feat: modules moved and engine moved to submodule

This commit is contained in:
Jan van der Weide 2025-04-12 18:40:44 +02:00
parent dfb5e645cd
commit c33d2130cc
5136 changed files with 225275 additions and 64485 deletions

View file

@ -153,10 +153,10 @@ extern void CrashHandlerException(int signal) {
print_error(vformat("%s: Program crashed with signal %d", __FUNCTION__, signal));
// 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));
@ -172,7 +172,7 @@ extern void CrashHandlerException(int signal) {
if (FileAccess::exists(_execpath + ".debugsymbols")) {
_execpath = _execpath + ".debugsymbols";
}
_execpath = _execpath.replace("/", "\\");
_execpath = _execpath.replace_char('/', '\\');
CharString cs = _execpath.utf8(); // Note: should remain in scope during backtrace_simple call.
data.state = backtrace_create_state(cs.get_data(), 0, &error_callback, reinterpret_cast<void *>(&data));