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