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Separate input-handled-state for different events during physics-picking #79546

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merged 1 commit into from
Jul 21, 2023

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Sauermann
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@Sauermann Sauermann commented Jul 16, 2023

Currently the input-handled-state for different events during physics-picking can interfere with each other, which means, that is_input_handled works only for Control-nodes.
This PR makes sure, that the input_handled_state is reset before processing an InputEvent during physics-picking, so that is_input_handled can additionally be used for Node2D/Node3D physics-picking.

While #76439 is not fixed, this PR will not work, when physics-picking happens in a SubViewportContainer.

resolve #79539

Currently the input-handled-state for different events can interfere with
each other.
This PR makes sure, that the input_handled_state is reset before
processing and InputEvent during physics-picking.
@Sauermann Sauermann added this to the 4.2 milestone Jul 16, 2023
@Sauermann Sauermann requested a review from a team as a code owner July 16, 2023 12:45
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@RandomShaper RandomShaper left a comment

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As always, changes in this areas are hard to assess, but looks good enough and we're early in the release cycle for 4.2, so I'd give it a try.

@YuriSizov YuriSizov merged commit 15c0e40 into godotengine:master Jul 21, 2023
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Thanks!

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is_input_handled() is True by default even though set_input_as_handled() has not been called
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