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Use const references where possible for List range iterators
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@@ -3391,7 +3391,7 @@ void RendererSceneCull::render_probes() {
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idx++;
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}
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for (Instance *instance : probe->owner->scenario->directional_lights) {
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for (const Instance *instance : probe->owner->scenario->directional_lights) {
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InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
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if (!instance->visible) {
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continue;
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@@ -3464,7 +3464,7 @@ void RendererSceneCull::render_probes() {
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idx++;
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}
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for (Instance *instance : probe->owner->scenario->directional_lights) {
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for (const Instance *instance : probe->owner->scenario->directional_lights) {
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InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
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if (!instance->visible) {
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continue;
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@@ -3571,7 +3571,7 @@ void RendererSceneCull::render_particle_colliders() {
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void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
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List<RendererStorage::InstanceShaderParam> plist;
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RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
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for (RendererStorage::InstanceShaderParam &E : plist) {
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for (const RendererStorage::InstanceShaderParam &E : plist) {
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StringName name = E.info.name;
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if (isparams.has(name)) {
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if (isparams[name].info.type != E.info.type) {
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