branchrust_reboot/main/automated_testingcancel
56 Commits over 122 Days - 0.02cph!
Fix turret test failing due to weapon default ammo contents
Jukebox collider convex + RW
Bar stools disable researchable
Dartboard assign place effect
manifest + testlist
Fix one more collision issue
New automated test checking all Gibbable components for mesh colliders that are missing RW
All pass as expected
Exclude monument prefabs from the tests in TestMeshes, saves a decent chunk of time to not scan these big prefabs, its also unnecessary since any colliders inside them will already be scanned as part of other prefabs
merge from tree_fence_collision_fix (fixes one more case)
Fix 8 collision meshes that import a material
New automated test that checks all collision meshes do not import a material as well (importing a material causes the mesh to be stripped from server builds)
Found 10 cases of this issue across the project, confirmed ingame they have collision issues
Fix small backpack broken world model outline
Testlist
Fix failing container corpse test for bed
testlist
Fix single plant pot using a concave mesh collider (introduced on decorative plants branch)
testlist
Fix cooking tests failing for the stove
Fix new mountable tests having the "Deployables" category, breaking deployable tests
Minor cleanup, testlist
Possibly fix some tests failing
Editor only codegen, codegen
Fix TestCooking item leaks
Fix cooking tests failing
Improve the existing ones, add a note to expand in the future
Add worldmodel component to binoculars worldmodel
Add tree and default to workbenches deploy volume
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
Deployable test for containers missing inventory open & close sounds
Flags the new tin can alarm
Fix a test fixture convar
Add test for meshes used by particle systems having RW enabled
Improve the mesh collider test
Fix repair item target for the base industrial wall light (only did the variants before)
Make ProtectionProperties.IsImmortal available serverside
Stop water wheel failing placeEffect test, it has bespoke logic for it
Exclude io prefabs with no inputs from the main power slot test
Swap out hacky checks for if an entity is immortal for the better method we now have
Fix the deployable / redirect issues flagged earlier
- a few fireworks were changing variant when picked up
- industrial wall lights pointed to incorrect repair, required wood even though its not used to craft them
- fluorescent ceiling light had different protection and HP than regular ceiling light
- one of the lunar dividers had incorrect protection
- innertube skins could be repaired unlike base item, wantedposter and industrial door had wrong item target
- reactive target could be picked up while building blocked
All green now ✅