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[Bugfix] Don't require lightTile pipeline success on devices without tile shading - #191
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…tile shading test_EditorDefaultPipeLines_canInitializeAllPipelines asserted every pipeline must initialize successfully, but InitLightTilePipeline() intentionally returns nil on GPUs without Apple4 tile-shading support or on a paravirtualized GPU (CI's runners). That made the test fail on every CI run. Mirror UntoldEngine's own TileLightStageTests, which skip tile-shading-dependent assertions via tileShadingAvailable. Fixes #190
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Summary
buildjob has been failing consistently (PR [Bugfix] Remove a .untoldpack's cooked assets folder and fix its Resources source-folder cleanup #189, Reset to develop branch #185, Release 0.24.0: Resources/GameData asset workflow, TAA tone-map options, and Play/Stop restore fix #184, [Feature] The anti-aliasing picker offers the temporal modes, and the tone-map menu no curve #182) ontest_EditorDefaultPipeLines_canInitializeAllPipelines, always withFailed: lightTile.InitLightTilePipeline()intentionally returnsnilon GPUs without Apple4 tile-shading support or on a paravirtualized GPU — exactly what GitHub Actions' macOS runner exposes. That's expected engine behavior, not a failure.TileLightStageTestsalready use (tileShadingAvailable+ skip): the.lightTilepipeline is excluded from the "must succeed" check when tile shading isn't supported on the running device.Fixes #190
Test plan
swift build— cleanswift test --filter EditorRenderPipeLinesTests— 38/38 pass locally (tile shading available on this machine, so the normal non-skip path is exercised)buildjob now passes on the paravirtualized runner