godot/core/string
Jan Haller 43be9fa0c8 Fix platform-dependent hashing for char* and wchar_t*
Since char/wchar_t can be either signed or unsigned, its conversion to uint32_t leads to different values depending on platform.
In particular, the same string represented as char* (Latin-1; StringName direct construction) or uint32_t (UTF-8; constructed
via String) previously resulted in different hashes.
2023-09-24 20:57:57 +02:00
..
char_range.inc
char_utils.h
locales.h
node_path.cpp [Core] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-11 19:45:49 +02:00
node_path.h
optimized_translation.cpp
optimized_translation.h
print_string.cpp [Core] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-11 19:45:49 +02:00
print_string.h
SCsub
string_buffer.h
string_builder.cpp
string_builder.h
string_name.cpp [Core] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-11 19:45:49 +02:00
string_name.h
translation_po.cpp
translation_po.h
translation.cpp
translation.h Extract ScriptInstance to simplify includes 2023-09-06 22:54:38 +02:00
ucaps.h
ustring.cpp Fix platform-dependent hashing for char* and wchar_t* 2023-09-24 20:57:57 +02:00
ustring.h