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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.
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4 changed files with 42 additions and 11 deletions
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@ -887,8 +887,19 @@ void ScriptEditor::_res_saved_callback(const Ref<Resource>& p_res) {
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_update_script_names();
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if (!pending_auto_reload && auto_reload_running_scripts) {
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call_deferred("_live_auto_reload_running_scripts");
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pending_auto_reload=true;
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}
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}
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void ScriptEditor::_live_auto_reload_running_scripts() {
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pending_auto_reload=false;
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debugger->reload_scripts();
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}
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bool ScriptEditor::_test_script_times_on_disk() {
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@ -2475,6 +2486,11 @@ void ScriptEditor::set_scene_root_script( Ref<Script> p_script ) {
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}
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}
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void ScriptEditor::set_live_auto_reload_running_scripts(bool p_enabled) {
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auto_reload_running_scripts=p_enabled;
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}
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void ScriptEditor::_bind_methods() {
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ObjectTypeDB::bind_method("_file_dialog_action",&ScriptEditor::_file_dialog_action);
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@ -2505,6 +2521,8 @@ void ScriptEditor::_bind_methods() {
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ObjectTypeDB::bind_method("_request_help",&ScriptEditor::_help_class_open);
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ObjectTypeDB::bind_method("_history_forward",&ScriptEditor::_history_forward);
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ObjectTypeDB::bind_method("_history_back",&ScriptEditor::_history_back);
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ObjectTypeDB::bind_method("_live_auto_reload_running_scripts",&ScriptEditor::_live_auto_reload_running_scripts);
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}
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ScriptEditor::ScriptEditor(EditorNode *p_editor) {
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@ -2514,6 +2532,7 @@ ScriptEditor::ScriptEditor(EditorNode *p_editor) {
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completion_cache = memnew( EditorScriptCodeCompletionCache );
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restoring_layout=false;
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waiting_update_names=false;
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auto_reload_running_scripts=false;
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editor=p_editor;
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menu_hb = memnew( HBoxContainer );
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@ -2875,6 +2894,8 @@ void ScriptEditorPlugin::edited_scene_changed() {
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script_editor->edited_scene_changed();
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}
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ScriptEditorPlugin::ScriptEditorPlugin(EditorNode *p_node) {
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editor=p_node;
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