godot/scene
Markus Sauermann 7f547fcf09 Fix focusloss of non-exclusive AcceptDialog with close_on_escape
Fix, that a non-exclusive AcceptDialog with `close_on_escape == true`
gets closed, when the parent window of the parent window receives focus.

There is no need to rely on the focus of the parent visible window.
Instead check if the AcceptDialog loses focus.
2023-06-17 11:05:36 +02:00
..
2d Merge pull request #78323 from kleonc/tile-compat-transposed-transform-fix 2023-06-16 16:52:51 +02:00
3d Merge pull request #78280 from raulsntos/path-follow-3d-clamp 2023-06-16 10:20:43 +02:00
animation Use get_node_or_null when null checks are present 2023-06-10 13:22:56 +02:00
audio Merge pull request #70515 from stmSi/fix-hanging-audio-pitch-scale 2023-02-17 14:06:55 +01:00
debugger Use NULL instead of COND checks when appropriate 2023-06-10 08:56:30 +02:00
gui Fix focusloss of non-exclusive AcceptDialog with close_on_escape 2023-06-17 11:05:36 +02:00
main Remove SceneTree debug avoidance hint 2023-06-16 17:18:47 +02:00
resources Merge pull request #78323 from kleonc/tile-compat-transposed-transform-fix 2023-06-16 16:52:51 +02:00
theme
property_utils.cpp
property_utils.h
register_scene_types.cpp Fix for threaded NavigationMesh baking under new thread guards 2023-06-14 01:53:37 +02:00
register_scene_types.h
scene_string_names.cpp
scene_string_names.h
SCsub