Sometimes players use the sil command with the link of an image and are then sporadically kicked from the server. The following error message is then displayed in the console. Could you please fix this?
*.*.*.*:54945/76561############/SevenofNine disconnecting: Exception (cs:110006): ArgumentException: Texture2D.SetPixels32: the size of data to be written to would result in writing outside the target buffer bounds. (Texture 'MeshPaintableSource_sign.hanging.banner.large_LOD0') MeshPaintableSource.%1280e4365ad8f2f0b82cae6d26017bbf97a68892 (UnityEngine.Texture2D %439ce89a58ec4056848496d3a844a63795983caa) (at <00000000000000000000000000000000>:0) Signage.OnTextureWasEdited (System.Int32 %6f5e8bcbfbcc380a6381a81bafb018ee85ad0879, UnityEngine.Texture2D %7a589f1e7d934f41bcb56a069a058506b503de18, System.Boolean %dced735577f9d00f667ffccc4aa82efbf58e2fcf) (at <00000000000000000000000000000000>:0) Signage.%d70dd4fc49cc1007d3bfdb990a7e09541611b592 (System.Int32 %4c02eb7c051fb8c3a25ef3eb2cfc158fddee085e, UnityEngine.Texture2D %dd2ceeb03ee24442e22a240932453d3440e0c18c) (at <00000000000000000000000000000000>:0) ChangeSignText.UpdateSign () (at <00000000000000000000000000000000>:0) UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0) Rust.UI.RustButton.Press () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.ExecuteEvents.ExecuteHierarchy[T] (UnityEngine.GameObject root, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] callbackFunction) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0) UnityEngine.EventSystems.EventSystem:Update()