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[C#] Unexpose GodotSharp
This class seems to have been exposed accidentally, and breaks documentation on non-mono builds, requiring hacks
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@@ -564,11 +564,7 @@ namespace mono_bind {
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GodotSharp *GodotSharp::singleton = nullptr;
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bool GodotSharp::_is_runtime_initialized() {
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return GDMono::get_singleton() != nullptr && GDMono::get_singleton()->is_runtime_initialized();
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}
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void GodotSharp::_reload_assemblies(bool p_soft_reload) {
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void GodotSharp::reload_assemblies(bool p_soft_reload) {
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#ifdef GD_MONO_HOT_RELOAD
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CRASH_COND(CSharpLanguage::get_singleton() == nullptr);
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// This method may be called more than once with `call_deferred`, so we need to check
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@@ -579,11 +575,6 @@ void GodotSharp::_reload_assemblies(bool p_soft_reload) {
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#endif
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}
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void GodotSharp::_bind_methods() {
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ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &GodotSharp::_is_runtime_initialized);
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ClassDB::bind_method(D_METHOD("_reload_assemblies"), &GodotSharp::_reload_assemblies);
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}
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GodotSharp::GodotSharp() {
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singleton = this;
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}
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