Tooling and documentation; the module itself behaves as in 0.3.0. Freedoom
gives the dev gateway a free registered-mode IWAD, so the bring-your-own-WAD
path is now tested all the way to the engine loading a PWAD, and the four
committed engines are proven reproducible on every change.
Added
- Freedoom as the dev gateway's free registered-mode IWAD:
ops/fetch-freedoom.sh(pinned 0.13.0, checksummed against the release's
signed CHECKSUM, never committed or shipped) plusmustry-test.wad, a
56-byte PWAD of our own, and an e2e test that requires the engine to load
it with-fileonfreedoom2.wad. README: "Mods without buying Doom II"
and a Freedoom row in the bring-your-own-WAD table. (#17) - CI: the
Engines reproducibleworkflow rebuilds the four committed engines
from the pinned sources in the emsdk image and fails on any byte of
difference (on engine changes, weekly, on demand). The e2e suite also runs,
informationally, againstinductiveautomation/ignition:latest
(IGNITION_IMAGEindocker-compose.yml). - Docs: four games throughout (README, reference, engine README, notices),
new pictures (launcher, Heretic, Hexen, Strife, the how-to page) from a
repeatable screenshot job, the dev-gateway section lists the fixture
scripts and what the suite covers.
Changed
DoomRelayTicketsisDoomTickets(it has issued WAD download tickets
since 0.2.0); the operator-WAD resolution rules moved out of the component
intoresolveFetched()indoomLogic.ts, unit-tested. No behaviour change.