userDaniel Pcancel

3,419 Commits over 792 Days - 0.18cph!

2 Months Ago
Update(tests): patch ProceduralLift - also skip spawning trigger Tests: TestMTSave(ProceduralLift) passes
2 Months Ago
Update(tests): patch OrientableLight Tests: TestMTSave(OrientableLight) passes
2 Months Ago
Update(tests): patch MotorRowboat Tests: TestMTSave(MotorRowboat) - fails on TimeSince
2 Months Ago
Update(tests): patch ModularCarGarage Tests: TestMTSave(ModularCarGarage) - passes
2 Months Ago
Update(tests): patch ModularCar, BaseModularVehicle and BaseCombatEntity Tests: TestMTSave(ModularCar) - passes
2 Months Ago
Update(tests): bypass init from prefab for MLRS in unit tests Tests: TestMTSave(MLRS) passes
2 Months Ago
Update(tests): patch MagnetCrane Tests: TestMTSave(MagnetCrane) - fails on GetNetworkTime in save
2 Months Ago
Update(tests): patch BaseCorpse - also create NPCFoodManager for TestServer Tests: TestMTSave(LootableCorpse) passes
2 Months Ago
Update(tests): bypass trigger spawning in unit tests Tests: TestMTSave(Lift) - passes
2 Months Ago
Update(tests): patch HotAirBalloon Tests: TestMTSave(HotAirBalloon), no longer NREs but fails on TimeSince
2 Months Ago
Update(tests): patch HackableLockedCrate Tests: TestMTSave(HackableLockedCrate) passes
2 Months Ago
Update(tests): patch GrowableEntity - also skip TOD queries in testing mode Tests: TestMTSave(GrowableEntity) passes
2 Months Ago
Update: patch FreeableLootContainer and LootContainer Tests: TestMTSave(FreeableLootContainer) passes
2 Months Ago
Update(tests): patch ElevatorLiftStatic Tests: TestMTSave(ElevatorLiftStatic) - passes
2 Months Ago
Update(tests): patch ElevatorLift Tests: TestMTSave(ElevatorLift) - passes
2 Months Ago
Update(tests): patch ElectricWaterWheel Tests: TestMTSave(ElectrictWaterWheel) - passes
2 Months Ago
Update(tests): TestServer now sets up empty topomap Tests: TestMTSave(ElectricWaterWheel) - no longer NREs, but still fails
2 Months Ago
Update(tests): patch DPV Tests: TestMTSave(DiverPropulsionVehicle) - passes
2 Months Ago
Update(tests): bypass TOD_Sky sampling by DigitalClock when running unit tests Tests: TestMTSave(DigitalClock) passes
2 Months Ago
Update(tests): patch DeployableBoomBox Tests: TestMTSave(DepoyableBoomBox) passes
2 Months Ago
Update(tests): patch ComputerStation Tests: TestMTSave(ComputerStation) - passes
2 Months Ago
Update(tests): patch BoatBuildingStation Tests: TestMTSave(BoatBuildingStation) - passes
2 Months Ago
Update(tests): patch BuildingBlock - also skip EnsurePopulatedTriggersList if boatskin is null(it is in tests) Tests: TestMTSave(BoatBuildingBlock) - passes
2 Months Ago
Update(tests): Patch BlackjackMachine - skip sub entity spawning in testing mode Tests: TestMTSave(BlackjackMachine) - passes
2 Months Ago
Update(tests): patch Bike - also implemented TestFuelSystem.GetFuelAmount and Capacity Tests: TestMTSave(Bike) - fails on transform access
2 Months Ago
Update(tests): patch BaseSiegeWeapon and BatteringRam - implemented TestFuelSystem.GetFuelFraction Tests: TestMTSave(BatteringRam) - now fails on transform access
2 Months Ago
Update(tests): patch BaseSubmarine Tests: TestMTSave(BaseSubmarine) - now fails on TimeSince
2 Months Ago
Update(tests): patch BasePlayer Tests: TestMTSave(BasePet - a lil weird, but okay) - fails on TimeUntil
2 Months Ago
Update(tests): patch BaseBoat Tests: TestMTSave(BaseBoat), now fails on TimeSince
2 Months Ago
Update(tests): patch AutoTurret Tests: TestMTSave(AutoTurret) passes
2 Months Ago
Update(tests): patch PlayerHelicopter for TestMTSave - added IFuelSystem.TestFuelSystem, mostly duds Tests: ran TestMTSave(PlayerHelicopter), still fails, but now around TimeSince
2 Months Ago
Update(tests): patch BaseVehicle, BaseHelicopter for TestMTSave(TwitchBus) - also skip spawning marker for CH47 in unit test mode Tests: TestMTSave(TwitchBus) passes
2 Months Ago
Bugfix(tests): path CargoShip and skip some prefab logic for TestMTSave Tests: TestMTSave(CargoShip) passes
2 Months Ago
Bugfix(tests): patch OreHopper.oreOutputMesh in TestMTSave Tests: TestMTSave(OreHopper) passes
2 Months Ago
Bugfix(tests): patch up ItemContainers.allowedItems in TestMTSave setup Tests: ran TestMTSave tests, 343 -> 298 failures
2 Months Ago
Bugfix(tests): catch exceptions raised when killing spawned entities on test cleanup Allows us to clean up entire spawnable list, permitting other tests in the queue to succeed if they don't mind the poisoned state Tests: ran all TestMTSave, 354 failures out of 637
2 Months Ago
Update(tests): patch up CoalingTower.unloadingBounds for TestMTSave Tests: TestMTSave(CoalingTower) passes
2 Months Ago
Update(tests): do minimum initialization for IOEntities Allows FogMachine and StrobeLight to pass tests Tests: ran TestMTSave, these 2 cases pass
2 Months Ago
Bugfix(tests): exclude abstract BaseEntities from test cases Tests: ran unit tests
2 Months Ago
Bugfix(tests): bypass ferry error checks when initializing during unit test Can be fixed properly, but don't think we need it right now Tests: ran TestMTSave(NexusFerry) - it passes
2 Months Ago
Bugfix: bypass marker spawning when unit testing Unrelated blocker to MT saving test Tests: Ran TestMTSave(NexusIsland), now passes
2 Months Ago
Optim: avoid struct copy in ExtractTransformAccess, just reinterpet the pointer shrinks asm to 8 instructions from 40+ Tests: ran TransformEx unit tests
2 Months Ago
Merge: from main
2 Months Ago
Merge: from remove_jobs2 - Bugfix for exceptions when server gets more than 32 players Tests: compiles
2 Months Ago
Bugfix: expand TickDeltaTime & TickNeedsFinalizing server state arrays as players join Prevents NRE when server gets >32 players - missed this during rewrite Tests: compiles
2 Months Ago
Merge: from main
3 Months Ago
Update: ensure BaseEntities with networkEntityScale can be saved in MT - added GetLocalScaleMT + unit tests - increased TestMTSave(BaseEntity) coverage Tests: ran unit tests - 219 pass/425 fail
3 Months Ago
Bugfix(tests): rewrite test proto comparison to use serialized buffers Was naive to hope NUnit would fall back to reflection-based Equals for objects. Tests: ran TestMTSave(BaseEntity) - it passes (though there's 1 branch that's not covered, gotta fix)
3 Months Ago
Update: add GetNetworkTime(ThreadSafeTime) overload Going to use it to gradually convert entity saving code (instead of modifying all 40 callsites from the get go) Tests: ran unit test for BaseEntity - no longer complains about scripting API, but thinks outputs differ
3 Months Ago
Update: Convert BaseNetworkable.GetNetworkPosition/Rot to use GetLocalPosMT/RotMT - every BaseEntity now caches it's TransformHandle on spawn Only active when UsePlayerJobs >= 4 Tests: ran unit tests (now fails further). spawned a boat on craggy and sailed for a bit - no replication issues.