Merge pull request #94012 from KoBeWi/reload_everything_to_update_one_line
Allow live reloading of built-in scripts
This commit is contained in:
commit
9f70823eec
|
@ -1079,11 +1079,15 @@ 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()) {
|
||||
if (scr.is_valid()) {
|
||||
trigger_live_script_reload(scr->get_path());
|
||||
|
||||
if (scr->is_tool()) {
|
||||
scr->reload(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptEditor::trigger_live_script_reload(const String &p_script_path) {
|
||||
if (!script_paths_to_reload.has(p_script_path)) {
|
||||
|
|
|
@ -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());
|
||||
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
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
Loading…
Reference in New Issue