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authorJuan Linietsky <reduzio@gmail.com>2017-12-04 17:35:58 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-12-04 17:36:28 -0300
commit7459ade29873473bc08dd3e0aa78d8374d08e5c8 (patch)
tree1ccda430738dd6d99d7c012b155c335ba9b1c264
parent56fe852bae89243d61e91365d6a74eb8af141277 (diff)
Do not cancel event if no need to cancel it. Fixes problem with GUI in 3D.
-rw-r--r--scene/main/scene_tree.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index f74bf161f0..5ee286c2d5 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -418,12 +418,12 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
if (!input_handled) {
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check
- input_handled = true;
_flush_ugc();
+ // input_handled = true; - no reason to set this as handled
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
} else {
- input_handled = true;
+ // input_handled = true; - no reason to set this as handled
root_lock--;
}