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-Fixed BoneAttachment delay, closes #3966
-Fixed skeleton crash, probably fixes other issues
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@@ -540,6 +540,7 @@ bool SceneTree::iteration(float p_time) {
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_notify_group_pause("fixed_process_internal", Node::NOTIFICATION_INTERNAL_FIXED_PROCESS);
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_notify_group_pause("fixed_process", Node::NOTIFICATION_FIXED_PROCESS);
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_flush_ugc();
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MessageQueue::get_singleton()->flush(); //small little hack
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_flush_transform_notifications();
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
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root_lock--;
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@@ -566,6 +567,8 @@ bool SceneTree::idle(float p_time) {
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emit_signal("idle_frame");
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MessageQueue::get_singleton()->flush(); //small little hack
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_flush_transform_notifications();
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_notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
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@@ -581,6 +584,7 @@ bool SceneTree::idle(float p_time) {
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}
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_flush_ugc();
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MessageQueue::get_singleton()->flush(); //small little hack
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_flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
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@@ -880,13 +880,13 @@ void VisualServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton)
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return;
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if (instance->skeleton.is_valid()) {
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VSG::storage->instance_remove_skeleton(p_skeleton, instance);
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VSG::storage->instance_remove_skeleton(instance->skeleton, instance);
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}
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instance->skeleton = p_skeleton;
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if (instance->skeleton.is_valid()) {
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VSG::storage->instance_add_skeleton(p_skeleton, instance);
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VSG::storage->instance_add_skeleton(instance->skeleton, instance);
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}
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_instance_queue_update(instance, true);
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