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[unity] Fixed a clipping bug when there are two clipping meshes and clipping-end-slot is a skin bone that is disabled (Clipping.endClipping not called when slot.bone.active==false). See #1694.
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@ -503,7 +503,10 @@ namespace Spine.Unity {
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for (int slotIndex = instruction.startSlot; slotIndex < instruction.endSlot; slotIndex++) {
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for (int slotIndex = instruction.startSlot; slotIndex < instruction.endSlot; slotIndex++) {
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var slot = drawOrderItems[slotIndex];
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var slot = drawOrderItems[slotIndex];
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if (!slot.bone.active) continue;
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if (!slot.bone.active) {
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clipper.ClipEnd(slot);
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continue;
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}
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var attachment = slot.attachment;
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var attachment = slot.attachment;
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float z = zSpacing * slotIndex;
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float z = zSpacing * slotIndex;
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