The editor plugin nonsense turned out to be useless
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@ -2,10 +2,7 @@
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# This file is the BSON serializer for the Godot Engine,
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# published under the MIT license. https://opensource.org/license/MIT
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extends Node
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# Unfortunately, this has to be a node in order to be a singleton.
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# I'd rather BSON wasn't in the scenetree, but it seems like that's
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# the only way to do this. Hopefully this will change in the future.
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class_name BSON
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static func to_bson(data: Dictionary) -> PackedByteArray:
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[plugin]
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name="BSON"
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description="A BSON class to serialize and deserialize BSON in GDScript."
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author="Colormatic Studios"
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version=""
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script="plugin.gd"
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@tool
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extends EditorPlugin
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const AUTOLOAD_NAME = "BSON"
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#func _enter_tree() -> void:
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# Initialization of the plugin goes here.
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#pass
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#func _exit_tree() -> void:
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# Clean-up of the plugin goes here.
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#pass
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func _enable_plugin() -> void:
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add_autoload_singleton(AUTOLOAD_NAME, "res://addons/bson/bson.gd")
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func _disable_plugin() -> void:
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remove_autoload_singleton(AUTOLOAD_NAME)
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@ -1 +0,0 @@
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uid://csghpbkcd8wca
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