Improve use of Ref.is_null/valid

Use `is_null` over `!is_valid` and vice versa.
This commit is contained in:
A Thousand Ships 2024-08-25 14:15:10 +02:00 committed by AThousandShips
parent 0f95e9f8e6
commit a1846b27ea
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GPG key ID: DEFC5A5B1306947D
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
for (int i = 0; i < p_meshes.size(); i++) {
const Ref<Mesh> &mesh = p_meshes[i];
if (!mesh.is_valid()) {
if (mesh.is_null()) {
textures.push_back(Ref<Texture2D>());
continue;
}
@ -210,7 +210,7 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
Main::iteration();
Main::iteration();
Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
ERR_CONTINUE(!img.is_valid() || img->is_empty());
ERR_CONTINUE(img.is_null() || img->is_empty());
Ref<ImageTexture> it = ImageTexture::create_from_image(img);
RS::get_singleton()->free(inst);