fix(editor): all NPC loading messages now WARNING level (were DEBUG)

NPC model loading diagnostics were at LOG_DEBUG level which doesn't
appear in the default log output. Changed all NPC model loading
messages to LOG_WARNING/LOG_INFO:
- "NPC model file not found" now WARNING (was DEBUG, invisible)
- "NPC has empty modelPath" new WARNING for missing model selection
- "Loading N NPC models..." at loop entry to confirm rebuild runs
- "NPC M2 loaded" at INFO level shows successful loads

This will reveal exactly where the NPC rendering pipeline fails.
This commit is contained in:
Kelsi 2026-05-05 23:25:57 -07:00
parent ef04159b46
commit 5506fd155b

View file

@ -274,9 +274,10 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
}
// Render NPC creatures as M2 instances
if (m2Renderer_) {
if (m2Renderer_ && !npcs.empty()) {
LOG_INFO("Loading ", npcs.size(), " NPC models...");
for (const auto& npc : npcs) {
if (npc.modelPath.empty()) continue;
if (npc.modelPath.empty()) { LOG_WARNING("NPC has empty modelPath: ", npc.name); continue; }
uint32_t modelId;
auto it = m2ModelIds.find(npc.modelPath);
if (it != m2ModelIds.end()) {
@ -331,7 +332,7 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
if (!loaded) {
auto data = assetManager_->readFile(npc.modelPath);
if (data.empty()) {
LOG_DEBUG("NPC model file not found: ", npc.modelPath);
LOG_WARNING("NPC model file not found: ", npc.modelPath);
continue;
}
model = pipeline::M2Loader::load(data);