefinitions = new Dictionary { +... +stats = new Stats { + strength = 381, + psionics = 412, + defense = 255, + resistance = 307, + ... +}, +elements = new Elements { + sun = 2, + moon = 2, + ... +}, +skills = new Skills { + trainer = 3, + smash = 3, + ... +}, +... +``` +And then there's the business where you create a plugin for this stuff, but that's also unwieldy and shrouded in mystery. + +In an ideal Godot, you would simply be able to create a resource of the exported type right there in the slot, and then modify the built-in entry that way; now you don't need to clutter up the project with possibly hundreds (or more, depending on the complexity of your data) of resources that do nothing but provide the makeup of other more complex resources (say, you have 100 different monsters in your game, each of which requires 5 other resources to describe it), or try to come up with some other less-than-ideal solution. + +Compare this situation to Unity3D's ScriptableObject/Serializable attribute, the parallel to Godot's custom resources: + +```cs +public class MonsterInfo : ScriptableObject{ + public Stats stats; + ... +} + +[System.Serializable] +public class Stats{ + public int strength; + ... +} +``` + +In this case, all the public values of `Stats` will just show up in the inspector when a `MonsterInfo` file is inspected, and can thus be assigned to right there, in its own collapsible menu; it makes creating complex data simple and intuitive, again, bringing all the benefits of the inspector with it. + +I think Godot can be just as easy and simple to work with data in this regard, but currently it is not.",1,complex custom resources workflow problems please search existing issues for potential duplicates before filing yours godot version issue description there are a number of open issues and comments surrounding the usage of custom resources in godot but i didn t find anything which comprehensively covers the problem so i thought i d create an issue on it here since now the problems surrounding loading custom resources are resolved when using c the following text uses c examples but the same applies to gdscript consider we have the following hypothetical data structures saved into different scripts cs public class monsterinfo resource public stats stats public elementalresistances resistances public dropchance dropchances public class stats resource public int strength public int defense public int magic public int resistance public class elementalresistances resource public int fire public int water public int holy public int unholy public class dropchance resource public item item public float chance so our monsterinfo resource will hold various other resources which describe its make up we can save this to disk and have our own database editable right there in the editor great but once you create a new monsterinfo resource you run into this problem every property exported gives just a big list of resources to create from none of which are what you really want in order to assign something to these slots it is required to create them first in the filesystem save them to disk then drag and drop them into the slot so your project winds up littered with all these extra resources that exist just to be placed into those slots when what you really want is the ability to just create a resource right there and have them built in to the file as you can do with other resources this is especially egregious with dropchance for every entry you d like to create describing what items this monster will drop when killed that s another resource you have to go through the process of creating one proposed solution to this problem is to keep everything within the one resource cs class monsterinfo resource public int strength public int defense public int fireres public int waterres public item itema public float itemadropchance public item itemb public item itembdropchance however this introduces a problem where if you have another resource of type playablecharacterinfo which also uses stats elementalresistances and so forth you must copy paste your code or try to refactor it by introducing a base class which can have its own problems since multiple inheritance isn t a thing in either gdscript or c another possible solution at least for dropchance is to use a dictionary where you manually define an entry that takes one resource or path to a resource and one float however dictionaries aren t really designed for this usage and if you needed to introduce a variable the problem gets even worse where you now have to associate an array as the value to the dictionary which contains the rest of the info this entire solution is unwieldy due to the fact that you don t have any guarantee of what s in these dictionaries or if the array is in the right order so extra care must be given here and you must reference back to this resource when working with it in code to ensure you re accessing them properly as there s no names associated with this data nor any type safety the same applies in the case of foregoing custom resources for say stats and just using an int array instead you have to count how many entries you re adding and you have to memorize the order in which they re meant to go as there s no names to go by here either a third solution is to just forego custom resources all together and use json or some other text format which has the drawback of being more difficult to work with no inspector so none of the benefits which can come from it and since you still have to figure out what to do with all your data once it s parsed introducing more work on behalf of the developer it s something which can break easily in ways that are hard to debug as another developer who works in this manner has revealed to me one could create an inspector of their own to work with all this data but that s yet more work for each new resource introduced not leveraging the power of godot already present perhaps the most robust solution right now is to also forego custom resources but to instead define your data into one big script that contains just definitions while less than ideal as you still have much typing to do you can at least be certain that you have a name associated with all your data with type safety and neatly organized into sub objects which can just be associated with any data type of your choosing cs private static readonly dictionary monsterdefinitions new dictionary stats new stats strength psionics defense resistance elements new elements sun moon skills new skills trainer smash and then there s the business where you create a plugin for this stuff but that s also unwieldy and shrouded in mystery in an ideal godot you would simply be able to create a resource of the exported type right there in the slot and then modify the built in entry that way now you don t need to clutter up the project with possibly hundreds or more depending on the complexity of your data of resources that do nothing but provide the makeup of other more complex resources say you have different monsters in your game each of which requires other resources to describe it or try to come up with some other less than ideal solution compare this situation to s scriptableobject serializable attribute the parallel to godot s custom resources cs public class monsterinfo scriptableobject public stats stats public class stats public int strength in this case all the public values of stats will just show up in the inspector when a monsterinfo file is inspected and can thus be assigned to right there in its own collapsible menu it makes creating complex data simple and intuitive again bringing all the benefits of the inspector with it i think godot can be just as easy and simple to work with data in this regard but currently it is not ,1 +13236,8379934986.0,IssuesEvent,2018-10-07 09:12:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader code editor is closed on escape.,Hacktoberfest bug topic:editor usability,"**Godot version:** +3.1-dev + + +**OS/device including version:** +Fedora 28, 64-bit + + +**Issue description:** +Pressing escape while in shader code editor will close it. This is quite annoying since escape is also used to cancel the code completion popup. + + +**Steps to reproduce:** +While editing shader code, press escape. + +",True,"Shader code editor is closed on escape. - **Godot version:** +3.1-dev + + +**OS/device including version:** +Fedora 28, 64-bit + + +**Issue description:** +Pressing escape while in shader code editor will close it. This is quite annoying since escape is also used to cancel the code completion popup. + + +**Steps to reproduce:** +While editing shader code, press escape. + +",1,shader code editor is closed on escape godot version dev os device including version fedora bit issue description pressing escape while in shader code editor will close it this is quite annoying since escape is also used to cancel the code completion popup steps to reproduce while editing shader code press escape ,1 +19572,14248234227.0,IssuesEvent,2020-11-19 12:38:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"On Windows, it is impossible to set shortcuts for Mac which use Control/Command",discussion topic:editor usability,"**Godot version:** +All versions + +**OS/device including version:** +Windows 10 and macOS 10.15.6 + +**Issue description:** +On Windows I set an input action to be Control + E. This serialises to `""control"":true,""command"":true` in project.godot + +When performing the action on Mac, neither Control + E or Command + E trigger the action - only Command + Control + E does. This is not what is intended. + +**Steps to reproduce:** +As above... + +**Minimal reproduction project:** +See attached. Run the example scene on both Windows (or Linux) and on Mac. You will observe the described behaviour. +[WindowsMacShortcuts.zip](https://github.com/godotengine/godot/files/5286424/WindowsMacShortcuts.zip)",True,"On Windows, it is impossible to set shortcuts for Mac which use Control/Command - **Godot version:** +All versions + +**OS/device including version:** +Windows 10 and macOS 10.15.6 + +**Issue description:** +On Windows I set an input action to be Control + E. This serialises to `""control"":true,""command"":true` in project.godot + +When performing the action on Mac, neither Control + E or Command + E trigger the action - only Command + Control + E does. This is not what is intended. + +**Steps to reproduce:** +As above... + +**Minimal reproduction project:** +See attached. Run the example scene on both Windows (or Linux) and on Mac. You will observe the described behaviour. +[WindowsMacShortcuts.zip](https://github.com/godotengine/godot/files/5286424/WindowsMacShortcuts.zip)",1,on windows it is impossible to set shortcuts for mac which use control command godot version all versions os device including version windows and macos issue description on windows i set an input action to be control e this serialises to control true command true in project godot when performing the action on mac neither control e or command e trigger the action only command control e does this is not what is intended steps to reproduce as above minimal reproduction project see attached run the example scene on both windows or linux and on mac you will observe the described behaviour ,1 +12611,7976982466.0,IssuesEvent,2018-07-17 14:12:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Layers Bit and Val are missing in 3.1,enhancement junior job topic:editor usability,"**Godot version:** +Godot 3.1 + + + +**Issue description:** +Bit and Val are missing from 3.1 , it's Good thing to bring them back again + +![glayersbitsandval](https://user-images.githubusercontent.com/34812055/42812232-3e771f22-89bd-11e8-84b1-bf878549e05f.jpg) +",True,"Layers Bit and Val are missing in 3.1 - **Godot version:** +Godot 3.1 + + + +**Issue description:** +Bit and Val are missing from 3.1 , it's Good thing to bring them back again + +![glayersbitsandval](https://user-images.githubusercontent.com/34812055/42812232-3e771f22-89bd-11e8-84b1-bf878549e05f.jpg) +",1,layers bit and val are missing in godot version godot issue description bit and val are missing from it s good thing to bring them back again ,1 +13113,8290253734.0,IssuesEvent,2018-09-19 16:48:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Confusing size behaviour when controls are in a HBoxContainer,bug topic:editor usability,"Godot 3.0 +Windows 10 64 bits + +I'm trying to make it so a control expands vertically within an horizontal container while keeping their width, but I'm failing so far... Everything I put inside ends up with a width of zero. +There is either a bug, or *something implicit to know* for this to work... + +Repro steps: + +1) Create a HBoxControl + +![image](https://user-images.githubusercontent.com/1311555/32680815-cfb904ba-c66c-11e7-9222-89682230b831.png) + +2) Create a ColorRect inside, notice it spawns with zero width + +![image](https://user-images.githubusercontent.com/1311555/32680820-d465004a-c66c-11e7-8816-004cdce831cb.png) + +3) Give the ColorRect some width by dragging the right handle in the viewport + +![image](https://user-images.githubusercontent.com/1311555/32680828-d89d7764-c66c-11e7-9de6-011a1e3afb79.png) + +4) Resize the container, notice the ColorRect disappears as its size goes back to zero + +Edit: apparently the only thing that worked was to set a minimum size. Is there a reason why it works that way? It's not very intuitive... and also not documented",True,"Confusing size behaviour when controls are in a HBoxContainer - Godot 3.0 +Windows 10 64 bits + +I'm trying to make it so a control expands vertically within an horizontal container while keeping their width, but I'm failing so far... Everything I put inside ends up with a width of zero. +There is either a bug, or *something implicit to know* for this to work... + +Repro steps: + +1) Create a HBoxControl + +![image](https://user-images.githubusercontent.com/1311555/32680815-cfb904ba-c66c-11e7-9222-89682230b831.png) + +2) Create a ColorRect inside, notice it spawns with zero width + +![image](https://user-images.githubusercontent.com/1311555/32680820-d465004a-c66c-11e7-8816-004cdce831cb.png) + +3) Give the ColorRect some width by dragging the right handle in the viewport + +![image](https://user-images.githubusercontent.com/1311555/32680828-d89d7764-c66c-11e7-9de6-011a1e3afb79.png) + +4) Resize the container, notice the ColorRect disappears as its size goes back to zero + +Edit: apparently the only thing that worked was to set a minimum size. Is there a reason why it works that way? It's not very intuitive... and also not documented",1,confusing size behaviour when controls are in a hboxcontainer godot windows bits i m trying to make it so a control expands vertically within an horizontal container while keeping their width but i m failing so far everything i put inside ends up with a width of zero there is either a bug or something implicit to know for this to work repro steps create a hboxcontrol create a colorrect inside notice it spawns with zero width give the colorrect some width by dragging the right handle in the viewport resize the container notice the colorrect disappears as its size goes back to zero edit apparently the only thing that worked was to set a minimum size is there a reason why it works that way it s not very intuitive and also not documented,1 +27009,27539907478.0,IssuesEvent,2023-03-07 07:46:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete gets in the way when writing numbers,bug topic:gdscript topic:editor confirmed usability,"### Godot version + +v4.0.beta17.official [c40020513] + +### System information + +Fedora Linux 37 Wayland, AMD RX 6600, AMD Ryzen 7 3700x + +### Issue description + +When writing numbers, Godot's autocomplete gets on the way suggesting keyboard enums (i.e. KEY_0). Here's a video explaining better the issue: +[Screencast from 2023-02-01 23-29-34.webm](https://user-images.githubusercontent.com/13603525/216232512-76a3b8b2-045e-44fc-bbe3-d5a27933eb09.webm) + + +### Steps to reproduce + +Open a script and type any number from 0 to 10. Godot will try to suggest immediately anything that has that number. A work around is to accept the suggestion then CTRL - Z to revert to the original number + +### Minimal reproduction project + +N/A + +*Bugsquad edit:* Keywords for search: code completion, autocompletion, intellisense, numerical.",True,"Autocomplete gets in the way when writing numbers - ### Godot version + +v4.0.beta17.official [c40020513] + +### System information + +Fedora Linux 37 Wayland, AMD RX 6600, AMD Ryzen 7 3700x + +### Issue description + +When writing numbers, Godot's autocomplete gets on the way suggesting keyboard enums (i.e. KEY_0). Here's a video explaining better the issue: +[Screencast from 2023-02-01 23-29-34.webm](https://user-images.githubusercontent.com/13603525/216232512-76a3b8b2-045e-44fc-bbe3-d5a27933eb09.webm) + + +### Steps to reproduce + +Open a script and type any number from 0 to 10. Godot will try to suggest immediately anything that has that number. A work around is to accept the suggestion then CTRL - Z to revert to the original number + +### Minimal reproduction project + +N/A + +*Bugsquad edit:* Keywords for search: code completion, autocompletion, intellisense, numerical.",1,autocomplete gets in the way when writing numbers godot version official system information fedora linux wayland amd rx amd ryzen issue description when writing numbers godot s autocomplete gets on the way suggesting keyboard enums i e key here s a video explaining better the issue steps to reproduce open a script and type any number from to godot will try to suggest immediately anything that has that number a work around is to accept the suggestion then ctrl z to revert to the original number minimal reproduction project n a bugsquad edit keywords for search code completion autocompletion intellisense numerical ,1 +22071,18469479471.0,IssuesEvent,2021-10-17 13:41:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Can't click links in AssetLib,enhancement usability topic:assetlib,"### Godot version + +c2a616f + +### System information + +W10 + +### Issue description + +If an asset has links in the description, they can't be clicked nor copied. Example: +![image](https://user-images.githubusercontent.com/2223172/137629707-f14dafec-a6ec-4d52-bc1f-fc8fa1ac2511.png) + + +### Steps to reproduce + +1. Open AssetLib +2. Go to InterpolatedCamera3D asset +3. Notice the links +4. Try to open them + +### Minimal reproduction project + +_No response_",True,"Can't click links in AssetLib - ### Godot version + +c2a616f + +### System information + +W10 + +### Issue description + +If an asset has links in the description, they can't be clicked nor copied. Example: +![image](https://user-images.githubusercontent.com/2223172/137629707-f14dafec-a6ec-4d52-bc1f-fc8fa1ac2511.png) + + +### Steps to reproduce + +1. Open AssetLib +2. Go to InterpolatedCamera3D asset +3. Notice the links +4. Try to open them + +### Minimal reproduction project + +_No response_",1,can t click links in assetlib godot version system information issue description if an asset has links in the description they can t be clicked nor copied example steps to reproduce open assetlib go to asset notice the links try to open them minimal reproduction project no response ,1 +10865,6965658469.0,IssuesEvent,2017-12-09 09:14:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 3 has no Movement and Rotation axis locks,enhancement topic:physics usability,"Godot 3 has no Movement and Rotation axis locks for PhysicsBody (3D) class. The only thing I found is axis_lock property in RigidBody but it's for rotation and allows only 1 axis lock. + +Is any form to make a workaround or I have to migrate the 3d platformer project I'm doing to Unity3d? + +![screenshot_20171209_034759](https://user-images.githubusercontent.com/18708610/33793305-6b4d2dce-dc94-11e7-881d-a96874daa690.png) + +",True,"Godot 3 has no Movement and Rotation axis locks - Godot 3 has no Movement and Rotation axis locks for PhysicsBody (3D) class. The only thing I found is axis_lock property in RigidBody but it's for rotation and allows only 1 axis lock. + +Is any form to make a workaround or I have to migrate the 3d platformer project I'm doing to Unity3d? + +![screenshot_20171209_034759](https://user-images.githubusercontent.com/18708610/33793305-6b4d2dce-dc94-11e7-881d-a96874daa690.png) + +",1,godot has no movement and rotation axis locks godot has no movement and rotation axis locks for physicsbody class the only thing i found is axis lock property in rigidbody but it s for rotation and allows only axis lock is any form to make a workaround or i have to migrate the platformer project i m doing to ,1 +24081,23317401098.0,IssuesEvent,2022-08-08 13:38:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve error handling for Area monitor callback (e.g. wrong arity),enhancement usability topic:physics,"### Godot version + +3.x (e80a8bebf6806707d1fd9d1e0066cb73f23b7f6a) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +As discussed on chat with @RPicster and @rburing, the ""area monitor callback"" which can be defined via PhysicsServer for Area2D/3D doesn't seem to do proper error reporting/validation of the callback defined by the user. + +So it can make it hard to know that e.g. one passed a callback with the wrong arity (number of parameter). + +`Object::emit_signal` properly flags such errors for example (albeit with a not super-friendly error, which could be improved too (#12450)): +``` +E 0:00:00.401 emit_signal: Error calling method from signal 'mysignal': 'Spatial(Spatial.gd)::_on_my_signal': Method expected 2 arguments, but called with 1.. + core/object.cpp:1236 @ emit_signal() + Spatial.gd:13 @ _ready() +``` + +From a quick look at AreaSW (GodotPhysics) in `3.x`, it does seem to skip reporting call errors indeed: +https://github.com/godotengine/godot/blob/e80a8bebf6806707d1fd9d1e0066cb73f23b7f6a/servers/physics/area_sw.cpp#L265-L266 + +Assuming that this is the proper location to handle such check, it likely needs to be done for GodotPhysics 2D and 3D as well as Bullet. + +Didn't check `master`, might have the same issue. + +### Steps to reproduce + +Code from @RPicster, not a minimal project per se but making one shouldn't be too difficult: +```gdscript +extends Spatial + +var balls = [] + +var space_rid: RID +var shape_rid: RID + +onready var multi: MultiMesh = $MultiMeshInstance.multimesh + +class Ball: + var area: RID + var dir: Vector3 = Vector3.UP + var speed: float = 30.0 + var transform: Transform + + func init(_dir, _speed, _transform, _space_rid, _shape_rid, _connect_to): + area = PhysicsServer.area_create() + dir = _dir + speed = _speed + transform = _transform + PhysicsServer.area_set_space(area, _space_rid) + PhysicsServer.area_add_shape(area, _shape_rid) + PhysicsServer.area_set_collision_layer(area, 1) + PhysicsServer.area_set_collision_mask(area, 1) + PhysicsServer.area_set_monitorable(area, true) + PhysicsServer.area_set_area_monitor_callback(area, _connect_to, ""_on_ball_area_enter"") + + +func _ready(): + space_rid = get_world().space + shape_rid = PhysicsServer.shape_create(PhysicsServer.SHAPE_SPHERE) + PhysicsServer.shape_set_data(shape_rid, 1) + + +func _physics_process(delta): + if Input.is_action_just_released(""ui_accept""): + spawn_ball(Vector3(0,1,rand_range(-0.3, 0.3)).normalized()) + + multi.visible_instance_count = balls.size() + + var b_id:int = 0 + for ball in balls: + ball.transform.origin += ball.dir * (ball.speed * delta) + PhysicsServer.area_set_transform(ball.area, ball.transform) + multi.set_instance_transform(b_id, ball.transform) + b_id+= 1 + + +func spawn_ball(_dir): + var new_ball = Ball.new() + new_ball.init(_dir, rand_range(10, 15), + Transform(Basis.IDENTITY, Vector3(0, 0, 0)), + space_rid, shape_rid, self) + balls.append(new_ball) + + +func _on_ball_area_enter(area): + print(""works"") +``` + +### Minimal reproduction project + +_No response_",True,"Improve error handling for Area monitor callback (e.g. wrong arity) - ### Godot version + +3.x (e80a8bebf6806707d1fd9d1e0066cb73f23b7f6a) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +As discussed on chat with @RPicster and @rburing, the ""area monitor callback"" which can be defined via PhysicsServer for Area2D/3D doesn't seem to do proper error reporting/validation of the callback defined by the user. + +So it can make it hard to know that e.g. one passed a callback with the wrong arity (number of parameter). + +`Object::emit_signal` properly flags such errors for example (albeit with a not super-friendly error, which could be improved too (#12450)): +``` +E 0:00:00.401 emit_signal: Error calling method from signal 'mysignal': 'Spatial(Spatial.gd)::_on_my_signal': Method expected 2 arguments, but called with 1.. + core/object.cpp:1236 @ emit_signal() + Spatial.gd:13 @ _ready() +``` + +From a quick look at AreaSW (GodotPhysics) in `3.x`, it does seem to skip reporting call errors indeed: +https://github.com/godotengine/godot/blob/e80a8bebf6806707d1fd9d1e0066cb73f23b7f6a/servers/physics/area_sw.cpp#L265-L266 + +Assuming that this is the proper location to handle such check, it likely needs to be done for GodotPhysics 2D and 3D as well as Bullet. + +Didn't check `master`, might have the same issue. + +### Steps to reproduce + +Code from @RPicster, not a minimal project per se but making one shouldn't be too difficult: +```gdscript +extends Spatial + +var balls = [] + +var space_rid: RID +var shape_rid: RID + +onready var multi: MultiMesh = $MultiMeshInstance.multimesh + +class Ball: + var area: RID + var dir: Vector3 = Vector3.UP + var speed: float = 30.0 + var transform: Transform + + func init(_dir, _speed, _transform, _space_rid, _shape_rid, _connect_to): + area = PhysicsServer.area_create() + dir = _dir + speed = _speed + transform = _transform + PhysicsServer.area_set_space(area, _space_rid) + PhysicsServer.area_add_shape(area, _shape_rid) + PhysicsServer.area_set_collision_layer(area, 1) + PhysicsServer.area_set_collision_mask(area, 1) + PhysicsServer.area_set_monitorable(area, true) + PhysicsServer.area_set_area_monitor_callback(area, _connect_to, ""_on_ball_area_enter"") + + +func _ready(): + space_rid = get_world().space + shape_rid = PhysicsServer.shape_create(PhysicsServer.SHAPE_SPHERE) + PhysicsServer.shape_set_data(shape_rid, 1) + + +func _physics_process(delta): + if Input.is_action_just_released(""ui_accept""): + spawn_ball(Vector3(0,1,rand_range(-0.3, 0.3)).normalized()) + + multi.visible_instance_count = balls.size() + + var b_id:int = 0 + for ball in balls: + ball.transform.origin += ball.dir * (ball.speed * delta) + PhysicsServer.area_set_transform(ball.area, ball.transform) + multi.set_instance_transform(b_id, ball.transform) + b_id+= 1 + + +func spawn_ball(_dir): + var new_ball = Ball.new() + new_ball.init(_dir, rand_range(10, 15), + Transform(Basis.IDENTITY, Vector3(0, 0, 0)), + space_rid, shape_rid, self) + balls.append(new_ball) + + +func _on_ball_area_enter(area): + print(""works"") +``` + +### Minimal reproduction project + +_No response_",1,improve error handling for area monitor callback e g wrong arity godot version x system information linux mageia issue description as discussed on chat with rpicster and rburing the area monitor callback which can be defined via physicsserver for doesn t seem to do proper error reporting validation of the callback defined by the user so it can make it hard to know that e g one passed a callback with the wrong arity number of parameter object emit signal properly flags such errors for example albeit with a not super friendly error which could be improved too e emit signal error calling method from signal mysignal spatial spatial gd on my signal method expected arguments but called with core object cpp emit signal spatial gd ready from a quick look at areasw godotphysics in x it does seem to skip reporting call errors indeed assuming that this is the proper location to handle such check it likely needs to be done for godotphysics and as well as bullet didn t check master might have the same issue steps to reproduce code from rpicster not a minimal project per se but making one shouldn t be too difficult gdscript extends spatial var balls var space rid rid var shape rid rid onready var multi multimesh multimeshinstance multimesh class ball var area rid var dir up var speed float var transform transform func init dir speed transform space rid shape rid connect to area physicsserver area create dir dir speed speed transform transform physicsserver area set space area space rid physicsserver area add shape area shape rid physicsserver area set collision layer area physicsserver area set collision mask area physicsserver area set monitorable area true physicsserver area set area monitor callback area connect to on ball area enter func ready space rid get world space shape rid physicsserver shape create physicsserver shape sphere physicsserver shape set data shape rid func physics process delta if input is action just released ui accept spawn ball rand range normalized multi visible instance count balls size var b id int for ball in balls ball transform origin ball dir ball speed delta physicsserver area set transform ball area ball transform multi set instance transform b id ball transform b id func spawn ball dir var new ball ball new new ball init dir rand range transform basis identity space rid shape rid self balls append new ball func on ball area enter area print works minimal reproduction project no response ,1 +12671,8034255065.0,IssuesEvent,2018-07-29 16:30:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Undo/Redo not functional in AnimationTreePlayer editor,bug confirmed topic:editor usability,"Hi, +Like the title say, Undo/Redo not functionnal in AnimationTreePlayer editor. +",True,"Undo/Redo not functional in AnimationTreePlayer editor - Hi, +Like the title say, Undo/Redo not functionnal in AnimationTreePlayer editor. +",1,undo redo not functional in animationtreeplayer editor hi like the title say undo redo not functionnal in animationtreeplayer editor ,1 +25342,25005090768.0,IssuesEvent,2022-11-03 11:10:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,UX: dragging outside of floating color picker causes it to close too easily,bug platform:linuxbsd usability topic:gui,"### Godot version + +4.0-beta2 + +### System information + +Fedora 36 + +### Issue description + +![image](https://user-images.githubusercontent.com/4892574/193141946-49c62a7b-08c2-4e68-8258-6502a00a2eba.png) + +If I click and drag the lightness handle past the top of the color picker popup, it disappears. It feels more natural for it to stay open until I click on something else. + +### Steps to reproduce + +Open a color picker, click somewhere, drag outside of its bounds, notice it disappearing. + +### Minimal reproduction project + +_No response_",True,"UX: dragging outside of floating color picker causes it to close too easily - ### Godot version + +4.0-beta2 + +### System information + +Fedora 36 + +### Issue description + +![image](https://user-images.githubusercontent.com/4892574/193141946-49c62a7b-08c2-4e68-8258-6502a00a2eba.png) + +If I click and drag the lightness handle past the top of the color picker popup, it disappears. It feels more natural for it to stay open until I click on something else. + +### Steps to reproduce + +Open a color picker, click somewhere, drag outside of its bounds, notice it disappearing. + +### Minimal reproduction project + +_No response_",1,ux dragging outside of floating color picker causes it to close too easily godot version system information fedora issue description if i click and drag the lightness handle past the top of the color picker popup it disappears it feels more natural for it to stay open until i click on something else steps to reproduce open a color picker click somewhere drag outside of its bounds notice it disappearing minimal reproduction project no response ,1 +21903,18058447184.0,IssuesEvent,2021-09-20 11:16:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't close all scripts if some are unsaved,bug topic:editor usability," + +**Godot version:** + +3.2.4 rc3 / dd1881a + +**Issue description:** + +When there is an unsaved script on your script list, using Close All or Close Others will stop on that script. The unsaved dialog will interrupt closing scripts, so you have to use it again. + +This is especially problematic with built-in scripts, which tend to ask you to save changes even if they are unmodified. + +**Steps to reproduce:** +1. Open few scripts +2. Modify 1 of them (or 2 for best effect) +3. Right click script list and Close All +4. Not all scripts are closed, because of the dialog",True,"Can't close all scripts if some are unsaved - + +**Godot version:** + +3.2.4 rc3 / dd1881a + +**Issue description:** + +When there is an unsaved script on your script list, using Close All or Close Others will stop on that script. The unsaved dialog will interrupt closing scripts, so you have to use it again. + +This is especially problematic with built-in scripts, which tend to ask you to save changes even if they are unmodified. + +**Steps to reproduce:** +1. Open few scripts +2. Modify 1 of them (or 2 for best effect) +3. Right click script list and Close All +4. Not all scripts are closed, because of the dialog",1,can t close all scripts if some are unsaved please search existing issues for potential duplicates before filing yours godot version issue description when there is an unsaved script on your script list using close all or close others will stop on that script the unsaved dialog will interrupt closing scripts so you have to use it again this is especially problematic with built in scripts which tend to ask you to save changes even if they are unmodified steps to reproduce open few scripts modify of them or for best effect right click script list and close all not all scripts are closed because of the dialog,1 +16041,10525528698.0,IssuesEvent,2019-09-30 15:14:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Custom default node names,enhancement topic:editor usability,"Whenever I add a collider node, be it CollisionPolygon2D or CollisionShape2D etc. I tend to name it just ""Collider"" or ""Shape"". I also usually rename AnimationPlayer to Animation. I just rarely use default node names. + +So after renaming a collider for 100th time, I thought that it would be cool if we could specify default names for our nodes, per type. By default they should be named after their type of course, but editor-wide or at least project-wide setting for their name would be useful (of course I don't mean renaming type, but the node that is created in tree). So if someone uses a convention, they don't need to rename each new node to the name they pretty much always use.",True,"Custom default node names - Whenever I add a collider node, be it CollisionPolygon2D or CollisionShape2D etc. I tend to name it just ""Collider"" or ""Shape"". I also usually rename AnimationPlayer to Animation. I just rarely use default node names. + +So after renaming a collider for 100th time, I thought that it would be cool if we could specify default names for our nodes, per type. By default they should be named after their type of course, but editor-wide or at least project-wide setting for their name would be useful (of course I don't mean renaming type, but the node that is created in tree). So if someone uses a convention, they don't need to rename each new node to the name they pretty much always use.",1,custom default node names whenever i add a collider node be it or etc i tend to name it just collider or shape i also usually rename animationplayer to animation i just rarely use default node names so after renaming a collider for time i thought that it would be cool if we could specify default names for our nodes per type by default they should be named after their type of course but editor wide or at least project wide setting for their name would be useful of course i don t mean renaming type but the node that is created in tree so if someone uses a convention they don t need to rename each new node to the name they pretty much always use ,1 +25876,26027512000.0,IssuesEvent,2022-12-21 17:39:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing the editor's theme does not update the search results,enhancement topic:editor usability,"### Godot version + +4.x + +### System information + +Windows 10 + +### Issue description + +The `Search Result` panel is not correctly updated when changing the theme. + +https://user-images.githubusercontent.com/66004280/208964493-d0423b78-3418-44c9-95ed-822fd34c4720.mp4 + + + +### Steps to reproduce + +1. Search something +2. Change the theme + +### Minimal reproduction project + +--",True,"Changing the editor's theme does not update the search results - ### Godot version + +4.x + +### System information + +Windows 10 + +### Issue description + +The `Search Result` panel is not correctly updated when changing the theme. + +https://user-images.githubusercontent.com/66004280/208964493-d0423b78-3418-44c9-95ed-822fd34c4720.mp4 + + + +### Steps to reproduce + +1. Search something +2. Change the theme + +### Minimal reproduction project + +--",1,changing the editor s theme does not update the search results godot version x system information windows issue description the search result panel is not correctly updated when changing the theme steps to reproduce search something change the theme minimal reproduction project ,1 +17980,12465329658.0,IssuesEvent,2020-05-28 13:53:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,VisualScript missing range function / iteration similar to GDScript's,feature proposal topic:visualscript usability," + +**Godot version:** +v3.1.stable.official + +**Issue description:** +Visual Script no range how to remove null or one number :( + + +GDScript: +> for x in range(1, 5): + + +**Steps to reproduce:** +![unknown](https://user-images.githubusercontent.com/17591539/55563290-53419680-56fe-11e9-8301-4f79e39121f2.png) +",True,"VisualScript missing range function / iteration similar to GDScript's - + +**Godot version:** +v3.1.stable.official + +**Issue description:** +Visual Script no range how to remove null or one number :( + + +GDScript: +> for x in range(1, 5): + + +**Steps to reproduce:** +![unknown](https://user-images.githubusercontent.com/17591539/55563290-53419680-56fe-11e9-8301-4f79e39121f2.png) +",1,visualscript missing range function iteration similar to gdscript s please search existing issues for potential duplicates before filing yours godot version stable official issue description visual script no range how to remove null or one number gdscript for x in range steps to reproduce ,1 +16602,11123738456.0,IssuesEvent,2019-12-19 08:20:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MacOS: AnimationTreePlayer nodes have overlapping UI elements,bug platform:osx topic:editor usability," + +**Godot version:** + +3.0.6 stable + +**OS/device including version:** + +MacBook Pro (Retina, 15-inch, Mid 2015) + +**Issue description:** + +The AnimationTree nodes have overlapping interface elements in the MacOS version of the editor. + +**Screenshots:** + +Blend2: +![Blend2](https://user-images.githubusercontent.com/24660807/53166825-49405a00-35ce-11e9-8233-4e7528cee97d.png) + +Blend3: +![Blend3](https://user-images.githubusercontent.com/24660807/53166826-49d8f080-35ce-11e9-8f6e-3084f4ac2c12.png) + +Blend4: +![Blend4](https://user-images.githubusercontent.com/24660807/53166934-7c82e900-35ce-11e9-9ed5-1073ade8569b.png) + +Mix: +![Mix](https://user-images.githubusercontent.com/24660807/53166827-49d8f080-35ce-11e9-8c6e-cff61129bd28.png) + +Oneshot: +![Oneshot](https://user-images.githubusercontent.com/24660807/53166828-49d8f080-35ce-11e9-8cef-c8388e3cde68.png) + +Output: +![Output](https://user-images.githubusercontent.com/24660807/53166829-4a718700-35ce-11e9-80b1-f9eaf288d7e4.png) + +Timescale: +![Timescale](https://user-images.githubusercontent.com/24660807/53166830-4a718700-35ce-11e9-8667-d5279477fdd8.png) + +Transition: +![Transition](https://user-images.githubusercontent.com/24660807/53166831-4a718700-35ce-11e9-8ebd-83cecce34b69.png)",True,"MacOS: AnimationTreePlayer nodes have overlapping UI elements - + +**Godot version:** + +3.0.6 stable + +**OS/device including version:** + +MacBook Pro (Retina, 15-inch, Mid 2015) + +**Issue description:** + +The AnimationTree nodes have overlapping interface elements in the MacOS version of the editor. + +**Screenshots:** + +Blend2: +![Blend2](https://user-images.githubusercontent.com/24660807/53166825-49405a00-35ce-11e9-8233-4e7528cee97d.png) + +Blend3: +![Blend3](https://user-images.githubusercontent.com/24660807/53166826-49d8f080-35ce-11e9-8f6e-3084f4ac2c12.png) + +Blend4: +![Blend4](https://user-images.githubusercontent.com/24660807/53166934-7c82e900-35ce-11e9-9ed5-1073ade8569b.png) + +Mix: +![Mix](https://user-images.githubusercontent.com/24660807/53166827-49d8f080-35ce-11e9-8c6e-cff61129bd28.png) + +Oneshot: +![Oneshot](https://user-images.githubusercontent.com/24660807/53166828-49d8f080-35ce-11e9-8cef-c8388e3cde68.png) + +Output: +![Output](https://user-images.githubusercontent.com/24660807/53166829-4a718700-35ce-11e9-80b1-f9eaf288d7e4.png) + +Timescale: +![Timescale](https://user-images.githubusercontent.com/24660807/53166830-4a718700-35ce-11e9-8667-d5279477fdd8.png) + +Transition: +![Transition](https://user-images.githubusercontent.com/24660807/53166831-4a718700-35ce-11e9-8ebd-83cecce34b69.png)",1,macos animationtreeplayer nodes have overlapping ui elements please search existing issues for potential duplicates before filing yours godot version stable os device including version macbook pro retina inch mid issue description the animationtree nodes have overlapping interface elements in the macos version of the editor screenshots mix oneshot output timescale transition ,1 +13493,8518287756.0,IssuesEvent,2018-11-01 11:03:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Properties in instanced scenes can't be reverted,bug topic:editor usability,"**Godot version:** +Godot_v3.0.2-stable_win64 + +**OS/device including version:** +Windows 7 + +**Issue description:** +Properties in instanced scenes can't be reverted. + +**Steps to reproduce:** + + 1. Create a new project + 2. With the default empty scene: + 1. Create a new (root) `Sprite` node named `Sprite1` + 2. Set `Sprite1`'s texture to icon.png + 3. Save this scene as `Sprite1.tscn` + 3. Create a new scene: + 1. Create a new (root) `Node` named `TestScene` + 2. Select this node and click the ""instance a scene file as node"" button, then open the `Sprite1.tscn` file (note that the sprite is visable in the 2D View). + 3. With this instanced `Sprite1` node selected use the Inspector panel to untick the `CanvasItem` > `Visibility` > `Visible` property (note that the sprite disappears from the 2D View). + 4. Click the revert button to the right of the checkbox (note that this does not recheck the checkbox or restore the sprites visibility in the 2D View) + ![2018-03-25_12-10-38](https://user-images.githubusercontent.com/1151394/37871656-bff055ba-3025-11e8-825f-5c05bf28308c.gif) + + +**Minimal reproduction project:** + +[test_instanced_scenes.zip](https://github.com/godotengine/godot/files/1845001/test_instanced_scenes.zip) + +",True,"Properties in instanced scenes can't be reverted - **Godot version:** +Godot_v3.0.2-stable_win64 + +**OS/device including version:** +Windows 7 + +**Issue description:** +Properties in instanced scenes can't be reverted. + +**Steps to reproduce:** + + 1. Create a new project + 2. With the default empty scene: + 1. Create a new (root) `Sprite` node named `Sprite1` + 2. Set `Sprite1`'s texture to icon.png + 3. Save this scene as `Sprite1.tscn` + 3. Create a new scene: + 1. Create a new (root) `Node` named `TestScene` + 2. Select this node and click the ""instance a scene file as node"" button, then open the `Sprite1.tscn` file (note that the sprite is visable in the 2D View). + 3. With this instanced `Sprite1` node selected use the Inspector panel to untick the `CanvasItem` > `Visibility` > `Visible` property (note that the sprite disappears from the 2D View). + 4. Click the revert button to the right of the checkbox (note that this does not recheck the checkbox or restore the sprites visibility in the 2D View) + ![2018-03-25_12-10-38](https://user-images.githubusercontent.com/1151394/37871656-bff055ba-3025-11e8-825f-5c05bf28308c.gif) + + +**Minimal reproduction project:** + +[test_instanced_scenes.zip](https://github.com/godotengine/godot/files/1845001/test_instanced_scenes.zip) + +",1,properties in instanced scenes can t be reverted godot version godot stable os device including version windows issue description properties in instanced scenes can t be reverted steps to reproduce create a new project with the default empty scene create a new root sprite node named set s texture to icon png save this scene as tscn create a new scene create a new root node named testscene select this node and click the instance a scene file as node button then open the tscn file note that the sprite is visable in the view with this instanced node selected use the inspector panel to untick the canvasitem visibility visible property note that the sprite disappears from the view click the revert button to the right of the checkbox note that this does not recheck the checkbox or restore the sprites visibility in the view minimal reproduction project ,1 +9785,6414874609.0,IssuesEvent,2017-08-08 11:21:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Help page is not rendered correctly after reopening the Editor,bug topic:editor usability,"**Operating system or device - Godot version:** +Arch Linux x86_64 - Godot Engine v2.1.rc1.custom_build (0b595f94c47a9144dbe9c200a8057558b0c4f839) + +**Issue description** (what happened, and what was expected): +Still opened help pages from a previous Editor session are not rendered correctly. + +Newly opened (ok - rendered with different fonts): +![Help page newly opened](https://i.snag.gy/V8lWJE.jpg) + +Still opened (not ok - rendered with a single font): +![Help page still opened](https://i.snag.gy/mSU7bt.jpg) + +**Steps to reproduce:** +1. Open a random project in the Editor +2. Switch to the ""Script"" view +3. Close all help pages +4. Open a help page (e.g. AABB) <-- rendered ok +5. Close the Editor +6. Reopen the same project in the Editor +7. Switch to the ""Script"" view +8. Select the already opened help page <-- rendered not ok +",True,"Help page is not rendered correctly after reopening the Editor - **Operating system or device - Godot version:** +Arch Linux x86_64 - Godot Engine v2.1.rc1.custom_build (0b595f94c47a9144dbe9c200a8057558b0c4f839) + +**Issue description** (what happened, and what was expected): +Still opened help pages from a previous Editor session are not rendered correctly. + +Newly opened (ok - rendered with different fonts): +![Help page newly opened](https://i.snag.gy/V8lWJE.jpg) + +Still opened (not ok - rendered with a single font): +![Help page still opened](https://i.snag.gy/mSU7bt.jpg) + +**Steps to reproduce:** +1. Open a random project in the Editor +2. Switch to the ""Script"" view +3. Close all help pages +4. Open a help page (e.g. AABB) <-- rendered ok +5. Close the Editor +6. Reopen the same project in the Editor +7. Switch to the ""Script"" view +8. Select the already opened help page <-- rendered not ok +",1,help page is not rendered correctly after reopening the editor operating system or device godot version arch linux godot engine custom build issue description what happened and what was expected still opened help pages from a previous editor session are not rendered correctly newly opened ok rendered with different fonts still opened not ok rendered with a single font steps to reproduce open a random project in the editor switch to the script view close all help pages open a help page e g aabb rendered ok close the editor reopen the same project in the editor switch to the script view select the already opened help page rendered not ok ,1 +18178,12625916066.0,IssuesEvent,2020-06-14 14:14:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Small animation editor and bones improvements ,discussion enhancement topic:editor usability,"This is an issue for small anim editor improvements. After working for quite some time with it following issues appeared for me. +1. It would be nice to move the timeline cursor beyond the animation lenght. Preferable would be a toggle button which can release the cursor or keep it within the limits. Sometimes it is nice to duplicate keyframes beyond the timeline. + 2.Imho it would be good if we just see the node name with pos,loc,rot and not the complete path to the node. Often you cannot see which keys you are editing, because the path is so long. If then pressing on the name you could edit the whole path. +2. There is the clear pose operator. But it is useless for a character because the default pos is at 0,0 scale is at 1,1 and rot at 0. Would be nice if we can define an anim as default pose which this function will use as reference for clearing the pose. +3. I wish we can hide Bone Armatures. Maybe add is as a function into the skeleton menu. +4. Coloring Bones would be awesome too. +5. adding IK with reference bones would be great! So we can for example move the upper body and the feet will always stay at its place +6. constraint bone width to viewport zoom. Currently the width is absolute, which can result in very fat bones when zooming out, so you the character is hardly to see. +",True,"Small animation editor and bones improvements - This is an issue for small anim editor improvements. After working for quite some time with it following issues appeared for me. +1. It would be nice to move the timeline cursor beyond the animation lenght. Preferable would be a toggle button which can release the cursor or keep it within the limits. Sometimes it is nice to duplicate keyframes beyond the timeline. + 2.Imho it would be good if we just see the node name with pos,loc,rot and not the complete path to the node. Often you cannot see which keys you are editing, because the path is so long. If then pressing on the name you could edit the whole path. +2. There is the clear pose operator. But it is useless for a character because the default pos is at 0,0 scale is at 1,1 and rot at 0. Would be nice if we can define an anim as default pose which this function will use as reference for clearing the pose. +3. I wish we can hide Bone Armatures. Maybe add is as a function into the skeleton menu. +4. Coloring Bones would be awesome too. +5. adding IK with reference bones would be great! So we can for example move the upper body and the feet will always stay at its place +6. constraint bone width to viewport zoom. Currently the width is absolute, which can result in very fat bones when zooming out, so you the character is hardly to see. +",1,small animation editor and bones improvements this is an issue for small anim editor improvements after working for quite some time with it following issues appeared for me it would be nice to move the timeline cursor beyond the animation lenght preferable would be a toggle button which can release the cursor or keep it within the limits sometimes it is nice to duplicate keyframes beyond the timeline imho it would be good if we just see the node name with pos loc rot and not the complete path to the node often you cannot see which keys you are editing because the path is so long if then pressing on the name you could edit the whole path there is the clear pose operator but it is useless for a character because the default pos is at scale is at and rot at would be nice if we can define an anim as default pose which this function will use as reference for clearing the pose i wish we can hide bone armatures maybe add is as a function into the skeleton menu coloring bones would be awesome too adding ik with reference bones would be great so we can for example move the upper body and the feet will always stay at its place constraint bone width to viewport zoom currently the width is absolute which can result in very fat bones when zooming out so you the character is hardly to see ,1 +3592,3490596861.0,IssuesEvent,2016-01-04 10:59:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"""Orphan Resource Manager"" should be converted into ""Resource Manager"" with ""show orphans only"" option",feature proposal topic:editor usability,"I'm not sure why there is no 'Resource Manager' tool, it should work very similar to how Orphan Resource Manager works but should also allow to check dependencies for scenes that are not orphans. I mean, it's currently impossible to quickly check where given scene is used.",True,"""Orphan Resource Manager"" should be converted into ""Resource Manager"" with ""show orphans only"" option - I'm not sure why there is no 'Resource Manager' tool, it should work very similar to how Orphan Resource Manager works but should also allow to check dependencies for scenes that are not orphans. I mean, it's currently impossible to quickly check where given scene is used.",1, orphan resource manager should be converted into resource manager with show orphans only option i m not sure why there is no resource manager tool it should work very similar to how orphan resource manager works but should also allow to check dependencies for scenes that are not orphans i mean it s currently impossible to quickly check where given scene is used ,1 +18194,12663925225.0,IssuesEvent,2020-06-18 02:57:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't favorite/unfavorite projects in project manager,bug confirmed regression topic:editor usability," + +**Godot version:** + +3.2.2.rc1.mono + +**OS/device including version:** + +Windows 10 + +**Issue description:** + +Trying to star a project in the project manager (by clicking the faded star) doesn't do anything. Unstarring does not do anything either. This works in the 3.2.1 version however. + +**Steps to reproduce:** +Try to star/unstar a project in the project manager",True,"Can't favorite/unfavorite projects in project manager - + +**Godot version:** + +3.2.2.rc1.mono + +**OS/device including version:** + +Windows 10 + +**Issue description:** + +Trying to star a project in the project manager (by clicking the faded star) doesn't do anything. Unstarring does not do anything either. This works in the 3.2.1 version however. + +**Steps to reproduce:** +Try to star/unstar a project in the project manager",1,can t favorite unfavorite projects in project manager please search existing issues for potential duplicates before filing yours godot version mono os device including version windows issue description trying to star a project in the project manager by clicking the faded star doesn t do anything unstarring does not do anything either this works in the version however steps to reproduce try to star unstar a project in the project manager,1 +3277,3386924766.0,IssuesEvent,2015-11-27 23:15:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Newly open help view tab won't scroll to the searched result,bug confirmed topic:editor usability,"When choosing a result from the Search Help dialog, it should open the Help view and scroll to the result. + +It works fine if this Object's Help view is already open. But if that's not the case, it will open a new tab and scroll to the bottom of the view, rather than to the searched result.",True,"Newly open help view tab won't scroll to the searched result - When choosing a result from the Search Help dialog, it should open the Help view and scroll to the result. + +It works fine if this Object's Help view is already open. But if that's not the case, it will open a new tab and scroll to the bottom of the view, rather than to the searched result.",1,newly open help view tab won t scroll to the searched result when choosing a result from the search help dialog it should open the help view and scroll to the result it works fine if this object s help view is already open but if that s not the case it will open a new tab and scroll to the bottom of the view rather than to the searched result ,1 +27999,30874212835.0,IssuesEvent,2023-08-03 13:20:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Script Create Dialog is enormous,bug topic:editor usability regression topic:gui,"### Godot version + +4.2 0606ba7 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you create a new script, the dialog has a height of a few screens. Likely caused by autowrapped Labels. The bug happens even when a new Label appears in already shrunk dialog: + +https://github.com/godotengine/godot/assets/2223172/f25fb153-9e24-4aaa-beef-6e7c8554cb39 + + + +### Steps to reproduce + +1. Create script + +### Minimal reproduction project + +N/A",True,"Script Create Dialog is enormous - ### Godot version + +4.2 0606ba7 + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +When you create a new script, the dialog has a height of a few screens. Likely caused by autowrapped Labels. The bug happens even when a new Label appears in already shrunk dialog: + +https://github.com/godotengine/godot/assets/2223172/f25fb153-9e24-4aaa-beef-6e7c8554cb39 + + + +### Steps to reproduce + +1. Create script + +### Minimal reproduction project + +N/A",1,script create dialog is enormous godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description when you create a new script the dialog has a height of a few screens likely caused by autowrapped labels the bug happens even when a new label appears in already shrunk dialog steps to reproduce create script minimal reproduction project n a,1 +18867,13358775978.0,IssuesEvent,2020-08-31 12:18:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project sorting option is no longer remembered,bug regression topic:editor usability," + +**Godot version:** + +6ae83b6 + +**Issue description:** + +Probably regression from #41569 +CC @hinlopen + +**Steps to reproduce:** +1. Open project manager +2. Change sort option to Last Edited +3. Restart",True,"Project sorting option is no longer remembered - + +**Godot version:** + +6ae83b6 + +**Issue description:** + +Probably regression from #41569 +CC @hinlopen + +**Steps to reproduce:** +1. Open project manager +2. Change sort option to Last Edited +3. Restart",1,project sorting option is no longer remembered please search existing issues for potential duplicates before filing yours godot version issue description probably regression from cc hinlopen steps to reproduce open project manager change sort option to last edited restart,1 +10375,6690788831.0,IssuesEvent,2017-10-09 10:30:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bones move without dependencies,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** Linux Mint XFCE 18.2 (64_86x), Godot Engine 3.0.alpha.custom_build (8b362b50) +**Issue description:** +![](https://user-images.githubusercontent.com/5412322/27982887-944f0d22-63c8-11e7-9a21-40f8e3896a5b.png) +![](https://user-images.githubusercontent.com/5412322/27982876-49e77a26-63c8-11e7-8621-cd44c86ef52c.gif) +**Steps to reproduce:** +1) [Make skeleton](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#completing-the-skeleton) +2) [Add bones](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#skeletons) and [IK-bones](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#ik-chains) +3) Try move the limb for the sprite or the bone itself",True,"Bones move without dependencies - **Operating system or device - Godot version:** Linux Mint XFCE 18.2 (64_86x), Godot Engine 3.0.alpha.custom_build (8b362b50) +**Issue description:** +![](https://user-images.githubusercontent.com/5412322/27982887-944f0d22-63c8-11e7-9a21-40f8e3896a5b.png) +![](https://user-images.githubusercontent.com/5412322/27982876-49e77a26-63c8-11e7-8621-cd44c86ef52c.gif) +**Steps to reproduce:** +1) [Make skeleton](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#completing-the-skeleton) +2) [Add bones](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#skeletons) and [IK-bones](http://docs.godotengine.org/en/stable/learning/features/animation/cutout_animation.html#ik-chains) +3) Try move the limb for the sprite or the bone itself",1,bones move without dependencies operating system or device godot version linux mint xfce godot engine alpha custom build issue description steps to reproduce and try move the limb for the sprite or the bone itself,1 +17691,12246692143.0,IssuesEvent,2020-05-05 14:49:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[TRACKER] Issues with Go to definition (Ctrl + Click),enhancement topic:editor topic:gdscript tracker usability,"**Godot version:** +3.2 beta2 + +**Issue description:** +Soo there's this old issue #7080 which is a bit chaotic, so I decided to make a fine tracker for all the cases. If someone knows an example of go to definition failing, pls comment. Also not all examples have issues created, so scroll below for code. + +So far it is known that go to definition (Ctrl + Click) fails on: +- [ ] Relative paths (#33859) +- [ ] Preloaded script used as type +- [ ] Property accessors +- [ ] Typed onready variables (related to #33434) +- [ ] Members of custom class' properties (might be something broader) +- [ ] Methods from custom classes used as argument types (might be related to above) +- [ ] Autoload singletons with built-in scripts + +Non-issued examples: + +- Preloaded script used as type +``` +const THE_SCRIPT = preload(""res://TheScript.gd"") + +var variable: THE_SCRIPT #fails +var b = THE_SCRIPT.new() #works +``` + +- Property accessors +``` +var test: Control +test.set_visible(false) #should jump to visible property doc, goes to Control +``` + +- Typed onready variables +``` +onready var test_node: Control = $Some/Control +func _ready() -> void: + test_node.hide() #hide isn't found +``` + +- Members of custom class' properties +``` +class_name TestClass +var velocity: Vector2 + +#another script +func test(test_obj: TestClass): + test_obj.velocity.reflect(Vector2()) #can't go to reflect +``` + +- Methods from custom classes used as argument types +``` +class_name Test +func test_method(): + pass +#another script +func meth(arg: Test, vec: Vector2): + var brg := Test.new() + arg.test_method() #this doesn't work (can't go to definition) + brg.test_method() #this does + vec.normalized() #this too +``` + +- Autoload singletons with built-in scripts +``` +func some_func(): + MySingleton.do_stuff() #clicking MySingleton won't work, but do_stuff() will jump correctly +```",True,"[TRACKER] Issues with Go to definition (Ctrl + Click) - **Godot version:** +3.2 beta2 + +**Issue description:** +Soo there's this old issue #7080 which is a bit chaotic, so I decided to make a fine tracker for all the cases. If someone knows an example of go to definition failing, pls comment. Also not all examples have issues created, so scroll below for code. + +So far it is known that go to definition (Ctrl + Click) fails on: +- [ ] Relative paths (#33859) +- [ ] Preloaded script used as type +- [ ] Property accessors +- [ ] Typed onready variables (related to #33434) +- [ ] Members of custom class' properties (might be something broader) +- [ ] Methods from custom classes used as argument types (might be related to above) +- [ ] Autoload singletons with built-in scripts + +Non-issued examples: + +- Preloaded script used as type +``` +const THE_SCRIPT = preload(""res://TheScript.gd"") + +var variable: THE_SCRIPT #fails +var b = THE_SCRIPT.new() #works +``` + +- Property accessors +``` +var test: Control +test.set_visible(false) #should jump to visible property doc, goes to Control +``` + +- Typed onready variables +``` +onready var test_node: Control = $Some/Control +func _ready() -> void: + test_node.hide() #hide isn't found +``` + +- Members of custom class' properties +``` +class_name TestClass +var velocity: Vector2 + +#another script +func test(test_obj: TestClass): + test_obj.velocity.reflect(Vector2()) #can't go to reflect +``` + +- Methods from custom classes used as argument types +``` +class_name Test +func test_method(): + pass +#another script +func meth(arg: Test, vec: Vector2): + var brg := Test.new() + arg.test_method() #this doesn't work (can't go to definition) + brg.test_method() #this does + vec.normalized() #this too +``` + +- Autoload singletons with built-in scripts +``` +func some_func(): + MySingleton.do_stuff() #clicking MySingleton won't work, but do_stuff() will jump correctly +```",1, issues with go to definition ctrl click godot version issue description soo there s this old issue which is a bit chaotic so i decided to make a fine tracker for all the cases if someone knows an example of go to definition failing pls comment also not all examples have issues created so scroll below for code so far it is known that go to definition ctrl click fails on relative paths preloaded script used as type property accessors typed onready variables related to members of custom class properties might be something broader methods from custom classes used as argument types might be related to above autoload singletons with built in scripts non issued examples preloaded script used as type const the script preload res thescript gd var variable the script fails var b the script new works property accessors var test control test set visible false should jump to visible property doc goes to control typed onready variables onready var test node control some control func ready void test node hide hide isn t found members of custom class properties class name testclass var velocity another script func test test obj testclass test obj velocity reflect can t go to reflect methods from custom classes used as argument types class name test func test method pass another script func meth arg test vec var brg test new arg test method this doesn t work can t go to definition brg test method this does vec normalized this too autoload singletons with built in scripts func some func mysingleton do stuff clicking mysingleton won t work but do stuff will jump correctly ,1 +25794,25916084492.0,IssuesEvent,2022-12-15 17:28:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Material Shader Parameters displayed in forced alphabetical order in Inspector,discussion topic:editor usability topic:shaders,"### Godot version + +4.0 beta 8 + +### System information + +Windows 10 960m + +### Issue description + +I have noticed when porting a project from 3.5 to 4.0 that shader parameters are now displayed in forced alphabetical order in the inspector. This was not the case in 3.5, where the inspector lists them in the order that they are in the shader script. + +When you have a long list of parameters in a custom shader it is normal to want to group them in a logical order for material editing. This is an example of one of my shaders that has 50 or so parameters. As can be see, they are in forced alphabetical order which makes it very hard to edit as they are not grouped in a logical manner. I would tend to put all my maps first, for instance. This forces me to scroll constantly to find what I need to edit. I do not want to have to rename parameters just to get them in a certain listed order! + +![parameter_order](https://user-images.githubusercontent.com/7741669/207014662-866ee139-d5b4-4d42-a7ff-a793567aef91.jpg) + +For the example attached project file this is what it looks like in 4.0 beta 8: + +![parameter_order_g4](https://user-images.githubusercontent.com/7741669/207015217-76336377-f60d-4850-ab28-624035e6022d.jpg) + +and the same shader file in 3.5, which shows it in the correct order: + +![parameter_order_g3](https://user-images.githubusercontent.com/7741669/207015400-ccef1e96-f9db-4631-9988-d5cbb7b24f09.jpg) + + + + +### Steps to reproduce + +- Create a new shader material +- Add some uniform parameters +- Look at the inspector to see they have been displayed in alphabetical order + +### Minimal reproduction project + +[shader_parameter_oder.zip](https://github.com/godotengine/godot/files/10206756/shader_parameter_oder.zip) +",True,"Material Shader Parameters displayed in forced alphabetical order in Inspector - ### Godot version + +4.0 beta 8 + +### System information + +Windows 10 960m + +### Issue description + +I have noticed when porting a project from 3.5 to 4.0 that shader parameters are now displayed in forced alphabetical order in the inspector. This was not the case in 3.5, where the inspector lists them in the order that they are in the shader script. + +When you have a long list of parameters in a custom shader it is normal to want to group them in a logical order for material editing. This is an example of one of my shaders that has 50 or so parameters. As can be see, they are in forced alphabetical order which makes it very hard to edit as they are not grouped in a logical manner. I would tend to put all my maps first, for instance. This forces me to scroll constantly to find what I need to edit. I do not want to have to rename parameters just to get them in a certain listed order! + +![parameter_order](https://user-images.githubusercontent.com/7741669/207014662-866ee139-d5b4-4d42-a7ff-a793567aef91.jpg) + +For the example attached project file this is what it looks like in 4.0 beta 8: + +![parameter_order_g4](https://user-images.githubusercontent.com/7741669/207015217-76336377-f60d-4850-ab28-624035e6022d.jpg) + +and the same shader file in 3.5, which shows it in the correct order: + +![parameter_order_g3](https://user-images.githubusercontent.com/7741669/207015400-ccef1e96-f9db-4631-9988-d5cbb7b24f09.jpg) + + + + +### Steps to reproduce + +- Create a new shader material +- Add some uniform parameters +- Look at the inspector to see they have been displayed in alphabetical order + +### Minimal reproduction project + +[shader_parameter_oder.zip](https://github.com/godotengine/godot/files/10206756/shader_parameter_oder.zip) +",1,material shader parameters displayed in forced alphabetical order in inspector godot version beta system information windows issue description i have noticed when porting a project from to that shader parameters are now displayed in forced alphabetical order in the inspector this was not the case in where the inspector lists them in the order that they are in the shader script when you have a long list of parameters in a custom shader it is normal to want to group them in a logical order for material editing this is an example of one of my shaders that has or so parameters as can be see they are in forced alphabetical order which makes it very hard to edit as they are not grouped in a logical manner i would tend to put all my maps first for instance this forces me to scroll constantly to find what i need to edit i do not want to have to rename parameters just to get them in a certain listed order for the example attached project file this is what it looks like in beta and the same shader file in which shows it in the correct order steps to reproduce create a new shader material add some uniform parameters look at the inspector to see they have been displayed in alphabetical order minimal reproduction project ,1 +27888,30604600486.0,IssuesEvent,2023-07-22 21:00:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"C# tools menu size bug after using ""Create C# solution""",enhancement topic:editor good first issue usability topic:dotnet,"**Godot version:** +3.2.4 RC 1 + + +**OS/device including version:** +Linux + + +**Issue description:** +When creating a new project, you can use Project > Tools > C# > Create C# solution to generate the solution: +![Screenshot_20210128_143406](https://user-images.githubusercontent.com/4701338/106145530-f1c1a600-6175-11eb-9a55-9cade0e93969.png) + +After that, if you access the same menu, the ""Create C# solution"" entry is removed (as it should) but there's a blank space in instead: +![Screenshot_20210128_143058](https://user-images.githubusercontent.com/4701338/106145412-ce96f680-6175-11eb-9a9c-4bad96c2407b.png) + +Restarting the editor fixes it so it's really a super low priority nitpick. + +**Steps to reproduce:** +See above. + +**Minimal reproduction project:** +n/a +",True,"C# tools menu size bug after using ""Create C# solution"" - **Godot version:** +3.2.4 RC 1 + + +**OS/device including version:** +Linux + + +**Issue description:** +When creating a new project, you can use Project > Tools > C# > Create C# solution to generate the solution: +![Screenshot_20210128_143406](https://user-images.githubusercontent.com/4701338/106145530-f1c1a600-6175-11eb-9a55-9cade0e93969.png) + +After that, if you access the same menu, the ""Create C# solution"" entry is removed (as it should) but there's a blank space in instead: +![Screenshot_20210128_143058](https://user-images.githubusercontent.com/4701338/106145412-ce96f680-6175-11eb-9a9c-4bad96c2407b.png) + +Restarting the editor fixes it so it's really a super low priority nitpick. + +**Steps to reproduce:** +See above. + +**Minimal reproduction project:** +n/a +",1,c tools menu size bug after using create c solution godot version rc os device including version linux issue description when creating a new project you can use project tools c create c solution to generate the solution after that if you access the same menu the create c solution entry is removed as it should but there s a blank space in instead restarting the editor fixes it so it s really a super low priority nitpick steps to reproduce see above minimal reproduction project n a ,1 +5851,4044416281.0,IssuesEvent,2016-05-21 09:32:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl + B and multiline duplication in script editor,enhancement topic:editor usability,"**Operating system or device - Godot version:** +official 2.0.3stable win64 + +**Issue description** (what happened, and what was expected): +Currently, if I select several lines into a script and press Ctrl+B, only the last line of the selection is duplicated. +It would be cool if Ctrl+B could duplicate block of selected lines at once. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Ctrl + B and multiline duplication in script editor - **Operating system or device - Godot version:** +official 2.0.3stable win64 + +**Issue description** (what happened, and what was expected): +Currently, if I select several lines into a script and press Ctrl+B, only the last line of the selection is duplicated. +It would be cool if Ctrl+B could duplicate block of selected lines at once. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,ctrl b and multiline duplication in script editor operating system or device godot version official issue description what happened and what was expected currently if i select several lines into a script and press ctrl b only the last line of the selection is duplicated it would be cool if ctrl b could duplicate block of selected lines at once steps to reproduce link to minimal example project optional but very welcome ,1 +27012,27544960274.0,IssuesEvent,2023-03-07 11:05:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Guides in 2D editor don't clear immediately.,bug topic:editor usability,"### Godot version + +v4.0.rc1.official.8843d9ad3 + +### System information + +Windows 11, Vulkan API 1.3.205, NVIDIA GeForce MX450 + +### Issue description + +After creating guides in the 2D editor selecting ""View > Clear Guides"" doesn't immediately remove the guides - they only clear when you click in the 2D viewport. + +This is confusing and it appears the functionality doesn't work - the viewport should update immediately. + +### Steps to reproduce + +- Open the 2D editor. +- Create a guide by dragging from the block in the top left corner. +- Click ""View > Clear Guides"" from the toolbar above the 2D viewport (the guides still remain visible). +- Click anywhere in the viewport (now the guides disappear). + +### Minimal reproduction project + +An empty 2D project shows this behaviour.",True,"Guides in 2D editor don't clear immediately. - ### Godot version + +v4.0.rc1.official.8843d9ad3 + +### System information + +Windows 11, Vulkan API 1.3.205, NVIDIA GeForce MX450 + +### Issue description + +After creating guides in the 2D editor selecting ""View > Clear Guides"" doesn't immediately remove the guides - they only clear when you click in the 2D viewport. + +This is confusing and it appears the functionality doesn't work - the viewport should update immediately. + +### Steps to reproduce + +- Open the 2D editor. +- Create a guide by dragging from the block in the top left corner. +- Click ""View > Clear Guides"" from the toolbar above the 2D viewport (the guides still remain visible). +- Click anywhere in the viewport (now the guides disappear). + +### Minimal reproduction project + +An empty 2D project shows this behaviour.",1,guides in editor don t clear immediately godot version official system information windows vulkan api nvidia geforce issue description after creating guides in the editor selecting view clear guides doesn t immediately remove the guides they only clear when you click in the viewport this is confusing and it appears the functionality doesn t work the viewport should update immediately steps to reproduce open the editor create a guide by dragging from the block in the top left corner click view clear guides from the toolbar above the viewport the guides still remain visible click anywhere in the viewport now the guides disappear minimal reproduction project an empty project shows this behaviour ,1 +23501,22050717234.0,IssuesEvent,2022-05-30 08:24:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Jumping to member help no longer works,bug topic:editor usability regression,"### Godot version + +3aa83a0 + +### System information + +Windows 10 x64 + +### Issue description + +After #61142, when you Ctrl+Click a method or property, the help page will not jump to it, because it's not yet loaded. Help should probably jump to the desired line after loading has finished. + +CC @Bruv + +### Steps to reproduce + +1. +```GDScript +func _ready() -> void: + pass +``` +2. Try Ctrl+Clicking `_ready()` +3. Node page opens, but scrolling stays at the top + +### Minimal reproduction project + +_No response_",True,"Jumping to member help no longer works - ### Godot version + +3aa83a0 + +### System information + +Windows 10 x64 + +### Issue description + +After #61142, when you Ctrl+Click a method or property, the help page will not jump to it, because it's not yet loaded. Help should probably jump to the desired line after loading has finished. + +CC @Bruv + +### Steps to reproduce + +1. +```GDScript +func _ready() -> void: + pass +``` +2. Try Ctrl+Clicking `_ready()` +3. Node page opens, but scrolling stays at the top + +### Minimal reproduction project + +_No response_",1,jumping to member help no longer works godot version system information windows issue description after when you ctrl click a method or property the help page will not jump to it because it s not yet loaded help should probably jump to the desired line after loading has finished cc bruv steps to reproduce gdscript func ready void pass try ctrl clicking ready node page opens but scrolling stays at the top minimal reproduction project no response ,1 +16139,10577937302.0,IssuesEvent,2019-10-07 21:15:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve the zoom buttons on graph editors,enhancement topic:editor usability,"I'm supposed that this: + +![](https://user-images.githubusercontent.com/25907897/35966228-7d14e0a2-0cbd-11e8-9ad6-b782330e0d0c.jpg) +should show actual zoom level. + +But with any zoom it ever shows ""1"". +![](https://user-images.githubusercontent.com/25907897/35966301-ba794cd0-0cbd-11e8-9427-773f4bbc92d2.jpg) +![](https://user-images.githubusercontent.com/25907897/35966306-be173c94-0cbd-11e8-92bc-60931373be3b.jpg) +![](https://user-images.githubusercontent.com/25907897/35966307-c04687fe-0cbd-11e8-8f36-9fd6a46704e2.jpg) + +**Steps to reproduce:** +Create any visual script and try to zoom. + + +**Godot version:** +v3.0.stable.official.mono + + +**OS:** +Windows 10 ver. 1709 64-bit +",True,"Improve the zoom buttons on graph editors - I'm supposed that this: + +![](https://user-images.githubusercontent.com/25907897/35966228-7d14e0a2-0cbd-11e8-9ad6-b782330e0d0c.jpg) +should show actual zoom level. + +But with any zoom it ever shows ""1"". +![](https://user-images.githubusercontent.com/25907897/35966301-ba794cd0-0cbd-11e8-9427-773f4bbc92d2.jpg) +![](https://user-images.githubusercontent.com/25907897/35966306-be173c94-0cbd-11e8-92bc-60931373be3b.jpg) +![](https://user-images.githubusercontent.com/25907897/35966307-c04687fe-0cbd-11e8-8f36-9fd6a46704e2.jpg) + +**Steps to reproduce:** +Create any visual script and try to zoom. + + +**Godot version:** +v3.0.stable.official.mono + + +**OS:** +Windows 10 ver. 1709 64-bit +",1,improve the zoom buttons on graph editors i m supposed that this should show actual zoom level but with any zoom it ever shows steps to reproduce create any visual script and try to zoom godot version stable official mono os windows ver bit ,1 +20706,15897376252.0,IssuesEvent,2021-04-11 20:50:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Inspector for exported string variables is broken,bug regression topic:editor usability," + +**Godot version:** + +3.3 rc8 + +**Issue description:** + +I have an exported string variable. When I edit it, I can't undo the first batch of entered characters. It's like the modified undo history gets merged with original string. + +Another thing is that my cursor will randomly move to the beginning. Seems like it only happens reliably when you reload the scene. + +This wasn't happening in 3.2.3 as far as I remember. + +**Steps to reproduce:** +1. `export var test = ""Test"" +2. Save and reload the scene +3. Edit the variable +4. +![LineEdit bug](https://user-images.githubusercontent.com/2223172/114320829-1d6af000-9b18-11eb-8b57-84e2a5ee6802.gif)",True,"Inspector for exported string variables is broken - + +**Godot version:** + +3.3 rc8 + +**Issue description:** + +I have an exported string variable. When I edit it, I can't undo the first batch of entered characters. It's like the modified undo history gets merged with original string. + +Another thing is that my cursor will randomly move to the beginning. Seems like it only happens reliably when you reload the scene. + +This wasn't happening in 3.2.3 as far as I remember. + +**Steps to reproduce:** +1. `export var test = ""Test"" +2. Save and reload the scene +3. Edit the variable +4. +![LineEdit bug](https://user-images.githubusercontent.com/2223172/114320829-1d6af000-9b18-11eb-8b57-84e2a5ee6802.gif)",1,inspector for exported string variables is broken please search existing issues for potential duplicates before filing yours godot version issue description i have an exported string variable when i edit it i can t undo the first batch of entered characters it s like the modified undo history gets merged with original string another thing is that my cursor will randomly move to the beginning seems like it only happens reliably when you reload the scene this wasn t happening in as far as i remember steps to reproduce export var test test save and reload the scene edit the variable ,1 +13559,8568288925.0,IssuesEvent,2018-11-10 19:59:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Left and right docks get resized smaller when the editor is minimized and maximized,bug topic:editor usability,"Godot 3.1 alpha 2 +Windows 10 64 bits + +Reproduction: +1) Open a project +2) Give some large width to any of the left or right docks +3) Minimize the Godot window by clicking `[_]` or the taskbar icon +4) Maximize back the Godot window: notice docks have been resized to a much smaller width (not always the minimal width) + +This reproduces with any of the modes selected (2D, 3D, Script). + +It could be related to #23289 but the occurence is slightly different so I made another issue",True,"Left and right docks get resized smaller when the editor is minimized and maximized - Godot 3.1 alpha 2 +Windows 10 64 bits + +Reproduction: +1) Open a project +2) Give some large width to any of the left or right docks +3) Minimize the Godot window by clicking `[_]` or the taskbar icon +4) Maximize back the Godot window: notice docks have been resized to a much smaller width (not always the minimal width) + +This reproduces with any of the modes selected (2D, 3D, Script). + +It could be related to #23289 but the occurence is slightly different so I made another issue",1,left and right docks get resized smaller when the editor is minimized and maximized godot alpha windows bits reproduction open a project give some large width to any of the left or right docks minimize the godot window by clicking or the taskbar icon maximize back the godot window notice docks have been resized to a much smaller width not always the minimal width this reproduces with any of the modes selected script it could be related to but the occurence is slightly different so i made another issue,1 +17081,11644052724.0,IssuesEvent,2020-02-29 16:58:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature Proposal - Easier custom resource management in inspector,feature proposal topic:editor usability," + +**Godot version:** + +nighhtly: v3.2.dev.calinou.2c6daf73f + + + +**OS/device including version:** + +Windows 10 + + +**Issue description:** + +Feature Proposal: + +Currently it is possible to define Resource-Scripts `extends Resource` +and when defining `class_name MyResource` the custom resource will show up in the list of resources that show up, when you click on an empty `export (Resource) var resource` field in the inspector. Here i have the problem, that its bothersome to search for the right Resource in the big List of resources. + +So my proposal would be, to make it possible to define an export as: +`export (MyResource) var resource` and when you now click on the empty export in the inspector, it will either show the `MyResource` alone or including all of its children. + +This way it would be easier (and more intuitive) to managing custom resources, speeding up the process. +",True,"Feature Proposal - Easier custom resource management in inspector - + +**Godot version:** + +nighhtly: v3.2.dev.calinou.2c6daf73f + + + +**OS/device including version:** + +Windows 10 + + +**Issue description:** + +Feature Proposal: + +Currently it is possible to define Resource-Scripts `extends Resource` +and when defining `class_name MyResource` the custom resource will show up in the list of resources that show up, when you click on an empty `export (Resource) var resource` field in the inspector. Here i have the problem, that its bothersome to search for the right Resource in the big List of resources. + +So my proposal would be, to make it possible to define an export as: +`export (MyResource) var resource` and when you now click on the empty export in the inspector, it will either show the `MyResource` alone or including all of its children. + +This way it would be easier (and more intuitive) to managing custom resources, speeding up the process. +",1,feature proposal easier custom resource management in inspector please search existing issues for potential duplicates before filing yours godot version nighhtly dev calinou os device including version windows issue description feature proposal currently it is possible to define resource scripts extends resource and when defining class name myresource the custom resource will show up in the list of resources that show up when you click on an empty export resource var resource field in the inspector here i have the problem that its bothersome to search for the right resource in the big list of resources so my proposal would be to make it possible to define an export as export myresource var resource and when you now click on the empty export in the inspector it will either show the myresource alone or including all of its children this way it would be easier and more intuitive to managing custom resources speeding up the process ,1 +24286,23592491276.0,IssuesEvent,2022-08-23 16:17:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bezier editor in animation player has no inspector for keyframes,bug topic:editor usability regression topic:animation,"### Godot version + +v4.0.alpha.custom_build [862da78ee] + +### System information + +Linux Fedora, Radeon RX 590 + +### Issue description + +When clicking on keyframes in the bezier editor in 4.x, there is no inspector for the keyframes, which makes inserting precise values highly challenging. + +Godot3: +![image](https://user-images.githubusercontent.com/7917475/183386323-cb1da69c-acd4-4ab9-a803-aae9a0540f28.png) + +Godot4 +![image](https://user-images.githubusercontent.com/7917475/183385415-367b83ae-9acd-45d1-a94a-555d95d6af36.png) + + +### Steps to reproduce + +Create an animation with curve keyframes, open the curve editor, observe no inspector. + +### Minimal reproduction project + +_No response_",True,"Bezier editor in animation player has no inspector for keyframes - ### Godot version + +v4.0.alpha.custom_build [862da78ee] + +### System information + +Linux Fedora, Radeon RX 590 + +### Issue description + +When clicking on keyframes in the bezier editor in 4.x, there is no inspector for the keyframes, which makes inserting precise values highly challenging. + +Godot3: +![image](https://user-images.githubusercontent.com/7917475/183386323-cb1da69c-acd4-4ab9-a803-aae9a0540f28.png) + +Godot4 +![image](https://user-images.githubusercontent.com/7917475/183385415-367b83ae-9acd-45d1-a94a-555d95d6af36.png) + + +### Steps to reproduce + +Create an animation with curve keyframes, open the curve editor, observe no inspector. + +### Minimal reproduction project + +_No response_",1,bezier editor in animation player has no inspector for keyframes godot version alpha custom build system information linux fedora radeon rx issue description when clicking on keyframes in the bezier editor in x there is no inspector for the keyframes which makes inserting precise values highly challenging steps to reproduce create an animation with curve keyframes open the curve editor observe no inspector minimal reproduction project no response ,1 +16422,10915867383.0,IssuesEvent,2019-11-21 12:07:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Moving groups of tiles in the 2D editor,enhancement topic:editor usability,"**Godot version:** +3.0.6 + + +**OS/device including version:** +Windows 8.1 + + +**Issue description:** +Hi, in the 2D editor after creating a tilemap and putting a bunch of tiles in a level of the game, it's not possible to move a selection of tiles and reallocate that in another space but you need to erase and recreate it with what you want. Any chance to add this feature in 3.1 version? Thank you. + + +**Steps to reproduce:** +Create a tilemap, start to make a level for your game but you will need to erase the tiles in the 2D editor every time you change your mind about the level structure. + + +**Minimal reproduction project:** +Any level 1 Mario games.",True,"Moving groups of tiles in the 2D editor - **Godot version:** +3.0.6 + + +**OS/device including version:** +Windows 8.1 + + +**Issue description:** +Hi, in the 2D editor after creating a tilemap and putting a bunch of tiles in a level of the game, it's not possible to move a selection of tiles and reallocate that in another space but you need to erase and recreate it with what you want. Any chance to add this feature in 3.1 version? Thank you. + + +**Steps to reproduce:** +Create a tilemap, start to make a level for your game but you will need to erase the tiles in the 2D editor every time you change your mind about the level structure. + + +**Minimal reproduction project:** +Any level 1 Mario games.",1,moving groups of tiles in the editor godot version os device including version windows issue description hi in the editor after creating a tilemap and putting a bunch of tiles in a level of the game it s not possible to move a selection of tiles and reallocate that in another space but you need to erase and recreate it with what you want any chance to add this feature in version thank you steps to reproduce create a tilemap start to make a level for your game but you will need to erase the tiles in the editor every time you change your mind about the level structure minimal reproduction project any level mario games ,1 +8650,5897172732.0,IssuesEvent,2017-05-18 11:46:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,[TRACKER] Editor theme issues for 3.0,bug enhancement topic:editor usability,"This tracker bug is for all issues related to the new editor theme for Godot 3.0. + +## PRs + +- [ ] New customizable editor theme #8631 + +## Bugs + +- [ ] New Theme: Tree drag&drop visual helper is barely visible. #8677 +- [ ] Scan file selection font color broken #8635 + +## Enhancements + +- [ ] TODO",True,"[TRACKER] Editor theme issues for 3.0 - This tracker bug is for all issues related to the new editor theme for Godot 3.0. + +## PRs + +- [ ] New customizable editor theme #8631 + +## Bugs + +- [ ] New Theme: Tree drag&drop visual helper is barely visible. #8677 +- [ ] Scan file selection font color broken #8635 + +## Enhancements + +- [ ] TODO",1, editor theme issues for this tracker bug is for all issues related to the new editor theme for godot prs new customizable editor theme bugs new theme tree drag drop visual helper is barely visible scan file selection font color broken enhancements todo,1 +14966,9612122052.0,IssuesEvent,2019-05-13 08:09:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FPS value in AnimatedSprite (2D) applied to wrong animation when switching to another,bug junior job topic:editor usability,"**Godot version:** +3.1-RC3 + +**OS/device including version:** +Windows 10 + +**Issue description:** +If you have 2 animations in a AnimatedSprite (2D) with the same FPS value, and you try to change the FPS of one of them, and then you click in the second one, then the FPS change is wrongly applied to second one. + +If the animations do not have the same FPS value them the change is omitted/discarded and both animations preserve the original value. + +**Steps to reproduce:** +1. Create a AnimatedSprited (2D). +2. Assign a new SpriteFrames. +3. Click on the SpriteFrames to open the panel. +4. Create 2 animations. +5. Click in the first one. +6. Change the FPS value. Do not press enter key. +7. Click in the other animation. + +**Minimal reproduction project:** +[Test.zip](https://github.com/godotengine/godot/files/2958059/Test.zip)",True,"FPS value in AnimatedSprite (2D) applied to wrong animation when switching to another - **Godot version:** +3.1-RC3 + +**OS/device including version:** +Windows 10 + +**Issue description:** +If you have 2 animations in a AnimatedSprite (2D) with the same FPS value, and you try to change the FPS of one of them, and then you click in the second one, then the FPS change is wrongly applied to second one. + +If the animations do not have the same FPS value them the change is omitted/discarded and both animations preserve the original value. + +**Steps to reproduce:** +1. Create a AnimatedSprited (2D). +2. Assign a new SpriteFrames. +3. Click on the SpriteFrames to open the panel. +4. Create 2 animations. +5. Click in the first one. +6. Change the FPS value. Do not press enter key. +7. Click in the other animation. + +**Minimal reproduction project:** +[Test.zip](https://github.com/godotengine/godot/files/2958059/Test.zip)",1,fps value in animatedsprite applied to wrong animation when switching to another godot version os device including version windows issue description if you have animations in a animatedsprite with the same fps value and you try to change the fps of one of them and then you click in the second one then the fps change is wrongly applied to second one if the animations do not have the same fps value them the change is omitted discarded and both animations preserve the original value steps to reproduce create a animatedsprited assign a new spriteframes click on the spriteframes to open the panel create animations click in the first one change the fps value do not press enter key click in the other animation minimal reproduction project ,1 +19311,13805401989.0,IssuesEvent,2020-10-11 13:33:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,[TRACKER] Error macros with cryptic messages due to not having proper custom messages defined,hacktoberfest topic:core tracker usability,"If you stumble upon difficult-to-understand error messages (regardless of your skill level with Godot), please report them here. In your comment, make sure to state: + +- Your operating system and Godot version. +- What you were doing when you got the error message. +- A minimal reproduction project that returns the error message. + +**Note that this issue isn't about reporting bugs, but reporting cryptic error messages.** This issue is about improving error messages so users can figure things out by themselves more easily :slightly_smiling_face: + +See https://github.com/godotengine/godot/issues/24199 for background. + +## For contributors + +To add error explanations to existing errors, search for their origin in the source code (by reading the automatically-generated error message), suffix the error macro with `_MSG` and add a parameter with a custom message at the end. + +We recommend adding context (such as supplied parameters versus expected ones) whenever possible. Some examples: + +```ini +# Good: +Can't listen server on port 420000. The port number must be between 1 and 65535. + +# OK: +Can't listen server on port 420000. + +# Bad: +Can't listen server. +``` + +Here are some examples of improving error explanations: https://github.com/godotengine/godot/pull/41352, https://github.com/godotengine/godot/pull/35862 + +See [Error macros](https://docs.godotengine.org/en/latest/development/cpp/common_engine_methods_and_macros.html#error-macros) in the documentation for more information.",True,"[TRACKER] Error macros with cryptic messages due to not having proper custom messages defined - If you stumble upon difficult-to-understand error messages (regardless of your skill level with Godot), please report them here. In your comment, make sure to state: + +- Your operating system and Godot version. +- What you were doing when you got the error message. +- A minimal reproduction project that returns the error message. + +**Note that this issue isn't about reporting bugs, but reporting cryptic error messages.** This issue is about improving error messages so users can figure things out by themselves more easily :slightly_smiling_face: + +See https://github.com/godotengine/godot/issues/24199 for background. + +## For contributors + +To add error explanations to existing errors, search for their origin in the source code (by reading the automatically-generated error message), suffix the error macro with `_MSG` and add a parameter with a custom message at the end. + +We recommend adding context (such as supplied parameters versus expected ones) whenever possible. Some examples: + +```ini +# Good: +Can't listen server on port 420000. The port number must be between 1 and 65535. + +# OK: +Can't listen server on port 420000. + +# Bad: +Can't listen server. +``` + +Here are some examples of improving error explanations: https://github.com/godotengine/godot/pull/41352, https://github.com/godotengine/godot/pull/35862 + +See [Error macros](https://docs.godotengine.org/en/latest/development/cpp/common_engine_methods_and_macros.html#error-macros) in the documentation for more information.",1, error macros with cryptic messages due to not having proper custom messages defined if you stumble upon difficult to understand error messages regardless of your skill level with godot please report them here in your comment make sure to state your operating system and godot version what you were doing when you got the error message a minimal reproduction project that returns the error message note that this issue isn t about reporting bugs but reporting cryptic error messages this issue is about improving error messages so users can figure things out by themselves more easily slightly smiling face see for background for contributors to add error explanations to existing errors search for their origin in the source code by reading the automatically generated error message suffix the error macro with msg and add a parameter with a custom message at the end we recommend adding context such as supplied parameters versus expected ones whenever possible some examples ini good can t listen server on port the port number must be between and ok can t listen server on port bad can t listen server here are some examples of improving error explanations see in the documentation for more information ,1 +10029,6545556429.0,IssuesEvent,2017-09-04 05:59:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Quick Open Scene/Script dialog is very slow on bigger projects.,enhancement topic:editor usability,"**Operating system or device - Godot version:** +This issue is present since 2.0, still valid in 3.0. + +**Issue description:** +If a project is bigger (usually something like 100 scripts/scenes is enough to notice this, above 200 it's a problem), the Quick Open dialog is very slow, in my current project searching for some scenes/scripts might take I think approximately a minute. +_**Here is a video:**_ https://youtu.be/buhCvzhT4-A +Project is however little artificial (600 scenes with enemy in name), but you will notice interesting property: if in that environment we are searching for 'enemy' it's super fast. If for something that's a lot less popular it's very slow. In my own project search speed for some scenes is bearable, but others take dozens of seconds (to the point that it looks very similar how 'some' search is performed on this video, at the same time project have a lot less files, but a lot greater variety of names). + +I don't have idea that's the reason of that but I'm suspecting it's the way how fuzzy search is working. As far as I noticed it's doing fuzzy search on full file path not only on a name, this also can be confusing on a bigger projects since quite often after typing something the results are not so helpful as they could be: +![coin](https://user-images.githubusercontent.com/6129594/28615144-5cf86894-71f8-11e7-9556-ec66876e1d6a.gif) + +I don't know how to solve this issue, but maybe for the begging we could start with an option to do fuzzy search only on filenames? + +**Steps to reproduce:** +1. Download reproduction project. +2. Try to search for 'some' scene or script + +**Link to minimal example project:** +[SlowQuickOpen.zip](https://github.com/godotengine/godot/files/1176180/SlowQuickOpen.zip) + +",True,"Quick Open Scene/Script dialog is very slow on bigger projects. - **Operating system or device - Godot version:** +This issue is present since 2.0, still valid in 3.0. + +**Issue description:** +If a project is bigger (usually something like 100 scripts/scenes is enough to notice this, above 200 it's a problem), the Quick Open dialog is very slow, in my current project searching for some scenes/scripts might take I think approximately a minute. +_**Here is a video:**_ https://youtu.be/buhCvzhT4-A +Project is however little artificial (600 scenes with enemy in name), but you will notice interesting property: if in that environment we are searching for 'enemy' it's super fast. If for something that's a lot less popular it's very slow. In my own project search speed for some scenes is bearable, but others take dozens of seconds (to the point that it looks very similar how 'some' search is performed on this video, at the same time project have a lot less files, but a lot greater variety of names). + +I don't have idea that's the reason of that but I'm suspecting it's the way how fuzzy search is working. As far as I noticed it's doing fuzzy search on full file path not only on a name, this also can be confusing on a bigger projects since quite often after typing something the results are not so helpful as they could be: +![coin](https://user-images.githubusercontent.com/6129594/28615144-5cf86894-71f8-11e7-9556-ec66876e1d6a.gif) + +I don't know how to solve this issue, but maybe for the begging we could start with an option to do fuzzy search only on filenames? + +**Steps to reproduce:** +1. Download reproduction project. +2. Try to search for 'some' scene or script + +**Link to minimal example project:** +[SlowQuickOpen.zip](https://github.com/godotengine/godot/files/1176180/SlowQuickOpen.zip) + +",1,quick open scene script dialog is very slow on bigger projects operating system or device godot version this issue is present since still valid in issue description if a project is bigger usually something like scripts scenes is enough to notice this above it s a problem the quick open dialog is very slow in my current project searching for some scenes scripts might take i think approximately a minute here is a video project is however little artificial scenes with enemy in name but you will notice interesting property if in that environment we are searching for enemy it s super fast if for something that s a lot less popular it s very slow in my own project search speed for some scenes is bearable but others take dozens of seconds to the point that it looks very similar how some search is performed on this video at the same time project have a lot less files but a lot greater variety of names i don t have idea that s the reason of that but i m suspecting it s the way how fuzzy search is working as far as i noticed it s doing fuzzy search on full file path not only on a name this also can be confusing on a bigger projects since quite often after typing something the results are not so helpful as they could be i don t know how to solve this issue but maybe for the begging we could start with an option to do fuzzy search only on filenames steps to reproduce download reproduction project try to search for some scene or script link to minimal example project ,1 +8955,6049605216.0,IssuesEvent,2017-06-12 19:07:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Game window centered by default,enhancement topic:editor usability,"Every time I encounter a YouTube tutorial it strikes me as how many times the game window is **manually centered** after running. In the most recent GDquest's tutorials backed by a KickStarter you can see this same behavior: [Example](https://youtu.be/xUSEeXDtwIw?t=34s) + +I think that the **default setting** for the game window should be **centered**. It is something that I see MANY people is struggling with and it is hard to find that settings option if you don't know a lot about the program's interface. + +I'll try to do a pull request myself but I'm not sure if I'll be able to make it properly.",True,"Game window centered by default - Every time I encounter a YouTube tutorial it strikes me as how many times the game window is **manually centered** after running. In the most recent GDquest's tutorials backed by a KickStarter you can see this same behavior: [Example](https://youtu.be/xUSEeXDtwIw?t=34s) + +I think that the **default setting** for the game window should be **centered**. It is something that I see MANY people is struggling with and it is hard to find that settings option if you don't know a lot about the program's interface. + +I'll try to do a pull request myself but I'm not sure if I'll be able to make it properly.",1,game window centered by default every time i encounter a youtube tutorial it strikes me as how many times the game window is manually centered after running in the most recent gdquest s tutorials backed by a kickstarter you can see this same behavior i think that the default setting for the game window should be centered it is something that i see many people is struggling with and it is hard to find that settings option if you don t know a lot about the program s interface i ll try to do a pull request myself but i m not sure if i ll be able to make it properly ,1 +17924,12438300712.0,IssuesEvent,2020-05-26 08:10:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow setting default NativeScript library,feature proposal topic:gdnative usability," + +**Godot version:** + +`3.0`, `master` + +**Issue description:** +Currently, every time you add a new NativeScript script, you need to set the library. It would be great if you could set a default NativeScript library that all new scripts would use unless changed.",True,"Allow setting default NativeScript library - + +**Godot version:** + +`3.0`, `master` + +**Issue description:** +Currently, every time you add a new NativeScript script, you need to set the library. It would be great if you could set a default NativeScript library that all new scripts would use unless changed.",1,allow setting default nativescript library please search existing issues for potential duplicates before filing yours godot version master issue description currently every time you add a new nativescript script you need to set the library it would be great if you could set a default nativescript library that all new scripts would use unless changed ,1 +290181,25041760985.0,IssuesEvent,2022-11-04 21:42:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Button.txt does not work with several containers... but works with on_button_pressed.,bug needs testing topic:gui,"**Godot version:** 3.1 +**OS/device including version:** Linux DesktopMint 4.15.0-50-generic x86_64 x86_64 x86_64 GNU/Linux + +**Issue description:** - Button.txt does not work under multiple containers under func_ready +**Steps to reproduce:** +1) Create a fresh project, Node,VBoxContainer(full rect), button + Attach the script: +extends Node +func _ready(): + $VBoxContainer/Button.text=""Hello World."" + +2) Create a fresh project, put in a lot of of containers (around 50+), with a button on 4 +layers of containers... +extends Control +func _ready(): + $MarginContainer/VBoxContainer/HBoxContainer/HBoxContainer/Button.text=""Hello World"" +Error Given - Invalid set index ""text"" (on base: 'null instance') with value of type 'String' + +Now, when I put the exact same line + $MarginContainer/VBoxContainer/HBoxContainer/HBoxContainer/Button.text=""Hello World"" +Under a ""button"" on_Button_pressed(): method with signal pressed(), it works as soon as the signal . The button has the text ""Hello World"" . My theory is that the gdscript needs to ""wake up"" or has some initialization/race condition? + +**Minimal reproduction project:** +",1.0,"Button.txt does not work with several containers... but works with on_button_pressed. - **Godot version:** 3.1 +**OS/device including version:** Linux DesktopMint 4.15.0-50-generic x86_64 x86_64 x86_64 GNU/Linux + +**Issue description:** - Button.txt does not work under multiple containers under func_ready +**Steps to reproduce:** +1) Create a fresh project, Node,VBoxContainer(full rect), button + Attach the script: +extends Node +func _ready(): + $VBoxContainer/Button.text=""Hello World."" + +2) Create a fresh project, put in a lot of of containers (around 50+), with a button on 4 +layers of containers... +extends Control +func _ready(): + $MarginContainer/VBoxContainer/HBoxContainer/HBoxContainer/Button.text=""Hello World"" +Error Given - Invalid set index ""text"" (on base: 'null instance') with value of type 'String' + +Now, when I put the exact same line + $MarginContainer/VBoxContainer/HBoxContainer/HBoxContainer/Button.text=""Hello World"" +Under a ""button"" on_Button_pressed(): method with signal pressed(), it works as soon as the signal . The button has the text ""Hello World"" . My theory is that the gdscript needs to ""wake up"" or has some initialization/race condition? + +**Minimal reproduction project:** +",0,button txt does not work with several containers but works with on button pressed godot version os device including version linux desktopmint generic gnu linux issue description button txt does not work under multiple containers under func ready steps to reproduce create a fresh project node vboxcontainer full rect button attach the script extends node func ready vboxcontainer button text hello world create a fresh project put in a lot of of containers around with a button on layers of containers extends control func ready margincontainer vboxcontainer hboxcontainer hboxcontainer button text hello world error given invalid set index text on base null instance with value of type string now when i put the exact same line margincontainer vboxcontainer hboxcontainer hboxcontainer button text hello world under a button on button pressed method with signal pressed it works as soon as the signal the button has the text hello world my theory is that the gdscript needs to wake up or has some initialization race condition minimal reproduction project ,0 +6624,4388503472.0,IssuesEvent,2016-08-08 19:05:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,It's hard to D&D nodes from scene tree to VS sheet,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** + + +**Issue description** (what happened, and what was expected): +It's possible to drag and drop nodes from scene tree to visual script board. Unfortunately there is problem with context switching. While for me relatively fast drag always works fine it seems on other devices it's very hard to drag node on VS sheet. I was talking about this with @TheoXD here: https://github.com/godotengine/godot/issues/6075#issuecomment-238337278 He was surprised it's even possible, and he have real problems with doing this, so it's probably somehow resolution/fps/system dependent. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"It's hard to D&D nodes from scene tree to VS sheet - **Operating system or device - Godot version:** + + +**Issue description** (what happened, and what was expected): +It's possible to drag and drop nodes from scene tree to visual script board. Unfortunately there is problem with context switching. While for me relatively fast drag always works fine it seems on other devices it's very hard to drag node on VS sheet. I was talking about this with @TheoXD here: https://github.com/godotengine/godot/issues/6075#issuecomment-238337278 He was surprised it's even possible, and he have real problems with doing this, so it's probably somehow resolution/fps/system dependent. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,it s hard to d d nodes from scene tree to vs sheet operating system or device godot version issue description what happened and what was expected it s possible to drag and drop nodes from scene tree to visual script board unfortunately there is problem with context switching while for me relatively fast drag always works fine it seems on other devices it s very hard to drag node on vs sheet i was talking about this with theoxd here he was surprised it s even possible and he have real problems with doing this so it s probably somehow resolution fps system dependent steps to reproduce link to minimal example project optional but very welcome ,1 +13647,8632108810.0,IssuesEvent,2018-11-22 09:52:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Select Physics Body Node Instead of Mesh Node,enhancement topic:editor usability,"**Operating system or device - Godot version:** +Any OS, any Godot version + +**Issue description** (what happened, and what was expected): +When selecting objects in the editor window to reposition, it selects the mesh node instead of the physics body it's attached to. What you get is the mesh moving and the collision shape node and (I think) physics body (rigidbody, static, etc) node staying behind. The only way to work around this is to select the node in the node list. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Select Physics Body Node Instead of Mesh Node - **Operating system or device - Godot version:** +Any OS, any Godot version + +**Issue description** (what happened, and what was expected): +When selecting objects in the editor window to reposition, it selects the mesh node instead of the physics body it's attached to. What you get is the mesh moving and the collision shape node and (I think) physics body (rigidbody, static, etc) node staying behind. The only way to work around this is to select the node in the node list. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,select physics body node instead of mesh node operating system or device godot version any os any godot version issue description what happened and what was expected when selecting objects in the editor window to reposition it selects the mesh node instead of the physics body it s attached to what you get is the mesh moving and the collision shape node and i think physics body rigidbody static etc node staying behind the only way to work around this is to select the node in the node list steps to reproduce link to minimal example project optional but very welcome ,1 +6127,4157314289.0,IssuesEvent,2016-06-16 20:54:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Double click to create signal connection,enhancement junior job pr welcome topic:editor usability,"With the new dock with signal connections, would be interesting if a double click in a signal opened the connect window.",True,"Double click to create signal connection - With the new dock with signal connections, would be interesting if a double click in a signal opened the connect window.",1,double click to create signal connection with the new dock with signal connections would be interesting if a double click in a signal opened the connect window ,1 +9947,6525199705.0,IssuesEvent,2017-08-29 15:08:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dependency checking is not working,bug topic:editor usability,"**Operating system or device - Godot version:** +Windows 10 – Godot master (bbada82) + +**Issue description:** +The checking of dependencies inside the editor is not working. + +- The ""Edit Dependencies"" option in the FileSystem dock's RMB menu shows nothing, even when the file is a dependency. (Also, maybe this name is a bit confusing, as it should show what depends on the file, so ""Edit Dependents"" would be more accurate). +- Deleting a file from the FileSystem dock isn't warning if the file is used somewhere. +- The ""Orphan Resource Explorer"" is showing ""0"" to everything.",True,"Dependency checking is not working - **Operating system or device - Godot version:** +Windows 10 – Godot master (bbada82) + +**Issue description:** +The checking of dependencies inside the editor is not working. + +- The ""Edit Dependencies"" option in the FileSystem dock's RMB menu shows nothing, even when the file is a dependency. (Also, maybe this name is a bit confusing, as it should show what depends on the file, so ""Edit Dependents"" would be more accurate). +- Deleting a file from the FileSystem dock isn't warning if the file is used somewhere. +- The ""Orphan Resource Explorer"" is showing ""0"" to everything.",1,dependency checking is not working operating system or device godot version windows – godot master issue description the checking of dependencies inside the editor is not working the edit dependencies option in the filesystem dock s rmb menu shows nothing even when the file is a dependency also maybe this name is a bit confusing as it should show what depends on the file so edit dependents would be more accurate deleting a file from the filesystem dock isn t warning if the file is used somewhere the orphan resource explorer is showing to everything ,1 +7052,4750472509.0,IssuesEvent,2016-10-22 10:54:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Text editor should not have focus after crash to prevent unwanted input,enhancement hacktoberfest topic:editor usability,"**Operating system or device - Godot version:** +2.1 stable windows 8.1 + +**Issue description** (what happened, and what was expected): +When you are holding down an input key and the game testing halts/crashes, if the text editor is open, the key starts typing in the text editor, and you are bound to ctrl-z every time you have an issue. Gaaah!! +Want not the input to continue once game test has stopped +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Text editor should not have focus after crash to prevent unwanted input - **Operating system or device - Godot version:** +2.1 stable windows 8.1 + +**Issue description** (what happened, and what was expected): +When you are holding down an input key and the game testing halts/crashes, if the text editor is open, the key starts typing in the text editor, and you are bound to ctrl-z every time you have an issue. Gaaah!! +Want not the input to continue once game test has stopped +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,text editor should not have focus after crash to prevent unwanted input operating system or device godot version stable windows issue description what happened and what was expected when you are holding down an input key and the game testing halts crashes if the text editor is open the key starts typing in the text editor and you are bound to ctrl z every time you have an issue gaaah want not the input to continue once game test has stopped steps to reproduce link to minimal example project optional but very welcome ,1 +25027,24606481148.0,IssuesEvent,2022-10-14 16:42:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Constants in the inspector no longer work,bug topic:editor confirmed usability," + +**Godot version:** +3.1.1 + +**Issue description:** +This worked in 3.0, but doesn't work since 3.1. Basically, you could e.g. write `KEY_ENTER` in a field in the inspector and it would be properly replaced as 16777221. It was very useful for creating shortcuts. Doing this in 3.1 has no effect at all. +",True,"Constants in the inspector no longer work - + +**Godot version:** +3.1.1 + +**Issue description:** +This worked in 3.0, but doesn't work since 3.1. Basically, you could e.g. write `KEY_ENTER` in a field in the inspector and it would be properly replaced as 16777221. It was very useful for creating shortcuts. Doing this in 3.1 has no effect at all. +",1,constants in the inspector no longer work please search existing issues for potential duplicates before filing yours godot version issue description this worked in but doesn t work since basically you could e g write key enter in a field in the inspector and it would be properly replaced as it was very useful for creating shortcuts doing this in has no effect at all ,1 +13958,8750791486.0,IssuesEvent,2018-12-13 20:16:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Richtextlabel meta links shouldn't open when swiping to scroll,bug hero wanted! topic:core topic:input usability,"**Version and use case** + +I'm using Godot 2.1.1 to make an Android app. The app displays a long text with a lot of meta links. + +**Description** + +Scrolling a Richtextlabel on Android is done with swiping, but if the initial position that you put your finger to swipe is a meta link then the meta link will be opened. + +If a large percentage of the Richtextlabel area is meta links, then it's uncomfortable to scroll. + +I think a meta link should only be activated on release of the press or click. + +Additionally, on Android to access the home button in a fullscreen program you have to swipe from the top of the screen downward. This swiping motion also causes the Richtextlabel to scroll if your finger goes over it. I don't think that that should happen.",True,"Richtextlabel meta links shouldn't open when swiping to scroll - **Version and use case** + +I'm using Godot 2.1.1 to make an Android app. The app displays a long text with a lot of meta links. + +**Description** + +Scrolling a Richtextlabel on Android is done with swiping, but if the initial position that you put your finger to swipe is a meta link then the meta link will be opened. + +If a large percentage of the Richtextlabel area is meta links, then it's uncomfortable to scroll. + +I think a meta link should only be activated on release of the press or click. + +Additionally, on Android to access the home button in a fullscreen program you have to swipe from the top of the screen downward. This swiping motion also causes the Richtextlabel to scroll if your finger goes over it. I don't think that that should happen.",1,richtextlabel meta links shouldn t open when swiping to scroll version and use case i m using godot to make an android app the app displays a long text with a lot of meta links description scrolling a richtextlabel on android is done with swiping but if the initial position that you put your finger to swipe is a meta link then the meta link will be opened if a large percentage of the richtextlabel area is meta links then it s uncomfortable to scroll i think a meta link should only be activated on release of the press or click additionally on android to access the home button in a fullscreen program you have to swipe from the top of the screen downward this swiping motion also causes the richtextlabel to scroll if your finger goes over it i don t think that that should happen ,1 +21326,16834812394.0,IssuesEvent,2021-06-18 10:30:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Scene Label force save bug.,bug confirmed topic:editor usability,"**Godot version:** +3.1.1 + +**OS/device including version:** +10.14 + + +**Issue description:** +here has two way for close scene label: +1. click ""x"" +2. cmd+shift+w or right click label select ""close scene"" + +here has problem with the 2nd way. It will force saving ( or loading ) for a while. It is not nessacery.",True,"Scene Label force save bug. - **Godot version:** +3.1.1 + +**OS/device including version:** +10.14 + + +**Issue description:** +here has two way for close scene label: +1. click ""x"" +2. cmd+shift+w or right click label select ""close scene"" + +here has problem with the 2nd way. It will force saving ( or loading ) for a while. It is not nessacery.",1,scene label force save bug godot version os device including version issue description here has two way for close scene label click x cmd shift w or right click label select close scene here has problem with the way it will force saving or loading for a while it is not nessacery ,1 +26863,27281588209.0,IssuesEvent,2023-02-23 10:27:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Manager dialogs are wrongly sized based on their dynamically wrapped contents,bug topic:editor usability,"### Godot version + +4.0rc1 + +### System information + +Mac Intel + +### Issue description + + + + +### Steps to reproduce + +Try converting a 3.0 -> 4.0 project + +### Minimal reproduction project + +N/A",True,"Project Manager dialogs are wrongly sized based on their dynamically wrapped contents - ### Godot version + +4.0rc1 + +### System information + +Mac Intel + +### Issue description + + + + +### Steps to reproduce + +Try converting a 3.0 -> 4.0 project + +### Minimal reproduction project + +N/A",1,project manager dialogs are wrongly sized based on their dynamically wrapped contents godot version system information mac intel issue description img width alt screen shot at am src steps to reproduce try converting a project minimal reproduction project n a,1 +16376,10861920406.0,IssuesEvent,2019-11-14 12:10:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector feedback,topic:editor usability,"So, Godot got a new inspector. Exciting! I took some time to have a look for issues and possible improvements. + +1. Formatting and tags should be filtered from tooltips +![tooltip](https://user-images.githubusercontent.com/1654763/40315833-cdab2468-5d1c-11e8-8766-b09eba2f16ec.PNG) +1. When editing subresources, there is no vertical scrollbar +![verticalscroll](https://user-images.githubusercontent.com/1654763/40316047-5aa7f74c-5d1d-11e8-9b5d-981ba882211d.PNG) +1. Is there a shortcut for editing the subresource besides Right click -> Edit? Like CTRL+Click on it? +1. On resources like the Texture above, there should be a way to ""show resource in folder/on disk"" to see where it's saved +1. There should be a vertical gutter to choose how much space values and keys have +![gutter](https://user-images.githubusercontent.com/1654763/40316611-23f9f496-5d1f-11e8-8e95-4d7fb89a25d4.gif) +1. I really like how they associate X/Y/Z with the gizmo colors for the axis there: +![gizmocolor](https://user-images.githubusercontent.com/1654763/40316770-a81b7b32-5d1f-11e8-9221-f6f81946274b.PNG) +1. The inspector could be more compact in general. Compare: +![compact1](https://user-images.githubusercontent.com/1654763/40316843-e3cb5cf6-5d1f-11e8-9545-3572337794e2.PNG) +vs +![compact2](https://user-images.githubusercontent.com/1654763/40316846-e5b2452a-5d1f-11e8-9217-cb7c6e41581b.PNG) +In some instances its better already, like here: +![compact3](https://user-images.githubusercontent.com/1654763/40317916-34cba19e-5d23-11e8-870a-8c688b153133.PNG) +1. Also see those yellow arrow after controls above? They allow you to easily undo specific changes and reset the field to whatever it was prior to your change. +1. Dropdowns like the layer mask selections should stay open to allow multiple changes without having to reopen the dropdown each time +1. Seeing as keys can actually have focus, allow me to select ""Position"" (like below) and then reset both values at once by pressing ""0"", or allow me to enter any number to set both at the same time: +![position](https://user-images.githubusercontent.com/1654763/40318051-a3111616-5d23-11e8-999f-ee7a49b11eb4.PNG) + + +",True,"Inspector feedback - So, Godot got a new inspector. Exciting! I took some time to have a look for issues and possible improvements. + +1. Formatting and tags should be filtered from tooltips +![tooltip](https://user-images.githubusercontent.com/1654763/40315833-cdab2468-5d1c-11e8-8766-b09eba2f16ec.PNG) +1. When editing subresources, there is no vertical scrollbar +![verticalscroll](https://user-images.githubusercontent.com/1654763/40316047-5aa7f74c-5d1d-11e8-9b5d-981ba882211d.PNG) +1. Is there a shortcut for editing the subresource besides Right click -> Edit? Like CTRL+Click on it? +1. On resources like the Texture above, there should be a way to ""show resource in folder/on disk"" to see where it's saved +1. There should be a vertical gutter to choose how much space values and keys have +![gutter](https://user-images.githubusercontent.com/1654763/40316611-23f9f496-5d1f-11e8-8e95-4d7fb89a25d4.gif) +1. I really like how they associate X/Y/Z with the gizmo colors for the axis there: +![gizmocolor](https://user-images.githubusercontent.com/1654763/40316770-a81b7b32-5d1f-11e8-9221-f6f81946274b.PNG) +1. The inspector could be more compact in general. Compare: +![compact1](https://user-images.githubusercontent.com/1654763/40316843-e3cb5cf6-5d1f-11e8-9545-3572337794e2.PNG) +vs +![compact2](https://user-images.githubusercontent.com/1654763/40316846-e5b2452a-5d1f-11e8-9217-cb7c6e41581b.PNG) +In some instances its better already, like here: +![compact3](https://user-images.githubusercontent.com/1654763/40317916-34cba19e-5d23-11e8-870a-8c688b153133.PNG) +1. Also see those yellow arrow after controls above? They allow you to easily undo specific changes and reset the field to whatever it was prior to your change. +1. Dropdowns like the layer mask selections should stay open to allow multiple changes without having to reopen the dropdown each time +1. Seeing as keys can actually have focus, allow me to select ""Position"" (like below) and then reset both values at once by pressing ""0"", or allow me to enter any number to set both at the same time: +![position](https://user-images.githubusercontent.com/1654763/40318051-a3111616-5d23-11e8-999f-ee7a49b11eb4.PNG) + + +",1,inspector feedback so godot got a new inspector exciting i took some time to have a look for issues and possible improvements formatting and tags should be filtered from tooltips when editing subresources there is no vertical scrollbar is there a shortcut for editing the subresource besides right click edit like ctrl click on it on resources like the texture above there should be a way to show resource in folder on disk to see where it s saved there should be a vertical gutter to choose how much space values and keys have i really like how they associate x y z with the gizmo colors for the axis there the inspector could be more compact in general compare vs in some instances its better already like here also see those yellow arrow after controls above they allow you to easily undo specific changes and reset the field to whatever it was prior to your change dropdowns like the layer mask selections should stay open to allow multiple changes without having to reopen the dropdown each time seeing as keys can actually have focus allow me to select position like below and then reset both values at once by pressing or allow me to enter any number to set both at the same time ,1 +25618,25498727852.0,IssuesEvent,2022-11-28 00:21:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Can't batch create atlas tiles when dragging multiple images into TileSet editor,enhancement topic:editor usability,"### Godot version + +4.0.beta6 + +### System information + +Arch Linux + +### Issue description + +When dragging an image into the TileSet editor, you'll be prompted with: + +> Would you like to automatically create tiles in the atlas? + +This is quite handy. + +However, some asset packs split tiles into multiple sprite sheet images. Dragging multiple images into the TileSet editor won't ask to create the tiles for you. So the user have to either + +* drag the sprite sheets into the editor one by one, and click ""Yes"" when prompted, or +* go through each created atlas, and select ""Create Tiles in Non-Transparent Texture Regions"" + +Quite tedious when the number of sprite sheets are large. + +### Steps to reproduce + +Drag two or more images into a TileSet editor. There won't be any dialog asking for creating tiles in the altas for you. + +### Minimal reproduction project + +N/A",True,"Can't batch create atlas tiles when dragging multiple images into TileSet editor - ### Godot version + +4.0.beta6 + +### System information + +Arch Linux + +### Issue description + +When dragging an image into the TileSet editor, you'll be prompted with: + +> Would you like to automatically create tiles in the atlas? + +This is quite handy. + +However, some asset packs split tiles into multiple sprite sheet images. Dragging multiple images into the TileSet editor won't ask to create the tiles for you. So the user have to either + +* drag the sprite sheets into the editor one by one, and click ""Yes"" when prompted, or +* go through each created atlas, and select ""Create Tiles in Non-Transparent Texture Regions"" + +Quite tedious when the number of sprite sheets are large. + +### Steps to reproduce + +Drag two or more images into a TileSet editor. There won't be any dialog asking for creating tiles in the altas for you. + +### Minimal reproduction project + +N/A",1,can t batch create atlas tiles when dragging multiple images into tileset editor godot version system information arch linux issue description when dragging an image into the tileset editor you ll be prompted with would you like to automatically create tiles in the atlas this is quite handy however some asset packs split tiles into multiple sprite sheet images dragging multiple images into the tileset editor won t ask to create the tiles for you so the user have to either drag the sprite sheets into the editor one by one and click yes when prompted or go through each created atlas and select create tiles in non transparent texture regions quite tedious when the number of sprite sheets are large steps to reproduce drag two or more images into a tileset editor there won t be any dialog asking for creating tiles in the altas for you minimal reproduction project n a,1 +15164,9810713176.0,IssuesEvent,2019-06-12 21:10:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add Script Name to Script Icon tooltip in Scene Tree,feature proposal junior job topic:editor usability,"**Godot version:** +3,1.1 stable + +**Issue description:** +It would be useful to see the script name in script icon tooltip when mouse is over the script icon in scene tree. + +See the image. + +![image](https://user-images.githubusercontent.com/11921431/59031953-c9cd5280-886d-11e9-9291-bd5866135f4b.png) +",True,"Add Script Name to Script Icon tooltip in Scene Tree - **Godot version:** +3,1.1 stable + +**Issue description:** +It would be useful to see the script name in script icon tooltip when mouse is over the script icon in scene tree. + +See the image. + +![image](https://user-images.githubusercontent.com/11921431/59031953-c9cd5280-886d-11e9-9291-bd5866135f4b.png) +",1,add script name to script icon tooltip in scene tree godot version stable issue description it would be useful to see the script name in script icon tooltip when mouse is over the script icon in scene tree see the image ,1 +22562,19660003937.0,IssuesEvent,2022-01-10 16:07:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompletion stops on perfect match,bug topic:gdscript topic:editor usability,"### Godot version + +28174d5 + +### System information + +W10 + +### Issue description + +When you have a word with perfect match to some identifier, the autocompletion will no longer appear. + +Godot +![image](https://user-images.githubusercontent.com/2223172/147423057-0372501e-3caa-48b4-a4d6-11470b683e8c.png) + +VS Code (expected) +![image](https://user-images.githubusercontent.com/2223172/147423075-b54bd700-be77-4729-a9ee-a8bb6ddfd654.png) + +At least using Ctrl + Space should force the popup. + +### Steps to reproduce + +1. Type something that perfectly matches some identifier, but also is part of another, longer identifier +2. Try to autocomplete the longer identifier + +### Minimal reproduction project + +_No response_",True,"Autocompletion stops on perfect match - ### Godot version + +28174d5 + +### System information + +W10 + +### Issue description + +When you have a word with perfect match to some identifier, the autocompletion will no longer appear. + +Godot +![image](https://user-images.githubusercontent.com/2223172/147423057-0372501e-3caa-48b4-a4d6-11470b683e8c.png) + +VS Code (expected) +![image](https://user-images.githubusercontent.com/2223172/147423075-b54bd700-be77-4729-a9ee-a8bb6ddfd654.png) + +At least using Ctrl + Space should force the popup. + +### Steps to reproduce + +1. Type something that perfectly matches some identifier, but also is part of another, longer identifier +2. Try to autocomplete the longer identifier + +### Minimal reproduction project + +_No response_",1,autocompletion stops on perfect match godot version system information issue description when you have a word with perfect match to some identifier the autocompletion will no longer appear godot vs code expected at least using ctrl space should force the popup steps to reproduce type something that perfectly matches some identifier but also is part of another longer identifier try to autocomplete the longer identifier minimal reproduction project no response ,1 +19536,14216442719.0,IssuesEvent,2020-11-17 09:00:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Disable/fix spinbox drag functionality,bug confirmed topic:gui usability," + +**Godot version:** + +3.1 + +**Issue description:** + +Spinbox is responsible for + +https://github.com/godotengine/godot/issues/30242 + +https://github.com/godotengine/godot/issues/11893 + +GraphEdits zoom spin box also has this problem. + +To reiterate: + +When moving drag data from get_drag_data over a spinbox node, the mouse cursor vanishes and locks. Sometimes it can be recovered though clicking, but that heavily depends on the circumstances.",True,"Disable/fix spinbox drag functionality - + +**Godot version:** + +3.1 + +**Issue description:** + +Spinbox is responsible for + +https://github.com/godotengine/godot/issues/30242 + +https://github.com/godotengine/godot/issues/11893 + +GraphEdits zoom spin box also has this problem. + +To reiterate: + +When moving drag data from get_drag_data over a spinbox node, the mouse cursor vanishes and locks. Sometimes it can be recovered though clicking, but that heavily depends on the circumstances.",1,disable fix spinbox drag functionality please search existing issues for potential duplicates before filing yours godot version issue description spinbox is responsible for graphedits zoom spin box also has this problem to reiterate when moving drag data from get drag data over a spinbox node the mouse cursor vanishes and locks sometimes it can be recovered though clicking but that heavily depends on the circumstances ,1 +18060,12515988712.0,IssuesEvent,2020-06-03 08:39:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Add a ""first start"" dialog to the editor to improve user experience",discussion enhancement topic:editor usability,"Software like [IntelliJ](https://www.jetbrains.com/help/idea/2017.1/running-intellij-idea-ultimate-for-the-first-time.html) features a ""first start"" dialog where the user can choose essential settings such as language, editor layout, control scheme, and more. + +It was also suggested that the user can also change the DPI mode and font size from there (in case automatic detection failed or is not suited to the display). + +If the user changes at least one setting that requires an editor restart there, the user should be prompted to restart the editor (with a button, for example).",True,"Add a ""first start"" dialog to the editor to improve user experience - Software like [IntelliJ](https://www.jetbrains.com/help/idea/2017.1/running-intellij-idea-ultimate-for-the-first-time.html) features a ""first start"" dialog where the user can choose essential settings such as language, editor layout, control scheme, and more. + +It was also suggested that the user can also change the DPI mode and font size from there (in case automatic detection failed or is not suited to the display). + +If the user changes at least one setting that requires an editor restart there, the user should be prompted to restart the editor (with a button, for example).",1,add a first start dialog to the editor to improve user experience software like features a first start dialog where the user can choose essential settings such as language editor layout control scheme and more it was also suggested that the user can also change the dpi mode and font size from there in case automatic detection failed or is not suited to the display if the user changes at least one setting that requires an editor restart there the user should be prompted to restart the editor with a button for example ,1 +21402,17025384006.0,IssuesEvent,2021-07-03 11:43:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,File path drag-n-drop uses double quotes even when auto-completion is set to use single quotes,enhancement topic:editor usability,"### Godot version + +v3.3.2.stable.official + +### System information + +Windows 10 + +### Issue description + +Godot has an auto-completion setting on whether to use single or double quotes. Drag-n-dropping files from the FileSystem panel into the Script Editor uses double quotes even when this setting is set to single quotes. + +### Steps to reproduce + +1. Set Editor Settings > General > Text Editor > Completion > Use Single Quotes to true. +2. Open up a gdscript in the Script Editor. +2. Try to drag-and-drop a file from the FileSystem panel into the script. +3. The file's path is pasted, but it is enclosed in double quotes.",True,"File path drag-n-drop uses double quotes even when auto-completion is set to use single quotes - ### Godot version + +v3.3.2.stable.official + +### System information + +Windows 10 + +### Issue description + +Godot has an auto-completion setting on whether to use single or double quotes. Drag-n-dropping files from the FileSystem panel into the Script Editor uses double quotes even when this setting is set to single quotes. + +### Steps to reproduce + +1. Set Editor Settings > General > Text Editor > Completion > Use Single Quotes to true. +2. Open up a gdscript in the Script Editor. +2. Try to drag-and-drop a file from the FileSystem panel into the script. +3. The file's path is pasted, but it is enclosed in double quotes.",1,file path drag n drop uses double quotes even when auto completion is set to use single quotes godot version stable official system information windows issue description godot has an auto completion setting on whether to use single or double quotes drag n dropping files from the filesystem panel into the script editor uses double quotes even when this setting is set to single quotes steps to reproduce set editor settings general text editor completion use single quotes to true open up a gdscript in the script editor try to drag and drop a file from the filesystem panel into the script the file s path is pasted but it is enclosed in double quotes ,1 +11570,7298451489.0,IssuesEvent,2018-02-26 17:13:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 3.0b1.0 : View Settings Lost Between Sessions,bug topic:editor usability,"**Issue description:** +Between Editor sessions with a given project, View settings (ie. number of viewports, individual viewport display settings, etc.) are reset to the default. + +Loading a saved View setup does not restore these settings either. Perhaps this is intended behavior? If so, maybe a rethink is in order. +",True,"Godot 3.0b1.0 : View Settings Lost Between Sessions - **Issue description:** +Between Editor sessions with a given project, View settings (ie. number of viewports, individual viewport display settings, etc.) are reset to the default. + +Loading a saved View setup does not restore these settings either. Perhaps this is intended behavior? If so, maybe a rethink is in order. +",1,godot view settings lost between sessions issue description between editor sessions with a given project view settings ie number of viewports individual viewport display settings etc are reset to the default loading a saved view setup does not restore these settings either perhaps this is intended behavior if so maybe a rethink is in order ,1 +10872,6967746835.0,IssuesEvent,2017-12-10 13:11:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Close tab shortcut seems broken,bug topic:editor usability,"Using the shortcut `Ctrl+Shift+W` to close an open scene sometimes results in an Alert! ""This operation can't be done without a tree root"" even though the scene has a root node and can be closed normally with the mouse. Other times it will close a different tab, not the one selected and displayed (the previous one usually).",True,"Close tab shortcut seems broken - Using the shortcut `Ctrl+Shift+W` to close an open scene sometimes results in an Alert! ""This operation can't be done without a tree root"" even though the scene has a root node and can be closed normally with the mouse. Other times it will close a different tab, not the one selected and displayed (the previous one usually).",1,close tab shortcut seems broken using the shortcut ctrl shift w to close an open scene sometimes results in an alert this operation can t be done without a tree root even though the scene has a root node and can be closed normally with the mouse other times it will close a different tab not the one selected and displayed the previous one usually ,1 +18172,12625830779.0,IssuesEvent,2020-06-14 13:51:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,ButtonGroup get last pressed button,discussion enhancement usability,"I can't find a way to get the last_pressed_button + +ButtonGroup uses set_pressed(false) to unpress a button, this is not sending any signal I can see. + +https://github.com/godotengine/godot/blob/c5ba9d9b7c6d7d2c08d01b13af87748af4dee8a2/scene/gui/base_button.cpp#L47 +https://github.com/godotengine/godot/blob/c5ba9d9b7c6d7d2c08d01b13af87748af4dee8a2/scene/gui/base_button.cpp#L327",True,"ButtonGroup get last pressed button - I can't find a way to get the last_pressed_button + +ButtonGroup uses set_pressed(false) to unpress a button, this is not sending any signal I can see. + +https://github.com/godotengine/godot/blob/c5ba9d9b7c6d7d2c08d01b13af87748af4dee8a2/scene/gui/base_button.cpp#L47 +https://github.com/godotengine/godot/blob/c5ba9d9b7c6d7d2c08d01b13af87748af4dee8a2/scene/gui/base_button.cpp#L327",1,buttongroup get last pressed button i can t find a way to get the last pressed button buttongroup uses set pressed false to unpress a button this is not sending any signal i can see ,1 +17345,11941999430.0,IssuesEvent,2020-04-02 19:27:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Focus problems with popup menus,bug topic:editor topic:gui usability,"**Godot version:** +b50387c8b + +**OS/device including version:** +Windows 10 + +**Issue description:** +The new popup menus will unfocus the editor, which leads to problems like this +![image](https://user-images.githubusercontent.com/2223172/78292547-7f694080-7527-11ea-8307-a91205d67a98.png) +These buttons no longer get hover event (you can see that different button is hovered from clicked). Also you always need to click them to open the menu. + +It seems weird to me that the popup menus are basically sub-windows. I mean, uncofusing editor on menu open... I don't know any other application that does that.",True,"Focus problems with popup menus - **Godot version:** +b50387c8b + +**OS/device including version:** +Windows 10 + +**Issue description:** +The new popup menus will unfocus the editor, which leads to problems like this +![image](https://user-images.githubusercontent.com/2223172/78292547-7f694080-7527-11ea-8307-a91205d67a98.png) +These buttons no longer get hover event (you can see that different button is hovered from clicked). Also you always need to click them to open the menu. + +It seems weird to me that the popup menus are basically sub-windows. I mean, uncofusing editor on menu open... I don't know any other application that does that.",1,focus problems with popup menus godot version os device including version windows issue description the new popup menus will unfocus the editor which leads to problems like this these buttons no longer get hover event you can see that different button is hovered from clicked also you always need to click them to open the menu it seems weird to me that the popup menus are basically sub windows i mean uncofusing editor on menu open i don t know any other application that does that ,1 +17940,12439111505.0,IssuesEvent,2020-05-26 09:33:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Preserve position and size of godot's editor window between sessions.,feature proposal topic:editor usability,"**Godot version**: 2.x , 3.x +**Operating system**: windows 7 + +**The reason of the proposal**: +Every person have its own way of working, tools he use and how they are arranged all together on screen. Unfortunately godot editor is perhaps the only one, which do not remember its position and size betwin sessions, so it is necessary to move and resize it, to desired location and size, every time its started. + +If someone is frequently jumping betwin projects - **it turns into unnecessary additional burden, where one instead of concentrate on main problem - plays endlesly with ordering windows on screen every fiew minutes or even several seconds**. Believe me - after 100 times it might begin to be a hassle and start destroying all the fun. +All just because, while godot do all the complex stuff, it forgets about the most basic one, like - to remember its own position and size. + +**Enhancement proposal**: +Godot **Editor should save its window position and size when window is closed (destroyed)**, +and **restore its position and size when window is opened (created)**, +so it always appear at expected and usual for the user placement, +saving him from playing around with windows ordering instead of working on main project. +**Its very small adjustment but same time a huge improvement, time and distraction saving feature**. + +As for me, it could be enought if Editor just save and restore its window position and size, and thats it. +There is no need for any additional settings for it. + +_But perhaps there might be someone who would like to have it saved per project. +(where setting could be saved into project's engine.cfg file instead of editor's config file) +But... imho, saving it per project might preserve unnecessary hasle since there might be many different placements betwin projects and again, when jumping betwin projects it might enforce one to move and scale editor's window and the end. +Therefore IF saving it per project could be implemented too, it could be reasonable to add [checkbox] in editor settings, like [save editors window placement per project] to give user option to chose if he want editor to just remember its placement globaly for all projects, or save it along with project so every project might have its own different window placement._ +",True,"Preserve position and size of godot's editor window between sessions. - **Godot version**: 2.x , 3.x +**Operating system**: windows 7 + +**The reason of the proposal**: +Every person have its own way of working, tools he use and how they are arranged all together on screen. Unfortunately godot editor is perhaps the only one, which do not remember its position and size betwin sessions, so it is necessary to move and resize it, to desired location and size, every time its started. + +If someone is frequently jumping betwin projects - **it turns into unnecessary additional burden, where one instead of concentrate on main problem - plays endlesly with ordering windows on screen every fiew minutes or even several seconds**. Believe me - after 100 times it might begin to be a hassle and start destroying all the fun. +All just because, while godot do all the complex stuff, it forgets about the most basic one, like - to remember its own position and size. + +**Enhancement proposal**: +Godot **Editor should save its window position and size when window is closed (destroyed)**, +and **restore its position and size when window is opened (created)**, +so it always appear at expected and usual for the user placement, +saving him from playing around with windows ordering instead of working on main project. +**Its very small adjustment but same time a huge improvement, time and distraction saving feature**. + +As for me, it could be enought if Editor just save and restore its window position and size, and thats it. +There is no need for any additional settings for it. + +_But perhaps there might be someone who would like to have it saved per project. +(where setting could be saved into project's engine.cfg file instead of editor's config file) +But... imho, saving it per project might preserve unnecessary hasle since there might be many different placements betwin projects and again, when jumping betwin projects it might enforce one to move and scale editor's window and the end. +Therefore IF saving it per project could be implemented too, it could be reasonable to add [checkbox] in editor settings, like [save editors window placement per project] to give user option to chose if he want editor to just remember its placement globaly for all projects, or save it along with project so every project might have its own different window placement._ +",1,preserve position and size of godot s editor window between sessions godot version x x operating system windows the reason of the proposal every person have its own way of working tools he use and how they are arranged all together on screen unfortunately godot editor is perhaps the only one which do not remember its position and size betwin sessions so it is necessary to move and resize it to desired location and size every time its started if someone is frequently jumping betwin projects it turns into unnecessary additional burden where one instead of concentrate on main problem plays endlesly with ordering windows on screen every fiew minutes or even several seconds believe me after times it might begin to be a hassle and start destroying all the fun all just because while godot do all the complex stuff it forgets about the most basic one like to remember its own position and size enhancement proposal godot editor should save its window position and size when window is closed destroyed and restore its position and size when window is opened created so it always appear at expected and usual for the user placement saving him from playing around with windows ordering instead of working on main project its very small adjustment but same time a huge improvement time and distraction saving feature as for me it could be enought if editor just save and restore its window position and size and thats it there is no need for any additional settings for it but perhaps there might be someone who would like to have it saved per project where setting could be saved into project s engine cfg file instead of editor s config file but imho saving it per project might preserve unnecessary hasle since there might be many different placements betwin projects and again when jumping betwin projects it might enforce one to move and scale editor s window and the end therefore if saving it per project could be implemented too it could be reasonable to add in editor settings like to give user option to chose if he want editor to just remember its placement globaly for all projects or save it along with project so every project might have its own different window placement ,1 +9903,6500667762.0,IssuesEvent,2017-08-23 06:08:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Auto-indent destroy undo history,bug topic:editor usability,"Everything is in the title ^^ +Basically if you use auto-indent, your editing history gets destroyed, meaning if you're unhappy with the auto-indent result, you have to close the file without saving it, then reopen it :'-( + +I've experienced this behavior with Godot 3 alpha but I think it is a much older issue: I believe this is due to 389d6ca0c7ad6d0609731b279f30df011c6bf40a, but I don't get the reason of this patch in the first place...",True,"Auto-indent destroy undo history - Everything is in the title ^^ +Basically if you use auto-indent, your editing history gets destroyed, meaning if you're unhappy with the auto-indent result, you have to close the file without saving it, then reopen it :'-( + +I've experienced this behavior with Godot 3 alpha but I think it is a much older issue: I believe this is due to 389d6ca0c7ad6d0609731b279f30df011c6bf40a, but I don't get the reason of this patch in the first place...",1,auto indent destroy undo history everything is in the title basically if you use auto indent your editing history gets destroyed meaning if you re unhappy with the auto indent result you have to close the file without saving it then reopen it i ve experienced this behavior with godot alpha but i think it is a much older issue i believe this is due to but i don t get the reason of this patch in the first place ,1 +21266,16739262192.0,IssuesEvent,2021-06-11 07:49:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Tileset: Atlas Tiles do not show modulation,bug topic:editor usability,"**Godot version:** 3.2.1 stable + +**OS/device including version:** Win64 + +**Issue description:** +Atlas Tiles do not show their modulation in the Tilemap preview. This can be especially confusing when there are also tiles of the same texture without modulation: +![Tileset_atlas_nomodulate_preview](https://user-images.githubusercontent.com/47016402/76334903-0b56c680-62f4-11ea-8dd5-27187d740873.png) +spritesheet.png is the AtlasTile. Those Tiles 1-8 underneath in the lower right corner should be equally blue. + +**Steps to reproduce:** +Create Atlas Tiles Tileset, set modulation, select Tilemap, select AtlasTile +",True,"Tileset: Atlas Tiles do not show modulation - **Godot version:** 3.2.1 stable + +**OS/device including version:** Win64 + +**Issue description:** +Atlas Tiles do not show their modulation in the Tilemap preview. This can be especially confusing when there are also tiles of the same texture without modulation: +![Tileset_atlas_nomodulate_preview](https://user-images.githubusercontent.com/47016402/76334903-0b56c680-62f4-11ea-8dd5-27187d740873.png) +spritesheet.png is the AtlasTile. Those Tiles 1-8 underneath in the lower right corner should be equally blue. + +**Steps to reproduce:** +Create Atlas Tiles Tileset, set modulation, select Tilemap, select AtlasTile +",1,tileset atlas tiles do not show modulation godot version stable os device including version issue description atlas tiles do not show their modulation in the tilemap preview this can be especially confusing when there are also tiles of the same texture without modulation spritesheet png is the atlastile those tiles underneath in the lower right corner should be equally blue steps to reproduce create atlas tiles tileset set modulation select tilemap select atlastile ,1 +10722,6894105637.0,IssuesEvent,2017-11-23 08:40:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improvements to camera movement and freelook in 3D editor,enhancement feature proposal topic:editor usability,"**Operating system or device - Godot version:** +Arch Linux, Godot 3 master + +**Issue description:** +I've been playing around a bit with UE4 lately, solely to investigate what small things it has, that I'd really like to see in Godot, too. One of the things that I noticed I liked most is how smooth and satisfying the camera movement in the 3D editor feels as opposed to Godot (especially when using freelook). + +It's hard to explain, but there seems to be some sort of intertia or weight to the camera (similar to stabilizers in graphics programs) that allows for much more precise and less abrupt camera movement than in Godot. I played around with some of the editor settings in Godot but couldn't achieve the same effect. + +Unfortunately, I can't provide a gif for comparison, but maybe people who have used UE4 before (or possibly also Unity) can comment on this. Would it be possible to implement something like camera inertia for the camera in the 3D editor? I think this would greatly improve its usability. +",True,"Improvements to camera movement and freelook in 3D editor - **Operating system or device - Godot version:** +Arch Linux, Godot 3 master + +**Issue description:** +I've been playing around a bit with UE4 lately, solely to investigate what small things it has, that I'd really like to see in Godot, too. One of the things that I noticed I liked most is how smooth and satisfying the camera movement in the 3D editor feels as opposed to Godot (especially when using freelook). + +It's hard to explain, but there seems to be some sort of intertia or weight to the camera (similar to stabilizers in graphics programs) that allows for much more precise and less abrupt camera movement than in Godot. I played around with some of the editor settings in Godot but couldn't achieve the same effect. + +Unfortunately, I can't provide a gif for comparison, but maybe people who have used UE4 before (or possibly also Unity) can comment on this. Would it be possible to implement something like camera inertia for the camera in the 3D editor? I think this would greatly improve its usability. +",1,improvements to camera movement and freelook in editor operating system or device godot version arch linux godot master issue description i ve been playing around a bit with lately solely to investigate what small things it has that i d really like to see in godot too one of the things that i noticed i liked most is how smooth and satisfying the camera movement in the editor feels as opposed to godot especially when using freelook it s hard to explain but there seems to be some sort of intertia or weight to the camera similar to stabilizers in graphics programs that allows for much more precise and less abrupt camera movement than in godot i played around with some of the editor settings in godot but couldn t achieve the same effect unfortunately i can t provide a gif for comparison but maybe people who have used before or possibly also unity can comment on this would it be possible to implement something like camera inertia for the camera in the editor i think this would greatly improve its usability ,1 +10428,6718924724.0,IssuesEvent,2017-10-15 18:23:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Give the option to clear recent scenes like in the Scrip Editor,enhancement hacktoberfest topic:editor usability,The Script Editor has the option to clear the list of recent scripts. Such option would also be appreciated for the list of recent scenes.,True,Give the option to clear recent scenes like in the Scrip Editor - The Script Editor has the option to clear the list of recent scripts. Such option would also be appreciated for the list of recent scenes.,1,give the option to clear recent scenes like in the scrip editor the script editor has the option to clear the list of recent scripts such option would also be appreciated for the list of recent scenes ,1 +18199,12677383747.0,IssuesEvent,2020-06-19 07:39:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make the code that colors functions and member variables smarter,enhancement topic:editor usability,"As the title says. +## The issue right now + +The code for coloring the text for functions and member variables is fairly simplistic at the moment, the function coloring colors every piece of text before a pair of parenthesis and the member variable coloring colors every piece of text after a period. +## What can be done about it? + +How about making the system smarter by using information gleaned from parsing the code in the editor. +- Only color member variables that are known to exist. Otherwise leave the text white. +- Only color functions that are known to exist (and only if the inheritance is correct). Otherwise leave the text white. +- For both, you could even have the editor throw an error if it's a safe bet that said white text would stop the game (I know we may not be able to catch everything, that's why I said a 'safe' bet). + +--- + +In a sense, use the color feature to help developers write working code more of the time so there's less time quashing errors. + +Comments? +",True,"Make the code that colors functions and member variables smarter - As the title says. +## The issue right now + +The code for coloring the text for functions and member variables is fairly simplistic at the moment, the function coloring colors every piece of text before a pair of parenthesis and the member variable coloring colors every piece of text after a period. +## What can be done about it? + +How about making the system smarter by using information gleaned from parsing the code in the editor. +- Only color member variables that are known to exist. Otherwise leave the text white. +- Only color functions that are known to exist (and only if the inheritance is correct). Otherwise leave the text white. +- For both, you could even have the editor throw an error if it's a safe bet that said white text would stop the game (I know we may not be able to catch everything, that's why I said a 'safe' bet). + +--- + +In a sense, use the color feature to help developers write working code more of the time so there's less time quashing errors. + +Comments? +",1,make the code that colors functions and member variables smarter as the title says the issue right now the code for coloring the text for functions and member variables is fairly simplistic at the moment the function coloring colors every piece of text before a pair of parenthesis and the member variable coloring colors every piece of text after a period what can be done about it how about making the system smarter by using information gleaned from parsing the code in the editor only color member variables that are known to exist otherwise leave the text white only color functions that are known to exist and only if the inheritance is correct otherwise leave the text white for both you could even have the editor throw an error if it s a safe bet that said white text would stop the game i know we may not be able to catch everything that s why i said a safe bet in a sense use the color feature to help developers write working code more of the time so there s less time quashing errors comments ,1 +3422,3448877181.0,IssuesEvent,2015-12-16 10:44:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Re-organize files from within Godot while keeping connections,feature request topic:editor usability,"Like the title says, since Godot 1.2 is focusing on usability, I think what would increase the usability by quite a bit is to add re-organization functionality in the file browser window (functionality that will keep all of the connections intact if possible) + +_______________________________ +BENEFITS:: +-------------------------------------------------------- + - Less need to plan ahead as the game is worked on + - Vastly increased ability to keep a project organized as it grows (without requiring hours of work to re-connect everything). + - Gives more room for experimentation + - More accessibility to people who aren't seasoned game developers + +I hope you will find this a good idea, as I think file-structure management is an important thing to have in any creation software.",True,"Re-organize files from within Godot while keeping connections - Like the title says, since Godot 1.2 is focusing on usability, I think what would increase the usability by quite a bit is to add re-organization functionality in the file browser window (functionality that will keep all of the connections intact if possible) + +_______________________________ +BENEFITS:: +-------------------------------------------------------- + - Less need to plan ahead as the game is worked on + - Vastly increased ability to keep a project organized as it grows (without requiring hours of work to re-connect everything). + - Gives more room for experimentation + - More accessibility to people who aren't seasoned game developers + +I hope you will find this a good idea, as I think file-structure management is an important thing to have in any creation software.",1,re organize files from within godot while keeping connections like the title says since godot is focusing on usability i think what would increase the usability by quite a bit is to add re organization functionality in the file browser window functionality that will keep all of the connections intact if possible benefits less need to plan ahead as the game is worked on vastly increased ability to keep a project organized as it grows without requiring hours of work to re connect everything gives more room for experimentation more accessibility to people who aren t seasoned game developers i hope you will find this a good idea as i think file structure management is an important thing to have in any creation software ,1 +22385,19273181393.0,IssuesEvent,2021-12-10 08:46:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor freezes when deleting very long text in script editor,bug topic:gdscript topic:editor usability,"**Godot version:** +Master e46159ab4d0300ca514121f7844888bbfe4a8875 +Also reproduced in 3.2 (freezes for longer) + +**OS/device including version:** +Windows 10 +Also reproduced on Linux (Ubuntu 20.04) + +**Issue description:** +The editor freezes for a while when deleting too many lines at once in the script editor. +In Godot 4.0: several seconds for 10K+ lines +In Godot 3.2: close to a minute for 10K+ lines + +The callstack in 4.0 shows that for each removed line, it iterates over all following lines one by one to copy each line over the previous one. +``` +godot.windows.tools.64.exe!_atomic_conditional_increment_impl(volatile unsigned int * pw) Line 65 C++ +godot.windows.tools.64.exe!atomic_conditional_increment(volatile unsigned int * pw) Line 116 C++ +godot.windows.tools.64.exe!CowData::_ref(const CowData & p_from) Line 362 C++ +godot.windows.tools.64.exe!Vector::operator=(const Vector & p_from) Line 127 C++ +godot.windows.tools.64.exe!TextEdit::Text::Line::operator=(const TextEdit::Text::Line & __that) C++ +godot.windows.tools.64.exe!CowData::remove(int p_index) Line 166 C++ +godot.windows.tools.64.exe!Vector::remove(int p_index) Line 70 C++ +godot.windows.tools.64.exe!TextEdit::Text::remove(int p_at) Line 208 C++ +godot.windows.tools.64.exe!TextEdit::_base_remove_text(int p_from_line, int p_from_column, int p_to_line, int p_to_column) Line 3769 C++ +godot.windows.tools.64.exe!TextEdit::_remove_text(int p_from_line, int p_from_column, int p_to_line, int p_to_column) Line 3853 C++ +godot.windows.tools.64.exe!TextEdit::_gui_input(const Ref & p_gui_input) Line 2598 C++ +``` + +**Steps to reproduce:** +Using the provided minimal reproduction project: +- Open script1.gd +- Select the whole text +- Press delete +- Observe the editor freezing + +**Minimal reproduction project:** +4.0: [long-text-copy.zip](https://github.com/godotengine/godot/files/5316522/long-text-copy.zip) +3.2: [long-text-copy-3.2.zip](https://github.com/godotengine/godot/files/5316598/long-text-copy-3.2.zip) +",True,"Editor freezes when deleting very long text in script editor - **Godot version:** +Master e46159ab4d0300ca514121f7844888bbfe4a8875 +Also reproduced in 3.2 (freezes for longer) + +**OS/device including version:** +Windows 10 +Also reproduced on Linux (Ubuntu 20.04) + +**Issue description:** +The editor freezes for a while when deleting too many lines at once in the script editor. +In Godot 4.0: several seconds for 10K+ lines +In Godot 3.2: close to a minute for 10K+ lines + +The callstack in 4.0 shows that for each removed line, it iterates over all following lines one by one to copy each line over the previous one. +``` +godot.windows.tools.64.exe!_atomic_conditional_increment_impl(volatile unsigned int * pw) Line 65 C++ +godot.windows.tools.64.exe!atomic_conditional_increment(volatile unsigned int * pw) Line 116 C++ +godot.windows.tools.64.exe!CowData::_ref(const CowData & p_from) Line 362 C++ +godot.windows.tools.64.exe!Vector::operator=(const Vector & p_from) Line 127 C++ +godot.windows.tools.64.exe!TextEdit::Text::Line::operator=(const TextEdit::Text::Line & __that) C++ +godot.windows.tools.64.exe!CowData::remove(int p_index) Line 166 C++ +godot.windows.tools.64.exe!Vector::remove(int p_index) Line 70 C++ +godot.windows.tools.64.exe!TextEdit::Text::remove(int p_at) Line 208 C++ +godot.windows.tools.64.exe!TextEdit::_base_remove_text(int p_from_line, int p_from_column, int p_to_line, int p_to_column) Line 3769 C++ +godot.windows.tools.64.exe!TextEdit::_remove_text(int p_from_line, int p_from_column, int p_to_line, int p_to_column) Line 3853 C++ +godot.windows.tools.64.exe!TextEdit::_gui_input(const Ref & p_gui_input) Line 2598 C++ +``` + +**Steps to reproduce:** +Using the provided minimal reproduction project: +- Open script1.gd +- Select the whole text +- Press delete +- Observe the editor freezing + +**Minimal reproduction project:** +4.0: [long-text-copy.zip](https://github.com/godotengine/godot/files/5316522/long-text-copy.zip) +3.2: [long-text-copy-3.2.zip](https://github.com/godotengine/godot/files/5316598/long-text-copy-3.2.zip) +",1,editor freezes when deleting very long text in script editor godot version master also reproduced in freezes for longer os device including version windows also reproduced on linux ubuntu issue description the editor freezes for a while when deleting too many lines at once in the script editor in godot several seconds for lines in godot close to a minute for lines the callstack in shows that for each removed line it iterates over all following lines one by one to copy each line over the previous one godot windows tools exe atomic conditional increment impl volatile unsigned int pw line c godot windows tools exe atomic conditional increment volatile unsigned int pw line c godot windows tools exe cowdata ref const cowdata p from line c godot windows tools exe vector operator const vector p from line c godot windows tools exe textedit text line operator const textedit text line that c godot windows tools exe cowdata remove int p index line c godot windows tools exe vector remove int p index line c godot windows tools exe textedit text remove int p at line c godot windows tools exe textedit base remove text int p from line int p from column int p to line int p to column line c godot windows tools exe textedit remove text int p from line int p from column int p to line int p to column line c godot windows tools exe textedit gui input const ref p gui input line c steps to reproduce using the provided minimal reproduction project open gd select the whole text press delete observe the editor freezing minimal reproduction project ,1 +26343,26726686847.0,IssuesEvent,2023-01-29 19:58:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Node added right after adding another node has wrong parent,bug topic:editor usability regression,"### Godot version + +4.0 91fedb6 + +### System information + +Windows 10 x64 + +### Issue description + +Add Child Node adds node as a child of currently selected node. However if you add 2 nodes in a row, the second node will ignore selected node and get added as its sibling: + +![godot_nueDdjsOup](https://user-images.githubusercontent.com/2223172/212568178-ab6e5812-aa66-4a63-9278-2c931fd84f74.gif) + + +### Steps to reproduce + +1. Add Node +2. Add Node + +### Minimal reproduction project + +N/A",True,"Node added right after adding another node has wrong parent - ### Godot version + +4.0 91fedb6 + +### System information + +Windows 10 x64 + +### Issue description + +Add Child Node adds node as a child of currently selected node. However if you add 2 nodes in a row, the second node will ignore selected node and get added as its sibling: + +![godot_nueDdjsOup](https://user-images.githubusercontent.com/2223172/212568178-ab6e5812-aa66-4a63-9278-2c931fd84f74.gif) + + +### Steps to reproduce + +1. Add Node +2. Add Node + +### Minimal reproduction project + +N/A",1,node added right after adding another node has wrong parent godot version system information windows issue description add child node adds node as a child of currently selected node however if you add nodes in a row the second node will ignore selected node and get added as its sibling steps to reproduce add node add node minimal reproduction project n a,1 +25504,25303887123.0,IssuesEvent,2022-11-17 12:49:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Xcode complains `English.lproj` should be named `en.lproj`,bug platform:macos usability topic:export,"### Godot version + +3.5.1 + +### System information + +MacOS Ventura 13.0.1, Xcode 14.1 + +### Issue description + +The latest version of Xcode doesn't like how godot exports some files. It generates the following warning. I believe it doesn't integer with deployment (it's only a warning), but it might be best to fix this now so users aren't presented with warnings by Xcode?? + +`Migrating the “English, deprecated” localization to “English” is recommended for all projects. This will ensure localized resources are placed in “en.lproj” directories instead of deprecated “English.lproj” directories.` + +### Steps to reproduce + +Export a generic hello world project for XCode + +### Minimal reproduction project + +Export a generic hello world project for XCode",True,"Xcode complains `English.lproj` should be named `en.lproj` - ### Godot version + +3.5.1 + +### System information + +MacOS Ventura 13.0.1, Xcode 14.1 + +### Issue description + +The latest version of Xcode doesn't like how godot exports some files. It generates the following warning. I believe it doesn't integer with deployment (it's only a warning), but it might be best to fix this now so users aren't presented with warnings by Xcode?? + +`Migrating the “English, deprecated” localization to “English” is recommended for all projects. This will ensure localized resources are placed in “en.lproj” directories instead of deprecated “English.lproj” directories.` + +### Steps to reproduce + +Export a generic hello world project for XCode + +### Minimal reproduction project + +Export a generic hello world project for XCode",1,xcode complains english lproj should be named en lproj godot version system information macos ventura xcode issue description the latest version of xcode doesn t like how godot exports some files it generates the following warning i believe it doesn t integer with deployment it s only a warning but it might be best to fix this now so users aren t presented with warnings by xcode migrating the “english deprecated” localization to “english” is recommended for all projects this will ensure localized resources are placed in “en lproj” directories instead of deprecated “english lproj” directories steps to reproduce export a generic hello world project for xcode minimal reproduction project export a generic hello world project for xcode,1 +5853,4044520642.0,IssuesEvent,2016-05-21 11:18:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Binary/XML to TSCN/TRES converter,feature proposal topic:editor usability,"I've converted a few projects from XML or binary formats to the new TSCN/TRES formats of Godot 2.0. It's a very tiresome process, as you need to save every resource in the new format, and then fix all the broken dependencies manually. + +It would be awesome to have an editor tool to convert binary SCN/RES and XML to TSCN/TRES (and maybe the other way around, though it wouldn't be a priority for me - but maybe not too hard as the exporter converts to SCN already on the fly).",True,"Binary/XML to TSCN/TRES converter - I've converted a few projects from XML or binary formats to the new TSCN/TRES formats of Godot 2.0. It's a very tiresome process, as you need to save every resource in the new format, and then fix all the broken dependencies manually. + +It would be awesome to have an editor tool to convert binary SCN/RES and XML to TSCN/TRES (and maybe the other way around, though it wouldn't be a priority for me - but maybe not too hard as the exporter converts to SCN already on the fly).",1,binary xml to tscn tres converter i ve converted a few projects from xml or binary formats to the new tscn tres formats of godot it s a very tiresome process as you need to save every resource in the new format and then fix all the broken dependencies manually it would be awesome to have an editor tool to convert binary scn res and xml to tscn tres and maybe the other way around though it wouldn t be a priority for me but maybe not too hard as the exporter converts to scn already on the fly ,1 +13885,8709695950.0,IssuesEvent,2018-12-06 14:39:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor: Inspector value adjust using mouse slide does nothing when sliding to the right.,bug topic:editor usability,"**Godot version:** +3.1 alpha #fe0db6c +Mac OS X, High Sierra + +** Issue Description ** +(In reference to #22982 ) + +In the editor inspector for a Control, sliding mouse over ( e.g. TextureRect ) `rect_position.x or y` and `rect_size.x or y` values, only changes the value sliding to the left. Sliding to the right does nothing. + +![screen shot 2018-10-14 at 11 37 21 am](https://user-images.githubusercontent.com/930478/46918874-9cadf600-cfa5-11e8-87fd-0ccb43d96e00.png) +",True,"Editor: Inspector value adjust using mouse slide does nothing when sliding to the right. - **Godot version:** +3.1 alpha #fe0db6c +Mac OS X, High Sierra + +** Issue Description ** +(In reference to #22982 ) + +In the editor inspector for a Control, sliding mouse over ( e.g. TextureRect ) `rect_position.x or y` and `rect_size.x or y` values, only changes the value sliding to the left. Sliding to the right does nothing. + +![screen shot 2018-10-14 at 11 37 21 am](https://user-images.githubusercontent.com/930478/46918874-9cadf600-cfa5-11e8-87fd-0ccb43d96e00.png) +",1,editor inspector value adjust using mouse slide does nothing when sliding to the right godot version alpha mac os x high sierra issue description in reference to in the editor inspector for a control sliding mouse over e g texturerect rect position x or y and rect size x or y values only changes the value sliding to the left sliding to the right does nothing ,1 +18407,12883145879.0,IssuesEvent,2020-07-12 20:29:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Godot doesn't free file lock when loading .po fails,bug regression topic:core usability," + +**Godot version:** + +3cbf4971b +Also broken in 3.2.3 dev. Works fine in 3.2.2 + +**Steps to reproduce:** +1. Open a project with a .po translation file +2. Edit the file while the project is opened and make some error (e.g. remove single quotation mark) +3. Run the game and close +4. Try to change the file and save +5. You can't, because the file is locked + +**Minimal reproduction project:** + +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4909395/ReproductionProject.zip) +",True,"Godot doesn't free file lock when loading .po fails - + +**Godot version:** + +3cbf4971b +Also broken in 3.2.3 dev. Works fine in 3.2.2 + +**Steps to reproduce:** +1. Open a project with a .po translation file +2. Edit the file while the project is opened and make some error (e.g. remove single quotation mark) +3. Run the game and close +4. Try to change the file and save +5. You can't, because the file is locked + +**Minimal reproduction project:** + +[ReproductionProject.zip](https://github.com/godotengine/godot/files/4909395/ReproductionProject.zip) +",1,godot doesn t free file lock when loading po fails please search existing issues for potential duplicates before filing yours godot version also broken in dev works fine in steps to reproduce open a project with a po translation file edit the file while the project is opened and make some error e g remove single quotation mark run the game and close try to change the file and save you can t because the file is locked minimal reproduction project ,1 +7135,4787980685.0,IssuesEvent,2016-10-30 09:46:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileDialog directory selection is misleading,enhancement topic:core topic:editor usability,"**Operating system or device - Godot version:** +Mageia 6 x64, Godot 2.1 RC1 + +**Issue description** (what happened, and what was expected): +The way FileDialog wants users to select folders is relatively misleading. A good example is the FileDialog used when clicking on ""Scan"" in the project manager. + +- First situation: Folder selected, but current folder is its parent +![spectacle lh1262](https://cloud.githubusercontent.com/assets/4701338/17278505/23ebdcd4-575f-11e6-8c59-f69c44c2bc37.png) +If I click ""Open"", the contents of the `kobuge` folder will be scanned, and not that of the `juck` folder, even though one could expect that when clicking ""Open"" after having selected the target folder. + +- Second situation: What the FileDialog expects is that the user opens the folder first in the FileDialog, before clicking ""Open"". This leads to this situation: +![spectacle tq1262](https://cloud.githubusercontent.com/assets/4701338/17278512/55dffcac-575f-11e6-8af0-e1edb72b6a38.png) +Here clicking ""Open"" will properly scan the contents of the `juck` folder, even though the selected entry is `..`, i.e. its parent folder. + +It would make more sense IMO that clicking ""Open"" opens the selected folder instead of the currently browsed one; if no folder is selected (e.g. if it's a file that is selected when a folder is expected, or maybe (to be discussed) if the `..` entry is selected), the current behaviour (opening the cwd) could be used.",True,"FileDialog directory selection is misleading - **Operating system or device - Godot version:** +Mageia 6 x64, Godot 2.1 RC1 + +**Issue description** (what happened, and what was expected): +The way FileDialog wants users to select folders is relatively misleading. A good example is the FileDialog used when clicking on ""Scan"" in the project manager. + +- First situation: Folder selected, but current folder is its parent +![spectacle lh1262](https://cloud.githubusercontent.com/assets/4701338/17278505/23ebdcd4-575f-11e6-8c59-f69c44c2bc37.png) +If I click ""Open"", the contents of the `kobuge` folder will be scanned, and not that of the `juck` folder, even though one could expect that when clicking ""Open"" after having selected the target folder. + +- Second situation: What the FileDialog expects is that the user opens the folder first in the FileDialog, before clicking ""Open"". This leads to this situation: +![spectacle tq1262](https://cloud.githubusercontent.com/assets/4701338/17278512/55dffcac-575f-11e6-8af0-e1edb72b6a38.png) +Here clicking ""Open"" will properly scan the contents of the `juck` folder, even though the selected entry is `..`, i.e. its parent folder. + +It would make more sense IMO that clicking ""Open"" opens the selected folder instead of the currently browsed one; if no folder is selected (e.g. if it's a file that is selected when a folder is expected, or maybe (to be discussed) if the `..` entry is selected), the current behaviour (opening the cwd) could be used.",1,filedialog directory selection is misleading operating system or device godot version mageia godot issue description what happened and what was expected the way filedialog wants users to select folders is relatively misleading a good example is the filedialog used when clicking on scan in the project manager first situation folder selected but current folder is its parent if i click open the contents of the kobuge folder will be scanned and not that of the juck folder even though one could expect that when clicking open after having selected the target folder second situation what the filedialog expects is that the user opens the folder first in the filedialog before clicking open this leads to this situation here clicking open will properly scan the contents of the juck folder even though the selected entry is i e its parent folder it would make more sense imo that clicking open opens the selected folder instead of the currently browsed one if no folder is selected e g if it s a file that is selected when a folder is expected or maybe to be discussed if the entry is selected the current behaviour opening the cwd could be used ,1 +20960,16374296316.0,IssuesEvent,2021-05-15 19:42:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Profiler: the checkboxes seem difficult to tick,enhancement topic:editor usability,"Tested on Godot 2.1 beta, Windows 10 64 bits + +When testing the debugger, I found that ticking the checkboxes that toggle curves are not very responsive, I often have to click several times on them, even when the game is paused or profiling is stopped. +However, no problem when the game doesn't runs. +",True,"Profiler: the checkboxes seem difficult to tick - Tested on Godot 2.1 beta, Windows 10 64 bits + +When testing the debugger, I found that ticking the checkboxes that toggle curves are not very responsive, I often have to click several times on them, even when the game is paused or profiling is stopped. +However, no problem when the game doesn't runs. +",1,profiler the checkboxes seem difficult to tick tested on godot beta windows bits when testing the debugger i found that ticking the checkboxes that toggle curves are not very responsive i often have to click several times on them even when the game is paused or profiling is stopped however no problem when the game doesn t runs ,1 +12612,7977691730.0,IssuesEvent,2018-07-17 15:59:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Topmost(root?) node not editable after creation.,enhancement topic:editor usability,"Maybe this has been discussed before, but it was not clear in the docs, and it does annoy me a bit at times. +By topmost i mean the very first node/whatever-item you create, i called it root, but so many different things get named root in godot that i'm not sure it is the correct name for it. + +So, after you create the very first item, nothing can be done to it, the only way to alter it is by deletion, which in practice means that i end up creating an empty node to start and then re-organize everything bellow it as i see fit. + +If this is intended, and a design choice, it should be explicitly mentioned in the docs, preferably in the sceneTree docs, in the basics section. + +I'm guessing that it is because its a pretty considerable thing to be a bug, or a unintended side-effect of whatnot. +Either way this issue is either a feature request, or a docs request. +",True,"Topmost(root?) node not editable after creation. - Maybe this has been discussed before, but it was not clear in the docs, and it does annoy me a bit at times. +By topmost i mean the very first node/whatever-item you create, i called it root, but so many different things get named root in godot that i'm not sure it is the correct name for it. + +So, after you create the very first item, nothing can be done to it, the only way to alter it is by deletion, which in practice means that i end up creating an empty node to start and then re-organize everything bellow it as i see fit. + +If this is intended, and a design choice, it should be explicitly mentioned in the docs, preferably in the sceneTree docs, in the basics section. + +I'm guessing that it is because its a pretty considerable thing to be a bug, or a unintended side-effect of whatnot. +Either way this issue is either a feature request, or a docs request. +",1,topmost root node not editable after creation maybe this has been discussed before but it was not clear in the docs and it does annoy me a bit at times by topmost i mean the very first node whatever item you create i called it root but so many different things get named root in godot that i m not sure it is the correct name for it so after you create the very first item nothing can be done to it the only way to alter it is by deletion which in practice means that i end up creating an empty node to start and then re organize everything bellow it as i see fit if this is intended and a design choice it should be explicitly mentioned in the docs preferably in the scenetree docs in the basics section i m guessing that it is because its a pretty considerable thing to be a bug or a unintended side effect of whatnot either way this issue is either a feature request or a docs request ,1 +11148,7085169415.0,IssuesEvent,2018-01-11 10:00:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Selected empty new line doesn't go away when scrolling horizontally,bug topic:editor usability," + +**Godot version:** + bfeaf27 + + +**Issue description:** +Self-explanatory: +![peek 2018-01-06 20-18](https://user-images.githubusercontent.com/30739239/34644484-c95e7134-f31e-11e7-838d-b5639320ea5a.gif)",True,"Selected empty new line doesn't go away when scrolling horizontally - + +**Godot version:** + bfeaf27 + + +**Issue description:** +Self-explanatory: +![peek 2018-01-06 20-18](https://user-images.githubusercontent.com/30739239/34644484-c95e7134-f31e-11e7-838d-b5639320ea5a.gif)",1,selected empty new line doesn t go away when scrolling horizontally please search existing issues for potential duplicates before filing yours godot version issue description self explanatory ,1 +13040,8214420006.0,IssuesEvent,2018-09-04 23:16:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Rectangular selection doesn't work on 3D models,bug topic:editor usability,"**Godot version:** +Godot 3.0.3 Stable, Win64 + + +**OS/device including version:** +Windows 10, 64 bit + + +**Issue description:** +The rectangular selection tool doesn't select the 3D objects on the viewport + + +**Steps to reproduce:** +Create a bunch of 3D mesh instances, for example some cubes. Then try to use the rectangular selection tool to select all of them drawing a rectangular around the viewport. The result is than no objects gets selected using this selection tool. + +",True,"Rectangular selection doesn't work on 3D models - **Godot version:** +Godot 3.0.3 Stable, Win64 + + +**OS/device including version:** +Windows 10, 64 bit + + +**Issue description:** +The rectangular selection tool doesn't select the 3D objects on the viewport + + +**Steps to reproduce:** +Create a bunch of 3D mesh instances, for example some cubes. Then try to use the rectangular selection tool to select all of them drawing a rectangular around the viewport. The result is than no objects gets selected using this selection tool. + +",1,rectangular selection doesn t work on models godot version godot stable os device including version windows bit issue description the rectangular selection tool doesn t select the objects on the viewport steps to reproduce create a bunch of mesh instances for example some cubes then try to use the rectangular selection tool to select all of them drawing a rectangular around the viewport the result is than no objects gets selected using this selection tool ,1 +15058,9692686244.0,IssuesEvent,2019-05-24 14:21:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Spaces indentation improvement - align indenting left/right to rounded indentation level,enhancement topic:core topic:editor usability,"Hello, + +I'd like to propose change to current indentation mechanics in GDScript editor. There are some cases that are causing issues for me, consider following situations where indent is set to 4 spaces: + +![image](https://user-images.githubusercontent.com/9964886/57248310-58b63780-7042-11e9-8ee1-ce042ff2e771.png) +As you can notice I accidentally hit space on line 15 which gives this line total indent of 5 spaces while the rest of code is indented to 4. Okey, I hit backspace (or shitf+tab) to delete this space - but I actually end up with just one space like this: +![image](https://user-images.githubusercontent.com/9964886/57248464-b2b6fd00-7042-11e9-820c-49f2faae4f5a.png) + +Obviously i'd expect deletion to go stop at 4 spaces to align to closest full indentation level - this is the way it works in most code editors (for instance in sublime). + +The same goes for indenting - if I have cursor set after one space hitting tab editor should move cursor to next full indentation level of 4 - now it just adds four spaces giving line 5 spaces of indentation. + +Another thing that could be changed is clicking backspace where there are less spaces than indentation level for instance: + +![image](https://user-images.githubusercontent.com/9964886/57249882-62419e80-7046-11e9-86a4-8ae1f834687a.png) + +I'd expect whole indentation level removed here whereas spaces are removed one by one (this is special case due to ifs logic in code_editor.cpp code). + +To sum up the changes I propose are: +1) Hitting tab would move cursor to next full indentation level instead of adding fixed number of spaces +2) Hitting backspace would remove spaces up to next full indentation level +3) Hitting shift+tab would remove spaces up to next full indentation level +4) Hitting backspace when there are less spaces than indentation size would remove spaces up to beginning of the line + +Since there is lot of going on I decided to create Issue to ask about your opinion but I have PR work in progress - let me know if this feature is wanted and I'll provide code for it. + +Ps.: There seems to also be separate code branch for indenting when selection is not empty, this needs to be adjusted accordingly too",True,"Spaces indentation improvement - align indenting left/right to rounded indentation level - Hello, + +I'd like to propose change to current indentation mechanics in GDScript editor. There are some cases that are causing issues for me, consider following situations where indent is set to 4 spaces: + +![image](https://user-images.githubusercontent.com/9964886/57248310-58b63780-7042-11e9-8ee1-ce042ff2e771.png) +As you can notice I accidentally hit space on line 15 which gives this line total indent of 5 spaces while the rest of code is indented to 4. Okey, I hit backspace (or shitf+tab) to delete this space - but I actually end up with just one space like this: +![image](https://user-images.githubusercontent.com/9964886/57248464-b2b6fd00-7042-11e9-820c-49f2faae4f5a.png) + +Obviously i'd expect deletion to go stop at 4 spaces to align to closest full indentation level - this is the way it works in most code editors (for instance in sublime). + +The same goes for indenting - if I have cursor set after one space hitting tab editor should move cursor to next full indentation level of 4 - now it just adds four spaces giving line 5 spaces of indentation. + +Another thing that could be changed is clicking backspace where there are less spaces than indentation level for instance: + +![image](https://user-images.githubusercontent.com/9964886/57249882-62419e80-7046-11e9-86a4-8ae1f834687a.png) + +I'd expect whole indentation level removed here whereas spaces are removed one by one (this is special case due to ifs logic in code_editor.cpp code). + +To sum up the changes I propose are: +1) Hitting tab would move cursor to next full indentation level instead of adding fixed number of spaces +2) Hitting backspace would remove spaces up to next full indentation level +3) Hitting shift+tab would remove spaces up to next full indentation level +4) Hitting backspace when there are less spaces than indentation size would remove spaces up to beginning of the line + +Since there is lot of going on I decided to create Issue to ask about your opinion but I have PR work in progress - let me know if this feature is wanted and I'll provide code for it. + +Ps.: There seems to also be separate code branch for indenting when selection is not empty, this needs to be adjusted accordingly too",1,spaces indentation improvement align indenting left right to rounded indentation level hello i d like to propose change to current indentation mechanics in gdscript editor there are some cases that are causing issues for me consider following situations where indent is set to spaces as you can notice i accidentally hit space on line which gives this line total indent of spaces while the rest of code is indented to okey i hit backspace or shitf tab to delete this space but i actually end up with just one space like this obviously i d expect deletion to go stop at spaces to align to closest full indentation level this is the way it works in most code editors for instance in sublime the same goes for indenting if i have cursor set after one space hitting tab editor should move cursor to next full indentation level of now it just adds four spaces giving line spaces of indentation another thing that could be changed is clicking backspace where there are less spaces than indentation level for instance i d expect whole indentation level removed here whereas spaces are removed one by one this is special case due to ifs logic in code editor cpp code to sum up the changes i propose are hitting tab would move cursor to next full indentation level instead of adding fixed number of spaces hitting backspace would remove spaces up to next full indentation level hitting shift tab would remove spaces up to next full indentation level hitting backspace when there are less spaces than indentation size would remove spaces up to beginning of the line since there is lot of going on i decided to create issue to ask about your opinion but i have pr work in progress let me know if this feature is wanted and i ll provide code for it ps there seems to also be separate code branch for indenting when selection is not empty this needs to be adjusted accordingly too,1 +12105,7697544377.0,IssuesEvent,2018-05-18 19:10:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Filesystem dock acting weird on resize,discussion enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +d413f372be9dac1bdd9ae6a709de910d8691b58f + +**Issue description:** +When FileSystem is added below another dock it acts weird on resize. I quite often want to increase it's Y size to see more folders/files. Currently instead of seeing more files in a folder, tree view is activated at some size point. To make things worse, decreasing the size hides folder view completely: +![filesystemdock](https://user-images.githubusercontent.com/6129594/33033226-ff6f0326-ce23-11e7-8142-e8e81e710a88.gif) + +I think the tree view should not be activated in such automagical way :) + +",True,"Filesystem dock acting weird on resize - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +d413f372be9dac1bdd9ae6a709de910d8691b58f + +**Issue description:** +When FileSystem is added below another dock it acts weird on resize. I quite often want to increase it's Y size to see more folders/files. Currently instead of seeing more files in a folder, tree view is activated at some size point. To make things worse, decreasing the size hides folder view completely: +![filesystemdock](https://user-images.githubusercontent.com/6129594/33033226-ff6f0326-ce23-11e7-8142-e8e81e710a88.gif) + +I think the tree view should not be activated in such automagical way :) + +",1,filesystem dock acting weird on resize operating system or device godot version gpu model and driver if graphics related issue description when filesystem is added below another dock it acts weird on resize i quite often want to increase it s y size to see more folders files currently instead of seeing more files in a folder tree view is activated at some size point to make things worse decreasing the size hides folder view completely i think the tree view should not be activated in such automagical way ,1 +5540,3953217488.0,IssuesEvent,2016-04-29 12:36:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dragging in one axis in 2D editor,feature proposal junior job topic:editor usability,"In 2D mode, mouse interaction. + +Will be useful to be able move position of node only in one axis by holding shift.",True,"Dragging in one axis in 2D editor - In 2D mode, mouse interaction. + +Will be useful to be able move position of node only in one axis by holding shift.",1,dragging in one axis in editor in mode mouse interaction will be useful to be able move position of node only in one axis by holding shift ,1 +17692,12246692185.0,IssuesEvent,2020-05-05 14:49:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl + click on a relative file path in .gd file doesn't open that file,bug topic:editor topic:gdscript usability,"**Godot version:** +3.2 beta2 + +**OS/device including version:** +Windows 7 SP1 + +**Issue description:** +Ctrl + click on a relative file path in .gd file doesn't open that file. It does for absolute paths (starting with ""res://""). + +**Steps to reproduce:** +Hold Ctrl and click on relative paths in Main.gd from example project. + +**Minimal reproduction project:** +https://github.com/hilfazer/Projects/tree/EngineIssues/Godot/RelativePathCtrlClick + + +It might be the cause of **autocompletion not working** for scripts preloaded with relative paths.",True,"Ctrl + click on a relative file path in .gd file doesn't open that file - **Godot version:** +3.2 beta2 + +**OS/device including version:** +Windows 7 SP1 + +**Issue description:** +Ctrl + click on a relative file path in .gd file doesn't open that file. It does for absolute paths (starting with ""res://""). + +**Steps to reproduce:** +Hold Ctrl and click on relative paths in Main.gd from example project. + +**Minimal reproduction project:** +https://github.com/hilfazer/Projects/tree/EngineIssues/Godot/RelativePathCtrlClick + + +It might be the cause of **autocompletion not working** for scripts preloaded with relative paths.",1,ctrl click on a relative file path in gd file doesn t open that file godot version os device including version windows issue description ctrl click on a relative file path in gd file doesn t open that file it does for absolute paths starting with res steps to reproduce hold ctrl and click on relative paths in main gd from example project minimal reproduction project it might be the cause of autocompletion not working for scripts preloaded with relative paths ,1 +3599,3492045195.0,IssuesEvent,2016-01-04 18:27:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Allow to use constants in preload/load,enhancement topic:gdscript usability,"Currently it's impossible to write code like that: +``` +const PATH_2_SCENE = ""ScenePath.xscn""; +var scene = preload(PATH_2_SCENE); +``` +In editor validation (before starting the program) It says ```""Expected string constant as 'preload' argument""``` +It would be nice to allow developers to use static const variables in case together with preloads and loads since it would ease changes if there would be ability to define paths in one place for the whole project.",True,"Allow to use constants in preload/load - Currently it's impossible to write code like that: +``` +const PATH_2_SCENE = ""ScenePath.xscn""; +var scene = preload(PATH_2_SCENE); +``` +In editor validation (before starting the program) It says ```""Expected string constant as 'preload' argument""``` +It would be nice to allow developers to use static const variables in case together with preloads and loads since it would ease changes if there would be ability to define paths in one place for the whole project.",1,allow to use constants in preload load currently it s impossible to write code like that const path scene scenepath xscn var scene preload path scene in editor validation before starting the program it says expected string constant as preload argument it would be nice to allow developers to use static const variables in case together with preloads and loads since it would ease changes if there would be ability to define paths in one place for the whole project ,1 +23825,22918240764.0,IssuesEvent,2022-07-17 09:21:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Creating a GradientTexture1D in the editor doesn't automatically create a Gradient resource inside (unlike GradientTexture2D),bug topic:editor usability,"*Related to https://github.com/godotengine/godot/issues/63000.* + +### Godot version + +4.0.alpha (5fec0d232) + +### System information + +Fedora 36, GeForce GTX 1080 (NVIDIA 510.68.02) + +### Issue description + +Creating a GradientTexture1D in the editor doesn't automatically create a Gradient resource inside (unlike GradientTexture2D). This hampers usability as the workflow between both resources is inconsistent, and GradientTexture1D requires two more clicks to get started. + +cc @Geometror + +### Steps to reproduce + +- Create a Sprite2D node. +- Assign **New GradientTexture2D** to the Sprite2D's texture property. Notice how a Gradient resource is automatically created within the GradientTexture2D. +- Assign **New GradientTexture1D** to the Sprite2D's texture property. Notice how *no* Gradient resource is created within the GradientTexture1D. + +### Minimal reproduction project + +N/A",True,"Creating a GradientTexture1D in the editor doesn't automatically create a Gradient resource inside (unlike GradientTexture2D) - *Related to https://github.com/godotengine/godot/issues/63000.* + +### Godot version + +4.0.alpha (5fec0d232) + +### System information + +Fedora 36, GeForce GTX 1080 (NVIDIA 510.68.02) + +### Issue description + +Creating a GradientTexture1D in the editor doesn't automatically create a Gradient resource inside (unlike GradientTexture2D). This hampers usability as the workflow between both resources is inconsistent, and GradientTexture1D requires two more clicks to get started. + +cc @Geometror + +### Steps to reproduce + +- Create a Sprite2D node. +- Assign **New GradientTexture2D** to the Sprite2D's texture property. Notice how a Gradient resource is automatically created within the GradientTexture2D. +- Assign **New GradientTexture1D** to the Sprite2D's texture property. Notice how *no* Gradient resource is created within the GradientTexture1D. + +### Minimal reproduction project + +N/A",1,creating a in the editor doesn t automatically create a gradient resource inside unlike related to godot version alpha system information fedora geforce gtx nvidia issue description creating a in the editor doesn t automatically create a gradient resource inside unlike this hampers usability as the workflow between both resources is inconsistent and requires two more clicks to get started cc geometror steps to reproduce create a node assign new to the s texture property notice how a gradient resource is automatically created within the assign new to the s texture property notice how no gradient resource is created within the minimal reproduction project n a,1 +21586,17350461580.0,IssuesEvent,2021-07-29 08:04:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot 4: TileMaps: Paint and Erase have same shortcut (E),bug topic:editor usability,"### Godot version + +4.0.dev + +### System information + +Windows 10 + +### Issue description + +Both the Paint tile and Erase tile buttons in the TileMap have the same shortcut. It by-default triggers Erase and not Paint, presumably overwriting the previously registered Paint in the shortcut system. I'm not sure why Paint has E as the shortcut - I know Picker uses P, but I feel like it is used much less often than Paint, so would propose Paint go with P and Picker go with `i`. If not that due to looking confusing with lowercase L, then almost anything else. I will likely make a change here myself based on any feedback for the shortcut I get here. + +### Steps to reproduce + +Just testing out the new 4.0 build and noticed they are the same. No real repro - just open a new project, add a TileMap node and a TileSet if needed, then look at the buttons. +![PaintEraseSameShortcut](https://user-images.githubusercontent.com/148612/127334911-6ffbdbfa-57b7-49e8-8802-c0dd33df343d.png) + + +### Minimal reproduction project + +_No response_",True,"Godot 4: TileMaps: Paint and Erase have same shortcut (E) - ### Godot version + +4.0.dev + +### System information + +Windows 10 + +### Issue description + +Both the Paint tile and Erase tile buttons in the TileMap have the same shortcut. It by-default triggers Erase and not Paint, presumably overwriting the previously registered Paint in the shortcut system. I'm not sure why Paint has E as the shortcut - I know Picker uses P, but I feel like it is used much less often than Paint, so would propose Paint go with P and Picker go with `i`. If not that due to looking confusing with lowercase L, then almost anything else. I will likely make a change here myself based on any feedback for the shortcut I get here. + +### Steps to reproduce + +Just testing out the new 4.0 build and noticed they are the same. No real repro - just open a new project, add a TileMap node and a TileSet if needed, then look at the buttons. +![PaintEraseSameShortcut](https://user-images.githubusercontent.com/148612/127334911-6ffbdbfa-57b7-49e8-8802-c0dd33df343d.png) + + +### Minimal reproduction project + +_No response_",1,godot tilemaps paint and erase have same shortcut e godot version dev system information windows issue description both the paint tile and erase tile buttons in the tilemap have the same shortcut it by default triggers erase and not paint presumably overwriting the previously registered paint in the shortcut system i m not sure why paint has e as the shortcut i know picker uses p but i feel like it is used much less often than paint so would propose paint go with p and picker go with i if not that due to looking confusing with lowercase l then almost anything else i will likely make a change here myself based on any feedback for the shortcut i get here steps to reproduce just testing out the new build and noticed they are the same no real repro just open a new project add a tilemap node and a tileset if needed then look at the buttons minimal reproduction project no response ,1 +24072,23302292393.0,IssuesEvent,2022-08-07 14:00:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot drag and drop file to @export_file field,enhancement topic:editor usability,"### Godot version + +4.0.aplha9 + +### System information + +Windows 10 + +### Issue description + +When you create an export file field (`@export_file(""*.tscn) my_var` for example), you can only select a file using the ""Open a file"" button. +It is impossible to drag and drop a file to the corresponding field. It would be much better in terms of usability. + +### Steps to reproduce + +1. Create a scene +2. Add a script +3. Declare an exported file variable (`@export_file my_var`) and save +4. Try to drag and drop a file to the field from your FileSystem + +### Minimal reproduction project + +_No response_",True,"Cannot drag and drop file to @export_file field - ### Godot version + +4.0.aplha9 + +### System information + +Windows 10 + +### Issue description + +When you create an export file field (`@export_file(""*.tscn) my_var` for example), you can only select a file using the ""Open a file"" button. +It is impossible to drag and drop a file to the corresponding field. It would be much better in terms of usability. + +### Steps to reproduce + +1. Create a scene +2. Add a script +3. Declare an exported file variable (`@export_file my_var`) and save +4. Try to drag and drop a file to the field from your FileSystem + +### Minimal reproduction project + +_No response_",1,cannot drag and drop file to export file field godot version system information windows issue description when you create an export file field export file tscn my var for example you can only select a file using the open a file button it is impossible to drag and drop a file to the corresponding field it would be much better in terms of usability steps to reproduce create a scene add a script declare an exported file variable export file my var and save try to drag and drop a file to the field from your filesystem minimal reproduction project no response ,1 +9063,6143573234.0,IssuesEvent,2017-06-27 06:15:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Should editor always open scripts with external editor?,discussion enhancement topic:editor usability,"**Operating system or device - Godot version:** +Godot 2.1 and Godot 3.0 for all platform. + +**Issue description:** + +I usually use [VSCode](https://code.visualstudio.com) as an external editor to view and write scripts. Every time when I click on the script file in godot editor it works really fine to open the script with VSCode. + +But when some thing got wrong with my scripts or a break point reached, the godot editor still open the scripts with external code editor to stop me continue debug the script. This force me to switch godot editor window back from the external code editor. Then I press F10 to continue debug and I will lost the debugger window again. This debug experience is so bad. + +Do we really want the scripts opened with external code editor without manaully open it? + +I hope there is an option in editor setting to manage this behavior. ",True,"Should editor always open scripts with external editor? - **Operating system or device - Godot version:** +Godot 2.1 and Godot 3.0 for all platform. + +**Issue description:** + +I usually use [VSCode](https://code.visualstudio.com) as an external editor to view and write scripts. Every time when I click on the script file in godot editor it works really fine to open the script with VSCode. + +But when some thing got wrong with my scripts or a break point reached, the godot editor still open the scripts with external code editor to stop me continue debug the script. This force me to switch godot editor window back from the external code editor. Then I press F10 to continue debug and I will lost the debugger window again. This debug experience is so bad. + +Do we really want the scripts opened with external code editor without manaully open it? + +I hope there is an option in editor setting to manage this behavior. ",1,should editor always open scripts with external editor operating system or device godot version godot and godot for all platform issue description i usually use as an external editor to view and write scripts every time when i click on the script file in godot editor it works really fine to open the script with vscode but when some thing got wrong with my scripts or a break point reached the godot editor still open the scripts with external code editor to stop me continue debug the script this force me to switch godot editor window back from the external code editor then i press to continue debug and i will lost the debugger window again this debug experience is so bad do we really want the scripts opened with external code editor without manaully open it i hope there is an option in editor setting to manage this behavior ,1 +24136,23383286064.0,IssuesEvent,2022-08-11 11:34:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Import dock randomly causes sidebar size jumps,bug topic:editor usability regression,"### Godot version + +e9e9e92 + +### System information + +Windows 10 x64 + +### Issue description + +Seems like minimum size of the import dock varies greatly and it can abruptly change sidebar's width. It always happens when switching to Import tab, but also randomly on it's own. +![ezgif com-gif-maker](https://user-images.githubusercontent.com/2223172/184124389-25f836d6-69d3-45de-9881-7fd02da2ef73.gif) + +Might be caused #59303 +But the random jumps and minsize weirdness looks similar to #43749 + +### Steps to reproduce + +1. Select different files in the filesystem dock (scene, texture, sample etc) +2. The left dock will randomly change size +3. If not, switch to Import tab and observe size jump + +### Minimal reproduction project + +_No response_",True,"Import dock randomly causes sidebar size jumps - ### Godot version + +e9e9e92 + +### System information + +Windows 10 x64 + +### Issue description + +Seems like minimum size of the import dock varies greatly and it can abruptly change sidebar's width. It always happens when switching to Import tab, but also randomly on it's own. +![ezgif com-gif-maker](https://user-images.githubusercontent.com/2223172/184124389-25f836d6-69d3-45de-9881-7fd02da2ef73.gif) + +Might be caused #59303 +But the random jumps and minsize weirdness looks similar to #43749 + +### Steps to reproduce + +1. Select different files in the filesystem dock (scene, texture, sample etc) +2. The left dock will randomly change size +3. If not, switch to Import tab and observe size jump + +### Minimal reproduction project + +_No response_",1,import dock randomly causes sidebar size jumps godot version system information windows issue description seems like minimum size of the import dock varies greatly and it can abruptly change sidebar s width it always happens when switching to import tab but also randomly on it s own might be caused but the random jumps and minsize weirdness looks similar to steps to reproduce select different files in the filesystem dock scene texture sample etc the left dock will randomly change size if not switch to import tab and observe size jump minimal reproduction project no response ,1 +22257,18895760890.0,IssuesEvent,2021-11-15 17:42:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Animation buttons in the canvas item editor are taking up too much space,bug topic:editor confirmed usability,"**Godot version:** Godot 3.2 master (d4ac0ca15397932960403d595f2e08f926411471) + +**OS/device including version:** Manjaro Linux 18.1.5 + +**Issue description:** +Godot 3.2 now have a new ""Auto insert keys"" feature but these animation buttons are taking up too much space. When I select a Sprite node, the docks on the right are ""compacted"". + +![2020-01-21 18-48-51](https://user-images.githubusercontent.com/10428035/72848677-db8c2a80-3c83-11ea-9484-c833929e473b.gif) + +I have a partial solution for this (#35421) but I think the best solution would be moving these buttons to the Animation dock. Example: + +![image](https://user-images.githubusercontent.com/10428035/72849013-9ae0e100-3c84-11ea-8cce-62d9de898067.png) + + +**Steps to reproduce:** +Try the editor in a ""medium"" resolution (mine is 720p). +Add a Sprite (no texture required) and an AnimationPlayer node. +Select the Sprite and try to toggle the Animation dock. + +**Minimal reproduction project:** +",True,"Animation buttons in the canvas item editor are taking up too much space - **Godot version:** Godot 3.2 master (d4ac0ca15397932960403d595f2e08f926411471) + +**OS/device including version:** Manjaro Linux 18.1.5 + +**Issue description:** +Godot 3.2 now have a new ""Auto insert keys"" feature but these animation buttons are taking up too much space. When I select a Sprite node, the docks on the right are ""compacted"". + +![2020-01-21 18-48-51](https://user-images.githubusercontent.com/10428035/72848677-db8c2a80-3c83-11ea-9484-c833929e473b.gif) + +I have a partial solution for this (#35421) but I think the best solution would be moving these buttons to the Animation dock. Example: + +![image](https://user-images.githubusercontent.com/10428035/72849013-9ae0e100-3c84-11ea-8cce-62d9de898067.png) + + +**Steps to reproduce:** +Try the editor in a ""medium"" resolution (mine is 720p). +Add a Sprite (no texture required) and an AnimationPlayer node. +Select the Sprite and try to toggle the Animation dock. + +**Minimal reproduction project:** +",1,animation buttons in the canvas item editor are taking up too much space godot version godot master os device including version manjaro linux issue description godot now have a new auto insert keys feature but these animation buttons are taking up too much space when i select a sprite node the docks on the right are compacted i have a partial solution for this but i think the best solution would be moving these buttons to the animation dock example steps to reproduce try the editor in a medium resolution mine is add a sprite no texture required and an animationplayer node select the sprite and try to toggle the animation dock minimal reproduction project ,1 +16501,10988003680.0,IssuesEvent,2019-12-02 10:21:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete fails in for loop if method is defined after current line,bug topic:editor topic:gdscript usability,"**Godot version:** +3.2 beta2 + +**Issue description:** +``` +func autotest(): + pass + +func autocomplete_me() -> Array: + return [] +``` +![image](https://user-images.githubusercontent.com/2223172/69917606-f6060c80-1467-11ea-8007-6456aabb77a3.png) + +![image](https://user-images.githubusercontent.com/2223172/69917614-1afa7f80-1468-11ea-9c21-1185efeef0ee.png) + +Works if `autocomplete_me()` is above `autotest()`. + +EDIT: +`if` has the same problem.",True,"Autocomplete fails in for loop if method is defined after current line - **Godot version:** +3.2 beta2 + +**Issue description:** +``` +func autotest(): + pass + +func autocomplete_me() -> Array: + return [] +``` +![image](https://user-images.githubusercontent.com/2223172/69917606-f6060c80-1467-11ea-8007-6456aabb77a3.png) + +![image](https://user-images.githubusercontent.com/2223172/69917614-1afa7f80-1468-11ea-9c21-1185efeef0ee.png) + +Works if `autocomplete_me()` is above `autotest()`. + +EDIT: +`if` has the same problem.",1,autocomplete fails in for loop if method is defined after current line godot version issue description func autotest pass func autocomplete me array return works if autocomplete me is above autotest edit if has the same problem ,1 +13852,8692936048.0,IssuesEvent,2018-12-04 08:20:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Wrong position of close popup after minimizing Godot,bug topic:editor usability,"**Godot version:** +3.1 a4e4dd3 + + +**OS/device including version:** +Windows 10 + +**Issue description:** +After minimizing Godot, and trying to close it, close popup shown at upper left corner instead a center of Godot. + +**Steps to reproduce:** +![ezgif-1-2dd37abc87](https://user-images.githubusercontent.com/41945903/45735536-75534b80-bbe8-11e8-9463-53c9bce7269a.gif) + +",True,"Wrong position of close popup after minimizing Godot - **Godot version:** +3.1 a4e4dd3 + + +**OS/device including version:** +Windows 10 + +**Issue description:** +After minimizing Godot, and trying to close it, close popup shown at upper left corner instead a center of Godot. + +**Steps to reproduce:** +![ezgif-1-2dd37abc87](https://user-images.githubusercontent.com/41945903/45735536-75534b80-bbe8-11e8-9463-53c9bce7269a.gif) + +",1,wrong position of close popup after minimizing godot godot version os device including version windows issue description after minimizing godot and trying to close it close popup shown at upper left corner instead a center of godot steps to reproduce ,1 +21154,16598395421.0,IssuesEvent,2021-06-01 15:58:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,func name autocomplete doesn't appear until you type something,bug topic:editor usability,"**Godot version:** +3.2 + +**Issue description:** +Title. +![image](https://user-images.githubusercontent.com/2223172/76024664-c9143a80-5f2b-11ea-8d17-c75dc7bbcc13.png) +![image](https://user-images.githubusercontent.com/2223172/76024672-cfa2b200-5f2b-11ea-863d-b433b98580d1.png) +You should be able to use Ctrl + Space at least to force the popup.",True,"func name autocomplete doesn't appear until you type something - **Godot version:** +3.2 + +**Issue description:** +Title. +![image](https://user-images.githubusercontent.com/2223172/76024664-c9143a80-5f2b-11ea-8d17-c75dc7bbcc13.png) +![image](https://user-images.githubusercontent.com/2223172/76024672-cfa2b200-5f2b-11ea-863d-b433b98580d1.png) +You should be able to use Ctrl + Space at least to force the popup.",1,func name autocomplete doesn t appear until you type something godot version issue description title you should be able to use ctrl space at least to force the popup ,1 +25007,24569036547.0,IssuesEvent,2022-10-13 07:06:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keyboard Zoom does not work with keypad,enhancement topic:editor usability topic:input topic:gui,"**Godot version:** 3.2.1 + +**OS/device including version:** Win10 + +**Issue description:** + +Hovering over mouse zoom indicates that pressing ""Ctrl+-"" should zoom out. This works if you use the minus key next to the Zero on a Standard US keyboad, but DOES NOT work with the minus key on the numpad. + +Also, zooming in with Ctrl++ using the numpad's plus does not work. while zooming with Ctrl-= does. Ctrl-= doesn't even make sense... should be Ctrl++ to match zoom out. + +**Steps to reproduce:** + +Start new project, attempt to zoom out with Ctrl+- using the minus on the numpad + +**Minimal reproduction project:** None needed.",True,"Keyboard Zoom does not work with keypad - **Godot version:** 3.2.1 + +**OS/device including version:** Win10 + +**Issue description:** + +Hovering over mouse zoom indicates that pressing ""Ctrl+-"" should zoom out. This works if you use the minus key next to the Zero on a Standard US keyboad, but DOES NOT work with the minus key on the numpad. + +Also, zooming in with Ctrl++ using the numpad's plus does not work. while zooming with Ctrl-= does. Ctrl-= doesn't even make sense... should be Ctrl++ to match zoom out. + +**Steps to reproduce:** + +Start new project, attempt to zoom out with Ctrl+- using the minus on the numpad + +**Minimal reproduction project:** None needed.",1,keyboard zoom does not work with keypad godot version os device including version issue description hovering over mouse zoom indicates that pressing ctrl should zoom out this works if you use the minus key next to the zero on a standard us keyboad but does not work with the minus key on the numpad also zooming in with ctrl using the numpad s plus does not work while zooming with ctrl does ctrl doesn t even make sense should be ctrl to match zoom out steps to reproduce start new project attempt to zoom out with ctrl using the minus on the numpad minimal reproduction project none needed ,1 +17465,12059421106.0,IssuesEvent,2020-04-15 19:14:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Node selection outline not shown in editor when node is locked,enhancement topic:editor usability,"**Godot version:** +3.2 +**OS/device including version:** +Win 10 1903 +**Issue description:** +Node selection outline not shown when node is in locked state. +**Steps to reproduce:** +Add 2 control nodes to blank scene +Lock one of the nodes +The node that is locked will no longer display it's selection outline +The other (not locked) still will +**Minimal reproduction project:** +Blank project with above steps + +If the locked layer could be outlined in grey, that would be great. It is helpful in scenarios where you want to better understand the layout of a UI. + +If someone would point me in the direction of the files which would deal with this issue, then I could potentially look at it. I tried having a look myself but am not sure where the interaction is between clicking the lock button and the editor display.",True,"Node selection outline not shown in editor when node is locked - **Godot version:** +3.2 +**OS/device including version:** +Win 10 1903 +**Issue description:** +Node selection outline not shown when node is in locked state. +**Steps to reproduce:** +Add 2 control nodes to blank scene +Lock one of the nodes +The node that is locked will no longer display it's selection outline +The other (not locked) still will +**Minimal reproduction project:** +Blank project with above steps + +If the locked layer could be outlined in grey, that would be great. It is helpful in scenarios where you want to better understand the layout of a UI. + +If someone would point me in the direction of the files which would deal with this issue, then I could potentially look at it. I tried having a look myself but am not sure where the interaction is between clicking the lock button and the editor display.",1,node selection outline not shown in editor when node is locked godot version os device including version win issue description node selection outline not shown when node is in locked state steps to reproduce add control nodes to blank scene lock one of the nodes the node that is locked will no longer display it s selection outline the other not locked still will minimal reproduction project blank project with above steps if the locked layer could be outlined in grey that would be great it is helpful in scenarios where you want to better understand the layout of a ui if someone would point me in the direction of the files which would deal with this issue then i could potentially look at it i tried having a look myself but am not sure where the interaction is between clicking the lock button and the editor display ,1 +23472,21954047312.0,IssuesEvent,2022-05-24 10:25:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Confusing to get out of TextureRegion editor,bug topic:editor confirmed usability topic:gui," + +**Godot version:** + +3.1 + +**OS/device including version:** + +Ubuntu 14 + +**Issue description:** + +I was creating a theme. I added the panel container class, added a stylebox, added a texture to the style box, then I couldn't figure out how to get out of the TextureReigon editor back into the Style editor. I eventually figured out you had to minimize the panelcontainer in the inspector, and reload the theme to get the style editor back.",True,"Confusing to get out of TextureRegion editor - + +**Godot version:** + +3.1 + +**OS/device including version:** + +Ubuntu 14 + +**Issue description:** + +I was creating a theme. I added the panel container class, added a stylebox, added a texture to the style box, then I couldn't figure out how to get out of the TextureReigon editor back into the Style editor. I eventually figured out you had to minimize the panelcontainer in the inspector, and reload the theme to get the style editor back.",1,confusing to get out of textureregion editor please search existing issues for potential duplicates before filing yours godot version os device including version ubuntu issue description i was creating a theme i added the panel container class added a stylebox added a texture to the style box then i couldn t figure out how to get out of the texturereigon editor back into the style editor i eventually figured out you had to minimize the panelcontainer in the inspector and reload the theme to get the style editor back ,1 +20457,15530851240.0,IssuesEvent,2021-03-13 20:49:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The SpriteFrames editor default zoom is too low on hiDPI displays,bug topic:editor usability,"**Godot version:** +3.2.3 + +**OS/device including version:** + +macOS 11.2.2, iMac 5K retina, Radeon Pro 570X 4GB, GLES3. + +**Issue description:** +When I select the frames of a sprite sheet for an `AnimatedSprite` the image appears very small, as if it doesn't take into account the HDPI screen. + + + +I think a zoom could be implemented in this window. + +**Steps to reproduce:** +- I create an AnimatedSprite. +- I create a SpriteFrames. +- I select ""add frames from spritesheet"". + +**Minimal reproduction project:** +[animated-sprite-bug.zip](https://github.com/godotengine/godot/files/6110291/animated-sprite-bug.zip)",True,"The SpriteFrames editor default zoom is too low on hiDPI displays - **Godot version:** +3.2.3 + +**OS/device including version:** + +macOS 11.2.2, iMac 5K retina, Radeon Pro 570X 4GB, GLES3. + +**Issue description:** +When I select the frames of a sprite sheet for an `AnimatedSprite` the image appears very small, as if it doesn't take into account the HDPI screen. + + + +I think a zoom could be implemented in this window. + +**Steps to reproduce:** +- I create an AnimatedSprite. +- I create a SpriteFrames. +- I select ""add frames from spritesheet"". + +**Minimal reproduction project:** +[animated-sprite-bug.zip](https://github.com/godotengine/godot/files/6110291/animated-sprite-bug.zip)",1,the spriteframes editor default zoom is too low on hidpi displays godot version os device including version macos imac retina radeon pro issue description when i select the frames of a sprite sheet for an animatedsprite the image appears very small as if it doesn t take into account the hdpi screen img width alt captura de pantalla a las src i think a zoom could be implemented in this window steps to reproduce i create an animatedsprite i create a spriteframes i select add frames from spritesheet minimal reproduction project ,1 +23471,21954043753.0,IssuesEvent,2022-05-24 10:25:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,List of weird things with Godot UI,enhancement discussion topic:editor usability,"### Godot version + +3.4.2 stable + +### System information + +Windows 10 + +### Issue description + +**This is an exhaustive list of counter-intuitive things with Godot UI. It will grow with time.** +The kind of things that confuse the newcomer and make them hate Godot before they even get to like it. +The kind of things that smell like ""Blender UI"" before they fixed it (if you remember the old days) + +Fix it or not, I don't care, but don't say that no one warned you : + +**1) Position of ""Asset library"" button.** + +the asset library button is next to the ""View"" buttons (2D, 3D, Script). +Conceptually, those other buttons are meant to let the user choose under which ""perspective"" they want to see the asset (most often, the scene) currently open: Do they want to see it as a 2D thingy? A 3D thingy? A text? etc. +And then there's the Asset Lib button, which has nothing to do with any of that. the Asset library button is meant (conceptually) to be used on a global level and applies to the whole project. +So why is it hidden there? Why is it not with the project settings? Or above the FileSystem panel? Or in the top menu? Etc. Mystery. + +**2) How the asset library opens** + +The asset library appears in a tab, but... Not in its own tab. +It steals the tab of whatever asset was currently open. +Worse, it does not rename the tab. It still seems like *my* asset is open but the tab wears its name, except it now displays a list of assets to download instead. +Now I can't close the asset library without closing my own asset. I have to do the awkward thing of remembering how I was currently displaying my asset (2D? 3D? script?) and click on the corresponding button to bring it back how it was. +Shoo! Get your own tab, asset library! + +**3) When a new scene is created, it's not really created** + +So I go to the FileSystem panel and right-click on a folder, then ""new scene"". A popup appears to let me enter the name. I click OK. +Aaaand... the scene has not been created? +I mean : Nothing changed on the screen. Nothing appeared in the folder (!). And no new tab appeared. + +Upon closer inspection, the tab that was currently open is now titled ""empty"". What the hell does that mean. + +As you've understood by now, I'm acting naive, but no one (and I mean, no one) could guess that you're now supposed to create a root node before you can even save the scene and see it appear in its folder. For any normal human being, if you click ""OK"" then the scene is supposed to have been somehow created. +At least, make the new scene appear in its own tab instead of stealing the tab currently open (it looks extra awkward if you were currently displaying the Assets library!) + +**4) How do I close a project?** + +In every app in the world, in the top menu, the **leftmost** menu is for the app itself -- or at least the main, biggest entity (usually, the project). _Then_ you have other menus, more to the right, for other smaller things. + +Not in Godot : The scene is leftmost and the project comes second. +So when you want to close the project, it becomes awkward. If you're a beginner then you need to remember that the ""Scene"" is not the boss here. It's not your project. The project is your project. And even when you click on that menu, there's no ""Close"" entry. It's awkwardly named ""Exit"". + +**5) Rename : Never the same number of clicks** + +- In the scene hierarchy, **double-click** to rename +- In a SpriteFrames resource (bottom panel), **single click** on an animation in the list of animations +- In the FileSystemPanel, clicking **doesn't** rename. You need to right-click-->Rename + +**6) Clicking outside of a dropdown menu actually does click** + +- Go to the inspector +- Expand any property that has a dropdown. +- Click outside of it, for example just on the right of it to exit (that is, collapse) it again +- Oh noes! It turns out that the area just to the right of it was the ""delete"" button. By collapsing your resource you deleted it. +- that's because in most UIs, clicking outside of a dropdown makes it **lose focus,** (but doesn't actually do the click wherever you clicked). In godot it does! +- + +**7) No shortcut to open the help page of a native function (?)** +- Open a .gd script +- Highlight any native function name (e.g. highlight word ""printerr"") +- You can't press F1 or whatever shortcut to display the help page +- You have to press F1 and then type again printerr to find the help page (if it exists! Can't know for sure until you've done that) + +**8) No shortcut to teleport to function definition** +- Create a new .gd script +- Create local function. for example _func _myFunction():_ +- Somewhere else in the same file, write a line of instruction that calls function _myFunction +- highlight it +- No shortcut to go to _myFunction 's definition (for comparison: you'd press F12 in Visual Studio). If you don't know where that function is located then you have to do Shift+Ctrl+F to do a full search on it every time. + +",True,"List of weird things with Godot UI - ### Godot version + +3.4.2 stable + +### System information + +Windows 10 + +### Issue description + +**This is an exhaustive list of counter-intuitive things with Godot UI. It will grow with time.** +The kind of things that confuse the newcomer and make them hate Godot before they even get to like it. +The kind of things that smell like ""Blender UI"" before they fixed it (if you remember the old days) + +Fix it or not, I don't care, but don't say that no one warned you : + +**1) Position of ""Asset library"" button.** + +the asset library button is next to the ""View"" buttons (2D, 3D, Script). +Conceptually, those other buttons are meant to let the user choose under which ""perspective"" they want to see the asset (most often, the scene) currently open: Do they want to see it as a 2D thingy? A 3D thingy? A text? etc. +And then there's the Asset Lib button, which has nothing to do with any of that. the Asset library button is meant (conceptually) to be used on a global level and applies to the whole project. +So why is it hidden there? Why is it not with the project settings? Or above the FileSystem panel? Or in the top menu? Etc. Mystery. + +**2) How the asset library opens** + +The asset library appears in a tab, but... Not in its own tab. +It steals the tab of whatever asset was currently open. +Worse, it does not rename the tab. It still seems like *my* asset is open but the tab wears its name, except it now displays a list of assets to download instead. +Now I can't close the asset library without closing my own asset. I have to do the awkward thing of remembering how I was currently displaying my asset (2D? 3D? script?) and click on the corresponding button to bring it back how it was. +Shoo! Get your own tab, asset library! + +**3) When a new scene is created, it's not really created** + +So I go to the FileSystem panel and right-click on a folder, then ""new scene"". A popup appears to let me enter the name. I click OK. +Aaaand... the scene has not been created? +I mean : Nothing changed on the screen. Nothing appeared in the folder (!). And no new tab appeared. + +Upon closer inspection, the tab that was currently open is now titled ""empty"". What the hell does that mean. + +As you've understood by now, I'm acting naive, but no one (and I mean, no one) could guess that you're now supposed to create a root node before you can even save the scene and see it appear in its folder. For any normal human being, if you click ""OK"" then the scene is supposed to have been somehow created. +At least, make the new scene appear in its own tab instead of stealing the tab currently open (it looks extra awkward if you were currently displaying the Assets library!) + +**4) How do I close a project?** + +In every app in the world, in the top menu, the **leftmost** menu is for the app itself -- or at least the main, biggest entity (usually, the project). _Then_ you have other menus, more to the right, for other smaller things. + +Not in Godot : The scene is leftmost and the project comes second. +So when you want to close the project, it becomes awkward. If you're a beginner then you need to remember that the ""Scene"" is not the boss here. It's not your project. The project is your project. And even when you click on that menu, there's no ""Close"" entry. It's awkwardly named ""Exit"". + +**5) Rename : Never the same number of clicks** + +- In the scene hierarchy, **double-click** to rename +- In a SpriteFrames resource (bottom panel), **single click** on an animation in the list of animations +- In the FileSystemPanel, clicking **doesn't** rename. You need to right-click-->Rename + +**6) Clicking outside of a dropdown menu actually does click** + +- Go to the inspector +- Expand any property that has a dropdown. +- Click outside of it, for example just on the right of it to exit (that is, collapse) it again +- Oh noes! It turns out that the area just to the right of it was the ""delete"" button. By collapsing your resource you deleted it. +- that's because in most UIs, clicking outside of a dropdown makes it **lose focus,** (but doesn't actually do the click wherever you clicked). In godot it does! +- + +**7) No shortcut to open the help page of a native function (?)** +- Open a .gd script +- Highlight any native function name (e.g. highlight word ""printerr"") +- You can't press F1 or whatever shortcut to display the help page +- You have to press F1 and then type again printerr to find the help page (if it exists! Can't know for sure until you've done that) + +**8) No shortcut to teleport to function definition** +- Create a new .gd script +- Create local function. for example _func _myFunction():_ +- Somewhere else in the same file, write a line of instruction that calls function _myFunction +- highlight it +- No shortcut to go to _myFunction 's definition (for comparison: you'd press F12 in Visual Studio). If you don't know where that function is located then you have to do Shift+Ctrl+F to do a full search on it every time. + +",1,list of weird things with godot ui godot version stable system information windows issue description this is an exhaustive list of counter intuitive things with godot ui it will grow with time the kind of things that confuse the newcomer and make them hate godot before they even get to like it the kind of things that smell like blender ui before they fixed it if you remember the old days fix it or not i don t care but don t say that no one warned you position of asset library button the asset library button is next to the view buttons script conceptually those other buttons are meant to let the user choose under which perspective they want to see the asset most often the scene currently open do they want to see it as a thingy a thingy a text etc and then there s the asset lib button which has nothing to do with any of that the asset library button is meant conceptually to be used on a global level and applies to the whole project so why is it hidden there why is it not with the project settings or above the filesystem panel or in the top menu etc mystery how the asset library opens the asset library appears in a tab but not in its own tab it steals the tab of whatever asset was currently open worse it does not rename the tab it still seems like my asset is open but the tab wears its name except it now displays a list of assets to download instead now i can t close the asset library without closing my own asset i have to do the awkward thing of remembering how i was currently displaying my asset script and click on the corresponding button to bring it back how it was shoo get your own tab asset library when a new scene is created it s not really created so i go to the filesystem panel and right click on a folder then new scene a popup appears to let me enter the name i click ok aaaand the scene has not been created i mean nothing changed on the screen nothing appeared in the folder and no new tab appeared upon closer inspection the tab that was currently open is now titled empty what the hell does that mean as you ve understood by now i m acting naive but no one and i mean no one could guess that you re now supposed to create a root node before you can even save the scene and see it appear in its folder for any normal human being if you click ok then the scene is supposed to have been somehow created at least make the new scene appear in its own tab instead of stealing the tab currently open it looks extra awkward if you were currently displaying the assets library how do i close a project in every app in the world in the top menu the leftmost menu is for the app itself or at least the main biggest entity usually the project then you have other menus more to the right for other smaller things not in godot the scene is leftmost and the project comes second so when you want to close the project it becomes awkward if you re a beginner then you need to remember that the scene is not the boss here it s not your project the project is your project and even when you click on that menu there s no close entry it s awkwardly named exit rename never the same number of clicks in the scene hierarchy double click to rename in a spriteframes resource bottom panel single click on an animation in the list of animations in the filesystempanel clicking doesn t rename you need to right click rename clicking outside of a dropdown menu actually does click go to the inspector expand any property that has a dropdown click outside of it for example just on the right of it to exit that is collapse it again oh noes it turns out that the area just to the right of it was the delete button by collapsing your resource you deleted it that s because in most uis clicking outside of a dropdown makes it lose focus but doesn t actually do the click wherever you clicked in godot it does no shortcut to open the help page of a native function open a gd script highlight any native function name e g highlight word printerr you can t press or whatever shortcut to display the help page you have to press and then type again printerr to find the help page if it exists can t know for sure until you ve done that no shortcut to teleport to function definition create a new gd script create local function for example func myfunction somewhere else in the same file write a line of instruction that calls function myfunction highlight it no shortcut to go to myfunction s definition for comparison you d press in visual studio if you don t know where that function is located then you have to do shift ctrl f to do a full search on it every time ,1 +3185,3367674607.0,IssuesEvent,2015-11-22 11:31:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Search and/or filter for Project and Editor settings,feature request topic:editor usability,"The list size in the Project Settings panel is quite long and so it is in the Editor Settings too. It would be nice to have a way to filter and or search them. + +Pretty much the same reason as #2176.",True,"Search and/or filter for Project and Editor settings - The list size in the Project Settings panel is quite long and so it is in the Editor Settings too. It would be nice to have a way to filter and or search them. + +Pretty much the same reason as #2176.",1,search and or filter for project and editor settings the list size in the project settings panel is quite long and so it is in the editor settings too it would be nice to have a way to filter and or search them pretty much the same reason as ,1 +3593,3490751731.0,IssuesEvent,2016-01-04 12:00:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Orphan Resource Manager"" should be converted into ""Resource Manager"" with ""show orphans only"" option",archived feature proposal topic:editor usability,"I'm not sure why there is no 'Resource Manager' tool, it should work very similar to how Orphan Resource Manager works but should also allow to check dependencies for scenes that are not orphans. I mean, it's currently impossible to quickly check where given scene is used. +Also in this case I would suggest to change name from ""Resources Manager"" to **Dependencies Manager**.",True,"""Orphan Resource Manager"" should be converted into ""Resource Manager"" with ""show orphans only"" option - I'm not sure why there is no 'Resource Manager' tool, it should work very similar to how Orphan Resource Manager works but should also allow to check dependencies for scenes that are not orphans. I mean, it's currently impossible to quickly check where given scene is used. +Also in this case I would suggest to change name from ""Resources Manager"" to **Dependencies Manager**.",1, orphan resource manager should be converted into resource manager with show orphans only option i m not sure why there is no resource manager tool it should work very similar to how orphan resource manager works but should also allow to check dependencies for scenes that are not orphans i mean it s currently impossible to quickly check where given scene is used also in this case i would suggest to change name from resources manager to dependencies manager ,1 +6616,4386654274.0,IssuesEvent,2016-08-08 13:34:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to copy VS nodes,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +It would be awesome if we could just select and copy VS nodes (multiple ones as well as single one). +Also, copying nodes should be possible between different VS scripts. + +This would allow us to create a 'palette' of the most commonly used nodes so we didn't need to find them in top down menu all the time. It would make working with VS a little more similar how painters work in graphic program, where they are making small palette of colors in a handy place and they are using a sampler when they want to change color. + + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to copy VS nodes - **Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +It would be awesome if we could just select and copy VS nodes (multiple ones as well as single one). +Also, copying nodes should be possible between different VS scripts. + +This would allow us to create a 'palette' of the most commonly used nodes so we didn't need to find them in top down menu all the time. It would make working with VS a little more similar how painters work in graphic program, where they are making small palette of colors in a handy place and they are using a sampler when they want to change color. + + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,ability to copy vs nodes operating system or device godot version issue description what happened and what was expected it would be awesome if we could just select and copy vs nodes multiple ones as well as single one also copying nodes should be possible between different vs scripts this would allow us to create a palette of the most commonly used nodes so we didn t need to find them in top down menu all the time it would make working with vs a little more similar how painters work in graphic program where they are making small palette of colors in a handy place and they are using a sampler when they want to change color steps to reproduce link to minimal example project optional but very welcome ,1 +22819,20246711888.0,IssuesEvent,2022-02-14 14:22:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make ColorPicker/ColorPickerButton alpha checkerboard use the same contrast as the gradient editor's,enhancement topic:editor usability,"### Godot version + +v3.4.2.stable.official [45eaa2daf] + +### System information + +Windows 10 + +### Issue description + +When make a transparent gradient the colors items do not match the preview at the top? The last item in the list is fully transparent and invisible... yet is is displayed as ""fully"" white with the transparent check pattern virtually invisible, and items higher on list are shown with more transparency though they have less? + +The items in this list should basically match the preview at the top? + +Thanks. + +[![Gradient2.gif](https://i.postimg.cc/mrtWDX7v/Gradient2.gif)](https://postimg.cc/xkD4pPx5) + +### Steps to reproduce + +- create new Gradient, set Color 1 to transparent, and refresh by selecting a differnt node then the Gradient again (https://github.com/godotengine/godot/issues/33265) +- add a bunch of new points, and refresh +- note that last item in list does not appear fully transparent, and items further up list appear more so? + +### Minimal reproduction project + +_No response_",True,"Make ColorPicker/ColorPickerButton alpha checkerboard use the same contrast as the gradient editor's - ### Godot version + +v3.4.2.stable.official [45eaa2daf] + +### System information + +Windows 10 + +### Issue description + +When make a transparent gradient the colors items do not match the preview at the top? The last item in the list is fully transparent and invisible... yet is is displayed as ""fully"" white with the transparent check pattern virtually invisible, and items higher on list are shown with more transparency though they have less? + +The items in this list should basically match the preview at the top? + +Thanks. + +[![Gradient2.gif](https://i.postimg.cc/mrtWDX7v/Gradient2.gif)](https://postimg.cc/xkD4pPx5) + +### Steps to reproduce + +- create new Gradient, set Color 1 to transparent, and refresh by selecting a differnt node then the Gradient again (https://github.com/godotengine/godot/issues/33265) +- add a bunch of new points, and refresh +- note that last item in list does not appear fully transparent, and items further up list appear more so? + +### Minimal reproduction project + +_No response_",1,make colorpicker colorpickerbutton alpha checkerboard use the same contrast as the gradient editor s godot version stable official system information windows issue description when make a transparent gradient the colors items do not match the preview at the top the last item in the list is fully transparent and invisible yet is is displayed as fully white with the transparent check pattern virtually invisible and items higher on list are shown with more transparency though they have less the items in this list should basically match the preview at the top thanks steps to reproduce create new gradient set color to transparent and refresh by selecting a differnt node then the gradient again add a bunch of new points and refresh note that last item in list does not appear fully transparent and items further up list appear more so minimal reproduction project no response ,1 +22158,18784455735.0,IssuesEvent,2021-11-08 10:36:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Physics 2D and 3D layer/mask in `tscn` file can include layers above 20,bug discussion topic:editor usability topic:physics," + +**Godot versions:** +Godot 3.2.3 mono +Godot 3.2.3 +Godot 3.2.4 RC1 + + +**OS/device including version:** +Windows 10 +Solus 4 x86_64 Linux (Kernel 5.10.7-168.current) + + +**Issue description:** +The value for a collision layer/mask in the tscn file can be above 1048575 (which would be all twenty bits set to 1). This was discovered while I helped someone to debug their project. It is unclear how these values ended up in the tscn files in the first place. The project where the issue was discovered was made in a Godot 3.2.3 mono version. No C# was used in the project itself. The error persisted when loading the already corrupted tscn files in 3.2.3 and 3.2.4 RC1. + +Godot will load these files just fine. However, there are collision bits set that will not be shown in the editor. + +Example: +- `StaticBody` with bits for layer 1 and 21 set +- `RigidBody` with bits for layer 2 and 21 set + +The editor will only show layer 1 for the `StaticBody` and layer 2 for the `RigidBody`, suggesting that they won't collide. However, the bit for layer 21 is set in both and therefore they *will* collide in-game. + +This happens in 2D and 3D. + + +**Expected Behaviour/Solution:** +I see a few possible improvements over the current behaviour: +- Show a warning when loading files that set an invisible bit but keep it +- Show a warning directly on the PhysicsBody if an invisible bit is set but keep it +- Make it impossible to set those bit's in the first place, showing a warning when importing a file that does + +Also there is no way to unset invisible bits currently. If one of the first two solutions is preferred, then there should be UI to unset these bits without editing the tscn file manually. + +For me personally the third suggestion sounds best. + + +**Steps to reproduce:** +It is unclear how these values ended up in the tscn files of the project I helped to debug. For the minimal reproduction project I simply edited the tscn files per hand as I was not able to find the underlying bug in the editor that allows creating such files in the first place. This probably needs some further investigation. + + +**Minimal reproduction project:** +The minimal project includes two scenes: one for 2D, one for 3D. Both have the setup as mentioned in the example above. You can notice in-editor how only layer 1 / 2 are shown for the bodies, suggesting they won't collide. In-game the rigid body will stop at the static body. +[bug.zip](https://github.com/godotengine/godot/files/5888662/bug.zip) + +",True,"Physics 2D and 3D layer/mask in `tscn` file can include layers above 20 - + +**Godot versions:** +Godot 3.2.3 mono +Godot 3.2.3 +Godot 3.2.4 RC1 + + +**OS/device including version:** +Windows 10 +Solus 4 x86_64 Linux (Kernel 5.10.7-168.current) + + +**Issue description:** +The value for a collision layer/mask in the tscn file can be above 1048575 (which would be all twenty bits set to 1). This was discovered while I helped someone to debug their project. It is unclear how these values ended up in the tscn files in the first place. The project where the issue was discovered was made in a Godot 3.2.3 mono version. No C# was used in the project itself. The error persisted when loading the already corrupted tscn files in 3.2.3 and 3.2.4 RC1. + +Godot will load these files just fine. However, there are collision bits set that will not be shown in the editor. + +Example: +- `StaticBody` with bits for layer 1 and 21 set +- `RigidBody` with bits for layer 2 and 21 set + +The editor will only show layer 1 for the `StaticBody` and layer 2 for the `RigidBody`, suggesting that they won't collide. However, the bit for layer 21 is set in both and therefore they *will* collide in-game. + +This happens in 2D and 3D. + + +**Expected Behaviour/Solution:** +I see a few possible improvements over the current behaviour: +- Show a warning when loading files that set an invisible bit but keep it +- Show a warning directly on the PhysicsBody if an invisible bit is set but keep it +- Make it impossible to set those bit's in the first place, showing a warning when importing a file that does + +Also there is no way to unset invisible bits currently. If one of the first two solutions is preferred, then there should be UI to unset these bits without editing the tscn file manually. + +For me personally the third suggestion sounds best. + + +**Steps to reproduce:** +It is unclear how these values ended up in the tscn files of the project I helped to debug. For the minimal reproduction project I simply edited the tscn files per hand as I was not able to find the underlying bug in the editor that allows creating such files in the first place. This probably needs some further investigation. + + +**Minimal reproduction project:** +The minimal project includes two scenes: one for 2D, one for 3D. Both have the setup as mentioned in the example above. You can notice in-editor how only layer 1 / 2 are shown for the bodies, suggesting they won't collide. In-game the rigid body will stop at the static body. +[bug.zip](https://github.com/godotengine/godot/files/5888662/bug.zip) + +",1,physics and layer mask in tscn file can include layers above please search existing issues for potential duplicates before filing yours godot versions godot mono godot godot os device including version windows solus linux kernel current issue description the value for a collision layer mask in the tscn file can be above which would be all twenty bits set to this was discovered while i helped someone to debug their project it is unclear how these values ended up in the tscn files in the first place the project where the issue was discovered was made in a godot mono version no c was used in the project itself the error persisted when loading the already corrupted tscn files in and godot will load these files just fine however there are collision bits set that will not be shown in the editor example staticbody with bits for layer and set rigidbody with bits for layer and set the editor will only show layer for the staticbody and layer for the rigidbody suggesting that they won t collide however the bit for layer is set in both and therefore they will collide in game this happens in and expected behaviour solution i see a few possible improvements over the current behaviour show a warning when loading files that set an invisible bit but keep it show a warning directly on the physicsbody if an invisible bit is set but keep it make it impossible to set those bit s in the first place showing a warning when importing a file that does also there is no way to unset invisible bits currently if one of the first two solutions is preferred then there should be ui to unset these bits without editing the tscn file manually for me personally the third suggestion sounds best steps to reproduce it is unclear how these values ended up in the tscn files of the project i helped to debug for the minimal reproduction project i simply edited the tscn files per hand as i was not able to find the underlying bug in the editor that allows creating such files in the first place this probably needs some further investigation minimal reproduction project the minimal project includes two scenes one for one for both have the setup as mentioned in the example above you can notice in editor how only layer are shown for the bodies suggesting they won t collide in game the rigid body will stop at the static body ,1 +26241,26579997991.0,IssuesEvent,2023-01-22 10:26:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project setting 'Initial Screen' has too many monitor options,bug topic:editor usability,"### Godot version + +v4.0.beta12.mono.official [3c9bf4bc2] + +### System information + +Windows 10, Forward+ (Vulkan), NVIDIA GeForce RTX 3070 (526.98) + +### Issue description + +The `Initial Screen` select dropdown provides 64 options for monitors when it should only provide options for what is available. In my case, I'm only using two monitors so there should only be two monitors to choose from (excluding the Primary Monitor option of course). Screenshot below. + +![image](https://user-images.githubusercontent.com/1691061/213066149-b97d3220-9b23-4685-a155-ad2f48f96de3.png) + + +### Steps to reproduce + +The issue appears to occur whether I'm using two monitors or one monitor. + +--- +1. Open `Project Settings` +2. Go to `Display` > `Window` > `Size` +3. Select the `Initial Screen` dropdown. +4. You will see the `Primary Monitor` option and 64 other monitor options as seen in the screenshot. + +### Minimal reproduction project + +N/A",True,"Project setting 'Initial Screen' has too many monitor options - ### Godot version + +v4.0.beta12.mono.official [3c9bf4bc2] + +### System information + +Windows 10, Forward+ (Vulkan), NVIDIA GeForce RTX 3070 (526.98) + +### Issue description + +The `Initial Screen` select dropdown provides 64 options for monitors when it should only provide options for what is available. In my case, I'm only using two monitors so there should only be two monitors to choose from (excluding the Primary Monitor option of course). Screenshot below. + +![image](https://user-images.githubusercontent.com/1691061/213066149-b97d3220-9b23-4685-a155-ad2f48f96de3.png) + + +### Steps to reproduce + +The issue appears to occur whether I'm using two monitors or one monitor. + +--- +1. Open `Project Settings` +2. Go to `Display` > `Window` > `Size` +3. Select the `Initial Screen` dropdown. +4. You will see the `Primary Monitor` option and 64 other monitor options as seen in the screenshot. + +### Minimal reproduction project + +N/A",1,project setting initial screen has too many monitor options godot version mono official system information windows forward vulkan nvidia geforce rtx issue description the initial screen select dropdown provides options for monitors when it should only provide options for what is available in my case i m only using two monitors so there should only be two monitors to choose from excluding the primary monitor option of course screenshot below steps to reproduce the issue appears to occur whether i m using two monitors or one monitor open project settings go to display window size select the initial screen dropdown you will see the primary monitor option and other monitor options as seen in the screenshot minimal reproduction project n a,1 +16779,11310699593.0,IssuesEvent,2020-01-19 21:17:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector disapears after opening NativeScript resource,bug topic:editor usability,"**Godot version:** +e4ec59b + + +**OS/device including version:** +Ubuntu 19.04 X11 +1366x768 laptop monitor/screen + + +**Issue description:** +When double clicking on the `NativeScript` resource, the inspector disappeared in the Window. I am not sure if this is only the case of `NativeScript`. + +**Steps to reproduce:** +![output](https://user-images.githubusercontent.com/26231126/61993426-f6cb0400-b06b-11e9-9424-1f64c55c9c03.gif) + + +",True,"Inspector disapears after opening NativeScript resource - **Godot version:** +e4ec59b + + +**OS/device including version:** +Ubuntu 19.04 X11 +1366x768 laptop monitor/screen + + +**Issue description:** +When double clicking on the `NativeScript` resource, the inspector disappeared in the Window. I am not sure if this is only the case of `NativeScript`. + +**Steps to reproduce:** +![output](https://user-images.githubusercontent.com/26231126/61993426-f6cb0400-b06b-11e9-9424-1f64c55c9c03.gif) + + +",1,inspector disapears after opening nativescript resource godot version os device including version ubuntu laptop monitor screen issue description when double clicking on the nativescript resource the inspector disappeared in the window i am not sure if this is only the case of nativescript steps to reproduce ,1 +19819,14597397647.0,IssuesEvent,2020-12-20 19:57:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Merge From Scene option invokes two file handling dialogs,bug topic:editor usability,"**Godot version:** +v3.2.Stable.Official + +**OS/device including version:** +Windows 10 Pro Version 1809 OS Build 17763.973 + +**Issue description:** +Using the `Merge From Scene` option from any node, Root, Inherited or Instance will open **two** distinct file dialogs. One to **open** a file, and another one to **import** a file. + +**Video Demo** +1. [This is a video demonstration of the issue ](https://streamable.com/sl57d) +2. [This is a screenshot of the issue](https://user-images.githubusercontent.com/4912907/75102655-1bb13680-55bd-11ea-94bc-baa74f8a6ba7.png) + +To me it seems that it should only open ""one"" window to load a file instead of two. [Someone on discord helped me triage](https://discordapp.com/channels/212250894228652034/212250894228652034/680962969852838127) and faced the same issue. + +I'm not a c++ expert but could it be that the `FILE_IMPORT_SUBSCENE `case is falling through to the `FILE_EXTERNAL_OPEN_SCENE `case found here: +https://github.com/godotengine/godot/blob/a24aafcb92992f860694bf411acab1080fc0b3db/editor/editor_node.cpp#L2319 + +**Steps to reproduce:** +1. Create a new scene +2. Create a root node (the node type doesn't matter I used Node2D, the other user used base Node) +3. Right click on the node and click on the `Merge From Scene` context option + +**Minimal reproduction project:** +With the reproduction steps you get a 100% reproduction rate. + +_Edit: Updated description to take less space and added video showcasing the problem_",True,"Merge From Scene option invokes two file handling dialogs - **Godot version:** +v3.2.Stable.Official + +**OS/device including version:** +Windows 10 Pro Version 1809 OS Build 17763.973 + +**Issue description:** +Using the `Merge From Scene` option from any node, Root, Inherited or Instance will open **two** distinct file dialogs. One to **open** a file, and another one to **import** a file. + +**Video Demo** +1. [This is a video demonstration of the issue ](https://streamable.com/sl57d) +2. [This is a screenshot of the issue](https://user-images.githubusercontent.com/4912907/75102655-1bb13680-55bd-11ea-94bc-baa74f8a6ba7.png) + +To me it seems that it should only open ""one"" window to load a file instead of two. [Someone on discord helped me triage](https://discordapp.com/channels/212250894228652034/212250894228652034/680962969852838127) and faced the same issue. + +I'm not a c++ expert but could it be that the `FILE_IMPORT_SUBSCENE `case is falling through to the `FILE_EXTERNAL_OPEN_SCENE `case found here: +https://github.com/godotengine/godot/blob/a24aafcb92992f860694bf411acab1080fc0b3db/editor/editor_node.cpp#L2319 + +**Steps to reproduce:** +1. Create a new scene +2. Create a root node (the node type doesn't matter I used Node2D, the other user used base Node) +3. Right click on the node and click on the `Merge From Scene` context option + +**Minimal reproduction project:** +With the reproduction steps you get a 100% reproduction rate. + +_Edit: Updated description to take less space and added video showcasing the problem_",1,merge from scene option invokes two file handling dialogs godot version stable official os device including version windows pro version os build issue description using the merge from scene option from any node root inherited or instance will open two distinct file dialogs one to open a file and another one to import a file video demo to me it seems that it should only open one window to load a file instead of two and faced the same issue i m not a c expert but could it be that the file import subscene case is falling through to the file external open scene case found here steps to reproduce create a new scene create a root node the node type doesn t matter i used the other user used base node right click on the node and click on the merge from scene context option minimal reproduction project with the reproduction steps you get a reproduction rate edit updated description to take less space and added video showcasing the problem ,1 +26417,26833417999.0,IssuesEvent,2023-02-02 17:33:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Order of shader uniform properties is alphabetical, not in shader-code order",enhancement topic:editor usability topic:shaders,"### Godot version + +v4.0.alpha12.official [2c11e6d9e] + +### System information + +Win10 + +### Issue description + +The shader uniform properties are being structured in an alphabetical order instead of the actual written order in the shader code. + +The actual desired effect (shown here with GDScript): +![image](https://user-images.githubusercontent.com/38077837/179227780-667f3ba6-3314-434e-ba96-eceb6fa788f7.png) + +What instead happens: +![image](https://user-images.githubusercontent.com/38077837/179228199-2dd4d7a6-ca48-43cd-81b6-e5179567116e.png) + +@Chaosus mentioned here already that this is due to the Shader Uniforms being stored in a HashMap instead of a Vector: https://github.com/godotengine/godot/pull/62972#issuecomment-1183026786 + +### Steps to reproduce + +* Create a new shader in a new project or open up the minimal reproduction project +* create a uniform that starts with a letter like ""W"" +* create another uniform that starts with a letter like ""A"" that comes in the alphabet before the above letter in the next line +* look at the inspector and the order of the uniforms + +### Minimal reproduction project + +[Godot4Alpha12Test.zip](https://github.com/godotengine/godot/files/9120970/Godot4Alpha12Test.zip) +",True,"Order of shader uniform properties is alphabetical, not in shader-code order - ### Godot version + +v4.0.alpha12.official [2c11e6d9e] + +### System information + +Win10 + +### Issue description + +The shader uniform properties are being structured in an alphabetical order instead of the actual written order in the shader code. + +The actual desired effect (shown here with GDScript): +![image](https://user-images.githubusercontent.com/38077837/179227780-667f3ba6-3314-434e-ba96-eceb6fa788f7.png) + +What instead happens: +![image](https://user-images.githubusercontent.com/38077837/179228199-2dd4d7a6-ca48-43cd-81b6-e5179567116e.png) + +@Chaosus mentioned here already that this is due to the Shader Uniforms being stored in a HashMap instead of a Vector: https://github.com/godotengine/godot/pull/62972#issuecomment-1183026786 + +### Steps to reproduce + +* Create a new shader in a new project or open up the minimal reproduction project +* create a uniform that starts with a letter like ""W"" +* create another uniform that starts with a letter like ""A"" that comes in the alphabet before the above letter in the next line +* look at the inspector and the order of the uniforms + +### Minimal reproduction project + +[Godot4Alpha12Test.zip](https://github.com/godotengine/godot/files/9120970/Godot4Alpha12Test.zip) +",1,order of shader uniform properties is alphabetical not in shader code order godot version official system information issue description the shader uniform properties are being structured in an alphabetical order instead of the actual written order in the shader code the actual desired effect shown here with gdscript what instead happens chaosus mentioned here already that this is due to the shader uniforms being stored in a hashmap instead of a vector steps to reproduce create a new shader in a new project or open up the minimal reproduction project create a uniform that starts with a letter like w create another uniform that starts with a letter like a that comes in the alphabet before the above letter in the next line look at the inspector and the order of the uniforms minimal reproduction project ,1 +27730,30285540589.0,IssuesEvent,2023-07-08 16:24:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ctrl+K to comment lines in shader editor isn't working if the shader is a .gdshaderinc,bug topic:editor usability topic:shaders,"### Godot version + +Godot 4.0.3 + +### System information + +Windows 10 64 bits NVIDIA GeForce GTX 1060 + +### Issue description + +Ctrl+K is a shortcut normally used to comment out the current line. It works in the shader editor, but for some reason, it doesn't if your shader has the `.gdshaderinc` extension (aka it's a shader include). Shader Includes are the same language, we should be able to use that feature. + +### Steps to reproduce + +Create a `.gdshaderinc` file. Write some code in it. Observe you can't use Ctrl+K to comment out lines. + +### Minimal reproduction project + +[CommentLinesShaderInc.zip](https://github.com/godotengine/godot/files/11739881/CommentLinesShaderInc.zip) +",True,"Ctrl+K to comment lines in shader editor isn't working if the shader is a .gdshaderinc - ### Godot version + +Godot 4.0.3 + +### System information + +Windows 10 64 bits NVIDIA GeForce GTX 1060 + +### Issue description + +Ctrl+K is a shortcut normally used to comment out the current line. It works in the shader editor, but for some reason, it doesn't if your shader has the `.gdshaderinc` extension (aka it's a shader include). Shader Includes are the same language, we should be able to use that feature. + +### Steps to reproduce + +Create a `.gdshaderinc` file. Write some code in it. Observe you can't use Ctrl+K to comment out lines. + +### Minimal reproduction project + +[CommentLinesShaderInc.zip](https://github.com/godotengine/godot/files/11739881/CommentLinesShaderInc.zip) +",1,ctrl k to comment lines in shader editor isn t working if the shader is a gdshaderinc godot version godot system information windows bits nvidia geforce gtx issue description ctrl k is a shortcut normally used to comment out the current line it works in the shader editor but for some reason it doesn t if your shader has the gdshaderinc extension aka it s a shader include shader includes are the same language we should be able to use that feature steps to reproduce create a gdshaderinc file write some code in it observe you can t use ctrl k to comment out lines minimal reproduction project ,1 +22915,20599015906.0,IssuesEvent,2022-03-06 00:30:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Large amount of opened scene tabs isn't handled correctly,bug topic:editor usability,"### Godot version + +ff65d33 + +### System information + +W10 + +### Issue description + +Tested only with empty tabs, but this happens: +![godot windows tools 64_xcU13n3rFL](https://user-images.githubusercontent.com/2223172/156904188-254b9a4b-440e-45f7-9655-cfbd27e4d85f.gif) +When you are on last tab and press the left arrow, it will change the size of tabs, but don't scroll. When you are on the left and press the right arrow, it will jump to the end after few clicks. + + +### Steps to reproduce + +1. Open big amount of scene tabs +2. Use the navigation arrows + +### Minimal reproduction project + +_No response_",True,"Large amount of opened scene tabs isn't handled correctly - ### Godot version + +ff65d33 + +### System information + +W10 + +### Issue description + +Tested only with empty tabs, but this happens: +![godot windows tools 64_xcU13n3rFL](https://user-images.githubusercontent.com/2223172/156904188-254b9a4b-440e-45f7-9655-cfbd27e4d85f.gif) +When you are on last tab and press the left arrow, it will change the size of tabs, but don't scroll. When you are on the left and press the right arrow, it will jump to the end after few clicks. + + +### Steps to reproduce + +1. Open big amount of scene tabs +2. Use the navigation arrows + +### Minimal reproduction project + +_No response_",1,large amount of opened scene tabs isn t handled correctly godot version system information issue description tested only with empty tabs but this happens when you are on last tab and press the left arrow it will change the size of tabs but don t scroll when you are on the left and press the right arrow it will jump to the end after few clicks steps to reproduce open big amount of scene tabs use the navigation arrows minimal reproduction project no response ,1 +6901,4651367475.0,IssuesEvent,2016-10-03 09:50:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Mouse pan & zoom in the AnimationEditor,enhancement topic:editor usability,"Everytime I use the AnimationEditor I'm a bit frustrated that it doens't supports pan & zoom like some other scrollable editors. +It would also be useful to navigate longer/complex animations. +Would it be possible to be able to scroll by holding middle-click and zoom horizontally by using the wheel?",True,"Mouse pan & zoom in the AnimationEditor - Everytime I use the AnimationEditor I'm a bit frustrated that it doens't supports pan & zoom like some other scrollable editors. +It would also be useful to navigate longer/complex animations. +Would it be possible to be able to scroll by holding middle-click and zoom horizontally by using the wheel?",1,mouse pan zoom in the animationeditor everytime i use the animationeditor i m a bit frustrated that it doens t supports pan zoom like some other scrollable editors it would also be useful to navigate longer complex animations would it be possible to be able to scroll by holding middle click and zoom horizontally by using the wheel ,1 +24422,23745162754.0,IssuesEvent,2022-08-31 15:22:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Save & Restart off the Editor from themes section doesn't ask to save the empty scene.,enhancement topic:editor usability,"**Godot version:** +Godot 3.1 build caa141a1ac630144e441f89689baa1a74bb3bae5 + +**OS/device including version:** +Manjaro 64 bit + +**Issue description:** +Save & Restart off the Editor from themes section doesn't ask to save the empty scene. +![image](https://user-images.githubusercontent.com/19930870/46436868-9b93f200-c777-11e8-9656-3d61f009fbf0.png) + + +**Steps to reproduce:** +- Create a empty scene and add somethings don't save it yet. +- Goto the Editor themes and change something and save & restart. +",True,"Save & Restart off the Editor from themes section doesn't ask to save the empty scene. - **Godot version:** +Godot 3.1 build caa141a1ac630144e441f89689baa1a74bb3bae5 + +**OS/device including version:** +Manjaro 64 bit + +**Issue description:** +Save & Restart off the Editor from themes section doesn't ask to save the empty scene. +![image](https://user-images.githubusercontent.com/19930870/46436868-9b93f200-c777-11e8-9656-3d61f009fbf0.png) + + +**Steps to reproduce:** +- Create a empty scene and add somethings don't save it yet. +- Goto the Editor themes and change something and save & restart. +",1,save restart off the editor from themes section doesn t ask to save the empty scene godot version godot build os device including version manjaro bit issue description save restart off the editor from themes section doesn t ask to save the empty scene steps to reproduce create a empty scene and add somethings don t save it yet goto the editor themes and change something and save restart ,1 +16273,10720172901.0,IssuesEvent,2019-10-26 15:48:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open project folder in File Manager from the Project Manager window,enhancement topic:editor usability,"**Godot version:** +v3.0.2.stable.mono.official + +**Recommendation:** +I believe you would greatly benefit from being able to open a project folder in your OS's explorer/file browser, as a developer working actively with Godot Engine. + +We might all benefit from not having to manually open up a separate file browser, and navigate to the project folder. +![Project Manager window](https://i.imgur.com/KHX3oZ2.png) + +Currently there is no option to open your local file explorer/browser from Godot Engine's Project Manager window. Adding a simple ""Open Project Folder"" button (or something equivalent in function) would be one more step forward towards improving workflow with Godot Engine. + +It might be noteworthy to mention that with the evolution of Godot Engine, with the added functionality, we might also want to consider adding a context menu in the Project Manager in addition to the buttons that already are on the page. + +![Project Manager window with context menu](https://i.imgur.com/v9NQdyg.png)",True,"Open project folder in File Manager from the Project Manager window - **Godot version:** +v3.0.2.stable.mono.official + +**Recommendation:** +I believe you would greatly benefit from being able to open a project folder in your OS's explorer/file browser, as a developer working actively with Godot Engine. + +We might all benefit from not having to manually open up a separate file browser, and navigate to the project folder. +![Project Manager window](https://i.imgur.com/KHX3oZ2.png) + +Currently there is no option to open your local file explorer/browser from Godot Engine's Project Manager window. Adding a simple ""Open Project Folder"" button (or something equivalent in function) would be one more step forward towards improving workflow with Godot Engine. + +It might be noteworthy to mention that with the evolution of Godot Engine, with the added functionality, we might also want to consider adding a context menu in the Project Manager in addition to the buttons that already are on the page. + +![Project Manager window with context menu](https://i.imgur.com/v9NQdyg.png)",1,open project folder in file manager from the project manager window godot version stable mono official recommendation i believe you would greatly benefit from being able to open a project folder in your os s explorer file browser as a developer working actively with godot engine we might all benefit from not having to manually open up a separate file browser and navigate to the project folder currently there is no option to open your local file explorer browser from godot engine s project manager window adding a simple open project folder button or something equivalent in function would be one more step forward towards improving workflow with godot engine it might be noteworthy to mention that with the evolution of godot engine with the added functionality we might also want to consider adding a context menu in the project manager in addition to the buttons that already are on the page ,1 +12004,7612100273.0,IssuesEvent,2018-05-01 16:18:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Edit Group for multiple nodes at the same time,feature proposal topic:editor usability," + +It would be nice if it was possible to select multiple Nodes and set group for all of them togheter + +Example of what happened: i created bounds for a map and i wanted to put them all in a group. Had to manually set groups for each Node. + +Bonus: It would be nice if Groups were managed with a separate windows, where you can add groups, and then if you assingn a Node to a Group you'd have a drop down menu, to avoid misspelling related bugs. +",True,"Edit Group for multiple nodes at the same time - + +It would be nice if it was possible to select multiple Nodes and set group for all of them togheter + +Example of what happened: i created bounds for a map and i wanted to put them all in a group. Had to manually set groups for each Node. + +Bonus: It would be nice if Groups were managed with a separate windows, where you can add groups, and then if you assingn a Node to a Group you'd have a drop down menu, to avoid misspelling related bugs. +",1,edit group for multiple nodes at the same time it would be nice if it was possible to select multiple nodes and set group for all of them togheter example of what happened i created bounds for a map and i wanted to put them all in a group had to manually set groups for each node bonus it would be nice if groups were managed with a separate windows where you can add groups and then if you assingn a node to a group you d have a drop down menu to avoid misspelling related bugs ,1 +11163,7090919519.0,IssuesEvent,2018-01-12 10:51:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project manager path handling,enhancement topic:editor usability,"**Godot version:** +Godot 3.0 master @ bf4d398 + +**Issue description:** +Both when selecting a new folder for creating a new project and when downloading/installing templates via the project manager, I often happen to forget that you don't select the path where the project folder is created, but have to create the folder and then select that. Worst case, this means I clutter my home folder with project files and it takes quite some time to start until I manage to kill Godot and remove the newly created files. Also, when opening a project, you have to select the `project.godot`, the folder doesn't work. + +Suggestions for improvement: +- There should be a warning if the selected path is $HOME when creating a new project +- When downloading ""SomeTemplate"", default to creating a new folder under the selected path, e.g. ""path/SomeTemplate"" and placing the contents there; maybe change the behaviour for project creation to work like this, too - if not, at least make it very clear that the *contents* will be dumped into the folder you select +- When opening a project, and the path ends not with `project.godot`, see if it is a folder and check `path/project.godot` +",True,"Project manager path handling - **Godot version:** +Godot 3.0 master @ bf4d398 + +**Issue description:** +Both when selecting a new folder for creating a new project and when downloading/installing templates via the project manager, I often happen to forget that you don't select the path where the project folder is created, but have to create the folder and then select that. Worst case, this means I clutter my home folder with project files and it takes quite some time to start until I manage to kill Godot and remove the newly created files. Also, when opening a project, you have to select the `project.godot`, the folder doesn't work. + +Suggestions for improvement: +- There should be a warning if the selected path is $HOME when creating a new project +- When downloading ""SomeTemplate"", default to creating a new folder under the selected path, e.g. ""path/SomeTemplate"" and placing the contents there; maybe change the behaviour for project creation to work like this, too - if not, at least make it very clear that the *contents* will be dumped into the folder you select +- When opening a project, and the path ends not with `project.godot`, see if it is a folder and check `path/project.godot` +",1,project manager path handling godot version godot master issue description both when selecting a new folder for creating a new project and when downloading installing templates via the project manager i often happen to forget that you don t select the path where the project folder is created but have to create the folder and then select that worst case this means i clutter my home folder with project files and it takes quite some time to start until i manage to kill godot and remove the newly created files also when opening a project you have to select the project godot the folder doesn t work suggestions for improvement there should be a warning if the selected path is home when creating a new project when downloading sometemplate default to creating a new folder under the selected path e g path sometemplate and placing the contents there maybe change the behaviour for project creation to work like this too if not at least make it very clear that the contents will be dumped into the folder you select when opening a project and the path ends not with project godot see if it is a folder and check path project godot ,1 +18164,12620784837.0,IssuesEvent,2020-06-13 08:47:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,How to handle non-QWERTY keyboard layouts?,discussion topic:input usability,"Following up comments in #18020, I'm making this topic to get better understanding how to handle different keyboard layouts. + +Please, take a moment to look at following use cases and users, and answer few questions: + +--- + +## Applications: + +##### :large_blue_circle: Application A: +**3D shooter.** +Player movement is controlled with `WASD` keys, `I` key opens inventory. + +##### :large_blue_circle: Application B: +**Raster graphics editor.** +Main menu use following shortcuts: `Ctrl(Command) + S` for “Save”, `Ctrl(Command) + A` for “Select all”. + +*Developer of both apps was using standard QWERTY keyboard to configure default input maps.* + +--- + +## Users: + +##### :large_blue_circle: User 1: +Keyboard image: (Standard QWERTY keyboard) + +![ibm_m](https://user-images.githubusercontent.com/7645683/43341897-8fc79530-91e9-11e8-86aa-e2983ff379db.jpg) + +Current selected system keyboard layout: “US English” + +##### :large_blue_circle: User 2: +Keyboard image: (Dvorak keyboard, Originally QWERTY keyboard with manually moved keycaps) + +![dvrk](https://user-images.githubusercontent.com/7645683/43341905-95b55658-91e9-11e8-8142-95030e618da8.png) + +Current selected system keyboard layout: “Dvorak” + +##### :large_blue_circle: User 3: + +Keyboard image: (Russian JCUKEN keyboard) + +![rus](https://user-images.githubusercontent.com/7645683/43341912-9c5282d8-91e9-11e8-920e-527c1ea6aad4.jpg) + +Current selected system keyboard layout: “US English” + +##### :large_blue_circle: User 4: +Keyboard image: **Same as User 3** + +Current selected system keyboard layout: “Russian” + +##### :large_blue_circle: User 5: +Keyboard image: (Turkish F keyboard) + +![turkf](https://user-images.githubusercontent.com/7645683/43341913-a040b126-91e9-11e8-882d-63a12f05d68d.jpg) + +Current selected system keyboard layout: “Turkish F” + +--- + +## Questions: + +1. What key-codes/scan-codes highlighted keys (with red border) on each users keyboard should produce? +2. Which physical keys on each users keyboard should move player in the *Application A*? +3. Which physical key on each users keyboard should open inventory in the *Application A*? +4. Which physical keys on each users keyboard should *“Save”* and *“Select”* in the *Application B*? +5. Which characters should be displayed in the menu shortcut for each user? +![menu_img](https://user-images.githubusercontent.com/7645683/43341919-a51b5c1e-91e9-11e8-9ab3-5c1d7468e046.png) +6. What should be correct return value of `OS.get_latin_keyboard_variant()` for each of the users? +7. If you believe different physical keys should be responsible for *moving backwards* in *Application A* and *saving* in *Application B*, how these cases should be distinguished in code? In Input Map? +8. In case you are using keyboard layout significantly different from layouts in this topic, please share image of your keyboard and desired handling for aforementioned use cases. + +--- + +Additionally if you are using non-QWERTY keyboard, please try building #18020 PR, and testing input map behaviour with your keyboard layout. I do not have any non-QWERTY physical keyboard and only tested it by switching OS keyboard layouts. + +![map](https://user-images.githubusercontent.com/7645683/43360076-adb5711a-92b7-11e8-801a-ad36aa37ae24.png) + +Intended behaviour: +* **Key (Remapped)** - respects keyboard layout (same as current Godot input). +* **Key (Hardware)** - always acts like QWERTY keyboard with any layout.",True,"How to handle non-QWERTY keyboard layouts? - Following up comments in #18020, I'm making this topic to get better understanding how to handle different keyboard layouts. + +Please, take a moment to look at following use cases and users, and answer few questions: + +--- + +## Applications: + +##### :large_blue_circle: Application A: +**3D shooter.** +Player movement is controlled with `WASD` keys, `I` key opens inventory. + +##### :large_blue_circle: Application B: +**Raster graphics editor.** +Main menu use following shortcuts: `Ctrl(Command) + S` for “Save”, `Ctrl(Command) + A` for “Select all”. + +*Developer of both apps was using standard QWERTY keyboard to configure default input maps.* + +--- + +## Users: + +##### :large_blue_circle: User 1: +Keyboard image: (Standard QWERTY keyboard) + +![ibm_m](https://user-images.githubusercontent.com/7645683/43341897-8fc79530-91e9-11e8-86aa-e2983ff379db.jpg) + +Current selected system keyboard layout: “US English” + +##### :large_blue_circle: User 2: +Keyboard image: (Dvorak keyboard, Originally QWERTY keyboard with manually moved keycaps) + +![dvrk](https://user-images.githubusercontent.com/7645683/43341905-95b55658-91e9-11e8-8142-95030e618da8.png) + +Current selected system keyboard layout: “Dvorak” + +##### :large_blue_circle: User 3: + +Keyboard image: (Russian JCUKEN keyboard) + +![rus](https://user-images.githubusercontent.com/7645683/43341912-9c5282d8-91e9-11e8-920e-527c1ea6aad4.jpg) + +Current selected system keyboard layout: “US English” + +##### :large_blue_circle: User 4: +Keyboard image: **Same as User 3** + +Current selected system keyboard layout: “Russian” + +##### :large_blue_circle: User 5: +Keyboard image: (Turkish F keyboard) + +![turkf](https://user-images.githubusercontent.com/7645683/43341913-a040b126-91e9-11e8-882d-63a12f05d68d.jpg) + +Current selected system keyboard layout: “Turkish F” + +--- + +## Questions: + +1. What key-codes/scan-codes highlighted keys (with red border) on each users keyboard should produce? +2. Which physical keys on each users keyboard should move player in the *Application A*? +3. Which physical key on each users keyboard should open inventory in the *Application A*? +4. Which physical keys on each users keyboard should *“Save”* and *“Select”* in the *Application B*? +5. Which characters should be displayed in the menu shortcut for each user? +![menu_img](https://user-images.githubusercontent.com/7645683/43341919-a51b5c1e-91e9-11e8-9ab3-5c1d7468e046.png) +6. What should be correct return value of `OS.get_latin_keyboard_variant()` for each of the users? +7. If you believe different physical keys should be responsible for *moving backwards* in *Application A* and *saving* in *Application B*, how these cases should be distinguished in code? In Input Map? +8. In case you are using keyboard layout significantly different from layouts in this topic, please share image of your keyboard and desired handling for aforementioned use cases. + +--- + +Additionally if you are using non-QWERTY keyboard, please try building #18020 PR, and testing input map behaviour with your keyboard layout. I do not have any non-QWERTY physical keyboard and only tested it by switching OS keyboard layouts. + +![map](https://user-images.githubusercontent.com/7645683/43360076-adb5711a-92b7-11e8-801a-ad36aa37ae24.png) + +Intended behaviour: +* **Key (Remapped)** - respects keyboard layout (same as current Godot input). +* **Key (Hardware)** - always acts like QWERTY keyboard with any layout.",1,how to handle non qwerty keyboard layouts following up comments in i m making this topic to get better understanding how to handle different keyboard layouts please take a moment to look at following use cases and users and answer few questions applications large blue circle application a shooter player movement is controlled with wasd keys i key opens inventory large blue circle application b raster graphics editor main menu use following shortcuts ctrl command s for “save” ctrl command a for “select all” developer of both apps was using standard qwerty keyboard to configure default input maps users large blue circle user keyboard image standard qwerty keyboard current selected system keyboard layout “us english” large blue circle user keyboard image dvorak keyboard originally qwerty keyboard with manually moved keycaps current selected system keyboard layout “dvorak” large blue circle user keyboard image russian jcuken keyboard current selected system keyboard layout “us english” large blue circle user keyboard image same as user current selected system keyboard layout “russian” large blue circle user keyboard image turkish f keyboard current selected system keyboard layout “turkish f” questions what key codes scan codes highlighted keys with red border on each users keyboard should produce which physical keys on each users keyboard should move player in the application a which physical key on each users keyboard should open inventory in the application a which physical keys on each users keyboard should “save” and “select” in the application b which characters should be displayed in the menu shortcut for each user what should be correct return value of os get latin keyboard variant for each of the users if you believe different physical keys should be responsible for moving backwards in application a and saving in application b how these cases should be distinguished in code in input map in case you are using keyboard layout significantly different from layouts in this topic please share image of your keyboard and desired handling for aforementioned use cases additionally if you are using non qwerty keyboard please try building pr and testing input map behaviour with your keyboard layout i do not have any non qwerty physical keyboard and only tested it by switching os keyboard layouts intended behaviour key remapped respects keyboard layout same as current godot input key hardware always acts like qwerty keyboard with any layout ,1 +20591,15729701788.0,IssuesEvent,2021-03-29 15:07:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,EditorHelpBit doesn't resize to fit the whole description (Complex Text Layouts/DisplayServer regression),bug regression topic:editor usability," + +**Godot version:** 4.0 .dev.custom_build.5953f4d76 + + + +**OS/device including version:** Win10 [10.0.19041 Build 19041] + + + + +**Issue description:** +Bug: +![Screenshot 2021-03-26 125259](https://user-images.githubusercontent.com/21338088/112597302-f67f9f00-8e32-11eb-95af-295cf796a0d9.png) + +Expected: A bigger Annotation box to fit the whole text. + + + +**Steps to reproduce:** +Just add a ```DirectionalLight3D``` node and hover over the ```Use In Sky Only``` option. + + +**Minimal reproduction project:** +As listed above. + +",True,"EditorHelpBit doesn't resize to fit the whole description (Complex Text Layouts/DisplayServer regression) - + +**Godot version:** 4.0 .dev.custom_build.5953f4d76 + + + +**OS/device including version:** Win10 [10.0.19041 Build 19041] + + + + +**Issue description:** +Bug: +![Screenshot 2021-03-26 125259](https://user-images.githubusercontent.com/21338088/112597302-f67f9f00-8e32-11eb-95af-295cf796a0d9.png) + +Expected: A bigger Annotation box to fit the whole text. + + + +**Steps to reproduce:** +Just add a ```DirectionalLight3D``` node and hover over the ```Use In Sky Only``` option. + + +**Minimal reproduction project:** +As listed above. + +",1,editorhelpbit doesn t resize to fit the whole description complex text layouts displayserver regression please search existing issues for potential duplicates before filing yours godot version dev custom build os device including version issue description bug expected a bigger annotation box to fit the whole text steps to reproduce just add a node and hover over the use in sky only option minimal reproduction project as listed above ,1 +22466,19488529952.0,IssuesEvent,2021-12-26 21:57:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Warnings are not cleared when disabled until script update,bug topic:gdscript topic:editor usability,"### Godot version + +28174d5 + +### System information + +W10 + +### Issue description + +When you have a warning in script, e.g. +```GDScript +func _input(event): + pass +``` +warns about unused parameter. Go to Project Settings and disable this warning (or all warnings). The warning will stay in editor until you modify the script. + +This is especially a problem when you have multiple scripts open. The warnings will linger in scripts you don't need to edit right now. + +### Steps to reproduce + +1. Have a warning +2. Disable it +3. Still warning + +### Minimal reproduction project + +_No response_",True,"Warnings are not cleared when disabled until script update - ### Godot version + +28174d5 + +### System information + +W10 + +### Issue description + +When you have a warning in script, e.g. +```GDScript +func _input(event): + pass +``` +warns about unused parameter. Go to Project Settings and disable this warning (or all warnings). The warning will stay in editor until you modify the script. + +This is especially a problem when you have multiple scripts open. The warnings will linger in scripts you don't need to edit right now. + +### Steps to reproduce + +1. Have a warning +2. Disable it +3. Still warning + +### Minimal reproduction project + +_No response_",1,warnings are not cleared when disabled until script update godot version system information issue description when you have a warning in script e g gdscript func input event pass warns about unused parameter go to project settings and disable this warning or all warnings the warning will stay in editor until you modify the script this is especially a problem when you have multiple scripts open the warnings will linger in scripts you don t need to edit right now steps to reproduce have a warning disable it still warning minimal reproduction project no response ,1 +14817,9536108080.0,IssuesEvent,2019-04-30 08:53:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Open Script on Line number with EditorPlugin,feature proposal junior job topic:editor usability,"**Operating system or device - Godot version:** +2.1.3 Steam Stable + +Using [EditorPlugin](https://godot.readthedocs.io/en/stable/classes/class_editorplugin.html); +May I suggest we add the option to open a script on a specific line? + +This would be useful in the case of [Jahn's TODO plugin](https://github.com/need12648430/godot-todo) - Instead of just opening the script, we could open it and navigate to a specific line number. :)",True,"Open Script on Line number with EditorPlugin - **Operating system or device - Godot version:** +2.1.3 Steam Stable + +Using [EditorPlugin](https://godot.readthedocs.io/en/stable/classes/class_editorplugin.html); +May I suggest we add the option to open a script on a specific line? + +This would be useful in the case of [Jahn's TODO plugin](https://github.com/need12648430/godot-todo) - Instead of just opening the script, we could open it and navigate to a specific line number. :)",1,open script on line number with editorplugin operating system or device godot version steam stable using may i suggest we add the option to open a script on a specific line this would be useful in the case of instead of just opening the script we could open it and navigate to a specific line number ,1 +6504,4322041796.0,IssuesEvent,2016-07-25 12:46:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,tscn/tres: Inconsistencies in the extension filters of the save/open file dialogs,enhancement topic:editor usability,"In the current master branch (46c5fda), there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor + project settings: + +- In the project settings, the .tscn format is missing. *Fixed* + +- In the ""Open Scene"" and ""New Inherited Scene"" dialogs, the filters are listed as: +![filter-open](https://cloud.githubusercontent.com/assets/4701338/11456556/fa690d2a-968c-11e5-92ed-5db612d8a45d.png) + - TRES ( *.tres ) is missing (if RES is supported, I guess TRES would be too) + - Since the new T-formats are meant to replace the XML-formats, they should probably be moved up in the list + +- In the ""Save Scene As.."" dialog, the filters are: +![filter-save](https://cloud.githubusercontent.com/assets/4701338/11456569/4fc2be4c-968d-11e5-8c5c-de9911f4d6fd.png) + - Here all formats are shown, but ""*.tscn"" is missing from the ""All recognized"" list while ""*.tres"" is there, which looks a bit weird. + - Just like above, the T-formats should be moved up. + - The order is different from the ""Open Scene"" dialogs where it was more natural: first the scene-specific format, then the general format. So it should be: SCN, RES, TSCN, TRES, XSCN, XML. + +- For both dialogs, if we want users to start using T-formats preferentially over XML formats, maybe the XML formats could be removed altogether from the ""All recognized"" shortlist (but kept as available filters of course).",True,"tscn/tres: Inconsistencies in the extension filters of the save/open file dialogs - In the current master branch (46c5fda), there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor + project settings: + +- In the project settings, the .tscn format is missing. *Fixed* + +- In the ""Open Scene"" and ""New Inherited Scene"" dialogs, the filters are listed as: +![filter-open](https://cloud.githubusercontent.com/assets/4701338/11456556/fa690d2a-968c-11e5-92ed-5db612d8a45d.png) + - TRES ( *.tres ) is missing (if RES is supported, I guess TRES would be too) + - Since the new T-formats are meant to replace the XML-formats, they should probably be moved up in the list + +- In the ""Save Scene As.."" dialog, the filters are: +![filter-save](https://cloud.githubusercontent.com/assets/4701338/11456569/4fc2be4c-968d-11e5-8c5c-de9911f4d6fd.png) + - Here all formats are shown, but ""*.tscn"" is missing from the ""All recognized"" list while ""*.tres"" is there, which looks a bit weird. + - Just like above, the T-formats should be moved up. + - The order is different from the ""Open Scene"" dialogs where it was more natural: first the scene-specific format, then the general format. So it should be: SCN, RES, TSCN, TRES, XSCN, XML. + +- For both dialogs, if we want users to start using T-formats preferentially over XML formats, maybe the XML formats could be removed altogether from the ""All recognized"" shortlist (but kept as available filters of course).",1,tscn tres inconsistencies in the extension filters of the save open file dialogs in the current master branch there are some inconsistencies in the listing of formats in the save and open file dialogs of the editor project settings in the project settings the tscn format is missing fixed in the open scene and new inherited scene dialogs the filters are listed as tres tres is missing if res is supported i guess tres would be too since the new t formats are meant to replace the xml formats they should probably be moved up in the list in the save scene as dialog the filters are here all formats are shown but tscn is missing from the all recognized list while tres is there which looks a bit weird just like above the t formats should be moved up the order is different from the open scene dialogs where it was more natural first the scene specific format then the general format so it should be scn res tscn tres xscn xml for both dialogs if we want users to start using t formats preferentially over xml formats maybe the xml formats could be removed altogether from the all recognized shortlist but kept as available filters of course ,1 +14533,9256323618.0,IssuesEvent,2019-03-16 18:04:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Godot doesn't show custom icon of node in scene tab manager,enhancement topic:editor usability,"**Godot version:** +3.1 alpha 2 + + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +When I set to my class custom icon, this icon shows in Scene dock but not in tab manager at the top of engine + +![fafasfasfasfasfasfsafasfasfasfasf](https://user-images.githubusercontent.com/41945903/48835115-b64e1480-ed7f-11e8-8215-f73d2290a6d2.png) +",True,"Godot doesn't show custom icon of node in scene tab manager - **Godot version:** +3.1 alpha 2 + + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +When I set to my class custom icon, this icon shows in Scene dock but not in tab manager at the top of engine + +![fafasfasfasfasfasfsafasfasfasfasf](https://user-images.githubusercontent.com/41945903/48835115-b64e1480-ed7f-11e8-8215-f73d2290a6d2.png) +",1,godot doesn t show custom icon of node in scene tab manager godot version alpha os device including version windows issue description when i set to my class custom icon this icon shows in scene dock but not in tab manager at the top of engine ,1 +10706,6890012818.0,IssuesEvent,2017-11-22 12:31:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Script editor does not scroll past the window size when moving the cursor via keys,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +master 396218179cf6754413c62f7cb952054277b25201 + +**Issue description:** + +The text editor used to scroll horizontally until the end of line when pressing the `end` or the arrows key, now it simply moves the cursor to the window limit. + +the only way to scroll now is via scroll bar. + + +cc: @ianb96 ? + + +**Steps to reproduce:** +try to scroll long lines (bigger than the script editor width) with keys in the script editor + + +**Link to minimal example project:** + +",True,"Script editor does not scroll past the window size when moving the cursor via keys - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +master 396218179cf6754413c62f7cb952054277b25201 + +**Issue description:** + +The text editor used to scroll horizontally until the end of line when pressing the `end` or the arrows key, now it simply moves the cursor to the window limit. + +the only way to scroll now is via scroll bar. + + +cc: @ianb96 ? + + +**Steps to reproduce:** +try to scroll long lines (bigger than the script editor width) with keys in the script editor + + +**Link to minimal example project:** + +",1,script editor does not scroll past the window size when moving the cursor via keys operating system or device godot version gpu model and driver if graphics related master issue description the text editor used to scroll horizontally until the end of line when pressing the end or the arrows key now it simply moves the cursor to the window limit the only way to scroll now is via scroll bar cc steps to reproduce try to scroll long lines bigger than the script editor width with keys in the script editor link to minimal example project ,1 +21925,18074434291.0,IssuesEvent,2021-09-21 08:16:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,PopupMenu posititioning should be flipped in RTL layout,enhancement topic:editor usability,"### Godot version + +4.0.dev (ec23d1348a) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +When using the editor with Arabic translation, and thus horizontally flipped RTL layout, I noticed that the positioning of (some?) PopupMenu may still follow the LTR convention, which makes it overlap the scene tree in this example: + +![Screenshot_20210917_163808](https://user-images.githubusercontent.com/4701338/133801570-619353e2-6df8-4e4f-bef9-60eaf4947e90.png) + +To compare, in English with LTR layout: +![Screenshot_20210917_164040](https://user-images.githubusercontent.com/4701338/133801654-7a17bf6f-2258-47cd-a62e-9dd69923d93e.png) + +I think it would look more natural if it was expanding towards the left instead of the right. Note: I'm not an Arabic reader so I might be wrong about this assumption. + +### Steps to reproduce + +- Use Editor in Arabic locale (`ar`) +- Click ""Perspective"" menu in the 3D viewport after having selected a 3D node + +### Minimal reproduction project + +n/a",True,"PopupMenu posititioning should be flipped in RTL layout - ### Godot version + +4.0.dev (ec23d1348a) + +### System information + +Linux, Mageia 9 x86_64 + +### Issue description + +When using the editor with Arabic translation, and thus horizontally flipped RTL layout, I noticed that the positioning of (some?) PopupMenu may still follow the LTR convention, which makes it overlap the scene tree in this example: + +![Screenshot_20210917_163808](https://user-images.githubusercontent.com/4701338/133801570-619353e2-6df8-4e4f-bef9-60eaf4947e90.png) + +To compare, in English with LTR layout: +![Screenshot_20210917_164040](https://user-images.githubusercontent.com/4701338/133801654-7a17bf6f-2258-47cd-a62e-9dd69923d93e.png) + +I think it would look more natural if it was expanding towards the left instead of the right. Note: I'm not an Arabic reader so I might be wrong about this assumption. + +### Steps to reproduce + +- Use Editor in Arabic locale (`ar`) +- Click ""Perspective"" menu in the 3D viewport after having selected a 3D node + +### Minimal reproduction project + +n/a",1,popupmenu posititioning should be flipped in rtl layout godot version dev system information linux mageia issue description when using the editor with arabic translation and thus horizontally flipped rtl layout i noticed that the positioning of some popupmenu may still follow the ltr convention which makes it overlap the scene tree in this example to compare in english with ltr layout i think it would look more natural if it was expanding towards the left instead of the right note i m not an arabic reader so i might be wrong about this assumption steps to reproduce use editor in arabic locale ar click perspective menu in the viewport after having selected a node minimal reproduction project n a,1 +21225,16662436901.0,IssuesEvent,2021-06-06 15:18:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Blank/Comment lines at the beginning are considered ""unsafe""",bug topic:gdscript usability," + +**Godot version:** +cf297b4 + + +**Issue description:** +If a typed GDScript file starts with a blank line or a comment, these lines will be considered unsafe until it reaches a line of actual code.",True,"Blank/Comment lines at the beginning are considered ""unsafe"" - + +**Godot version:** +cf297b4 + + +**Issue description:** +If a typed GDScript file starts with a blank line or a comment, these lines will be considered unsafe until it reaches a line of actual code.",1,blank comment lines at the beginning are considered unsafe please search existing issues for potential duplicates before filing yours godot version issue description if a typed gdscript file starts with a blank line or a comment these lines will be considered unsafe until it reaches a line of actual code ,1 +19323,13853278404.0,IssuesEvent,2020-10-15 07:54:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"""Align Transform with View"" and ""Align Rotation with View"" only work if the 3D viewport is focused",bug topic:editor usability,"**Godot version:** 3.2.3 and `master` (https://github.com/godotengine/godot/commit/0e7e25d488287517d54da221a69a8085b9ecd17d) + +**OS/device including version:** Fedora 32, GeForce GTX 1080 (NVIDIA 450.66) + +**Issue description:** + +The ""Align Transform with View"" and ""Align Rotation with View"" 3D viewport menu options only work if the 3D viewport is focused. This is mainly an issue when aligning a node just after creating it, which I often do for camera nodes. Nonetheless, it still takes precious time away :slightly_smiling_face: + +I presume this is yet another issue related to a shortcut being *too* context-specific. + +@EricEzaM Do you think we can make this shortcut apply ""globally"" safely? This way, it would work even if the 3D viewport is not focused. + +**Steps to reproduce:** + +- Create a new Camera3D node. +- Press Ctrl + Alt + M immediately after (without moving the mouse). Nothing will happen. +- Move the mouse outside and back in the 3D viewport, press Ctrl + Alt + M and notice it works as the 3D viewport is focused when the mosue enters it. + +**Minimal reproduction project:** Any project will do.",True,"""Align Transform with View"" and ""Align Rotation with View"" only work if the 3D viewport is focused - **Godot version:** 3.2.3 and `master` (https://github.com/godotengine/godot/commit/0e7e25d488287517d54da221a69a8085b9ecd17d) + +**OS/device including version:** Fedora 32, GeForce GTX 1080 (NVIDIA 450.66) + +**Issue description:** + +The ""Align Transform with View"" and ""Align Rotation with View"" 3D viewport menu options only work if the 3D viewport is focused. This is mainly an issue when aligning a node just after creating it, which I often do for camera nodes. Nonetheless, it still takes precious time away :slightly_smiling_face: + +I presume this is yet another issue related to a shortcut being *too* context-specific. + +@EricEzaM Do you think we can make this shortcut apply ""globally"" safely? This way, it would work even if the 3D viewport is not focused. + +**Steps to reproduce:** + +- Create a new Camera3D node. +- Press Ctrl + Alt + M immediately after (without moving the mouse). Nothing will happen. +- Move the mouse outside and back in the 3D viewport, press Ctrl + Alt + M and notice it works as the 3D viewport is focused when the mosue enters it. + +**Minimal reproduction project:** Any project will do.",1, align transform with view and align rotation with view only work if the viewport is focused godot version and master os device including version fedora geforce gtx nvidia issue description the align transform with view and align rotation with view viewport menu options only work if the viewport is focused this is mainly an issue when aligning a node just after creating it which i often do for camera nodes nonetheless it still takes precious time away slightly smiling face i presume this is yet another issue related to a shortcut being too context specific ericezam do you think we can make this shortcut apply globally safely this way it would work even if the viewport is not focused steps to reproduce create a new node press ctrl alt m immediately after without moving the mouse nothing will happen move the mouse outside and back in the viewport press ctrl alt m and notice it works as the viewport is focused when the mosue enters it minimal reproduction project any project will do ,1 +12765,8072050347.0,IssuesEvent,2018-08-06 14:53:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow basic math operations in number fields of the inspector,enhancement topic:editor usability,"**Godot version:** +3.1 + +**Issue description:** +Something I find extremely useful in the GIMP is that in number fields it is possible to do basic maths that update the field when it loses focus. + +I find myself really missing this feature in Godot. + +Example: +Inspect a Control in the Inspector and navigate to Min Size, the values are x: 380, y: 100 + +If I want to half the Min Size I would go to x and update it to read 380/2 and once the field loses focus it evaluates to 190. (So the new value is 190).",True,"Allow basic math operations in number fields of the inspector - **Godot version:** +3.1 + +**Issue description:** +Something I find extremely useful in the GIMP is that in number fields it is possible to do basic maths that update the field when it loses focus. + +I find myself really missing this feature in Godot. + +Example: +Inspect a Control in the Inspector and navigate to Min Size, the values are x: 380, y: 100 + +If I want to half the Min Size I would go to x and update it to read 380/2 and once the field loses focus it evaluates to 190. (So the new value is 190).",1,allow basic math operations in number fields of the inspector godot version issue description something i find extremely useful in the gimp is that in number fields it is possible to do basic maths that update the field when it loses focus i find myself really missing this feature in godot example inspect a control in the inspector and navigate to min size the values are x y if i want to half the min size i would go to x and update it to read and once the field loses focus it evaluates to so the new value is ,1 +4235,3783215729.0,IssuesEvent,2016-03-19 01:04:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Can't copy executable file"" when trying to export binary without specifying a binary name",enhancement junior job topic:editor usability,"*Bugsquad edit:* The issue was that the editor gives a cryptic message if one forgets to define the binary name before clicking ""Export"". This could be improved by either filling a binary name by default, or preventing clicking ""Export"" if no binary name is given. + +-------------- + +**Operating system or device:** +OpenSUSE Tumbleweed. + +**Issue description** (what happened, and what was expected): +I'm unable to get projects exported using the export templates provided. + +**Steps to reproduce:** +Export a project outside of the project folder using the LinuxX11"" export type. + +**Link to minimal example project** (optional but very welcome): +I used the 3D platformer demo, as well as the Tetris demo and got the same result.",True,"""Can't copy executable file"" when trying to export binary without specifying a binary name - *Bugsquad edit:* The issue was that the editor gives a cryptic message if one forgets to define the binary name before clicking ""Export"". This could be improved by either filling a binary name by default, or preventing clicking ""Export"" if no binary name is given. + +-------------- + +**Operating system or device:** +OpenSUSE Tumbleweed. + +**Issue description** (what happened, and what was expected): +I'm unable to get projects exported using the export templates provided. + +**Steps to reproduce:** +Export a project outside of the project folder using the LinuxX11"" export type. + +**Link to minimal example project** (optional but very welcome): +I used the 3D platformer demo, as well as the Tetris demo and got the same result.",1, can t copy executable file when trying to export binary without specifying a binary name bugsquad edit the issue was that the editor gives a cryptic message if one forgets to define the binary name before clicking export this could be improved by either filling a binary name by default or preventing clicking export if no binary name is given operating system or device opensuse tumbleweed issue description what happened and what was expected i m unable to get projects exported using the export templates provided steps to reproduce export a project outside of the project folder using the export type link to minimal example project optional but very welcome i used the platformer demo as well as the tetris demo and got the same result ,1 +12609,7976599353.0,IssuesEvent,2018-07-17 13:11:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,root node changing / moving / removing needs better UX,discussion enhancement topic:editor usability,"This is a tracker/ summarisation issue of multiple issues all addressing the same issue. + + - #3723 + - #9363 + - #11217 + +possible solutions that were mentioned: +## 1 add right click option to add parent node +``` + - clicked node (root) + - child1 + - chidl2 +``` +-> +``` +- chooses node to add (root) + - clicked node + - child1 + - child2 +``` + +## 2 drag and drop to top +``` +- node1 (root) + - node2 + - node3 +``` +-> dragging node 2 above node 1 (line should appear above node 1) +``` + - node2 (root) + - node1 + - node3 +``` + +## 3 just the option to add a node as the root + +could be a simple checkbox in the add node window. +` add as root` +if not checked it adds the node as the root node. +",True,"root node changing / moving / removing needs better UX - This is a tracker/ summarisation issue of multiple issues all addressing the same issue. + + - #3723 + - #9363 + - #11217 + +possible solutions that were mentioned: +## 1 add right click option to add parent node +``` + - clicked node (root) + - child1 + - chidl2 +``` +-> +``` +- chooses node to add (root) + - clicked node + - child1 + - child2 +``` + +## 2 drag and drop to top +``` +- node1 (root) + - node2 + - node3 +``` +-> dragging node 2 above node 1 (line should appear above node 1) +``` + - node2 (root) + - node1 + - node3 +``` + +## 3 just the option to add a node as the root + +could be a simple checkbox in the add node window. +` add as root` +if not checked it adds the node as the root node. +",1,root node changing moving removing needs better ux this is a tracker summarisation issue of multiple issues all addressing the same issue possible solutions that were mentioned add right click option to add parent node clicked node root chooses node to add root clicked node drag and drop to top root dragging node above node line should appear above node root just the option to add a node as the root could be a simple checkbox in the add node window add as root if not checked it adds the node as the root node ,1 +6717,4488401716.0,IssuesEvent,2016-08-30 07:07:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TreeItem needs some more internal left-padding,enhancement junior job topic:editor usability,"All TreeItem elements using the default editor theme are badly centred and the actual contents (icon or string) tend to touch or go over the left side of the StyleBox: + +![spectacle j11129](https://cloud.githubusercontent.com/assets/4701338/13729125/d7f72ac6-e92d-11e5-8a76-55eba4706acc.png) + +![spectacle j11319](https://cloud.githubusercontent.com/assets/4701338/13729136/3d75475c-e92e-11e5-838c-84a095305e57.png) + +![spectacle j11342](https://cloud.githubusercontent.com/assets/4701338/13729137/481277ca-e92e-11e5-84b4-0806d9c2c30f.png) +",True,"TreeItem needs some more internal left-padding - All TreeItem elements using the default editor theme are badly centred and the actual contents (icon or string) tend to touch or go over the left side of the StyleBox: + +![spectacle j11129](https://cloud.githubusercontent.com/assets/4701338/13729125/d7f72ac6-e92d-11e5-8a76-55eba4706acc.png) + +![spectacle j11319](https://cloud.githubusercontent.com/assets/4701338/13729136/3d75475c-e92e-11e5-838c-84a095305e57.png) + +![spectacle j11342](https://cloud.githubusercontent.com/assets/4701338/13729137/481277ca-e92e-11e5-84b4-0806d9c2c30f.png) +",1,treeitem needs some more internal left padding all treeitem elements using the default editor theme are badly centred and the actual contents icon or string tend to touch or go over the left side of the stylebox ,1 +11437,7237260869.0,IssuesEvent,2018-02-13 10:24:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Duplicate (ctrl-D) should not work while editing a script,bug confirmed topic:editor usability,"I searched for this and couldn't find it. Sorry if it's a duplicate. + +Godot 3 rc2 +Windows 10 Pro + +Select a scene object, then start editing a script. If you hit ctrl-D instead of ctrl-S to save it, you'll duplicate the last object selected. Given that D and S are next to each other, this happens an embarrassing amount to me, requiring that I then delete duplicate objects. +",True,"Duplicate (ctrl-D) should not work while editing a script - I searched for this and couldn't find it. Sorry if it's a duplicate. + +Godot 3 rc2 +Windows 10 Pro + +Select a scene object, then start editing a script. If you hit ctrl-D instead of ctrl-S to save it, you'll duplicate the last object selected. Given that D and S are next to each other, this happens an embarrassing amount to me, requiring that I then delete duplicate objects. +",1,duplicate ctrl d should not work while editing a script i searched for this and couldn t find it sorry if it s a duplicate godot windows pro select a scene object then start editing a script if you hit ctrl d instead of ctrl s to save it you ll duplicate the last object selected given that d and s are next to each other this happens an embarrassing amount to me requiring that i then delete duplicate objects ,1 +3363,3418492592.0,IssuesEvent,2015-12-08 02:25:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AutoLoad script order,enhancement topic:editor usability,"Since, in some cases, order would matter when the engine is calling _ready() in Autoloaded scripts, it would be nice if you could move them up and down in the Project Settings->Autoload list. To move one to the top of the list so it loads first you have to remove all of them then re-add them in the correct order. + +A workaround, of course, is to not use _ready() but have a init() function that gets called by the _ready() function of another autoloaded script that calls the inits in the correct order.",True,"AutoLoad script order - Since, in some cases, order would matter when the engine is calling _ready() in Autoloaded scripts, it would be nice if you could move them up and down in the Project Settings->Autoload list. To move one to the top of the list so it loads first you have to remove all of them then re-add them in the correct order. + +A workaround, of course, is to not use _ready() but have a init() function that gets called by the _ready() function of another autoloaded script that calls the inits in the correct order.",1,autoload script order since in some cases order would matter when the engine is calling ready in autoloaded scripts it would be nice if you could move them up and down in the project settings autoload list to move one to the top of the list so it loads first you have to remove all of them then re add them in the correct order a workaround of course is to not use ready but have a init function that gets called by the ready function of another autoloaded script that calls the inits in the correct order ,1 +23411,21791765210.0,IssuesEvent,2022-05-15 02:08:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocompletion not working inside method calls,topic:gdscript topic:editor usability regression,"### Godot version + +6721290 + +### System information + +W10 + +### Issue description + +![godot windows tools 64_Rm6YePOuan](https://user-images.githubusercontent.com/2223172/158040836-09ebea89-4281-4885-ac06-d4a646a26d0c.gif) + +### Steps to reproduce + +1. Add a script to Node2D +2. Try to print position +3. Notice that you don't get autocompletion inside `print()` + +### Minimal reproduction project + +_No response_",True,"Autocompletion not working inside method calls - ### Godot version + +6721290 + +### System information + +W10 + +### Issue description + +![godot windows tools 64_Rm6YePOuan](https://user-images.githubusercontent.com/2223172/158040836-09ebea89-4281-4885-ac06-d4a646a26d0c.gif) + +### Steps to reproduce + +1. Add a script to Node2D +2. Try to print position +3. Notice that you don't get autocompletion inside `print()` + +### Minimal reproduction project + +_No response_",1,autocompletion not working inside method calls godot version system information issue description steps to reproduce add a script to try to print position notice that you don t get autocompletion inside print minimal reproduction project no response ,1 +23722,22634358037.0,IssuesEvent,2022-06-30 17:23:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FlowContainer icons are too light in Light Theme,bug topic:editor usability,"### Godot version + +3.5.rc5.official [ae6059793] + +### System information + +Debian Linux x64 v10, AMD RX 550, Openbox WM, Compton compositor + +### Issue description + +the _HFlowContainer_ and _VFlowContainer_ icons keep their _Default_ theme color in _Light_ theme. +this makes good contrast in _Default_ theme but bad contrast in _Light_ theme. + +### Steps to reproduce + +1. switch editor theme to _Light_ +2. click _Add Node_ in the _Scene_ panel +3. navigate to _Node > CanvasItem > Control > Container > FlowContainer > *FlowContainer_ +4. see this: +![](https://user-images.githubusercontent.com/66305550/176662987-5273c74f-1bc9-4d49-aeea-ccf974a329b9.png) + +### Minimal reproduction project + +not needed because this issue can be tested easily in any Godot project",True,"FlowContainer icons are too light in Light Theme - ### Godot version + +3.5.rc5.official [ae6059793] + +### System information + +Debian Linux x64 v10, AMD RX 550, Openbox WM, Compton compositor + +### Issue description + +the _HFlowContainer_ and _VFlowContainer_ icons keep their _Default_ theme color in _Light_ theme. +this makes good contrast in _Default_ theme but bad contrast in _Light_ theme. + +### Steps to reproduce + +1. switch editor theme to _Light_ +2. click _Add Node_ in the _Scene_ panel +3. navigate to _Node > CanvasItem > Control > Container > FlowContainer > *FlowContainer_ +4. see this: +![](https://user-images.githubusercontent.com/66305550/176662987-5273c74f-1bc9-4d49-aeea-ccf974a329b9.png) + +### Minimal reproduction project + +not needed because this issue can be tested easily in any Godot project",1,flowcontainer icons are too light in light theme godot version official system information debian linux amd rx openbox wm compton compositor issue description the hflowcontainer and vflowcontainer icons keep their default theme color in light theme this makes good contrast in default theme but bad contrast in light theme steps to reproduce switch editor theme to light click add node in the scene panel navigate to node canvasitem control container flowcontainer flowcontainer see this minimal reproduction project not needed because this issue can be tested easily in any godot project,1 +9490,6331491434.0,IssuesEvent,2017-07-26 10:04:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Quick Open Scene/Script dialog is very slow on bigger projects.,enhancement topic:editor usability,"**Operating system or device - Godot version:** +This issue is present since 2.0, still valid in 3.0. + +**Issue description:** +If a project is bigger (usually something like 100 scripts/scenes is enough to notice this, above 200 it's a problem), the Quick Open dialog is very slow, in my current project searching for some scenes/scripts might take I think approximately a minute. I don't have that's the reason of that but I'm suspecting it's the way how fuzzy search is working. As far as I noticed it's doing fuzzy search on full file path not only on a name, this also can be confusing on a bigger projects since quite often after typing something the results are not so helpful as they could be: +![coin](https://user-images.githubusercontent.com/6129594/28615144-5cf86894-71f8-11e7-9556-ec66876e1d6a.gif) + +**And here you can see how long it might take to search something:** https://youtu.be/buhCvzhT4-A +Project is hovewer little artificial (600 scenes with enemy in name), but you will notice interesting property: if in that environment we are searching for enemy it's super fast. If for something that's a lot less popular it's very slow. In my own project search speed for some scenes is bearable, but others take dozens of seconds (to the point that it looks very similar how 'some' search is performed on this video, at the same time project have a lot less files, but a lot greater variety of names). + +I don't know how to fix this, but maybe for the begging we could start with an option to do fuzzy search only on filenames? + +**Steps to reproduce:** +1. Download reproduction project. +2. Try to search for 'some' scene or script + +**Link to minimal example project:** +[SlowQuickOpen.zip](https://github.com/godotengine/godot/files/1176180/SlowQuickOpen.zip) + +",True,"Quick Open Scene/Script dialog is very slow on bigger projects. - **Operating system or device - Godot version:** +This issue is present since 2.0, still valid in 3.0. + +**Issue description:** +If a project is bigger (usually something like 100 scripts/scenes is enough to notice this, above 200 it's a problem), the Quick Open dialog is very slow, in my current project searching for some scenes/scripts might take I think approximately a minute. I don't have that's the reason of that but I'm suspecting it's the way how fuzzy search is working. As far as I noticed it's doing fuzzy search on full file path not only on a name, this also can be confusing on a bigger projects since quite often after typing something the results are not so helpful as they could be: +![coin](https://user-images.githubusercontent.com/6129594/28615144-5cf86894-71f8-11e7-9556-ec66876e1d6a.gif) + +**And here you can see how long it might take to search something:** https://youtu.be/buhCvzhT4-A +Project is hovewer little artificial (600 scenes with enemy in name), but you will notice interesting property: if in that environment we are searching for enemy it's super fast. If for something that's a lot less popular it's very slow. In my own project search speed for some scenes is bearable, but others take dozens of seconds (to the point that it looks very similar how 'some' search is performed on this video, at the same time project have a lot less files, but a lot greater variety of names). + +I don't know how to fix this, but maybe for the begging we could start with an option to do fuzzy search only on filenames? + +**Steps to reproduce:** +1. Download reproduction project. +2. Try to search for 'some' scene or script + +**Link to minimal example project:** +[SlowQuickOpen.zip](https://github.com/godotengine/godot/files/1176180/SlowQuickOpen.zip) + +",1,quick open scene script dialog is very slow on bigger projects operating system or device godot version this issue is present since still valid in issue description if a project is bigger usually something like scripts scenes is enough to notice this above it s a problem the quick open dialog is very slow in my current project searching for some scenes scripts might take i think approximately a minute i don t have that s the reason of that but i m suspecting it s the way how fuzzy search is working as far as i noticed it s doing fuzzy search on full file path not only on a name this also can be confusing on a bigger projects since quite often after typing something the results are not so helpful as they could be and here you can see how long it might take to search something project is hovewer little artificial scenes with enemy in name but you will notice interesting property if in that environment we are searching for enemy it s super fast if for something that s a lot less popular it s very slow in my own project search speed for some scenes is bearable but others take dozens of seconds to the point that it looks very similar how some search is performed on this video at the same time project have a lot less files but a lot greater variety of names i don t know how to fix this but maybe for the begging we could start with an option to do fuzzy search only on filenames steps to reproduce download reproduction project try to search for some scene or script link to minimal example project ,1 +22551,19636036747.0,IssuesEvent,2022-01-08 09:43:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Clean up GraphEdit ports and slots,discussion usability topic:gui," + +**Godot version:** + +3.1 + +**Issue description:** + +GraphEdit and GraphNode use ""slots"" and ""ports"" interchangeably, including in the exposed API. Can we unify that to just ports? Should be a simple across the board replacement job. +",True,"Clean up GraphEdit ports and slots - + +**Godot version:** + +3.1 + +**Issue description:** + +GraphEdit and GraphNode use ""slots"" and ""ports"" interchangeably, including in the exposed API. Can we unify that to just ports? Should be a simple across the board replacement job. +",1,clean up graphedit ports and slots please search existing issues for potential duplicates before filing yours godot version issue description graphedit and graphnode use slots and ports interchangeably including in the exposed api can we unify that to just ports should be a simple across the board replacement job ,1 +21041,16481481740.0,IssuesEvent,2021-05-24 12:18:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,It's really hard to tell if the Flip Option is on or off for Tilemap ,enhancement topic:editor usability," + +**Godot version:** + +3.2.1 + + +**OS/device including version:** + +macOS 10.15.5 + +**Issue description:** + +When the tiles are symmetry, it's impossible to tell the status of the Flip Horizontally and Flip Vertically Buttons. +These buttons should have different icons for on and off. + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + + + +",True,"It's really hard to tell if the Flip Option is on or off for Tilemap - + +**Godot version:** + +3.2.1 + + +**OS/device including version:** + +macOS 10.15.5 + +**Issue description:** + +When the tiles are symmetry, it's impossible to tell the status of the Flip Horizontally and Flip Vertically Buttons. +These buttons should have different icons for on and off. + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + + + +",1,it s really hard to tell if the flip option is on or off for tilemap please search existing issues for potential duplicates before filing yours godot version os device including version macos issue description when the tiles are symmetry it s impossible to tell the status of the flip horizontally and flip vertically buttons these buttons should have different icons for on and off steps to reproduce minimal reproduction project img width alt screen shot at am src ,1 +5752,3985191867.0,IssuesEvent,2016-05-07 18:19:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,duplicating an animation doesn't copy next auto-queue,confirmed enhancement junior job topic:editor usability,"If you duplicate an animation, the copy should copy everything, including the next auto-queue (in Blend dialog) + +also, would be nice if the next auto-queue option was a dropdown menu instead of a text box, unless there's a reason we would want a text box?",True,"duplicating an animation doesn't copy next auto-queue - If you duplicate an animation, the copy should copy everything, including the next auto-queue (in Blend dialog) + +also, would be nice if the next auto-queue option was a dropdown menu instead of a text box, unless there's a reason we would want a text box?",1,duplicating an animation doesn t copy next auto queue if you duplicate an animation the copy should copy everything including the next auto queue in blend dialog also would be nice if the next auto queue option was a dropdown menu instead of a text box unless there s a reason we would want a text box ,1 +9955,6529246106.0,IssuesEvent,2017-08-30 10:46:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Ability to translate and scale 3D nodes on two axes at once, locking the remaining axis",enhancement topic:editor usability,"In Blender, it is possible to translate and scale 3D nodes on two axes at once (XY, YZ, or XZ) while locking the remaining axis (it is done by holding Shift while pressing an axis modifier key). This makes it easier and quicker to move or scale 3D geometry along a flat surface, for example. + +Supporting this in Godot would make the 3D workflow more convenient.",True,"Ability to translate and scale 3D nodes on two axes at once, locking the remaining axis - In Blender, it is possible to translate and scale 3D nodes on two axes at once (XY, YZ, or XZ) while locking the remaining axis (it is done by holding Shift while pressing an axis modifier key). This makes it easier and quicker to move or scale 3D geometry along a flat surface, for example. + +Supporting this in Godot would make the 3D workflow more convenient.",1,ability to translate and scale nodes on two axes at once locking the remaining axis in blender it is possible to translate and scale nodes on two axes at once xy yz or xz while locking the remaining axis it is done by holding shift while pressing an axis modifier key this makes it easier and quicker to move or scale geometry along a flat surface for example supporting this in godot would make the workflow more convenient ,1 +11844,7481493665.0,IssuesEvent,2018-04-04 20:51:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Batch-exporting projects from the editor,feature proposal topic:editor topic:porting usability,"It would be very nice to have something that lets you export for several platforms and architectures at once; this could speed up the project release process considerably, without relying on platform-specific command lines. It could be part of the Export dialog (with an additional ""Batch Export"" tab) and look like a list of checkboxes like this: + +--- +- [ ] Windows + - [ ] Windows 64-bit + - [ ] Windows 32-bit +- [ ] Linux + - [ ] Linux 64-bit + - [ ] Linux 32-bit +- … + +--- + +Ticking the checkbox next to the operating system would enable it for all architectures at once, but the user could also choose to export for one architecture only. + +There would probably be a global CheckButton for toggling debugging on all the exports. The naming scheme would probably follow the default SCons one, ideally it would be customizable as well. +",True,"Batch-exporting projects from the editor - It would be very nice to have something that lets you export for several platforms and architectures at once; this could speed up the project release process considerably, without relying on platform-specific command lines. It could be part of the Export dialog (with an additional ""Batch Export"" tab) and look like a list of checkboxes like this: + +--- +- [ ] Windows + - [ ] Windows 64-bit + - [ ] Windows 32-bit +- [ ] Linux + - [ ] Linux 64-bit + - [ ] Linux 32-bit +- … + +--- + +Ticking the checkbox next to the operating system would enable it for all architectures at once, but the user could also choose to export for one architecture only. + +There would probably be a global CheckButton for toggling debugging on all the exports. The naming scheme would probably follow the default SCons one, ideally it would be customizable as well. +",1,batch exporting projects from the editor it would be very nice to have something that lets you export for several platforms and architectures at once this could speed up the project release process considerably without relying on platform specific command lines it could be part of the export dialog with an additional batch export tab and look like a list of checkboxes like this windows windows bit windows bit linux linux bit linux bit … ticking the checkbox next to the operating system would enable it for all architectures at once but the user could also choose to export for one architecture only there would probably be a global checkbutton for toggling debugging on all the exports the naming scheme would probably follow the default scons one ideally it would be customizable as well ,1 +14221,8923986556.0,IssuesEvent,2019-01-21 17:07:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project export resizes height too much when adding/opening android preset for the first time,bug junior job topic:editor usability,"**Godot version:** +07e2046980c903268ef0d2f5a73caea77d511519 + +**OS/device including version:** +Win 10 Pro +Gigabyte HD 7950 - drivers 18.12.2 + +**Issue description:** +When android preset is added or opened for the first time in a newly opened project, the popup is resized too much (even beyond screen bounds, but that depends on a size of the Godot window) +![androidexport](https://user-images.githubusercontent.com/10081294/51326490-89606a00-1a6f-11e9-9f5b-499d6f634e9e.png) + +**Steps to reproduce:** +1. Open any project (preferably a new one) +2. Open project export +3. Add android preset or open an existing android preset (you cannot have had opened any preset previously - you will need to reopen the project for this to occur again)",True,"Project export resizes height too much when adding/opening android preset for the first time - **Godot version:** +07e2046980c903268ef0d2f5a73caea77d511519 + +**OS/device including version:** +Win 10 Pro +Gigabyte HD 7950 - drivers 18.12.2 + +**Issue description:** +When android preset is added or opened for the first time in a newly opened project, the popup is resized too much (even beyond screen bounds, but that depends on a size of the Godot window) +![androidexport](https://user-images.githubusercontent.com/10081294/51326490-89606a00-1a6f-11e9-9f5b-499d6f634e9e.png) + +**Steps to reproduce:** +1. Open any project (preferably a new one) +2. Open project export +3. Add android preset or open an existing android preset (you cannot have had opened any preset previously - you will need to reopen the project for this to occur again)",1,project export resizes height too much when adding opening android preset for the first time godot version os device including version win pro gigabyte hd drivers issue description when android preset is added or opened for the first time in a newly opened project the popup is resized too much even beyond screen bounds but that depends on a size of the godot window steps to reproduce open any project preferably a new one open project export add android preset or open an existing android preset you cannot have had opened any preset previously you will need to reopen the project for this to occur again ,1 +21713,17571859710.0,IssuesEvent,2021-08-14 21:37:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Using inspector's 'instance new scene' dialog can be cumbersome in bigger projects,enhancement discussion topic:editor usability,"**Godot version:** +0afdc5c559520204987544d30560745dbf29a390 + +**OS/device including version:** +Kubuntu 18.04 + +**Issue description:** +Since some time we have new 'instance scene dialog' in inspector. When user wants to instance a scene in a scene tree he will see a very similar dialog to the 'quick open scene' one. In older Godot we had 'file explorer' style dialog, with favorites and recent folders. +The way how new this behaves now makes it very hard for people who don't know perfectly how different scenes are named, especially if the project is big and couple developers are working on it. In the old scenario, each team member could favorite directories that he is using the most, check which folders he was using recently and travel through the project more naturally. +I understand why this change was made, but I think the best way to allow such filtering would by extending the file dialog itself with search functionality. +![newinstance](https://user-images.githubusercontent.com/6129594/48661808-45091b80-ea78-11e8-9f65-89f6038eb2ab.gif) +_my wife asked me to attach this gif :)_ +",True,"Using inspector's 'instance new scene' dialog can be cumbersome in bigger projects - **Godot version:** +0afdc5c559520204987544d30560745dbf29a390 + +**OS/device including version:** +Kubuntu 18.04 + +**Issue description:** +Since some time we have new 'instance scene dialog' in inspector. When user wants to instance a scene in a scene tree he will see a very similar dialog to the 'quick open scene' one. In older Godot we had 'file explorer' style dialog, with favorites and recent folders. +The way how new this behaves now makes it very hard for people who don't know perfectly how different scenes are named, especially if the project is big and couple developers are working on it. In the old scenario, each team member could favorite directories that he is using the most, check which folders he was using recently and travel through the project more naturally. +I understand why this change was made, but I think the best way to allow such filtering would by extending the file dialog itself with search functionality. +![newinstance](https://user-images.githubusercontent.com/6129594/48661808-45091b80-ea78-11e8-9f65-89f6038eb2ab.gif) +_my wife asked me to attach this gif :)_ +",1,using inspector s instance new scene dialog can be cumbersome in bigger projects godot version os device including version kubuntu issue description since some time we have new instance scene dialog in inspector when user wants to instance a scene in a scene tree he will see a very similar dialog to the quick open scene one in older godot we had file explorer style dialog with favorites and recent folders the way how new this behaves now makes it very hard for people who don t know perfectly how different scenes are named especially if the project is big and couple developers are working on it in the old scenario each team member could favorite directories that he is using the most check which folders he was using recently and travel through the project more naturally i understand why this change was made but i think the best way to allow such filtering would by extending the file dialog itself with search functionality my wife asked me to attach this gif ,1 +11142,7079458583.0,IssuesEvent,2018-01-10 09:38:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some default signal parameters conflict with member variables,bug discussion topic:core usability,"**Ubuntu 17.04 - Godot version: e8192d4** + + +**Issue description:** +For example: The default parameter name ""pressed"" in the ""toggled()"" signal conflicts with the member variable ""pressed"" in Button nodes, and the parameter ""text"" in ""text_changed()"" conflicts with the variable ""text"" in both LineEdit and Button nodes.",True,"Some default signal parameters conflict with member variables - **Ubuntu 17.04 - Godot version: e8192d4** + + +**Issue description:** +For example: The default parameter name ""pressed"" in the ""toggled()"" signal conflicts with the member variable ""pressed"" in Button nodes, and the parameter ""text"" in ""text_changed()"" conflicts with the variable ""text"" in both LineEdit and Button nodes.",1,some default signal parameters conflict with member variables ubuntu godot version issue description for example the default parameter name pressed in the toggled signal conflicts with the member variable pressed in button nodes and the parameter text in text changed conflicts with the variable text in both lineedit and button nodes ,1 +25530,25341987063.0,IssuesEvent,2022-11-18 22:46:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[4.0b1] Missing some bones in root motion track selection window,enhancement usability topic:animation topic:3d,"### Godot version + +4.0.beta1 + +### System information + +Windows 10 + +### Issue description + +Godot 4.0 does not show some bones in root motion track selection window. It does not depend on the presence of animation. +Godot 3.5 does not have this problem. + +Blender: +![blender](https://user-images.githubusercontent.com/3893594/191387104-472d919b-bf92-4b07-b0b8-5230874341e4.png) + +Godot 3.5: +![godot35](https://user-images.githubusercontent.com/3893594/191387826-ea7bf655-9af7-4a03-8be5-03c4ce178f60.png) + +Godot 4.0b1: +![godot40b](https://user-images.githubusercontent.com/3893594/191387918-7814cb29-7fd1-49df-8b98-d7c6bc6d32f9.png) + + +### Steps to reproduce + +1. Import test.glb +2. Create Inherited Scene. +3. Add AnimationTree (and setup AnimationPlayer for it). +4. Try add root motion track. + +### Minimal reproduction project + +[test.zip](https://github.com/godotengine/godot/files/9612023/test.zip) +",True,"[4.0b1] Missing some bones in root motion track selection window - ### Godot version + +4.0.beta1 + +### System information + +Windows 10 + +### Issue description + +Godot 4.0 does not show some bones in root motion track selection window. It does not depend on the presence of animation. +Godot 3.5 does not have this problem. + +Blender: +![blender](https://user-images.githubusercontent.com/3893594/191387104-472d919b-bf92-4b07-b0b8-5230874341e4.png) + +Godot 3.5: +![godot35](https://user-images.githubusercontent.com/3893594/191387826-ea7bf655-9af7-4a03-8be5-03c4ce178f60.png) + +Godot 4.0b1: +![godot40b](https://user-images.githubusercontent.com/3893594/191387918-7814cb29-7fd1-49df-8b98-d7c6bc6d32f9.png) + + +### Steps to reproduce + +1. Import test.glb +2. Create Inherited Scene. +3. Add AnimationTree (and setup AnimationPlayer for it). +4. Try add root motion track. + +### Minimal reproduction project + +[test.zip](https://github.com/godotengine/godot/files/9612023/test.zip) +",1, missing some bones in root motion track selection window godot version system information windows issue description godot does not show some bones in root motion track selection window it does not depend on the presence of animation godot does not have this problem blender godot godot steps to reproduce import test glb create inherited scene add animationtree and setup animationplayer for it try add root motion track minimal reproduction project ,1 +10274,6658100138.0,IssuesEvent,2017-09-30 15:06:29,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Lock/unlock and selectable/not selectable children aren't working,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 master https://github.com/godotengine/godot/commit/2c5fa0947d724c0dcb24643f692f7a9d686a5490 + +**Issue description:** + +![https://i.imgur.com/svBKXTd.gifv](https://i.imgur.com/svBKXTd.gif) +",True,"Lock/unlock and selectable/not selectable children aren't working - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 master https://github.com/godotengine/godot/commit/2c5fa0947d724c0dcb24643f692f7a9d686a5490 + +**Issue description:** + +![https://i.imgur.com/svBKXTd.gifv](https://i.imgur.com/svBKXTd.gif) +",1,lock unlock and selectable not selectable children aren t working operating system or device godot version gpu model and driver if graphics related godot master issue description ,1 +6818,4553622423.0,IssuesEvent,2016-09-13 06:03:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Enhancement wish for ""Create New Node"" Window",enhancement topic:editor usability,"**Old:** +![image](https://cloud.githubusercontent.com/assets/10463138/13088386/4f58f69a-d4ec-11e5-9e64-d2b6850e7c93.png) +**New:** +![node_filter](https://cloud.githubusercontent.com/assets/10463138/13089554/87e848bc-d4f1-11e5-8a73-1daf7a08b030.png) +![control_filter](https://cloud.githubusercontent.com/assets/10463138/13089564/907924f6-d4f1-11e5-8597-46b51cd3b6c1.png) + +**Filter** is type of node. +- Node = everything +- CanvasItem = all Control node + all Node2D node +- Control = all Control node + +and so on.. + +**Favorites** and **Recent** is like ""Open a Resource/File"" Window. + +",True,"Enhancement wish for ""Create New Node"" Window - **Old:** +![image](https://cloud.githubusercontent.com/assets/10463138/13088386/4f58f69a-d4ec-11e5-9e64-d2b6850e7c93.png) +**New:** +![node_filter](https://cloud.githubusercontent.com/assets/10463138/13089554/87e848bc-d4f1-11e5-8a73-1daf7a08b030.png) +![control_filter](https://cloud.githubusercontent.com/assets/10463138/13089564/907924f6-d4f1-11e5-8597-46b51cd3b6c1.png) + +**Filter** is type of node. +- Node = everything +- CanvasItem = all Control node + all Node2D node +- Control = all Control node + +and so on.. + +**Favorites** and **Recent** is like ""Open a Resource/File"" Window. + +",1,enhancement wish for create new node window old new filter is type of node node everything canvasitem all control node all node control all control node and so on favorites and recent is like open a resource file window ,1 +9876,6487994614.0,IssuesEvent,2017-08-20 13:25:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Cannot scroll past the end of line in the editor,bug topic:editor usability,"**Operating system or device - Godot version:** +Godot 3.0 master, Fedora 26 + +**Issue description:** + +The last line of code cannot be scrolled to. + +**Steps to reproduce:** +Scroll down in the editor on a file big enough to not fit in one go. +Opening and closing the console allows seeing the last line since it doesn't auto-scroll directly. + +**Link to minimal example project:** + +",True,"Cannot scroll past the end of line in the editor - **Operating system or device - Godot version:** +Godot 3.0 master, Fedora 26 + +**Issue description:** + +The last line of code cannot be scrolled to. + +**Steps to reproduce:** +Scroll down in the editor on a file big enough to not fit in one go. +Opening and closing the console allows seeing the last line since it doesn't auto-scroll directly. + +**Link to minimal example project:** + +",1,cannot scroll past the end of line in the editor operating system or device godot version godot master fedora issue description the last line of code cannot be scrolled to steps to reproduce scroll down in the editor on a file big enough to not fit in one go opening and closing the console allows seeing the last line since it doesn t auto scroll directly link to minimal example project ,1 +18667,13152658908.0,IssuesEvent,2020-08-09 23:36:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Copy and paste shortcuts don't work in Visual Shader editor,bug topic:editor topic:visualscript usability," + +**Godot version:** + +3.2.3 rc3 + +**Issue description:** + +When in Visual Script editor, you can't use Copy and Paste shortcuts. You need to select them from the Edit menu. All other shortcuts seem to work (including Cut and the unlisted Duplicate shortcut...)",True,"Copy and paste shortcuts don't work in Visual Shader editor - + +**Godot version:** + +3.2.3 rc3 + +**Issue description:** + +When in Visual Script editor, you can't use Copy and Paste shortcuts. You need to select them from the Edit menu. All other shortcuts seem to work (including Cut and the unlisted Duplicate shortcut...)",1,copy and paste shortcuts don t work in visual shader editor please search existing issues for potential duplicates before filing yours godot version issue description when in visual script editor you can t use copy and paste shortcuts you need to select them from the edit menu all other shortcuts seem to work including cut and the unlisted duplicate shortcut ,1 +14599,9334220905.0,IssuesEvent,2019-03-28 15:53:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Close other scenes (other than the current opened scene),enhancement topic:editor usability,"**Godot version:** +3.1 + +**Issue description:** + +As a Godot contributor, I am working on the asset importer and I open many scenes. Having a button to close other scenes than the open one would help my workflow. Imagine 40 scenes open but only the open scene is relevant. + +The feature is right clicking on the scene tab and then clicking close to close other scenes. The wording can be different.",True,"Close other scenes (other than the current opened scene) - **Godot version:** +3.1 + +**Issue description:** + +As a Godot contributor, I am working on the asset importer and I open many scenes. Having a button to close other scenes than the open one would help my workflow. Imagine 40 scenes open but only the open scene is relevant. + +The feature is right clicking on the scene tab and then clicking close to close other scenes. The wording can be different.",1,close other scenes other than the current opened scene godot version issue description as a godot contributor i am working on the asset importer and i open many scenes having a button to close other scenes than the open one would help my workflow imagine scenes open but only the open scene is relevant the feature is right clicking on the scene tab and then clicking close to close other scenes the wording can be different ,1 +17961,12441190308.0,IssuesEvent,2020-05-26 13:17:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dockable Container,discussion feature proposal topic:editor usability,"I think a major UI improvement would be to implement a dockable container -- a container that can be dragged around and placed inside another dockable container, creating tabs. This would make the editor much more customizable.",True,"Dockable Container - I think a major UI improvement would be to implement a dockable container -- a container that can be dragged around and placed inside another dockable container, creating tabs. This would make the editor much more customizable.",1,dockable container i think a major ui improvement would be to implement a dockable container a container that can be dragged around and placed inside another dockable container creating tabs this would make the editor much more customizable ,1 +15845,10328041596.0,IssuesEvent,2019-09-02 08:35:57,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Change Default TileMap Custom Transform to match default Square mode Cell Size,enhancement topic:editor usability,"I think it's unintuitive that the TileMap node default value for the Custom Transform property is Transform2D( 1, 0, 0, 1, 0, 0 ), and that it should match the Size default of Vector2(64,64) by having the default value of Transform2D( 64, 0, 0, 64, 0, 0 ). + +Usage Reasons: +* It is a large performance hit if you switch from mode Square to Custom without changing the default Custom Transform if you have a tileset loaded + * This crashed godot the first time I tried using the custom transform due to this + * I've seen multiple posts about performance with TileMap that can be attributed to this +* A 1px by 1px TileMap doesn't make sense for most users + +Aesthetic Reasons: +* It helps new users understand how the transforms works by associating values with similar usage + + +",True,"Change Default TileMap Custom Transform to match default Square mode Cell Size - I think it's unintuitive that the TileMap node default value for the Custom Transform property is Transform2D( 1, 0, 0, 1, 0, 0 ), and that it should match the Size default of Vector2(64,64) by having the default value of Transform2D( 64, 0, 0, 64, 0, 0 ). + +Usage Reasons: +* It is a large performance hit if you switch from mode Square to Custom without changing the default Custom Transform if you have a tileset loaded + * This crashed godot the first time I tried using the custom transform due to this + * I've seen multiple posts about performance with TileMap that can be attributed to this +* A 1px by 1px TileMap doesn't make sense for most users + +Aesthetic Reasons: +* It helps new users understand how the transforms works by associating values with similar usage + + +",1,change default tilemap custom transform to match default square mode cell size i think it s unintuitive that the tilemap node default value for the custom transform property is and that it should match the size default of by having the default value of usage reasons it is a large performance hit if you switch from mode square to custom without changing the default custom transform if you have a tileset loaded this crashed godot the first time i tried using the custom transform due to this i ve seen multiple posts about performance with tilemap that can be attributed to this a by tilemap doesn t make sense for most users aesthetic reasons it helps new users understand how the transforms works by associating values with similar usage ,1 +12500,7920381609.0,IssuesEvent,2018-07-04 23:54:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"When moving a file with the editor, if there is a file with the same name it replaces it without any notice",bug junior job topic:editor usability,"**Godot version:** +Godot 3.0.2.stable.official + + +**OS/device including version:** +MACOSX + + +**Issue description:** +if I move a file with the same name of another file in a target directory, this one will be replaced without any notice. +![image](https://user-images.githubusercontent.com/6097015/39658127-19aced34-5010-11e8-91d6-1779dcee38b5.png) + + + +**Steps to reproduce:** +Moving a file with the same name of a target directory + +**Minimal reproduction project:** +",True,"When moving a file with the editor, if there is a file with the same name it replaces it without any notice - **Godot version:** +Godot 3.0.2.stable.official + + +**OS/device including version:** +MACOSX + + +**Issue description:** +if I move a file with the same name of another file in a target directory, this one will be replaced without any notice. +![image](https://user-images.githubusercontent.com/6097015/39658127-19aced34-5010-11e8-91d6-1779dcee38b5.png) + + + +**Steps to reproduce:** +Moving a file with the same name of a target directory + +**Minimal reproduction project:** +",1,when moving a file with the editor if there is a file with the same name it replaces it without any notice godot version godot stable official os device including version macosx issue description if i move a file with the same name of another file in a target directory this one will be replaced without any notice steps to reproduce moving a file with the same name of a target directory minimal reproduction project ,1 +12756,8067990829.0,IssuesEvent,2018-08-05 15:00:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,C# new export variables won't show in Inspector until restart,bug topic:editor topic:mono usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Linux Ubuntu 16.04 , 3.0.Alpha (3-4 day old i think), R7 250 + +**Issue description:** +Script wont show references in Inspector if i dont restart Godot , and no support for Lists :( + +**Steps to reproduce:** +Created new project, c# script whit export variable, added it to node + +[Export] +public int ran = new int(); + +wont show in inspector, tryed switching nodes, starting stoping game, nothing worked until restarted godot. Possible cuz it was first added script, later adding more export variables, started showing after running game in editor + +",True,"C# new export variables won't show in Inspector until restart - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Linux Ubuntu 16.04 , 3.0.Alpha (3-4 day old i think), R7 250 + +**Issue description:** +Script wont show references in Inspector if i dont restart Godot , and no support for Lists :( + +**Steps to reproduce:** +Created new project, c# script whit export variable, added it to node + +[Export] +public int ran = new int(); + +wont show in inspector, tryed switching nodes, starting stoping game, nothing worked until restarted godot. Possible cuz it was first added script, later adding more export variables, started showing after running game in editor + +",1,c new export variables won t show in inspector until restart operating system or device godot version gpu model and driver if graphics related linux ubuntu alpha day old i think issue description script wont show references in inspector if i dont restart godot and no support for lists steps to reproduce created new project c script whit export variable added it to node public int ran new int wont show in inspector tryed switching nodes starting stoping game nothing worked until restarted godot possible cuz it was first added script later adding more export variables started showing after running game in editor ,1 +18171,12625818684.0,IssuesEvent,2020-06-14 13:48:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to resize VS nodes ,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +Currently usually VS nodes takes a lot of space horizontally, while not so much vertically. +![topdown1](https://cloud.githubusercontent.com/assets/6129594/17481558/19546f64-5d7e-11e6-9a39-a5f4aca940f8.png) + +I think we could use this space better if we could resize VS nodes to have non standard sizes. In this scenario content of the VS node could be broken into multiple lines dynamically. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to resize VS nodes - **Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +Currently usually VS nodes takes a lot of space horizontally, while not so much vertically. +![topdown1](https://cloud.githubusercontent.com/assets/6129594/17481558/19546f64-5d7e-11e6-9a39-a5f4aca940f8.png) + +I think we could use this space better if we could resize VS nodes to have non standard sizes. In this scenario content of the VS node could be broken into multiple lines dynamically. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,ability to resize vs nodes operating system or device godot version issue description what happened and what was expected currently usually vs nodes takes a lot of space horizontally while not so much vertically i think we could use this space better if we could resize vs nodes to have non standard sizes in this scenario content of the vs node could be broken into multiple lines dynamically steps to reproduce link to minimal example project optional but very welcome ,1 +23299,21628143024.0,IssuesEvent,2022-05-05 06:37:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No way to edit/create built-in AnimatedTextures in TileSet,bug topic:core topic:editor usability regression,"**Godot version:** +3.2.1 +**OS/device including version:** +Windows 10 +**Issue description:** +I cannot access the following menu in Godot 3.2.1. In Godot 3.2 and lower it appear simply by clicking on a TileSet in the editor. + + +Here is a picture of what I am talking about. How it looks in Godot 3.2 and lower + +![immagine](https://user-images.githubusercontent.com/17100058/78263026-b6c4f680-7501-11ea-8b27-a73e9851a8e1.png) + + +And there is how it looks in Godot 3.2.1 +![immagine](https://user-images.githubusercontent.com/17100058/78263145-e07e1d80-7501-11ea-9155-c147f1235f14.png) + +_Bugsquad edit:_ See https://github.com/godotengine/godot/issues/37522#issuecomment-608353979 for relevant info",True,"No way to edit/create built-in AnimatedTextures in TileSet - **Godot version:** +3.2.1 +**OS/device including version:** +Windows 10 +**Issue description:** +I cannot access the following menu in Godot 3.2.1. In Godot 3.2 and lower it appear simply by clicking on a TileSet in the editor. + + +Here is a picture of what I am talking about. How it looks in Godot 3.2 and lower + +![immagine](https://user-images.githubusercontent.com/17100058/78263026-b6c4f680-7501-11ea-8b27-a73e9851a8e1.png) + + +And there is how it looks in Godot 3.2.1 +![immagine](https://user-images.githubusercontent.com/17100058/78263145-e07e1d80-7501-11ea-9155-c147f1235f14.png) + +_Bugsquad edit:_ See https://github.com/godotengine/godot/issues/37522#issuecomment-608353979 for relevant info",1,no way to edit create built in animatedtextures in tileset godot version os device including version windows issue description i cannot access the following menu in godot in godot and lower it appear simply by clicking on a tileset in the editor here is a picture of what i am talking about how it looks in godot and lower and there is how it looks in godot bugsquad edit see for relevant info,1 +18701,13161673167.0,IssuesEvent,2020-08-10 20:01:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Exported non-initialized typed string has ""Null"" value",bug topic:core topic:gdscript usability,"**Godot version:** +3.2 alpha3 + +**Steps to reproduce:** +1. +``` +export var test: String +``` +2. +![image](https://user-images.githubusercontent.com/2223172/68087443-1e452000-fe56-11e9-8372-d336910b632f.png) + +**Issue description:** +`export(String) var test` works correctly, but it doesn't have a type. `export(String) var test: String` is just awkward...",True,"Exported non-initialized typed string has ""Null"" value - **Godot version:** +3.2 alpha3 + +**Steps to reproduce:** +1. +``` +export var test: String +``` +2. +![image](https://user-images.githubusercontent.com/2223172/68087443-1e452000-fe56-11e9-8372-d336910b632f.png) + +**Issue description:** +`export(String) var test` works correctly, but it doesn't have a type. `export(String) var test: String` is just awkward...",1,exported non initialized typed string has null value godot version steps to reproduce export var test string issue description export string var test works correctly but it doesn t have a type export string var test string is just awkward ,1 +17944,12439283606.0,IssuesEvent,2020-05-26 09:50:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatic keys mode for Animation Player,feature proposal topic:editor usability,"**Operating system or device - Godot version:** +Any device and Version + +**Issue description** (what happened, and what was expected): +Now we have to press key icon each time we animate something. If you forget to do it, engine clear the value and replace it with the previous. In simple game it cause 100s of extra actions. In more complex games it is 1000s of pointless extra clicks (more than 3000 in my case). Godot animation player need auto key mode, when you change any value and it set a key automatically and rewrite it, when value changed again. + +It will be faster and easier, like in any other engine. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"Automatic keys mode for Animation Player - **Operating system or device - Godot version:** +Any device and Version + +**Issue description** (what happened, and what was expected): +Now we have to press key icon each time we animate something. If you forget to do it, engine clear the value and replace it with the previous. In simple game it cause 100s of extra actions. In more complex games it is 1000s of pointless extra clicks (more than 3000 in my case). Godot animation player need auto key mode, when you change any value and it set a key automatically and rewrite it, when value changed again. + +It will be faster and easier, like in any other engine. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,automatic keys mode for animation player operating system or device godot version any device and version issue description what happened and what was expected now we have to press key icon each time we animate something if you forget to do it engine clear the value and replace it with the previous in simple game it cause of extra actions in more complex games it is of pointless extra clicks more than in my case godot animation player need auto key mode when you change any value and it set a key automatically and rewrite it when value changed again it will be faster and easier like in any other engine steps to reproduce link to minimal example project optional but very welcome ,1 +15153,9806229686.0,IssuesEvent,2019-06-12 10:51:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add the 'Pan Modifier' setting for the 2D Editor,enhancement junior job topic:editor usability,"I find the default 2D pan modifier key (space) difficult to use - an option to change it to other modifier keys, especially Alt/Option (ala Unity) would be appreciated, especially with the current functionality being inconsistent with the 3D editor.",True,"Add the 'Pan Modifier' setting for the 2D Editor - I find the default 2D pan modifier key (space) difficult to use - an option to change it to other modifier keys, especially Alt/Option (ala Unity) would be appreciated, especially with the current functionality being inconsistent with the 3D editor.",1,add the pan modifier setting for the editor i find the default pan modifier key space difficult to use an option to change it to other modifier keys especially alt option ala unity would be appreciated especially with the current functionality being inconsistent with the editor ,1 +26705,27101344179.0,IssuesEvent,2023-02-15 08:54:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AudioPlaybackTrack put an infinite length rectangle when the waveform cannot be read,bug topic:editor usability topic:audio topic:animation,"### Godot version + +4.0.rc + +### System information + +Any + +### Issue description + +Placing an empty AudioStream or a procedural AudioStream will cause AudioPlaybackTrack to place an infinite length rectangle. It is not useful and should at least be a diamond. + +![image](https://user-images.githubusercontent.com/61938263/218740713-284b8fdf-387b-4cc1-a726-1e157b0a35cb.png) + + +### Steps to reproduce + +Put AudioStreamRandomizer or some procedural AudioStream on AudioPlaybackTrack + +### Minimal reproduction project + +N/A",True,"AudioPlaybackTrack put an infinite length rectangle when the waveform cannot be read - ### Godot version + +4.0.rc + +### System information + +Any + +### Issue description + +Placing an empty AudioStream or a procedural AudioStream will cause AudioPlaybackTrack to place an infinite length rectangle. It is not useful and should at least be a diamond. + +![image](https://user-images.githubusercontent.com/61938263/218740713-284b8fdf-387b-4cc1-a726-1e157b0a35cb.png) + + +### Steps to reproduce + +Put AudioStreamRandomizer or some procedural AudioStream on AudioPlaybackTrack + +### Minimal reproduction project + +N/A",1,audioplaybacktrack put an infinite length rectangle when the waveform cannot be read godot version rc system information any issue description placing an empty audiostream or a procedural audiostream will cause audioplaybacktrack to place an infinite length rectangle it is not useful and should at least be a diamond steps to reproduce put audiostreamrandomizer or some procedural audiostream on audioplaybacktrack minimal reproduction project n a,1 +23456,21938616803.0,IssuesEvent,2022-05-23 15:47:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Editor Log doesn't activate scroll immediately when needed,bug topic:editor usability regression,"### Godot version + +a76db34 + +### System information + +Windows 10 x64 + +### Issue description + +![godot windows tools 64_Gmkk8PKIX4](https://user-images.githubusercontent.com/2223172/169857780-c41598da-36b8-4b31-a379-222eae9fe2b2.gif) + + +### Steps to reproduce + +1. Print something that's longer than Output box height +2. You can't scroll +3. The scroll appears when you switch to another tab and back + +### Minimal reproduction project + +_No response_",True,"Editor Log doesn't activate scroll immediately when needed - ### Godot version + +a76db34 + +### System information + +Windows 10 x64 + +### Issue description + +![godot windows tools 64_Gmkk8PKIX4](https://user-images.githubusercontent.com/2223172/169857780-c41598da-36b8-4b31-a379-222eae9fe2b2.gif) + + +### Steps to reproduce + +1. Print something that's longer than Output box height +2. You can't scroll +3. The scroll appears when you switch to another tab and back + +### Minimal reproduction project + +_No response_",1,editor log doesn t activate scroll immediately when needed godot version system information windows issue description steps to reproduce print something that s longer than output box height you can t scroll the scroll appears when you switch to another tab and back minimal reproduction project no response ,1 +12621,7987938129.0,IssuesEvent,2018-07-19 09:24:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Animation function tracks not giving warnings/errors about incorrect paths.,confirmed enhancement junior job topic:editor usability,"_Edit:_ Updated link: http://www.godotengine.org/topics/5146 + +![](http://imgbin.org/images/20893.png) + +The entire issue with the above had been that the path for the function track to call the UpdateCreditsRoll function had been incorrect (track should have been looking in "".."" as opposed to "".""). But Godot, instead of giving a warning or (preferrably) an error about this, silently fails. It also silently fails if the function name given is incorrect. +",True,"Animation function tracks not giving warnings/errors about incorrect paths. - _Edit:_ Updated link: http://www.godotengine.org/topics/5146 + +![](http://imgbin.org/images/20893.png) + +The entire issue with the above had been that the path for the function track to call the UpdateCreditsRoll function had been incorrect (track should have been looking in "".."" as opposed to "".""). But Godot, instead of giving a warning or (preferrably) an error about this, silently fails. It also silently fails if the function name given is incorrect. +",1,animation function tracks not giving warnings errors about incorrect paths edit updated link the entire issue with the above had been that the path for the function track to call the updatecreditsroll function had been incorrect track should have been looking in as opposed to but godot instead of giving a warning or preferrably an error about this silently fails it also silently fails if the function name given is incorrect ,1 +27011,27544959392.0,IssuesEvent,2023-03-07 11:05:35,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Shortcuts in code editor stop working (saving with CTRL+S, script navigation with ALT+ARROW)",bug platform:linuxbsd topic:editor usability,"### Godot version + +4.0.stable + +### System information + +Pop!_OS 22.04 + +### Issue description + +When writing gdscript code for extended periods of time (~10 min) some keyboard shortcuts stop working and only start working again, if I navigate away from the godot editor, the shortcuts start working again for a time and then stop again (usually after less than a minute). + +This is possibly related to https://github.com/godotengine/godot/issues/63888. + +### Steps to reproduce + +I haven't found out, what actions exactly causes the shortcuts to stop working, so I cannot provide steps to reproduce sadly, but I know that this is an issue since at least RC 1. + +But on this screencast you can see the issue. You can't see the buttons I am pressing, but I try to navigate with ALT+Left and ALT+Right between the opened scripts history and it only works unreliably. +[Screencast from 03-01-2023 08:28:08 PM.webm](https://user-images.githubusercontent.com/29783330/222245098-8b7ad9e9-fce5-4014-b2a6-3a30f200d60a.webm) + +Also using CTRL+S to save only prints the letter S into the code editor instead of saving sometimes. You can see it on the following screencast. The first time I use CTRL+S it saves, but after writing a little, it only prints s: +[Screencast from 03-01-2023 08:39:35 PM.webm](https://user-images.githubusercontent.com/29783330/222246899-5a1d78cf-efa7-43b5-b90c-22e9c30e74dd.webm) + + +### Minimal reproduction project + +Any project will do as far as I know.",True,"Shortcuts in code editor stop working (saving with CTRL+S, script navigation with ALT+ARROW) - ### Godot version + +4.0.stable + +### System information + +Pop!_OS 22.04 + +### Issue description + +When writing gdscript code for extended periods of time (~10 min) some keyboard shortcuts stop working and only start working again, if I navigate away from the godot editor, the shortcuts start working again for a time and then stop again (usually after less than a minute). + +This is possibly related to https://github.com/godotengine/godot/issues/63888. + +### Steps to reproduce + +I haven't found out, what actions exactly causes the shortcuts to stop working, so I cannot provide steps to reproduce sadly, but I know that this is an issue since at least RC 1. + +But on this screencast you can see the issue. You can't see the buttons I am pressing, but I try to navigate with ALT+Left and ALT+Right between the opened scripts history and it only works unreliably. +[Screencast from 03-01-2023 08:28:08 PM.webm](https://user-images.githubusercontent.com/29783330/222245098-8b7ad9e9-fce5-4014-b2a6-3a30f200d60a.webm) + +Also using CTRL+S to save only prints the letter S into the code editor instead of saving sometimes. You can see it on the following screencast. The first time I use CTRL+S it saves, but after writing a little, it only prints s: +[Screencast from 03-01-2023 08:39:35 PM.webm](https://user-images.githubusercontent.com/29783330/222246899-5a1d78cf-efa7-43b5-b90c-22e9c30e74dd.webm) + + +### Minimal reproduction project + +Any project will do as far as I know.",1,shortcuts in code editor stop working saving with ctrl s script navigation with alt arrow godot version stable system information pop os issue description when writing gdscript code for extended periods of time min some keyboard shortcuts stop working and only start working again if i navigate away from the godot editor the shortcuts start working again for a time and then stop again usually after less than a minute this is possibly related to steps to reproduce i haven t found out what actions exactly causes the shortcuts to stop working so i cannot provide steps to reproduce sadly but i know that this is an issue since at least rc but on this screencast you can see the issue you can t see the buttons i am pressing but i try to navigate with alt left and alt right between the opened scripts history and it only works unreliably also using ctrl s to save only prints the letter s into the code editor instead of saving sometimes you can see it on the following screencast the first time i use ctrl s it saves but after writing a little it only prints s minimal reproduction project any project will do as far as i know ,1 +20432,15438801346.0,IssuesEvent,2021-03-07 21:43:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Ctrl+D doesn't duplicates objects, but duplicating from right click menu works but Ctrl+D is faster",topic:editor usability," + +**Godot version:** +3.2.3 stable.mono + + +**OS/device including version:** +Windows10/OpenGLES3 + + +**Issue description:** +I can't duplicate with Ctrl+D. Maybe I am doing wrong + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",True,"Ctrl+D doesn't duplicates objects, but duplicating from right click menu works but Ctrl+D is faster - + +**Godot version:** +3.2.3 stable.mono + + +**OS/device including version:** +Windows10/OpenGLES3 + + +**Issue description:** +I can't duplicate with Ctrl+D. Maybe I am doing wrong + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",1,ctrl d doesn t duplicates objects but duplicating from right click menu works but ctrl d is faster please search existing issues for potential duplicates before filing yours godot version stable mono os device including version issue description i can t duplicate with ctrl d maybe i am doing wrong steps to reproduce minimal reproduction project ,1 +10197,6624296796.0,IssuesEvent,2017-09-22 10:58:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't see script editor scrollbar if it has a white background,enhancement junior job topic:editor usability," +**Operating system or device - Godot version:** +3.0 master on Linux + + +![2017-05-27_13-42-49](https://cloud.githubusercontent.com/assets/1115700/26521234/db5df670-42e3-11e7-90b6-7f50af81f0e7.png) + + + +",True,"Can't see script editor scrollbar if it has a white background - +**Operating system or device - Godot version:** +3.0 master on Linux + + +![2017-05-27_13-42-49](https://cloud.githubusercontent.com/assets/1115700/26521234/db5df670-42e3-11e7-90b6-7f50af81f0e7.png) + + + +",1,can t see script editor scrollbar if it has a white background operating system or device godot version master on linux ,1 +13659,8633126239.0,IssuesEvent,2018-11-22 12:57:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,duplicating node AND its resources (by making them all unique),feature proposal junior job topic:editor usability,"Hi, + +It would be cool if in addition to the ""duplicate node"" button (or Ctrl+D) of the editor, there was a ""duplicate node and make all its resources uniques"" button. + +Because, currently, if I duplicate a branch containing many resources and want the copy not to share the resources with its source, i have to make each resource unique manually ... +",True,"duplicating node AND its resources (by making them all unique) - Hi, + +It would be cool if in addition to the ""duplicate node"" button (or Ctrl+D) of the editor, there was a ""duplicate node and make all its resources uniques"" button. + +Because, currently, if I duplicate a branch containing many resources and want the copy not to share the resources with its source, i have to make each resource unique manually ... +",1,duplicating node and its resources by making them all unique hi it would be cool if in addition to the duplicate node button or ctrl d of the editor there was a duplicate node and make all its resources uniques button because currently if i duplicate a branch containing many resources and want the copy not to share the resources with its source i have to make each resource unique manually ,1 +21780,17754695559.0,IssuesEvent,2021-08-28 14:18:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve drag-and-drop reliability at the bottom of the Scene tree dock,enhancement topic:editor usability," + +**Godot version:** + +3.2.4 rc2 mono + +**OS/device including version:** + +win10 64 + +**Issue description:** + +A kinematic node cannot be positioned below a sprite, however the opposite can happen. + +![GIF](https://user-images.githubusercontent.com/19652075/108835258-87165580-75cf-11eb-9a19-2d96254d1232.gif) + +**Steps to reproduce:** +Create a scene +Add a kinematic node and a sprite being children of another node. +Try positioning one below the other and vice versa. + +**Minimal reproduction project:** + +",True,"Improve drag-and-drop reliability at the bottom of the Scene tree dock - + +**Godot version:** + +3.2.4 rc2 mono + +**OS/device including version:** + +win10 64 + +**Issue description:** + +A kinematic node cannot be positioned below a sprite, however the opposite can happen. + +![GIF](https://user-images.githubusercontent.com/19652075/108835258-87165580-75cf-11eb-9a19-2d96254d1232.gif) + +**Steps to reproduce:** +Create a scene +Add a kinematic node and a sprite being children of another node. +Try positioning one below the other and vice versa. + +**Minimal reproduction project:** + +",1,improve drag and drop reliability at the bottom of the scene tree dock please search existing issues for potential duplicates before filing yours godot version mono os device including version issue description a kinematic node cannot be positioned below a sprite however the opposite can happen steps to reproduce create a scene add a kinematic node and a sprite being children of another node try positioning one below the other and vice versa minimal reproduction project ,1 +12905,8166454439.0,IssuesEvent,2018-08-25 09:13:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"FileDialog ""Open many"" inconsistent ""Open"" Button behavior ",bug junior job topic:core topic:editor usability,"1fc7973a00e17025441b6b8333e38d1606c1d304 +x11 + +Mode: ""Open many"" + +![peek 2018-07-09 21-41](https://user-images.githubusercontent.com/4741886/42472239-ecd9dbd4-83c0-11e8-9408-533077db3690.gif) + +Should it always allow folders? +",True,"FileDialog ""Open many"" inconsistent ""Open"" Button behavior - 1fc7973a00e17025441b6b8333e38d1606c1d304 +x11 + +Mode: ""Open many"" + +![peek 2018-07-09 21-41](https://user-images.githubusercontent.com/4741886/42472239-ecd9dbd4-83c0-11e8-9408-533077db3690.gif) + +Should it always allow folders? +",1,filedialog open many inconsistent open button behavior mode open many should it always allow folders ,1 +9933,6520086878.0,IssuesEvent,2017-08-28 15:11:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,OSX Right-Click (Ctrl-Click) doesn't work.,bug platform:osx topic:core usability,"**Operating system or device - Godot version:** +MacOS Sierra 10.12.5 +MacBook Pro (Retina, 15-inch, Late 2013) +Godot Engine v2.1.3.stable.official + +**Issue description:** +*Expected Behavior:* `Ctrl-Click` on a node opens context menu. `Ctrl-Click` on OSX should give the same result as Right-Click on Windows. + +*Actual Behavior:* `Ctrl-Click` behaves exactly like `Left-Click` (i.e. holding `Ctrl` while clicking has no effect) + + +**Steps to reproduce:** + +1. Open New Project +2. Add any node to scene. +3. `Ctrl-click` the node in the Scene dock +4. No context menu... + +No example project included. Steps to reproduce will work on a new empty project. ",True,"OSX Right-Click (Ctrl-Click) doesn't work. - **Operating system or device - Godot version:** +MacOS Sierra 10.12.5 +MacBook Pro (Retina, 15-inch, Late 2013) +Godot Engine v2.1.3.stable.official + +**Issue description:** +*Expected Behavior:* `Ctrl-Click` on a node opens context menu. `Ctrl-Click` on OSX should give the same result as Right-Click on Windows. + +*Actual Behavior:* `Ctrl-Click` behaves exactly like `Left-Click` (i.e. holding `Ctrl` while clicking has no effect) + + +**Steps to reproduce:** + +1. Open New Project +2. Add any node to scene. +3. `Ctrl-click` the node in the Scene dock +4. No context menu... + +No example project included. Steps to reproduce will work on a new empty project. ",1,osx right click ctrl click doesn t work operating system or device godot version macos sierra macbook pro retina inch late godot engine stable official issue description expected behavior ctrl click on a node opens context menu ctrl click on osx should give the same result as right click on windows actual behavior ctrl click behaves exactly like left click i e holding ctrl while clicking has no effect steps to reproduce open new project add any node to scene ctrl click the node in the scene dock no context menu no example project included steps to reproduce will work on a new empty project ,1 +15639,10208266509.0,IssuesEvent,2019-08-14 09:42:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Pressing F3 in text editor when search field is closed makes permanent search highlights that you need CTRL + F to disable,enhancement topic:editor usability,"Sooo... this issue requires a set of actions to appear, but paradoxically, it happened to me enough times to get me annoyed and I finally found a way to reproduce it. +tl;dr it causes a permanent search highlight to appear and you need to CTRL + F to cancel it. + +**Steps to reproduce** + +0. Here's example code to test it: +``` +func _ready(): + var a = 1 + var b = 1 + var c = 1 +``` +1. Press CTRL + F +2. Type ""1"". This will highlight all 1s in your editor +![image](https://user-images.githubusercontent.com/2223172/43479410-a689a384-9500-11e8-90b1-e85cf0220a40.png) +3. Press ESC to close the search text field. It will correctly remove highlights +![image](https://user-images.githubusercontent.com/2223172/43479570-fe3a00ce-9500-11e8-826b-6127a462671f.png) +4. Press F3. The highlights are back, but there's no search field +![image](https://user-images.githubusercontent.com/2223172/43479514-e01dc3aa-9500-11e8-92a0-58715400e7c3.png) +You can't remove the highlights now. Pressing ESC does nothing, because there's no search field to close. You need to press CTRL + F to re-enable search field and then press ESC. + +My suggested fixes: +-make F3 bring back search field if it's closed +OR +-make ESC always cancel search highlights even if search field is invisible",True,"Pressing F3 in text editor when search field is closed makes permanent search highlights that you need CTRL + F to disable - Sooo... this issue requires a set of actions to appear, but paradoxically, it happened to me enough times to get me annoyed and I finally found a way to reproduce it. +tl;dr it causes a permanent search highlight to appear and you need to CTRL + F to cancel it. + +**Steps to reproduce** + +0. Here's example code to test it: +``` +func _ready(): + var a = 1 + var b = 1 + var c = 1 +``` +1. Press CTRL + F +2. Type ""1"". This will highlight all 1s in your editor +![image](https://user-images.githubusercontent.com/2223172/43479410-a689a384-9500-11e8-90b1-e85cf0220a40.png) +3. Press ESC to close the search text field. It will correctly remove highlights +![image](https://user-images.githubusercontent.com/2223172/43479570-fe3a00ce-9500-11e8-826b-6127a462671f.png) +4. Press F3. The highlights are back, but there's no search field +![image](https://user-images.githubusercontent.com/2223172/43479514-e01dc3aa-9500-11e8-92a0-58715400e7c3.png) +You can't remove the highlights now. Pressing ESC does nothing, because there's no search field to close. You need to press CTRL + F to re-enable search field and then press ESC. + +My suggested fixes: +-make F3 bring back search field if it's closed +OR +-make ESC always cancel search highlights even if search field is invisible",1,pressing in text editor when search field is closed makes permanent search highlights that you need ctrl f to disable sooo this issue requires a set of actions to appear but paradoxically it happened to me enough times to get me annoyed and i finally found a way to reproduce it tl dr it causes a permanent search highlight to appear and you need to ctrl f to cancel it steps to reproduce here s example code to test it func ready var a var b var c press ctrl f type this will highlight all in your editor press esc to close the search text field it will correctly remove highlights press the highlights are back but there s no search field you can t remove the highlights now pressing esc does nothing because there s no search field to close you need to press ctrl f to re enable search field and then press esc my suggested fixes make bring back search field if it s closed or make esc always cancel search highlights even if search field is invisible,1 +21149,16595796438.0,IssuesEvent,2021-06-01 13:22:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exporting Android Project Missing Default Debug Keystore Values from Editor Settings,enhancement platform:android topic:editor topic:export usability,"**Godot version:** 3.3 + +**OS/device including version:** Windows 10 Version 20H2, Dell XPS 13 9310 + +**Issue description:** +I am following the [""Exporting for Android""](https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot) tutorial to export my project for Android. I set the `Debug Keystore`, `Debug Keystore User`, and `Debug Keystore Pass` in the `Editor Settings` in accordance with the tutorial (https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot). + +When I go to export the project (Project -> Export -> Add -> Android) I see that under Options -> Keystore, the `Debug`, `Debug User`, and `Debug Password` fields are all empty. + +I would expect those values to be defaulted to match the values set in the `Editor Settings`. + +I had opened a pull request to add documentation to remind the developer to set these values in the Export preset, but learned that this is a bug: https://github.com/godotengine/godot-docs/pull/4918 + +Noting that https://github.com/godotengine/godot/issues/48096 & https://github.com/godotengine/godot/issues/48220 look similar (could be related?), but not the same. + +**Steps to reproduce:** +1. Set `Debug Keystore`, `Debug Keystore User`, and `Debug Keystore Pass` in the `Editor Settings` (following https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot). +2. Add a new Android Export preset (Project -> Export -> Add -> Android). +3. Observe that no defaults have been provided for the Options -> Keystore `Debug`, `Debug User`, or `Debug Password` fields. + +**Minimal reproduction project:** +[DemoDebugKeystoreIssue.zip](https://github.com/godotengine/godot/files/6493744/DemoDebugKeystoreIssue.zip) +^ This is just a blank project. +",True,"Exporting Android Project Missing Default Debug Keystore Values from Editor Settings - **Godot version:** 3.3 + +**OS/device including version:** Windows 10 Version 20H2, Dell XPS 13 9310 + +**Issue description:** +I am following the [""Exporting for Android""](https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot) tutorial to export my project for Android. I set the `Debug Keystore`, `Debug Keystore User`, and `Debug Keystore Pass` in the `Editor Settings` in accordance with the tutorial (https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot). + +When I go to export the project (Project -> Export -> Add -> Android) I see that under Options -> Keystore, the `Debug`, `Debug User`, and `Debug Password` fields are all empty. + +I would expect those values to be defaulted to match the values set in the `Editor Settings`. + +I had opened a pull request to add documentation to remind the developer to set these values in the Export preset, but learned that this is a bug: https://github.com/godotengine/godot-docs/pull/4918 + +Noting that https://github.com/godotengine/godot/issues/48096 & https://github.com/godotengine/godot/issues/48220 look similar (could be related?), but not the same. + +**Steps to reproduce:** +1. Set `Debug Keystore`, `Debug Keystore User`, and `Debug Keystore Pass` in the `Editor Settings` (following https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#setting-it-up-in-godot). +2. Add a new Android Export preset (Project -> Export -> Add -> Android). +3. Observe that no defaults have been provided for the Options -> Keystore `Debug`, `Debug User`, or `Debug Password` fields. + +**Minimal reproduction project:** +[DemoDebugKeystoreIssue.zip](https://github.com/godotengine/godot/files/6493744/DemoDebugKeystoreIssue.zip) +^ This is just a blank project. +",1,exporting android project missing default debug keystore values from editor settings godot version os device including version windows version dell xps issue description i am following the tutorial to export my project for android i set the debug keystore debug keystore user and debug keystore pass in the editor settings in accordance with the tutorial when i go to export the project project export add android i see that under options keystore the debug debug user and debug password fields are all empty i would expect those values to be defaulted to match the values set in the editor settings i had opened a pull request to add documentation to remind the developer to set these values in the export preset but learned that this is a bug noting that look similar could be related but not the same steps to reproduce set debug keystore debug keystore user and debug keystore pass in the editor settings following add a new android export preset project export add android observe that no defaults have been provided for the options keystore debug debug user or debug password fields minimal reproduction project this is just a blank project ,1 +6297,4215712680.0,IssuesEvent,2016-06-30 06:04:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,CTRL+TAB should cycle tabs in Script Editor,enhancement topic:editor usability,"Pretty much what the title says. If a custom keyboard shortcut can be set, even better!",True,"CTRL+TAB should cycle tabs in Script Editor - Pretty much what the title says. If a custom keyboard shortcut can be set, even better!",1,ctrl tab should cycle tabs in script editor pretty much what the title says if a custom keyboard shortcut can be set even better ,1 +12216,7754525339.0,IssuesEvent,2018-05-31 07:04:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Copy and pasting code into editor causing indent error after modifying the code,enhancement topic:editor topic:gdscript usability,"OS : Windows + +_Steps to reproduce:_ +Copy and paste a code from godot documentation into the editor i used the code from here (http://docs.godotengine.org/en/3.0/tutorials/io/saving_games.html#saving-and-reading-data) +Now everything looks good with no issue and you can also run the code +But try to add a line of code anywhere between the code lines +You get indent error + +![editor](https://user-images.githubusercontent.com/13506293/38762720-5ae104de-3f8f-11e8-9b0d-88e7ccba977c.png) + +_Steps to solve_ +You need to select all the white spaces on each lines of codes you pasted from beginning of the line up to the code and then re indent with tabs individually + +If it throws the error the moment you paste the code you would immediately find out what's up and try to strip out everything but this way you get confused and would think it's something that you did +",True,"Copy and pasting code into editor causing indent error after modifying the code - OS : Windows + +_Steps to reproduce:_ +Copy and paste a code from godot documentation into the editor i used the code from here (http://docs.godotengine.org/en/3.0/tutorials/io/saving_games.html#saving-and-reading-data) +Now everything looks good with no issue and you can also run the code +But try to add a line of code anywhere between the code lines +You get indent error + +![editor](https://user-images.githubusercontent.com/13506293/38762720-5ae104de-3f8f-11e8-9b0d-88e7ccba977c.png) + +_Steps to solve_ +You need to select all the white spaces on each lines of codes you pasted from beginning of the line up to the code and then re indent with tabs individually + +If it throws the error the moment you paste the code you would immediately find out what's up and try to strip out everything but this way you get confused and would think it's something that you did +",1,copy and pasting code into editor causing indent error after modifying the code os windows steps to reproduce copy and paste a code from godot documentation into the editor i used the code from here now everything looks good with no issue and you can also run the code but try to add a line of code anywhere between the code lines you get indent error steps to solve you need to select all the white spaces on each lines of codes you pasted from beginning of the line up to the code and then re indent with tabs individually if it throws the error the moment you paste the code you would immediately find out what s up and try to strip out everything but this way you get confused and would think it s something that you did ,1 +25169,24815702304.0,IssuesEvent,2022-10-25 13:00:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project name with dot [.] at the end causes folder lockup on Windows,bug platform:windows topic:editor confirmed usability,"**Godot version:** +Both 3.1 and 3.2.alpha that I tried so far + +**OS/device including version:** +Windows 7 Professional 64-bit + +**Issue description:** +Saving a project that ends with a dot (.) on Windows will result in some locations, e.g. the `user://` directory, to be treated as corrupted paths and become unavailable and unremovable. + +**Steps to reproduce:** +1) Start a new project +2) Save project with a name that ends with a dot +3) Notice how, if you try to write/read to `user://` GDScript will quietly fail with such errors: +``` +E 0:00:26:0731 Condition ' !f ' is true. + core/bind/core_bind.cpp:2128 @ store_var() + game.gd:274 @ savetofile() + game.gd:322 @ save_slotdata() + game.gd:330 @ save_game() + game.gd:353 @ _ready() +``` +4: Navigate to %AppData%/Godot/app_userdata/ and notice your folder [cannot be removed by conventional means](https://stackoverflow.com/questions/4075753/how-to-delete-a-folder-that-name-ended-with-a-dot) + +Naturally I don't think this is strictly Godot's fault, rather Windows for being dumb with files and folder names; however I felt like it was worth mentioning, and probably would be a good idea to disallow such project names (or tweak how they are handled internally)",True,"Project name with dot [.] at the end causes folder lockup on Windows - **Godot version:** +Both 3.1 and 3.2.alpha that I tried so far + +**OS/device including version:** +Windows 7 Professional 64-bit + +**Issue description:** +Saving a project that ends with a dot (.) on Windows will result in some locations, e.g. the `user://` directory, to be treated as corrupted paths and become unavailable and unremovable. + +**Steps to reproduce:** +1) Start a new project +2) Save project with a name that ends with a dot +3) Notice how, if you try to write/read to `user://` GDScript will quietly fail with such errors: +``` +E 0:00:26:0731 Condition ' !f ' is true. + core/bind/core_bind.cpp:2128 @ store_var() + game.gd:274 @ savetofile() + game.gd:322 @ save_slotdata() + game.gd:330 @ save_game() + game.gd:353 @ _ready() +``` +4: Navigate to %AppData%/Godot/app_userdata/ and notice your folder [cannot be removed by conventional means](https://stackoverflow.com/questions/4075753/how-to-delete-a-folder-that-name-ended-with-a-dot) + +Naturally I don't think this is strictly Godot's fault, rather Windows for being dumb with files and folder names; however I felt like it was worth mentioning, and probably would be a good idea to disallow such project names (or tweak how they are handled internally)",1,project name with dot at the end causes folder lockup on windows godot version both and alpha that i tried so far os device including version windows professional bit issue description saving a project that ends with a dot on windows will result in some locations e g the user directory to be treated as corrupted paths and become unavailable and unremovable steps to reproduce start a new project save project with a name that ends with a dot notice how if you try to write read to user gdscript will quietly fail with such errors e condition f is true core bind core bind cpp store var game gd savetofile game gd save slotdata game gd save game game gd ready navigate to appdata godot app userdata and notice your folder naturally i don t think this is strictly godot s fault rather windows for being dumb with files and folder names however i felt like it was worth mentioning and probably would be a good idea to disallow such project names or tweak how they are handled internally ,1 +13189,8361086504.0,IssuesEvent,2018-10-03 13:30:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Built-in scripts being listed after doc pages,enhancement topic:editor usability," + +**Godot version:** +1699978 + + +**Issue description:** +If a script is a built-in type, it will not be listed together with the other scripts, but after the currently open doc pages: +![screenshot1](https://user-images.githubusercontent.com/30739239/35075583-101603f2-fbdb-11e7-8bd9-dfe86c1e9c7c.png)",True,"Built-in scripts being listed after doc pages - + +**Godot version:** +1699978 + + +**Issue description:** +If a script is a built-in type, it will not be listed together with the other scripts, but after the currently open doc pages: +![screenshot1](https://user-images.githubusercontent.com/30739239/35075583-101603f2-fbdb-11e7-8bd9-dfe86c1e9c7c.png)",1,built in scripts being listed after doc pages please search existing issues for potential duplicates before filing yours godot version issue description if a script is a built in type it will not be listed together with the other scripts but after the currently open doc pages ,1 +26678,27075449523.0,IssuesEvent,2023-02-14 10:15:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Double clicking JSON files in FileSystem tab throws errors,bug topic:editor usability,"### Godot version + +v4.0.beta2.official [f8745f2f7] + +### System information + +Windows 10 21H2 (Build 19044.2075) + +### Issue description + +In **beta1** was able to double click a JSON file shown in the FileSystem tab to open it in the script editor view as a text file. Doing the same in **beta2** throws the following errors for the file: +``` +ERROR: Failed loading resource: res://static_data/weapons/DamageBehaviors.json. Make sure resources have been imported by opening the project in the editor at least once. + at: (core/io/resource_loader.cpp:221) +ERROR: Condition ""!res.is_valid()"" is true. Returning: ERR_CANT_OPEN + at: load_resource (editor/editor_node.cpp:1248) +``` +Accessing the file via `FileAccess` and parsing it via `JSON.parse()` works without problems, as does dragging the file from FileSystem into the script editor's vertical tab space. + +### Steps to reproduce + +1. Add JSON file to folder in `res://` +2. Double click on file +3. File doesn't open as expected, errors in console + +Using the attached project: +1. Open project +2. Double click `res://static_data/weapons/DamageBehaviors.json` +3. File doesn't open as expected, errors in console + +### Minimal reproduction project + +[BugReproduction.zip](https://github.com/godotengine/godot/files/9698024/BugReproduction.zip) +",True,"Double clicking JSON files in FileSystem tab throws errors - ### Godot version + +v4.0.beta2.official [f8745f2f7] + +### System information + +Windows 10 21H2 (Build 19044.2075) + +### Issue description + +In **beta1** was able to double click a JSON file shown in the FileSystem tab to open it in the script editor view as a text file. Doing the same in **beta2** throws the following errors for the file: +``` +ERROR: Failed loading resource: res://static_data/weapons/DamageBehaviors.json. Make sure resources have been imported by opening the project in the editor at least once. + at: (core/io/resource_loader.cpp:221) +ERROR: Condition ""!res.is_valid()"" is true. Returning: ERR_CANT_OPEN + at: load_resource (editor/editor_node.cpp:1248) +``` +Accessing the file via `FileAccess` and parsing it via `JSON.parse()` works without problems, as does dragging the file from FileSystem into the script editor's vertical tab space. + +### Steps to reproduce + +1. Add JSON file to folder in `res://` +2. Double click on file +3. File doesn't open as expected, errors in console + +Using the attached project: +1. Open project +2. Double click `res://static_data/weapons/DamageBehaviors.json` +3. File doesn't open as expected, errors in console + +### Minimal reproduction project + +[BugReproduction.zip](https://github.com/godotengine/godot/files/9698024/BugReproduction.zip) +",1,double clicking json files in filesystem tab throws errors godot version official system information windows build issue description in was able to double click a json file shown in the filesystem tab to open it in the script editor view as a text file doing the same in throws the following errors for the file error failed loading resource res static data weapons damagebehaviors json make sure resources have been imported by opening the project in the editor at least once at core io resource loader cpp error condition res is valid is true returning err cant open at load resource editor editor node cpp accessing the file via fileaccess and parsing it via json parse works without problems as does dragging the file from filesystem into the script editor s vertical tab space steps to reproduce add json file to folder in res double click on file file doesn t open as expected errors in console using the attached project open project double click res static data weapons damagebehaviors json file doesn t open as expected errors in console minimal reproduction project ,1 +11657,7348664371.0,IssuesEvent,2018-03-08 07:40:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,2DEditor: can't select flipped Sprite by clicking it in the viewport,bug topic:editor usability," + +**Godot/OS version:** b0a7307 | Antergos x86_64 + +**Issue description:** + +Can't select flipped Sprite by clicking on it. +Selecting it by either drawing selection box over it or from the Scene Dock works. + +Pinging @groud, master of CanvasItemEditor :D + +**Steps to reproduce:** +1. add Sprite +2. set Flip H or Flip V on +3. try to select it by clicking on it + +**Minimal reproduction project:** + +[Node2D_.tscn.txt](https://github.com/godotengine/godot/files/1701673/Node2D_.tscn.txt) +",True,"2DEditor: can't select flipped Sprite by clicking it in the viewport - + +**Godot/OS version:** b0a7307 | Antergos x86_64 + +**Issue description:** + +Can't select flipped Sprite by clicking on it. +Selecting it by either drawing selection box over it or from the Scene Dock works. + +Pinging @groud, master of CanvasItemEditor :D + +**Steps to reproduce:** +1. add Sprite +2. set Flip H or Flip V on +3. try to select it by clicking on it + +**Minimal reproduction project:** + +[Node2D_.tscn.txt](https://github.com/godotengine/godot/files/1701673/Node2D_.tscn.txt) +",1, can t select flipped sprite by clicking it in the viewport please search existing issues for potential duplicates before filing yours godot os version antergos issue description can t select flipped sprite by clicking on it selecting it by either drawing selection box over it or from the scene dock works pinging groud master of canvasitemeditor d steps to reproduce add sprite set flip h or flip v on try to select it by clicking on it minimal reproduction project ,1 +16284,10722529563.0,IssuesEvent,2019-10-27 12:43:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Automatic indent doesn't work if there's a comment,bug topic:editor usability,"**Godot version:** +Godot 3.1.1 stable official + +**OS/device including version:** +Debian 9 + +**Issue description:** +Automatic indent after a line ending with a colon doesn't work if there is a comment after a semicolon. + +**Steps to reproduce:** +1) In the code editor write a line ending in a colon followed by a comment, like this: + +``if condition: # comment about the condition + +2) Press intro. The editor normally autoindents the new line to the next level, but if there is a comment after the colon the new line is indented at the level of the previous line. + +**Minimal reproduction project:** +Unnecessary.",True,"Automatic indent doesn't work if there's a comment - **Godot version:** +Godot 3.1.1 stable official + +**OS/device including version:** +Debian 9 + +**Issue description:** +Automatic indent after a line ending with a colon doesn't work if there is a comment after a semicolon. + +**Steps to reproduce:** +1) In the code editor write a line ending in a colon followed by a comment, like this: + +``if condition: # comment about the condition + +2) Press intro. The editor normally autoindents the new line to the next level, but if there is a comment after the colon the new line is indented at the level of the previous line. + +**Minimal reproduction project:** +Unnecessary.",1,automatic indent doesn t work if there s a comment godot version godot stable official os device including version debian issue description automatic indent after a line ending with a colon doesn t work if there is a comment after a semicolon steps to reproduce in the code editor write a line ending in a colon followed by a comment like this if condition comment about the condition press intro the editor normally autoindents the new line to the next level but if there is a comment after the colon the new line is indented at the level of the previous line minimal reproduction project unnecessary ,1 +18376,12828125816.0,IssuesEvent,2020-07-06 19:54:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow disabling of Scale handles in 2D editor,enhancement topic:editor usability,"I would like the ability to disable the scale handles on 2D nodes, like Sprite for example. My team does not use them, as we prefer absolute and precise values over those the handles return, yet occasionally miss click on a handle when selecting other nodes, causing a tiny amount of scaling to occur that can be hard to catch until you dig into the inspector to find out why things no longer align. This also goes for the extends handles for collision shapes.",True,"Allow disabling of Scale handles in 2D editor - I would like the ability to disable the scale handles on 2D nodes, like Sprite for example. My team does not use them, as we prefer absolute and precise values over those the handles return, yet occasionally miss click on a handle when selecting other nodes, causing a tiny amount of scaling to occur that can be hard to catch until you dig into the inspector to find out why things no longer align. This also goes for the extends handles for collision shapes.",1,allow disabling of scale handles in editor i would like the ability to disable the scale handles on nodes like sprite for example my team does not use them as we prefer absolute and precise values over those the handles return yet occasionally miss click on a handle when selecting other nodes causing a tiny amount of scaling to occur that can be hard to catch until you dig into the inspector to find out why things no longer align this also goes for the extends handles for collision shapes ,1 +18169,12625777818.0,IssuesEvent,2020-06-14 13:36:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to extend base scene script easily for inherited scenes,enhancement topic:editor usability,"**Issue description** (what happened, and what was expected): +When we are creating new inherited scene, it would be cool if we could have an option to automatically create script that's extending base scene script. I think this extended script could be saved in the same location where inherited scene is saved, under the same name but with gd extension. +Simple switch, something like ""create extended script: on/off"" inside this dialog window in which we are pointing base scene, would be enough. + +**related issue:** https://github.com/godotengine/godot/issues/4584 +",True,"Ability to extend base scene script easily for inherited scenes - **Issue description** (what happened, and what was expected): +When we are creating new inherited scene, it would be cool if we could have an option to automatically create script that's extending base scene script. I think this extended script could be saved in the same location where inherited scene is saved, under the same name but with gd extension. +Simple switch, something like ""create extended script: on/off"" inside this dialog window in which we are pointing base scene, would be enough. + +**related issue:** https://github.com/godotengine/godot/issues/4584 +",1,ability to extend base scene script easily for inherited scenes issue description what happened and what was expected when we are creating new inherited scene it would be cool if we could have an option to automatically create script that s extending base scene script i think this extended script could be saved in the same location where inherited scene is saved under the same name but with gd extension simple switch something like create extended script on off inside this dialog window in which we are pointing base scene would be enough related issue ,1 +24305,23613075742.0,IssuesEvent,2022-08-24 13:53:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Make VisualScript search remember the last search when reopened,enhancement topic:editor usability topic:visualscript,"Unlike the documentation search, that remember the last active search when reopened, the VisualScript search reopens completely blank.",True,"Make VisualScript search remember the last search when reopened - Unlike the documentation search, that remember the last active search when reopened, the VisualScript search reopens completely blank.",1,make visualscript search remember the last search when reopened unlike the documentation search that remember the last active search when reopened the visualscript search reopens completely blank ,1 +21156,16598395543.0,IssuesEvent,2021-06-01 15:58:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Starting to type action name fails due to missing quotes,enhancement topic:editor usability,"So uh... +![screen_recorder_plus_video_2018_30_11_02_15_51](https://user-images.githubusercontent.com/2223172/49262376-6e498480-f446-11e8-8e98-3a61bff652ce.gif) + +Not sure how this should be fixed. One idea would be automatically insert the quotation mark on auto-complete, since you more often need it than not. I know I could just start writing with "", but since the actions appear, I wouldn't expect them to disappear. + +(similar thing I think happened with load)",True,"Starting to type action name fails due to missing quotes - So uh... +![screen_recorder_plus_video_2018_30_11_02_15_51](https://user-images.githubusercontent.com/2223172/49262376-6e498480-f446-11e8-8e98-3a61bff652ce.gif) + +Not sure how this should be fixed. One idea would be automatically insert the quotation mark on auto-complete, since you more often need it than not. I know I could just start writing with "", but since the actions appear, I wouldn't expect them to disappear. + +(similar thing I think happened with load)",1,starting to type action name fails due to missing quotes so uh not sure how this should be fixed one idea would be automatically insert the quotation mark on auto complete since you more often need it than not i know i could just start writing with but since the actions appear i wouldn t expect them to disappear similar thing i think happened with load ,1 +6980,4712252024.0,IssuesEvent,2016-10-14 16:09:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,'Save Branch as Scene' - the branch should immediately be replaced by freshly saved scn instance,enhancement topic:editor usability,"When you are saving a selected branch as scene, the scene you just saved should become an instance in your scene. + +![image](https://cloud.githubusercontent.com/assets/6776092/19212323/009d5b7e-8d4f-11e6-9527-c054aab0799a.png) + +I am confident that majority of people using this feature would want to replace the saved scene into an instance such as this: +![image](https://cloud.githubusercontent.com/assets/6776092/19212334/2650bae6-8d4f-11e6-952c-0809299b66bb.png) + +Even if the user did not want to instance the scene, it is far easier to remove an instance than it is delete node, select parent node, open new instance, navigate to saved instance, and select it. + +If it is changed to an instance by default, and you dont want the instance, you can just click on the instance icon and select ""Discard Instancing"". + +Hoping this gets changed for the better :)",True,"'Save Branch as Scene' - the branch should immediately be replaced by freshly saved scn instance - When you are saving a selected branch as scene, the scene you just saved should become an instance in your scene. + +![image](https://cloud.githubusercontent.com/assets/6776092/19212323/009d5b7e-8d4f-11e6-9527-c054aab0799a.png) + +I am confident that majority of people using this feature would want to replace the saved scene into an instance such as this: +![image](https://cloud.githubusercontent.com/assets/6776092/19212334/2650bae6-8d4f-11e6-952c-0809299b66bb.png) + +Even if the user did not want to instance the scene, it is far easier to remove an instance than it is delete node, select parent node, open new instance, navigate to saved instance, and select it. + +If it is changed to an instance by default, and you dont want the instance, you can just click on the instance icon and select ""Discard Instancing"". + +Hoping this gets changed for the better :)",1, save branch as scene the branch should immediately be replaced by freshly saved scn instance when you are saving a selected branch as scene the scene you just saved should become an instance in your scene i am confident that majority of people using this feature would want to replace the saved scene into an instance such as this even if the user did not want to instance the scene it is far easier to remove an instance than it is delete node select parent node open new instance navigate to saved instance and select it if it is changed to an instance by default and you dont want the instance you can just click on the instance icon and select discard instancing hoping this gets changed for the better ,1 +13645,8632060817.0,IssuesEvent,2018-11-22 09:44:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,replaying an edited scene after a bug does not replay the former edited scene by default,enhancement topic:editor usability,"**Operating system or device - Godot version:** +official 2.0.2stable win64 + +**Issue description** (what happened, and what was expected): + +Lets say I have two scene opened into the editor. Scene A and B. + +When I work on Scene A and press the ""Play the edited scene"" (F6) and that a bug occurs into one of its scripts, the debugger appears and the ""Play the edited scene"" button is changed into a ""Replay"" button. + +If I edit Scene B and press the ""replay"" button, this is Scene B that is played instead of Scene A that should be replayed. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"replaying an edited scene after a bug does not replay the former edited scene by default - **Operating system or device - Godot version:** +official 2.0.2stable win64 + +**Issue description** (what happened, and what was expected): + +Lets say I have two scene opened into the editor. Scene A and B. + +When I work on Scene A and press the ""Play the edited scene"" (F6) and that a bug occurs into one of its scripts, the debugger appears and the ""Play the edited scene"" button is changed into a ""Replay"" button. + +If I edit Scene B and press the ""replay"" button, this is Scene B that is played instead of Scene A that should be replayed. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,replaying an edited scene after a bug does not replay the former edited scene by default operating system or device godot version official issue description what happened and what was expected lets say i have two scene opened into the editor scene a and b when i work on scene a and press the play the edited scene and that a bug occurs into one of its scripts the debugger appears and the play the edited scene button is changed into a replay button if i edit scene b and press the replay button this is scene b that is played instead of scene a that should be replayed steps to reproduce link to minimal example project optional but very welcome ,1 +17966,12441466261.0,IssuesEvent,2020-05-26 13:42:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"A ""center"" option for interactive shapes",feature proposal topic:editor usability,"Drawing lines (Line2D), polygons (Polygon2D) and curves (Path2D) on the editor can lead to the figure being displaced from the node center and sometimes is hard to re-position them. + +A (scene editor) way to center the figure to the origin of the node could be really useful. + +ps: This ""center"" (or arbitrary ""displace"") option could be part of Vector arrays too to make it more generic but I don't know if there are plans to give extra functions to these kind of arrays. + +",True,"A ""center"" option for interactive shapes - Drawing lines (Line2D), polygons (Polygon2D) and curves (Path2D) on the editor can lead to the figure being displaced from the node center and sometimes is hard to re-position them. + +A (scene editor) way to center the figure to the origin of the node could be really useful. + +ps: This ""center"" (or arbitrary ""displace"") option could be part of Vector arrays too to make it more generic but I don't know if there are plans to give extra functions to these kind of arrays. + +",1,a center option for interactive shapes drawing lines polygons and curves on the editor can lead to the figure being displaced from the node center and sometimes is hard to re position them a scene editor way to center the figure to the origin of the node could be really useful ps this center or arbitrary displace option could be part of vector arrays too to make it more generic but i don t know if there are plans to give extra functions to these kind of arrays ,1 +6015,4111713625.0,IssuesEvent,2016-06-07 07:38:39,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Setting emulate_touch_screen in project settings, results in editor simulating touch screen as well",bug topic:editor usability,"**Operating system or device:** +Ubuntu 15.10 + +**Issue description** (what happened, and what was expected): +In project settings if you set `Display->emulate_touch_screen` to true, then Godot editor will emulate touch screen as well. As a result of this it's impossible to select multiple lines of text in Help window. +![cantselectlines](https://cloud.githubusercontent.com/assets/6129594/14714548/b7ea1ad2-07e5-11e6-9393-9a444593b0a2.gif) +Probably there are also other side effects of this setting. + +**Steps to reproduce:** +1. Go into `Scene->Project Settings` +2. `Display` section. +3. Check `emulate_touch_screen` +4. Restart Godot Editor +5. Open Godot help window +6. Try to select multiple lines + +**Link to minimal example project** (optional but very welcome): +",True,"Setting emulate_touch_screen in project settings, results in editor simulating touch screen as well - **Operating system or device:** +Ubuntu 15.10 + +**Issue description** (what happened, and what was expected): +In project settings if you set `Display->emulate_touch_screen` to true, then Godot editor will emulate touch screen as well. As a result of this it's impossible to select multiple lines of text in Help window. +![cantselectlines](https://cloud.githubusercontent.com/assets/6129594/14714548/b7ea1ad2-07e5-11e6-9393-9a444593b0a2.gif) +Probably there are also other side effects of this setting. + +**Steps to reproduce:** +1. Go into `Scene->Project Settings` +2. `Display` section. +3. Check `emulate_touch_screen` +4. Restart Godot Editor +5. Open Godot help window +6. Try to select multiple lines + +**Link to minimal example project** (optional but very welcome): +",1,setting emulate touch screen in project settings results in editor simulating touch screen as well operating system or device ubuntu issue description what happened and what was expected in project settings if you set display emulate touch screen to true then godot editor will emulate touch screen as well as a result of this it s impossible to select multiple lines of text in help window probably there are also other side effects of this setting steps to reproduce go into scene project settings display section check emulate touch screen restart godot editor open godot help window try to select multiple lines link to minimal example project optional but very welcome ,1 +21670,17411152698.0,IssuesEvent,2021-08-03 12:30:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Quick open scene should favor beginning of the name,enhancement topic:editor usability,"### Godot version + +3.4 beta / 3c21fc5 + +### System information + +W10 + +### Issue description + +This has bothered me for a while and I have a concrete example that illustrates the problem: +![image](https://user-images.githubusercontent.com/2223172/128015345-be78c140-89ae-4f20-9756-6e6b8397ff67.png) +I wanted to open the `Workshop.tscn`, which is 5th result on the list, even though I searched for it specifically. This is similar problem to #21726. The results should be sorted by relevance, i.e. better match near the beginning, instead of just alphabetically. + +### Steps to reproduce + +1. Have e.g. Workshop.tscn and IconWorkshop.tscn +2. Try to quick open Workshop.tscn + +### Minimal reproduction project + +_No response_",True,"Quick open scene should favor beginning of the name - ### Godot version + +3.4 beta / 3c21fc5 + +### System information + +W10 + +### Issue description + +This has bothered me for a while and I have a concrete example that illustrates the problem: +![image](https://user-images.githubusercontent.com/2223172/128015345-be78c140-89ae-4f20-9756-6e6b8397ff67.png) +I wanted to open the `Workshop.tscn`, which is 5th result on the list, even though I searched for it specifically. This is similar problem to #21726. The results should be sorted by relevance, i.e. better match near the beginning, instead of just alphabetically. + +### Steps to reproduce + +1. Have e.g. Workshop.tscn and IconWorkshop.tscn +2. Try to quick open Workshop.tscn + +### Minimal reproduction project + +_No response_",1,quick open scene should favor beginning of the name godot version beta system information issue description this has bothered me for a while and i have a concrete example that illustrates the problem i wanted to open the workshop tscn which is result on the list even though i searched for it specifically this is similar problem to the results should be sorted by relevance i e better match near the beginning instead of just alphabetically steps to reproduce have e g workshop tscn and iconworkshop tscn try to quick open workshop tscn minimal reproduction project no response ,1 +10751,6905607242.0,IssuesEvent,2017-11-27 08:00:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add rulers and guide liens to the 2D editor,feature proposal topic:editor usability,"**Operating system or device - Godot version:**: Windows, Linux, MacOS + +**Issue description** (what happened, and what was expected): + +Hello, + +I think a few things will improve the 2D Editor if would be added: +1) Rulers +- Horizontal and Vertical (something similar with the image from this link: http://s32.postimg.org/ax9fga511/rulers.png) +- Configurable (customize the 10 and 50 lines: different colors, different numbers) + +2) Guide lines + - Drag them from the Rules as in GIMP + - Possibility to hide/show them + - Rotate them by a specific angle + - More ""hard core"" customization: Possibility to edit them as Bezier curves + - Change colors + - Combine them in groups and change colors by a group + +**Steps to reproduce:** N/A + +**Link to minimal example project** (optional but very welcome): N/A +",True,"Add rulers and guide liens to the 2D editor - **Operating system or device - Godot version:**: Windows, Linux, MacOS + +**Issue description** (what happened, and what was expected): + +Hello, + +I think a few things will improve the 2D Editor if would be added: +1) Rulers +- Horizontal and Vertical (something similar with the image from this link: http://s32.postimg.org/ax9fga511/rulers.png) +- Configurable (customize the 10 and 50 lines: different colors, different numbers) + +2) Guide lines + - Drag them from the Rules as in GIMP + - Possibility to hide/show them + - Rotate them by a specific angle + - More ""hard core"" customization: Possibility to edit them as Bezier curves + - Change colors + - Combine them in groups and change colors by a group + +**Steps to reproduce:** N/A + +**Link to minimal example project** (optional but very welcome): N/A +",1,add rulers and guide liens to the editor operating system or device godot version windows linux macos issue description what happened and what was expected hello i think a few things will improve the editor if would be added rulers horizontal and vertical something similar with the image from this link configurable customize the and lines different colors different numbers guide lines drag them from the rules as in gimp possibility to hide show them rotate them by a specific angle more hard core customization possibility to edit them as bezier curves change colors combine them in groups and change colors by a group steps to reproduce n a link to minimal example project optional but very welcome n a ,1 +23994,23193888795.0,IssuesEvent,2022-08-01 14:46:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,HSV and OKHSL circles are mirrored compared to other programs,enhancement topic:editor usability,"### Godot version + +v4.0.alpha.custom_build [9ec6de176] + +### System information + +Xubuntu 22.04 + +### Issue description + +So this is a very minor ""issue"" but I thought I'd log it anyway in case someone wants to do something about it. + +ColorPicker hue wheels, both HSV and OKHSL in Godot are mirrored compared to all the other color pickers that I've found. Everybody else seems to use this direction, where 90 degree hue is straight up: + +![image](https://user-images.githubusercontent.com/4918549/182157281-efd928d9-eaf0-49f6-b172-b0b78cff294a.png) + +While in Godot, 90 degree hue is straight down: + +![image](https://user-images.githubusercontent.com/4918549/182157695-d3c8bb88-e966-4a02-b2b6-cd7124c3beb8.png) + + +### Steps to reproduce + +Set the inspector to use one of the circle modes and open the color picker + +### Minimal reproduction project + +_No response_",True,"HSV and OKHSL circles are mirrored compared to other programs - ### Godot version + +v4.0.alpha.custom_build [9ec6de176] + +### System information + +Xubuntu 22.04 + +### Issue description + +So this is a very minor ""issue"" but I thought I'd log it anyway in case someone wants to do something about it. + +ColorPicker hue wheels, both HSV and OKHSL in Godot are mirrored compared to all the other color pickers that I've found. Everybody else seems to use this direction, where 90 degree hue is straight up: + +![image](https://user-images.githubusercontent.com/4918549/182157281-efd928d9-eaf0-49f6-b172-b0b78cff294a.png) + +While in Godot, 90 degree hue is straight down: + +![image](https://user-images.githubusercontent.com/4918549/182157695-d3c8bb88-e966-4a02-b2b6-cd7124c3beb8.png) + + +### Steps to reproduce + +Set the inspector to use one of the circle modes and open the color picker + +### Minimal reproduction project + +_No response_",1,hsv and okhsl circles are mirrored compared to other programs godot version alpha custom build system information xubuntu issue description so this is a very minor issue but i thought i d log it anyway in case someone wants to do something about it colorpicker hue wheels both hsv and okhsl in godot are mirrored compared to all the other color pickers that i ve found everybody else seems to use this direction where degree hue is straight up while in godot degree hue is straight down steps to reproduce set the inspector to use one of the circle modes and open the color picker minimal reproduction project no response ,1 +6180,4166480215.0,IssuesEvent,2016-06-20 03:39:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDscript overwriting does not works,bug topic:editor usability,"**Operating system or device:** +Godot 2.0.2 win64 official release + +**Issue description** (what happened, and what was expected): +When you click on the ""Edit/create the Node Script"" button into Scene panel, there is a ""Create Script for Node"" dialog box which appears. +When you click the "".."" path button, an other dialog box appears. +When you select a script that already exists, a confirmation box ask you if you want to overwrite it. +If you reply ""OK"", the previous ""Create Script for Node"" dialog box refuses to overwrite it. + +**Steps to reproduce:** +![bug_0_0](https://cloud.githubusercontent.com/assets/9801802/15012984/07ab588a-11fd-11e6-821d-a04e5afcb1d8.png) +![bug_0_1](https://cloud.githubusercontent.com/assets/9801802/15012988/0aee4ebc-11fd-11e6-95e0-8967621be6a6.png) +![bug_0_2](https://cloud.githubusercontent.com/assets/9801802/15012989/0d95bde4-11fd-11e6-8aa4-6ad0252d2e65.png) +![bug_0_3](https://cloud.githubusercontent.com/assets/9801802/15012992/101b89ae-11fd-11e6-8dcd-e3f0231ec2f6.png) +![bug_0_4](https://cloud.githubusercontent.com/assets/9801802/15012995/12bc4edc-11fd-11e6-9721-af24774b2023.png) + + +**Link to minimal example project** (optional but very welcome): +",True,"GDscript overwriting does not works - **Operating system or device:** +Godot 2.0.2 win64 official release + +**Issue description** (what happened, and what was expected): +When you click on the ""Edit/create the Node Script"" button into Scene panel, there is a ""Create Script for Node"" dialog box which appears. +When you click the "".."" path button, an other dialog box appears. +When you select a script that already exists, a confirmation box ask you if you want to overwrite it. +If you reply ""OK"", the previous ""Create Script for Node"" dialog box refuses to overwrite it. + +**Steps to reproduce:** +![bug_0_0](https://cloud.githubusercontent.com/assets/9801802/15012984/07ab588a-11fd-11e6-821d-a04e5afcb1d8.png) +![bug_0_1](https://cloud.githubusercontent.com/assets/9801802/15012988/0aee4ebc-11fd-11e6-95e0-8967621be6a6.png) +![bug_0_2](https://cloud.githubusercontent.com/assets/9801802/15012989/0d95bde4-11fd-11e6-8aa4-6ad0252d2e65.png) +![bug_0_3](https://cloud.githubusercontent.com/assets/9801802/15012992/101b89ae-11fd-11e6-8dcd-e3f0231ec2f6.png) +![bug_0_4](https://cloud.githubusercontent.com/assets/9801802/15012995/12bc4edc-11fd-11e6-9721-af24774b2023.png) + + +**Link to minimal example project** (optional but very welcome): +",1,gdscript overwriting does not works operating system or device godot official release issue description what happened and what was expected when you click on the edit create the node script button into scene panel there is a create script for node dialog box which appears when you click the path button an other dialog box appears when you select a script that already exists a confirmation box ask you if you want to overwrite it if you reply ok the previous create script for node dialog box refuses to overwrite it steps to reproduce link to minimal example project optional but very welcome ,1 +18796,13234506557.0,IssuesEvent,2020-08-18 16:24:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Console should display what was deleted when deleting a project global property,enhancement topic:editor usability,"When deleting a global property in project settings, it would be nice if the console would output what was deleted and what value it had. I've deleted properties on accident before and this would make it a lot simpler to correct that, as otherwise I don't even know what was deleted.",True,"Console should display what was deleted when deleting a project global property - When deleting a global property in project settings, it would be nice if the console would output what was deleted and what value it had. I've deleted properties on accident before and this would make it a lot simpler to correct that, as otherwise I don't even know what was deleted.",1,console should display what was deleted when deleting a project global property when deleting a global property in project settings it would be nice if the console would output what was deleted and what value it had i ve deleted properties on accident before and this would make it a lot simpler to correct that as otherwise i don t even know what was deleted ,1 +6165,4164628914.0,IssuesEvent,2016-06-18 23:05:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Font saving: engine should add the expected file ending if not provided,enhancement topic:editor usability,"I just received a message ""couldn't save font"" in the font import dialog, which I was able to fix by adding .fnt at the end of the file. + +When only one file ending is possible, I expect a file save dialog to add the ending if it is missing. + +I would like to request that either a file name ending is added automatically (needs to be clarified: what happens in .FNT/.FnT file ending cases?) or that the error message explains the reason for the failure (""You have to add the file name ending"").",True,"Font saving: engine should add the expected file ending if not provided - I just received a message ""couldn't save font"" in the font import dialog, which I was able to fix by adding .fnt at the end of the file. + +When only one file ending is possible, I expect a file save dialog to add the ending if it is missing. + +I would like to request that either a file name ending is added automatically (needs to be clarified: what happens in .FNT/.FnT file ending cases?) or that the error message explains the reason for the failure (""You have to add the file name ending"").",1,font saving engine should add the expected file ending if not provided i just received a message couldn t save font in the font import dialog which i was able to fix by adding fnt at the end of the file when only one file ending is possible i expect a file save dialog to add the ending if it is missing i would like to request that either a file name ending is added automatically needs to be clarified what happens in fnt fnt file ending cases or that the error message explains the reason for the failure you have to add the file name ending ,1 +8091,5398046621.0,IssuesEvent,2017-02-27 16:03:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Navigationbuttons on Tab Container wont Work,bug topic:core usability,"**Operating system or device - Godot version:** +Windows - Godot 2.1.1 Stable 64 + +**Issue description** (what happened, and what was expected): + +Tab Container right / left navigation buttons don't work. + +**Steps to reproduce:** + +i have 4 tabs, only 3 get displayed while the 3rd tab sticks out and is partly under the buttons. +i can only open the 3rd tab if i click on the area left of the buttons. the area beneath and right of them dont work. + +here an image: +https://s27.postimg.org/g11yrijdv/Unbenannt.png + +i gues it only checks for the area of the container. maybe this could be the reason the buttons wont work, because they are also outside. + +",True,"Navigationbuttons on Tab Container wont Work - **Operating system or device - Godot version:** +Windows - Godot 2.1.1 Stable 64 + +**Issue description** (what happened, and what was expected): + +Tab Container right / left navigation buttons don't work. + +**Steps to reproduce:** + +i have 4 tabs, only 3 get displayed while the 3rd tab sticks out and is partly under the buttons. +i can only open the 3rd tab if i click on the area left of the buttons. the area beneath and right of them dont work. + +here an image: +https://s27.postimg.org/g11yrijdv/Unbenannt.png + +i gues it only checks for the area of the container. maybe this could be the reason the buttons wont work, because they are also outside. + +",1,navigationbuttons on tab container wont work operating system or device godot version windows godot stable issue description what happened and what was expected tab container right left navigation buttons don t work steps to reproduce i have tabs only get displayed while the tab sticks out and is partly under the buttons i can only open the tab if i click on the area left of the buttons the area beneath and right of them dont work here an image i gues it only checks for the area of the container maybe this could be the reason the buttons wont work because they are also outside ,1 +6250,4194747596.0,IssuesEvent,2016-06-25 08:28:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Light icon in 3D view is low-resolution,confirmed enhancement topic:editor usability,"The light icon in the 3D view is low-resolution, which makes it ugly. I'm using a 1920×1080 screen. It also has visible clipping (because a non-fully transparent pixel touches the edge of the image). + +*Click on the image to enlarge it.* + +![Image](https://lut.im/vGZAe5UQ/qNo27TpW)",True,"Light icon in 3D view is low-resolution - The light icon in the 3D view is low-resolution, which makes it ugly. I'm using a 1920×1080 screen. It also has visible clipping (because a non-fully transparent pixel touches the edge of the image). + +*Click on the image to enlarge it.* + +![Image](https://lut.im/vGZAe5UQ/qNo27TpW)",1,light icon in view is low resolution the light icon in the view is low resolution which makes it ugly i m using a × screen it also has visible clipping because a non fully transparent pixel touches the edge of the image click on the image to enlarge it ,1 +12234,7759113757.0,IssuesEvent,2018-05-31 21:56:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Add the ability to import projects by selecting a ZIP archive,feature proposal topic:editor topic:import usability,"It would be easier for users if Godot could import projects as ZIP archives directly (as an alternative to selecting a `project.godot` file). This way, less clicks would be required to import a freshly-downloaded project; this would also solve the issue with [some beginners forgetting to extract the ZIP and wondering how to import the project](https://www.reddit.com/r/godot/comments/8n0nxv/problem_with_godot_tutorial_it_may_seem_very_dumb/). + +This could work in two cases: +- If the `project.godot` file is located at the root of the ZIP archive. + - This is the kind of ZIP that is created when selecting all files in the project's root directory then adding them to a ZIP archive. +- Or, if the project.godot file is located at the root of the only directory contained in the ZIP archive. + - This is how most ZIP archives are created, such as automatically-generated ZIPs from GitHub. + +For the record, this is supported in other software such as Blender, which is able to import add-ons directly from a ZIP archive.",True,"Add the ability to import projects by selecting a ZIP archive - It would be easier for users if Godot could import projects as ZIP archives directly (as an alternative to selecting a `project.godot` file). This way, less clicks would be required to import a freshly-downloaded project; this would also solve the issue with [some beginners forgetting to extract the ZIP and wondering how to import the project](https://www.reddit.com/r/godot/comments/8n0nxv/problem_with_godot_tutorial_it_may_seem_very_dumb/). + +This could work in two cases: +- If the `project.godot` file is located at the root of the ZIP archive. + - This is the kind of ZIP that is created when selecting all files in the project's root directory then adding them to a ZIP archive. +- Or, if the project.godot file is located at the root of the only directory contained in the ZIP archive. + - This is how most ZIP archives are created, such as automatically-generated ZIPs from GitHub. + +For the record, this is supported in other software such as Blender, which is able to import add-ons directly from a ZIP archive.",1,add the ability to import projects by selecting a zip archive it would be easier for users if godot could import projects as zip archives directly as an alternative to selecting a project godot file this way less clicks would be required to import a freshly downloaded project this would also solve the issue with this could work in two cases if the project godot file is located at the root of the zip archive this is the kind of zip that is created when selecting all files in the project s root directory then adding them to a zip archive or if the project godot file is located at the root of the only directory contained in the zip archive this is how most zip archives are created such as automatically generated zips from github for the record this is supported in other software such as blender which is able to import add ons directly from a zip archive ,1 +244950,18769870793.0,IssuesEvent,2021-11-06 16:38:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Incomplete abs() docs and editor hints,documentation,"**Godot version:** v3.2.beta.custom_build.3a9284b56 + +**OS/device including version:** macOS Catalina 10.15.1 / MacBook Pro (Retina, 13-inch, Early 2015) + +**Issue description:** + +The argument of `abs()` can be either an `int` or `float`, and the function returns a value of the corresponding type. + +```gdscript +var i = abs(1) +var f = abs(1.0) +assert(typeof(i) == TYPE_INT) +assert(typeof(f) == TYPE_REAL) +``` + +Although this behavior is partially mentioned in the function description, it only shows the `float` version of function signature in the documentation and editor hints: + +![Screenshot of abs function in docs and editor hints](https://user-images.githubusercontent.com/372476/70848856-2f9c3600-1eb2-11ea-85d7-9d423cf3167d.png) + +So there are actually two `abs` functions, but currently it seems complicated to change the documentation. Because the two versions are made different by code under the same `GDScriptFunctions::Function::MATH_ABS` enum, and the signature in documentation is generated per `GDScriptFunctions::Function` enum. + +p.s. The same goes for `sign()`, `min()`, `max()`, and `clamp()` too.",1.0,"Incomplete abs() docs and editor hints - **Godot version:** v3.2.beta.custom_build.3a9284b56 + +**OS/device including version:** macOS Catalina 10.15.1 / MacBook Pro (Retina, 13-inch, Early 2015) + +**Issue description:** + +The argument of `abs()` can be either an `int` or `float`, and the function returns a value of the corresponding type. + +```gdscript +var i = abs(1) +var f = abs(1.0) +assert(typeof(i) == TYPE_INT) +assert(typeof(f) == TYPE_REAL) +``` + +Although this behavior is partially mentioned in the function description, it only shows the `float` version of function signature in the documentation and editor hints: + +![Screenshot of abs function in docs and editor hints](https://user-images.githubusercontent.com/372476/70848856-2f9c3600-1eb2-11ea-85d7-9d423cf3167d.png) + +So there are actually two `abs` functions, but currently it seems complicated to change the documentation. Because the two versions are made different by code under the same `GDScriptFunctions::Function::MATH_ABS` enum, and the signature in documentation is generated per `GDScriptFunctions::Function` enum. + +p.s. The same goes for `sign()`, `min()`, `max()`, and `clamp()` too.",0,incomplete abs docs and editor hints godot version beta custom build os device including version macos catalina macbook pro retina inch early issue description the argument of abs can be either an int or float and the function returns a value of the corresponding type gdscript var i abs var f abs assert typeof i type int assert typeof f type real although this behavior is partially mentioned in the function description it only shows the float version of function signature in the documentation and editor hints so there are actually two abs functions but currently it seems complicated to change the documentation because the two versions are made different by code under the same gdscriptfunctions function math abs enum and the signature in documentation is generated per gdscriptfunctions function enum p s the same goes for sign min max and clamp too ,0 +11021,7027700808.0,IssuesEvent,2017-12-25 01:42:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Focus/Align Hotkeys Apply to Only one Viewport,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10, Godot 3.0 #12328 + +**Issue description:** +When using multiple viewports, the hotkeys binded to ""Focus Origin"", ""Focus Selected"" and ""Align Selection With View"", only change focus in the most bottom-right positioned viewport. I believe that ""Align Selection With View"" should align to the viewport that the mouse is on top of, but ""Focus Origin"" and ""Focus Selected"" could be applied to all viewports at once. +Selecting the option from a viewport's drop-down menu performs the action normally on the viewport selected. + +**Steps to reproduce:** +1. Create a scene with an object and select multiple viewports from the View menu. +2. Use the hotkeys discussed.",True,"Focus/Align Hotkeys Apply to Only one Viewport - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Windows 10, Godot 3.0 #12328 + +**Issue description:** +When using multiple viewports, the hotkeys binded to ""Focus Origin"", ""Focus Selected"" and ""Align Selection With View"", only change focus in the most bottom-right positioned viewport. I believe that ""Align Selection With View"" should align to the viewport that the mouse is on top of, but ""Focus Origin"" and ""Focus Selected"" could be applied to all viewports at once. +Selecting the option from a viewport's drop-down menu performs the action normally on the viewport selected. + +**Steps to reproduce:** +1. Create a scene with an object and select multiple viewports from the View menu. +2. Use the hotkeys discussed.",1,focus align hotkeys apply to only one viewport operating system or device godot version gpu model and driver if graphics related windows godot issue description when using multiple viewports the hotkeys binded to focus origin focus selected and align selection with view only change focus in the most bottom right positioned viewport i believe that align selection with view should align to the viewport that the mouse is on top of but focus origin and focus selected could be applied to all viewports at once selecting the option from a viewport s drop down menu performs the action normally on the viewport selected steps to reproduce create a scene with an object and select multiple viewports from the view menu use the hotkeys discussed ,1 +17741,12300079953.0,IssuesEvent,2020-05-11 13:27:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add duplicate option for root node(s),discussion feature proposal topic:editor usability,"Currently, trying to duplicate the root node yields a ""this can't be done for the root node"" error. +The thinking probably is/was that there can of course only be one route. + +But it still would be useful to be able to duplicate the root node and have the duplicate added as a new child in some cases. + +Example: + +I just used a RichTextLabel as a root, configured it (fonts, sizes, colors, ...). +Then I wanted the exact same settings on a new RichTextLabel as a child. +I tried duplicating... but of course that doesn't work. :)",True,"Add duplicate option for root node(s) - Currently, trying to duplicate the root node yields a ""this can't be done for the root node"" error. +The thinking probably is/was that there can of course only be one route. + +But it still would be useful to be able to duplicate the root node and have the duplicate added as a new child in some cases. + +Example: + +I just used a RichTextLabel as a root, configured it (fonts, sizes, colors, ...). +Then I wanted the exact same settings on a new RichTextLabel as a child. +I tried duplicating... but of course that doesn't work. :)",1,add duplicate option for root node s currently trying to duplicate the root node yields a this can t be done for the root node error the thinking probably is was that there can of course only be one route but it still would be useful to be able to duplicate the root node and have the duplicate added as a new child in some cases example i just used a richtextlabel as a root configured it fonts sizes colors then i wanted the exact same settings on a new richtextlabel as a child i tried duplicating but of course that doesn t work ,1 +15172,9814425578.0,IssuesEvent,2019-06-13 10:10:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't save script editor themes,enhancement topic:editor usability,"**Godot version:** +Godot custom build caa141a1ac630144e441f89689baa1a74bb3bae5 + +**OS/device including version:** +Manjaro 64bit + +**Issue description:** +Can't save theme. +![image](https://user-images.githubusercontent.com/19930870/46436433-6b981f00-c776-11e8-92e5-44d855b85590.png) + +**Steps to reproduce:** +Try to save the theme.",True,"Can't save script editor themes - **Godot version:** +Godot custom build caa141a1ac630144e441f89689baa1a74bb3bae5 + +**OS/device including version:** +Manjaro 64bit + +**Issue description:** +Can't save theme. +![image](https://user-images.githubusercontent.com/19930870/46436433-6b981f00-c776-11e8-92e5-44d855b85590.png) + +**Steps to reproduce:** +Try to save the theme.",1,can t save script editor themes godot version godot custom build os device including version manjaro issue description can t save theme steps to reproduce try to save the theme ,1 +17992,12467459448.0,IssuesEvent,2020-05-28 17:06:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability to pause particle simulation in the editor,feature proposal topic:editor usability,"It should be possible to pause particle simulation while in the editor, to decrease CPU/GPU usage while using the 2D or 3D viewports (no refreshing has to be done when nothing is moving in the viewport). This could be done using a single checkbox to toggle simulation of all particles; it's probably a good idea that non-explosive particles (at least) stay visible while they are paused.",True,"Ability to pause particle simulation in the editor - It should be possible to pause particle simulation while in the editor, to decrease CPU/GPU usage while using the 2D or 3D viewports (no refreshing has to be done when nothing is moving in the viewport). This could be done using a single checkbox to toggle simulation of all particles; it's probably a good idea that non-explosive particles (at least) stay visible while they are paused.",1,ability to pause particle simulation in the editor it should be possible to pause particle simulation while in the editor to decrease cpu gpu usage while using the or viewports no refreshing has to be done when nothing is moving in the viewport this could be done using a single checkbox to toggle simulation of all particles it s probably a good idea that non explosive particles at least stay visible while they are paused ,1 +6615,4386628881.0,IssuesEvent,2016-08-08 13:29:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to enter inside VS node function with double click,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +When we are working with multiple VS custom function nodes It would be super convenience if VS editor would allow us to double click on a node to enter 'inside'. If the function inside which we are entering is at the same time scene root, it would be the best if new scene tab would be opened. +It would allow us to move within the 'code' very quickly. +![doubleclickonfunc](https://cloud.githubusercontent.com/assets/6129594/17481320/d8131e2a-5d7c-11e6-9833-773185ec7b44.png) + + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to enter inside VS node function with double click - **Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +When we are working with multiple VS custom function nodes It would be super convenience if VS editor would allow us to double click on a node to enter 'inside'. If the function inside which we are entering is at the same time scene root, it would be the best if new scene tab would be opened. +It would allow us to move within the 'code' very quickly. +![doubleclickonfunc](https://cloud.githubusercontent.com/assets/6129594/17481320/d8131e2a-5d7c-11e6-9833-773185ec7b44.png) + + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,ability to enter inside vs node function with double click operating system or device godot version issue description what happened and what was expected when we are working with multiple vs custom function nodes it would be super convenience if vs editor would allow us to double click on a node to enter inside if the function inside which we are entering is at the same time scene root it would be the best if new scene tab would be opened it would allow us to move within the code very quickly steps to reproduce link to minimal example project optional but very welcome ,1 +12666,8032696137.0,IssuesEvent,2018-07-28 18:20:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Settings sometimes don't register when clicking enter,bug confirmed topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Ubuntu 17.04, [Build](https://bintray.com/calinou/godot/editor) fe08257 + +**Issue description:** +When setting something by clicking enter, it will sometimes go back to the previous value: +![bug](https://user-images.githubusercontent.com/30739239/31778304-0caf3344-b4cf-11e7-97d5-3d519b0424e4.gif) + +",True,"Settings sometimes don't register when clicking enter - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Ubuntu 17.04, [Build](https://bintray.com/calinou/godot/editor) fe08257 + +**Issue description:** +When setting something by clicking enter, it will sometimes go back to the previous value: +![bug](https://user-images.githubusercontent.com/30739239/31778304-0caf3344-b4cf-11e7-97d5-3d519b0424e4.gif) + +",1,settings sometimes don t register when clicking enter operating system or device godot version gpu model and driver if graphics related ubuntu issue description when setting something by clicking enter it will sometimes go back to the previous value ,1 +18772,13209955395.0,IssuesEvent,2020-08-15 14:22:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"export (float, EASE) ZERO mode is misleading.",enhancement topic:editor usability,"This is for 3.1 alpha 909c06e + +Just a small thing I'm posting perhaps as enhancement/discussion. I thought there was a bug with this at first https://github.com/godotengine/godot/issues/21951, until @DualMatrix pointed out the context menu. + +So when declaring an export var for easing with no assignment or 0, it will be set in a Zero mode. I know it must be tied into where it appears elsewhere, but in the inspector is a bit confusing, since it isn't immediately obvious what might be a good default value to set for this type. + +Not sure about what would make it better. Perhaps still showing some kind of line in a curve editor that can be dragged out from that mode. + +![45317760-97dbc980-b543-11e8-95a6-881997dc0031](https://user-images.githubusercontent.com/13004169/45570904-2070a780-b86d-11e8-9487-8725c6f3adcc.png) + +It can start like this, and be unresponsive unless you right click to discover these options. + +![45317764-990cf680-b543-11e8-88e8-c3659401b64b](https://user-images.githubusercontent.com/13004169/45570901-1e0e4d80-b86d-11e8-8d5b-79f8aa400f31.png) + +Totally didn't try right-clicking until told about it. X) These other options will unlock it back to a curve editor. + +![godot_master_2018-09-14_22-20-43](https://user-images.githubusercontent.com/13004169/45570980-6fb6d800-b86d-11e8-96f9-1244e3af8961.png) +",True,"export (float, EASE) ZERO mode is misleading. - This is for 3.1 alpha 909c06e + +Just a small thing I'm posting perhaps as enhancement/discussion. I thought there was a bug with this at first https://github.com/godotengine/godot/issues/21951, until @DualMatrix pointed out the context menu. + +So when declaring an export var for easing with no assignment or 0, it will be set in a Zero mode. I know it must be tied into where it appears elsewhere, but in the inspector is a bit confusing, since it isn't immediately obvious what might be a good default value to set for this type. + +Not sure about what would make it better. Perhaps still showing some kind of line in a curve editor that can be dragged out from that mode. + +![45317760-97dbc980-b543-11e8-95a6-881997dc0031](https://user-images.githubusercontent.com/13004169/45570904-2070a780-b86d-11e8-9487-8725c6f3adcc.png) + +It can start like this, and be unresponsive unless you right click to discover these options. + +![45317764-990cf680-b543-11e8-88e8-c3659401b64b](https://user-images.githubusercontent.com/13004169/45570901-1e0e4d80-b86d-11e8-8d5b-79f8aa400f31.png) + +Totally didn't try right-clicking until told about it. X) These other options will unlock it back to a curve editor. + +![godot_master_2018-09-14_22-20-43](https://user-images.githubusercontent.com/13004169/45570980-6fb6d800-b86d-11e8-96f9-1244e3af8961.png) +",1,export float ease zero mode is misleading this is for alpha just a small thing i m posting perhaps as enhancement discussion i thought there was a bug with this at first until dualmatrix pointed out the context menu so when declaring an export var for easing with no assignment or it will be set in a zero mode i know it must be tied into where it appears elsewhere but in the inspector is a bit confusing since it isn t immediately obvious what might be a good default value to set for this type not sure about what would make it better perhaps still showing some kind of line in a curve editor that can be dragged out from that mode it can start like this and be unresponsive unless you right click to discover these options totally didn t try right clicking until told about it x these other options will unlock it back to a curve editor ,1 +26306,26677129998.0,IssuesEvent,2023-01-26 15:03:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Android: Pressing Back button exits the editor when running the project,bug platform:android topic:editor confirmed usability,"___ + +***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* + +___ + +### Godot version + +V3.5 and 4.0 + +### System information + +Android 11 + +### Issue description + +When playing a scene whole Godot editor turns of when pressing a back button I just want to close palyed scene and go back to the editor but i can't Sometimes it's working normal and I'm going back to the editor and sometimes not I think that there should be on screen floating button to close the scene and that would be good solution or even opening it as a separate app + +### Steps to reproduce + +I have no idea looks like it's random + +### Minimal reproduction project + +_No response_",True,"Android: Pressing Back button exits the editor when running the project - ___ + +***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* + +___ + +### Godot version + +V3.5 and 4.0 + +### System information + +Android 11 + +### Issue description + +When playing a scene whole Godot editor turns of when pressing a back button I just want to close palyed scene and go back to the editor but i can't Sometimes it's working normal and I'm going back to the editor and sometimes not I think that there should be on screen floating button to close the scene and that would be good solution or even opening it as a separate app + +### Steps to reproduce + +I have no idea looks like it's random + +### Minimal reproduction project + +_No response_",1,android pressing back button exits the editor when running the project bugsquad note this issue has been confirmed several times already no need to confirm it further godot version and system information android issue description when playing a scene whole godot editor turns of when pressing a back button i just want to close palyed scene and go back to the editor but i can t sometimes it s working normal and i m going back to the editor and sometimes not i think that there should be on screen floating button to close the scene and that would be good solution or even opening it as a separate app steps to reproduce i have no idea looks like it s random minimal reproduction project no response ,1 +10957,6995526550.0,IssuesEvent,2017-12-15 19:41:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,BakedLightmap problem updating extents visualy in editor.,bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Manjaro 64bit, Godot-Master, GT540M + +**Issue description:** + +When I move the extent points in the editor, the point does not follow the mouse pointer. Then if I release the mouse button and move the mouse pointer again to the move point it gets to the point it was supposed to be. +The same problem exists even if I change the value in the Inspector. For example if I change the x value of the extents then I have to move the mouse pointer to the point of the extent in the view to get it updated. + +It was supposed to work as the GIProbe extent. +",True,"BakedLightmap problem updating extents visualy in editor. - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Manjaro 64bit, Godot-Master, GT540M + +**Issue description:** + +When I move the extent points in the editor, the point does not follow the mouse pointer. Then if I release the mouse button and move the mouse pointer again to the move point it gets to the point it was supposed to be. +The same problem exists even if I change the value in the Inspector. For example if I change the x value of the extents then I have to move the mouse pointer to the point of the extent in the view to get it updated. + +It was supposed to work as the GIProbe extent. +",1,bakedlightmap problem updating extents visualy in editor operating system or device godot version gpu model and driver if graphics related manjaro godot master issue description when i move the extent points in the editor the point does not follow the mouse pointer then if i release the mouse button and move the mouse pointer again to the move point it gets to the point it was supposed to be the same problem exists even if i change the value in the inspector for example if i change the x value of the extents then i have to move the mouse pointer to the point of the extent in the view to get it updated it was supposed to work as the giprobe extent ,1 +21926,18074866406.0,IssuesEvent,2021-09-21 08:45:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Restore_Scenes_On_Load should be enabled by default,enhancement topic:editor usability," +Related to #15499 +**Godot version:** + +Godot 3 stable win 7 + +**OS/device including version:** + + + +**Issue description:** + + +Godot remember recent script list, but not opened scenes. It always starts in 3d editor (project doesn´t have any 3d scene) + +**Steps to reproduce:** +Close a project with open scenes and reopen + +**Minimal reproduction project:** + +",True,"Restore_Scenes_On_Load should be enabled by default - +Related to #15499 +**Godot version:** + +Godot 3 stable win 7 + +**OS/device including version:** + + + +**Issue description:** + + +Godot remember recent script list, but not opened scenes. It always starts in 3d editor (project doesn´t have any 3d scene) + +**Steps to reproduce:** +Close a project with open scenes and reopen + +**Minimal reproduction project:** + +",1,restore scenes on load should be enabled by default please search existing issues for potential duplicates before filing yours related to godot version godot stable win os device including version issue description godot remember recent script list but not opened scenes it always starts in editor project doesn´t have any scene steps to reproduce close a project with open scenes and reopen minimal reproduction project ,1 +12043,7645039255.0,IssuesEvent,2018-05-08 17:18:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Better find in documentation,enhancement topic:editor usability,"The current find function in the documentation is not convenient. It's a popup, it hides part of the doc, and the doc is hard to read because it's darkened, there's no Find next/Find previous shortcut. + +If possible the find function should be the same as when editing scripts, which has a much better design.",True,"Better find in documentation - The current find function in the documentation is not convenient. It's a popup, it hides part of the doc, and the doc is hard to read because it's darkened, there's no Find next/Find previous shortcut. + +If possible the find function should be the same as when editing scripts, which has a much better design.",1,better find in documentation the current find function in the documentation is not convenient it s a popup it hides part of the doc and the doc is hard to read because it s darkened there s no find next find previous shortcut if possible the find function should be the same as when editing scripts which has a much better design ,1 +11456,7244256040.0,IssuesEvent,2018-02-14 14:36:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Be able to copy paste the error from the debugger,enhancement topic:editor usability,"![screenshot 2018-02-10 19 28 29](https://user-images.githubusercontent.com/123594/36065894-c1368740-0e98-11e8-9b9d-9dab1915c972.png) + +It would be really awesome if people could copy that red error.",True,"Be able to copy paste the error from the debugger - ![screenshot 2018-02-10 19 28 29](https://user-images.githubusercontent.com/123594/36065894-c1368740-0e98-11e8-9b9d-9dab1915c972.png) + +It would be really awesome if people could copy that red error.",1,be able to copy paste the error from the debugger it would be really awesome if people could copy that red error ,1 +18207,12677729731.0,IssuesEvent,2020-06-19 08:20:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[Suggestion] Add an option to change rotation controls in 3D editor,enhancement topic:editor usability,"As in, allow for Right Click to be rotation around the focus instead of Middle Click and vice versa, etc.",True,"[Suggestion] Add an option to change rotation controls in 3D editor - As in, allow for Right Click to be rotation around the focus instead of Middle Click and vice versa, etc.",1, add an option to change rotation controls in editor as in allow for right click to be rotation around the focus instead of middle click and vice versa etc ,1 +14679,9414900170.0,IssuesEvent,2019-04-10 11:18:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Shader (not visual) workflow awkward with external editing,enhancement topic:editor usability,"When working with plain `.shader` files, you have to close and reopen the whole project in order for any externally made changes to take effect. For example, say you make a change to your shader you then want to revert. Even if you go into git and revert your local changes, they remain in Godot until you close the whole project. Since the shaders open in the bottom dock, there's no way to ""close"" that tab, refresh it, or anything. + +Basically, it makes the shader workflow very annoying if you're using a VCS or another external editor like VS Code and just happen to have opened the shader file in Godot.",True,"Shader (not visual) workflow awkward with external editing - When working with plain `.shader` files, you have to close and reopen the whole project in order for any externally made changes to take effect. For example, say you make a change to your shader you then want to revert. Even if you go into git and revert your local changes, they remain in Godot until you close the whole project. Since the shaders open in the bottom dock, there's no way to ""close"" that tab, refresh it, or anything. + +Basically, it makes the shader workflow very annoying if you're using a VCS or another external editor like VS Code and just happen to have opened the shader file in Godot.",1,shader not visual workflow awkward with external editing when working with plain shader files you have to close and reopen the whole project in order for any externally made changes to take effect for example say you make a change to your shader you then want to revert even if you go into git and revert your local changes they remain in godot until you close the whole project since the shaders open in the bottom dock there s no way to close that tab refresh it or anything basically it makes the shader workflow very annoying if you re using a vcs or another external editor like vs code and just happen to have opened the shader file in godot ,1 +7976,5300904988.0,IssuesEvent,2017-02-10 07:29:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Name given to animations when saving them.,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** +Windows 8.1 - 2.1.1 Stable + +**Issue description** (what happened, and what was expected): +When saving an animation to a file Godot defaults to calling it 'new_animation.tres'. +This happens even if I have already named the animation say 'Jump High' in the animation window. +Having Godot default to saving an animation with the name given to it in the animation window would be nice. +",True,"Name given to animations when saving them. - **Operating system or device - Godot version:** +Windows 8.1 - 2.1.1 Stable + +**Issue description** (what happened, and what was expected): +When saving an animation to a file Godot defaults to calling it 'new_animation.tres'. +This happens even if I have already named the animation say 'Jump High' in the animation window. +Having Godot default to saving an animation with the name given to it in the animation window would be nice. +",1,name given to animations when saving them operating system or device godot version windows stable issue description what happened and what was expected when saving an animation to a file godot defaults to calling it new animation tres this happens even if i have already named the animation say jump high in the animation window having godot default to saving an animation with the name given to it in the animation window would be nice ,1 +3401,3440172061.0,IssuesEvent,2015-12-14 13:25:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Do not open scripts on external editor on scene tab switch,enhancement topic:editor usability,"If use external editor is enabled, when opening a scene, the editor will open all the scripts with the external editor. +That's fine, the problem is that the editor will also open all these scripts when switching the scene tab, causing the external editor to steal the window focus, which is very annoying. +",True,"Do not open scripts on external editor on scene tab switch - If use external editor is enabled, when opening a scene, the editor will open all the scripts with the external editor. +That's fine, the problem is that the editor will also open all these scripts when switching the scene tab, causing the external editor to steal the window focus, which is very annoying. +",1,do not open scripts on external editor on scene tab switch if use external editor is enabled when opening a scene the editor will open all the scripts with the external editor that s fine the problem is that the editor will also open all these scripts when switching the scene tab causing the external editor to steal the window focus which is very annoying ,1 +13130,8301238025.0,IssuesEvent,2018-09-21 10:40:58,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"New ""Toggle split mode"" button sometimes stops working",bug topic:editor usability,"**Godot version:** +8e4b18a + +**OS/device including version:** +Win10 + +**Issue description:** +![image](http://g.recordit.co/rVnPdBzko6.gif) + + +**Steps to reproduce:** +Click it several times or switch to internal folder, Im not found the pattern which causes it +",True,"New ""Toggle split mode"" button sometimes stops working - **Godot version:** +8e4b18a + +**OS/device including version:** +Win10 + +**Issue description:** +![image](http://g.recordit.co/rVnPdBzko6.gif) + + +**Steps to reproduce:** +Click it several times or switch to internal folder, Im not found the pattern which causes it +",1,new toggle split mode button sometimes stops working godot version os device including version issue description steps to reproduce click it several times or switch to internal folder im not found the pattern which causes it ,1 +13272,8408117533.0,IssuesEvent,2018-10-11 23:42:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Visual Scripting needs a better workflow,enhancement topic:visualscript usability,"Godot version:3.0.4.stable +OS/device including version: Win7 + +Issue description: +There are only 3 zoomout levels and the text gets unreadable at 3. + +Some things that need to change in order to get a good workflow: + +-Mousewheel zooming is a must for Visual Scripting. Panning and zooming is done a lot more than scrolling. Imagine it to be more like drawing software. Scrolling isn't really needed when there is a fast pan & zoom. I'd even say those 2 need to be on the mouse, since they are used that much. +-There needs to be a huge zoom-out something like 10.000 not just 3. +-Text needs to be readable in the lower zooms (1 to 10). +-RMB search or at least a keyboard key. It's importance is equivalent to code completion in trad. coding. +-Everything inside a comment node needs to move with it and the comment text needs to be visible at any zoom level. Otherwise there is no way to find, sort and move the huge blocks of code. +-The RMB seems to have 0 functionality atm. there should be at least a pop up menu. The mouse plays a huge role in Visual Coding and thus needs to be implemented really really well. +-Visible Function blocks, not just at the side as text. +-Collapsing selected blocks into a function with in and outputs. + +The way the visual scripting is right now it's not really usable, not even for artists. VS is already slower than traditional coding without improvement it's only gonna be good for playing around with. + + +Steps to reproduce: +Just use the Visual Scripting editor. + + +",True,"Visual Scripting needs a better workflow - Godot version:3.0.4.stable +OS/device including version: Win7 + +Issue description: +There are only 3 zoomout levels and the text gets unreadable at 3. + +Some things that need to change in order to get a good workflow: + +-Mousewheel zooming is a must for Visual Scripting. Panning and zooming is done a lot more than scrolling. Imagine it to be more like drawing software. Scrolling isn't really needed when there is a fast pan & zoom. I'd even say those 2 need to be on the mouse, since they are used that much. +-There needs to be a huge zoom-out something like 10.000 not just 3. +-Text needs to be readable in the lower zooms (1 to 10). +-RMB search or at least a keyboard key. It's importance is equivalent to code completion in trad. coding. +-Everything inside a comment node needs to move with it and the comment text needs to be visible at any zoom level. Otherwise there is no way to find, sort and move the huge blocks of code. +-The RMB seems to have 0 functionality atm. there should be at least a pop up menu. The mouse plays a huge role in Visual Coding and thus needs to be implemented really really well. +-Visible Function blocks, not just at the side as text. +-Collapsing selected blocks into a function with in and outputs. + +The way the visual scripting is right now it's not really usable, not even for artists. VS is already slower than traditional coding without improvement it's only gonna be good for playing around with. + + +Steps to reproduce: +Just use the Visual Scripting editor. + + +",1,visual scripting needs a better workflow godot version stable os device including version issue description there are only zoomout levels and the text gets unreadable at some things that need to change in order to get a good workflow mousewheel zooming is a must for visual scripting panning and zooming is done a lot more than scrolling imagine it to be more like drawing software scrolling isn t really needed when there is a fast pan zoom i d even say those need to be on the mouse since they are used that much there needs to be a huge zoom out something like not just text needs to be readable in the lower zooms to rmb search or at least a keyboard key it s importance is equivalent to code completion in trad coding everything inside a comment node needs to move with it and the comment text needs to be visible at any zoom level otherwise there is no way to find sort and move the huge blocks of code the rmb seems to have functionality atm there should be at least a pop up menu the mouse plays a huge role in visual coding and thus needs to be implemented really really well visible function blocks not just at the side as text collapsing selected blocks into a function with in and outputs the way the visual scripting is right now it s not really usable not even for artists vs is already slower than traditional coding without improvement it s only gonna be good for playing around with steps to reproduce just use the visual scripting editor ,1 +17937,12439089417.0,IssuesEvent,2020-05-26 09:31:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,add some visual effects to where undo/redo occurs (feature request),feature proposal topic:editor usability,"**Operating system or device - Godot version:** +Official 2.0.2_stable win64 + +**Issue description** (what happened, and what was expected): + +When I work on several scenes at the same time, the undo/redo stack apply to all the scenes. +Having one undo/redo stack per scene would be less confusing, but as @reduz stated into #3511, it is not possible to change this behavior. + +So, to make it less confusing, what about adding some visual effects to where a undo/redo is applied ? + +For instance, when a property or a node is undone/redone, something like a red or yellow circle could brievely appear over the concerned item to attract eyes. + +I think it would make easier to follow the undo/redo flow. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",True,"add some visual effects to where undo/redo occurs (feature request) - **Operating system or device - Godot version:** +Official 2.0.2_stable win64 + +**Issue description** (what happened, and what was expected): + +When I work on several scenes at the same time, the undo/redo stack apply to all the scenes. +Having one undo/redo stack per scene would be less confusing, but as @reduz stated into #3511, it is not possible to change this behavior. + +So, to make it less confusing, what about adding some visual effects to where a undo/redo is applied ? + +For instance, when a property or a node is undone/redone, something like a red or yellow circle could brievely appear over the concerned item to attract eyes. + +I think it would make easier to follow the undo/redo flow. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +",1,add some visual effects to where undo redo occurs feature request operating system or device godot version official stable issue description what happened and what was expected when i work on several scenes at the same time the undo redo stack apply to all the scenes having one undo redo stack per scene would be less confusing but as reduz stated into it is not possible to change this behavior so to make it less confusing what about adding some visual effects to where a undo redo is applied for instance when a property or a node is undone redone something like a red or yellow circle could brievely appear over the concerned item to attract eyes i think it would make easier to follow the undo redo flow steps to reproduce link to minimal example project optional but very welcome ,1 +27989,30849231623.0,IssuesEvent,2023-08-02 15:34:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Occluder node polygon handles disappear after release click,bug topic:editor confirmed usability regression topic:3d,"### Godot version + +3.5.2 RC2 + +### System information + +Windows 10 + +### Issue description + +When clicking/click-dragging points on Occluder node polygons, the points disappear after each click release, a different node must be clicked first and the Occluder node reclicked before they will return. + +### Steps to reproduce + +* Add an occluder node +* Add an occluder polygon +* Click a parent node +* Click the occluder node +* Click and drag the polygon points to resize +* Repeat above steps each time after releasing the click + +### Minimal reproduction project + +N/A only an Occluder node is needed. + +https://github.com/godotengine/godot/assets/16231628/21dbface-14c8-46cd-818b-c9c81cc36ec9 + +",True,"Occluder node polygon handles disappear after release click - ### Godot version + +3.5.2 RC2 + +### System information + +Windows 10 + +### Issue description + +When clicking/click-dragging points on Occluder node polygons, the points disappear after each click release, a different node must be clicked first and the Occluder node reclicked before they will return. + +### Steps to reproduce + +* Add an occluder node +* Add an occluder polygon +* Click a parent node +* Click the occluder node +* Click and drag the polygon points to resize +* Repeat above steps each time after releasing the click + +### Minimal reproduction project + +N/A only an Occluder node is needed. + +https://github.com/godotengine/godot/assets/16231628/21dbface-14c8-46cd-818b-c9c81cc36ec9 + +",1,occluder node polygon handles disappear after release click godot version system information windows issue description when clicking click dragging points on occluder node polygons the points disappear after each click release a different node must be clicked first and the occluder node reclicked before they will return steps to reproduce add an occluder node add an occluder polygon click a parent node click the occluder node click and drag the polygon points to resize repeat above steps each time after releasing the click minimal reproduction project n a only an occluder node is needed ,1 +15607,10164257694.0,IssuesEvent,2019-08-07 11:13:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Keep Camera2D's Drag MarginH/V Enabled off by default,topic:core usability," + +**Godot version:** + +aa5b99821b23d74eafb49f4b0d2d86fe693a903c + +**Issue description:** + +On more than one occasion, while assisting people in the discord server, someone will come in wondering why, no matter what they do, their camera2D simply will not move. After going through a number of troubleshooting questions, with changing just about everything possible, with recreating the scripts and nodes and setting up signals, and questioning whether Godot is just experiencing a highly evasive bug, somehow the camera just will not move. + +Then, seemingly miraculously, it works, by just letting the script run for a while; then it becomes clear: oh right, the drag margins. + +In my view, these properties being on by default does more harm than good; I don't believe the typical user, when setting up their camera2D, wants these properties to be on, in fact I think it's a niche need for particular kinds of games, where other games usually just want the camera to follow as the developer dictates it. Given the problems it causes with people coming into the engine and becoming near-immediately frustrated, and the fact that you probably don't need the drag margins on until you understand what they do, I think they should default to off; I believe this will spare a lot of headaches, and doesn't take but two clicks for those who need them on.",True,"Keep Camera2D's Drag MarginH/V Enabled off by default - + +**Godot version:** + +aa5b99821b23d74eafb49f4b0d2d86fe693a903c + +**Issue description:** + +On more than one occasion, while assisting people in the discord server, someone will come in wondering why, no matter what they do, their camera2D simply will not move. After going through a number of troubleshooting questions, with changing just about everything possible, with recreating the scripts and nodes and setting up signals, and questioning whether Godot is just experiencing a highly evasive bug, somehow the camera just will not move. + +Then, seemingly miraculously, it works, by just letting the script run for a while; then it becomes clear: oh right, the drag margins. + +In my view, these properties being on by default does more harm than good; I don't believe the typical user, when setting up their camera2D, wants these properties to be on, in fact I think it's a niche need for particular kinds of games, where other games usually just want the camera to follow as the developer dictates it. Given the problems it causes with people coming into the engine and becoming near-immediately frustrated, and the fact that you probably don't need the drag margins on until you understand what they do, I think they should default to off; I believe this will spare a lot of headaches, and doesn't take but two clicks for those who need them on.",1,keep s drag marginh v enabled off by default please search existing issues for potential duplicates before filing yours godot version issue description on more than one occasion while assisting people in the discord server someone will come in wondering why no matter what they do their simply will not move after going through a number of troubleshooting questions with changing just about everything possible with recreating the scripts and nodes and setting up signals and questioning whether godot is just experiencing a highly evasive bug somehow the camera just will not move then seemingly miraculously it works by just letting the script run for a while then it becomes clear oh right the drag margins in my view these properties being on by default does more harm than good i don t believe the typical user when setting up their wants these properties to be on in fact i think it s a niche need for particular kinds of games where other games usually just want the camera to follow as the developer dictates it given the problems it causes with people coming into the engine and becoming near immediately frustrated and the fact that you probably don t need the drag margins on until you understand what they do i think they should default to off i believe this will spare a lot of headaches and doesn t take but two clicks for those who need them on ,1 +6134,4159112031.0,IssuesEvent,2016-06-17 07:36:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Holding ""Ctrl+S"" will display multiple save dialog",bug junior job topic:editor usability,"**Operating system or device:** +OS: Ubuntu 15.10 64-bit + +**Issue description** (what happened, and what was expected): +- _What happened:_ I opened a very simple project with just one scene added on it. When I held `Ctrl+S` to save the scene, multiple save scene dialog kept popping. Even when I released `Ctrl+S`, the multiple appearing of save dialog will not stop (it stopped at a certain time after the release). Like this: + +![gifrecord_2016-03-06_122852](https://cloud.githubusercontent.com/assets/3685613/13552312/59389b06-e398-11e5-8ac7-b7a5a33eb387.gif) +- _What was expected:_ I was expecting that these multiple save dialog will not be appearing. When I tried to save a scene with no changes (_the one with no `(*)` on the editor tab_), I was expecting also that a save scene dialog will not appear. I was expecting also that when I released `Ctrl+S`, the appearing of multiple save dialog will stop. + +**Steps to reproduce:** +1. Create a new project +2. Add a new scene with just a `Panel` node +3. Save the scene on the file system +4. Hold `Ctrl+S` for about 10 seconds (_expected here to show the multiple save dialog_) +5. Release `Ctrl+S` (_expected that multiple save dialog keeps appearing and it will stop at a certain time after the release_) +6. Move the `panel` to make changes on the scene (_expected there will be `(*)` on the tab_) +7. Press `Ctrl+S` to save the scene +8. Press `Ctr+S` again (_expected that save scene dialog will not appear since there are no changes on the scene_) + +**Link to minimal example project** (optional but very welcome): +",True,"Holding ""Ctrl+S"" will display multiple save dialog - **Operating system or device:** +OS: Ubuntu 15.10 64-bit + +**Issue description** (what happened, and what was expected): +- _What happened:_ I opened a very simple project with just one scene added on it. When I held `Ctrl+S` to save the scene, multiple save scene dialog kept popping. Even when I released `Ctrl+S`, the multiple appearing of save dialog will not stop (it stopped at a certain time after the release). Like this: + +![gifrecord_2016-03-06_122852](https://cloud.githubusercontent.com/assets/3685613/13552312/59389b06-e398-11e5-8ac7-b7a5a33eb387.gif) +- _What was expected:_ I was expecting that these multiple save dialog will not be appearing. When I tried to save a scene with no changes (_the one with no `(*)` on the editor tab_), I was expecting also that a save scene dialog will not appear. I was expecting also that when I released `Ctrl+S`, the appearing of multiple save dialog will stop. + +**Steps to reproduce:** +1. Create a new project +2. Add a new scene with just a `Panel` node +3. Save the scene on the file system +4. Hold `Ctrl+S` for about 10 seconds (_expected here to show the multiple save dialog_) +5. Release `Ctrl+S` (_expected that multiple save dialog keeps appearing and it will stop at a certain time after the release_) +6. Move the `panel` to make changes on the scene (_expected there will be `(*)` on the tab_) +7. Press `Ctrl+S` to save the scene +8. Press `Ctr+S` again (_expected that save scene dialog will not appear since there are no changes on the scene_) + +**Link to minimal example project** (optional but very welcome): +",1,holding ctrl s will display multiple save dialog operating system or device os ubuntu bit issue description what happened and what was expected what happened i opened a very simple project with just one scene added on it when i held ctrl s to save the scene multiple save scene dialog kept popping even when i released ctrl s the multiple appearing of save dialog will not stop it stopped at a certain time after the release like this what was expected i was expecting that these multiple save dialog will not be appearing when i tried to save a scene with no changes the one with no on the editor tab i was expecting also that a save scene dialog will not appear i was expecting also that when i released ctrl s the appearing of multiple save dialog will stop steps to reproduce create a new project add a new scene with just a panel node save the scene on the file system hold ctrl s for about seconds expected here to show the multiple save dialog release ctrl s expected that multiple save dialog keeps appearing and it will stop at a certain time after the release move the panel to make changes on the scene expected there will be on the tab press ctrl s to save the scene press ctr s again expected that save scene dialog will not appear since there are no changes on the scene link to minimal example project optional but very welcome ,1 +9786,6414999627.0,IssuesEvent,2017-08-08 11:42:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't drag and drop nodes where i want into Scene tree editor.,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** +2.1rc1 official, win64 + +**Issue description** (what happened, and what was expected): + +Look at the two screenshot below. +It is not possible to drag and drog the ""NODE"" node at these places : +- between A and B ( NODE will end up into A after Y or before X depending wether A is expanded or not ) +- after B ( NODE will end up into B after or before Z depending wether B is expanded or not) + +indeed, here, the workaround is to drap and drog A before NODE, or to drop NODE over Root. + +But it is strange and unexpected behavior, more even since the red line takes two different length when you drag NODE between Y and B on the first screenshot. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +![dragndrop_00](https://cloud.githubusercontent.com/assets/9801802/17151984/21debf16-5376-11e6-95d2-50cadf76b36e.png) +![dragndrop_01](https://cloud.githubusercontent.com/assets/9801802/17151985/23fb1092-5376-11e6-8292-61a5111a17ee.png) +",True,"Can't drag and drop nodes where i want into Scene tree editor. - **Operating system or device - Godot version:** +2.1rc1 official, win64 + +**Issue description** (what happened, and what was expected): + +Look at the two screenshot below. +It is not possible to drag and drog the ""NODE"" node at these places : +- between A and B ( NODE will end up into A after Y or before X depending wether A is expanded or not ) +- after B ( NODE will end up into B after or before Z depending wether B is expanded or not) + +indeed, here, the workaround is to drap and drog A before NODE, or to drop NODE over Root. + +But it is strange and unexpected behavior, more even since the red line takes two different length when you drag NODE between Y and B on the first screenshot. + +**Steps to reproduce:** + +**Link to minimal example project** (optional but very welcome): +![dragndrop_00](https://cloud.githubusercontent.com/assets/9801802/17151984/21debf16-5376-11e6-95d2-50cadf76b36e.png) +![dragndrop_01](https://cloud.githubusercontent.com/assets/9801802/17151985/23fb1092-5376-11e6-8292-61a5111a17ee.png) +",1,can t drag and drop nodes where i want into scene tree editor operating system or device godot version official issue description what happened and what was expected look at the two screenshot below it is not possible to drag and drog the node node at these places between a and b node will end up into a after y or before x depending wether a is expanded or not after b node will end up into b after or before z depending wether b is expanded or not indeed here the workaround is to drap and drog a before node or to drop node over root but it is strange and unexpected behavior more even since the red line takes two different length when you drag node between y and b on the first screenshot steps to reproduce link to minimal example project optional but very welcome ,1 +20966,16374666674.0,IssuesEvent,2021-05-15 21:17:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add option to copy path/name/value of setting,enhancement topic:editor usability,"**Godot version:** +3.1 calinou c4e75aa + + +**OS/device including version:** +Windows 10 + +**Issue description:** +It would be nice if in settings(both Editor and Project) would be option to copy things by right-clicking, because it is possible to do mistake when rewrite it. + +I think there should be 4 options: + +Copy name - Copy only name of setting e.g. **timestamping_authority_url** +Copy value - Copy only value of setting e.g. **true** or for colours **#ff22aa** +Copy path - Copy path e.g. **Export/Android/jarsigner** +Copy all - Copy path and value e.g. **Export/Android/jarsigner -> #ff22aa** + + +![fffffff](https://user-images.githubusercontent.com/41945903/44208650-479a6300-a161-11e8-83a1-fa281e6a9dd4.png) + +",True,"Add option to copy path/name/value of setting - **Godot version:** +3.1 calinou c4e75aa + + +**OS/device including version:** +Windows 10 + +**Issue description:** +It would be nice if in settings(both Editor and Project) would be option to copy things by right-clicking, because it is possible to do mistake when rewrite it. + +I think there should be 4 options: + +Copy name - Copy only name of setting e.g. **timestamping_authority_url** +Copy value - Copy only value of setting e.g. **true** or for colours **#ff22aa** +Copy path - Copy path e.g. **Export/Android/jarsigner** +Copy all - Copy path and value e.g. **Export/Android/jarsigner -> #ff22aa** + + +![fffffff](https://user-images.githubusercontent.com/41945903/44208650-479a6300-a161-11e8-83a1-fa281e6a9dd4.png) + +",1,add option to copy path name value of setting godot version calinou os device including version windows issue description it would be nice if in settings both editor and project would be option to copy things by right clicking because it is possible to do mistake when rewrite it i think there should be options copy name copy only name of setting e g timestamping authority url copy value copy only value of setting e g true or for colours copy path copy path e g export android jarsigner copy all copy path and value e g export android jarsigner ,1 +22690,19986378237.0,IssuesEvent,2022-01-30 18:22:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[3.4.2 Web Editor] Scrolling with touchpad is unusable,bug platform:html5 topic:editor usability topic:input,"### Godot version + +3.4.2.stable + +### System information + +Chromium PWA on Ubuntu 21.10; Chrome PWA on Chrome OS + +### Issue description + +On most platforms, scrolling using the touchpad (3.x and 4.0) is perfectly acceptable if imperfect. However, the Godot Web Editor seems to handle scroll events poorly, making it almost impossible to use when (for example) scrolling in the offline docs. Scrolling is very fast and jittery, and can't even be slowed manually to a sensible speed (see #56317). + +I find myself always moving the cursor to the scrollbar and trying to make small scroll adjustments there, which is made even harder when looking at a long page in the docs. Obviously the up/down arrow keys can be used in the documentation - though even then the increments are overly small - but in places like the Inspector/SceneTree/FileSystem (where the issue is just as bad) this doesn't work. The result is a very cumbersome editing and coding experience and makes Godot seem poorly designed/unattractive for people new to it. + +Enhancements to this feature (and possibly arrow key scrolling as well) are greatly needed in my opinion. + +### Steps to reproduce + +Open any project in the [Web Editor](https://editor.godotengine.org), press F1 (or go to the 'Script' view then click 'Search Help'), open the first option '@GDScript' or similar, and try to scroll through the page. + +_Note: On large screens it's just about possible to make out where you are (e.g. being at a particular method description and wishing to move to the next method) in order to control scrolling; but on small screens such as Chromebooks, it feels more like you're teleporting between random items that flash on the screen for a split second._ + +You can try to customise scrolling using the only relevant setting, `text_editor/navigation/v_scroll_speed`. This only seems to specifically affect scripts, however. + +### Minimal reproduction project + +_No response_",True,"[3.4.2 Web Editor] Scrolling with touchpad is unusable - ### Godot version + +3.4.2.stable + +### System information + +Chromium PWA on Ubuntu 21.10; Chrome PWA on Chrome OS + +### Issue description + +On most platforms, scrolling using the touchpad (3.x and 4.0) is perfectly acceptable if imperfect. However, the Godot Web Editor seems to handle scroll events poorly, making it almost impossible to use when (for example) scrolling in the offline docs. Scrolling is very fast and jittery, and can't even be slowed manually to a sensible speed (see #56317). + +I find myself always moving the cursor to the scrollbar and trying to make small scroll adjustments there, which is made even harder when looking at a long page in the docs. Obviously the up/down arrow keys can be used in the documentation - though even then the increments are overly small - but in places like the Inspector/SceneTree/FileSystem (where the issue is just as bad) this doesn't work. The result is a very cumbersome editing and coding experience and makes Godot seem poorly designed/unattractive for people new to it. + +Enhancements to this feature (and possibly arrow key scrolling as well) are greatly needed in my opinion. + +### Steps to reproduce + +Open any project in the [Web Editor](https://editor.godotengine.org), press F1 (or go to the 'Script' view then click 'Search Help'), open the first option '@GDScript' or similar, and try to scroll through the page. + +_Note: On large screens it's just about possible to make out where you are (e.g. being at a particular method description and wishing to move to the next method) in order to control scrolling; but on small screens such as Chromebooks, it feels more like you're teleporting between random items that flash on the screen for a split second._ + +You can try to customise scrolling using the only relevant setting, `text_editor/navigation/v_scroll_speed`. This only seems to specifically affect scripts, however. + +### Minimal reproduction project + +_No response_",1, scrolling with touchpad is unusable godot version stable system information chromium pwa on ubuntu chrome pwa on chrome os issue description on most platforms scrolling using the touchpad x and is perfectly acceptable if imperfect however the godot web editor seems to handle scroll events poorly making it almost impossible to use when for example scrolling in the offline docs scrolling is very fast and jittery and can t even be slowed manually to a sensible speed see i find myself always moving the cursor to the scrollbar and trying to make small scroll adjustments there which is made even harder when looking at a long page in the docs obviously the up down arrow keys can be used in the documentation though even then the increments are overly small but in places like the inspector scenetree filesystem where the issue is just as bad this doesn t work the result is a very cumbersome editing and coding experience and makes godot seem poorly designed unattractive for people new to it enhancements to this feature and possibly arrow key scrolling as well are greatly needed in my opinion steps to reproduce open any project in the press or go to the script view then click search help open the first option gdscript or similar and try to scroll through the page note on large screens it s just about possible to make out where you are e g being at a particular method description and wishing to move to the next method in order to control scrolling but on small screens such as chromebooks it feels more like you re teleporting between random items that flash on the screen for a split second you can try to customise scrolling using the only relevant setting text editor navigation v scroll speed this only seems to specifically affect scripts however minimal reproduction project no response ,1 +22914,20599000849.0,IssuesEvent,2022-03-06 00:27:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Inspector Items could have descriptions,enhancement topic:editor usability,"### Godot version + +ff65d33 + +### System information + +W10 + +### Issue description + +Array properties, like Items in ItemList or Tabs in TabBar, are missing descriptions: +![image](https://user-images.githubusercontent.com/2223172/156904111-119fa35b-9dab-48c8-b34e-b9a3455e1406.png) +They could display the description of a setter (`set_item_text()` in above case), as they usually describe what it does. + +### Steps to reproduce + +1. Add ItemList +2. Add something under Items +3. Hover any item property +4. No description. + +### Minimal reproduction project + +_No response_",True,"Inspector Items could have descriptions - ### Godot version + +ff65d33 + +### System information + +W10 + +### Issue description + +Array properties, like Items in ItemList or Tabs in TabBar, are missing descriptions: +![image](https://user-images.githubusercontent.com/2223172/156904111-119fa35b-9dab-48c8-b34e-b9a3455e1406.png) +They could display the description of a setter (`set_item_text()` in above case), as they usually describe what it does. + +### Steps to reproduce + +1. Add ItemList +2. Add something under Items +3. Hover any item property +4. No description. + +### Minimal reproduction project + +_No response_",1,inspector items could have descriptions godot version system information issue description array properties like items in itemlist or tabs in tabbar are missing descriptions they could display the description of a setter set item text in above case as they usually describe what it does steps to reproduce add itemlist add something under items hover any item property no description minimal reproduction project no response ,1 +3089,3330674571.0,IssuesEvent,2015-11-11 11:57:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,organizing script tab,enhancement topic:editor usability,"Ok, now there is a script list on script tab and this is very nice, except that if you have a huge list of scripts you will have a hard time finding it. + +Some suggestions: +A simple search feature. +A filter feature. +A category feature, that would work with the filter. You would mark scripts in categories so if you put a script on player category you would just see scripts from various nodes that you marked as player. +A script could be in more than one category, for example: player and movement.",True,"organizing script tab - Ok, now there is a script list on script tab and this is very nice, except that if you have a huge list of scripts you will have a hard time finding it. + +Some suggestions: +A simple search feature. +A filter feature. +A category feature, that would work with the filter. You would mark scripts in categories so if you put a script on player category you would just see scripts from various nodes that you marked as player. +A script could be in more than one category, for example: player and movement.",1,organizing script tab ok now there is a script list on script tab and this is very nice except that if you have a huge list of scripts you will have a hard time finding it some suggestions a simple search feature a filter feature a category feature that would work with the filter you would mark scripts in categories so if you put a script on player category you would just see scripts from various nodes that you marked as player a script could be in more than one category for example player and movement ,1 +18537,13019417708.0,IssuesEvent,2020-07-26 22:29:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow saving arrays as resource,discussion feature proposal topic:core usability,"**Operating system or device - Godot version:** +Tested on 2.1.1 stable + +**Issue description** +Resources like shapes and curves can be saved as files in the editor (with the save icon) but built in types like Arrays, which are often used like those resources (to make polygons and things like that), can't be saved, making it complicated to copy the data in a simple way. + +**Steps to reproduce:** +Create a node that uses an Array or export an Array variable on a script, create a new array if needed and go to edit the array in the inspector, the save button is disabled. + +PS: the load button is enabled ~~but I'm not sure if it works because arrays can't be saved~~ and may break things because it can load anything (only tried with a mesh library resource)... +",True,"Allow saving arrays as resource - **Operating system or device - Godot version:** +Tested on 2.1.1 stable + +**Issue description** +Resources like shapes and curves can be saved as files in the editor (with the save icon) but built in types like Arrays, which are often used like those resources (to make polygons and things like that), can't be saved, making it complicated to copy the data in a simple way. + +**Steps to reproduce:** +Create a node that uses an Array or export an Array variable on a script, create a new array if needed and go to edit the array in the inspector, the save button is disabled. + +PS: the load button is enabled ~~but I'm not sure if it works because arrays can't be saved~~ and may break things because it can load anything (only tried with a mesh library resource)... +",1,allow saving arrays as resource operating system or device godot version tested on stable issue description resources like shapes and curves can be saved as files in the editor with the save icon but built in types like arrays which are often used like those resources to make polygons and things like that can t be saved making it complicated to copy the data in a simple way steps to reproduce create a node that uses an array or export an array variable on a script create a new array if needed and go to edit the array in the inspector the save button is disabled ps the load button is enabled but i m not sure if it works because arrays can t be saved and may break things because it can load anything only tried with a mesh library resource ,1 +9787,6415007914.0,IssuesEvent,2017-08-08 11:43:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Collapsed nodes in the shader graph,bug confirmed topic:editor usability,"Mac OSX El Capitan - Godot 2.1 RC. + +When deleting a node in shader graph, with other nodes selected all selected nodes are ""collapsed"" at the mouse position. + +To reproduce: +- Open a shader graph with some nodes +- Select some of them (sometimes they are automatically selected) +- Delete one node (clicking on x) +- Move the mouse -> all selected nodes are collapsed. (if you double click when deleting this does not happen) +",True,"Collapsed nodes in the shader graph - Mac OSX El Capitan - Godot 2.1 RC. + +When deleting a node in shader graph, with other nodes selected all selected nodes are ""collapsed"" at the mouse position. + +To reproduce: +- Open a shader graph with some nodes +- Select some of them (sometimes they are automatically selected) +- Delete one node (clicking on x) +- Move the mouse -> all selected nodes are collapsed. (if you double click when deleting this does not happen) +",1,collapsed nodes in the shader graph mac osx el capitan godot rc when deleting a node in shader graph with other nodes selected all selected nodes are collapsed at the mouse position to reproduce open a shader graph with some nodes select some of them sometimes they are automatically selected delete one node clicking on x move the mouse all selected nodes are collapsed if you double click when deleting this does not happen ,1 +14812,9533893404.0,IssuesEvent,2019-04-29 22:52:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,SpatialMaterial preview in file manager not updated when material changes,bug topic:editor usability," + +**Godot version:** +3.0.2 + +**OS/device including version:** + +KDE Neon +GTX 1060 + +**Issue description:** + +When you have a SpatialMaterial resource in your project, and edit it and then save it, the preview icon is not updated until the project is restarted. + +**Steps to reproduce:** +1. Create a new MeshInstance in your scene with a sphere mesh and a new SpatialMaterial and then save the material as a resource. +2. Change the albedo color from white to red in the material, and then save it. +3. Notice the thumbnail preview in the file manager still shows a white material, even though when running the game the sphere is red. +![img1](https://user-images.githubusercontent.com/31383123/40277861-bfc7eb02-5c26-11e8-8e14-1c7319705d06.png) +4. Close and re-open the project. +5. Notice the preview is now red, like it should be. +![img2](https://user-images.githubusercontent.com/31383123/40277863-c9d85d0c-5c26-11e8-9c31-6fd5a9b6a183.png) +6. Change the color to cyan and save it again - notice how the preview still shows red. + +So every time you change the material, you need to reload the project to see the change in the preview, which is kind of annoying. + +**Minimal reproduction project:** + +Not relevant, since opening the project updates the material preview. ",True,"SpatialMaterial preview in file manager not updated when material changes - + +**Godot version:** +3.0.2 + +**OS/device including version:** + +KDE Neon +GTX 1060 + +**Issue description:** + +When you have a SpatialMaterial resource in your project, and edit it and then save it, the preview icon is not updated until the project is restarted. + +**Steps to reproduce:** +1. Create a new MeshInstance in your scene with a sphere mesh and a new SpatialMaterial and then save the material as a resource. +2. Change the albedo color from white to red in the material, and then save it. +3. Notice the thumbnail preview in the file manager still shows a white material, even though when running the game the sphere is red. +![img1](https://user-images.githubusercontent.com/31383123/40277861-bfc7eb02-5c26-11e8-8e14-1c7319705d06.png) +4. Close and re-open the project. +5. Notice the preview is now red, like it should be. +![img2](https://user-images.githubusercontent.com/31383123/40277863-c9d85d0c-5c26-11e8-9c31-6fd5a9b6a183.png) +6. Change the color to cyan and save it again - notice how the preview still shows red. + +So every time you change the material, you need to reload the project to see the change in the preview, which is kind of annoying. + +**Minimal reproduction project:** + +Not relevant, since opening the project updates the material preview. ",1,spatialmaterial preview in file manager not updated when material changes please search existing issues for potential duplicates before filing yours godot version os device including version kde neon gtx issue description when you have a spatialmaterial resource in your project and edit it and then save it the preview icon is not updated until the project is restarted steps to reproduce create a new meshinstance in your scene with a sphere mesh and a new spatialmaterial and then save the material as a resource change the albedo color from white to red in the material and then save it notice the thumbnail preview in the file manager still shows a white material even though when running the game the sphere is red close and re open the project notice the preview is now red like it should be change the color to cyan and save it again notice how the preview still shows red so every time you change the material you need to reload the project to see the change in the preview which is kind of annoying minimal reproduction project not relevant since opening the project updates the material preview ,1 +16729,11271714888.0,IssuesEvent,2020-01-14 13:36:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Shader editor should be shown when shader compilation error is raised,enhancement topic:editor topic:shaders usability,"**Godot version:** +3.2 master (ea4c88f3) + +**OS/device including version:** +Any + +**Issue description:** +When a compilation error happens in a shader, the compilation error and problematic line are properly displayed in the shader text editor. + +But it's not always visible when the error is raised, so the UX is not so good. If you're in the normal Output panel, you will see the full shader text dumped and error at the end, but not which shader is affected. + +Moreoever, when running the project, the shader text is dumped in output, but the error is then not displayed there, but in the Debugger Errors tab. + +The shader editor for the affected shader should be raised when this happens. + +**Steps to reproduce:** +- Try MRP, see error in Output but no link to the actual shader code +- Open shader editor, see the proper error reporting + +**Minimal reproduction project:** +[IsNanTangentShaderError.zip](https://github.com/godotengine/godot/files/2913023/IsNanTangentShaderError.zip) (from #26387).",True,"Shader editor should be shown when shader compilation error is raised - **Godot version:** +3.2 master (ea4c88f3) + +**OS/device including version:** +Any + +**Issue description:** +When a compilation error happens in a shader, the compilation error and problematic line are properly displayed in the shader text editor. + +But it's not always visible when the error is raised, so the UX is not so good. If you're in the normal Output panel, you will see the full shader text dumped and error at the end, but not which shader is affected. + +Moreoever, when running the project, the shader text is dumped in output, but the error is then not displayed there, but in the Debugger Errors tab. + +The shader editor for the affected shader should be raised when this happens. + +**Steps to reproduce:** +- Try MRP, see error in Output but no link to the actual shader code +- Open shader editor, see the proper error reporting + +**Minimal reproduction project:** +[IsNanTangentShaderError.zip](https://github.com/godotengine/godot/files/2913023/IsNanTangentShaderError.zip) (from #26387).",1,shader editor should be shown when shader compilation error is raised godot version master os device including version any issue description when a compilation error happens in a shader the compilation error and problematic line are properly displayed in the shader text editor but it s not always visible when the error is raised so the ux is not so good if you re in the normal output panel you will see the full shader text dumped and error at the end but not which shader is affected moreoever when running the project the shader text is dumped in output but the error is then not displayed there but in the debugger errors tab the shader editor for the affected shader should be raised when this happens steps to reproduce try mrp see error in output but no link to the actual shader code open shader editor see the proper error reporting minimal reproduction project from ,1 +21336,16848290412.0,IssuesEvent,2021-06-20 00:39:02,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't Change Label's Default Text Size,enhancement topic:gui usability," +**Godot version:** +3.06stable + + +**OS/device including version:** +windows 10 64/bit latest version + + +**Issue description:** +Can't change the label's default font text size without having to add a dynamicfont. Can only change the dynamic font's text size. +",True,"Can't Change Label's Default Text Size - +**Godot version:** +3.06stable + + +**OS/device including version:** +windows 10 64/bit latest version + + +**Issue description:** +Can't change the label's default font text size without having to add a dynamicfont. Can only change the dynamic font's text size. +",1,can t change label s default text size godot version os device including version windows bit latest version issue description can t change the label s default font text size without having to add a dynamicfont can only change the dynamic font s text size ,1 +3943,3619439030.0,IssuesEvent,2016-02-08 16:02:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Right panel extreme resizing problem.,bug confirmed topic:editor usability,"Head compiled few minutes ago. When the right panel (Inspector panel by default I think) is extremely resized to the left side by clicking, holding and dragging, the resize edge between the panel and editor window is not visible anymore. +The problem appears when to edge starts to overlap icon/menu/tabs of the editor's section of the screen, to be exact. +When mouse holding is released in that position, the right panel resizing is not possible from that point, because panel edge is not visible. +The only way user can get the edge of the Inspector panel back is to open animation editor, debugger or output console that creates an edge between panels. + +Probably related to https://github.com/godotengine/godot/issues/3565",True,"Right panel extreme resizing problem. - Head compiled few minutes ago. When the right panel (Inspector panel by default I think) is extremely resized to the left side by clicking, holding and dragging, the resize edge between the panel and editor window is not visible anymore. +The problem appears when to edge starts to overlap icon/menu/tabs of the editor's section of the screen, to be exact. +When mouse holding is released in that position, the right panel resizing is not possible from that point, because panel edge is not visible. +The only way user can get the edge of the Inspector panel back is to open animation editor, debugger or output console that creates an edge between panels. + +Probably related to https://github.com/godotengine/godot/issues/3565",1,right panel extreme resizing problem head compiled few minutes ago when the right panel inspector panel by default i think is extremely resized to the left side by clicking holding and dragging the resize edge between the panel and editor window is not visible anymore the problem appears when to edge starts to overlap icon menu tabs of the editor s section of the screen to be exact when mouse holding is released in that position the right panel resizing is not possible from that point because panel edge is not visible the only way user can get the edge of the inspector panel back is to open animation editor debugger or output console that creates an edge between panels probably related to ,1 +18728,13171716860.0,IssuesEvent,2020-08-11 17:09:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Closing ColorPicker in the inspector always ""modifies"" the scene",bug topic:editor usability," + +**Godot version:** + +3.2.3 rc2 + +**Steps to reproduce:** +1. Create a Node2D +2. Click on modulate to change color +3. Don't change anything, just press Escape +4. Scene was modified, bruh + +It's annoying when you want to check/copy some color and it produces fake unsaved changes.",True,"Closing ColorPicker in the inspector always ""modifies"" the scene - + +**Godot version:** + +3.2.3 rc2 + +**Steps to reproduce:** +1. Create a Node2D +2. Click on modulate to change color +3. Don't change anything, just press Escape +4. Scene was modified, bruh + +It's annoying when you want to check/copy some color and it produces fake unsaved changes.",1,closing colorpicker in the inspector always modifies the scene please search existing issues for potential duplicates before filing yours godot version steps to reproduce create a click on modulate to change color don t change anything just press escape scene was modified bruh it s annoying when you want to check copy some color and it produces fake unsaved changes ,1 +13230,8378195871.0,IssuesEvent,2018-10-06 11:32:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Text in code editor sliding around in specific manner,bug topic:editor usability," + +**Godot version:** + d7e07fb + + +**Issue description:** +When it's possible to scroll vertically, and beginning to be able to scroll horizontally this happens: +![peek 2018-01-19 03-22](https://user-images.githubusercontent.com/30739239/35136014-039bf04e-fcc8-11e7-9703-d49facca435a.gif)",True,"Text in code editor sliding around in specific manner - + +**Godot version:** + d7e07fb + + +**Issue description:** +When it's possible to scroll vertically, and beginning to be able to scroll horizontally this happens: +![peek 2018-01-19 03-22](https://user-images.githubusercontent.com/30739239/35136014-039bf04e-fcc8-11e7-9703-d49facca435a.gif)",1,text in code editor sliding around in specific manner please search existing issues for potential duplicates before filing yours godot version issue description when it s possible to scroll vertically and beginning to be able to scroll horizontally this happens ,1 +17440,12032355779.0,IssuesEvent,2020-04-13 11:56:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Android export: Validate .apk contents before exporting,enhancement junior job platform:android topic:editor usability,"**Godot version:** +3.2-stable, master (e2b66ca) + +**OS/device including version:** +Export to Android from any OS. + +**Issue description:** +When exporting to Android with custom-built templates, I often fall into the trap of having a custom template with only an armv7 or arm64v8 library, while my export preset has the other one enabled. (Or, on an arm64v8 capable device, having both armv7 and arm64v8 enabled but only armv7 provided will also reproduce the issue.) + +In such case, the game will crash on the device and one has to dig through `adb logcat` to figure out that `libgodot_android.so` is missing. + +We should perform a basic validation of the contents of the APK (at least checking that the libs are present for the enabled architectures in the preset) before allowing export. (Or, if we can't do that easily, the export should fail if the libs are found missing while creating the new APK.) + +**Steps to reproduce:** +- Build custom APK with only `armv7` +- Export to arm64v8 device with `arm64-v8a` enabled. + +CC @godotengine/android",True,"Android export: Validate .apk contents before exporting - **Godot version:** +3.2-stable, master (e2b66ca) + +**OS/device including version:** +Export to Android from any OS. + +**Issue description:** +When exporting to Android with custom-built templates, I often fall into the trap of having a custom template with only an armv7 or arm64v8 library, while my export preset has the other one enabled. (Or, on an arm64v8 capable device, having both armv7 and arm64v8 enabled but only armv7 provided will also reproduce the issue.) + +In such case, the game will crash on the device and one has to dig through `adb logcat` to figure out that `libgodot_android.so` is missing. + +We should perform a basic validation of the contents of the APK (at least checking that the libs are present for the enabled architectures in the preset) before allowing export. (Or, if we can't do that easily, the export should fail if the libs are found missing while creating the new APK.) + +**Steps to reproduce:** +- Build custom APK with only `armv7` +- Export to arm64v8 device with `arm64-v8a` enabled. + +CC @godotengine/android",1,android export validate apk contents before exporting godot version stable master os device including version export to android from any os issue description when exporting to android with custom built templates i often fall into the trap of having a custom template with only an or library while my export preset has the other one enabled or on an capable device having both and enabled but only provided will also reproduce the issue in such case the game will crash on the device and one has to dig through adb logcat to figure out that libgodot android so is missing we should perform a basic validation of the contents of the apk at least checking that the libs are present for the enabled architectures in the preset before allowing export or if we can t do that easily the export should fail if the libs are found missing while creating the new apk steps to reproduce build custom apk with only export to device with enabled cc godotengine android,1 +12933,8197388691.0,IssuesEvent,2018-08-31 13:16:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Layer editor shouldn't close each time one is toggled,enhancement junior job topic:editor usability,"Godot 3 master 779c9d638e7046f285b301aa79f7cf50aa4c2f1c +Windows 10 64 bits + +In Godot 3.0.5, clicking on collision layer mask editor would open a popup with checkboxes, and you could toggle one or more without closing the popup. + +In master the new popup closes everytime. It would be nice to keep the previous behaviour.",True,"Layer editor shouldn't close each time one is toggled - Godot 3 master 779c9d638e7046f285b301aa79f7cf50aa4c2f1c +Windows 10 64 bits + +In Godot 3.0.5, clicking on collision layer mask editor would open a popup with checkboxes, and you could toggle one or more without closing the popup. + +In master the new popup closes everytime. It would be nice to keep the previous behaviour.",1,layer editor shouldn t close each time one is toggled godot master windows bits in godot clicking on collision layer mask editor would open a popup with checkboxes and you could toggle one or more without closing the popup in master the new popup closes everytime it would be nice to keep the previous behaviour ,1 +6735,4519356038.0,IssuesEvent,2016-09-06 05:51:50,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Most bottom panels don't give way to Output when project is played,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** 2.1 RC1 Windows 7 + +**Issue description** (what happened, and what was expected): +Normally, when you play a project from the editor, the Output panel pops up, and it closes again when you stop. This makes sense. If your game doesn't take up the whole screen when run, you always see the Output log when it's running. However, if another bottom panel—generally the animation panel, also the SampleLibrary panel that I know of, and probably others—is open when you hit play, the Output panel doesn't replace it. Unless the other open panel is the Debugger, that gets replaced by Output, which I'm assuming is the way it's supposed to work. (the way I expect it to work.) + +This has been a constant annoyance to me for a long time, though I didn't think about it too much until now. I have often left the animation panel open when I press play, so then I look and don't see the output log, swear, pause the game, alt-tab to the editor, close the animation panel, open the output panel, alt-tab back to the game, and resume. ",True,"Most bottom panels don't give way to Output when project is played - **Operating system or device - Godot version:** 2.1 RC1 Windows 7 + +**Issue description** (what happened, and what was expected): +Normally, when you play a project from the editor, the Output panel pops up, and it closes again when you stop. This makes sense. If your game doesn't take up the whole screen when run, you always see the Output log when it's running. However, if another bottom panel—generally the animation panel, also the SampleLibrary panel that I know of, and probably others—is open when you hit play, the Output panel doesn't replace it. Unless the other open panel is the Debugger, that gets replaced by Output, which I'm assuming is the way it's supposed to work. (the way I expect it to work.) + +This has been a constant annoyance to me for a long time, though I didn't think about it too much until now. I have often left the animation panel open when I press play, so then I look and don't see the output log, swear, pause the game, alt-tab to the editor, close the animation panel, open the output panel, alt-tab back to the game, and resume. ",1,most bottom panels don t give way to output when project is played operating system or device godot version windows issue description what happened and what was expected normally when you play a project from the editor the output panel pops up and it closes again when you stop this makes sense if your game doesn t take up the whole screen when run you always see the output log when it s running however if another bottom panel—generally the animation panel also the samplelibrary panel that i know of and probably others—is open when you hit play the output panel doesn t replace it unless the other open panel is the debugger that gets replaced by output which i m assuming is the way it s supposed to work the way i expect it to work this has been a constant annoyance to me for a long time though i didn t think about it too much until now i have often left the animation panel open when i press play so then i look and don t see the output log swear pause the game alt tab to the editor close the animation panel open the output panel alt tab back to the game and resume ,1 +6489,4312815133.0,IssuesEvent,2016-07-22 07:52:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unable to get the value of the Y orientation more/less than 90 degrees without impacting other axes,bug topic:editor usability,"Ubuntu 15.04, GTX 965M + +Unable to get the value of the Y orientation more/less than 90 degrees. This changes the adjacent axis. +http://rghost.ru/7dHwdyrhL + +Additional video +http://rghost.ru/6fZrslBwy",True,"Unable to get the value of the Y orientation more/less than 90 degrees without impacting other axes - Ubuntu 15.04, GTX 965M + +Unable to get the value of the Y orientation more/less than 90 degrees. This changes the adjacent axis. +http://rghost.ru/7dHwdyrhL + +Additional video +http://rghost.ru/6fZrslBwy",1,unable to get the value of the y orientation more less than degrees without impacting other axes ubuntu gtx unable to get the value of the y orientation more less than degrees this changes the adjacent axis additional video ,1 +16730,11271914697.0,IssuesEvent,2020-01-14 13:58:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Problem with grid in tileset ,bug discussion topic:editor usability,"This picked cell in grid doesn't disappear no matter what I do. +![godot 3 1 bug](https://user-images.githubusercontent.com/46073558/53681457-5f06fb00-3d03-11e9-96fc-0bf12e08d507.JPG) +![godot 3 1 bug 2](https://user-images.githubusercontent.com/46073558/53681530-93c78200-3d04-11e9-94a7-5c8428988886.JPG) +",True,"Problem with grid in tileset - This picked cell in grid doesn't disappear no matter what I do. +![godot 3 1 bug](https://user-images.githubusercontent.com/46073558/53681457-5f06fb00-3d03-11e9-96fc-0bf12e08d507.JPG) +![godot 3 1 bug 2](https://user-images.githubusercontent.com/46073558/53681530-93c78200-3d04-11e9-94a7-5c8428988886.JPG) +",1,problem with grid in tileset this picked cell in grid doesn t disappear no matter what i do ,1 +6179,4166238952.0,IssuesEvent,2016-06-20 01:08:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Reopening a script doesn't updates it from disk,bug confirmed topic:editor usability,"Tested on Windows 7 64 bits, Godot 2.0.2 + +For convenience, I had to switch to Sublime Text for editing a script to benefit from rectangular selection. I saved, then reopened the script in Godot, but the changes where not there. +I opened from another editor, my changes were applied. Godot didn't actually reloaded the file. + +If I keep the script open, it will update as soon as I unfocus/refocus Godot. This issue happens when the script has been closed. + +Steps to reproduce: +1) Create a script and attach it to a node +2) Open the script in the script editor, then close it (Ctrl+W) +3) Modify the script in an external editor and save it +4) Reopen the script in Godot: notice nothing has changed + +From 4), the only way to get an update is to unfocus and refocus Godot by clicking somewhere else (desktop on another app).",True,"Reopening a script doesn't updates it from disk - Tested on Windows 7 64 bits, Godot 2.0.2 + +For convenience, I had to switch to Sublime Text for editing a script to benefit from rectangular selection. I saved, then reopened the script in Godot, but the changes where not there. +I opened from another editor, my changes were applied. Godot didn't actually reloaded the file. + +If I keep the script open, it will update as soon as I unfocus/refocus Godot. This issue happens when the script has been closed. + +Steps to reproduce: +1) Create a script and attach it to a node +2) Open the script in the script editor, then close it (Ctrl+W) +3) Modify the script in an external editor and save it +4) Reopen the script in Godot: notice nothing has changed + +From 4), the only way to get an update is to unfocus and refocus Godot by clicking somewhere else (desktop on another app).",1,reopening a script doesn t updates it from disk tested on windows bits godot for convenience i had to switch to sublime text for editing a script to benefit from rectangular selection i saved then reopened the script in godot but the changes where not there i opened from another editor my changes were applied godot didn t actually reloaded the file if i keep the script open it will update as soon as i unfocus refocus godot this issue happens when the script has been closed steps to reproduce create a script and attach it to a node open the script in the script editor then close it ctrl w modify the script in an external editor and save it reopen the script in godot notice nothing has changed from the only way to get an update is to unfocus and refocus godot by clicking somewhere else desktop on another app ,1 +18303,12751224384.0,IssuesEvent,2020-06-27 09:41:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,A way to turn off the material preview in the Inspector?,enhancement junior job topic:editor usability,"**Operating system or device - Godot version:** +Godot 2.1, any OS. + +**Issue description** (what happened, and what was expected): +_This is a feature request._ + +I don't really like the new shader material preview in the inspector, I am already previewing my materials in the viewport and it's kind of a waste of space in the inspector, IMO. + +![Illustration](http://picload.org/image/rdrrwclo/inspector_matpreview.png) + +Since I couldn't find an option for it: +Would it be possible to get an option to turn it off in the Engine Settings > Inspector Tab. + +:sparkles: Pretty please? :sparkles: +",True,"A way to turn off the material preview in the Inspector? - **Operating system or device - Godot version:** +Godot 2.1, any OS. + +**Issue description** (what happened, and what was expected): +_This is a feature request._ + +I don't really like the new shader material preview in the inspector, I am already previewing my materials in the viewport and it's kind of a waste of space in the inspector, IMO. + +![Illustration](http://picload.org/image/rdrrwclo/inspector_matpreview.png) + +Since I couldn't find an option for it: +Would it be possible to get an option to turn it off in the Engine Settings > Inspector Tab. + +:sparkles: Pretty please? :sparkles: +",1,a way to turn off the material preview in the inspector operating system or device godot version godot any os issue description what happened and what was expected this is a feature request i don t really like the new shader material preview in the inspector i am already previewing my materials in the viewport and it s kind of a waste of space in the inspector imo since i couldn t find an option for it would it be possible to get an option to turn it off in the engine settings inspector tab sparkles pretty please sparkles ,1 +6178,4165965265.0,IssuesEvent,2016-06-19 21:05:54,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,More keyboard shortcuts please. ,feature proposal junior job topic:editor usability,"The keyboard shortcuts that the editor already has are great, but there are some obvious (to me) ones missing that would make production way faster. Primarily: + +**Ctrl-N** - new scene +**Ctrl-Tab** and **Ctrl-Shift-Tab** - switch scene, next and previous + + +And a couple others that would make sense: + +**Ctrl-Shift-N** - new inherited scene +**Ctrl-Shift-A** - add scene file instance as a node + +A haven't used the engine a lot yet, but as far as I can tell none of those combinations are used anywhere. ",True,"More keyboard shortcuts please. - The keyboard shortcuts that the editor already has are great, but there are some obvious (to me) ones missing that would make production way faster. Primarily: + +**Ctrl-N** - new scene +**Ctrl-Tab** and **Ctrl-Shift-Tab** - switch scene, next and previous + + +And a couple others that would make sense: + +**Ctrl-Shift-N** - new inherited scene +**Ctrl-Shift-A** - add scene file instance as a node + +A haven't used the engine a lot yet, but as far as I can tell none of those combinations are used anywhere. ",1,more keyboard shortcuts please the keyboard shortcuts that the editor already has are great but there are some obvious to me ones missing that would make production way faster primarily ctrl n new scene ctrl tab and ctrl shift tab switch scene next and previous and a couple others that would make sense ctrl shift n new inherited scene ctrl shift a add scene file instance as a node a haven t used the engine a lot yet but as far as i can tell none of those combinations are used anywhere ,1 +23068,20961876096.0,IssuesEvent,2022-03-27 22:41:47,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Metadata editing does not work if multiple nodes are selected,bug topic:editor usability,"### Godot version + +4.0.alpha (a5eed70fa2edcf755d6abea2077232e38381449b) + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 495.46) + +### Issue description + +Following the merge of https://github.com/godotengine/godot/pull/59452, it's not currently possible to add metadata to several nodes at once. This currently fails silently, so I'm labeling this as an usability bug (rather than an enhancement). + +### Steps to reproduce + +- Select more than one node in the Scene tree dock. +- Click **Add Metadata** at the bottom of the Inspector. +- Specify a valid metadata name and value. +- The dialog will allow you to click OK, which means that the name and value are valid. +- Select nodes individually, and notice that none of the nodes will have the metadata associated to them. + +### Minimal reproduction project + +N/A",True,"Metadata editing does not work if multiple nodes are selected - ### Godot version + +4.0.alpha (a5eed70fa2edcf755d6abea2077232e38381449b) + +### System information + +Fedora 34, GeForce GTX 1080 (NVIDIA 495.46) + +### Issue description + +Following the merge of https://github.com/godotengine/godot/pull/59452, it's not currently possible to add metadata to several nodes at once. This currently fails silently, so I'm labeling this as an usability bug (rather than an enhancement). + +### Steps to reproduce + +- Select more than one node in the Scene tree dock. +- Click **Add Metadata** at the bottom of the Inspector. +- Specify a valid metadata name and value. +- The dialog will allow you to click OK, which means that the name and value are valid. +- Select nodes individually, and notice that none of the nodes will have the metadata associated to them. + +### Minimal reproduction project + +N/A",1,metadata editing does not work if multiple nodes are selected godot version alpha system information fedora geforce gtx nvidia issue description following the merge of it s not currently possible to add metadata to several nodes at once this currently fails silently so i m labeling this as an usability bug rather than an enhancement steps to reproduce select more than one node in the scene tree dock click add metadata at the bottom of the inspector specify a valid metadata name and value the dialog will allow you to click ok which means that the name and value are valid select nodes individually and notice that none of the nodes will have the metadata associated to them minimal reproduction project n a,1 +20905,16190271910.0,IssuesEvent,2021-05-04 07:25:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,No longer able to use Enter to accept autocompletion,bug regression topic:editor usability," + +**Godot version:** + +eb57dcd + +**Issue description:** + +![ipX2mcIlW8](https://user-images.githubusercontent.com/2223172/116894191-14aa9d00-ac32-11eb-9148-10950b2c0724.gif) +Only Tab works. It's extremely confusing to type code :/",True,"No longer able to use Enter to accept autocompletion - + +**Godot version:** + +eb57dcd + +**Issue description:** + +![ipX2mcIlW8](https://user-images.githubusercontent.com/2223172/116894191-14aa9d00-ac32-11eb-9148-10950b2c0724.gif) +Only Tab works. It's extremely confusing to type code :/",1,no longer able to use enter to accept autocompletion please search existing issues for potential duplicates before filing yours godot version issue description only tab works it s extremely confusing to type code ,1 +15738,10268514297.0,IssuesEvent,2019-08-23 06:34:07,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor Settings absolute file paths are saved and shown as relative paths,bug junior job regression topic:editor usability,"**Godot version:** +3.2 master (48eaf14), regression from #28701 (CC @SonerSound) + + +**OS/device including version:** +Mageia 7 x86_64 + + +**Issue description:** +Various editor settings are now saved as relative paths when they are meant to be absolute. See e.g. Android settings: +![Screenshot_20190821_142252](https://user-images.githubusercontent.com/4701338/63431563-66d86a00-c41f-11e9-848b-02a102ad507d.png) + +Or custom template paths: +![Screenshot_20190821_142530](https://user-images.githubusercontent.com/4701338/63431688-b1f27d00-c41f-11e9-91b7-aba704d6b3fe.png) + +These changes should likely be partially reverted, and a dedicated `PROPERTY_USAGE_*` flag should be used/added for paths that are meant to be saved as relative to the project root. + + +**Steps to reproduce:** +- Open Editor Settings > Export > Android +- Set path to adb or jarsigner",True,"Editor Settings absolute file paths are saved and shown as relative paths - **Godot version:** +3.2 master (48eaf14), regression from #28701 (CC @SonerSound) + + +**OS/device including version:** +Mageia 7 x86_64 + + +**Issue description:** +Various editor settings are now saved as relative paths when they are meant to be absolute. See e.g. Android settings: +![Screenshot_20190821_142252](https://user-images.githubusercontent.com/4701338/63431563-66d86a00-c41f-11e9-848b-02a102ad507d.png) + +Or custom template paths: +![Screenshot_20190821_142530](https://user-images.githubusercontent.com/4701338/63431688-b1f27d00-c41f-11e9-91b7-aba704d6b3fe.png) + +These changes should likely be partially reverted, and a dedicated `PROPERTY_USAGE_*` flag should be used/added for paths that are meant to be saved as relative to the project root. + + +**Steps to reproduce:** +- Open Editor Settings > Export > Android +- Set path to adb or jarsigner",1,editor settings absolute file paths are saved and shown as relative paths godot version master regression from cc sonersound os device including version mageia issue description various editor settings are now saved as relative paths when they are meant to be absolute see e g android settings or custom template paths these changes should likely be partially reverted and a dedicated property usage flag should be used added for paths that are meant to be saved as relative to the project root steps to reproduce open editor settings export android set path to adb or jarsigner,1 +13656,8632998416.0,IssuesEvent,2018-11-22 12:32:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hold Shift to draw anchor perpendicularly,enhancement topic:editor usability,"Holding shift key to draw new anchor point only in n*45 degrees ( also perpendicularly ) according to the last one, would be a big adventage. So as snaping not only to grid but also ie. to other anchor points. +",True,"Hold Shift to draw anchor perpendicularly - Holding shift key to draw new anchor point only in n*45 degrees ( also perpendicularly ) according to the last one, would be a big adventage. So as snaping not only to grid but also ie. to other anchor points. +",1,hold shift to draw anchor perpendicularly holding shift key to draw new anchor point only in n degrees also perpendicularly according to the last one would be a big adventage so as snaping not only to grid but also ie to other anchor points ,1 +26884,27311584371.0,IssuesEvent,2023-02-24 12:38:37,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"[Godot 4rc3] Window ""Attach Node Script"" vertical size overflow screen",bug topic:editor usability,"### Godot version + +v4.0.rc3.official [7e79aead9] + +### System information + +Windows 7-64 :) + +### Issue description + +I run a hello world example with Godot 4 rc3 and the window opened to attach script to node showed with a vertical size overflow the screen +I'm not sure 100% (I have different OS scattered in my room) But If I recall correct it happen in Debian 11 too with 4rc2 + +### Steps to reproduce + +Well, I ""installed"" godot in a new computer and I run it in compatibility mode then I set a control node with a label where on it I set ""hello world"", then I clicked in the icon to add a script in the control node. +The window ""Attach Node Script"" opened but its vertical size overflow the screen. I can estimate of double vertical monitor size + +### Minimal reproduction project + +na",True,"[Godot 4rc3] Window ""Attach Node Script"" vertical size overflow screen - ### Godot version + +v4.0.rc3.official [7e79aead9] + +### System information + +Windows 7-64 :) + +### Issue description + +I run a hello world example with Godot 4 rc3 and the window opened to attach script to node showed with a vertical size overflow the screen +I'm not sure 100% (I have different OS scattered in my room) But If I recall correct it happen in Debian 11 too with 4rc2 + +### Steps to reproduce + +Well, I ""installed"" godot in a new computer and I run it in compatibility mode then I set a control node with a label where on it I set ""hello world"", then I clicked in the icon to add a script in the control node. +The window ""Attach Node Script"" opened but its vertical size overflow the screen. I can estimate of double vertical monitor size + +### Minimal reproduction project + +na",1, window attach node script vertical size overflow screen godot version official system information windows issue description i run a hello world example with godot and the window opened to attach script to node showed with a vertical size overflow the screen i m not sure i have different os scattered in my room but if i recall correct it happen in debian too with steps to reproduce well i installed godot in a new computer and i run it in compatibility mode then i set a control node with a label where on it i set hello world then i clicked in the icon to add a script in the control node the window attach node script opened but its vertical size overflow the screen i can estimate of double vertical monitor size minimal reproduction project na,1 +14752,9477748818.0,IssuesEvent,2019-04-19 19:48:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Exporting scenes as TileSet is not intuitive,discussion topic:editor usability,"Godot version: 3.0.4 stable +OS/device including version: Win7 + +Issue description: +Saving the Tileset is cumbersome and not intuitive. + + I found myself editing the tileset scene a lot and it is very cumbersome if you make small changes and have to save the scene as tileset everytime. I even forgot that I had to save it as a tileset and had a hard time finding the error. It's not intuitive the scene is not going to be used as anything else either: Thus it would be much easier to just declare the scene as a tileset and when the user presses ctrl + s it's saved as a tileset/map. This would increase workflow and speed a lot. + + +Steps to reproduce: +Use the editor +",True,"Exporting scenes as TileSet is not intuitive - Godot version: 3.0.4 stable +OS/device including version: Win7 + +Issue description: +Saving the Tileset is cumbersome and not intuitive. + + I found myself editing the tileset scene a lot and it is very cumbersome if you make small changes and have to save the scene as tileset everytime. I even forgot that I had to save it as a tileset and had a hard time finding the error. It's not intuitive the scene is not going to be used as anything else either: Thus it would be much easier to just declare the scene as a tileset and when the user presses ctrl + s it's saved as a tileset/map. This would increase workflow and speed a lot. + + +Steps to reproduce: +Use the editor +",1,exporting scenes as tileset is not intuitive godot version stable os device including version issue description saving the tileset is cumbersome and not intuitive i found myself editing the tileset scene a lot and it is very cumbersome if you make small changes and have to save the scene as tileset everytime i even forgot that i had to save it as a tileset and had a hard time finding the error it s not intuitive the scene is not going to be used as anything else either thus it would be much easier to just declare the scene as a tileset and when the user presses ctrl s it s saved as a tileset map this would increase workflow and speed a lot steps to reproduce use the editor ,1 +15313,9955623905.0,IssuesEvent,2019-07-05 11:38:11,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,New node duplication behavior has wrong ordering,discussion topic:editor usability," + +**Godot version:** +a9ad1e6692af85fbe8aab36361c304b81ed376f4 + +**Issue description:** +The new duplication behavior introduced in #30321 isn't perfect - it doesn't retain order of selected nodes. +![Dup1](https://user-images.githubusercontent.com/2223172/60679702-e5397680-9e88-11e9-97b0-644943c1bb5b.gif) + +This is caused by the selection from editor being sorted weirdly. Well, it's still better than what we had before (see #28549), but I guess some people might be bothered by the ordering, so I'm just creating the issue hoping maybe someone will figure it out and fix it. +(also see the linked PR for more details on the selection problem)",True,"New node duplication behavior has wrong ordering - + +**Godot version:** +a9ad1e6692af85fbe8aab36361c304b81ed376f4 + +**Issue description:** +The new duplication behavior introduced in #30321 isn't perfect - it doesn't retain order of selected nodes. +![Dup1](https://user-images.githubusercontent.com/2223172/60679702-e5397680-9e88-11e9-97b0-644943c1bb5b.gif) + +This is caused by the selection from editor being sorted weirdly. Well, it's still better than what we had before (see #28549), but I guess some people might be bothered by the ordering, so I'm just creating the issue hoping maybe someone will figure it out and fix it. +(also see the linked PR for more details on the selection problem)",1,new node duplication behavior has wrong ordering please search existing issues for potential duplicates before filing yours godot version issue description the new duplication behavior introduced in isn t perfect it doesn t retain order of selected nodes this is caused by the selection from editor being sorted weirdly well it s still better than what we had before see but i guess some people might be bothered by the ordering so i m just creating the issue hoping maybe someone will figure it out and fix it also see the linked pr for more details on the selection problem ,1 +15772,10291392277.0,IssuesEvent,2019-08-27 14:24:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,MenuItem toolbar tool could use an option for radio check items.,enhancement topic:editor usability,"3.1 Alpha 2 + +@groud This editor for MenuItems is quite nice, but I think it is missing the option to make standard checkboxes into radio options. `PopupMenu.add_radio_check_item()` + +Maybe an additional option under ""Checkable"" to convert them to radio checks? + +![image](https://user-images.githubusercontent.com/13004169/48462090-6e5b4a80-e7df-11e8-856d-5e7d74c6538d.png) +",True,"MenuItem toolbar tool could use an option for radio check items. - 3.1 Alpha 2 + +@groud This editor for MenuItems is quite nice, but I think it is missing the option to make standard checkboxes into radio options. `PopupMenu.add_radio_check_item()` + +Maybe an additional option under ""Checkable"" to convert them to radio checks? + +![image](https://user-images.githubusercontent.com/13004169/48462090-6e5b4a80-e7df-11e8-856d-5e7d74c6538d.png) +",1,menuitem toolbar tool could use an option for radio check items alpha groud this editor for menuitems is quite nice but i think it is missing the option to make standard checkboxes into radio options popupmenu add radio check item maybe an additional option under checkable to convert them to radio checks ,1 +11459,7244739043.0,IssuesEvent,2018-02-14 15:58:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bring back type icons,feature proposal topic:editor usability,"A while back type icons were removed(https://github.com/godotengine/godot/issues/11505#issuecomment-331609673), but with the merge of https://github.com/godotengine/godot/pull/14781, I think there is not problem bringing them back now. +",True,"Bring back type icons - A while back type icons were removed(https://github.com/godotengine/godot/issues/11505#issuecomment-331609673), but with the merge of https://github.com/godotengine/godot/pull/14781, I think there is not problem bringing them back now. +",1,bring back type icons a while back type icons were removed but with the merge of i think there is not problem bringing them back now ,1 +21787,17761886462.0,IssuesEvent,2021-08-29 21:11:46,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Find Next shortcut not working when search bar is focused,bug topic:editor usability topic:input regression,"### Godot version + +3a3c94b + +### System information + +W10 + +### Issue description + +Title. + +### Steps to reproduce + +1. Open any script in Script Editor +2. Select some word that has multiple occurrences +3. Press Ctrl + F +4. Press F3 +5. No effect, editor doesn't go to the next word + +### Minimal reproduction project + +_No response_",True,"Find Next shortcut not working when search bar is focused - ### Godot version + +3a3c94b + +### System information + +W10 + +### Issue description + +Title. + +### Steps to reproduce + +1. Open any script in Script Editor +2. Select some word that has multiple occurrences +3. Press Ctrl + F +4. Press F3 +5. No effect, editor doesn't go to the next word + +### Minimal reproduction project + +_No response_",1,find next shortcut not working when search bar is focused godot version system information issue description title steps to reproduce open any script in script editor select some word that has multiple occurrences press ctrl f press no effect editor doesn t go to the next word minimal reproduction project no response ,1 +11217,7110041942.0,IssuesEvent,2018-01-17 09:15:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Frame Selection Shortcut (shift+f) activates ""camera fly mode"" not ""Frame Selection""",bug junior job topic:editor usability,"Godot version -> http://godot3builds.digitecnology.com/builds/2017-12-06.12:52:48.a8ae46e14/godot-v3.0-osx.fat.zip + +**Issue description:** +Where is the ""Zoom to Selection Mode"" or Frame Selection +",True,"Frame Selection Shortcut (shift+f) activates ""camera fly mode"" not ""Frame Selection"" - Godot version -> http://godot3builds.digitecnology.com/builds/2017-12-06.12:52:48.a8ae46e14/godot-v3.0-osx.fat.zip + +**Issue description:** +Where is the ""Zoom to Selection Mode"" or Frame Selection +",1,frame selection shortcut shift f activates camera fly mode not frame selection godot version issue description where is the zoom to selection mode or frame selection ,1 +27722,30269244656.0,IssuesEvent,2023-07-07 14:10:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Renaming unique node name to the same name,enhancement topic:editor usability,"### Godot version + +v4.1.rc2.official [46424488e] + +### System information + +Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads) + +### Issue description + +A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert. + +**Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names. + +### Steps to reproduce + +1. In any scene +2. Add or make a Node uniquely named (%) +3. Rename the Node to the same it had + +You get an alert saying ""Another node already uses this unique name in the scene."". + +![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216) + +**Addendum 2**: It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.* + +### Minimal reproduction project + +*Any project would do*",True,"Renaming unique node name to the same name - ### Godot version + +v4.1.rc2.official [46424488e] + +### System information + +Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads) + +### Issue description + +A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert. + +**Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names. + +### Steps to reproduce + +1. In any scene +2. Add or make a Node uniquely named (%) +3. Rename the Node to the same it had + +You get an alert saying ""Another node already uses this unique name in the scene."". + +![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216) + +**Addendum 2**: It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.* + +### Minimal reproduction project + +*Any project would do*",1,renaming unique node name to the same name godot version official system information godot windows vulkan mobile dedicated nvidia geforce gtx ti nvidia intel r core tm cpu threads issue description a minor annoyance when accidentally editing the name of a uniquely named node nothing gets broken but you get an incorrect alert addendum actually i was using rename to copy the name of the controls because of this i was not changing their names steps to reproduce in any scene add or make a node uniquely named rename the node to the same it had you get an alert saying another node already uses this unique name in the scene addendum it appears to not always happen but if i make a change of the name and revert it to what it was it will happen for sure it does not happen if i cancel esc it is a matter of muscle memory sorry by the confusion minimal reproduction project any project would do ,1 +15043,9670822864.0,IssuesEvent,2019-05-21 20:53:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Expose Object metadata to Editor,enhancement topic:editor usability,"Based on the discussion in https://github.com/godotengine/godot/issues/18591, it may make sense to expose object metadata to be editable in the Editor.",True,"Expose Object metadata to Editor - Based on the discussion in https://github.com/godotengine/godot/issues/18591, it may make sense to expose object metadata to be editable in the Editor.",1,expose object metadata to editor based on the discussion in it may make sense to expose object metadata to be editable in the editor ,1 +8680,5916020141.0,IssuesEvent,2017-05-22 09:25:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Window dialog title bar's background are not visible on default theme,bug confirmed topic:editor usability,"**Ubuntu 17.04 - Godot version: master ed6baffc7** + + +**Issue description:** +Title bars of window dialogs have a not visible/transparent background (affects editor and respective controls with default theme). + +This is how the project manager looks: +![transparent-title](https://cloud.githubusercontent.com/assets/10215987/26217767/f41be67e-3bde-11e7-929d-36cf959a9116.png) + +I think this is a known theme issue but I have not seen it anywhere else. +",True,"Window dialog title bar's background are not visible on default theme - **Ubuntu 17.04 - Godot version: master ed6baffc7** + + +**Issue description:** +Title bars of window dialogs have a not visible/transparent background (affects editor and respective controls with default theme). + +This is how the project manager looks: +![transparent-title](https://cloud.githubusercontent.com/assets/10215987/26217767/f41be67e-3bde-11e7-929d-36cf959a9116.png) + +I think this is a known theme issue but I have not seen it anywhere else. +",1,window dialog title bar s background are not visible on default theme ubuntu godot version master issue description title bars of window dialogs have a not visible transparent background affects editor and respective controls with default theme this is how the project manager looks i think this is a known theme issue but i have not seen it anywhere else ,1 +11052,7044911847.0,IssuesEvent,2018-01-01 11:42:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Feature request. Filesystem search should not be case sensitive.,enhancement topic:editor usability,"**Godot version:** +Any + + +**OS/device including version:** +ANY + + +**Issue description:** +the search feature in the filesystem is case sensitive. this becomes less intuitive in projects involving a team where file names get changed/ upper and lower casing gets accidentally mixed and so on. since the import editor is tied to the filesystem tab and a file must be selected to populate the import settings, this leads to a lot of digging for source files. + + +**Steps to reproduce:** + + +**Minimal reproduction project:** +solutions? make the search ignore case sensitivity or add a quick jump option linking to the source file in question. save a lot of time and headache working with 3d projects or any project really. + + +- [ ] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",True,"Feature request. Filesystem search should not be case sensitive. - **Godot version:** +Any + + +**OS/device including version:** +ANY + + +**Issue description:** +the search feature in the filesystem is case sensitive. this becomes less intuitive in projects involving a team where file names get changed/ upper and lower casing gets accidentally mixed and so on. since the import editor is tied to the filesystem tab and a file must be selected to populate the import settings, this leads to a lot of digging for source files. + + +**Steps to reproduce:** + + +**Minimal reproduction project:** +solutions? make the search ignore case sensitivity or add a quick jump option linking to the source file in question. save a lot of time and headache working with 3d projects or any project really. + + +- [ ] I searched the existing [GitHub issues](https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=is%3Aissue+) for potential duplicates. +",1,feature request filesystem search should not be case sensitive godot version any os device including version any issue description the search feature in the filesystem is case sensitive this becomes less intuitive in projects involving a team where file names get changed upper and lower casing gets accidentally mixed and so on since the import editor is tied to the filesystem tab and a file must be selected to populate the import settings this leads to a lot of digging for source files steps to reproduce minimal reproduction project solutions make the search ignore case sensitivity or add a quick jump option linking to the source file in question save a lot of time and headache working with projects or any project really i searched the existing for potential duplicates ,1 +13646,8632097915.0,IssuesEvent,2018-11-22 09:50:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Changing the tooltip delay in project settings affects the editor,bug topic:core topic:editor usability,"**Operating system or device - Godot version:** +Windows 10 64bit - Godot 2.1.3 and Godot 3.0 + +**Issue description:** +Changing the tooltip delay in project settings will affect the editor's tooltips (after closing the project and reopening it). It should only affect the tooltips in-game. + +**Steps to reproduce:** +Open any project, go to project settings and set tooltip delay to 0, then close the project and reopen it. Now all tooltips in the editor appear instantly. +",True,"Changing the tooltip delay in project settings affects the editor - **Operating system or device - Godot version:** +Windows 10 64bit - Godot 2.1.3 and Godot 3.0 + +**Issue description:** +Changing the tooltip delay in project settings will affect the editor's tooltips (after closing the project and reopening it). It should only affect the tooltips in-game. + +**Steps to reproduce:** +Open any project, go to project settings and set tooltip delay to 0, then close the project and reopen it. Now all tooltips in the editor appear instantly. +",1,changing the tooltip delay in project settings affects the editor operating system or device godot version windows godot and godot issue description changing the tooltip delay in project settings will affect the editor s tooltips after closing the project and reopening it it should only affect the tooltips in game steps to reproduce open any project go to project settings and set tooltip delay to then close the project and reopen it now all tooltips in the editor appear instantly ,1 +26262,26617988963.0,IssuesEvent,2023-01-24 09:02:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Middle click on scene tab when editor is unfocused creates new scene,bug topic:editor confirmed usability,"**Godot version:** +3.2.1 + +**OS/device including version:** +Windows 10 + +**Steps to reproduce:** +1. Open a scene +2. Unfocus editor (click on task bar etc.) +3. Middle click on the scene tab +4. Instead of closing the scene, new scene gets created",True,"Middle click on scene tab when editor is unfocused creates new scene - **Godot version:** +3.2.1 + +**OS/device including version:** +Windows 10 + +**Steps to reproduce:** +1. Open a scene +2. Unfocus editor (click on task bar etc.) +3. Middle click on the scene tab +4. Instead of closing the scene, new scene gets created",1,middle click on scene tab when editor is unfocused creates new scene godot version os device including version windows steps to reproduce open a scene unfocus editor click on task bar etc middle click on the scene tab instead of closing the scene new scene gets created,1 +18213,12677919650.0,IssuesEvent,2020-06-19 08:45:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Button->ShortCut->InputEventKey in editor difficult to use,enhancement topic:editor usability,"**Godot version:** +3.x (master) + +**Issue description:** +Adding an InputEventKey to a ShortCut to a Button in the editor does not provide an easy way to set the key that will be used as the shortcut. + +The available fields where the character is set appear to be **scancode** or **unicode** but they are integer fields with no clear mapping to keyboard characters. + +It would be useful if the functionality was similar to that of Project->Project Settings->Input Map where you are given a ""press a key"" dialog that populates the shortcut. +",True,"Button->ShortCut->InputEventKey in editor difficult to use - **Godot version:** +3.x (master) + +**Issue description:** +Adding an InputEventKey to a ShortCut to a Button in the editor does not provide an easy way to set the key that will be used as the shortcut. + +The available fields where the character is set appear to be **scancode** or **unicode** but they are integer fields with no clear mapping to keyboard characters. + +It would be useful if the functionality was similar to that of Project->Project Settings->Input Map where you are given a ""press a key"" dialog that populates the shortcut. +",1,button shortcut inputeventkey in editor difficult to use godot version x master issue description adding an inputeventkey to a shortcut to a button in the editor does not provide an easy way to set the key that will be used as the shortcut the available fields where the character is set appear to be scancode or unicode but they are integer fields with no clear mapping to keyboard characters it would be useful if the functionality was similar to that of project project settings input map where you are given a press a key dialog that populates the shortcut ,1 +21521,17201987402.0,IssuesEvent,2021-07-17 12:39:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add Item Type dialog of theme editor focuses OK button by default,bug topic:editor usability,"### Godot version + +4.0.dev (de83ee57e) + +### System information + +macOS 11.4 + +### Issue description + +After the ""Add Item Type"" dialog of the new Theme editor is popped up: + +* Expected: the type name line edit gains focus so the user can start filtering classes immediately +* Actual: it's the OK button that's focused, and I have to click the name line edit manually in order to start filtering + +This does not happen in 3.x. + +### Steps to reproduce + +1. Create a `Theme` resource +2. Click the plus icon button to bring up the ""Add Item Type"" dialog + * ... and the OK button is focused + +### Minimal reproduction project + +_No response_",True,"Add Item Type dialog of theme editor focuses OK button by default - ### Godot version + +4.0.dev (de83ee57e) + +### System information + +macOS 11.4 + +### Issue description + +After the ""Add Item Type"" dialog of the new Theme editor is popped up: + +* Expected: the type name line edit gains focus so the user can start filtering classes immediately +* Actual: it's the OK button that's focused, and I have to click the name line edit manually in order to start filtering + +This does not happen in 3.x. + +### Steps to reproduce + +1. Create a `Theme` resource +2. Click the plus icon button to bring up the ""Add Item Type"" dialog + * ... and the OK button is focused + +### Minimal reproduction project + +_No response_",1,add item type dialog of theme editor focuses ok button by default godot version dev system information macos issue description after the add item type dialog of the new theme editor is popped up expected the type name line edit gains focus so the user can start filtering classes immediately actual it s the ok button that s focused and i have to click the name line edit manually in order to start filtering this does not happen in x steps to reproduce create a theme resource click the plus icon button to bring up the add item type dialog and the ok button is focused minimal reproduction project no response ,1 +23932,23137700215.0,IssuesEvent,2022-07-28 15:31:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,TileSet editor doesn't open right after creating TileSet,enhancement topic:editor usability topic:2d,"### Godot version + +bc2445d + +### System information + +W10 + +### Issue description + +When you create a fresh new TileMap, right click `tile_set` property and create a new TileSet, the resource is created, but then nothing happens. You need to click the TileSet resource for the TileSet bottom editor to appear. + +This could make sense if not the fact that you can deselect TileMap node and select it again for the TileSet to appear again. Whenever you do something with TileMap, both TileSet and TileMap editors are always automatically visible. The only exception is when you create a new TileMap and click it when it doesn't have any TileSet. I got used so much to having both editors always visible that it actually confused me. + +When a new TileSet is created in TileMap, the TileSet editor tab should be immediately visible. + +### Steps to reproduce + +1. Create new TileMap node +2. Create new TileSet for that TileMap +3. Where editor +![image](https://user-images.githubusercontent.com/2223172/147861891-9c65d1f0-5d26-42ec-9d07-c905f5ba413d.png) + + +### Minimal reproduction project + +_No response_",True,"TileSet editor doesn't open right after creating TileSet - ### Godot version + +bc2445d + +### System information + +W10 + +### Issue description + +When you create a fresh new TileMap, right click `tile_set` property and create a new TileSet, the resource is created, but then nothing happens. You need to click the TileSet resource for the TileSet bottom editor to appear. + +This could make sense if not the fact that you can deselect TileMap node and select it again for the TileSet to appear again. Whenever you do something with TileMap, both TileSet and TileMap editors are always automatically visible. The only exception is when you create a new TileMap and click it when it doesn't have any TileSet. I got used so much to having both editors always visible that it actually confused me. + +When a new TileSet is created in TileMap, the TileSet editor tab should be immediately visible. + +### Steps to reproduce + +1. Create new TileMap node +2. Create new TileSet for that TileMap +3. Where editor +![image](https://user-images.githubusercontent.com/2223172/147861891-9c65d1f0-5d26-42ec-9d07-c905f5ba413d.png) + + +### Minimal reproduction project + +_No response_",1,tileset editor doesn t open right after creating tileset godot version system information issue description when you create a fresh new tilemap right click tile set property and create a new tileset the resource is created but then nothing happens you need to click the tileset resource for the tileset bottom editor to appear this could make sense if not the fact that you can deselect tilemap node and select it again for the tileset to appear again whenever you do something with tilemap both tileset and tilemap editors are always automatically visible the only exception is when you create a new tilemap and click it when it doesn t have any tileset i got used so much to having both editors always visible that it actually confused me when a new tileset is created in tilemap the tileset editor tab should be immediately visible steps to reproduce create new tilemap node create new tileset for that tilemap where editor minimal reproduction project no response ,1 +8937,6041434824.0,IssuesEvent,2017-06-11 00:39:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Screen real estate: reducing the margins between containers,discussion enhancement topic:editor usability," + +godot 3.x all OSs' + +I would like the huge boarders on the godot windows to go away, they just take a lot of screen realestate and make me feel claustophobic...it is the little handles on the edge of the windows...if you look at blender 3D the individual windows have not boarders, maybe a 1 pixel line separator and it helps with that ""oh so cramped"" feeling... +the areas marked with red lines are the areas I am referring to..I feel they can just go away. +![window_boarders](https://cloud.githubusercontent.com/assets/27959760/25339783/18bfb69c-2904-11e7-86a9-03d9984e3e64.png) +I hope this is the correct place to post this, as it feels more like a bug tracker....the link on the godot dev forums took me here though...so??? +",True,"Screen real estate: reducing the margins between containers - + +godot 3.x all OSs' + +I would like the huge boarders on the godot windows to go away, they just take a lot of screen realestate and make me feel claustophobic...it is the little handles on the edge of the windows...if you look at blender 3D the individual windows have not boarders, maybe a 1 pixel line separator and it helps with that ""oh so cramped"" feeling... +the areas marked with red lines are the areas I am referring to..I feel they can just go away. +![window_boarders](https://cloud.githubusercontent.com/assets/27959760/25339783/18bfb69c-2904-11e7-86a9-03d9984e3e64.png) +I hope this is the correct place to post this, as it feels more like a bug tracker....the link on the godot dev forums took me here though...so??? +",1,screen real estate reducing the margins between containers godot x all oss i would like the huge boarders on the godot windows to go away they just take a lot of screen realestate and make me feel claustophobic it is the little handles on the edge of the windows if you look at blender the individual windows have not boarders maybe a pixel line separator and it helps with that oh so cramped feeling the areas marked with red lines are the areas i am referring to i feel they can just go away i hope this is the correct place to post this as it feels more like a bug tracker the link on the godot dev forums took me here though so ,1 +13005,8201584750.0,IssuesEvent,2018-09-01 19:32:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Inconsistent ""arrow keys/tab/enter"" navigation in godot docks",bug topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 beta and Godot 2.1.4 - win7 + +**Issue description:** + +First time you change one value from a dock (ej: Inspector) you are able to navigate to the next/previous value with up/down key. Pushing enter allow you to change this value, pushing enter another time consolidate this value, and then.... focus was lost and you can not navigate more with arrow keys (nor with the tab). +With Vector2/3/Matrix,etc... is worst. Pushing enter stores the value but the contextual window doesn´t close until you use the mouse. + +**Steps to reproduce:** +Replicate upper paragraph in godot 2 / 3 in windows and probably other versions. + +",True,"Inconsistent ""arrow keys/tab/enter"" navigation in godot docks - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3.0 beta and Godot 2.1.4 - win7 + +**Issue description:** + +First time you change one value from a dock (ej: Inspector) you are able to navigate to the next/previous value with up/down key. Pushing enter allow you to change this value, pushing enter another time consolidate this value, and then.... focus was lost and you can not navigate more with arrow keys (nor with the tab). +With Vector2/3/Matrix,etc... is worst. Pushing enter stores the value but the contextual window doesn´t close until you use the mouse. + +**Steps to reproduce:** +Replicate upper paragraph in godot 2 / 3 in windows and probably other versions. + +",1,inconsistent arrow keys tab enter navigation in godot docks operating system or device godot version gpu model and driver if graphics related godot beta and godot issue description first time you change one value from a dock ej inspector you are able to navigate to the next previous value with up down key pushing enter allow you to change this value pushing enter another time consolidate this value and then focus was lost and you can not navigate more with arrow keys nor with the tab with matrix etc is worst pushing enter stores the value but the contextual window doesn´t close until you use the mouse steps to reproduce replicate upper paragraph in godot in windows and probably other versions ,1 +14633,9380190125.0,IssuesEvent,2019-04-04 16:27:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The find/search selection highlight for the built in documentation is very hard to see.,enhancement junior job topic:editor usability,"Alpha 3.1 6cbdeedf57c7383827416da19b6026e3721f2812 + +Small enhancement request. When doing a search/find within editor documentation, the selection highlight is very difficult to find. Most the time I wonder if it was deselected. I'm not sure what to recommend as far as a highlight color. + +Take a look at this screenshot and see how long it takes you to find the selection. + +![godot_master_2018-09-29_21-42-29](https://user-images.githubusercontent.com/13004169/46256842-1d0a2c80-c4b9-11e8-95fa-d08e9998b65a.png) +",True,"The find/search selection highlight for the built in documentation is very hard to see. - Alpha 3.1 6cbdeedf57c7383827416da19b6026e3721f2812 + +Small enhancement request. When doing a search/find within editor documentation, the selection highlight is very difficult to find. Most the time I wonder if it was deselected. I'm not sure what to recommend as far as a highlight color. + +Take a look at this screenshot and see how long it takes you to find the selection. + +![godot_master_2018-09-29_21-42-29](https://user-images.githubusercontent.com/13004169/46256842-1d0a2c80-c4b9-11e8-95fa-d08e9998b65a.png) +",1,the find search selection highlight for the built in documentation is very hard to see alpha small enhancement request when doing a search find within editor documentation the selection highlight is very difficult to find most the time i wonder if it was deselected i m not sure what to recommend as far as a highlight color take a look at this screenshot and see how long it takes you to find the selection ,1 +6171,4165395589.0,IssuesEvent,2016-06-19 13:21:26,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Change CodeText Size on the fly.,enhancement pr welcome topic:editor usability,"Changing the script size on the fly would be cool for creating tutorials. People are complaining they cannot follow the code very well because it is to small. +Could be a cool addition to change the font size with for example ctrl+mousewheel. That way you can quickly adjust the code font size without the need to restart the editor.",True,"Change CodeText Size on the fly. - Changing the script size on the fly would be cool for creating tutorials. People are complaining they cannot follow the code very well because it is to small. +Could be a cool addition to change the font size with for example ctrl+mousewheel. That way you can quickly adjust the code font size without the need to restart the editor.",1,change codetext size on the fly changing the script size on the fly would be cool for creating tutorials people are complaining they cannot follow the code very well because it is to small could be a cool addition to change the font size with for example ctrl mousewheel that way you can quickly adjust the code font size without the need to restart the editor ,1 +4205,3769871912.0,IssuesEvent,2016-03-16 12:34:43,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can not resize the window animation.,bug confirmed topic:editor usability,"**Operating system or device:** +Ubuntu15.04 + +**Issue description** (what happened, and what was expected): +Can not resize the window animation. + +**Link to minimal example project** (optional but very welcome): +![2016-03-15 07 12 54](https://cloud.githubusercontent.com/assets/11325733/13764113/503cb67e-ea76-11e5-99c8-457a8baa48b8.png) +",True,"Can not resize the window animation. - **Operating system or device:** +Ubuntu15.04 + +**Issue description** (what happened, and what was expected): +Can not resize the window animation. + +**Link to minimal example project** (optional but very welcome): +![2016-03-15 07 12 54](https://cloud.githubusercontent.com/assets/11325733/13764113/503cb67e-ea76-11e5-99c8-457a8baa48b8.png) +",1,can not resize the window animation operating system or device issue description what happened and what was expected can not resize the window animation link to minimal example project optional but very welcome ,1 +11162,7090884315.0,IssuesEvent,2018-01-12 10:42:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor: FileSystem drawer UI improvements,discussion enhancement topic:editor usability,"This issue is to collect (and discuss) suggestions for improvements of the FileSystem drawer UI, making it (hopefully) even more useful and intuitive. + +![filesystem_drawer](https://user-images.githubusercontent.com/1654763/31865366-514ce928-b76e-11e7-834b-4f79c719cf33.PNG) + +Suggested improvements: +- Dragging a folder onto itself in the directory tree view at the top yields a big `Cannot move a folder into itself` error dialog ([Screenshot](https://i.imgur.com/xCppekp.png)). Suggestion: Remove this error and do nothing or just log it. +- The context menu for both the top and the bottom part is only available when right clicking existing items. So you have to right click an existing folder or file to create a new folder. Suggestion: Add a default context menu when right clicking the background that allows creating folders and `Show In File manager`. +- The `Create New Resource` dialog is currently only available via the inspector, not via the FileSystem drawer. Suggestion: Add `New resource..` option to the context menu(s), next to `New folder`. +- In addition to the above, add a new icon next to the list icon and search bar which allows to create new folders and resources. + +What do you think? Other suggestions?",True,"Editor: FileSystem drawer UI improvements - This issue is to collect (and discuss) suggestions for improvements of the FileSystem drawer UI, making it (hopefully) even more useful and intuitive. + +![filesystem_drawer](https://user-images.githubusercontent.com/1654763/31865366-514ce928-b76e-11e7-834b-4f79c719cf33.PNG) + +Suggested improvements: +- Dragging a folder onto itself in the directory tree view at the top yields a big `Cannot move a folder into itself` error dialog ([Screenshot](https://i.imgur.com/xCppekp.png)). Suggestion: Remove this error and do nothing or just log it. +- The context menu for both the top and the bottom part is only available when right clicking existing items. So you have to right click an existing folder or file to create a new folder. Suggestion: Add a default context menu when right clicking the background that allows creating folders and `Show In File manager`. +- The `Create New Resource` dialog is currently only available via the inspector, not via the FileSystem drawer. Suggestion: Add `New resource..` option to the context menu(s), next to `New folder`. +- In addition to the above, add a new icon next to the list icon and search bar which allows to create new folders and resources. + +What do you think? Other suggestions?",1,editor filesystem drawer ui improvements this issue is to collect and discuss suggestions for improvements of the filesystem drawer ui making it hopefully even more useful and intuitive suggested improvements dragging a folder onto itself in the directory tree view at the top yields a big cannot move a folder into itself error dialog suggestion remove this error and do nothing or just log it the context menu for both the top and the bottom part is only available when right clicking existing items so you have to right click an existing folder or file to create a new folder suggestion add a default context menu when right clicking the background that allows creating folders and show in file manager the create new resource dialog is currently only available via the inspector not via the filesystem drawer suggestion add new resource option to the context menu s next to new folder in addition to the above add a new icon next to the list icon and search bar which allows to create new folders and resources what do you think other suggestions ,1 +21661,17407068406.0,IssuesEvent,2021-08-03 07:35:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Toolbar ""View"" Menu closes when unticking View Origin and View Grid",enhancement topic:3d topic:editor usability,"### Godot version + +3.3.2 Stable + +### System information + +Windows 10 v20H2, Intel i7 6700, Nvidia GTX1080, 16GB RAM + +### Issue description + +When using the ""View"" dropdown in the 3D view toolbar, the menu will disappear when unticking View Origin or View Grid. +This makes sense when you want to change viewport quadrants, but makes unticking both of these options to clean up the 3D view a bit slower. + +The ""View"" dropdown stays open when changing the visibility of other UI elements (lights, probes etc.), so this is an inconsistency with the expected default function. + +### Steps to reproduce + +1. Open a new project +2. Click View > View Origin/View Grid + +### Minimal reproduction project + +_No response_",True,"Toolbar ""View"" Menu closes when unticking View Origin and View Grid - ### Godot version + +3.3.2 Stable + +### System information + +Windows 10 v20H2, Intel i7 6700, Nvidia GTX1080, 16GB RAM + +### Issue description + +When using the ""View"" dropdown in the 3D view toolbar, the menu will disappear when unticking View Origin or View Grid. +This makes sense when you want to change viewport quadrants, but makes unticking both of these options to clean up the 3D view a bit slower. + +The ""View"" dropdown stays open when changing the visibility of other UI elements (lights, probes etc.), so this is an inconsistency with the expected default function. + +### Steps to reproduce + +1. Open a new project +2. Click View > View Origin/View Grid + +### Minimal reproduction project + +_No response_",1,toolbar view menu closes when unticking view origin and view grid godot version stable system information windows intel nvidia ram issue description when using the view dropdown in the view toolbar the menu will disappear when unticking view origin or view grid this makes sense when you want to change viewport quadrants but makes unticking both of these options to clean up the view a bit slower the view dropdown stays open when changing the visibility of other ui elements lights probes etc so this is an inconsistency with the expected default function steps to reproduce open a new project click view view origin view grid minimal reproduction project no response ,1 +27873,30589803582.0,IssuesEvent,2023-07-21 16:02:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,4.0.alpha5 Tilemap Editor: Possible visual Inconsistency between rectangle tool and select tool,discussion topic:editor usability topic:2d,"### Godot version + +4.0.alpha5 + +### System information + +Windows 10 + +### Issue description + +![gd_9](https://user-images.githubusercontent.com/30502195/161114147-2fd5bfad-20cb-435c-a52a-1dc4fa630698.gif) + +_Perhaps this just an issue of taste, but I'm not sure where else to report this._ + +As seen the gif above, the rectangle erase tool shows a clear rectangle where it will erase tiles. But when making a selection with the select tool it only outlines tiles covered in the current pending selection, as opposed to just drawing a rectangle. + +I would prefer it if it would just draw a rectangle (and possibly also highlight tiles covered in the select). I thought it was a bug at first when I saw that nothing was happening when I was clicking. + +### Steps to reproduce + +Use the selection tool + +### Minimal reproduction project + +_No response_",True,"4.0.alpha5 Tilemap Editor: Possible visual Inconsistency between rectangle tool and select tool - ### Godot version + +4.0.alpha5 + +### System information + +Windows 10 + +### Issue description + +![gd_9](https://user-images.githubusercontent.com/30502195/161114147-2fd5bfad-20cb-435c-a52a-1dc4fa630698.gif) + +_Perhaps this just an issue of taste, but I'm not sure where else to report this._ + +As seen the gif above, the rectangle erase tool shows a clear rectangle where it will erase tiles. But when making a selection with the select tool it only outlines tiles covered in the current pending selection, as opposed to just drawing a rectangle. + +I would prefer it if it would just draw a rectangle (and possibly also highlight tiles covered in the select). I thought it was a bug at first when I saw that nothing was happening when I was clicking. + +### Steps to reproduce + +Use the selection tool + +### Minimal reproduction project + +_No response_",1, tilemap editor possible visual inconsistency between rectangle tool and select tool godot version system information windows issue description perhaps this just an issue of taste but i m not sure where else to report this as seen the gif above the rectangle erase tool shows a clear rectangle where it will erase tiles but when making a selection with the select tool it only outlines tiles covered in the current pending selection as opposed to just drawing a rectangle i would prefer it if it would just draw a rectangle and possibly also highlight tiles covered in the select i thought it was a bug at first when i saw that nothing was happening when i was clicking steps to reproduce use the selection tool minimal reproduction project no response ,1 +12672,8034401010.0,IssuesEvent,2018-07-29 18:13:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Hard to select objects in 3D view when zoomed out,bug topic:editor usability,"**Issue description** (what happened, and what was expected): +When zoomed out it's impossible to select some smaller objects. I'm not talking about 5px objects of course, they are reasonably big on screen to be selectable by user. +",True,"Hard to select objects in 3D view when zoomed out - **Issue description** (what happened, and what was expected): +When zoomed out it's impossible to select some smaller objects. I'm not talking about 5px objects of course, they are reasonably big on screen to be selectable by user. +",1,hard to select objects in view when zoomed out issue description what happened and what was expected when zoomed out it s impossible to select some smaller objects i m not talking about objects of course they are reasonably big on screen to be selectable by user ,1 +21153,16598395391.0,IssuesEvent,2021-06-01 15:58:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editor Script: Autocomplete does not allow scrolling list with mousewheel. ,enhancement topic:editor usability,"**Godot version:** +3.1 alpha +Mac OS X, High Sierra + +**Issue description:** +Editor Script: Autocomplete does scroll long options list with mouse wheel. Must use arrow keys. + +**Steps to reproduce:** +in a script function type `Control.` and you will see the list of class options after the ""."". Scrolling with mouse wheel is not available, neither is a scrollbar. + +",True,"Editor Script: Autocomplete does not allow scrolling list with mousewheel. - **Godot version:** +3.1 alpha +Mac OS X, High Sierra + +**Issue description:** +Editor Script: Autocomplete does scroll long options list with mouse wheel. Must use arrow keys. + +**Steps to reproduce:** +in a script function type `Control.` and you will see the list of class options after the ""."". Scrolling with mouse wheel is not available, neither is a scrollbar. + +",1,editor script autocomplete does not allow scrolling list with mousewheel godot version alpha mac os x high sierra issue description editor script autocomplete does scroll long options list with mouse wheel must use arrow keys steps to reproduce in a script function type control and you will see the list of class options after the scrolling with mouse wheel is not available neither is a scrollbar ,1 +13962,8753316961.0,IssuesEvent,2018-12-14 07:56:24,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Inspector: Save button missing from top level,enhancement topic:editor usability,"**Godot version:** + +68676c7 + +**Issue description:** +![image](https://user-images.githubusercontent.com/1023003/44301708-5b6cd300-a2e1-11e8-85a9-af961f3f3f6a.png) + +The save button no longer appears in the inspector. Tested with font resource and shader resource. +Workaround: Save is located in Object Properties, but is now a lot less convenient to reach.",True,"Inspector: Save button missing from top level - **Godot version:** + +68676c7 + +**Issue description:** +![image](https://user-images.githubusercontent.com/1023003/44301708-5b6cd300-a2e1-11e8-85a9-af961f3f3f6a.png) + +The save button no longer appears in the inspector. Tested with font resource and shader resource. +Workaround: Save is located in Object Properties, but is now a lot less convenient to reach.",1,inspector save button missing from top level godot version issue description the save button no longer appears in the inspector tested with font resource and shader resource workaround save is located in object properties but is now a lot less convenient to reach ,1 +21230,16664990451.0,IssuesEvent,2021-06-07 00:59:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[3D view] selected object is not obvious ,enhancement topic:editor usability,"**Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3 + +**Issue description:** + +While working with 3d models it is quite hard to distinguish selected object from the rest, because currently only bounding box is showed; I suggest showing outline for the selected 3d object. + +As an addition, I also propose adding functionality to set mimap level for the background, so that in viewport the user can see blurred version- that helps to focus on the 3d objects by reducing visual noise in the scene. + +![godot_3d_original](https://user-images.githubusercontent.com/9309589/29755933-1cfaccd8-8b97-11e7-9484-271be9d34ca2.jpg) +![godot_3d_suggestion](https://user-images.githubusercontent.com/9309589/29755934-1cfc4d06-8b97-11e7-85b5-87f0cdf261e0.jpg) + +",True,"[3D view] selected object is not obvious - **Operating system or device, Godot version, GPU Model and driver (if graphics related):** +Godot 3 + +**Issue description:** + +While working with 3d models it is quite hard to distinguish selected object from the rest, because currently only bounding box is showed; I suggest showing outline for the selected 3d object. + +As an addition, I also propose adding functionality to set mimap level for the background, so that in viewport the user can see blurred version- that helps to focus on the 3d objects by reducing visual noise in the scene. + +![godot_3d_original](https://user-images.githubusercontent.com/9309589/29755933-1cfaccd8-8b97-11e7-9484-271be9d34ca2.jpg) +![godot_3d_suggestion](https://user-images.githubusercontent.com/9309589/29755934-1cfc4d06-8b97-11e7-85b5-87f0cdf261e0.jpg) + +",1, selected object is not obvious operating system or device godot version gpu model and driver if graphics related godot issue description while working with models it is quite hard to distinguish selected object from the rest because currently only bounding box is showed i suggest showing outline for the selected object as an addition i also propose adding functionality to set mimap level for the background so that in viewport the user can see blurred version that helps to focus on the objects by reducing visual noise in the scene ,1 +10484,6758643693.0,IssuesEvent,2017-10-24 14:46:13,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,UI Concept for Godot,discussion enhancement topic:editor usability,"Hi there, + +This weekend I worked on a conceptual UI for Godot. My focus was on getting a clear and coherent design that can be flexible (fully dockable) and easy to expand in the future, and also up to date with current UX patterns on most 3d related apps. Please take a look and tell me what you think. The concept was first posted on the Godot IRC channel. Thanks to @xodene for the idea of posting the design here. + +![gdoto_basic_layout_concept_01](https://cloud.githubusercontent.com/assets/6024473/8400490/301e7198-1de9-11e5-9071-e95583bb5827.png) + +About the design +- Font used is Source Sans Pro, an open source font made by Adobe. This font has many weights and alternatives, including an mono spaced version, which suits perfect for scripting. +- Current icons are from Font Awesome, a set of open source icons well known in web development. My plan is to make a complete set of custom designed icons for Godot, but this could take a lot of time, so for know I sticking with this icon set, just for testing purposes. +- I took some freedom an added random icons and features, this helps me to see how the layout works. + +**Update on Oct 13, 2015** +Hi everyone! I finally got time to continue my work on the UI. Here is a quick update on the interface that include some of the features you mentioned on the comments. + +![gdoto_ui_concept_02](https://cloud.githubusercontent.com/assets/6024473/10529944/4143bdf6-736c-11e5-86e7-a5fb465a772e.png) + +I also want to share with you a logo design concept I have been working on in parallel with the UI. This logo is my attempt to a fully coherent and modern Godot visual identity that initially starts with the UI design. Here I tried to simplify the current logo and make it more serious, solid and unique; as well as play well with different sizes and colors. + +![gdoto_logotype_concept_01](https://cloud.githubusercontent.com/assets/6024473/10529960/64be9ba2-736c-11e5-8efd-8b2de84296c6.png) + +As always feel free to let any feedback you want; that's best way to iterate! +",True,"UI Concept for Godot - Hi there, + +This weekend I worked on a conceptual UI for Godot. My focus was on getting a clear and coherent design that can be flexible (fully dockable) and easy to expand in the future, and also up to date with current UX patterns on most 3d related apps. Please take a look and tell me what you think. The concept was first posted on the Godot IRC channel. Thanks to @xodene for the idea of posting the design here. + +![gdoto_basic_layout_concept_01](https://cloud.githubusercontent.com/assets/6024473/8400490/301e7198-1de9-11e5-9071-e95583bb5827.png) + +About the design +- Font used is Source Sans Pro, an open source font made by Adobe. This font has many weights and alternatives, including an mono spaced version, which suits perfect for scripting. +- Current icons are from Font Awesome, a set of open source icons well known in web development. My plan is to make a complete set of custom designed icons for Godot, but this could take a lot of time, so for know I sticking with this icon set, just for testing purposes. +- I took some freedom an added random icons and features, this helps me to see how the layout works. + +**Update on Oct 13, 2015** +Hi everyone! I finally got time to continue my work on the UI. Here is a quick update on the interface that include some of the features you mentioned on the comments. + +![gdoto_ui_concept_02](https://cloud.githubusercontent.com/assets/6024473/10529944/4143bdf6-736c-11e5-86e7-a5fb465a772e.png) + +I also want to share with you a logo design concept I have been working on in parallel with the UI. This logo is my attempt to a fully coherent and modern Godot visual identity that initially starts with the UI design. Here I tried to simplify the current logo and make it more serious, solid and unique; as well as play well with different sizes and colors. + +![gdoto_logotype_concept_01](https://cloud.githubusercontent.com/assets/6024473/10529960/64be9ba2-736c-11e5-8efd-8b2de84296c6.png) + +As always feel free to let any feedback you want; that's best way to iterate! +",1,ui concept for godot hi there this weekend i worked on a conceptual ui for godot my focus was on getting a clear and coherent design that can be flexible fully dockable and easy to expand in the future and also up to date with current ux patterns on most related apps please take a look and tell me what you think the concept was first posted on the godot irc channel thanks to xodene for the idea of posting the design here about the design font used is source sans pro an open source font made by adobe this font has many weights and alternatives including an mono spaced version which suits perfect for scripting current icons are from font awesome a set of open source icons well known in web development my plan is to make a complete set of custom designed icons for godot but this could take a lot of time so for know i sticking with this icon set just for testing purposes i took some freedom an added random icons and features this helps me to see how the layout works update on oct hi everyone i finally got time to continue my work on the ui here is a quick update on the interface that include some of the features you mentioned on the comments i also want to share with you a logo design concept i have been working on in parallel with the ui this logo is my attempt to a fully coherent and modern godot visual identity that initially starts with the ui design here i tried to simplify the current logo and make it more serious solid and unique as well as play well with different sizes and colors as always feel free to let any feedback you want that s best way to iterate ,1 +14621,9368135372.0,IssuesEvent,2019-04-03 07:57:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Project Manager closing issues,bug platform:osx usability,"**Godot version:** +Godot 3.1 (Steam) + + +**OS/device including version:** +macOS Mojave 10.14 + + +**Issue description:** +Project Manager won't close via several methods. Only way it works is clicking Exit button at bottom twice. +1) cmd + Q won't work. Same as going to Godot > Quit Godot in menu bar. +2) Clicking the red x button to close the window. +3) Clicking Exit button at bottom won't work the first time. + + +**Steps to reproduce:** +Launch Godot, once in Project Manager try to quit the app.",True,"Project Manager closing issues - **Godot version:** +Godot 3.1 (Steam) + + +**OS/device including version:** +macOS Mojave 10.14 + + +**Issue description:** +Project Manager won't close via several methods. Only way it works is clicking Exit button at bottom twice. +1) cmd + Q won't work. Same as going to Godot > Quit Godot in menu bar. +2) Clicking the red x button to close the window. +3) Clicking Exit button at bottom won't work the first time. + + +**Steps to reproduce:** +Launch Godot, once in Project Manager try to quit the app.",1,project manager closing issues godot version godot steam os device including version macos mojave issue description project manager won t close via several methods only way it works is clicking exit button at bottom twice cmd q won t work same as going to godot quit godot in menu bar clicking the red x button to close the window clicking exit button at bottom won t work the first time steps to reproduce launch godot once in project manager try to quit the app ,1 +26540,26932710225.0,IssuesEvent,2023-02-07 18:00:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Accent Color in Editor Settings makes console messages icons unreadable.,enhancement topic:editor usability,"### Godot version + +4.0 dev 20211004 + +### System information + +Windows 10 + +### Issue description + +Changing Accent Color in editor theme setting affects icons in console. If you change it to red, then everything looks like a warning etc. It is confusing. That setting probably should not affect those icons. + +Before: +![Godot4 normal color](https://user-images.githubusercontent.com/62170071/147093331-1273a1f6-d953-408a-9dd7-9ea589103a42.jpg) + +After: +![Godot4 accent color](https://user-images.githubusercontent.com/62170071/147093329-4b513a04-ce78-4309-b2a3-db24c4401aa8.jpg) + +I think Accent Color should not affect icons for messages in console. + + +### Steps to reproduce + +Just change Accent Color to red and check Console. + +### Minimal reproduction project + +_No response_",True,"Accent Color in Editor Settings makes console messages icons unreadable. - ### Godot version + +4.0 dev 20211004 + +### System information + +Windows 10 + +### Issue description + +Changing Accent Color in editor theme setting affects icons in console. If you change it to red, then everything looks like a warning etc. It is confusing. That setting probably should not affect those icons. + +Before: +![Godot4 normal color](https://user-images.githubusercontent.com/62170071/147093331-1273a1f6-d953-408a-9dd7-9ea589103a42.jpg) + +After: +![Godot4 accent color](https://user-images.githubusercontent.com/62170071/147093329-4b513a04-ce78-4309-b2a3-db24c4401aa8.jpg) + +I think Accent Color should not affect icons for messages in console. + + +### Steps to reproduce + +Just change Accent Color to red and check Console. + +### Minimal reproduction project + +_No response_",1,accent color in editor settings makes console messages icons unreadable godot version dev system information windows issue description changing accent color in editor theme setting affects icons in console if you change it to red then everything looks like a warning etc it is confusing that setting probably should not affect those icons before after i think accent color should not affect icons for messages in console steps to reproduce just change accent color to red and check console minimal reproduction project no response ,1 +6655,4423691772.0,IssuesEvent,2016-08-16 09:32:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to modify Animation player in inherited scenes.,enhancement topic:core usability,"**Operating system or device - Godot version:** + +**Issue description** (what happened, and what was expected): +It's little limited that there is no way to modify animations in inherited scenes. Especially that scene inheritance is often used when importing models from blender. We discuss this with reduzio on irc and here a solution proposed by him: + kubecz3k, As I mentioned before, the easy way would be, in the new animation dialog, an option to make it an ""extension"" animation, where you can choose an existing one. The new one would have the tracks of the old animation in non-editable fashion, and allow you to add new ones to it which you can edit + kubecz3k, both old and new will remain there, but you will likely use the new one + kubecz3k, if the base one is modified, the new one simply appends it's tracks. + kubecz3k, this could be used in other situations too, i found often that I want to make two animations similar but with some modification (ie, for two enemies, even in 2D) + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to modify Animation player in inherited scenes. - **Operating system or device - Godot version:** + +**Issue description** (what happened, and what was expected): +It's little limited that there is no way to modify animations in inherited scenes. Especially that scene inheritance is often used when importing models from blender. We discuss this with reduzio on irc and here a solution proposed by him: + kubecz3k, As I mentioned before, the easy way would be, in the new animation dialog, an option to make it an ""extension"" animation, where you can choose an existing one. The new one would have the tracks of the old animation in non-editable fashion, and allow you to add new ones to it which you can edit + kubecz3k, both old and new will remain there, but you will likely use the new one + kubecz3k, if the base one is modified, the new one simply appends it's tracks. + kubecz3k, this could be used in other situations too, i found often that I want to make two animations similar but with some modification (ie, for two enemies, even in 2D) + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,ability to modify animation player in inherited scenes operating system or device godot version issue description what happened and what was expected it s little limited that there is no way to modify animations in inherited scenes especially that scene inheritance is often used when importing models from blender we discuss this with reduzio on irc and here a solution proposed by him as i mentioned before the easy way would be in the new animation dialog an option to make it an extension animation where you can choose an existing one the new one would have the tracks of the old animation in non editable fashion and allow you to add new ones to it which you can edit both old and new will remain there but you will likely use the new one if the base one is modified the new one simply appends it s tracks this could be used in other situations too i found often that i want to make two animations similar but with some modification ie for two enemies even in steps to reproduce link to minimal example project optional but very welcome ,1 +15182,9818594189.0,IssuesEvent,2019-06-13 19:40:10,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Ability for godot to remember collapsed items in input map editor panel.,enhancement topic:editor usability,"Godot v2.1.3 + +[Low priority] + +Feature request: +Currently collapsed items in input map editor panel always get expanded when editing the remaps. +I'm asking the ability for godot to remember collapsed items in input map editor panel. + +Because my english sucks I've recorded a gif showing the current behavior. +![gd_input_panel](https://cloud.githubusercontent.com/assets/10292929/25995712/8e87e9d4-370b-11e7-8d90-fdbe7baad25e.gif) + +",True,"Ability for godot to remember collapsed items in input map editor panel. - Godot v2.1.3 + +[Low priority] + +Feature request: +Currently collapsed items in input map editor panel always get expanded when editing the remaps. +I'm asking the ability for godot to remember collapsed items in input map editor panel. + +Because my english sucks I've recorded a gif showing the current behavior. +![gd_input_panel](https://cloud.githubusercontent.com/assets/10292929/25995712/8e87e9d4-370b-11e7-8d90-fdbe7baad25e.gif) + +",1,ability for godot to remember collapsed items in input map editor panel godot feature request currently collapsed items in input map editor panel always get expanded when editing the remaps i m asking the ability for godot to remember collapsed items in input map editor panel because my english sucks i ve recorded a gif showing the current behavior ,1 +9518,6338930832.0,IssuesEvent,2017-07-27 06:46:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Boolean property says ""activated"" but the checkbox isn't",bug junior job topic:editor usability,"Godot 3.0 alpha1 official +Windows 10 64 bits, language french + +The checkbox here isn't ticked, but the label says ""activated"" in french. Checking or unchecking doesn't change the label. +![image](https://user-images.githubusercontent.com/1311555/28649893-6a44f938-7278-11e7-980c-363d4486e262.png) +",True,"Boolean property says ""activated"" but the checkbox isn't - Godot 3.0 alpha1 official +Windows 10 64 bits, language french + +The checkbox here isn't ticked, but the label says ""activated"" in french. Checking or unchecking doesn't change the label. +![image](https://user-images.githubusercontent.com/1311555/28649893-6a44f938-7278-11e7-980c-363d4486e262.png) +",1,boolean property says activated but the checkbox isn t godot official windows bits language french the checkbox here isn t ticked but the label says activated in french checking or unchecking doesn t change the label ,1 +3173,3362646309.0,IssuesEvent,2015-11-20 07:39:19,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Contextual help hotkey does not work since script editor/help tab merger,bug topic:editor usability,"The contextual help that can be accessed via the Help::Contextual menu entry is still working, but the hotkey that was assigned (Shift + F1) is no longer working. + +It was removed in https://github.com/godotengine/godot/commit/081a236c6739e7f6d45731ec0c002d2269f2367b#diff-d0f2bd20931a3b06b3e10aa2df9eee87L342. +Now F1 is no longer used for the help window so it likely conflicted with the new F1 assignment for the 2D viewport, but we still need a replacement. + +Also take into account the proposed fix in #2111 for the previous behaviour.",True,"Contextual help hotkey does not work since script editor/help tab merger - The contextual help that can be accessed via the Help::Contextual menu entry is still working, but the hotkey that was assigned (Shift + F1) is no longer working. + +It was removed in https://github.com/godotengine/godot/commit/081a236c6739e7f6d45731ec0c002d2269f2367b#diff-d0f2bd20931a3b06b3e10aa2df9eee87L342. +Now F1 is no longer used for the help window so it likely conflicted with the new F1 assignment for the 2D viewport, but we still need a replacement. + +Also take into account the proposed fix in #2111 for the previous behaviour.",1,contextual help hotkey does not work since script editor help tab merger the contextual help that can be accessed via the help contextual menu entry is still working but the hotkey that was assigned shift is no longer working it was removed in now is no longer used for the help window so it likely conflicted with the new assignment for the viewport but we still need a replacement also take into account the proposed fix in for the previous behaviour ,1 +9988,6537339580.0,IssuesEvent,2017-08-31 21:58:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Reimport 3D models doesn't update assets in opened scene,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** +Godot alpha1 3.0 + +Export asset from blender, then godot autoimports it as it should (tried with dae & obj). Instantiate object in scene. Modify object in blender & reexport. Godot apparently re-autoimports (cause I can see the progress bar for a split second). But object isn't updated in scene. Even if deleted, reimported (manually) and reinstantiated it still doesn't update it. You have to close the scene and reopen it for the object to update its properties. This should probably go in #8000?",True,"Reimport 3D models doesn't update assets in opened scene - **Operating system or device - Godot version:** +Godot alpha1 3.0 + +Export asset from blender, then godot autoimports it as it should (tried with dae & obj). Instantiate object in scene. Modify object in blender & reexport. Godot apparently re-autoimports (cause I can see the progress bar for a split second). But object isn't updated in scene. Even if deleted, reimported (manually) and reinstantiated it still doesn't update it. You have to close the scene and reopen it for the object to update its properties. This should probably go in #8000?",1,reimport models doesn t update assets in opened scene operating system or device godot version godot export asset from blender then godot autoimports it as it should tried with dae obj instantiate object in scene modify object in blender reexport godot apparently re autoimports cause i can see the progress bar for a split second but object isn t updated in scene even if deleted reimported manually and reinstantiated it still doesn t update it you have to close the scene and reopen it for the object to update its properties this should probably go in ,1 +13644,8631896294.0,IssuesEvent,2018-11-22 09:17:08,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""zero in"" node position button/option",discussion enhancement junior job topic:editor usability,"I don't know if I'm the only one who would find this useful, but since it seems to such a common task to ""zero in"" a node's position relative to its parent, especially when using a lot of drag and drop, wouldn't it be nice to have a button or right-click menu entry to quickly set a node's position to zero (i.e. relative to its parent) instead of having to change 2 or 3 values to do the same thing? ",True,"""zero in"" node position button/option - I don't know if I'm the only one who would find this useful, but since it seems to such a common task to ""zero in"" a node's position relative to its parent, especially when using a lot of drag and drop, wouldn't it be nice to have a button or right-click menu entry to quickly set a node's position to zero (i.e. relative to its parent) instead of having to change 2 or 3 values to do the same thing? ",1, zero in node position button option i don t know if i m the only one who would find this useful but since it seems to such a common task to zero in a node s position relative to its parent especially when using a lot of drag and drop wouldn t it be nice to have a button or right click menu entry to quickly set a node s position to zero i e relative to its parent instead of having to change or values to do the same thing ,1 +27515,29500432774.0,IssuesEvent,2023-06-02 21:06:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Create Dialog extends out of screen,bug topic:editor usability regression,"### Godot version + +4.1 db5113d + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +Create dialog (e.g. Add Node) is super big and can extend below screen: +![](https://chat.godotengine.org/file-upload/n6aeL6W88pk5iCmFE/Clipboard%20-%202%20czerwca%202023%2022:57) + +### Steps to reproduce + +1. Open project +2. Press Ctrl + A + +### Minimal reproduction project + +N/A",True,"Create Dialog extends out of screen - ### Godot version + +4.1 db5113d + +### System information + +Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads) + +### Issue description + +Create dialog (e.g. Add Node) is super big and can extend below screen: +![](https://chat.godotengine.org/file-upload/n6aeL6W88pk5iCmFE/Clipboard%20-%202%20czerwca%202023%2022:57) + +### Steps to reproduce + +1. Open project +2. Press Ctrl + A + +### Minimal reproduction project + +N/A",1,create dialog extends out of screen godot version system information windows vulkan forward dedicated nvidia geforce gtx nvidia intel r core tm cpu threads issue description create dialog e g add node is super big and can extend below screen steps to reproduce open project press ctrl a minimal reproduction project n a,1 +18225,12683992175.0,IssuesEvent,2020-06-19 21:12:48,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Space in connect dialog copied into script file causes error,bug junior job topic:editor topic:gdscript usability,"**Godot version:** +3.2.1 release + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +Adding a space when connecting a method via GUI to a script throws a GDScript error after the name has been pasted into the script file. +![bug-img](https://user-images.githubusercontent.com/26523086/85043731-f90ae500-b18c-11ea-90fa-412cc5e27dcb.png) + +The name should either be trimmed or a warning should pop up. + +**Steps to reproduce:** +- Select a node and double click on a signal to open the connect dialog +- Add a space somewhere in the method name and press 'Connect' +- The method name will be pasted into the GDScript file. When opening the file an error will appear (picture above) + +**Minimal reproduction project:** +Can be done in a new project +",True,"Space in connect dialog copied into script file causes error - **Godot version:** +3.2.1 release + + +**OS/device including version:** +Windows 10 + + +**Issue description:** +Adding a space when connecting a method via GUI to a script throws a GDScript error after the name has been pasted into the script file. +![bug-img](https://user-images.githubusercontent.com/26523086/85043731-f90ae500-b18c-11ea-90fa-412cc5e27dcb.png) + +The name should either be trimmed or a warning should pop up. + +**Steps to reproduce:** +- Select a node and double click on a signal to open the connect dialog +- Add a space somewhere in the method name and press 'Connect' +- The method name will be pasted into the GDScript file. When opening the file an error will appear (picture above) + +**Minimal reproduction project:** +Can be done in a new project +",1,space in connect dialog copied into script file causes error godot version release os device including version windows issue description adding a space when connecting a method via gui to a script throws a gdscript error after the name has been pasted into the script file the name should either be trimmed or a warning should pop up steps to reproduce select a node and double click on a signal to open the connect dialog add a space somewhere in the method name and press connect the method name will be pasted into the gdscript file when opening the file an error will appear picture above minimal reproduction project can be done in a new project ,1 +11386,7192891508.0,IssuesEvent,2018-02-03 09:55:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Color Ramp properties shows the gradient way too small,enhancement topic:editor usability," + +**Godot version:** + +3.0 + +**OS/device including version:** + + + +**Issue description:** + +In the Inspector panel for a Colour Ramp the preview of the gradient is one pixel high. This is too small since you almost can't see it. + +![toosmallgradientgodot](https://user-images.githubusercontent.com/15687516/35727127-5cd50f0c-0807-11e8-9ad7-aded92b7e89c.png) + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",True,"Color Ramp properties shows the gradient way too small - + +**Godot version:** + +3.0 + +**OS/device including version:** + + + +**Issue description:** + +In the Inspector panel for a Colour Ramp the preview of the gradient is one pixel high. This is too small since you almost can't see it. + +![toosmallgradientgodot](https://user-images.githubusercontent.com/15687516/35727127-5cd50f0c-0807-11e8-9ad7-aded92b7e89c.png) + + +**Steps to reproduce:** + + +**Minimal reproduction project:** + +",1,color ramp properties shows the gradient way too small please search existing issues for potential duplicates before filing yours godot version os device including version issue description in the inspector panel for a colour ramp the preview of the gradient is one pixel high this is too small since you almost can t see it steps to reproduce minimal reproduction project ,1 +21517,17199737067.0,IssuesEvent,2021-07-17 01:46:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow root motion to track nodes other than skeleton root bone,enhancement topic:core usability,"**Godot version:** +Godot 3.1 alpha 2 64 bits + +**OS/device including version:** +Windows 10 Intel Integrated + +**Issue description:** +I need to import some Mixamo animated characters, they don't have a root bone for motion tracking so when setting root motion track to hip bone the animation looks distorted. I tried to solve it in two ways: + +a) Added a Position3D and animated the translation to match the character movement. +b) Added a bone to the character, directly in the COLLADA file, this bone is child of Hip bone, it's not the root bone. + +In both cases the root motion tracking doesn't recognize the nodes. + +**Steps to reproduce:** +Open attached project and edit WithPosition.tscn +Select the AnimationTree and change the root motion track to root or root_doc + +**Minimal reproduction project:** +[ImportRoot.zip](https://github.com/godotengine/godot/files/2559883/ImportRoot.zip) + +",True,"Allow root motion to track nodes other than skeleton root bone - **Godot version:** +Godot 3.1 alpha 2 64 bits + +**OS/device including version:** +Windows 10 Intel Integrated + +**Issue description:** +I need to import some Mixamo animated characters, they don't have a root bone for motion tracking so when setting root motion track to hip bone the animation looks distorted. I tried to solve it in two ways: + +a) Added a Position3D and animated the translation to match the character movement. +b) Added a bone to the character, directly in the COLLADA file, this bone is child of Hip bone, it's not the root bone. + +In both cases the root motion tracking doesn't recognize the nodes. + +**Steps to reproduce:** +Open attached project and edit WithPosition.tscn +Select the AnimationTree and change the root motion track to root or root_doc + +**Minimal reproduction project:** +[ImportRoot.zip](https://github.com/godotengine/godot/files/2559883/ImportRoot.zip) + +",1,allow root motion to track nodes other than skeleton root bone godot version godot alpha bits os device including version windows intel integrated issue description i need to import some mixamo animated characters they don t have a root bone for motion tracking so when setting root motion track to hip bone the animation looks distorted i tried to solve it in two ways a added a and animated the translation to match the character movement b added a bone to the character directly in the collada file this bone is child of hip bone it s not the root bone in both cases the root motion tracking doesn t recognize the nodes steps to reproduce open attached project and edit withposition tscn select the animationtree and change the root motion track to root or root doc minimal reproduction project ,1 +16204,10631407345.0,IssuesEvent,2019-10-15 08:18:27,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Area2D Collision disabled, can't be enabled inside of a signal",topic:physics usability," + +**Godot version:** +v3.1.beta4.official + + +**OS/device including version:** +macOS Mojave 10.14.3 + + +**Issue description:** +When you disable an Area2D's collision you can't enable it inside of another node signal. + + +**Steps to reproduce:** +- Create an Area2D (""Goal"") with CollisionShape2D +- Disable CollisionShape2D Collision +- Connect the signal body_entered and put a print inside of it +- Create another Area2D (""Toggler"") with CollisionShape2D +- Connect the signal body_entered and enable the ""Goal"" Collision inside of it +- Create a KinematicBody2D (""Player"") with CollisionShape2D +- Make the ""Player"" pass through the ""Toggler"", ""Goal"" will look like it's enabled but if the ""Player"" pass through it, it will not print anything + +**Minimal reproduction project:** + +[area_2d_collision_bug.zip](https://github.com/godotengine/godot/files/2873009/area_2d_collision_bug.zip)",True,"Area2D Collision disabled, can't be enabled inside of a signal - + +**Godot version:** +v3.1.beta4.official + + +**OS/device including version:** +macOS Mojave 10.14.3 + + +**Issue description:** +When you disable an Area2D's collision you can't enable it inside of another node signal. + + +**Steps to reproduce:** +- Create an Area2D (""Goal"") with CollisionShape2D +- Disable CollisionShape2D Collision +- Connect the signal body_entered and put a print inside of it +- Create another Area2D (""Toggler"") with CollisionShape2D +- Connect the signal body_entered and enable the ""Goal"" Collision inside of it +- Create a KinematicBody2D (""Player"") with CollisionShape2D +- Make the ""Player"" pass through the ""Toggler"", ""Goal"" will look like it's enabled but if the ""Player"" pass through it, it will not print anything + +**Minimal reproduction project:** + +[area_2d_collision_bug.zip](https://github.com/godotengine/godot/files/2873009/area_2d_collision_bug.zip)",1, collision disabled can t be enabled inside of a signal please search existing issues for potential duplicates before filing yours godot version official os device including version macos mojave issue description when you disable an s collision you can t enable it inside of another node signal steps to reproduce create an goal with disable collision connect the signal body entered and put a print inside of it create another toggler with connect the signal body entered and enable the goal collision inside of it create a player with make the player pass through the toggler goal will look like it s enabled but if the player pass through it it will not print anything minimal reproduction project ,1 +11457,7244293645.0,IssuesEvent,2018-02-14 14:43:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Click on "".."" folder in Godot editor FileSystem dock does not indicate if the folder is clicked. ",bug topic:editor usability,"**Godot version:** +Stable 3.0 + +**OS/device including version:** +Linux Mint 18.3 Cinnamon 3.6.7 64-bit +4.13.0-21-generic + +**Issue description:** +In the Godot editor, clicking on the "".."" folder in a subfolder does not highlight the folder, meaning you cannot tell if you clicked on it. In the second screenshot, the ball icon is clickable, but not the folder next to it: + +![folder1](https://user-images.githubusercontent.com/35967259/35640614-937ad7a6-06b5-11e8-92c9-58bfd5431cec.png) + +![folder2](https://user-images.githubusercontent.com/35967259/35640619-959dbd64-06b5-11e8-8d6d-1315fd5e200d.png) + +**Steps to reproduce:** + +1. From the Godot editor, descend into a subfolder from the filesystem dock. +2. Click on the "".."" folder. +",True,"Click on "".."" folder in Godot editor FileSystem dock does not indicate if the folder is clicked. - **Godot version:** +Stable 3.0 + +**OS/device including version:** +Linux Mint 18.3 Cinnamon 3.6.7 64-bit +4.13.0-21-generic + +**Issue description:** +In the Godot editor, clicking on the "".."" folder in a subfolder does not highlight the folder, meaning you cannot tell if you clicked on it. In the second screenshot, the ball icon is clickable, but not the folder next to it: + +![folder1](https://user-images.githubusercontent.com/35967259/35640614-937ad7a6-06b5-11e8-92c9-58bfd5431cec.png) + +![folder2](https://user-images.githubusercontent.com/35967259/35640619-959dbd64-06b5-11e8-8d6d-1315fd5e200d.png) + +**Steps to reproduce:** + +1. From the Godot editor, descend into a subfolder from the filesystem dock. +2. Click on the "".."" folder. +",1,click on folder in godot editor filesystem dock does not indicate if the folder is clicked godot version stable os device including version linux mint cinnamon bit generic issue description in the godot editor clicking on the folder in a subfolder does not highlight the folder meaning you cannot tell if you clicked on it in the second screenshot the ball icon is clickable but not the folder next to it steps to reproduce from the godot editor descend into a subfolder from the filesystem dock click on the folder ,1 +17301,11873449381.0,IssuesEvent,2020-03-26 17:19:34,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Windows always appear on first screen,bug topic:editor usability,"**Godot version:** +5f1107aa3 + +**OS/device including version:** +Windows 10 + +**Issue description:** +Any new Window will appear on the first screen (monitor). IMO they should appear on the same screen as parent Window. + +**Steps to reproduce:** +1. Open Godot editor +2. Move it to second screen +3. Add node +4. Dialog appears on another screen :/",True,"Windows always appear on first screen - **Godot version:** +5f1107aa3 + +**OS/device including version:** +Windows 10 + +**Issue description:** +Any new Window will appear on the first screen (monitor). IMO they should appear on the same screen as parent Window. + +**Steps to reproduce:** +1. Open Godot editor +2. Move it to second screen +3. Add node +4. Dialog appears on another screen :/",1,windows always appear on first screen godot version os device including version windows issue description any new window will appear on the first screen monitor imo they should appear on the same screen as parent window steps to reproduce open godot editor move it to second screen add node dialog appears on another screen ,1 +18200,12677607699.0,IssuesEvent,2020-06-19 08:06:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,GDSscript Editor Indent/Outdent Keyboard Shortcut,enhancement topic:editor usability,"With indenting and outdenting text being such common operations in Pythonesque GDScript, it would be useful to be able to indent and outdent selected blocks of text with a keyboard shortcut instead of having to navigate a right-click menu for each in/outdent.",True,"GDSscript Editor Indent/Outdent Keyboard Shortcut - With indenting and outdenting text being such common operations in Pythonesque GDScript, it would be useful to be able to indent and outdent selected blocks of text with a keyboard shortcut instead of having to navigate a right-click menu for each in/outdent.",1,gdsscript editor indent outdent keyboard shortcut with indenting and outdenting text being such common operations in pythonesque gdscript it would be useful to be able to indent and outdent selected blocks of text with a keyboard shortcut instead of having to navigate a right click menu for each in outdent ,1 +28156,31884440963.0,IssuesEvent,2023-09-16 19:27:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,LightmapProbes not selectable in the 3D editor viewport,bug topic:editor usability topic:3d,"### Describe the project you are working on + +N/A + +### Describe the problem or limitation you are having in your project + +As of currently, you cannot click-select them in 3D view and have to select them from scene tree. Considering that manually placing down light probes is already somewhat laborious(and using something to place them on a subdivided grid may not be enough), not being able to click-select them would be a huge pain. + +### Describe the feature / enhancement and how it helps to overcome the problem or limitation + +It helps speed up the process of manually placing `LightmapProbe`s and moving them about. A huge QoL improvement in my opinion. + +### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams + +When the user clicks on a `LightmapProbe`'s gizmo(see the circular thing below), the `LightmapProbe` it belongs to will be selected and moved around easily. That's literally it. +![image](https://github.com/godotengine/godot-proposals/assets/25323231/aa223828-9352-4fbe-a109-4e81493b0f3d) + + +### If this enhancement will not be used often, can it be worked around with a few lines of script? + +`LightmapProbe` is implemented in core. + +### Is there a reason why this should be core and not an add-on in the asset library? + +See above.",True,"LightmapProbes not selectable in the 3D editor viewport - ### Describe the project you are working on + +N/A + +### Describe the problem or limitation you are having in your project + +As of currently, you cannot click-select them in 3D view and have to select them from scene tree. Considering that manually placing down light probes is already somewhat laborious(and using something to place them on a subdivided grid may not be enough), not being able to click-select them would be a huge pain. + +### Describe the feature / enhancement and how it helps to overcome the problem or limitation + +It helps speed up the process of manually placing `LightmapProbe`s and moving them about. A huge QoL improvement in my opinion. + +### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams + +When the user clicks on a `LightmapProbe`'s gizmo(see the circular thing below), the `LightmapProbe` it belongs to will be selected and moved around easily. That's literally it. +![image](https://github.com/godotengine/godot-proposals/assets/25323231/aa223828-9352-4fbe-a109-4e81493b0f3d) + + +### If this enhancement will not be used often, can it be worked around with a few lines of script? + +`LightmapProbe` is implemented in core. + +### Is there a reason why this should be core and not an add-on in the asset library? + +See above.",1,lightmapprobes not selectable in the editor viewport describe the project you are working on n a describe the problem or limitation you are having in your project as of currently you cannot click select them in view and have to select them from scene tree considering that manually placing down light probes is already somewhat laborious and using something to place them on a subdivided grid may not be enough not being able to click select them would be a huge pain describe the feature enhancement and how it helps to overcome the problem or limitation it helps speed up the process of manually placing lightmapprobe s and moving them about a huge qol improvement in my opinion describe how your proposal will work with code pseudo code mock ups and or diagrams when the user clicks on a lightmapprobe s gizmo see the circular thing below the lightmapprobe it belongs to will be selected and moved around easily that s literally it if this enhancement will not be used often can it be worked around with a few lines of script lightmapprobe is implemented in core is there a reason why this should be core and not an add on in the asset library see above ,1 +9921,6517151322.0,IssuesEvent,2017-08-27 19:23:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[GridMap] Cannot edit grids in the 3D viewport,bug topic:editor usability,"**Operating system or device - Godot version:** +Fedora 26 - Godot 3 master. + +**Issue description:** + +I am unable to edit the gridmap tiles. +When I click on the GridMap node, the side menu for the tiles shows up properly and I can select them, but clicking on the world does not place tiles. + +**Steps to reproduce:** +Try to edit the grid cells. + +**Link to minimal example project:** + +The platformer 3D demo.",True,"[GridMap] Cannot edit grids in the 3D viewport - **Operating system or device - Godot version:** +Fedora 26 - Godot 3 master. + +**Issue description:** + +I am unable to edit the gridmap tiles. +When I click on the GridMap node, the side menu for the tiles shows up properly and I can select them, but clicking on the world does not place tiles. + +**Steps to reproduce:** +Try to edit the grid cells. + +**Link to minimal example project:** + +The platformer 3D demo.",1, cannot edit grids in the viewport operating system or device godot version fedora godot master issue description i am unable to edit the gridmap tiles when i click on the gridmap node the side menu for the tiles shows up properly and i can select them but clicking on the world does not place tiles steps to reproduce try to edit the grid cells link to minimal example project the platformer demo ,1 +26304,26674511126.0,IssuesEvent,2023-01-26 13:14:30,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationTree nodes cannot be connected until the editor is restarted,bug topic:editor confirmed usability regression topic:animation,"___ + +***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* + +___ + +### Godot version + +4.0 beta1 + +### System information + +macOS Monterey 12.5.1, M1 MacBook Pro + +### Issue description + +I am not able to connect nodes in the AnimationTree. I select the connection arrow icon and left click from one node and drag to another node until the arrow snaps but upon releasing the button the arrow disappears. + + +![AnimTree Nodes](https://user-images.githubusercontent.com/4403212/190862720-75f451b0-89ab-4495-8a59-b16b08bb2a51.gif) + + +### Steps to reproduce + +add blend space 2d nodes to the AnimationTree and try and connect the nodes together using the connection arrows. + +### Minimal reproduction project + +_No response_",True,"AnimationTree nodes cannot be connected until the editor is restarted - ___ + +***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.* + +___ + +### Godot version + +4.0 beta1 + +### System information + +macOS Monterey 12.5.1, M1 MacBook Pro + +### Issue description + +I am not able to connect nodes in the AnimationTree. I select the connection arrow icon and left click from one node and drag to another node until the arrow snaps but upon releasing the button the arrow disappears. + + +![AnimTree Nodes](https://user-images.githubusercontent.com/4403212/190862720-75f451b0-89ab-4495-8a59-b16b08bb2a51.gif) + + +### Steps to reproduce + +add blend space 2d nodes to the AnimationTree and try and connect the nodes together using the connection arrows. + +### Minimal reproduction project + +_No response_",1,animationtree nodes cannot be connected until the editor is restarted bugsquad note this issue has been confirmed several times already no need to confirm it further godot version system information macos monterey macbook pro issue description i am not able to connect nodes in the animationtree i select the connection arrow icon and left click from one node and drag to another node until the arrow snaps but upon releasing the button the arrow disappears steps to reproduce add blend space nodes to the animationtree and try and connect the nodes together using the connection arrows minimal reproduction project no response ,1 +11444,7239391775.0,IssuesEvent,2018-02-13 17:20:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Graph editor looks barely visible, when light theme enabled",bug topic:editor usability," +![image](https://user-images.githubusercontent.com/3036176/35929958-bfac959e-0c41-11e8-907f-3917dfe7e4e7.png) + + +I think colors and contrast should be narrowly adjusted for this theme... +",True,"Graph editor looks barely visible, when light theme enabled - +![image](https://user-images.githubusercontent.com/3036176/35929958-bfac959e-0c41-11e8-907f-3917dfe7e4e7.png) + + +I think colors and contrast should be narrowly adjusted for this theme... +",1,graph editor looks barely visible when light theme enabled i think colors and contrast should be narrowly adjusted for this theme ,1 +17576,12165725575.0,IssuesEvent,2020-04-27 08:03:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve discoverability for searching projects by full path in the project manager,enhancement topic:editor usability,"**Godot version:** v3.2.1.stable.official + +**OS/device including version:** Debian/testing + +**Issue description:** Type something included in the path, it doesnt filter them + +",True,"Improve discoverability for searching projects by full path in the project manager - **Godot version:** v3.2.1.stable.official + +**OS/device including version:** Debian/testing + +**Issue description:** Type something included in the path, it doesnt filter them + +",1,improve discoverability for searching projects by full path in the project manager godot version stable official os device including version debian testing issue description type something included in the path it doesnt filter them ,1 +27133,27738040406.0,IssuesEvent,2023-03-15 12:37:05,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Max/min functions throw incorrect error when comparing Vectors,bug topic:core topic:gdscript usability,"### Godot version + +4.0 + +### System information + +Debian + +### Issue description + +When using 2 vectors (Vector2 or Vector3) in a max or min function, the editor will throw an error saying that the second argument should be a float. Turn the second argument into a float and it will throw an error saying that it should be a vector again. + +I would expect it to compare them by their size, or to just throw an error saying they don't accept vectors. + +### Steps to reproduce + +``` +#Invalid argument for ""max()"" function: argument 2 should be ""float"" but is ""Vector3"". +max(Vector3(1, 0, 0), Vector3(1, 0, 0)) + +Invalid argument for ""max()"" function: argument 2 should be ""Vector3"" but is ""float"". +max(Vector3(1, 0, 0), 1.0) +``` + +### Minimal reproduction project + +N/A",True,"Max/min functions throw incorrect error when comparing Vectors - ### Godot version + +4.0 + +### System information + +Debian + +### Issue description + +When using 2 vectors (Vector2 or Vector3) in a max or min function, the editor will throw an error saying that the second argument should be a float. Turn the second argument into a float and it will throw an error saying that it should be a vector again. + +I would expect it to compare them by their size, or to just throw an error saying they don't accept vectors. + +### Steps to reproduce + +``` +#Invalid argument for ""max()"" function: argument 2 should be ""float"" but is ""Vector3"". +max(Vector3(1, 0, 0), Vector3(1, 0, 0)) + +Invalid argument for ""max()"" function: argument 2 should be ""Vector3"" but is ""float"". +max(Vector3(1, 0, 0), 1.0) +``` + +### Minimal reproduction project + +N/A",1,max min functions throw incorrect error when comparing vectors godot version system information debian issue description when using vectors or in a max or min function the editor will throw an error saying that the second argument should be a float turn the second argument into a float and it will throw an error saying that it should be a vector again i would expect it to compare them by their size or to just throw an error saying they don t accept vectors steps to reproduce invalid argument for max function argument should be float but is max invalid argument for max function argument should be but is float max minimal reproduction project n a,1 +15339,9966613537.0,IssuesEvent,2019-07-08 11:40:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Search feature while assigning NodePaths,feature proposal topic:editor usability," +**Godot version:** +ANY + +**OS/device including version:** +ANY + + +**Issue description:** +As scene grow over the life of a project being able to search for a node in the tree while trying to assign one to a NodePath or any other such functions would become a wise thing to have. + + +**Steps to reproduce:** +just have a large scene tree and try to find a single node + +**Minimal reproduction project:** + +",True,"Search feature while assigning NodePaths - +**Godot version:** +ANY + +**OS/device including version:** +ANY + + +**Issue description:** +As scene grow over the life of a project being able to search for a node in the tree while trying to assign one to a NodePath or any other such functions would become a wise thing to have. + + +**Steps to reproduce:** +just have a large scene tree and try to find a single node + +**Minimal reproduction project:** + +",1,search feature while assigning nodepaths godot version any os device including version any issue description as scene grow over the life of a project being able to search for a node in the tree while trying to assign one to a nodepath or any other such functions would become a wise thing to have steps to reproduce just have a large scene tree and try to find a single node minimal reproduction project ,1 +16266,10711134375.0,IssuesEvent,2019-10-25 05:14:03,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,help layout is messy,bug topic:editor usability,"**Godot version:** +3.2 alpha 2 + +**OS/device including version:** +Windows 10 + +**Issue description:** +Help layout is messy, need a wider column layout +In this image, desktop size is 2540x1440 + +![image](https://user-images.githubusercontent.com/47447512/66773673-d74fb480-eebf-11e9-9804-127c78eac37c.png) +![image](https://user-images.githubusercontent.com/47447512/66773752-0a924380-eec0-11e9-9325-3cfd9d34da3f.png) +",True,"help layout is messy - **Godot version:** +3.2 alpha 2 + +**OS/device including version:** +Windows 10 + +**Issue description:** +Help layout is messy, need a wider column layout +In this image, desktop size is 2540x1440 + +![image](https://user-images.githubusercontent.com/47447512/66773673-d74fb480-eebf-11e9-9804-127c78eac37c.png) +![image](https://user-images.githubusercontent.com/47447512/66773752-0a924380-eec0-11e9-9325-3cfd9d34da3f.png) +",1,help layout is messy godot version alpha os device including version windows issue description help layout is messy need a wider column layout in this image desktop size is ,1 +15581,10145814080.0,IssuesEvent,2019-08-05 06:12:16,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Sorting of tiles with new TileSet editor is unpredictable when using atlas,bug topic:editor usability,"**Godot version:** +3.1 Alpha 5 + +**OS/device including version:** +mac OS High Sierra + +**Issue description:** +Sorting of tiles with new TileSet editor is unpredictable when using atlas. + +**Steps to reproduce:** +* Add a TileMap +* Set a TileSet and edit +* Add a texture with all the tiles +* Create a ""New Atlas"" +* Select all tiles +* Return to TileMap + +-> Order of tiles seems to be completely randomised. Tiles should be processed left to right and top to bottom or even better, ordering should be configurable. + +Quick video showing the problem: https://www.youtube.com/watch?v=OMxrGUmZgTk + +**Minimal reproduction project:** +https://github.com/Krumelur/GodotTesting/tree/godot31_issue_24751 +Open the project and go to res://Helpers/LevelConverter/Importer.tscn and select the ""TemplateTileNode"" node in there. +",True,"Sorting of tiles with new TileSet editor is unpredictable when using atlas - **Godot version:** +3.1 Alpha 5 + +**OS/device including version:** +mac OS High Sierra + +**Issue description:** +Sorting of tiles with new TileSet editor is unpredictable when using atlas. + +**Steps to reproduce:** +* Add a TileMap +* Set a TileSet and edit +* Add a texture with all the tiles +* Create a ""New Atlas"" +* Select all tiles +* Return to TileMap + +-> Order of tiles seems to be completely randomised. Tiles should be processed left to right and top to bottom or even better, ordering should be configurable. + +Quick video showing the problem: https://www.youtube.com/watch?v=OMxrGUmZgTk + +**Minimal reproduction project:** +https://github.com/Krumelur/GodotTesting/tree/godot31_issue_24751 +Open the project and go to res://Helpers/LevelConverter/Importer.tscn and select the ""TemplateTileNode"" node in there. +",1,sorting of tiles with new tileset editor is unpredictable when using atlas godot version alpha os device including version mac os high sierra issue description sorting of tiles with new tileset editor is unpredictable when using atlas steps to reproduce add a tilemap set a tileset and edit add a texture with all the tiles create a new atlas select all tiles return to tilemap order of tiles seems to be completely randomised tiles should be processed left to right and top to bottom or even better ordering should be configurable quick video showing the problem minimal reproduction project open the project and go to res helpers levelconverter importer tscn and select the templatetilenode node in there ,1 +24489,23831230000.0,IssuesEvent,2022-09-05 21:14:23,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Custom types no longer have a grayed icon,bug topic:editor usability regression,"### Godot version + +00fa4e2 + +### System information + +Windows 10 x64 + +### Issue description + +Nodes added with `add_custom_type()` used to have gray icon. +![image](https://user-images.githubusercontent.com/2223172/188512796-37d1e0fa-f290-46ed-835d-c62f8dcdd71e.png) +Now they dont. +![image](https://user-images.githubusercontent.com/2223172/188512770-68af97ea-430b-40df-9555-9a1b32095727.png) + + +### Steps to reproduce + +1. Add the MRP to some project +2. Create TestSprite +3. Observe the script icon + +### Minimal reproduction project + +[test.zip](https://github.com/godotengine/godot/files/9491998/test.zip) +",True,"Custom types no longer have a grayed icon - ### Godot version + +00fa4e2 + +### System information + +Windows 10 x64 + +### Issue description + +Nodes added with `add_custom_type()` used to have gray icon. +![image](https://user-images.githubusercontent.com/2223172/188512796-37d1e0fa-f290-46ed-835d-c62f8dcdd71e.png) +Now they dont. +![image](https://user-images.githubusercontent.com/2223172/188512770-68af97ea-430b-40df-9555-9a1b32095727.png) + + +### Steps to reproduce + +1. Add the MRP to some project +2. Create TestSprite +3. Observe the script icon + +### Minimal reproduction project + +[test.zip](https://github.com/godotengine/godot/files/9491998/test.zip) +",1,custom types no longer have a grayed icon godot version system information windows issue description nodes added with add custom type used to have gray icon now they dont steps to reproduce add the mrp to some project create testsprite observe the script icon minimal reproduction project ,1 +20967,16374667503.0,IssuesEvent,2021-05-15 21:18:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Add option to save error messages to file,enhancement topic:editor usability,"**Godot version:** +3.1 Alpha + +**OS/device including version:** +Windows 10 + +**Issue description:** +When I try to save error messages to file, I must check console and then copy this messages but will be better if option will be an option to copy this on Debugger + +It could export this error messages to other than txt file types. For example odt(open document format), to colour text(errors to red, warnings to yellow etc.) + +![Download me, seriously I'm not virus, I'm Dolphin](https://user-images.githubusercontent.com/41945903/45158956-c5441280-b1e5-11e8-919e-9edb8748f448.png) + + +",True,"Add option to save error messages to file - **Godot version:** +3.1 Alpha + +**OS/device including version:** +Windows 10 + +**Issue description:** +When I try to save error messages to file, I must check console and then copy this messages but will be better if option will be an option to copy this on Debugger + +It could export this error messages to other than txt file types. For example odt(open document format), to colour text(errors to red, warnings to yellow etc.) + +![Download me, seriously I'm not virus, I'm Dolphin](https://user-images.githubusercontent.com/41945903/45158956-c5441280-b1e5-11e8-919e-9edb8748f448.png) + + +",1,add option to save error messages to file godot version alpha os device including version windows issue description when i try to save error messages to file i must check console and then copy this messages but will be better if option will be an option to copy this on debugger it could export this error messages to other than txt file types for example odt open document format to colour text errors to red warnings to yellow etc ,1 +26168,26510263322.0,IssuesEvent,2023-01-18 16:34:56,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Editing complex TileMap results in significant editor freeze,bug topic:editor usability topic:2d performance,"### Godot version + +ed300d7 + +### System information + +W10 + +### Issue description + +I have a complex TileSet with over 20 atlas sources and scenes with hundreds of tiles. Whenever I click TileMap to edit it, the editor will freeze for a couple of seconds (5 in release_debug build) before the Tile editor will open. +![opSlLYOyfB](https://user-images.githubusercontent.com/2223172/141663612-b054801f-efbd-4a95-831f-c47f2fab91da.gif) + +Opening or switching to scenes that contain TileMap also results in a freeze. + +### Steps to reproduce + +1. Open the attached project +2. Open LagExample scene +3. Click TileMap + +### Minimal reproduction project + +[TileMapLag.zip](https://github.com/godotengine/godot/files/7532993/TileMapLag.zip) +",True,"Editing complex TileMap results in significant editor freeze - ### Godot version + +ed300d7 + +### System information + +W10 + +### Issue description + +I have a complex TileSet with over 20 atlas sources and scenes with hundreds of tiles. Whenever I click TileMap to edit it, the editor will freeze for a couple of seconds (5 in release_debug build) before the Tile editor will open. +![opSlLYOyfB](https://user-images.githubusercontent.com/2223172/141663612-b054801f-efbd-4a95-831f-c47f2fab91da.gif) + +Opening or switching to scenes that contain TileMap also results in a freeze. + +### Steps to reproduce + +1. Open the attached project +2. Open LagExample scene +3. Click TileMap + +### Minimal reproduction project + +[TileMapLag.zip](https://github.com/godotengine/godot/files/7532993/TileMapLag.zip) +",1,editing complex tilemap results in significant editor freeze godot version system information issue description i have a complex tileset with over atlas sources and scenes with hundreds of tiles whenever i click tilemap to edit it the editor will freeze for a couple of seconds in release debug build before the tile editor will open opening or switching to scenes that contain tilemap also results in a freeze steps to reproduce open the attached project open lagexample scene click tilemap minimal reproduction project ,1 +19930,14729792151.0,IssuesEvent,2021-01-06 12:06:06,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Flickering editor window focus due to system console,bug regression topic:editor usability," + +**Godot version:** + +a17fba3 + +**OS/device including version:** + +Windows 10 + +**Issue description:** + +When you open a project, the editor window will lose focus every second for a brief moment. A console window appears stealing the focus, but it disappears immediately and editor is focused again. It can be fixed after toggling System Console option twice, but after restarting it happens again.",True,"Flickering editor window focus due to system console - + +**Godot version:** + +a17fba3 + +**OS/device including version:** + +Windows 10 + +**Issue description:** + +When you open a project, the editor window will lose focus every second for a brief moment. A console window appears stealing the focus, but it disappears immediately and editor is focused again. It can be fixed after toggling System Console option twice, but after restarting it happens again.",1,flickering editor window focus due to system console please search existing issues for potential duplicates before filing yours godot version os device including version windows issue description when you open a project the editor window will lose focus every second for a brief moment a console window appears stealing the focus but it disappears immediately and editor is focused again it can be fixed after toggling system console option twice but after restarting it happens again ,1 +16322,10775586778.0,IssuesEvent,2019-11-03 15:18:04,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,"When connecting a signal, new line should be created only if necessary",enhancement topic:editor usability,"**Godot version:** +3.2 alpha3 + +**Issue description:** +I recently noticed that when I connect a signal to a script, it always adds an empty line above the method and below the method. This often results in double newlines, especially after #29262. The upper newline should be added only if there's no newline already. Or not at all, because it's rarely needed.",True,"When connecting a signal, new line should be created only if necessary - **Godot version:** +3.2 alpha3 + +**Issue description:** +I recently noticed that when I connect a signal to a script, it always adds an empty line above the method and below the method. This often results in double newlines, especially after #29262. The upper newline should be added only if there's no newline already. Or not at all, because it's rarely needed.",1,when connecting a signal new line should be created only if necessary godot version issue description i recently noticed that when i connect a signal to a script it always adds an empty line above the method and below the method this often results in double newlines especially after the upper newline should be added only if there s no newline already or not at all because it s rarely needed ,1 +14419,9167952514.0,IssuesEvent,2019-03-02 18:04:14,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"Preview not work in the editor ""Open a File"" dialog",bug topic:editor usability," + +**Godot version:** + +Godot master 5fa5678, also broken in Godot 3.1 betas 1-3, alphas 3-5 +Works in Godot alpha 2 + +**OS/device including version:** + +Xubuntu 16.04.5 LTS x64, 4.4.0-142-lowlatency + +**Issue description:** + +Preview not work when list mode active in the editor Open file dialog. + +![error](https://user-images.githubusercontent.com/1049442/52526144-9d019800-2cde-11e9-8a48-182135d38d6f.png) +",True,"Preview not work in the editor ""Open a File"" dialog - + +**Godot version:** + +Godot master 5fa5678, also broken in Godot 3.1 betas 1-3, alphas 3-5 +Works in Godot alpha 2 + +**OS/device including version:** + +Xubuntu 16.04.5 LTS x64, 4.4.0-142-lowlatency + +**Issue description:** + +Preview not work when list mode active in the editor Open file dialog. + +![error](https://user-images.githubusercontent.com/1049442/52526144-9d019800-2cde-11e9-8a48-182135d38d6f.png) +",1,preview not work in the editor open a file dialog please search existing issues for potential duplicates before filing yours godot version godot master also broken in godot betas alphas works in godot alpha os device including version xubuntu lts lowlatency issue description preview not work when list mode active in the editor open file dialog ,1 +22936,20680711640.0,IssuesEvent,2022-03-10 13:39:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Export should create parent directories,enhancement topic:editor topic:porting usability," + +**Godot version:** + + + +3.2.2.stable.custom_build.bc8eea3e9 + +**OS/device including version:** + + +Linux 5.8.8-arch1-1 + + +**Issue description:** + + +I wanted to get a clean export of my project for all OS's, so I wiped out my build directory and re-exported. +The export failed because the target subdirectories no longer existed. +It seems pretty normal to want to wipe out a build directory and rebuild, so I think Godot should create any necessary directories during export. + +**Steps to reproduce:** + +1. Set up your exports to gitignore'd folders like `build/{linux,windows,mac}` +2. Run `git clean -xdf` (Note: this will wipe out all untracked/ignored files!) +3. Press ""Export All"" in the export dialog +4. Exports fail due to nonexistant folders + +**Minimal reproduction project:** + +",True,"Export should create parent directories - + +**Godot version:** + + + +3.2.2.stable.custom_build.bc8eea3e9 + +**OS/device including version:** + + +Linux 5.8.8-arch1-1 + + +**Issue description:** + + +I wanted to get a clean export of my project for all OS's, so I wiped out my build directory and re-exported. +The export failed because the target subdirectories no longer existed. +It seems pretty normal to want to wipe out a build directory and rebuild, so I think Godot should create any necessary directories during export. + +**Steps to reproduce:** + +1. Set up your exports to gitignore'd folders like `build/{linux,windows,mac}` +2. Run `git clean -xdf` (Note: this will wipe out all untracked/ignored files!) +3. Press ""Export All"" in the export dialog +4. Exports fail due to nonexistant folders + +**Minimal reproduction project:** + +",1,export should create parent directories please search existing issues for potential duplicates before filing yours godot version stable custom build os device including version linux issue description i wanted to get a clean export of my project for all os s so i wiped out my build directory and re exported the export failed because the target subdirectories no longer existed it seems pretty normal to want to wipe out a build directory and rebuild so i think godot should create any necessary directories during export steps to reproduce set up your exports to gitignore d folders like build linux windows mac run git clean xdf note this will wipe out all untracked ignored files press export all in the export dialog exports fail due to nonexistant folders minimal reproduction project ,1 +25680,25597393953.0,IssuesEvent,2022-12-01 17:11:32,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Disabling script template is not remembered after editor restart,bug topic:editor usability regression,"### Godot version + +4.0 11e1bac + +### System information + +Windows 10 x64 + +### Issue description + +When you disable script template to have an empty script, it will only be remembered until you exit the editor. Next time you will have to disable it again. Pretty sure it wasn't like that when the feature was implemented for the first time. + +### Steps to reproduce + +1. Add script to node +2. Uncheck this +![image](https://user-images.githubusercontent.com/2223172/198733073-bb56a6f2-d7be-4ee6-8fff-9b1e777ab18d.png) +3. Restart the editor +4. It's enabled again + +### Minimal reproduction project + +_No response_",True,"Disabling script template is not remembered after editor restart - ### Godot version + +4.0 11e1bac + +### System information + +Windows 10 x64 + +### Issue description + +When you disable script template to have an empty script, it will only be remembered until you exit the editor. Next time you will have to disable it again. Pretty sure it wasn't like that when the feature was implemented for the first time. + +### Steps to reproduce + +1. Add script to node +2. Uncheck this +![image](https://user-images.githubusercontent.com/2223172/198733073-bb56a6f2-d7be-4ee6-8fff-9b1e777ab18d.png) +3. Restart the editor +4. It's enabled again + +### Minimal reproduction project + +_No response_",1,disabling script template is not remembered after editor restart godot version system information windows issue description when you disable script template to have an empty script it will only be remembered until you exit the editor next time you will have to disable it again pretty sure it wasn t like that when the feature was implemented for the first time steps to reproduce add script to node uncheck this restart the editor it s enabled again minimal reproduction project no response ,1 +5876,4048905505.0,IssuesEvent,2016-05-23 12:18:18,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"When scene is empty an ""instance scene"" icon, should show a hint on how to create inherited scene",discussion enhancement junior job topic:editor usability,"**Current info about this issue** is basically inside this comment: https://github.com/godotengine/godot/issues/3352#issuecomment-171688699 + +------ + +When empty scene is opened, some people would generally want to use inheritance scene feature but they are not aware of the fact that it's under Scene->New Inherited scene. They are trying to click + sign above the scene tree tab, and because it's dimmed, it looks like it's impossible to create new scene with root from the different scene. +![inheritancescenehint](https://cloud.githubusercontent.com/assets/6129594/12328843/988a1dd6-badd-11e5-9d38-36fb9813e171.png) +**I think that the '+' should not be dimmed so much in this case, and after click there should be dialog popup with text something like: _""To create inherited scene you need to click Scene->New inherited scene""_** + +As a side note: Some might think it would be good to remove Scene->New inherited scene, and put this functionality under '+' sign when scene tree is empty. I don't think it's a good idea since Inherited Scenes works slightly different then regular scene instancing, and the fact that it's creation is putted somewhere else might be good indicator of that (and hint for users to check documentation on how exactly it's working). + +It would be ideal to have this in 2.0 since this is first stable with this functionality. + +",True,"When scene is empty an ""instance scene"" icon, should show a hint on how to create inherited scene - **Current info about this issue** is basically inside this comment: https://github.com/godotengine/godot/issues/3352#issuecomment-171688699 + +------ + +When empty scene is opened, some people would generally want to use inheritance scene feature but they are not aware of the fact that it's under Scene->New Inherited scene. They are trying to click + sign above the scene tree tab, and because it's dimmed, it looks like it's impossible to create new scene with root from the different scene. +![inheritancescenehint](https://cloud.githubusercontent.com/assets/6129594/12328843/988a1dd6-badd-11e5-9d38-36fb9813e171.png) +**I think that the '+' should not be dimmed so much in this case, and after click there should be dialog popup with text something like: _""To create inherited scene you need to click Scene->New inherited scene""_** + +As a side note: Some might think it would be good to remove Scene->New inherited scene, and put this functionality under '+' sign when scene tree is empty. I don't think it's a good idea since Inherited Scenes works slightly different then regular scene instancing, and the fact that it's creation is putted somewhere else might be good indicator of that (and hint for users to check documentation on how exactly it's working). + +It would be ideal to have this in 2.0 since this is first stable with this functionality. + +",1,when scene is empty an instance scene icon should show a hint on how to create inherited scene current info about this issue is basically inside this comment when empty scene is opened some people would generally want to use inheritance scene feature but they are not aware of the fact that it s under scene new inherited scene they are trying to click sign above the scene tree tab and because it s dimmed it looks like it s impossible to create new scene with root from the different scene i think that the should not be dimmed so much in this case and after click there should be dialog popup with text something like to create inherited scene you need to click scene new inherited scene as a side note some might think it would be good to remove scene new inherited scene and put this functionality under sign when scene tree is empty i don t think it s a good idea since inherited scenes works slightly different then regular scene instancing and the fact that it s creation is putted somewhere else might be good indicator of that and hint for users to check documentation on how exactly it s working it would be ideal to have this in since this is first stable with this functionality ,1 +3389,3436517617.0,IssuesEvent,2015-12-12 13:10:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Debugger closes after closing a running game.,enhancement topic:editor usability,"When the debugger is set to stay (in the script view, debug > show debugger), it'll always close after running and closing a game. It'd be ideal if it stayed open if explicitly set to show.",True,"Debugger closes after closing a running game. - When the debugger is set to stay (in the script view, debug > show debugger), it'll always close after running and closing a game. It'd be ideal if it stayed open if explicitly set to show.",1,debugger closes after closing a running game when the debugger is set to stay in the script view debug show debugger it ll always close after running and closing a game it d be ideal if it stayed open if explicitly set to show ,1 +9589,6400560615.0,IssuesEvent,2017-08-05 12:25:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Default editor layout,discussion enhancement topic:editor usability,"The current default layout in 2.1-dev is: +![spectacle p15397](https://cloud.githubusercontent.com/assets/4701338/16107604/a6a14154-339d-11e6-88e6-2189101d26d1.png) + +It has the advantage of exhibiting the cool new feature of the Filesystem dock, but at the same time I'm not sure it's the most meaningful when starting a project. I preferred to have the Scene dock on the top left, as it's the most important one, and to have the inspector on the right. + +My own simple layout is: +![spectacle z15397](https://cloud.githubusercontent.com/assets/4701338/16107540/58618940-339d-11e6-96d6-a46a03343d3d.png) +I think it would make a better default (it's quite similar to 2.0). + +As an alternative, I'd propose also this one, with all docks directly visible, thus making sure new users don't miss the new Node dock: +![spectacle r15397](https://cloud.githubusercontent.com/assets/4701338/16107576/7a17da30-339d-11e6-8920-c35d680eb0cd.png) +",True,"Default editor layout - The current default layout in 2.1-dev is: +![spectacle p15397](https://cloud.githubusercontent.com/assets/4701338/16107604/a6a14154-339d-11e6-88e6-2189101d26d1.png) + +It has the advantage of exhibiting the cool new feature of the Filesystem dock, but at the same time I'm not sure it's the most meaningful when starting a project. I preferred to have the Scene dock on the top left, as it's the most important one, and to have the inspector on the right. + +My own simple layout is: +![spectacle z15397](https://cloud.githubusercontent.com/assets/4701338/16107540/58618940-339d-11e6-96d6-a46a03343d3d.png) +I think it would make a better default (it's quite similar to 2.0). + +As an alternative, I'd propose also this one, with all docks directly visible, thus making sure new users don't miss the new Node dock: +![spectacle r15397](https://cloud.githubusercontent.com/assets/4701338/16107576/7a17da30-339d-11e6-8920-c35d680eb0cd.png) +",1,default editor layout the current default layout in dev is it has the advantage of exhibiting the cool new feature of the filesystem dock but at the same time i m not sure it s the most meaningful when starting a project i preferred to have the scene dock on the top left as it s the most important one and to have the inspector on the right my own simple layout is i think it would make a better default it s quite similar to as an alternative i d propose also this one with all docks directly visible thus making sure new users don t miss the new node dock ,1 +3631,3509383387.0,IssuesEvent,2016-01-08 22:26:51,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,GridMap is outdated when compared to TileMap,enhancement topic:core usability,"There is no way to set friction for GridMap, or set physic layer/mask. The missing properties are in the 'Collision' section of TileMap: +![gridmapcollision](https://cloud.githubusercontent.com/assets/6129594/12211105/324048ca-b65f-11e5-84c0-3d90d1b26ea0.png) +",True,"GridMap is outdated when compared to TileMap - There is no way to set friction for GridMap, or set physic layer/mask. The missing properties are in the 'Collision' section of TileMap: +![gridmapcollision](https://cloud.githubusercontent.com/assets/6129594/12211105/324048ca-b65f-11e5-84c0-3d90d1b26ea0.png) +",1,gridmap is outdated when compared to tilemap there is no way to set friction for gridmap or set physic layer mask the missing properties are in the collision section of tilemap ,1 +28111,31779034901.0,IssuesEvent,2023-09-12 16:06:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,PopupMenu mouse wheel scrolling is broken in 3.6.beta,bug topic:editor usability regression topic:gui,"### Godot version + +v3.6.beta2.official [68c507f59] + +### System information + + Windows 10 Pro - nvidia NVS400M - core i5 2400 - + +### Issue description + +the scrolling feature on the animation player : unable to scroll through [ list of animations ] . +this issue is the same when loading a resource in the script i am unable to scroll through the Resource list + +### Steps to reproduce + +steps: +try to load a resource +export (Resource) onready var scroll = get_node(scroll) + +v3.6.beta2.official [68c507f59] + +https://github.com/godotengine/godot/assets/93401685/e8f0c00f-c1ff-4cd1-9161-2d07bd051707 + + +v3.4.4.stable.official [419e713a2] - v3.5.2.stable.official [170ba337a] works + +https://github.com/godotengine/godot/assets/93401685/72325298-6d1b-4f46-ac38-8132c88a0cd4 + + + +### Minimal reproduction project + +""N/A""",True,"PopupMenu mouse wheel scrolling is broken in 3.6.beta - ### Godot version + +v3.6.beta2.official [68c507f59] + +### System information + + Windows 10 Pro - nvidia NVS400M - core i5 2400 - + +### Issue description + +the scrolling feature on the animation player : unable to scroll through [ list of animations ] . +this issue is the same when loading a resource in the script i am unable to scroll through the Resource list + +### Steps to reproduce + +steps: +try to load a resource +export (Resource) onready var scroll = get_node(scroll) + +v3.6.beta2.official [68c507f59] + +https://github.com/godotengine/godot/assets/93401685/e8f0c00f-c1ff-4cd1-9161-2d07bd051707 + + +v3.4.4.stable.official [419e713a2] - v3.5.2.stable.official [170ba337a] works + +https://github.com/godotengine/godot/assets/93401685/72325298-6d1b-4f46-ac38-8132c88a0cd4 + + + +### Minimal reproduction project + +""N/A""",1,popupmenu mouse wheel scrolling is broken in beta godot version official system information windows pro nvidia core issue description the scrolling feature on the animation player unable to scroll through this issue is the same when loading a resource in the script i am unable to scroll through the resource list steps to reproduce steps try to load a resource export resource onready var scroll get node scroll official stable official stable official works minimal reproduction project n a ,1 +26110,26432000154.0,IssuesEvent,2023-01-14 23:13:00,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,The file dialog for `New TextFile...` doesn't scope to the clicked project folder,bug topic:editor usability,"### Describe the project you are working on + +protos with 4.0 + +### Describe the problem or limitation you are having in your project + +`FileSystem dock > RMB > New TextFile...` opens a file dialog without setting its open path to the clicked folder (it start at `res://` and then opens the last visited directory on subsequent popups). + +(N.B.: the opened dialog is a global file explorer, which I reported as a bug, and therefore does not open `res://` but its global path equivalent) + +### Describe the feature / enhancement and how it helps to overcome the problem or limitation + +Make the dialog start in the clicked folder (or of course the folder the clicked resource lives in). + +### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams + +/ + +### If this enhancement will not be used often, can it be worked around with a few lines of script? + +it will be used often + +### Is there a reason why this should be core and not an add-on in the asset library? + +its about making a feature usable",True,"The file dialog for `New TextFile...` doesn't scope to the clicked project folder - ### Describe the project you are working on + +protos with 4.0 + +### Describe the problem or limitation you are having in your project + +`FileSystem dock > RMB > New TextFile...` opens a file dialog without setting its open path to the clicked folder (it start at `res://` and then opens the last visited directory on subsequent popups). + +(N.B.: the opened dialog is a global file explorer, which I reported as a bug, and therefore does not open `res://` but its global path equivalent) + +### Describe the feature / enhancement and how it helps to overcome the problem or limitation + +Make the dialog start in the clicked folder (or of course the folder the clicked resource lives in). + +### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams + +/ + +### If this enhancement will not be used often, can it be worked around with a few lines of script? + +it will be used often + +### Is there a reason why this should be core and not an add-on in the asset library? + +its about making a feature usable",1,the file dialog for new textfile doesn t scope to the clicked project folder describe the project you are working on protos with describe the problem or limitation you are having in your project filesystem dock rmb new textfile opens a file dialog without setting its open path to the clicked folder it start at res and then opens the last visited directory on subsequent popups n b the opened dialog is a global file explorer which i reported as a bug and therefore does not open res but its global path equivalent describe the feature enhancement and how it helps to overcome the problem or limitation make the dialog start in the clicked folder or of course the folder the clicked resource lives in describe how your proposal will work with code pseudo code mock ups and or diagrams if this enhancement will not be used often can it be worked around with a few lines of script it will be used often is there a reason why this should be core and not an add on in the asset library its about making a feature usable,1 +22805,20202718148.0,IssuesEvent,2022-02-11 16:47:33,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Select current project does nothing if scene is not saved.,bug topic:editor confirmed usability,"### Godot version + +3.4.2 + +### System information + +Manjaro, Vega 8 with Ryzen 3200 G + +### Issue description + +When you hit play for the first time, a window pop up appears if default scene is not selected. + +However the select current button does nothing if the current scene being used is not saved yet. + +### Steps to reproduce + +Create new project. +Create new scene. +Hit play without saving the scene. +Hit select current scene button. + +### Minimal reproduction project + +_No response_",True,"Select current project does nothing if scene is not saved. - ### Godot version + +3.4.2 + +### System information + +Manjaro, Vega 8 with Ryzen 3200 G + +### Issue description + +When you hit play for the first time, a window pop up appears if default scene is not selected. + +However the select current button does nothing if the current scene being used is not saved yet. + +### Steps to reproduce + +Create new project. +Create new scene. +Hit play without saving the scene. +Hit select current scene button. + +### Minimal reproduction project + +_No response_",1,select current project does nothing if scene is not saved godot version system information manjaro vega with ryzen g issue description when you hit play for the first time a window pop up appears if default scene is not selected however the select current button does nothing if the current scene being used is not saved yet steps to reproduce create new project create new scene hit play without saving the scene hit select current scene button minimal reproduction project no response ,1 +6617,4386684561.0,IssuesEvent,2016-08-08 13:40:25,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Ability to resize VS nodes ,enhancement topic:visualscript usability,"**Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +Currently usually VS nodes takes a lot of space horizontally, while not so much vertically. +![topdown1](https://cloud.githubusercontent.com/assets/6129594/17481558/19546f64-5d7e-11e6-9a39-a5f4aca940f8.png) + +I think we could use this space better if we could resize VS nodes to have non standard sizes. In this scenario content of the VS node could be broken into multiple lines dynamically. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",True,"Ability to resize VS nodes - **Operating system or device - Godot version:** +72748d1363d090f33d5ca6b9c00142b5e8f7d78f + +**Issue description** (what happened, and what was expected): +Currently usually VS nodes takes a lot of space horizontally, while not so much vertically. +![topdown1](https://cloud.githubusercontent.com/assets/6129594/17481558/19546f64-5d7e-11e6-9a39-a5f4aca940f8.png) + +I think we could use this space better if we could resize VS nodes to have non standard sizes. In this scenario content of the VS node could be broken into multiple lines dynamically. + +**Steps to reproduce:** + + +**Link to minimal example project** (optional but very welcome): +",1,ability to resize vs nodes operating system or device godot version issue description what happened and what was expected currently usually vs nodes takes a lot of space horizontally while not so much vertically i think we could use this space better if we could resize vs nodes to have non standard sizes in this scenario content of the vs node could be broken into multiple lines dynamically steps to reproduce link to minimal example project optional but very welcome ,1 +22383,19268028574.0,IssuesEvent,2021-12-10 00:03:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Popup items are too easy to click accidentally,bug topic:editor usability regression topic:gui,"### Godot version + +ff118d7 + +### System information + +W10 + +### Issue description + +![R2Zm7mXnEo](https://user-images.githubusercontent.com/2223172/145125808-66678c9c-bda1-453f-b5d8-e09e34a54a4c.gif) +See what happened here? I opened a menu, but before I managed to do anything, some option got activated, because the menu spawned under cursor. +![A86Piy3mfy](https://user-images.githubusercontent.com/2223172/145125889-79d8d53a-00a6-4a4e-915b-29a2e480478d.gif) +I get that it's possible to open menu and then release button on an item to activate it. And there is a small delay before this happens, so in theory when you simply click, the menu is not activated even if it was under cursor. But I accidentally click waay to often. The delay for release-click is too short, you hold button for 0.0001 seconds too long and you can't use the menu. + +At first I thought that the problem is menus spawning under cursor (which probably shouldn't happen, but ok). However now I noticed that there is actually a delay, but it's just too short. + +### Steps to reproduce + +1. Try opening a menu. Best for testing are the ones in the inspector or the Edit in Animation editor +2. Notice that you fail often, because the menu spawns under your cursor and is immediately clicked as you release mouse button + +### Minimal reproduction project + +_No response_",True,"Popup items are too easy to click accidentally - ### Godot version + +ff118d7 + +### System information + +W10 + +### Issue description + +![R2Zm7mXnEo](https://user-images.githubusercontent.com/2223172/145125808-66678c9c-bda1-453f-b5d8-e09e34a54a4c.gif) +See what happened here? I opened a menu, but before I managed to do anything, some option got activated, because the menu spawned under cursor. +![A86Piy3mfy](https://user-images.githubusercontent.com/2223172/145125889-79d8d53a-00a6-4a4e-915b-29a2e480478d.gif) +I get that it's possible to open menu and then release button on an item to activate it. And there is a small delay before this happens, so in theory when you simply click, the menu is not activated even if it was under cursor. But I accidentally click waay to often. The delay for release-click is too short, you hold button for 0.0001 seconds too long and you can't use the menu. + +At first I thought that the problem is menus spawning under cursor (which probably shouldn't happen, but ok). However now I noticed that there is actually a delay, but it's just too short. + +### Steps to reproduce + +1. Try opening a menu. Best for testing are the ones in the inspector or the Edit in Animation editor +2. Notice that you fail often, because the menu spawns under your cursor and is immediately clicked as you release mouse button + +### Minimal reproduction project + +_No response_",1,popup items are too easy to click accidentally godot version system information issue description see what happened here i opened a menu but before i managed to do anything some option got activated because the menu spawned under cursor i get that it s possible to open menu and then release button on an item to activate it and there is a small delay before this happens so in theory when you simply click the menu is not activated even if it was under cursor but i accidentally click waay to often the delay for release click is too short you hold button for seconds too long and you can t use the menu at first i thought that the problem is menus spawning under cursor which probably shouldn t happen but ok however now i noticed that there is actually a delay but it s just too short steps to reproduce try opening a menu best for testing are the ones in the inspector or the edit in animation editor notice that you fail often because the menu spawns under your cursor and is immediately clicked as you release mouse button minimal reproduction project no response ,1 +6190,4173937515.0,IssuesEvent,2016-06-21 12:30:17,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Can't drag child nodes if base node of scene is a Popup node,bug confirmed topic:editor usability,"in version 2.01stable 64bit windows10 + +If you make the base node of a scene a Popup node, it seems that you can't drag it's child nodes with your mouse. You can still change the size of the node with the mouse, but you can't change its position. You can also still change the child nodes' positions by editing their values. This only happens if the popup node is the base node of the scene, so if it were a child of a node you could still drag its children normally. + +To reproduce, create a new scene and make the base node a Popup node. Then make any kind of child node and see if you can change its position by mouse.",True,"Can't drag child nodes if base node of scene is a Popup node - in version 2.01stable 64bit windows10 + +If you make the base node of a scene a Popup node, it seems that you can't drag it's child nodes with your mouse. You can still change the size of the node with the mouse, but you can't change its position. You can also still change the child nodes' positions by editing their values. This only happens if the popup node is the base node of the scene, so if it were a child of a node you could still drag its children normally. + +To reproduce, create a new scene and make the base node a Popup node. Then make any kind of child node and see if you can change its position by mouse.",1,can t drag child nodes if base node of scene is a popup node in version if you make the base node of a scene a popup node it seems that you can t drag it s child nodes with your mouse you can still change the size of the node with the mouse but you can t change its position you can also still change the child nodes positions by editing their values this only happens if the popup node is the base node of the scene so if it were a child of a node you could still drag its children normally to reproduce create a new scene and make the base node a popup node then make any kind of child node and see if you can change its position by mouse ,1 +26800,27183715956.0,IssuesEvent,2023-02-19 00:03:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,[4.0 Beta 11] Does not reset property value if selected,bug topic:editor usability,"### Godot version + +4.0 beta 11 + +### System information + +Windows 10 + +### Issue description + +When a property is selected and the reset button is clicked, the selected box is not reset. +![image](https://user-images.githubusercontent.com/22826308/212202450-cbfc6905-3b1a-42d9-89fb-90749c183069.png) +![image](https://user-images.githubusercontent.com/22826308/212202503-cee945d3-f29b-45c5-8663-96769946a056.png) +Here it is working in 3.5.1 +![image](https://user-images.githubusercontent.com/22826308/212202848-75721ce8-30fc-4cf7-90b3-52756e4f1d9d.png) +![image](https://user-images.githubusercontent.com/22826308/212202873-3e73f18f-65f7-4341-8d2c-7ab3ad9f3baf.png) + + +### Steps to reproduce + +1. Select a node +2. Select one of its property boxes +3. If it is the default value, change it +4. Reselect that changed value +5. Click the button to reset to default +6. Selected box is unchanged, while other values are reset + +### Minimal reproduction project + +N/A, just open a new scene and use the root node",True,"[4.0 Beta 11] Does not reset property value if selected - ### Godot version + +4.0 beta 11 + +### System information + +Windows 10 + +### Issue description + +When a property is selected and the reset button is clicked, the selected box is not reset. +![image](https://user-images.githubusercontent.com/22826308/212202450-cbfc6905-3b1a-42d9-89fb-90749c183069.png) +![image](https://user-images.githubusercontent.com/22826308/212202503-cee945d3-f29b-45c5-8663-96769946a056.png) +Here it is working in 3.5.1 +![image](https://user-images.githubusercontent.com/22826308/212202848-75721ce8-30fc-4cf7-90b3-52756e4f1d9d.png) +![image](https://user-images.githubusercontent.com/22826308/212202873-3e73f18f-65f7-4341-8d2c-7ab3ad9f3baf.png) + + +### Steps to reproduce + +1. Select a node +2. Select one of its property boxes +3. If it is the default value, change it +4. Reselect that changed value +5. Click the button to reset to default +6. Selected box is unchanged, while other values are reset + +### Minimal reproduction project + +N/A, just open a new scene and use the root node",1, does not reset property value if selected godot version beta system information windows issue description when a property is selected and the reset button is clicked the selected box is not reset here it is working in steps to reproduce select a node select one of its property boxes if it is the default value change it reselect that changed value click the button to reset to default selected box is unchanged while other values are reset minimal reproduction project n a just open a new scene and use the root node,1 +20255,15184859450.0,IssuesEvent,2021-02-15 10:08:53,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Dragging to adjust variable values in inspector is broken,bug platform:macos topic:editor usability,"**Godot version:** +3.2.4 RC2 + + +**OS/device including version:** +macOS Catalina +Macbook Pro + +**Issue description:** +Seems to be a regression since 3.2.3. It's an issue in both RC1 and RC2, I am not sure about beta builds. + +When dragging over an exported variable to adjust the value, it does not work as expected. The issue is not limited to any particular variable type as far as I can tell. Dragging only a tiny bit causes the value to jump to an extreme, and even if you drag to the right it jumps to below what it already was: + +https://user-images.githubusercontent.com/33777501/107888291-39f3fe80-6ec0-11eb-8592-0c4e77e88a78.mov + +Dragging on a variable with a slider also does not work smoothly as it used to, though the slider itself works fine: + +https://user-images.githubusercontent.com/33777501/107888316-5d1eae00-6ec0-11eb-9efc-87500e0cd8b1.mov + + +**Steps to reproduce:** +Make a new scene, add a node such as Node2D, and try to adjust some variable in inspector (like position) by dragging over it. + +**Minimal reproduction project:** +Not needed I think +",True,"Dragging to adjust variable values in inspector is broken - **Godot version:** +3.2.4 RC2 + + +**OS/device including version:** +macOS Catalina +Macbook Pro + +**Issue description:** +Seems to be a regression since 3.2.3. It's an issue in both RC1 and RC2, I am not sure about beta builds. + +When dragging over an exported variable to adjust the value, it does not work as expected. The issue is not limited to any particular variable type as far as I can tell. Dragging only a tiny bit causes the value to jump to an extreme, and even if you drag to the right it jumps to below what it already was: + +https://user-images.githubusercontent.com/33777501/107888291-39f3fe80-6ec0-11eb-8592-0c4e77e88a78.mov + +Dragging on a variable with a slider also does not work smoothly as it used to, though the slider itself works fine: + +https://user-images.githubusercontent.com/33777501/107888316-5d1eae00-6ec0-11eb-9efc-87500e0cd8b1.mov + + +**Steps to reproduce:** +Make a new scene, add a node such as Node2D, and try to adjust some variable in inspector (like position) by dragging over it. + +**Minimal reproduction project:** +Not needed I think +",1,dragging to adjust variable values in inspector is broken godot version os device including version macos catalina macbook pro issue description seems to be a regression since it s an issue in both and i am not sure about beta builds when dragging over an exported variable to adjust the value it does not work as expected the issue is not limited to any particular variable type as far as i can tell dragging only a tiny bit causes the value to jump to an extreme and even if you drag to the right it jumps to below what it already was dragging on a variable with a slider also does not work smoothly as it used to though the slider itself works fine steps to reproduce make a new scene add a node such as and try to adjust some variable in inspector like position by dragging over it minimal reproduction project not needed i think ,1 +6934,4682761186.0,IssuesEvent,2016-10-09 12:40:12,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New Theme: code completition tooltip not completely visible,bug confirmed topic:editor usability,"I think the screenshot says everything :) +![image](https://cloud.githubusercontent.com/assets/10233279/5791112/fca36af0-9ebb-11e4-8ba2-f151ccaf26a4.png) +",True,"New Theme: code completition tooltip not completely visible - I think the screenshot says everything :) +![image](https://cloud.githubusercontent.com/assets/10233279/5791112/fca36af0-9ebb-11e4-8ba2-f151ccaf26a4.png) +",1,new theme code completition tooltip not completely visible i think the screenshot says everything ,1 +16592,11101273606.0,IssuesEvent,2019-12-16 21:04:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve Search Help,enhancement topic:editor usability,"Today the search help function searches through Classes, Methods, Signals and Properties separately. + +AFAIU, you can't restrict the search to the SceneTree methods by typing `SceneTree.` into the search box, because that leaves you with just the SceneTree class and a bunch of other entries where ""SceneTree"" appears in the description. It is not possible to restrict entries to properties or signals by typing ""Property"" or ""Signal"" either. + +It would be nice to implement some form of fuzzy search that would let us do this. The Search Help is a great tool to discover/navigate the API. I'd love to see it become even more powerful.",True,"Improve Search Help - Today the search help function searches through Classes, Methods, Signals and Properties separately. + +AFAIU, you can't restrict the search to the SceneTree methods by typing `SceneTree.` into the search box, because that leaves you with just the SceneTree class and a bunch of other entries where ""SceneTree"" appears in the description. It is not possible to restrict entries to properties or signals by typing ""Property"" or ""Signal"" either. + +It would be nice to implement some form of fuzzy search that would let us do this. The Search Help is a great tool to discover/navigate the API. I'd love to see it become even more powerful.",1,improve search help today the search help function searches through classes methods signals and properties separately afaiu you can t restrict the search to the scenetree methods by typing scenetree into the search box because that leaves you with just the scenetree class and a bunch of other entries where scenetree appears in the description it is not possible to restrict entries to properties or signals by typing property or signal either it would be nice to implement some form of fuzzy search that would let us do this the search help is a great tool to discover navigate the api i d love to see it become even more powerful ,1 +27608,29801972350.0,IssuesEvent,2023-06-16 08:47:59,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Unwarranted value incremented in text boxes on focus,bug topic:editor usability regression,"### Godot version + +4.1 beta1, 4.1.beta2 + +### System information + +Windows 11 + +### Issue description + +Whenever you try to select an editable field like Scale.X and Scale.Y. The value is changed as soon as the focus is on. + +This is random behavior but consistently reproducible throughout the editor. + +https://github.com/godotengine/godot/assets/84369217/2773c297-bf4b-4dd7-86f7-0c837b8d4a12 + +**It is not reproducible in 4.0.3** + +### Steps to reproduce + +Reproducible in most of the editable text fields with floating point values. +It is random but consistent + + +### Minimal reproduction project + +N.A",True,"Unwarranted value incremented in text boxes on focus - ### Godot version + +4.1 beta1, 4.1.beta2 + +### System information + +Windows 11 + +### Issue description + +Whenever you try to select an editable field like Scale.X and Scale.Y. The value is changed as soon as the focus is on. + +This is random behavior but consistently reproducible throughout the editor. + +https://github.com/godotengine/godot/assets/84369217/2773c297-bf4b-4dd7-86f7-0c837b8d4a12 + +**It is not reproducible in 4.0.3** + +### Steps to reproduce + +Reproducible in most of the editable text fields with floating point values. +It is random but consistent + + +### Minimal reproduction project + +N.A",1,unwarranted value incremented in text boxes on focus godot version system information windows issue description whenever you try to select an editable field like scale x and scale y the value is changed as soon as the focus is on this is random behavior but consistently reproducible throughout the editor it is not reproducible in steps to reproduce reproducible in most of the editable text fields with floating point values it is random but consistent minimal reproduction project n a,1 +9517,6338722571.0,IssuesEvent,2017-07-27 05:56:36,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Freelook shortcuts don't appear until they are used,bug topic:editor usability,"Godot 3.0 alpha1 official +Windows 10 64 bits + +Shortcuts appear only if I USE freelook at least once during the session, and if I set them different keys they are taken into account. They disappear again in further sessions, but seem to remember what they were set to, and remain hidden until the keys get used. + +Reason why: they are used on the fly unlike ""retained"" shortcuts but I forgot to initialize them properly. woops + +![image](https://user-images.githubusercontent.com/1311555/28649207-6bb4ca32-7273-11e7-8ca9-1988b14f0bac.png)",True,"Freelook shortcuts don't appear until they are used - Godot 3.0 alpha1 official +Windows 10 64 bits + +Shortcuts appear only if I USE freelook at least once during the session, and if I set them different keys they are taken into account. They disappear again in further sessions, but seem to remember what they were set to, and remain hidden until the keys get used. + +Reason why: they are used on the fly unlike ""retained"" shortcuts but I forgot to initialize them properly. woops + +![image](https://user-images.githubusercontent.com/1311555/28649207-6bb4ca32-7273-11e7-8ca9-1988b14f0bac.png)",1,freelook shortcuts don t appear until they are used godot official windows bits shortcuts appear only if i use freelook at least once during the session and if i set them different keys they are taken into account they disappear again in further sessions but seem to remember what they were set to and remain hidden until the keys get used reason why they are used on the fly unlike retained shortcuts but i forgot to initialize them properly woops ,1 +23948,23171218316.0,IssuesEvent,2022-07-30 18:49:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Changing layer changes atlas source,bug topic:editor usability topic:2d,"### Godot version + +c2d55a4 + +### System information + +Windows 10 x64 + +### Issue description + +Another weird source interaction. Related to sorting (like in #58482) +![Vm8ruuRV0f](https://user-images.githubusercontent.com/2223172/181937166-b4f7b2dd-0dcf-49bb-b158-c62281992512.gif) + + +### Steps to reproduce + +1. Add TileMap with 2 tilesets (can be 2 icon.pngs) +2. Change sorting to e.g. ID descending +3. Add layer +4. Pick some tile I think +5. Change layer +6. Your source is changed + +### Minimal reproduction project + +_No response_",True,"Changing layer changes atlas source - ### Godot version + +c2d55a4 + +### System information + +Windows 10 x64 + +### Issue description + +Another weird source interaction. Related to sorting (like in #58482) +![Vm8ruuRV0f](https://user-images.githubusercontent.com/2223172/181937166-b4f7b2dd-0dcf-49bb-b158-c62281992512.gif) + + +### Steps to reproduce + +1. Add TileMap with 2 tilesets (can be 2 icon.pngs) +2. Change sorting to e.g. ID descending +3. Add layer +4. Pick some tile I think +5. Change layer +6. Your source is changed + +### Minimal reproduction project + +_No response_",1,changing layer changes atlas source godot version system information windows issue description another weird source interaction related to sorting like in steps to reproduce add tilemap with tilesets can be icon pngs change sorting to e g id descending add layer pick some tile i think change layer your source is changed minimal reproduction project no response ,1 +9058,6137026801.0,IssuesEvent,2017-06-26 11:03:22,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"[3.0] with the changes to physics_body_2d, I see no way to get the collision on a KinematicBody2D",discussion topic:physics usability,"**Operating system or device - Godot version:** +Linux Ubuntu 64bit commit 8caa21a4a939dbb8d7b8a7fa14ca8b5a32fc1be9 + +**Issue description:** +since the dissapearance of ""is_colliding"" and the modifications on physics_body_2d.h and .cpp, I can make a KinematicBody2D work correctly, since all the new modified functions require the ID of the collision to work, like get_collision_normal() or get_collider() +#before: +``` +if (is_colliding()): + var n = get_collision_normal() +``` +#now: +``` +#not sure if the following line works +if( get_collision_count() != 0 || get_collision_count() != null ): + var n = get_collision_normal( THE_COLLISION_ID ) +``` + +I have not been able to find away to get the collision or if there is a collision after a KinematicBody2D ""move()"", this feels like a chicken and egg situation + + +",True,"[3.0] with the changes to physics_body_2d, I see no way to get the collision on a KinematicBody2D - **Operating system or device - Godot version:** +Linux Ubuntu 64bit commit 8caa21a4a939dbb8d7b8a7fa14ca8b5a32fc1be9 + +**Issue description:** +since the dissapearance of ""is_colliding"" and the modifications on physics_body_2d.h and .cpp, I can make a KinematicBody2D work correctly, since all the new modified functions require the ID of the collision to work, like get_collision_normal() or get_collider() +#before: +``` +if (is_colliding()): + var n = get_collision_normal() +``` +#now: +``` +#not sure if the following line works +if( get_collision_count() != 0 || get_collision_count() != null ): + var n = get_collision_normal( THE_COLLISION_ID ) +``` + +I have not been able to find away to get the collision or if there is a collision after a KinematicBody2D ""move()"", this feels like a chicken and egg situation + + +",1, with the changes to physics body i see no way to get the collision on a operating system or device godot version linux ubuntu commit issue description since the dissapearance of is colliding and the modifications on physics body h and cpp i can make a work correctly since all the new modified functions require the id of the collision to work like get collision normal or get collider before if is colliding var n get collision normal now not sure if the following line works if get collision count get collision count null var n get collision normal the collision id i have not been able to find away to get the collision or if there is a collision after a move this feels like a chicken and egg situation ,1 +10870,6967573051.0,IssuesEvent,2017-12-10 10:59:09,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Drop-down menus not closing when clicked again,bug hero wanted! junior job topic:editor usability,"Godot 3.0, 10-27-17 build, Win x86-64, GTX 1060 + +After opening a drop-down menu (as in the menus at the top-left corner, or ones in the Inspector panel/dock), clicking the menu button again sometimes doesn't close the menu. This can be seen here: + +![dropdownmenuissue](https://user-images.githubusercontent.com/15862731/32131804-5d4afe84-bb85-11e7-86e0-0b10f1d79daa.gif) + +It more consistently closes if the button is clicked in rapid succession, and more consistently doesn't close if the click is held down for a slightly longer than normal time. +",True,"Drop-down menus not closing when clicked again - Godot 3.0, 10-27-17 build, Win x86-64, GTX 1060 + +After opening a drop-down menu (as in the menus at the top-left corner, or ones in the Inspector panel/dock), clicking the menu button again sometimes doesn't close the menu. This can be seen here: + +![dropdownmenuissue](https://user-images.githubusercontent.com/15862731/32131804-5d4afe84-bb85-11e7-86e0-0b10f1d79daa.gif) + +It more consistently closes if the button is clicked in rapid succession, and more consistently doesn't close if the click is held down for a slightly longer than normal time. +",1,drop down menus not closing when clicked again godot build win gtx after opening a drop down menu as in the menus at the top left corner or ones in the inspector panel dock clicking the menu button again sometimes doesn t close the menu this can be seen here it more consistently closes if the button is clicked in rapid succession and more consistently doesn t close if the click is held down for a slightly longer than normal time ,1 +3862,3591788178.0,IssuesEvent,2016-02-01 13:34:31,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Bottom panel's editor plugin's not getting keyboard signals,bug topic:editor usability,"Also the same for actions and joybuttons i guess. +I identified the problem but wans't able to solve this: CanvasItemEdiorPlugin and SpatialEditorPlugin are catching the key events and accepting before they reach bottom panel, this is the cause: + +The parenting goes like this: + _center_split + __top_split + ___container + ____scene_tabs + _____scene_root_parent(Panel) + _____scene_root_base (Control aparently not in use, duplicate of viewport above) + _____scene_root (parent of the current edited scene, input is disabled) + _____viewport (it's a Control, not a viewport) + ______canvas_item_editor_plugin + ______spatial_editor_plugin + ______script_editor_plugin + ___top_split_other_childs (some editors are aded here like shader editors) + __bottom_panel + ___v_container + ____editors (animation, sprite_frames, sample_library, and many others not catching signals) + ____h_container + _____buttons_to_switch_editors + +somehow some editors like shader editors are catching the input, but not sprite_frames or sample_library.",True,"Bottom panel's editor plugin's not getting keyboard signals - Also the same for actions and joybuttons i guess. +I identified the problem but wans't able to solve this: CanvasItemEdiorPlugin and SpatialEditorPlugin are catching the key events and accepting before they reach bottom panel, this is the cause: + +The parenting goes like this: + _center_split + __top_split + ___container + ____scene_tabs + _____scene_root_parent(Panel) + _____scene_root_base (Control aparently not in use, duplicate of viewport above) + _____scene_root (parent of the current edited scene, input is disabled) + _____viewport (it's a Control, not a viewport) + ______canvas_item_editor_plugin + ______spatial_editor_plugin + ______script_editor_plugin + ___top_split_other_childs (some editors are aded here like shader editors) + __bottom_panel + ___v_container + ____editors (animation, sprite_frames, sample_library, and many others not catching signals) + ____h_container + _____buttons_to_switch_editors + +somehow some editors like shader editors are catching the input, but not sprite_frames or sample_library.",1,bottom panel s editor plugin s not getting keyboard signals also the same for actions and joybuttons i guess i identified the problem but wans t able to solve this canvasitemediorplugin and spatialeditorplugin are catching the key events and accepting before they reach bottom panel this is the cause the parenting goes like this center split top split container scene tabs scene root parent panel scene root base control aparently not in use duplicate of viewport above scene root parent of the current edited scene input is disabled viewport it s a control not a viewport canvas item editor plugin spatial editor plugin script editor plugin top split other childs some editors are aded here like shader editors bottom panel v container editors animation sprite frames sample library and many others not catching signals h container buttons to switch editors somehow some editors like shader editors are catching the input but not sprite frames or sample library ,1 +9100,6146015491.0,IssuesEvent,2017-06-27 13:00:20,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Why drag and drop an image to the Inspector to set a texture is not available in 3.0?,bug confirmed topic:editor usability,"**Operating system or device - Godot version:** +3.0 + +**Issue description:** + +It's a vey handy feature to set a texture property for nodes such as Sprite, TextureButton. + +**Steps to reproduce:** + + +**Link to minimal example project:** + +",True,"Why drag and drop an image to the Inspector to set a texture is not available in 3.0? - **Operating system or device - Godot version:** +3.0 + +**Issue description:** + +It's a vey handy feature to set a texture property for nodes such as Sprite, TextureButton. + +**Steps to reproduce:** + + +**Link to minimal example project:** + +",1,why drag and drop an image to the inspector to set a texture is not available in operating system or device godot version issue description it s a vey handy feature to set a texture property for nodes such as sprite texturebutton steps to reproduce link to minimal example project ,1 +16532,11034291148.0,IssuesEvent,2019-12-07 04:03:45,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Select Tile activates permanently with Control,bug regression topic:editor usability,"**Godot version:** +3.2 beta3 + +**Steps to reproduce:** +1. Edit a Tilemap +2. Add some tiles +3. Undo the change +4. You have the ""Select Tile"" tool active, because you pressed Control + +IIRC it didn't use to be like that.",True,"Select Tile activates permanently with Control - **Godot version:** +3.2 beta3 + +**Steps to reproduce:** +1. Edit a Tilemap +2. Add some tiles +3. Undo the change +4. You have the ""Select Tile"" tool active, because you pressed Control + +IIRC it didn't use to be like that.",1,select tile activates permanently with control godot version steps to reproduce edit a tilemap add some tiles undo the change you have the select tile tool active because you pressed control iirc it didn t use to be like that ,1 +20965,16374657119.0,IssuesEvent,2021-05-15 21:15:28,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Moving shader files within the editor discards the unsaved code without asking,enhancement topic:editor usability,"**Godot version:** +Godot 3.0.5 + +**Issue description:** +As title suggest, when moving file.shader from a location to another within the editor, Godot moves just the last saved file without any warning of losing unsaved edits. Will be nice to have at least a warning with an confirmation diag if the editor realizes that new conten has been added to the about-to-move file + +**Minimal reproduction project:** +Create a new shader and save it as a file. Edit with few lines and then move it in another folder using the editor. +Reopening the shader file will display of course just the last saved one. A warning could help to avoid mistakes from users. +",True,"Moving shader files within the editor discards the unsaved code without asking - **Godot version:** +Godot 3.0.5 + +**Issue description:** +As title suggest, when moving file.shader from a location to another within the editor, Godot moves just the last saved file without any warning of losing unsaved edits. Will be nice to have at least a warning with an confirmation diag if the editor realizes that new conten has been added to the about-to-move file + +**Minimal reproduction project:** +Create a new shader and save it as a file. Edit with few lines and then move it in another folder using the editor. +Reopening the shader file will display of course just the last saved one. A warning could help to avoid mistakes from users. +",1,moving shader files within the editor discards the unsaved code without asking godot version godot issue description as title suggest when moving file shader from a location to another within the editor godot moves just the last saved file without any warning of losing unsaved edits will be nice to have at least a warning with an confirmation diag if the editor realizes that new conten has been added to the about to move file minimal reproduction project create a new shader and save it as a file edit with few lines and then move it in another folder using the editor reopening the shader file will display of course just the last saved one a warning could help to avoid mistakes from users ,1 +26982,27488693438.0,IssuesEvent,2023-03-04 10:51:01,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,AnimationNodeTransition will not play animation if any one of the input node is empty (Not only playing node but also any other nodes),enhancement usability topic:animation,"### Godot version + +4.0.alpha15 + +### System information + +Windows10 + +### Issue description + +Transition node will not working if on of the node's animation is empty. +For instance at following picture shows. Actually locomotion's animation is ok. But animtion in control_anim is empty(It will be set in runtime) When I play games. Locomotion will not be able to play. because control_anim has empty anim. +![image](https://user-images.githubusercontent.com/18411187/184168473-6a5ad974-a423-427e-acff-d620f0a4e4f0.png) + + +### Steps to reproduce + +1. Open any project. +2. Create animiation tree. +3. Create transition node. +4. Create two nodes to be the inputs. +5. Set animation at one node empty. +6. Transition cannot play event playing node has animation. + +### Minimal reproduction project +[TransitionBugMinProject.zip](https://github.com/godotengine/godot/files/9482343/TransitionBugMinProject.zip) + +_No response_",True,"AnimationNodeTransition will not play animation if any one of the input node is empty (Not only playing node but also any other nodes) - ### Godot version + +4.0.alpha15 + +### System information + +Windows10 + +### Issue description + +Transition node will not working if on of the node's animation is empty. +For instance at following picture shows. Actually locomotion's animation is ok. But animtion in control_anim is empty(It will be set in runtime) When I play games. Locomotion will not be able to play. because control_anim has empty anim. +![image](https://user-images.githubusercontent.com/18411187/184168473-6a5ad974-a423-427e-acff-d620f0a4e4f0.png) + + +### Steps to reproduce + +1. Open any project. +2. Create animiation tree. +3. Create transition node. +4. Create two nodes to be the inputs. +5. Set animation at one node empty. +6. Transition cannot play event playing node has animation. + +### Minimal reproduction project +[TransitionBugMinProject.zip](https://github.com/godotengine/godot/files/9482343/TransitionBugMinProject.zip) + +_No response_",1,animationnodetransition will not play animation if any one of the input node is empty not only playing node but also any other nodes godot version system information issue description transition node will not working if on of the node s animation is empty for instance at following picture shows actually locomotion s animation is ok but animtion in control anim is empty it will be set in runtime when i play games locomotion will not be able to play because control anim has empty anim steps to reproduce open any project create animiation tree create transition node create two nodes to be the inputs set animation at one node empty transition cannot play event playing node has animation minimal reproduction project no response ,1 +11999,7610912094.0,IssuesEvent,2018-05-01 11:08:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,reopened,Server headless export bad error if template missing,bug topic:editor usability,"Godot Master + +Happens with Linux and Windows probably the others too. + +**Command** +`godot_server.server.tools.64 --export ""Windows Desktop"" ./../exports/test.exe` + +`ERROR: copy: Failed to open` - means the templates are missing(in my case). It would be nice to get a more specific error message. + +``` +./godot_server.server.tools.64 +ERROR: copy: Failed to open + At: core/os/dir_access.cpp:304. +ERROR: _fs_changed: Project export failed with error code 12. + At: editor/editor_node.cpp:494. +``` +",True,"Server headless export bad error if template missing - Godot Master + +Happens with Linux and Windows probably the others too. + +**Command** +`godot_server.server.tools.64 --export ""Windows Desktop"" ./../exports/test.exe` + +`ERROR: copy: Failed to open` - means the templates are missing(in my case). It would be nice to get a more specific error message. + +``` +./godot_server.server.tools.64 +ERROR: copy: Failed to open + At: core/os/dir_access.cpp:304. +ERROR: _fs_changed: Project export failed with error code 12. + At: editor/editor_node.cpp:494. +``` +",1,server headless export bad error if template missing godot master happens with linux and windows probably the others too command godot server server tools export windows desktop exports test exe error copy failed to open means the templates are missing in my case it would be nice to get a more specific error message godot server server tools error copy failed to open at core os dir access cpp error fs changed project export failed with error code at editor editor node cpp ,1 +15719,10257116201.0,IssuesEvent,2019-08-21 19:18:41,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Allow moving Tilemap nodes by dragging,discussion enhancement topic:editor usability," + +**Godot version:** + +Godot 3.0.6 + +**OS/device including version:** + + + +**Issue description:** + +I can't use the GUI to change the position of a tilemap node, I have to manually do it by changing the numbers. Please add that feature, it just keeps drawing tiles when I want to move it. + +**Steps to reproduce:** +Create a tilemap +Try to change its position by the GUI move tool. + +**Minimal reproduction project:** + +",True,"Allow moving Tilemap nodes by dragging - + +**Godot version:** + +Godot 3.0.6 + +**OS/device including version:** + + + +**Issue description:** + +I can't use the GUI to change the position of a tilemap node, I have to manually do it by changing the numbers. Please add that feature, it just keeps drawing tiles when I want to move it. + +**Steps to reproduce:** +Create a tilemap +Try to change its position by the GUI move tool. + +**Minimal reproduction project:** + +",1,allow moving tilemap nodes by dragging please search existing issues for potential duplicates before filing yours godot version godot os device including version issue description i can t use the gui to change the position of a tilemap node i have to manually do it by changing the numbers please add that feature it just keeps drawing tiles when i want to move it steps to reproduce create a tilemap try to change its position by the gui move tool minimal reproduction project ,1 +11507,7269259514.0,IssuesEvent,2018-02-20 13:06:49,godotengine/godot,https://api.github.com/repos/godotengine/godot,opened,Draw Relationship Lines is not drawn on scene tree dock,bug topic:editor usability," + +**Godot version:** + +Godot 3.0 stable official + +**OS/device including version:** + +Ubuntu 17.10 + +**Issue description:** + +relationship line on scene tree dock is not drawn. + +**Steps to reproduce:** +1. check if relationship line is drawn on scene tree dock +2. check Editor Settings > Docks > Scene Tree > Draw Relationship Lines is `on` +3. turn `on` if not +4. see relationship line is drawn +5. restart editor +6. see relationship line is not drawn even though the option is `on` editor settings. +7. need to turn off and on to see the relationship lines. + +**Minimal reproduction project:** + +",True,"Draw Relationship Lines is not drawn on scene tree dock - + +**Godot version:** + +Godot 3.0 stable official + +**OS/device including version:** + +Ubuntu 17.10 + +**Issue description:** + +relationship line on scene tree dock is not drawn. + +**Steps to reproduce:** +1. check if relationship line is drawn on scene tree dock +2. check Editor Settings > Docks > Scene Tree > Draw Relationship Lines is `on` +3. turn `on` if not +4. see relationship line is drawn +5. restart editor +6. see relationship line is not drawn even though the option is `on` editor settings. +7. need to turn off and on to see the relationship lines. + +**Minimal reproduction project:** + +",1,draw relationship lines is not drawn on scene tree dock please search existing issues for potential duplicates before filing yours godot version godot stable official os device including version ubuntu issue description relationship line on scene tree dock is not drawn steps to reproduce check if relationship line is drawn on scene tree dock check editor settings docks scene tree draw relationship lines is on turn on if not see relationship line is drawn restart editor see relationship line is not drawn even though the option is on editor settings need to turn off and on to see the relationship lines minimal reproduction project ,1 +12607,7976483849.0,IssuesEvent,2018-07-17 12:50:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Double clicking on linked signal should open that function in the editor,bug confirmed topic:editor usability,"**Godot version:** +3.0.2 stable + + +**OS/device including version:** +MacBook Air (13-inch, Early 2014) (1,4 GHz Intel Core i5) +MacOS High Sierra 10.13.3 + + + +**Issue description:** +When connecting a signal from the *Node* panel, the code editor opens in that new function. However, when the signal is already connected, double clicking on the connection doesn't open the editor in the referenced function. +![](https://i.imgur.com/liF18sC.png) + +**Steps to reproduce:** +1. Click on a node +2. Connect a signal +3. Double-click the newly created connection +4. Nothing happens, it should open the editor in that function",True,"Double clicking on linked signal should open that function in the editor - **Godot version:** +3.0.2 stable + + +**OS/device including version:** +MacBook Air (13-inch, Early 2014) (1,4 GHz Intel Core i5) +MacOS High Sierra 10.13.3 + + + +**Issue description:** +When connecting a signal from the *Node* panel, the code editor opens in that new function. However, when the signal is already connected, double clicking on the connection doesn't open the editor in the referenced function. +![](https://i.imgur.com/liF18sC.png) + +**Steps to reproduce:** +1. Click on a node +2. Connect a signal +3. Double-click the newly created connection +4. Nothing happens, it should open the editor in that function",1,double clicking on linked signal should open that function in the editor godot version stable os device including version macbook air inch early ghz intel core macos high sierra issue description when connecting a signal from the node panel the code editor opens in that new function however when the signal is already connected double clicking on the connection doesn t open the editor in the referenced function steps to reproduce click on a node connect a signal double click the newly created connection nothing happens it should open the editor in that function,1 +16297,10737128412.0,IssuesEvent,2019-10-29 12:27:42,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Some UX notes about creating project folder,enhancement junior job topic:editor usability,"Godot 3.0 master +Windows 10 64 bits + +I went through a bit of confusion while trying to create a project: + +1) Open project manager +2) Create new project +3) Click ""Browse"" to pick a folder +4) On Windows, it opens by default in C:/Users/name, I want it to be in D:/something/uuhSomething/IDontRemember, so I try to click ""/.."", but it doesn't do anything, unlike any file explorer on Windows. +5) I decide to edit the path just to show the files in D:/ then: + +![image](https://user-images.githubusercontent.com/1311555/29586530-3f8e1576-878b-11e7-9750-42b07a995b21.png) + +At this point, the file list doesn't update, so I intuitively think that pressing ""Enter"" in the field would update the list... +Wrong! The dialog closes and the project ends up being created in D:/ while i didn't finish to find my folder. + +Then I noticed that small drop down, which does what I wanted: +![image](https://user-images.githubusercontent.com/1311555/29586604-98f4063e-878b-11e7-991b-e7a9aa1707c8.png) + +When I think about it, I understand the top URL textbox is the prompted directory and pressing enter will choose it, but for some reason I thought of it like a URL only used to show the file list below, like any other file explorer and browsers, and I thought the actual input field was the one at the bottom. + +![image](https://user-images.githubusercontent.com/1311555/29586884-80a14c8a-878c-11e7-804e-d5170369b2f5.png) + +That one is completely useless when looking for a folder. + +Wouldn't it be more consistent if the top path was only ""where you are"" with no ""Enter closes dialog"", and the bottom path was the actual folder you want to choose/create? ",True,"Some UX notes about creating project folder - Godot 3.0 master +Windows 10 64 bits + +I went through a bit of confusion while trying to create a project: + +1) Open project manager +2) Create new project +3) Click ""Browse"" to pick a folder +4) On Windows, it opens by default in C:/Users/name, I want it to be in D:/something/uuhSomething/IDontRemember, so I try to click ""/.."", but it doesn't do anything, unlike any file explorer on Windows. +5) I decide to edit the path just to show the files in D:/ then: + +![image](https://user-images.githubusercontent.com/1311555/29586530-3f8e1576-878b-11e7-9750-42b07a995b21.png) + +At this point, the file list doesn't update, so I intuitively think that pressing ""Enter"" in the field would update the list... +Wrong! The dialog closes and the project ends up being created in D:/ while i didn't finish to find my folder. + +Then I noticed that small drop down, which does what I wanted: +![image](https://user-images.githubusercontent.com/1311555/29586604-98f4063e-878b-11e7-991b-e7a9aa1707c8.png) + +When I think about it, I understand the top URL textbox is the prompted directory and pressing enter will choose it, but for some reason I thought of it like a URL only used to show the file list below, like any other file explorer and browsers, and I thought the actual input field was the one at the bottom. + +![image](https://user-images.githubusercontent.com/1311555/29586884-80a14c8a-878c-11e7-804e-d5170369b2f5.png) + +That one is completely useless when looking for a folder. + +Wouldn't it be more consistent if the top path was only ""where you are"" with no ""Enter closes dialog"", and the bottom path was the actual folder you want to choose/create? ",1,some ux notes about creating project folder godot master windows bits i went through a bit of confusion while trying to create a project open project manager create new project click browse to pick a folder on windows it opens by default in c users name i want it to be in d something uuhsomething idontremember so i try to click but it doesn t do anything unlike any file explorer on windows i decide to edit the path just to show the files in d then at this point the file list doesn t update so i intuitively think that pressing enter in the field would update the list wrong the dialog closes and the project ends up being created in d while i didn t finish to find my folder then i noticed that small drop down which does what i wanted when i think about it i understand the top url textbox is the prompted directory and pressing enter will choose it but for some reason i thought of it like a url only used to show the file list below like any other file explorer and browsers and i thought the actual input field was the one at the bottom that one is completely useless when looking for a folder wouldn t it be more consistent if the top path was only where you are with no enter closes dialog and the bottom path was the actual folder you want to choose create ,1 +27720,30259566329.0,IssuesEvent,2023-07-07 07:06:44,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,FileSystem Dock: Drag and drop file from res:// to res:// prompts to overwrite/rename; should be a no-op,bug topic:editor usability,"### Godot version + +v4.1.rc2.official [46424488e] + +### System information + +Godot v4.1.rc2 - Linux Mint 20 (Ulyana) - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia; 515.105.01) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads) + +### Issue description + +Dragging and dropping a file to a new position inside its current folder, or onto the icon for its current folder - when that folder is the project root folder :res// - will be treated as though you were dropping a different file with the same name. + +Expectation: for nothing to happen. + +Also tried it in 4.0.3 and 4.1-dev3, where it behaves as expected. + +https://github.com/godotengine/godot/assets/64640811/90de1120-dd92-41b8-b202-db77c343103a + +### Steps to reproduce + +1. New or existing project. +2. Click and drag a file in :res// in FileSystem dock. +3. Drop the file back into :res//. +4. Be prompted to overwrite or rename. + +### Minimal reproduction project + +N/A",True,"FileSystem Dock: Drag and drop file from res:// to res:// prompts to overwrite/rename; should be a no-op - ### Godot version + +v4.1.rc2.official [46424488e] + +### System information + +Godot v4.1.rc2 - Linux Mint 20 (Ulyana) - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia; 515.105.01) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads) + +### Issue description + +Dragging and dropping a file to a new position inside its current folder, or onto the icon for its current folder - when that folder is the project root folder :res// - will be treated as though you were dropping a different file with the same name. + +Expectation: for nothing to happen. + +Also tried it in 4.0.3 and 4.1-dev3, where it behaves as expected. + +https://github.com/godotengine/godot/assets/64640811/90de1120-dd92-41b8-b202-db77c343103a + +### Steps to reproduce + +1. New or existing project. +2. Click and drag a file in :res// in FileSystem dock. +3. Drop the file back into :res//. +4. Be prompted to overwrite or rename. + +### Minimal reproduction project + +N/A",1,filesystem dock drag and drop file from res to res prompts to overwrite rename should be a no op godot version official system information godot linux mint ulyana vulkan forward dedicated nvidia geforce rtx super nvidia intel r core tm cpu threads issue description dragging and dropping a file to a new position inside its current folder or onto the icon for its current folder when that folder is the project root folder res will be treated as though you were dropping a different file with the same name expectation for nothing to happen also tried it in and where it behaves as expected steps to reproduce new or existing project click and drag a file in res in filesystem dock drop the file back into res be prompted to overwrite or rename minimal reproduction project n a,1 +3507,3476096606.0,IssuesEvent,2015-12-26 13:27:21,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Better allign for Public Methods list in API doc,enhancement topic:editor usability,"Usually when we look for methods we tend to search them by name not their return datatype. I suggest change type of text alignment as on mock-up: +![doc_text_align](https://cloud.githubusercontent.com/assets/6152134/11312499/bfe9bf4e-8fd6-11e5-8c8f-4ffc6fba5b3c.jpg) +",True,"Better allign for Public Methods list in API doc - Usually when we look for methods we tend to search them by name not their return datatype. I suggest change type of text alignment as on mock-up: +![doc_text_align](https://cloud.githubusercontent.com/assets/6152134/11312499/bfe9bf4e-8fd6-11e5-8c8f-4ffc6fba5b3c.jpg) +",1,better allign for public methods list in api doc usually when we look for methods we tend to search them by name not their return datatype i suggest change type of text alignment as on mock up ,1 +3232,3373656994.0,IssuesEvent,2015-11-24 09:05:40,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"import -> sub-scene no error message if ""no node selected""",enhancement topic:editor usability,"![bug3](https://cloud.githubusercontent.com/assets/4741886/9696720/0e913d5e-5376-11e5-9da0-9f23ec68891d.gif) + +1.Show a message that no Node is selected +2.Select root node automatically after delete?",True,"import -> sub-scene no error message if ""no node selected"" - ![bug3](https://cloud.githubusercontent.com/assets/4741886/9696720/0e913d5e-5376-11e5-9da0-9f23ec68891d.gif) + +1.Show a message that no Node is selected +2.Select root node automatically after delete?",1,import sub scene no error message if no node selected show a message that no node is selected select root node automatically after delete ,1 +12679,8035433006.0,IssuesEvent,2018-07-30 04:31:38,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Autocomplete strange behavior,bug topic:editor usability,"Version 3.0.5 +Windows 7 x64 + +I have strange behavior in script editor. Here is example: + +New project - Node - Add script - In ""_ready"" I do: + +``` +func _ready(): + var test = Vector2() + test. +``` + +then I wait for a second and instead of giving me a list of available functions and variables in ""test"", I got only error ""Expected identifier as member"". + +I press Ctrl + Space but list still not appears. + +The strange thing is if I write a variable after ""test"" one autocomplete list works like expected: + +``` +func _ready(): + var test = Vector2() + var a = 10 + test. +``` +",True,"Autocomplete strange behavior - Version 3.0.5 +Windows 7 x64 + +I have strange behavior in script editor. Here is example: + +New project - Node - Add script - In ""_ready"" I do: + +``` +func _ready(): + var test = Vector2() + test. +``` + +then I wait for a second and instead of giving me a list of available functions and variables in ""test"", I got only error ""Expected identifier as member"". + +I press Ctrl + Space but list still not appears. + +The strange thing is if I write a variable after ""test"" one autocomplete list works like expected: + +``` +func _ready(): + var test = Vector2() + var a = 10 + test. +``` +",1,autocomplete strange behavior version windows i have strange behavior in script editor here is example new project node add script in ready i do func ready var test test then i wait for a second and instead of giving me a list of available functions and variables in test i got only error expected identifier as member i press ctrl space but list still not appears the strange thing is if i write a variable after test one autocomplete list works like expected func ready var test var a test ,1 +14823,9537226837.0,IssuesEvent,2019-04-30 11:57:15,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,New script dialog should put the cursor at the end,enhancement topic:editor usability,"**Godot version:** +629ac20 + + +**Issue description:** +When a project starts having deep folder trees, it is necessary to go at the end of the textbox for the script name in order to edit the script name (never named a script 'new_script' so far). + + +**Proposal** +Make the cursor jump automatically before ""new_script"" so that there is no need to scroll in the textbox (which is not so pleasant since it is done by selecting text and waiting) +",True,"New script dialog should put the cursor at the end - **Godot version:** +629ac20 + + +**Issue description:** +When a project starts having deep folder trees, it is necessary to go at the end of the textbox for the script name in order to edit the script name (never named a script 'new_script' so far). + + +**Proposal** +Make the cursor jump automatically before ""new_script"" so that there is no need to scroll in the textbox (which is not so pleasant since it is done by selecting text and waiting) +",1,new script dialog should put the cursor at the end godot version issue description when a project starts having deep folder trees it is necessary to go at the end of the textbox for the script name in order to edit the script name never named a script new script so far proposal make the cursor jump automatically before new script so that there is no need to scroll in the textbox which is not so pleasant since it is done by selecting text and waiting ,1 +24960,24524643242.0,IssuesEvent,2022-10-11 12:15:55,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,"""Replace"" doesn't take effect on current text if selected from left to right",bug topic:editor confirmed usability,"**Godot version:** +3.2 alpha3 + +**Steps to reproduce:** +1. Write some repeating script text (in new lines) +Like +``` +var a = ""whatever"" +var b = ""whatever"" +var c = ""whatever"" +``` +2. Select a repeating word +3. Ctrl + R to bring up replace +4. Write something and replace the text +5. It doesn't replace the first one, but jumps to the second + +This only happens if you select the text from left to right (so the cursor is at the end of word). If you select in opposite way, there's one ""blank"" replace action on first click that does nothing",True,"""Replace"" doesn't take effect on current text if selected from left to right - **Godot version:** +3.2 alpha3 + +**Steps to reproduce:** +1. Write some repeating script text (in new lines) +Like +``` +var a = ""whatever"" +var b = ""whatever"" +var c = ""whatever"" +``` +2. Select a repeating word +3. Ctrl + R to bring up replace +4. Write something and replace the text +5. It doesn't replace the first one, but jumps to the second + +This only happens if you select the text from left to right (so the cursor is at the end of word). If you select in opposite way, there's one ""blank"" replace action on first click that does nothing",1, replace doesn t take effect on current text if selected from left to right godot version steps to reproduce write some repeating script text in new lines like var a whatever var b whatever var c whatever select a repeating word ctrl r to bring up replace write something and replace the text it doesn t replace the first one but jumps to the second this only happens if you select the text from left to right so the cursor is at the end of word if you select in opposite way there s one blank replace action on first click that does nothing,1 +21988,18247361275.0,IssuesEvent,2021-10-01 20:25:52,godotengine/godot,https://api.github.com/repos/godotengine/godot,closed,Improve changing values in the inspector,enhancement topic:editor usability,"**Issue description:** +A possibility to change values quicker by continuous holding pressed arrow buttons would be useful. For example 10 steps/second. +![imgur-2018_10_13-13 31 38](https://user-images.githubusercontent.com/15695377/46904919-27cab580-ceec-11e8-8289-196484e8bd11.png) +It is possible to change value by pressing buttons already, but 1 click = 1 step.",True,"Improve changing values in the inspector - **Issue description:** +A possibility to change values quicker by continuous holding pressed arrow buttons would be useful. For example 10 steps/second. +![imgur-2018_10_13-13 31 38](https://user-images.githubusercontent.com/15695377/46904919-27cab580-ceec-11e8-8289-196484e8bd11.png) +It is possible to change value by pressing buttons already, but 1 click = 1 step.",1,improve changing values in the inspector issue description a possibility to change values quicker by continuous holding pressed arrow buttons would be useful for example steps second it is possible to change value by pressing buttons already but click step ,1