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Reload cached resources in runtime on file reimport #98710

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merged 1 commit into from
Nov 10, 2024

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@YeldhamDev YeldhamDev commented Oct 31, 2024

Closes #93629.

Sponsored By: 🐺 Lone Wolf Technology / 🍀 W4 Games.

@YeldhamDev YeldhamDev added this to the 4.x milestone Oct 31, 2024
@YeldhamDev YeldhamDev requested a review from a team as a code owner October 31, 2024 21:26
@YeldhamDev YeldhamDev force-pushed the runtime_reimport_reload branch from 062048b to 8f88aad Compare November 1, 2024 11:34
@clayjohn clayjohn modified the milestones: 4.x, 4.4 Nov 1, 2024
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The code looks good to me. But this should also get an approval from someone with more debugger knowledge

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Looks good overall, see my comment about the EditorFileSystem check.

I wonder if we should put the reload_cached_files behind the live_debug flag (i.e. synchronize scene changes), and thus also rename the message to live_reload_cached_files and move handling to the live editor.

@YeldhamDev YeldhamDev force-pushed the runtime_reimport_reload branch from 8f88aad to 81cb765 Compare November 5, 2024 13:51
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I wonder if we should put the reload_cached_files behind the live_debug flag (i.e. synchronize scene changes), and thus also rename the message to live_reload_cached_files and move handling to the live editor.

I thought about that, but decided against it because that's not really a "scene change", and more of an asset data modification.

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LGTM

@Repiteo Repiteo merged commit a3efd2b into godotengine:master Nov 10, 2024
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Repiteo commented Nov 10, 2024

Thanks!

@YeldhamDev YeldhamDev deleted the runtime_reimport_reload branch December 2, 2024 14:42
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Texture does not update in running game if changed in project. Game needs to be restarted.
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