I'm seeking comments on a aspirational thought I had:
How much of the FS2Open modding infrastructure and tooling is wrapped up in platform-specific binary programs?
Why is this the case?
Since the open sourcing of the engine, we've seen a reasonably proliferation of cross-platform support for the main engine. However, it seems to date that the tooling, such as packers/unpackers, asset pipeline converters and editing tools remain Windows binaries.
Putting aside FRED, which already has an established open source, cross platform project, I'm interested to see which other parts of the asset creation pipeline are restricted to Windows binaries.
The goal is to map each to an open source scripting solution, such as say Ruby or Python, once I know what's out there.
While I know the main engine code pretty well I've never taken a deep look at the surrounding tools and infrastructure.