Remove some redundant logging
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@@ -115,10 +115,6 @@ namespace OpenRA
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// TODO: Do this nicer
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// TODO: Do this nicer
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static Dictionary<string, MapStub> FindMaps(string[] mods)
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static Dictionary<string, MapStub> FindMaps(string[] mods)
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{
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{
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Console.WriteLine("Finding maps");
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foreach (var mod in mods)
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Console.WriteLine(mod);
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var paths = new[] { "maps/" }.Concat(mods.Select(m => "mods/" + m + "/maps/"))
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var paths = new[] { "maps/" }.Concat(mods.Select(m => "mods/" + m + "/maps/"))
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.Where(p => Directory.Exists(p))
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.Where(p => Directory.Exists(p))
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.SelectMany(p => Directory.GetDirectories(p)).ToList();
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.SelectMany(p => Directory.GetDirectories(p)).ToList();
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@@ -93,8 +93,8 @@ namespace OpenRA.GlRenderer
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vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX);
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vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX);
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fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT);
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fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT);
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Console.WriteLine("VP Profile: " + vertexProfile);
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//Console.WriteLine("VP Profile: " + vertexProfile);
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Console.WriteLine("FP Profile: " + fragmentProfile);
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//Console.WriteLine("FP Profile: " + fragmentProfile);
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Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
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Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
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CheckGlError();
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CheckGlError();
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@@ -77,8 +77,6 @@ namespace OpenRA.Mods.RA
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if (self.World.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(p) != null) continue;
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if (self.World.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(p) != null) continue;
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if (self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(p).Any()) continue;
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if (self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(p).Any()) continue;
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System.Console.WriteLine("Spawning crate at {0}", p);
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self.World.AddFrameEndTask(
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self.World.AddFrameEndTask(
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w => crates.Add(w.CreateActor("crate", p, self.World.WorldActor.Owner)));
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w => crates.Add(w.CreateActor("crate", p, self.World.WorldActor.Owner)));
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return;
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return;
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