chore: strip debug logging from collision diagnostics
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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1 changed files with 0 additions and 22 deletions
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@ -1837,28 +1837,6 @@ public sealed class GameWindow : IDisposable
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}
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}
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}
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}
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// Debug: count collision types
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int withBSP = 0, withCyl = 0, noPhys = 0;
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foreach (var entity in lb.Entities)
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{
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bool hasBSP = false, hasCyl = false;
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foreach (var mr in entity.MeshRefs)
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{
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if (_physicsDataCache.GetGfxObj(mr.GfxObjId)?.BSP?.Root is not null)
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{ hasBSP = true; break; }
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}
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if (!hasBSP)
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{
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var setup = _physicsDataCache.GetSetup(entity.SourceGfxObjOrSetupId);
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if (setup is not null && (setup.CylSpheres.Count > 0 || setup.Spheres.Count > 0))
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hasCyl = true;
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}
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if (hasBSP) withBSP++;
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else if (hasCyl) withCyl++;
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else noPhys++;
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}
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Console.WriteLine($"shadow: lb=0x{lb.LandblockId:X8} ent={lb.Entities.Count} bsp={withBSP} cyl={withCyl} none={noPhys} reg={_physicsEngine.ShadowObjects.TotalRegistered}");
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// Register each stab as a plugin snapshot so the plugin host has
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// Register each stab as a plugin snapshot so the plugin host has
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// visibility into the streaming world state.
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// visibility into the streaming world state.
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foreach (var entity in lb.Entities)
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foreach (var entity in lb.Entities)
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