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add rest fixer to importer retarget
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@@ -639,6 +639,7 @@ void Skeleton3D::remove_bone_child(int p_bone, int p_child) {
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}
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Vector<int> Skeleton3D::get_parentless_bones() {
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_update_process_order();
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return parentless_bones;
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}
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@@ -765,8 +766,6 @@ void Skeleton3D::_make_dirty() {
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}
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void Skeleton3D::localize_rests() {
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_update_process_order();
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Vector<int> bones_to_process = get_parentless_bones();
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while (bones_to_process.size() > 0) {
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int current_bone_idx = bones_to_process[0];
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@@ -958,7 +957,6 @@ Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
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skin.instantiate();
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skin->set_bind_count(bones.size());
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_update_process_order(); // Just in case.
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// Pose changed, rebuild cache of inverses.
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const Bone *bonesptr = bones.ptr();
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