rendering: downgrade per-NPC-spawn LOG_INFO spam to LOG_DEBUG in application.cpp

Model batch submesh IDs and NPC geoset lists fire on every NPC spawn and
produce excessive log noise in normal gameplay. Downgrade to LOG_DEBUG.
Also downgrade per-equipment-slot DBC lookups from LOG_INFO to LOG_DEBUG.
This commit is contained in:
Kelsi 2026-03-10 04:30:01 -07:00
parent f533373050
commit 475e0c213c

View file

@ -5595,11 +5595,11 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
if (did == 0) return 0;
int32_t idx = itemDisplayDbc->findRecordById(did);
if (idx < 0) {
LOG_INFO("NPC equip slot ", slotName, " displayId=", did, " NOT FOUND in ItemDisplayInfo.dbc");
LOG_DEBUG("NPC equip slot ", slotName, " displayId=", did, " NOT FOUND in ItemDisplayInfo.dbc");
return 0;
}
uint32_t gg = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), fGG1);
LOG_INFO("NPC equip slot ", slotName, " displayId=", did, " GeosetGroup1=", gg, " (field=", fGG1, ")");
LOG_DEBUG("NPC equip slot ", slotName, " displayId=", did, " GeosetGroup1=", gg);
return gg;
};
@ -5729,23 +5729,6 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
activeGeosets.insert(101); // Default group 1 connector
}
// Log model's actual submesh IDs for debugging geoset mismatches
if (auto* md = charRenderer->getModelData(modelId)) {
std::string batchIds;
for (const auto& b : md->batches) {
if (!batchIds.empty()) batchIds += ",";
batchIds += std::to_string(b.submeshId);
}
LOG_INFO("Model batches submeshIds: [", batchIds, "]");
}
// Log what geosets we're setting for debugging
std::string geosetList;
for (uint16_t g : activeGeosets) {
if (!geosetList.empty()) geosetList += ",";
geosetList += std::to_string(g);
}
LOG_INFO("NPC geosets for instance ", instanceId, ": [", geosetList, "]");
charRenderer->setActiveGeosets(instanceId, activeGeosets);
if (geosetCape != 0 && npcCapeTextureId) {
charRenderer->setGroupTextureOverride(instanceId, 15, npcCapeTextureId);