From 7860bc82b2dcf10000f6c6da88cdd270138c71b7 Mon Sep 17 00:00:00 2001 From: Raul Santos Date: Thu, 3 Jul 2025 21:57:37 +0200 Subject: [PATCH] [.NET] Remove EFS update on reloading assemblies Updating the files at this point is too early, the scripts haven't been updated yet so their type info is empty. It looks like EFS is updated anyway without doing it explicitly in `LookupScriptsInAssembly`, and it happens after the scripts have updated their info. So this code seems unnecessary. --- .../GodotSharp/Core/Bridge/ScriptManagerBridge.cs | 11 ----------- 1 file changed, 11 deletions(-) diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs index a327b9cd354..0649d7bbebb 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs @@ -355,17 +355,6 @@ namespace Godot.Bridge } } } - - // This method may be called before initialization. - if (NativeFuncs.godotsharp_dotnet_module_is_initialized().ToBool() && Engine.IsEditorHint()) - { - if (_pathTypeBiMap.Paths.Count > 0) - { - string[] scriptPaths = _pathTypeBiMap.Paths.ToArray(); - using godot_packed_string_array scriptPathsNative = Marshaling.ConvertSystemArrayToNativePackedStringArray(scriptPaths); - NativeFuncs.godotsharp_internal_editor_file_system_update_files(scriptPathsNative); - } - } } [UnmanagedCallersOnly]