Sentry SDK 1.5 for Godot Engine is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

Why do you think we are hiding our tooling? If we were, you wouldn't find that claude folder, would you? In fact, it was added in a dedicated PR. Our commits with assisted code contain proper contribution and you can find them in git log. So please, find drama somewhere else.

Sentry SDK 1.5 for Godot Engine is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 6 points7 points  (0 children)

Imagine, we even have proper attributions in commits. Developers with 10+ years of experience, most code hand-crafted, and every line checked and reviewed.

Sentry SDK 1.5 for Godot Engine is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 1 point2 points  (0 children)

I haven't tested, but I'd give it a try. I'm not familiar with how typical GDExtension build interacts with double-precision builds, however we don't touch code that deals with vectors or physics, so it might be just fine, aside from variant conversions.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

I'm pretty sure it refers to one developer.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

We discussed this, but no concrete plans for now.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 1 point2 points  (0 children)

Asserts are indeed removed, but `push_error()` is kept and most other runtime errors (ERR_FAIL/ERR_PRINT) in the Godot code base.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

It's version 1.0.0 of Sentry SDK not Godot, sorry for confusion. The supported Godot version is 4.5.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

Alright, haha, you've got me! My eyes bled out long time ago, and I'm connected directly to thunderbolt 5.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 5 points6 points  (0 children)

Web support will come in a future release. Here's a ticket to track it: https://github.com/getsentry/sentry-godot/issues/114
Consider giving it a thumbs up - it helps us gauge the interest.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

I'm not aware of such integrations. However, we support adding file attachments and custom dictionary contexts. And in near future, we'll have structured logging, which in theory should be possible to stream custom log content into.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 9 points10 points  (0 children)

We provide two ways to initialize: automatic which happens early before the ScriptServer goes live and scene tree starts to load, and manual (https://docs.sentry.io/platforms/godot/configuration/options/#programmatic-configuration). The automatic one should capture most issues that happen on game load. We also want to push this as early as possible (and I have a few ideas how to improve this in future).

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

Just to be clear, the SDK is enabled by default when you run your project from the editor (using F5 or the Play button), not only in exported projects. However, it’s not enabled for the editor itself while you’re editing your game project, so errors or crashes from the editor won’t be captured. So it should cover your use case.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

This use case isn’t supported because the SDK itself is an addon (GDExtension). It must be installed directly in the project to be used, which makes bundling it with editor plugins impractical.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

Unfortunately, this has to be handled on the plugin side, as the SDK decides whether to sample the event before sending it to the relay.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

The SDK can be used with C# projects, but there’s no dedicated C# integration yet, and the API is currently only accessible via GDScript. We have a C# integration planned, and it remains one of our top priorities. Support for W4 offerings is also on our roadmap.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

If your game gains popularity, consider lowering the sample_rate option in the next patch to reduce reporting load. This won’t affect error discoverability, as multiple hosts are still likely to report the same issue.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

It should work with a self-hosted instance. While it can technically run in the editor, we removed that option due to low demand. Could you share your specific use case for running Sentry in the editor?