Closed maridany1999 closed 7 months ago
24fe0715b53c6e599adfea9f69716db279be9db4 is the first bad commit commit 24fe0715b53c6e599adfea9f69716db279be9db4 Author: Juan Linietsky reduzio@gmail.com Date: Wed Jan 3 01:14:50 2024 +0100
Promote CowData to 64 bits
Fixes a lot of bugs, please help me fill the list.
core/io/packet_peer.cpp | 6 +- core/templates/cowdata.h | 152 ++++++++++++--------- core/templates/ring_buffer.h | 2 +- core/templates/vector.h | 69 +++++----- core/variant/variant_call.cpp | 2 +- modules/gdscript/gdscript_compiler.cpp | 2 +- modules/gdscript/gdscript_vm.cpp | 2 +- modules/lightmapper_rd/lightmapper_rd.cpp | 2 +- .../Core/NativeInterop/InteropStructs.cs | 20 +-- .../renderer_rd/storage_rd/light_storage.cpp | 2 +- 10 files changed, 145 insertions(+), 114 deletions(-)
Tested versions
System information
Windows 11 - Godot_v4.3-dev3_mono_win64 - Vulkan (Forward+)
Issue description
When attempting to set an exported variable of type array through the Inspector in Godot, in this case an Array of Integers, the variable automatically reverts to its default value when the game is run. However, upon stopping the game, the variable returns to the manually set value. This behavior is unexpected and differs from previous versions of Godot where it worked as intended. The value should not reset when pressing Run Game.
This is Before and After Running:
This is During Running:
Steps to reproduce
1- Create Empty Project 2- Create Scene 3- Create a C# Script with an Exported Variable of type Array Int 4- Attach Script to a node 5- Set the Variable in the Inspector 6- Run the Game and observe the inspector in the Remote
Minimal reproduction project (MRP)
Test.zip