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Better error display in debugger panel
- Use the right stack frame info as title of the error. - Use the actual C# exception type as error for exceptions raised from C#. - Show the right language instead of always **C++ Error**.
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@@ -68,7 +68,7 @@ namespace Godot.NativeInterop
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string file = globalFrames.Count > 0 ? globalFrames[0].File ?? "" : "";
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string func = globalFrames.Count > 0 ? globalFrames[0].Func : "";
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int line = globalFrames.Count > 0 ? globalFrames[0].Line : 0;
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string errorMsg = "Exception";
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string errorMsg = e.GetType().FullName ?? "";
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using godot_string nFile = Marshaling.ConvertStringToNative(file);
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using godot_string nFunc = Marshaling.ConvertStringToNative(func);
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