chore(app): drop per-spawn animation diagnostic dump now that breathing works

The first-30-spawns dump was one-shot diagnostic to find the HighFrame=-1
sentinel bug. User confirmed breathing works post-fix (15 animated
entities registered at spawn 60, zero single-frame rejections — all
remaining rejections are framerate=0 static objects like chests,
doors, wells, which legitimately shouldn't idle-animate). The summary
animated-count line stays since it's useful for ongoing debugging.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-11 20:27:24 +02:00
parent 49c1a9d29e
commit 4752b8a528

View file

@ -946,22 +946,6 @@ public sealed class GameWindow : IDisposable
else if (idleCycle.Animation.PartFrames.Count <= 1)
_liveAnimRejectPartFrames++;
// Per-entity dump for the first N spawns so we can see actual
// AnimData values for live creatures and compare against retail.
if (_liveSpawnReceived <= 30)
{
if (idleCycle is not null)
Console.WriteLine($"live: SPAWN[{_liveSpawnReceived}] name='{spawn.Name ?? "?"}' " +
$"setup=0x{spawn.SetupTableId:X8} mt=0x{(spawn.MotionTableId ?? 0):X8} " +
$"cycle: anim=0x{(uint)idleCycle.Animation.Id:X8} " +
$"low={idleCycle.LowFrame} high={idleCycle.HighFrame} " +
$"framerate={idleCycle.Framerate:F2} partFrames={idleCycle.Animation.PartFrames.Count} " +
$"numParts={idleCycle.Animation.NumParts}");
else
Console.WriteLine($"live: SPAWN[{_liveSpawnReceived}] name='{spawn.Name ?? "?"}' " +
$"setup=0x{spawn.SetupTableId:X8} mt=0x{(spawn.MotionTableId ?? 0):X8} " +
$"cycle=null (no motion table / resolver failed)");
}
if (idleCycle is not null && idleCycle.Framerate != 0f
&& idleCycle.HighFrame > idleCycle.LowFrame