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[unity] Fixed MeshGenerator not updating triangle indices when inactive bone implicitly clears attachment. See #1984.
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@ -180,7 +180,10 @@ namespace Spine.Unity {
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var drawOrderItems = drawOrder.Items;
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var drawOrderItems = drawOrder.Items;
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for (int i = 0; i < drawOrderCount; i++) {
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for (int i = 0; i < drawOrderCount; i++) {
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Slot slot = drawOrderItems[i];
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Slot slot = drawOrderItems[i];
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if (!slot.bone.active) continue;
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if (!slot.bone.active) {
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workingAttachmentsItems[i] = null;
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continue;
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}
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Attachment attachment = slot.attachment;
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Attachment attachment = slot.attachment;
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workingAttachmentsItems[i] = attachment;
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workingAttachmentsItems[i] = attachment;
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@ -299,7 +302,10 @@ namespace Spine.Unity {
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var drawOrderItems = drawOrder.Items;
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var drawOrderItems = drawOrder.Items;
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for (int i = 0; i < drawOrderCount; i++) {
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for (int i = 0; i < drawOrderCount; i++) {
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Slot slot = drawOrderItems[i];
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Slot slot = drawOrderItems[i];
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if (!slot.bone.active) continue;
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if (!slot.bone.active) {
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workingAttachmentsItems[i] = null;
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continue;
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}
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Attachment attachment = slot.attachment;
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Attachment attachment = slot.attachment;
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#if SPINE_TRIANGLECHECK
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#if SPINE_TRIANGLECHECK
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workingAttachmentsItems[i] = attachment;
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workingAttachmentsItems[i] = attachment;
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