No I can't confirm this for sure, I'm only about half way through checking all of our images. I am going through each image object (tileable backgrounds, sprites, etc) and loading in the image and confirming everything is correct on our end. We've merged 4 or 5 times, so there is a lot of room for error, but so far so good except for cacoonjs tests. There are no errors during exporting or testing on EXE exports or HTML 5 previews and exports. Only CacoonJS.
Is there a way to see a list of all of the file paths for the project?
Makes me really appreciate the IT guys at work who got our perforce and alienbran systems working <img src="smileys/smiley32.gif" border="0" align="middle" />.
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Update: I placed all of our art inside the directory structure created by construct when saving a project. I went trough every sprite, tileablebackground, and spritefont object in our project (including each frame of animation in every animated sprite) and I loaded the art from this new file location (within the directory structure, i.e., project/textures/{art})
Everything still acts predictably and functions well with construct previews, exporting to html5, and exporting to exe, but when I export to cocoonjs I still get the same issue, exception loading image null exception, listed above.
The size of my cocoonjs went up by about 100k (from 700 to 800k). I am using very small sprites (from 8x8 to 256x256, and a few larger "guide" sprites I am using for layout purposes that will not be "shipping")
So after gong through all the art files I can confirm we haven not lost any art during any of our synchronizations, and there does not seem to be any instances where I have art in construct that I do not also have .png files for in the project directory structure.
The only 3rd party plugin we are using is spritefont.