[4.1] Fix crash when importing a GLTF file with a skeleton as the root
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@ -5836,8 +5836,13 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_
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p_scene_parent = bone_attachment;
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p_scene_parent = bone_attachment;
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}
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}
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if (skeleton->get_parent() == nullptr) {
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if (skeleton->get_parent() == nullptr) {
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if (p_scene_root) {
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p_scene_parent->add_child(skeleton, true);
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p_scene_parent->add_child(skeleton, true);
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skeleton->set_owner(p_scene_root);
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skeleton->set_owner(p_scene_root);
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} else {
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p_scene_parent = skeleton;
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p_scene_root = skeleton;
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}
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}
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}
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}
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}
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@ -6442,7 +6447,7 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene
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mi->get_parent()->remove_child(mi);
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mi->get_parent()->remove_child(mi);
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skeleton->add_child(mi, true);
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skeleton->add_child(mi, true);
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mi->set_owner(skeleton->get_owner());
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mi->set_owner(p_scene_root);
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mi->set_skin(p_state->skins.write[skin_i]->godot_skin);
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mi->set_skin(p_state->skins.write[skin_i]->godot_skin);
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mi->set_skeleton_path(mi->get_path_to(skeleton));
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mi->set_skeleton_path(mi->get_path_to(skeleton));
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