Am I doing something wrong, or is the Godot Editor buggy as hell when you use class_name.
my observation:
1) using class_name allows you to add as a node your scene -- very nice
1a) you must "merge from scene" if you want the subnode dependencies from your class_name scene to work properly
What happens is this. You work on your scene with class_name and run with "play scene", and test that it works right. if you don't "merge from scene" in the main scene in which your class_name is nesting. Then all subnodes to your class_name scene will error out as undefined. This is fixed if you "merge from scene"
Okay not too bad, but it does get worse!
2) if you ever edit your class_name scene and it results in noded additions or deletions or name changes to your nodes, then this change is not reflected in the main scene regardless of "merge from scene" previously used. The main node is ignorant of any changes you make and preserves the first instantian.
2a) utilizing "merge from scene again hoping that Godot will update your node, does nothing!
2b) assume you simply renamed a node. You can edit the main noded class_name scene and change the name to be the same as your editing scene. Everything will work again because it's in sync.
2c) assume you added other nodes to your class_name, and you've opened a can of worms! The only fix I"ve been able to figure out is to add your class_name again as "merge from scene" get a ClassName2 version, delete the first, and rename it. to make it work again.
This is horrible for big projects!
Am I doing something wrong? I"m about to abandon class_name and figure out something else to make sure my dependences stay in sync!
Is it unreasonable to think Godot would make sure the scene tree is synced properly?