Related Issues (20)
- USERDATA does not work when using GPU trails
- Spline interpolation for glTF wrongly uses Bezier instead of Hermite
- Debug menu tool tips have a transparent background making it hard, if not impossible, to read when it's shown over scripts HOT 2
- Callable.callv() will make call with wrong arguments if a const Array is passed
- Fonts with LCD Subpixel Antialiasing do not respect control's Modulate when using Forward+ or Mobile renderer HOT 2
- Queue free on node with script running async coroutine with tree timer still lets coroutine run one last time on next frame HOT 2
- "pressed" signal sometimes fails to be emitted for Button and CheckBox in Android export
- Windows can go into a state where right click doesn't rotate camera
- (EditorInspectorPlugin) `add_property_editor()` sometimes fails to catch stale reference before casting, crashes editor with segfault error. HOT 5
- Inconsistent and Broken Skipping Cursor in Editor - Godot 4.3 Beta 2 Custom HOT 2
- C# CreateTimer() does not get freed HOT 4
- when enable physics/common/physics_interpolation, the behavior of the game becomes very strange. HOT 3
- Popup menu with "Prefer Native Menu" enabled updates visually, without properties updating HOT 1
- If Prefer native menu is enabled after displaying a popupmenu at least once, it displays in odd location HOT 1
- Linking a PopupMenu to a StatusIndicator forces the PopupMenu to use the Prefer Native Menu option HOT 3
- You cannot multi-select and multi-edit in the remote scene view
- Texture does not update in running game if changed in project. Game needs to be restarted. HOT 6
- Shortcut modification does not work when Scene Tree is "selected" HOT 1
- Remote Debug is available for Web exports even if there's no debug template available
- Clicking on anything in the Project Tree prints an error in the console HOT 2
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