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Make build profile project detection also set build options
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@@ -36,6 +36,7 @@
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#include "core/io/missing_resource.h"
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#include "core/object/script_language.h"
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#include "core/version.h"
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#include "scene/resources/packed_scene.h"
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//#define print_bl(m_what) print_line(m_what)
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#define print_bl(m_what) (void)(m_what)
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@@ -937,11 +938,10 @@ void ResourceLoaderBinary::get_classes_used(Ref<FileAccess> p_f, HashSet<StringN
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return;
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}
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for (int i = 0; i < internal_resources.size(); i++) {
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p_f->seek(internal_resources[i].offset);
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for (const IntResource &res : internal_resources) {
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p_f->seek(res.offset);
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String t = get_unicode_string();
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ERR_FAIL_COND(p_f->get_error() != OK);
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if (t != String()) {
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if (!p_f->get_error() && t != String() && ClassDB::class_exists(t)) {
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p_classes->insert(t);
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}
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}
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@@ -1518,6 +1518,37 @@ void ResourceFormatLoaderBinary::get_classes_used(const String &p_path, HashSet<
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loader.local_path = ProjectSettings::get_singleton()->localize_path(p_path);
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loader.res_path = loader.local_path;
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loader.get_classes_used(f, r_classes);
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// Fetch the nodes inside scene files.
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if (loader.type == "PackedScene") {
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ERR_FAIL_COND(loader.load() != OK);
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Ref<SceneState> state = Ref<PackedScene>(loader.get_resource())->get_state();
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for (int i = 0; i < state->get_node_count(); i++) {
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const StringName node_name = state->get_node_type(i);
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if (ClassDB::class_exists(node_name)) {
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r_classes->insert(node_name);
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}
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// Fetch the values of properties in the node.
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for (int j = 0; j < state->get_node_property_count(i); j++) {
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const Variant var = state->get_node_property_value(i, j);
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if (var.get_type() != Variant::OBJECT) {
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continue;
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}
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const Object *obj = var.get_validated_object();
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if (obj == nullptr) {
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continue;
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}
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const StringName obj_name = obj->get_class_name();
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if (ClassDB::class_exists(obj_name)) {
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r_classes->insert(obj_name);
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}
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}
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}
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}
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}
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String ResourceFormatLoaderBinary::get_resource_type(const String &p_path) const {
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