Multiple fixes:
* Fixed device not being updated correctly (changing the device dropdown did not actually change the underlying event's device)
* Device selection now defaults to `All Devices`
* Device is now displayed in the text shown in the input event editor, and in the action list.
* There was code running twice previously because of the following interaction: 1) input via "Listen for Input" tab. 2) `_set_event` gets called. 3) input list tree selection gets updated to match the listened event. 4) tree "item_selection" signal is emitted. 5) eventually `_set_event` is called again.
* The only reason this was not an infinite loop is because reselection is disabled on the tree. So, the code runs twice - not a big deal, but it is unnecessary processing and it could cause an issue in the future. If someone turns on reselection on the tree, the whole thing comes crashing down. This should prevent that scenario and make the code a bit safer and more robust.
* API kept the same (Although functions could be renamed to set_metadata/get_metadata in a later PR), so not much should change.
* Metadata now exposed as individual properties.
* Properties are editable in inspector (unless metadata name begins with _) under the metadata/ namespace.
* Added the ability to Add/Remove metadata properties to the inspector.
This is a functionality that was requested very often, that makes metadata work a bit more similar to custom properties in Blender.
* DisplayServerOSX::mouse_get_position returns wrong x axis data in
multi-monitor case, which makes mouse_process_popups send
WINDOW_EVENT_CLOSE_REQUEST, then eventually make PopupMenu close on
mouse down without activating item.
This makes the following error message less likely to be printed
when performing many concurrent HTTP requests:
Condition ' resolving == IP::RESOLVER_INVALID_ID ' is true. returned: ERR_BUG
Adds DEV_ASSERTS that will halt at runtime if the BVH is misused with invalid IDs, and adds ERR_FAIL macros to prevent calling with invalid IDs.
Any such misuse is a bug in the physics, but this should flag any errors quickly.
* Based on the work done for Variant in the past.
* Added `ClassDB::bind_static_method`
* Cleaned up ClassDB::bind_method to use variadic templates.
This adds support for having static methods in Object derived classes.
Note that this does not make it work yet in GDScript or Mono and, while it works for GDExtension, GodotCPP needs to be updated.