Fix a crash when trying to run Godot debugger on a release build.
The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
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@ -1311,9 +1311,9 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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GDScriptLanguage::get_singleton()->script_frame_time += time_taken - function_call_time;
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GDScriptLanguage::get_singleton()->script_frame_time += time_taken - function_call_time;
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}
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}
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#endif
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if (ScriptDebugger::get_singleton())
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if (ScriptDebugger::get_singleton())
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GDScriptLanguage::get_singleton()->exit_function();
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GDScriptLanguage::get_singleton()->exit_function();
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#endif
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if (_stack_size) {
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if (_stack_size) {
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//free stack
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//free stack
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