Greetings, the title of this thread might feel vague but the answer I'm looking for is exactly that.
I've looked around the documentation and google for the better part of yesterday, yet I couldn't find anything that would allow me to do proper error handling.
For reference, what I'm trying to achieve is in theory simple, I want release builds of the game to be able to catch errors and their stacktraces, and generate a bug report from it.
Generating a bug report is no problem, what's been proving to be a problem is catching errors.
I haven't been able to find a way to catch errors outside of me manually raising an error. Even when generating an error myself, getting the stacktrace has proven to be a challenge as well, as the documentation on get_stack() states that the method doesn't work on release builds. I asked a highly experienced Godot developer, who told me he uses his own custom build of Godot to do error handling and isn't aware of other methods.
Considering we just moved to Godot, we would rather not overcomplicate our tech stack by using our own build of Godot...
Does anyone have experience with this?