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An already existing bug that made itself present after the theme changes. Fixes the white rectangles present in #112230.

@YeldhamDev YeldhamDev added this to the 4.6 milestone Nov 2, 2025
@YeldhamDev YeldhamDev added the bug label Nov 2, 2025
@YeldhamDev YeldhamDev requested review from a team as code owners November 2, 2025 17:03
@passivestar
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Tested and can confirm that it fixes the issue

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@Repiteo Repiteo left a comment

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Looks good!

@Repiteo Repiteo merged commit 83c6da4 into godotengine:master Nov 3, 2025
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@Repiteo
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Repiteo commented Nov 3, 2025

Thanks!

@akien-mga
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This causes a crash on load in a project with a simple, nearly empty shader.
test-4.6.zip

To reproduce: Open the project, edit the shader, close the editor with the shader editor opened.
Reopen the editor: crash.

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.6.dev.custom_build (8a6d044fa1464cacb836de44bc23042397006e50)
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[1] /lib64/libc.so.6(+0x1a070) [0x7fa35874e070] (??:0)
[2] CowData<char32_t>::_ref(CowData<char32_t> const&) (/home/akien/Godot/godot/core/templates/cowdata.h:549)
[3] CowData<char32_t>::CowData(CowData<char32_t> const&) (/home/akien/Godot/godot/core/templates/cowdata.h:218)
[4] String::String(String const&) (/home/akien/Godot/godot/core/string/ustring.h:668)
[5] ShaderInclude::get_code() const (/home/akien/Godot/godot/scene/resources/shader_include.cpp:72)
[6] ShaderTextEditor::_validate_script() (/home/akien/Godot/godot/editor/shader/text_shader_editor.cpp:477 (discriminator 2))
[7] TextShaderEditor::validate_script() (/home/akien/Godot/godot/editor/shader/text_shader_editor.cpp:1036)
[8] ShaderEditorPlugin::_shader_selected(int, bool) (/home/akien/Godot/godot/editor/shader/shader_editor_plugin.cpp:379)
[9] ShaderEditorPlugin::set_window_layout(Ref<ConfigFile>) (/home/akien/Godot/godot/editor/shader/shader_editor_plugin.cpp:267)
[10] EditorData::set_plugin_window_layout(Ref<ConfigFile>) (/home/akien/Godot/godot/editor/editor_data.cpp:972 (discriminator 3))
[11] EditorNode::_load_editor_layout() (/home/akien/Godot/godot/editor/editor_node.cpp:5855 (discriminator 2))
[12] EditorNode::_sources_changed(bool) (/home/akien/Godot/godot/editor/editor_node.cpp:1401)
[13] void call_with_variant_args_helper<EditorNode, bool, 0ul>(EditorNode*, void (EditorNode::*)(bool), Variant const**, Callable::CallError&, IndexSequence<0ul>) (/home/akien/Godot/godot/core/variant/binder_common.h:228)
[14] void call_with_variant_args<EditorNode, bool>(EditorNode*, void (EditorNode::*)(bool), Variant const**, int, Callable::CallError&) (/home/akien/Godot/godot/core/variant/binder_common.h:338)
[15] CallableCustomMethodPointer<EditorNode, void, bool>::call(Variant const**, int, Variant&, Callable::CallError&) const (/home/akien/Godot/godot/core/object/callable_method_pointer.h:107)
[16] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (/home/akien/Godot/godot/core/variant/callable.cpp:57)
[17] Object::emit_signalp(StringName const&, Variant const**, int) (/home/akien/Godot/godot/core/object/object.cpp:1342)
[18] Node::emit_signalp(StringName const&, Variant const**, int) (/home/akien/Godot/godot/scene/main/node.cpp:4166)
[19] Error Object::emit_signal<bool>(StringName const&, bool) (/home/akien/Godot/godot/core/object/object.h:967)
[20] EditorFileSystem::_notification(int) (/home/akien/Godot/godot/editor/file_system/editor_file_system.cpp:1799)
[21] EditorFileSystem::_notification_forwardv(int) (/home/akien/Godot/godot/editor/file_system/editor_file_system.h:148)
[22] Object::_notification_forward(int) (/home/akien/Godot/godot/core/object/object.cpp:995)
[23] Object::notification(int, bool) (/home/akien/Godot/godot/core/object/object.h:921)
[24] SceneTree::_process_group(SceneTree::ProcessGroup*, bool) (/home/akien/Godot/godot/scene/main/scene_tree.cpp:1202)
[25] SceneTree::_process(bool) (/home/akien/Godot/godot/scene/main/scene_tree.cpp:1274 (discriminator 2))
[26] SceneTree::process(double) (/home/akien/Godot/godot/scene/main/scene_tree.cpp:708)
[27] Main::iteration() (/home/akien/Godot/godot/main/main.cpp:4768 (discriminator 3))
[28] OS_LinuxBSD::run() (/home/akien/Godot/godot/platform/linuxbsd/os_linuxbsd.cpp:991 (discriminator 1))
[29] /home/akien/Godot/godot/bin/godot.linuxbsd.editor.dev.x86_64(main+0x1bd) [0x7721d65] (/home/akien/Godot/godot/platform/linuxbsd/godot_linuxbsd.cpp:118)
[30] /lib64/libc.so.6(+0x3575) [0x7fa358737575] (??:0)
[31] /lib64/libc.so.6(__libc_start_main+0x88) [0x7fa358737628] (??:0)
[32] /home/akien/Godot/godot/bin/godot.linuxbsd.editor.dev.x86_64(_start+0x25) [0x7705525] (??:?)
-- END OF C++ BACKTRACE --
================================================================

@YeldhamDev
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Are you doing something more specific? I'm unable to reproduce the crash.

I however found another bug that when you close the editor with an unsaved shader, it will always save even you tell it not to. 😛

@YeldhamDev YeldhamDev deleted the hidden_bugs_i_will_tell_ya branch November 4, 2025 00:12
@akien-mga
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Here's a version with the .godot folder included, it crashes just when opening it with godot -e.
test-4.6.zip

@YeldhamDev
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OK, now I got it. Will investigate.

@akien-mga akien-mga changed the title Fix visual shader items not applying the correct theme components Fix visual shader items not applying the correct theme components (reverted) Nov 4, 2025
@akien-mga
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I'm reverting this for now to fix the crash (#112378) for the 4.6-dev3 release. We'll mention this visual shader issue as a known bug so users don't freak out about the bad theming.

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4 participants