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Now in godoxel you won't be able to draw behind other controls.
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@ -201,11 +201,13 @@ func _process(delta):
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mouse_position = get_global_mouse_position() #paint_canvas.get_local_mouse_position()
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mouse_position = get_global_mouse_position() #paint_canvas.get_local_mouse_position()
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canvas_position = paint_canvas.rect_global_position
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canvas_position = paint_canvas.rect_global_position
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canvas_mouse_position = Vector2(mouse_position.x - canvas_position.x, mouse_position.y - canvas_position.y)
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canvas_mouse_position = Vector2(mouse_position.x - canvas_position.x, mouse_position.y - canvas_position.y)
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if is_mouse_in_canvas():
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if is_mouse_in_canvas() && paint_canvas.mouse_on_top:
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cell_mouse_position = Vector2(
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cell_mouse_position = Vector2(
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floor(canvas_mouse_position.x / grid_size),
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floor(canvas_mouse_position.x / grid_size),
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floor(canvas_mouse_position.y / grid_size))
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floor(canvas_mouse_position.y / grid_size))
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cell_color = paint_canvas.get_pixel(cell_mouse_position.x, cell_mouse_position.y)
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cell_color = paint_canvas.get_pixel(cell_mouse_position.x, cell_mouse_position.y)
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update_text_info()
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update_text_info()
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# if not is_mouse_in_canvas():
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# if not is_mouse_in_canvas():
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@ -213,7 +215,7 @@ func _process(delta):
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# paint_canvas.update()
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# paint_canvas.update()
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# paint_canvas.tool_layer.update_texture()
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# paint_canvas.tool_layer.update_texture()
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# else:
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# else:
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if is_mouse_in_canvas():
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if is_mouse_in_canvas() && paint_canvas.mouse_on_top:
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if not paint_canvas.is_active_layer_locked():
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if not paint_canvas.is_active_layer_locked():
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if is_position_in_canvas(get_global_mouse_position()) or \
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if is_position_in_canvas(get_global_mouse_position()) or \
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is_position_in_canvas(_last_mouse_pos_canvas_area):
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is_position_in_canvas(_last_mouse_pos_canvas_area):
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