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Use C++ iterators for Lists in many situations
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@@ -265,15 +265,15 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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for (PropertyInfo &E : params) {
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// Texture parameter has to be treated specially since StandardMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E->get().name);
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Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
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if (texture.is_valid()) {
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smat->set_shader_param(E->get().name, texture);
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smat->set_shader_param(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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}
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}
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@@ -309,9 +309,9 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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for (PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@@ -346,9 +346,9 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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for (PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@@ -383,9 +383,9 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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for (PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@@ -420,9 +420,9 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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for (PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@@ -457,9 +457,9 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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smat->set_shader_param(E->get().name, value);
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for (PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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