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Update FBX because of changes in the core api.
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@@ -115,7 +115,7 @@ struct SurfaceData {
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Array morphs;
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};
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EditorSceneImporterMeshNode *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
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EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
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mesh_geometry = p_mesh_geometry;
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// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
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const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
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@@ -410,7 +410,7 @@ EditorSceneImporterMeshNode *FBXMeshData::create_fbx_mesh(const ImportState &sta
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in_mesh_surface_id += 1;
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}
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EditorSceneImporterMeshNode *godot_mesh = memnew(EditorSceneImporterMeshNode);
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EditorSceneImporterMeshNode3D *godot_mesh = memnew(EditorSceneImporterMeshNode3D);
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godot_mesh->set_mesh(mesh);
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return godot_mesh;
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}
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