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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-08-28 00:11:53 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-08-28 00:11:53 +0200 |
commit | 9f70823eecdbbb5bee69f1fcd323122ead68defa (patch) | |
tree | 3a8c8fc2717ca4999ff786ce223d2c0284d8612c /modules | |
parent | 330fca1ffd0ba2fa7fc8ee270ab47fed645fd9b6 (diff) | |
parent | 56365183587a17999d52ea429ecdaa0fa9e623cf (diff) | |
download | redot-engine-9f70823eecdbbb5bee69f1fcd323122ead68defa.tar.gz |
Merge pull request #94012 from KoBeWi/reload_everything_to_update_one_line
Allow live reloading of built-in scripts
Diffstat (limited to 'modules')
-rw-r--r-- | modules/gdscript/gdscript.cpp | 17 |
1 files changed, 15 insertions, 2 deletions
diff --git a/modules/gdscript/gdscript.cpp b/modules/gdscript/gdscript.cpp index 7bf5e946fb..c72755642b 100644 --- a/modules/gdscript/gdscript.cpp +++ b/modules/gdscript/gdscript.cpp @@ -53,6 +53,7 @@ #include "core/io/file_access_encrypted.h" #include "core/os/os.h" +#include "scene/resources/packed_scene.h" #include "scene/scene_string_names.h" #ifdef TOOLS_ENABLED @@ -2503,7 +2504,7 @@ void GDScriptLanguage::reload_scripts(const Array &p_scripts, bool p_soft_reload SelfList<GDScript> *elem = script_list.first(); while (elem) { // Scripts will reload all subclasses, so only reload root scripts. - if (elem->self()->is_root_script() && elem->self()->get_path().is_resource_file()) { + if (elem->self()->is_root_script() && !elem->self()->get_path().is_empty()) { scripts.push_back(Ref<GDScript>(elem->self())); //cast to gdscript to avoid being erased by accident } elem = elem->next(); @@ -2571,7 +2572,19 @@ void GDScriptLanguage::reload_scripts(const Array &p_scripts, bool p_soft_reload for (KeyValue<Ref<GDScript>, HashMap<ObjectID, List<Pair<StringName, Variant>>>> &E : to_reload) { Ref<GDScript> scr = E.key; print_verbose("GDScript: Reloading: " + scr->get_path()); - scr->load_source_code(scr->get_path()); + if (scr->is_built_in()) { + // TODO: It would be nice to do it more efficiently than loading the whole scene again. + Ref<PackedScene> scene = ResourceLoader::load(scr->get_path().get_slice("::", 0), "", ResourceFormatLoader::CACHE_MODE_IGNORE_DEEP); + ERR_CONTINUE(scene.is_null()); + + Ref<SceneState> state = scene->get_state(); + Ref<GDScript> fresh = state->get_sub_resource(scr->get_path()); + ERR_CONTINUE(fresh.is_null()); + + scr->set_source_code(fresh->get_source_code()); + } else { + scr->load_source_code(scr->get_path()); + } scr->reload(p_soft_reload); //restore state if saved |