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Use range iterators for Map
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@@ -850,8 +850,8 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool
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}
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//erase shadow atlas reference from lights
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for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
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LightInstance *li = light_instance_owner.get_or_null(E->key());
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for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
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LightInstance *li = light_instance_owner.get_or_null(E.key);
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ERR_CONTINUE(!li);
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li->shadow_atlases.erase(p_atlas);
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}
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@@ -4801,8 +4801,8 @@ void RendererSceneRenderRD::init() {
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}
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RendererSceneRenderRD::~RendererSceneRenderRD() {
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for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
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RD::get_singleton()->free(E->get().cubemap);
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for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
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RD::get_singleton()->free(E.value.cubemap);
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}
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if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
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