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Use C++ iterators for Lists in many situations
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@@ -1327,8 +1327,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (!sp) {
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continue;
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}
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@@ -1771,8 +1771,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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String::num(motion_snapped.y, snap_step_decimals) + ", " + String::num(motion_snapped.z, snap_step_decimals) + ")");
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (!sp) {
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continue;
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}
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@@ -1870,8 +1870,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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String::num(motion_snapped.y, snap_step_decimals) + ", " + String::num(motion_snapped.z, snap_step_decimals) + ")");
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (!sp) {
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continue;
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}
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@@ -1955,8 +1955,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW); // Disable local transformation for TRANSFORM_VIEW
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (!sp) {
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continue;
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}
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@@ -2186,8 +2186,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (!sp) {
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continue;
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}
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@@ -3052,8 +3052,8 @@ void Node3DEditorViewport::_menu_option(int p_option) {
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undo_redo->create_action(TTR("Align Transform with View"));
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (!sp) {
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continue;
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}
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@@ -3088,8 +3088,8 @@ void Node3DEditorViewport::_menu_option(int p_option) {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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undo_redo->create_action(TTR("Align Rotation with View"));
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (!sp) {
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continue;
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}
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@@ -3741,8 +3741,8 @@ void Node3DEditorViewport::focus_selection() {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (!sp) {
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continue;
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}
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@@ -5176,8 +5176,8 @@ void Node3DEditor::_xform_dialog_action() {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (!sp) {
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continue;
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}
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@@ -5413,8 +5413,8 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *spatial = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *spatial = Object::cast_to<Node3D>(E);
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if (!spatial || !spatial->is_inside_tree()) {
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continue;
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}
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@@ -5438,8 +5438,8 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *spatial = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *spatial = Object::cast_to<Node3D>(E);
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if (!spatial || !spatial->is_inside_tree()) {
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continue;
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}
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@@ -5463,8 +5463,8 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *spatial = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *spatial = Object::cast_to<Node3D>(E);
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if (!spatial || !spatial->is_inside_tree()) {
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continue;
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}
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@@ -5487,8 +5487,8 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
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undo_redo->create_action(TTR("Ungroup Selected"));
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List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *spatial = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *spatial = Object::cast_to<Node3D>(E);
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if (!spatial || !spatial->is_inside_tree()) {
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continue;
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}
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@@ -6243,14 +6243,14 @@ void Node3DEditor::_refresh_menu_icons() {
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all_locked = false;
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all_grouped = false;
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} else {
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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if (Object::cast_to<Node3D>(E->get()) && !Object::cast_to<Node3D>(E->get())->has_meta("_edit_lock_")) {
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for (Node *E : selection) {
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if (Object::cast_to<Node3D>(E) && !Object::cast_to<Node3D>(E)->has_meta("_edit_lock_")) {
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all_locked = false;
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break;
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}
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}
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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if (Object::cast_to<Node3D>(E->get()) && !Object::cast_to<Node3D>(E->get())->has_meta("_edit_group_")) {
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for (Node *E : selection) {
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if (Object::cast_to<Node3D>(E) && !Object::cast_to<Node3D>(E)->has_meta("_edit_group_")) {
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all_grouped = false;
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break;
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}
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@@ -6303,8 +6303,8 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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Dictionary snap_data;
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node3D *sp = Object::cast_to<Node3D>(E->get());
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for (Node *E : selection) {
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Node3D *sp = Object::cast_to<Node3D>(E);
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if (sp) {
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Vector3 from = Vector3();
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Vector3 position_offset = Vector3();
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