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Make cel_changed a Global signal instead
Otherwise we would have to connect the signal for every opened project. If a feature/extension requires it, we could add a reference to the project as a parameter for the cel_changed signal, but since that can get retrieved with Global.current_project, it's probably not needed.
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@ -1,6 +1,7 @@
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extends Node
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signal project_changed
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signal cel_changed
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enum LayerTypes { PIXEL, GROUP }
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enum GridTypes { CARTESIAN, ISOMETRIC, ALL }
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@ -491,6 +492,7 @@ func _project_changed(value: int) -> void:
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connect("project_changed", current_project, "change_project")
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emit_signal("project_changed")
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disconnect("project_changed", current_project, "change_project")
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emit_signal("cel_changed")
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func _renderer_changed(value: int) -> void:
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@ -3,8 +3,6 @@ class_name Project
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extends Reference
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# A class for project properties.
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signal cel_changed
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var name := "" setget _name_changed
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var size: Vector2 setget _size_changed
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var undo_redo := UndoRedo.new()
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@ -518,7 +516,7 @@ func change_cel(new_frame: int, new_layer := -1) -> void:
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Global.layer_opacity_slider.value = cel_opacity * 100
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Global.canvas.update()
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Global.transparent_checker.update_rect()
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emit_signal("cel_changed")
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Global.emit_signal("cel_changed")
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func toggle_frame_buttons() -> void:
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