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CustomEditor stops displaying after changing script location

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My **CustomEditor** script is no longer displaying, and I don't have any reasonable cause, error or even something I can test it against to properly ask what's going on... I'm going to be providing a lot of context to make sure you can spot the detail where I may have gone wrong. Project Source at the bottom. I recently tried Building my project for the first time, which required me to make edits like separating UnityEditor and regular Unity import stuff. I got that all worked out and moved some scripts into a 'Editor' folder while I finally started moving Scripts into a 'Scripts' folder (I hadn't done so before hand). I also figured out and used the `#if UNITY_EDITOR` macro. After doing this, I was able to Build and Run my application for the first time, properly. However, after getting this working (building), my CustomEditor implementation started failing with this message:
Instance of BoidControllerEditor couldn't be created. The script class needs to derive from ScriptableObject and be placed in the Assets/Editor folder.
I tried moving my CustomEditor script into the `Scripts` folder and putting a `#if UNITY_EDITOR` macro over the entire thing, but that didn't work (it's dumb, but I just wanted a quick fix in the mean time). But now, for some reason, my CustomEditor won't work. I didn't change anything, just the script location. Moving it back hasn't worked, restarting Unity hasn't worked, resetting the Monobehaviour component failed... I don't know what the cause is, since it was working perfectly. --- If you want to view my project's sourcecode, you can see it on GitHub in it's entirety [here](https://github.com/Xevion/Boids/tree/37c18be20ce066943c67f08a0cdb5dededb7bcab). The link is to the current project version as of posting.

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