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Skeleton3D: Only reset rest_dirty after ALL bone transforms have finished update
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@ -906,6 +906,7 @@ void Skeleton3D::force_update_all_bone_transforms() {
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for (int i = 0; i < parentless_bones.size(); i++) {
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force_update_bone_children_transforms(parentless_bones[i]);
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}
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rest_dirty = false;
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}
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void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
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@ -963,7 +964,6 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
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emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
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}
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rest_dirty = false;
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}
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void Skeleton3D::_bind_methods() {
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