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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Fixed editor OutOfBoundsException at SkeletonGraphic when switching to skin with more vertices while preventing another exception (occurred after fix bd7f7eb1). Closes #2089.
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@ -114,6 +114,11 @@ namespace Spine.Unity {
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} else {
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if (freeze) return;
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if (!Application.isPlaying) {
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Initialize(true);
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return;
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}
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if (!string.IsNullOrEmpty(initialSkinName)) {
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var skin = skeleton.Data.FindSkin(initialSkinName);
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if (skin != null) {
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@ -124,19 +129,6 @@ namespace Spine.Unity {
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}
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}
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// Only provide visual feedback to inspector changes in Unity Editor Edit mode.
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if (!Application.isPlaying) {
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skeleton.ScaleX = this.initialFlipX ? -1 : 1;
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skeleton.ScaleY = this.initialFlipY ? -1 : 1;
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state.ClearTrack(0);
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skeleton.SetToSetupPose();
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if (!string.IsNullOrEmpty(startingAnimation)) {
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state.SetAnimation(0, startingAnimation, startingLoop);
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Update(0f);
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}
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}
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}
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} else {
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// Under some circumstances (e.g. sometimes on the first import) OnValidate is called
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@ -727,12 +719,6 @@ namespace Spine.Unity {
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meshGenerator.Begin();
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bool useAddSubmesh = currentInstructions.hasActiveClipping && currentInstructions.submeshInstructions.Count > 0;
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#if UNITY_EDITOR
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// Editor triggers Graphic.Rebuild without prior LateUpdate call, which
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// can lead to filling unprepared vertex buffer and out-of-bounds write access.
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if (!Application.isPlaying)
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useAddSubmesh = true;
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#endif
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if (useAddSubmesh) {
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meshGenerator.AddSubmesh(currentInstructions.submeshInstructions.Items[0], updateTriangles);
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} else {
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