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Actually link the images - changes that happen to one linked cell happen to another
Also fixed a a crash in FrameButton.gd
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@ -53,6 +53,11 @@ func _ready() -> void:
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# Store [Image, ImageTexture, Opacity]
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layers.append([sprite, tex, 1])
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if self in l[5]:
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var current_layer := layers.size() - 1
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layers[current_layer][0] = l[5][0].layers[current_layer][0]
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layers[current_layer][1] = l[5][0].layers[current_layer][1]
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# Only handle camera zoom settings & offset on the first frame
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if Global.canvases[0] == self:
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camera_zoom()
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@ -70,7 +70,7 @@ func _on_PopupMenu_id_pressed(ID : int) -> void:
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Global.undo_redo.add_do_property(Global, "canvas", new_canvas)
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Global.undo_redo.add_do_property(Global, "current_frame", new_canvases.size() - 1)
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for i in range(Global.layers.size()):
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for child in Global.layers[i][2].get_children():
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for child in Global.layers[i][3].get_children():
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Global.undo_redo.add_do_property(child, "pressed", false)
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Global.undo_redo.add_undo_property(child, "pressed", child.pressed)
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for c in Global.canvases:
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