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Enhance playtesting and error handling in atlas skills
- Added a new `atlas-playtest` skill to automate quick playtesting in Roblox Studio, designed to catch runtime errors after code changes. - Updated the `atlas-push` skill to automatically trigger the playtest after a successful push, ensuring immediate feedback on introduced errors. - Enhanced the TODO list with detailed plans for error resolution and playtesting workflows, improving project management and user guidance. These changes aim to streamline the development process by integrating automated testing and error handling into the workflow.
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TODO.txt
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TODO.txt
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@ -89,3 +89,12 @@ in all 3 matchers, simply randomize the order of the children - this will break
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[syncback via extension]
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can we allow the terminal to stay so i can like run some git commands myself without having to make a whole new terminal?
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i also want to just cleanup terminals / use one terminal for syncback and serve...
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[skill]
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'/playtest-quick'
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simply runs the game and checks for literal errors, typically created just after completing a code change
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resolve these errors in the project, or if in plan mode create a plan to resolve the errors
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this should utilize the mcp to run the game and fetch the errors, make sure the server is fully booted up (INTELLIGENT 5-10s wait) and then fix stop the game
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modify /atlas-push to always trigger /playtest-quick after it finishes pushing, looping back around to fix issues if needed. make sure the errors are related to what we actually pushed, so it doesnt try to fix others work. if it's others work, ask the user if they want to fix it - thought recommend they should do a planning phase.
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"/atlas-push no test" or similar it just skips the automated test
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