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Sep 2, 2022, 12:04 PM
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Thanks for the feedback! There are a couple design issues here really... the code for not running scripts if there's a syntax error anywhere was mostly written with .j2as files in mind, and may not make total sense as implemented when there are one or more .mut files involved. I don't know if anyone has a strong intuition of exactly what should happen in this case.

It's also possible that hosts shouldn't look in the cache for .j2as files at all, unless the corresponding .j2l is in the cache. Maybe the game should only look for a .j2as file in the same folder as the .j2l? Functionally it seems like they're basically the same file, it's just that it's much easier to edit scripts in your preferred text editor program instead of something embedded in a level editor, so maybe it doesn't make sense to allow them to be in different places?
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