Alpha v1.0.0

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Daniel P26/06/202512:24:45
rust_reboot/main/projectile_jobs (#124389)

Update: TestConsistency now validates repl projectiles as well Test: ran the unit test

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Daniel P26/06/202512:04:23
rust_reboot/main/projectile_jobs (#124383)

Update: TestConsistency now passes - validates auth proj hit their players/shields - added utility that helps revalidate projectile hit and get more info (auth only for now) Need to expand to re-validate non-auth hits Tests: ran projectile consistency test

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Daniel P26/06/202510:17:33
rust_reboot/main/projectile_jobs (#124373)

Update: wip fixing the consistency test - fix invalid tracking of on which frame a hit is expected - extra validation code to confirm hits to expected players - revealed missmatches Need to redo how I setup the players to avoid random overlapping Tests: ran the test

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Daniel P25/06/202515:59:19
rust_reboot/main/projectile_jobs (#124325)

Update(wip): new comprehensive projectile test on craggy - spawns a bunch of players on craggy and drops projectiles on them Currently fails as majority of hits miss (but expect 100% hit rate) - likely bad test setup. Will investigate tomorrow Tests: ran unit tests

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Daniel P25/06/202514:04:28
rust_reboot/main/projectile_jobs (#124318)

Update: projectile tests against players with shields Test: ran new unit tests

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Daniel P25/06/202510:10:14
rust_reboot/main/projectile_jobs (#124302)

Update: rewrite TestProjectileWater to attempt to hit a player in water Tests: ran new TestProjectileWater - pass all

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Daniel P25/06/202509:52:07
rust_reboot/main/projectile_jobs (#124297)

Update: extract all miss cases from projectile tests into separate case It takes the same path internally, so no point in rerunning the same test case Tests: ran all proj tests - pass

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Grigler24/06/202512:55:13
rust_reboot/main/projectile_jobs (#124222)

compile fix

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Daniel P23/06/202518:00:46
rust_reboot/main/projectile_jobs (#124126)

Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests

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Daniel P23/06/202517:33:37
rust_reboot/main/projectile_jobs (#124125)

Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass

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Daniel P23/06/202517:24:04
rust_reboot/main/projectile_jobs (#124124)

Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests

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Daniel P23/06/202517:22:12
rust_reboot/main/projectile_jobs (#124123)

Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)

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Daniel P23/06/202515:39:55
rust_reboot/main/projectile_jobs (#124106)

Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests

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Daniel P20/06/202520:45:18
rust_reboot/main/projectile_jobs (#124014)

Clean: minor comment fix Tests: none, trivial change

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Daniel P20/06/202520:44:05
rust_reboot/main/projectile_jobs (#124013)

Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests

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Daniel P20/06/202520:27:10
rust_reboot/main/projectile_jobs (#124012)

Add: new Projectile vs world base entity tests Tests: ran the unit tests

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Daniel P20/06/202512:56:15
rust_reboot/main/projectile_jobs (#123958)

Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests

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Daniel P20/06/202511:56:40
rust_reboot/main/projectile_jobs (#123951)

Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test

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Daniel P20/06/202511:55:45
rust_reboot/main/projectile_jobs (#123950)

Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors

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Daniel P19/06/202515:35:21
rust_reboot/main/projectile_jobs (#123891)

Update: started work on projectile unit tests Incomplete, will continue tomorrow. Tests: none, it's too derpy

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