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Autoload naming broken in 4.5 #110908

Description

@Jesusemora

Tested versions

  • Reproducible in: Godot Engine v4.5.stable.official
  • Not reproducible in: Godot v4.4.1

System information

Godot v4.5.stable - Ubuntu 22.04.5 LTS 22.04 on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - integrated AMD Radeon Vega 11 Graphics (RADV RAVEN) - AMD Ryzen 5 2400G with Radeon Vega Graphics (8 threads) - 5.71 GiB memory

Issue description

Autoloads are not given a class name in PascalCase.

in 4.4 and earlier versions, autoload script files would be written in snake_case, and automatically given a class name in PascalCase. now script files are no longer being renamed in autoload, leaving them in snake_case and forcing us to rename them, this causes both names to appear when typing until godot is restarted.

behaviour in 4.5 (I renamed combat_manager to CombatManager, you have to look at player, which should be Player):
Image

how it's supposed to look like (4.4.1):

Image

giving files a name in PascalCase (MyScript.gd) would be against the gdscript style, as files must be in snake_case and class names in PascalCase:
https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html#naming-conventions

Steps to reproduce

1 - go to project settings->autoloads
2 - create a new script file, give it a name in snake_case (my_autoload.gd)
3 - create a new script on a node and try to access the autoload:

func _ready() -> void:
4 - the suggestion will appear in snake_case

[optional]
5 - rename it in PascalCase (MyAutoload)
6 - now both names are suggested (snake_case and PascalCase), until godot is restarted.

Minimal reproduction project (MRP)

N/A

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