Fix crash when model or skinned model loading fails
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@@ -125,8 +125,6 @@ Model::Model(const SpawnParams& params, const AssetInfo* info)
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Model::~Model()
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{
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// Ensure to be fully disposed
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ASSERT(IsInitialized() == false);
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ASSERT(_streamingTask == nullptr);
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}
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@@ -118,8 +118,6 @@ SkinnedModel::SkinnedModel(const SpawnParams& params, const AssetInfo* info)
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SkinnedModel::~SkinnedModel()
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{
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// Ensure to be fully disposed
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ASSERT(IsInitialized() == false);
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ASSERT(_streamingTask == nullptr);
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}
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@@ -24,8 +24,8 @@ DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(Mesh, MeshBase);
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protected:
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bool _hasLightmapUVs;
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GPUBuffer* _vertexBuffers[3];
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GPUBuffer* _indexBuffer;
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GPUBuffer* _vertexBuffers[3] = {};
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GPUBuffer* _indexBuffer = nullptr;
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#if USE_PRECISE_MESH_INTERSECTS
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CollisionProxy _collisionProxy;
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#endif
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@@ -19,8 +19,8 @@ API_CLASS(NoSpawn) class FLAXENGINE_API SkinnedMesh : public MeshBase
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DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(SkinnedMesh, MeshBase);
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protected:
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GPUBuffer* _vertexBuffer;
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GPUBuffer* _indexBuffer;
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GPUBuffer* _vertexBuffer = nullptr;
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GPUBuffer* _indexBuffer = nullptr;
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mutable Array<byte> _cachedIndexBuffer;
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mutable Array<byte> _cachedVertexBuffer;
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mutable int32 _cachedIndexBufferCount;
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