`_input_event` does not travel in reverse depth-first order as documented
Your Godot version: 4.0 rc6 and 3.5.1
Issue description: On both versions of Godot, I made several Area2Ds with a script that would print its name when it receives a click event. They printed in a seemingly random order and not in tree order, and the order wasn't the same when trying again. All Area2Ds were the children of the same node.
Also:
If this ray hits an object, it will call the CollisionObject._input_event() function in the relevant physics object (bodies receive this callback by default, but areas do not. This can be configured through Area properties).
When I instanced the Area2D the input pickable property was set to true by default. I think this might be wrong.
Also, on the latest docs:
When sending events to its child and descencand nodes
Does that mean "descended"?
URL to the documentation page: https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html