Selaa lähdekoodia

Remove junk output

Remove several prints that were added for engine debugging, but are
of no use to the end user, and only pollute the editor and game logs.
Ruslan Mustakov 8 vuotta sitten
vanhempi
commit
6106fd88d4

+ 2 - 2
core/io/file_access_encrypted.cpp

@@ -62,12 +62,12 @@ Error FileAccessEncrypted::open_and_parse(FileAccess *p_base, const Vector<uint8
 		writing = false;
 		key = p_key;
 		uint32_t magic = p_base->get_32();
-		print_line("MAGIC: " + itos(magic));
 		ERR_FAIL_COND_V(magic != COMP_MAGIC, ERR_FILE_UNRECOGNIZED);
+
 		mode = Mode(p_base->get_32());
 		ERR_FAIL_INDEX_V(mode, MODE_MAX, ERR_FILE_CORRUPT);
 		ERR_FAIL_COND_V(mode == 0, ERR_FILE_CORRUPT);
-		print_line("MODE: " + itos(mode));
+
 		unsigned char md5d[16];
 		p_base->get_buffer(md5d, 16);
 		length = p_base->get_64();

+ 0 - 3
modules/stb_vorbis/audio_stream_ogg_vorbis.cpp

@@ -129,7 +129,6 @@ AudioStreamPlaybackOGGVorbis::~AudioStreamPlaybackOGGVorbis() {
 Ref<AudioStreamPlayback> AudioStreamOGGVorbis::instance_playback() {
 
 	Ref<AudioStreamPlaybackOGGVorbis> ovs;
-	printf("instance at %p, data %p\n", this, data);
 
 	ERR_FAIL_COND_V(data == NULL, ovs);
 
@@ -208,8 +207,6 @@ void AudioStreamOGGVorbis::set_data(const PoolVector<uint8_t> &p_data) {
 			break;
 		}
 	}
-
-	printf("create at %p, data %p\n", this, data);
 }
 
 PoolVector<uint8_t> AudioStreamOGGVorbis::get_data() const {

+ 0 - 4
scene/3d/particles.cpp

@@ -462,8 +462,6 @@ void ParticlesMaterial::finish_shaders() {
 
 void ParticlesMaterial::_update_shader() {
 
-	print_line("updating shader");
-
 	dirty_materials.remove(&element);
 
 	MaterialKey mk = _compute_key();
@@ -913,9 +911,7 @@ void ParticlesMaterial::_queue_shader_change() {
 	if (material_mutex)
 		material_mutex->lock();
 
-	print_line("queuing change");
 	if (!element.in_list()) {
-		print_line("not in list, adding");
 		dirty_materials.add(&element);
 	}
 

+ 0 - 2
scene/resources/shader.cpp

@@ -43,8 +43,6 @@ void Shader::set_code(const String &p_code) {
 
 	String type = ShaderLanguage::get_shader_type(p_code);
 
-	print_line("mode: " + type);
-
 	if (type == "canvas_item") {
 		mode = MODE_CANVAS_ITEM;
 	} else if (type == "particles") {