godot issueshttps://gitlab.com/qarmin/godot/-/issues2020-02-14T08:05:46Zhttps://gitlab.com/qarmin/godot/-/issues/36207Thick 2D grid on HiDPI display2020-02-14T08:05:46ZRafał MikrutThick 2D grid on HiDPI display*Created by: timothyqiu*
**Godot version:** 4.0.dev.custom_build.8bcceee94
**OS/device including version:** macOS 10.15.2
**Issue description:**
The grid in the 2D editor is thick on a HiDPI display. I thought the grid was blurry...*Created by: timothyqiu*
**Godot version:** 4.0.dev.custom_build.8bcceee94
**OS/device including version:** macOS 10.15.2
**Issue description:**
The grid in the 2D editor is thick on a HiDPI display. I thought the grid was blurry at first, but the bars on the ruler is also thicker.
<img width="329" alt="demo" src="https://user-images.githubusercontent.com/372476/74511738-9b962b80-4f41-11ea-8244-01af30734297.png">
This happens after the Vulkan merge.
**Steps to reproduce:**
1. Open Godot on a HiDPI display, or set the Display Scale to 200%
2. Create a new 2D scene, and turn on "Always Show Grid"
**Minimal reproduction project:** N/Ahttps://gitlab.com/qarmin/godot/-/issues/36205While in script editor ctrl+D paste a line instead of the duplicating node2020-02-14T08:12:44ZMeru PatelWhile 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-8d98fdd183...**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+Dhttps://gitlab.com/qarmin/godot/-/issues/36204Show C# syntax in docs2020-02-14T09:55:04ZTomas ZubiriShow C# syntax in docs**Godot version:** 3.2
**Issue description:**
The methods TileMap.Clear and TileMap.SetCell are defined in the documentation as clear and set_cell
https://docs.godotengine.org/en/3.2/classes/class_tilemap.html**Godot version:** 3.2
**Issue description:**
The methods TileMap.Clear and TileMap.SetCell are defined in the documentation as clear and set_cell
https://docs.godotengine.org/en/3.2/classes/class_tilemap.htmlhttps://gitlab.com/qarmin/godot/-/issues/36196has_user_signal() returns false while it should not2020-02-14T06:19:41ZRafał Mikruthas_user_signal() returns false while it should not*Created by: groud*
**Godot version:** 3.2 stable
**OS/device including version:** Windows
**Issue description:**
The function `has_user_signal()` from object always return false, even if a signal is declared in the given node.
...*Created by: groud*
**Godot version:** 3.2 stable
**OS/device including version:** Windows
**Issue description:**
The function `has_user_signal()` from object always return false, even if a signal is declared in the given node.
**Steps to reproduce:**
- Create a node with a "my_signal" signal defined at the top
- Try to call `has_user_signal("my_signal")` on the node
**Minimal reproduction project:**
[HasSignalBug.zip](https://github.com/godotengine/godot/files/4201443/HasSignalBug.zip)
https://gitlab.com/qarmin/godot/-/issues/36192C# EditorPlugin, Currently selected nodes ignore script type2020-02-13T23:11:03ZRafał MikrutC# EditorPlugin, Currently selected nodes ignore script type*Created by: DeathTBO*
**Godot version:** 3.2
**OS/device including version:** Linux Fedora 31 x64
**Issue description:**
Normally when coding the Node "is the script". You can cast a Node as its script type. For example:
```...*Created by: DeathTBO*
**Godot version:** 3.2
**OS/device including version:** Linux Fedora 31 x64
**Issue description:**
Normally when coding the Node "is the script". You can cast a Node as its script type. For example:
```MyClass c = GetNode("path") as MyClass;```
However when making an EditorPlugin this method doesn't work at all. This is null:
```MyClass c = editorSelection.GetSelectedNodes()[0] as MyClass```
**Reproduce:** Create a new project. Create a new CSharp script extending a Node. Attach it to a scene. Then create and enable a new CSharp EditorPlugin. Override _EnterTree and Connect to the OnSelectionChanged signal.
```
GetEditorInterface().GetSelection().Connect("selection_changed", this, nameof(OnSelectionChanged));
```
Get the CurrentSelection ```editorSelection.GetSelectedNodes();```
Cast the selected Node as its script type or compare the node with the is keyword. It will return a null reference exception or false. When using GD.Print it will only show the base type.
This makes it impossible to interact with scripts attached to Nodes.
I also attached a project. Simply click the different Nodes and check the output. You can also view the EditorPlugin script in ```res://addons/Test/SelectionTest.cs```
**Project:** [TestSuite.zip](https://github.com/godotengine/godot/files/4200702/TestSuite.zip)https://gitlab.com/qarmin/godot/-/issues/36190Godot crashes on launch after switching to GLES2 in editor2020-02-13T19:28:24ZDoug Richardsondoug@rekt.emailGodot crashes on launch after switching to GLES2 in editor**Godot version:**
5c3944e7da9ca72077cb5348fadc86347904838c
**OS/device including version:**
Microsoft Windows 10 Pro 10.0.18363 Build 18363
**Issue description:**
Crash occurs when switch from Vulkan to GLES2 in editor.
The ...**Godot version:**
5c3944e7da9ca72077cb5348fadc86347904838c
**OS/device including version:**
Microsoft Windows 10 Pro 10.0.18363 Build 18363
**Issue description:**
Crash occurs when switch from Vulkan to GLES2 in editor.
The option to create a GLES2 project was disabled in #36167, but the Vulkan/GLES2 switcher is still present in editor.
**Steps to reproduce:**
1. Open new Vulkan project.
2. After editor opens, use drop down in top right corner of editor window to switch to GLES2.
3. Restart editor.
Crash
```
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[0] ???
[1] Rasterizer::create (E:\code\godot\servers\visual\rasterizer.cpp:68)
[2] VisualServerRaster::VisualServerRaster (E:\code\godot\servers\visual\visual_server_raster.cpp:252)
[3] OS_Windows::initialize (E:\code\godot\platform\windows\os_windows.cpp:1485)
[4] Main::setup2 (E:\code\godot\main\main.cpp:1222)
[5] Main::setup (E:\code\godot\main\main.cpp:1164)
[6] widechar_main (E:\code\godot\platform\windows\godot_windows.cpp:150)
[7] _main (E:\code\godot\platform\windows\godot_windows.cpp:184)
[8] main (E:\code\godot\platform\windows\godot_windows.cpp:196)
[9] __scrt_common_main_seh (d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[10] BaseThreadInitThunk
-- END OF BACKTRACE --
```
**Minimal reproduction project:**
Empty project.4.0https://gitlab.com/qarmin/godot/-/issues/36188Undoing several times in TextEdit can lead to text being scrambled2020-02-13T18:22:19ZMichael Alexsandermichaelalexsander@protonmail.comUndoing several times in TextEdit can lead to text being scrambled**Godot version:**
3.2 and master.
**Issue description:**
Found this a couple of times while undoing in the script editor. It happens randomly, and this error generally pops up:
```
scene/gui/text_edit.cpp:3981 - Index p_to_column...**Godot version:**
3.2 and master.
**Issue description:**
Found this a couple of times while undoing in the script editor. It happens randomly, and this error generally pops up:
```
scene/gui/text_edit.cpp:3981 - Index p_to_column = 57 is out of bounds (text[p_to_line].length() + 1 = 57).
```
CC @Paulb234.0https://gitlab.com/qarmin/godot/-/issues/36181Plugin status field in Project Settings should be a toggle, not an option list2020-02-13T16:47:32ZRafał MikrutPlugin status field in Project Settings should be a toggle, not an option list*Created by: pycbouh*
**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: [...*Created by: pycbouh*
**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/ahttps://gitlab.com/qarmin/godot/-/issues/36173OBJ import missing textures2020-02-13T17:29:11ZRafał MikrutOBJ import missing textures*Created by: zzador*
Im using Godot 3.2 and I have made a little One-Room-Test-Map in GZDoomBuilder with 3 different textures and exported the map to an OBJ file. When importing the OBJ file into Godot it loads 2 of the 3 textures and a...*Created by: zzador*
Im using Godot 3.2 and I have made a little One-Room-Test-Map in GZDoomBuilder with 3 different textures and exported the map to an OBJ file. When importing the OBJ file into Godot it loads 2 of the 3 textures and assigns them to the corresponding walls/floors/ceilings but the third texture (WALLS.PNG) is not loaded. The walls that use this texture stay grey and Godot-Output says:
`Couldn't open MTL file 'MAP01_MAP01.mtl', it may not exist or not be readable`.
`No loader found for resource: res://MAP01/WALL1.PNG`
The MTL-File exists and the two other textures are successfully loaded from there, so the first error message makes absolutely no sense.
The texture WALL1.PNG is loaded correctly afterwards as I can edit, see and even manually assign the texture. The textures location is the same as the other two textures and it gets references the same way in the "mtl" file as the other two textures.
I have uploaded the generated OBJ-File and Textures to file-upload:
https://www.file-upload.net/download-13901101/MAP01.zip.htmlhttps://gitlab.com/qarmin/godot/-/issues/36171HDRI Sky has weird visual artifacts2020-02-13T07:30:44ZRafał MikrutHDRI Sky has weird visual artifacts*Created by: aclave1*
**Godot version:**
Version 3.2
Works fine in 3.1.1
**OS/device including version:**
Windows 10, Desktop PC GTX 1070
**Issue description:**
In godot 3.2, when using a panorama sky with an HDRI panorama, weird ...*Created by: aclave1*
**Godot version:**
Version 3.2
Works fine in 3.1.1
**OS/device including version:**
Windows 10, Desktop PC GTX 1070
**Issue description:**
In godot 3.2, when using a panorama sky with an HDRI panorama, weird artifacts appear. In the screenshot I posted, the model has albedo and roughness textures on all the meshes and also metallic on the armor. I am noticing these issues with 2 different meshes, each of which is a rigged character mesh.
I'm not an expert in lighting or graphics/hdri, but I think the problem is related to the resolution of some framebuffer in a shader? When i look at 3.1, I can clearly see very fine reflections from the hdri in things like the metal, and the clothes look very flat as expected. When I look at 3.2, the shading looks pixelated and stretched.
**Steps to reproduce:**
* Open a project in godot 3.2 which uses an HDRI panorama skybox
* Import a textured model
**Minimal reproduction project:**
Here's a screenshot of the same scene with Godot 3.1 on the left and 3.2 on the right.
![image](https://user-images.githubusercontent.com/1417877/74406015-68d62100-4de3-11ea-9101-3c1a663d1c90.png)
4.0https://gitlab.com/qarmin/godot/-/issues/36168C# Project script errors with directory spaces2020-02-13T08:13:12ZRafał MikrutC# Project script errors with directory spaces*Created by: DeathTBO*
**Godot version:** 3.2
**OS/device including version:** Linux Fedora 32 x64
**Main Issue:** Godot writes to the project file with "%20" instead of spaces. This causes errors when attempting to compile Mono. ...*Created by: DeathTBO*
**Godot version:** 3.2
**OS/device including version:** Linux Fedora 32 x64
**Main Issue:** Godot writes to the project file with "%20" instead of spaces. This causes errors when attempting to compile Mono. It still 'works' and is playable as long as there are no duplicate entries.
I think it's partially related to: #35252 But it's not the same issue.
**Reproduce:** Create a new project. Create a folder with spaces. Add a new CSharp script in that folder. Build the Mono Project. Check the output.
In my test I created a C# class in "res://CSharp/Script Folder With Space/Test.cs". The output after attempting to build the Mono Project spits this out:
```
Cannot open file 'res://CSharp/Script%20Folder%20With%20Space/Test.cs'.
Failed to read file: 'res://CSharp/Script%20Folder%20With%20Space/Test.cs'.
modules/mono/glue/gd_glue.cpp:250 - Failed to determine namespace and class for script: res://CSharp/Script%20Folder%20With%20Space/Test.cs. Parse error: FileNotFound
```
In the project file the script is added as:
```<Compile Include="CSharp\Script%20Folder%20With%20Space\Test.cs" />```
After replacing them with regular spaces the errors disappear.
In addition to that, it also causes a bunch of issues with my IDE (Rider) and possibly others. There end up being duplicate entries in the project file, one with regular spaces (from Rider) and one with the "%20". When the duplicate entries are there it will prevent compiling until it's resolved. On my main project it will also rewrite to the project file and add back the %20 entries. I'm not sure what triggers the rewrite, but it's tedious to constantly resolve them.4.0https://gitlab.com/qarmin/godot/-/issues/36166Scaled CanvasLayer reports wrong area to child nodes2020-02-13T00:36:19ZRafał MikrutScaled CanvasLayer reports wrong area to child nodes*Created by: cgbeutler*
**Godot version:**
3.2
**OS/device including version:**
Windows 10
**Issue description:**
When a `CanvasLayer` is scaled, it's children get the viewport size when requesting their parent's area size. Thi...*Created by: cgbeutler*
**Godot version:**
3.2
**OS/device including version:**
Windows 10
**Issue description:**
When a `CanvasLayer` is scaled, it's children get the viewport size when requesting their parent's area size. This means that a scaled `CanvasLayer`'s children will anchor wrong.
![CanvasLayerBug](https://user-images.githubusercontent.com/9751923/74382629-ffd2b700-4daa-11ea-9abe-fc6bb86b545a.gif)
**Steps to reproduce:**
1. Create a `2DNode` scene
2. Add a `CanvasLayer` with `scale` set to `(2,2)`
3. Add a `Control` as a child of the `CanvasLayer` and set it's Layout to `Full Rect`
Note that the control is now twice the size of the actual viewport.
**Minimal reproduction project:**
https://github.com/cgbeutler/godot_bugs_CanvasLayerScaleAnchorsBughttps://gitlab.com/qarmin/godot/-/issues/36164About window draws out of bounds when scrolling through Authors and Donors2020-02-13T21:40:24ZDoug Richardsondoug@rekt.emailAbout window draws out of bounds when scrolling through Authors and Donors**Godot version:**
8080e5c4f3685b062190be3e1b54a18f0e2229a7
**OS/device including version:**
Microsoft Windows 10 Pro 64-bit Version 10.0.18363 Build 18363
**Issue description:**
The About window's Authors and Donors lists dra...**Godot version:**
8080e5c4f3685b062190be3e1b54a18f0e2229a7
**OS/device including version:**
Microsoft Windows 10 Pro 64-bit Version 10.0.18363 Build 18363
**Issue description:**
The About window's Authors and Donors lists draw part of the list above the about window when scrolling down through the lists. See screenshot below.
![image](https://user-images.githubusercontent.com/36176/74377347-95188000-4d98-11ea-8b27-594acdd8dc25.png)
**Steps to reproduce:**
1. Go to the Help Menu > About
2. Select Donor list.
3. Scroll down.
At certain scroll locations, another part of the list will be drawn out of the bounds of the About window.
**Minimal reproduction project:**
Issue occurs in a new empty project.
4.0https://gitlab.com/qarmin/godot/-/issues/36158Cannot export animations from model to model2020-02-12T19:46:10ZRafał MikrutCannot export animations from model to model*Created by: Favkis*
3.2.stable
windows 10
have 2 different models that have different meshes but same skeleton, wanted to update animations on older one by getting animations from new one
export animation from one newer model ...*Created by: Favkis*
3.2.stable
windows 10
have 2 different models that have different meshes but same skeleton, wanted to update animations on older one by getting animations from new one
export animation from one newer model that has more animations and load it to older one, it will be messed with wrong rotations on some bones
That is critical and I have no idea what to do now, I'm sure that skeleton is same, because in blender I can freely CTRL+C poses on all bones and CTRL+V on older model without any issues
https://gitlab.com/qarmin/godot/-/issues/36154Remote scene tree opens scene in editor2020-02-12T21:23:28ZRafał MikrutRemote scene tree opens scene in editor*Created by: Zireael07*
**Godot version:**
3.2 stable
**OS/device including version:**
Linux Manjaro Juhraya KDE
**Issue description:**
Clicking on certain nodes in remote scene tree opens the scene they belong to in editor...*Created by: Zireael07*
**Godot version:**
3.2 stable
**OS/device including version:**
Linux Manjaro Juhraya KDE
**Issue description:**
Clicking on certain nodes in remote scene tree opens the scene they belong to in editor.
**Steps to reproduce:**
Run the linked project, open remote scene tree, attempt to click
a) Label node that's child of a star
b) Label node that's child of a planet
c) Sprite_shadow node that's child of a star
a) and c) will open the star scene in editor, b) will open the planet scene in editor. Curiously enough, clicking the Label node that's child of friendly will not do this.
The only thing I can think of is that the nodes affected do not have scripts attached?
**Minimal reproduction project:**
https://github.com/Zireael07/Space-Frontierhttps://gitlab.com/qarmin/godot/-/issues/36153Vulkan: 3D gizmo handles are no longer transparent2020-02-12T17:26:40ZRafał MikrutVulkan: 3D gizmo handles are no longer transparent*Created by: Calinou*
**Godot version:** Git https://github.com/godotengine/godot/commit/11cd8b8e4afdbd42f82459c48c9f6fd604ea1455
**OS/device including version:** Fedora 31, NVIDIA 440.44, GeForce GTX 1080
**Issue description:** T...*Created by: Calinou*
**Godot version:** Git https://github.com/godotengine/godot/commit/11cd8b8e4afdbd42f82459c48c9f6fd604ea1455
**OS/device including version:** Fedora 31, NVIDIA 440.44, GeForce GTX 1080
**Issue description:** The red 3D gizmo handles no longer have a transparent background, which means a black square is visible around them:
## Broken
![image](https://user-images.githubusercontent.com/180032/74360363-35849980-4dc5-11ea-8179-eb35193b672e.png)
## Working (in 3.2)
![image](https://user-images.githubusercontent.com/180032/74360322-200f6f80-4dc5-11ea-816a-000b30f30b9e.png)
From my testing, this seems to date back to November 2019 at least (if not earlier).
**Steps to reproduce:** Create a new project, create a GIProbe node or any other node with gizmo handles then select it.
https://gitlab.com/qarmin/godot/-/issues/36140"Auto Key" not auto keying when changing values from inspector2020-02-12T11:59:38ZRafał Mikrut"Auto Key" not auto keying when changing values from inspector*Created by: shafnaz*
**Godot version:**
v3.2
**OS/device including version:**
Windows 10
**Issue description:**
![image](https://user-images.githubusercontent.com/37254287/74330758-047a7980-4d71-11ea-968a-134b43b90462.png)
Wi...*Created by: shafnaz*
**Godot version:**
v3.2
**OS/device including version:**
Windows 10
**Issue description:**
![image](https://user-images.githubusercontent.com/37254287/74330758-047a7980-4d71-11ea-968a-134b43b90462.png)
With Auto Key enabled, along with the other transforms, it only works when you animate with move, rotate and scale tools. but if you change the values in the inspector, it doesn't auto key those values. I would scale with the tool, and then punch in accurate numbers in the inspector, but it does not auto key from the inspector.
**Steps to reproduce:**
1. Add your animation player, create your animation track, enable auto key.
2. Animate using Inspector.
**Minimal reproduction project:**
-https://gitlab.com/qarmin/godot/-/issues/36139Godot Editor and game freezes when using .gdns file2020-02-12T16:24:30ZCosciadGodot Editor and game freezes when using .gdns file**Godot version:** 3.2
**OS/device including version:** Ubuntu 19.10
**Issue description:** I'm trying to include this module [TTSDriver.zip](https://github.com/godotengine/godot/files/4191420/TTSDriver.zip)
The godot editor freez...**Godot version:** 3.2
**OS/device including version:** Ubuntu 19.10
**Issue description:** I'm trying to include this module [TTSDriver.zip](https://github.com/godotengine/godot/files/4191420/TTSDriver.zip)
The godot editor freezes when put in the background. Game also freeze when trying to quit with the close button.
**Steps to reproduce:** Include the file given in a project - run the app and try to quit it or put the godot editor in the background and come back to it
Code doesn't matter because even if I don't preload it the issue occures anyway
The module [source](https://github.com/bruvzg/godot_tts)
The problem goes away if i rename the TTSDriver.gdns to TTSDriver.gdns.back (but I can't use it anymore in the code ;-) )https://gitlab.com/qarmin/godot/-/issues/36134scroll_to_line does not work while scroll active is disabled2020-02-12T22:02:34ZRafał Mikrutscroll_to_line does not work while scroll active is disabled*Created by: MoonsPod*
(3.2.stable.official) For Rich Text Label, If scroll_active is False, scroll_to_line(n) does not scroll to the line number given. Despite the on hover message for Scroll Active in the Inspector saying 'Setting thi...*Created by: MoonsPod*
(3.2.stable.official) For Rich Text Label, If scroll_active is False, scroll_to_line(n) does not scroll to the line number given. Despite the on hover message for Scroll Active in the Inspector saying 'Setting this to false does not block scrolling completely. See scroll_to_line()'https://gitlab.com/qarmin/godot/-/issues/36131Crash when closing the project manager2020-02-12T07:35:18ZRafał MikrutCrash when closing the project manager*Created by: timothyqiu*
**Godot version:** v4.0.dev.custom_build.6ac6bade0
**OS/device including version:** macOS 10.15.2
**Issue description:**
Project manager crashes when closing.
Basically caused by calling the pure virtu...*Created by: timothyqiu*
**Godot version:** v4.0.dev.custom_build.6ac6bade0
**OS/device including version:** macOS 10.15.2
**Issue description:**
Project manager crashes when closing.
Basically caused by calling the pure virtual member function `_base_uniforms_changed` in `RasterizerSceneRD`'s destructor (as `RasterizerSceneHighEndRD` has already been destructed at that point).
The backtrace:
```
* thread #1, queue = 'com.apple.main-thread', stop reason = signal SIGABRT
* frame #0: 0x00007fff707a07fa libsystem_kernel.dylib`__pthread_kill + 10
frame #1: 0x00007fff7085dbc1 libsystem_pthread.dylib`pthread_kill + 432
frame #2: 0x00007fff70727a1c libsystem_c.dylib`abort + 120
frame #3: 0x00007fff6d7c5be8 libc++abi.dylib`abort_message + 231
frame #4: 0x00007fff6d7d36a2 libc++abi.dylib`__cxa_pure_virtual + 18
frame #5: 0x00000001032b693b godot.osx.tools.64`RasterizerSceneRD::directional_shadow_atlas_set_size(this=0x0000000109b9c410, p_size=0) at rasterizer_scene_rd.cpp:1144:2
frame #6: 0x00000001032c8b1c godot.osx.tools.64`RasterizerSceneRD::~RasterizerSceneRD(this=0x0000000109b9c410) at rasterizer_scene_rd.cpp:3127:2
frame #7: 0x00000001032aafe1 godot.osx.tools.64`RasterizerSceneHighEndRD::~RasterizerSceneHighEndRD(this=0x0000000109b9c410) at rasterizer_scene_high_end_rd.cpp:2702:1
frame #8: 0x00000001032ab035 godot.osx.tools.64`RasterizerSceneHighEndRD::~RasterizerSceneHighEndRD(this=0x0000000109b9c410) at rasterizer_scene_high_end_rd.cpp:2692:55
frame #9: 0x000000010328d913 godot.osx.tools.64`void memdelete<RasterizerSceneHighEndRD>(p_class=0x0000000109b9c410) at memory.h:117:13
frame #10: 0x000000010328d840 godot.osx.tools.64`RasterizerRD::finalize(this=0x000000010939aa90) at rasterizer_rd.cpp:162:2
frame #11: 0x00000001031e3d64 godot.osx.tools.64`VisualServerRaster::finish(this=0x0000000109393230) at visual_server_raster.cpp:171:19
frame #12: 0x000000010321eb5e godot.osx.tools.64`VisualServerWrapMT::finish(this=0x0000000115714d20) at visual_server_wrap_mt.cpp:136:18
frame #13: 0x000000010000aa78 godot.osx.tools.64`OS_OSX::finalize(this=0x00007ffeefbfe3a0) at os_osx.mm:1669:17
frame #14: 0x0000000100051178 godot.osx.tools.64`Main::cleanup() at main.cpp:2241:23
frame #15: 0x000000010001e368 godot.osx.tools.64`main(argc=1, argv=0x00007ffeefbff718) at godot_main_osx.mm:79:2
frame #16: 0x00007fff706597fd libdyld.dylib`start + 1
frame #17: 0x00007fff706597fd libdyld.dylib`start + 1
```
**Steps to reproduce:**
1. Open project manager
2. Close the project manager
**Minimal reproduction project:** N/A4.0