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Issue description:
Since EditorPlugin can't be used in non-tools builds, there should be a runtime error in the editor when running a game using it. Not having this error can lead to potentially hard to debug problems on user ends when releasing the game (coming from #19649)
Note: it sounds like we could do a check for any editor-specific classes, however that's not always possible in case the plugin comes with debugging capabilities (which would require access to editor-only classes into a running game). In Unity, what is done is that the exporter has an option to strip out such code (Debug.Log, Profiler calls etc)
Godot version:
3.0.3
Issue description:
Since EditorPlugin can't be used in non-tools builds, there should be a runtime error in the editor when running a game using it. Not having this error can lead to potentially hard to debug problems on user ends when releasing the game (coming from #19649)
Steps to reproduce:
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