chore: strip debug logging from collision diagnostics

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-14 12:16:57 +02:00
parent 14b0a6e2b8
commit fc96f1b7e3

View file

@ -1837,28 +1837,6 @@ public sealed class GameWindow : IDisposable
}
}
// Debug: count collision types
int withBSP = 0, withCyl = 0, noPhys = 0;
foreach (var entity in lb.Entities)
{
bool hasBSP = false, hasCyl = false;
foreach (var mr in entity.MeshRefs)
{
if (_physicsDataCache.GetGfxObj(mr.GfxObjId)?.BSP?.Root is not null)
{ hasBSP = true; break; }
}
if (!hasBSP)
{
var setup = _physicsDataCache.GetSetup(entity.SourceGfxObjOrSetupId);
if (setup is not null && (setup.CylSpheres.Count > 0 || setup.Spheres.Count > 0))
hasCyl = true;
}
if (hasBSP) withBSP++;
else if (hasCyl) withCyl++;
else noPhys++;
}
Console.WriteLine($"shadow: lb=0x{lb.LandblockId:X8} ent={lb.Entities.Count} bsp={withBSP} cyl={withCyl} none={noPhys} reg={_physicsEngine.ShadowObjects.TotalRegistered}");
// Register each stab as a plugin snapshot so the plugin host has
// visibility into the streaming world state.
foreach (var entity in lb.Entities)