Check resource loader return for Script during GDScript analyzer
The resource loader can attempt to load a Script that doesn't exist (yet), returns the null resource and the GDAnalyzer will crash
This is the result of a regression since 4.4 where the order of loading has changed. Although I don't fully understand the new order, it seems to always load GDScripts first, analyzing them, and crashing on a not-yet loaded/usable script type. In my case the not-yet loaded script type is assigned to an @export var, and the type is not loadable for various reasons.
These changes are enough to get the editor and game to start and run again, by failing the scripts.
Can you post a minimal recreation project :D. I know our example is not minimal.
I will try, but I'm not sure how to minimally add a missing Script class. Maybe it's enough to create a Godot project with my extension that sets these late-loaded classes, and then strip everything away but the script with the @export var.
I tried to replicate this after merging #98041 on top of master and I was unable to. I tried removing the extension or slimming the project, and I could not reach the same code path anymore. Since that PR seems to solve this issue completely, I will just close this issue. And we can revisit the graceful handling of missing Scripts if this comes up again.