DebugSystem: Fix crash when asked to show collision mesh but entity has no collidercomponent
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@ -181,9 +181,12 @@ namespace Ndk
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const Nz::Boxf& obb = entityGfx.GetBoundingVolume().obb.localBox;
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const Nz::Boxf& obb = entityGfx.GetBoundingVolume().obb.localBox;
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Nz::InstancedRenderableRef renderable = GenerateCollision3DMesh(entity);
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Nz::InstancedRenderableRef renderable = GenerateCollision3DMesh(entity);
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renderable->SetPersistent(false);
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if (renderable)
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{
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renderable->SetPersistent(false);
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entityGfx.Attach(renderable, Nz::Matrix4f::Translate(obb.GetCenter()), DebugDrawOrder);
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entityGfx.Attach(renderable, Nz::Matrix4f::Translate(obb.GetCenter()), DebugDrawOrder);
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}
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entityDebug.UpdateDebugRenderable(option, std::move(renderable));
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entityDebug.UpdateDebugRenderable(option, std::move(renderable));
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break;
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break;
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