- Add FindBehaviorSlotByEquipLocation method to map equipLocation strings to BehaviorSlot enum
- Update AddItemSkills and RemoveItemSkills to use equipLocation instead of itemType
- This fixes issue where items with same skill but different equipLocations would conflict
- Add unit tests to verify the new behavior
- Based on issue #1339: Server doesn't allow same skill in multiple slots
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
* saving from a test works
* testing works
* Update SavingTests.cpp
* test dServer stuff
* tests
* use dummy database and add missing pure fns
* add more tests
* add more tests
* add rocket tests
* Update BuffComponent.h
* Update test_xml_data.xml
* Update SavingTests.cpp
* update
* Assorted pet improvements
* remove unecessary include
* updates to address some feedback
* fixed database code for testing
* Removed reference member (for now)
* Removed cmake flag
* Make serialize actually virtual
yep
* Abstract to PhysicsComponent
Move shared functionality of all physics related classes to a base class.
Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race.
Tested that 2 players were able to see each other in the above scenarios just fine as well.
* Update PhantomPhysicsComponent.cpp
* Add SimplePhysicsTest
* Add construction test
* Update SimplePhysicsComponentTests.cpp
* remove flags and fix override
* Update VendorComponent.h
Implement GTest as a testing infrastructure.
Make windows output binaries to the build folder instead of the release type folder (potentially issue further down the line)
Add a simple unit test for DestroyableComponent