Quote from: Crimson Wizard on Wed 20/06/2012 09:46:17Before anything else I want to state following:1. Everything that was in the 3.2.2 dev branch of the SVN was merged. It was all editor changes and I am not aware of official engine changes.
2. I don't think merging is hard since large code changes are mostly in the platform specific code which is untouched by the refactoring. The engine changes are usually very small.
3. If by merging you mean that the main branch switches to the refactored code: Not sure if this is beneficial at this stage. But I will also test the changes on the other platforms.
What we could do is creating a refactoring branch directly in https://github.com/adventuregamestudio if that helps.
Organizational:
Github has a bug tracker. It would be the best choice imho since it is closest to the source code.
Code-wise:
1. YES. The various platform defines really make the code error prone. For example I was hunting some drawing error that stemmed from an innocent #ifdef MAC_VERSION hidden somewhere. I think #ifdefs should be rewritten so that they focus on a specific task/property instead of a platform. E.g. having a define for RGB vs. BGR color order.
Existing platform specific methods should also be used, e.g. for delaying the execution there is a method in the platform class but still Sleep() is used in various places and has to be separately redefined for non-Windows platforms.