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Fix the absolute NodePath was calculated incorrectly when "Reparent to New Node"
Since the new parent node has not yet been added to the tree, the `new_base_path` needs to be calculated using the `base_path`.
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@@ -176,7 +176,7 @@ void MeshInstance3D::_resolve_skeleton_path() {
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Ref<SkinReference> new_skin_reference;
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if (!skeleton_path.is_empty()) {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(get_node(skeleton_path));
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(get_node_or_null(skeleton_path)); // skeleton_path may be outdated when reparenting.
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if (skeleton) {
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if (skin_internal.is_null()) {
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new_skin_reference = skeleton->register_skin(skeleton->create_skin_from_rest_transforms());
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