Quality Assurance Testing Checklist
This wiki page details a list of all things that should be tested prior to a major release.
Table of Contents
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Language
In the rest of this document, some shorthand words will be used to keep things simplified
- "Runs" Means that the executable can be launched, and a level can be loaded without any overt graphical(in the case of non-dedicated) or control errors, nor is there an obvious wall of errors in the console.
Executables
- Confirm 32bit exe runs on Windows
- Confirm 64bit exe runs on Windows
- Confirm 32bit exe runs on Linux
- Confirm 64bit exe runs on Linux
Subtasks
- Confirm exe runs as clients (display windows)
- Confirm exe runs with the -dedicated -level "somelevelname.mis" (do not display windows)
- Confirm exe variant runs as fully dedicated (use the TORQUE_DEDICATED compiler flag to filter even attempting to operate as a client)
- Confirm C++ unit tests pass (by running 'Torque 3D.exe runTests.cs')
Rendering API
- Confirm that DirectX11 runs on Windows
- Confirm that DirectX9 runs on Windows
- Confirm that OpenGL runs on Windows
- Confirm that OpenGL runs on Linux
Subtasks
- Confirm standard materials function (diffuse, normal, specular)
- Confirm multiple layer materials function (blended via alpha is the standard implementation)
- Confirm animated Materials function (UV panning, scaling, rotating)
- Confirm translucent options function (changes rendering composition and order)
- Confirm Water blocks, water planes, and rivers function (reflectivity, depth, et al)
- Confirm Scattersky, and Skyboxes function (the former with a timeofday)
- Confirm multiple layer terrains function. (Operates off of up to 3 layers rendered, then a re-draw, so ensure a minimum of 5 layers checked for proper blending across all batches.)
- Confirm Vector Lighting (sun) Point lights, and Spotlights function. (Colorization, attenuation, et al)
Dedicated Servers
- Confirm that a dedicated server can run on Linux, with a Windows client connected
- Confirm that a dedicated server can run on Linux, with a Linux client connected
- Confirm that a dedicated server can run on Windows, with a Windows client connected
- Confirm that a dedicated server can run on Windows, with a Linux client connected
- In all above test cases, ensure that the dedicated server can change levels without issues.
Server/Client
- Confirm that a hosted server can ping out to a master server, and be seen by a client of the same build.
- Use the netgraph [n] in combination with latency simulation to ensure that basic networking works between a hosted client and server.
- Confirm that the server does not cause lag if its window loses focus on the host machine
Physics APIs
Bullet
- Confirm that Bullet compiles and that the API initializes when the game runs.
- Confirm that the player object can move on surfaces, float in water, and collide with standard geometry.
- Confirm that Physics shapes can be spawned, and collide with other objects
- Confirm that Physics shapes can be moved via applyImpulse
- Confirm that vehicles can be spawned, and collide with other objects
PhysX
- Confirm that PhysX compiles and that the API initializes when the game runs.
- Confirm that the player object can move on surfaces, float in water, and collide with standard geometry.
- Confirm that Physics shapes can be spawned, and collide with other objects
- Confirm that Physics shapes can be moved via applyImpulse
- Confirm that vehicles can be spawned, and collide with other objects
Scripts
- Run script unit tests to ensure general functionality
Gameplay (Requires Full template)
- Confirm that the player can spawn
- Confirm that the weapons can be fired
- Confirm that the weapons can be switched between both via scroll wheel and number shortcuts
- Confirm that sprinting and crouching works
- Confirm player death works
- Confirm that turret and mines can be destroyed
- Confirm that the zoom function works
Editors
Editor General
File menu commands
- Confirm that a new level can be created
- Confirm that an existing level can be opened
- Confirm that saving a modified level works
- Confirm that saving a unmodified level via Save As works
- Confirm the Open Project/Level File in Torsion commands works(requires Torsion)
- Confirm Create Blank Terrain works
- Confirm Import and Export Terrain Heightmap commands work
- Confirm Export to COLLADA command works
- Confirm Add FMOD Designer Audio command works
- Confirm Play Level command works
- Confirm Exit Level command works
- Confirm Quit command works
Edit menu commands
- Confirm Undo command works
- Confirm Redo command works
- Confirm Cut, Copy and Paste commands work
- Confirm Delete command works
- Confirm Deselect command works
- Confirm Select Objects command and window works
- Confirm Audio Parameters command and window works
- Confirm Snap Options command and window works
- Confirm Game Options command and window works
- Confirm PostFX Manager command and window works
View menu commands
- Confirm Visibility Layers command and window works
- Test Show Grid in Ortho Views toggle
Object menu commands
Camera menu commands
- Confirm add bookmark creates a point + orientation in sapce
- Confirm Manage bookmarks pops up a list
- Confirm Jump To bookmark when not occupying a player sets the camera to a created position + orientation
Editors menu commands
Lighting menu commands
- Confirm that the Full Relight command doesn't cause any errors(fairly sure this command is deprecated until such a time a static lighting is added back in)
- Confirm the Shadow Viz command and window works
- Confirm that switching to Basic Lighting works
- Confirm that switching to Advanced Lighting works
Help menu commands
- Confirm
World Editor
Terrain Editor
Terrain Paint Editor
- Ensure that 4 different textures can be overlapped(1 texture to a quadrant relative to a vert) without any blending artifacts
Material Editor
Sketch Tool Editor
- Can hold alt + LMB drag to create a new convex shape sized via mouse movements
- Able to select a face on the convex shape
- With a face selected, able to move, rotate and scale the face
- Can switch between select, move, rotate and scale modes via the 1, 2, 3 and 4 keys
- Able to select a difference face from the active one
- Can click the 'Split seleccted face button' and have it successfully split the face
- Can click the 'Create ConvexShape Box' button on the toolbar to create a new convex shape
- With the shape modified, able to go into the menubar > Sketch and click Recenter Selected Shape and have it recenter correctly.
- Can click menubar > Sketch > Hollow Selected Shape and have it correctly hollow out the current convex shape.
- Can have a shape selected and click the 'Delete selected ConvexShape' button in the toolbar and have it delete.
- Can have a shape selected and click the delete button to delete the shape.
Datablock Editor
Decal Editor
Forest Tool
Mesh Road Editor
- Can create a new road
- Can create a new road with modified default width and depth
- Can select road via the road list panel
- Can modify the road's properties via the properties panel
- Can select and unselect nodes in a road
- Can modify the selected node in the Node Properties panel
- Can move and scale nodes in a road
- Can insert and remove points in a road
- Can change the Show Spline, Show Wireframe and Show Texture options with appropriate effects
- Can delete the second-to-last node and it successfully removes the road
- Can delete the road via the World editor
Mission Area Editor
- In a mission with no mission area, switch to the mission area edit and confirm that it prompts for one to be crated, and that it successfully does if you click 'yes'
- Can change the properties of the mission area
- Can save the mission and reload it and have the mission area correctly load
- Can delete the mission area
NavMesh Editor
Particle Editor
River Editor
- Can create a new river
- Can create a new river with modified default width and depth
- Can select river via the rivers list panel
- Can modify the river's properties via the properties panel
- Can select and unselect nodes in a river
- Can modify the selected node in the Node Properties panel
- Can move, rotate and scale nodes in a river
- Can insert and remove points in a river
- Can change the Show Spline, Show Wireframe and Show Texture options with appropriate effects
- Can delete the second-to-last node and it successfully removes the river
- Can delete the river via the World editor
Decal Road Editor
- Can create a new road
- Can create a new road with modified default width
- Can select road via the road list panel
- Can modify the road's properties via the properties panel
- Can select and unselect nodes in a road
- Can modify the selected node in the Node Properties panel
- Can move and scale nodes in a road
- Can insert and remove points in a road
- Can change the Show Spline, Show Wireframe and Show Texture options with appropriate effects
- Can delete the second-to-last node and it successfully removes the road
- Can delete the road via the World editor
- Road correctly sticks to and renders over the terrain, even when editing nodes
Shape Editor
page revision: 21, last edited: 09 Jul 2016 23:34