Add check to internal methods to prevent crash
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@ -795,6 +795,7 @@ void TileMap::_set_tile_data(const Vector<int> &p_data) {
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const int *r = p_data.ptr();
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int offset = (format >= FORMAT_2) ? 3 : 2;
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ERR_FAIL_COND_MSG(c % offset != 0, "Corrupted tile data.");
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clear();
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@ -128,6 +128,7 @@ void ProximityGroup3D::broadcast(String p_method, Variant p_parameters) {
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void ProximityGroup3D::_proximity_group_broadcast(String p_method, Variant p_parameters) {
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if (dispatch_mode == MODE_PROXY) {
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ERR_FAIL_COND(!is_inside_tree());
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get_parent()->call(p_method, p_parameters);
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} else {
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emit_signal(SNAME("broadcast"), p_method, p_parameters);
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