Tools/VoxelForgeTest.ps1 runs scenarios (canonical, owner, probe, perf, tests, parity) with the known-good flag sets, isolated user/config dirs, serialized launches, an owner-process guard, and a compact result.json + summary.txt instead of 300 MB logs that Codex has to stream. Answers the owner's question 'can the commandlet reflect in-game behaviour': -gameconfig=1 makes the commandlet use the authored settings, and the parity scenario compares per-tile geometry hashes between the commandlet export and the game's streaming path. Parity PASS: 64 commandlet tiles vs 810 game records, no differing tile. First run of the tests scenario: 44 tests, 28 pass, 16 fail (8 composer, 6 op-stack equivalence, PassageLandsInOpenSpace, StrateParamBlendCoverage). Triage is the next round: stale expectations from the floor removal and the degrees change, versus real defects, especially the legacy-vs-op-stack equivalence ones. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
20 lines
334 B
Plaintext
20 lines
334 B
Plaintext
# Ignore everything
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*
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# But keep this gitignore file
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!.gitignore
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# Keep Source folder and its contents
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!/Source/
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!/Source/**
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# The guarded single-entry test harness is source, not generated output.
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!/Tools/
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!/Tools/**
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!VoxelForge.uplugin
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# Keep every design / doc markdown at any depth (AUDIT P1 — these were untracked)
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!*.md
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