Fix invalid `Skeleton3D` bone pose updates
The issue would cause log spams when trying to update the bone pose position or rotation with an invalid bone index.
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@ -207,6 +207,11 @@ void XRHandModifier3D::_process_modification() {
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// Apply previous relative transforms if they are stored.
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// Apply previous relative transforms if they are stored.
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for (int joint = 0; joint < XRHandTracker::HAND_JOINT_MAX; joint++) {
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for (int joint = 0; joint < XRHandTracker::HAND_JOINT_MAX; joint++) {
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const int bone = joints[joint].bone;
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if (bone == -1) {
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continue;
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}
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if (bone_update == BONE_UPDATE_FULL) {
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if (bone_update == BONE_UPDATE_FULL) {
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skeleton->set_bone_pose_position(joints[joint].bone, previous_relative_transforms[joint].origin);
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skeleton->set_bone_pose_position(joints[joint].bone, previous_relative_transforms[joint].origin);
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}
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}
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