Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
Previously it was only possible to create custom script templates per
editor instance which could lead to certain name collisions, but now one
can create such templates per project tailored for specific use cases.
The default path to search for custom script templates is defined in
project settings via `editor/script_templates_search_path` setting as
`res://script_templates` path, yet this can be configured per project.
Templates have at most two origins now:
1. Project-specific, defined in `ProjectSettings`, for instance:
- res://script_templates/
2. Editor script templates, for instance:
- %APPDATA%/Godot/script_templates/
As script templates can have the same name over different paths,
the override mechanism was also added, enabling project-specific
templates over the editor ones.
- Correctly validate parent/class names
- Trigger parent validation when selecting from buttons
- Fix enabling/disabling parent buttons
- Clear class name if not supported
- Minor cleanup