And there I was thinking it was nice they used my first initial for variables... I jest, I'm not that self-absorbed. Well, perhaps I am, but that's off-topic
The more the merrier as far as developers really, as far as I'm concerned. Perhaps we'll attract some seasoned C++ coders too - that would be cool. I know enough to be able to get the gist of what I'm looking at, but my understanding of C++ is still in it's infancy. (I'm still learning xTalk *), and even then I'm better at GDScript than C++. Even html and CSS (if you can call CSS a programming language - I think that's stretching it a bit).
*"Livecode script" as LC would like it referred to as - (except it's essentially MetaTalk's "Transcript" wearing new robes).
If we have a talented C++ coder, then it'll open a lot more doors as to what we can do with our legacy engine (I don't think that's being too harsh - it does describe what we have currently, after all).
I know there's a lot that jumps out at me in the engine that is now defunct and could be removed. There's also a lot that needs changing because there's better ways to accomplish the same function, but with less lines of code - more efficiently.
However, messing around in the engine source is something I've been reluctant to do. Not only because of me being a n00b to C++, but also because of how intertwined and cross-referenced it all seems to be. I don't know if changing something somewhere is likely to break a function elsewhere along the chain.
In my view, if this was supposed to be fully open-source at one point, what we are missing are the internal developer notes behind LCC - why things were done the way they were done, what functions actually do what, and why were some bits seemingly left in when they are 10+ years old. Was it to maintain compatibility, or were they just overlooked? Coupled with the parts of the source that we just don't have... I'm not going there again, you know where we are with all that.
I can only suggest that once we have things a bit more finalised, that perhaps I upload all of OXT Lite (and the engine source) - and yes - the prebuilts I have too, to something like github. Developers seem to expect this now. The first question seems to always be, where's your git repo for that?
It's a valid question, but I can't help feeling that git is overcomplicated and clunky. (The difference of dealing with MS365 and LibreOffice for comparison). Git is over-complicated and makes a meal of the simplest change, whereas something like SVN is far simpler, and just works without needing to learn git-specific terminology.
This: (exactly this)
https://stackoverflow.com/questions/576 ... ves-to-git
Agreed. Git is a pain. Nobody wants to change history: why is that option even there? Why dozens of commands with as many options? Why distributed repositories? Why staging? Nobody needs that.
But this isn't the time and the place to have a discussion about git. Perhaps we should?
While many would say that version control = Git or nothing, I'm not so sure there aren't better (& simpler) alternatives.
I don't know if anyone else has any strong feelings towards git, or an alternative they'd prefer?
I'd like us to have a consensus before I upload the entire OXT lite build (as individual files that can be edited).
Perhaps GIT and SVN aren't your thing. How about Mercurial?
https://www.mercurial-scm.org/
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(A simple GUI for version control) - yes please!
http://easyhg.org/download.html
Or perhaps Monotone?
https://www.monotone.ca/
Or maybe CVS is what immediately comes to mind?
http://savannah.nongnu.org/projects/cvs
... or perhaps I should stop hijacking this post and make a new one
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