# Test manifest for tools/runtests.ps1: one script per line, `#` starts a comment.
# Per-test timeout and frame cap live in the script itself (# @timeout / # @maxfps), see tools/autotest.ps1.
# Tests boot fresh scenarios or sandbox worlds; no local baseline save is required.
# *.ctest lines run ctest tests without the game (tests/unit, docs/testing/unit-tests.md); unit_data skips without run/.
# A trailing @full tag keeps a line out of the default run; runtests.ps1 -Full or
# a filter naming the entry exactly runs it (docs/testing/test-runner.md).
# Game tests run in the standalone host OpenBeach.exe, without any reference code.
# Pack class (docs/build/ci-l0.md): a trailing @l0 tag marks an entry that needs no imported data
# (own L0 pack or no game data); untagged entries are Private, checks against the imported pack. runtests.ps1 -Pack
# public runs the @l0 entries only, -Pack private (default) every entry.
unit.ctest @l0
unit_optimized.ctest @l0
headless_mismatch.ctest @l0
headless_replay_l0_commands.ctest @l0
headless_replay_l0_construction.ctest @l0
headless_replay_l0_gui.ctest @l0
headless_replay_l0_rejected.ctest @l0
l0_boot.txt @headless @l0
l0_gameplay.txt @headless @l0
l0_goal.txt @headless @l0
l0_builders.txt @headless @l0
l0_play_gui.txt @l0
l0_menu_transition.txt @l0
m6_gui_golden_l0.txt @l0
l0_media.txt @hidden @l0
l0_menu_actions.txt @hidden @l0
l0_fullscreen_toggle.txt @hidden @l0
l0_guests.txt @headless @l0
golden_hash_l0_s1.golden @l0
gui_image_bar_l0.txt @hidden @l0
replay_mismatch.txt @l0
replay_l0_commands.txt @l0
replay_l0_construction.txt @l0
replay_l0_gui.txt @l0
replay_l0_rejected.txt @l0
