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Fix segmentation fault when resizing canvas to a large size
For some reason, cel_texture.texture.get_data() seemed to cause a segmentation fault, and then a crash, when the image size was large. Also added some extra static typing to the drag and drop methods, but they are unrelated to the crash.
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@ -198,7 +198,7 @@ func _delete_cel_content() -> void:
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func _dim_checker() -> void:
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var image := cel_texture.texture.get_data()
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var image := cel.get_image()
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if image == null:
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return
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if image.is_empty() or image.is_invisible():
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@ -207,7 +207,7 @@ func _dim_checker() -> void:
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transparent_checker.self_modulate.a = 1.0
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func get_drag_data(_position) -> Array:
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func get_drag_data(_position: Vector2) -> Array:
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var button := Button.new()
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button.rect_size = rect_size
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button.theme = Global.control.theme
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@ -222,7 +222,7 @@ func get_drag_data(_position) -> Array:
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return ["Cel", frame, layer]
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func can_drop_data(_pos, data) -> bool:
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func can_drop_data(_pos: Vector2, data) -> bool:
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var project: Project = Global.current_project
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if typeof(data) == TYPE_ARRAY and data[0] == "Cel":
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var drag_frame = data[1]
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@ -255,7 +255,7 @@ func can_drop_data(_pos, data) -> bool:
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return false
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func drop_data(_pos, data) -> void:
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func drop_data(_pos: Vector2, data) -> void:
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var drop_frame = data[1]
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var drop_layer = data[2]
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var project = Global.current_project
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