Fix get_active_material when a material is directly set on the mesh
Makes MeshInstance3D::get_active_material consistent with the logic in the rendering system. Fixes #38108
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@ -307,19 +307,22 @@ Ref<Material> MeshInstance3D::get_surface_material(int p_surface) const {
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Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {
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if (get_material_override() != Ref<Material>()) {
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return get_material_override();
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} else if (p_surface < materials.size()) {
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return materials[p_surface];
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} else {
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Ref<Mesh> mesh = get_mesh();
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Ref<Material> material_override = get_material_override();
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if (material_override.is_valid()) {
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return material_override;
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}
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if (mesh.is_null() || p_surface >= mesh->get_surface_count()) {
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return Ref<Material>();
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}
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Ref<Material> surface_material = get_surface_material(p_surface);
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if (surface_material.is_valid()) {
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return surface_material;
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}
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Ref<Mesh> mesh = get_mesh();
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if (mesh.is_valid()) {
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return mesh->surface_get_material(p_surface);
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}
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return Ref<Material>();
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}
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void MeshInstance3D::_mesh_changed() {
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