branchrust_reboot/main/automated_testingcancel
74 Commits over 61 Days - 0.05cph!
Fixed ParameterDisplayName not being populated correctly in test resutls
Test result stacktraces are now populated correctly with captured errors
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
merge from automated_testing/raid_recorder
Fixed automated test prefabs being shipped to the client bundles
Fixed TestRunnerWindow error when opening foldouts
CTRL + Click on an asset path parameter pings the asset in the project window
Added to right click context menu too
Better logging on RustTestFixture::SpawnEntity
Fixed OOB error on testscenario_rocketsplash5_turretpod
merge from automated_testing/export_optims
Forgot to refresh the test list
Triangle bug splash test fixes
Moved one turretpod case to trianglebug
merge from automated_testing/raiding
Fixed raiding tests CI filtering
Test lists
Fixed flacky raiding tests
Rockets spawned by ServerProjectileTestSpawner were moving during the WaitUntilAllSpawned
Fixed CI testlist loading
Flagged tests that need to be ignored by CI
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line
CI testlist is generated when we generate the regular test list
Tests can be excluded from CI with the ExcludeFromCI attribute
Test parameter can be filtered too with FilterForCI in TestParameterSource
Moved cooking tests out of if UNITY_EDITOR
Renamed the tests
Excluded some prefabs from BaseCombatEntity tests
Test list
Sprinkler tests cleanup and fixes
Auto turret target death and item giving fixes
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
Include AutomatedTests prefabs in the bundles
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
More turret tests fixes, added debug convar to suppress randomness in the tick invokes
Reworked PlayerMountedToVehicle_PlayerTargeted
Autoturret tests cleanup and fixes
Wait for Application.isLoading to be false before starting test on cold boot and batch mode
SendNetworkUpdate early returns when Rust.Application.isLoading is true
Added +autotest command line arguments for server batchmode test runs
Any errors logged during a test now fail the test, can be bypassed with the AllowsLoggedErrors attribute
Also try catch exceptions in WaitUntilWithTimeout and AssertTrueForDuraton and fail the test
Moved up if DEBUG in TestRunner.Pipeline, TestRunnerWindow, TestMemoryCell and TestSolarPanel
Removed NUnit refs in TestPlayerBoat and RHIB
Quit the editor once the test pipeline run is done (the method is async so we cant use -quit)
Fixed local client player being killed by the tests TearDown (entity snapshot clearing)
Fixed passed/failed filter text width
Throw if the scoped convar doesn't have a SetOveride (methods)
Fixed scoped convars being case sensitive
Failing to find a convar now throws, will fail the test if throwing during SetUp/TearDown or in the test body