Repository: godotengine/godot
File: editor/editor_node.cpp (C++)

Code before:
		print_line(p_task + ": end");
	} else if (singleton->progress_dialog) {
		singleton->progress_dialog->end_task(p_task);
	}
}

void EditorNode::progress_add_task_bg(const String &p_task, const String &p_label, int p_steps) {
	singleton->progress_hb->add_task(p_task, p_label, p_steps);
}

void EditorNode::progress_task_step_bg(const String &p_task, int p_step) {
	singleton->progress_hb->task_step(p_task, p_step);
}

void EditorNode::progress_end_task_bg(const String &p_task) {
	singleton->progress_hb->end_task(p_task);
}

Ref<Texture2D> EditorNode::_file_dialog_get_icon(const String &p_path) {
	EditorFileSystemDirectory *efsd = EditorFileSystem::get_singleton()->get_filesystem_path(p_path.get_base_dir());
	if (efsd) {
		String file = p_path.get_file();
		for (int i = 0; i < efsd->get_file_count(); i++) {
			if (efsd->get_file(i) == file) {
				String type = efsd->get_file_type(i);

				if (singleton->icon_type_cache.has(type)) {
					return singleton->icon_type_cache[type];
				} else {
					return singleton->icon_type_cache["Object"];
				}
			}
		}
	}

	return singleton->icon_type_cache["Object"];
}

void EditorNode::_build_icon_type_cache() {
	List<StringName> tl;
	theme_base->get_theme()->get_icon_list(SNAME("EditorIcons"), &tl);
	for (const StringName &E : tl) {
		if (!ClassDB::class_exists(E)) {
			continue;
		}
		icon_type_cache[E] = theme_base->get_theme()->get_icon(E, SNAME("EditorIcons"));
	}
}

void EditorNode::_enable_pending_addons() {
	for (uint32_t i = 0; i < pending_addons.size(); i++) {

Review comment (suggestion):
You don't need to do that, feature overrides are resolved automatically.
You should just do `ProjectSettings::get_singleton()->get("rendering/rendering_device/driver")` and you'll get the value that matches the platform. (Or `GLOBAL_GET("rendering/rendering_device/driver")` which is the more common alias.)

Code after:
	singleton->progress_hb->end_task(p_task);
}

String EditorNode::_get_system_info() const {
	String distribution_name = OS::get_singleton()->get_distribution_name();
	if (distribution_name.is_empty()) {
		distribution_name = OS::get_singleton()->get_name();
	}
	if (distribution_name.is_empty()) {
		distribution_name = "Other";
	}
	const String distribution_version = OS::get_singleton()->get_version();

	const String godot_version = String(VERSION_FULL_BUILD);

	const String driver_name = GLOBAL_GET("rendering/rendering_device/driver");
	String rendering_method = GLOBAL_GET("rendering/renderer/rendering_method");

	const String rendering_device_name = RenderingServer::get_singleton()->get_rendering_device()->get_device_name();

	RenderingDevice::DeviceType device_type = RenderingServer::get_singleton()->get_video_adapter_type();
	String device_type_string;
	switch (device_type) {
		case RenderingDevice::DeviceType::DEVICE_TYPE_INTEGRATED_GPU:
			device_type_string = "integrated";
			break;
		case RenderingDevice::DeviceType::DEVICE_TYPE_DISCRETE_GPU:
			device_type_string = "dedicated";
			break;
		case RenderingDevice::DeviceType::DEVICE_TYPE_VIRTUAL_GPU:
			device_type_string = "virtual";
			break;
		case RenderingDevice::DeviceType::DEVICE_TYPE_CPU:
			device_type_string = "software emulation on CPU";
			break;
		case RenderingDevice::DeviceType::DEVICE_TYPE_OTHER:
		case RenderingDevice::DeviceType::DEVICE_TYPE_MAX:
			break; // Can't happen, but silences warning for DEVICE_TYPE_MAX
	}

	const Vector<String> video_adapter_driver_info = OS::get_singleton()->get_video_adapter_driver_info();

	const String processor_name = OS::get_singleton()->get_processor_name();
	const int processor_count = OS::get_singleton()->get_processor_count();

	// Prettify
	if (rendering_method == "forward_plus") {
		rendering_method = "Forward+";
	} else if (rendering_method == "mobile") {
		rendering_method = "Mobile";
	} else if (rendering_method == "gl_compatibility") {