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	Improve use of Ref.is_null/valid
				
					
				
			Use `is_null` over `!is_valid` and vice versa.
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					 177 changed files with 517 additions and 519 deletions
				
			
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			@ -169,7 +169,7 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
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	for (int i = 0; i < p_meshes.size(); i++) {
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		const Ref<Mesh> &mesh = p_meshes[i];
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		if (!mesh.is_valid()) {
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		if (mesh.is_null()) {
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			textures.push_back(Ref<Texture2D>());
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			continue;
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		}
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			@ -210,7 +210,7 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
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		Main::iteration();
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		Main::iteration();
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		Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
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		ERR_CONTINUE(!img.is_valid() || img->is_empty());
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		ERR_CONTINUE(img.is_null() || img->is_empty());
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		Ref<ImageTexture> it = ImageTexture::create_from_image(img);
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		RS::get_singleton()->free(inst);
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