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6.2.2 (#101)
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* prefix all parameters so that when we start using the names from builtins they won't clash with gdscript reserved words
* fix #94
* doubling all methods working
* double strategy implemented
* weaving the new logger in some more
* "hide" Logger
* added assert_null, assert_not_null
* added nvl utility method
* double inners
* #93 implemented.
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bitwes authored Feb 2, 2019
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6 changes: 4 additions & 2 deletions .gutconfig.json
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{
"dirs":["res://test/unit/", "res://test/integration/"],
"should_maximize":false,
"should_maximize":true,
"should_exit":true,
"ignore_pause":true,
"log": 2,
"opacity":100
"opacity":100,
"inner_class":"",
"double_strategy":"partial"
}
27 changes: 25 additions & 2 deletions CHANGES.md
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All notable changes to this project will be documented in this file.
This project adheres to [Semantic Versioning](http://semver.org/).

# 6.6.2
## Features
* `assert_null` and `assert_not_null`
* added `simulate` to the test object so you no longer have to use `gut` when calling it. It is fine if you still do though. Sorry if this breaks something.
* Doubling, Stubbing, and Spies are no longer considered experimental.
* The `double` method is now smart:
* It knows when you pass it a scene or a script, no need for `double_scene` anymore but it remains.
* You can pass it a loaded class or scene like this:
```
var MyClass = load('res://my_class.gd')
var MyClassDouble = double(MyClass)
```
* You can now `double` Inner Classes by passing an Inner Class path like so:
```
double('res://my_script.gd', 'Inner1/InnerInInner1/AndSoOn')
```
* The start of an internal Gut logger to make better messages down the road.
* Experimental Full doubling allows you to Spy on most Built-in methods. You still cannot Stub them though. This must be enabled, details in the Double Wiki page.
* Added link to [Rainware's setup tutorial on youtube](https://www.youtube.com/watch?v=vBbqlfmcAlc) to the README

## Fixes
* __Issue 94__ Gut runs `after_all` on inner classes that are skipped.
* Rawsyntax fixed a bunch of misspellings so that we can erock on with less bad speligs fo wrds.


# 6.6.1
* __Issue 60__: Improved signal assert failure messages in some cases by having them include a list of signals that were emitted for the object.
* __Issue 88__: Fixed issue where you couldn't specify the config_file from the command line.
* __Issue 95__: Fixed issue where sometimes Gut can end up clearing files from `res:\\` when using doubling.

# 6.6.0

## Fixes
* __Issue 79__: Scaling wasn't being accounted for by the `maximize` method.
* __Issue 80__: Inner classes are no longer included in the count of scripts that were ran.
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# 6.1.0
* Moved as many files as I could to `gut_tests_and_examples` so that there was less stuff to uncheck when installing via the in-engine Asset Library. I'm still not 100% happy with the setup.
* Moved the License to `addons/gut/` so that it is distributed with the addon and doesn't accidently get copied into the root of some other project when installed via the Asset Library.
* Moved the License to `addons/gut/` so that it is distributed with the addon and doesn't accidentally get copied into the root of some other project when installed via the Asset Library.
* Some README tweaks.
* Fixed resize window handle bug. It was connecting to wrong signals and didn't work.
* Missed changing `simulate` to call `_physics_process` instead of `_fixed_process` in the 3.0 conversion. Fixed that.
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14 changes: 8 additions & 6 deletions README.md
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# [The readme has moved to a wiki.](https://github.com/bitwes/Gut/wiki)
# [See the Wiki for Details](https://github.com/bitwes/Gut/wiki)

# 6.1.0 has a potentially bad bug, please install 6.1.1
# 6.6.0 has a potentially bad bug, please install 6.6.2
6.1.0 has a bug that can, if everything goes wrong just right, delete files in the root of the project. I only saw it happen when running the test suite for Gut and only the `test_doubler.gd` test script. I don't recall ever seeing it happen in my own game, but just to be safe you should upgrade.

### Godot 3.1
I've started a [3.1 branch](https://github.com/bitwes/Gut/tree/godot_3_1) that I will be keeping inline with master. I've gotten it to run but there are issues. Check open issues and the [3.1 wiki page](https://github.com/bitwes/Gut/wiki/Godot-3.1-Alpha).
I've started a [3.1 branch](https://github.com/bitwes/Gut/tree/godot_3_1) that I will be keeping inline with master. Check open issues (they will have the 3.1 tag) and the [3.1 wiki page](https://github.com/bitwes/Gut/wiki/Godot-3.1-Alpha) for any known issues.

# Gut 6.6.1
# Gut 6.6.2
GUT (Godot Unit Test) is a utility for writing tests for your Godot Engine game. It allows you to write tests for your gdscript in gdscript.

More info can be found in the [wiki](https://github.com/bitwes/Gut/wiki).
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Gut is provided under the MIT license. License is in `addons/gut/LICENSE.md`

# Getting Started
Here's a couple [wiki](https://github.com/bitwes/Gut/wiki) links to get you started.
Here's a short setup tutorial provided by Rainware https://www.youtube.com/watch?v=vBbqlfmcAlc

Here's a couple more [wiki](https://github.com/bitwes/Gut/wiki) links to get you started.
* [Install](https://github.com/bitwes/Gut/wiki/Install)
* [Creating Tests](https://github.com/bitwes/Gut/wiki/Creating-Tests)
* [Methods](https://github.com/bitwes/Gut/wiki/Methods)

# [The readme has moved to a wiki.](https://github.com/bitwes/Gut/wiki)
# [See the Wiki for Details](https://github.com/bitwes/Gut/wiki)
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