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DDoopmhilbrunner
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Add warnings for classes named "Editor" in GDscript and C# pages, class_name keyword/global class attribute (#9548)
* Added warning about Editor hiding class_names beginning with Editor prefix --------- Co-authored-by: Max Hilbrunner <[email protected]>
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tutorials/scripting/c_sharp/c_sharp_global_classes.rst

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@@ -80,3 +80,12 @@ will let you create and load instances of this type easily.
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.. image:: img/globalclasses_exportedproperty1.webp
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.. image:: img/globalclasses_exportedproperty2.webp
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.. warning::
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The Godot editor will hide these custom classes with names that beging with the prefix
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"Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
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are available for instantiation at runtime via their class names, but are
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automatically hidden by the editor windows along with the built-in editor nodes used
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by the Godot editor.
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tutorials/scripting/gdscript/gdscript_basics.rst

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@@ -1888,6 +1888,14 @@ If you want to use ``extends`` too, you can keep both on the same line::
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and this includes arrays and dictionaries. This is in the spirit of thread safety,
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since scripts can be initialized in separate threads without the user knowing.
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.. warning::
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The Godot editor will hide these custom classes with names that beging with the prefix
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"Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
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are available for instantiation at runtime via their class names, but are
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automatically hidden by the editor windows along with the built-in editor nodes used
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by the Godot editor.
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Inheritance
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^^^^^^^^^^^
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