From fc96f1b7e3596166e5a6876ebcfbc2e49d2315a0 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 14 Apr 2026 12:16:57 +0200 Subject: [PATCH] chore: strip debug logging from collision diagnostics Co-Authored-By: Claude Opus 4.6 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 22 ---------------------- 1 file changed, 22 deletions(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index c06cf7a..8b867e0 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -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)