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GDScript: Hot-reload changed scripts only #86676
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LGTM
@@ -478,6 +478,7 @@ class CSharpLanguage : public ScriptLanguage { | |||
/* TODO? */ void get_public_annotations(List<MethodInfo> *p_annotations) const override {} | |||
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void reload_all_scripts() override; | |||
void reload_scripts(const Array &p_scripts, bool p_soft_reload) override; |
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void reload_scripts(const Array &p_scripts, bool p_soft_reload) override; | |
virtual void reload_scripts(const Array &p_scripts, bool p_soft_reload) override; |
This isn't done consistently here but should be done here when adding new entries IMO, it's done on some methods already above
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This would only matter if someone was to extend CSharpLanguage
, which is highly unlikely. So I'd say this is a non-blocking issue.
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No I mean that we always use virtual
and override
as a matter of style regularity, unless it's marked final
it doesn't matter for that sense
Thanks! |
…load GDScript: Hot-reload changed scripts only
hot reloading currently reloads all scripts
when working with dosens of scripts, it means a small change can take take a while, even tho you just wanted 1 script reloaded
with this PR only changed scripts are reloaded
was not sure how to change
godot_icall_Internal_EditorDebuggerNodeReloadScripts
csharp interop, so i left the behavior unchanged