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Updated custom_modules (markdown)
@@ -181,3 +181,15 @@ And the output will be:
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```
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60
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```
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### Summing Up
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As you see, it's really easy to develop Godot in C++. Just write your stuff normally and remember to:
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* use OBJ_TYPE macro for inheritance, so Godot can wrap it
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* use _bind_methods to bind your functions to scripting, and to allow them to work as callbacks for signals.
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But this is not all, depending what you do, you will be greeted with some surprises.
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* If you inherit from [Node](class_node) (or any derived node type, such as Sprite), your new class will appear in the editor, in the inheritance tree in the "Add Node" dialog.
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* If you inherit from [Resource](class_resource), it will appear int the resource list, and all the exposed properties can be serialized when saved/loaded.
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* By this same logic, you can extend the Editor and almost any area of the engine.
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