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Don't update nodes with an empty name from the skeleton source (Fixes #2125)
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@ -574,7 +574,8 @@ float Animation::getVelocity(const std::string &groupname) const
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static void updateBoneTree(const Ogre::SkeletonInstance *skelsrc, Ogre::Bone *bone)
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static void updateBoneTree(const Ogre::SkeletonInstance *skelsrc, Ogre::Bone *bone)
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{
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{
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if(skelsrc->hasBone(bone->getName()))
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if(bone->getName() != " " // really should be != "", but see workaround in skeleton.cpp for empty node names
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&& skelsrc->hasBone(bone->getName()))
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{
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{
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Ogre::Bone *srcbone = skelsrc->getBone(bone->getName());
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Ogre::Bone *srcbone = skelsrc->getBone(bone->getName());
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if(!srcbone->getParent() || !bone->getParent())
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if(!srcbone->getParent() || !bone->getParent())
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