Build and validate a change
Run the project checks
Section titled “Run the project checks”From the repository root, first configure GODOT_BIN as described in developer setup, then run:
./scripts/validate.ps1The script builds GDCraft.csproj, checks the level-interface migration, then launches the headless validation suite in scenes/world/World.tscn. It stops if the build or migration check fails, so a stale assembly is not used. The full run log is written to the ignored validation.log file.
Narrow the run
Section titled “Narrow the run”Use -Filter to run a comma-separated suite or specific test names. For example:
./scripts/validate.ps1 -Filter Redstone./scripts/validate.ps1 -Filter 'Persistence,Entities' -ContinueThe test runner’s current list and names can be inspected from Godot with --test-list; check the validation script’s documented arguments for optional Godot parameters.
Read failures
Section titled “Read failures”GODOT_BIN is not set: set it to the Godot 4.7 .NET console executable.- Build failure: fix compilation errors before interpreting runtime validation output.
- Migration check failure: the output identifies block hooks that need the level interface boundary.
- Assertion or runtime failure: inspect the failure summary and
validation.log; verify whether it reproduces in the editor.
After a change, review git diff and ensure only the intended files changed. Update the relevant subsystem guide when ownership or architecture has materially changed. Update docs/CURRICULUM.md when a coherent learning subsystem is complete.