Repository: godotengine/godot
File: editor/plugins/node_3d_editor_plugin.cpp (C++)

Code before:
	int shadowmap_size = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_size");
	bool shadowmap_16_bits = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_16_bits");
	int atlas_q0 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv");
	int atlas_q1 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv");
	int atlas_q2 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv");
	int atlas_q3 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv");

	viewport->set_positional_shadow_atlas_size(shadowmap_size);
	viewport->set_positional_shadow_atlas_16_bits(shadowmap_16_bits);
	viewport->set_positional_shadow_atlas_quadrant_subdiv(0, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q0));
	viewport->set_positional_shadow_atlas_quadrant_subdiv(1, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q1));
	viewport->set_positional_shadow_atlas_quadrant_subdiv(2, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q2));
	viewport->set_positional_shadow_atlas_quadrant_subdiv(3, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q3));

	_update_shrink();

	// Update MSAA, screen-space AA and debanding if changed

	const int msaa_mode = GLOBAL_GET("rendering/anti_aliasing/quality/msaa_3d");
	viewport->set_msaa_3d(Viewport::MSAA(msaa_mode));
	const int ssaa_mode = GLOBAL_GET("rendering/anti_aliasing/quality/screen_space_aa");
	viewport->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
	const bool use_taa = GLOBAL_GET("rendering/anti_aliasing/quality/use_taa");
	viewport->set_use_taa(use_taa);

	const bool transparent_background = GLOBAL_GET("rendering/viewport/transparent_background");
	viewport->set_transparent_background(transparent_background);

	const bool use_hdr_2d = GLOBAL_GET("rendering/viewport/hdr_2d");
	viewport->set_use_hdr_2d(use_hdr_2d);

	const bool use_debanding = GLOBAL_GET("rendering/anti_aliasing/quality/use_debanding");
	viewport->set_use_debanding(use_debanding);

	const bool use_occlusion_culling = GLOBAL_GET("rendering/occlusion_culling/use_occlusion_culling");
	viewport->set_use_occlusion_culling(use_occlusion_culling);

	const float mesh_lod_threshold = GLOBAL_GET("rendering/mesh_lod/lod_change/threshold_pixels");
	viewport->set_mesh_lod_threshold(mesh_lod_threshold);

	const Viewport::Scaling3DMode scaling_3d_mode = Viewport::Scaling3DMode(int(GLOBAL_GET("rendering/scaling_3d/mode")));
	viewport->set_scaling_3d_mode(scaling_3d_mode);

	const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
	viewport->set_scaling_3d_scale(scaling_3d_scale);

	const float fsr_sharpness = GLOBAL_GET("rendering/scaling_3d/fsr_sharpness");
	viewport->set_fsr_sharpness(fsr_sharpness);

	const float texture_mipmap_bias = GLOBAL_GET("rendering/textures/default_filters/texture_mipmap_bias");
	viewport->set_texture_mipmap_bias(texture_mipmap_bias);

Review comment (suggestion):
```suggestion
				// If camera moved after this plugin last set it, presumably a tool script has moved it, accept the new camera transform as the cursor position.
```
Per the [comment style](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html#comment-style-guide). 

Code after:
	// Update shadow atlas if changed.
	int shadowmap_size = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_size");
	bool shadowmap_16_bits = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_16_bits");
	int atlas_q0 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv");
	int atlas_q1 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv");
	int atlas_q2 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv");
	int atlas_q3 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv");

	viewport->set_positional_shadow_atlas_size(shadowmap_size);
	viewport->set_positional_shadow_atlas_16_bits(shadowmap_16_bits);
	viewport->set_positional_shadow_atlas_quadrant_subdiv(0, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q0));
	viewport->set_positional_shadow_atlas_quadrant_subdiv(1, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q1));
	viewport->set_positional_shadow_atlas_quadrant_subdiv(2, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q2));
	viewport->set_positional_shadow_atlas_quadrant_subdiv(3, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q3));

	_update_shrink();

	// Update MSAA, screen-space AA and debanding if changed

	const int msaa_mode = GLOBAL_GET("rendering/anti_aliasing/quality/msaa_3d");
	viewport->set_msaa_3d(Viewport::MSAA(msaa_mode));
	const int ssaa_mode = GLOBAL_GET("rendering/anti_aliasing/quality/screen_space_aa");
	viewport->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
	const bool use_taa = GLOBAL_GET("rendering/anti_aliasing/quality/use_taa");
	viewport->set_use_taa(use_taa);

	const bool transparent_background = GLOBAL_GET("rendering/viewport/transparent_background");
	viewport->set_transparent_background(transparent_background);

	const bool use_hdr_2d = GLOBAL_GET("rendering/viewport/hdr_2d");
	viewport->set_use_hdr_2d(use_hdr_2d);

	const bool use_debanding = GLOBAL_GET("rendering/anti_aliasing/quality/use_debanding");
	viewport->set_use_debanding(use_debanding);

	const bool use_occlusion_culling = GLOBAL_GET("rendering/occlusion_culling/use_occlusion_culling");
	viewport->set_use_occlusion_culling(use_occlusion_culling);

	const float mesh_lod_threshold = GLOBAL_GET("rendering/mesh_lod/lod_change/threshold_pixels");
	viewport->set_mesh_lod_threshold(mesh_lod_threshold);

	const Viewport::Scaling3DMode scaling_3d_mode = Viewport::Scaling3DMode(int(GLOBAL_GET("rendering/scaling_3d/mode")));
	viewport->set_scaling_3d_mode(scaling_3d_mode);

	const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
	viewport->set_scaling_3d_scale(scaling_3d_scale);

	const float fsr_sharpness = GLOBAL_GET("rendering/scaling_3d/fsr_sharpness");
	viewport->set_fsr_sharpness(fsr_sharpness);

	const float texture_mipmap_bias = GLOBAL_GET("rendering/textures/default_filters/texture_mipmap_bias");