branchrust_reboot/main/automated_testingcancel

190 Commits over 184 Days - 0.04cph!

Today
Fix landmine worldmodel outline
Today
merge from main
Yesterday
Added automated test to check collectable entities have a token and phrase
Yesterday
Fix kick hazmat worldmodel outline
Yesterday
merge from main
2 Days Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
2 Days Ago
merge from main
3 Days Ago
Fixed test runner window not showing the in progress icon on a test running its cases
3 Days Ago
merge from main
11 Days Ago
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
11 Days Ago
merge from main
16 Days Ago
Fixed the test list CI ordering issues
16 Days Ago
allNonGlobalBaseEntityPrefabs just look for the GlobalBroadcast label, saves 10s
16 Days Ago
Memoized the test paremeters resolution, so we aren't resolving the same parameters multiple times when many tests are using the same source
16 Days Ago
merge from main
18 Days Ago
Minor feedback tweaks
18 Days Ago
S2P oilrigs, excavator and gas station
19 Days Ago
New automated test to check for immortal entities starting with health <= 0.
19 Days Ago
merge from main
20 Days Ago
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
21 Days Ago
merge from main
21 Days Ago
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
21 Days Ago
merge from main
23 Days Ago
Update a bunch of entity flag toggles to fix issues after flag changes S2P floating cities
23 Days Ago
merge from main
23 Days Ago
Fix the 20 cases where flags are colliding by reassigning to a free one RidableHorse had 1 left, lucky me
23 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
23 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)
23 Days Ago
merge from main
24 Days Ago
merge from main
24 Days Ago
One more that I missed
24 Days Ago
Reapply GunnerTest
24 Days Ago
merge from main need to reapply 2 changes
24 Days Ago
Regenerate testlist, all new ones pass
24 Days Ago
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
24 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
24 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
25 Days Ago
merge from main
34 Days Ago
Add two PoolAnalyzerGetWrapper
35 Days Ago
Fix swing seats marking attackers hostile
35 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
35 Days Ago
merge from main
39 Days Ago
Resolve all of the cases testlist
39 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
39 Days Ago
merge from main
39 Days Ago
merge from main
41 Days Ago
Fix a chainsaw unscrew-cap sound definition error
41 Days Ago
merge from anim_test
41 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
41 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