reload
Definition
-- @/lua/common/extensions.lua:901
-- reload from disk, enforce cache clear
local function reload(extPath)
unload(extPath)
loadExt(extPath)
end
Callers
@/lua/vehicle/ai.lua
-- after a reload (cntr-R) vehicle should be left with handbrake engaged if mode is disabled
-- preserve initial state of vehicle controls (handbrake engaged) if current mode and new mode are both 'disabled'
@/lua/ge/extensions/editor/rallyEditor.lua
if rallyManager:reload() then
rallyToolbox:setRallyManager(rallyManager)
-- if im.Button("Refresh") then
-- currentPath:reload()
-- end
@/ui/lib/ext/angular/angular.js
window.name = 'NG_ENABLE_DEBUG_INFO!' + window.name;
window.location.reload();
}
@/lua/ge/extensions/editor/aiTests.lua
for k, v in pairs(vehicles) do
getObjectByID(k):reload()
end
@/lua/ge/extensions/editor/materialEditor.lua
currentMaterial:flush()
currentMaterial:reload()
end
@/ui/modules/apps/RallyRecce/app.js
function refreshRecceApp() {
bngApi.engineLua('if extensions.isExtensionLoaded("gameplay_rally") then gameplay_rally.recceApp.reload() end')
$scope.loadedMission = null
@/lua/common/extensions.lua
M.reloadModule = function(modulePath)
log("W", logTag, "reloadModule(modulePath) is deprecated. Please switch to reload(modulePath)")
reload( modulePath )
log("W", logTag, "reloadModule(modulePath) is deprecated. Please switch to reload(modulePath)")
reload( modulePath )
end
@/lua/ge/extensions/editor/api/material.lua
material:flush()
material:reload()
return true
@/lua/ge/extensions/editor/buildingEditor.lua
local function reload(mode, soft)
UU.lo('?? bE.reload:'..tostring(mode)..':'..tostring(soft),true)
if UU._MODE == 'conf' then
W.reload('conf')
editor.showWindow('LAT')
if im.IsKeyPressed(im.GetKeyIndex(im.Key_X)) and editor.keyModifiers.ctrl then
reload()
end
lo('?? bE_RELOAD:')
reload()
end
-- if true then return end
reload('conf')
W.reload('conf')
reload('conf')
W.reload('conf')
editor.showWindow('LAT')
end
-- reload()
end
editor.showWindow('BAT')
-- reload(true)
end)
@/lua/ge/extensions/editor/gen/ui.lua
local function reload()
if editor and editor.unregisterWindow then
end
reload()
--print('=??????????????????? in_UI:')
@/lua/ge/extensions/core/quickAccess.lua
saveDynamicSlotSettings()
M.reload()
end
local function reload()
if currentLevel then show(currentLevel) end
elseif actionResult[1] == 'reload' then
reload()
elseif actionResult[1] == 'goto' then
if uiVisible and currentLevel then
reload()
end
@/lua/ge/main.lua
-- Also called on reload (Control-L)
function init(reason)
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
updateMaterialFields()
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
updateMaterialFields()
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
updateMaterialFields()
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
materialSettings.groundModelHasChanged = true
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
updateMaterialFields()
@/lua/ge/extensions/editor/gen/world.lua
local function reload(mode)
lo('>> world.reload:'..#apack..':'..tostring(scope))
end
reload()
W.reload = reload
-- defmat:flush()
-- defmat:reload()
-- local materials = Sim.getMaterialSet()
@/lua/ge/extensions/editor/gen/mesh.lua
local function reload()
unrequire(apack[1])
end
reload()
mat:flush()
mat:reload()
end
@/lua/ge/extensions/editor/particleEditor.lua
updateDatablockList()
emitter:reload()
selectEmitter(emitter)
updateDatablockList()
emitter:reload()
selectEmitter(emitter)
emitter:setField("particles", "", particles)
emitter:reload()
selectParticle(scenetree.findObject(string.match(emitter:getField("particles", ""), '(%S+)')))
selectParticle(particle)
emitter:reload()
updateDatablockList()
end
emitter:reload()
end
end
emitter:reload()
end
editor.setDataBlockDirty(currentEmitter)
currentEmitter:reload()
updateDatablockList()
editor.setDataBlockDirty(currentParticle)
currentParticle:reload()
updateDatablockList()
@/ui/lib/ext/vue3/vue.global.js
}
function reload(id, newComp) {
const record = map.get(id);
// root instance mounted via createApp() has a reload method
instance.appContext.reload();
}
// root instance inside tree created via raw render(). Force reload.
window.location.reload();
}
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
-- Load the mission data to calculate distance/time
local success = tempRallyManager:reload()
@/inspector/Base/Main.js
updateActivatedState();
PageAgent.reload();
});
updateActivatedState();
PageAgent.reload();
});
PageAgent.reload();
};
@/lua/ge/extensions/gameplay/rally/notebook/path.lua
function C:reload()
if not self.fname then return end
@/lua/ge/extensions/util/trackBuilder/materialUtil.lua
materialObjects.center[letter]:flush()
materialObjects.center[letter]:reload()
materialObjects.border[letter]:flush()
materialObjects.border[letter]:flush()
materialObjects.border[letter]:reload()
@/lua/ge/extensions/editor/shapeEditor.lua
end
mat:reload()
end
-- highlightMaterial:flush()
-- highlightMaterial:reload()
end
@/ui/entrypoints/main/main.js
vm.reloadUI = function () {
window.location.reload()
}
@/lua/ge/extensions/gameplay/rally/rallyManager.lua
function C:reload()
log('I', logTag, 'RallyManager reload')
@/lua/ge/extensions/editor/gen/test.lua
-- if true then return end
E.reload('conf')
W.reload('conf')
E.reload('conf')
W.reload('conf')
editor.showWindow('LAT')
@/lua/ge/extensions/gameplay/rally/tools/rallyToolbox.lua
-- rm:setDrivelineMode(self.drivelineMode)
if not rm:reload() then
log('E', logTag, 'failed to reload RallyManager')
-- -- rm:setDrivelineMode(self.drivelineMode)
-- if not rm:reload() then
-- log('E', logTag, 'failed to reload RallyManager')
@/lua/ge/client/postFx/chromaticLens.lua
-- exec( "./chromaticLens.cs" );
-- ChromaticLensPostFX.reload();
-- ChromaticLensPostFX.disable();
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/reload.lua
end
veh:reload()
end
@/lua/ge/extensions/editor/rallyEditor/drivelineTab.lua
if not tempRallyManager:reload() then
log('W', logTag, 'Could not reload rally manager')
@/lua/ge/extensions/gameplay/rally/recceApp.lua
if rm then
if not rm:reload() then
log('E', logTag, 'moveVehicleToPacenoteV2 failed, failed to reload rally manager')
local function reload(rallyExt)
if gameplay_rally and gameplay_rally.getDebugLogging() then log('D', logTag, 'reload') end
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
mat:flush()
mat:reload()
end
mat:flush()
mat:reload()
else
omat:flush()
omat:reload()
lo('?? mat_on:'..tostring(env.ui['lod_up'])..':'..#amesh)
@/lua/ge/extensions/editor/rallyEditor/pacenotes.lua
-- local rallyManager = RallyManager(missionDir, missionId)
-- if not rallyManager:reload() then
-- log('E', logTag, 'RallyManager reload failed for snaproad setup')
if not rallyManager:reload() then
log('E', logTag, 'RallyManager reload failed for elevation profile generation')
@/lua/vehicle/extensions/perfectLaunch.lua
extensions.reload("straightLine")
straightLine.onInit()
@/lua/ge/extensions/gameplay/rally.lua
-- end
if not rallyManager:reload() then
log('E', logTag, 'failed to load RallyManager')
@/lua/ge/client/postFx/dof.lua
exec( "./dof.cs" );
DOFPostEffect.reload();
DOFPostEffect.disable();