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Fix cursor always being a cross on the canvas even if it's toggled off
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@ -101,7 +101,12 @@ func _input(event: InputEvent) -> void:
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if gizmo:
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Global.main_viewport.mouse_default_cursor_shape = gizmo.get_cursor()
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else:
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Global.main_viewport.mouse_default_cursor_shape = Input.CURSOR_CROSS
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var cursor := Control.CURSOR_ARROW
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if Global.cross_cursor:
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cursor = Control.CURSOR_CROSS
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if Global.main_viewport.mouse_default_cursor_shape != cursor:
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Global.main_viewport.mouse_default_cursor_shape = cursor
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
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if !Global.current_project.layers[Global.current_project.current_layer].can_layer_get_drawn():
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@ -193,8 +198,8 @@ func _move_with_arrow_keys(event: InputEvent) -> void:
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input.x = int(event.is_action("ui_right")) - int(event.is_action("ui_left"))
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input.y = int(event.is_action("ui_down")) - int(event.is_action("ui_up"))
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var move := input.rotated(stepify(Global.camera.rotation, PI / 2))
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# These checks are needed to fix a bug where the selection boundaries
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# got stuck to the canvas boundaries when they were 1px away from them
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# These checks are needed to fix a bug where the selection got stuck
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# to the canvas boundaries when they were 1px away from them
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if is_equal_approx(abs(move.x), 0):
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move.x = 0
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if is_equal_approx(abs(move.y), 0):
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