I think there may be a misunderstanding somewhere “lost in translation”… to to be clear, here is how I read the thread, a summary:
you: initial question about hot swapping without any real information
me: (snarky/humorous) quoted comment about not enough information
remy_vd: attempting to answer one interpretation of your question
me: predicting that it wasn’t a good answer because not enough information was provided.
you: asking me about the quote
you: saying “oops” and then providing necessary information in your original post. (good!)
you: adding another comment about utility of said feature
me: answering that it’s not a game feature but a game development feature and so is unlikely to be part of jme-core the way you have described. I refer to the SDK as an example you can look at if you want to implement the feature in your game.
me: responding to the question explaining where the quote comes from.
you: taking offense at me explaining the quote as if I was continuing the argument.
(I was not.)
At this point, your information is good enough and your question has already been answered.
Bottom line: we do not add IDE-only features to the core engine. The engine already has the features to support loading a shader at runtime. From the engine’s perspective, that is all that a game will need and we won’t be bloating jme-core with IDE-specific features.
Even just the question of “How will the game know to reload the shader?” is a question that will answered a little differently by everyone who wants this feature. And that’s the easy code to write in a game-specific way.