From 695f1a9185e680876c4b99874d947132d2e0c36a Mon Sep 17 00:00:00 2001 From: Windy Darian Date: Thu, 14 Mar 2019 00:35:19 -0400 Subject: [PATCH] Fix bone aabb calculation, which caused a skeletal mesh culling issue There was a bug that could result in most bone aabb boxes ending up with tiny size upon import and mess up with culling of skeletal meshes. This fixes it. (cherry picked from commit ff318d91eed02a52ed6e8e81a13abf5258a9a839) --- servers/visual_server.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp index 3dbe516f74a..19c61065020 100644 --- a/servers/visual_server.cpp +++ b/servers/visual_server.cpp @@ -776,7 +776,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_ continue; //break; ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA); - if (bptr->size.x < 0) { + if (bptr[idx].size.x < 0) { //first bptr[idx] = AABB(v, SMALL_VEC3); any_valid = true;