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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]>
DDoop 11 months ago
parent
commit
e9035f7cf0

+ 9 - 0
tutorials/scripting/c_sharp/c_sharp_global_classes.rst

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

+ 8 - 0
tutorials/scripting/gdscript/gdscript_basics.rst

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