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docs(Godot): Update features on the landing page (#15022)
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delete any sections you don't need. -->
## DESCRIBE YOUR PR
Update Godot SDK features on the landing page with the upcoming 1.0.0
release.
## IS YOUR CHANGE URGENT?
Help us prioritize incoming PRs by letting us know when the change needs
to go live.
- [x] Urgent deadline (GA date, etc.): asap, we want to release this
week
- [ ] Other deadline: <!-- ENTER DATE HERE -->
- [ ] None: Not urgent, can wait up to 1 week+
## SLA
- Teamwork makes the dream work, so please add a reviewer to your PRs.
- Please give the docs team up to 1 week to review your PR unless you've
added an urgent due date to it.
Thanks in advance for your help!
## PRE-MERGE CHECKLIST
*Make sure you've checked the following before merging your changes:*
- [ ] Checked Vercel preview for correctness, including links
- [ ] PR was reviewed and approved by any necessary SMEs (subject matter
experts)
- [ ] PR was reviewed and approved by a member of the [Sentry docs
team](https://github.com/orgs/getsentry/teams/docs)
## LEGAL BOILERPLATE
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Look, I get it. The entity doing business as "Sentry" was incorporated
in the State of Delaware in 2015 as Functional Software, Inc. and is
gonna need some rights from me in order to utilize my contributions in
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## EXTRA RESOURCES
- [Sentry Docs contributor guide](https://docs.sentry.io/contributing/)
Copy file name to clipboardExpand all lines: platform-includes/getting-started-primer/godot.mdx
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@@ -2,12 +2,20 @@ Our SDK for Godot Engine builds on top of existing Sentry SDKs, extending them w
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**Features:**
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- Native support for automatic crash error tracking on Windows, macOS and Linux using the [Native SDK](/platforms/native/) to support C and C++ with minidumps
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- Enrich events with tags, breadcrumbs, contexts including custom ones
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- Capture Godot errors, such as script and shader error
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- Adding surrounding script source code if available
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- Throttling options for spammy errors
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- Filter and customize events in `before_send` callback (in GDScript)
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- Attachment support for Godot logs
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- Native support for automatic crash and error reporting for:
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- Windows and Linux using the [Native SDK](/platforms/native/) to support C and C++ with minidumps
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- macOS using the [macOS SDK](/platforms/apple/guides/macos/) to support Objective-C, Swift, C and C++
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- iOS using the [iOS SDK](/platforms/apple/guides/ios/) to support Objective-C, Swift, C and C++
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- Android using the [Android SDK](/platforms/android/) to support Java, Kotlin, C and C++
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- Automatically capture Godot runtime errors, such as script and shader errors
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- GDScript stack traces with optional [local and member variable](/platforms/godot/configuration/options/#logger-include-variables) information
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- Include surrounding script source code with events when available at runtime
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- Automatic breadcrumbs for console output, such as `print()` statements
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-[Enrich events](/platforms/godot/enriching-events/) with tags, breadcrumbs, contexts, and attachments
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- Information about user configuration like GPU, CPU, platform and such
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- Configure options in Project Settings and/or in GDScript
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-[Filter and customize events](/platforms/godot/data-management/sensitive-data/#scrubbing-data) in `before_send` callback (in GDScript)
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-[Log-file attachments](/platforms/godot/configuration/options/#attach-log) for events
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-[Scene tree data attachments](/platforms/godot/enriching-events/view-hierarchy/) for events
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-[Screenshot attachments](/platforms/godot/enriching-events/screenshots/) for events (experimental)
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-[Release Health](/platforms/godot/configuration/releases/) to keep track of crash-free users and sessions
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-[Event throttling](/platforms/godot/configuration/options/#logger-limits) to handle spammy errors
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