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authorRémi Verschelde <remi@verschelde.fr>2024-09-20 21:35:08 +0200
committerGitHub <noreply@github.com>2024-09-20 21:35:08 +0200
commit621cadcf651b93757d5dbf8969023ae62a16f1a4 (patch)
tree79efec5d0c0dbfe1c1e1c9b71f04e9c8c2186d28 /core/object/script_language.h
parent2be730a05b7ff221b89c967981f7caee6e164ef0 (diff)
parent96382204736cbc131fbc2640ba6ba238c53017c0 (diff)
downloadredot-engine-621cadcf651b93757d5dbf8969023ae62a16f1a4.tar.gz
Merge pull request #97168 from Hilderin/fix-reloading-scripts-already-in-use
Fix reloading scripts already in use
Diffstat (limited to 'core/object/script_language.h')
-rw-r--r--core/object/script_language.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/core/object/script_language.h b/core/object/script_language.h
index d0023d70e8..3ddfbb3e7d 100644
--- a/core/object/script_language.h
+++ b/core/object/script_language.h
@@ -112,7 +112,10 @@ class Script : public Resource {
OBJ_SAVE_TYPE(Script);
protected:
- virtual bool editor_can_reload_from_file() override { return false; } // this is handled by editor better
+ // Scripts are reloaded via the Script Editor when edited in Godot,
+ // the LSP server when edited in a connected external editor, or
+ // through EditorFileSystem::_update_script_documentation when updated directly on disk.
+ virtual bool editor_can_reload_from_file() override { return false; }
void _notification(int p_what);
static void _bind_methods();