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Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
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committed by
AThousandShips
parent
0f95e9f8e6
commit
a1846b27ea
@@ -1485,7 +1485,7 @@ bool VisualShader::is_text_shader() const {
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String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
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Ref<VisualShaderNode> node = get_node(p_type, p_node);
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ERR_FAIL_COND_V(!node.is_valid(), String());
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ERR_FAIL_COND_V(node.is_null(), String());
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ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
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ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
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@@ -1996,7 +1996,7 @@ Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringB
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if (!skip_global) {
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Ref<VisualShaderNodeParameter> parameter = vsnode;
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if (!parameter.is_valid() || !parameter->is_global_code_generated()) {
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if (parameter.is_null() || !parameter->is_global_code_generated()) {
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if (p_global_code) {
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*p_global_code += vsnode->generate_global(get_mode(), type, p_node);
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}
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