GLTF: Fix bad pointer to ImporterMeshInstance3D root node at runtime #98048
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Fixes #98038
This bug was caused by the root node getting deleted by
GLTFDocumentExtensionConvertImporterMesh
at runtime only. I added some code to handle this inGLTFDocument::generate_scene
, which calls a function in that long-named class which used to be a part ofimport_post
but is now its own function (this is more readable anyway, IMO). I also enhanced the function a bit, now it will do a partial convert instead of giving up if the mesh is somehow null.Note that in this PR, I opted for a specific solution, not a general one. In general, we do not expect that users should be replacing nodes after the scene has been generated, instead they should just generate the correct nodes the first time. The
ImporterMeshInstance3D
class in Godot is the one big exception to this rule.