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Don't just ignore not having array format normal by generating normals in MeshMerger. This was probably some debug logic that I managed to forget about.
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@ -161,11 +161,7 @@ Array MeshMerger::build_mesh() {
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a[VisualServer::ARRAY_VERTEX] = array;
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}
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if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) == 0) {
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generate_normals();
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}
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{
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if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) != 0) {
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PoolVector<Vector3> array;
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array.resize(_vertices.size());
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#if !GODOT4
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