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fix(editor): NPC diagnostics use WARNING level (INFO invisible in Release)
Release builds set default log level to WARNING — all the NPC loading diagnostic messages were at LOG_INFO/LOG_DEBUG and completely invisible. This is why the log showed zero NPC messages despite NPCs being placed. All NPC loading messages now use LOG_WARNING: - "NPC rebuild: N creatures to load" — confirms rebuild loop runs - "NPC M2 OK: path (Nv Ni Nb)" — model loaded successfully - "NPC loaded from WOM: path" — WOM format used - "NPC model file not found: path" — file missing - "NPC model invalid: path" — parse failed - "NPC M2 loadModel failed: path" — GPU upload failed - "NPC has empty modelPath: name" — no model selected
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parent
5506fd155b
commit
f1133cdfa7
1 changed files with 3 additions and 3 deletions
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@ -275,7 +275,7 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
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// Render NPC creatures as M2 instances
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if (m2Renderer_ && !npcs.empty()) {
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LOG_INFO("Loading ", npcs.size(), " NPC models...");
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LOG_WARNING("NPC rebuild: ", npcs.size(), " creatures to load");
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for (const auto& npc : npcs) {
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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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@ -321,7 +321,7 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
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pipeline::M2Material mat; mat.flags = 0; mat.blendMode = 0;
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model.materials.push_back(mat);
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loaded = true;
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LOG_INFO("NPC loaded from WOM: ", prefix, womBase);
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LOG_WARNING("NPC loaded from WOM: ", prefix, womBase);
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break;
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}
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}
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@ -351,7 +351,7 @@ void EditorViewport::rebuildObjects(const std::vector<PlacedObject>& objects,
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" (verts=", model.vertices.size(), " idx=", model.indices.size(), ")");
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continue;
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}
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LOG_INFO("NPC M2 loaded: ", npc.modelPath, " (",
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LOG_WARNING("NPC M2 OK: ", npc.modelPath, " (",
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model.vertices.size(), "v ", model.indices.size(), "i ",
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model.batches.size(), "b)");
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if (model.boundRadius < 1.0f) model.boundRadius = 50.0f;
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