Transform mesh's AABB to skeleton's space when calculate mesh's bounds.
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@ -328,6 +328,10 @@ public:
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Vector<LOD> lods;
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Vector<AABB> bone_aabbs;
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// Transforms used in runtime bone AABBs compute.
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// Since bone AABBs is saved in Mesh space, but bones is in Skeleton space.
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Transform3D mesh_to_skeleton_xform;
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Vector<uint8_t> blend_shape_data;
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Vector4 uv_scale;
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@ -1491,6 +1495,9 @@ public:
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virtual void canvas_set_shadow_texture_size(int p_size) = 0;
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Rect2 debug_canvas_item_get_rect(RID p_item);
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virtual Rect2 _debug_canvas_item_get_rect(RID p_item) = 0;
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/* GLOBAL SHADER UNIFORMS */
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enum GlobalShaderParameterType {
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