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Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky, but at least it can now compile without this.
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13
modules/gdscript/editor/script_templates/Node/default.gd
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13
modules/gdscript/editor/script_templates/Node/default.gd
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# meta-description: Base template for Node with default Godot cycle methods
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extends _BASE_
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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