|
@@ -488,13 +488,17 @@ void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
|
|
|
|
|
|
GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
|
|
GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
|
|
|
|
|
|
|
|
+ String name = ProjectSettings::get_singleton()->get("application/config/name");
|
|
|
|
+ if (name.empty()) {
|
|
|
|
+ name = "UnnamedProject";
|
|
|
|
+ }
|
|
|
|
+
|
|
if (proj_assembly) {
|
|
if (proj_assembly) {
|
|
String proj_asm_path = proj_assembly->get_path();
|
|
String proj_asm_path = proj_assembly->get_path();
|
|
|
|
|
|
if (!FileAccess::exists(proj_assembly->get_path())) {
|
|
if (!FileAccess::exists(proj_assembly->get_path())) {
|
|
// Maybe it wasn't loaded from the default path, so check this as well
|
|
// Maybe it wasn't loaded from the default path, so check this as well
|
|
- String proj_asm_name = ProjectSettings::get_singleton()->get("application/config/name");
|
|
|
|
- proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(proj_asm_name);
|
|
|
|
|
|
+ proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name);
|
|
if (!FileAccess::exists(proj_asm_path))
|
|
if (!FileAccess::exists(proj_asm_path))
|
|
return; // No assembly to load
|
|
return; // No assembly to load
|
|
}
|
|
}
|
|
@@ -502,8 +506,7 @@ void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
|
|
if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
|
|
if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
|
|
return; // Already up to date
|
|
return; // Already up to date
|
|
} else {
|
|
} else {
|
|
- String proj_asm_name = ProjectSettings::get_singleton()->get("application/config/name");
|
|
|
|
- if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(proj_asm_name)))
|
|
|
|
|
|
+ if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
|
|
return; // No assembly to load
|
|
return; // No assembly to load
|
|
}
|
|
}
|
|
}
|
|
}
|