@the_duriel Only preload scripts if you don't use class_name everywhere but you want to use ClassName behavior with constants
Why would anyone do that? I don't know, maybe they don't want to use class_name
@pescadordev Simple answer: Modify project setting "editor/run/main_run_args" to "--editor" and run your project
Long answer: The same as above but with another godot instance https://t.co/uUXmI9ZKCS
In case anyone is curious, you can debug #GodotEngine editor with another godot editor instance (this thing saves me many headaches for plugin debugging)
This was a quick implementation (made in like 1h) so there are no fancy stuff like grouping subclasses, popups with the node description or the visual indicator in the scene tree.
Let me know if you find it interesting or if you want to see the source (I'll post it later anyway)