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-rw-r--r--editor/plugins/script_editor_plugin.cpp8
-rw-r--r--modules/gdscript/gdscript.cpp17
-rw-r--r--scene/resources/packed_scene.cpp10
-rw-r--r--scene/resources/packed_scene.h1
4 files changed, 32 insertions, 4 deletions
diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp
index b27e768999..7a052ebc19 100644
--- a/editor/plugins/script_editor_plugin.cpp
+++ b/editor/plugins/script_editor_plugin.cpp
@@ -1079,8 +1079,12 @@ void ScriptEditor::_mark_built_in_scripts_as_saved(const String &p_parent_path)
}
Ref<Script> scr = edited_res;
- if (scr.is_valid() && scr->is_tool()) {
- scr->reload(true);
+ if (scr.is_valid()) {
+ trigger_live_script_reload(scr->get_path());
+
+ if (scr->is_tool()) {
+ scr->reload(true);
+ }
}
}
}
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
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index 900629f5f8..6fa9965cd1 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -1880,6 +1880,16 @@ Vector<NodePath> SceneState::get_editable_instances() const {
return editable_instances;
}
+Ref<Resource> SceneState::get_sub_resource(const String &p_path) {
+ for (const Variant &v : variants) {
+ const Ref<Resource> &res = v;
+ if (res.is_valid() && res->get_path() == p_path) {
+ return res;
+ }
+ }
+ return Ref<Resource>();
+}
+
//add
int SceneState::add_name(const StringName &p_name) {
diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h
index e26b9f7b90..d27def1760 100644
--- a/scene/resources/packed_scene.h
+++ b/scene/resources/packed_scene.h
@@ -195,6 +195,7 @@ public:
bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method, bool p_no_inheritance = false);
Vector<NodePath> get_editable_instances() const;
+ Ref<Resource> get_sub_resource(const String &p_path);
//build API