userDaniel Pcancel
branchrust_reboot/main/projectile_jobscancel

113 Commits over 30 Days - 0.16cph!

7 Months Ago
Update: extract all miss cases from projectile tests into separate case It takes the same path internally, so no point in rerunning the same test case Tests: ran all proj tests - pass
7 Months Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
7 Months Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
7 Months Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
7 Months Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
7 Months Ago
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
7 Months Ago
Clean: minor comment fix Tests: none, trivial change
7 Months Ago
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests
7 Months Ago
Add: new Projectile vs world base entity tests Tests: ran the unit tests
7 Months Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
7 Months Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
7 Months Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
7 Months Ago
Update: started work on projectile unit tests Incomplete, will continue tomorrow. Tests: none, it's too derpy