Am I the only one who would be very happy if a hot-reload of the editor included a rebuild of /.godot?

Godot Version

4.4

Question

I've had issues for a long time where the editor will start to have issues with crashing that are resolved by deleting the /.godot folder in my project folder. As I understand it, the editor rebuilds the /.godot folder every time it launches. Knowing that, my build batch file deletes the /.godot folder every time it runs so I don't have to worry about it being corrupted. The trouble is that this means hot-reloading doesn't work anymore, because as soon as the editor tries to reload after deleting the /.godot folder during the build, it crashes. If I'm an isolated nutjob then this probably doesn't matter but as long as corrupted or deleted /.godot folders are a possibility, could we get an option to have that same /.godot rebuild that happens at startup also happen on hot reload? I'm currently not able to use hot reloading and it's a bit of a time sink.

I’ve used the engine for a few years now and I never once had the .godot folder corrupt itself at all. Are you sure you’re not doing something weird on your end that causes problems?

2 Likes

I’m using GDExtension and C++ and there can apparently be issues with some of the cached data in the /.godot folder being corrupted if the editor crashes. Since I’m working with C++, I crash the editor on the regular. It’s an easy enough issue to resolve if a person is already running a build batch file anyway, and then if the editor executes the same process that the editor uses when it first loads the project and finds the /.godot folder absent every time it hot reloads, the entire issue of a corrupted cache from a crashing editor is entirely sidestepped. Since we’ll never truly see an end to pointer abuse, holding out for a crash-proof editor might not be a plan I could live with.