docs/testing/test_inventory.md: honest, current list of what automated
coverage actually exists (38 backend pytest tests across 2 files, 0 Godot
tests merged yet) and what doesn't (no integration/endpoint tests at all,
no coverage yet for the in-review RS256/moderation work) -- verified
against a genuinely fresh checkout + fresh Postgres, not just read off the
file tree.
scripts/run_checkpoint_tests.py: runs the whole inventory in one shot --
throwaway Postgres, migrations, pytest, then starts the backend server and
runs every scripts/smoke_test_*.gd against it headlessly. Verified working
both with and without a smoke test present (temporarily tested against
PC1's not-yet-merged scripts/api_client.gd + smoke_test_api.gd, removed
before this commit -- that PR carries its own files).
docs/testing/README.md: what running this at a Package Checkpoint review
does and doesn't prove, and how to grow the inventory as real coverage
gets added.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This branch never actually had the Godot scaffold — a workspace-reuse bug
(see agp source repo) let leftover backend/**/__pycache__/*.pyc files from
an unrelated task get swept into this branch's only prior commit, which
was checkpointed under this task's title despite containing zero Godot
files. Removing that garbage and bringing over the real project from
agent/997c429bc6b4 (the original PR's branch) with the review feedback
addressed:
- Play button no longer references the nonexistent scenes/game.tscn.
- Wired PlayButton/QuitButton [connection] entries in main_menu.tscn.
- Removed the invalid uid="uid://main_menu".
- Added .gitignore for .godot/.
- Removed the non-standard [export]/[export_options] sections from
project.godot (Godot 4 uses export_presets.cfg, not this).