Just curious, is anyone still working with toolchains that do not support C++11?
@zeux Not here! My impression is generally that the period “oh our toolchain is ancient and/or strange” was 10-15 years ago. MSVC was stuck in weird state, some consoles had “strange” toolchains too. These days everyone’s either on clang or MSVC (and some on gcc), and all of those keep up with times well.
@Doomed_Daniel @aras @zeux We were supporting platforms that didn't have a C++11 compiler available for quite a while; when we finally got rid of them, the next lowest common denominator was C++14 (and only due to one hold-out, the rest was on C++17).
@Doomed_Daniel @aras @zeux specifically we only retired PS3/Xbox 360 support in summer of 2018. Those were GCC 4.x (or SNC) and old MSVC respectively.
@Doomed_Daniel @aras @zeux I think we stopped Wii U a bit later? (2019 or 2020, probably). I don't recall whether that toolchain had C++11. I am pretty sure that was the last Big Endian target we were officially shipping for, though, another big one.
@rygorous @aras @zeux
With open source projects you always get those.. enthusiasts.. who want to make it work on (nowadays) obscure old platforms like OSX 10.5 on PPC or some free reimplementation of AmigaOS 3.1 that for ABI reasons is restricted to GCC 3.0 or whatever (not 100% sure about this one, I might be mixing this up with Haiku or some other weird OS) and.. on the one hand it's a bit ridiculous, but OTOH it's kinda cool and I don't want to make their lives harder..
@zeux oh sure, of course someone will try to compile any project with gcc 0.9 on an Amstrad emulator that is running on a PDP. But, it’s just literally the same person filing all these issues on all the projects.
Or that’s my theory, and I’d like it to be true!