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Remove debug logging and add negative texture cache to fix lag spikes
Remove PPM composite dumps, MODEL1_BOUNDS vertex analysis, TEX_REGION logging, FOUNTAIN_PARTICLES debug output, and verbose chat/warden gate logging. Add negative cache for failed texture loads to prevent repeated file I/O for missing textures like deathknighteyeglow.blp.
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8 changed files with 19 additions and 106 deletions
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@ -251,6 +251,7 @@ private:
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std::unordered_map<std::string, TextureCacheEntry> textureCache;
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std::unordered_map<std::string, GLuint> compositeCache_; // key → GPU texture for reuse
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std::unordered_set<std::string> failedTextureCache_; // negative cache for missing textures
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size_t textureCacheBytes_ = 0;
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uint64_t textureCacheCounter_ = 0;
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size_t textureCacheBudgetBytes_ = 1024ull * 1024 * 1024; // Default, overridden at init
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