Remove or make verbose some debugging prints
The message about SpatialMaterial conversion was turned into a warning, as it can potentially interfere with porting projects from Godot 3.x (if there's a bug in the conversion code).
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49799ab454
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8 changed files with 4 additions and 17 deletions
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@ -262,10 +262,6 @@ void EditorFolding::_do_object_unfolds(Object *p_object, Set<RES> &resources) {
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if (E.type == Variant::OBJECT) {
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RES res = p_object->get(E.name);
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print_line("res: " + String(E.name) + " valid " + itos(res.is_valid()));
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if (res.is_valid()) {
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print_line("path " + res->get_path());
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}
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if (res.is_valid() && !resources.has(res) && res->get_path() != String() && !res->get_path().is_resource_file()) {
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resources.insert(res);
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_do_object_unfolds(res.ptr(), resources);
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@ -4236,7 +4236,6 @@ void EditorNode::_dock_make_float() {
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Size2 dock_size = dock->get_size() + borders * 2; // remember size
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Point2 dock_screen_pos = dock->get_global_position() + get_tree()->get_root()->get_position() - borders;
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print_line("dock pos: " + dock->get_global_position() + " window pos: " + get_tree()->get_root()->get_position());
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int dock_index = dock->get_index();
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dock_slot[dock_popup_selected]->remove_child(dock);
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@ -2871,7 +2871,6 @@ void GPUParticlesCollision3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *
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void GPUParticlesCollision3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Node3D *cs = p_gizmo->get_spatial_node();
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print_line("redraw request " + itos(cs != nullptr));
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p_gizmo->clear();
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const Ref<Material> material =
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@ -192,7 +192,7 @@ Error GLTFDocument::serialize(Ref<GLTFState> state, Node *p_root, const String &
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uint64_t elapsed = OS::get_singleton()->get_ticks_usec() - begin_time;
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float elapsed_sec = double(elapsed) / 1000000.0;
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elapsed_sec = Math::snapped(elapsed_sec, 0.01f);
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print_line("glTF: Export time elapsed seconds " + rtos(elapsed_sec).pad_decimals(2));
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print_verbose("glTF: Export time elapsed seconds " + rtos(elapsed_sec).pad_decimals(2));
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return OK;
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}
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@ -2899,7 +2899,7 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
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idx++;
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}
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print_line("remapped parameter not found: " + String(p_name));
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WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
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return true;
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}
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@ -994,9 +994,9 @@ bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) {
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}
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//clear unused flags
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print_line("format pre: " + itos(old_format));
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print_verbose("Mesh format pre-conversion: " + itos(old_format));
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print_line("format post: " + itos(new_format));
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print_verbose("Mesh format post-conversion: " + itos(new_format));
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ERR_FAIL_COND_V(!d.has("aabb"), false);
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AABB aabb = d["aabb"];
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@ -1305,7 +1305,6 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr
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RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points);
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if (gi->sdfgi_debug_probe_dir != Vector3()) {
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print_line("CLICK DEBUG ME?");
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uint32_t cascade = 0;
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Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[cascade].position)) * cascades[cascade].cell_size * Vector3(1.0, 1.0 / y_mult, 1.0);
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Vector3 probe_size = cascades[cascade].cell_size * (cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / y_mult, 1.0);
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@ -1333,11 +1332,6 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr
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}
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}
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if (gi->sdfgi_debug_probe_enabled) {
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print_line("found: " + gi->sdfgi_debug_probe_index);
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} else {
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print_line("no found");
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}
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gi->sdfgi_debug_probe_dir = Vector3();
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}
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@ -9265,7 +9265,6 @@ void RendererStorageRD::_update_global_variables() {
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ERR_CONTINUE(!material); //wtf
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_material_queue_update(material, false, true);
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print_line("update material texture?");
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}
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global_variables.must_update_texture_materials = false;
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