Custom material attributes are enforced to start with a lowercase
letter, so I think it makes sense to be consistent and use the same for
custom scene fields and mesh attributes as well. It's not enforced in
any way but the tests should reflect that choice so new code that gets
written based on these inherits that practice.
The main property of this feature is that it prints the bounds *in a
canonical type*, not of the actual type that's used. Yet however that
wasn't ever tested. Now it is, and it's also testing behavior for custom
attributes, which don't get their bounds printed (because the canonical
type isn't known for those).
Sometimes it's a vital piece of information, e.g. the file having no
default might lead to it being not displayed correctly as some end-user
application might think it has no scene.
They're each a totally different beast and putting them into the same
test file doesn't really make sense:
- We want to link certain plugins statically on static builds to test
certain code paths in the implementation. However this is
counter-productive for the executable tests because there we are
checking for plugin presence from the test with the assumption that
the executable and the test have the exact same set of plugins
available (or linked statically).
- The executable tests are implemented on Unix only at the moment,
thus it's wasteful to try to build it on any other platforms. Having
it in a separate file makes it much easier to deal with.