HTTPRequest used to have its own `status` variable but it would never be
updated since the status of the client would be used instead.
This caused potential crashes in some edge cases.
The `status` variable is now removed, and the client status is used in
checks instead.
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
In practice this only happens when duplicating a node which is not in
the scene tree yet, as nameless nodes get assigned a generated name
when added to the scene tree.
Fixes#27319.
It appears that Object::script may be a valid ScriptInstance but not be
castable to Ref<Script>. There were only 5 places in the code that made
this assumption. This commit fixes that.
When calling call_group from C++, the function name is not passed on to
call_group_flags, resulting in first argument being mistakenly used
instead of function.
Not that this is critical, but it makes behavior of GUI and 2D/3D picking consistent among them.
This also contributes to dropping GUI focus when the mouse leaves the window (in addition to when it loses focus).
1. Consider 'own_world' as well as 'world' to stop propagating enter/exit world notifications.
2. Clean & fix handling of camera currency.
This fixes some random crashes and error logs in the editor; namely
- when enabling/disabling own world in a Viewport;
- when switching back from a subscene displayed into a main scene's Viewport;
- when exiting the editor after any of them;
- memory corruption (can that explain certain other seemingly unrelated crash reports?).
This also fixes situations where a Viewport and its main Camera get out of sync about which World is relevant to them.
Acknowledge mouse button events as position tellers (to make picking more solid; for instance, the touch mouse is raised with a mouse unpressed event that may have a more current position)
Forget mouse position for physics if touch mouse raised (because the position known as last is no longer meaningful)
Remove needless check for mouse over/exit (now there's code to inject an spurious move for cases where camera/objects have moved)
Restrict 2D mouse over/exit to mouse events (including emulated from touch; true touches shouldn't trigger the signals)
Fixes#26460.