branchrust_reboot/main/automated_testingcancel
104 Commits over 61 Days - 0.07cph!
Fixed scoped convars being case sensitive
Failing to find a convar now throws, will fail the test if throwing during SetUp/TearDown or in the test body
Optimised test runner window OnGUI stack
Editor test runs are faster
Removed hull_corner prefabs, unused
Fix cooking tests failing
Improve the existing ones, add a note to expand in the future
Added category selection to the test runner window
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability
All entities were spawned at 0,0,0 together and groundwatch was killing them
Now setting server.stability to false in setup
Updated some old client tests to use scoped convars
SetUp and TearDown can now fail the test is they throw
They run using ExecuteTestInternal like the tests
Test runner window now supports repeated tests
Add worldmodel component to binoculars worldmodel
Add tree and default to workbenches deploy volume
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
Removed some old ad-hoc entity cleanup methods in TestTrees and TestRockets
Added OnBeforeSetUp and OnAfterTearDown. Overriden by RustTextFixture, includes all the entity and item cleanup
This makes sure tests arent exploding if we forget to call the base SetUp and Teardown, it was too fragile
Updated all tests
Update all tests to call the base SetUp
Removed KillAllEntitiesInRadius calls
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown
Fixes entities leaking from tests
Export the test list before running the tests from the pipeline
Deployable test for containers missing inventory open & close sounds
Flags the new tin can alarm
Fix a test fixture convar
Add test for meshes used by particle systems having RW enabled
Improve the mesh collider test
Fix repair item target for the base industrial wall light (only did the variants before)
Updated all the convarscope calls in tests to use the new notation
Simplified ConVarScope calls
Removed obsolete test on TestSolarPanel
Test list
Rebuild aggregated results when filtering tests using the search bar
Also allow Select Tests menu items on scriptable objects
Added a Tests section to BaseEntity and ItemDefinition inspectors, has buttons that will select or run the tests associated to this prefab
Can also right click "Select Tests" on any prefabs
Make ProtectionProperties.IsImmortal available serverside
Stop water wheel failing placeEffect test, it has bespoke logic for it
Exclude io prefabs with no inputs from the main power slot test
Swap out hacky checks for if an entity is immortal for the better method we now have
Added an error when GetTestParameters failed to find the given parameter source
Made TestMeshColliderReadWrite::FindAllPrefabs somewhat faster
Added a progress bar for the test export
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Fix the deployable / redirect issues flagged earlier
- a few fireworks were changing variant when picked up
- industrial wall lights pointed to incorrect repair, required wood even though its not used to craft them
- fluorescent ceiling light had different protection and HP than regular ceiling light
- one of the lunar dividers had incorrect protection
- innertube skins could be repaired unlike base item, wantedposter and industrial door had wrong item target
- reactive target could be picked up while building blocked
All green now ✅
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Include hidden redirect items in the tests for inventory sounds