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@dsnopek dsnopek commented Oct 22, 2025

This is just a quick, untested sketch of how GDExtensions could provide information about their source code, which could be used when implementing an EditorExtensionSourceCodePlugin as added in PR #110171

My thinking is that if you build your GDExtension in a particular way (for example, making a dev build via scons dev_build=yes in godot-cpp), then the language binding will register this extra information about the extension's source code with the editor

This way the editor can distinguish between GDExtensions with available source code that the developer is editing as part of their game project, and just third-party GDExtensions that they downloaded. And then find the necessary source code to allow creating and editing classes from the Godot editor

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