Limit mesh complexity in LOD generation to prevent crashing
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@ -475,6 +475,14 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
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if (new_index_count == 0 || (new_index_count >= (index_count * 0.75f))) {
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break;
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}
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if (new_index_count > 5000000) {
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// This limit theoretically shouldn't be needed, but it's here
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// as an ad-hoc fix to prevent a crash with complex meshes.
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// The crash still happens with limit of 6000000, but 5000000 works.
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// In the future, identify what's causing that crash and fix it.
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WARN_PRINT("Mesh LOD generation failed for mesh " + get_name() + " surface " + itos(i) + ", mesh is too complex. Some automatic LODs were not generated.");
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break;
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}
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new_indices.resize(new_index_count);
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