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Fix and clean up skeletal animation (#15722)
* Fix attachments lagging behind their parents (#14818) * Fix animation blending (#14817) * Bring back cool guy as another .x smoke test * Add .x mesh loader unittest * Do bounding box & matrix calculation at proper point in time * Remove obsolete `SAnimatedMesh`
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@@ -1238,7 +1238,7 @@ void CNullDriver::addOcclusionQuery(scene::ISceneNode *node, const scene::IMesh
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else if (node->getType() == scene::ESNT_MESH)
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mesh = static_cast<scene::IMeshSceneNode *>(node)->getMesh();
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else
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mesh = static_cast<scene::IAnimatedMeshSceneNode *>(node)->getMesh()->getMesh(0);
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mesh = static_cast<scene::IAnimatedMeshSceneNode *>(node)->getMesh();
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if (!mesh)
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return;
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}
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