Restore dirty list for BaseMaterial3D but don't use it on resource loader.
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@ -467,15 +467,18 @@ private:
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StringName albedo_texture_size;
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};
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static Mutex material_mutex;
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static SelfList<BaseMaterial3D>::List dirty_materials;
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static ShaderNames *shader_names;
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void _mark_dirty();
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SelfList<BaseMaterial3D> element;
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void _update_shader();
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_FORCE_INLINE_ void _queue_shader_change();
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void _check_material_rid();
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void _material_set_param(const StringName &p_name, const Variant &p_value);
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bool orm;
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bool dirty = true;
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RID shader_rid;
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HashMap<StringName, Variant> pending_params;
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@ -780,6 +783,7 @@ public:
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static void init_shaders();
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static void finish_shaders();
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static void flush_changes();
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static Ref<Material> get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard = false, bool p_billboard_y = false, bool p_msdf = false, bool p_no_depth = false, bool p_fixed_size = false, TextureFilter p_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, AlphaAntiAliasing p_alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF, RID *r_shader_rid = nullptr);
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