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- Refactor `join_with` function to make it usable with &str and `Cow<'static, str>', make use of formatting with a `write!(…)` macro
- Split class registration process in two
- Derive Var and Export for `DynGd<T, D>` – Use `PropertyHint::NODE_TYPE` and `PropertyHint::RESOURCE_TYPE` to mark what can and what can't be exported via the editor
- Add tests
/// Responsible for creating hint_string for [`DynGd<T, D>`][crate::obj::DynGd] properties which works with [`PropertyHint::NODE_TYPE`][crate::global::PropertyHint::NODE_TYPE] or [`PropertyHint::RESOURCE_TYPE`][crate::global::PropertyHint::RESOURCE_TYPE].
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///
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/// Godot offers very limited capabilities when it comes to validating properties in the editor if given class isn't a tool.
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/// Proper hint string combined with `PropertyHint::NODE_TYPE` or `PropertyHint::RESOURCE_TYPE` allows to limit selection only to valid classes - those registered as implementors of given `DynGd<T, D>`'s `D` trait.
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///
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/// See also [Godot docs for PropertyHint](https://docs.godotengine.org/en/stable/classes/[email protected]#enum-globalscope-propertyhint).
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