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Rename version defines to GODOT_VERSION_* to match GDExtension godot-cpp
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@@ -105,10 +105,10 @@ static void handle_crash(int sig) {
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print_error(vformat("%s: Program crashed with signal %d", __FUNCTION__, sig));
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// Print the engine version just before, so that people are reminded to include the version in backtrace reports.
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if (String(VERSION_HASH).is_empty()) {
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print_error(vformat("Engine version: %s", VERSION_FULL_NAME));
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if (String(GODOT_VERSION_HASH).is_empty()) {
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print_error(vformat("Engine version: %s", GODOT_VERSION_FULL_NAME));
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} else {
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print_error(vformat("Engine version: %s (%s)", VERSION_FULL_NAME, VERSION_HASH));
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print_error(vformat("Engine version: %s (%s)", GODOT_VERSION_FULL_NAME, GODOT_VERSION_HASH));
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}
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print_error(vformat("Dumping the backtrace. %s", msg));
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char **strings = backtrace_symbols(bt_buffer, size);
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@@ -342,7 +342,7 @@ String OS_MacOS::get_bundle_icon_path() const {
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// Get properly capitalized engine name for system paths
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String OS_MacOS::get_godot_dir_name() const {
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return String(VERSION_SHORT_NAME).capitalize();
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return String(GODOT_VERSION_SHORT_NAME).capitalize();
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}
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String OS_MacOS::get_system_dir(SystemDir p_dir, bool p_shared_storage) const {
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