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Avoid doubly mutating the same Skin in rest fixer
Fixes a regression from #77123 that was caused by removal of ibm_diffs variable. This replaced idempotent code with code that applied an offset each time. If the same Skin was visited multiple times, this caused an incorrect result.
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@ -609,8 +609,8 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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if (is_rest_changed) {
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// Fix skin.
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{
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HashSet<Ref<Skin>> mutated_skins;
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TypedArray<Node> nodes = p_base_scene->find_children("*", "ImporterMeshInstance3D");
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int skin_idx = 0;
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while (nodes.size()) {
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ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(nodes.pop_back());
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ERR_CONTINUE(!mi);
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@ -619,6 +619,10 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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if (skin.is_null()) {
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continue;
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}
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if (mutated_skins.has(skin)) {
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continue;
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}
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mutated_skins.insert(skin);
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Node *node = mi->get_node(mi->get_skeleton_path());
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ERR_CONTINUE(!node);
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@ -638,8 +642,6 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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skin->set_bind_pose(i, adjust_transform * skin->get_bind_pose(i));
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}
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}
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skin_idx++;
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}
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nodes = src_skeleton->get_children();
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while (nodes.size()) {
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