Cleaned up remote menu

-Merged fileserver & deploy dumb clients option
-Live Script Reloading can now happen automatically on script save
-Changed Live to Mirror term to differentiate from Unity and Unreal, as
what Godot does is not the same thing.
This commit is contained in:
Juan Linietsky 2016-06-03 12:34:11 -03:00
parent a0a16aec3a
commit 2ca4995a6f
4 changed files with 42 additions and 11 deletions

View file

@ -887,8 +887,19 @@ void ScriptEditor::_res_saved_callback(const Ref<Resource>& p_res) {
_update_script_names();
if (!pending_auto_reload && auto_reload_running_scripts) {
call_deferred("_live_auto_reload_running_scripts");
pending_auto_reload=true;
}
}
void ScriptEditor::_live_auto_reload_running_scripts() {
pending_auto_reload=false;
debugger->reload_scripts();
}
bool ScriptEditor::_test_script_times_on_disk() {
@ -2475,6 +2486,11 @@ void ScriptEditor::set_scene_root_script( Ref<Script> p_script ) {
}
}
void ScriptEditor::set_live_auto_reload_running_scripts(bool p_enabled) {
auto_reload_running_scripts=p_enabled;
}
void ScriptEditor::_bind_methods() {
ObjectTypeDB::bind_method("_file_dialog_action",&ScriptEditor::_file_dialog_action);
@ -2505,6 +2521,8 @@ void ScriptEditor::_bind_methods() {
ObjectTypeDB::bind_method("_request_help",&ScriptEditor::_help_class_open);
ObjectTypeDB::bind_method("_history_forward",&ScriptEditor::_history_forward);
ObjectTypeDB::bind_method("_history_back",&ScriptEditor::_history_back);
ObjectTypeDB::bind_method("_live_auto_reload_running_scripts",&ScriptEditor::_live_auto_reload_running_scripts);
}
ScriptEditor::ScriptEditor(EditorNode *p_editor) {
@ -2514,6 +2532,7 @@ ScriptEditor::ScriptEditor(EditorNode *p_editor) {
completion_cache = memnew( EditorScriptCodeCompletionCache );
restoring_layout=false;
waiting_update_names=false;
auto_reload_running_scripts=false;
editor=p_editor;
menu_hb = memnew( HBoxContainer );
@ -2875,6 +2894,8 @@ void ScriptEditorPlugin::edited_scene_changed() {
script_editor->edited_scene_changed();
}
ScriptEditorPlugin::ScriptEditorPlugin(EditorNode *p_node) {
editor=p_node;