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Diffstat (limited to 'editor/plugins/material_editor_plugin.cpp')
-rw-r--r--editor/plugins/material_editor_plugin.cpp40
1 files changed, 20 insertions, 20 deletions
diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp
index 7105d351b0..94966d4fe6 100644
--- a/editor/plugins/material_editor_plugin.cpp
+++ b/editor/plugins/material_editor_plugin.cpp
@@ -265,15 +265,15 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
+ for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since StandardMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
- Ref<Texture2D> texture = mat->get_texture_by_name(E->get().name);
+ Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
- smat->set_shader_param(E->get().name, texture);
+ smat->set_shader_param(E.name, texture);
} else {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
- smat->set_shader_param(E->get().name, value);
+ Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
+ smat->set_shader_param(E.name, value);
}
}
@@ -309,9 +309,9 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
- smat->set_shader_param(E->get().name, value);
+ for (const PropertyInfo &E : params) {
+ Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
+ smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -346,9 +346,9 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
- smat->set_shader_param(E->get().name, value);
+ for (const PropertyInfo &E : params) {
+ Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
+ smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -383,9 +383,9 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
- smat->set_shader_param(E->get().name, value);
+ for (const PropertyInfo &E : params) {
+ Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
+ smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -420,9 +420,9 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
- smat->set_shader_param(E->get().name, value);
+ for (const PropertyInfo &E : params) {
+ Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
+ smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -457,9 +457,9 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
- smat->set_shader_param(E->get().name, value);
+ for (const PropertyInfo &E : params) {
+ Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
+ smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());