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Use compile-time Unicode string conversion
Thanks to this syntax introduced in C++11, this reduces the amount of work that needs to be performed at run-time while making the code more terse.
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11 changed files with 19 additions and 19 deletions
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@ -1282,7 +1282,7 @@ void SpriteFramesEditor::_update_library(bool p_skip_selector) {
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// Frame is often saved as an AtlasTexture subresource within a scene/resource file,
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// thus its path might be not what the user is looking for. So we're also showing
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// subsequent source texture paths.
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String prefix = String::utf8("┖╴");
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String prefix = U"┖╴";
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Ref<AtlasTexture> at = texture;
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while (at.is_valid() && at->get_atlas().is_valid()) {
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tooltip += "\n" + prefix + at->get_atlas()->get_path();
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