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Add GDExtension support to Script
* Ability to create script languages from GDExtension * Some additions to gdnative_extension.h to make this happen * Moved the GDExtension binder to core This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x. Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
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@@ -222,7 +222,7 @@ static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_va
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return (ShaderLanguage::DataType)RS::global_variable_type_get_shader_datatype(gvt);
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}
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void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptCodeCompletionOption> *r_options) {
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void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options) {
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_check_shader_mode();
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ShaderLanguage sl;
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