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This PR is a follow up to godotengine#64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations). This cleans up all the shader parameter code. This fixes godotengine#54336. Also fixes godotengine#56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided. **NOTE**: materials saved between godotengine#62972 and godotengine#64092 will no longer work and will need to be resaved in an earlier version.
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