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Move skin registration process into deferred on ready #97489

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TokageItLab
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@TokageItLab TokageItLab commented Sep 26, 2024

Fixes #97459

Since the initial update of the skin is done in the skeleton's deferred process, it seems that the process that searches for the skeleton when the skin is first loaded into the tree should also be moved to the deferred process.

However, I am not so familiar with the Skin deformation process in MeshInstance3D, so I am not sure if this is really the correct fix. Although, I think it is safe since this just move the process timing on loading, but please review/test carefully. cc @fire @MajorMcDoom

@TokageItLab TokageItLab added bug regression topic:animation topic:3d cherrypick:4.3 Considered for cherry-picking into a future 4.3.x release labels Sep 26, 2024
@TokageItLab TokageItLab added this to the 4.4 milestone Sep 26, 2024
@TokageItLab TokageItLab requested a review from a team September 26, 2024 13:29
@TokageItLab TokageItLab requested a review from a team as a code owner September 26, 2024 13:29
@TokageItLab TokageItLab force-pushed the deferred-skin-registration branch from 3c7d34a to 2eb069f Compare September 26, 2024 13:37
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@akien-mga akien-mga left a comment

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If it works, that looks good to me. Let's wait for confirmation.

@MajorMcDoom
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Seems to work on my end with the repro project!

@akien-mga akien-mga merged commit ab1f55e into godotengine:master Sep 27, 2024
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Thanks!

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MeshInstance3D disappears at runtime if its skeleton is not a direct parent
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