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Experimental::Unicode
Since the game contains partial localization, then Ansi, then Utf-8. Standard tools can't cope with the definition of all available Ansi Code page. The guys from Lazarus solved this problem, and I decided to implement their solution in the project.
Unicode conversion
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- Use the memory manager from 1.6. - Enable the processing of names with spaces in the commands -BuildCDX, -CompressPSG. - Migrate from 1.7 IOPatch and enable synchronization to increase speed. - It seems that when working from the console, you can safely allow working with files larger than 4GB. - Migrate from 1.7 UIHotkeys, RefLinkGeometryHangWorkaround, VersionControlMergeWorkaround, AttachRenderWindow, DisableAssertions. - Remove option SkipAnimationBuildProcessData, CheckVTable. - Modify the Log window. - Color markup of plugins to Data window. - Compression of the dump and the log file to the archive.
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Hello, I slightly changed Your code responsible for the UI. Added filtering of active forms, and changed the positioning of elements in the Object and Cell View Windows with corrections when resizing and drawing. Added an experimental patch from CK SSE.