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Add reloadable flag to gdextension file#110

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paddy-exe merged 1 commit into
godotengine:mainfrom
paddy-exe:add-reloadable-gdextension-file
Jan 20, 2026
Merged

Add reloadable flag to gdextension file#110
paddy-exe merged 1 commit into
godotengine:mainfrom
paddy-exe:add-reloadable-gdextension-file

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@paddy-exe
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adds the reloadable flag to the .gdextension file for quickly getting started and having the extension be reloadable almost from the get-go

adds the reloadable flag to the .gdextension file for quickly getting
started and having the extension be reloadable almost from the get-go
@paddy-exe paddy-exe requested a review from dsnopek January 20, 2026 17:43
@paddy-exe paddy-exe added the enhancement New feature or request label Jan 20, 2026
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@Ivorforce Ivorforce left a comment

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Should probably test that this works, but LGTM

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@dsnopek dsnopek left a comment

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LGMT!

@paddy-exe paddy-exe merged commit 7c3ab21 into godotengine:main Jan 20, 2026
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@van800
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van800 commented May 30, 2026

Hi all! What is the reason for this to default to false?
The doc has it true. https://docs.godotengine.org/en/4.6/tutorials/scripting/cpp/gdextension_cpp_example.html

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dsnopek commented May 30, 2026

The inclusion in the template is intended as an example, so folks know it's there and can easily change it.

Using reloadable=true is only really appropriate for when GDExtension is used to script your game (as opposed to making a reusable extension), which is the use-case that is being shown in the docs linked above.

Also, there's a godot-cpp option that needs to be enable for reload to work, although it's currently enabled by default. And not all extensions are safe to be reloaded - in particular, if your extension includes an editor plugin, special care needs to be taken when reloading.

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4 participants