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Fix crash in Tileset with get_collision_polygon_shape
Shape index was used instead of polygon index in this one case.
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@@ -4946,8 +4946,8 @@ int TileData::get_collision_polygon_shapes_count(int p_layer_id, int p_polygon_i
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Ref<ConvexPolygonShape2D> TileData::get_collision_polygon_shape(int p_layer_id, int p_polygon_index, int shape_index) const {
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ERR_FAIL_INDEX_V(p_layer_id, physics.size(), 0);
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ERR_FAIL_INDEX_V(p_polygon_index, physics[p_layer_id].polygons.size(), Ref<ConvexPolygonShape2D>());
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ERR_FAIL_INDEX_V(shape_index, (int)physics[p_layer_id].polygons[shape_index].shapes.size(), Ref<ConvexPolygonShape2D>());
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return physics[p_layer_id].polygons[shape_index].shapes[shape_index];
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ERR_FAIL_INDEX_V(shape_index, (int)physics[p_layer_id].polygons[p_polygon_index].shapes.size(), Ref<ConvexPolygonShape2D>());
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return physics[p_layer_id].polygons[p_polygon_index].shapes[shape_index];
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}
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// Terrain
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