aganea added a comment. Thanks for fixing this @zturner. I simply want to back-up what @probinson says above - most of the games we do at Ubisoft are currently using a different compilation toolchains for each platform (we ship at least 4-5 platforms for each top game). It can be clang or it can be MSVC; and most of the time it's different versions of clang. Our long-term goal is to preferably have only one toolchain for all our platforms & all our targets - that means one set of common g++ like flags, including Windows.
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