Fix missing computation call
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@ -144,8 +144,10 @@ void UltraleapBone::fill_bone_data(Ref<UltraleapBone> bone, Ref<UltraleapBone> p
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bone->width = leap_bone->width / 1000;
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bone->orientation = UltraleapTypes::ultraleap_quaternion_to_godot_quaternion(&leap_bone->rotation);
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previous_bone->next_bone = bone;
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bone->previous_bone = previous_bone;
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if (previous_bone != NULL) {
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previous_bone->next_bone = bone;
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bone->previous_bone = previous_bone;
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}
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// If palm is defined, this bone is either a metacarpal or an arm. We still compute relative transform though.
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if (palm != NULL) {
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@ -163,6 +165,8 @@ void UltraleapBone::fill_bone_data(Ref<UltraleapBone> bone, Ref<UltraleapBone> p
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bone->rotation = relative_bone_transform.basis.get_quaternion();
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bone->translation = relative_bone_transform.origin;
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}
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compute_bone_data(bone);
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}
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void UltraleapBone::compute_bone_data(Ref<UltraleapBone> bone) {
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