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.
This commit is contained in:
Kelsi 2026-02-16 00:45:47 -08:00
parent 4190cb796f
commit d87a86e35c
8 changed files with 19 additions and 106 deletions

View file

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