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Tests/CI/Tooling #181
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You dont have to worry about annoying me, I'm happy to discuss whatever. This sounds pretty promising. Do you know your way round GitHub actions then? I managed to set up one to zip up the build for each commit, but getting one to do it right for releases has evaded me. |
Alright :) I took a look at the actions you have defined, and tried them on my fork. Looking at the resulting .zip's and comparing them to the actual releases here, it seems the structure is wildly different, and what is and isn't included also differs. Should I consider the current releases as the golden sample and get the GH Actions to build the same thing? Regarding the tests, would you prefer to have simple scripts you can run manually inside of blender, or the full testing suite? |
the zips that the simple_bk that runs on every commit builds are right. I had all kinds of trouble getting the release one to build one the same, was buggering it up every time, gave up and have just been doing it manually copying the last commit one. |
Alright, I'll take a crack at it on the weekend |
I thought having a proper issue for this might be better than to keep annoying Sim in discord.
I took a look at building up a proper testing toolchain, and from what I see, there a couple of potential goals for this:
Find out early and easily what is or isn't broken, without relying on the apparently lacklustre change-notes from Blender
Classic TDD, how far to take that is a matter of philosophy
Make sure nothing breaks (unnoticed)
And two rather different environments to do this in:
Most easily accomplished by just running though a list of function references.
Would be great if this could happen through VSCode's testing interface, but getting that into Blenders bundles python looks like a gigantic can of worms...
The blender_addon_tester package can download any blender version, sets up pytest in that and then just runs through the tests like any other pytest CLI invocation. Wrapped in a short script, this is an easy way to invoke the test suite without needing to attach a debugger to a Blender instance. I even tested it on a headless Linux container :D
This could also be automated via GitHub actions (limited to the main branch to conserve minutes, for example)
I'll open a Proof-of-concept PR and link it to this Issue.
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