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[pull] master from godotengine:master #141
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…nready annotation Add tests for `GET_NODE_DEFAULT_WITHOUT_ONREADY` warning with unique nodes Small modifications to tests
This fixes once and for all the core issue of different Godot `keycode`s released from the same raw XKB keycode. The `InputEventKey` `keycode` value _should_ map to the "unmodified" key, but unfortunately there's an ambiguity with their encoding for "special" keys ("delete", "insert", etc.), in witch they ignore their unicode representation. This means that a key that is special when plain but a character when modified would never be properly picked up, so we do indeed change its keycode. As a consequence of this exception, some Godot keys never receive release events and get "stuck". This patch adds an extra check through an `HashMap` to "unstuck" keys that changed while having the same keycode. I also could not resist simplifying a bit the regular key event generation method but this makes things more consistent and predictable IMO.
…crash Fix crash when assigning wrong shader to particle process material
Display correct symbol in warning when unique name is used without @onready annotation
Navigate to folder when double-clicking favorite
Fix mouse input on popup shadows misbehaving with `content_scale_factor`
Wayland: Unstuck keys with same keycode
Revert finalizing `GodotHost#getCommandLine()` public API
2D: Fix free of invalid ID
…imation_node Prevent off-thread errors when generating resource previews for animation nodes
…to_break_your_selection Don't select invisible items in FileSystem dock
[Web] Remove position pool system and return false when done instead
Clarify the behavior of `Control.layout_direction` in the documentation
CI: Remove outdated reference to ubuntu-20.04
Skip `Object::to_string` when Jolt Physics is on separate thread
Remove problematic file from SCU
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