Fixed reloading of tool scripts within editor, they should work much better now, closes #3194
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@ -1643,13 +1643,16 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script>& p_script,bool p_sof
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}
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#endif
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for(Map<ObjectID,List<Pair<StringName,Variant> > >::Element *F=E->get()->pending_reload_state.front();F;F=F->next()) {
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map[F->key()]=F->get(); //pending to reload, use this one instead
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}
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}
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}
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for(Map< Ref<GDScript>, Map<ObjectID,List<Pair<StringName,Variant> > > >::Element *E=to_reload.front();E;E=E->next()) {
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Ref<GDScript> scr = E->key();
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scr->reload(true);
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scr->reload(p_soft_reload);
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//restore state if saved
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for (Map<ObjectID,List<Pair<StringName,Variant> > >::Element *F=E->get().front();F;F=F->next()) {
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@ -1658,13 +1661,24 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script>& p_script,bool p_sof
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if (!obj)
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continue;
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if (!p_soft_reload) {
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//clear it just in case (may be a pending reload state)
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obj->set_script(RefPtr());
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}
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obj->set_script(scr.get_ref_ptr());
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if (!obj->get_script_instance())
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if (!obj->get_script_instance()) {
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//failed, save reload state for next time if not saved
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if (!scr->pending_reload_state.has(obj->get_instance_ID())) {
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scr->pending_reload_state[obj->get_instance_ID()]=F->get();
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}
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continue;
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}
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for (List<Pair<StringName,Variant> >::Element *G=F->get().front();G;G=G->next()) {
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obj->get_script_instance()->set(G->get().first,G->get().second);
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}
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scr->pending_reload_state.erase(obj->get_instance_ID()); //as it reloaded, remove pending state
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}
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//if instance states were saved, set them!
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@ -120,7 +120,11 @@ friend class GDScriptLanguage;
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
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#endif
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#ifdef DEBUG_ENABLED
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Map<ObjectID,List<Pair<StringName,Variant> > > pending_reload_state;
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#endif
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bool _update_exports();
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@ -265,6 +269,8 @@ class GDScriptLanguage : public ScriptLanguage {
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Mutex *lock;
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friend class GDScript;
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SelfList<GDScript>::List script_list;
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