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Rename version defines to GODOT_VERSION_* to match GDExtension godot-cpp

This commit is contained in:
Aaron Franke
2025-03-03 22:27:29 -08:00
parent 74907876d3
commit 97ee05e9b7
53 changed files with 220 additions and 197 deletions

View File

@@ -105,10 +105,10 @@ static void handle_crash(int sig) {
print_error(vformat("%s: Program crashed with signal %d", __FUNCTION__, sig));
// Print the engine version just before, so that people are reminded to include the version in backtrace reports.
if (String(VERSION_HASH).is_empty()) {
print_error(vformat("Engine version: %s", VERSION_FULL_NAME));
if (String(GODOT_VERSION_HASH).is_empty()) {
print_error(vformat("Engine version: %s", GODOT_VERSION_FULL_NAME));
} else {
print_error(vformat("Engine version: %s (%s)", VERSION_FULL_NAME, VERSION_HASH));
print_error(vformat("Engine version: %s (%s)", GODOT_VERSION_FULL_NAME, GODOT_VERSION_HASH));
}
print_error(vformat("Dumping the backtrace. %s", msg));
char **strings = backtrace_symbols(bt_buffer, size);

View File

@@ -342,7 +342,7 @@ String OS_MacOS::get_bundle_icon_path() const {
// Get properly capitalized engine name for system paths
String OS_MacOS::get_godot_dir_name() const {
return String(VERSION_SHORT_NAME).capitalize();
return String(GODOT_VERSION_SHORT_NAME).capitalize();
}
String OS_MacOS::get_system_dir(SystemDir p_dir, bool p_shared_storage) const {