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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.
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f533373050
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475e0c213c
1 changed files with 2 additions and 19 deletions
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@ -5595,11 +5595,11 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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if (did == 0) return 0;
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int32_t idx = itemDisplayDbc->findRecordById(did);
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if (idx < 0) {
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LOG_INFO("NPC equip slot ", slotName, " displayId=", did, " NOT FOUND in ItemDisplayInfo.dbc");
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LOG_DEBUG("NPC equip slot ", slotName, " displayId=", did, " NOT FOUND in ItemDisplayInfo.dbc");
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return 0;
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}
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uint32_t gg = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), fGG1);
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LOG_INFO("NPC equip slot ", slotName, " displayId=", did, " GeosetGroup1=", gg, " (field=", fGG1, ")");
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LOG_DEBUG("NPC equip slot ", slotName, " displayId=", did, " GeosetGroup1=", gg);
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return gg;
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};
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@ -5729,23 +5729,6 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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activeGeosets.insert(101); // Default group 1 connector
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}
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// Log model's actual submesh IDs for debugging geoset mismatches
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if (auto* md = charRenderer->getModelData(modelId)) {
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std::string batchIds;
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for (const auto& b : md->batches) {
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if (!batchIds.empty()) batchIds += ",";
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batchIds += std::to_string(b.submeshId);
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}
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LOG_INFO("Model batches submeshIds: [", batchIds, "]");
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}
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// Log what geosets we're setting for debugging
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std::string geosetList;
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for (uint16_t g : activeGeosets) {
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if (!geosetList.empty()) geosetList += ",";
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geosetList += std::to_string(g);
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}
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LOG_INFO("NPC geosets for instance ", instanceId, ": [", geosetList, "]");
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charRenderer->setActiveGeosets(instanceId, activeGeosets);
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if (geosetCape != 0 && npcCapeTextureId) {
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charRenderer->setGroupTextureOverride(instanceId, 15, npcCapeTextureId);
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