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Mend duplicate nodes in the gltf export.
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@@ -6945,15 +6945,6 @@ Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> state, uint32
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state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
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state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
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state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
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state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
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_convert_scene_node(state, p_node, -1, -1);
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if (!state->buffers.size()) {
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state->buffers.push_back(Vector<uint8_t>());
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}
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for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
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Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
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ERR_CONTINUE(ext.is_null());
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}
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for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
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for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
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Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
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Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
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ERR_CONTINUE(ext.is_null());
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ERR_CONTINUE(ext.is_null());
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@@ -6964,7 +6955,6 @@ Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> state, uint32
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if (!state->buffers.size()) {
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if (!state->buffers.size()) {
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state->buffers.push_back(Vector<uint8_t>());
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state->buffers.push_back(Vector<uint8_t>());
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}
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}
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return OK;
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return OK;
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}
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}
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