branchrust_reboot/main/projectile_jobscancel
113 Commits over 30 Days - 0.16cph!
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
Update: projectile-water test via Craggy
Pretty close to covering all cases
Tests: ran new tests
Update: Projectiles that are managed by unit tests only run 1 substep
Tests: projectile unit tests now pass
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
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)
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
Clean: minor comment fix
Tests: none, trivial change
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
Add: new Projectile vs world base entity tests
Tests: ran the unit tests
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
Update: working TestProjectileBaseline baseline test
Was more complicated than expected, but we got there.
Tests: ran the unit test
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
Update: started work on projectile unit tests
Incomplete, will continue tomorrow.
Tests: none, it's too derpy