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Remove references to compiled GDScript in export
This feature was removed from GDScript so it should not be present on the interface nor in the saved export presets.
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@@ -1007,17 +1007,6 @@ void GDScript::_get_property_list(List<PropertyInfo> *p_properties) const {
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void GDScript::_bind_methods() {
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ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &GDScript::_new, MethodInfo("new"));
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ClassDB::bind_method(D_METHOD("get_as_byte_code"), &GDScript::get_as_byte_code);
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}
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Vector<uint8_t> GDScript::get_as_byte_code() const {
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return Vector<uint8_t>();
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};
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// TODO: Fully remove this. There's not this kind of "bytecode" anymore.
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Error GDScript::load_byte_code(const String &p_path) {
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return ERR_COMPILATION_FAILED;
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}
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void GDScript::set_path(const String &p_path, bool p_take_over) {
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@@ -2647,8 +2636,6 @@ Ref<Resource> ResourceFormatLoaderGDScript::load(const String &p_path, const Str
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Error err;
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Ref<GDScript> scr = GDScriptCache::get_full_script(p_path, err, "", p_cache_mode == CACHE_MODE_IGNORE);
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// TODO: Reintroduce binary and encrypted scripts.
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if (scr.is_null()) {
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// Don't fail loading because of parsing error.
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scr.instantiate();
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@@ -2663,9 +2650,6 @@ Ref<Resource> ResourceFormatLoaderGDScript::load(const String &p_path, const Str
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void ResourceFormatLoaderGDScript::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("gd");
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// TODO: Reintroduce binary and encrypted scripts.
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// p_extensions->push_back("gdc");
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// p_extensions->push_back("gde");
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}
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bool ResourceFormatLoaderGDScript::handles_type(const String &p_type) const {
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@@ -2674,8 +2658,7 @@ bool ResourceFormatLoaderGDScript::handles_type(const String &p_type) const {
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String ResourceFormatLoaderGDScript::get_resource_type(const String &p_path) const {
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String el = p_path.get_extension().to_lower();
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// TODO: Reintroduce binary and encrypted scripts.
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if (el == "gd" /*|| el == "gdc" || el == "gde"*/) {
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if (el == "gd") {
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return "GDScript";
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}
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return "";
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