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Remove automatic capture of arrow keys by nodes.
On one hand, it's a bit confusing that UIs can be arrowed around independently of tab/shift-tab. Arrow navigation doesn't feel as intuitive, as it isn't obvious where you'll land. On the other, it's quicker to navigate between areas of the editor UI by arrowing up/down between controls, and may solve the issue of having to tab a million times to traverse all controls. This also allows for in-game UIs to be traversed using arrows and, quite probably, gamepads as well.
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@ -545,14 +545,6 @@ func gui_input(event):
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return tree_input(event)
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return tree_input(event)
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elif node.is_class("EditorInspectorSection"):
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elif node.is_class("EditorInspectorSection"):
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return editor_inspector_section_input(event)
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return editor_inspector_section_input(event)
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elif event.is_action_pressed("ui_left"):
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return node.accept_event()
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elif event.is_action_pressed("ui_right"):
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return node.accept_event()
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elif event.is_action_pressed("ui_up"):
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return node.accept_event()
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elif event.is_action_pressed("ui_down"):
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return node.accept_event()
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func is_in_bar():
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func is_in_bar():
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var parent = node.get_parent()
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var parent = node.get_parent()
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