SubMeshs are now valid even when not animated
Former-commit-id: 5bd6289d30f4f6ffa1fcaf8d946aa9aba9cf7131
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@@ -35,6 +35,8 @@ class NAZARA_API NzSkeletalMesh final : public NzSubMesh
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bool Create(NzVertexBuffer* vertexBuffer, unsigned int weightCount);
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void Destroy();
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void Finish();
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const NzAxisAlignedBox& GetAABB() const;
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nzAnimationType GetAnimationType() const final;
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void* GetBindPoseBuffer();
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