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Return at invalid skeleton in ChainIK3D before updating mutable info#114062
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pretty self explanatory i hope.. in my testing it fixes the segfault reported in#114059 when moving a ChainIK3D derived node from its parent skeleton in the editor's scene tree
hopefully the merge commit doesn't cause issues 😢
edit:
been trying to find an alternative way of doing this and couldn't really find one that was a solid fix, it seems like for some reason the function that caused the segfault gets called a few times once its gone from the skeleton's hierarchy.
either way it's probably a good idea to return when the skeleton is invalid because right after the skeleton check it's getting referenced