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The bucket tool on draw tiles moded should produce more correct results now
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Diff for: src/Classes/Cels/CelTileMap.gd

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@@ -826,7 +826,7 @@ func _resize_cells(new_size: Vector2i, reset_indices := true) -> void:
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if cell_coords.y < vertical_cell_min:
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vertical_cell_min = cell_coords.y
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if cell_coords.y > vertical_cell_max:
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vertical_cell_max = cell_coords.y
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vertical_cell_max = cell_coords.y + 1
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for cell_coords in cells:
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if reset_indices:
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cells[cell_coords] = Cell.new()

Diff for: src/Tools/DesignTools/Bucket.gd

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@@ -526,7 +526,6 @@ func _compute_segments_for_tilemap(pos: Vector2i, cel: CelTileMap, src_index: in
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# initially allocate at least 1 segment per line of the tilemap
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for j in range(cel.vertical_cell_min, cel.vertical_cell_max):
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_add_new_segment(j)
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pos /= cel.get_tile_size()
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# start flood algorithm
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_flood_line_around_point_tilemap(pos, cel, src_index)
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# test all segments while also discovering more

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