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Do not clear materials when setting mesh
(cherry picked from commit 6e2a55c464)
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@@ -115,7 +115,6 @@ void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
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if (mesh.is_valid()) {
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mesh->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
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materials.clear();
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}
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if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
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