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a lot of map scripts are written in different encodings, especially older ones. currently we run chardet on those but there's really no reason to convert them to utf8. the builtin tokens are all ascii and the game works on a byte level with custom const names anyway. with bstr we could treat non utf8 stuff as a str.
The text was updated successfully, but these errors were encountered:
a lot of map scripts are written in different encodings, especially older ones. currently we run chardet on those but there's really no reason to convert them to utf8. the builtin tokens are all ascii and the game works on a byte level with custom const names anyway. with
bstr
we could treat non utf8 stuff as a str.The text was updated successfully, but these errors were encountered: