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Fix initial skin update timing in Skeleton3D
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@@ -332,8 +332,8 @@ void MeshInstance3D::create_multiple_convex_collisions(const Ref<MeshConvexDecom
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void MeshInstance3D::_notification(int p_what) {
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void MeshInstance3D::_notification(int p_what) {
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switch (p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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case NOTIFICATION_ENTER_TREE: {
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callable_mp(this, &MeshInstance3D::_resolve_skeleton_path).call_deferred();
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_resolve_skeleton_path();
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} break;
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} break;
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case NOTIFICATION_TRANSLATION_CHANGED: {
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case NOTIFICATION_TRANSLATION_CHANGED: {
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if (mesh.is_valid()) {
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if (mesh.is_valid()) {
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@@ -324,6 +324,8 @@ void Skeleton3D::_notification(int p_what) {
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#ifndef DISABLE_DEPRECATED
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#ifndef DISABLE_DEPRECATED
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setup_simulator();
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setup_simulator();
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#endif // _DISABLE_DEPRECATED
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#endif // _DISABLE_DEPRECATED
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update_flags = UPDATE_FLAG_POSE;
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_notification(NOTIFICATION_UPDATE_SKELETON);
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} break;
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} break;
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case NOTIFICATION_UPDATE_SKELETON: {
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case NOTIFICATION_UPDATE_SKELETON: {
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// Update bone transforms to apply unprocessed poses.
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// Update bone transforms to apply unprocessed poses.
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