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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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@ -2804,15 +2804,6 @@ void GameScreen::updateCharacterTextures(game::Inventory& inventory) {
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}
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}
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// TEMP: log region layers for debugging
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{
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static const char* regionNames[] = {"ArmUpper","ArmLower","Hand","TorsoUpper","TorsoLower","LegUpper","LegLower","Foot"};
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for (const auto& rl : regionLayers) {
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LOG_INFO("TEX_REGION: region=", rl.first, "(", (rl.first < 8 ? regionNames[rl.first] : "?"), ") path=", rl.second);
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}
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LOG_INFO("TEX_REGION: total=", regionLayers.size(), " regions, baseSkin=", bodySkinPath);
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}
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// Re-composite: base skin + underwear + equipment regions
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// Clear composite cache first to prevent stale textures from being reused
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charRenderer->clearCompositeCache();
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