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Properly clear material slots on mesh instance when material is freed
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809a982162
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@ -34,7 +34,6 @@
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#include "core/object/worker_thread_pool.h"
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#include "core/os/os.h"
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#include "rendering_server_default.h"
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#include "rendering_server_globals.h"
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#include <new>
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@ -42,6 +42,7 @@
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#include "servers/rendering/renderer_scene_occlusion_cull.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering/rendering_method.h"
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#include "servers/rendering/rendering_server_globals.h"
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#include "servers/rendering/storage/utilities.h"
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#include "servers/xr/xr_interface.h"
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@ -516,6 +517,29 @@ public:
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} else if (p_dependency == instance->skeleton) {
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singleton->instance_attach_skeleton(instance->self, RID());
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} else {
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// It's possible the same material is used in multiple slots,
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// so we check whether we need to clear them all.
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if (p_dependency == instance->material_override) {
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singleton->instance_geometry_set_material_override(instance->self, RID());
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}
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if (p_dependency == instance->material_overlay) {
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singleton->instance_geometry_set_material_overlay(instance->self, RID());
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}
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for (int i = 0; i < instance->materials.size(); i++) {
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if (p_dependency == instance->materials[i]) {
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singleton->instance_set_surface_override_material(instance->self, i, RID());
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}
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}
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if (instance->base_type == RS::INSTANCE_PARTICLES) {
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RID particle_material = RSG::particles_storage->particles_get_process_material(instance->base);
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if (p_dependency == particle_material) {
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RSG::particles_storage->particles_set_process_material(instance->base, RID());
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}
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}
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// Even if no change is made we still need to call `_instance_queue_update`.
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// This dependency could also be a result of the freed material being used
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// by the mesh this mesh instance uses.
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singleton->_instance_queue_update(instance, false, true);
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}
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}
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