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authorGeorge Marques <george@gmarqu.es>2023-02-22 15:52:36 -0300
committerGeorge Marques <george@gmarqu.es>2023-02-22 15:52:36 -0300
commit554b55ae7430ee65240cac71ec86bf1c37bca5cc (patch)
tree2ba8acc31a664256259f6d2cafc2dc7d8b5af906
parent5f3dee5988391deffcc0de1039dd50e05e266913 (diff)
Load script for addons without cache
Since they are postponed sometimes due to transient script errors, it needs to try again without the cache to compile the script again instead of using the failed one.
-rw-r--r--editor/editor_node.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index cf1c1016fa..5e8a4e230e 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -3526,7 +3526,7 @@ void EditorNode::set_addon_plugin_enabled(const String &p_addon, bool p_enabled,
// Only try to load the script if it has a name. Else, the plugin has no init script.
if (script_path.length() > 0) {
script_path = addon_path.get_base_dir().path_join(script_path);
- scr = ResourceLoader::load(script_path);
+ scr = ResourceLoader::load(script_path, "Script", ResourceFormatLoader::CACHE_MODE_IGNORE);
if (scr.is_null()) {
show_warning(vformat(TTR("Unable to load addon script from path: '%s'."), script_path));