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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.
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parent
ef04159b46
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1 changed files with 4 additions and 3 deletions
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@ -274,9 +274,10 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
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}
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}
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// Render NPC creatures as M2 instances
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// Render NPC creatures as M2 instances
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if (m2Renderer_) {
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if (m2Renderer_ && !npcs.empty()) {
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LOG_INFO("Loading ", npcs.size(), " NPC models...");
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for (const auto& npc : npcs) {
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for (const auto& npc : npcs) {
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if (npc.modelPath.empty()) continue;
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if (npc.modelPath.empty()) { LOG_WARNING("NPC has empty modelPath: ", npc.name); continue; }
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uint32_t modelId;
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uint32_t modelId;
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auto it = m2ModelIds.find(npc.modelPath);
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auto it = m2ModelIds.find(npc.modelPath);
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if (it != m2ModelIds.end()) {
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if (it != m2ModelIds.end()) {
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@ -331,7 +332,7 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
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if (!loaded) {
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if (!loaded) {
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auto data = assetManager_->readFile(npc.modelPath);
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auto data = assetManager_->readFile(npc.modelPath);
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if (data.empty()) {
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if (data.empty()) {
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LOG_DEBUG("NPC model file not found: ", npc.modelPath);
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LOG_WARNING("NPC model file not found: ", npc.modelPath);
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continue;
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continue;
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}
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}
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model = pipeline::M2Loader::load(data);
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model = pipeline::M2Loader::load(data);
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