Fix memory corruption and assert failures in convex decomposition
This PR fixes how triangular faces are decomposed into vertices and indices. The pre-increment resulted in the indices table skipping entry 0 and potentially overrunning the end of the vertices vector.
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@ -969,7 +969,7 @@ Vector<Ref<Shape3D>> ImporterMesh::convex_decompose(const Ref<MeshConvexDecompos
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if (found_vertex) {
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index = found_vertex->value;
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} else {
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index = ++vertex_count;
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index = vertex_count++;
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vertex_map[vertex] = index;
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vertex_w[index] = vertex;
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}
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