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Use const references where possible for List range iterators
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@@ -1238,14 +1238,14 @@ void ProjectList::load_projects() {
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Set<String> favorites;
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// Find favourites...
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for (PropertyInfo &E : properties) {
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for (const PropertyInfo &E : properties) {
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String property_key = E.name;
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if (property_key.begins_with("favorite_projects/")) {
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favorites.insert(property_key);
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}
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}
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for (PropertyInfo &E : properties) {
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for (const PropertyInfo &E : properties) {
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// This is actually something like "projects/C:::Documents::Godot::Projects::MyGame"
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String property_key = E.name;
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if (!property_key.begins_with("projects/")) {
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@@ -1582,7 +1582,7 @@ int ProjectList::refresh_project(const String &dir_path) {
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String favorite_property_key = "favorite_projects/" + project_key;
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bool found = false;
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for (PropertyInfo &E : properties) {
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for (const PropertyInfo &E : properties) {
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String prop = E.name;
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if (!found && prop == property_key) {
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found = true;
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@@ -2188,7 +2188,7 @@ void ProjectManager::_scan_begin(const String &p_base) {
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_scan_dir(p_base, &projects);
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print_line("Found " + itos(projects.size()) + " projects.");
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for (String &E : projects) {
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for (const String &E : projects) {
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String proj = get_project_key_from_path(E);
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EditorSettings::get_singleton()->set("projects/" + proj, E);
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}
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@@ -2625,7 +2625,7 @@ ProjectManager::ProjectManager() {
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Vector<String> editor_languages;
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List<PropertyInfo> editor_settings_properties;
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EditorSettings::get_singleton()->get_property_list(&editor_settings_properties);
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for (PropertyInfo &pi : editor_settings_properties) {
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for (const PropertyInfo &pi : editor_settings_properties) {
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if (pi.name == "interface/editor/editor_language") {
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editor_languages = pi.hint_string.split(",");
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break;
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