Merge pull request #96002 from Hilderin/fix-resource-script-reload-external-editor
Fix script properties reload from external editor
This commit is contained in:
commit
9fd431f078
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@ -41,9 +41,9 @@
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/gui/scene_tree_editor.h"
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#include "editor/node_dock.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "editor/scene_tree_dock.h"
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#include "editor/themes/editor_scale.h"
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#include "plugins/script_editor_plugin.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/label.h"
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@ -42,6 +42,7 @@
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#include "editor/editor_paths.h"
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#include "editor/editor_resource_preview.h"
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#include "editor/editor_settings.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "editor/project_settings_editor.h"
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#include "scene/resources/packed_scene.h"
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@ -806,18 +807,11 @@ bool EditorFileSystem::_update_scan_actions() {
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case ItemAction::ACTION_FILE_RELOAD: {
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int idx = ia.dir->find_file_index(ia.file);
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ERR_CONTINUE(idx == -1);
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String full_path = ia.dir->get_file_path(idx);
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const EditorFileSystemDirectory::FileInfo *fi = ia.dir->files[idx];
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if (ClassDB::is_parent_class(fi->type, SNAME("Script"))) {
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_queue_update_script_class(full_path, fi->type, fi->script_class_name, fi->script_class_extends, fi->script_class_icon_path);
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// Only reloads the resources that are already loaded.
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if (ResourceCache::has(ia.dir->get_file_path(idx))) {
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reloads.push_back(ia.dir->get_file_path(idx));
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}
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if (fi->type == SNAME("PackedScene")) {
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_queue_update_scene_groups(full_path);
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}
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reloads.push_back(full_path);
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} break;
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}
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@ -841,7 +835,7 @@ bool EditorFileSystem::_update_scan_actions() {
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}
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}
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if (reimports.size()) {
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if (!reimports.is_empty()) {
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if (_scan_import_support(reimports)) {
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return true;
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}
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@ -852,6 +846,11 @@ bool EditorFileSystem::_update_scan_actions() {
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ResourceUID::get_singleton()->update_cache();
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}
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if (!reloads.is_empty()) {
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// Update global class names, dependencies, etc...
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update_files(reloads);
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}
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if (first_scan) {
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//only on first scan this is valid and updated, then settings changed.
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revalidate_import_files = false;
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@ -1341,8 +1340,7 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, ScanPr
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ia.file = p_dir->files[i]->file;
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scan_actions.push_back(ia);
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}
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} else if (ResourceCache::has(path)) { //test for potential reload
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} else {
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uint64_t mt = FileAccess::get_modified_time(path);
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if (mt != p_dir->files[i]->modified_time) {
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@ -1967,6 +1965,14 @@ void EditorFileSystem::_update_script_documentation() {
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for (int i = 0; i < ScriptServer::get_language_count(); i++) {
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ScriptLanguage *lang = ScriptServer::get_language(i);
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if (lang->supports_documentation() && efd->files[index]->type == lang->get_type()) {
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// Reloading the script from disk if resource already in memory. Otherwise, the
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// ResourceLoader::load will return the last loaded version of the script (without the modifications).
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// The only have the script already loaded here is to edit the script outside the
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// editor without being connected to the LSP server.
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Ref<Resource> res = ResourceCache::get_ref(path);
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if (res.is_valid()) {
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res->reload_from_file();
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}
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Ref<Script> scr = ResourceLoader::load(path);
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if (scr.is_null()) {
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continue;
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@ -1974,6 +1980,10 @@ void EditorFileSystem::_update_script_documentation() {
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Vector<DocData::ClassDoc> docs = scr->get_documentation();
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for (int j = 0; j < docs.size(); j++) {
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EditorHelp::get_doc_data()->add_doc(docs[j]);
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if (!first_scan) {
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// Update the documentation in the Script Editor if it is open.
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ScriptEditor::get_singleton()->update_doc(docs[j].name);
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}
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}
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}
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}
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@ -880,6 +880,11 @@ Error GDScript::reload(bool p_keep_state) {
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if (can_run && p_keep_state) {
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_restore_old_static_data();
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}
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if (p_keep_state) {
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// Update the properties in the inspector.
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update_exports();
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}
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#endif
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reloading = false;
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@ -485,8 +485,6 @@ GDScriptTextDocument::GDScriptTextDocument() {
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void GDScriptTextDocument::sync_script_content(const String &p_path, const String &p_content) {
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String path = GDScriptLanguageProtocol::get_singleton()->get_workspace()->get_file_path(p_path);
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GDScriptLanguageProtocol::get_singleton()->get_workspace()->parse_script(path, p_content);
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EditorFileSystem::get_singleton()->update_file(path);
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}
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void GDScriptTextDocument::show_native_symbol_in_editor(const String &p_symbol_id) {
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