kuligs2
It's in the Main node _process() where I poll all of my inputs (polling is easier for now, will move more to event-driven when performance is an issue.
I have avoided the less trivial _input functions since the Input mapping is so easy but I may be forced to try things like that.
There is some know bugginess with mouse wheel inputs since they register as both just_pressed and released and the latter has been working for other people.
Update: I think there was some cross-clobbering between input events and signals from the GUI buttons because I was trying to reuse the same code, or something. Anyway, doesn't seem to be a problem now. I've also noticed that BT mice can be a problem with godot because they expect action to wake up from low power. Moving one pixel is enough but a single click is often missed. It's possible that had something to do with it but I've already posted about that some time back.