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Fix overly aggressive focus stealing by StateMachine and BlendSpaces
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@@ -188,11 +188,6 @@ void AnimationNodeBlendSpace1DEditor::_blend_space_gui_input(const Ref<InputEven
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid() && !blend_space_draw->has_focus()) {
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blend_space_draw->grab_focus();
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blend_space_draw->queue_redraw();
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}
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if (mm.is_valid() && dragging_selected_attempt) {
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dragging_selected = true;
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drag_ofs = ((mm->get_position() - drag_from) / blend_space_draw->get_size()) * ((blend_space->get_max_space() - blend_space->get_min_space()) * Vector2(1, 0));
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@@ -283,11 +283,6 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_gui_input(const Ref<InputEven
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid() && !blend_space_draw->has_focus()) {
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blend_space_draw->grab_focus();
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blend_space_draw->queue_redraw();
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}
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if (mm.is_valid() && dragging_selected_attempt) {
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dragging_selected = true;
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if (!read_only) {
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@@ -506,8 +506,6 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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}
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if (mm.is_valid()) {
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state_machine_draw->grab_focus();
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String new_hovered_node_name;
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HoveredNodeArea new_hovered_node_area = HOVER_NODE_NONE;
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if (tool_select->is_pressed()) {
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