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Any script with a class_name starting with Editor (case-sensitive) does not appear in Add Node dialog #68318

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Yagich opened this issue Nov 6, 2022 · 5 comments

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@Yagich
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Yagich commented Nov 6, 2022

Godot version

4.0b4

System information

Linux/Manjaro

Issue description

Pretty much as it says in the title. I was not able to find anything documenting this behavior, so at least documenting it would be useful.

Steps to reproduce

  1. Make a Node-extending script and set its class_name to something beginning with Editor;
  2. Try to add your new Node to a scene by filtering for it in the Add Node dialog.

Minimal reproduction project

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@AThousandShips
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AThousandShips commented Nov 6, 2022

This is by design, not a bug, to prevent the built in nodes starting with editor showing up, as they cannot be created in a project

This should maybe be documented somewhere though, or give an error in the script editor

Edit: granted I don't see that there's any thing preventing the creation of objects starting with editor, and a check could be made to prevent only the built in one's to show, but I think it's not an unreasonable thing to prevent in names, not unusual to have reserved names

@Yagich
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Yagich commented Nov 6, 2022

Yes, to be clear I don't think of it as a bug 🙂 I thought that creating a whole proposal to document what is a pretty tiny thing would be overkill, so I posted it as an issue here. Perhaps it would be a better fit as an issue in godot-docs?

@AThousandShips
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Wouldn't hurt to open one there too perhaps, not sure where this would fit best tbh in the documentation, adding a warning would be extensive I think not familiar with exactly where that is checked, will take a look later today perhaps

@MewPurPur
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Related to #56798

@theraot
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theraot commented May 15, 2024

Bug? This is a feature :v - it is not exactly what I wanted, but it might do, see godotengine/godot-proposals#9298

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