branchrust_reboot/main/automated_testingcancel
114 Commits over 214 Days - 0.02cph!
Fix "missing tree at index 0" error when opening jarrydtestmap
Animal fence (+graveyard fence) category Misc -> Construction
Fix being able to recycle milky and creamy teas since it makes no sense
Fix biofuel generator stringpool warnings
Stricter angle placement
Fix spoiled produce not compatible
Fix machete worldmodel outline, add error message if theres stale entity type names in the testlist
Fix for triangle foundations connecting buildings together when only touching at a corner
Fix up import settings on sandbags pillbox collider, enable RW
Update method to check whether a deployable can be placed on boats, now that window and door dressing sockets are supported
Testlist
Improve test runner window filtering of editor and runtime tests
Categories can now exist in both tabs if they have both types of tests (fixes Deployable category disappearing from editor tab because it recently had a few runtime tests added)
Rename editor TestBaseCombatEntity, was confusing to have two classes with the same name and produced some warnings
New building automated tests baseline
Checks foundations link up / dont link up as expected in some basic configurations, checks buildings get merged and split
Correctly flags the current known issue with triangle foundations connecting when only touching at corners
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder)
Fixed 8 problematic worldmodels
Fix landmine worldmodel outline
Fix kick hazmat worldmodel outline
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
Reduce network range of glass ak
Delete unused anim event
Switch drop mag particle to use LOD1 (already has RW enabled)
Enable custom local folder on the animation events so the build doesnt change the path, mag drop works
Testlist, all tests pass
New automated test checking meshes used by monument blockers stage colliders are readable and don't import a material (will be stripped from server builds)
Fix the 4 found issues
Update a bunch of entity flag toggles to fix issues after flag changes
S2P floating cities
Fix the 20 cases where flags are colliding by reassigning to a free one
RidableHorse had 1 left, lucky me
Also catch flags declared inside static helper classes like VendingMachine.VendingMachineFlags, finds one more case
The existing PrintDefinedFlags tool also didn't account for this, works now
New automated test that looks for flag collisions between entity types
Finds 19 cases (most harmless, e.g. reusing DemolishFlag on entities that don't support demolishing, but still good practice to clean them up)
merge from main
need to reapply 2 changes
Regenerate testlist, all new ones pass
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
Reduce network range to 128m for:
- loot_trash
- door.hinged.cargo_ship
- door.hinged.vent
- fogmachine
- turret_attackheli
- door.hinged.tugboat.door
- _base_car_chassis.entity
- modular_car_camper_storage
- ziplinemountable
- _cardtable_base
- cctv.static
- clan.table
- audioalarm
- cabletunnel
- doormanipulator
- pressbutton_officeelevatordown
- pressbutton_trainstairwell
- wheelswitch
- big_wheel
- bigwheelbettingterminal
- smallcandleset
- marketterminal
- sled.deployed
- dynamicmissionstash
- logstash
- missionstash
- explosive.timed.deployed
- explosive.timed.entity
- metal_detector_flag_deepsea.entity
- metal_detector_flag.entity
- survey_charge
- gunnertest
- boombox.static
- cassetterecorder.deployed
- connectedspeaker.deployed.static
- microphonestand.deployed.static
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool
Finds 36 leftover cases, need to double check none of them cause issues when reduced
Add two PoolAnalyzerGetWrapper
Fix swing seats marking attackers hostile
Made anim effect test a bit stricter, found 8 more cases that would warn ingame
Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it
Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored
All tests pass
Resolve all of the cases
testlist
Fix gib mesh readable test not working correctly, now matches how gib mesh colliders are created at runtime, finds the known issue with Fuse_Heavy_LOD2 and ~20 more cases