Since Garry's Mod 13 all Lua scripts are reloaded "live" when they are changed on disk. This is useful if you're coding because your changes show up immediately - as soon as you save.
Autorefresh does not always work. Not knowing these restrictions can lead to confusion. These are the currently known limitations:
- It only supports files that are automatically included by the gamemode, from autorun, effects, entities and weapons.
- Specifically, when editing SWEP/SENT base files, SWEPs/SENTs using this base will not refresh until they are refreshed themselves.
- It doesn't work on OSX
- It doesn't work if the file is inside a symbolic linked directory
- It doesn't work if Sublime Text's "Atomic Save" is enabled
- It doesn't work with Visual Studio, VSCode works fine though
- It doesn't work with dynamically included / AddCSLuaFile'd content - either for all, or specific cases. ( However, editing the primary cl_init, shared, init.lua files will trigger it, or any files included from those files; but anything dynamically added will not trigger the event - current test-case is with include rules inside of a function, called in sh_init.lua and cl_init / init includes sh_init and AddCSLuaFile )
Note that when code is refreshed, the entire file is run again. This can cause issues if global data is overwritten, especially tables. To prevent this sort of thing from happening, declare dynamic global variables as themselves or a literal, as such:
Furthermore, if your old file references hook.Add and your new file has removed that reference, the original hook will remain in place unless you use hook.Remove. The same goes for any callback function, including net.Receive, usermessage.Hook, and concommand.Add.
Autorefresh can lag the server when certain Lua files are edited. This happens when the refreshing cascades. This can be unwanted behavior when editing the scripts of a large project on a live server.
To disable autorefresh, add
to the command line.