Disable scripting and physics early in EditorNode
This avoids issues with scripts being instanced before this is set, like autoloads.
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@ -4591,6 +4591,10 @@ EditorNode::EditorNode() {
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VisualServer::get_singleton()->textures_keep_original(true);
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VisualServer::get_singleton()->textures_keep_original(true);
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VisualServer::get_singleton()->set_debug_generate_wireframes(true);
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VisualServer::get_singleton()->set_debug_generate_wireframes(true);
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PhysicsServer::get_singleton()->set_active(false); // no physics by default if editor
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Physics2DServer::get_singleton()->set_active(false); // no physics by default if editor
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ScriptServer::set_scripting_enabled(false); // no scripting by default if editor
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EditorHelp::generate_doc(); //before any editor classes are crated
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EditorHelp::generate_doc(); //before any editor classes are crated
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SceneState::set_disable_placeholders(true);
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SceneState::set_disable_placeholders(true);
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ResourceLoader::clear_translation_remaps(); //no remaps using during editor
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ResourceLoader::clear_translation_remaps(); //no remaps using during editor
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@ -5683,10 +5687,6 @@ EditorNode::EditorNode() {
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_edit_current();
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_edit_current();
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current = NULL;
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current = NULL;
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PhysicsServer::get_singleton()->set_active(false); // no physics by default if editor
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Physics2DServer::get_singleton()->set_active(false); // no physics by default if editor
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ScriptServer::set_scripting_enabled(false); // no scripting by default if editor
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reference_resource_mem = true;
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reference_resource_mem = true;
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save_external_resources_mem = true;
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save_external_resources_mem = true;
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