When no Device Manager instance is present this test takes a long time
and can cause timeouts. We'll need to fake the HTTP requests if we want
to do this sort of test reliably.
* Add costume dataURI to costumes from storage
Towards #515, LLK/scratch-gui#279
* Fix tests
* Load costumes incrementally
Some of our tests assume that at least some of our costume data is available before the costume data is loaded. So, provide as much costume data as is available.
* Remove unnecessary filter for null costumes
Resolved when we updated to load costumes incrementally.
/ht @cwillisf
- Attach the storage module to the VM for tests which load projects or
other assets.
- Move `import_sb2.js` from `test/unit/ into `test/integration` since it
now depends heavily on `scratch-storage`.
- Skip loading costumes when there is no renderer.
* Revert "Merge pull request #486 from rschamp/fix-filter-tests"
This reverts commit ba00db897f, reversing
changes made to 739c5deb63.
* Revert "Show Categories that use custom code to load (variables, procedures) (#483)"
This reverts commit 739c5deb63.
* Revert "Merge pull request #461 from rschamp/filter-toolbox"
This reverts commit 343b5bfe8e, reversing
changes made to 370f2c6a47.
Changed mathop to call new math util
Changed sin & cos to round correctly (to get 0)
Added testing for the new math util function
Added testing for the new mathop functions
Had to update the test scripts to handle the alpha channel, also I note
that all the hex tests are using CSS notation, not scratch notation
(which is 0x not #)
Changes include:
- Added missing JSDoc for items in `scratch3_pen.js` and `target.js`.
- Moved constants used by `Scratch3PenBlocks` into the class.
- Created a constant for minimum and maximum pen size.
- Added `util/clone.js` to host cloning functionality.
- Pen blocks now check for the renderer before trying to use it.
- The pen integration test covers all blocks, though `clear`, `stamp`,
and `pen down` will skip some of their functionality when there is no
renderer.
Also, fix a math error in `Color.rgbToHsv`.
Newly covered functions:
- `toRbgColorObject` from `util/cast.js`
- `hsvToRgb` from `util/colors.js`
- `rgbToHsv` from `util/colors.js`
- `mixRgb` from `util/colors.js`