Logs: Do NOT output the location of an error in the c++ codebase if it happened strictly in a GDScript file #5789
jeancallisti
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This could be done by having a special case to hide the I think this is already done in the Debugger > Errors tab of the editor. |
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The whole purpose of GDScript is to write stable code that involves c++ as little as possible .
If you (the game developer) do not dive into c++ plugins, then godot errors almost never happen in the c++ layer of the game, but instead they almost always happen in a GDScript.
Let's take the simplest possible example : You write a GDScript that only contains the instruction
assert(false)
-- which will generate an error every time. This error does not happen in the c++, only in the GDScript.Yet, Godot's logs always show some error location in the c++ codebase.
That's completely useless and that clutters the logs (twice the amount of text!). Plus, it forces me to read each error twice every time, because at first I confuse the c++ location for the relevant info, and I need to read again to see where the issue happened in the GDScript.
Suggestion: Do NOT show in which cpp file the error allegedly happened when the error strictly happened in GDScript.
If that's not possible, create a new option to never write the cpp locations when an error happens.
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