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):

how it's supposed to look like (4.4.1):
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
Tested versions
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 inPascalCase. 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_managertoCombatManager, you have to look atplayer, which should bePlayer):how it's supposed to look like (4.4.1):
giving files a name in
PascalCase(MyScript.gd) would be against the gdscript style, as files must be insnake_caseand class names inPascalCase: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