Commit Graph

157 Commits

Author SHA1 Message Date
594cd98e0d Day of VoDT testing replays 2025-05-11 10:49:44 -05:00
15b7a8dc92 VoDT replays 2025-05-11 10:49:29 -05:00
0d66b82932 day's worth of VoDT replays 2025-05-11 10:49:22 -05:00
bcf985aaf9 more VoDT replay 2025-05-11 10:49:16 -05:00
2bd6b12134 More VoDT replays 2025-05-11 10:49:15 -05:00
631949a156 replay of victory over lizards 2025-05-06 15:24:13 -05:00
924a5444bb replay of a TPK and restore from save 2025-05-06 15:24:13 -05:00
4ce5535920 VoDT replay contains bug where PC target buttons disappear 2025-05-06 15:24:13 -05:00
731dc778b3 Replay crashes when casting spell without choosing target 2025-05-06 15:24:13 -05:00
ee4c18332b New replay crashes in monst_fire_missile 2025-05-06 15:24:13 -05:00
075985caaf Replays in Fort Talrus (VoDT) 2025-03-30 11:51:15 -05:00
f0f08ae5a8 Replay test scenarios can be unpacked. Fix #603 2025-03-30 11:51:13 -05:00
460e821700 ignore autosaves of replay parties 2025-03-19 19:31:30 -05:00
76040c5f6b replay casts every priest spell. 2025-03-19 19:31:25 -05:00
1237ef9ed1 remove slowdown from AllMageSpells.xml 2025-03-19 19:31:24 -05:00
dfb79c2230 Replay shows graphical bug in Shockwave spell 2025-03-19 19:31:23 -05:00
227f343098 Replay that casts every mage spell 2025-03-19 19:31:21 -05:00
2e8d3ce1f2 (slightly outdated) One of everything replay. 2025-03-19 19:31:20 -05:00
3e1746f0c5 fix button mapping in old replay 2025-03-19 19:31:20 -05:00
f1abdd9073 .boes file needs to exist to launch replay test scenario 2025-03-19 19:31:19 -05:00
4beddb82bf Meanincful names for replays 2025-03-19 19:31:19 -05:00
6f14c01487 skip more for file load preview 2025-03-16 14:03:53 -04:00
18a9e343f9 Fix several of the unit test XML files missing minimal elements for a successful load where the goal was to test something that comes after those elements. 2025-03-08 20:05:12 -05:00
a1bc923de8 Remove the Edit Saved Item Rectangles menu item in favour of a toolbar button.
The limit of 3 saved item rectangles has been removed - you can now add as many as you want.
However, the 1 per town limit is now strictly enforced.

The saved item rectangle is now shown with a cyan border when editing town.
2025-03-08 20:05:12 -05:00
Nathan R
598fd4836a Fixed up: Move file-static RenderWindow and RenderTexture instances inside functions to fix GL race condition on startup (#682) 2025-03-06 19:40:40 -05:00
0afed5db59 A feature flag denotes whether a scenario uses the new or old format for its metadata. With the old format (legacy scenarios and openBoE scenarios created prior to this PR) everything displays in the scenario picker as before, and scenario designers get 2 text fields to display however they want, and 2 text fields that are pretty much useless.
With the new format, Author and Contact info are formatted onto the first line in the scenario picker display. The scenario designer gets 1 line to write a teaser.

Fix #593

Also fix a bug where scenario ratings were appearing as integers ingame instead of the correct "G", "PG", etc.
2025-03-02 01:09:03 -05:00
2145d88133 Remove the <os> element from scenarios
Fix #522
2025-02-16 21:41:47 -05:00
8cff2428a9 DRY advanced town help. Fix #611 2025-02-16 00:02:22 -05:00
ff65ddbb69 Fix Visual Studio undefined behavior test errors 2025-02-15 16:04:14 -05:00
josefwk
f22f248f4e Fixed typos for Resurrection Balm and Leather Baldric (#579) 2025-02-07 19:43:29 -05:00
f58d95496d fix unit test for last_cast change 2025-01-20 13:42:26 -06:00
17a4c25d3c Merge pull request #534 from NQNStudios:fix-479
Fixing text buffer texture/font corruption (#479)

* #479 demonstrates that the contents of the text buffer are NOT irrelevant for reproducing bugs. So I set up recording/replay for the burma shave easter egg. This also makes an easy way to mess with the buffer state when debugging (just mash &/\*/&/\*/&/\* n times)
* When a replay throws an error, it puts up a showError() dialog. If the next action is a control_click, the system will try to click that control on the error dialog--which is totally divergent from the replay's intended behavior. So we should just stop replaying when an error happens.
* If you have a long replay and want to run it very fast, but then slow down when you get to the sequence that reproduces your bug, now you can add a `<change_fps>` to your replay to achieve that.
* Fixes for the 2 legacy replay errors that I opened recently

Fix #479 
Fix #532 
Fix #533
2025-01-20 09:10:17 -05:00
9d12177eef test don't expect newline in empty player name 2025-01-16 17:12:31 -06:00
4cbe474431 add check_for_interrupt to boe_test 2025-01-16 17:05:20 -06:00
5936b1c579 global vector for extra scenario directories 2025-01-15 23:05:52 -05:00
34dd31cf51 Remove 3 obsolete settings 2024-12-03 09:44:40 -05:00
9df9d4ae23 replay shows 511 is fixed 2024-12-01 18:43:35 -05:00
1563096f06 Add prefab party for recording spellcasting 2024-12-01 18:43:35 -05:00
94bb4c7e41 Replay reproduces crash #511 2024-12-01 18:43:35 -05:00
1ae3715618 unpack the modern-format test scenario 2024-11-30 22:52:53 -05:00
e5ef638061 legacy scenario and replay show the bug is already fixed 2024-11-30 22:52:53 -05:00
3de10ec741 replay test shows #8 does not affect new scenario format 2024-11-30 22:52:53 -05:00
34702d588e remove placeholder replay 2024-11-30 22:52:53 -05:00
dd347a5f79 replace the debug flag with a release flag 2024-11-30 17:58:42 -05:00
992768131d thoroughness level 2 - use --strict 2024-11-10 00:32:17 -05:00
d47249b404 rename control_click to click_control 2024-11-10 00:32:17 -05:00
cbc58afe0f replay test bash script (tested, works on mac) 2024-11-10 00:32:17 -05:00
cd50a0183d track whether current scenario pushed paths 2024-09-21 20:57:22 -04:00
2d0b249d43 reorder includes 2024-09-21 20:57:22 -04:00
34b7eb9a76 Issue #101 unit test (should fail) 2024-09-21 20:57:22 -04:00