This can cause issues if global data is overwritten, especially tables. Note that when code is refreshed, the entire file is run again. On Linux (tested on Ubuntu 20.04.1 LTS) the game seems to use inotify watches to detect file changes which may max out depending on file count, making certain files not autorefresh.( However, editing the primary cl_init, shared, a files will trigger it, or any files included from those files but anything dynamically added will not trigger the event - current test-case is with include rules inside of a function, called in sh_a and cl_init / init includes sh_init and AddCSLuaFile ) It doesn't work with dynamically included / AddCSLuaFile'd content - either for all, or specific cases.It doesn't work with Visual Studio, VSCode works fine though. It doesn't work if Sublime Text's "Atomic Save" is enabled.It doesn't work if the file is inside a symbolic linked directory.Specifically, when editing SWEP/SENT base files, SWEPs/SENTs using this base will not refresh until they are refreshed themselves.It only supports files that are automatically included by the gamemode, from autorun, effects, entities and weapons.These are the currently known limitations: Not knowing these restrictions can lead to confusion. RestrictionsĪutorefresh does not always work. This is useful if you're coding because your changes show up immediately - as soon as you save. Pastebin is a website where you can store text online for a set period of time. Since Garry's Mod 13 all Lua scripts are reloaded "live" when they are changed on disk. Addon Menu The Addons Menu is located in the Main Menu, and it is used for manipulating addons, allowing the user to enable, disable, subscribe and unsubscribe from addons.
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