Fail gracefully when a mesh fails to import. #48912
Merged
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When a mesh instance is processed that triggers an error in
_process_mesh_instances
, it causes the function to abort early and leaves many meshes with unassigned skeletons or skins.This patch uses
ERR_CONTINUE_MSG
instead ofERR_FAIL_COND
within the for loop.Here are some valid glTF meshes which trigger errors at present in Godot (PRs pending):
DirectParentedSkeletons.glb
NestedSkeletonReproCaseV2Animated.glb
While I recognize that this patch is handling a failure case that ideally would never hapen, the point is it allows for maintaining consistent behavior even when there are bugs or invalid gltf nodes. Leaving ERR_FAIL here will cause a sort of undefined behavior (for example, skinned meshes arbitrarily not parented to their skeletons).
Worked with @fire on debugging this