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Godot's GDScript module seems well positioned to support serializing each script's final bytecode representation either at when the script is imported or when exporting to a project.
After compilation opcodes are stored here. I've been using Godot a few years now but am very new to its engine's development. It seems like every RBmap in that class as well would need to be serialized to fully represent the compiled script?
Hoping to start a discussion on what these changes would look like :)
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