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global_script_class_cache.cfg Fails to update upon file or directory deletion. #87323

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naturalarch3r opened this issue Jan 18, 2024 · 0 comments

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@naturalarch3r
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naturalarch3r commented Jan 18, 2024

Tested versions

This bug has been present since at least 2018, as can be seen here: #22476
This bug is present in all versions since 3.1.

Godot clearly has the capacity to monitor the files, as it will automatically compile the game in the dotnet version before launching the game when a file has been changed. Adjusting this by hand is a pain, and writing a script to manage it shouldn't be on the Godot user's side of responsibility.

System information

Godot v4.2.1.stable.mono - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (nvidia; 545.29.06) - AMD Ryzen 5 3600X 6-Core Processor (12 Threads)

Issue description

If you delete literally any files or directories imported by Godot, you have to adjust the contents of global_script_class_cache.cfg by hand, or else the engine will attempt to open files or directories that do not exist, and throw errors.

Steps to reproduce

Literally just delete any imported folder or file, especially from outside of Godot.

Minimal reproduction project (MRP)

An MRP wouldn't be helpful in this case.

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