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I think this should have some #ifdefs to handle the being compiled when targeting Godot 4.7 and earlier. We could maybe have the _err_print_script_error() functions fallback to print_error()?
Also, how are developers meant to call the _err_print_script_error() functions? We need a public API. If we're to match Godot's internals, this would be _err_print_error() with an ErrorHandlerType enum, but maybe it'd be better to add a nicer API to Godot for this (and then have godot-cpp match that)?
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It turns out we already had Anyway, this one either (1) needs to be made compatible with Godot somehow (so we have the same public API in Godot and godot-cpp), or (2) closed and folks who need it can just use |
@dsnopek as discussed on RChat, here's the implementations for the "print_script_error" APIs