Custom bones are drawn by instancing the GPUBatch of the base object. To access the mesh and its GPUBatch, `BKE_object_get_evaluated_mesh` was used. However, since GPU subdivision support, this will return a subdivision wrapper which will never be drawn, and thus will have an invalid batch, which caused the crash. `BKE_object_get_evaluated_mesh_no_subsurf` should be used instead, to return the mesh that will be drawn, and have the subdivision evaluated on the GPU. Note that the rest of the draw code is already using this function.