Fix incorrect array marshalling in few Editor methods
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@@ -236,7 +236,7 @@ namespace FlaxEditor.Windows.Assets
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_collisionWiresModel = FlaxEngine.Content.CreateVirtualAsset<Model>();
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_collisionWiresModel.SetupLODs(new[] { 1 });
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}
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Editor.Internal_GetCollisionWires(FlaxEngine.Object.GetUnmanagedPtr(Asset), out var triangles, out var indices);
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Editor.Internal_GetCollisionWires(FlaxEngine.Object.GetUnmanagedPtr(Asset), out var triangles, out var indices, out var _, out var _);
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if (triangles != null && indices != null)
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_collisionWiresModel.LODs[0].Meshes[0].UpdateMesh(triangles, indices);
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else
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@@ -818,7 +818,7 @@ namespace FlaxEditor.Windows.Assets
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var state = (BreakpointHangState)Editor.Instance.Simulation.BreakpointHangTag;
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if (state.Locals == null)
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{
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state.Locals = Editor.Internal_GetVisualScriptLocals();
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state.Locals = Editor.Internal_GetVisualScriptLocals(out var _);
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Editor.Instance.Simulation.BreakpointHangTag = state;
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}
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return state;
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@@ -829,7 +829,7 @@ namespace FlaxEditor.Windows.Assets
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var state = (BreakpointHangState)Editor.Instance.Simulation.BreakpointHangTag;
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if (state.StackFrames == null)
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{
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state.StackFrames = Editor.Internal_GetVisualScriptStackFrames();
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state.StackFrames = Editor.Internal_GetVisualScriptStackFrames(out var _);
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Editor.Instance.Simulation.BreakpointHangTag = state;
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}
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return state;
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