branchrust_reboot/main/automated_testingcancel

165 Commits over 153 Days - 0.04cph!

Yesterday
Update a bunch of entity flag toggles to fix issues after flag changes S2P floating cities
Yesterday
merge from main
2 Days Ago
Fix the 20 cases where flags are colliding by reassigning to a free one RidableHorse had 1 left, lucky me
2 Days Ago
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
2 Days Ago
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)
2 Days Ago
merge from main
2 Days Ago
merge from main
3 Days Ago
One more that I missed
3 Days Ago
Reapply GunnerTest
3 Days Ago
merge from main need to reapply 2 changes
3 Days Ago
Regenerate testlist, all new ones pass
3 Days Ago
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
3 Days Ago
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
3 Days Ago
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
3 Days Ago
merge from main
13 Days Ago
Add two PoolAnalyzerGetWrapper
13 Days Ago
Fix swing seats marking attackers hostile
13 Days Ago
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
13 Days Ago
merge from main
17 Days Ago
Resolve all of the cases testlist
17 Days Ago
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
17 Days Ago
merge from main
17 Days Ago
merge from main
19 Days Ago
Fix a chainsaw unscrew-cap sound definition error
19 Days Ago
merge from anim_test
19 Days Ago
Fix fuel generator missing physics material, fix the static one in gas station clipping into the ground Also move it slightly as it was making access to a loot crate spawn awkward, S2P gas station
19 Days Ago
Fix gas station loot spawn switcher not immortal Fix pool table and dartboard researchable Fix a mesh not readable thats used in a particle system in power plant fx Testlist
19 Days Ago
merge from main
23 Days Ago
merge from main
31 Days Ago
Fix turret test failing due to weapon default ammo contents
31 Days Ago
merge from main
35 Days Ago
Jukebox collider convex + RW Bar stools disable researchable Dartboard assign place effect manifest + testlist
35 Days Ago
merge from main
37 Days Ago
Better log for the test list step when building the bundles
37 Days Ago
Building the server bundles now exports the test list
37 Days Ago
Fix one more collision issue
37 Days Ago
Fixed prefabs with cursed YAML, failing some tests
37 Days Ago
merge from main
37 Days Ago
Added a safeguard for TestScenario out of range errors
37 Days Ago
Added new collision mesh for problem prefab
38 Days Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
38 Days Ago
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
38 Days Ago
merge from tree_fence_collision_fix (fixes one more case)
38 Days Ago
Fix 8 collision meshes that import a material
38 Days Ago
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
38 Days Ago
merge from main
42 Days Ago
Fix small backpack broken world model outline Testlist
42 Days Ago
merge from main
51 Days Ago
Fix failing container corpse test for bed testlist
51 Days Ago
merge from main