9.5.0
Here's a quick video covering some new features: https://www.youtube.com/watch?v=ovq_1sjIpOs
Breaking Changes
- Stubbing/Doubling/Spying on vararg methods has changed (due to engine changes).
- You no longer need to stub the parameter count for vararg methods.
- Since you don't need to do that, you can't do that anymore.
- Asserting parameter values passed into a vararg must be enclosed in an array.
assert_called(my_double.rpc_id, [p1, p2, [vararg_val1, vararg_val2, vararg_val3]])- Test scripts are now freed after they finish. Prior to this release they would continue to exist until the end of the run, but were removed from the tree. This has been changed to give more accurate orphan information and because it wasn't needed anymore. You shouldn't care, but I thought you should know.
Features
- Requires Godot 4.5
- New menu and functionality at Project->Tools->GUT
- All the
.uidfiles you could ever want. - Error detection and asserts have been added. Tests fail when unexpected errors occur and you can assert that errors have occurred (preventing failures). See the wiki for more information.
- Orphaned nodes are now displayed...not the count (well, the count too), but the actual node and some extra information. Insead of seeing "2 new orphans" you'll see something like:
* test_this_makes_two_orphans
2 Orphans:
* test_two_one:<Node#59760445195>
* test_two_two:<Node#59777222412>
* test_with_some_nodes_with_children
9 Orphans
* parent_one:<Node#65062045712> + 5
* parent_a:<Node#65162709014> + 2- Pop out the GUT panel into a window (a.k.a. Make Flaoting). You an also put the text pane below the tree pane when in a window.
- "Awaiting" messages now have a configurable delay which defaults to .5 seconds. Messages to indicate a call to a
wait_method will not appear until this delay has expired. Now your 10 frame awaits aren't noisy unless you want them to be. - More shortcuts, use shortcuts anytime (even if the GUT panel is hidden).
- All GUT dialogs remember their size.
- Run tests externally through the editor. This is basically the same thing as running from the command line, but kicked off through the editor. This was introduced to allow you to run tests that had errors in them without invoking the debugger, but could have many other use cases. See the run-externally options for more information about best use.
- There's an About box now. It has text, and links, and an icon...and absolutely nothing else.
What's Changed
- Check if object emitting signal exist before disconnecting by @m-radzikowski in #726
- updated readme by @bitwes in #727
- Godot 4 4 by @bitwes in #728
- I 725 by @bitwes in #729
- fix: register_inner_classes can handle cyclic dependencies by @thephilipquan in #750
- Godot 4 5 by @bitwes in #760
New Contributors
- @m-radzikowski made their first contribution in #726
- @thephilipquan made their first contribution in #750
Full Changelog: v9.4.0...v9.5.0