Kaynağa Gözat

Remove redundant Variant-types initializations

Markus Sauermann 2 yıl önce
ebeveyn
işleme
3b14f0334c
52 değiştirilmiş dosya ile 118 ekleme ve 118 silme
  1. 3 3
      core/config/project_settings.cpp
  2. 1 1
      core/string/ustring.cpp
  3. 2 2
      core/variant/variant_call.cpp
  4. 3 3
      drivers/gles3/rasterizer_canvas_gles3.h
  5. 6 6
      drivers/gles3/rasterizer_scene_gles3.h
  6. 1 1
      drivers/gles3/storage/texture_storage.h
  7. 4 4
      editor/action_map_editor.h
  8. 1 1
      editor/debugger/editor_debugger_inspector.cpp
  9. 1 1
      editor/editor_properties.h
  10. 1 1
      editor/import/resource_importer_scene.cpp
  11. 1 1
      editor/plugins/animation_player_editor_plugin.cpp
  12. 1 1
      editor/plugins/animation_state_machine_editor.cpp
  13. 8 8
      editor/plugins/canvas_item_editor_plugin.cpp
  14. 3 3
      editor/plugins/canvas_item_editor_plugin.h
  15. 1 1
      editor/plugins/control_editor_plugin.cpp
  16. 1 1
      editor/plugins/material_editor_plugin.h
  17. 8 8
      editor/plugins/node_3d_editor_plugin.cpp
  18. 1 1
      editor/plugins/node_3d_editor_plugin.h
  19. 2 2
      editor/plugins/skeleton_3d_editor_plugin.cpp
  20. 1 1
      editor/plugins/tiles/tiles_editor_plugin.cpp
  21. 1 1
      editor/plugins/tiles/tiles_editor_plugin.h
  22. 1 1
      editor/script_create_dialog.cpp
  23. 1 1
      modules/gdscript/editor/gdscript_highlighter.cpp
  24. 2 2
      modules/navigation/nav_link.h
  25. 1 1
      platform/android/plugin/godot_plugin_jni.cpp
  26. 3 3
      scene/2d/navigation_link_2d.h
  27. 1 1
      scene/2d/skeleton_2d.cpp
  28. 1 1
      scene/2d/tile_map.h
  29. 1 1
      scene/3d/cpu_particles_3d.cpp
  30. 3 3
      scene/3d/navigation_link_3d.h
  31. 1 1
      scene/gui/button.cpp
  32. 1 1
      scene/gui/popup_menu.cpp
  33. 3 3
      scene/gui/rich_text_label.cpp
  34. 1 1
      scene/gui/scroll_bar.h
  35. 1 1
      scene/gui/texture_button.cpp
  36. 1 1
      scene/main/multiplayer_api.cpp
  37. 1 1
      scene/main/node.cpp
  38. 2 2
      scene/main/viewport.cpp
  39. 1 1
      scene/main/window.cpp
  40. 1 1
      scene/resources/bone_map.cpp
  41. 1 1
      scene/resources/importer_mesh.cpp
  42. 2 2
      scene/resources/skeleton_modification_2d_fabrik.h
  43. 3 3
      scene/resources/skeleton_modification_3d_fabrik.h
  44. 1 1
      scene/resources/syntax_highlighter.cpp
  45. 1 1
      scene/resources/tile_set.cpp
  46. 1 1
      scene/resources/tile_set.h
  47. 2 2
      servers/navigation/navigation_utilities.h
  48. 2 2
      servers/rendering/renderer_rd/effects/ss_effects.h
  49. 3 3
      servers/rendering/renderer_rd/environment/fog.cpp
  50. 1 1
      servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
  51. 21 21
      servers/rendering/shader_language.cpp
  52. 2 2
      servers/rendering/storage/environment_storage.h

+ 3 - 3
core/config/project_settings.cpp

@@ -82,7 +82,7 @@ String ProjectSettings::get_imported_files_path() const {
 // Returns the features that a project must have when opened with this build of Godot.
 // This is used by the project manager to provide the initial_settings for config/features.
 const PackedStringArray ProjectSettings::get_required_features() {
-	PackedStringArray features = PackedStringArray();
+	PackedStringArray features;
 	features.append(VERSION_BRANCH);
 #ifdef REAL_T_IS_DOUBLE
 	features.append("Double Precision");
@@ -115,7 +115,7 @@ const PackedStringArray ProjectSettings::_get_supported_features() {
 
 // Returns the features that this project needs but this build of Godot lacks.
 const PackedStringArray ProjectSettings::get_unsupported_features(const PackedStringArray &p_project_features) {
-	PackedStringArray unsupported_features = PackedStringArray();
+	PackedStringArray unsupported_features;
 	PackedStringArray supported_features = singleton->_get_supported_features();
 	for (int i = 0; i < p_project_features.size(); i++) {
 		if (!supported_features.has(p_project_features[i])) {
@@ -1251,7 +1251,7 @@ ProjectSettings::ProjectSettings() {
 	GLOBAL_DEF_RST("audio/general/3d_panning_strength", 1.0f);
 	custom_prop_info["audio/general/3d_panning_strength"] = PropertyInfo(Variant::FLOAT, "audio/general/3d_panning_strength", PROPERTY_HINT_RANGE, "0,4,0.01");
 
-	PackedStringArray extensions = PackedStringArray();
+	PackedStringArray extensions;
 	extensions.push_back("gd");
 	if (Engine::get_singleton()->has_singleton("GodotSharp")) {
 		extensions.push_back("cs");

+ 1 - 1
core/string/ustring.cpp

@@ -2839,7 +2839,7 @@ String String::substr(int p_from, int p_chars) const {
 		return String(*this);
 	}
 
-	String s = String();
+	String s;
 	s.copy_from_unchecked(&get_data()[p_from], p_chars);
 	return s;
 }

+ 2 - 2
core/variant/variant_call.cpp

@@ -2438,7 +2438,7 @@ static void _register_variant_builtin_methods() {
 	_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_X", Transform2D(-1, 0, 0, 1, 0, 0));
 	_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_Y", Transform2D(1, 0, 0, -1, 0, 0));
 
-	Transform3D identity_transform = Transform3D();
+	Transform3D identity_transform;
 	Transform3D flip_x_transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0);
 	Transform3D flip_y_transform = Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0);
 	Transform3D flip_z_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0);
@@ -2447,7 +2447,7 @@ static void _register_variant_builtin_methods() {
 	_VariantCall::add_variant_constant(Variant::TRANSFORM3D, "FLIP_Y", flip_y_transform);
 	_VariantCall::add_variant_constant(Variant::TRANSFORM3D, "FLIP_Z", flip_z_transform);
 
-	Basis identity_basis = Basis();
+	Basis identity_basis;
 	Basis flip_x_basis = Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1);
 	Basis flip_y_basis = Basis(1, 0, 0, 0, -1, 0, 0, 0, 1);
 	Basis flip_z_basis = Basis(1, 0, 0, 0, 1, 0, 0, 0, -1);

+ 3 - 3
drivers/gles3/rasterizer_canvas_gles3.h

@@ -254,7 +254,7 @@ public:
 		uint32_t start = 0;
 		uint32_t instance_count = 0;
 
-		RID tex = RID();
+		RID tex;
 		RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
 		RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
 
@@ -263,7 +263,7 @@ public:
 
 		Item *clip = nullptr;
 
-		RID material = RID();
+		RID material;
 		GLES3::CanvasMaterialData *material_data = nullptr;
 		CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
 
@@ -303,7 +303,7 @@ public:
 
 		bool using_directional_lights = false;
 
-		RID current_tex = RID();
+		RID current_tex;
 		RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
 		RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
 

+ 6 - 6
drivers/gles3/rasterizer_scene_gles3.h

@@ -99,9 +99,9 @@ struct RenderDataGLES3 {
 	Ref<RenderSceneBuffersGLES3> render_buffers;
 	bool transparent_bg = false;
 
-	Transform3D cam_transform = Transform3D();
-	Transform3D inv_cam_transform = Transform3D();
-	Projection cam_projection = Projection();
+	Transform3D cam_transform;
+	Transform3D inv_cam_transform;
+	Projection cam_projection;
 	bool cam_orthogonal = false;
 
 	// For stereo rendering
@@ -115,9 +115,9 @@ struct RenderDataGLES3 {
 	const PagedArray<RenderGeometryInstance *> *instances = nullptr;
 	const PagedArray<RID> *lights = nullptr;
 	const PagedArray<RID> *reflection_probes = nullptr;
-	RID environment = RID();
-	RID camera_attributes = RID();
-	RID reflection_probe = RID();
+	RID environment;
+	RID camera_attributes;
+	RID reflection_probe;
 	int reflection_probe_pass = 0;
 
 	float lod_distance_multiplier = 0.0;

+ 1 - 1
drivers/gles3/storage/texture_storage.h

@@ -129,7 +129,7 @@ struct Texture {
 	bool is_external = false;
 	bool is_render_target = false;
 
-	RID proxy_to = RID();
+	RID proxy_to;
 	Vector<RID> proxies;
 
 	String path;

+ 4 - 4
editor/action_map_editor.h

@@ -47,8 +47,8 @@ class ActionMapEditor : public Control {
 
 public:
 	struct ActionInfo {
-		String name = String();
-		Dictionary action = Dictionary();
+		String name;
+		Dictionary action;
 
 		Ref<Texture2D> icon = Ref<Texture2D>();
 		bool editable = true;
@@ -67,8 +67,8 @@ private:
 
 	// Storing which action/event is currently being edited in the InputEventConfigurationDialog.
 
-	Dictionary current_action = Dictionary();
-	String current_action_name = String();
+	Dictionary current_action;
+	String current_action_name;
 	int current_action_event_index = -1;
 
 	// Popups

+ 1 - 1
editor/debugger/editor_debugger_inspector.cpp

@@ -230,7 +230,7 @@ void EditorDebuggerInspector::add_stack_variable(const Array &p_array) {
 	Variant v = var.value;
 
 	PropertyHint h = PROPERTY_HINT_NONE;
-	String hs = String();
+	String hs;
 
 	if (v.get_type() == Variant::OBJECT) {
 		v = Object::cast_to<EncodedObjectAsID>(v)->get_object_id();

+ 1 - 1
editor/editor_properties.h

@@ -639,7 +639,7 @@ class EditorPropertyQuaternion : public EditorProperty {
 	EditorSpinSlider *euler[3];
 	Button *edit_button = nullptr;
 
-	Vector3 edit_euler = Vector3();
+	Vector3 edit_euler;
 
 	void _value_changed(double p_val, const String &p_name);
 	void _edit_custom_value();

+ 1 - 1
editor/import/resource_importer_scene.cpp

@@ -402,7 +402,7 @@ void _rescale_importer_mesh(Vector3 p_scale, Ref<ImporterMesh> p_mesh, bool is_s
 		const int fmt_compress_flags = p_mesh->get_surface_format(surf_idx);
 		Array arr = p_mesh->get_surface_arrays(surf_idx);
 		String name = p_mesh->get_surface_name(surf_idx);
-		Dictionary lods = Dictionary();
+		Dictionary lods;
 		Ref<Material> mat = p_mesh->get_surface_material(surf_idx);
 		{
 			Vector<Vector3> vertex_array = arr[ArrayMesh::ARRAY_VERTEX];

+ 1 - 1
editor/plugins/animation_player_editor_plugin.cpp

@@ -950,7 +950,7 @@ void AnimationPlayerEditor::_update_animation_list_icons() {
 }
 
 void AnimationPlayerEditor::_update_name_dialog_library_dropdown() {
-	StringName current_library_name = StringName();
+	StringName current_library_name;
 	if (animation->has_selectable_items()) {
 		String current_animation_name = animation->get_item_text(animation->get_selected());
 		Ref<Animation> current_animation = player->get_animation(current_animation_name);

+ 1 - 1
editor/plugins/animation_state_machine_editor.cpp

@@ -420,7 +420,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
 	if (mm.is_valid()) {
 		state_machine_draw->grab_focus();
 
-		String new_over_node = StringName();
+		String new_over_node;
 		int new_over_node_what = -1;
 		if (tool_select->is_pressed()) {
 			for (int i = node_rects.size() - 1; i >= 0; i--) { // Inverse to draw order.

+ 8 - 8
editor/plugins/canvas_item_editor_plugin.cpp

@@ -412,7 +412,7 @@ Point2 CanvasItemEditor::snap_point(Point2 p_target, unsigned int p_modes, unsig
 
 	// Other nodes sides
 	if ((is_snap_active && snap_other_nodes && (p_modes & SNAP_OTHER_NODES)) || (p_forced_modes & SNAP_OTHER_NODES)) {
-		Transform2D to_snap_transform = Transform2D();
+		Transform2D to_snap_transform;
 		List<const CanvasItem *> exceptions = List<const CanvasItem *>();
 		for (const CanvasItem *E : p_other_nodes_exceptions) {
 			exceptions.push_back(E);
@@ -813,7 +813,7 @@ Vector2 CanvasItemEditor::_position_to_anchor(const Control *p_control, Vector2
 
 	Rect2 parent_rect = p_control->get_parent_anchorable_rect();
 
-	Vector2 output = Vector2();
+	Vector2 output;
 	if (p_control->is_layout_rtl()) {
 		output.x = (parent_rect.size.x == 0) ? 0.0 : (parent_rect.size.x - p_control->get_transform().xform(position).x - parent_rect.position.x) / parent_rect.size.x;
 	} else {
@@ -2268,7 +2268,7 @@ bool CanvasItemEditor::_gui_input_select(const Ref<InputEvent> &p_event) {
 						}
 					}
 
-					String suffix = String();
+					String suffix;
 					if (locked == 1) {
 						suffix = " (" + TTR("Locked") + ")";
 					} else if (locked == 2) {
@@ -2790,7 +2790,7 @@ void CanvasItemEditor::_draw_rulers() {
 	int font_size = get_theme_font_size(SNAME("rulers_size"), SNAME("EditorFonts"));
 
 	// The rule transform
-	Transform2D ruler_transform = Transform2D();
+	Transform2D ruler_transform;
 	if (grid_snap_active || _is_grid_visible()) {
 		List<CanvasItem *> selection = _get_edited_canvas_items();
 		if (snap_relative && selection.size() > 0) {
@@ -2816,11 +2816,11 @@ void CanvasItemEditor::_draw_rulers() {
 
 	// Subdivisions
 	int major_subdivision = 2;
-	Transform2D major_subdivide = Transform2D();
+	Transform2D major_subdivide;
 	major_subdivide.scale(Size2(1.0 / major_subdivision, 1.0 / major_subdivision));
 
 	int minor_subdivision = 5;
-	Transform2D minor_subdivide = Transform2D();
+	Transform2D minor_subdivide;
 	minor_subdivide.scale(Size2(1.0 / minor_subdivision, 1.0 / minor_subdivision));
 
 	// First and last graduations to draw (in the ruler space)
@@ -3032,7 +3032,7 @@ void CanvasItemEditor::_draw_ruler_tool() {
 			viewport->draw_string_outline(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.y)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
 			viewport->draw_string(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.y)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_secondary_color);
 
-			Point2 v_angle_text_pos = Point2();
+			Point2 v_angle_text_pos;
 			v_angle_text_pos.x = CLAMP(begin.x - angle_text_width / 2, angle_text_width / 2, viewport->get_rect().size.x - angle_text_width);
 			v_angle_text_pos.y = begin.y < end.y ? MIN(text_pos2.y - 2 * text_height, begin.y - text_height * 0.5) : MAX(text_pos2.y + text_height * 3, begin.y + text_height * 1.5);
 			viewport->draw_string_outline(font, v_angle_text_pos, TS->format_number(vformat(String::utf8("%d°"), vertical_angle)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
@@ -3043,7 +3043,7 @@ void CanvasItemEditor::_draw_ruler_tool() {
 			viewport->draw_string_outline(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.x)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
 			viewport->draw_string(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.x)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_secondary_color);
 
-			Point2 h_angle_text_pos = Point2();
+			Point2 h_angle_text_pos;
 			h_angle_text_pos.x = CLAMP(end.x - angle_text_width / 2, angle_text_width / 2, viewport->get_rect().size.x - angle_text_width);
 			if (begin.y < end.y) {
 				h_angle_text_pos.y = end.y + text_height * 1.5;

+ 3 - 3
editor/plugins/canvas_item_editor_plugin.h

@@ -339,12 +339,12 @@ private:
 
 	Point2 drag_start_origin;
 	DragType drag_type = DRAG_NONE;
-	Point2 drag_from = Vector2();
-	Point2 drag_to = Vector2();
+	Point2 drag_from;
+	Point2 drag_to;
 	Point2 drag_rotation_center;
 	List<CanvasItem *> drag_selection;
 	int dragged_guide_index = -1;
-	Point2 dragged_guide_pos = Point2();
+	Point2 dragged_guide_pos;
 	bool is_hovering_h_guide = false;
 	bool is_hovering_v_guide = false;
 

+ 1 - 1
editor/plugins/control_editor_plugin.cpp

@@ -816,7 +816,7 @@ Vector2 ControlEditorToolbar::_position_to_anchor(const Control *p_control, Vect
 
 	Rect2 parent_rect = p_control->get_parent_anchorable_rect();
 
-	Vector2 output = Vector2();
+	Vector2 output;
 	if (p_control->is_layout_rtl()) {
 		output.x = (parent_rect.size.x == 0) ? 0.0 : (parent_rect.size.x - p_control->get_transform().xform(position).x - parent_rect.position.x) / parent_rect.size.x;
 	} else {

+ 1 - 1
editor/plugins/material_editor_plugin.h

@@ -46,7 +46,7 @@ class SubViewportContainer;
 class MaterialEditor : public Control {
 	GDCLASS(MaterialEditor, Control);
 
-	Vector2 rot = Vector2();
+	Vector2 rot;
 
 	HBoxContainer *layout_2d = nullptr;
 	ColorRect *rect_instance = nullptr;

+ 8 - 8
editor/plugins/node_3d_editor_plugin.cpp

@@ -1329,7 +1329,7 @@ void Node3DEditorViewport::_list_select(Ref<InputEventMouseButton> b) {
 				}
 			}
 
-			String suffix = String();
+			String suffix;
 			if (locked == 1) {
 				suffix = " (" + TTR("Locked") + ")";
 			} else if (locked == 2) {
@@ -3492,7 +3492,7 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
 	}
 
 	for (int i = 0; i < 3; i++) {
-		Transform3D axis_angle = Transform3D();
+		Transform3D axis_angle;
 		if (xform.basis.get_column(i).normalized().dot(xform.basis.get_column((i + 1) % 3).normalized()) < 1.0) {
 			axis_angle = axis_angle.looking_at(xform.basis.get_column(i).normalized(), xform.basis.get_column((i + 1) % 3).normalized());
 		}
@@ -6803,8 +6803,8 @@ void Node3DEditor::_init_grid() {
 
 			// Don't draw lines over the origin if it's enabled.
 			if (!(origin_enabled && Math::is_zero_approx(position_a))) {
-				Vector3 line_bgn = Vector3();
-				Vector3 line_end = Vector3();
+				Vector3 line_bgn;
+				Vector3 line_end;
 				line_bgn[a] = position_a;
 				line_end[a] = position_a;
 				line_bgn[b] = bgn_b;
@@ -6819,8 +6819,8 @@ void Node3DEditor::_init_grid() {
 			}
 
 			if (!(origin_enabled && Math::is_zero_approx(position_b))) {
-				Vector3 line_bgn = Vector3();
-				Vector3 line_end = Vector3();
+				Vector3 line_bgn;
+				Vector3 line_end;
 				line_bgn[b] = position_b;
 				line_end[b] = position_b;
 				line_bgn[a] = bgn_a;
@@ -6988,8 +6988,8 @@ void Node3DEditor::_snap_selected_nodes_to_floor() {
 	for (Node *E : selection) {
 		Node3D *sp = Object::cast_to<Node3D>(E);
 		if (sp) {
-			Vector3 from = Vector3();
-			Vector3 position_offset = Vector3();
+			Vector3 from;
+			Vector3 position_offset;
 
 			// Priorities for snapping to floor are CollisionShapes, VisualInstances and then origin
 			HashSet<VisualInstance3D *> vi = _get_child_nodes<VisualInstance3D>(sp);

+ 1 - 1
editor/plugins/node_3d_editor_plugin.h

@@ -575,7 +575,7 @@ private:
 	bool grid_enabled = false;
 	bool grid_init_draw = false;
 	Camera3D::ProjectionType grid_camera_last_update_perspective = Camera3D::PROJECTION_PERSPECTIVE;
-	Vector3 grid_camera_last_update_position = Vector3();
+	Vector3 grid_camera_last_update_position;
 
 	Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3], axis_gizmo[3];
 	Ref<StandardMaterial3D> gizmo_color[3];

+ 2 - 2
editor/plugins/skeleton_3d_editor_plugin.cpp

@@ -1288,7 +1288,7 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi
 	ERR_FAIL_COND(!skeleton);
 
 	// Prepare for global to local.
-	Transform3D original_to_local = Transform3D();
+	Transform3D original_to_local;
 	int parent_idx = skeleton->get_bone_parent(p_id);
 	if (parent_idx >= 0) {
 		original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
@@ -1296,7 +1296,7 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi
 	Basis to_local = original_to_local.get_basis().inverse();
 
 	// Prepare transform.
-	Transform3D t = Transform3D();
+	Transform3D t;
 
 	// Basis.
 	t.basis = to_local * p_transform.get_basis();

+ 1 - 1
editor/plugins/tiles/tiles_editor_plugin.cpp

@@ -92,7 +92,7 @@ void TilesEditorPlugin::_thread() {
 
 				TypedArray<Vector2i> used_cells = tile_map->get_used_cells(0);
 
-				Rect2 encompassing_rect = Rect2();
+				Rect2 encompassing_rect;
 				encompassing_rect.set_position(tile_map->map_to_local(used_cells[0]));
 				for (int i = 0; i < used_cells.size(); i++) {
 					Vector2i cell = used_cells[i];

+ 1 - 1
editor/plugins/tiles/tiles_editor_plugin.h

@@ -71,7 +71,7 @@ private:
 	// For synchronization.
 	int atlas_sources_lists_current = 0;
 	float atlas_view_zoom = 1.0;
-	Vector2 atlas_view_scroll = Vector2();
+	Vector2 atlas_view_scroll;
 
 	void _tile_map_changed();
 

+ 1 - 1
editor/script_create_dialog.cpp

@@ -853,7 +853,7 @@ ScriptLanguage::ScriptTemplate ScriptCreateDialog::_parse_template(const ScriptL
 	script_template.inherit = p_inherits;
 	String space_indent = "    ";
 	// Get meta delimiter
-	String meta_delimiter = String();
+	String meta_delimiter;
 	List<String> comment_delimiters;
 	p_language->get_comment_delimiters(&comment_delimiters);
 	for (const String &script_delimiter : comment_delimiters) {

+ 1 - 1
modules/gdscript/editor/gdscript_highlighter.cpp

@@ -322,7 +322,7 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
 			}
 
 			String word = str.substr(j, to - j);
-			Color col = Color();
+			Color col;
 			if (global_functions.has(word)) {
 				// "assert" and "preload" are reserved, so highlight even if not followed by a bracket.
 				if (word == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::ASSERT) || word == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::PRELOAD)) {

+ 2 - 2
modules/navigation/nav_link.h

@@ -37,8 +37,8 @@
 class NavLink : public NavBase {
 	NavMap *map = nullptr;
 	bool bidirectional = true;
-	Vector3 start_location = Vector3();
-	Vector3 end_location = Vector3();
+	Vector3 start_location;
+	Vector3 end_location;
 
 	bool link_dirty = true;
 

+ 1 - 1
platform/android/plugin/godot_plugin_jni.cpp

@@ -135,7 +135,7 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_plugin_GodotPlugin_nativeRegis
 	}
 
 	// Retrieve the current list of gdnative libraries.
-	Array singletons = Array();
+	Array singletons;
 	if (ProjectSettings::get_singleton()->has_setting("gdnative/singletons")) {
 		singletons = GLOBAL_GET("gdnative/singletons");
 	}

+ 3 - 3
scene/2d/navigation_link_2d.h

@@ -37,11 +37,11 @@ class NavigationLink2D : public Node2D {
 	GDCLASS(NavigationLink2D, Node2D);
 
 	bool enabled = true;
-	RID link = RID();
+	RID link;
 	bool bidirectional = true;
 	uint32_t navigation_layers = 1;
-	Vector2 end_location = Vector2();
-	Vector2 start_location = Vector2();
+	Vector2 end_location;
+	Vector2 start_location;
 	real_t enter_cost = 0.0;
 	real_t travel_cost = 1.0;
 

+ 1 - 1
scene/2d/skeleton_2d.cpp

@@ -213,7 +213,7 @@ void Bone2D::_notification(int p_what) {
 			}
 
 			// Undo scaling
-			Transform2D editor_gizmo_trans = Transform2D();
+			Transform2D editor_gizmo_trans;
 			editor_gizmo_trans.set_scale(Vector2(1, 1) / get_global_scale());
 			RenderingServer::get_singleton()->canvas_item_set_transform(editor_gizmo_rid, editor_gizmo_trans);
 

+ 1 - 1
scene/2d/tile_map.h

@@ -115,7 +115,7 @@ public:
 	class TerrainConstraint {
 	private:
 		const TileMap *tile_map;
-		Vector2i base_cell_coords = Vector2i();
+		Vector2i base_cell_coords;
 		int bit = -1;
 		int terrain = -1;
 

+ 1 - 1
scene/3d/cpu_particles_3d.cpp

@@ -867,7 +867,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
 					real_t ring_random_angle = Math::randf() * Math_TAU;
 					real_t ring_random_radius = Math::randf() * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;
 					Vector3 axis = emission_ring_axis.normalized();
-					Vector3 ortho_axis = Vector3();
+					Vector3 ortho_axis;
 					if (axis == Vector3(1.0, 0.0, 0.0)) {
 						ortho_axis = Vector3(0.0, 1.0, 0.0).cross(axis);
 					} else {

+ 3 - 3
scene/3d/navigation_link_3d.h

@@ -37,11 +37,11 @@ class NavigationLink3D : public Node3D {
 	GDCLASS(NavigationLink3D, Node3D);
 
 	bool enabled = true;
-	RID link = RID();
+	RID link;
 	bool bidirectional = true;
 	uint32_t navigation_layers = 1;
-	Vector3 end_location = Vector3();
-	Vector3 start_location = Vector3();
+	Vector3 end_location;
+	Vector3 start_location;
 	real_t enter_cost = 0.0;
 	real_t travel_cost = 1.0;
 

+ 1 - 1
scene/gui/button.cpp

@@ -231,7 +231,7 @@ void Button::_notification(int p_what) {
 				_icon = icon;
 			}
 
-			Rect2 icon_region = Rect2();
+			Rect2 icon_region;
 			HorizontalAlignment icon_align_rtl_checked = icon_alignment;
 			HorizontalAlignment align_rtl_checked = alignment;
 			// Swap icon and text alignment sides if right-to-left layout is set.

+ 1 - 1
scene/gui/popup_menu.cpp

@@ -558,7 +558,7 @@ void PopupMenu::_draw_items() {
 		check_ofs += theme_cache.h_separation;
 	}
 
-	Point2 ofs = Point2();
+	Point2 ofs;
 
 	// Loop through all items and draw each.
 	for (int i = 0; i < items.size(); i++) {

+ 3 - 3
scene/gui/rich_text_label.cpp

@@ -4057,7 +4057,7 @@ void RichTextLabel::append_text(const String &p_bbcode) {
 			Color color = theme_cache.default_color;
 			Color outline_color = theme_cache.font_outline_color;
 			int outline_size = theme_cache.outline_size;
-			Rect2 dropcap_margins = Rect2();
+			Rect2 dropcap_margins;
 
 			for (int i = 0; i < subtag.size(); i++) {
 				Vector<String> subtag_a = subtag[i].split("=");
@@ -5716,11 +5716,11 @@ Ref<RichTextEffect> RichTextLabel::_get_custom_effect_by_code(String p_bbcode_id
 }
 
 Dictionary RichTextLabel::parse_expressions_for_values(Vector<String> p_expressions) {
-	Dictionary d = Dictionary();
+	Dictionary d;
 	for (int i = 0; i < p_expressions.size(); i++) {
 		String expression = p_expressions[i];
 
-		Array a = Array();
+		Array a;
 		Vector<String> parts = expression.split("=", true);
 		String key = parts[0];
 		if (parts.size() != 2) {

+ 1 - 1
scene/gui/scroll_bar.h

@@ -72,7 +72,7 @@ class ScrollBar : public Range {
 	NodePath drag_node_path;
 	bool drag_node_enabled = true;
 
-	Vector2 drag_node_speed = Vector2();
+	Vector2 drag_node_speed;
 	Vector2 drag_node_accum;
 	Vector2 drag_node_from;
 	Vector2 last_drag_node_accum;

+ 1 - 1
scene/gui/texture_button.cpp

@@ -64,7 +64,7 @@ Size2 TextureButton::get_minimum_size() const {
 bool TextureButton::has_point(const Point2 &p_point) const {
 	if (click_mask.is_valid()) {
 		Point2 point = p_point;
-		Rect2 rect = Rect2();
+		Rect2 rect;
 		Size2 mask_size = click_mask->get_size();
 
 		if (!_position_rect.has_area()) {

+ 1 - 1
scene/main/multiplayer_api.cpp

@@ -39,7 +39,7 @@
 #include "core/os/os.h"
 #endif
 
-StringName MultiplayerAPI::default_interface = StringName();
+StringName MultiplayerAPI::default_interface;
 
 void MultiplayerAPI::set_default_interface(const StringName &p_interface) {
 	ERR_FAIL_COND_MSG(!ClassDB::is_parent_class(p_interface, MultiplayerAPI::get_class_static()), vformat("Can't make %s the default multiplayer interface since it does not extend MultiplayerAPI.", p_interface));

+ 1 - 1
scene/main/node.cpp

@@ -2652,7 +2652,7 @@ PackedStringArray Node::get_configuration_warnings() const {
 
 String Node::get_configuration_warnings_as_string() const {
 	PackedStringArray warnings = get_configuration_warnings();
-	String all_warnings = String();
+	String all_warnings;
 	for (int i = 0; i < warnings.size(); i++) {
 		if (i > 0) {
 			all_warnings += "\n\n";

+ 2 - 2
scene/main/viewport.cpp

@@ -4165,7 +4165,7 @@ DisplayServer::WindowID SubViewport::get_window_id() const {
 }
 
 Transform2D SubViewport::_stretch_transform() {
-	Transform2D transform = Transform2D();
+	Transform2D transform;
 	Size2i view_size_2d_override = _get_size_2d_override();
 	if (size_2d_override_stretch && view_size_2d_override.width > 0 && view_size_2d_override.height > 0) {
 		Size2 scale = Size2(_get_size()) / Size2(view_size_2d_override);
@@ -4176,7 +4176,7 @@ Transform2D SubViewport::_stretch_transform() {
 }
 
 Transform2D SubViewport::get_screen_transform() const {
-	Transform2D container_transform = Transform2D();
+	Transform2D container_transform;
 	SubViewportContainer *c = Object::cast_to<SubViewportContainer>(get_parent());
 	if (c) {
 		if (c->is_stretch_enabled()) {

+ 1 - 1
scene/main/window.cpp

@@ -1633,7 +1633,7 @@ void Window::_validate_property(PropertyInfo &p_property) const {
 }
 
 Transform2D Window::get_screen_transform() const {
-	Transform2D embedder_transform = Transform2D();
+	Transform2D embedder_transform;
 	if (_get_embedder()) {
 		embedder_transform.translate_local(get_position());
 		embedder_transform = _get_embedder()->get_screen_transform() * embedder_transform;

+ 1 - 1
scene/resources/bone_map.cpp

@@ -93,7 +93,7 @@ void BoneMap::set_skeleton_bone_name(StringName p_profile_bone_name, const Strin
 }
 
 StringName BoneMap::find_profile_bone_name(StringName p_skeleton_bone_name) const {
-	StringName profile_bone_name = StringName();
+	StringName profile_bone_name;
 	HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
 	while (E) {
 		if (E->value == p_skeleton_bone_name) {

+ 1 - 1
scene/resources/importer_mesh.cpp

@@ -255,7 +255,7 @@ void ImporterMesh::set_surface_material(int p_surface, const Ref<Material> &p_ma
 }
 
 #define VERTEX_SKIN_FUNC(bone_count, vert_idx, read_array, write_array, transform_array, bone_array, weight_array) \
-	Vector3 transformed_vert = Vector3();                                                                          \
+	Vector3 transformed_vert;                                                                                      \
 	for (unsigned int weight_idx = 0; weight_idx < bone_count; weight_idx++) {                                     \
 		int bone_idx = bone_array[vert_idx * bone_count + weight_idx];                                             \
 		float w = weight_array[vert_idx * bone_count + weight_idx];                                                \

+ 2 - 2
scene/resources/skeleton_modification_2d_fabrik.h

@@ -68,8 +68,8 @@ private:
 	float chain_tolarance = 0.01;
 	int chain_max_iterations = 10;
 	int chain_iterations = 0;
-	Transform2D target_global_pose = Transform2D();
-	Transform2D origin_global_pose = Transform2D();
+	Transform2D target_global_pose;
+	Transform2D origin_global_pose;
 
 	void fabrik_joint_update_bone2d_cache(int p_joint_idx);
 	void chain_backwards();

+ 3 - 3
scene/resources/skeleton_modification_3d_fabrik.h

@@ -47,7 +47,7 @@ private:
 
 		bool auto_calculate_length = true;
 		bool use_tip_node = false;
-		NodePath tip_node = NodePath();
+		NodePath tip_node;
 		ObjectID tip_node_cache;
 
 		bool use_target_basis = false;
@@ -68,8 +68,8 @@ private:
 	void update_joint_tip_cache(int p_joint_idx);
 
 	int final_joint_idx = 0;
-	Transform3D target_global_pose = Transform3D();
-	Transform3D origin_global_pose = Transform3D();
+	Transform3D target_global_pose;
+	Transform3D origin_global_pose;
 
 	void chain_backwards();
 	void chain_forwards();

+ 1 - 1
scene/resources/syntax_highlighter.cpp

@@ -336,7 +336,7 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) {
 			}
 
 			String word = str.substr(j, to - j);
-			Color col = Color();
+			Color col;
 			if (keywords.has(word)) {
 				col = keywords[word];
 			} else if (member_keywords.has(word)) {

+ 1 - 1
scene/resources/tile_set.cpp

@@ -3789,7 +3789,7 @@ Vector2i TileSetAtlasSource::get_atlas_grid_size() const {
 	Size2i valid_area = txt->get_size() - margins;
 
 	// Compute the number of valid tiles in the tiles atlas
-	Size2i grid_size = Size2i();
+	Size2i grid_size;
 	if (valid_area.x >= texture_region_size.x && valid_area.y >= texture_region_size.y) {
 		valid_area -= texture_region_size;
 		grid_size = Size2i(1, 1) + valid_area / (texture_region_size + separation);

+ 1 - 1
scene/resources/tile_set.h

@@ -785,7 +785,7 @@ private:
 	bool flip_h = false;
 	bool flip_v = false;
 	bool transpose = false;
-	Vector2i tex_offset = Vector2i();
+	Vector2i tex_offset;
 	Ref<Material> material = Ref<Material>();
 	Color modulate = Color(1.0, 1.0, 1.0, 1.0);
 	int z_index = 0;

+ 2 - 2
servers/navigation/navigation_utilities.h

@@ -48,8 +48,8 @@ struct PathQueryParameters {
 	PathfindingAlgorithm pathfinding_algorithm = PATHFINDING_ALGORITHM_ASTAR;
 	PathPostProcessing path_postprocessing = PATH_POSTPROCESSING_CORRIDORFUNNEL;
 	RID map;
-	Vector3 start_position = Vector3();
-	Vector3 target_position = Vector3();
+	Vector3 start_position;
+	Vector3 target_position;
 	uint32_t navigation_layers = 1;
 };
 

+ 2 - 2
servers/rendering/renderer_rd/effects/ss_effects.h

@@ -100,7 +100,7 @@ public:
 		float sharpness = 0.98;
 		float normal_rejection = 1.0;
 
-		Size2i full_screen_size = Size2i();
+		Size2i full_screen_size;
 	};
 
 	void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
@@ -137,7 +137,7 @@ public:
 		float horizon = 0.06;
 		float sharpness = 0.98;
 
-		Size2i full_screen_size = Size2i();
+		Size2i full_screen_size;
 	};
 
 	void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);

+ 3 - 3
servers/rendering/renderer_rd/environment/fog.cpp

@@ -727,9 +727,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
 
 			any_uses_time |= shader_data->uses_time;
 
-			Vector3i min = Vector3i();
-			Vector3i max = Vector3i();
-			Vector3i kernel_size = Vector3i();
+			Vector3i min;
+			Vector3i max;
+			Vector3i kernel_size;
 
 			Vector3 position = fog_volume_instance->transform.get_origin();
 			RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);

+ 1 - 1
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -3085,7 +3085,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
 		RD::Uniform u;
 		u.binding = 19;
 		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
-		RID vfog = RID();
+		RID vfog;
 		if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) {
 			Ref<RendererRD::Fog::VolumetricFog> fog = rb->get_custom_data(RB_SCOPE_FOG);
 			vfog = fog->fog_map;

+ 21 - 21
servers/rendering/shader_language.cpp

@@ -3645,7 +3645,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 		switch (p_type) {
 			case ShaderLanguage::TYPE_BOOL:
 				if (array_size > 0) {
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].boolean);
 					}
@@ -3658,7 +3658,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				array_size *= 2;
 
 				if (array_size > 0) {
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].boolean);
 					}
@@ -3671,7 +3671,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				array_size *= 3;
 
 				if (array_size > 0) {
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].boolean);
 					}
@@ -3684,7 +3684,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				array_size *= 4;
 
 				if (array_size > 0) {
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].boolean);
 					}
@@ -3695,7 +3695,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				break;
 			case ShaderLanguage::TYPE_INT:
 				if (array_size > 0) {
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].sint);
 					}
@@ -3708,7 +3708,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 2;
 
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].sint);
 					}
@@ -3721,7 +3721,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 3;
 
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].sint);
 					}
@@ -3734,7 +3734,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 4;
 
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].sint);
 					}
@@ -3745,7 +3745,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				break;
 			case ShaderLanguage::TYPE_UINT:
 				if (array_size > 0) {
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].uint);
 					}
@@ -3758,7 +3758,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 2;
 
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].uint);
 					}
@@ -3771,7 +3771,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 3;
 
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].uint);
 					}
@@ -3784,7 +3784,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 4;
 
-					PackedInt32Array array = PackedInt32Array();
+					PackedInt32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].uint);
 					}
@@ -3795,7 +3795,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				break;
 			case ShaderLanguage::TYPE_FLOAT:
 				if (array_size > 0) {
-					PackedFloat32Array array = PackedFloat32Array();
+					PackedFloat32Array array;
 					for (int i = 0; i < array_size; i++) {
 						array.push_back(p_value[i].real);
 					}
@@ -3808,7 +3808,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 2;
 
-					PackedVector2Array array = PackedVector2Array();
+					PackedVector2Array array;
 					for (int i = 0; i < array_size; i += 2) {
 						array.push_back(Vector2(p_value[i].real, p_value[i + 1].real));
 					}
@@ -3822,13 +3822,13 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 					array_size *= 3;
 
 					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
-						PackedColorArray array = PackedColorArray();
+						PackedColorArray array;
 						for (int i = 0; i < array_size; i += 3) {
 							array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
 						}
 						value = Variant(array);
 					} else {
-						PackedVector3Array array = PackedVector3Array();
+						PackedVector3Array array;
 						for (int i = 0; i < array_size; i += 3) {
 							array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
 						}
@@ -3847,13 +3847,13 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 					array_size *= 4;
 
 					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
-						PackedColorArray array = PackedColorArray();
+						PackedColorArray array;
 						for (int i = 0; i < array_size; i += 4) {
 							array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
 						}
 						value = Variant(array);
 					} else {
-						PackedFloat32Array array = PackedFloat32Array();
+						PackedFloat32Array array;
 						for (int i = 0; i < array_size; i += 4) {
 							array.push_back(p_value[i].real);
 							array.push_back(p_value[i + 1].real);
@@ -3874,7 +3874,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 4;
 
-					PackedFloat32Array array = PackedFloat32Array();
+					PackedFloat32Array array;
 					for (int i = 0; i < array_size; i += 4) {
 						array.push_back(p_value[i].real);
 						array.push_back(p_value[i + 1].real);
@@ -3890,7 +3890,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 9;
 
-					PackedFloat32Array array = PackedFloat32Array();
+					PackedFloat32Array array;
 					for (int i = 0; i < array_size; i += 9) {
 						for (int j = 0; j < 9; j++) {
 							array.push_back(p_value[i + j].real);
@@ -3916,7 +3916,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 16;
 
-					PackedFloat32Array array = PackedFloat32Array();
+					PackedFloat32Array array;
 					for (int i = 0; i < array_size; i += 16) {
 						for (int j = 0; j < 16; j++) {
 							array.push_back(p_value[i + j].real);

+ 2 - 2
servers/rendering/storage/environment_storage.h

@@ -98,7 +98,7 @@ private:
 		float glow_hdr_luminance_cap = 12.0;
 		float glow_hdr_bleed_scale = 2.0;
 		float glow_map_strength = 0.0f; // 1.0f in GLES3 ??
-		RID glow_map = RID();
+		RID glow_map;
 
 		// SSR
 		bool ssr_enabled = false;
@@ -143,7 +143,7 @@ private:
 		float adjustments_contrast = 1.0f;
 		float adjustments_saturation = 1.0f;
 		bool use_1d_color_correction = false;
-		RID color_correction = RID();
+		RID color_correction;
 	};
 
 	mutable RID_Owner<Environment, true> environment_owner;