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[GDScript]: global_script_class_cache contains invalid entries and results in invalid parse errors #78642
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is there a way to force update the global script cache file? I find that if I accidentally or on purpose copy a directory with classes and now there are duplicate class name definitions, this error happens (legitimate), but then delete one of the folders, the error persists until I manually change the class name, save the file, than change the class name back, for seemingly force Godot to realize there is no more conflict... this is tedious for a large project, and would be nice if Godot had a more active way of fixing itself, or for us to force an update to it's class names cache... |
Same error here. Deleting or modifying |
Tested this on Could you retest to make sure? |
Hi, I tested with v4.3.stable.mono.official [77dcf97] and it looks like it is fixed 👍 |
Godot version
v4.1.beta2.official [a2575cb]
System information
Windows10
Issue description
i do script generation on my plugin and it fails with an invalid error
user://tmp/example/example_tests.gd:2 - Parse Error: Class "TestPersonTest" hides a global script class.
The class do not exists in my project, but after generate/save and load this error pops up.
What i find out
There is still a invalid entry in the
.godot/global_script_class_cache.cfg
This class existed for some manual testing, but has been deleted for some time.
A restart of the editor do not fix the
.godot/global_script_class_cache.cfg
Steps to reproduce
Use the attached minimized project and run the scene.
Minimal reproduction project
gdUnit4.zip
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