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fix(editor): call M2Renderer::prepareRender to allocate mega bone slots before render
Without prepareRender(), animated NPC creature instances had megaBoneOffset=0 which caused the render loop to skip them (filtered out at the bones check). This is why all loaded NPC M2s produced 0 draw calls despite valid GPU buffers, material sets, and instance creation. Matches the main game's render flow.
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@ -650,6 +650,7 @@ void EditorViewport::render(VkCommandBuffer cmd) {
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m2Renderer_->getInstanceCount(), " instances, ",
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m2Renderer_->getDrawCallCount(), " draws");
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}
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m2Renderer_->prepareRender(frame, *camera_);
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m2Renderer_->render(cmd, perFrameSet, *camera_);
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}
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if (wmoRenderer_)
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