branchrust_reboot/main/automated_testingcancel
242 Commits over 214 Days - 0.05cph!
Building privilege notices client tests
merge from automated_testing/optims
Fixed Bull_ThreatOffToOneSide_TurnsToFaceBeforeStomping failing because of overgrazing leaking in between tests and changes in
166339
Remove market place power tests
Restored some timeout attributes
Fixed failing Livestock_PaintsTheColoursOfTheStageItGrowsInto
Restored LambWool.asset
More editor test fixes
Test list
Baked sheep fleece, was needed after
166175
Big test description pass
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
TestLivestockHome cleanup
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Excluded some benchmark tests from CI
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Fix "missing tree at index 0" error when opening jarrydtestmap
Restored rich pie names + descriptions
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
Test framework cleanup following livestock merge
Fix machete worldmodel outline, add error message if theres stale entity type names in the testlist
Reduced machete network range from medium to low
Fixed a bunch of incorrect mesh collider import settings that the automated tests flagged up
Test runner now runs editor tests in batches
The editor is now ticked manually so editor tests can still run at full speed when the editor window is not focused
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