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Add a dependency search mode for GDScript parser
- This mode avoids loading any other resource. - Search for class_name now uses this mode, to avoid loading in the scan thread. - Implement get_dependencies() for GDScript loader, now exporting dependencies only should include the preloaded resources.
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@@ -533,6 +533,8 @@ private:
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int error_line;
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int error_column;
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bool check_types;
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bool dependencies_only;
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List<String> dependencies;
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#ifdef DEBUG_ENABLED
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Set<int> *safe_lines;
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#endif // DEBUG_ENABLED
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@@ -634,7 +636,7 @@ public:
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#ifdef DEBUG_ENABLED
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const List<GDScriptWarning> &get_warnings() const { return warnings; }
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#endif // DEBUG_ENABLED
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Error parse(const String &p_code, const String &p_base_path = "", bool p_just_validate = false, const String &p_self_path = "", bool p_for_completion = false, Set<int> *r_safe_lines = NULL);
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Error parse(const String &p_code, const String &p_base_path = "", bool p_just_validate = false, const String &p_self_path = "", bool p_for_completion = false, Set<int> *r_safe_lines = NULL, bool p_dependencies_only = false);
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Error parse_bytecode(const Vector<uint8_t> &p_bytecode, const String &p_base_path = "", const String &p_self_path = "");
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bool is_tool_script() const;
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@@ -653,6 +655,8 @@ public:
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int get_completion_argument_index();
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int get_completion_identifier_is_function();
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const List<String> &get_dependencies() const { return dependencies; }
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void clear();
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GDScriptParser();
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~GDScriptParser();
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