Right now, scripts will attempt to serialize all arguments, including empty ones, which will ultimately get deserialized into empty strings in the actual asset the game reads. This is failed to be processed if argument type is anything else than string. However, if this argument was missing (as in, the list of arguments was shorter), the game will instead use default value for that type.
A good example of this is Level.ChangeLevelToVolume action. Last parameter, trialEnding, is usually completely skipped in original assets. However, FEZEditor is explicitly serializing it, even if it's empty, forcing the game to try and parse empty string into bool, which fails.
Right now, scripts will attempt to serialize all arguments, including empty ones, which will ultimately get deserialized into empty strings in the actual asset the game reads. This is failed to be processed if argument type is anything else than string. However, if this argument was missing (as in, the list of arguments was shorter), the game will instead use default value for that type.
A good example of this is
Level.ChangeLevelToVolumeaction. Last parameter,trialEnding, is usually completely skipped in original assets. However, FEZEditor is explicitly serializing it, even if it's empty, forcing the game to try and parse empty string into bool, which fails.