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Using an external code editor prevents Godot from reloading tool and editor scripts #17044
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This is a duplicate of #10946, although this issue has some useful detailed information. Just to be sure, do you see the error If not, is any other error printed to the terminal? |
There is no error printed to the terminal. The only time I see an error, is if I close Godot before closing the external editor. Then the terminal holds until the external editor closes. These are the two errors I get in that instance:
|
I have the same problem with an external editor both on platform x11 and windows with latest master (a71a5fc). Also, console gives the following output:
|
When I save from an external editor, I get two red lines in the Output window:
The tool script is not updated after this. However, if I make any change in the script from the internal code editor. The script reloads successfully. Version: v3.1.stable.official |
Godot 3.1.1, Windows 10 Also get sometimes that ... Also tried removing the script from disk for a couple of frames and asking EditorFileSystem to Edit: Edit 2: |
Closing as duplicate of #10946 (as should have been done two years ago to avoid having redundant reports in two different threads). If anything discussed here is missing in #10946, please link or copy it over :) |
Godot version:
Godot 3.0.1 Stable win64
OS/device including version:
Windows 10 Pro x64
Issue description:
If you use an external code editor (in this case VS Code; I haven't tried other editors) to edit tool or editor scripts, the in-engine editor will update properly to display the changes you made to the script in the external editor, but Godot is silently failing to actually reload the scripts.
The effect is that you modify a script, test something that relies on that script, and find that your changes are not reflected on execution.
Because it's relevant, this is how I have VS Code setup:
Steps to reproduce:
• Make sure
Use External Editor
is off• Create a simple tool GDScript
• Create a simple scene that consists of a single Node2D with the previously created script attached.
• Save and close the scene, then reopen and read what's printed to the output window (will be "Visible Output Text")
• Edit the script so that it prints "Different Text" and save.
• Close and reopen the scene and read what's printed to the output window again (should be "Different Text")
• Now repeat this process, but first enable
Use External Editor
From experimenting, it looks that as long as
Use External Editor
is active, Godot fails to reload the scripts, even if you close the external editor. The only way to make it reload the scripts is to close Godot entirely, and relaunch.The text was updated successfully, but these errors were encountered: