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Handle warped mouse motion as floating point
Fixes certain issues where sub-pixel motions would get discarded while the mouse is captured, such as when free look is enabled in the editor (at least when turned on while holding right click). Very slightly compat breaking, as actual public APIs are changed, although with "compatible" types (Point2i->Point2).
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@@ -2572,8 +2572,8 @@ void Node3DEditorViewport::scale_freelook_speed(real_t scale) {
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surface->queue_redraw();
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}
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Point2i Node3DEditorViewport::_get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const {
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Point2i relative;
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Point2 Node3DEditorViewport::_get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const {
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Point2 relative;
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if (bool(EDITOR_GET("editors/3d/navigation/warped_mouse_panning"))) {
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relative = Input::get_singleton()->warp_mouse_motion(p_ev_mouse_motion, surface->get_global_rect());
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} else {
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