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Fix taxi state sync and transport authority; reduce runtime log overhead; restore first-person self-hide
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40b50454ce
commit
5171f9cad4
29 changed files with 529 additions and 360 deletions
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@ -733,7 +733,7 @@ void CharacterRenderer::setModelTexture(uint32_t modelId, uint32_t textureSlot,
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}
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gpuModel.textureIds[textureSlot] = textureId;
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core::Logger::getInstance().info("Replaced model ", modelId, " texture slot ", textureSlot, " with composited texture");
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core::Logger::getInstance().debug("Replaced model ", modelId, " texture slot ", textureSlot, " with composited texture");
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}
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void CharacterRenderer::resetModelTexture(uint32_t modelId, uint32_t textureSlot) {
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@ -773,9 +773,9 @@ bool CharacterRenderer::loadModel(const pipeline::M2Model& model, uint32_t id) {
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models[id] = std::move(gpuModel);
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core::Logger::getInstance().info("Loaded M2 model ", id, " (", model.vertices.size(),
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" verts, ", model.bones.size(), " bones, ", model.sequences.size(),
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" anims, ", model.textures.size(), " textures)");
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core::Logger::getInstance().debug("Loaded M2 model ", id, " (", model.vertices.size(),
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" verts, ", model.bones.size(), " bones, ", model.sequences.size(),
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" anims, ", model.textures.size(), " textures)");
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return true;
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}
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@ -1306,16 +1306,16 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
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}
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if (filtered) skipped++; else rendered++;
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LOG_INFO("Batch ", bIdx, ": submesh=", b.submeshId,
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" level=", b.submeshLevel,
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" idxStart=", b.indexStart, " idxCount=", b.indexCount,
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" tex=", texInfo,
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filtered ? " [SKIP]" : " [RENDER]");
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LOG_DEBUG("Batch ", bIdx, ": submesh=", b.submeshId,
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" level=", b.submeshLevel,
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" idxStart=", b.indexStart, " idxCount=", b.indexCount,
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" tex=", texInfo,
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filtered ? " [SKIP]" : " [RENDER]");
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bIdx++;
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}
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LOG_INFO("Batch summary: ", rendered, " rendered, ", skipped, " skipped, ",
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gpuModel.textureIds.size(), " textures loaded, ",
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gpuModel.data.textureLookup.size(), " in lookup table");
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LOG_DEBUG("Batch summary: ", rendered, " rendered, ", skipped, " skipped, ",
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gpuModel.textureIds.size(), " textures loaded, ",
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gpuModel.data.textureLookup.size(), " in lookup table");
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for (size_t t = 0; t < gpuModel.data.textures.size(); t++) {
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}
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}
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