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Fixed possible crash after assigning to tiled.activeAsset
When assigning a new map or tileset created from a script to tiled.activeAsset, the necessary signals were not connected. This broke the signals from EditableMap and it also caused certain ownership transfers from JS to C++ to never take place. The latter could in turn lead to dangling pointers to objects after they were deleted by the garbage collector. Thanks to @eishiya for discovering this issue!
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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