@luna@hellsite.site As for per-thread exceptions, honestly I don't know, I'd have to dig into Godot's code to be sure. At least an exception being thrown from another thread would (ideally) encapsulate what went wrong for the thread handling it
@luna@hellsite.site I know in some other languages, e.g. lua, errors are an optional return for handling after the call, but I don't think that's an option in GDScript