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Hotreload of externally edited GDScript #20910
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This may break scripts that were edited in the built-in editor but not saved? I think there has to be a different way to do this.
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This is still unresolved @T4g1.
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Sorry, I'm finally back into gamedev, I'll work on that this week.
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I looked at it, this fix is no longer working and I don't have a good enough understanding of the engine to fix it right now. I doubt that I will dive more on this part as I do not use an external editor anymore but here is where I'm stuck: https://github.com/godotengine/godot/blob/master/editor/plugins/script_editor_plugin.cpp#L785 So we keep the edited script and we then want to script->reload() it, problem is, "has_instances" is true in GDScript::reload so the fail condition triggers: What instances does and why it needs to be empty for reload is unclear for me but depending on that, one could: a) discard it before reload, b) clear it and re-populate it after reload, c) remove the fail condition on has_instances