Fix incorrect skin deduplication when using named binds #48913
Merged
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This reduces the number of instances in which this particular "
_skins_are_same
" optimization will take place. It should be safe.Solves one of the bugs triggered by this case: NestedSkeletonReproCaseV2Animated.glb
In this case, two nodes are referencing the same mesh, but with a different skin... but the skin has the same IBP matrices, and only differs in bone names (the bone indices are -1 because Use Named Binds is enabled by default.
This bug is also present in 3.x and should be backported. Worked on this with @fire