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add a deterministic harness step - #805

Merged
Purdze merged 2 commits into
masterfrom
deterministic-tests
Oct 27, 2026
Merged

Purdze merged 2 commits into
masterfrom
deterministic-tests

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@Purdze

@Purdze Purdze commented Oct 27, 2026

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Type of change

  • Bug fix
  • New feature
  • Breaking change
  • Refactor / code cleanup
  • Performance improvement
  • Chore / tooling
  • Documentation

Summary

adds a deterministic = true harness step that holds a frame's run-to-run noise still for the rest of the script: block light flicker stays at 0, animated textures stay on their first frame, ambient block effects and particles are dropped, and clouds and view bobbing are off (overridden where they're read, so options are never saved with it). two shots of the same scene now come out pixel-identical, so screenshot comparisons can be judged far tighter.

world/lightmap opts in, and the new world/deterministic script checks a lava, magma and torch scene stays identical a second apart.

Reference

n/a (test tooling)

Testing

  • world/deterministic: both shots identical (53k pixels differ without the step)
  • just ingame-test: 44 of 44
  • clippy with and without the harness, script parse test

@github-actions github-actions Bot added the chore label Oct 27, 2026
@Purdze
Purdze merged commit f5a4419 into master Oct 27, 2026
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@Purdze
Purdze deleted the deterministic-tests branch October 27, 2026 11:45
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