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bugfixes while testing with unreal (still more needs fixing
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@@ -143,6 +143,7 @@ Array<Type> array_init_reserve(AllocatorInfo allocator, ssize capacity)
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return {rcast(Type*, header + 1)};
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}
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forceinline
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usize array_grow_formula(ssize value) {
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return 2 * value + 8;
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}
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@@ -202,7 +203,7 @@ bool array_append_at(Array<Type>* array, Type item, usize idx)
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ArrayHeader* header = array_get_header(* array);
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ssize slot = idx;
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if (slot >= header->Num)
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if (slot >= (ssize)(header->Num))
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slot = header->Num - 1;
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if (slot < 0)
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@@ -354,7 +355,6 @@ bool array_reserve(Array<Type>* array, usize new_capacity)
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{
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GEN_ASSERT( array != nullptr);
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GEN_ASSERT(* array != nullptr);
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GEN_ASSERT(num > 0)
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ArrayHeader* header = array_get_header(array);
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if (header->Capacity < new_capacity)
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@@ -763,7 +763,7 @@ HashTableFindResult hashtable__find(HashTable<Type> table, u64 key)
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}
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template<typename Type> forceinline
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bool hashtable_full(HashTable<Type> table) {
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b32 hashtable_full(HashTable<Type> table) {
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GEN_ASSERT_NOT_NULL(table.Hashes);
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GEN_ASSERT_NOT_NULL(table.Entries);
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usize critical_load = usize(HashTable_CriticalLoadScale * f32(array_num(table.Hashes)));
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