branchrust_reboot/main/automated_testingcancel
190 Commits over 184 Days - 0.04cph!
Fix landmine worldmodel outline
Added automated test to check collectable entities have a token and phrase
Fix kick hazmat worldmodel outline
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
Fixed test runner window not showing the in progress icon on a test running its cases
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
Fixed the test list CI ordering issues
allNonGlobalBaseEntityPrefabs just look for the GlobalBroadcast label, saves 10s
Memoized the test paremeters resolution, so we aren't resolving the same parameters multiple times when many tests are using the same source
S2P oilrigs, excavator and gas station
New automated test to check for immortal entities starting with health <= 0.
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
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
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
Fix a chainsaw unscrew-cap sound definition error
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
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