Document which escape sequences are supported by `String.c_unescape()`
See https://github.com/godotengine/godot/issues/38716.
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<return type="String">
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<return type="String">
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</return>
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</return>
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<description>
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<description>
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Returns a copy of the string with escaped characters replaced by their meanings according to the C language standard.
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Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\?[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
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[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence.
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</description>
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</description>
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</method>
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</method>
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<method name="capitalize">
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<method name="capitalize">
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</argument>
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</argument>
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<description>
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<description>
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Returns the index of the [b]first[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string.
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Returns the index of the [b]first[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string.
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[b]Note:[/b] If you just want to know whether a string contains a substring, use the [code]in[/code] operator as follows:
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[b]Note:[/b] If you just want to know whether a string contains a substring, use the [code]in[/code] operator as follows:
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[codeblock]
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[codeblock]
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# Will evaluate to `false`.
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# Will evaluate to `false`.
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