Technically it makes a lot more sense to make this an issue in the Godot repo, but thought it'd be worth tracking here as well.
I found this issue as part of the Known Limitations while I was working on #22. I also wonder what the .gdnlib properties called load_once and reloadable have to do with this.
I figured out that the native GDScript solution has a method called reload that we just need to implement in the PluginScript class of the Godot repo (together with some additions to the language descriptors).
Once we have that we just need to make some functions in our language_gdnative.c and we're set!
Technically it makes a lot more sense to make this an issue in the Godot repo, but thought it'd be worth tracking here as well.
I found this issue as part of the Known Limitations while I was working on #22. I also wonder what the
.gdnlibproperties calledload_onceandreloadablehave to do with this.I figured out that the native GDScript solution has a method called
reloadthat we just need to implement in the PluginScript class of the Godot repo (together with some additions to the language descriptors).Once we have that we just need to make some functions in our
language_gdnative.cand we're set!