wITTus
wITTus
Hi, **Describe the bug** I can seem to only start the UI and the model server only one single time. After that, I get a stack trace from the server...
Oh please add a comments txt file :) Or map the hierarchical comments section onto the filesystem as well, so we may use `tree | less`.
- Test GUI update (via Event) - Test `isHeavy()` - Check if `VE_EFFECT` and `VE_SOUND_EFFECT` were sent - Test respawn functionality - Test if `PE_CONTACT` works - Test if `GOE_REINITIALIZE`...
Currently we use the following method to do our event-driven tests: ``` cpp // [send event here] sync.start(); sync.finish(); // [check outcome, probably in form of an event] ``` This...
I'd like to configure my keys dynamically in-game. This could be done by simply telling the Controller to watch out for the next upcoming key and then assigning this key...
1. Relocate all manual tests to `code/tests/manual` and all automatic tests to `code/tests/auto`. 2. Relocate manual code in ViewTest.cpp (at the bottom) to a new manual view test.
Exit bugs happen within the Network module. The destruction order of all actors must be verified: io_service, deadline flush timer, NetworkModule, Server, Client ...
Penetration depth is summed up from all contact points. This is wrong and leads to false behavior in game code. So even if the collision was soft, but it happened...
Split tests into automatic and manual unit tests: ``` code/tests/auto code/tests/manual ```
Support rvalue references for classes `v3` and `qv4`. Also, write a simple test case.