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Use range iterators for RBSet in most cases
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@@ -5464,8 +5464,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
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LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
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//remove from shadow atlases..
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for (RBSet<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
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ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E->get());
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for (const RID &E : light_instance->shadow_atlases) {
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ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
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ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
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uint32_t key = shadow_atlas->shadow_owners[p_rid];
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uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
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@@ -1979,8 +1979,8 @@ void MaterialStorage::global_variable_set(const StringName &p_name, const Varian
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} else {
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//texture
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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for (RBSet<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
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Material *material = material_storage->get_material(E->get());
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for (const RID &E : gv.texture_materials) {
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Material *material = material_storage->get_material(E);
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ERR_CONTINUE(!material);
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material_storage->_material_queue_update(material, false, true);
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}
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@@ -2011,8 +2011,8 @@ void MaterialStorage::global_variable_set_override(const StringName &p_name, con
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} else {
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//texture
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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for (RBSet<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
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Material *material = material_storage->get_material(E->get());
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for (const RID &E : gv.texture_materials) {
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Material *material = material_storage->get_material(E);
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ERR_CONTINUE(!material);
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material_storage->_material_queue_update(material, false, true);
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}
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@@ -2305,8 +2305,8 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
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shader->data = nullptr;
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}
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for (RBSet<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
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Material *material = E->get();
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for (Material *E : shader->owners) {
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Material *material = E;
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material->shader_type = new_type;
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if (material->data) {
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memdelete(material->data);
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@@ -2322,8 +2322,8 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
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shader->type = SHADER_TYPE_MAX; //invalid
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}
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for (RBSet<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
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Material *material = E->get();
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for (Material *E : shader->owners) {
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Material *material = E;
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if (shader->data) {
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material->data = material_get_data_request_function(new_type)(shader->data);
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material->data->self = material->self;
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@@ -2346,8 +2346,8 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
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shader->data->set_code(p_code);
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}
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for (RBSet<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
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Material *material = E->get();
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for (Material *E : shader->owners) {
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Material *material = E;
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material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
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_material_queue_update(material, true, true);
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}
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@@ -2388,8 +2388,8 @@ void MaterialStorage::shader_set_default_texture_param(RID p_shader, const Strin
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if (shader->data) {
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shader->data->set_default_texture_param(p_name, p_texture, p_index);
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}
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for (RBSet<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
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Material *material = E->get();
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for (Material *E : shader->owners) {
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Material *material = E;
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_material_queue_update(material, false, true);
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}
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}
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@@ -215,8 +215,8 @@ void MeshStorage::mesh_free(RID p_rid) {
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ERR_PRINT("deleting mesh with active instances");
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}
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if (mesh->shadow_owners.size()) {
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for (RBSet<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
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Mesh *shadow_owner = E->get();
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for (Mesh *E : mesh->shadow_owners) {
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Mesh *shadow_owner = E;
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shadow_owner->shadow_mesh = RID();
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shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
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}
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@@ -431,8 +431,8 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
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mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
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for (RBSet<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
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Mesh *shadow_owner = E->get();
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for (Mesh *E : mesh->shadow_owners) {
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Mesh *shadow_owner = E;
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shadow_owner->shadow_mesh = RID();
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shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
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}
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@@ -742,8 +742,8 @@ void MeshStorage::mesh_clear(RID p_mesh) {
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mesh->has_bone_weights = false;
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mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
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for (RBSet<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
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Mesh *shadow_owner = E->get();
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for (Mesh *E : mesh->shadow_owners) {
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Mesh *shadow_owner = E;
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shadow_owner->shadow_mesh = RID();
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shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
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}
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@@ -838,8 +838,8 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
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}
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uint32_t collision_3d_textures_used = 0;
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for (const RBSet<RID>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
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ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E->get());
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for (const RID &E : p_particles->collisions) {
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ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E);
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if (!pci || !pci->active) {
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continue;
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}
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