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[unity] Handle empty slots after separators.
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@ -265,7 +265,7 @@ namespace Spine.Unity {
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bool hasSeparators = separatorCount > 0;
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int clippingAttachmentSource = -1;
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int lastPreActiveClipping = -1;
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int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
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SlotData clippingEndSlot = null;
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int submeshIndex = 0;
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var drawOrderItems = drawOrder.Items;
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@ -327,7 +327,7 @@ namespace Spine.Unity {
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}
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if (noRender) {
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if (current.forceSeparate && generateMeshOverride && current.rawVertexCount > 0) {
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if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
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{ // Add
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current.endSlot = i;
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current.preActiveClippingSlotSource = lastPreActiveClipping;
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