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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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@@ -31,6 +31,7 @@
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#include "runtime_interop.h"
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#include "core/config/engine.h"
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#include "core/config/project_settings.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/debugger/script_debugger.h"
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#include "core/io/marshalls.h"
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@@ -45,6 +46,7 @@
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#include "modules/mono/managed_callable.h"
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#include "modules/mono/mono_gd/gd_mono_cache.h"
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#include "modules/mono/signal_awaiter_utils.h"
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#include "modules/mono/utils/path_utils.h"
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#ifdef __cplusplus
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extern "C" {
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@@ -84,7 +86,8 @@ void godotsharp_stack_info_vector_destroy(
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void godotsharp_internal_script_debugger_send_error(const String *p_func,
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const String *p_file, int32_t p_line, const String *p_err, const String *p_descr,
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bool p_warning, const Vector<ScriptLanguage::StackInfo> *p_stack_info_vector) {
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EngineDebugger::get_script_debugger()->send_error(*p_func, *p_file, p_line, *p_err, *p_descr,
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const String file = ProjectSettings::get_singleton()->localize_path(p_file->simplify_path());
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EngineDebugger::get_script_debugger()->send_error(*p_func, file, p_line, *p_err, *p_descr,
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true, p_warning ? ERR_HANDLER_WARNING : ERR_HANDLER_ERROR, *p_stack_info_vector);
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}
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