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Unify usage of GLOBAL/EDITOR_GET
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@@ -95,7 +95,7 @@ Config::Config() {
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support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
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if (support_anisotropic_filter) {
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glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
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anisotropic_level = MIN(float(1 << int(ProjectSettings::get_singleton()->get("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
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anisotropic_level = MIN(float(1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
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}
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force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
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@@ -2214,7 +2214,7 @@ void MaterialStorage::global_shader_parameters_load_settings(bool p_load_texture
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for (const PropertyInfo &E : settings) {
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if (E.name.begins_with("shader_globals/")) {
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StringName name = E.name.get_slice("/", 1);
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Dictionary d = ProjectSettings::get_singleton()->get(E.name);
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Dictionary d = GLOBAL_GET(E.name);
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ERR_CONTINUE(!d.has("type"));
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ERR_CONTINUE(!d.has("value"));
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