godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Editor changes not synced to remote scene, despite automatic port reassignment. #54237

Open MagdielM opened 2 years ago

MagdielM commented 2 years ago

Godot version

v3.4 RC1 (Mono build)

System information

Windows 10

Issue description

In any situation that would trigger https://github.com/godotengine/godot/issues/41650, changes to a scene made in the editor are still not synced to the running scene, even after https://github.com/godotengine/godot/pull/37067.

https://user-images.githubusercontent.com/56076033/138736428-72ceac88-af67-4956-bb8b-1d6112b3013d.mp4

https://user-images.githubusercontent.com/56076033/138736450-79c9ebdb-5530-4603-b8d6-9a91f80921c5.mp4

Steps to reproduce

In any project, attempt to edit a scene in the editor while the project is running when debugging ports have had to be reassigned (having OmniSharp enabled in Visual Studio Code, in my case).

Minimal reproduction project

Reproduction requires an external debugger, which cannot be bundled into a project.

nathanfranke commented 2 years ago

Can't reproduce in 3.4.stable nor v4.0.dev.custom_build [de7873c2d] (This is 2a9dd654bc0197dd864df61b5b37e302022c2871 with https://github.com/godotengine/godot/pull/53241 merged)