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Use Ref<T> references as iterators where relevant
And const when possible.
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@@ -797,8 +797,8 @@ void EditorNode::_resources_changed(const Vector<String> &p_resources) {
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}
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if (changed.size()) {
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for (Ref<Resource> E : changed) {
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E->reload_from_file();
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for (Ref<Resource> &res : changed) {
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res->reload_from_file();
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}
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}
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}
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@@ -1551,7 +1551,7 @@ int EditorNode::_save_external_resources() {
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int saved = 0;
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List<Ref<Resource>> cached;
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ResourceCache::get_cached_resources(&cached);
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for (Ref<Resource> res : cached) {
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for (const Ref<Resource> &res : cached) {
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if (!res->get_path().is_resource_file()) {
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continue;
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}
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@@ -1641,7 +1641,7 @@ void EditorNode::_save_scene(String p_file, int idx) {
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editor_data.save_editor_external_data();
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for (Ref<AnimatedValuesBackup> E : anim_backups) {
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for (Ref<AnimatedValuesBackup> &E : anim_backups) {
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E->restore();
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}
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@@ -5333,27 +5333,6 @@ void EditorNode::_file_access_close_error_notify(const String &p_str) {
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}
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void EditorNode::reload_scene(const String &p_path) {
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/*
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* No longer necessary since scenes now reset and reload their internal resource if needed.
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//first of all, reload internal textures, materials, meshes, etc. as they might have changed on disk
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List<Ref<Resource>> cached;
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ResourceCache::get_cached_resources(&cached);
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List<Ref<Resource>> to_clear; //clear internal resources from previous scene from being used
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for (Ref<Resource> E : cached) {
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if (E->get_path().begins_with(p_path + "::")) { //subresources of existing scene
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to_clear.push_back(E);
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}
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}
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//so reload reloads everything, clear subresources of previous scene
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while (to_clear.front()) {
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to_clear.front()->get()->set_path("");
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to_clear.pop_front();
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}
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*/
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int scene_idx = -1;
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for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
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if (editor_data.get_scene_path(i) == p_path) {
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