Fixed armature being marked as 'limbnode'
This also fixes issue with root bone overwritten - which should not happen as it is a hack. Before the behaviour would create an additional bone which would end up breaking animations completely on import. Additionally this fixes required bones being removed. Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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@@ -115,7 +115,6 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
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if(tempVerts.empty()) {
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FBXImporter::LogWarn("encountered mesh with no vertices");
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return;
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}
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std::vector<int> tempFaces;
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@@ -123,7 +122,6 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
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if(tempFaces.empty()) {
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FBXImporter::LogWarn("encountered mesh with no faces");
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return;
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}
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m_vertices.reserve(tempFaces.size());
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