-avoid editor scrollable areas to scroll if touchscreen ui hint is turned on
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@ -1512,12 +1512,18 @@ static bool _has_visible_children(Node* p_node) {
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}
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static Node* _find_last_visible(Node*p_node) {
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Node*last=NULL;
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for(int i=0;i<p_node->get_child_count();i++) {
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if (_is_node_visible(p_node->get_child(i))) {
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last=p_node->get_child(i);
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bool collapsed = p_node->has_meta("_editor_collapsed") ? (bool)p_node->get_meta("_editor_collapsed") : false;
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if (!collapsed) {
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for(int i=0;i<p_node->get_child_count();i++) {
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if (_is_node_visible(p_node->get_child(i))) {
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last=p_node->get_child(i);
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}
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}
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}
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@ -1588,18 +1594,27 @@ void SceneTreeDock::_normalize_drop(Node*& to_node, int &to_pos,int p_type) {
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Node* lower_sibling=NULL;
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for(int i=to_node->get_index()+1;i<to_node->get_parent()->get_child_count();i++) {
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Node *c =to_node->get_parent()->get_child(i);
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if (_is_node_visible(c)) {
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lower_sibling=c;
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if (_has_visible_children(to_node) ) {
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to_pos=0;
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} else {
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for(int i=to_node->get_index()+1;i<to_node->get_parent()->get_child_count();i++) {
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Node *c =to_node->get_parent()->get_child(i);
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if (_is_node_visible(c)) {
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lower_sibling=c;
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break;
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}
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}
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}
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if (lower_sibling) {
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to_pos=lower_sibling->get_index();
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}
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if (lower_sibling) {
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to_pos=lower_sibling->get_index();
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}
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to_node=to_node->get_parent();
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to_node=to_node->get_parent();
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}
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#if 0
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//quite complicated, look for next visible in tree
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upper_sibling=_find_last_visible(upper_sibling);
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