Robust.UnitTesting was both ALL tests for RT, and also API surface for content tests.
Tests are now split into separate projects as appropriate, and the API side has also been split off.
* Replace PhysicsMapComponent
- Dumb idea
- Lots of book-keeping and perf overhead.
- Much saner this way.
* stuff
* More work
* Purge
* Fixes
* Eh?
* Fixes
* Also this
* weh
* Fixes
* ice-cream
* Fix
* Fix stacking / gravity
* Gravity query
* MoveBuffer optimisations
* Fixes for test
* World gravity
* Fix build
* Avoid some transform resolves for contactless ents
* Less getcomps
* Fix contact caching
* Possibly less copies
* reh
* bulldoze
* Test "fix"
* seikrets
* a
* I saw this but now I decideded against it
* true
* Warning fixes in Robust.Shared
* Robust.Client warning fixes
* Fix test failure
Test failures were due to broken system registrations for the client RobustUnitTest. It was accidentally registering some server systems, which means DebugPhysicsSystem wasn't gettings its dependencies properly.
Fixing this meant pulling half a dozen extra dependencies that client ContainerSystem and TransformSystem are supposed to have, but didn't.
* Un-hardcode behavior to make a component not saved to map file.
MapSaveId is a special component that can't be saved to map files due to a hardcoded type check. This behavior can now be applied to any component with [UnsavedComponent].
Moved "component registration" attributes into a single file because they don't deserve their own (poorly organized) .cs files.
* Add ITileDefinitionManager.TryGetDefinition
Try-pattern version of the existing indexers.
* Preserve tile maps when saving maps
This changes the map saver and loader code so that the "tilemap" can be preserved between map modifications as much as possible.
The tile map from the loaded map gets stored onto MapSaveTileMapComponent components on all loaded grids. This tile map is then used when saving, meaning that changes to the engine's internal tile IDs do not cause diffs.
Fixes#5000
* Changelog
* Fix tests
* Make component factory use frozen collections
* Fix integration tests
* Also freeze _entTraitDict
* A
* I love integration test setup logic
* Re-add public method
* Freeze event bus
* Remove per-component dictionary lookup on EntAddComponent
* release notes + fix test jank
* Fix merge
* fix tests
* Shutdown
* Fix SetAwake()
* Remove bad debug assert
* EntityQuery & misc optimizations
* Remove bad(?) code, and add new test
* I love engine tests
* Add debug assert
* Dirty PVS chunk when visibility mask changes
* fix tests?
* aaaaaa
* maybe sorta finally fix tests
* directly return vis mask,
Also defaults to 1 only if visibility component does not exist.
* make sure everything has first bit set
* Add test pooling and global test setup
* WIP test pooling changes
* Make asynchronous tests the default again
* Finish fixing tests, make test threads background threads
* Un-pool tests with custom cvars
* Fix not changing FailureLogLevel cvar on instance return
* Fix error when overriding already overriden cvar
* Don't pool some physics integration tests
* Unpool engine tests, the technology just isn't there yet
* Remove explicit Pool = false from physics tests
* Change default pooling setting to false
* Didn't need this anyway
* Remove ConfigurationManager.ResetOverrides
* Bring back enum cvar override parsing
* Make integrationInstances name clearer > notPooledInstaces
Make clients ready and servers ready internal
* Add logging test instances
* Give more info on ran tests
* Show total clients and servers in test output
* Wipe LayerMap on SpriteComponent.AfterDeserialize
* Fix server not properly kicking clients
* Rider shut
* Make all test metrics report totals
* Format tests ran better
* Replace Console.WriteLine with TestContext.Out.WriteLine
* Fix two server test pooling info prints using total clients instead of total servers
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Fright night
* Shitty bounds working
* No more fixture leak
* Optimise TryFindGridAt
Should be O(1) now instead of the previous O(n) for number of fixtures
* ambush
* Merge stuffies
* Merge to master
* Fixes I guess
* Fix client sync
* Fix grid deserialization
* Jank test
* Fix deferral shitfuckery
* Optimise and remove
* Fixes
* Just werk dam u
* Optimisations
* Bunch of fixes
* FINALLY IT'S DONE
* Fixes
* Fix
* Comment
* Split entity lookups from entitymanager
* Helps if you subscribe dingus
* Handle map changes
* Stacks instead
* Make mapchanges use a queue because it's probably better
Moves likely only care about the latest position
* IoC what you did there
* IoC refactor
* Minor optimisations
* Apply feedback
* My IQ dropped 3 sizes that day
* Rest of acruid's feedback
* final_no_actual commit
* enlightenment?
* Liftoff
* final_commit_v2_actual
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>