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Merge pull request #110506 from TokageItLab/reset-mod
Fix Reset on Save corrupt poses if scene has multiple Skeletons
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@@ -45,6 +45,9 @@ protected:
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virtual void _process_modification(double p_delta) override;
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public:
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#ifdef TOOLS_ENABLED
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virtual bool is_processed_on_saving() const override { return true; }
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#endif
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void set_bone_name(const String &p_bone_name);
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String get_bone_name() const;
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void set_bone(int p_bone);
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@@ -317,11 +317,11 @@ void Skeleton3D::_notification(int p_what) {
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Bone *bonesptr = bones.ptr();
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int len = bones.size();
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thread_local LocalVector<bool> bone_global_pose_dirty_backup;
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LocalVector<bool> bone_global_pose_dirty_backup;
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// Process modifiers.
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thread_local LocalVector<BonePoseBackup> bones_backup;
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LocalVector<BonePoseBackup> bones_backup;
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_find_modifiers();
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if (!modifiers.is_empty()) {
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bones_backup.resize(bones.size());
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