fix near infinite loop when no previous mouse position
Added physics_has_last_mousepos to better deal with situations where there is no last_mousepos
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@ -435,7 +435,7 @@ void Viewport::_notification(int p_what) {
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}
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}
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if (!has_mouse_motion) {
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if (!has_mouse_motion && physics_has_last_mousepos) {
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Ref<InputEventMouseMotion> mm;
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mm.instance();
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mm->set_global_position(physics_last_mousepos);
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@ -465,6 +465,7 @@ void Viewport::_notification(int p_what) {
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pos = mm->get_position();
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motion_tested = true;
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physics_has_last_mousepos = true;
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physics_last_mousepos = pos;
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physics_last_mouse_state.alt = mm->get_alt();
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physics_last_mouse_state.shift = mm->get_shift();
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@ -643,7 +644,7 @@ void Viewport::_notification(int p_what) {
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}
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}
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if (!motion_tested && camera && physics_last_mousepos != Vector2(1e20, 1e20)) {
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if (!motion_tested && camera && physics_has_last_mousepos) {
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//test anyway for mouseenter/exit because objects might move
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Vector3 from = camera->project_ray_origin(physics_last_mousepos);
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@ -3105,7 +3106,8 @@ Viewport::Viewport() {
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physics_object_picking = false;
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physics_object_capture = 0;
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physics_object_over = 0;
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physics_last_mousepos = Vector2(1e20, 1e20);
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physics_has_last_mousepos = false;
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physics_last_mousepos = Vector2(Math_INF, Math_INF);
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shadow_atlas_size = 0;
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for (int i = 0; i < 4; i++) {
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@ -209,6 +209,7 @@ private:
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Transform physics_last_object_transform;
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Transform physics_last_camera_transform;
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ObjectID physics_last_id;
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bool physics_has_last_mousepos;
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Vector2 physics_last_mousepos;
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struct {
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