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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8 changed files with 4 additions and 17 deletions
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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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