branchrust_reboot/main/automated_testingcancel

248 Commits over 214 Days - 0.05cph!

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