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I create an empty scene and put in a single node of DerivedClass. I fill out both properties and save the scene. Now I change some code (maybe in another class) and trigger a rebuild in the editor. After the assemblies are reloaded the Test1 property (of the base class) is reset to null (its default value) while the Test2 property still has its value set. If the derived class has no [Tool] set , then both properties stay intact.
Steps to reproduce
Using the attached sample project, open test.tscn. Check the inspector values of the only node in the scene. They are initialized like this:
Now edit a script file (e.g. add a blank space somewhere) and re-build in the editor while the scene is still open. The editor will start the build and then do an assembly reload. After this, the property of the base class is reset to null:
Godot version
v3.3.4.stable.mono.official [faf3f88]
System information
Windows 10
Issue description
I have a base class which exports a member property:
I also have a derived class which also exports a member property and is
[Tool]
:I create an empty scene and put in a single node of
DerivedClass
. I fill out both properties and save the scene. Now I change some code (maybe in another class) and trigger a rebuild in the editor. After the assemblies are reloaded theTest1
property (of the base class) is reset tonull
(its default value) while theTest2
property still has its value set. If the derived class has no[Tool]
set , then both properties stay intact.Steps to reproduce
Using the attached sample project, open
test.tscn
. Check the inspector values of the only node in the scene. They are initialized like this:Now edit a script file (e.g. add a blank space somewhere) and re-build in the editor while the scene is still open. The editor will start the build and then do an assembly reload. After this, the property of the base class is reset to
null
:Minimal reproduction project
RefreshIssue.zip
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