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This PR introduces
CStringName
class that is intended to optimize the interaction with Lua strings. This is the first PR related to element data optimizations.CStringName
represents the idea that already exists in other game engines(FName in UE or StringName in Godot, for example) which in short consists in string caching(or interning). It gives us two benefits: less memory usage and fast operations(such as comparison or hash computation). These two will be intensively used in the next PR entirely dedicated to element data optimizations.The discussion related to this: #3287 (comment)